Godot Engine class reference - en to ga translation catalogue (19486 entries)

en: All classes
ga: Gach rang

en: Globals
ga: Domhanda

en: Nodes
ga: Nóid

en: Resources
ga: Acmhainní

en: Editor-only
ga: Eagarthóir amháin

en: Other objects
ga: Rudaí eile

en: Variant types
ga: Cineálacha athraitheach

en: Description
ga: Cur síos

en: Tutorials
ga: Ranganna Teagaisc

en: Properties
ga: Airíonna

en: Constructors
ga: Tógálaithe

en: Methods
ga: Modhanna

en: Operators
ga: Oibreoirí

en: Theme Properties
ga: Airíonna Téama

en: Signals
ga: Comharthaí

en: Enumerations
ga: Áirimh

en: Constants
ga: Tairiscintí

en: Annotations
ga: Anótálacha

en: Property Descriptions
ga: Tuairiscí Maoine

en: Constructor Descriptions
ga: Cur síos ar an Tógálaí

en: Method Descriptions
ga: Cur síos ar Mhodhanna

en: Operator Descriptions
ga: Tuairiscí Oibreora

en: Theme Property Descriptions
ga: Cur síos ar na Maoine ar Théama

en: Inherits:
ga: Oidhreachtaí:

en: Inherited By:
ga: Arna hoidhreacht ag:

en: (overrides %s)
ga: (sáraíonn %s)

en: Default
ga: Réamhshocrú

en: Setter
ga: Leagann

en: value
ga: luach

en: Getter
ga: Faighteoir

en: This method should typically be overridden by the user to have any effect.
ga: Go hiondúil ba cheart don úsáideoir an modh seo a shárú chun aon éifeacht a bheith aige.

en: This method has no side effects. It doesn't modify any of the instance's member variables.
ga: Níl aon fo-iarsmaí ag an modh seo. Ní athraíonn sé aon cheann de na hathróga ball den ásc.

en: This method accepts any number of arguments after the ones described here.
ga: Glacann an modh seo le haon líon argóintí tar éis na cinn a thuairiscítear anseo.

en: This method is used to construct a type.
ga: Úsáidtear an modh seo chun cineál a thógáil.

en: This method doesn't need an instance to be called, so it can be called directly using the class name.
ga: Ní gá an modh seo a ghlaoch, mar sin is féidir é a ghlaoch go díreach trí úsáid a bhaint as ainm an ranga.

en: This method describes a valid operator to use with this type as left-hand operand.
ga: Déanann an modh seo cur síos ar oibreoir bailí le húsáid leis an gcineál seo mar operand láimhe clé.

en: This value is an integer composed as a bitmask of the following flags.
ga: Is slánuimhir é an luach seo atá comhdhéanta mar ghiotán de na bratacha seo a leanas.

en: No return value.
ga: Gan luach ar ais.

en: There is currently no description for this class. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an aicme seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this signal. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an gcomhartha seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this enum. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an enum seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this constant. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an tairiseach seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this annotation. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon chur síos ar an nóta seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an maoin seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this constructor. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an dtógálaí seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this method. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an modh seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this operator. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an oibreoir seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There is currently no description for this theme property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
ga: Níl aon tuairisc ar an airí téama seo faoi láthair. Cabhraigh linn le do thoil trí :ref: `ceann a chur leis <doc_updating_the_class_reference>`!

en: There are notable differences when using this API with C#. See :ref:`doc_c_sharp_differences` for more information.
ga: Tá difríochtaí suntasacha ann agus an API seo á úsáid le C#. Féach :ref:`doc_c_sharp_differences` le haghaidh tuilleadh eolais.

en: Deprecated:
ga: Tiomanta:

en: Experimental:
ga: Turgnamhach:

en: This signal may be changed or removed in future versions.
ga: Is féidir an comhartha seo a athrú nó a bhaint i leaganacha amach anseo.

en: This constant may be changed or removed in future versions.
ga: Is féidir an tairiseach seo a athrú nó a bhaint i leaganacha amach anseo.

en: This property may be changed or removed in future versions.
ga: Féadfar an t-airí seo a athrú nó a bhaint i leaganacha amach anseo.

en: This constructor may be changed or removed in future versions.
ga: Is féidir an cruthaitheoir seo a athrú nó a bhaint i leaganacha amach anseo.

en: This method may be changed or removed in future versions.
ga: Is féidir an modh seo a athrú nó a bhaint i leaganacha amach anseo.

en: This operator may be changed or removed in future versions.
ga: Féadfar an t-oibreoir seo a athrú nó a bhaint i leaganacha amach anseo.

en: This theme property may be changed or removed in future versions.
ga: Is féidir an t-airí téama seo a athrú nó a bhaint i leaganacha amach anseo.

en: Built-in GDScript constants, functions, and annotations.
ga: Tairisigh, feidhmeanna agus nótaí GDScript ionsuite.

en: GDScript exports
ga: Onnmhairithe GDScript

en: Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue ([param b8]), and optionally alpha ([param a8]) integer channels, each divided by [code]255.0[/code] for their final value. Using [method Color8] instead of the standard [Color] constructor is useful when you need to match exact color values in an [Image].
    [codeblock]
    var red = Color8(255, 0, 0)             # Same as Color(1, 0, 0).
    var dark_blue = Color8(0, 0, 51)        # Same as Color(0, 0, 0.2).
    var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).
    [/codeblock]
    [b]Note:[/b] Due to the lower precision of [method Color8] compared to the standard [Color] constructor, a color created with [method Color8] will generally not be equal to the same color created with the standard [Color] constructor. Use [method Color.is_equal_approx] for comparisons to avoid issues with floating-point precision error.
ga: Filleann sé [Color] déanta as cainéil slánuimhreacha dearg ([param r8]), glas ([param g8]), gorm ([param b8]), agus go roghnach alfa ([param a8]), gach ceann díobh roinnte ar [code]255.0 [/code] dá luach deiridh. Tá sé úsáideach [method Color8] a úsáid in ionad an chruthaitheora chaighdeánaigh [Color] nuair is gá duit luachanna cruinne datha a mheaitseáil in [Íomhá].
    [codeblock]
    var dearg = Dath 8(255, 0, 0) # Mar an gcéanna le Dath(1, 0, 0).
    var dark_blue = Dath8(0, 0, 51) # Mar an gcéanna le Dath(0, 0, 0.2).
    var my_color = Dath8(306, 255, 0, 102) # Mar an gcéanna le Dath(1.2, 1, 0, 0.4).
    [/codeblock]
    [b]Nóta:[/b] Mar gheall ar chruinneas níos ísle [method Color8] i gcomparáid leis an gcruthaitheoir caighdeánach [Color], go ginearálta ní bheidh dath a chruthaítear le [method Color8] comhionann leis an dath céanna a cruthaíodh leis an gcaighdeán [b] Dath] cruthaitheoir. Úsáid [method Color.is_equal_approx]chun comparáidí a dhéanamh chun fadhbanna le hearráid bheachtais snámhphointe a sheachaint.

en: Asserts that the [param condition] is [code]true[/code]. If the [param condition] is [code]false[/code], an error is generated. When running from the editor, the running project will also be paused until you resume it. This can be used as a stronger form of [method @GlobalScope.push_error] for reporting errors to project developers or add-on users.
    An optional [param message] can be shown in addition to the generic "Assertion failed" message. You can use this to provide additional details about why the assertion failed.
    [b]Warning:[/b] For performance reasons, the code inside [method assert] is only executed in debug builds or when running the project from the editor. Don't include code that has side effects in an [method assert] call. Otherwise, the project will behave differently when exported in release mode.
    [codeblock]
    # Imagine we always want speed to be between 0 and 20.
    var speed = -10
    assert(speed < 20) # True, the program will continue.
    assert(speed >= 0) # False, the program will stop.
    assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check.
    assert(speed < 20, "the speed limit is 20") # Show a message.
    [/codeblock]
    [b]Note:[/b] [method assert] is a keyword, not a function. So you cannot access it as a [Callable] or use it inside expressions.
ga: Dearbhaíonn go bhfuil an [coinníoll param] [code]true[/code]. Má tá an [coinníoll param] [code]false[/code], gintear earráid. Nuair a bheidh tú ag rith ón eagarthóir, cuirfear an tionscadal reatha ar sos freisin go dtí go n-atosóidh tú é. Is féidir é seo a úsáid mar fhoirm níos láidre de [method @GlobalScope.push_error] chun earráidí a thuairisciú d’fhorbróirí tionscadail nó d’úsáideoirí breiseán.
    Is féidir [teachtaireacht param] roghnach a thaispeáint chomh maith leis an teachtaireacht chineálach "Theip ar Dhearbhú". Is féidir leat é seo a úsáid chun sonraí breise a sholáthar faoin bhfáth ar theip ar an dearbhú.
    [b]Rabhadh:[/b] Ar chúiseanna feidhmíochta, ní dhéantar an cód laistigh de [dearbhú modha] a fhorghníomhú ach amháin i dtógálacha dífhabhtaithe nó nuair a bhíonn an tionscadal á rith ón eagarthóir. Ná cuir cód a bhfuil fo-iarmhairtí leis i nglao [dearbhú modha]. Seachas sin, beidh an tionscadal féin a iompar difriúil nuair a onnmhairiú i mód scaoileadh.
    [codeblock]
    # Samhlaigh go dteastaíonn uainn i gcónaí go mbeadh an luas idir 0 agus 20.
    var luas = -10
    dearbhaigh(luas < 20) # Fíor, leanfaidh an clár ar aghaidh.
    dearbhaigh(luas >= 0) # Bréagach, stopfaidh an clár.
    dearbhaigh(luas >= 0 agus luas < 20) # Is féidir an dá ráiteas coinníollach a chomhcheangal in aon seic amháin freisin.
    dearbhaigh(luas < 20, "is é 20 an luasteorainn") # Taispeáin teachtaireacht.
    [/codeblock]
    [b]Nóta:[/b] Eochairfhocal is ea [dearbhú modha], ní feidhm. Mar sin ní féidir leat é a rochtain mar [Inghlao] nó é a úsáid taobh istigh de nathanna.

en: Use [method @GlobalScope.type_convert] instead.
ga: Úsáid [method @GlobalScope.type_convert] ina ionad sin.

en: Converts [param what] to [param type] in the best way possible. The [param type] uses the [enum Variant.Type] values.
    [codeblock]
    var a = [4, 2.5, 1.2]
    print(a is Array) # Prints true
    
    var b = convert(a, TYPE_PACKED_BYTE_ARRAY)
    print(b)          # Prints [4, 2, 1]
    print(b is Array) # Prints false
    [/codeblock]
ga: Athraíonn [param what] go [cineál param] ar an mbealach is fearr is féidir. Úsáideann an [cineál param] na luachanna [enum Variant.Type].
    [codeblock]
    var a = [4, 2.5, 1.2]
    print(a is Eagar) # Priontaí fíor
    
    var b = tiontaigh(a, TYPE_PACKED_BYTE_ARRAY)
    priontáil(b) # Priontála [4, 2, 1]
    print(b is Eagar é) # Priontaí bréagach
    [/codeblock]

en: Converts a [param dictionary] (created with [method inst_to_dict]) back to an Object instance. Can be useful for deserializing.
ga: Tiontaíonn [foclóir param] (cruthaithe le [method inst_to_dict]) ar ais go dtí shampla Object. Féadann sé a bheith úsáideach le díscriosú.

en: Returns an array of dictionaries representing the current call stack. See also [method print_stack].
    [codeblock]
    func _ready():
        foo()
    
    func foo():
        bar()
    
    func bar():
        print(get_stack())
    [/codeblock]
    Starting from [code]_ready()[/code], [code]bar()[/code] would print:
    [codeblock lang=text]
    [{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]
    [/codeblock]
    [b]Note:[/b] This function only works if the running instance is connected to a debugging server (i.e. an editor instance). [method get_stack] will not work in projects exported in release mode, or in projects exported in debug mode if not connected to a debugging server.
    [b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so will return an empty array.
ga: Filleann sé raon foclóirí a léiríonn an chairn glaonna reatha. Féach freisin [method print_stack].
    [codeblock]
    func _réidh():
        fo()
    
    func foo():
        barra()
    
    barra feidhm():
        priontáil(get_stack())
    [/codeblock]
    Ag tosú ó [code]_ready()[/code], phriontálfadh [code]barra()[/code]:
    [codeblock lang=téacs]
    [{feidhm: barra, líne:12, foinse:res://script.gd}, {feidhm: foo, líne:9, foinse:res://script.gd}, {feidhm:_réidh, líne:6, foinse:res://script.gd}]
    [/codeblock]
    [b]Nóta:[/b] Ní oibríonn an fheidhm seo ach amháin má tá an ásc reatha nasctha le freastalaí dífhabhtaithe (i.e. cás eagarthóra). Ní oibreoidh [method get_stack] i dtionscadail arna n-easpórtáil sa mhodh scaoilte, nó i dtionscadail a easpórtálfar i mód dífhabhtaithe mura bhfuil siad nasctha le freastalaí dífhabhtaithe.
    [b]Nóta:[/b] Ní thacaítear le glaoch na feidhme seo ó [Snáithe]. Má dhéantar é sin, cuirfear eagar folamh ar ais.

en: Returns a [Resource] from the filesystem located at the absolute [param path]. Unless it's already referenced elsewhere (such as in another script or in the scene), the resource is loaded from disk on function call, which might cause a slight delay, especially when loading large scenes. To avoid unnecessary delays when loading something multiple times, either store the resource in a variable or use [method preload]. This method is equivalent of using [method ResourceLoader.load] with [constant ResourceLoader.CACHE_MODE_REUSE].
    [b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the FileSystem dock and choosing "Copy Path", or by dragging the file from the FileSystem dock into the current script.
    [codeblock]
    # Load a scene called "main" located in the root of the project directory and cache it in a variable.
    var main = load("res://main.tscn") # main will contain a PackedScene resource.
    [/codeblock]
    [b]Important:[/b] Relative paths are [i]not[/i] relative to the script calling this method, instead it is prefixed with [code]"res://"[/code]. Loading from relative paths might not work as expected.
    This function is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
    [b]Note:[/b] Files have to be imported into the engine first to load them using this function. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data].
    [b]Note:[/b] If [member ProjectSettings.editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to read converted files in an exported project. If you rely on run-time loading of files present within the PCK, set [member ProjectSettings.editor/export/convert_text_resources_to_binary] to [code]false[/code].
ga: Filleann sé [Acmhainn] ón gcóras comhad atá suite ag an absalóideach [param path]. Mura ndéantar tagairt dó in áit eile (ar nós script eile nó sa radharc), déantar an acmhainn a luchtú ón diosca ar ghlao feidhme, rud a d’fhéadfadh moill bheag a chur air, go háirithe agus radhairc mhóra á lódáil. Chun moilleanna gan ghá a sheachaint agus rud éigin á luchtú iolrach, stóráil an acmhainn in athróg nó úsáid [réamh-lódáil modh]. Tá an modh seo comhionann le [method ResourceLoader.load] a úsáid le [resourceLoader.CACHE_MODE_REUSE].
    [b]Nóta:[/b] Is féidir cosáin acmhainne a fháil ach cliceáil ar dheis ar acmhainn sa duga FileSystem agus "Copy Path" a roghnú, nó tríd an gcomhad a tharraingt ón duga FileSystem isteach sa script reatha.
    [codeblock]
    # Luchtaigh radharc ar a dtugtar "príomh" atá suite i bhfréamh eolaire an tionscadail agus taisce in athróg é.
    var main = load ("res://main.tscn") # príomh beidh acmhainn PackedScene.
    [/codeblock]
    [b]Tábhachtach:[/b] Tá na cosáin choibhneasta [i] ní[/i] i gcoibhneas leis an script a ghlaonn an modh seo, ina ionad sin cuirtear [code]"res://"[/code] air. Seans nach n-oibreoidh luchtú ó chosáin choibhneasta mar a bhíothas ag súil leis.
    Is leagan simplithe í an fheidhm seo de [method ResourceLoader.load], ar féidir é a úsáid le haghaidh cásanna níos forbartha.
    [b]Nóta:[/b] Ní mór comhaid a iompórtáil isteach san inneall ar dtús chun iad a luchtú leis an bhfeidhm seo. Más mian leat [Íomhá]anna a lódáil ag am rite, is féidir leat [method Image.load] a úsáid. Más mian leat comhaid fuaime a iompórtáil, is féidir leat an mhír a bhfuil cur síos air in [member AudioStreamMP3.data] a úsáid.
    [b]Nóta:[/b] Má tá [member ProjectSettings.editor/export/convert_text_resources_to_binary] [code]true[/code], [method @GDScript.load] ní bheidh sé in ann comhaid chomhshó a léamh i dtionscadal easpórtáilte. Má tá tú ag brath ar luchtú ama rite na gcomhad atá laistigh den PCK, socraigh [member ProjectSettings.editor/export/convert_text_resources_to_binary] go [code]bréagach[/code].

en: Returns a [Resource] from the filesystem located at [param path]. During run-time, the resource is loaded when the script is being parsed. This function effectively acts as a reference to that resource. Note that this function requires [param path] to be a constant [String]. If you want to load a resource from a dynamic/variable path, use [method load].
    [b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the Assets Panel and choosing "Copy Path", or by dragging the file from the FileSystem dock into the current script.
    [codeblock]
    # Create instance of a scene.
    var diamond = preload("res://diamond.tscn").instantiate()
    [/codeblock]
    [b]Note:[/b] [method preload] is a keyword, not a function. So you cannot access it as a [Callable].
ga: Filleann sé [Acmhainn] ón gcóras comhad atá suite ag [param path]. Le linn an ama rite, luchtaítear an acmhainn nuair a bhíonn an script á pharsáil. Feidhmíonn an fheidhm seo go héifeachtach mar thagairt don acmhainn sin. Tabhair faoi deara go n-éilíonn an fheidhm seo go bhfuil [cosán param] ina tairiseach [Teaghrán]. Más mian leat acmhainn a lódáil ó chonair dhinimiciúil/athróg, úsáid [ualach modh].
    [b]Nóta:[/b] Is féidir conairí acmhainne a fháil ach cliceáil ar dheis ar acmhainn sa Phainéal Sócmhainní agus "Copy Path" a roghnú, nó tríd an gcomhad a tharraingt ón duga FileSystem isteach sa script reatha.
    [codeblock]
    # Cruthaigh sampla de radharc.
    var diamond = preload ("res://diamond.tscn"). toirt ()
    [/codeblock]
    [b]Nóta:[/b] Eochairfhocal is ea [preload modh], ní feidhm. Mar sin ní féidir leat é a rochtain mar [Inghlao].

en: Like [method @GlobalScope.print], but includes the current stack frame when running with the debugger turned on.
    The output in the console may look like the following:
    [codeblock lang=text]
    Test print
    At: res://test.gd:15:_process()
    [/codeblock]
    [b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so will instead print the thread ID.
ga: Cosúil le [method @GlobalScope.print], ach folaíonn sé an fráma cruachta reatha agus é ag rith leis an dífhabhtóir casta air.
    Seans go mbeidh cuma mar seo a leanas ar an aschur sa chonsól:
    [codeblock lang=téacs]
    Priontáil tástála
    Ag: res://test.gd:15:_process()
    [/codeblock]
    [b]Nóta:[/b] Ní thacaítear le glaoch na feidhme seo ó [Snáithe]. Má dhéantar é sin, déanfar an t-aitheantas snáithe a phriontáil.

en: Prints a stack trace at the current code location. See also [method get_stack].
    The output in the console may look like the following:
    [codeblock lang=text]
    Frame 0 - res://test.gd:16 in function '_process'
    [/codeblock]
    [b]Note:[/b] This function only works if the running instance is connected to a debugging server (i.e. an editor instance). [method print_stack] will not work in projects exported in release mode, or in projects exported in debug mode if not connected to a debugging server.
    [b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so will instead print the thread ID.
ga: Priontaí rian cruachta ag suíomh an chóid reatha. Féach freisin [method get_stack].
    Seans go mbeidh cuma mar seo a leanas ar an aschur sa chonsól:
    [codeblock lang=téacs]
    Fráma 0 - res://test.gd:16 san fheidhm '_process'
    [/codeblock]
    [b]Nóta:[/b] Ní oibríonn an fheidhm seo ach amháin má tá an ásc reatha nasctha le freastalaí dífhabhtaithe (i.e. cás eagarthóra). Ní oibreoidh [method print_stack] i dtionscadail arna n-easpórtáil sa mhodh scaoilte, nó i dtionscadail a easpórtálfar i mód dífhabhtaithe mura bhfuil siad nasctha le freastalaí dífhabhtaithe.
    [b]Nóta:[/b] Ní thacaítear le glaoch na feidhme seo ó [Snáithe]. Má dhéantar é sin, déanfar an t-aitheantas snáithe a phriontáil.

en: Returns [code]true[/code] if the given [Object]-derived class exists in [ClassDB]. Note that [Variant] data types are not registered in [ClassDB].
    [codeblock]
    type_exists("Sprite2D") # Returns true
    type_exists("NonExistentClass") # Returns false
    [/codeblock]
ga: Filleann sé [code]true[/code] má tá an rang a tugadh [Object]-díorthaithe ann i [Aicme DB]. Tabhair faoi deara nach bhfuil cineálacha sonraí [Athróg] cláraithe in [Aicme DB].
    [codeblock]
    type_exists("Sprite2D") # Filleann sé fíor
    type_exists("NonExistentClass") # Filleann bréagach
    [/codeblock]

en: Constant that represents how many times the diameter of a circle fits around its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in rotations.
ga: Tairiseach a léiríonn cé mhéad uair a luíonn trastomhas ciorcail timpeall a imlíne. Tá sé seo comhionann le [code]TAU / 2[/code], nó 180 céim in uainíochtaí.

en: The circle constant, the circumference of the unit circle in radians. This is equivalent to [code]PI * 2[/code], or 360 degrees in rotations.
ga: An tairiseach ciorcail, imlíne an chiorcail aonaid ina raidian. Tá sé seo comhionann le [code]PI * 2[/code], nó 360 céim in uainíochtaí.

en: Positive floating-point infinity. This is the result of floating-point division when the divisor is [code]0.0[/code]. For negative infinity, use [code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative infinity if the numerator is positive, so dividing by [code]0.0[/code] is not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] returning [code]true[/code]).
    [b]Warning:[/b] Numeric infinity is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer number by [code]0[/code] will not result in [constant INF] and will result in a run-time error instead.
ga: Infinity snámhphointe dearfach. Tá sé seo mar thoradh ar roinnt snámhphointe nuair is é [code]0.0[/code] an roinnteoir. Le haghaidh éigríochta diúltach, úsáid [code]-INF[/code]. Má roinntear é ar [code]-0.0[/code], beidh éigríocht dhiúltach ann má tá an t-uimhreoir deimhneach, agus mar sin ní hionann é a roinnt ar [code]0.0[/code] agus é a roinnt ar [code]-0.0[/code] ( in ainneoin [code] 0.0 == -0.0[/code] ag filleadh [code]true[/code]).
    [b]Rabhadh:[/b] Níl in éigríoch uimhriúil ach coincheap a bhfuil uimhreacha snámhphointe aige, agus níl aon choibhéis aici maidir le slánuimhreacha. Má roinntear slánuimhir ar [code]0[/code], ní bheidh [INF seasmhach] mar thoradh air agus beidh earráid ama rite mar thoradh air.

en: "Not a Number", an invalid floating-point value. [constant NAN] has special properties, including that [code]!=[/code] always returns [code]true[/code], while other comparison operators always return [code]false[/code]. This is true even when comparing with itself ([code]NAN == NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It is returned by some invalid operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/code].
    [b]Warning:[/b] "Not a Number" is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer [code]0[/code] by [code]0[/code] will not result in [constant NAN] and will result in a run-time error instead.
ga: "Ní Uimhir", luach snámhphointe neamhbhailí. Tá airíonna speisialta ag [NAN seasmhach], lena n-áirítear go dtugann [code]!=[/code] ar ais [code]true[/code] i gcónaí, agus go dtugann oibreoirí comparáide eile [code]bréagach[/code] ar ais i gcónaí. Tá sé seo fíor fiú nuair a dhéantar comparáid leis féin ([code]NAN == NAN[/code] a thugann ar ais [code]bréagach[/code], agus [code]NAN != NAN[/code] a thugann ar ais [code]true[/code]). Filleann sé seo ó roinnt oibríochtaí neamhbhailí, mar shampla ag roinnt uimhir snámhphointe [code]0.0[/code] le [code]0.0[/code].
    [b]Rabhadh:[/b] Is coincheap é "Ní Uimhir" ach a bhfuil uimhreacha snámhphointe aige, agus níl a choibhéis ann maidir le slánuimhreacha. Má roinntear slánuimhir [code]0[/code] ar [code]0[/code], ní bheidh [NAN seasmhach] mar thoradh air agus beidh earráid ama rite mar thoradh air.

en: Mark the following property as exported (editable in the Inspector dock and saved to disk). To control the type of the exported property, use the type hint notation.
    [codeblock]
    extends Node
    
    enum Direction {LEFT, RIGHT, UP, DOWN}
    
    # Built-in types.
    @export var string = ""
    @export var int_number = 5
    @export var float_number: float = 5
    
    # Enums.
    @export var type: Variant.Type
    @export var format: Image.Format
    @export var direction: Direction
    
    # Resources.
    @export var image: Image
    @export var custom_resource: CustomResource
    
    # Nodes.
    @export var node: Node
    @export var custom_node: CustomNode
    
    # Typed arrays.
    @export var int_array: Array[int]
    @export var direction_array: Array[Direction]
    @export var image_array: Array[Image]
    @export var node_array: Array[Node]
    [/codeblock]
    [b]Note:[/b] Custom resources and nodes should be registered as global classes using [code]class_name[/code], since the Inspector currently only supports global classes. Otherwise, a less specific type will be exported instead.
    [b]Note:[/b] Node export is only supported in [Node]-derived classes and has a number of other limitations.
ga: Marcáil an t-airí seo a leanas mar a easpórtáladh (is féidir é a chur in eagar sa duga Cigire agus a shábháil ar diosca). Chun cineál na maoine easpórtáilte a rialú, bain úsáid as an nodaireacht leide cineáil.
    [codeblock]
    leathnaíonn Nód
    
    enum Treo {clé, DHEIS, UP, SÍOS}
    
    # Cineálacha ionsuite.
    @export var teaghrán = ""
    @export var int_number = 5
    @export var float_number: snámhphointe = 5
    
    # Enum.
    @export cineál var: Variant.Type
    formáid @export var: Image.Format
    @export var treo: Treo
    
    # Acmhainní.
    @export var íomhá: Íomhá
    @export var custom_resource: CustomResource
    
    # Nód.
    @export var nód: Nód
    @export var custom_node: CustomNode
    
    # Eagair clóscríofa.
    @export var int_array: Array[int]
    @easpórtáil var direction_array: Eagar[Treoir]
    @export var image_array: Eagar[Íomhá]
    @export var nód_array: Eagar[Nóid]
    [/codeblock]
    [b]Nóta:[/b] Ba cheart acmhainní agus nóid saincheaptha a chlárú mar aicmí domhanda agus úsáid á baint as [code]class_name[/code], toisc nach dtacaíonn an Cigire ach le haicmí domhanda faoi láthair. Seachas sin, déanfar cineál nach bhfuil chomh sonrach a onnmhairiú ina ionad.
    [b]Nóta:[/b] Ní thacaítear le heaspórtáil nód ach amháin in aicmí [Nód]-díorthaithe agus tá roinnt teorainneacha eile leis.

en: Define a new category for the following exported properties. This helps to organize properties in the Inspector dock.
    See also [constant PROPERTY_USAGE_CATEGORY].
    [codeblock]
    @export_category("Statistics")
    @export var hp = 30
    @export var speed = 1.25
    [/codeblock]
    [b]Note:[/b] Categories in the Inspector dock's list usually divide properties coming from different classes (Node, Node2D, Sprite, etc.). For better clarity, it's recommended to use [annotation @export_group] and [annotation @export_subgroup], instead.
ga: Sainmhínigh catagóir nua do na hairíonna easpórtála seo a leanas. Cuidíonn sé seo le réadmhaoin a eagrú i nduga an Chigire.
    Féach freisin [PROPERTY_USAGE_CATEGORY] leanúnach.
    [codeblock]
    @export_category("Staidreamh")
    @easpórtáil var hp = 30
    @export var luas = 1.25
    [/codeblock]
    [b]Nóta:[/b] Roinneann catagóirí ar liosta dugaí an Chigire de ghnáth airíonna a thagann ó aicmí éagsúla (Nóid, Node2D, Sprite, etc.). Ar mhaithe le soiléireacht níos fearr, moltar [anótáil @export_group] agus [anótáil @export_subgroup] a úsáid ina ionad sin.

en: Export a [Color], [Array][lb][Color][rb], or [PackedColorArray] property without allowing its transparency ([member Color.a]) to be edited.
    See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].
    [codeblock]
    @export_color_no_alpha var dye_color: Color
    @export_color_no_alpha var dye_colors: Array[Color]
    [/codeblock]
ga: Easpórtáil airí [Color], [Array][lb][Color][rb], nó [PackedColorArray] gan a thrédhearcacht a cheadú ([member Color.a]) a chur in eagar.
    Féach freisin [proPERTY_HINT_COLOR_NO_ALPHA] leanúnach.
    [codeblock]
    @export_color_no_alpha var dye_color: Dath
    @export_color_no_alpha var dye_colors: Eagar[Color]
    [/codeblock]

en: Allows you to set a custom hint, hint string, and usage flags for the exported property. Note that there's no validation done in GDScript, it will just pass the parameters to the editor.
    [codeblock]
    @export_custom(PROPERTY_HINT_NONE, "suffix:m") var suffix: Vector3
    [/codeblock]
    [b]Note:[/b] Regardless of the [param usage] value, the [constant PROPERTY_USAGE_SCRIPT_VARIABLE] flag is always added, as with any explicitly declared script variable.
ga: Ligeann sé duit leid saincheaptha, teaghrán leid, agus bratacha úsáide a shocrú don mhaoin easpórtáilte. Tabhair faoi deara nach bhfuil aon bhailíochtú déanta i GDScript, cuirfidh sé na paraiméadair ar aghaidh chuig an eagarthóir.
    [codeblock]
    @export_custom(PROPERTY_HINT_NONE, "iarmhír:m") var iarmhír: Vector3
    [/codeblock]
    [b]Nóta:[/b] Beag beann ar an luach [úsáid param], cuirtear an bhratach [proPERTY_USAGE_SCRIPT_VARIABLE] leis i gcónaí, mar aon le haon athróg script a dhearbhaítear go sainráite.

en: Export a [String], [Array][lb][String][rb], or [PackedStringArray] property as a path to a directory. The path will be limited to the project folder and its subfolders. See [annotation @export_global_dir] to allow picking from the entire filesystem.
    See also [constant PROPERTY_HINT_DIR].
    [codeblock]
    @export_dir var sprite_folder_path: String
    @export_dir var sprite_folder_paths: Array[String]
    [/codeblock]
ga: Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] mar chonair chuig eolaire. Beidh an cosán teoranta d'fhillteán an tionscadail agus a fhofhillteáin. Féach ar [anótáil @export_global_dir] chun piocadh ón gcóras comhad iomlán a cheadú.
    Féach freisin [PROPERTY_HINT_DIR] leanúnach.
    [codeblock]
    @export_dir var sprite_folder_path: Teaghrán
    @export_dir var sprite_folder_paths: Eagar[Teaghrán]
    [/codeblock]

en: Export an [int], [String], [Array][lb][int][rb], [Array][lb][String][rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], or [PackedStringArray] property as an enumerated list of options (or an array of options). If the property is an [int], then the index of the value is stored, in the same order the values are provided. You can add explicit values using a colon. If the property is a [String], then the value is stored.
    See also [constant PROPERTY_HINT_ENUM].
    [codeblock]
    @export_enum("Warrior", "Magician", "Thief") var character_class: int
    @export_enum("Slow:30", "Average:60", "Very Fast:200") var character_speed: int
    @export_enum("Rebecca", "Mary", "Leah") var character_name: String
    
    @export_enum("Sword", "Spear", "Mace") var character_items: Array[int]
    @export_enum("double_jump", "climb", "dash") var character_skills: Array[String]
    [/codeblock]
    If you want to set an initial value, you must specify it explicitly:
    [codeblock]
    @export_enum("Rebecca", "Mary", "Leah") var character_name: String = "Rebecca"
    [/codeblock]
    If you want to use named GDScript enums, then use [annotation @export] instead:
    [codeblock]
    enum CharacterName {REBECCA, MARY, LEAH}
    @export var character_name: CharacterName
    
    enum CharacterItem {SWORD, SPEAR, MACE}
    @export var character_items: Array[CharacterItem]
    [/codeblock]
ga: Easpórtáil [int], [Teaghrán], [Eagar][lb][int][rb], [Eagar][lb][String][rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], nó [ PackedStringArray] mar liosta áirithe roghanna (nó raon roghanna). Más [int] an t-airí, stóráiltear innéacs an luacha, san ord céanna cuirtear na luachanna ar fáil. Is féidir leat luachanna soiléire a chur leis trí idirlon. Más [Teaghrán] an t-airí, stóráiltear an luach.
    Féach freisin [PROPERTY_HINT_ENNUM].
    [codeblock]
    @export_enum ("Trodaí", "Magician", "Gadaí") var character_class: int
    @export_enum ("Mall: 30", "Meán: 60", "An-ghasta: 200") var character_speed: int
    @export_enum ("Rebecca", "Mary", "Leah") var character_name: Teaghrán
    
    @export_enum ("Sword", "Spear", "Mace") var character_items: Array[int]
    @export_enum ("double_jump", "tóg", "dash") var character_skills: Eagar[Teaghrán]
    [/codeblock]
    Más mian leat luach tosaigh a shocrú, ní mór duit é a shonrú go sainráite:
    [codeblock]
    @export_enum("Rebecca", "Mary", "Leah") var character_name: String = "Rebecca"
    [/codeblock]
    Más mian leat uimhreacha ainmnithe GDScript a úsáid, bain úsáid as [anótáil @export] ina ionad sin:
    [codeblock]
    enum CharacterName {REBECCA, MARY, LEAH}
    @export var character_name: CharacterName
    
    enum Carachtar Mír {CLÁR, SPEAR, MACE}
    @export var character_items: Eagar[CharacterItem]
    [/codeblock]

en: Export a floating-point property with an easing editor widget. Additional hints can be provided to adjust the behavior of the widget. [code]"attenuation"[/code] flips the curve, which makes it more intuitive for editing attenuation properties. [code]"positive_only"[/code] limits values to only be greater than or equal to zero.
    See also [constant PROPERTY_HINT_EXP_EASING].
    [codeblock]
    @export_exp_easing var transition_speed
    @export_exp_easing("attenuation") var fading_attenuation
    @export_exp_easing("positive_only") var effect_power
    @export_exp_easing var speeds: Array[float]
    [/codeblock]
ga: Easpórtáil airí snámhphointe le giuirléid eagarthóra. Is féidir leideanna breise a sholáthar chun iompar an ghiuirléid a choigeartú. Déanann [code] "lagú"[/code] an cuar a smeach, rud a fhágann go bhfuil sé níos iomasach airíonna tanúcháin a chur in eagar. [code] "dearfach_amháin"[/code] teorainn le luachanna a bheith níos mó ná nó cothrom le nialas.
    Féach freisin [proPERTY_HINT_EXP_EASING leanúnach].
    [codeblock]
    @export_exp_easing var transition_speed
    @export_exp_easing ("lagú") var fading_attenuation
    @export_exp_easing ("dearfach_amháin") var effect_power
    @export_exp_easing var speeds: Eagar[snámh]
    [/codeblock]

en: Export a [String], [Array][lb][String][rb], or [PackedStringArray] property as a path to a file. The path will be limited to the project folder and its subfolders. See [annotation @export_global_file] to allow picking from the entire filesystem.
    If [param filter] is provided, only matching files will be available for picking.
    See also [constant PROPERTY_HINT_FILE].
    [codeblock]
    @export_file var sound_effect_path: String
    @export_file("*.txt") var notes_path: String
    @export_file var level_paths: Array[String]
    [/codeblock]
ga: Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] mar chonair chuig comhad. Beidh an cosán teoranta d'fhillteán an tionscadail agus a fhofhillteáin. Féach ar [anótáil @export_global_file] chun piocadh ón gcóras comhad iomlán a cheadú.
    Má chuirtear [param filter] ar fáil, ní bheidh ach comhaid mheaitseála ar fáil lena phiocadh.
    Féach freisin [PROPERTY_HINT_FILE] leanúnach.
    [codeblock]
    @export_file var sound_effect_path: Teaghrán
    @export_file("*.txt") var notes_path: Teaghrán
    @export_file var level_paths: Eagar[Teaghrán]
    [/codeblock]

en: Export an integer property as a bit flag field. This allows to store several "checked" or [code]true[/code] values with one property, and comfortably select them from the Inspector dock.
    See also [constant PROPERTY_HINT_FLAGS].
    [codeblock]
    @export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
    [/codeblock]
    You can add explicit values using a colon:
    [codeblock]
    @export_flags("Self:4", "Allies:8", "Foes:16") var spell_targets = 0
    [/codeblock]
    You can also combine several flags:
    [codeblock]
    @export_flags("Self:4", "Allies:8", "Self and Allies:12", "Foes:16")
    var spell_targets = 0
    [/codeblock]
    [b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 ** 32 - 1[/code].
    [b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is not taken into account. In the following example, A is 16, B is 2, C is 4.
    [codeblock]
    @export_flags("A:16", "B", "C") var x
    [/codeblock]
    You can also use the annotation on [Array][lb][int][rb], [PackedByteArray], [PackedInt32Array], and [PackedInt64Array]
    [codeblock]
    @export_flags("Fire", "Water", "Earth", "Wind") var phase_elements: Array[int]
    [/codeblock]
ga: Easpórtáil airí slánuimhir mar réimse bratach giotán. Ligeann sé seo roinnt luachanna “seiceáilte” nó [code]true[/code] a stóráil le réadmhaoin amháin, agus iad a roghnú go compordach ó dhuga an Chigire.
    Féach freisin [PROPERTY_HINT_FLAGS leanúnach].
    [codeblock]
    @export_flags("Tine", "Uisce", "Domhan", "Gaoithe") var spell_elements = 0
    [/codeblock]
    Is féidir leat luachanna soiléire a chur leis trí idirlon:
    [codeblock]
    @export_flags ("Féin: 4", "Comhghuaillithe: 8", "Eabhraigh: 16") le haghaidh spell_targets = 0
    [/codeblock]
    Is féidir leat roinnt bratacha a chur le chéile freisin:
    [codeblock]
    @export_flags ("Féin: 4", "Comhghuaillithe: 8", "Féin agus Comhghuaillithe: 12", "Neamhluaite: 16")
    var spell_targets = 0
    [/codeblock]
    [b]Nóta:[/b] Caithfidh luach bratach a bheith ar a laghad [code]1[/code] agus ar a laghad [code]2 ** 32 - 1[/code].
    [b]Nóta:[/b] Murab ionann agus [anótáil @export_enum], ní chuirtear an luach sainráite roimhe seo san áireamh. Sa sampla seo a leanas, tá A 16, B é 2, C is 4.
    [codeblock]
    @export_flags ("A: 16", "B", "C") var x
    [/codeblock]
    Is féidir leat an nóta a úsáid freisin ar [Array][lb][int][rb], [PackedByteArray], [PackedInt32Array], agus [PackedInt64Array]
    [codeblock]
    @export_flags ("Dóiteáin", "Uisce", "Domhan", "Gaoithe") var phase_elements: Eagar[int]
    [/codeblock]

en: Export an integer property as a bit flag field for 2D navigation layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/2d_navigation/layer_1].
    See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].
    [codeblock]
    @export_flags_2d_navigation var navigation_layers: int
    @export_flags_2d_navigation var navigation_layers_array: Array[int]
    [/codeblock]
ga: Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna loingseoireachta 2T. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá sainmhínithe i [comhalta ProjectSettings.layer_names/2d_navigation/layer_1].
    Féach freisin [proPERTY_HINT_LAYERS_2D_NAVIGATION] leanúnach.
    [codeblock]
    @export_flags_2d_navigation var navigation_layers: int
    @export_flags_2d_navigation var navigation_layers_array: Eagar[int]
    [/codeblock]

en: Export an integer property as a bit flag field for 2D physics layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/2d_physics/layer_1].
    See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].
    [codeblock]
    @export_flags_2d_physics var physics_layers: int
    @export_flags_2d_physics var physics_layers_array: Array[int]
    [/codeblock]
ga: Easpórtáil maoin slánuimhir mar réimse bratach giotán le haghaidh sraitheanna fisice 2D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá sainmhínithe i [member ProjectSettings.layer_names/2d_physics/layer_1].
    Féach freisin [proPERTY_HINT_LAYERS_2D_PHYSICS].
    [codeblock]
    @export_flags_2d_physics var physics_layers: int
    @export_flags_2d_physics var physics_layers_array: Eagar[int]
    [/codeblock]

en: Export an integer property as a bit flag field for 2D render layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/2d_render/layer_1].
    See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].
    [codeblock]
    @export_flags_2d_render var render_layers: int
    @export_flags_2d_render var render_layers_array: Array[int]
    [/codeblock]
ga: Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna rindreála 2D. Úsáidfidh an ghiuirléid sa duga Cigire na hainmneacha sraitheanna atá sainmhínithe i [member ProjectSettings.layer_names/2d_render/layer_1].
    Féach freisin [proPERTY_HINT_LAYERS_2D_RENDER].
    [codeblock]
    @export_flags_2d_render var render_layers: int
    @export_flags_2d_render var render_layers_array: Eagar[int]
    [/codeblock]

en: Export an integer property as a bit flag field for 3D navigation layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/3d_navigation/layer_1].
    See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].
    [codeblock]
    @export_flags_3d_navigation var navigation_layers: int
    @export_flags_3d_navigation var navigation_layers_array: Array[int]
    [/codeblock]
ga: Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna loingseoireachta 3D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá sainmhínithe i [comhalta ProjectSettings.layer_names/3d_navigation/layer_1].
    Féach freisin [proPERTY_HINT_LAYERS_3D_NAVIGATION] leanúnach.
    [codeblock]
    @export_flags_3d_navigation var navigation_layers: int
    @export_flags_3d_navigation var navigation_layers_array: Eagar[int]
    [/codeblock]

en: Export an integer property as a bit flag field for 3D physics layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/3d_physics/layer_1].
    See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].
    [codeblock]
    @export_flags_3d_physics var physics_layers: int
    @export_flags_3d_physics var physics_layers_array: Array[int]
    [/codeblock]
ga: Easpórtáil maoin slánuimhir mar réimse bratach giotán le haghaidh sraitheanna fisice 3D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá sainmhínithe i [member ProjectSettings.layer_names/3d_physics/layer_1].
    Féach freisin [proPERTY_HINT_LAYERS_3D_PHYSICS].
    [codeblock]
    @export_flags_3d_physics var physics_layers: int
    @export_flags_3d_physics var physics_layers_array: Eagar[int]
    [/codeblock]

en: Export an integer property as a bit flag field for 3D render layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/3d_render/layer_1].
    See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].
    [codeblock]
    @export_flags_3d_render var render_layers: int
    @export_flags_3d_render var render_layers_array: Array[int]
    [/codeblock]
ga: Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna rindreála 3D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá sainmhínithe i [member ProjectSettings.layer_names/3d_render/layer_1].
    Féach freisin [proPERTY_HINT_LAYERS_3D_RENDER].
    [codeblock]
    @export_flags_3d_render var render_layers: int
    @export_flags_3d_render var render_layers_array: Eagar[int]
    [/codeblock]

en: Export an integer property as a bit flag field for navigation avoidance layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/avoidance/layer_1].
    See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].
    [codeblock]
    @export_flags_avoidance var avoidance_layers: int
    @export_flags_avoidance var avoidance_layers_array: Array[int]
    [/codeblock]
ga: Easpórtáil maoin slánuimhir mar réimse brat giotán le haghaidh sraitheanna seachanta loingseoireachta. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá sainmhínithe i [member ProjectSettings.layer_names/avoidance/layer_1].
    Féach freisin [proPERTY_HINT_LAYERS_AVOIDANCE].
    [codeblock]
    @export_flags_avoidance var avoidance_layers: int
    @export_flags_avoidance var avoidance_layers_array: Eagar[int]
    [/codeblock]

en: Export a [String], [Array][lb][String][rb], or [PackedStringArray] property as an absolute path to a directory. The path can be picked from the entire filesystem. See [annotation @export_dir] to limit it to the project folder and its subfolders.
    See also [constant PROPERTY_HINT_GLOBAL_DIR].
    [codeblock]
    @export_global_dir var sprite_folder_path: String
    @export_global_dir var sprite_folder_paths: Array[String]
    [/codeblock]
ga: Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] mar chonair iomlán chuig eolaire. Is féidir an cosán a phiocadh ón gcóras comhad iomlán. Féach ar [anótáil @export_dir] chun é a theorannú don fhillteán tionscadail agus dá fhofhillteáin.
    Féach freisin [PROPERTY_HINT_GLOBAL_DIR] leanúnach.
    [codeblock]
    @export_global_dir var sprite_folder_path: Teaghrán
    @export_global_dir var sprite_folder_paths: Eagar[Teaghrán]
    [/codeblock]

en: Export a [String], [Array][lb][String][rb], or [PackedStringArray] property as an absolute path to a file. The path can be picked from the entire filesystem. See [annotation @export_file] to limit it to the project folder and its subfolders.
    If [param filter] is provided, only matching files will be available for picking.
    See also [constant PROPERTY_HINT_GLOBAL_FILE].
    [codeblock]
    @export_global_file var sound_effect_path: String
    @export_global_file("*.txt") var notes_path: String
    @export_global_file var multiple_paths: Array[String]
    [/codeblock]
ga: Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] mar chonair iomlán chuig comhad. Is féidir an cosán a phiocadh ón gcóras comhad iomlán. Féach ar [anótáil @export_file] chun é a theorannú don fhillteán tionscadail agus dá fhofhillteáin.
    Má chuirtear [param filter] ar fáil, ní bheidh ach comhaid mheaitseála ar fáil lena phiocadh.
    Féach freisin [PROPERTY_HINT_GLOBAL_FILE] leanúnach.
    [codeblock]
    @export_global_file var sound_effect_path: Teaghrán
    @export_global_file("*.txt") var notes_path: Teaghrán
    @export_global_file var multiple_paths: Eagar[Teaghrán]
    [/codeblock]

en: Define a new group for the following exported properties. This helps to organize properties in the Inspector dock. Groups can be added with an optional [param prefix], which would make group to only consider properties that have this prefix. The grouping will break on the first property that doesn't have a prefix. The prefix is also removed from the property's name in the Inspector dock.
    If no [param prefix] is provided, then every following property will be added to the group. The group ends when then next group or category is defined. You can also force end a group by using this annotation with empty strings for parameters, [code]@export_group("", "")[/code].
    Groups cannot be nested, use [annotation @export_subgroup] to add subgroups within groups.
    See also [constant PROPERTY_USAGE_GROUP].
    [codeblock]
    @export_group("Racer Properties")
    @export var nickname = "Nick"
    @export var age = 26
    
    @export_group("Car Properties", "car_")
    @export var car_label = "Speedy"
    @export var car_number = 3
    
    @export_group("", "")
    @export var ungrouped_number = 3
    [/codeblock]
ga: Sainmhínigh grúpa nua do na hairíonna easpórtála seo a leanas. Cuidíonn sé seo le réadmhaoin a eagrú i nduga an Chigire. Is féidir grúpaí a chur leis le [réimír param] roghnach, rud a chuirfeadh ar an ngrúpa gan ach airíonna a bhfuil an réimír seo acu a mheas. Brisfidh an grúpáil ar an gcéad airí nach bhfuil réimír aige. Baintear an réimír freisin ó ainm an áitribh i duga an Chigire.
    Mura soláthraítear [réimír param], cuirfear gach airí seo a leanas leis an ngrúpa. Críochnaíonn an grúpa nuair a shainítear an chéad ghrúpa nó catagóir eile. Is féidir leat freisin iallach a chur ar deireadh a chur le grúpa tríd an nóta seo a úsáid le teaghráin fholmha do pharaiméadair, [code]@export_group("", "")[/code].
    Ní féidir grúpaí a neadú, úsáid [anótáil @export_subgroup] chun foghrúpaí a chur leis laistigh de ghrúpaí.
    Féach freisin [PROPERTY_USAGE_GROUP leanúnach].
    [codeblock]
    @export_group("Airíonna Racer")
    @export var leasainm = "Leasainm"
    @export var aois = 26
    
    @export_group ("Airíonna Gluaisteán", "car_")
    @export var car_label = "Gasta"
    @export var car_number = 3
    
    @export_group("", "")
    @export var ungrouped_number = 3
    [/codeblock]

en: Export a [String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] or [Array][lb][Dictionary][rb] property with a large [TextEdit] widget instead of a [LineEdit]. This adds support for multiline content and makes it easier to edit large amount of text stored in the property.
    See also [constant PROPERTY_HINT_MULTILINE_TEXT].
    [codeblock]
    @export_multiline var character_biography
    @export_multiline var npc_dialogs: Array[String]
    [/codeblock]
ga: Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], [PackedStringArray], [Foclóir] nó [Array][lb][Foclóir][rb] a bhfuil giuirléid mhór [TextEdit] aige in ionad a [LineEdit]. Cuireann sé seo le tacaíocht d'inneachar illíne agus é a dhéanamh níos éasca méid mór téacs atá stóráilte san airí a chur in eagar.
    Féach freisin [proPERTY_HINT_MULTILINE_TEXT leanúnach].
    [codeblock]
    @export_multiline var character_biography
    @export_multiline var npc_dialogs: Eagar[Teaghrán]
    [/codeblock]

en: Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for allowed node types.
    See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].
    [codeblock]
    @export_node_path("Button", "TouchScreenButton") var some_button
    @export_node_path("Button", "TouchScreenButton") var many_buttons: Array[NodePath]
    [/codeblock]
    [b]Note:[/b] The type must be a native class or a globally registered script (using the [code]class_name[/code] keyword) that inherits [Node].
ga: Easpórtáil airí [NodePath] nó [Array][lb][NodePath][rb] le scagaire le haghaidh cineálacha nód ceadaithe.
    Féach freisin [proPERTY_HINT_NODE_PATH_VALID_TYPES].
    [codeblock]
    @export_node_path("Button", "TouchScreenButton") nó some_button
    @export_node_path ("Cnaipe", "TouchScreenButton") var many_buttons: Array[NodePath]
    [/codeblock]
    [b]Nóta:[/b] Caithfidh an cineál a bheith ina rang dúchais nó ina script atá cláraithe go domhanda (ag baint úsáide as an eochairfhocal [code]class_name[/code]) a fhaigheann [Nóid] le hoidhreacht.

en: Export a [String], [Array][lb][String][rb], or [PackedStringArray] property with a placeholder text displayed in the editor widget when no value is present.
    See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].
    [codeblock]
    @export_placeholder("Name in lowercase") var character_id: String
    @export_placeholder("Name in lowercase") var friend_ids: Array[String]
    [/codeblock]
ga: Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] le téacs coinneálaí áitrithe sa ghiuirléid eagarthóra nuair nach bhfuil luach ar bith ann.
    Féach freisin [proPERTY_HINT_PLACEHOLDER_TEXT leanúnach].
    [codeblock]
    @export_placeholder("Ainm sa chás íochtair") var character_id: Teaghrán
    @export_placeholder("Ainm sa chás íochtair") var friend_ids: Array[Teaghrán]
    [/codeblock]

en: Export an [int], [float], [Array][lb][int][rb], [Array][lb][float][rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], [PackedFloat32Array], or [PackedFloat64Array] property as a range value. The range must be defined by [param min] and [param max], as well as an optional [param step] and a variety of extra hints. The [param step] defaults to [code]1[/code] for integer properties. For floating-point numbers this value depends on your [member EditorSettings.interface/inspector/default_float_step] setting.
    If hints [code]"or_greater"[/code] and [code]"or_less"[/code] are provided, the editor widget will not cap the value at range boundaries. The [code]"exp"[/code] hint will make the edited values on range to change exponentially. The [code]"hide_slider"[/code] hint will hide the slider element of the editor widget.
    Hints also allow to indicate the units for the edited value. Using [code]"radians_as_degrees"[/code] you can specify that the actual value is in radians, but should be displayed in degrees in the Inspector dock (the range values are also in degrees). [code]"degrees"[/code] allows to add a degree sign as a unit suffix (the value is unchanged). Finally, a custom suffix can be provided using [code]"suffix:unit"[/code], where "unit" can be any string.
    See also [constant PROPERTY_HINT_RANGE].
    [codeblock]
    @export_range(0, 20) var number
    @export_range(-10, 20) var number
    @export_range(-10, 20, 0.2) var number: float
    @export_range(0, 20) var numbers: Array[float]
    
    @export_range(0, 100, 1, "or_greater") var power_percent
    @export_range(0, 100, 1, "or_greater", "or_less") var health_delta
    
    @export_range(-180, 180, 0.001, "radians_as_degrees") var angle_radians
    @export_range(0, 360, 1, "degrees") var angle_degrees
    @export_range(-8, 8, 2, "suffix:px") var target_offset
    [/codeblock]
ga: Easpórtáil [int], [snámhphointe], [Eagar][lb][int][rb], [Array][lb][float][rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], [PackedFloat32Array ], nó [PackedFloat64Array] airí mar luach raoin. Ní mór an raon a shainiú le [param min] agus [param max], chomh maith le [céim param] roghnach agus leideanna breise éagsúla. Mainneachtainíonn an [chéim param] [code]1[/code] le haghaidh airíonna slánuimhir. Maidir le huimhreacha snámhphointe braitheann an luach seo ar do shocrú [member EditorSettings.interface/inspector/default_float_step].
    Má sholáthraítear leideanna [code]"nó_níos mó"[/code] agus [code]"nó_less"[/code], ní chuirfidh giuirléid an eagarthóra teorainn leis an luach ag teorainneacha raoin. Leis an leid [code]"exp"[/code], is féidir na luachanna a cuireadh in eagar ar an raon a athrú go heaspónantúil. Cuirfidh an leid [code]"hide_slider"[/code] an eilimint shleamhnáin i ngiuirléid an eagarthóra i bhfolach.
    Ligeann leideanna freisin na haonaid don luach curtha in eagar a léiriú. Ag baint úsáide as [code]"radiians_as_degrees"[/code] is féidir leat a shonrú go bhfuil an luach iarbhír i raidian, ach ba chóir é a thaispeáint i gcéimeanna i duga an Chigire (tá na luachanna raon i gcéimeanna freisin). Ceadaíonn [code] “céimeanna”[/code] comhartha céime a chur leis mar iarmhír aonaid (níl an luach gan athrú). Ar deireadh, is féidir iarmhír saincheaptha a sholáthar ag baint úsáide as [code]" iarmhír:unit"[/code], áit ar féidir le "aonad" a bheith ina theaghrán ar bith.
    Féach freisin [PROPERTY_HINT_RANGE] leanúnach.
    [codeblock]
    @export_range(0, 20) var uimhir
    @export_range(-10, 20) var uimhir
    @export_range(-10, 20, 0.2) var uimhir: snámhphointe
    @export_range(0, 20) var uimhreacha: Eagar[snámh]
    
    @export_range(0, 100, 1, "nó_níos mó") agus cumhacht_percent
    @export_range(0, 100, 1, "nó_greater", "nó_less") agus sláinte_delta
    
    @export_range(-180, 180, 0.001, "radians_as_degrees") var angle_radians
    @export_range(0, 360, 1, "céimeanna") var angle_degrees
    @export_range(-8, 8, 2, "iarmhír:px") var target_offset
    [/codeblock]

en: Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property is not displayed in the editor, but it is serialized and stored in the scene or resource file. This can be useful for [annotation @tool] scripts. Also the property value is copied when [method Resource.duplicate] or [method Node.duplicate] is called, unlike non-exported variables.
    [codeblock]
    var a # Not stored in the file, not displayed in the editor.
    @export_storage var b # Stored in the file, not displayed in the editor.
    @export var c: int # Stored in the file, displayed in the editor.
    [/codeblock]
ga: Easpórtáil airí a bhfuil bratach [PROPERTY_USAGE_STORAGE] air. Níl an mhaoin ar taispeáint san eagarthóir, ach déantar é a shraithiú agus a stóráil sa radharc nó sa chomhad acmhainne. Féadfaidh sé seo a bheith úsáideach le haghaidh scripteanna [anótáil @uirlis]. Chomh maith leis sin déantar an luach maoine a chóipeáil nuair a ghlaoitear [method Resource.duplicate] nó [method Node.duplicate], murab ionann agus athróga neamh-onnmhairithe.
    [codeblock]
    var a # Gan stóráil sa chomhad, nach bhfuil ar taispeáint san eagarthóir.
    @export_storage var b # Stóráilte sa chomhad, gan taispeáint san eagarthóir.
    @export var c: int # Stóráilte sa chomhad, ar taispeáint san eagarthóir.
    [/codeblock]

en: Mark the following method for remote procedure calls. See [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/url].
    If [param mode] is set as [code]"any_peer"[/code], allows any peer to call this RPC function. Otherwise, only the authority peer is allowed to call it and [param mode] should be kept as [code]"authority"[/code]. When configuring functions as RPCs with [method Node.rpc_config], each of these modes respectively corresponds to the [constant MultiplayerAPI.RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority tries to call a function that is only allowed for the authority, the function will not be executed. If the error can be detected locally (when the RPC configuration is consistent between the local and the remote peer), an error message will be displayed on the sender peer. Otherwise, the remote peer will detect the error and print an error there.
    If [param sync] is set as [code]"call_remote"[/code], the function will only be executed on the remote peer, but not locally. To run this function locally too, set [param sync] to [code]"call_local"[/code]. When configuring functions as RPCs with [method Node.rpc_config], this is equivalent to setting [code]call_local[/code] to [code]true[/code].
    The [param transfer_mode] accepted values are [code]"unreliable"[/code], [code]"unreliable_ordered"[/code], or [code]"reliable"[/code]. It sets the transfer mode of the underlying [MultiplayerPeer]. See [member MultiplayerPeer.transfer_mode].
    The [param transfer_channel] defines the channel of the underlying [MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].
    The order of [param mode], [param sync] and [param transfer_mode] does not matter, but values related to the same argument must not be used more than once. [param transfer_channel] always has to be the 4th argument (you must specify 3 preceding arguments).
    [codeblock]
    @rpc
    func fn(): pass
    
    @rpc("any_peer", "unreliable_ordered")
    func fn_update_pos(): pass
    
    @rpc("authority", "call_remote", "unreliable", 0) # Equivalent to @rpc
    func fn_default(): pass
    [/codeblock]
ga: Marcáil an modh seo a leanas le haghaidh glaonna nós imeachta cianda. Féach [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]Iolraitheoir ardleibhéil[/url].
    Má tá [mód param] socraithe mar [code]"any_peer"[/code], ceadaítear d'aon phiara an fheidhm RPC seo a ghlaoch. Seachas sin, níl cead ach ag an bpiaraí údaráis é a ghlaoch agus ba cheart [mód param] a choinneáil mar [code]"údarás"[/code]. Agus feidhmeanna á chumrú mar RPCanna le [method Node.rpc_config], comhfhreagraíonn gach ceann de na modhanna seo faoi seach do na modhanna RPC [Constant MultiplayerAPI.RPC_MODE_AUTHORITY] agus [MultiplayerAPI.RPC_MODE_ANY_PEER]. Féach [enum MultiplayerAPI.RPCMode]. Má dhéanann piaraí nach é an t-údarás iarracht feidhm a ghlaoch nach gceadaítear ach don údarás, ní fhorghníomhófar an fheidhm. Más féidir an earráid a bhrath go háitiúil (nuair a bhíonn an chumraíocht RPC comhsheasmhach idir an piaraí áitiúil agus an piaraí iargúlta), taispeánfar teachtaireacht earráide ar an gcomhghleacaí seoltóir. Seachas sin, déanfaidh an piaraí iargúlta an earráid a bhrath agus earráid a phriontáil ann.
    Má tá [param sync] socraithe mar [code]"call_remote"[/code], ní dhéanfar an fheidhm a fhorghníomhú ach amháin ar an gcian-phiara, ach ní go háitiúil. Chun an fheidhm seo a rith go háitiúil freisin, socraigh [param sync] go [code]"call_local"[/code]. Agus feidhmeanna á chumrú mar RPCanna le [method Node.rpc_config], tá sé seo comhionann le [code]call_local[/code] a shocrú go [code]true[/code].
    Is iad na [param transfer_mode] luachanna a nglactar leo ná [code]"neamhiontaofa"[/code], [code] "neamhiontaofa_ordaithe"[/code], nó [code]"iontaofa"[/code]. Socraíonn sé modh aistrithe an bhunaigh [MultiplayerPeer]. Féach [comhalta MultiplayerPeer.transfer_mode].
    Sainmhíníonn an [param transfer_channel] cainéal an bhunaigh [MultiplayerPeer]. Féach [comhalta MultiplayerPeer.transfer_channel].
    Ní hionann ord [param method], [param sync] agus [param transfer_mode], ach ní féidir luachanna a bhaineann leis an argóint chéanna a úsáid níos mó ná uair amháin. Caithfidh [param transfer_channel] a bheith ar an 4ú argóint i gcónaí (ní mór duit 3 argóint roimhe seo a shonrú).
    [codeblock]
    @rpc
    feidhm fn(): pas
    
    @rpc ("any_peer", "unreliable_ordered")
    func fn_update_pos(): pas
    
    @rpc ("údarás", "call_remote", "neamhiontaofa", 0) # Coibhéiseach le @rpc
    func fn_default(): pas
    [/codeblock]

en: Make a script with static variables to not persist after all references are lost. If the script is loaded again the static variables will revert to their default values.
    [b]Note:[/b] As annotations describe their subject, the [annotation @static_unload] annotation must be placed before the class definition and inheritance.
    [b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if [annotation @static_unload] annotation is used.
ga: Déan script le hathróga statacha ionas nach seasfaidh sí tar éis do gach tagairt a bheith caillte. Má luchtaítear an script arís rachaidh na hathróga statacha ar ais chuig a luachanna réamhshocraithe.
    [b]Nóta:[/b] Mar a chuireann nótaí síos ar a n-ábhar, ní mór an nóta [anótáil @static_unload] a chur roimh shainiú an ranga agus oidhreacht.
    [b]Rabhadh:[/b] Faoi láthair, de bharr fabht, ní scaoiltear scripteanna choíche, fiú má úsáidtear [anótáil @static_unload].

en: Mark the current script as a tool script, allowing it to be loaded and executed by the editor. See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url].
    [codeblock]
    @tool
    extends Node
    [/codeblock]
    [b]Note:[/b] As annotations describe their subject, the [annotation @tool] annotation must be placed before the class definition and inheritance.
ga: Marcáil an script reatha mar script uirlisí, rud a ligeann don eagarthóir é a luchtú agus a fhorghníomhú. Féach [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Cód reatha san eagarthóir[/url].
    [codeblock]
    @uirlis
    leathnaíonn Nód
    [/codeblock]
    [b]Nóta:[/b] Mar a chuireann nótaí síos ar a n-ábhar, ní mór an nóta [anótáil @uirlis] a chur roimh shainiú an ranga agus oidhreacht.

en: Global scope constants and functions.
ga: Tairisigh agus feidhmeanna raon feidhme domhanda.

en: Random number generation
ga: Giniúint uimhir randamach

en: Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    var a = abs(-1)
    # a is 1
    
    var b = abs(-1.2)
    # b is 1.2
    
    var c = abs(Vector2(-3.5, -4))
    # c is (3.5, 4)
    
    var d = abs(Vector2i(-5, -6))
    # d is (5, 6)
    
    var e = abs(Vector3(-7, 8.5, -3.8))
    # e is (7, 8.5, 3.8)
    
    var f = abs(Vector3i(-7, -8, -9))
    # f is (7, 8, 9)
    [/codeblock]
    [b]Note:[/b] For better type safety, use [method absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs].
ga: Filleann sé luach absalóideach paraiméadar [Athróg] [param x] (i.e. luach neamhdhiúltach). Cineálacha a dtacaítear leo: [int], [snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    var a = abs(-1)
    Tá #a 1
    
    var b = ABS(-1.2)
    Is é # b 1.2
    
    var c = ABS(Vector2(-3.5, -4))
    Tá # c (3.5, 4)
    
    var d = ABS(Vector2i(-5, -6))
    Tá # d (5, 6)
    
    var e = ABS(Veicteoir 3(-7, 8.5, -3.8))
    Tá # e (7, 8.5, 3.8)
    
    var f = ABS(Vector3i(-7, -8, -9))
    Tá # f (7, 8, 9)
    [/codeblock]
    [b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method Vector3i. ABS], [method Vector4.abs], nó [method Vector4i.abs].

en: Returns the absolute value of float parameter [param x] (i.e. positive value).
    [codeblock]
    # a is 1.2
    var a = absf(-1.2)
    [/codeblock]
ga: Filleann sé luach absalóideach paraiméadar snámhphointe [paraim x] (i.e. luach dearfach).
    [codeblock]
    Is é #a 1.2
    var a = absf(-1.2)
    [/codeblock]

en: Returns the absolute value of int parameter [param x] (i.e. positive value).
    [codeblock]
    # a is 1
    var a = absi(-1)
    [/codeblock]
ga: Filleann sé luach absalóideach paraiméadar slánuimhir [param x] (i.e. luach dearfach).
    [codeblock]
    Tá #a 1
    var a = absi(-1)
    [/codeblock]

en: Returns the arc cosine of [param x] in radians. Use to get the angle of cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/code] (inclusive), in order to prevent [method acos] from returning [constant @GDScript.NAN].
    [codeblock]
    # c is 0.523599 or 30 degrees if converted with rad_to_deg(c)
    var c = acos(0.866025)
    [/codeblock]
ga: Filleann sé an stua-chosine de [param x] ina raidian. Bain úsáid as chun uillinn an chóisín [param x] a fháil. [param x] a chlampáil idir [code] -1.0[/code] agus [code]1.0[/code] (san áireamh), chun [method acos] a chosc ó dhul ar ais [constant @GDScript.NAN].
    [codeblock]
    Is é # c 0.523599 nó 30 céim má thiontaítear le rad_to_deg(c)
    var c = acos(0.866025)
    [/codeblock]

en: Returns the hyperbolic arc (also called inverse) cosine of [param x], returning a value in radians. Use it to get the angle from an angle's cosine in hyperbolic space if [param x] is larger or equal to 1. For values of [param x] lower than 1, it will return 0, in order to prevent [method acosh] from returning [constant @GDScript.NAN].
    [codeblock]
    var a = acosh(2) # Returns 1.31695789692482
    cosh(a) # Returns 2
    
    var b = acosh(-1) # Returns 0
    [/codeblock]
ga: Filleann sé an stua hipearbóileach (ar a dtugtar inbhéartach freisin) de [param x], ag filleadh luach i raidian. Úsáid é chun an uillinn a fháil ó chosín uillinne sa spás hipearbóileach má tá [param x] níos mó nó cothrom le 1. I gcás luachanna [param x] níos ísle ná 1, fillfidh sé 0, chun [method acosh] a chosc ó ag filleadh [constant @GDScript.NAN].
    [codeblock]
    var a = acosh(2) # Fill ar ais 1.31695789692482
    cosh(a) # Filleann 2
    
    var b = acosh(-1) # Filleann 0
    [/codeblock]

en: Returns the arc sine of [param x] in radians. Use to get the angle of sine [param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/code] (inclusive), in order to prevent [method asin] from returning [constant @GDScript.NAN].
    [codeblock]
    # s is 0.523599 or 30 degrees if converted with rad_to_deg(s)
    var s = asin(0.5)
    [/codeblock]
ga: Filleann sí stua [param x] ina raidian. Bain úsáid as chun uillinn sín [param x] a fháil. [param x] a chlampáil idir [code] -1.0[/code] agus [code]1.0[/code] (san áireamh), chun [method asin] a chosc ó dhul ar ais [constant @GDScript.NAN].
    [codeblock]
    Is é # s 0.523599 nó 30 céim má thiontaítear é le rad_to_deg(s)
    var s = asin(0.5)
    [/codeblock]

en: Returns the hyperbolic arc (also called inverse) sine of [param x], returning a value in radians. Use it to get the angle from an angle's sine in hyperbolic space.
    [codeblock]
    var a = asinh(0.9) # Returns 0.8088669356527824
    sinh(a) # Returns 0.9
    [/codeblock]
ga: Filleann sé an stua hipearbóileach (ar a dtugtar inbhéartach freisin) sín de [param x], ag filleadh luach i raidian. Úsáid é chun an uillinn a fháil ó shíneas uillinne sa spás hipearbóileach.
    [codeblock]
    var a = asinh(0.9) # Fill ar ais 0.8088669356527824
    sinh(a) # Filleann 0.9
    [/codeblock]

en: Returns the arc tangent of [param x] in radians. Use it to get the angle from an angle's tangent in trigonometry.
    The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].
    [codeblock]
    var a = atan(0.5) # a is 0.463648
    [/codeblock]
    If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] (inclusive), [code]atan(tan(x))[/code] is equal to [param x].
ga: Filleann sé an tadhlaí stua de [param x] ina raidian. Bain úsáid as é chun an uillinn a fháil ó thadhlaí uillinne sa triantánacht.
    Ní féidir a fhios ag an modh cén ceathrú cuid ar cheart don uillinn titim. Féach ar [method atan2] má tá [code]y[/code] agus [code skip-lint]x[/code] agat.
    [codeblock]
    var a = atan(0.5) #a é 0.463648
    [/codeblock]
    Má tá [param x] idir [code]-PI / 2[/code] agus [code]PI / 2[/code] (san áireamh), tá [code]atan(tan(x))[/code] cothrom le [para x].

en: Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle of tangent [code]y/x[/code]. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant.
    Important note: The Y coordinate comes first, by convention.
    [codeblock]
    var a = atan2(0, -1) # a is 3.141593
    [/codeblock]
ga: Filleann sé an tadhlaí stua de [code]y/x[/code] ina raidian. Bain úsáid as chun uillinn tadhlaí [code]y/x[/code] a fháil. Chun an luach a ríomh, cuireann an modh comhartha an dá argóint san áireamh chun an ceathrún a chinneadh.
    Nóta tábhachtach: Tagann an chomhordanáid Y ar dtús, de réir gnáis.
    [codeblock]
    var a = atan2(0, -1) #a é 3.141593
    [/codeblock]

en: Returns the hyperbolic arc (also called inverse) tangent of [param x], returning a value in radians. Use it to get the angle from an angle's tangent in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).
    In mathematics, the inverse hyperbolic tangent is only defined for -1 < [param x] < 1 in the real set, so values equal or lower to -1 for [param x] return negative [constant @GDScript.INF] and values equal or higher than 1 return positive [constant @GDScript.INF] in order to prevent [method atanh] from returning [constant @GDScript.NAN].
    [codeblock]
    var a = atanh(0.9) # Returns 1.47221948958322
    tanh(a) # Returns 0.9
    
    var b = atanh(-2) # Returns -inf
    tanh(b) # Returns -1
    [/codeblock]
ga: Filleann sé an stua hipearbóileach (ar a dtugtar inbhéartach freisin) de [param x], ag filleadh luach i raidian. Úsáid é chun an uillinn a fháil ó thadhlaí uillinne sa spás hipearbóileach má tá [param x] idir -1 agus 1 (neamh-chuimsitheach).
    Sa mhatamaitic, ní shainmhínítear an tadhlaí hipearbóileach inbhéartach ach do -1 < [param x] < 1 sa fhíorthacar, mar sin filleann luachanna cothrom nó níos ísle le -1 do [param x] diúltach [constant @GDScript.INF] agus luachanna cothroma nó níos airde ná 1 tuairisceán dearfach [seasmhach @GDScript.INF] chun [method atanh] a chosc ó dhul ar ais [seasmhach @GDScript.NAN].
    [codeblock]
    var a = atanh(0.9) # Fill ar ais 1.47221948958322
    tanh(a) # Filleann 0.9
    
    var b = atanh(-2) # Tuairisceáin -inf
    tanh(b) # Filleann -1
    [/codeblock]

en: Returns the derivative at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
ga: Filleann sé an díorthach ag an [para t] tugtha ar ais ar aontoiseach [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] arna shainiú ag an [param control_1] tugtha , [param control_2], agus [param end] pointí.

en: Returns the point at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
ga: Filleann sé an pointe ag an [para t] tugtha ar ais ar aontoiseach [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Cuar Bézier[/url] sainithe ag an [param control_1] tugtha , [param control_2], agus [param end] pointí.

en: Decodes a byte array back to a [Variant] value, without decoding objects.
    [b]Note:[/b] If you need object deserialization, see [method bytes_to_var_with_objects].
ga: Díchódaítear eagar beart ar ais go luach [Athróg], gan réada a dhíchódú.
    [b]Nóta:[/b] Má tá díshraithiú réad uait, féach [method bytes_to_var_with_objects].

en: Decodes a byte array back to a [Variant] value. Decoding objects is allowed.
    [b]Warning:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
ga: Díchódaíonn eagar beart ar ais go luach [Athróg]. Ceadaítear rudaí díchódaithe.
    [b]Rabhadh:[/b] Is féidir cód a bheith i réad dísriailithe a dhéantar a fhorghníomhú. Ná húsáid an rogha seo má thagann an réad sraitheach ó fhoinsí neamhiontaofa chun bagairtí slándála a d’fhéadfadh a bheith ann a sheachaint (comhghníomhú cód cianda).

en: Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    var i = ceil(1.45) # i is 2.0
    i = ceil(1.001)    # i is 2.0
    [/codeblock]
    See also [method floor], [method round], and [method snapped].
    [b]Note:[/b] For better type safety, use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil].
ga: Babhtaí [param x] aníos (i dtreo éigríochta deimhneach), ag filleadh ar an tslánuimhir is lú nach lú ná [param x]. Cineálacha a dtacaítear leo: [int], [snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    var i = ceil(1.45) # i is 2.0
    tá i = ceil(1.001) # i 2.0
    [/codeblock]
    Féach freisin [urlár modha], [method bhabhta], agus [method gearrtha].
    [b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], nó [method Vector4.ceil].

en: Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
    A type-safe version of [method ceil], returning a [float].
ga: Babhtaí [param x] aníos (i dtreo éigríochta deimhneach), ag filleadh ar an tslánuimhir is lú nach lú ná [param x].
    Leagan cineál-sábháilte de [method ceil], ag filleadh [snámh].

en: Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
    A type-safe version of [method ceil], returning an [int].
ga: Babhtaí [param x] aníos (i dtreo éigríochta deimhneach), ag filleadh ar an tslánuimhir is lú nach lú ná [param x].
    Leagan cineál-sábháilte de [method ceil], ag filleadh [int].

en: Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Any values that can be compared with the less than and greater than operators will work.
    [codeblock]
    var a = clamp(-10, -1, 5)
    # a is -1
    
    var b = clamp(8.1, 0.9, 5.5)
    # b is 5.5
    [/codeblock]
    [b]Note:[/b] For better type safety, use [method clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or [method Color.clamp] (not currently supported by this method).
    [b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-wise clamping, and will pick [param min] if [code]value < min[/code] or [param max] if [code]value > max[/code]. To perform component-wise clamping use the methods listed above.
ga: Teanntáin an [param value], ag filleadh [Variant] nach lú ná [param min] agus nach mó ná [param max]. Oibreoidh aon luachanna is féidir a chur i gcomparáid leis na hoibreoirí is lú agus is mó.
    [codeblock]
    var a = clamp(-10, -1, 5)
    #a é -1
    
    var b = clamp(8.1, 0.9, 5.5)
    Is é # b 5.5
    [/codeblock]
    [b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], [method Vector3i. clamp], [method Vector4.clamp], [method Vector4i.clamp], nó [method Color.clamp] (nach dtacaítear leis an method seo faoi láthair).
    [b]Nóta:[/b] Agus é seo á úsáid ar veicteoirí [i] ní[/i] a dhéanfaidh sé clampáil comhpháirte, agus roghnóidh sé [para min] más [code]luach < min[/code] nó [] param max] más [code]luach > max[/code]. Chun clampáil comhpháirteach a dhéanamh bain úsáid as na methodanna atá liostaithe thuas.

en: Clamps the [param value], returning a [float] not less than [param min] and not more than [param max].
    [codeblock]
    var speed = 42.1
    var a = clampf(speed, 1.0, 20.5) # a is 20.5
    
    speed = -10.0
    var b = clampf(speed, -1.0, 1.0) # b is -1.0
    [/codeblock]
ga: Teanntáin an [paramluach], ag filleadh [snámhphointe] nach lú ná [param min] agus nach mó ná [param max].
    [codeblock]
    luas var = 42.1
    var a = clampf(luas, 1.0, 20.5) #a ná 20.5
    
    luas = -10.0
    var b = clampf(luas, -1.0, 1.0) # b is -1.0
    [/codeblock]

en: Clamps the [param value], returning an [int] not less than [param min] and not more than [param max].
    [codeblock]
    var speed = 42
    var a = clampi(speed, 1, 20) # a is 20
    
    speed = -10
    var b = clampi(speed, -1, 1) # b is -1
    [/codeblock]
ga: Teanntáin an [param luach], ag filleadh [int] nach lú ná [param min] agus nach mó ná [param max].
    [codeblock]
    var luas = 42
    var a = clampi(luas, 1, 20) #a é 20
    
    luas = -10
    var b = clampi(luas, -1, 1) # b is -1
    [/codeblock]

en: Returns the cosine of angle [param angle_rad] in radians.
    [codeblock]
    cos(PI * 2)         # Returns 1.0
    cos(PI)             # Returns -1.0
    cos(deg_to_rad(90)) # Returns 0.0
    [/codeblock]
ga: Filleann sé comhshíneas na huillinne [param angle_rad] ina raidian.
    [codeblock]
    cos(PI * 2) # Fill ar ais 1.0
    cos(PI) # Tuairisceán -1.0
    cos(deg_to_rad(90)) # Filleann 0.0
    [/codeblock]

en: Returns the hyperbolic cosine of [param x] in radians.
    [codeblock]
    print(cosh(1)) # Prints 1.543081
    [/codeblock]
ga: Filleann sé an comhshíneas hipearbóileach de [param x] ina raidian.
    [codeblock]
    print(cosh(1)) # Priontála 1.543081
    [/codeblock]

en: Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values.
ga: Idirshuíonn ciúbach idir dhá luach leis an bhfachtóir atá sainmhínithe i [meáchan param] le luachanna [param pre] agus [param post].

en: Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle].
ga: Idirshuíonn ciúbach idir dhá luach rothlaithe leis an gcosán is giorra de réir an fhachtóir atá sainmhínithe i [meáchan param] le luachanna [param pre] agus [param post]. Féach freisin [method lerp_angle].

en: Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle].
    It can perform smoother interpolation than [method cubic_interpolate] by the time values.
ga: Idirshuíonn ciúbach idir dhá luach rothlaithe leis an gcosán is giorra de réir an fhachtóir atá sainmhínithe i [meáchan param] le luachanna [param pre] agus [param post]. Féach freisin [method lerp_angle].
    Is féidir leis idirshuíomh níos míne ná [method cubic_interpolate] a dhéanamh de réir na luachanna ama.

en: Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values.
    It can perform smoother interpolation than [method cubic_interpolate] by the time values.
ga: Idirshuíonn ciúbach idir dhá luach leis an bhfachtóir atá sainmhínithe i [meáchan param] le luachanna [param pre] agus [param post].
    Is féidir leis idirshuíomh níos míne ná [method cubic_interpolate] a dhéanamh de réir na luachanna ama.

en: Converts from decibels to linear energy (audio).
ga: Athraíonn sé ó dheicibeil go fuinneamh líneach (fuaime).

en: Converts an angle expressed in degrees to radians.
    [codeblock]
    var r = deg_to_rad(180) # r is 3.141593
    [/codeblock]
ga: Tiontaíonn sé uillinn léirithe ina céimeanna go raidian.
    [codeblock]
    var r = deg_to_rad(180) tá # r cothrom le 3. 141593
    [/codeblock]

en: The natural exponential function. It raises the mathematical constant [i]e[/i] to the power of [param x] and returns it.
    [i]e[/i] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code].
    For exponents to other bases use the method [method pow].
    [codeblock]
    var a = exp(2) # Approximately 7.39
    [/codeblock]
ga: An fheidhm easpónantúil nádúrtha. Ardaíonn sé an tairiseach matamaitice [i]e[/i] go dtí cumhacht [param x] agus cuireann sé ar ais é.
    Tá neasluach 2.71828 ag [i]e[/i], agus is féidir é a fháil le [code]exp(1)(1)[/code].
    Úsáid an modh [method pow] le haghaidh easpónantaithe ar bhoinn eile.
    [codeblock]
    var a = exp(2) # Thart ar 7.39
    [/codeblock]

en: Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    var a = floor(2.99) # a is 2.0
    a = floor(-2.99)    # a is -3.0
    [/codeblock]
    See also [method ceil], [method round], and [method snapped].
    [b]Note:[/b] For better type safety, use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor], or [method Vector4.floor].
ga: Babhtaí [param x] síos (i dtreo éigríochta diúltach), ag filleadh ar an tslánuimhir is mó nach bhfuil níos mó ná [param x]. Cineálacha a dtacaítear leo: [int], [snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    var a = urlár(2.99) #a is 2.0
    a = urlár(-2.99) # a is -3.0
    [/codeblock]
    Féach freisin [method ceil], [method bhabhta], agus [method gearrtha].
    [b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor], nó [method Vector4.floor].

en: Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
    A type-safe version of [method floor], returning a [float].
ga: Babhtaí [param x] síos (i dtreo éigríochta diúltach), ag filleadh ar an tslánuimhir is mó nach bhfuil níos mó ná [param x].
    Leagan cineál-sábháilte de [urlár modha], ag filleadh [snámhphointe].

en: Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
    A type-safe version of [method floor], returning an [int].
    [b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], which rounds towards 0.
ga: Babhtaí [param x] síos (i dtreo éigríochta diúltach), ag filleadh ar an tslánuimhir is mó nach bhfuil níos mó ná [param x].
    Leagan cineál-sábháilte de [urlár modha], ag filleadh [int].
    [b]Nóta:[/b] Níl an fheidhm seo [i][/i] mar an gcéanna le [code]int(x)(c)[/code], a chothromaíonn i dtreo 0.

en: Returns the floating-point remainder of [param x] divided by [param y], keeping the sign of [param x].
    [codeblock]
    var remainder = fmod(7, 5.5) # remainder is 1.5
    [/codeblock]
    For the integer remainder operation, use the [code]%[/code] operator.
ga: Filleann sé an chuid eile de snámhphointe [param x] roinnte ar [param y], ag coinneáil comhartha [param x].
    [codeblock]
    var fuílleach = fmod(7, 5.5) Is é # fuílleach ná 1.5
    [/codeblock]
    Úsáid an t-oibreoir [code]%[/code] chun fuílleach an tslánuimhir a úsáid.

en: Returns the floating-point modulus of [param x] divided by [param y], wrapping equally in positive and negative.
    [codeblock]
    print(" (x)  (fmod(x, 1.5))   (fposmod(x, 1.5))")
    for i in 7:
        var x = i * 0.5 - 1.5
        print("%4.1f           %4.1f  | %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
    [/codeblock]
    Prints:
    [codeblock lang=text]
     (x)  (fmod(x, 1.5))   (fposmod(x, 1.5))
    -1.5           -0.0  |  0.0
    -1.0           -1.0  |  0.5
    -0.5           -0.5  |  1.0
     0.0            0.0  |  0.0
     0.5            0.5  |  0.5
     1.0            1.0  |  1.0
     1.5            0.0  |  0.0
    [/codeblock]
ga: Filltear ar ais modúl snámhphointe [param x] roinnte ar [param y], agus é fillte go cothrom ina dheimhneach agus ina dhiúltach.
    [codeblock]
    cló (“(x) (fmod(x, 1.5)) (fposmod(x, 1.5))”)
    dom i 7:
        var x = i * 0.5 - 1.5
        cló("% 4.1f % 4.1f | % 4.1f" %[x, fmod(x, 1.5), fposmod(x, 1.5)])
    [/codeblock]
    Priontaí:
    [codeblock lang=text]
     (x) (fmod(x, 1.5)) (fposmod(x, 1.5))
    -1.5 -0.0 |  0.0
    -1.0 -1.0 |  0.5
    -0.5 -0.5 |  1.0
     0.0 0.0 |  0.0
     0.5 0.5 |  0.5
     1.0 1.0 |  1.0
     1.5 0.0 |  0.0
    [/codeblock]

en: Returns the integer hash of the passed [param variable].
    [codeblocks]
    [gdscript]
    print(hash("a")) # Prints 177670
    [/gdscript]
    [csharp]
    GD.Print(GD.Hash("a")); // Prints 177670
    [/csharp]
    [/codeblocks]
ga: Filleann sé hash slánuimhir an ritheadh [param athróg].
    [codeblocks]
    [gdscript]
    print(hash("a")) # Priontála 177670
    [/gdscript]
    [csharp]
    GD.Print(GD.Hash("a")); // Priontaí 177670
    [/csharp]
    [/codeblocks]

en: Returns an interpolation or extrapolation factor considering the range specified in [param from] and [param to], and the interpolated value specified in [param weight]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [param weight] is between [param from] and [param to] (inclusive). If [param weight] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on the result of [method inverse_lerp] if this is not desired.
    [codeblock]
    # The interpolation ratio in the `lerp()` call below is 0.75.
    var middle = lerp(20, 30, 0.75)
    # middle is now 27.5.
    
    # Now, we pretend to have forgotten the original ratio and want to get it back.
    var ratio = inverse_lerp(20, 30, 27.5)
    # ratio is now 0.75.
    [/codeblock]
    See also [method lerp], which performs the reverse of this operation, and [method remap] to map a continuous series of values to another.
ga: Filleann sé fachtóir idirshuímh nó eachtarshuímh ag cur san áireamh an raon atá sonraithe in [param ó] agus [param go], agus an luach idirshuite atá sonraithe in [meáchan param]. Beidh an luach ar ais idir [code]0.0[/code] agus [code]1.0[/code] má tá [meáchan param] idir [param ó] agus [param go] (san áireamh). Má tá [meáchan param] suite lasmuigh den raon seo, cuirfear fachtóir eachtarshuímh ar ais (luach fillte níos ísle ná [code]0.0[/code] nó níos mó ná [code]1.0[/code]). Bain úsáid as [method clamp] ar an toradh [method inverse_lerp] mura bhfuil sé seo inmhianaithe.
    [codeblock]
    # Is é 0.75 an cóimheas idirshuíomh sa ghlao `lerp()` thíos.
    var lár = lerp(20, 30, 0.75)
    # lár anois 27.5.
    
    # Anois, ligimid orainn go bhfuil dearmad déanta againn ar an gcóimheas bunaidh agus ba mhaith linn é a fháil ar ais.
    cóimheas var = inverse_lerp(20, 30, 27.5)
    Is é # cóimheas anois 0.75.
    [/codeblock]
    Féach freisin [method lerp], a fheidhmíonn cúl na hoibríochta seo, agus [remap modh] chun sraith leanúnach luachanna a mhapáil go ceann eile.

en: Returns [code]true[/code] if [param a] and [param b] are approximately equal to each other.
    Here, "approximately equal" means that [param a] and [param b] are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
    Infinity values of the same sign are considered equal.
ga: Filleann sé [code]true[/code] má tá [param a] agus [param b] beagnach comhionann lena chéile.
    Anseo, ciallaíonn "tuairim is comhionann" go bhfuil [param a] agus [param b] laistigh d'eipeasón inmheánach beag dá chéile, a scálaíonn le méid na n-uimhreacha.
    Meastar gurb ionann luachanna neamhchríochnaithe an chomhartha chéanna.

en: Returns whether [param x] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity.
ga: Tuairiscítear cé acu an luach críochta é [param x], i.e. nach bhfuil sé [constant @GDScript.NAN], éigríocht dhearfach, nó éigríoch diúltach.

en: Returns [code]true[/code] if [param x] is either positive infinity or negative infinity.
ga: Filleann sé [code]true[/code] más éigríoch deimhneach nó éigríocht dhiúltach é [param x].

en: Returns [code]true[/code] if the Object that corresponds to [param id] is a valid object (e.g. has not been deleted from memory). All Objects have a unique instance ID.
ga: Filleann sé [code]true[/code] más rud bailí é an Réad a fhreagraíonn do [param id] (m.sh. níor scriosadh é ón gcuimhne). Tá ID ásc uathúil ag gach Rud.

en: Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not been deleted from memory).
ga: Filleann sé [code]true[/code] más rud bailí é [param instance] (m.sh. nár scriosadh ón gcuimhne).

en: Returns [code]true[/code] if [param x] is a NaN ("Not a Number" or invalid) value.
ga: Filleann sé [code]true[/code] más luach NaN ("Ní Uimhir" nó luach neamhbhailí é [param x]).

en: Returns [code]true[/code], for value types, if [param a] and [param b] share the same value. Returns [code]true[/code], for reference types, if the references of [param a] and [param b] are the same.
    [codeblock]
    # Vector2 is a value type
    var vec2_a = Vector2(0, 0)
    var vec2_b = Vector2(0, 0)
    var vec2_c = Vector2(1, 1)
    is_same(vec2_a, vec2_a)  # true
    is_same(vec2_a, vec2_b)  # true
    is_same(vec2_a, vec2_c)  # false
    
    # Array is a reference type
    var arr_a = []
    var arr_b = []
    is_same(arr_a, arr_a)  # true
    is_same(arr_a, arr_b)  # false
    [/codeblock]
    These are [Variant] value types: [code]null[/code], [bool], [int], [float], [String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], [Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], [RID], [Callable] and [Signal].
    These are [Variant] reference types: [Object], [Dictionary], [Array], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], [PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], [PackedVector2Array], [PackedVector3Array], [PackedVector4Array], and [PackedColorArray].
ga: Filleann sé [code]true[/code], le haghaidh cineálacha luacha, má tá an luach céanna ag [param a] agus [param b]. Filleann [code]true[/code], le haghaidh cineálacha tagartha, más ionann na tagairtí do [param a] agus [param b].
    [codeblock]
    Is cineál luacha é #Vector2
    var vec2_a = Veicteoir 2(0, 0)
    var vec2_b = Veicteoir 2(0, 0)
    var vec2_c = Veicteoir 2(1, 1)
    is_same(vec2_a, vec2_a) # fíor
    is_same(vec2_a, vec2_b) # fíor
    is_same(vec2_a, vec2_c) # bréagach
    
    Is cineál tagartha é # Array
    var arr_a = []
    var arr_b = []
    is_same(arr_a, arr_a) # fíor
    is_same(arr_a, arr_b) # bréagach
    [/codeblock]
    Is iad seo cineálacha luacha [Athróg]: [code]null[/code], [bool], [int], [snámhphointe], [Teaghrán], [StringName], [Vector2], [Vector2i], [Vector3], [ Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], [Plane], [Quaternion], [AABB], [Basis], [Teilgean], [Color] , [NodePath], [RID], [Inghlaoite] agus [Comhartha].
    Is iad seo [Athraitheach] cineálacha tagartha: [Réad], [Foclóir], [Array], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], [PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], [PackedByteArray], [Packed32Array] ], [PackedVector4Array], agus [PackedColorArray].

en: Returns [code]true[/code] if [param x] is zero or almost zero. The comparison is done using a tolerance calculation with a small internal epsilon.
    This function is faster than using [method is_equal_approx] with one value as zero.
ga: Filleann sé [code]true[/code] más é [param x] náid nó beagnach nialas. Déantar an chomparáid trí úsáid a bhaint as ríomh lamháltais le heipeasón inmheánach beag.
    Tá an fheidhm seo níos tapúla ná úsáid a bhaint as [method is_equal_approx] le luach amháin mar nialas.

en: Linearly interpolates between two angles (in radians) by a [param weight] value between 0.0 and 1.0.
    Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. To perform eased interpolation with [method lerp_angle], combine it with [method ease] or [method smoothstep].
    [codeblock]
    extends Sprite
    var elapsed = 0.0
    func _process(delta):
        var min_angle = deg_to_rad(0.0)
        var max_angle = deg_to_rad(90.0)
        rotation = lerp_angle(min_angle, max_angle, elapsed)
        elapsed += delta
    [/codeblock]
    [b]Note:[/b] This function lerps through the shortest path between [param from] and [param to]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
ga: Idirshuíonn go líneach idir dhá uillinn (i raidian) de réir luach [parameáchan] idir 0.0 agus 1.0.
    Cosúil le [method lerp], ach idirshuíonn sé i gceart nuair a bhíonn na huillinneacha thart timpeall [leanúnach @GDScript.TAU]. Chun idirshuíomh éascaithe a dhéanamh le [method lerp_angle], déan é a chomhcheangal le [method gan stró] nó le [method smoothstep].
    [codeblock]
    leathnaíonn Sprite
    var imithe = 0.0
    feidhm _próiseas(deil):
        var min_angle = deg_to_rad(0.0)
        var max_angle = deg_to_rad(90.0)
        rothlú = lerp_angle(min_angle, max_angle, caite)
        imithe += deilt
    [/codeblock]
    [b]Nóta:[/b] Léirítear an fheidhm seo tríd an gcosán is giorra idir [param ó] agus [param go]. Mar sin féin, nuair atá an dá uillinn seo thart ar [code]PI + k * TAU[/code] óna chéile d’aon slánuimhir [code]k[/code], ní léir cén bealach a n-imíonn siad mar gheall ar earráidí beachtais snámhphointe. Mar shampla, [code]lerp_angle(0, PI, meáchan)[/code] lerps tuathalach, agus [code]lerp_angle(0, PI + 5 * TAU, meáchan)[/code] lerps deiseal.

en: Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. If this is not desired, use [method clampf] on the result of this function.
    [codeblock]
    lerpf(0, 4, 0.75) # Returns 3.0
    [/codeblock]
    See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
ga: Idirshuíonn go líneach idir dhá luach de réir an fhachtóir atá sainmhínithe in [meáchan param]. Chun idirshuíomh a dhéanamh, ba cheart go mbeadh [meáchan param] idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh). Mar sin féin, ceadaítear luachanna lasmuigh den raon seo agus is féidir iad a úsáid chun [i]eachtarshuíomh[/i] a dhéanamh. Mura bhfuil sé seo inmhianaithe, úsáid [method clampf] ar thoradh na feidhme seo.
    [codeblock]
    lerpf(0, 4, 0.75) # Fill ar ais 3. 0
    [/codeblock]
    Féach freisin [method inverse_lerp] a fheidhmíonn cúl na hoibríochta seo. Chun idirshuíomh éascaithe a dhéanamh le [method lerp], déan é a chomhcheangal le [method gan stró] nó le [method smoothstep].

en: Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately 2.71828). This is the amount of time needed to reach a certain level of continuous growth.
    [b]Note:[/b] This is not the same as the "log" function on most calculators, which uses a base 10 logarithm. To use base 10 logarithm, use [code]log(x) / log(10)[/code].
    [codeblock]
    log(10) # Returns 2.302585
    [/codeblock]
    [b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while negative values return [code]-nan[/code].
ga: Seoltar ar ais an [url=https://en.wikipedia.org/wiki/Natural_logarithm]logarithm nádúrtha[/url] de [param x] (bun [url=https://en.wikipedia.org/wiki/E_(mathematical_constant )][i]e[/i][/url], agus tuairim is 2.71828 ag [i]e[/i]. Is é seo an méid ama is gá chun leibhéal áirithe fáis leanúnach a bhaint amach.
    [b]Nóta:[/b] Ní hionann é seo agus an fheidhm “loga” ar fhormhór na n-áireamhán, a úsáideann logartamach bonn 10. Chun logarithm bonn 10 a úsáid, úsáid [code]log(x) / log(10)[/code].
    [codeblock]
    logáil(10) # Fill ar ais 2.302585
    [/codeblock]
    [b]Nóta:[/b] Tugann logarithm [code]0[/code] ar ais [code]-inf[/code], agus filleann luachanna diúltacha [code]-nan[/code].

en: Returns the maximum of the given numeric values. This function can take any number of arguments.
    [codeblock]
    max(1, 7, 3, -6, 5) # Returns 7
    [/codeblock]
    [b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-wise maximum, and will pick the largest value when compared using [code]x < y[/code]. To perform component-wise maximum, use [method Vector2.max], [method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method Vector4.max], and [method Vector4i.max].
ga: Filleann sé uasmhéid na luachanna uimhriúla tugtha. Is féidir leis an bhfeidhm seo roinnt argóintí a ghlacadh.
    [codeblock]
    uas(1, 7, 3, -6, 5) # Filleann 7
    [/codeblock]
    [b]Nóta:[/b] Nuair a bheidh sé seo á úsáid ar veicteoirí [i]ní[/i] feidhmeoidh sé uasmhéid ciallmhar comhpháirte, agus roghnóidh sé an luach is mó nuair a chuirtear é i gcomparáid le [code]x < y[/code]. Chun an t-uasmhéid comhpháirte a dhéanamh, bain úsáid as [method Vector2.max], [method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method Vector4.max], agus [method Vector4i.max].

en: Returns the maximum of two [float] values.
    [codeblock]
    maxf(3.6, 24)   # Returns 24.0
    maxf(-3.99, -4) # Returns -3.99
    [/codeblock]
ga: Filleann sé uasmhéid dhá luach [snámhphointe].
    [codeblock]
    maxf(3.6, 24) # Fill ar ais 24.0
    maxf(-3.99, -4) # Fill ar ais -3.99
    [/codeblock]

en: Returns the maximum of two [int] values.
    [codeblock]
    maxi(1, 2)   # Returns 2
    maxi(-3, -4) # Returns -3
    [/codeblock]
ga: Filleann sé an t-uasmhéid de dhá [int] luach.
    [codeblock]
    maxi(1, 2) # Filleann 2
    maxi(-3, -4) # Fill ar ais -3
    [/codeblock]

en: Returns the minimum of the given numeric values. This function can take any number of arguments.
    [codeblock]
    min(1, 7, 3, -6, 5) # Returns -6
    [/codeblock]
    [b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-wise minimum, and will pick the smallest value when compared using [code]x < y[/code]. To perform component-wise minimum, use [method Vector2.min], [method Vector2i.min], [method Vector3.min], [method Vector3i.min], [method Vector4.min], and [method Vector4i.min].
ga: Tuairisceáin íosmhéid na luachanna uimhriúla tugtha. Is féidir leis an bhfeidhm seo roinnt argóintí a ghlacadh.
    [codeblock]
    nóim(1, 7, 3, -6, 5) # Filleann -6
    [/codeblock]
    [b]Nóta:[/b] Agus é seo á úsáid ar veicteoirí [i]ní[/i] feidhmeoidh sé an t-íosmhéid comhpháirte, agus roghnóidh sé an luach is lú nuair a chuirtear i gcomparáid é trí úsáid a bhaint as [code]x < y[/code]. Chun íosmhéid ciallmhar comhpháirte a dhéanamh, bain úsáid as [method Vector2.min], [method Vector2i.min], [method Vector3.min], [method Vector3i.min], [method Vector4.min], agus [method Vector4i.min].

en: Returns the minimum of two [float] values.
    [codeblock]
    minf(3.6, 24)   # Returns 3.6
    minf(-3.99, -4) # Returns -4.0
    [/codeblock]
ga: Filleann sé ar a laghad dhá luach [snámhphointe].
    [codeblock]
    minf(3.6, 24) # Fill ar ais 3.6
    minf(-3.99, -4) # Fill ar ais -4.0
    [/codeblock]

en: Returns the minimum of two [int] values.
    [codeblock]
    mini(1, 2)   # Returns 1
    mini(-3, -4) # Returns -4
    [/codeblock]
ga: Filleann sé ar a laghad dhá luach [int].
    [codeblock]
    mion(1, 2) # Filleann 1
    mion(-3, -4) # Filleann -4
    [/codeblock]

en: Moves [param from] toward [param to] by the [param delta] amount. Will not go past [param to].
    Use a negative [param delta] value to move away.
    [codeblock]
    move_toward(5, 10, 4)    # Returns 9
    move_toward(10, 5, 4)    # Returns 6
    move_toward(5, 10, 9)    # Returns 10
    move_toward(10, 5, -1.5) # Returns 11.5
    [/codeblock]
ga: Bogtar [param ó] i dtreo [param go] faoin méid [param delta]. Ní rachaidh sé anuas [param go].
    Úsáid luach diúltach [param delta] le bogadh ar shiúl.
    [codeblock]
    move_toward(5, 10, 4) # Filleann 9
    move_toward(10, 5, 4) # Filleann 6
    move_toward(5, 10, 9) # Filleann 10
    move_toward(10, 5, -1.5) # Filleann 11.5
    [/codeblock]

en: Returns the smallest integer power of 2 that is greater than or equal to [param value].
    [codeblock]
    nearest_po2(3) # Returns 4
    nearest_po2(4) # Returns 4
    nearest_po2(5) # Returns 8
    
    nearest_po2(0)  # Returns 0 (this may not be expected)
    nearest_po2(-1) # Returns 0 (this may not be expected)
    [/codeblock]
    [b]Warning:[/b] Due to its implementation, this method returns [code]0[/code] rather than [code]1[/code] for values less than or equal to [code]0[/code], with an exception for [param value] being the smallest negative 64-bit integer ([code]-9223372036854775808[/code]) in which case the [param value] is returned unchanged.
ga: Filleann sé an chumhacht slánuimhir is lú de 2 atá níos mó ná nó cothrom le [paraluach].
    [codeblock]
    near_po2(3) # Filleann 4
    near_po2(4) # Filleann 4
    near_po2(5) # Filleann 8
    
    near_po2(0) # Filleann 0 (seans nach mbeifear ag súil leis seo)
    near_po2(-1) # Filleann 0 (seans nach mbeifear ag súil leis seo)
    [/codeblock]
    [b]Rabhadh:[/b] Mar gheall ar a chur chun feidhme, cuireann an modh seo ar ais [code]0[/code] seachas [code]1[/code] le haghaidh luachanna atá níos lú ná nó cothrom le [code]0[/code] , cé is moite de [paramluach] arb é an tslánuimhir diúltach 64-giotán is lú ([code]-9223372036854775808[/code]) agus sa chás sin cuirtear an [paraluach] ar ais gan athrú.

en: Wraps [param value] between [code]0[/code] and the [param length]. If the limit is reached, the next value the function returns is decreased to the [code]0[/code] side or increased to the [param length] side (like a triangle wave). If [param length] is less than zero, it becomes positive.
    [codeblock]
    pingpong(-3.0, 3.0) # Returns 3.0
    pingpong(-2.0, 3.0) # Returns 2.0
    pingpong(-1.0, 3.0) # Returns 1.0
    pingpong(0.0, 3.0)  # Returns 0.0
    pingpong(1.0, 3.0)  # Returns 1.0
    pingpong(2.0, 3.0)  # Returns 2.0
    pingpong(3.0, 3.0)  # Returns 3.0
    pingpong(4.0, 3.0)  # Returns 2.0
    pingpong(5.0, 3.0)  # Returns 1.0
    pingpong(6.0, 3.0)  # Returns 0.0
    [/codeblock]
ga: fillteann [paraluach] idir [code]0[/code] agus [fad param]. Má shroichtear an teorainn, laghdaítear an chéad luach eile a fhilleann an fheidhm go dtí an taobh [code]0[/code] nó méadaítear go dtí an taobh [param fad] (cosúil le tonn triantáin). Má tá [fad param] níos lú ná nialas, éiríonn sé dearfach.
    [codeblock]
    pingpong(-3.0, 3.0) # Fill ar ais 3.0
    pingpong(-2.0, 3.0) # Filleann 2.0
    pingpong(-1.0, 3.0) # Fill ar ais 1.0
    pingpong(0.0, 3.0) # Fill ar ais 0.0
    pingpong(1.0, 3.0) # Fill ar ais 1.0
    pingpong(2.0, 3.0) # Fill ar ais 2.0
    pingpong(3.0, 3.0) # Fill ar ais 3.0
    pingpong(4.0, 3.0) # Fill ar ais 2.0
    pingpong(5.0, 3.0) # Fill ar ais 1.0
    pingpong(6.0, 3.0) # Fill ar ais 0.0
    [/codeblock]

en: Returns the integer modulus of [param x] divided by [param y] that wraps equally in positive and negative.
    [codeblock]
    print("#(i)  (i % 3)   (posmod(i, 3))")
    for i in range(-3, 4):
        print("%2d       %2d  | %2d" % [i, i % 3, posmod(i, 3)])
    [/codeblock]
    Prints:
    [codeblock lang=text]
    (i)  (i % 3)   (posmod(i, 3))
    -3        0  |  0
    -2       -2  |  1
    -1       -1  |  2
     0        0  |  0
     1        1  |  1
     2        2  |  2
     3        0  |  0
    [/codeblock]
ga: Filleann sé modúl slánuimhir [param x] roinnte ar [param y] a fillteann go cothrom ina dheimhneach agus ina dhiúltach.
    [codeblock]
    cló ("#(i) (i % 3) (posmod(i, 3))")
    do mé sa raon (-3, 4):
        print("%2d %2d | %2d" %[i, agus % 3, posmod(i, 3)])
    [/codeblock]
    Priontaí:
    [codeblock lang=téacs]
    (i) (i % 3) (posmod(i, 3))
    -3 0 |  0
    -2 -2 |  1
    -1 -1 |  2
     0 0 |  0
     1 1 |  1
     2 2 |  2
     3 0 |  0
    [/codeblock]

en: Returns the result of [param base] raised to the power of [param exp].
    In GDScript, this is the equivalent of the [code]**[/code] operator.
    [codeblock]
    pow(2, 5)   # Returns 32.0
    pow(4, 1.5) # Returns 8.0
    [/codeblock]
ga: Filleann sé toradh [bun param] a ardaíodh chuig cumhacht [param exp].
    I GDScript, is ionann é seo agus an t-oibreoir [code]**[/code].
    [codeblock]
    pow(2, 5) # Filleann 32. 0
    pow(4, 1.5) # Filleann 8.0
    [/codeblock]

en: If verbose mode is enabled ([method OS.is_stdout_verbose] returning [code]true[/code]), converts one or more arguments of any type to string in the best way possible and prints them to the console.
ga: Má tá mód briathartha cumasaithe ([method OS.is_stdout_verbose] ag filleadh [code]true[/code]), tiontaíonn sé argóint amháin nó níos mó d’aon chineál go teaghrán sa tslí is fearr agus priontaí chuig an consól iad.

en: Prints one or more arguments to strings in the best way possible to standard error line.
    [codeblocks]
    [gdscript]
    printerr("prints to stderr")
    [/gdscript]
    [csharp]
    GD.PrintErr("prints to stderr");
    [/csharp]
    [/codeblocks]
ga: Priontálann argóint amháin nó níos mó go teaghráin ar an mbealach is fearr agus is féidir go dtí an líne earráide caighdeánach.
    [codeblocks]
    [gdscript]
    printéir ("priontaí go stderr")
    [/gdscript]
    [csharp]
    GD.PrintErr ("priontaí go stderr");
    [/csharp]
    [/codeblocks]

en: Converts an angle expressed in radians to degrees.
    [codeblock]
    rad_to_deg(0.523599) # Returns 30
    rad_to_deg(PI)       # Returns 180
    rad_to_deg(PI * 2)   # Returns 360
    [/codeblock]
ga: Tiontaíonn sé uillinn arna shloinneadh i raidian go céimeanna.
    [codeblock]
    rad_to_deg(0.523599) # Fill ar ais 30
    rad_to_deg(PI) # Filleann 180
    rad_to_deg(PI * 2) # Filleann 360
    [/codeblock]

en: Returns a random floating-point value between [code]0.0[/code] and [code]1.0[/code] (inclusive).
    [codeblocks]
    [gdscript]
    randf() # Returns e.g. 0.375671
    [/gdscript]
    [csharp]
    GD.Randf(); // Returns e.g. 0.375671
    [/csharp]
    [/codeblocks]
ga: Filleann sé luach snámhphointe randamach idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh).
    [codeblocks]
    [gdscript]
    randf() # Filleann m.sh. 0. 375671
    [/gdscript]
    [csharp]
    GD.Randf(); // Filleann e.g. 0. 375671
    [/csharp]
    [/codeblocks]

en: Returns a random floating-point value between [param from] and [param to] (inclusive).
    [codeblocks]
    [gdscript]
    randf_range(0, 20.5) # Returns e.g. 7.45315
    randf_range(-10, 10) # Returns e.g. -3.844535
    [/gdscript]
    [csharp]
    GD.RandRange(0.0, 20.5);   // Returns e.g. 7.45315
    GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535
    [/csharp]
    [/codeblocks]
ga: Filleann sé luach snámhphointe randamach idir [param ó] agus [param go] (san áireamh).
    [codeblocks]
    [gdscript]
    randf_range(0, 20.5) # Filleann m.sh. 7. 45315
    randf_range(-10, 10) # Filleann m.sh. -3.844535
    [/gdscript]
    [csharp]
    GD.RandRange(0.0, 20.5);   // Filleann e.g. 7. 45315
    GD.RandRange(-10.0, 10.0); // Filleann e.g. -3.844535
    [/csharp]
    [/codeblocks]

en: Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-distributed[/url], pseudo-random floating-point value from the specified [param mean] and a standard [param deviation]. This is also known as a Gaussian distribution.
    [b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm.
ga: Filleann sé [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-distributed[/url], luach snámhphointe pseudo-random ón [param mean] sonraithe agus [diall param] caighdeánach. Tugtar dáileadh Gaussach air seo freisin.
    [b]Nóta:[/b] Úsáideann an modh seo an algartam [url=https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform]Box-Muller transform[/url].

en: Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
    [codeblocks]
    [gdscript]
    randi()           # Returns random integer between 0 and 2^32 - 1
    randi() % 20      # Returns random integer between 0 and 19
    randi() % 100     # Returns random integer between 0 and 99
    randi() % 100 + 1 # Returns random integer between 1 and 100
    [/gdscript]
    [csharp]
    GD.Randi();           // Returns random integer between 0 and 2^32 - 1
    GD.Randi() % 20;      // Returns random integer between 0 and 19
    GD.Randi() % 100;     // Returns random integer between 0 and 99
    GD.Randi() % 100 + 1; // Returns random integer between 1 and 100
    [/csharp]
    [/codeblocks]
ga: Filleann sé slánuimhir randamach 32-giotán gan síniú. Úsáid an fuílleach chun luach randamach a fháil san eatramh [code][0, N - 1][/code] (áit a bhfuil N níos lú ná 2^32).
    [codeblocks]
    [gdscript]
    randi() # Filleann sé slánuimhir randamach idir 0 agus 2^ 32 - 1
    randi() % 20 # Filleann sé slánuimhir randamach idir 0 agus 19
    randi() % 100 # Filleann sé slánuimhir randamach idir 0 agus 99
    randi() % 100 + 1 # Filleann sé slánuimhir randamach idir 1 agus 100
    [/gdscript]
    [csharp]
    GD.Randi();           // Filleann sé slánuimhir randamach idir 0 agus 2^32 - 1
    GD.Randi() % 20;      // Filleann sé slánuimhir randamach idir 0 agus 19
    GD.Randi() % 100;     // Filleann sé slánuimhir randamach idir 0 agus 99
    GD.Randi() % 100 + 1; // Filleann sé slánuimhir randamach idir 1 agus 100
    [/csharp]
    [/codeblocks]

en: Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped.
    [codeblocks]
    [gdscript]
    randi_range(0, 1)      # Returns either 0 or 1
    randi_range(-10, 1000) # Returns random integer between -10 and 1000
    [/gdscript]
    [csharp]
    GD.RandRange(0, 1);      // Returns either 0 or 1
    GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000
    [/csharp]
    [/codeblocks]
ga: Filleann sé slánuimhir randamach sínithe 32-giotán idir [param ó] agus [param go] (san áireamh). Má tá [param go] níos lú ná [param ó], déantar iad a mhalartú.
    [codeblocks]
    [gdscript]
    randi_range(0, 1) # Filleann sé 0 nó 1
    randi_range(-10, 1000) # Filleann sé slánuimhir randamach idir -10 agus 1000
    [/gdscript]
    [csharp]
    GD.RandRange(0, 1);      // Filleann sé 0 nó 1
    GD.RandRange(-10, 1000); // Filleann sé slánuimhir randamach idir -10 agus 1000
    [/csharp]
    [/codeblocks]

en: Randomizes the seed (or the internal state) of the random number generator. The current implementation uses a number based on the device's time.
    [b]Note:[/b] This function is called automatically when the project is run. If you need to fix the seed to have consistent, reproducible results, use [method seed] to initialize the random number generator.
ga: Randomizes síol (nó staid inmheánach) an gineadóir uimhir randamach. Úsáideann an cur i bhfeidhm reatha uimhir bunaithe ar am an fheiste.
    [b]Nóta:[/b] Glaoitear go huathoibríoch ar an bhfeidhm seo nuair a bhíonn an tionscadal á rith. Más gá duit an síol a shocrú chun torthaí comhsheasmhacha in-atáirgthe a bheith aige, bain úsáid as [síol modha] chun an gineadóir uimhreacha randamacha a thúsú.

en: Maps a [param value] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [param value] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. If this is not desired, use [method clamp] on the result of this function.
    [codeblock]
    remap(75, 0, 100, -1, 1) # Returns 0.5
    [/codeblock]
    For complex use cases where multiple ranges are needed, consider using [Curve] or [Gradient] instead.
    [b]Note:[/b] If [code]istart == istop[/code], the return value is undefined (most likely NaN, INF, or -INF).
ga: Léarscáileanna a [paramluach] ón raon [code][start, istop][/code] go [code][ostart, ostop][/code]. Féach freisin [method lerp] agus [method inverse_lerp]. Má tá [paramluach] lasmuigh de [code][start, istop][/code], ansin beidh an luach mar thoradh air sin lasmuigh de [code][ostart, ostop][/code] freisin. Mura bhfuil sé seo inmhianaithe, úsáid [clamp modh] ar thoradh na feidhme seo.
    [codeblock]
    remap(75, 0, 100, -1, 1) # Filleann 0. 5
    [/codeblock]
    I gcás cásanna úsáide casta ina bhfuil gá le raonta iolracha, smaoinigh ar [Cuar] nó [Grádán] a úsáid ina ionad sin.
    [b]Nóta:[/b] Más rud é [code]tús == istop[/code], tá an luach tuairisceáin neamhshainithe (NaN, INF, nó -INF is dócha).

en: Allocates a unique ID which can be used by the implementation to construct an RID. This is used mainly from native extensions to implement servers.
ga: Leithdháileann sé Aitheantas uathúil is féidir leis an bhfeidhmiúchán a úsáid chun RID a thógáil. Úsáidtear é seo go príomha as síntí dúchais chun freastalaithe a chur i bhfeidhm.

en: Creates an RID from a [param base]. This is used mainly from native extensions to build servers.
ga: Cruthaíonn RID ó [bunáit param]. Úsáidtear é seo go príomha as síntí dúchais chun freastalaithe a thógáil.

en: Rotates [param from] toward [param to] by the [param delta] amount. Will not go past [param to].
    Similar to [method move_toward], but interpolates correctly when the angles wrap around [constant @GDScript.TAU].
    If [param delta] is negative, this function will rotate away from [param to], toward the opposite angle, and will not go past the opposite angle.
ga: Rothlaíonn [param ó] i dtreo [param go] faoin méid [param delta]. Ní rachaidh sé anuas [param go].
    Cosúil le [method move_toward], ach idirshuíonn sé i gceart nuair a chuimsigh na huillinneacha timpeall [leanúnach @GDScript.TAU].
    Má tá [param delta] diúltach, rothlóidh an fheidhm seo ó [param go], i dtreo na huillinne urchomhaireach, agus ní rachaidh sí thar an uillinn urchomhaireach.

en: Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    round(2.4) # Returns 2
    round(2.5) # Returns 3
    round(2.6) # Returns 3
    [/codeblock]
    See also [method floor], [method ceil], and [method snapped].
    [b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round], or [method Vector4.round].
ga: Babhtaí [param x] go dtí an tslánuimhir is gaire, le cásanna leath bealaigh slánaithe ó 0. Cineálacha tacaithe: [int], [snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    bhabhta(2.4) # Filleann 2
    bhabhta(2.5) # Filleann 3
    bhabhta(2.6) # Filleann 3
    [/codeblock]
    Féach freisin [urlár modha], [method ceil], agus [method gearrtha].
    [b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method roundf], [method roundi], [method Vector2.round], [method Vector3.round], nó [method Vector4.round].

en: Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0.
    A type-safe version of [method round], returning a [float].
ga: Babhtaí [param x] go dtí an tslánuimhir is gaire, le cásanna leath bealaigh slánaithe ó 0.
    Leagan cineál-sábháilte de [method bhabhta], ag filleadh [snámhphointe].

en: Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0.
    A type-safe version of [method round], returning an [int].
ga: Babhtaí [param x] go dtí an tslánuimhir is gaire, le cásanna leath bealaigh slánaithe ó 0.
    Leagan cineál-sábháilte de [method bhabhta], ag filleadh [int].

en: Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions.
    [codeblocks]
    [gdscript]
    var my_seed = "Godot Rocks".hash()
    seed(my_seed)
    var a = randf() + randi()
    seed(my_seed)
    var b = randf() + randi()
    # a and b are now identical
    [/gdscript]
    [csharp]
    ulong mySeed = (ulong)GD.Hash("Godot Rocks");
    GD.Seed(mySeed);
    var a = GD.Randf() + GD.Randi();
    GD.Seed(mySeed);
    var b = GD.Randf() + GD.Randi();
    // a and b are now identical
    [/csharp]
    [/codeblocks]
ga: Socraíonn sé an síol don ghineadóir uimhreacha randamacha go [bun param]. Is féidir torthaí comhsheasmhacha, in-athdhéanta a chinntiú d'fhormhór na bhfeidhmeanna randamacha trí an síol a shocrú de láimh.
    [codeblocks]
    [gdscript]
    var my_seed = "Godot Rocks".hash()
    síol (mo_shíol)
    var a = ranf() + randi()
    síol(mo_shíol)
    var b = randf() + randi()
    Tá # a agus b comhionann anois
    [/gdscript]
    [csharp]
    ulong mySeed = (ulong)GD.Hash("Godot Rocks");
    GD.Seed(mySeed);
    var a = GD.Randf() + GD.Randi();
    GD.Seed(mySeed);
    var b = GD.Randf() + GD.Randi();
    Tá // a agus b comhionann anois
    [/csharp]
    [/codeblocks]

en: Returns the same type of [Variant] as [param x], with [code]-1[/code] for negative values, [code]1[/code] for positive values, and [code]0[/code] for zeros. For [code]nan[/code] values it returns 0.
    Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    sign(-6.0) # Returns -1
    sign(0.0)  # Returns 0
    sign(6.0)  # Returns 1
    sign(NAN)  # Returns 0
    
    sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)
    [/codeblock]
    [b]Note:[/b] For better type safety, use [method signf], [method signi], [method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign].
ga: Filleann sé an cineál céanna [Athróg] le [param x], le [code]-1[/code] do luachanna diúltacha, [code]1[/code] do luachanna dearfacha, agus [code]0[/code] le haghaidh nialais. I gcás luachanna [code]nan[/code], filleann sé 0.
    Cineálacha a dtacaítear leo: [int], [snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    síniú (-6.0) # Fill ar ais -1
    síniú(0.0) # Fill ar ais 0
    síniú(6.0) # Fill ar ais 1
    síniú(NAN) # Fill ar ais 0
    
    comhartha(Vector3(-6.0, 0.0, 6.0)) # Filleann (-1, 0, 1)
    [/codeblock]
    [b]Nóta:[/b] Ar mhaithe le cineál sábháilteachta níos fearr, úsáid [method signf], [method signi], [method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method Vector3i. comhartha], [method Vector4.sign], nó [method Vector4i.sign].

en: Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if [param x] is positive, and [code]0.0[/code] if [param x] is zero. For [code]nan[/code] values of [param x] it returns 0.0.
    [codeblock]
    signf(-6.5) # Returns -1.0
    signf(0.0)  # Returns 0.0
    signf(6.5)  # Returns 1.0
    signf(NAN)  # Returns 0.0
    [/codeblock]
ga: Filleann sé [code]-1.0[/code] má tá [param x] diúltach, [code]1.0[/code] má tá [param x] deimhneach, agus [code]0.0[/code] más nialas é [param x] . I gcás [code]nán[/code] luachanna de [param x] filleann sé 0.0.
    [codeblock]
    signf(-6.5) # Fill ar ais -1.0
    signf(0.0) # Fill ar ais 0.0
    signf(6.5) # Fill ar ais 1.0
    signf(NAN) # Fill ar ais 0.0
    [/codeblock]

en: Returns the sine of angle [param angle_rad] in radians.
    [codeblock]
    sin(0.523599)       # Returns 0.5
    sin(deg_to_rad(90)) # Returns 1.0
    [/codeblock]
ga: Filleann sé sin na huillinne [param angle_rad] ina raidian.
    [codeblock]
    sin(0.523599) # Fill ar ais 0.5
    sin(deg_to_rad(90)) # Filleann 1.0
    [/codeblock]

en: Returns the hyperbolic sine of [param x].
    [codeblock]
    var a = log(2.0) # Returns 0.693147
    sinh(a) # Returns 0.75
    [/codeblock]
ga: Filleann sé sin hipearbólach [param x].
    [codeblock]
    var a = log(2.0) # Fill ar ais 0.693147
    sinh(a) # Fill ar ais 0.75
    [/codeblock]

en: Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating-point number to an arbitrary number of decimals.
    The returned value is the same type of [Variant] as [param step]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    snapped(100, 32)  # Returns 96
    snapped(3.14159, 0.01)  # Returns 3.14
    
    snapped(Vector2(34, 70), Vector2(8, 8))  # Returns (32, 72)
    [/codeblock]
    See also [method ceil], [method floor], and [method round].
    [b]Note:[/b] For better type safety, use [method snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or [method Vector4i.snapped].
ga: Filleann sé an iolra de [param step] is gaire do [param x]. Is féidir é seo a úsáid freisin chun uimhir snámhphointe a shlánú go dtí uimhir threallach deachúlacha.
    Is é an luach ar ais an cineál céanna [Athraithe] agus [céim param]. Cineálacha a dtacaítear leo: [int], [snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
    [codeblock]
    gearrtha(100, 32) # Fill ar ais 96
    gearrtha(3.14159, 0.01) # Fill ar ais 3.14
    
    gearrtha (Vector2(34, 70), Vector2(8, 8)) # Fill ar ais (32, 72)
    [/codeblock]
    Féach freisin [method ceil], [urlár modha], agus [method bhabhta].
    [b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method Vector3.snapped], [method Vector3i. thiomsóidh], [method Vector4.snapped], nó [method Vector4i.snapped].

en: Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating-point number to an arbitrary number of decimals.
    A type-safe version of [method snapped], returning a [float].
    [codeblock]
    snappedf(32.0, 2.5)  # Returns 32.5
    snappedf(3.14159, 0.01)  # Returns 3.14
    [/codeblock]
ga: Filleann sé an iolra de [param step] is gaire do [param x]. Is féidir é seo a úsáid freisin chun uimhir snámhphointe a shlánú go dtí uimhir threallach deachúlacha.
    Leagan cineál-sábháilte de [method gearrtha], ag filleadh [snámh].
    [codeblock]
    snappedf(32.0, 2.5) # Fill ar ais 32.5
    snappedf(3.14159, 0.01) # Fill ar ais 3.14
    [/codeblock]

en: Returns the multiple of [param step] that is the closest to [param x].
    A type-safe version of [method snapped], returning an [int].
    [codeblock]
    snappedi(53, 16)  # Returns 48
    snappedi(4096, 100)  # Returns 4100
    [/codeblock]
ga: Filleann sé iolraí [param step] is gaire do [param x].
    Leagan cineál-sábháilte de [method gearrtha], ag filleadh [int].
    [codeblock]
    snappedi(53, 16) # Fill ar ais 48
    snappedi(4096, 100) # Fill ar ais 4100
    [/codeblock]

en: Returns the square root of [param x], where [param x] is a non-negative number.
    [codeblock]
    sqrt(9)     # Returns 3
    sqrt(10.24) # Returns 3.2
    sqrt(-1)    # Returns NaN
    [/codeblock]
    [b]Note:[/b] Negative values of [param x] return NaN ("Not a Number"). in C#, if you need negative inputs, use [code]System.Numerics.Complex[/code].
ga: Filleann sé an fhréamh chearnach de [param x], áit ar uimhir neamhdhiúltach é [param x].
    [codeblock]
    sqrt(9) # Filleann 3
    sqrt(10.24) # Fill ar ais 3.2
    sqrt(-1) # Filleann NaN
    [/codeblock]
    [b]Nóta:[/b] Tugann luachanna diúltacha [param x] NaN ("Ní Uimhir") a thugtar ar ais. in C#, má tá ionchuir diúltacha uait, úsáid [code]System.Numerics.Complex[/code].

en: Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation.
    [codeblock]
    var n = step_decimals(5)       # n is 0
    n = step_decimals(1.0005)      # n is 4
    n = step_decimals(0.000000005) # n is 9
    [/codeblock]
ga: Filleann sé suíomh an chéad dhigit neamh-nialas, tar éis an phointe dheachúil. Tabhair faoi deara gurb é 10 an luach tuairisceáin uasta, ar cinneadh deartha é sa chur i bhfeidhm.
    [codeblock]
    var n = step_decimals(5) Is é # n ná 0
    n = step_decimals(1.0005) Is é 4 # n
    n = step_decimals(0.000000005) Is é # n ná 9
    [/codeblock]

en: Converts one or more arguments of any [Variant] type to a [String] in the best way possible.
    [codeblock]
    var a = [10, 20, 30]
    var b = str(a)
    print(len(a)) # Prints 3 (the number of elements in the array).
    print(len(b)) # Prints 12 (the length of the string "[10, 20, 30]").
    [/codeblock]
ga: Athraíonn sé argóint amháin nó níos mó d’aon chineál [Athróg] go [Teaghrán] ar an mbealach is fearr is féidir.
    [codeblock]
    var a = [10, 20, 30]
    var b = str(a)
    print(len(a)) # Priontaí 3 (líon na ndúl san eagar).
    print(len(b)) # Priontaí 12 (fad na teaghrán "[10, 20, 30]").
    [/codeblock]

en: Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant].
    [codeblocks]
    [gdscript]
    var data = '{ "a": 1, "b": 2 }' # data is a String
    var dict = str_to_var(data)     # dict is a Dictionary
    print(dict["a"])                # Prints 1
    [/gdscript]
    [csharp]
    string data = "{ \"a\": 1, \"b\": 2 }";           // data is a string
    var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary
    GD.Print(dict["a"]);                              // Prints 1
    [/csharp]
    [/codeblocks]
ga: Tiontaíonn sé [param string] formáidithe a cuireadh ar ais ag [method var_to_str] go dtí an [athraitheach] bunaidh.
    [codeblocks]
    [gdscript]
    var data = '{ "a": 1, "b": 2 }' # data is a Teaghrán
    var dict = str_to_var(data) # dict is Foclóir
    print(dict["a"]) # Priontála 1
    [/gdscript]
    [csharp]
    string data = "{ \"a\": 1, \"b\": 2 }";           // is teaghrán é sonraí
    var dict = GD.StrToVar(sonraí).AsGodotDictionary(); // dict is Foclóir
    GD.Print(dict["a"]);                              // Priontaí 1
    [/csharp]
    [/codeblocks]

en: Returns the tangent of angle [param angle_rad] in radians.
    [codeblock]
    tan(deg_to_rad(45)) # Returns 1
    [/codeblock]
ga: Filleann tadhlaí na huillinne [param angle_rad] ina raidian.
    [codeblock]
    tan(deg_to_rad(45)) # Filleann 1
    [/codeblock]

en: Returns the hyperbolic tangent of [param x].
    [codeblock]
    var a = log(2.0) # Returns 0.693147
    tanh(a)          # Returns 0.6
    [/codeblock]
ga: Filleann sé an tadhlaí hipearbóileach de [param x].
    [codeblock]
    var a = log(2.0) # Fill ar ais 0.693147
    tanh(a) # Filleann 0.6
    [/codeblock]

en: Converts the given [param variant] to the given [param type], using the [enum Variant.Type] values. This method is generous with how it handles types, it can automatically convert between array types, convert numeric [String]s to [int], and converting most things to [String].
    If the type conversion cannot be done, this method will return the default value for that type, for example converting [Rect2] to [Vector2] will always return [constant Vector2.ZERO]. This method will never show error messages as long as [param type] is a valid Variant type.
    The returned value is a [Variant], but the data inside and its type will be the same as the requested type.
    [codeblock]
    type_convert("Hi!", TYPE_INT) # Returns 0
    type_convert("123", TYPE_INT) # Returns 123
    type_convert(123.4, TYPE_INT) # Returns 123
    type_convert(5, TYPE_VECTOR2) # Returns (0, 0)
    type_convert("Hi!", TYPE_NIL) # Returns null
    [/codeblock]
ga: Athraíonn sé an [athraitheach param] tugtha go dtí an [cineál param] tugtha, ag baint úsáide as na luachanna [enum Variant.Type]. Tá an modh seo flaithiúil leis an gcaoi a láimhseálann sé cineálacha, is féidir é a thiontú go huathoibríoch idir cineálacha eagair, [Teaghrán]s uimhriúil a thiontú go [int], agus an chuid is mó de rudaí a thiontú go [Teaghrán].
    Mura féidir an tiontú cineáil a dhéanamh, seolfaidh an modh seo an luach réamhshocraithe don chineál sin ar ais, mar shampla má dhéantar [Rect2] a thiontú go [Vector2] cuirfear ar ais [constant Vector2.ZERO] i gcónaí. Ní thaispeánfaidh an modh seo teachtaireachtaí earráide chomh fada agus is cineál Athraithe bailí é [cineál param].
    [Athróg] atá sa luach ar ais, ach beidh na sonraí laistigh agus a chineál mar an gcéanna leis an gcineál iarrtha.
    [codeblock]
    type_convert("Haigh!", TYPE_INT) # Filleann 0
    type_convert("123", TYPE_INT) # Fill ar ais 123
    type_convert(123.4, TYPE_INT) # Fill ar ais 123
    type_convert(5, TYPE_VECTOR2) # Filleann (0, 0)
    type_convert("Haigh!", TYPE_NIL) # Fill ar ais null
    [/codeblock]

en: Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes_to_var].
    [b]Note:[/b] If you need object serialization, see [method var_to_bytes_with_objects].
    [b]Note:[/b] Encoding [Callable] is not supported and will result in an empty value, regardless of the data.
ga: Ionchódaíonn sé luach [Athróg] chuig eagar beart, gan réada a ionchódú. Is féidir díserialú a dhéanamh le [method bytes_to_var].
    [b]Nóta:[/b] Má tá sraithiú oibiachta uait, féach [method var_to_bytes_with_objects].
    [b]Nóta:[/b] Ní thacaítear le hionchódú [Inghlaoite] agus beidh luach folamh mar thoradh air, beag beann ar na sonraí.

en: Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include executable code). Deserialization can be done with [method bytes_to_var_with_objects].
    [b]Note:[/b] Encoding [Callable] is not supported and will result in an empty value, regardless of the data.
ga: Ionchódaíonn sé luach [Athróg] chuig eagar beart. Ceadaítear réada ionchódaithe (agus d’fhéadfadh cód inrite a bheith san áireamh). Is féidir díshraithiú a dhéanamh le [method bytes_to_var_with_objects].
    [b]Nóta:[/b] Ní thacaítear le hionchódú [Inghlaoite] agus beidh luach folamh mar thoradh air, beag beann ar na sonraí.

en: Converts a [Variant] [param variable] to a formatted [String] that can then be parsed using [method str_to_var].
    [codeblocks]
    [gdscript]
    var a = { "a": 1, "b": 2 }
    print(var_to_str(a))
    [/gdscript]
    [csharp]
    var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
    GD.Print(GD.VarToStr(a));
    [/csharp]
    [/codeblocks]
    Prints:
    [codeblock lang=text]
    {
        "a": 1,
        "b": 2
    }
    [/codeblock]
    [b]Note:[/b] Converting [Signal] or [Callable] is not supported and will result in an empty value for these types, regardless of their data.
ga: Athraíonn [Athróg] [param athróg] go [Teaghrán] formáidithe is féidir a pharsáil ansin ag baint úsáide as [method str_to_var].
    [codeblocks]
    [gdscript]
    var a = { "a": 1, "b": 2 }
    priontáil(var_to_str(a))
    [/gdscript]
    [csharp]
    var a = nua Godot.Collections.Dictionary { [ "a" ] = 1, [ "b" ] = 2 };
    GD.Print(GD.VarToStr(a));
    [/csharp]
    [/codeblocks]
    Priontaí:
    [codeblock lang=téacs]
    {
        "a": 1,
        "b":2
    }
    [/codeblock]
    [b]Nóta:[/b] Ní thacaítear le [Comhartha] nó [Inghlaoite] a thiontú agus beidh luach folamh ann do na cineálacha seo, beag beann ar a sonraí.

en: Returns a [WeakRef] instance holding a weak reference to [param obj]. Returns an empty [WeakRef] instance if [param obj] is [code]null[/code]. Prints an error and returns [code]null[/code] if [param obj] is neither [Object]-derived nor [code]null[/code].
    A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
ga: Filleann sé sampla [WeakRef] ina bhfuil tagairt lag do [param obj]. Seoltar ar ais shampla folamh [WeakRef] más é [param obj] [code]null[/code] é. Priontáil earráid agus seol ar ais [code]null[/code] mura bhfuil [param obj] díorthaithe [Object] ná [code]null[/code].
    Ní leor tagairt lag do réad chun an réad a choinneáil beo: nuair nach bhfuil fágtha ach tagairtí laga do thagairtí, tá cead ag bailiú truflais an moltóir a scrios agus a chuimhne a athúsáid le haghaidh rud éigin eile. Mar sin féin, go dtí go scriostar an réad iarbhír féadfaidh an tagairt lag an réad a thabhairt ar ais fiú mura bhfuil tagairtí láidre ann dó.

en: Wraps the [Variant] [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
    Variant types [int] and [float] are supported. If any of the arguments is [float] this function returns a [float], otherwise it returns an [int].
    [codeblock]
    var a = wrap(4, 5, 10)
    # a is 9 (int)
    
    var a = wrap(7, 5, 10)
    # a is 7 (int)
    
    var a = wrap(10.5, 5, 10)
    # a is 5.5 (float)
    [/codeblock]
ga: Wraps an [Athróg] [luach param] idir [param min] agus [param max]. Is féidir é a úsáid chun iompar lúb-chosúil nó dromchlaí gan teorainn a chruthú.
    Tacaítear le cineálacha athraitheacha [int] agus [snámhphointe]. Más [snámh] é ceann ar bith de na hargóintí filleann an fheidhm seo [snámhphointe], nó filleann sí [int].
    [codeblock]
    var a = wrap(4, 5, 10)
    Tá #a 9 (int)
    
    var a = wrap(7, 5, 10)
    Tá #a 7 (int)
    
    var a = wrap(10.5, 5, 10)
    Tá #a 5.5 (snámh)
    [/codeblock]

en: Wraps the float [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
    [codeblock]
    # Infinite loop between 5.0 and 9.9
    value = wrapf(value + 0.1, 5.0, 10.0)
    [/codeblock]
    [codeblock]
    # Infinite rotation (in radians)
    angle = wrapf(angle + 0.1, 0.0, TAU)
    [/codeblock]
    [codeblock]
    # Infinite rotation (in radians)
    angle = wrapf(angle + 0.1, -PI, PI)
    [/codeblock]
    [b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method fposmod], so prefer using that instead.
    [method wrapf] is more flexible than using the [method fposmod] approach by giving the user control over the minimum value.
ga: Wraps an snámhphointe [paramluach] idir [param min] agus [param max]. Is féidir é a úsáid chun iompar lúb-chosúil nó dromchlaí gan teorainn a chruthú.
    [codeblock]
    # Lúb gan teorainn idir 5.0 agus 9.9
    luach = wrapf(luach + 0.1, 5.0, 10.0)
    [/codeblock]
    [codeblock]
    # Rothlú gan teorainn (i raidian)
    uillinn = fillte (uillinn + 0.1, 0.0, TAU)
    [/codeblock]
    [codeblock]
    # Rothlú gan teorainn (i raidian)
    uillinn = fillte (uillinn + 0.1, -PI, PI)
    [/codeblock]
    [b]Nóta:[/b] Más é [param min] [code]0[/code], tá sé seo comhionann le [method fposmod], mar sin b'fhearr é sin a úsáid ina ionad.
    Tá [method wrapf] níos solúbtha ná an cur chuige [method fposmod] a úsáid trí smacht a thabhairt don úsáideoir ar an luach íosta.

en: Wraps the integer [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
    [codeblock]
    # Infinite loop between 5 and 9
    frame = wrapi(frame + 1, 5, 10)
    [/codeblock]
    [codeblock]
    # result is -2
    var result = wrapi(-6, -5, -1)
    [/codeblock]
ga: Wraps an tslánuimhir [paramluach] idir [param min] agus [param max]. Is féidir é a úsáid chun iompar lúb-chosúil nó dromchlaí gan teorainn a chruthú.
    [codeblock]
    # Lúb gan teorainn idir 5 agus 9
    fráma = wrapi(fráma + 1, 5, 10)
    [/codeblock]
    [codeblock]
    # toradh é -2
    var toradh = wrapi(-6, -5, -1)
    [/codeblock]

en: The [AudioServer] singleton.
ga: An [Freastalaí Fuaime] singil.

en: The [CameraServer] singleton.
ga: An [CameraServer] singleton.

en: The [ClassDB] singleton.
ga: An [ClassDB] singil.

en: The [DisplayServer] singleton.
ga: An [DisplayServer] singil.

en: The [EditorInterface] singleton.
    [b]Note:[/b] Only available in editor builds.
ga: An [EditorInterface] singil.
    [b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra.

en: The [Engine] singleton.
ga: An [Inneall] singil.

en: The [EngineDebugger] singleton.
ga: An [EngineDebugger] singil.

en: The [GDExtensionManager] singleton.
ga: An [GDEExtensionManager] singil.

en: The [Geometry2D] singleton.
ga: An [Céimseata2D] singil.

en: The [Geometry3D] singleton.
ga: An [Céimseata 3D] singil.

en: The [IP] singleton.
ga: An [IP] singil.

en: The [Input] singleton.
ga: An [Ionchur] singil.

en: The [InputMap] singleton.
ga: An [InputMap] singil.

en: The [JavaClassWrapper] singleton.
    [b]Note:[/b] Only implemented on Android.
ga: An [JavaClassWrapper] singil.
    [b]Nóta:[/b] Cuireadh i bhfeidhm é ar Android amháin.

en: The [JavaScriptBridge] singleton.
    [b]Note:[/b] Only implemented on the Web platform.
ga: An singil [JavaScriptBridge].
    [b]Nóta:[/b] Ar an ardán Gréasáin amháin a cuireadh i bhfeidhm é.

en: The [Marshalls] singleton.
ga: An [Marshalls] singil.

en: The [NativeMenu] singleton.
    [b]Note:[/b] Only implemented on macOS.
ga: An [NativeMenu] singil.
    [b]Nóta:[/b] Ar macOS amháin a cuireadh i bhfeidhm é.

en: The [NavigationMeshGenerator] singleton.
ga: An [NavigationMeshGenerator] singil.

en: The [NavigationServer2D] singleton.
ga: An [NavigationServer2D] singil.

en: The [NavigationServer3D] singleton.
ga: An [NavigationServer3D] singil.

en: The [OS] singleton.
ga: An [OS] singil.

en: The [Performance] singleton.
ga: An [Feidhmíocht] singil.

en: The [PhysicsServer2D] singleton.
ga: An [FisicServer2D] singleton.

en: The [PhysicsServer2DManager] singleton.
ga: An [PhysicsServer2DMManager] singil.

en: The [PhysicsServer3D] singleton.
ga: An [FisicServer3D] singleton.

en: The [PhysicsServer3DManager] singleton.
ga: An [PhysicsServer3DMManager] singil.

en: The [ProjectSettings] singleton.
ga: An [ProjectSettings] singil.

en: The [RenderingServer] singleton.
ga: An [RenderingServer] singil.

en: The [ResourceLoader] singleton.
ga: An [ResourceLoader] singil.

en: The [ResourceSaver] singleton.
ga: An [ResourceSaver] singil.

en: The [ResourceUID] singleton.
ga: An [ResourceUID] singil.

en: The [TextServerManager] singleton.
ga: An [TextServerManager] singil.

en: The [ThemeDB] singleton.
ga: An [ThemeDB] singil.

en: The [Time] singleton.
ga: An [Am] singil.

en: The [TranslationServer] singleton.
ga: An [Freastalaí Aistriúcháin] singil.

en: The [WorkerThreadPool] singleton.
ga: An [WorkerThreadPool] singil.

en: The [XRServer] singleton.
ga: An [XRSFreastalaí] singil.

en: Left side, usually used for [Control] or [StyleBox]-derived classes.
ga: Taobh clé, a úsáidtear de ghnáth le haghaidh [Control] nó [StyleBox]-ranganna-díorthaithe.

en: Top side, usually used for [Control] or [StyleBox]-derived classes.
ga: Taobh uachtarach, a úsáidtear de ghnáth le haghaidh [Rialú] nó [StyleBox]-ranganna-díorthaithe.

en: Right side, usually used for [Control] or [StyleBox]-derived classes.
ga: Ar thaobh na láimhe deise, a úsáidtear de ghnáth le haghaidh [Control] nó [StyleBox]-ranganna díorthaithe.

en: Bottom side, usually used for [Control] or [StyleBox]-derived classes.
ga: Taobh íochtair, a úsáidtear de ghnáth le haghaidh [Rialú] nó [StyleBox]-ranganna-díorthaithe.

en: Top-left corner.
ga: Cúinne barr-chlé.

en: Top-right corner.
ga: Cúinne barr-dheis.

en: Bottom-right corner.
ga: Cúinne ag bun ar dheis.

en: Bottom-left corner.
ga: Cúinne bun-chlé.

en: General vertical alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
ga: Ailíniú ingearach ginearálta, a úsáidtear de ghnáth le haghaidh [Deighilteoir], [ScrollBar], [Slider], etc.

en: General horizontal alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
ga: Ailíniú cothrománach ginearálta, a úsáidtear de ghnáth le haghaidh [Deighilteoir], [ScrollBar], [Slider], etc.

en: Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]).
ga: Rothlú deiseal. Úsáidte ag roinnt modhanna (m.sh. [method Image.rotate_90]).

en: Counter-clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]).
ga: Rothlú tuathalach. Úsáidte ag roinnt modhanna (m.sh. [method Image.rotate_90]).

en: Horizontal left alignment, usually for text-derived classes.
ga: Ailíniú cothrománach ar chlé, de ghnáth le haghaidh ranganna téacs-díorthaithe.

en: Horizontal center alignment, usually for text-derived classes.
ga: Ailíniú ionad cothrománach, de ghnáth i gcás ranganna téacs-díorthaithe.

en: Horizontal right alignment, usually for text-derived classes.
ga: Ailíniú ceart cothrománach, de ghnáth le haghaidh ranganna téacs-díorthaithe.

en: Expand row to fit width, usually for text-derived classes.
ga: Leathnaigh an tsraith go dtí go n-oirfeadh an leithead, go hiondúil do ranganna téacs-díorthaithe.

en: Vertical top alignment, usually for text-derived classes.
ga: Ailíniú barr ingearach, de ghnáth do ranganna téacs-díorthaithe.

en: Vertical center alignment, usually for text-derived classes.
ga: Ailíniú ionaid ingearach, de ghnáth do ranganna téacs-díorthaithe.

en: Vertical bottom alignment, usually for text-derived classes.
ga: Ailíniú bun ingearach, de ghnáth le haghaidh ranganna téacs-díorthaithe.

en: Expand rows to fit height, usually for text-derived classes.
ga: Leathnaigh sraitheanna chun airde a chur in oiriúint, de ghnáth le haghaidh ranganna téacs-díorthaithe.

en: Aligns the top of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
ga: Ailínithe barr an oibiachta inlíne (m.sh. íomhá, tábla) le suíomh an téacs atá sonraithe ag tairiseach [code]INLINE_ALIGNMENT_TO_*[/code].

en: Aligns the center of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
ga: Ailínithe lár an réad inlíne (m.sh. íomhá, tábla) le suíomh an téacs atá sonraithe ag tairiseach [code]INLINE_ALIGNMENT_TO_*[/code].

en: Aligns the baseline (user defined) of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
ga: Ailíníonn sé bunlíne (sainmhínithe ag an úsáideoir) an oibiachta inlíne (m.sh. íomhá, tábla) le suíomh an téacs atá sonraithe ag tairiseach [code]INLINE_ALIGNMENT_TO_*[/code].

en: Aligns the bottom of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
ga: Ailínithe bun an oibiachta inlíne (m.sh. íomhá, tábla) le suíomh an téacs atá sonraithe ag tairiseach [code]INLINE_ALIGNMENT_TO_*[/code].

en: Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text.
ga: Ailínigh sé suíomh an réad inlíne (m.sh. íomhá, tábla) atá sonraithe ag [code]INLINE_ALIGNMENT_*_TO[/code] tairiseach le barr an téacs.

en: Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text.
ga: Ailíníonn sé suíomh an réad inlíne (m.sh. íomhá, tábla) atá sonraithe ag [code]INLINE_ALIGNMENT_*_TO[/code] tairiseach le lár an téacs.

en: Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text.
ga: Ailíníonn sé suíomh an réad inlíne (m.sh. íomhá, tábla) atá sonraithe ag [code]INLINE_ALIGNMENT_*_TO[/code] tairiseach le bunlíne an téacs.

en: Aligns inline object (e.g. image, table) to the bottom of the text.
ga: Ailíniú réad inlíne (m.sh. íomhá, tábla) le bun an téacs.

en: Aligns top of the inline object (e.g. image, table) to the top of the text. Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].
ga: Ailíniú barr an réad inlíne (m.sh. íomhá, tábla) le barr an téacs. Comhionann le [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].

en: Aligns center of the inline object (e.g. image, table) to the center of the text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].
ga: Ailíniú lár an réad inlíne (m.sh. íomhá, tábla) le lár an téacs. Comhionann le [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].

en: Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].
ga: Ailíniú bun an réad inlíne (m.sh. íomhá, tábla) le bun an téacs. Comhionann le [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].

en: A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants.
ga: Masc beag le haghaidh tairisigh ailínithe [code]INLINE_ALIGNMENT_*_TO[/code].

en: A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
ga: Masc beag le haghaidh [code]INLINE_ALIGNMENT_TO_*[/code] tairisigh ailínithe.

en: Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
ga: Sonraítear gur cheart go mbeadh uillinneacha Euler in ord XYZ. Nuair a bhíonn an cumadóireacht, is é X, Y, Z an t-ordú. Nuair a dhéantar dianscaoileadh, déantar an t-ordú a aisiompú, ar dtús Z, ansin Y, agus X ar deireadh.

en: Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
ga: Sonraítear gur cheart go mbeadh uillinneacha Euler in ord XZY. Nuair a bhíonn an cumadóireacht, is é X, Z, Y an t-ordú. Nuair a dhéantar dianscaoileadh, déantar an t-ordú a aisiompú, ar dtús Y, ansin Z, agus X ar deireadh.

en: Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
ga: Sonraítear gur cheart go mbeadh uillinneacha Euler in ord YXZ. Nuair a bhíonn an cumadóireacht, is é Y, X, Z an t-ordú. Nuair a dhéantar dianscaoileadh, déantar an t-ordú a aisiompú, an chéad Z, ansin X, agus Y ar deireadh.

en: Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
ga: Sonraítear gur cheart go mbeadh uillinneacha Euler in ord YZX. Nuair a bhíonn an cumadóireacht, is é Y, Z, X an t-ordú. Nuair a dhéantar dianscaoileadh, déantar an t-ordú a aisiompú, an chéad X, ansin Z, agus Y ar deireadh.

en: Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
ga: Sonraítear gur cheart go mbeadh uillinneacha Euler in ord ZXY. Nuair a bhíonn an cumadóireacht, is é Z, X, Y an t-ordú. Nuair a dhéantar dianscaoileadh, déantar an t-ordú a aisiompú, ar dtús Y, ansin X, agus Z ar deireadh.

en: Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
ga: Sonraítear gur cheart go mbeadh uillinneacha Euler in ord ZYX. Nuair a bhíonn an cumadóireacht, is é Z, Y, X an t-ordú. Nuair a dhéantar dianscaoileadh, déantar an t-ordú a aisiompú, an chéad X, ansin Y, agus Z ar deireadh.

en: Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
ga: Luach Enum nach gcomhfhreagraíonn d'eochair ar bith. Úsáidtear é seo chun airíonna [Eochair enum] a thúsú le stát cineálach.

en: Keycodes with this bit applied are non-printable.
ga: Tá eochairchóid a bhfuil an giotán seo curtha i bhfeidhm orthu neamh-inphriontáilte.

en: Escape key.
ga: Eochair éalú.

en: Tab key.
ga: Eochair cluaisín.

en: Shift + Tab key.
ga: Shift + Táb eochair.

en: Backspace key.
ga: Eochair backspace.

en: Return key (on the main keyboard).
ga: Eochair tuairisceáin (ar an bpríomh mhéarchlár).

en: Enter key on the numeric keypad.
ga: Cuir isteach eochair ar an méarchlár uimhriúil.

en: Insert key.
ga: Cuir isteach eochair.

en: Delete key.
ga: Scrios eochair.

en: Pause key.
ga: Cuir eochair ar sos.

en: Print Screen key.
ga: Priontáil eochair Scáileán.

en: System Request key.
ga: Eochair Iarratas Córais.

en: Clear key.
ga: Glan eochair.

en: Home key.
ga: Eochair bhaile.

en: End key.
ga: Eochair deiridh.

en: Left arrow key.
ga: An eochair arrow chlé.

en: Up arrow key.
ga: An eochair arrow suas.

en: Right arrow key.
ga: An eochair arrow ceart.

en: Down arrow key.
ga: An eochair arrow síos.

en: Page Up key.
ga: Eochair Leathanach Suas.

en: Page Down key.
ga: Eochair Leathanach Down.

en: Shift key.
ga: Eochair shift.

en: Control key.
ga: Eochair rialaithe.

en: Meta key.
ga: Eochair meta.

en: Alt key.
ga: Alt eochair.

en: Caps Lock key.
ga: Caps Lock eochair.

en: Num Lock key.
ga: Eochair uimh Lock.

en: Scroll Lock key.
ga: Scrollaigh glas eochair.

en: F1 key.
ga: F1 eochair.

en: F2 key.
ga: F2 eochair.

en: F3 key.
ga: F3 eochair.

en: F4 key.
ga: F4 eochair.

en: F5 key.
ga: F5 eochair.

en: F6 key.
ga: F6 eochair.

en: F7 key.
ga: F7 eochair.

en: F8 key.
ga: F8 eochair.

en: F9 key.
ga: F9 eochair.

en: F10 key.
ga: F10 eochair.

en: F11 key.
ga: F11 eochair.

en: F12 key.
ga: F12 eochair.

en: F13 key.
ga: F13 eochair.

en: F14 key.
ga: F14 eochair.

en: F15 key.
ga: F15 eochair.

en: F16 key.
ga: F16 eochair.

en: F17 key.
ga: F17 eochair.

en: F18 key.
ga: F18 eochair.

en: F19 key.
ga: F19 eochair.

en: F20 key.
ga: F20 eochair.

en: F21 key.
ga: F21 eochair.

en: F22 key.
ga: F22 eochair.

en: F23 key.
ga: F23 eochair.

en: F24 key.
ga: F24 eochair.

en: F25 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F25 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F26 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F26 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F27 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F27 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F28 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F28 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F29 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F29 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F30 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F30 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F31 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F31 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F32 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F32 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F33 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F33 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F34 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F34 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: F35 key. Only supported on macOS and Linux due to a Windows limitation.
ga: F35 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar theorainn Windows.

en: Multiply (*) key on the numeric keypad.
ga: Méadaigh (*) eochair ar an eochaircheap uimhriúil.

en: Divide (/) key on the numeric keypad.
ga: Roinn (/) eochair ar an eochaircheap uimhriúil.

en: Subtract (-) key on the numeric keypad.
ga: Dealaigh (-) eochair ar an eochaircheap uimhriúil.

en: Period (.) key on the numeric keypad.
ga: Eochair tréimhse (.) ar an eochaircheap uimhriúil.

en: Add (+) key on the numeric keypad.
ga: Cuir (+) eochair ar an eochaircheap uimhriúil.

en: Number 0 on the numeric keypad.
ga: Uimhir 0 ar an méarchlár uimhriúil.

en: Number 1 on the numeric keypad.
ga: Uimhir 1 ar an méarchlár uimhriúil.

en: Number 2 on the numeric keypad.
ga: Uimhir 2 ar an méarchlár uimhriúil.

en: Number 3 on the numeric keypad.
ga: Uimhir 3 ar an méarchlár uimhriúil.

en: Number 4 on the numeric keypad.
ga: Uimhir 4 ar an méarchlár uimhriúil.

en: Number 5 on the numeric keypad.
ga: Uimhir 5 ar an méarchlár uimhriúil.

en: Number 6 on the numeric keypad.
ga: Uimhir 6 ar an méarchlár uimhriúil.

en: Number 7 on the numeric keypad.
ga: Uimhir 7 ar an méarchlár uimhriúil.

en: Number 8 on the numeric keypad.
ga: Uimhir 8 ar an méarchlár uimhriúil.

en: Number 9 on the numeric keypad.
ga: Uimhir 9 ar an méarchlár uimhriúil.

en: Context menu key.
ga: Eochair roghchláir comhthéacs.

en: Hyper key. (On Linux/X11 only).
ga: Eochair hyper. (Ar Linux/X11 amháin).

en: Help key.
ga: Cabhair eochair.

en: Media stop key.
ga: Eochair stad meáin.

en: Volume down key.
ga: Eochair toirt síos.

en: Mute volume key.
ga: Balbhaigh eochair toirte.

en: Volume up key.
ga: Eochair toirt suas.

en: Media play key.
ga: Eochair meáin seinn.

en: Previous song key.
ga: Eochair amhráin roimhe seo.

en: Next song key.
ga: Eochair amhrán seo chugainn.

en: Media record key.
ga: Eochair taifead meáin.

en: Home page key.
ga: Eochair leathanach baile.

en: Favorites key.
ga: Eochair Favorites.

en: Search key.
ga: Eochair chuardaigh.

en: Standby key.
ga: Eochair fuireachas.

en: Open URL / Launch Browser key.
ga: Oscail URL / Seoladh Brabhsálaí eochair.

en: Launch Mail key.
ga: Seoladh eochair Ríomhphoist.

en: Launch Media key.
ga: Tosaigh Meáin eochair.

en: Launch Shortcut 0 key.
ga: Seoladh Aicearra 0 eochair.

en: Launch Shortcut 1 key.
ga: Seoladh Aicearra 1 eochair.

en: Launch Shortcut 2 key.
ga: Seoladh Aicearra 2 eochair.

en: Launch Shortcut 3 key.
ga: Seoladh Aicearra 3 eochair.

en: Launch Shortcut 4 key.
ga: Seoladh Aicearra 4 eochair.

en: Launch Shortcut 5 key.
ga: Seoladh Aicearra 5 eochair.

en: Launch Shortcut 6 key.
ga: Seoladh Aicearra 6 eochair.

en: Launch Shortcut 7 key.
ga: Seoladh Aicearra 7 eochair.

en: Launch Shortcut 8 key.
ga: Seoladh Aicearra 8 eochair.

en: Launch Shortcut 9 key.
ga: Seoladh Aicearra 9 eochair.

en: Launch Shortcut A key.
ga: Seoladh Aicearra A eochair.

en: Launch Shortcut B key.
ga: Seoladh eochair Aicearra B.

en: Launch Shortcut C key.
ga: Seoladh eochair Aicearra C.

en: Launch Shortcut D key.
ga: Seoladh eochair aicearra D.

en: Launch Shortcut E key.
ga: Seoladh Aicearra E eochair.

en: Launch Shortcut F key.
ga: Seoladh eochair Aicearra F.

en: "Globe" key on Mac / iPad keyboard.
ga: Eochair "Globe" ar mhéarchlár Mac / iPad.

en: "On-screen keyboard" key on iPad keyboard.
ga: Eochair "Méarchláir ar an scáileán" ar mhéarchlár iPad.

en: 英数 key on Mac keyboard.
ga: Eochair alfa-uimhriúil ar mhéarchlár Mac.

en: かな key on Mac keyboard.
ga: Eochracha Kana ar mhéarchlár Mac.

en: Unknown key.
ga: Eochair anaithnid.

en: Space key.
ga: Eochair spáis.

en: Number 0 key.
ga: Uimhir 0 eochair.

en: Number 1 key.
ga: Uimhir 1 eochair.

en: Number 2 key.
ga: Uimhir 2 eochair.

en: Number 3 key.
ga: Uimhir 3 eochair.

en: Number 4 key.
ga: Uimhir 4 eochair.

en: Number 5 key.
ga: Uimhir 5 eochair.

en: Number 6 key.
ga: Uimhir 6 eochair.

en: Number 7 key.
ga: Uimhir 7 eochair.

en: Number 8 key.
ga: Uimhir 8 eochair.

en: Number 9 key.
ga: Uimhir 9 eochair.

en: A key.
ga: A eochair.

en: B key.
ga: B eochair.

en: C key.
ga: C eochair.

en: D key.
ga: D eochair.

en: E key.
ga: E eochair.

en: F key.
ga: F eochair.

en: G key.
ga: G eochair.

en: H key.
ga: H eochair.

en: I key.
ga: eochair mé.

en: J key.
ga: J eochair.

en: K key.
ga: K eochair.

en: L key.
ga: L eochair.

en: M key.
ga: M eochair.

en: N key.
ga: N eochair.

en: O key.
ga: O eochair.

en: P key.
ga: P eochair.

en: Q key.
ga: Q eochair.

en: R key.
ga: R eochair.

en: S key.
ga: S eochair.

en: T key.
ga: T eochair.

en: U key.
ga: U eochair.

en: V key.
ga: V eochair.

en: W key.
ga: W eochair.

en: X key.
ga: X eochair.

en: Y key.
ga: Y eochair.

en: Z key.
ga: Z eochair.

en: Key Code mask.
ga: Masc eochair cód.

en: Modifier key mask.
ga: Masc eochair mionathraithe.

en: Automatically remapped to [constant KEY_META] on macOS and [constant KEY_CTRL] on other platforms, this mask is never set in the actual events, and should be used for key mapping only.
ga: Athmhúnlaítear go huathoibríoch go [KEY_META leanúnach] ar macOS agus [KEY_CTRL leanúnach] ar ardáin eile, ní shocraítear an masc seo riamh sna himeachtaí iarbhír, agus ba cheart é a úsáid le haghaidh eochairmhapála amháin.

en: Shift key mask.
ga: Masc eochair shift.

en: Alt or Option (on macOS) key mask.
ga: Masc eochair Alt nó Option (ar macOS).

en: Command (on macOS) or Meta/Windows key mask.
ga: Ordú (ar macOS) nó masc eochair Meta/Windows.

en: Control key mask.
ga: Masc eochair rialaithe.

en: Keypad key mask.
ga: Masc eochair méarchlár.

en: Group Switch key mask.
ga: Masc eochrach Group Switch.

en: Used for keys which only appear once, or when a comparison doesn't need to differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.
    For example, when using [method InputEvent.is_match], an event which has [constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the passed event.
ga: Úsáidtear é le haghaidh eochracha nach dtaispeántar ach uair amháin, nó nuair nach gá comparáid a dhéanamh idir na leaganacha [code]LEFT[/code] agus [code]CEART[/code] a dhifreáil.
    Mar shampla, agus [method InputEvent.is_match] in úsáid, beidh imeacht a bhfuil [KEY_LOCATION_UNSPECIFIED leanúnach] aige mar aon le [enum KeyLocation] ar an imeacht a ritheadh.

en: A key which is to the left of its twin.
ga: Eochair atá ar thaobh na láimhe clé den chúpla.

en: A key which is to the right of its twin.
ga: Eochair atá ar dheis a chúpla.

en: Enum value which doesn't correspond to any mouse button. This is used to initialize [enum MouseButton] properties with a generic state.
ga: Luach Enum nach gcomhfhreagraíonn d'aon chnaipe luiche. Úsáidtear é seo chun airíonna [enum MouseButton] a thúsú le stát cineálach.

en: Primary mouse button, usually assigned to the left button.
ga: Cnaipe luiche Bunscoile, a shanntar de ghnáth ar an gcnaipe clé.

en: Secondary mouse button, usually assigned to the right button.
ga: Cnaipe luiche tánaisteach, a shanntar de ghnáth ar an gcnaipe ceart.

en: Middle mouse button.
ga: Cnaipe lár luiche.

en: Mouse wheel scrolling up.
ga: Roth luiche scrollaigh suas.

en: Mouse wheel scrolling down.
ga: Roth luiche ag scrolláil síos.

en: Mouse wheel left button (only present on some mice).
ga: Cnaipe clé roth luiche (ní bhíonn i láthair ach ar lucha áirithe).

en: Mouse wheel right button (only present on some mice).
ga: Cnaipe ceart roth luiche (ní bhíonn i láthair ach ar lucha áirithe).

en: Extra mouse button 1. This is sometimes present, usually to the sides of the mouse.
ga: Cnaipe luiche breise 1. Bíonn sé seo i láthair uaireanta, go hiondúil ar thaobh na luiche.

en: Extra mouse button 2. This is sometimes present, usually to the sides of the mouse.
ga: Cnaipe luiche breise 2. Bíonn sé seo i láthair uaireanta, go hiondúil ar thaobh na luiche.

en: Primary mouse button mask, usually for the left button.
ga: Masc cnaipe luiche bunscoile, de ghnáth le haghaidh an cnaipe chlé.

en: Secondary mouse button mask, usually for the right button.
ga: Masc tánaisteach cnaipe luiche, de ghnáth le haghaidh an cnaipe ceart.

en: Middle mouse button mask.
ga: Masc cnaipe lár luiche.

en: Extra mouse button 1 mask.
ga: Cnaipe luiche breise 1 masc.

en: Extra mouse button 2 mask.
ga: Cnaipe luiche breise 2 masc.

en: An invalid game controller button.
ga: Cnaipe neamhbhailí rialtóir cluiche.

en: Game controller SDL button A. Corresponds to the bottom action button: Sony Cross, Xbox A, Nintendo B.
ga: Cnaipe SDL rialtóir cluiche A. Comhfhreagraíonn sé leis an gcnaipe gníomhaíochta bun: Sony Cross, Xbox A, Nintendo B.

en: Game controller SDL button B. Corresponds to the right action button: Sony Circle, Xbox B, Nintendo A.
ga: Cnaipe SDL rialtóir cluiche B. Freagraíonn sé leis an gcnaipe ceart gníomhaíochta: Sony Circle, Xbox B, Nintendo A.

en: Game controller SDL button X. Corresponds to the left action button: Sony Square, Xbox X, Nintendo Y.
ga: Rialaitheoir cluiche cnaipe SDL X. Comhfhreagraíonn sé leis an gcnaipe gníomhaíochta clé: Cearnóg Sony, Xbox X, Nintendo Y.

en: Game controller SDL button Y. Corresponds to the top action button: Sony Triangle, Xbox Y, Nintendo X.
ga: Cnaipe SDL rialtóir cluiche Y. Comhfhreagraíonn sé don chnaipe gníomhaíochta barr: Triantán Sony, Xbox Y, Nintendo X.

en: Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, Nintendo - button.
ga: Cnaipe ar ais rialtóir SDL cluiche. Freagraíonn sé don chnaipe Sony Select, Xbox Back, Nintendo -.

en: Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home button.
ga: Cnaipe treoir SDL rialtóir cluiche. Comhfhreagraíonn do chnaipe Sony PS, Xbox Home.

en: Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, Nintendo + button.
ga: Cnaipe tosaigh rialtóir SDL cluiche. Comhfhreagraíonn don chnaipe Sony Options, Xbox Menu, Nintendo +.

en: Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS button.
ga: Rialaitheoir cluiche SDL cnaipe bata ar chlé. Comhfhreagraíonn do chnaipe Sony L3, Xbox L/LS.

en: Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS button.
ga: Rialaitheoir cluiche SDL cnaipe bata ceart. Comhfhreagraíonn do chnaipe Sony R3, Xbox R/RS.

en: Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB button.
ga: Rialaitheoir cluiche SDL cnaipe ghualainn chlé. Comhfhreagraíonn do chnaipe Sony L1, Xbox LB.

en: Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox RB button.
ga: Rialaitheoir cluiche SDL cnaipe ghualainn dheis. Comhfhreagraíonn do chnaipe Sony R1, Xbox RB.

en: Game controller D-pad up button.
ga: Rialaitheoir cluiche D-pad suas an cnaipe.

en: Game controller D-pad down button.
ga: Rialaitheoir cluiche D-pad síos cnaipe.

en: Game controller D-pad left button.
ga: Rialaitheoir cluiche D-pad cnaipe ar chlé.

en: Game controller D-pad right button.
ga: Rialaitheoir cluiche D-pad cnaipe ar dheis.

en: Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo Switch capture button.
ga: Rialaitheoir cluiche SDL cnaipe ilghnéitheach. Comhfhreagraíonn do chnaipe scair Xbox, cnaipe micreafón PS5, cnaipe gabhála Nintendo Switch.

en: Game controller SDL paddle 1 button.
ga: Rialaitheoir cluiche SDL paddle 1 cnaipe.

en: Game controller SDL paddle 2 button.
ga: Rialaitheoir cluiche SDL paddle 2 cnaipe.

en: Game controller SDL paddle 3 button.
ga: Rialaitheoir cluiche SDL paddle 3 cnaipe.

en: Game controller SDL paddle 4 button.
ga: Rialaitheoir cluiche SDL paddle 4 cnaipe.

en: Game controller SDL touchpad button.
ga: Cluiche rialtóir SDL cnaipe touchpad.

en: The number of SDL game controller buttons.
ga: Líon na cnaipí rialtóir cluiche SDL.

en: The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:
    - [b]Android:[/b] Up to 36 buttons.
    - [b]Linux:[/b] Up to 80 buttons.
    - [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons.
ga: An t-uaslíon de chnaipí rialtóra cluiche arna dtacú ag an inneall. Féadfaidh an teorainn iarbhír a bheith níos ísle ar ardáin ar leith:
    - [b]Android:[/b] Suas le 36 cnaipí.
    - [b]Linux:[/b] Suas le 80 cnaipe.
    - [b]Windows[/b] agus [b] macOS:[/b] Suas le 128 cnaipí.

en: An invalid game controller axis.
ga: Ais neamhbhailí rialtóir cluiche.

en: Game controller left joystick x-axis.
ga: Cluiche rialtóir luamhán stiúrtha ar chlé x-ais.

en: Game controller left joystick y-axis.
ga: Tiománaí le haghaidh an luamhán stiúrtha ar chlé y-ais.

en: Game controller right joystick x-axis.
ga: Cluiche rialtóir luamhán stiúrtha x-ais ceart.

en: Game controller right joystick y-axis.
ga: Cluiche rialtóir luamhán stiúrtha y-ais ceart.

en: Game controller left trigger axis.
ga: Ais truicear chlé rialtóir cluiche.

en: Game controller right trigger axis.
ga: Ais truicear ceart ar an rialtóir cluiche.

en: The number of SDL game controller axes.
ga: Líon na n-aiseanna rialtóir cluiche SDL.

en: The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.
ga: Uaslíon na n-aiseanna rialaitheora cluiche: Tacaíonn OpenVR suas le 5 luamhán stiúrtha ag déanamh iomlán de 10 n-ais.

en: Does not correspond to any MIDI message. This is the default value of [member InputEventMIDI.message].
ga: Ní fhreagraíonn sé d'aon teachtaireacht MIDI. Seo é luach réamhshocraithe [member InputEventMIDI.message].

en: MIDI message sent when a note is released.
    [b]Note:[/b] Not all MIDI devices send this message; some may send [constant MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/code].
ga: Teachtaireacht MIDI seolta nuair a scaoiltear nóta.
    [b]Nóta:[/b] Ní sheolann gach gléas MIDI an teachtaireacht seo; féadfaidh roinnt [MIDI_MESSAGE_NOTE_ON] leanúnach a sheoladh le [member InputEventMIDI.velocity] socraithe chuig [code]0[/code].

en: MIDI message sent when a note is pressed.
ga: Teachtaireacht MIDI seolta nuair a bhrúitear nóta.

en: MIDI message sent to indicate a change in pressure while a note is being pressed down, also called aftertouch.
ga: Teachtaireacht MIDI seolta chun athrú brú a chur in iúl agus nóta á bhrú síos, ar a dtugtar aftertouch freisin.

en: MIDI message sent when a controller value changes. In a MIDI device, a controller is any input that doesn't play notes. These may include sliders for volume, balance, and panning, as well as switches and pedals. See the [url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General MIDI specification[/url] for a small list.
ga: Teachtaireacht MIDI seolta nuair a athraíonn luach rialtóra. I ngléas MIDI, is éard is rialaitheoir ann ná ionchur ar bith nach seinneann nótaí. D’fhéadfadh go n-áireofaí orthu seo sleamhnáin le haghaidh toirte, cothromaíochta agus panning, chomh maith le lasca agus pedals. Féach ar an [url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]sonraíocht ghinearálta MIDI[/url] le haghaidh liosta beag.

en: MIDI message sent when the MIDI device changes its current instrument (also called [i]program[/i] or [i]preset[/i]).
ga: Teachtaireacht MIDI seolta nuair a athraíonn an gléas MIDI a hionstraim reatha (ar a dtugtar freisin [i]clár[/i] nó [i]réamhshocraithe[/i]).

en: MIDI message sent to indicate a change in pressure for the whole channel. Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH].
ga: Teachtaireacht MIDI seolta chun athrú ar an mbrú don chainéal iomlán a chur in iúl. Seans go seolfaidh roinnt gléasanna MIDI é seo in ionad [MIDI_MESSAGE_AFTERTOUCH leanúnach].

en: MIDI message sent when the value of the pitch bender changes, usually a wheel on the MIDI device.
ga: Teachtaireacht MIDI seolta nuair a athraíonn luach an bender pitch, de ghnáth roth ar an bhfeiste MIDI.

en: MIDI system exclusive (SysEx) message. This type of message is not standardized and it's highly dependent on the MIDI device sending it.
    [b]Note:[/b] Getting this message's data from [InputEventMIDI] is not implemented.
ga: Teachtaireacht eisiach córas MIDI (SysEx). Níl an cineál seo teachtaireachta caighdeánaithe agus braitheann sé go mór ar an ngléas MIDI a sheolann é.
    [b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha i bhfeidhm.

en: MIDI message sent every quarter frame to keep connected MIDI devices synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].
    [b]Note:[/b] Getting this message's data from [InputEventMIDI] is not implemented.
ga: Teachtaireacht MIDI seolta gach fráma ráithe chun feistí MIDI nasctha a choinneáil sioncronaithe. Bainteach le [MIDI_MESSAGE_TIMING_CLOCK leanúnach].
    [b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha i bhfeidhm.

en: MIDI message sent to jump onto a new position in the current sequence or song.
    [b]Note:[/b] Getting this message's data from [InputEventMIDI] is not implemented.
ga: Teachtaireacht MIDI seolta chun léim ar shuíomh nua sa seicheamh nó san amhrán reatha.
    [b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha i bhfeidhm.

en: MIDI message sent to select a sequence or song to play.
    [b]Note:[/b] Getting this message's data from [InputEventMIDI] is not implemented.
ga: Teachtaireacht MIDI seolta chun seicheamh nó amhrán a roghnú le seinnt.
    [b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha i bhfeidhm.

en: MIDI message sent to request a tuning calibration. Used on analog synthesizers. Most modern MIDI devices do not need this message.
ga: Teachtaireacht MIDI seolta chun calabrú tiúnta a iarraidh. Úsáidtear é ar shintéiseoirí analógacha. Níl an teachtaireacht seo de dhíth ar fhormhór na bhfeistí MIDI nua-aimseartha.

en: MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to keep connected MIDI devices synchronized.
ga: Seoladh teachtaireacht MIDI 24 uair tar éis [MIDI_MESSAGE_QUARTER_FRAME leanúnach], chun gléasanna MIDI nasctha a choinneáil sioncronaithe.

en: MIDI message sent to start the current sequence or song from the beginning.
ga: Teachtaireacht MIDI seolta chun an seicheamh nó an t-amhrán reatha a thosú ón tús.

en: MIDI message sent to resume from the point the current sequence or song was paused.
ga: Teachtaireacht MIDI seolta chun atosú ón bpointe ar cuireadh an seicheamh nó an t-amhrán reatha ar sos.

en: MIDI message sent to pause the current sequence or song.
ga: Teachtaireacht MIDI seolta chun an seicheamh nó an t-amhrán reatha a chur ar sos.

en: MIDI message sent repeatedly while the MIDI device is idle, to tell the receiver that the connection is alive. Most MIDI devices do not send this message.
ga: Teachtaireacht MIDI seolta arís agus arís eile agus an gléas MIDI díomhaoin, chun a rá leis an nglacadóir go bhfuil an nasc beo. Ní sheolann formhór na ngléasanna MIDI an teachtaireacht seo.

en: MIDI message sent to reset a MIDI device to its default state, as if it was just turned on. It should not be sent when the MIDI device is being turned on.
ga: Teachtaireacht MIDI seolta chun gléas MIDI a athshocrú go dtí a staid réamhshocraithe, amhail is dá mbeadh sé curtha ar siúl. Níor cheart é a sheoladh nuair a bhíonn an gléas MIDI á chur ar siúl.

en: Generic error.
ga: Earráid ghinearálta.

en: Unavailable error.
ga: Earráid nach bhfuil ar fáil.

en: Unconfigured error.
ga: Earráid neamhchumraithe.

en: Unauthorized error.
ga: Earráid neamhúdaraithe.

en: Parameter range error.
ga: Earráid raon paraiméadar.

en: Out of memory (OOM) error.
ga: Earráid as cuimhne (OOM).

en: File: Not found error.
ga: Comhad: Earráid gan aimsiú.

en: File: Bad drive error.
ga: Comhad: Earráid tiomána dona.

en: File: Bad path error.
ga: Comhad: Drochearráid chosáin.

en: File: No permission error.
ga: Comhad: Gan earráid cheada.

en: File: Already in use error.
ga: Comhad: Earráid úsáide cheana féin.

en: File: Can't open error.
ga: Comhad: Ní féidir an earráid a oscailt.

en: File: Can't write error.
ga: Comhad: Ní féidir an earráid a scríobh.

en: File: Can't read error.
ga: Comhad: Ní féidir an earráid a léamh.

en: File: Unrecognized error.
ga: Comhad: Earráid anaithnid.

en: File: Corrupt error.
ga: Comhad: Earráid truaillithe.

en: File: Missing dependencies error.
ga: Comhad: Earráid spleáchais ar iarraidh.

en: File: End of file (EOF) error.
ga: Comhad: Earráid deireadh comhaid (EOF).

en: Can't open error.
ga: Ní féidir an earráid a oscailt.

en: Can't create error.
ga: Ní féidir earráid a chruthú.

en: Query failed error.
ga: Theip ar an iarratas.

en: Already in use error.
ga: Earráid úsáide cheana féin.

en: Locked error.
ga: Earráid faoi ghlas.

en: Timeout error.
ga: Earráid am istigh.

en: Can't connect error.
ga: Ní féidir an earráid a nascadh.

en: Can't resolve error.
ga: Ní féidir an earráid a réiteach.

en: Connection error.
ga: Earráid ceangail.

en: Can't acquire resource error.
ga: Ní féidir an earráid acmhainne a fháil.

en: Can't fork process error.
ga: Ní féidir an earráid phróiseála a fhorchur.

en: Invalid data error.
ga: Earráid sonraí neamhbhailí.

en: Invalid parameter error.
ga: Earráid pharaiméadar neamhbhailí.

en: Already exists error.
ga: Earráid ann cheana féin.

en: Does not exist error.
ga: Níl an earráid ann.

en: Database: Read error.
ga: Bunachar Sonraí: Earráid léite.

en: Database: Write error.
ga: Bunachar Sonraí: Scríobh earráid.

en: Compilation failed error.
ga: Theip ar an tiomsú.

en: Method not found error.
ga: Earráid gan aimsiú.

en: Linking failed error.
ga: Earráid theip ar nascadh.

en: Script failed error.
ga: Earráid theip ar an script.

en: Cycling link (import cycle) error.
ga: Earráid nasc rothaíochta (timthriall iompórtála).

en: Invalid declaration error.
ga: Earráid dearbhaithe neamhbhailí.

en: Duplicate symbol error.
ga: Earráid siombaile dúblach.

en: Parse error.
ga: Earráid pharsála.

en: Busy error.
ga: Earráid ghnóthach.

en: Skip error.
ga: Léim earráid.

en: Help error. Used internally when passing [code]--version[/code] or [code]--help[/code] as executable options.
ga: Earráid chabhrach. Úsáidtear é go hinmheánach agus [code] --leagan[/code] nó [code]--help[/code] á rith mar roghanna inrite.

en: Bug error, caused by an implementation issue in the method.
    [b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/url].
ga: Earráid fhabht, de bharr saincheist cur chun feidhme sa mhodh.
    [b]Nóta:[/b] Má thugann modh ionsuite an cód seo ar ais, oscail ceist ar [url=https://github.com/godotenginine/godot/issues]an GitHub Issue Tracker[/url].

en: Printer on fire error (This is an easter egg, no built-in methods return this error code).
ga: Earráid printéir dóiteáin (Ubh Cásca í seo, ní thugann aon mhodhanna ionsuite an cód earráide seo ar ais).

en: The property has no hint for the editor.
ga: Níl aon leid ag an maoin don eagarthóir.

en: Hints that an [int] or [float] property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values.
    [b]Example:[/b] [code]"-360,360,1,or_greater,or_less"[/code].
    Additionally, other keywords can be included: [code]"exp"[/code] for exponential range editing, [code]"radians_as_degrees"[/code] for editing radian angles in degrees (the range values are also in degrees), [code]"degrees"[/code] to hint at an angle and [code]"hide_slider"[/code] to hide the slider.
ga: Leideanna gur chóir go mbeadh airí [int] nó [snámhphointe] laistigh de raon a shonraítear tríd an teaghrán leid [code]"min,max"[/code] nó [code]"min,uas,céim"[/code]. Is féidir leis an teaghrán leid [code]"nó_greater"[/code] agus/nó [code]"nó_less"[/code] a áireamh go roghnach chun ionchur láimhe a cheadú ag dul os cionn an uasluachanna nó faoi bhun na mionluachanna faoi seach.
    [b]Sampla:[/b] [code]"-360,360,1, nó_níos mó, nó_níos lú"[/code].
    Ina theannta sin, is féidir eochairfhocail eile a áireamh: [code]"exp"[/code] le haghaidh eagarthóireacht raoin easpónantúil, [code]"radians_as_degrees"[/code] chun uillinneacha raidian a chur in eagar i gcéimeanna (tá na luachanna raon i gcéimeanna freisin), [code] "céimeanna" [/code] chun leid ar uillinn agus [code] "hide_slider" [/code] chun an sleamhnán a cheilt.

en: Hints that an [int] or [String] property is an enumerated value to pick in a list specified via a hint string.
    The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. For integer properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code].
ga: Tugann le tuiscint gur luach áirimh é airí [int] nó [Teaghrán] le roghnú i liosta a shonraítear trí leid teaghrán.
    Is éard atá sa teaghrán leid ná liosta camóg scartha ainmneacha mar [code] "Dia duit, Rud éigin, Eile"[/code]. [b]ní[/b] a bhaintear spásanna bána de cheachtar foirceann ainm. Maidir le hairíonna slánuimhir, tá luach 0 ag an gcéad ainm ar an liosta, an chéad 1 eile, agus mar sin de. Is féidir luachanna soiléire a shonrú freisin trí [code]: slánuimhir[/code] a chur i gceangal leis an ainm, m.sh. [code] "Nialais, a hAon, a Trí: 3, a Ceathair, a Sé: 6"[/code].

en: Hints that a [String] property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
    Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.
ga: Leideanna gur féidir le airí [Teaghrán] a bheith ina luach áirithe le roghnú i liosta a shonraítear trí shraith leid mar [code]"Dia duit, Rud éigin, Eile"[/code].
    Murab ionann agus [PROPERTY_HINT_ENUM leanúnach], glacann airí leis an leid seo luachanna treallach go fóill agus is féidir leis a bheith folamh. Tugann an liosta luachanna féideartha le tuiscint.

en: Hints that a [float] property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"positive_only"[/code] to exclude in/out easing and limit values to be greater than or equal to zero.
ga: Leideanna gur chóir airí [snámhphointe] a chur in eagar trí fheidhm easaithe easpónantúil. Is féidir leis an teaghrán leid [code]"lagú"[/code] a áireamh chun an cuar a smeach go cothrománach agus/nó [code]"dearfach_amháin"[/code] chun maolú isteach/amach a eisiamh agus luachanna teorantacha a bheith níos mó ná nó cothrom le nialas .

en: Hints that a vector property should allow its components to be linked. For example, this allows [member Vector2.x] and [member Vector2.y] to be edited together.
ga: Leideanna gur chóir go gceadódh airí veicteora a chuid comhpháirteanna a nascadh. Mar shampla, ceadaíonn sé seo [member Vector2.x] agus [member Vector2.y] a chur in eagar le chéile.

en: Hints that an [int] property is a bitmask with named bit flags.
    The hint string is a comma separated list of names such as [code]"Bit0,Bit1,Bit2,Bit3"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. The first name in the list has value 1, the next 2, then 4, 8, 16 and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"A:4,B:8,C:16"[/code]. You can also combine several flags ([code]"A:4,B:8,AB:12,C:16"[/code]).
    [b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 ** 32 - 1[/code].
    [b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit value is not taken into account. For the hint [code]"A:16,B,C"[/code], A is 16, B is 2, C is 4.
ga: Tugann le tuiscint gur masc giotán é airí [int] le bratacha giotán ainmnithe.
    Is éard atá sa teaghrán leid ná liosta ainmneacha camóg scartha mar [code]"Bit0, Bit1,Bit2,Bit3"[/code]. [b]ní[/b] a bhaintear spásanna bána de cheachtar foirceann ainm. Tá luach 1 ag an gcéad ainm ar an liosta, an chéad 2 eile, ansin 4, 8, 16 agus mar sin de. Is féidir luachanna soiléire a shonrú freisin trí [code]: slánuimhir[/code] a chur i gceangal leis an ainm, m.sh. [code]"A:4,B:8,C:16"[/code]. Is féidir leat roinnt bratacha a chomhcheangal freisin ([code]"A:4,B:8,AB:12,C:16"[/code]).
    [b]Nóta:[/b] Caithfidh luach bratach a bheith ar a laghad [code]1[/code] agus ar a laghad [code]2 ** 32 - 1[/code].
    [b]Nóta:[/b] Murab ionann agus [proPERTY_HINT_ENUM seasmhach], ní chuirtear an luach sainráite roimhe seo san áireamh. Chun an leid [code]"A:16,B,C"[/code], is é A 16, B é 2, is é C 4.

en: Hints that an [int] property is a bitmask using the optionally named 2D render layers.
ga: Leideanna gur masc giotán é airí [int] ag baint úsáide as na sraitheanna rindreála 2T atá ainmnithe go roghnach.

en: Hints that an [int] property is a bitmask using the optionally named 2D physics layers.
ga: Tugann le tuiscint gur masc giotán é airí [int] ag baint úsáide as na sraitheanna fisice 2T ainmnithe go roghnach.

en: Hints that an [int] property is a bitmask using the optionally named 2D navigation layers.
ga: Tugann le tuiscint gur masc giotán é airí [int] ag baint úsáide as na sraitheanna nascleanúna 2T atá ainmnithe go roghnach.

en: Hints that an [int] property is a bitmask using the optionally named 3D render layers.
ga: Leideanna gur masc giotán é airí [int] ag baint úsáide as na sraitheanna rindreála 3D atá ainmnithe go roghnach.

en: Hints that an [int] property is a bitmask using the optionally named 3D physics layers.
ga: Leideanna gur masc giotán é airí [int] ag baint úsáide as na sraitheanna fisice 3D ainmnithe go roghnach.

en: Hints that an [int] property is a bitmask using the optionally named 3D navigation layers.
ga: Tugann le tuiscint gur masc giotán é airí [int] agus na sraitheanna loingseoireachta 3D ainmnithe go roghnach.

en: Hints that an integer property is a bitmask using the optionally named avoidance layers.
ga: Leideanna gur masc giotán é airí slánuimhir ag baint úsáide as na sraitheanna seachanta atá ainmnithe go roghnach.

en: Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
ga: Tugann le tuiscint gur cosán chuig comhad é airí [Teaghrán]. Agus é á chur in eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh. Is féidir leis an teaghrán leid a bheith ina sraith de scagairí le saoróga cosúil le [code]"*.png,*.jpg"[/code].

en: Hints that a [String] property is a path to a directory. Editing it will show a file dialog for picking the path.
ga: Tugann le tuiscint gur cosán chuig eolaire é airí [Teaghrán]. Agus é á chur in eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh.

en: Hints that a [String] property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards, like [code]"*.png,*.jpg"[/code].
ga: Tugann le tuiscint gur cosán iomlán é maoin [Teaghrán] chuig comhad lasmuigh d’fhillteán an tionscadail. Agus é á chur in eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh. Is féidir leis an teaghrán leid a bheith ina sraith de scagairí le saoróga, cosúil le [code]"*.png,*.jpg"[/code].

en: Hints that a [String] property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
ga: Tugann le tuiscint gur cosán iomlán é maoin [Teaghrán] chuig eolaire lasmuigh d’fhillteán an tionscadail. Agus é á chur in eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh.

en: Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
ga: Tugann le tuiscint gur sampla de chineál [Acmhainne]-díorthaithe é airí, a shonraítear go roghnach tríd an teaghrán leid (m.sh. [code]"Texture2D"[/code]). Nuair a bheidh sé á chur in eagar, taispeánfar roghchlár aníos de chineálacha acmhainní bailí le cur ar an toirt.

en: Hints that a [String] property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
ga: Leideanna gur airí [Teaghrán] téacs le briseadh líne. Agus é á chur in eagar, taispeánfar réimse ionchuir téacs inar féidir sosanna líne a chlóscríobh.

en: Hints that a [String] property is an [Expression].
ga: Tugann le tuiscint gur [Sloinn] é airí [Teaghrán].

en: Hints that a [String] property should show a placeholder text on its input field, if empty. The hint string is the placeholder text to use.
ga: Leideanna gur cheart go dtaispeánfadh airí [Teaghrán] téacs coinneálaí áit ar a réimse ionchuir, má tá sé folamh. Is é an teaghrán leide an téacs ionadsealbhóir a úsáid.

en: Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable).
ga: Leideanna gur cheart airí [Color] a chur in eagar gan cur isteach ar a trédhearcacht (ní féidir [member Color.a] a chur in eagar).

en: Hints that the property's value is an object encoded as object ID, with its type specified in the hint string. Used by the debugger.
ga: Tugann le tuiscint gur réad atá ionchódaithe mar ID oibiachta é luach na maoine, agus a chineál sonraithe sa teaghrán leid. In úsáid ag an dífhabhtóir.

en: This hint is not used by the engine.
ga: Ní úsáideann an t-inneall an leid seo.

en: Hints that an object is too big to be sent via the debugger.
ga: Tugann le tuiscint go bhfuil réad rómhór le seoladh tríd an dífhabhtóir.

en: Hints that the hint string specifies valid node types for property of type [NodePath].
ga: Tugann an leid le fios go sonraíonn an teaghrán leid cineálacha nód bailí don airí den chineál [NodePath].

en: Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the project's directory. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. See also [member FileDialog.filters].
ga: Tugann le tuiscint gur cosán chuig comhad é airí [Teaghrán]. Agus é á chur in eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh chun an comhad a shábháil ag. Tá rochtain ag an dialóg ar eolaire an tionscadail. Is féidir leis an teaghrán leid a bheith ina sraith de scagairí le saoróga cosúil le [code]"*.png,*.jpg"[/code]. Féach freisin [comhalta FileDialog.filters].

en: Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the entire filesystem. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. See also [member FileDialog.filters].
ga: Tugann le tuiscint gur cosán chuig comhad é airí [Teaghrán]. Agus é á chur in eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh chun an comhad a shábháil ag. Tá rochtain ag an dialóg ar an gcóras comhad iomlán. Is féidir leis an teaghrán leid a bheith ina sraith de scagairí le saoróga cosúil le [code]"*.png,*.jpg"[/code]. Féach freisin [comhalta FileDialog.filters].

en: Hints that an [int] property is a pointer. Used by GDExtension.
ga: Tugann le tuiscint gur pointeoir é airí [int]. Úsáidte ag GDEExtension.

en: Hints that a property is an [Array] with the stored type specified in the hint string.
ga: Tugann le tuiscint gur [Eagar] é airí a bhfuil an cineál stóráilte sonraithe sa téad leid.

en: Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
ga: Leideanna gur cód locale í airí teaghrán. Agus é á chur in eagar, léireofar dialóg locale chun teanga agus tír a phiocadh.

en: Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
ga: Leideanna gur léarscáil teaghrán aistriúcháin é airí foclóir. Is cóid locale iad eochracha foclóir agus, teaghráin aistrithe iad luachanna.

en: Hints that a property is an instance of a [Node]-derived type, optionally specified via the hint string (e.g. [code]"Node2D"[/code]). Editing it will show a dialog for picking a node from the scene.
ga: Tugann le tuiscint gur sampla de chineál [Nód]-díorthaithe é airí, a shonraítear go roghnach tríd an teaghrán leid (m.sh. [code]"Node2D"[/code]). Agus é á chur in eagar, léireofar dialóg chun nód a phiocadh ón radharc.

en: Hints that a quaternion property should disable the temporary euler editor.
ga: Leideanna gur chóir go ndéanfadh maoin cheathartha an t-eagarthóir sealadach euler a dhíchumasú.

en: Hints that a string property is a password, and every character is replaced with the secret character.
ga: Tugann le tuiscint gur pasfhocal é airí teaghrán, agus cuirtear an carachtar rúnda in ionad gach carachtar.

en: Represents the size of the [enum PropertyHint] enum.
ga: Léiríonn sé méid an [enum PropertyHint] enum.

en: The property is not stored, and does not display in the editor. This is the default for non-exported properties.
ga: Ní stóráiltear an mhaoin, agus ní thaispeánann sé san eagarthóir. Is é seo an réamhshocrú le haghaidh maoine neamh-onnmhairithe.

en: The property is serialized and saved in the scene file (default for exported properties).
ga: Déantar an mhaoin a shraithiú agus a shábháil sa chomhad radhairc (réamhshocraithe le haghaidh maoine easpórtáilte).

en: The property is shown in the [EditorInspector] (default for exported properties).
ga: Taispeántar an t-airí sa [EditorInspector] (réamhshocraithe maidir le hairíonna easpórtáilte).

en: The property is excluded from the class reference.
ga: Tá an mhaoin eisiata ón tagairt ranga.

en: The property can be checked in the [EditorInspector].
ga: Is féidir an t-airí a sheiceáil san [EditorInspector].

en: The property is checked in the [EditorInspector].
ga: Déantar an t-airí a sheiceáil sa [EditorInspector].

en: Used to group properties together in the editor. See [EditorInspector].
ga: Úsáidtear é chun airíonna a ghrúpáil le chéile san eagarthóir. Féach [EditorInspector].

en: Used to categorize properties together in the editor.
ga: Úsáidtear é chun airíonna a chatagóiriú le chéile san eagarthóir.

en: Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].
ga: Úsáidtear é chun airíonna a ghrúpáil le chéile san eagarthóir i bhfoghrúpa (faoi ghrúpa). Féach [EditorInspector].

en: The property is a bitfield, i.e. it contains multiple flags represented as bits.
ga: Is réimse giotán é an réadmhaoin, i.e. tá bratacha iolracha ann a léirítear mar ghiotáin.

en: The property does not save its state in [PackedScene].
ga: Ní shábhálann an mhaoin a staid i [PackedScene].

en: Editing the property prompts the user for restarting the editor.
ga: Spreagann eagarthóireacht na maoine an t-úsáideoir chun an t-eagarthóir a atosú.

en: The property value of type [Object] will be stored even if its value is [code]null[/code].
ga: Stórálfar luach maoine an chineáil [Réad] fiú más é [code]null[/code] a luach.

en: If this property is modified, all inspector fields will be refreshed.
ga: Má athraítear an mhaoin seo, déanfar na réimsí cigire go léir a athnuachan.

en: This flag is not used by the engine.
ga: Ní úsáideann an t-inneall an bhratach seo.

en: If property has [code]nil[/code] as default value, its type will be [Variant].
ga: Má tá [code]nialas[/code] ag an airí mar luach réamhshocraithe, is é [Athróg] a cineál.

en: The property is an array.
ga: Is eagar é an mhaoin.

en: When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should always be duplicated, regardless of the [code]subresources[/code] bool parameter.
ga: Nuair a dhéantar acmhainn a dhúbailt le [method Resource.duplicate], agus an bhratach seo socraithe ar airí de chuid na hacmhainne sin, ba cheart an t-airí a mhacasamhlú i gcónaí, beag beann ar an bparaiméadar bool [code]fo-fhoinsí[/code].

en: When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should never be duplicated, regardless of the [code]subresources[/code] bool parameter.
ga: Nuair a dhéantar acmhainn a dhúbailt le [method Resource.duplicate], agus an bhratach seo socraithe ar airí de chuid na hacmhainne sin, níor cheart an t-airí a mhacasamhlú choíche, beag beann ar an bparaiméadar bool [code]fo-fhoinsí[/code].

en: The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).
ga: Ní thaispeántar an mhaoin san eagarthóir ach amháin má thacaítear le rindreálaithe nua-aimseartha (tá an modh rindreála Comhoiriúnachta eisiata).

en: The [NodePath] property will always be relative to the scene's root. Mostly useful for local resources.
ga: Beidh an t-airí [NodePath] i gcoibhneas le fréamh an radhairc i gcónaí. Úsáideach den chuid is mó le haghaidh acmhainní áitiúla.

en: Use when a resource is created on the fly, i.e. the getter will always return a different instance. [ResourceSaver] needs this information to properly save such resources.
ga: Úsáid nuair a chruthaítear acmhainn ar an eitilt, i.e. tabharfaidh an faighteoir cás eile ar ais i gcónaí. Tá an fhaisnéis seo de dhíth ar [ResourceSaver] chun acmhainní dá leithéid a shábháil i gceart.

en: Inserting an animation key frame of this property will automatically increment the value, allowing to easily keyframe multiple values in a row.
ga: Má chuirtear isteach eochairfhráma beochana den airí seo, méadófar an luach go huathoibríoch, rud a ligfidh duit illuachanna a eochrú i ndiaidh a chéile.

en: When this property is a [Resource] and base object is a [Node], a resource instance will be automatically created whenever the node is created in the editor.
ga: Nuair is [Acmhainn] é an t-airí seo agus nuair is [Nód] é an bunábhar seo, cruthófar sampla acmhainne go huathoibríoch gach uair a chruthaítear an nód san eagarthóir.

en: The property is considered a basic setting and will appear even when advanced mode is disabled. Used for project settings.
ga: Breathnaítear ar an réadmhaoin mar bhunsocrú agus beidh sé le feiceáil fiú nuair atá mód chun cinn díchumasaithe. Úsáidte le haghaidh socruithe tionscadail.

en: The property is read-only in the [EditorInspector].
ga: Tá an mhaoin inléite amháin sa [EditorInspector].

en: An export preset property with this flag contains confidential information and is stored separately from the rest of the export preset configuration.
ga: Tá faisnéis rúnda in airí réamhshocraithe easpórtála a bhfuil an bhratach seo air agus stóráiltear í ar leithligh ón gcuid eile den chumraíocht réamhshocraithe easpórtála.

en: Default usage (storage and editor).
ga: Úsáid réamhshocraithe (stóráil agus eagarthóir).

en: Default usage but without showing the property in the editor (storage).
ga: Úsáid réamhshocraithe ach gan an mhaoin a thaispeáint san eagarthóir (stóráil).

en: Flag for a normal method.
ga: Bratach le haghaidh modh gnáth.

en: Flag for an editor method.
ga: Bratach le haghaidh modh eagarthóir.

en: Flag for a constant method.
ga: Bratach le haghaidh modh tairiseach.

en: Flag for a virtual method.
ga: Bratach le haghaidh modh fíorúil.

en: Flag for a method with a variable number of arguments.
ga: Bratach do mhodh a bhfuil líon athraitheach argóintí ann.

en: Flag for a static method.
ga: Bratach le haghaidh modh statach.

en: Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API.
ga: Úsáidtear go hinmheánach. Ligeann sé seo gan croí-mhodhanna fíorúla a dhumpáil (amhail [method Object._notification]) chuig an JSON API.

en: Default method flags (normal).
ga: Bratacha modh réamhshocraithe (gnáth).

en: Variable is [code]null[/code].
ga: Athróg is ea [code]null[/code].

en: Variable is of type [bool].
ga: Is cineál [bool] é athraitheach.

en: Variable is of type [int].
ga: Is cineál [int] athraitheach é.

en: Variable is of type [float].
ga: Is cineál [snámhphointe] é athraitheach.

en: Variable is of type [String].
ga: Athróg den chineál [Teaghrán].

en: Variable is of type [Vector2].
ga: Athróg den chineál [Vector2].

en: Variable is of type [Vector2i].
ga: Athróg den chineál [Vector2i].

en: Variable is of type [Rect2].
ga: Athróg den chineál [Rect2].

en: Variable is of type [Rect2i].
ga: Athróg den chineál [Rect2i].

en: Variable is of type [Vector3].
ga: Athróg den chineál [Vector3].

en: Variable is of type [Vector3i].
ga: Athróg den chineál [Vector3i].

en: Variable is of type [Transform2D].
ga: Athróg den chineál [Transform2D].

en: Variable is of type [Vector4].
ga: Athróg den chineál [Vector4].

en: Variable is of type [Vector4i].
ga: Athróg den chineál [Vector4i].

en: Variable is of type [Plane].
ga: Athróg den chineál [Plána].

en: Variable is of type [Quaternion].
ga: Athróg de chineál [Ceathrún].

en: Variable is of type [AABB].
ga: Athróg de chineál [AABB].

en: Variable is of type [Basis].
ga: Athróg den chineál [Bunús].

en: Variable is of type [Transform3D].
ga: Athróg den chineál [Transform3D].

en: Variable is of type [Projection].
ga: Athróg de chineál [Teilgean].

en: Variable is of type [Color].
ga: Athróg den chineál [Color].

en: Variable is of type [StringName].
ga: Athróg den chineál [StringName].

en: Variable is of type [NodePath].
ga: Athróg de chineál [NodePath].

en: Variable is of type [RID].
ga: Athróg de chineál [RID].

en: Variable is of type [Object].
ga: Athróg de chineál [Réad].

en: Variable is of type [Callable].
ga: Athróg den chineál [Inghlaoch].

en: Variable is of type [Signal].
ga: Athróg den chineál [Comhartha].

en: Variable is of type [Dictionary].
ga: Athróg den chineál [Foclóir].

en: Variable is of type [Array].
ga: Athróg den chineál [Eagar].

en: Variable is of type [PackedByteArray].
ga: Athróg den chineál [PackedByteArray].

en: Variable is of type [PackedInt32Array].
ga: Athróg den chineál [PackedInt32Array].

en: Variable is of type [PackedInt64Array].
ga: Athróg den chineál [PackedInt64Array].

en: Variable is of type [PackedFloat32Array].
ga: Athróg den chineál [PackedFloat32Array].

en: Variable is of type [PackedFloat64Array].
ga: Athróg den chineál [PackedFloat64Array].

en: Variable is of type [PackedStringArray].
ga: Athróg den chineál [PackedStringArray].

en: Variable is of type [PackedVector2Array].
ga: Athróg den chineál [PackedVector2Array].

en: Variable is of type [PackedVector3Array].
ga: Athróg den chineál [PackedVector3Array].

en: Variable is of type [PackedColorArray].
ga: Athróg den chineál [PackedColorArray].

en: Variable is of type [PackedVector4Array].
ga: Athróg den chineál [PackedVector4Array].

en: Represents the size of the [enum Variant.Type] enum.
ga: Léiríonn sé méid an [enum Variant.Type] enum.

en: Equality operator ([code]==[/code]).
ga: Oibreoir comhionannais ([code]==[/code]).

en: Inequality operator ([code]!=[/code]).
ga: Oibreoir éagothroime ([code]!=[/code]).

en: Less than operator ([code]<[/code]).
ga: Níos lú ná oibreoir ([code]<[/code]).

en: Less than or equal operator ([code]<=[/code]).
ga: Oibreoir níos lú ná nó comhionann ([code]<=[/code]).

en: Greater than operator ([code]>[/code]).
ga: Níos mó ná oibreoir ([code]>[/code]).

en: Greater than or equal operator ([code]>=[/code]).
ga: Oibreoir níos mó ná nó comhionann ([code]>=[/code]).

en: Addition operator ([code]+[/code]).
ga: Oibreoir suimiúcháin ([code]+[/code]).

en: Subtraction operator ([code]-[/code]).
ga: Oibreoir dealaithe ([code]-[/code]).

en: Multiplication operator ([code]*[/code]).
ga: Oibreoir iolraithe ([code]*[/code]).

en: Division operator ([code]/[/code]).
ga: Oibreoir rannáin ([code]/[/code]).

en: Unary negation operator ([code]-[/code]).
ga: Oibreoir diúltaithe aonaigh ([code]-[/code]).

en: Unary plus operator ([code]+[/code]).
ga: Oibreoir unary móide ([code]+[/code]).

en: Remainder/modulo operator ([code]%[/code]).
ga: Fuílleach/oibreoir modúl ([code]%[/code]).

en: Power operator ([code]**[/code]).
ga: Oibreoir cumhachta ([code]**[/code]).

en: Left shift operator ([code]<<[/code]).
ga: Oibreoir sealaithe clé ([code]<<[/code]).

en: Right shift operator ([code]>>[/code]).
ga: Oibreoir aistrithe ar dheis ([code]>>[/code]).

en: Bitwise AND operator ([code]&[/code]).
ga: Oibreoir Bitwise AND ([code]&[/code]).

en: Bitwise OR operator ([code]|[/code]).
ga: Oibreoir Bitwise OR ([code]||[/code]).

en: Bitwise XOR operator ([code]^[/code]).
ga: Oibreoir Bitwise XOR ([code] ^[/code]).

en: Bitwise NOT operator ([code]~[/code]).
ga: NÍ oibreoir Bitwise ([code]~[/code]).

en: Logical AND operator ([code]and[/code] or [code]&&[/code]).
ga: Oibreoir loighciúil AND ([code]agus[/code] nó [code]&&[/code]).

en: Logical OR operator ([code]or[/code] or [code]||[/code]).
ga: Oibreoir loighciúil NÓ ([code]nó[/code] nó [code]||[/code]).

en: Logical XOR operator (not implemented in GDScript).
ga: Oibreoir loighciúil XOR (gan chur i bhfeidhm i GDScript).

en: Logical NOT operator ([code]not[/code] or [code]![/code]).
ga: Oibreoir NACH loighciúil ([code]ní[/code] nó [code]![/code]).

en: Logical IN operator ([code]in[/code]).
ga: Oibreoir IN loighciúil ([code]i[/code]).

en: Represents the size of the [enum Variant.Operator] enum.
ga: Léiríonn sé méid an [enum Variant.Operator] enum.

en: A 3D axis-aligned bounding box.
ga: Bosca teorann 3D ailínithe le hais.

en: The [AABB] built-in [Variant] type represents an axis-aligned bounding box in a 3D space. It is defined by its [member position] and [member size], which are [Vector3]. It is frequently used for fast overlap tests (see [method intersects]). Although [AABB] itself is axis-aligned, it can be combined with [Transform3D] to represent a rotated or skewed bounding box.
    It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. There is no version of [AABB] that uses integer coordinates.
    [b]Note:[/b] Negative values for [member size] are not supported. With negative size, most [AABB] methods do not work correctly. Use [method abs] to get an equivalent [AABB] with a non-negative size.
    [b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code].
ga: Seasann an cineál ionsuite [AABB] do bhosca teorann aise-ailínithe i spás 3D. Tá sé sainmhínithe ag a [suíomh ball] agus [méid na mball], atá [Veicteoir3]. Úsáidtear go minic é le haghaidh tástálacha forluí tapa (féach [trasnaíonn modh]). Cé go bhfuil [AABB] féin ailínithe ar ais, is féidir é a chomhcheangal le [Transform3D] chun bosca teorannaithe rothlaithe nó sceabhach a léiriú.
    Úsáideann sé comhordanáidí snámhphointe. Is é an contrapháirt 2T do [AABB] ná [Rect2]. Níl aon leagan de [AABB] ann a úsáideann comhordanáidí slánuimhir.
    [b]Nóta:[/b] Ní thacaítear le luachanna diúltacha do [méid na mball]. Le méid diúltach, ní oibríonn an chuid is mó de mhodhanna [AABB] i gceart. Úsáid [method ABS] chun méid coibhéiseach [AABB] a fháil le méid neamhdhiúltach.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanann [AABB] luacháil go [code]bréagach[/code] más rud é go bhfuil [suíomh na mball] agus [méid na mball] náid (comhionann le [Vector3 leanúnach.ZERO]) ). Seachas sin, déanann sé meastóireacht i gcónaí go [code]true[/code].

en: Math documentation index
ga: Innéacs doiciméadú matamaitice

en: Vector math
ga: Matamaitice veicteoir

en: Advanced vector math
ga: Casta veicteoir matamaitic

en: Constructs an [AABB] with its [member position] and [member size] set to [constant Vector3.ZERO].
ga: Tógann [AABB] lena [suíomh ball] agus [méid na mball] socraithe go [Vector3.ZERO leanúnach].

en: Constructs an [AABB] as a copy of the given [AABB].
ga: Tógtar [AABB] mar chóip den [AABB] tugtha.

en: Constructs an [AABB] by [param position] and [param size].
ga: Tógann sé [AABB] de réir [suíomh param] agus [param size].

en: Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the [param with] box. The edges of both boxes are included.
    [codeblocks]
    [gdscript]
    var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))
    var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))
    var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))
    
    print(a.encloses(a)) # Prints true
    print(a.encloses(b)) # Prints true
    print(a.encloses(c)) # Prints false
    [/gdscript]
    [csharp]
    var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));
    var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));
    var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));
    
    GD.Print(a.Encloses(a)); // Prints True
    GD.Print(a.Encloses(b)); // Prints True
    GD.Print(a.Encloses(c)); // Prints False
    [/csharp]
    [/codeblocks]
ga: Filleann sé [code]true[/code] má tá an bosca [param le] faoi iamh sa bhosca teorann seo [i]go hiomlán[/i]. Áirítear imill an dá bhosca.
    [codeblocks]
    [gdscript]
    var a = AABB(Vector3(0, 0, 0), Veicteoir3(4, 4, 4))
    var b = AABB(Veicteoir3(1, 1, 1), Veicteoir3(3, 3, 3))
    var c = AABB(Veicteoir3(2, 2, 2), Veicteoir3(8, 8, 8))
    
    print(a.iamh(a)) # Priontaí fíor
    print(a.iamh(b)) # Priontaí fíor
    print(a.iamh(c)) # Priontaí bréagach
    [/gdscript]
    [csharp]
    var a = Aabb nua(Veicteoir nua3(0, 0, 0), Veicteoir nua3(4, 4, 4));
    var b = Aabb nua(Veicteoir nua3(1, 1, 1), Veicteoir nua3(3, 3, 3));
    var c = Aabb nua(Veicteoir nua3(2, 2, 2), Veicteoir nua3(8, 8, 8));
    
    GD.Print(a.Iamh(a)); // Priontaí Fíor
    GD.Print(a.Iamh(b)); // Priontaí Fíor
    GD.Print(a.Iamh(c)); // Priontaí Bréagach
    [/csharp]
    [/codeblocks]

en: Returns the center point of the bounding box. This is the same as [code]position + (size / 2.0)[/code].
ga: Filltear lárphointe an bhosca teorann. Tá sé seo mar an gcéanna le [code]suíomh + (méid / 2.0)[/code].

en: Returns the position of one of the 8 vertices that compose this bounding box. With a [param idx] of [code]0[/code] this is the same as [member position], and a [param idx] of [code]7[/code] is the same as [member end].
ga: Filleann sé suíomh ceann amháin de na 8 rinn a chomhdhéanann an bosca teorann seo. Le [param idx] de [code]0[/code] tá sé seo mar an gcéanna le [suíomh na mball], agus tá [param idx] de [code]7[/code] mar an gcéanna le [deireadh na mball].

en: Returns the index to the longest axis of this bounding box's [member size] (see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant Vector3.AXIS_Z]).
    For an example, see [method get_longest_axis].
ga: Filleann sé an t-innéacs go dtí an ais is faide de [méid ball] an bhosca teorann seo (féach [Vector3.AXIS_X leanúnach], [Vector3.AXIS_Y leanúnach], agus [Vector3.AXIS_Z]).
    Mar shampla, féach [method get_longest_axis].

en: Returns the longest dimension of this bounding box's [member size].
    For an example, see [method get_longest_axis].
ga: Filleann sé seo an toise is faide de [méid an bhosca teorann] seo.
    Mar shampla, féach [method get_longest_axis].

en: Returns the index to the shortest axis of this bounding box's [member size] (see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant Vector3.AXIS_Z]).
    For an example, see [method get_shortest_axis].
ga: Filleann sé an t-innéacs go dtí an ais is giorra de [méid ball] an bhosca teorann seo (féach [Vector3.AXIS_X leanúnach], [Vector3.AXIS_Y leanúnach], agus [Vector3.AXIS_Z]).
    Mar shampla, féach [method get_shortest_axis].

en: Returns the shortest dimension of this bounding box's [member size].
    For an example, see [method get_shortest_axis].
ga: Filleann sé seo an toise is giorra de [méid an bhosca teorann] seo.
    Mar shampla, féach [method get_shortest_axis].

en: Returns the vertex's position of this bounding box that's the farthest in the given direction. This point is commonly known as the support point in collision detection algorithms.
ga: Filleann sé suíomh rinn an bhosca teorann seo is faide sa treo tugtha. Tugtar an pointe tacaíochta ar halgartaim braite imbhuailte ar an bpointe seo.

en: Returns the bounding box's volume. This is equivalent to [code]size.x * size.y * size.z[/code]. See also [method has_volume].
ga: Filleann sé toirt an bhosca teorann. Tá sé seo comhionann le [code]size.x * size.y * size.z[/code]. Féach freisin [method has_volume].

en: Returns [code]true[/code] if the bounding box contains the given [param point]. By convention, points exactly on the right, top, and front sides are [b]not[/b] included.
    [b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] [member size]. Use [method abs] first to get a valid bounding box.
ga: Filleann sé [code]true[/code] má tá an [paraphointe] tugtha sa bhosca teorann. De réir an ghnáis, ní áirítear [b][/b] pointí díreach ar dheis, ar bharr agus ar aghaidh.
    [b]Nóta:[/b] Níl an modh seo iontaofa do [AABB] a bhfuil [i]diúltach[/i] [méid na mball] aige. Úsáid [method ABS] ar dtús chun bosca teorann bailí a fháil.

en: Returns [code]true[/code] if this bounding box has a surface or a length, that is, at least one component of [member size] is greater than [code]0[/code]. Otherwise, returns [code]false[/code].
ga: Filleann sé [code]true[/code] má tá dromchla nó fad ar an mbosca teorann seo, is é sin, go bhfuil comhpháirt amháin ar a laghad de [méid na mball] níos mó ná [code]0[/code]. Seachas sin, filleann sé [code]bréagach[/code].

en: Returns [code]true[/code] if this bounding box's width, height, and depth are all positive. See also [method get_volume].
ga: Filleann sé [code]true[/code] má tá leithead, airde agus doimhneacht an bhosca teorann seo go léir dearfach. Féach freisin [method get_volume].

en: Returns [code]true[/code] if this bounding box overlaps with the box [param with]. The edges of both boxes are [i]always[/i] excluded.
ga: Filleann [code]true[/code] má fhorluíonn an bosca teorann seo leis an mbosca [param with]. Fágtar imill an dá bhosca as an áireamh [i]i gcónaí[/i].

en: Returns [code]true[/code] if this bounding box is on both sides of the given [param plane].
ga: Filleann sé [code]true[/code] má tá an bosca teorann seo ar an dá thaobh den [phlána param] a thugtar.

en: Returns the first point where this bounding box and the given ray intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/code].
    The ray begin at [param from], faces [param dir] and extends towards infinity.
ga: Filleann sé an chéad phointe mar a dtrasnaíonn an bosca teorann seo agus an ga a thugtar, mar [Veicteoir3]. Mura dtarlaíonn trasnú, seolann [code]null[/code] ar ais.
    Tosaíonn an ga ag [param ó], aghaidheanna [param dir] agus síneann sé i dtreo na héigríochta.

en: Returns the first point where this bounding box and the given segment intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/code].
    The segment begins at [param from] and ends at [param to].
ga: Filleann sé an chéad phointe mar a dtrasnaíonn an bosca teorann seo agus an mhír a thugtar, mar [Veicteoir3]. Mura dtarlaíonn trasnú, seolann [code]null[/code] ar ais.
    Tosaíonn an mhír ag [param ó] agus críochnaíonn sé ag [param go].

en: Returns an [AABB] that encloses both this bounding box and [param with] around the edges. See also [method encloses].
ga: Filleann sé [AABB] a chuireann an bosca teorann seo agus [param with] timpeall ar na himill. Féach freisin [tá an modh iniata].

en: Returns [code]true[/code] if the [member position] or [member size] of both bounding boxes are not equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] mura bhfuil [suíomh na mball] nó [méid na mball] sa dá bhosca teorann cothrom.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Inversely transforms (multiplies) the [AABB] by the given [Transform3D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
    [code]aabb * transform[/code] is equivalent to [code]transform.inverse() * aabb[/code]. See [method Transform3D.inverse].
    For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * aabb[/code] can be used instead. See [method Transform3D.affine_inverse].
ga: Trasfhoirmítear (iolraíonn) an [AABB] go contrártha leis an maitrís claochlaithe [Transform3D] a thugtar, faoin toimhde go bhfuil an bonn claochlaithe orthonormal (i.e. tá rothlú/machnamh ceart, níl an scálaithe/sceabhach).
    Tá [code]aabb * trasfhoirmiú[/code] comhionann le [code]transform.inverse() * aabb[/code]. Féach [method Transform3D.inverse].
    Chun claochlú trí inbhéartach a dhéanamh ar chlaochlú aifín (m.sh. le scálaiú) is féidir [code]transform.afine_inverse() * aabb[/code] a úsáid ina ionad sin. Féach [method Transform3D.afine_inverse].

en: Returns [code]true[/code] if both [member position] and [member size] of the bounding boxes are exactly equal, respectively.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann [code]true[/code] má tá [suíomh na mball] agus [méid na mball] de na boscaí teorann díreach comhionann, faoi seach.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: A base dialog used for user notification.
ga: Dialóg bhunaidh a úsáidtear chun fógra a thabhairt don úsáideoir.

en: The default use of [AcceptDialog] is to allow it to only be accepted or closed, with the same result. However, the [signal confirmed] and [signal canceled] signals allow to make the two actions different, and the [method add_button] method allows to add custom buttons and actions.
ga: Is é an úsáid réamhshocraithe a bhaineann le [AcceptDialog] ná ligean dó a ghlacadh nó a dhúnadh amháin, leis an toradh céanna. Mar sin féin, ceadaíonn na comharthaí [deimhnithe comhartha] agus [comhartha ar ceal] an dá ghníomh a dhéanamh difriúil, agus ceadaíonn an modh [method add_button] cnaipí agus gníomhartha saincheaptha a chur leis.

en: Adds a button with label [param text] and a custom [param action] to the dialog and returns the created button. [param action] will be passed to the [signal custom_action] signal when pressed.
    If [code]true[/code], [param right] will place the button to the right of any sibling buttons.
    You can use [method remove_button] method to remove a button created with this method from the dialog.
ga: Cuireann sé cnaipe le lipéad [param text] agus saincheaptha [param action] leis an dialóg agus filleann sé an cnaipe cruthaithe. cuirfear [param action] ar aghaidh chuig an gcomhartha [signal custom_action] nuair a bhrúitear é.
    Más [code]true[/code], cuirfidh [param ar dheis] an cnaipe ar thaobh na láimhe deise d’aon chnaipí deirfiúracha.
    Is féidir leat modh [method remove_button] a úsáid chun cnaipe a cruthaíodh leis an method seo a bhaint den dialóg.

en: Adds a button with label [param name] and a cancel action to the dialog and returns the created button.
    You can use [method remove_button] method to remove a button created with this method from the dialog.
ga: Cuireann sé cnaipe leis an lipéad [param name] agus gníomh cealaithe leis an dialóg agus filleann sé an cnaipe cruthaithe.
    Is féidir leat modh [mode remove_button] a úsáid chun cnaipe a cruthaíodh leis an modh seo a bhaint den dialóg.

en: Returns the label used for built-in text.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann sé an lipéad a úsáidtear le haghaidh téacs ionsuite.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Returns the OK [Button] instance.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann an sampla OK [Button].
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Registers a [LineEdit] in the dialog. When the enter key is pressed, the dialog will be accepted.
ga: Cláraítear [LineEdit] sa dialóg. Nuair a bhrúitear an eochair isteach, glacfar leis an dialóg.

en: Removes the [param button] from the dialog. Does NOT free the [param button]. The [param button] must be a [Button] added with [method add_button] or [method add_cancel_button] method. After removal, pressing the [param button] will no longer emit this dialog's [signal custom_action] or [signal canceled] signals.
ga: Baintear an [param button] ón dialóg. NÍ saorann sé an [param button]. Caithfidh an [param button] a bheith ina [Button] curtha leis le [method add_button] nó [method add_cancel_button]. Tar éis é a bhaint, ní dhéanfaidh brú ar an [param button] comharthaí [signal custom_action] ná [comhartha ar ceal] comharthaí an dialóg seo a astú a thuilleadh.

en: Sets autowrapping for the text in the dialog.
ga: Socraíonn sé uathfhillteán don téacs sa dialóg.

en: If [code]true[/code], the dialog will be hidden when the escape key ([constant KEY_ESCAPE]) is pressed.
ga: Más [code]true[/code], cuirfear an dialóg i bhfolach nuair a bhrúitear an eochair éalaithe ([constant KEY_ESCAPE]).

en: If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
    [b]Note:[/b] Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example [FileDialog] defaults to [code]false[/code], and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can't be used in [FileDialog] to disable hiding the dialog when pressing OK.
ga: Más [code]true[/code], cuirtear an dialóg i bhfolach nuair a bhrúitear an cnaipe OK. Is féidir leat é a shocrú go [code]bréagach[/code] más mian leat a dhéanamh m.sh. bailíochtú ionchuir nuair a fhaigheann tú an comhartha [deimhnithe comhartha], agus láimhseáil i bhfolach an dialóg i do loighic féin.
    [b]Nóta:[/b] D’fhéadfadh luach réamhshocraithe difriúil a bheith ag nóid áirithe a dhíorthaítear ón aicme seo, agus d’fhéadfadh go mbeadh a loighic ionsuite féin acu a sháraíonn an socrú seo. Mar shampla mainneachtainíonn [FileDialog] [code]bréagach[/code], agus tá a chód bailíochtaithe ionchuir féin aige ar a dtugtar nuair a bhrúnn tú OK, a fholaíonn sa deireadh an dialóg má tá an t-ionchur bailí. Mar sin, ní féidir an t-airí seo a úsáid in [FileDialog] chun an dialóg a chur i bhfolach agus OK á bhrú agat.

en: The text displayed by the dialog.
ga: An téacs ar taispeáint ag an dialóg.

en: The text displayed by the OK button (see [method get_ok_button]).
ga: An téacs a thaispeánann an cnaipe OK (féach [method get_ok_button]).

en: Emitted when the dialog is closed or the button created with [method add_cancel_button] is pressed.
ga: Astaítear nuair a dhúntar an dialóg nó nuair a bhrúitear an cnaipe a chruthaítear le [method add_cancel_button].

en: Emitted when the dialog is accepted, i.e. the OK button is pressed.
ga: Astaítear nuair a ghlactar leis an dialóg, i.e. tá an cnaipe OK brúite.

en: Emitted when a custom button is pressed. See [method add_button].
ga: Astaítear nuair a bhrúitear cnaipe saincheaptha. Féach ar [method add_button].

en: The minimum height of each button in the bottom row (such as OK/Cancel) in pixels. This can be increased to make buttons with short texts easier to click/tap.
ga: Íosairde gach cnaipe sa tsraith íochtair (ar nós OK/Cealaigh) i bpicteilíní. Is féidir é seo a mhéadú chun cnaipí le téacsanna gearra a dhéanamh níos éasca a chliceáil/tapáil.

en: The minimum width of each button in the bottom row (such as OK/Cancel) in pixels. This can be increased to make buttons with short texts easier to click/tap.
ga: Íosleithead gach cnaipe sa tsraith íochtair (ar nós OK/Cealaigh) i bpicteilíní. Is féidir é seo a mhéadú chun cnaipí le téacsanna gearra a dhéanamh níos éasca a chliceáil/tapáil.

en: The size of the vertical space between the dialog's content and the button row.
ga: Méid an spáis ingearach idir ábhar an dialóg agus an tsraith cnaipe.

en: The panel that fills the background of the window.
ga: An painéal a líonann cúlra na fuinneoige.

en: Provides access to AES encryption/decryption of raw data.
ga: Soláthraíonn sé rochtain ar chriptiú/díchriptiú AES ar shonraí amh.

en: This class holds the context information required for encryption and decryption operations with AES (Advanced Encryption Standard). Both AES-ECB and AES-CBC modes are supported.
    [codeblocks]
    [gdscript]
    extends Node
    
    var aes = AESContext.new()
    
    func _ready():
        var key = "My secret key!!!" # Key must be either 16 or 32 bytes.
        var data = "My secret text!!" # Data size must be multiple of 16 bytes, apply padding if needed.
        # Encrypt ECB
        aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())
        var encrypted = aes.update(data.to_utf8_buffer())
        aes.finish()
        # Decrypt ECB
        aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())
        var decrypted = aes.update(encrypted)
        aes.finish()
        # Check ECB
        assert(decrypted == data.to_utf8_buffer())
    
        var iv = "My secret iv!!!!" # IV must be of exactly 16 bytes.
        # Encrypt CBC
        aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv.to_utf8_buffer())
        encrypted = aes.update(data.to_utf8_buffer())
        aes.finish()
        # Decrypt CBC
        aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv.to_utf8_buffer())
        decrypted = aes.update(encrypted)
        aes.finish()
        # Check CBC
        assert(decrypted == data.to_utf8_buffer())
    [/gdscript]
    [csharp]
    using Godot;
    using System.Diagnostics;
    
    public partial class MyNode : Node
    {
        private AesContext _aes = new AesContext();
    
        public override void _Ready()
        {
            string key = "My secret key!!!"; // Key must be either 16 or 32 bytes.
            string data = "My secret text!!"; // Data size must be multiple of 16 bytes, apply padding if needed.
            // Encrypt ECB
            _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());
            byte[] encrypted = _aes.Update(data.ToUtf8Buffer());
            _aes.Finish();
            // Decrypt ECB
            _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());
            byte[] decrypted = _aes.Update(encrypted);
            _aes.Finish();
            // Check ECB
            Debug.Assert(decrypted == data.ToUtf8Buffer());
    
            string iv = "My secret iv!!!!"; // IV must be of exactly 16 bytes.
            // Encrypt CBC
            _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv.ToUtf8Buffer());
            encrypted = _aes.Update(data.ToUtf8Buffer());
            _aes.Finish();
            // Decrypt CBC
            _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv.ToUtf8Buffer());
            decrypted = _aes.Update(encrypted);
            _aes.Finish();
            // Check CBC
            Debug.Assert(decrypted == data.ToUtf8Buffer());
        }
    }
    [/csharp]
    [/codeblocks]
ga: Coinníonn an rang seo an fhaisnéis comhthéacs a theastaíonn le haghaidh oibríochtaí criptithe agus díchriptithe le AES (Caighdeán Casta Criptithe). Tugtar tacaíocht do mhodhanna AES-ECB agus AES-CBC araon.
    [codeblocks]
    [gdscript]
    leathnaíonn Nód
    
    var aes = AESContext.new()
    
    func _réidh():
        var key = "Mo eochair rúnda !!!" # Caithfidh an eochair a bheith 16 nó 32 beart.
        var data = "Mo théacs rúnda!!!" # Caithfidh méid na sonraí a bheith iolrach de 16 beart, cuir stuáil i bhfeidhm más gá.
        # Criptigh an ECB
        aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())
        var criptithe = aes.update(data.to_utf8_buffer())
        aes.críochnaigh()
        # Díchriptigh an ECB
        aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())
        var díchriptithe = aes.update(criptithe)
        aes.críochnaigh()
        # Seiceáil an ECB
        dearbhaigh(díchriptithe == data.to_utf8_buffer())
    
        var iv = "Mo rún iv!!!!" Caithfidh # IV a bheith 16 beart díreach.
        # CBC a chriptiú
        aes.start(AESContext.MODE_CBC_ENCRYPT, eochair.to_utf8_buffer(), iv.to_utf8_buffer())
        criptithe = aes.update(data.to_utf8_buffer())
        aes.críochnaigh()
        # CBC a dhíchriptiú
        aes.start(AESContext.MODE_CBC_DECRYPT, eochair.to_utf8_buffer(), iv.to_utf8_buffer())
        díchriptithe = aes.update(criptithe)
        aes.críochnaigh()
        # Seiceáil CBC
        dearbhaigh(díchriptithe == data.to_utf8_buffer())
    [/gdscript]
    [csharp]
    ag baint úsáide as Godot;
    ag baint úsáide as System.Diagnostics;
    
    páirt-aicme poiblí MyNode : Nód
    {
        príobháideach AesContext _aes = AesContext nua();
    
        poiblí a shárú ar neamhní _Ready()
        {
            string key = "Mo eochair rúnda!!!"; // Caithfidh an eochair a bheith 16 nó 32 beart.
            string data = "Mo théacs rúnda!!!"; // Caithfidh méid na sonraí a bheith iolrach de 16 beart, cuir an stuáil más gá.
            // Criptigh BCE
            _aes.Start(AesContext.Mode.EcbEncrypt, eochair.ToUtf8Buffer());
            beart[] criptithe = _aes.Update(data.ToUtf8Buffer());
            _aes.Críochnaigh();
            // Díchriptigh BCE
            _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());
            beart[] díchriptithe = _aes.Update(criptithe);
            _aes.Críochnaigh();
            // Seiceáil BCE
            Debug.Assert(díchriptithe == data.ToUtf8Buffer());
    
            string iv = "Mo rún iv!!!!"; // Caithfidh IV a bheith 16 beart go beacht.
            // Criptigh CBC
            _aes.Start(AesContext.Mode.EcbEncrypt, eochair.ToUtf8Buffer(), iv.ToUtf8Buffer());
            criptithe = _aes.Update(data.ToUtf8Buffer());
            _aes.Críochnaigh();
            // CBC a dhíchriptiú
            _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv.ToUtf8Buffer());
            díchriptithe = _aes.Update(criptithe);
            _aes.Críochnaigh();
            // Seiceáil CBC
            Debug.Assert(díchriptithe == data.ToUtf8Buffer());
        }
    }
    [/csharp]
    [/codeblocks]

en: Close this AES context so it can be started again. See [method start].
ga: Dún an comhthéacs AES seo ionas gur féidir é a thosú arís. Féach [tús modha].

en: Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function.
    [b]Note:[/b] This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT].
ga: Faigh an staid IV reatha don chomhthéacs seo (Faightear IV nuashonraithe nuair a ghlaonn tú [method cothrom le dáta]). De ghnáth ní bhíonn an fheidhm seo ag teastáil uait.
    [b]Nóta:[/b] Ní dhéanann an fheidhm seo ciall ach amháin nuair a thosaíonn an comhthéacs le [MODE_CBC_ENCRYPT leanúnach] nó [MODE_CBC_DECRYPT leanúnach].

en: Start the AES context in the given [param mode]. A [param key] of either 16 or 32 bytes must always be provided, while an [param iv] (initialization vector) of exactly 16 bytes, is only needed when [param mode] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT].
ga: Tosaigh an comhthéacs AES sa [mód param] a thugtar. Ní mór [eochair param] de cheachtar 16 nó 32 beart a sholáthar i gcónaí, cé nach bhfuil gá le [param iv] (veicteoir tionscnaimh) de 16 beart go díreach, ach amháin nuair atá [mód param] [MODE_CBC_ENCRYPT leanúnach] nó [MODE_CBC_DECRYPT leanúnach] .

en: Run the desired operation for this AES context. Will return a [PackedByteArray] containing the result of encrypting (or decrypting) the given [param src]. See [method start] for mode of operation.
    [b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some padding if needed.
ga: Rith an oibríocht atá ag teastáil don chomhthéacs AES seo. Seolfar ar ais [PackedByteArray] ina mbeidh an toradh ar an [param src] tugtha a chriptiú (nó a dhíchriptiú). Féach [tús an mhodha] don mhodh oibríochta.
    [b]Nóta:[/b] Caithfidh méid [param src] a bheith ina iolraí de 16. Cuir roinnt stuála i bhfeidhm más gá.

en: AES electronic codebook encryption mode.
ga: Modh criptithe códleabhar leictreonach AES.

en: AES electronic codebook decryption mode.
ga: Modh díchriptithe códleabhar leictreonach AES.

en: AES cipher blocker chaining encryption mode.
ga: Modh criptithe slabhraithe seachfhreastalaithe cipher AES.

en: AES cipher blocker chaining decryption mode.
ga: Modh díchriptithe slabhraithe seachfhreastalaithe cipher AES.

en: Maximum value for the mode enum.
ga: Luach uasta don mhód enum.

en: A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
ga: Corp fisice 2T nach féidir le fórsaí seachtracha a bhogadh. Nuair a bhogtar é de láimh, cuireann sé isteach ar chomhlachtaí eile ina chonair.

en: An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform2D].
    When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
ga: Comhlacht fisice 2D beochana. Ní féidir le fórsaí seachtracha ná le teagmhálaithe é a bhogadh, ach is féidir é a bhogadh de láimh ar bhealaí eile cosúil le cód, [AnimationMixer]s (le [member AnimationMixer.callback_mode_process] socraithe go [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), agus [RemoteD2Transform] .
    Nuair a bhogtar [AnimatableBody2D], déantar a threoluas líneach agus uilleach a mheas agus a úsáid chun dul i bhfeidhm ar chomhlachtaí fisice eile ina cosán. Fágann sé seo go bhfuil sé úsáideach chun ardáin, doirse agus rudaí eile atá ag gluaiseacht a bhogadh.

en: If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
ga: Más [code]true[/code], déanfar gluaiseacht an choirp a shioncronú le fráma na fisice. Tá sé seo úsáideach agus gluaiseacht á mbeochan trí [AnimationPlayer], mar shampla ar ardáin ghluaiste. Ná [b]ní[/b] é a úsáid in éineacht le [method PhysicsBody2D.move_and_collide].

en: A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
ga: Corp fisice 3D nach féidir le fórsaí seachtracha a bhogadh. Nuair a bhogtar é de láimh, cuireann sé isteach ar chomhlachtaí eile ina chonair.

en: An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform3D].
    When [AnimatableBody3D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
ga: Comhlacht fisice 3D beochana. Ní féidir le fórsaí seachtracha nó teagmhálaithe é a bhogadh, ach is féidir é a bhogadh de láimh ar bhealaí eile cosúil le cód, [AnimationMixer]s (le [member AnimationMixer.callback_mode_process] socraithe go [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), agus [RemoteTransform] .
    Nuair a bhogtar [AnimatableBody3D], déantar a threoluas líneach agus uilleach a mheas agus a úsáid chun dul i bhfeidhm ar chomhlachtaí fisice eile ina cosán. Fágann sé seo go bhfuil sé úsáideach chun ardáin, doirse agus rudaí eile atá ag gluaiseacht a bhogadh.

en: 3D Physics Tests Demo
ga: Taispeántas 3d tástálacha san fhisic saor in aisce,

en: Third Person Shooter (TPS) Demo
ga: Taispeántas Shooter Tríú Duine (TPS)

en: 3D Voxel Demo
ga: Taispeántas 3D Voxel

en: If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide].
ga: Más [code]true[/code], déanfar gluaiseacht an choirp a shioncronú le fráma na fisice. Tá sé seo úsáideach nuair atá gluaiseacht á bheochan trí [AnimationPlayer], mar shampla ar ardáin ghluaiste. Ná [b]ní[/b] é a úsáid in éineacht le [method PhysicsBody3D.move_and_collide].

en: Sprite node that contains multiple textures as frames to play for animation.
ga: Nód sprite ina bhfuil uigeachtaí iolracha mar fhrámaí le himirt don bheochan.

en: [AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
ga: Tá [AnimatedSprite2D] cosúil leis an nód [Sprite2D], ach amháin go n-iompraíonn sé uigeachtaí iolracha mar fhrámaí beochana. Cruthaítear beochan trí úsáid a bhaint as acmhainn [SpriteFrames], a ligeann duit comhaid íomhá a allmhairiú (nó fillteán ina bhfuil na comhaid sin) chun frámaí beochana an sprite a sholáthar. Is féidir an acmhainn [SpriteFrames] a chumrú san eagarthóir tríd an mbunphainéal SpriteFrames.

en: 2D Sprite animation
ga: Beochan Sprite 2D

en: 2D Dodge The Creeps Demo
ga: Cluiche 2D Dodge The Creeps Demo

en: Returns the actual playing speed of current animation or [code]0[/code] if not playing. This speed is the [member speed_scale] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
    Returns a negative value if the current animation is playing backwards.
ga: Filleann sé luas imeartha iarbhír na beochana reatha nó [code]0[/code] mura bhfuil sé ag imirt. Is é an luas seo an t-airí [member speed_scale] arna iolrú faoi [code]custom_speed[/code] argóint a shonraítear nuair a ghlaonn tú ar an modh [imirt modh].
    Filleann sé luach diúltach má tá an beochan reatha ag imirt ar gcúl.

en: Returns [code]true[/code] if an animation is currently playing (even if [member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code]).
ga: Filleann sé [code]true[/code] má tá beochan ag seinm faoi láthair (fiú más [code]0[/code] iad [member speed_scale] agus/nó [code]custom_speed[/code]).

en: Pauses the currently playing animation. The [member frame] and [member frame_progress] will be kept and calling [method play] or [method play_backwards] without arguments will resume the animation from the current playback position.
    See also [method stop].
ga: Cuireann sé an beochan atá á imirt faoi láthair ar sos. Coinneofar an [member frame] agus [member frame_progress] agus ag glaoch ar [imirt modh] nó [method play_backwards] gan argóintí cuirfear an bheochan ar ais ón suíomh athsheinm reatha.
    Féach freisin [stad modha].

en: Plays the animation with key [param name]. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]).
    If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused.
ga: Seinntear an bheochan le heochair [ainm param]. Má tá [param custom_speed] diúltach agus [param from_end] [code]true[/code], imreoidh an bheochan ar gcúl (atá comhionann le glaoch ar [method play_backwards]).
    Má ghlaoitear an modh seo leis an mbeochan céanna sin [ainm param], nó mura bhfuil aon pharaiméadar [param name] ann, cuirfear tús leis an mbeochan sannta arís má cuireadh ar sos í.

en: Plays the animation with key [param name] in reverse.
    This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information.
ga: Seinntear an bheochan leis an eochair [paramname] ar chúl.
    Is gearrscríbhinn é an modh seo le haghaidh [imirt modh] le [code]custom_speed = -1.0[/code] agus [code]from_end = true[/code], mar sin féach ar a chur síos le haghaidh tuilleadh faisnéise.

en: Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause].
ga: Stopann an beochan atá á imirt faoi láthair. Athshocraítear suíomh na beochana go [code]0[/code] agus athshocraítear an [code]luas_custaim[/code] go [code]1.0[/code]. Féach freisin [sos modh].

en: The current animation from the [member sprite_frames] resource. If this value is changed, the [member frame] counter and the [member frame_progress] are reset.
ga: An bheochan reatha ón acmhainn [member sprite_frames]. Má athraítear an luach seo, athshocraítear an cuntar [member frame] agus an [member frame_progress].

en: The key of the animation to play when the scene loads.
ga: An eochair an beochan a imirt nuair a luchtú an radharc.

en: If [code]true[/code], texture will be centered.
    [b]Note:[/b] For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to [code]false[/code], or consider enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].
ga: Más [code]true[/code], díreofar an uigeacht.
    [b]Nóta:[/b] I gcás cluichí a bhfuil aeistéitiúil ealaíne picteilín acu, d’fhéadfadh go bhfeicfear uigeachtaí dífhoirmithe agus iad lárnaithe. Is é is cúis leis seo ná go bhfuil a suíomh idir picteilíní. Chun é seo a chosc, socraigh an t-airí seo go [code]bréagach[/code], nó smaoinigh ar chumasú [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] agus [comhalta ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].

en: If [code]true[/code], texture is flipped horizontally.
ga: Más [code]true[/code] é, déantar an uigeacht a smeach go cothrománach.

en: If [code]true[/code], texture is flipped vertically.
ga: Más rud é [code]true[/code], iompaithe go hingearach ar an uigeacht.

en: The displayed animation frame's index. Setting this property also resets [member frame_progress]. If this is not desired, use [method set_frame_and_progress].
ga: Innéacs an fhráma beochana ar taispeáint. Athshocraíonn socrú an airí seo [member frame_progress] freisin. Mura bhfuil sé seo inmhianaithe, úsáid [method set_frame_and_progress].

en: The progress value between [code]0.0[/code] and [code]1.0[/code] until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code].
ga: An luach dul chun cinn idir [code]0.0[/code] agus [code]1.0[/code] go dtí go n-aistríonn an fráma reatha go dtí an chéad fhráma eile. Má tá an bheochan ag imirt ar gcúl, aistrítear an luach ó [code]1.0[/code] go [code]0.0[/code].

en: The texture's drawing offset.
ga: Líníocht an uigeachta a fhritháireamh.

en: The speed scaling ratio. For example, if this value is [code]1[/code], then the animation plays at normal speed. If it's [code]0.5[/code], then it plays at half speed. If it's [code]2[/code], then it plays at double speed.
    If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
ga: An cóimheas luasscála. Mar shampla, más é [code]1[/code] an luach seo, imríonn an bheochan ar ghnáthluas. Más [code]0.5[/code] é, imríonn sé ar leathluas. Más [code]2[/code] é, imríonn sé ar luas dúbailte.
    Má shocraítear é ar luach diúltach, seinntear an bheochan ar chúl. Má shocraítear é go [code]0[/code], ní rachaidh an bheochan chun cinn.

en: The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource.
ga: An acmhainn [SpriteFrames] ina bhfuil an beochan/na beochana. Ligeann sé duit an rogha a luchtú, a chur in eagar, a ghlanadh, a dhéanamh uathúil agus staid na hacmhainne [SpriteFrames] a shábháil.

en: Emitted when [member animation] changes.
ga: Astaítear nuair a athraíonn [beochan ball].

en: Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
    [b]Note:[/b] This signal is not emitted if an animation is looping.
ga: Astaítear nuair a shroicheann an beochan an deireadh, nó an tús má sheintear i gcúl é. Nuair a chríochnaíonn an beochan, sosanna sé an athsheinm.
    [b]Nóta:[/b] Ní astaítear an comhartha seo má tá beochan ag lúbadh.

en: Emitted when the animation loops.
ga: Astaítear nuair a lúb an beochan.

en: Emitted when [member frame] changes.
ga: Astaítear nuair a athraíonn [fráma ball].

en: Emitted when [member sprite_frames] changes.
ga: Astaítear nuair a athraíonn [member sprite_frames].

en: 2D sprite node in 3D world, that can use multiple 2D textures for animation.
ga: Nód sprite 2D sa domhan 3D, ar féidir leo uigeachtaí iolracha 2T a úsáid le haghaidh beochana.

en: [AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member sprite_frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
ga: Tá [AnimatedSprite3D] cosúil leis an nód [Sprite3D], ach amháin iompraíonn sé uigeachtaí iolracha mar bheochan [member sprite_frames]. Cruthaítear beochan ag baint úsáide as acmhainn [SpriteFrames], a ligeann duit comhaid íomhá a allmhairiú (nó fillteán ina bhfuil na comhaid sin) chun na frámaí beochana don sprite a sholáthar. Is féidir an acmhainn [SpriteFrames] a chumrú san eagarthóir tríd an mbunphainéal SpriteFrames.

en: 2D Sprite animation (also applies to 3D)
ga: Beochan Sprite 2D (baineann sé le 3D freisin)

en: This class does not work properly in current versions and may be removed in the future. There is currently no equivalent workaround.
ga: Ní oibríonn an rang seo i gceart sna leaganacha reatha agus seans go mbainfear é amach anseo. Níl aon réiteach comhionann faoi láthair.

en: Proxy texture for simple frame-based animations.
ga: Uigeacht seachfhreastalaí le haghaidh beochan simplí fráma-bhunaithe.

en: [AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet].
    The playback of the animation is controlled by the [member speed_scale] property, as well as each frame's duration (see [method set_frame_duration]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
    [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
    [b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D].
    [b]Warning:[/b] The current implementation is not efficient for the modern renderers.
ga: Is formáid acmhainne é [AnimatedTexture] le haghaidh beochan fráma-bhunaithe, inar féidir uigeachtaí iolracha a shlabhraítear go huathoibríoch le moill réamhshainithe do gach fráma. Murab ionann agus [AnimationPlayer] nó [AnimatedSprite2D], ní [Nód] é, ach tá sé de bhuntáiste aige go bhfuil sé inúsáidte áit ar bith is féidir acmhainn [Texture2D] a úsáid, m.sh. i [TileSet].
    Tá athsheinm na beochana á rialú ag an airí [member speed_scale], chomh maith le fad gach fráma (féach [method set_frame_duration]). Na lúba beochana, i.e. atosóidh sé ag fráma 0 go huathoibríoch tar éis an fráma deiridh a sheinm.
    Éilíonn [AnimatedTexture] faoi láthair go mbeadh an méid céanna ag gach uigeacht fráma, nó déanfar na cinn níos mó a bhearradh chun an ceann is lú a mheaitseáil.
    [b]Nóta:[/b] Ní thacaíonn AnimatedTexture le húsáid [AtlasTexture]s. Caithfidh gach fráma a bheith ina [Uigeacht2D] ar leith.
    [b]Rabhadh:[/b] Níl an cur chun feidhme reatha éifeachtach do na rindreálaithe nua-aimseartha.

en: Returns the given [param frame]'s duration, in seconds.
ga: Filleann sé fad an [paraimfhráma] tugtha, i soicindí.

en: Returns the given frame's [Texture2D].
ga: Filleann sé [Uigeacht2D] an fhráma a tugadh.

en: Sets the duration of any given [param frame]. The final duration is affected by the [member speed_scale]. If set to [code]0[/code], the frame is skipped during playback.
ga: Socraíonn sé fad aon [fráma param] ar bith. Bíonn tionchar ag an [member speed_scale] ar an ré deiridh. Má tá sé socraithe go [code]0[/code], scipfear an fráma le linn athsheinm.

en: Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1.
    You can define any number of textures up to [constant MAX_FRAMES], but keep in mind that only frames from 0 to [member frames] - 1 will be part of the animation.
ga: Sanntar [Uigeacht2D] don fhráma a thugtar. Tosaíonn ID fráma ag 0, mar sin tá ID 0 ag an gcéad fhráma, agus tá ID [member frames] - 1 ag an bhfráma deiridh den bheochan.
    Is féidir leat aon líon uigeachtaí a shainiú suas go dtí [MAX_FRAMES leanúnach], ach coinnigh i gcuimhne nach mbeidh ach frámaí ó 0 go [frámaí ball] - 1 mar chuid den bheochan.

en: Sets the currently visible frame of the texture. Setting this frame while playing resets the current frame time, so the newly selected frame plays for its whole configured frame duration.
ga: Socraíonn sé fráma infheicthe na huigeachta faoi láthair. Nuair a shocraítear an fráma seo agus tú ag imirt athshocróidh sé an t-am fráma reatha, mar sin imríonn an fráma nua-roghnaithe ar feadh a ré fráma iomlán cumraithe.

en: Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES].
ga: Líon na frámaí le húsáid sa bheochan. Cé gur féidir leat na frámaí a chruthú go neamhspleách le [method set_frame_texture], ní mór duit an luach seo a shocrú don bheochan chun frámaí nua a chur san áireamh. Is é an t-uaslíon frámaí ná [MAX_FRAMES leanúnach].

en: If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code].
ga: Más [code]true[/code], ní imreofar an bheochan ach uair amháin agus ní lúbfaidh sí siar go dtí an chéad fhráma tar éis an deireadh a bhaint amach. Tabhair faoi deara nach socrófar [sos ball] go [code]true[/code] nuair a shroichtear an deireadh.

en: If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
ga: Más [code]true[/code], cuirfear an bheochan ar sos san áit ina bhfuil sé faoi láthair (i.e. ag [member current_frame]). Leanfaidh an bheochan ón áit ar cuireadh ar sos í agus an t-airí seo á athrú go [code]bréagach[/code].

en: The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
ga: Méadaítear an luas beochana faoin luach seo. Má shocraítear é ar luach diúltach, seinntear an bheochan ar chúl.

en: The maximum number of frames supported by [AnimatedTexture]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D].
ga: Uaslíon na bhfrámaí a dtacaíonn [AnimatedTexture] leo. Má tá tuilleadh frámaí uait i do bheochan, úsáid [AnimationPlayer] nó [AnimatedSprite2D].

en: Holds data that can be used to animate anything in the engine.
ga: Coinníonn sé sonraí is féidir a úsáid chun aon rud san inneall a bheochan.

en: This resource holds data that can be used to animate anything in the engine. Animations are divided into tracks and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.
    [codeblocks]
    [gdscript]
    # This creates an animation that makes the node "Enemy" move to the right by
    # 100 pixels in 2.0 seconds.
    var animation = Animation.new()
    var track_index = animation.add_track(Animation.TYPE_VALUE)
    animation.track_set_path(track_index, "Enemy:position:x")
    animation.track_insert_key(track_index, 0.0, 0)
    animation.track_insert_key(track_index, 2.0, 100)
    animation.length = 2.0
    [/gdscript]
    [csharp]
    // This creates an animation that makes the node "Enemy" move to the right by
    // 100 pixels in 2.0 seconds.
    var animation = new Animation();
    int trackIndex = animation.AddTrack(Animation.TrackType.Value);
    animation.TrackSetPath(trackIndex, "Enemy:position:x");
    animation.TrackInsertKey(trackIndex, 0.0f, 0);
    animation.TrackInsertKey(trackIndex, 2.0f, 100);
    animation.Length = 2.0f;
    [/csharp]
    [/codeblocks]
    Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
    [b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] track types instead of [constant TYPE_VALUE] is recommended for performance reasons.
ga: Coinníonn an acmhainn seo sonraí is féidir a úsáid chun aon rud san inneall a bheochan. Roinntear beochan i rianta agus ní mór gach rian a nascadh le nód. Is féidir staid an nód sin a athrú le himeacht ama, trí eochracha amaithe (imeachtaí) a chur leis an rian.
    [codeblocks]
    [gdscript]
    # Cruthaíonn sé seo beochan a fhágann go n-aistríonn an nód "Enemy" ar dheis trí
    # 100 picteilín i 2.0 soicind.
    beochan var = Beochan.new()
    var track_index = beochan.add_track(Animation.TYPE_VALUE)
    beochan.track_set_path(track_index, "Namhaid: suíomh: x")
    animation.track_insert_key(track_index, 0.0, 0)
    animation.track_insert_key(track_index, 2.0, 100)
    beochan.length = 2.0
    [/gdscript]
    [csharp]
    // Cruthaíonn sé seo beochan a fhágann go n-aistríonn an nód "Enemy" ar dheis trí
    // 100 picteilín i 2.0 soicind.
    beochan var = Beochan nua();
    int trackIndex = beochan.AddTrack(Animation.TrackType.Value);
    beochan.TrackSetPath(trackIndex, "Namhaid:suíomh:x");
    beochan.TrackInsertKey(trackIndex, 0.0f, 0);
    beochan.TrackInsertKey(trackIndex, 2.0f, 100);
    beochan.Length = 2.0f;
    [/csharp]
    [/codeblocks]
    Níl i mbeochan ach coimeádáin sonraí, agus ní mór iad a chur le nóid mar [AnimationPlayer] le go n-imreofar ar ais iad. Tá cineálacha éagsúla ag rianta beochana, agus a sraith modhanna tiomnaithe féin ag gach ceann acu. Seiceáil [enum TrackType] chun na cineálacha atá ar fáil a fheiceáil.
    [b]Nóta:[/b] Maidir le suíomh/uainíocht/scála 3D, moltar na cineálacha rianta tiomnaithe [TYPE_POSITION_3D], [TYPE_ROTATION_3D] agus [TYPE_SCALE_3D seasmhach] a úsáid in ionad [TYPE_VALUE leanúnach] ar chúiseanna feidhmíochta.

en: Animation documentation index
ga: Innéacs doiciméadú beochana

en: Adds a track to the Animation.
ga: Cuireann sé rian leis an Beochan.

en: Returns the animation name at the key identified by [param key_idx]. The [param track_idx] must be the index of an Animation Track.
ga: Filleann sé an t-ainm beochana ag an eochair sainaitheanta ag [param key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs do Rian Beochana.

en: Inserts a key with value [param animation] at the given [param time] (in seconds). The [param track_idx] must be the index of an Animation Track.
ga: Ionsáigh eochair le luach [beochan param] ag an [am param] tugtha (i soicindí). Caithfidh an [param track_idx] a bheith mar innéacs do Rian Beochana.

en: Sets the key identified by [param key_idx] to value [param animation]. The [param track_idx] must be the index of an Animation Track.
ga: Socraíonn sé an eochair aitheanta ag [param key_idx] chun luach a thabhairt do [beochan param]. Caithfidh an [param track_idx] a bheith mar innéacs do Rian Beochana.

en: Returns the end offset of the key identified by [param key_idx]. The [param track_idx] must be the index of an Audio Track.
    End offset is the number of seconds cut off at the ending of the audio stream.
ga: Filleann sé deireadh fhritháireamh na heochrach a shainaithnítear ag [param key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime.
    Is ionann an fhritháireamh deiridh agus líon na soicind a gearradh amach ag deireadh an tsrutha fuaime.

en: Returns the start offset of the key identified by [param key_idx]. The [param track_idx] must be the index of an Audio Track.
    Start offset is the number of seconds cut off at the beginning of the audio stream.
ga: Filleann sé fritháireamh tosaithe na heochrach a shainaithnítear ag [param key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime.
    Is éard atá i gceist le fritháireamh tosaithe ná líon na soicind atá gearrtha amach ag tús an tsrutha fuaime.

en: Returns the audio stream of the key identified by [param key_idx]. The [param track_idx] must be the index of an Audio Track.
ga: Filleann sé sruth fuaime na heochrach arna sainaithint ag [param key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime.

en: Inserts an Audio Track key at the given [param time] in seconds. The [param track_idx] must be the index of an Audio Track.
    [param stream] is the [AudioStream] resource to play. [param start_offset] is the number of seconds cut off at the beginning of the audio stream, while [param end_offset] is at the ending.
ga: Ionsáigh eochair Rian Fuaime ag an [am param] tugtha i soicindí. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime.
    Is é [sruth param] an acmhainn [AudioStream] le himirt. Is é [param start_offset] líon na soicind gearrtha amach ag tús an tsrutha fuaime, agus [param end_offset] ag an deireadh.

en: Returns [code]true[/code] if the track at [param track_idx] will be blended with other animations.
ga: Seoltar ar ais [code]true[/code] más rud é go ndéanfar an rian ag [param track_idx] a chumasc le beochan eile.

en: Sets the end offset of the key identified by [param key_idx] to value [param offset]. The [param track_idx] must be the index of an Audio Track.
ga: Socraíonn sé deireadh fhritháireamh na heochrach a shainaithnítear ag [param key_idx] chun luach a chur ar [param offset]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime.

en: Sets the start offset of the key identified by [param key_idx] to value [param offset]. The [param track_idx] must be the index of an Audio Track.
ga: Socraíonn sé tús fhritháireamh na heochrach a shainaithnítear ag [param key_idx] chun luach a chur ar [param offset]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime.

en: Sets the stream of the key identified by [param key_idx] to value [param stream]. The [param track_idx] must be the index of an Audio Track.
ga: Socraíonn sé sruth na heochrach a shainaithnítear ag [param key_idx] chun luach a chur ar [sruth param]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime.

en: Sets whether the track will be blended with other animations. If [code]true[/code], the audio playback volume changes depending on the blend value.
ga: Socraíonn sé cé acu an ndéanfar an rian a chumasc le beochan eile. Más [code]true[/code], athraíonn an méid athsheinm fuaime ag brath ar an luach cumaisc.

en: Returns the in handle of the key identified by [param key_idx]. The [param track_idx] must be the index of a Bezier Track.
ga: Filleann sé isteach láimhseáil na heochrach a shainaithnítear ag [param key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.

en: Returns the out handle of the key identified by [param key_idx]. The [param track_idx] must be the index of a Bezier Track.
ga: Filleann hanla na heochrach a shainaithin [param key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.

en: Returns the value of the key identified by [param key_idx]. The [param track_idx] must be the index of a Bezier Track.
ga: Filleann sé luach na heochrach a shainaithnítear ag [param key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.

en: Inserts a Bezier Track key at the given [param time] in seconds. The [param track_idx] must be the index of a Bezier Track.
    [param in_handle] is the left-side weight of the added Bezier curve point, [param out_handle] is the right-side one, while [param value] is the actual value at this point.
ga: Ionsáigh eochair Bezier Track ag an [am param] tugtha i soicindí. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.
    Is é [param in_handle] an meáchan taobh clé den phointe cuar Bezier breise, is é [param out_handle] an ceann ar thaobh na láimhe deise, agus is é [param value] an luach iarbhír ag an bpointe seo.

en: Returns the interpolated value at the given [param time] (in seconds). The [param track_idx] must be the index of a Bezier Track.
ga: Filleann sé an luach idirshuite ag an [am param] tugtha (i soicindí). Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.

en: Sets the in handle of the key identified by [param key_idx] to value [param in_handle]. The [param track_idx] must be the index of a Bezier Track.
ga: Socraíonn sé láimhseáil na heochrach a shainaithin [param key_idx] chun luach a chur ar [param in_handle]. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.

en: Sets the out handle of the key identified by [param key_idx] to value [param out_handle]. The [param track_idx] must be the index of a Bezier Track.
ga: Socraíonn sé hanla na heochrach a shainaithin [param key_idx] chun luach a chur ar [param out_handle]. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.

en: Sets the value of the key identified by [param key_idx] to the given value. The [param track_idx] must be the index of a Bezier Track.
ga: Socraíonn sé luach na heochrach a shainaithnítear ag [param key_idx] go dtí an luach tugtha. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier.

en: Inserts a key in a given blend shape track. Returns the key index.
ga: Ionsáigh eochair i rian áirithe de chruth cumaisc. Seoltar ar ais an t-innéacs eochrach.

en: Returns the interpolated blend shape value at the given time (in seconds). The [param track_idx] must be the index of a blend shape track.
ga: Filleann sé luach cruth an chumaisc idirshuite ag an am tugtha (i soicindí). Caithfidh an [param track_idx] a bheith mar innéacs de rian cruth cumaisc.

en: Clear the animation (clear all tracks and reset all).
ga: Glan an beochan (glan gach rian agus athshocrú go léir).

en: Compress the animation and all its tracks in-place. This will make [method track_is_compressed] return [code]true[/code] once called on this [Animation]. Compressed tracks require less memory to be played, and are designed to be used for complex 3D animations (such as cutscenes) imported from external 3D software. Compression is lossy, but the difference is usually not noticeable in real world conditions.
    [b]Note:[/b] Compressed tracks have various limitations (such as not being editable from the editor), so only use compressed animations if you actually need them.
ga: Comhbhrúigh an beochan agus a rianta go léir i bhfeidhm. Cuirfidh sé seo [method track_is_compressed] ar ais [code]true[/code] nuair a ghlaoitear ar an [Beochan] seo. Teastaíonn níos lú cuimhne le rianta comhbhrúite a sheinm, agus tá siad deartha le húsáid le haghaidh beochan casta 3D (cosúil le cutscenes) a allmhairítear ó bhogearraí seachtracha 3D. Tá an comhbhrú caillteach, ach de ghnáth ní bhíonn an difríocht faoi deara i gcoinníollacha an domhain fíor.
    [b]Nóta:[/b] Tá teorainneacha éagsúla ag rianta comhbhrúite (ar nós nach féidir eagarthóireacht a dhéanamh orthu ón eagarthóir), mar sin ná bain úsáid as beochan chomhbhrúite ach amháin má tá siad de dhíth ort.

en: Adds a new track to [param to_animation] that is a copy of the given track from this animation.
ga: Cuireann sé rian nua le [param to_animation] is cóip den rian tugtha ón mbeochan seo.

en: Returns the index of the specified track. If the track is not found, return -1.
ga: Tuairisceáin innéacs an rian sonraithe. Mura bhfaightear an rian, fill -1.

en: Returns the amount of tracks in the animation.
ga: Tuairisceáin an méid rianta sa beochan.

en: Returns the method name of a method track.
ga: Seoltar ar ais ainm modh rian modha.

en: Returns the arguments values to be called on a method track for a given key in a given track.
ga: Filleann sé na luachanna argóintí a bheidh le glaoch ar rian modha d'eochair ar leith i rian ar leith.

en: Inserts a key in a given 3D position track. Returns the key index.
ga: Ionsáigh eochair i rian suímh 3D tugtha. Seoltar ar ais an t-innéacs eochrach.

en: Returns the interpolated position value at the given time (in seconds). The [param track_idx] must be the index of a 3D position track.
ga: Filleann sé an luach suímh idirshuite ag an am tugtha (i soicindí). Caithfidh an [param track_idx] a bheith mar innéacs de rian suímh 3D.

en: Removes a track by specifying the track index.
ga: Baintear rian tríd an innéacs rianta a shonrú.

en: Inserts a key in a given 3D rotation track. Returns the key index.
ga: Ionsáigh eochair i rian rothlaithe 3D ar leith. Seoltar ar ais an t-innéacs eochrach.

en: Returns the interpolated rotation value at the given time (in seconds). The [param track_idx] must be the index of a 3D rotation track.
ga: Filleann sé an luach uainíochta idirshuite ag an am tugtha (i soicindí). Caithfidh an [param track_idx] a bheith mar innéacs de rian rothlaithe 3D.

en: Inserts a key in a given 3D scale track. Returns the key index.
ga: Ionsáigh eochair i rian scála 3D ar leith. Seoltar ar ais an t-innéacs eochrach.

en: Returns the interpolated scale value at the given time (in seconds). The [param track_idx] must be the index of a 3D scale track.
ga: Filleann sé an luach scála idirshuite ag an am tugtha (i soicindí). Caithfidh an [param track_idx] a bheith mar innéacs rian scála 3D.

en: Finds the key index by time in a given track. Optionally, only find it if the approx/exact time is given.
    If [param limit] is [code]true[/code], it does not return keys outside the animation range.
    If [param backward] is [code]true[/code], the direction is reversed in methods that rely on one directional processing.
    For example, in case [param find_mode] is [constant FIND_MODE_NEAREST], if there is no key in the current position just after seeked, the first key found is retrieved by searching before the position, but if [param backward] is [code]true[/code], the first key found is retrieved after the position.
ga: Faightear an t-innéacs eochrach de réir ama i rian ar leith. De rogha air sin, ní bhfaighidh tú é ach amháin má thugtar an t-am nó an t-am cruinn.
    Má tá [teorainn param] [code]true[/code], ní chuireann sé eochracha ar ais lasmuigh den raon beochana.
    Má tá [param siar] [code]true[/code], aisiompaítear an treo ar mhodhanna atá ag brath ar phróiseáil treo amháin.
    Mar shampla, ar eagla go bhfuil [param find_mode] ar [FIND_MODE_NEAREST leanúnach], mura bhfuil eochair sa suíomh reatha díreach tar éis é a lorg, faightear an chéad eochair a aimsítear trí chuardach a dhéanamh roimh an suíomh, ach más é [param backward] [code] true[/code], faightear an chéad eochair a aimsítear tar éis an tsuímh.

en: Returns [code]true[/code] if the track at [param track_idx] wraps the interpolation loop. New tracks wrap the interpolation loop by default.
ga: Filleann sé [code]true[/code] má tá an rian ag [param track_idx] fillte an lúb idirshuíomh. Clúdaíonn rianta nua an lúb idirshuíomh de réir réamhshocraithe.

en: Returns the interpolation type of a given track.
ga: Filleann sé an cineál idirshuímh de rian tugtha.

en: Returns the number of keys in a given track.
ga: Filleann sé líon na n-eochracha i rian ar leith.

en: Returns the time at which the key is located.
ga: Filleann sé an t-am ag a bhfuil an eochair suite.

en: Returns the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]).
ga: Filleann sé an cuar trasdula (éascaíocht) le haghaidh eochair ar leith (féach an fheidhm mata ionsuite [method @GlobalScope.ease]).

en: Returns the value of a given key in a given track.
ga: Filleann sé luach eochair tugtha i rian ar leith.

en: Gets the path of a track. For more information on the path format, see [method track_set_path].
ga: Faigheann an cosán ar rian. Le haghaidh tuilleadh faisnéise ar fhormáid an chosáin, féach [method track_set_path].

en: Gets the type of a track.
ga: Faigheann an cineál rian.

en: Inserts a generic key in a given track. Returns the key index.
ga: Ionsáigh eochair chineálach i rian ar leith. Seoltar ar ais an t-innéacs eochrach.

en: Returns [code]true[/code] if the track is compressed, [code]false[/code] otherwise. See also [method compress].
ga: Filleann sé [code]true[/code] má tá an rian comhbhrúite, [code]bréagach[/code] ar shlí eile. Féach freisin [comhbhrú modh].

en: Returns [code]true[/code] if the track at index [param track_idx] is enabled.
ga: Filleann sé [code]true[/code] má tá an rian ag an innéacs [param track_idx] cumasaithe.

en: Returns [code]true[/code] if the given track is imported. Else, return [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an rian tugtha iompórtáilte. Eile, seol ar ais [code]bréagach[/code].

en: Moves a track down.
ga: Bogann rian síos.

en: Changes the index position of track [param track_idx] to the one defined in [param to_idx].
ga: Athraíonn sé suíomh innéacs an riain [param track_idx] go dtí an ceann atá sainmhínithe i [param to_idx].

en: Moves a track up.
ga: Bogann rian suas.

en: Removes a key by index in a given track.
ga: Baineann sé eochair de réir innéacs i rian ar leith.

en: Removes a key at [param time] in a given track.
ga: Baineann sé eochair ag [am param] i rian ar leith.

en: Enables/disables the given track. Tracks are enabled by default.
ga: Cumasaíonn/díchumasaíonn an rian tugtha. Tá rianta cumasaithe de réir réamhshocraithe.

en: Sets the given track as imported or not.
ga: Socraíonn sé go bhfuil an rian tugtha iompórtáilte nó nach bhfuil.

en: If [code]true[/code], the track at [param track_idx] wraps the interpolation loop.
ga: Más [code]true[/code], fillteann an rian ag [param track_idx] an lúb idirshuíomh.

en: Sets the interpolation type of a given track.
ga: Socraíonn sé an cineál idirshuímh de rian tugtha.

en: Sets the time of an existing key.
ga: Socraíonn sé am eochair atá ann cheana féin.

en: Sets the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]).
ga: Socraíonn sé an cuar trasdula (éascaíocht) le haghaidh eochair ar leith (féach an fheidhm matamaitice ionsuite [method @GlobalScope.ease]).

en: Sets the value of an existing key.
ga: Socraíonn sé luach eochair atá ann cheana féin.

en: Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the [member AnimationMixer.root_node] that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by [code]":"[/code].
    For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
ga: Socraíonn sé cosán an rian. Caithfidh cosáin a bheith ina gconairí bailí radharc-crann chuig nód agus ní mór iad a shonrú ag tosú ón [member AnimationMixer.root_node] a atáirgeadh an bheochan. Ní mór do rianta a rialaíonn airíonna nó cnámha a n-ainm a chur i gceangal leis an gcosán, scartha le [code]":"[/code].
    Mar shampla, [code]"carachtar/cnámharlach: rúitín"[/code] nó [code]"carachtar/mogalra: trasfhoirmigh/áitiúil"[/code].

en: Swaps the track [param track_idx]'s index position with the track [param with_idx].
ga: Malartaíonn sé suíomh innéacs an rian [param track_idx] leis an rian [param with_idx].

en: Returns the update mode of a value track.
ga: Filleann sé modh nuashonraithe rian luacha.

en: Returns the interpolated value at the given time (in seconds). The [param track_idx] must be the index of a value track.
    A [param backward] mainly affects the direction of key retrieval of the track with [constant UPDATE_DISCRETE] converted by [constant AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to match the result with [method track_find_key].
ga: Filleann sé an luach idirshuite ag an am tugtha (i soicindí). Caithfidh an [param track_idx] a bheith mar innéacs rian luacha.
    A [param siar] tionchar go príomha ar an treo aisghabhála eochrach an rian le [UPDATE_DISCRETE leanúnach] thiontú ag [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] chun an toradh a mheaitseáil le [method track_find_key].

en: Sets the update mode (see [enum UpdateMode]) of a value track.
ga: Socraíonn sé an modh nuashonraithe (féach [enum UpdateMode]) de rian luacha.

en: Returns [code]true[/code] if the capture track is included. This is a cached readonly value for performance.
ga: Filleann sé [code]true[/code] má tá an rian gabhála san áireamh. Is luach inléite amháin i dtaisce é seo le haghaidh feidhmíochta.

en: The total length of the animation (in seconds).
    [b]Note:[/b] Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
ga: Fad iomlán na beochana (i soicindí).
    [b]Nóta:[/b] Níl an fad teoranta ag an eochair dheireanach, toisc go bhféadfadh an ceann seo a bheith roimh an deireadh nó ina dhiaidh chun idirshuíomh agus lúbadh ceart a chinntiú.

en: Determines the behavior of both ends of the animation timeline during animation playback. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
ga: Cinneann sé iompraíocht an dá cheann den amlíne beochana le linn athsheinm beochana. Úsáidtear é seo chun timthriallta beochana a idirshuíomh i gceart, agus chun a chur in iúl don imreoir go gcaithfidh sé an beochan a atosú.

en: The animation step value.
ga: An luach céim beochana.

en: Value tracks set values in node properties, but only those which can be interpolated. For 3D position/rotation/scale, using the dedicated [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] track types instead of [constant TYPE_VALUE] is recommended for performance reasons.
ga: Socraíonn rianta luacha luachanna in airíonna nód, ach amháin iad siúd is féidir a idirshuíomh. Maidir le suíomh/uainíocht/scála 3D, moltar úsáid a bhaint as na cineálacha rianta tiomnaithe [TYPE_POSITION_3D], [TYPE_ROTATION_3D leanúnach] agus [TYPE_SCALE_3D leanúnach] in ionad [TYPE_VALUE leanúnach] ar chúiseanna feidhmíochta.

en: 3D position track (values are stored in [Vector3]s).
ga: Rian suímh 3D (stóráiltear na luachanna in [Vector3]s).

en: 3D rotation track (values are stored in [Quaternion]s).
ga: Rian rothlaithe 3D (stóráiltear na luachanna i [Ceathrú]s).

en: 3D scale track (values are stored in [Vector3]s).
ga: Rian scála 3D (stóráiltear na luachanna in [Vector3]s).

en: Blend shape track.
ga: Cumaisc rian cruth.

en: Method tracks call functions with given arguments per key.
ga: Rianaíonn modh feidhmeanna glaonna le hargóintí tugtha in aghaidh na heochrach.

en: Bezier tracks are used to interpolate a value using custom curves. They can also be used to animate sub-properties of vectors and colors (e.g. alpha value of a [Color]).
ga: Úsáidtear rianta bezier chun luach a idirshuí ag baint úsáide as cuair shaincheaptha. Is féidir iad a úsáid freisin chun fo-airíonna veicteoirí agus dathanna a bheochan (m.sh. luach alfa [Color]).

en: Audio tracks are used to play an audio stream with either type of [AudioStreamPlayer]. The stream can be trimmed and previewed in the animation.
ga: Úsáidtear rianta fuaime chun sruth fuaime a sheinm le ceachtar den dá chineál [AudioStreamPlayer]. Is féidir an sruth a bhearradh agus a réamhamharc sa bheochan.

en: Animation tracks play animations in other [AnimationPlayer] nodes.
ga: Imríonn rianta beochana beochan i nóid eile [AnimationPlayer].

en: No interpolation (nearest value).
ga: Gan idirshuíomh (an luach is gaire).

en: Linear interpolation.
ga: Idirshuíomh líneach.

en: Cubic interpolation. This looks smoother than linear interpolation, but is more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for complex 3D animations imported from external software, even if it requires using a higher animation framerate in return.
ga: Idirshuíomh ciúbach. Breathnaíonn sé seo níos míne ná idirshuíomh líneach, ach tá sé níos costasaí é a idirshuíomh. Cloí le [InterPOLATION_LINEAR leanúnach] le haghaidh beochana casta 3D a allmhairítear ó bhogearraí seachtracha, fiú má theastaíonn fráma-ráta beochana níos airde a úsáid mar chúiteamh.

en: Linear interpolation with shortest path rotation.
    [b]Note:[/b] The result value is always normalized and may not match the key value.
ga: Idirshuíomh líneach leis an rothlú cosáin is giorra.
    [b]Nóta:[/b] normalaítear luach an toraidh i gcónaí agus seans nach mbeidh sé ag teacht leis an luach eochrach.

en: Cubic interpolation with shortest path rotation.
    [b]Note:[/b] The result value is always normalized and may not match the key value.
ga: Idirshuíomh ciúbach leis an rothlú cosáin is giorra.
    [b]Nóta:[/b] normalaítear luach an toraidh i gcónaí agus seans nach mbeidh sé ag teacht leis an luach eochrach.

en: Update between keyframes and hold the value.
ga: Nuashonraigh idir eochairfhrámaí agus coinnigh an luach.

en: Update at the keyframes.
ga: Íosluchtaigh cothrom le dáta ag na frámaí eochair.

en: Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value of the current object and perform interpolation in some methods. See also [method AnimationMixer.capture], [member AnimationPlayer.playback_auto_capture], and [method AnimationPlayer.play_with_capture].
ga: Mar an gcéanna le [UPDATE_CONTINUOUS leanúnach] ach oibríonn sé mar bhratach chun luach an réad reatha a ghabháil agus chun idirshuíomh a dhéanamh ar mhodhanna áirithe. Féach freisin [method AnimationMixer.capture], [comhalta AnimationPlayer.playback_auto_capture], agus [method AnimationPlayer.play_with_capture].

en: At both ends of the animation, the animation will stop playing.
ga: Ag an dá cheann den beochan, beidh an beochan stop a imirt.

en: At both ends of the animation, the animation will be repeated without changing the playback direction.
ga: Ag an dá cheann den bheochan, déanfar an beochan a athdhéanamh gan an treo athsheinm a athrú.

en: Repeats playback and reverse playback at both ends of the animation.
ga: Athsheintear athsheinm agus athsheinm droim ar ais ag an dá cheann den bheochan.

en: This flag indicates that the animation proceeds without any looping.
ga: Léiríonn an bhratach seo go leanann an beochan ar aghaidh gan lúbadh ar bith.

en: This flag indicates that the animation has reached the end of the animation and just after loop processed.
ga: Léiríonn an bhratach seo go bhfuil deireadh an bheochana bainte amach ag an mbeochan agus díreach tar éis lúb próiseáilte.

en: This flag indicates that the animation has reached the start of the animation and just after loop processed.
ga: Léiríonn an bhratach seo go bhfuil tús na beochana bainte amach ag an mbeochan agus díreach tar éis lúb próiseáilte.

en: Finds the nearest time key.
ga: Faightear an eochair ama is gaire.

en: Finds only the key with approximating the time.
ga: Ní fhaigheann sé ach an eochair agus an t-am á chomhfhogasú.

en: Finds only the key with matching the time.
ga: Ní fhaigheann sé ach an eochair leis an am a mheaitseáil.

en: Container for [Animation] resources.
ga: Coimeádán le haghaidh acmhainní [Beochan].

en: An animation library stores a set of animations accessible through [StringName] keys, for use with [AnimationPlayer] nodes.
ga: Stórálann leabharlann beochana tacar beochan inrochtana trí eochracha [StringName], le húsáid le nóid [AnimationPlayer].

en: Animation tutorial index
ga: Innéacs teagaisc beochan

en: Adds the [param animation] to the library, accessible by the key [param name].
ga: Cuireann sé [beochan param] leis an leabharlann, inrochtana leis an eochair [ainm param].

en: Returns the [Animation] with the key [param name]. If the animation does not exist, [code]null[/code] is returned and an error is logged.
ga: Filleann sé an [Beochan] leis an eochair [paramname]. Mura bhfuil an beochan ann, cuirtear [code]null[/code] ar ais agus logáiltear earráid.

en: Returns the keys for the [Animation]s stored in the library.
ga: Seoltar ar ais na heochracha do na [Beochan] atá stóráilte sa leabharlann.

en: Returns [code]true[/code] if the library stores an [Animation] with [param name] as the key.
ga: Filleann sé [code]true[/code] má stórálann an leabharlann [Beochan] ar a bhfuil [paramname] mar an eochair.

en: Removes the [Animation] with the key [param name].
ga: Bain an [Beochan] leis an eochair [param name].

en: Changes the key of the [Animation] associated with the key [param name] to [param newname].
ga: Athraítear eochair an [Beochan] a bhaineann leis an eochair [param name] go [param newname].

en: Emitted when an [Animation] is added, under the key [param name].
ga: Astaítear nuair a chuirtear [Beochan] leis, faoin eochair [ainm param].

en: Emitted when there's a change in one of the animations, e.g. tracks are added, moved or have changed paths. [param name] is the key of the animation that was changed.
    See also [signal Resource.changed], which this acts as a relay for.
ga: Astaítear nuair a bhíonn athrú ar cheann de na beochana, e.g. cuirtear rianta leis, bogtar iad nó athraítear cosáin. Is é [ainm param] eochair an bheochana a athraíodh.
    Féach freisin [comhartha Resource.changed], a fheidhmíonn sé seo mar athsheachadán dó.

en: Emitted when an [Animation] stored with the key [param name] is removed.
ga: Astaítear é nuair a bhaintear [Beochan] atá stóráilte leis an eochair [ainm param].

en: Emitted when the key for an [Animation] is changed, from [param name] to [param to_name].
ga: Astaítear nuair a athraítear an eochair do [Beochan], ó [param name] go [param to_name].

en: Base class for [AnimationPlayer] and [AnimationTree].
ga: Bunrang do [AnimationPlayer] agus [AnimationTree].

en: Base class for [AnimationPlayer] and [AnimationTree] to manage animation lists. It also has general properties and methods for playback and blending.
    After instantiating the playback information data within the extended class, the blending is processed by the [AnimationMixer].
ga: Bunrang do [AnimationPlayer] agus [AnimationTree] chun liostaí beochana a bhainistiú. Tá airíonna agus modhanna ginearálta aige freisin maidir le hathsheinm agus cumasc.
    Tar éis na sonraí faisnéise athsheinm a chur ar an toirt laistigh den rang leathnaithe, is é an [AnimationMixer] a phróiseálann an cumasc.

en: Migrating Animations from Godot 4.0 to 4.3
ga: Beochan a Imirce ó Godot 4.0 go 4.3

en: A virtual function for processing after getting a key during playback.
ga: Feidhm fhíorúil le haghaidh próiseála tar éis eochair a fháil le linn athsheinm.

en: Adds [param library] to the animation player, under the key [param name].
    AnimationMixer has a global library by default with an empty string as key. For adding an animation to the global library:
    [codeblocks]
    [gdscript]
    var global_library = mixer.get_animation_library("")
    global_library.add_animation("animation_name", animation_resource)
    [/gdscript]
    [/codeblocks]
ga: Cuireann [leabharlann param] leis an seinnteoir beochana, faoin eochair [ainm param].
    Tá leabharlann dhomhanda ag AnimationMixer de réir réamhshocraithe le teaghrán folamh mar eochair. Chun beochan a chur leis an leabharlann dhomhanda:
    [codeblocks]
    [gdscript]
    var global_library = mixer.get_animation_library ("")
    global_library.add_animation("beochan_ainm", beochan_acmhainn)
    [/gdscript]
    [/codeblocks]

en: Manually advance the animations by the specified time (in seconds).
ga: Cuir na beochan chun cinn de láimh faoin am sonraithe (i soicindí).

en: If the animation track specified by [param name] has an option [constant Animation.UPDATE_CAPTURE], stores current values of the objects indicated by the track path as a cache. If there is already a captured cache, the old cache is discarded.
    After this it will interpolate with current animation blending result during the playback process for the time specified by [param duration], working like a crossfade.
    You can specify [param trans_type] as the curve for the interpolation. For better results, it may be appropriate to specify [constant Tween.TRANS_LINEAR] for cases where the first key of the track begins with a non-zero value or where the key value does not change, and [constant Tween.TRANS_QUAD] for cases where the key value changes linearly.
ga: Má tá rogha ag an rian beochana atá sonraithe ag [param name] [Constant Animation.UPDATE_CAPTURE], stóráiltear luachanna reatha na n-oibiachtaí atá léirithe ag cosán an riain mar thaisce. Má tá taisce gafa cheana féin, cuirtear an sean-taisce i leataobh.
    Ina dhiaidh seo déanfaidh sé idirshuíomh leis an toradh cumasc beochana reatha le linn an phróisis athsheinm ar feadh an ama atá sonraithe ag [fad param], ag obair mar chroschéimnitheach.
    Is féidir leat [param trans_type] a shonrú mar chuar don idirshuíomh. Chun torthaí níos fearr a fháil, d'fhéadfadh sé a bheith oiriúnach [Tween.TRANS_LINEAR seasmhach] a shonrú do chásanna ina dtosaíonn an chéad eochair den rian le luach neamh-nialais nó nuair nach n-athraíonn an eochairluach, agus [Tween.TRANS_QUAD leanúnach] do chásanna áit a athraíonn an príomhluach go líneach.

en: [AnimationMixer] caches animated nodes. It may not notice if a node disappears; [method clear_caches] forces it to update the cache again.
ga: Déanann [AnimationMixer] nóid bheoite a thaisceadh. Ní fhéadfaidh sé a thabhairt faoi deara má imíonn nód; Cuireann [method clear_caches] iallach air an taisce a nuashonrú arís.

en: Returns the key of [param animation] or an empty [StringName] if not found.
ga: Filleann sé eochair [param animation] nó [StringName] folamh mura bhfuarthas é.

en: Returns the key for the [AnimationLibrary] that contains [param animation] or an empty [StringName] if not found.
ga: Seol ar ais an eochair don [Library Animation] ina bhfuil [beochan param] nó [StringName] folamh mura bhfuarthas é.

en: Returns the first [AnimationLibrary] with key [param name] or [code]null[/code] if not found.
    To get the [AnimationMixer]'s global animation library, use [code]get_animation_library("")[/code].
ga: Filleann sé an chéad [Leabharlann Beochana] le heochair [param name] nó [code]null[/code] mura bhfuarthas é.
    Chun leabharlann beochana domhanda [AnimationMixer] a fháil, úsáid [code]get_animation_library("")[/code].

en: Returns the list of stored library keys.
ga: Filleann sé liosta na n-eochracha leabharlainne stóráilte.

en: Returns the list of stored animation keys.
ga: Filleann sé liosta na n-eochracha beochana stóráilte.

en: Retrieve the motion delta of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
    If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
    See also [member root_motion_track] and [RootMotionView].
    The most basic example is applying rotation to [CharacterBody3D]:
    [codeblocks]
    [gdscript]
    func _process(delta):
        if Input.is_action_just_pressed("animate"):
            state_machine.travel("Animate")
        set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
    [/gdscript]
    [/codeblocks]
ga: Aisghabh deilte gluaisne an rothlaithe leis an [member root_motion_track] mar [Ceathrún] is féidir a úsáid in aon áit eile.
    Mura cosán é [member root_motion_track] chuig rian cineáil [Beochan leanúnach.TYPE_ROTATION_3D], filleann [code]Ceathrú(0, 0, 0, 1)[/code].
    Féach freisin [member root_motion_track] agus [RootMotionView].
    Is é an sampla is bunúsaí ná rothlú a chur i bhfeidhm ar [CharacterBody3D]:
    [codeblocks]
    [gdscript]
    feidhm _process(deil):
        má tá Input.is_action_just_pressed("beochan"):
            state_machine.travel ("Beochan")
        set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
    [/gdscript]
    [/codeblocks]

en: Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with key [param name].
ga: Filleann sé [code]true[/code] má stórálann an [Beochan Meascthóir] [Beochan] le heochair [param name].

en: Returns [code]true[/code] if the [AnimationMixer] stores an [AnimationLibrary] with key [param name].
ga: Filleann sé [code]true[/code] má stórálann an [AnimationMixer] [AnimationLibrary] le heochair [param name].

en: Removes the [AnimationLibrary] associated with the key [param name].
ga: Baintear an [AnimationLibrary] a bhaineann leis an eochair [param name].

en: Moves the [AnimationLibrary] associated with the key [param name] to the key [param newname].
ga: Bogtar an [LibraryAnimationLibrary] a bhaineann leis an eochair [ainm param] go dtí an eochair [param newname].

en: If [code]true[/code], the [AnimationMixer] will be processing.
ga: Más [code]true[/code], beidh an [AnimationMixer] á phróiseáil.

en: The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
    For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each.
ga: Líon na bhfuaimeanna comhuaineacha féideartha do gach ceann de na AudioStreamPlayers sannta.
    Mar shampla, más é [code]32[/code] an luach seo agus má tá dhá rian fuaime ag an mbeochan, is féidir leis an dá [AudioStreamPlayer]s sannta a sheinm go comhuaineach suas go dtí [code]32[/code] ghutha an ceann.

en: Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to update infrequently, usually when using nearest interpolation.
    However, when blending with [constant Animation.UPDATE_CONTINUOUS] several results are considered. The [member callback_mode_discrete] specify it explicitly. See also [enum AnimationCallbackModeDiscrete].
    To make the blended results look good, it is recommended to set this to [constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every frame during blending. Other values exist for compatibility and they are fine if there is no blending, but not so, may produce artifacts.
ga: Go hiondúil, is féidir rianta a shocrú go [Constant Animation.UPDATE_DISCRETE] chun nuashonrú a dhéanamh go hannamh, de ghnáth agus an t-idirshuíomh is gaire in úsáid.
    Mar sin féin, nuair a dhéantar cumasc le [Beochan leanúnach.UPDATE_CONTINUOUS] cuirtear roinnt torthaí san áireamh. Sonraigh an [comhalta callback_mode_discrete] go sainráite. Féach freisin [enum AnimationCallbackModeDiscrete].
    Chun go mbeidh cuma mhaith ar na torthaí cumaisc, moltar é seo a shocrú go [ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] chun gach fráma a nuashonrú le linn an chumaisc. Tá luachanna eile ann maidir le comhoiriúnacht agus tá siad ceart go leor mura bhfuil aon chumasc ann, ach murab ann d’fhéadfadh siad déantáin a tháirgeadh.

en: The call mode used for "Call Method" tracks.
ga: An modh glaonna a úsáidtear le haghaidh rianta "Modh Glaonna".

en: The process notification in which to update animations.
ga: An fógra próisis inar féidir beochan a nuashonrú.

en: If [code]true[/code], the blending uses the deterministic algorithm. The total weight is not normalized and the result is accumulated with an initial value ([code]0[/code] or a [code]"RESET"[/code] animation if present).
    This means that if the total amount of blending is [code]0.0[/code], the result is equal to the [code]"RESET"[/code] animation.
    If the number of tracks between the blended animations is different, the animation with the missing track is treated as if it had the initial value.
    If [code]false[/code], The blend does not use the deterministic algorithm. The total weight is normalized and always [code]1.0[/code]. If the number of tracks between the blended animations is different, nothing is done about the animation that is missing a track.
    [b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], [AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than [code]1.0[/code] may produce unexpected results.
    For example, if [AnimationNodeAdd2] blends two nodes with the amount [code]1.0[/code], then total weight is [code]2.0[/code] but it will be normalized to make the total amount [code]1.0[/code] and the result will be equal to [AnimationNodeBlend2] with the amount [code]0.5[/code].
ga: Más [code]true[/code], úsáideann an cumasc an t-algartam cinntitheach. Níl an meáchan iomlán normalaithe agus carntar an toradh le luach tosaigh ([code]0[/code] nó beochan [code]"ATHShocraigh"[/code] más ann dó).
    Ciallaíonn sé seo, más é [code]0.0[/code] méid iomlán an chumaisc, go bhfuil an toradh cothrom leis an mbeochan [code]"RESET"[/code].
    Má tá líon na rianta idir na beochan chumasc éagsúil, déileálfar leis an mbeochan leis an rian atá in easnamh amhail is dá mbeadh an luach tosaigh aige.
    Má tá [code]false[/code], ní úsáideann an cumascóir an t-algartam cinntitheach. Tá an meáchan iomlán normalaithe agus i gcónaí [code]1.0[/code]. Má bhíonn líon na rianta idir na beochana cumaiscthe difriúil, ní dhéantar aon rud faoin mbeochan a bhfuil rian in easnamh air.
    [b]Nóta:[/b] In [AnimationTree], d’fhéadfadh torthaí gan choinne a bheith mar thoradh ar chumasc le [AnimationNodeAdd2], [AnimationNodeAdd3], [AnimationNodeSub2] nó an meáchan ar mó é ná [code]1.0[/code].
    Mar shampla, má chumascann [AnimationNodeAdd2] dhá nód leis an méid [code]1.0[/code], ansin is é [code]2.0[/code] an meáchan iomlán ach normalófar é chun an méid iomlán [code]1.0[/code] agus beidh an toradh cothrom le [AnimationNodeBlend2] leis an méid [code]0.5[/code].

en: This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.
    This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.
ga: Úsáideann an t-eagarthóir é seo. Má tá sé socraithe go [code]true[/code], déanfar an radharc a shábháil le héifeachtaí na beochana athshocraithe (an bheochan leis an eochair [code]"RESET"[/code]) i bhfeidhm amhail is dá mbeifí á lorg in am 0, agus an t-eagarthóir ag coinneáil na luachanna a bhí ag an ardán roimh shábháil.
    Mar sin tá sé níos áisiúla beochan a réamhamharc agus a chur in eagar san eagarthóir, mar ní shábhálfar athruithe ar an radharc chomh fada agus a bheidh siad socraithe sa bheochan athshocraithe.

en: The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. The [member root_motion_track] uses the same format as [method Animation.track_set_path], but note that a bone must be specified.
    If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D], or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale], and [RootMotionView].
ga: An cosán go dtí an rian Beochana a úsáidtear le haghaidh gluaiseacht fréimhe. Caithfidh cosáin a bheith ina gconairí bailí radharc-crann chuig nód, agus ní mór iad a shonrú ag tosú ó thuismitheoir nód an nód a atáirgeadh an bheochan. Úsáideann an [member root_motion_track] an fhormáid chéanna le [method Animation.track_set_path], ach tabhair faoi deara go gcaithfear cnámh a shonrú.
    Má tá cineál [Beochan leanúnach.TYPE_POSITION_3D], [Beochan leanúnach.TYPE_ROTATION_3D], nó [Beochan leanúnach.TYPE_SCALE_3D] ar an rian, cuirfear an claochlú ar ceal ó thaobh amhairc, agus beidh an chuma ar an scéal go bhfanfaidh an bheochan i bhfeidhm. Féach freisin [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale], agus [RootMotionView].

en: The node which node path references will travel from.
ga: An nód óna ngluaisfidh tagairtí cosáin nód uaidh.

en: Notifies when an animation finished playing.
    [b]Note:[/b] This signal is not emitted if an animation is looping.
ga: Tugtar fógra nuair a chríochnaigh beochan a imirt.
    [b]Nóta:[/b] Ní astaítear an comhartha seo má tá beochan ag lúbadh.

en: Notifies when the animation libraries have changed.
ga: Tugtar fógra nuair a athraítear na leabharlanna beochana.

en: Notifies when an animation list is changed.
ga: Tugtar fógra nuair a athraítear liosta beochana.

en: Notifies when an animation starts playing.
ga: Cuirtear in iúl nuair a thosaíonn beochan ag imirt.

en: Notifies when the caches have been cleared, either automatically, or manually via [method clear_caches].
ga: Cuirtear ar an eolas é nuair a bheidh na taisce glanta, go huathoibríoch nó de láimh trí [method clear_caches].

en: Notifies when the blending result related have been applied to the target objects.
ga: Tugtar fógra nuair a chuirtear an toradh cumasc a bhaineann leis na cuspóirí sprice.

en: Notifies when the property related process have been updated.
ga: Cuirtear ar an eolas é nuair a bheidh an próiseas a bhaineann le réadmhaoin nuashonraithe.

en: Process animation during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when animating physics bodies.
ga: Beochan próisis le linn frámaí fisice (féach [Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). Tá sé seo úsáideach go háirithe agus comhlachtaí fisice á mbeochan.

en: Process animation during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
ga: Beochan próisis le linn frámaí próisis (féach [Node.NOTIFICATION_INTERNAL_PROCESS]).

en: Do not process animation. Use [method advance] to process the animation manually.
ga: Ná próiseáil beochan. Úsáid [method roimh ré] chun an bheochan a phróiseáil de láimh.

en: Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.
ga: Glaonna modh Baisc le linn an phróisis beochana, ansin déan na glaonna tar éis imeachtaí a phróiseáil. Seachnaíonn sé seo fabhtanna a bhaineann le nóid a scriosadh nó an AnimationPlayer a mhodhnú agus tú ag imirt.

en: Make method calls immediately when reached in the animation.
ga: Déan glaonna modha láithreach nuair a shroichtear iad sa bheochan.

en: An [constant Animation.UPDATE_DISCRETE] track value takes precedence when blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track values.
ga: Bíonn tosaíocht ag riainluach [Beochan leanúnach.UPDATE_DISCRETE] agus luachanna rian [Beochan leanúnach.UPDATE_CONTINUOUS] nó [Beochan leanúnach.UPDATE_CAPTURE] agus luachanna rian [Beochan leanúnach.UPDATE_DISCRETE] á gcumasc.

en: An [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track value takes precedence when blending the [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track values and the [constant Animation.UPDATE_DISCRETE] track values. This is the default behavior for [AnimationPlayer].
ga: Bíonn tosaíocht ag riainluachanna [Beochan leanúnach.UPDATE_CONTINUOUS] nó [Beochan leanúnach.UPDATE_CAPTURE] nuair a chumasctar na luachanna rian [Beochan leanúnach.UPDATE_CONTINUOUS] nó [Beochan leanúnach.UPDATE_CAPTURE] agus an rian [luachanna seasta Beochan.CREDATE_DIS]. Seo é an t-iompar réamhshocraithe do [AnimationPlayer].

en: Base class for [AnimationTree] nodes. Not related to scene nodes.
ga: Bunrang do nóid [AnimationTree]. Ní bhaineann le nóid radharc.

en: Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
    Inherit this when creating animation nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
    You can access the time information as read-only parameter which is processed and stored in the previous frame for all nodes except [AnimationNodeOutput].
    [b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time information takes precedence depends on the type of [AnimationNode].
    [codeblock]
    var current_length = $AnimationTree[parameters/AnimationNodeName/current_length]
    var current_position = $AnimationTree[parameters/AnimationNodeName/current_position]
    var current_delta = $AnimationTree[parameters/AnimationNodeName/current_delta]
    [/codeblock]
ga: Bunacmhainn do nóid [AnimationTree]. Go ginearálta, ní úsáidtear é go díreach, ach is féidir leat cinn saincheaptha a chruthú le foirmlí chumasc saincheaptha.
    Oidhreacht é seo agus nóid beochana á gcruthú go príomha le húsáid i [AnimationNodeBlendTree], nó ba cheart [AnimationRootNode] a úsáid ina ionad.
    Is féidir leat an fhaisnéis ama a rochtain mar pharaiméadar inléite amháin a phróiseáiltear agus a stóráiltear sa fhráma roimhe seo le haghaidh gach nóid seachas [AnimationNodeOutput].
    [b]Nóta:[/b] Má bhíonn ionchuir iolracha sa [AnimationNode], braitheann an t-am a dtugtar tosaíocht don fhaisnéis sin ar an gcineál [AnimationNode].
    [codeblock]
    var current_length = $AnimationTree[parameters/AnimationNodeName/current_length]
    var current_position = $AnimationTree[parameters/AnimationNodeName/current_position]
    var current_delta = $AnimationTree[parameters/AnimationNodeName/current_delta]
    [/codeblock]

en: Using AnimationTree
ga: Ag baint úsáide as AnimationTree

en: When inheriting from [AnimationRootNode], implement this virtual method to override the text caption for this animation node.
ga: Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun an fortheideal téacs don nód beochana seo a shárú.

en: When inheriting from [AnimationRootNode], implement this virtual method to return a child animation node by its [param name].
ga: Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun nód beochana linbh a thabhairt ar ais faoina [ainm param].

en: When inheriting from [AnimationRootNode], implement this virtual method to return all child animation nodes in order as a [code]name: node[/code] dictionary.
ga: Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun na nód beochana linbh go léir a thabhairt ar ais in ord mar fhoclóir [code]name: nód[/code].

en: When inheriting from [AnimationRootNode], implement this virtual method to return the default value of a [param parameter]. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.
ga: Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun luach réamhshocraithe [param parameter] a thabhairt ar ais. Is cuimhne áitiúil saincheaptha iad paraiméadair a úsáidtear le haghaidh do nóid bheochana, toisc gur féidir acmhainn a athúsáid i gcrainn iolracha.

en: When inheriting from [AnimationRootNode], implement this virtual method to return a list of the properties on this animation node. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list].
ga: Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun liosta de na hairíonna ar an nód beochana seo a thabhairt ar ais. Is cuimhne áitiúil saincheaptha iad paraiméadair a úsáidtear le haghaidh do nóid bheochana, toisc gur féidir acmhainn a athúsáid i gcrainn iolracha. Tá an fhormáid cosúil le [method Object.get_property_list].

en: When inheriting from [AnimationRootNode], implement this virtual method to return whether the blend tree editor should display filter editing on this animation node.
ga: Agus tú ag teacht le hoidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun filleadh ar cé acu ar cheart d’eagarthóir an chrainn chumaisc eagarthóireacht scagaire a thaispeáint ar an nód beochana seo.

en: When inheriting from [AnimationRootNode], implement this virtual method to return whether the [param parameter] is read-only. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.
ga: Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun filleadh ar cibé an bhfuil an [param parameter] inléite amháin. Is cuimhne áitiúil saincheaptha iad paraiméadair a úsáidtear le haghaidh do nóid bheochana, toisc gur féidir acmhainn a athúsáid i gcrainn iolracha.

en: Currently this is mostly useless as there is a lack of many APIs to extend AnimationNode by GDScript. It is planned that a more flexible API using structures will be provided in the future.
ga: Faoi láthair tá sé seo gan úsáid den chuid is mó mar go bhfuil easpa go leor APIs chun AnimationNode le GDScript a leathnú. Tá sé beartaithe go soláthrófar API níos solúbtha ag baint úsáide as struchtúir amach anseo.

en: When inheriting from [AnimationRootNode], implement this virtual method to run some code when this animation node is processed. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute.
    Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory.
    This function should return the delta.
ga: Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil seo i bhfeidhm chun roinnt cód a rith nuair a phróiseáiltear an nód beochana seo. Is deilt choibhneasta é an paraiméadar [am param], mura rud é go bhfuil [param seek] [code]true[/code], agus sa chás sin is absalóideach é.
    Anseo, glaoigh ar na feidhmeanna [method blend_input], [method blend_node] nó [method blend_animation]. Is féidir leat [method get_parameter] agus [method set_parameter] a úsáid freisin chun cuimhne áitiúil a mhodhnú.
    Ba cheart don fheidhm seo an deilt a thabhairt ar ais.

en: Adds an input to the animation node. This is only useful for animation nodes created for use in an [AnimationNodeBlendTree]. If the addition fails, returns [code]false[/code].
ga: Cuireann sé ionchur leis an nód beochana. Níl sé seo úsáideach ach do nóid bheochana a chruthaítear le húsáid i [AnimationNodeBlendTree]. Má theipeann ar an suimiú, seol ar ais [code]bréagach[/code].

en: Blend an animation by [param blend] amount (name must be valid in the linked [AnimationPlayer]). A [param time] and [param delta] may be passed, as well as whether [param seeked] happened.
    A [param looped_flag] is used by internal processing immediately after the loop. See also [enum Animation.LoopedFlag].
ga: Cumaisc beochan de réir méid [param blend] (ní mór an t-ainm a bheith bailí sa [AnimationPlayer] nasctha). Féadfar [am param] agus [param delta] a rith, chomh maith le cibé ar tharla [param seeked].
    Úsáidtear [param looped_flag] trí phróiseáil inmheánach díreach tar éis an lúb. Féach freisin [enum Animation.LoopedFlag].

en: Blend an input. This is only useful for animation nodes created for an [AnimationNodeBlendTree]. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).
ga: Cumaisc ionchur. Níl sé seo úsáideach ach do nóid bheochana a chruthaítear do [AnimationNodeBlendTree]. Is deilt choibhneasta é an paraiméadar [am param], mura rud é go bhfuil [param seek] [code]true[/code], agus sa chás sin is absalóideach é. Is féidir modh scagaire a rith go roghnach (féach [enum FilterAction] le haghaidh roghanna).

en: Blend another animation node (in case this animation node contains child animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, otherwise editors will not display your animation node for addition.
ga: Cumaisc nód beochana eile (ar eagla go bhfuil nóid bheochana linbh sa nód beochana seo). Níl an fheidhm seo úsáideach ach amháin má fhaigheann tú oidhreacht ó [AnimationRootNode] ina ionad sin, nó ní thaispeánfaidh eagarthóirí do nód beochana le cur leis.

en: Returns the input index which corresponds to [param name]. If not found, returns [code]-1[/code].
ga: Filleann sé an t-innéacs ionchuir a fhreagraíonn do [ainm param]. Mura bhfuarthas é, seol ar ais [code]-1[/code].

en: Amount of inputs in this animation node, only useful for animation nodes that go into [AnimationNodeBlendTree].
ga: Méid na n-ionchur sa nód beochana seo, nach bhfuil úsáideach ach do nóid bheochana a théann isteach i [AnimationNodeBlendTree].

en: Gets the name of an input by index.
ga: Faigheann sé ainm ionchur de réir innéacs.

en: Gets the value of a parameter. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.
ga: Faigheann luach paraiméadar. Is cuimhne áitiúil saincheaptha iad paraiméadair a úsáidtear le haghaidh do nóid bheochana, toisc gur féidir acmhainn a athúsáid i gcrainn iolracha.

en: Removes an input, call this only when inactive.
ga: Baintear ionchur, cuir glaoch air seo nuair atá sé neamhghníomhach.

en: Adds or removes a path for the filter.
ga: Cuireann nó baintear conair don scagaire.

en: Sets the name of the input at the given [param input] index. If the setting fails, returns [code]false[/code].
ga: Socraíonn sé ainm an ionchuir ag an innéacs [param ionchur] a thugtar. Má theipeann ar an socrú, seol ar ais [code]bréagach[/code].

en: Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes.
ga: Socraíonn sé paraiméadar saincheaptha. Úsáidtear iad seo mar chuimhne áitiúil, mar is féidir acmhainní a athúsáid trasna an chrainn nó radhairc.

en: If [code]true[/code], filtering is enabled.
ga: Más [code]true[/code], tá an scagadh cumasaithe.

en: Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes removes. The animation nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and [AnimationNodeBlendTree].
ga: Astaithe ag nóid a oidhreacht ón aicme seo agus a bhfuil crann inmheánach nuair a bhaintear ceann dá nóid beochana. Is iad na nóid bheochan a astaíonn an comhartha seo ná [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], agus [AnimationNodeBlendTree].

en: Emitted by nodes that inherit from this class and that have an internal tree when one of their animation node names changes. The animation nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and [AnimationNodeBlendTree].
ga: Astaítear ag nóid a thagann le hoidhreacht ón aicme seo agus a bhfuil crann inmheánach acu nuair a athraíonn ceann dá n-ainmneacha nód beochana. Is iad na nóid bheochan a astaíonn an comhartha seo ná [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], agus [AnimationNodeBlendTree].

en: Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes changes. The animation nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], [AnimationNodeBlendTree] and [AnimationNodeTransition].
ga: Astaítear ag nóid a thagann le hoidhreacht ón aicme seo agus a bhfuil crann inmheánach acu nuair a athraíonn ceann dá nóid bheochana. Is iad na nóid bheochan a astaíonn an comhartha seo ná [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], [AnimationNodeBlendTree] agus [AnimationNodeTransition].

en: Do not use filtering.
ga: Ná húsáid scagadh.

en: Paths matching the filter will be allowed to pass.
ga: Ceadófar cosáin a mheaitseálann an scagaire chun pas a fháil.

en: Paths matching the filter will be discarded.
ga: Caithfear cosáin a mheaitseálann an scagaire.

en: Paths matching the filter will be blended (by the blend value).
ga: Déanfar cosáin a mheaitseálann an scagaire a chumasc (de réir luach an chumaisc).

en: Blends two animations additively inside of an [AnimationNodeBlendTree].
ga: Déanann sé dhá bheochan a chumasc go breise laistigh de [AnimationNodeBlendTree].

en: A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on the amount value.
    If the amount is greater than [code]1.0[/code], the animation connected to "in" port is blended with the amplified animation connected to "add" port.
    If the amount is less than [code]0.0[/code], the animation connected to "in" port is blended with the inverted animation connected to "add" port.
ga: Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan go suimitheach bunaithe ar an luach méid.
    Más mó an méid ná [code]1.0[/code], déantar an bheochan a bhaineann leis an bport "i" a chumasc leis an mbeochan aimplithe atá nasctha leis an bport "cuir".
    Má tá an méid níos lú ná [code]0.0[/code], déantar an bheochan a bhaineann leis an bport "i" a chumasc leis an mbeochan inbhéartaithe atá nasctha leis an bport "cuir".

en: Blends two of three animations additively inside of an [AnimationNodeBlendTree].
ga: Déanann sé dhá cheann de thrí bheochan a chumasc go breise laistigh de [AnimationNodeBlendTree].

en: A resource to add to an [AnimationNodeBlendTree]. Blends two animations out of three additively out of three based on the amount value.
    This animation node has three inputs:
    - The base animation to add to
    - A "-add" animation to blend with when the blend amount is negative
    - A "+add" animation to blend with when the blend amount is positive
    If the absolute value of the amount is greater than [code]1.0[/code], the animation connected to "in" port is blended with the amplified animation connected to "-add"/"+add" port.
ga: Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan as trí cinn as trí bhreiseán bunaithe ar luach an mhéid.
    Tá trí ionchur ag an nód beochana seo:
    - An beochan bonn le cur leis
    - Beochan "-cuir" le cumasc leis nuair a bhíonn méid an chumaisc diúltach
    - Beochan "+ cuir" le cumasc leis nuair atá méid an chumaisc deimhneach
    Má tá luach absalóideach an mhéid níos mó ná [code]1.0[/code], déantar an bheochan a bhaineann leis an bport "i" a chumasc leis an mbeochan aimplithe atá nasctha leis an bport "-add"/"+add".

en: An input animation for an [AnimationNodeBlendTree].
ga: Beochan ionchuir le haghaidh [AnimationNodeBlendTree].

en: A resource to add to an [AnimationNodeBlendTree]. Only has one output port using the [member animation] property. Used as an input for [AnimationNode]s that blend animations together.
ga: Acmhainn le cur le [AnimationNodeBlendTree]. Níl ach port aschuir amháin aige a úsáideann an t-airí [beochan ball]. Úsáidtear é mar ionchur do [AnimationNode]s a chumascann beochan le chéile.

en: 3D Platformer Demo
ga: Taispeántas Platformer 3D

en: Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player].
ga: Beochan le húsáid mar aschur. Tá sé ar cheann de na beochana a sholáthraíonn [member AnimationTree.anim_player].

en: If [member use_custom_timeline] is [code]true[/code], override the loop settings of the original [Animation] resource with the value.
    [b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the [method Animation.track_set_interpolation_loop_wrap] option will not be respected. If you cannot get the expected behavior, consider duplicating the [Animation] resource and changing the loop settings.
ga: Má tá [code]true[/code] ar [ball use_custom_timeline], sáraigh socruithe lúb na hacmhainne bunaidh [Beochan] leis an luach.
    [b]Nóta:[/b] Mura bhfuil an [member Animation.loop_mode] socraithe mar lúbadh, ní bheidh meas ar an rogha [method Animation.track_set_interpolation_loop_wrap]. Mura féidir leat an t-iompar ionchais a fháil, smaoinigh ar an acmhainn [Beochan] a dhúbailt agus na socruithe lúb a athrú.

en: Determines the playback direction of the animation.
ga: Cinneann treo athsheinm na beochana.

en: If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.
    This is useful for adjusting which foot steps first in 3D walking animations.
ga: Más [code]true[/code] é [ball use_custom_timeline], fritháirigh suíomh tosaigh an bheochana.
    Tá sé seo úsáideach chun coigeartú a dhéanamh ar na cosa a théann chun tosaigh i mbeochan siúil 3D.

en: If [code]true[/code], scales the time so that the length specified in [member timeline_length] is one cycle.
    This is useful for matching the periods of walking and running animations.
    If [code]false[/code], the original animation length is respected. If you set the loop to [member loop_mode], the animation will loop in [member timeline_length].
ga: Más rud é [code]true[/code], scálaigh an t-am ionas gur timthriall amháin an fad atá sonraithe i [member timeline_length].
    Tá sé seo úsáideach chun tréimhsí beochana siúlóide agus reatha a mheaitseáil.
    Má tá [code]false[/code], meastar fad bunaidh na beochana. Má shocraíonn tú an lúb go [member loop_mode], lúbfaidh an bheochan i [member timeline_length].

en: If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.
ga: Más [code]true[/code] é [ball use_custom_timeline], fritháirigh suíomh tosaigh an bheochana.

en: If [code]true[/code], [AnimationNode] provides an animation based on the [Animation] resource with some parameters adjusted.
ga: Más rud é [code]true[/code], soláthraíonn [AnimationNode] beochan bunaithe ar an acmhainn [Beochan] agus roinnt paraiméadair coigeartaithe.

en: Plays animation in forward direction.
ga: Imríonn beochan sa treo chun tosaigh.

en: Plays animation in backward direction.
ga: Imríonn beochan sa treo ar gcúl.

en: Blends two animations linearly inside of an [AnimationNodeBlendTree].
ga: Cumaisc dhá bheochan go líneach taobh istigh de [AnimationNodeBlendTree].

en: A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on the amount value.
    In general, the blend value should be in the [code][0.0, 1.0][/code] range. Values outside of this range can blend amplified or inverted animations, however, [AnimationNodeAdd2] works better for this purpose.
ga: Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan go líneach bunaithe ar an luach méid.
    Go ginearálta, ba cheart go mbeadh an luach cumaisc sa raon [code][0.0, 1.0][/code]. Is féidir le luachanna lasmuigh den raon seo beochan aimplithe nó inbhéartaithe a chumasc, áfach, oibríonn [AnimationNodeAdd2] níos fearr chun na críche seo.

en: Blends two of three animations linearly inside of an [AnimationNodeBlendTree].
ga: Déanann sé dhá cheann de thrí bheochan a chumasc go líneach taobh istigh de [AnimationNodeBlendTree].

en: A resource to add to an [AnimationNodeBlendTree]. Blends two animations out of three linearly out of three based on the amount value.
    This animation node has three inputs:
    - The base animation to blend with
    - A "-blend" animation to blend with when the blend amount is negative value
    - A "+blend" animation to blend with when the blend amount is positive value
    In general, the blend value should be in the [code][-1.0, 1.0][/code] range. Values outside of this range can blend amplified animations, however, [AnimationNodeAdd3] works better for this purpose.
ga: Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan as trí cinn go líneach as trí bunaithe ar luach an mhéid.
    Tá trí ionchur ag an nód beochana seo:
    - An beochan bonn a chumasc leis
    - Beochan "- chumasc" le cumasc leis nuair is luach diúltach é méid an chumaisc
    - Beochan "+ chumasc" le cumasc leis nuair is luach deimhneach é méid an chumaisc
    Go ginearálta, ba cheart go mbeadh an luach cumaisc sa raon [code][-1.0, 1.0][/code]. Is féidir le luachanna lasmuigh den raon seo beochan aimplithe a chumasc, áfach, oibríonn [AnimationNodeAdd3] níos fearr chun na críche seo.

en: A set of [AnimationRootNode]s placed on a virtual axis, crossfading between the two adjacent ones. Used by [AnimationTree].
ga: Sraith de [AnimationRootNode]s curtha ar ais fhíorúil, ag trasfhadú idir an dá cheann in aice láimhe. Arna úsáid ag [AnimationTree].

en: A resource used by [AnimationNodeBlendTree].
    [AnimationNodeBlendSpace1D] represents a virtual axis on which any type of [AnimationRootNode]s can be added using [method add_blend_point]. Outputs the linear blend of the two [AnimationRootNode]s adjacent to the current value.
    You can set the extents of the axis with [member min_space] and [member max_space].
ga: Acmhainn a úsáideann [AnimationNodeBlendTree].
    Léiríonn [AnimationNodeBlendSpace1D] ais fhíorúil ar féidir aon chineál [AnimationRootNode]s a chur léi trí úsáid a bhaint as [method add_blend_point]. Aschuir an cumasc líneach den dá [AnimationRootNode]s cóngarach don luach reatha.
    Is féidir leat fairsinge na haise a shocrú le [comhalta min_space] agus [comhalta max_space].

en: Adds a new point that represents a [param node] on the virtual axis at a given position set by [param pos]. You can insert it at a specific index using the [param at_index] argument. If you use the default value for [param at_index], the point is inserted at the end of the blend points array.
ga: Cuirtear leis pointe nua a sheasann do [param node] ar an ais fhíorúil ag suíomh tugtha arna shocrú ag [param pos]. Is féidir leat é a chur isteach ag innéacs ar leith ag baint úsáide as an argóint [param at_index]. Má úsáideann tú an luach réamhshocraithe le haghaidh [param at_index], cuirtear an pointe isteach ag deireadh an eagar pointí cumaisc.

en: Returns the number of points on the blend axis.
ga: Filleann sé líon na bpointí ar an ais chumaisc.

en: Returns the [AnimationNode] referenced by the point at index [param point].
ga: Filleann sé an [AnimationNode] a bhfuil tagairt dó ag an bpointe ag an innéacs [param point].

en: Returns the position of the point at index [param point].
ga: Filleann sé suíomh an phointe ag innéacs [paraphointe].

en: Removes the point at index [param point] from the blend axis.
ga: Baineann sé an pointe ag innéacs [para-phointe] as an ais chumaisc.

en: Changes the [AnimationNode] referenced by the point at index [param point].
ga: Athraíonn an [AnimationNode] dá dtagraítear ag an bpointe ag an innéacs [parampoint].

en: Updates the position of the point at index [param point] on the blend axis.
ga: Nuashonraítear suíomh an phointe ag an innéacs [parampoint] ar an ais chumaisc.

en: Controls the interpolation between animations. See [enum BlendMode] constants.
ga: Rialaíonn sé an t-idirshuíomh idir beochan. Féach tairisigh [enum BlendMode].

en: The blend space's axis's upper limit for the points' position. See [method add_blend_point].
ga: Uasteorainn ais an spáis chumaisc do shuíomh na bpointí. Féach ar [method add_blend_point].

en: The blend space's axis's lower limit for the points' position. See [method add_blend_point].
ga: Teorainn íochtair ais an spáis chumaisc do shuíomh na bpointí. Féach ar [method add_blend_point].

en: Position increment to snap to when moving a point on the axis.
ga: Incrimint suímh le léim chuige nuair a bhogtar pointe ar an ais.

en: If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
    If [code]true[/code], forcing the blended animations to advance frame.
ga: Má tá [code]false[/code], stoptar fráma na mbeochan cumaisc nuair is é [code]0[/code] an luach cumaisc.
    Más [code]true[/code], cuir iallach ar na beochana cumaiscthe fráma a chur ar aghaidh.

en: Label of the virtual axis of the blend space.
ga: Lipéad d'ais fhíorúil an spáis chumaisc.

en: The interpolation between animations is linear.
ga: Tá an t-idirshuíomh idir beochan líneach.

en: The blend space plays the animation of the animation node which blending position is closest to. Useful for frame-by-frame 2D animations.
ga: Imríonn spás an chumaisc beochan an nód bheochana is gaire dó an suíomh cumaisc. Úsáideach le haghaidh beochan 2D fráma-ar-fhráma.

en: Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at the last animation's playback position.
ga: Cosúil le [BLEND_MODE_DISCRETE leanúnach], ach cuireann sé tús leis an mbeochan nua ag suíomh athsheinm na beochana deiridh.

en: A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between the three adjacent ones. Used by [AnimationTree].
ga: Sraith de [AnimationRootNode]s curtha ar chomhordanáidí 2T, ag trasfhadú idir na trí cinn in aice láimhe. Arna úsáid ag [AnimationTree].

en: A resource used by [AnimationNodeBlendTree].
    [AnimationNodeBlendSpace2D] represents a virtual 2D space on which [AnimationRootNode]s are placed. Outputs the linear blend of the three adjacent animations using a [Vector2] weight. Adjacent in this context means the three [AnimationRootNode]s making up the triangle that contains the current value.
    You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to triangulate the blend space by hand.
ga: Acmhainn a úsáideann [AnimationNodeBlendTree].
    Léiríonn [AnimationNodeBlendSpace2D] spás fíorúil 2D ar a gcuirtear [AnimationRootNode]s. Aschuir an cumasc líneach de na trí bheochan cóngaracha le meáchan [Vector2]. In aice leis sa chomhthéacs seo ciallaíonn sé na trí [AnimationRootNode]s comhdhéanta den triantán a bhfuil an luach reatha ann.
    Is féidir leat rinn a chur leis an spás cumaisc le [method add_blend_point] agus é a thriantánú go huathoibríoch trí [member auto_triangle] a shocrú go [code]true[/code]. Seachas sin, úsáid [method add_triangle] agus [method remove_triangle] chun an spás cumaisc a thriantánú de láimh.

en: Adds a new point that represents a [param node] at the position set by [param pos]. You can insert it at a specific index using the [param at_index] argument. If you use the default value for [param at_index], the point is inserted at the end of the blend points array.
ga: Cuirtear leis pointe nua a sheasann do [param node] ag an suíomh atá socraithe ag [param pos]. Is féidir leat é a chur isteach ag innéacs ar leith ag baint úsáide as an argóint [param at_index]. Má úsáideann tú an luach réamhshocraithe le haghaidh [param at_index], cuirtear an pointe isteach ag deireadh an eagar pointí cumaisc.

en: Creates a new triangle using three points [param x], [param y], and [param z]. Triangles can overlap. You can insert the triangle at a specific index using the [param at_index] argument. If you use the default value for [param at_index], the point is inserted at the end of the blend points array.
ga: Cruthaíonn sé triantán nua ag baint úsáide as trí phointe [param x], [param y], agus [param z]. Is féidir le triantáin forluí. Is féidir leat an triantán a chur isteach ag innéacs ar leith ag baint úsáide as an argóint [param at_index]. Má úsáideann tú an luach réamhshocraithe le haghaidh [param at_index], cuirtear an pointe isteach ag deireadh an eagar pointí cumaisc.

en: Returns the number of points in the blend space.
ga: Filleann sé líon na bpointí sa spás cumaisc.

en: Returns the [AnimationRootNode] referenced by the point at index [param point].
ga: Filleann sé an [AnimationRootNode] dá dtagraítear ag an bpointe ag an innéacs [parampoint].

en: Returns the number of triangles in the blend space.
ga: Filleann sé líon na dtriantán sa spás cumaisc.

en: Returns the position of the point at index [param point] in the triangle of index [param triangle].
ga: Filleann sé suíomh an phointe ag comhinnéacs [param point] i dtriantán comhinnéacs [param triantán].

en: Removes the point at index [param point] from the blend space.
ga: Baineann sé an pointe ag innéacs [parampoint] as an spás cumaisc.

en: Removes the triangle at index [param triangle] from the blend space.
ga: Baineann sé an triantán ag comhéifeacht [triantán param] as spás an chumaisc.

en: Updates the position of the point at index [param point] in the blend space.
ga: Nuashonraítear suíomh an phointe ag an innéacs [param point] sa spás cumasc.

en: If [code]true[/code], the blend space is triangulated automatically. The mesh updates every time you add or remove points with [method add_blend_point] and [method remove_blend_point].
ga: Más [code]true[/code], triantaítear spás an chumaisc go huathoibríoch. Nuashonraíonn an mogalra gach uair a chuireann tú nó a bhaintear pointí le [method add_blend_point] agus [method remove_blend_point].

en: The blend space's X and Y axes' upper limit for the points' position. See [method add_blend_point].
ga: Uasteorainn aiseanna X agus Y an spáis chumaisc do shuíomh na bpointí. Féach ar [method add_blend_point].

en: The blend space's X and Y axes' lower limit for the points' position. See [method add_blend_point].
ga: Teorainn íochtair aiseanna X agus Y an spáis chumaisc do shuíomh na bpointí. Féach ar [method add_blend_point].

en: Position increment to snap to when moving a point.
ga: Incrimint suímh le léim chuige agus pointe á bhogadh.

en: Name of the blend space's X axis.
ga: Ainm X ais an spáis chumaisc.

en: Name of the blend space's Y axis.
ga: Ainm Ais Y an spáis chumaisc.

en: Emitted every time the blend space's triangles are created, removed, or when one of their vertices changes position.
ga: Astaithe gach uair a chruthaítear triantáin an spáis chumaisc, nuair a bhaintear iad, nó nuair a athraíonn ceann dá rinn a suíomh.

en: A sub-tree of many type [AnimationNode]s used for complex animations. Used by [AnimationTree].
ga: Fo-chrann den iliomad cineál [AnimationNode]s a úsáidtear le haghaidh beochan casta. Arna úsáid ag [AnimationTree].

en: This animation node may contain a sub-tree of any other type animation nodes, such as [AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most commonly used animation node roots.
    An [AnimationNodeOutput] node named [code]output[/code] is created by default.
ga: Féadfaidh fo-chraobh nóid beochana de chineál ar bith eile a bheith sa nód beochana seo, mar shampla [AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], [AnimationNodeOneShot], etc. Tá sé seo ar cheann de na fréamhacha nód beochana is coitianta a úsáidtear.
    Cruthaítear nód [AnimationNodeOutput] darb ainm [code]aschur[/code] de réir réamhshocraithe.

en: Adds an [AnimationNode] at the given [param position]. The [param name] is used to identify the created sub animation node later.
ga: Cuirtear [AnimationNode] leis ag an [suíomh param] a thugtar. Úsáidtear an [paramname] chun an fo-nód beochana cruthaithe a shainaithint níos déanaí.

en: Connects the output of an [AnimationNode] as input for another [AnimationNode], at the input port specified by [param input_index].
ga: Nascann sé aschur [AnimationNode] mar ionchur do [AnimationNode] eile, ag an bport ionchuir atá sonraithe ag [param input_index].

en: Disconnects the animation node connected to the specified input.
ga: Dínascann sé an nód beochana atá ceangailte leis an ionchur sonraithe.

en: Returns the sub animation node with the specified [param name].
ga: Filleann sé an fo-nód beochana leis an [paramname] sonraithe.

en: Returns the position of the sub animation node with the specified [param name].
ga: Filleann sé suíomh an fho-nód beochana leis an [ainm param] sonraithe.

en: Returns [code]true[/code] if a sub animation node with specified [param name] exists.
ga: Filleann sé [code]true[/code] má tá fo-nód beochana a bhfuil [ainm param] sonraithe air.

en: Removes a sub animation node.
ga: Baintear fo-nód beochana.

en: Changes the name of a sub animation node.
ga: Athraítear ainm fo-nód beochana.

en: Modifies the position of a sub animation node.
ga: Athraíonn suíomh fo-nód beochana.

en: The global offset of all sub animation nodes.
ga: Fritháireamh domhanda gach fo-nóid bheochana.

en: Emitted when the input port information is changed.
ga: Astaítear nuair a athraítear faisnéis an phoirt ionchuir.

en: The connection was successful.
ga: D’éirigh leis an nasc.

en: The input node is [code]null[/code].
ga: Is é [code]null[/code] an nód ionchuir.

en: The specified input port is out of range.
ga: Tá an port ionchuir sonraithe as raon.

en: The output node is [code]null[/code].
ga: Is é an nód aschuir ná [code]null[/code].

en: Input and output nodes are the same.
ga: Tá nóid ionchuir agus aschuir mar an gcéanna.

en: The specified connection already exists.
ga: Tá an nasc sonraithe ann cheana féin.

en: Plays an animation once in an [AnimationNodeBlendTree].
ga: Seinneann sé beochan uair amháin i [AnimationNodeBlendTree].

en: A resource to add to an [AnimationNodeBlendTree]. This animation node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
    After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].
    [codeblocks]
    [gdscript]
    # Play child animation connected to "shot" port.
    animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
    # Alternative syntax (same result as above).
    animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE
    
    # Abort child animation connected to "shot" port.
    animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
    # Alternative syntax (same result as above).
    animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
    
    # Abort child animation with fading out connected to "shot" port.
    animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)
    # Alternative syntax (same result as above).
    animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT
    
    # Get current state (read-only).
    animation_tree.get("parameters/OneShot/active")
    # Alternative syntax (same result as above).
    animation_tree["parameters/OneShot/active"]
    
    # Get current internal state (read-only).
    animation_tree.get("parameters/OneShot/internal_active")
    # Alternative syntax (same result as above).
    animation_tree["parameters/OneShot/internal_active"]
    [/gdscript]
    [csharp]
    // Play child animation connected to "shot" port.
    animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Fire);
    
    // Abort child animation connected to "shot" port.
    animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Abort);
    
    // Abort child animation with fading out connected to "shot" port.
    animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.FadeOut);
    
    // Get current state (read-only).
    animationTree.Get("parameters/OneShot/active");
    
    // Get current internal state (read-only).
    animationTree.Get("parameters/OneShot/internal_active");
    [/csharp]
    [/codeblocks]
ga: Acmhainn le cur le [AnimationNodeBlendTree]. Déanfaidh an nód beochana seo fo-bheochan agus fillfidh sé nuair a bheidh sé críochnaithe. Is féidir amanna cumaisc le haghaidh fading isteach agus amach a shaincheapadh, chomh maith le scagairí.
    Tar éis an t-iarratas a shocrú agus an t-athsheinm beochana a athrú, glanann an nód aon-lámhaigh an t-iarratas ar an gcéad fhráma próisis eile go huathoibríoch trína luach [code]iarratas[/code] a shocrú go [mona_SHOT_REQUEST_NONE].
    [codeblocks]
    [gdscript]
    # Seinn beochan linbh ceangailte leis an bport "lámhaigh".
    animation_tree.set ("paraiméadair/OneShot/iarratas", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
    # Comhréir mhalartach (an toradh céanna agus thuas).
    animation_tree["parameters/OneShot/request"] = BeochanNodeOneShot.ONE_SHOT_REQUEST_FIRE
    
    # Tobscoir beochan linbh ceangailte leis an bport "lámhaigh".
    animation_tree.set ("paraiméadair/OneShot/iarratas", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
    # Comhréir mhalartach (an toradh céanna agus thuas).
    animation_tree["parameters/OneShot/request"] = BeochanNodeOneShot.ONE_SHOT_REQUEST_ABORT
    
    # Tobscoir beochan linbh le fading amach ceangailte leis an bport "lámhaigh".
    animation_tree.set("paraiméadair/OneShot/iarratas", AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)
    # Comhréir mhalartach (an toradh céanna agus thuas).
    animation_tree["parameters/OneShot/request"] = BeochanNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT
    
    # Faigh an staid reatha (inléite amháin).
    animation_tree.get ("paraiméadair/OneShot/gníomhach")
    # Comhréir mhalartach (an toradh céanna agus thuas).
    beochan_tree["paraiméadair/OneShot/gníomhach"]
    
    # Faigh an staid inmheánach reatha (inléite amháin).
    animation_tree.get ("paraiméadair/OneShot/inmheánach_ghníomhach")
    # Comhréir mhalartach (an toradh céanna agus thuas).
    beochan_tree["paraiméadair/OneShot/inmheánach_ghníomhach"]
    [/gdscript]
    [csharp]
    // Seinn beochan linbh ceangailte le port "lámhaigh".
    animationTree.Set ("paraiméadair/OneShot/iarratas", (int)AnimationNodeOneShot.OneShotRequest.Fire);
    
    // Tobscoir beochan linbh ceangailte leis an bport "lámhaigh".
    animationTree.Set("paraiméadair/OneShot/iarratas", (int)AnimationNodeOneShot.OneShotRequest.Abort);
    
    // Tobscoir beochan linbh agus fading amach ceangailte leis an bport "lámhaigh".
    animationTree.Set("paraiméadair/OneShot/iarratas", (int)AnimationNodeOneShot.OneShotRequest.FadeOut);
    
    // Faigh an staid reatha (inléite amháin).
    animationTree.Get("paraiméadair/OneShot/gníomhach");
    
    // Faigh an staid inmheánach reatha (inléite amháin).
    animationTree.Get("paraiméadair/OneShot/inmheánach_ghníomhach");
    [/csharp]
    [/codeblocks]

en: If [code]true[/code], the sub-animation will restart automatically after finishing.
    In other words, to start auto restarting, the animation must be played once with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not disable the [member autorestart] itself. So, the [constant ONE_SHOT_REQUEST_FIRE] request will start auto restarting again.
ga: Más [code]true[/code], atosóidh an fo-bheochan go huathoibríoch tar éis críochnú.
    Is é sin le rá, chun atosú uathoibríoch a thosú, ní mór an bheochan a sheinm uair amháin leis an iarratas [ONE_SHOT_REQUEST_FIRE]. Cuireann an t-iarratas [ONE_SHOT_REQUEST_ABORT] stop leis an uath-atosú, ach ní dhíchumasaíonn sé an [comhalta autorestart] féin. Mar sin, tosóidh an t-iarratas [ONE_SHOT_REQUEST_FIRE] ag atosú go huathoibríoch arís.

en: The delay after which the automatic restart is triggered, in seconds.
ga: An mhoill a spreagtar an t-atosú uathoibríoch ina dhiaidh sin, i soicindí.

en: If [member autorestart] is [code]true[/code], a random additional delay (in seconds) between 0 and this value will be added to [member autorestart_delay].
ga: Más [code]true[/code] é [comhalta autorestart], cuirfear moill bhreise randamach (i soicindí) idir 0 agus an luach seo le [comhalta autorestart_delay].

en: If [code]true[/code], breaks the loop at the end of the loop cycle for transition, even if the animation is looping.
ga: Má tá [code]true[/code], briseann sé an lúb ag deireadh an timthrialla lúb don trasdul, fiú má tá an bheochan ag lúbadh.

en: The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a cross-fade that starts at 0 second and ends at 1 second during the animation.
    [b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the end of the fading. When [AnimationNodeOutput] is considered as the most upstream, so the [member fadein_time] is scaled depending on the downstream delta. For example, if this value is set to [code]1.0[/code] and a [AnimationNodeTimeScale] with a value of [code]2.0[/code] is chained downstream, the actual processing time will be 0.5 second.
ga: An ré céimnithe isteach. Mar shampla, má shocraítear é seo go [code]1.0[/code] le haghaidh beochana 5 soicind, cuirfear traschéimniú ar fáil a thosaíonn ag 0 soicind agus a chríochnaíonn ag 1 soicind le linn na beochana.
    [b]Nóta:[/b] Aistríonn [AnimationNodeOneShot] an staid reatha tar éis dheireadh an fadaithe. Nuair a mheastar [AnimationNodeOutput] mar an ceann is mó in aghaidh an tsrutha, mar sin déantar an [member fadein_time] a scála ag brath ar an deilt le sruth. Mar shampla, má tá an luach seo socraithe go [code]1.0[/code] agus má tá [AnimationNodeTimeScale] le luach [code]2.0[/code] slabhraithe le sruth, beidh an t-am próiseála iarbhír cothrom le 0.5 soicind.

en: The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 second length animation will produce a cross-fade that starts at 4 second and ends at 5 second during the animation.
    [b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the end of the fading. When [AnimationNodeOutput] is considered as the most upstream, so the [member fadeout_time] is scaled depending on the downstream delta. For example, if this value is set to [code]1.0[/code] and an [AnimationNodeTimeScale] with a value of [code]2.0[/code] is chained downstream, the actual processing time will be 0.5 second.
ga: An ré céimnithe amach. Mar shampla, má shocraítear é seo go [code]1.0[/code] le haghaidh beochana 5 soicind, cuirfear traschéimniú ar fáil a thosaíonn ag 4 soicind agus a chríochnaíonn ar 5 soicind le linn na beochana.
    [b]Nóta:[/b] Aistríonn [AnimationNodeOneShot] an staid reatha tar éis dheireadh an fadaithe. Nuair a mheastar [AnimationNodeOutput] mar an ceann is mó in aghaidh an tsrutha, mar sin déantar an [member fadeout_time] a scála ag brath ar an deilt le sruth. Mar shampla, má tá an luach seo socraithe go [code]1.0[/code] agus má tá [animationNodeTimeScale] le luach [code]2.0[/code] slabhraithe le sruth, beidh an t-am próiseála iarbhír cothrom le 0.5 soicind.

en: The blend type.
ga: An cineál meascán.

en: The default state of the request. Nothing is done.
ga: Staid réamhshocraithe an iarratais. Ní dhéantar tada.

en: The request to play the animation connected to "shot" port.
ga: An t-iarratas chun an beochan a imirt ceangailte le "lámhaigh" port.

en: The request to stop the animation connected to "shot" port.
ga: An t-iarratas chun stop a chur leis an beochan ceangailte le "lámhaigh" port.

en: The request to fade out the animation connected to "shot" port.
ga: An t-iarratas chun an beochan ceangailte le port "lámhaigh" a mhaolú.

en: Blends two animations. See also [AnimationNodeBlend2].
ga: Cumaisc dhá bheochan. Féach freisin [AnimationNodeBlend2].

en: Blends two animations additively. See also [AnimationNodeAdd2].
ga: Cumaisc dhá bheochan go breise. Féach freisin [AnimationNodeAdd2].

en: The animation output node of an [AnimationNodeBlendTree].
ga: Nód aschuir beochana de [AnimationNodeBlendTree].

en: A node created automatically in an [AnimationNodeBlendTree] that outputs the final animation.
ga: Nód a chruthaítear go huathoibríoch i [AnimationNodeBlendTree] a aschuireann an bheochan deiridh.

en: A state machine with multiple [AnimationRootNode]s, used by [AnimationTree].
ga: Meaisín stáit a bhfuil iolraí [AnimationRootNode]s air, arna úsáid ag [AnimationTree].

en: Adds a new animation node to the graph. The [param position] is used for display in the editor.
ga: Cuireann nód beochana nua leis an ngraf. Úsáidtear an [suíomh param] le taispeáint san eagarthóir.

en: Adds a transition between the given animation nodes.
ga: Cuireann sé trasdul idir na nóid bheochana tugtha.

en: Returns the draw offset of the graph. Used for display in the editor.
ga: Filleann tarraingt-fritháireamh an ghraif. Úsáidtear é le taispeáint san eagarthóir.

en: Returns the animation node with the given name.
ga: Filleann an nód beochana leis an ainm tugtha.

en: Returns the given animation node's name.
ga: Filleann sé ainm an nód beochana a tugadh.

en: Returns the given animation node's coordinates. Used for display in the editor.
ga: Filleann sé comhordanáidí an nód bheochan a thugtar. Úsáidtear é le taispeáint san eagarthóir.

en: Returns the given transition.
ga: Filleann sé an t-aistriú a tugadh.

en: Returns the number of connections in the graph.
ga: Filleann sé líon na nasc sa ghraf.

en: Returns the given transition's start node.
ga: Filleann sé nód tosaigh an aistrithe tugtha.

en: Returns the given transition's end node.
ga: Filleann nód deiridh an aistrithe a tugadh.

en: Returns [code]true[/code] if the graph contains the given animation node.
ga: Filleann sé [code]true[/code] má tá an nód beochana tugtha sa ghraf.

en: Returns [code]true[/code] if there is a transition between the given animation nodes.
ga: Filleann sé [code]true[/code] má tá trasdul idir na nóid bheochana tugtha.

en: Deletes the given animation node from the graph.
ga: Scrios an nód beochana a thugtar ón ghraf.

en: Deletes the transition between the two specified animation nodes.
ga: Scriosann sé an t-aistriú idir an dá nód beochana sonraithe.

en: Deletes the given transition by index.
ga: Scrios an trasdul tugtha de réir innéacs.

en: Renames the given animation node.
ga: Athainmnítear an nód beochana a thugtar.

en: Replaces the given animation node with a new animation node.
ga: Cuirtear nód beochana nua in ionad an nód beochana a thugtar.

en: Sets the draw offset of the graph. Used for display in the editor.
ga: Socraíonn sé fritháireamh tarraingte an ghraif. Úsáidtear é le taispeáint san eagarthóir.

en: Sets the animation node's coordinates. Used for display in the editor.
ga: Socraíonn sé comhordanáidí an nód bheochana. Úsáidtear é le taispeáint san eagarthóir.

en: If [code]true[/code], allows teleport to the self state with [method AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled in [method AnimationNodeStateMachinePlayback.travel], the animation is restarted. If [code]false[/code], nothing happens on the teleportation to the self state.
ga: Más rud é [code]true[/code], ceadaíonn sé teleport chuig an stát féin le [method AnimationNodeStateMachinePlayback.travel]. Nuair atá an rogha athshocraithe cumasaithe i [method AnimationNodeStateMachinePlayback.travel], atosaítear an beochan. Más rud é [code]false[/code], ní tharlaíonn aon rud ar an teleportation chuig an stát féin.

en: If [code]true[/code], treat the cross-fade to the start and end nodes as a blend with the RESET animation.
    In most cases, when additional cross-fades are performed in the parent [AnimationNode] of the state machine, setting this property to [code]false[/code] and matching the cross-fade time of the parent [AnimationNode] and the state machine's start node and end node gives good results.
ga: Más [code]true[/code], déan an traschéimniú go dtí na nóid tosaigh agus deiridh mar chumasc leis an mbeochan RESET.
    I bhformhór na gcásanna, nuair a dhéantar traschéimnithe breise i máthair [AnimationNode] an mheaisín stáit, socraítear an t-airí seo go [code]false[/code] agus meaitseáiltear am traschéimnithe an tuismitheora [AnimationNode] agus an stát. tugann nód tosaigh agus nód deiridh an mheaisín torthaí maithe.

en: This property can define the process of transitions for different use cases. See also [enum AnimationNodeStateMachine.StateMachineType].
ga: Is féidir leis an maoin seo an próiseas aistrithe a shainiú do chásanna úsáide éagsúla. Féach freisin [enum AnimationNodeStateMachine.StateMachineType].

en: Seeking to the beginning is treated as playing from the start state. Transition to the end state is treated as exiting the state machine.
ga: Breathnaítear ar an tús mar rud atá ag imirt ón staid tosaigh. Déileáiltear leis an aistriú go dtí an staid deiridh mar imeacht as an meaisín stáit.

en: Seeking to the beginning is treated as seeking to the beginning of the animation in the current state. Transition to the end state, or the absence of transitions in each state, is treated as exiting the state machine.
ga: Déileáiltear le cuardach chun tosaigh mar iarracht go dtí tús na beochana sa staid reatha. Déileáiltear leis an aistriú go dtí an stát deiridh, nó le héagmais aistrithe i ngach stát, mar imeacht as an meaisín stáit.

en: This is a grouped state machine that can be controlled from a parent state machine. It does not work independently. There must be a state machine with [member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or [constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor.
ga: Is meaisín stáit grúpáilte é seo is féidir a rialú ó mheaisín tuismitheora. Ní oibríonn sé go neamhspleách. Ní mór go mbeadh meaisín stáit le [ballstát_machine_type] de [STATE_MACHINE_TYPE_ROOT seasmhach] nó [STATE_MACHINE_TYPE_NESTED] sa tuismitheoir nó sa sinsear.

en: Provides playback control for an [AnimationNodeStateMachine].
ga: Soláthraíonn rialú athsheinm do [AnimationNodeStateMachine].

en: Returns the current state length.
    [b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.
ga: Filleann sé fad an stáit reatha.
    [b]Nóta:[/b] Is féidir gur nóid chomh maith le beochan a bheadh in aon [AnimationRootNode]. Ciallaíonn sé seo gur féidir beochan iolracha a bheith ann laistigh d'aon stát amháin. Braitheann an fad beochana a bhfuil tosaíocht aige ar na nóid atá ceangailte laistigh de. Chomh maith leis sin, mura n-athshocraíonn trasdul, cuirfear an fad atá fágtha ag an bpointe sin ar ais.

en: Returns the currently playing animation state.
    [b]Note:[/b] When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.
ga: Filleann an staid beochana atá á imirt faoi láthair.
    [b]Nóta:[/b] Nuair a bhíonn traschéimniú in úsáid, athraíonn an staid reatha go dtí an chéad staid eile díreach tar éis don chroschéimniú tosú.

en: Returns the playback position within the current animation state.
ga: Filleann sé an suíomh athsheinm laistigh den staid beochana reatha.

en: Returns the starting state of currently fading animation.
ga: Filleann sé staid tosaigh na beochana céimnithe faoi láthair.

en: Returns the current travel path as computed internally by the A* algorithm.
ga: Filleann sé an chonair taistil reatha mar a ríomhtar go hinmheánach é ag an algartam A*.

en: Returns [code]true[/code] if an animation is playing.
ga: Filleann sé [code]true[/code] má tá beochan ag seinnt.

en: If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.
ga: Má tá an chéad chosán eile trí thaisteal nó roimh ré uathoibríoch, aistrítear láithreach ón staid reatha go dtí an chéad stát eile.

en: Starts playing the given animation.
    If [param reset] is [code]true[/code], the animation is played from the beginning.
ga: Tosaíonn an beochan a thugtar a imirt.
    Má tá [athshocrú param] [code]true[/code], seinntear an bheochan ón tús.

en: Stops the currently playing animation.
ga: Stopann an beochan atá á imirt faoi láthair.

en: Transitions from the current state to another one, following the shortest path.
    If the path does not connect from the current state, the animation will play after the state teleports.
    If [param reset_on_teleport] is [code]true[/code], the animation is played from the beginning when the travel cause a teleportation.
ga: Aistrithe ón staid reatha go ceann eile, ag leanúint an chosáin is giorra.
    Mura nascann an cosán ón staid reatha, imreoidh an beochan tar éis na teleports stáit.
    Má tá [param reset_on_teleport] [code]true[/code], seinntear an bheochan ón tús nuair a bhíonn an taisteal ina chúis le teleportation.

en: A transition within an [AnimationNodeStateMachine] connecting two [AnimationRootNode]s.
ga: Trasdul laistigh de [AnimationNodeStateMachine] a nascann dhá [AnimationRootNode]s.

en: The path generated when using [method AnimationNodeStateMachinePlayback.travel] is limited to the nodes connected by [AnimationNodeStateMachineTransition].
    You can set the timing and conditions of the transition in detail.
ga: Tá an cosán a ghintear nuair a úsáideann [method AnimationNodeStateMachinePlayback.travel] teoranta do na nóid atá nasctha le [AnimationNodeStateMachineTransition].
    Is féidir leat uainiú agus coinníollacha an aistrithe a shocrú go mion.

en: Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
    [codeblocks]
    [gdscript]
    $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
    [/gdscript]
    [csharp]
    GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.X == 0));
    [/csharp]
    [/codeblocks]
ga: Cuir airleacan uathoibríoch ar siúl nuair a bheidh an coinníoll seo socraithe. Tiocfaidh an t-ainm a thugtar chun bheith ina pharaiméadar boolean ar an [AnimationTree] is féidir a rialú ó chód (féach [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code] Ag baint úsáide as AnimationTree[/url]). Mar shampla, más rud é [ball AnimationTree.tree_root] [AnimationNodeStateMachine] agus [comhalta advance_condition] socraithe go [code]"idle"[/code]:
    [codeblocks]
    [gdscript]
    $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
    [/gdscript]
    [csharp]
    GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.X == 0));
    [/csharp]
    [/codeblocks]

en: Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
ga: Bain úsáid as slonn mar choinníoll le haghaidh aistrithe meaisín stáit. Is féidir réamhchoinníollacha casta beochana a chruthú chun aistriú idir stáit agus tugann sé solúbthacht i bhfad níos mó chun meaisíní casta stáit a chruthú trí idirphlé dhíreach a dhéanamh leis an gcód scripte.

en: Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is set to [constant ADVANCE_MODE_AUTO].
ga: Is fearr aistrithe tosaíochta níos ísle agus tú ag taisteal tríd an gcrann trí [method AnimationNodeStateMachinePlayback.travel] nó [member advance_mode] socraithe go [ADVANCE_MODE_AUTO leanúnach].

en: If [code]true[/code], the destination animation is played back from the beginning when switched.
ga: Más [code]true[/code], seinntear an bheochan sprice siar ón tús nuair a lasctar é.

en: The transition type.
ga: An cineál trasdula.

en: The time to cross-fade between this state and the next.
    [b]Note:[/b] [AnimationNodeStateMachine] transitions the current state immediately after the start of the fading. The precise remaining time can only be inferred from the main animation. When [AnimationNodeOutput] is considered as the most upstream, so the [member xfade_time] is not scaled depending on the downstream delta. See also [member AnimationNodeOneShot.fadeout_time].
ga: An t-am le tras-chéimniú idir an stát seo agus an stát eile.
    [b]Nóta:[/b] aistríonn [AnimationNodeStateMachine] an staid reatha díreach tar éis thús an chéimnithe. Ní féidir an t-am beacht atá fágtha a thuiscint ach ón bpríomhbheochan. Nuair a mheastar [AnimationNodeOutput] mar an ceann is mó in aghaidh an tsrutha, mar sin níl an [member xfade_time] scálaithe ag brath ar an deilt le sruth. Féach freisin [member AnimationNodeOneShot.fadeout_time].

en: Emitted when [member advance_condition] is changed.
ga: Astaítear nuair a athraítear [coinníoll roimh ré ball].

en: Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
ga: Téigh go dtí an chéad stát eile láithreach. Tiocfaidh deireadh leis an staid reatha agus cumascfaidh sé isteach i dtús an chinn nua.

en: Switch to the next state immediately, but will seek the new state to the playback position of the old state.
ga: Téigh go dtí an chéad stát eile láithreach, ach déanfaidh sé an stát nua a lorg go dtí suíomh athsheinm an tseanstáit.

en: Wait for the current state playback to end, then switch to the beginning of the next state animation.
ga: Fan go dtiocfaidh deireadh le hathsheinm an stáit reatha, ansin aistrigh go dtí tús an chéad bheochan stáit eile.

en: Don't use this transition.
ga: Ná húsáid an trasdul seo.

en: Only use this transition during [method AnimationNodeStateMachinePlayback.travel].
ga: Ná húsáid an trasdul seo ach amháin le linn [method AnimationNodeStateMachinePlayback.travel].

en: Blends two animations subtractively inside of an [AnimationNodeBlendTree].
ga: Cumaisc dhá bheochan go dealaitheach taobh istigh de [AnimationNodeBlendTree].

en: A resource to add to an [AnimationNodeBlendTree]. Blends two animations subtractively based on the amount value.
    This animation node is usually used for pre-calculation to cancel out any extra poses from the animation for the "add" animation source in [AnimationNodeAdd2] or [AnimationNodeAdd3].
    In general, the blend value should be in the [code][0.0, 1.0][/code] range, but values outside of this range can be used for amplified or inverted animations.
    [b]Note:[/b] This calculation is different from using a negative value in [AnimationNodeAdd2], since the transformation matrices do not satisfy the commutative law. [AnimationNodeSub2] multiplies the transformation matrix of the inverted animation from the left side, while negative [AnimationNodeAdd2] multiplies it from the right side.
ga: Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan go subtractive bunaithe ar an luach méid.
    Úsáidtear an nód beochana seo de ghnáth le haghaidh réamhríomh chun aon staidiúir bhreise ón mbeochan don fhoinse beochana "cuir" in [AnimationNodeAdd2] nó [AnimationNodeAdd3] a chealú.
    Go ginearálta, ba cheart go mbeadh an luach cumaisc sa raon [code][0.0, 1.0][/code], ach is féidir luachanna lasmuigh den raon seo a úsáid le haghaidh beochan aimplithe nó inbhéartaithe.
    [b]Nóta:[/b] Ní hionann an ríomh seo agus luach diúltach a úsáid in [AnimationNodeAdd2], toisc nach gcomhlíonann na maitrísí trasfhoirmithe an dlí cómhalartach. Iolraíonn [AnimationNodeSub2] maitrís claochlaithe na beochana inbhéartaithe ón taobh clé, agus iolraíonn diúltach [AnimationNodeAdd2] é ón taobh deas.

en: AnimationTree
ga: Crann Beochana

en: Base class for [AnimationNode]s with multiple input ports that must be synchronized.
ga: Bunrang do [AnimationNode]s le poirt ionchuir iolracha nach mór a shioncronú.

en: An animation node used to combine, mix, or blend two or more animations together while keeping them synchronized within an [AnimationTree].
ga: Nód beochana a úsáidtear chun dhá bheochan nó níos mó a chomhcheangal, a mheascadh nó a chumasc le chéile agus iad a choinneáil sioncronaithe laistigh de [AnimationTree].

en: A time-scaling animation node used in [AnimationTree].
ga: Nód beochana scálaithe ama a úsáidtear i [AnimationTree].

en: Allows to scale the speed of the animation (or reverse it) in any child [AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation.
ga: Ligeann sé luas na beochana a scála (nó é a aisiompú) in aon leanbh [AnimationNode]s. Má shocraítear é go [code]0.0[/code] cuirfear an bheochan ar sos.

en: A time-seeking animation node used in [AnimationTree].
ga: Nód beochana lorg ama a úsáidtear i [AnimationTree].

en: This animation node can be used to cause a seek command to happen to any sub-children of the animation graph. Use to play an [Animation] from the start or a certain playback position inside the [AnimationNodeBlendTree].
    After setting the time and changing the animation playback, the time seek node automatically goes into sleep mode on the next process frame by setting its [code]seek_request[/code] value to [code]-1.0[/code].
    [codeblocks]
    [gdscript]
    # Play child animation from the start.
    animation_tree.set("parameters/TimeSeek/seek_request", 0.0)
    # Alternative syntax (same result as above).
    animation_tree["parameters/TimeSeek/seek_request"] = 0.0
    
    # Play child animation from 12 second timestamp.
    animation_tree.set("parameters/TimeSeek/seek_request", 12.0)
    # Alternative syntax (same result as above).
    animation_tree["parameters/TimeSeek/seek_request"] = 12.0
    [/gdscript]
    [csharp]
    // Play child animation from the start.
    animationTree.Set("parameters/TimeSeek/seek_request", 0.0);
    
    // Play child animation from 12 second timestamp.
    animationTree.Set("parameters/TimeSeek/seek_request", 12.0);
    [/csharp]
    [/codeblocks]
ga: Is féidir an nód beochana seo a úsáid chun ordú cuardaigh a chur faoi deara d'aon fho-leanaí den ghraf beochana. Úsáid chun [Beochan] a sheinm ón tús nó áit athsheinm áirithe taobh istigh den [AnimationNodeBlendTree].
    Tar éis an t-am a shocrú agus an t-athsheinm beochana a athrú, téann an nód lorg ama isteach sa mhodh codlata go huathoibríoch ar an gcéad fhráma próisis eile trína luach [code]seek_request[/code] a shocrú go [code] -1.0[/code].
    [codeblocks]
    [gdscript]
    # Seinn beochan linbh ón tús.
    animation_tree.set ("paraiméadair/TimeSeek/seek_request", 0.0)
    # Comhréir mhalartach (an toradh céanna agus thuas).
    animation_tree["paraiméadair/TimeSeek/seek_request"] = 0.0
    
    # Seinn beochan linbh ón stampa ama 12 soicind.
    animation_tree.set ("paraiméadair/TimeSeek/seek_request", 12.0)
    # Comhréir mhalartach (an toradh céanna agus thuas).
    animation_tree["paraiméadair/TimeSeek/seek_request"] = 12.0
    [/gdscript]
    [csharp]
    // Seinn beochan linbh ón tús.
    animationTree.Set("paraiméadair/TimeSeek/seek_request", 0.0);
    
    // Seinn beochan linbh ón stampa ama 12 soicind.
    animationTree.Set("parameters/TimeSeek/seek_request", 12.0);
    [/csharp]
    [/codeblocks]

en: A transition within an [AnimationTree] connecting two [AnimationNode]s.
ga: Trasdul laistigh de [Tree Beochana] a nascann dhá [AnimationNode]s.

en: Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
    After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty.
    [b]Note:[/b] When using a cross-fade, [code]current_state[/code] and [code]current_index[/code] change to the next state immediately after the cross-fade begins.
    [codeblocks]
    [gdscript]
    # Play child animation connected to "state_2" port.
    animation_tree.set("parameters/Transition/transition_request", "state_2")
    # Alternative syntax (same result as above).
    animation_tree["parameters/Transition/transition_request"] = "state_2"
    
    # Get current state name (read-only).
    animation_tree.get("parameters/Transition/current_state")
    # Alternative syntax (same result as above).
    animation_tree["parameters/Transition/current_state"]
    
    # Get current state index (read-only).
    animation_tree.get("parameters/Transition/current_index")
    # Alternative syntax (same result as above).
    animation_tree["parameters/Transition/current_index"]
    [/gdscript]
    [csharp]
    // Play child animation connected to "state_2" port.
    animationTree.Set("parameters/Transition/transition_request", "state_2");
    
    // Get current state name (read-only).
    animationTree.Get("parameters/Transition/current_state");
    
    // Get current state index (read-only).
    animationTree.Get("parameters/Transition/current_index");
    [/csharp]
    [/codeblocks]
ga: Meaisín staide simplí do chásanna nach bhfuil gá leo [AnimationNodeStateMachine] níos airde. Is féidir beochan a nascadh leis na hionchuir agus is féidir amanna aistrithe a shonrú.
    Tar éis an t-iarratas a shocrú agus an athsheinm beochana a athrú, glanann an nód trasdula an t-iarratas ar an gcéad fhráma próisis eile go huathoibríoch trína luach [code]transition_request[/code] a shocrú chun folamh.
    [b]Nóta:[/b] Nuair a bhíonn traschéimniú in úsáid, athraíonn [code]current_state[/code] agus [code]current_index[/code] go dtí an chéad stát eile díreach tar éis don chroschéimniú tosú.
    [codeblocks]
    [gdscript]
    # Seinn beochan linbh ceangailte leis an bport "state_2".
    animation_tree.set ("paraiméadair/Transition/transition_request", "state_2")
    # Comhréir mhalartach (an toradh céanna agus thuas).
    animation_tree["parameters/Transition/transition_request"] = "luaigh_2"
    
    # Faigh ainm an stáit reatha (inléite amháin).
    animation_tree.get ("paraiméadair/Idirthréimhse/stát_reatha")
    # Comhréir mhalartach (an toradh céanna agus thuas).
    beochan_tree["paraiméadair/Idirthréimhse/stat_reatha"]
    
    # Faigh innéacs staid reatha (inléite amháin).
    animation_tree.get ("paraiméadair/Aistriú/current_index")
    # Comhréir mhalartach (an toradh céanna agus thuas).
    beochan_craobh["paraiméadair/Idirthréimhse/innéacs_reatha"]
    [/gdscript]
    [csharp]
    // Seinn beochan linbh ceangailte leis an gcalafort "state_2".
    animationTree.Set ("paraiméadair/Transition/transition_request", "state_2");
    
    // Faigh ainm an stáit reatha (inléite amháin).
    animationTree.Get("paraiméadair/Idirthréimhse/stat_reatha");
    
    // Faigh innéacs staid reatha (inléite amháin).
    animationTree.Get("paraiméadair/Transition/current_index");
    [/csharp]
    [/codeblocks]

en: Returns whether the animation breaks the loop at the end of the loop cycle for transition.
ga: Filleann sé cibé an mbriseann an beochan an lúb ag deireadh an timthrialla lúb don trasdul.

en: Returns whether the animation restarts when the animation transitions from the other animation.
ga: Filleann sé cé acu a atosóidh an bheochan nuair a aistrítear an bheochan ón mbeochan eile.

en: Returns [code]true[/code] if auto-advance is enabled for the given [param input] index.
ga: Filleann sé [code]true[/code] má tá uath-airleacan cumasaithe don innéacs [param ionchur] a thugtar.

en: Enables or disables auto-advance for the given [param input] index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.
ga: Cumasaítear nó díchumasaítear réamhíocaíocht uathoibríoch don innéacs [ionchur param] a thugtar. Má tá sé cumasaithe, luaigh athruithe ar an gcéad ionchur eile tar éis an bheochan a sheinm uair amháin. Má tá sé cumasaithe don staid ionchuir deiridh, lúbann sé go dtí an chéad staid.

en: If [code]true[/code], the destination animation is restarted when the animation transitions.
ga: Más [code]true[/code], atosófar an bheochan sprice nuair a aistrítear an bheochan.

en: If [code]true[/code], allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If [code]false[/code], nothing happens on the transition to the self state.
ga: Más [code]true[/code], ceadaíonn sé aistriú go dtí an féinstát. Nuair a bhíonn an rogha athshocraithe cumasaithe san ionchur, atosaítear an beochan. Más rud é [code]false[/code], ní tharlaíonn aon rud ar an aistriú go dtí an stát féin.

en: The number of enabled input ports for this animation node.
ga: Líon na bport ionchuir cumasaithe don nód beochana seo.

en: Cross-fading time (in seconds) between each animation connected to the inputs.
    [b]Note:[/b] [AnimationNodeTransition] transitions the current state immediately after the start of the fading. The precise remaining time can only be inferred from the main animation. When [AnimationNodeOutput] is considered as the most upstream, so the [member xfade_time] is not scaled depending on the downstream delta. See also [member AnimationNodeOneShot.fadeout_time].
ga: Am trasnaithe (i soicindí) idir gach beochan atá nasctha leis na hionchuir.
    [b]Nóta:[/b] Aistríonn [AnimationNodeTransition] an staid reatha díreach tar éis thús an chéimnithe. Ní féidir an t-am beacht atá fágtha a thuiscint ach ón bpríomhbheochan. Nuair a mheastar [AnimationNodeOutput] mar an ceann is mó in aghaidh an tsrutha, mar sin níl an [member xfade_time] scálaithe ag brath ar an deilt le sruth. Féach freisin [member AnimationNodeOneShot.fadeout_time].

en: A node used for animation playback.
ga: Nód a úsáidtear le haghaidh athsheinm beochana.

en: An animation player is used for general-purpose playback of animations. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions.
    Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
    [AnimationPlayer] is better-suited than [Tween] for more complex animations, for example ones with non-trivial timings. It can also be used over [Tween] if the animation track editor is more convenient than doing it in code.
    Updating the target properties of animations occurs at the process frame.
ga: Úsáidtear seinnteoir beochana chun beochan a athsheinm go ginearálta. Tá foclóir acmhainní [AnimationLibrary] ann agus amanna cumasc saincheaptha idir aistrithe beochana.
    Úsáideann roinnt modhanna agus airíonna eochair amháin chun tagairt dhíreach a dhéanamh do bheochan. Déantar na heochracha seo a fhormáidiú mar eochair na leabharlainne, agus slais ar aghaidh ina dhiaidh sin, ansin an eochair don bheochan laistigh den leabharlann, mar shampla [code]"gluaiseacht/rith"[/code]. Más teaghrán folamh í eochair na leabharlainne (ar a dtugtar an leabharlann réamhshocraithe), fágtar an réamhshlais ar lár, agus í mar an eochair chéanna a úsáideann an leabharlann.
    Is fearr a oireann [AnimationPlayer] ná [Tween] do bheochan níos casta, mar shampla cinn a bhfuil amanna neamhfhánacha acu. Is féidir é a úsáid freisin thar [Tween] má tá an t-eagarthóir rian beochana níos áisiúla ná é a dhéanamh i gcód.
    Tarlaíonn nuashonrú airíonna sprice beochana ag fráma an phróisis.

en: Returns the key of the animation which is queued to play after the [param animation_from] animation.
ga: Filleann sé eochair an bheochana atá ciúáilte le himirt tar éis beochan [param animation_from].

en: Triggers the [param animation_to] animation when the [param animation_from] animation completes.
ga: Spreagann sé an bheochan [param animation_to] nuair a chríochnaíonn an bheochan [param animation_from].

en: Clears all queued, unplayed animations.
ga: Glanann sé gach beochan ciúáilte, gan seinnt.

en: Returns the blend time (in seconds) between two animations, referenced by their keys.
ga: Filleann sé an t-am cumaisc (i soicindí) idir dhá bheochan, tagairt ag a n-eochracha.

en: Use [member AnimationMixer.callback_mode_method] instead.
ga: Úsáid [member AnimationMixer.callback_mode_method] ina ionad sin.

en: Returns the call mode used for "Call Method" tracks.
ga: Filleann sé an modh glaonna a úsáidtear le haghaidh rianta "Modh Glaonna".

en: Use [member AnimationMixer.callback_mode_process] instead.
ga: Úsáid [member AnimationMixer.callback_mode_process] ina ionad sin.

en: Returns the process notification in which to update animations.
ga: Filleann sé an fógra próisis inar féidir beochan a nuashonrú.

en: Returns a list of the animation keys that are currently queued to play.
ga: Seoltar ar ais liosta de na heochracha beochana atá ciúáilte le himirt faoi láthair.

en: Use [member AnimationMixer.root_node] instead.
ga: Úsáid [comhalta AnimationMixer.root_node] ina ionad sin.

en: Returns the node which node path references will travel from.
ga: Filleann sé an nód as a rachaidh na tagairtí cosán nóid.

en: Pauses the currently playing animation. The [member current_animation_position] will be kept and calling [method play] or [method play_backwards] without arguments or with the same animation name as [member assigned_animation] will resume the animation.
    See also [method stop].
ga: Cuireann sé an beochan atá á imirt faoi láthair ar sos. Coinneofar an [member current_animation_position] agus cuirfidh sé glaoch ar [imirt modh] nó [method play_backwards] gan argóintí nó leis an ainm beochana céanna le [member defined_animation] an beochan a atosú.
    Féach freisin [stad modha].

en: Plays the animation with key [param name]. Custom blend times and speed can be set.
    The [param from_end] option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]).
    The [AnimationPlayer] keeps track of its current or last played animation with [member assigned_animation]. If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused.
    [b]Note:[/b] The animation will be updated the next time the [AnimationPlayer] is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call [code]advance(0)[/code].
ga: Seinntear an bheochan le heochair [ainm param]. Is féidir amanna cumaisc saincheaptha agus luas a shocrú.
    Ní bhíonn tionchar ag an rogha [param from_end] ach amháin nuair a aistrítear go rian beochana nua, nó má tá an rian céanna ach ag an tús nó ag an deireadh. Ní chuireann sé isteach ar athsheinm athuair a cuireadh ar sos i lár beochana. Má tá [param custom_speed] diúltach agus [param from_end] [code]true[/code], imreoidh an bheochan ar gcúl (atá comhionann le glaoch ar [method play_backwards]).
    Coinníonn an [AnimationPlayer] a bheochan reatha nó a bheochan deiridh le [beochan ball sannta]]. Má ghlaoitear an modh seo leis an mbeochan céanna sin [ainm param], nó mura bhfuil aon pharaiméadar [param name] ann, cuirfear tús leis an mbeochan sannta arís má cuireadh ar sos í.
    [b]Nóta:[/b] Déanfar an bheochan a nuashonrú an chéad uair eile a phróiseálfar an [AnimationPlayer]. Má dhéantar athróga eile a nuashonrú ag an am céanna a dtugtar é seo, féadfar iad a nuashonrú ró-luath. Chun an nuashonrú a dhéanamh láithreach, cuir glaoch ar [code] roimh ré(0)[/code].

en: See also [method AnimationMixer.capture].
    You can use this method to use more detailed options for capture than those performed by [member playback_auto_capture]. When [member playback_auto_capture] is [code]false[/code], this method is almost the same as the following:
    [codeblock]
    capture(name, duration, trans_type, ease_type)
    play(name, custom_blend, custom_speed, from_end)
    [/codeblock]
    If [param name] is blank, it specifies [member assigned_animation].
    If [param duration] is a negative value, the duration is set to the interval between the current position and the first key, when [param from_end] is [code]true[/code], uses the interval between the current position and the last key instead.
    [b]Note:[/b] The [param duration] takes [member speed_scale] into account, but [param custom_speed] does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.
ga: Féach freisin [method AnimationMixer.capture].
    Is féidir leat an modh seo a úsáid chun roghanna níos mionsonraithe maidir le gabháil a úsáid ná na cinn a rinne [member playback_auto_capture]. Nuair a bhíonn [ball playback_auto_capture] [code]false[/code], tá an modh seo beagnach mar an gcéanna leis an méid seo a leanas:
    [codeblock]
    gabháil (ainm, fad, tras_cineál, ease_type)
    imirt (ainm, custom_blend, custom_speed, ó_deireadh)
    [/codeblock]
    Má tá [ainm param] bán, sonraíonn sé [member defined_animation].
    Más luach diúltach é [fad param], socraítear an fad chuig an eatramh idir an suíomh reatha agus an chéad eochair, nuair a bhíonn [param from_end] [code]true[/code], úsáidtear an t-eatramh idir an suíomh reatha agus an eochair deiridh ina ionad.
    [b]Nóta:[/b] Cuirtear [member speed_scale] san áireamh sa [fad param], ach ní dhéanann [param custom_speed], toisc go bhfuil an taisce gabhála idirshuite le toradh an chumaisc agus d’fhéadfadh go mbeadh beochan iolracha sa toradh.

en: Queues an animation for playback once the current animation and all previously queued animations are done.
    [b]Note:[/b] If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
ga: scuainíonn beochan le haghaidh athsheinm a luaithe a bheidh an beochan reatha agus gach beochan ciúáilte roimhe seo déanta.
    [b]Nóta:[/b] Má tá beochan lúbtha á sheinm faoi láthair, ní sheinnfear an bheochan scuaine choíche mura stoptar an bheochan lúbtha ar bhealach éigin.

en: Seeks the animation to the [param seconds] point in time (in seconds). If [param update] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [param seconds] are skipped.
    If [param update_only] is [code]true[/code], the method / audio / animation playback tracks will not be processed.
    [b]Note:[/b] Seeking to the end of the animation doesn't emit [signal AnimationMixer.animation_finished]. If you want to skip animation and emit the signal, use [method AnimationMixer.advance].
ga: Féachann sí leis an mbeochan go dtí an pointe ama [soicindí param] (i soicindí). Má tá [param update] [code]true[/code], nuashonraíonn an beochan freisin, mura ndéantar é a nuashonrú ag am an phróisis. Ní dhéantar imeachtaí idir an fráma reatha agus [soicindí param].
    Má tá [param update_only] [code]true[/code], ní dhéanfar na rianta modh / fuaime / athsheinm beochana a phróiseáil.
    [b]Nóta:[/b] Ní astaítear [signal AnimationMixer.animation_finished] nuair a bhíonn tú ag iarraidh deireadh an bheochana]. Más mian leat beochan a scipeáil agus an comhartha a astú, úsáid [method AnimationMixer.advance].

en: Specifies a blend time (in seconds) between two animations, referenced by their keys.
ga: Sonraíonn sé am cumaisc (i soicindí) idir dhá bheochan, agus tagairt á déanamh ag a n-eochracha.

en: Sets the call mode used for "Call Method" tracks.
ga: Socraíonn sé an modh glaonna a úsáidtear le haghaidh rianta "Modh Glaonna".

en: Sets the process notification in which to update animations.
ga: Socraíonn sé an fógra próisis inar féidir beochan a nuashonrú.

en: Sets the node which node path references will travel from.
ga: Socraíonn sé an nód as a rachaidh tagairtí cosán nóid.

en: Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause].
    If [param keep_state] is [code]true[/code], the animation state is not updated visually.
    [b]Note:[/b] The method / audio / animation playback tracks will not be processed by this method.
ga: Stopann an beochan atá á imirt faoi láthair. Athshocraítear suíomh na beochana go [code]0[/code] agus athshocraítear an [code]luas_custaim[/code] go [code]1.0[/code]. Féach freisin [sos modha].
    Má tá [param keep_state] [code]true[/code], ní dhéantar staid na beochana a nuashonrú go radhairc.
    [b]Nóta:[/b] Ní dhéanfar an modh / rianta fuaime / athsheinm beochana a phróiseáil ar an modh seo.

en: If playing, the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also [member current_animation].
ga: Más ag imirt, is é eochair an bheochan reatha, murab é sin, an bheochan deiridh a bhí. Nuair a bheidh sé socraithe, athraíonn sé seo an beochan, ach ní imirt air mura bhfuil sé ag imirt cheana féin. Féach freisin [member current_animation].

en: The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
    [b]Note:[/b] While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
ga: Eochair an beochan atá á imirt faoi láthair. Mura bhfuil aon bheochan á imirt, is teaghrán folamh é luach na maoine. Má athraítear an luach seo, ní atosófar an beochan. Féach [imirt modh] le haghaidh tuilleadh eolais ar bheochan a sheinm.
    [b]Nóta:[/b] Cé go bhfuil an t-airí seo le feiceáil sa Chigire, níl sé i gceist é a chur in eagar, agus níl sé sábháilte sa radharc. Úsáidtear an mhaoin seo go príomha chun an beochan atá á imirt faoi láthair a fháil, agus go hinmheánach le haghaidh rianta athsheinm beochana. Le haghaidh tuilleadh faisnéise, féach [Beochan].

en: The length (in seconds) of the currently playing animation.
ga: Fad (i soicindí) an bheochana atá á imirt faoi láthair.

en: The position (in seconds) of the currently playing animation.
ga: Suíomh (i soicindí) an bheochana atá á imirt faoi láthair.

en: If [code]true[/code] and the engine is running in Movie Maker mode (see [MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an animation is done playing in this [AnimationPlayer]. A message is printed when the engine quits for this reason.
    [b]Note:[/b] This obeys the same logic as the [signal AnimationMixer.animation_finished] signal, so it will not quit the engine if the animation is set to be looping.
ga: Má tá [code]true[/code] agus an t-inneall ag rith i mód Déantóir Scannán (féach [Scríbhneoir Scannán]), fágann sé an t-inneall le [method SceneTree.quit] a luaithe a dhéantar beochan ag seinm sa [AnimationPlayer] seo. Cuirtear teachtaireacht i gcló nuair a scoireann an t-inneall ar an gcúis seo.
    [b]Nóta:[/b] Cloíonn sé seo leis an loighic chéanna leis an comhartha [signal AnimationMixer.animation_finished], mar sin ní scoirfidh sé an t-inneall má tá an beochan socraithe le bheith lúbach.

en: If [code]true[/code], performs [method AnimationMixer.capture] before playback automatically. This means just [method play_with_capture] is executed with default arguments instead of [method play].
    [b]Note:[/b] Capture interpolation is only performed if the animation contains a capture track. See also [constant Animation.UPDATE_CAPTURE].
ga: Más [code]true[/code], feidhmíonn sé [method AnimationMixer.capture] roimh athsheinm go huathoibríoch. Ciallaíonn sé seo nach ndéantar ach [method play_with_capture] a fhorghníomhú le hargóintí réamhshocraithe in ionad [imirt modh].
    [b]Nóta:[/b] Ní dhéantar idirshuíomh gabhála ach amháin má tá rian gabhála san bheochan. Féach freisin [Beochan leanúnach.UPDATE_CAPTURE].

en: See also [method play_with_capture] and [method AnimationMixer.capture].
    If [member playback_auto_capture_duration] is negative value, the duration is set to the interval between the current position and the first key.
ga: Féach freisin [method play_with_capture] agus [method AnimationMixer.capture].
    Más luach diúltach é [member playback_auto_capture_duration], socraítear an fad go dtí an t-eatramh idir an suíomh reatha agus an chéad eochair.

en: The ease type of the capture interpolation. See also [enum Tween.EaseType].
ga: An cineál éascaíocht an idirshuíomh gabhála. Féach freisin [enum Tween.EaseType].

en: The transition type of the capture interpolation. See also [enum Tween.TransitionType].
ga: Cineál trasdula an idirshuímh gabhála. Féach freisin [enum Tween.TransitionType].

en: The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
ga: An t-am réamhshocraithe chun beochan a chumasc. Raonta ó 0 go 4096 le cruinneas 0.01.

en: Emitted when a queued animation plays after the previous animation finished. See also [method AnimationPlayer.queue].
    [b]Note:[/b] The signal is not emitted when the animation is changed via [method AnimationPlayer.play] or by an [AnimationTree].
ga: Astaithe nuair a imríonn beochan ciúáilte tar éis an beochan roimhe críochnaithe. Féach freisin [method AnimationPlayer.queue].
    [b]Nóta:[/b] Ní astaítear an comhartha nuair a athraítear an bheochan trí [method AnimationPlayer.play] nó ag [AnimationTree].

en: Emitted when [member current_animation] changes.
ga: Astaithe nuair a athraíonn [member current_animation].

en: See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS].
ga: Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS].

en: See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE].
ga: Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE].

en: See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL].
ga: Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL].

en: See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED].
ga: Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED].

en: See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE].
ga: Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE].

en: Base class for [AnimationNode]s that hold one or multiple composite animations. Usually used for [member AnimationTree.tree_root].
ga: Bunrang do [BeochanNóid]anna a choinníonn beochan ilchodach amháin nó níos mó. De ghnáth a úsáidtear le haghaidh [comhalta AnimationTree.tree_root].

en: [AnimationRootNode] is a base class for [AnimationNode]s that hold a complete animation. A complete animation refers to the output of an [AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other [AnimationRootNode]s.
    Examples of built-in root nodes include [AnimationNodeBlendTree] (allows blending nodes between each other using various modes), [AnimationNodeStateMachine] (allows to configure blending and transitions between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] (allows linear blending between [b]three[/b] [AnimationNode]s), [AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] [AnimationNode]s).
ga: Is bunrang é [AnimationRootNode] do [AnimationNode]s a bhfuil beochan iomlán acu. Tagraíonn beochan iomlán d'aschur [AnimationNodeOutput] i [AnimationNodeBlendTree] nó aschur [AnimationRootNode] eile. Úsáidtear é le haghaidh [member AnimationTree.tree_root] nó i [AnimationRootNode]s eile.
    I measc samplaí de nóid fréimhe ionsuite tá [AnimationNodeBlendTree] (a cheadaíonn nóid a chumasc idir a chéile ag baint úsáide as modhanna éagsúla), [AnimationNodeStateMachine] (féidir cumasc agus trasdulta idir nóid a chumrú ag baint úsáide as patrún meaisín stáit), [AnimationNodeBlendSpace2D] (ceadaíonn cumasc líneach idir [b]trí[/b] [AnimationNode]s), [AnimationNodeBlendSpace1D] (ní cheadaítear ach cumasc líneach idir [b]dhá[/b] [BeochanNóid]s).

en: A node used for advanced animation transitions in an [AnimationPlayer].
ga: Nód a úsáidtear le haghaidh aistrithe beochan ardleibhéil i [AnimationPlayer].

en: A node used for advanced animation transitions in an [AnimationPlayer].
    [b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
ga: Nód a úsáidtear le haghaidh aistrithe beochan ardleibhéil i [AnimationPlayer].
    [b]Nóta:[/b] Nuair a nasctar é le [Imreoir Beochana], ní fheidhmeoidh roinnt airíonna agus modhanna an [Seinnteoir Beochana] comhfhreagrach mar a bhíothas ag súil leis. Ba cheart athsheinm agus trasdulta a láimhseáil gan úsáid a bhaint as [AnimationTree] agus a chomhábhar [AnimationNode](s) amháin. Ba cheart an nód [AnimationPlayer] a úsáid chun beochan a chur leis, a scriosadh agus a chur in eagar amháin.

en: The path to the [Node] used to evaluate the [AnimationNode] [Expression] if one is not explicitly specified internally.
ga: An cosán go dtí an [Nóid] a úsáidtear chun an [AnimationNode] [Expression] a mheas mura bhfuil ceann sonraithe go hinmheánach.

en: The path to the [AnimationPlayer] used for animating.
ga: An cosán go dtí an [AnimationPlayer] a úsáidtear le haghaidh beochana.

en: The root animation node of this [AnimationTree]. See [AnimationRootNode].
ga: Nód beochana fhréamh an [AnimationTree] seo. Féach [AnimationRootNode].

en: Emitted when the [member anim_player] is changed.
ga: Astaítear nuair a athraítear an [member anim_player].

en: A region of 2D space that detects other [CollisionObject2D]s entering or exiting it.
ga: Réigiúin de spás 2T a bhraitheann [CollisionObject2D]s eile a théann isteach nó amach as.

en: [Area2D] is a region of 2D space defined by one or multiple [CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other [CollisionObject2D]s enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
    This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
    [b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not interact as expected with [Area2D]s, and might not emit signals or track objects correctly.
ga: Is éard atá i [Area2D] ná réigiún de spás 2D a shainítear le nóid linbh amháin nó iolrach [CollisionShape2D] nó [CollisionPolygon2D]. Aimsíonn sé nuair a théann [CollisionObject2D]s eile isteach nó amach as, agus coinníonn sé rian freisin ar cé na rudaí imbhuailte nár éirigh leo go fóill (i.e. cé acu ceann atá ag forluí air).
    Is féidir leis an nód seo paraiméadair na fisice a athrú nó a shárú go háitiúil freisin (domhantarraingt, taiseadh) agus an fhuaim a chur ar bhusanna saincheaptha fuaime.
    [b]Nóta:[/b] Seans nach n-idirghníomhaíonn réimsí agus coirp a cruthaíodh le [PhysicsServer2D] mar a bhíothas ag súil leis le [Area2D]s, agus seans nach n-astú comharthaí nó rudaí a rianú i gceart.

en: Using Area2D
ga: Ag baint úsáide as Area2D

en: 2D Pong Demo
ga: Cluiche 2D Pong Taispeántas

en: 2D Platformer Demo
ga: Taispeántas Platformer 2D

en: Returns a list of intersecting [Area2D]s. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Seoltar ar ais liosta [Area2D]anna trasnacha. Caithfidh [member CollisionObject2D.collision_layer] an limistéir fhorluiteacha a bheith mar chuid de [member CollisionObject2D.collision_mask] an limistéir seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Seoltar ar ais liosta de [PhysicsBody2D]s agus [TileMap]anna trasnaithe. Ní mór [member CollisionObject2D.collision_layer] an chomhlachta forluiteacha a bheith mar chuid de [member CollisionObject2D.collision_mask] an réimse seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Filleann sé [code]true[/code] má trasnaíonn sé aon [Area2D]s, nó seolann sé ar ais [code]bréagach[/code]. Caithfidh [member CollisionObject2D.collision_layer] an limistéir fhorluiteacha a bheith mar chuid de [member CollisionObject2D.collision_mask] an limistéir seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar liosta na réimsí forluiteacha a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Filleann sé [code]true[/code] má trasnaíonn sé aon [PhysicsBody2D]s nó [TileMap]s, nó seolann sé ar ais [code]bréagach[/code]. Ní mór [member CollisionObject2D.collision_layer] an chomhlachta forluiteacha a bheith mar chuid de [member CollisionObject2D.collision_mask] an réimse seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar liosta na gcomhlachtaí forluiteacha a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if the given [Area2D] intersects or overlaps this [Area2D], [code]false[/code] otherwise.
    [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
ga: Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an [Area2D] a thugtar an [Area2D] seo, [code]bréagach[/code] ar shlí eile.
    [b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag gluaiseacht. Maidir le feidhmíocht, déantar liosta na bhforluí a nuashonrú uair amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if the given physics body intersects or overlaps this [Area2D], [code]false[/code] otherwise.
    [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
    The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] instance. While TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body.
ga: Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an corp fisice seo an [Area2D], [code]bréagach[/code] ar shlí eile.
    [b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag gluaiseacht. Maidir le feidhmíocht, déantar liosta forluí a nuashonrú uair amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar chomharthaí a úsáid ina ionad sin.
    Féadfaidh argóint [PhysicsBody2D] nó [TileMap] a bheith san argóint [param body]. Cé nach comhlachtaí fisice iad TileMaps iad féin, cláraíonn siad a gcuid tíleanna le cruthanna imbhuailte mar chomhlacht fíorúil fisice.

en: The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
    See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
ga: An ráta a stopann réada ag sníomh sa réimse seo. Léiríonn sé an treoluas uilleach a cailleadh in aghaidh an tsoicind.
    Féach [comhalta ProjectSettings.physics/2d/default_angular_damp] le haghaidh tuilleadh sonraí maidir le taiseadh.

en: Override mode for angular damping calculations within this area. See [enum SpaceOverride] for possible values.
ga: Mód sáraithe le haghaidh ríomhaireachtaí maolaithe uilleacha laistigh den réimse seo. Féach [enum SpaceOverride] le haghaidh luachanna féideartha.

en: The name of the area's audio bus.
ga: Ainm bhus fuaime an cheantair.

en: If [code]true[/code], the area's audio bus overrides the default audio bus.
ga: Más [code]true[/code], sáraíonn bus fuaime an limistéir an bus fuaime réamhshocraithe.

en: The area's gravity intensity (in pixels per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
ga: Déine domhantarraingthe an limistéir (i bpicteilíní in aghaidh an tsoicind cearnógach). Méadaíonn an luach seo treo an domhantarraingthe. Tá sé seo úsáideach chun fórsa domhantarraingthe a athrú gan a threo a athrú.

en: The area's gravity vector (not normalized).
ga: Veicteoir domhantarraingthe an limistéir (gan normalú).

en: If [code]true[/code], gravity is calculated from a point (set via [member gravity_point_center]). See also [member gravity_space_override].
ga: Más [code]true[/code], ríomhtar domhantarraingt ó phointe (socraithe trí [member gravity_point_center]). Féach freisin [member gravity_space_override].

en: If gravity is a point (see [member gravity_point]), this will be the point of attraction.
ga: Más pointe é an domhantarraingt (féach [member gravity_point]), is é seo an pointe tarraingthe.

en: The distance at which the gravity strength is equal to [member gravity]. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on.
    The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
ga: Tá an fad ag a bhfuil an neart domhantarraingthe cothrom le [member domhantarraingthe]. Mar shampla, ar phláinéad 100 picteilín ar ga le meáchanlár dromchla de 4.0 px/s², socraigh [meáchanlár na mball] go 4.0 agus fad an aonaid go 100.0. Beidh titim ar an domhantarraingt de réir an dlí inbhéartach cearnach, mar sin sa sampla, ag 200 picteilín ón lár beidh an domhantarraingthe 1.0 px/s² (dhá uair an fad, 1/4ú an domhantarraingthe), ag 50 picteilín beidh sé 16.0 px/s² (leath an fad, 4x an domhantarraingt), agus mar sin de.
    Níl an méid thuas fíor ach amháin nuair is uimhir dheimhneach an fad aonaid. Nuair a shocraítear é seo go 0.0, beidh an meáchanlár seasmhach beag beann ar achar.

en: Override mode for gravity calculations within this area. See [enum SpaceOverride] for possible values.
ga: Modh sáraithe le haghaidh ríomhaireachtaí domhantarraingthe laistigh den réimse seo. Féach [enum SpaceOverride] le haghaidh luachanna féideartha.

en: The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
    See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
ga: An ráta a stopann rudaí ag gluaiseacht sa réimse seo. Léiríonn sé an treoluas líneach a cailleadh in aghaidh an tsoicind.
    Féach [comhalta ProjectSettings.physics/2d/default_linear_damp] le haghaidh tuilleadh sonraí maidir le taiseadh.

en: Override mode for linear damping calculations within this area. See [enum SpaceOverride] for possible values.
ga: Mód sáraithe le haghaidh ríomhaireachtaí maolaithe líneacha laistigh den réimse seo. Féach [enum SpaceOverride] le haghaidh luachanna féideartha.

en: If [code]true[/code], other monitoring areas can detect this area.
ga: Más [code]true[/code], is féidir le réimsí monatóireachta eile an limistéar seo a bhrath.

en: If [code]true[/code], the area detects bodies or areas entering and exiting it.
ga: Más [code]true[/code], aimsíonn an limistéar coirp nó limistéir a théann isteach agus amach as.

en: The area's priority. Higher priority areas are processed first. The [World2D]'s physics is always processed last, after all areas.
ga: Tosaíocht an cheantair. Déantar réimsí tosaíochta níos airde a phróiseáil ar dtús. Déantar fisic an [World2D] a phróiseáil go deireanach i gcónaí, tar éis gach réimse.

en: Emitted when the received [param area] enters this area. Requires [member monitoring] to be set to [code]true[/code].
ga: Astaítear nuair a thagann an [limistéar param] isteach sa limistéar seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].

en: Emitted when the received [param area] exits this area. Requires [member monitoring] to be set to [code]true[/code].
ga: Astaithe nuair a thagann an [réimse param] faighte amach ón limistéar seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].

en: Emitted when a [Shape2D] of the received [param area] exits a shape of this area. Requires [member monitoring] to be set to [code]true[/code].
    See also [signal area_shape_entered].
ga: Astaítear nuair a théann [Shape2D] den [limistéar param] faighte amach as cruth den limistéar seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].
    Féach freisin [signal area_shape_entered].

en: Emitted when the received [param body] enters this area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code].
ga: Astaítear nuair a thagann [an comhlacht param] isteach sa limistéar seo. Is féidir le [corp param] a bheith ina [PhysicsBody2D] nó ina [TileMap]. Braitear [TileMap]anna má tá cruthanna imbhuailte ar a [TileSet] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].

en: Emitted when the received [param body] exits this area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code].
ga: Astaítear nuair a théann an [param body] faighte amach as an limistéar seo. Is féidir le [corp param] a bheith ina [PhysicsBody2D] nó ina [TileMap]. Braitear [TileMap]anna má tá cruthanna imbhuailte ar a [TileSet] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].

en: Emitted when a [Shape2D] of the received [param body] exits a shape of this area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code].
    See also [signal body_shape_entered].
ga: Astaítear nuair a théann [Shape2D] den [chomhlacht param] faighte amach as cruth den limistéar seo. Is féidir le [corp param] a bheith ina [PhysicsBody2D] nó ina [TileMap]. Braitear [TileMap]anna má tá cruthanna imbhuailte ar a [TileSet] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].
    Féach freisin [comhartha body_shape_entered].

en: This area does not affect gravity/damping.
ga: Ní chuireann an limistéar seo isteach ar dhomhantarraingt/dompáil.

en: This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order).
ga: Cuireann an réimse seo a luachanna domhantarraingthe/damúcháin le cibé rud atá ríofa go dtí seo (in ord [comhalta tosaíochta]).

en: This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order), ignoring any lower priority areas.
ga: Cuireann an réimse seo a luachanna imtharraingthe/mhaolaithe le cibé rud atá ríofa go dtí seo (in ord [comhalta tosaíochta]), gan aird ar aon réimsí tosaíochta níos ísle.

en: This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
ga: Tagann an réimse seo in ionad aon domhantarraingthe/damáiste, fiú na mainneachtainí, gan aird a thabhairt ar aon réimsí tosaíochta níos ísle.

en: This area replaces any gravity/damping calculated so far (in [member priority] order), but keeps calculating the rest of the areas.
ga: Cuirtear an limistéar seo in ionad aon domhantarraingthe/damáiste a ríomhadh go dtí seo (in ord [comhalta tosaíochta]), ach déantar an chuid eile de na limistéir a ríomh i gcónaí.

en: A region of 3D space that detects other [CollisionObject3D]s entering or exiting it.
ga: Réigiúin de spás 3D a bhraitheann [CollisionObject3D]s eile a théann isteach nó amach as.

en: [Area3D] is a region of 3D space defined by one or multiple [CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other [CollisionObject3D]s enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
    This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
    [b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not interact as expected with [Area3D]s, and might not emit signals or track objects correctly.
    [b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] child of this node (created e.g. by using the [b]Create Trimesh Collision Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple [ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some cases it may be replaceable by a [CollisionPolygon3D].
ga: Is réigiún é [Area3D] de spás 3D atá sainmhínithe ag nóid linbh amháin nó iolrach [CollisionShape3D] nó [CollisionPolygon3D]. Aimsíonn sé nuair a théann [CollisionObject3D]s eile isteach nó amach as, agus coinníonn sé súil freisin cé na rudaí imbhuailte nár éirigh leo go fóill (i.e. cé acu ceann atá ag forluí air).
    Is féidir leis an nód seo paraiméadair na fisice a athrú nó a shárú go háitiúil freisin (domhantarraingt, taiseadh) agus an fhuaim a chur ar bhusanna saincheaptha fuaime.
    [b]Nóta:[/b] Seans nach n-idirghníomhaíonn limistéir agus coirp a chruthaítear le [PhysicsServer3D] mar a bhíothas ag súil leis le [Area3D]s, agus seans nach n-astú comharthaí nó rudaí a rianú i gceart.
    [b]Rabhadh:[/b] Ag baint úsáide as [ConcavePolygonShape3D] taobh istigh de leanbh [CollisionShape3D] den nód seo (cruthaithe m.sh. trí úsáid a bhaint as an rogha [b]Cruthaigh Trimesh Collision Sibling[/b] sa [b]Mogalra[/b] ] roghchlár a thagann chun solais nuair a roghnaítear nód [MeshInstance3D]) d’fhéadfadh torthaí gan choinne a thabhairt, toisc go bhfuil cruth an imbhuailte seo log. Mura bhfuil sé seo inmhianaithe, ní mór é a roinnt ina il[ConvexPolygonShape3D]s nó ina chruthanna primitive cosúil le [BoxShape3D], nó i gcásanna áirithe is féidir é a athsholáthar le [CollisionPolygon3D].

en: GUI in 3D Viewport Demo
ga: GUI i Taispeántas Viewport 3D

en: Returns a list of intersecting [Area3D]s. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Seoltar ar ais liosta [Area3D]s trasnacha. Caithfidh [member CollisionObject3D.collision_layer] an limistéir fhorluiteacha a bheith mar chuid de [member CollisionObject3D.collision_mask] an limistéir seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Seoltar ar ais liosta de [PhysicsBody3D]s agus [GridMap]anna trasnaithe. Ní mór [member CollisionObject3D.collision_layer] an chomhlachta forluiteacha a bheith mar chuid de [member CollisionObject3D.collision_mask] an réimse seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Filleann sé [code]true[/code] má trasnaíonn sé aon [Area3D]s, nó seolann sé ar ais [code]bréagach[/code]. Caithfidh [member CollisionObject3D.collision_layer] an limistéir fhorluiteacha a bheith mar chuid de [member CollisionObject3D.collision_mask] an limistéir seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar liosta na réimsí forluiteacha a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
    For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
ga: Filleann sé [code]true[/code] má trasnaíonn sé aon [PhysicsBody3D]s nó [GridMap]s, nó seolann sé ar ais [code]bréagach[/code]. Ní mór [member CollisionObject3D.collision_layer] an chomhlachta forluiteacha a bheith mar chuid de [member CollisionObject3D.collision_mask] an réimse seo chun é a bhrath.
    Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) déantar liosta na gcomhlachtaí forluiteacha a mhodhnú uair amháin le linn na céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if the given [Area3D] intersects or overlaps this [Area3D], [code]false[/code] otherwise.
    [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
ga: Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an [Area3D] a thugtar an [Area3D] seo, [code]bréagach[/code] ar shlí eile.
    [b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag gluaiseacht. Maidir le feidhmíocht, déantar liosta forluí a nuashonrú uair amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns [code]true[/code] if the given physics body intersects or overlaps this [Area3D], [code]false[/code] otherwise.
    [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
    The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] instance. While GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body.
ga: Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an corp fisice seo an [Area3D], [code]bréagach[/code] ar shlí eile.
    [b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag gluaiseacht. Maidir le feidhmíocht, déantar liosta forluí a nuashonrú uair amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar chomharthaí a úsáid ina ionad sin.
    Féadfaidh argóint [PhysicsBody3D] nó [GridMap] a bheith san argóint [param body]. Cé nach comhlacht fisice iad GridMaps iad féin, cláraíonn siad a gcuid tíleanna le cruthanna imbhuailte mar chomhlacht fíorúil fisice.

en: The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
    See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
ga: An ráta a stopann réada ag sníomh sa réimse seo. Léiríonn sé an treoluas uilleach a cailleadh in aghaidh an tsoicind.
    Féach [comhalta ProjectSettings.physics/3d/default_angular_damp] le haghaidh tuilleadh sonraí maidir le taiseadh.

en: The area's gravity intensity (in meters per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
ga: Déine domhantarraingthe an limistéir (i méadair in aghaidh an tsoicind cearnógach). Méadaíonn an luach seo treo an domhantarraingthe. Tá sé seo úsáideach chun fórsa domhantarraingthe a athrú gan a threo a athrú.

en: The distance at which the gravity strength is equal to [member gravity]. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.
    The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
ga: Tá an fad ag a bhfuil an neart domhantarraingthe cothrom le [member domhantarraingthe]. Mar shampla, ar phláinéad 100 méadar ar ga le meáchanlár dromchla de 4.0 m/s², socraigh [meáchantarraingt na mball] go 4.0 agus fad an aonaid go 100.0. Beidh titim ar an domhantarraingthe de réir an dlí inbhéartach cearnach, mar sin sa sampla, ag 200 méadar ón lár beidh an domhantarraingthe 1.0 m/s² (faoi dhó an t-achar, 1/4 an meáchanlár), ag 50 méadar beidh sé 16.0 m/s² (leath an fad, 4x an domhantarraingt), agus mar sin de.
    Níl an méid thuas fíor ach amháin nuair is uimhir dheimhneach an fad aonaid. Nuair a shocraítear é seo go 0.0, beidh an meáchanlár seasmhach beag beann ar achar.

en: The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
    See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
ga: An ráta a stopann rudaí ag gluaiseacht sa réimse seo. Léiríonn sé an treoluas líneach a cailleadh in aghaidh an tsoicind.
    Féach [comhalta ProjectSettings.physics/3d/default_linear_damp] le haghaidh tuilleadh sonraí maidir le taiseadh.

en: The area's priority. Higher priority areas are processed first. The [World3D]'s physics is always processed last, after all areas.
ga: Tosaíocht an cheantair. Déantar réimsí tosaíochta níos airde a phróiseáil ar dtús. Déantar fisic an [World3D] a phróiseáil go deireanach i gcónaí, tar éis gach réimse.

en: The degree to which this area applies reverb to its associated audio. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision.
ga: A mhéid a bhaineann an réimse seo le haisfhuaimniú an fhuaim a bhaineann leis. Raonta ó [code]0[/code] go [code]1[/code] le [code]0.1[/code] beachtas.

en: If [code]true[/code], the area applies reverb to its associated audio.
ga: Más [code]true[/code], cuireann an limistéar an t-aisfhuaimniú i bhfeidhm ar an fhuaim a bhaineann leis.

en: The name of the reverb bus to use for this area's associated audio.
ga: Ainm an bhus aisfhocail atá le húsáid don fhuaim a bhaineann leis an réimse seo.

en: The degree to which this area's reverb is a uniform effect. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision.
ga: A mhéid a bhíonn éifeacht aonfhoirmeach ag aisfhuaimniú an réimse seo. Raonta ó [code]0[/code] go [code]1[/code] le [code]0.1[/code] beachtas.

en: The exponential rate at which wind force decreases with distance from its origin.
    [b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other physics bodies are currently not affected by wind.
ga: An ráta easpónantúil ag a laghdaíonn fórsa na gaoithe de réir achar óna bhunús.
    [b]Nóta:[/b] Ní bhaineann an fórsa gaoithe seo ach le nóid [SoftBody3D]. Níl aon tionchar ag an ngaoth ar chomhlachtaí fisice eile faoi láthair.

en: The magnitude of area-specific wind force.
    [b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other physics bodies are currently not affected by wind.
ga: Méid fórsa gaoithe a bhaineann go sonrach leis an limistéar.
    [b]Nóta:[/b] Ní bhaineann an fórsa gaoithe seo ach le nóid [SoftBody3D]. Níl aon tionchar ag an ngaoth ar chomhlachtaí fisice eile faoi láthair.

en: The [Node3D] which is used to specify the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the [Node3D]'s local transform, and its origin is the origin of the [Node3D]'s local transform.
    [b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other physics bodies are currently not affected by wind.
ga: An [Node3D] a úsáidtear chun treo agus tionscnamh fórsa gaoithe a bhaineann go sonrach le limistéar a shonrú. Tá an treo urchomhaireach leis an ais-z de chlaochlú áitiúil [Node3D], agus is é a bhunús bunús an chlaochlaithe áitiúil [Node3D].
    [b]Nóta:[/b] Ní bhaineann an fórsa gaoithe seo ach le nóid [SoftBody3D]. Níl aon tionchar ag an ngaoth ar chomhlachtaí fisice eile faoi láthair.

en: Emitted when a [Shape3D] of the received [param area] exits a shape of this area. Requires [member monitoring] to be set to [code]true[/code].
    See also [signal area_shape_entered].
ga: Astaítear nuair a théann [Shape3D] den [limistéar param] faighte amach as cruth den limistéar seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].
    Féach freisin [signal area_shape_entered].

en: Emitted when the received [param body] enters this area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their [MeshLibrary] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code].
ga: Astaítear nuair a thagann [an comhlacht param] isteach sa limistéar seo. Is féidir le [corp param] a bheith ina [PhysicsBody3D] nó ina [GridMap]. Braitear [GridMap]anna má tá cruthanna imbhuailte ar a [MeshLibrary] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].

en: Emitted when the received [param body] exits this area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their [MeshLibrary] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code].
ga: Astaítear nuair a théann an [param body] faighte amach as an limistéar seo. Is féidir le [corp param] a bheith ina [PhysicsBody3D] nó ina [GridMap]. Braitear [GridMap]anna má tá cruthanna imbhuailte ar a [MeshLibrary] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].

en: Emitted when a [Shape3D] of the received [param body] exits a shape of this area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their [MeshLibrary] has collision shapes configured. Requires [member monitoring] to be set to [code]true[/code].
    See also [signal body_shape_entered].
ga: Astaítear nuair a théann [Shape3D] den [chorp param] faighte amach as cruth den limistéar seo. Is féidir le [corp param] a bheith ina [PhysicsBody3D] nó ina [GridMap]. Braitear [GridMap]anna má tá cruthanna imbhuailte ar a [MeshLibrary] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code].
    Féach freisin [comhartha body_shape_entered].

en: A built-in data structure that holds a sequence of elements.
ga: Struchtúr sonraí ionsuite a choinníonn seicheamh eilimintí.

en: Constructs an empty [Array].
ga: Tógann [Eagar] folamh.

en: Creates a typed array from the [param base] array. A typed array can only contain elements of the given type, or that inherit from the given class, as described by this constructor's parameters:
    - [param type] is the built-in [Variant] type, as one the [enum Variant.Type] constants.
    - [param class_name] is the built-in class name (see [method Object.get_class]).
    - [param script] is the associated script. It must be a [Script] instance or [code]null[/code].
    If [param type] is not [constant TYPE_OBJECT], [param class_name] must be an empty [StringName] and [param script] must be [code]null[/code].
    [codeblock]
    class_name Sword
    extends Node
    
    class Stats:
        pass
    
    func _ready():
        var a = Array([], TYPE_INT, "", null)               # Array[int]
        var b = Array([], TYPE_OBJECT, "Node", null)        # Array[Node]
        var c = Array([], TYPE_OBJECT, "Node", Sword)       # Array[Sword]
        var d = Array([], TYPE_OBJECT, "RefCounted", Stats) # Array[Stats]
    [/codeblock]
    The [param base] array's elements are converted when necessary. If this is not possible or [param base] is already typed, this constructor fails and returns an empty [Array].
    In GDScript, this constructor is usually not necessary, as it is possible to create a typed array through static typing:
    [codeblock]
    var numbers: Array[float] = []
    var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]
    
    var integers: Array[int] = [0.2, 4.5, -2.0]
    print(integers) # Prints [0, 4, -2]
    [/codeblock]
ga: Cruthaíonn eagar clóscríofa ón eagar [bun param]. Ní féidir a bheith in eagar clóscríofa ach gnéithe den chineál tugtha, nó a thagann le hoidhreacht ón aicme ar leith, mar a thuairiscítear i bparaiméadar an chruthaitheora seo:
    - Is é [cineál param] an cineál ionsuite [Athróg], mar aon leis na tairisigh [enum Variant.Type].
    - Is é [param class_name] an t-ainm ranga ionsuite (féach [method Object.get_class]).
    - Is é [param script] an script ghaolmhar. Caithfidh sé a bheith ina shampla [Script] nó [code]null[/code].
    Mura bhfuil [cineál param] [cód leanúnach TYPE_OBJECT], caithfidh [param class_name] a bheith ina [StringName] folamh agus caithfidh [param script] a bheith ina [code]null[/code].
    [codeblock]
    class_name Claíomh
    leathnaíonn Nód
    
    Staitisticí ranga:
        pas
    
    func _réidh():
        var a = Eagar([], TYPE_INT," "", null) # Eagar[int]
        var b = Eagar([], TYPE_OBJECT, "Nóid", null) # Eagar[Nóid]
        var c = Eagar([], TYPE_OBJECT, "Nód", Sword) # Eagar[Sword]
        var d = Eagar([], TYPE_OBJECT, "RefCounted", Stats) # Eagar[Stats]
    [/codeblock]
    Tiontaítear eilimintí an eagar [bun param] nuair is gá. Mura féidir é seo a dhéanamh nó má tá [bun param] clóscríofa cheana féin, teipeann ar an dtiomsaitheoir seo agus filleann sé [Eagar] folamh.
    I GDScript, ní bhíonn gá leis an bhfoirmitheoir seo de ghnáth, mar is féidir eagar clóscríofa a chruthú trí chlóscríobh statach:
    [codeblock]
    uimhreacha var: Eagar[snámh] = []
    var leanaí: Array[Node] = [$Nóid, $Sprite2D, $RigidBody3D]
    
    slánuimhreacha: Eagar[int] = [0.2, 4.5, -2.0]
    print(slánuimhreacha) # Priontála [0, 4, -2]
    [/codeblock]

en: Returns the same array as [param from]. If you need a copy of the array, use [method duplicate].
ga: Filleann sé an t-eagar céanna le [param ó]. Má theastaíonn cóip den eagar uait, bain úsáid as [dublicate modh].

en: Constructs an array from a [PackedByteArray].
ga: Tógann sé eagar ó [PackedByteArray].

en: Constructs an array from a [PackedColorArray].
ga: Tógann sé eagar ó [PackedColorArray].

en: Constructs an array from a [PackedFloat32Array].
ga: Tógann sé eagar ó [PackedFloat32Array].

en: Constructs an array from a [PackedFloat64Array].
ga: Tógann sé eagar ó [PackedFloat64Array].

en: Constructs an array from a [PackedInt32Array].
ga: Tógann sé eagar ó [PackedInt32Array].

en: Constructs an array from a [PackedInt64Array].
ga: Tógann sé eagar ó [PackedInt64Array].

en: Constructs an array from a [PackedStringArray].
ga: Tógann sé eagar ó [PackedStringArray].

en: Constructs an array from a [PackedVector2Array].
ga: Tógann sé eagar ó [PackedVector2Array].

en: Constructs an array from a [PackedVector3Array].
ga: Tógann sé eagar ó [PackedVector3Array].

en: Constructs an array from a [PackedVector4Array].
ga: Tógann sé eagar ó [PackedVector4Array].

en: Calls the given [Callable] on each element in the array and returns [code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or more[/i] elements in the array. If the [Callable] returns [code]false[/code] for all elements in the array, this method returns [code]false[/code].
    The [param method] should take one [Variant] parameter (the current array element) and return a [bool].
    [codeblock]
    func greater_than_5(number):
        return number > 5
    
    func _ready():
        print([6, 10, 6].any(greater_than_5)) # Prints true (3 elements evaluate to true).
        print([4, 10, 4].any(greater_than_5)) # Prints true (1 elements evaluate to true).
        print([4, 4, 4].any(greater_than_5))  # Prints false (0 elements evaluate to true).
        print([].any(greater_than_5))         # Prints false (0 elements evaluate to true).
    
        # Same as the first line above, but using a lambda function.
        print([6, 10, 6].any(func(number): return number > 5)) # Prints true
    [/codeblock]
    See also [method all], [method filter], [method map] and [method reduce].
    [b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays).
    [b]Note:[/b] For an empty array, this method always returns [code]false[/code].
ga: Glaonna ar an [Inghlaoite] tugtha ar gach eilimint san eagar agus seol ar ais [code]true[/code] má sheolann an [Callable] [code]true[/code] ar ais le haghaidh [i]eilimint amháin nó níos mó[/i] sa eagar. Má sheolann an [Inghlao] [code]bréagach[/code] ar ais do gach eilimint san eagar, filleann an modh seo [code]bréagach[/code].
    Ba cheart go dtógfadh an [param method] paraiméadar amháin [Athraitheach] (an eilimint eagar reatha) agus go gcuirfí [bool] ar ais.
    [codeblock]
    feidhm níos mó_ná_5(uimhir):
     uimhir aischuir > 5
    
    func _ready():
        print([6, 10, 6].any(greater_than_5)) # Priontaí fíor (meastar go bhfuil 3 eilimint fíor).
        print([4, 10, 4].any(greater_than_5)) # Priontaí fíor (measann 1 eilimint go bhfuil siad fíor).
        print([4, 4, 4].any(greater_than_5))  # Priontaí bréagach (meastar go bhfuil 0 eilimint fíor).
        print([].any(greater_than_5))         # Priontaí bréagach (meastar go bhfuil 0 eilimint fíor).
    
     # Mar an gcéanna leis an gcéad líne thuas, ach ag baint úsáide as feidhm lambda.
     print([6, 10, 6].any(func(number): return number > 5)) # Priontála fíor
    [/codeblock]
    Féach freisin [method uile], [scagaire modha], [léarscáil modhanna] agus [laghdaigh modh].
    [b]Nóta:[/b] Murab ionann agus a bheith ag brath ar mhéid an eagar a chuirtear ar ais ag [scagaire modha], fillfidh an modh seo chomh luath agus is féidir chun feidhmíocht a fheabhsú (go háirithe le eagair mhóra).
    [b]Nóta:[/b] I gcás eagar folamh, cuireann an modh seo ar ais [code]false[/code] i gcónaí.

en: Appends [param value] at the end of the array (alias of [method push_back]).
ga: Cuireann [paramluach] leis ag deireadh an eagar (ailias de [method push_back]).

en: Appends another [param array] at the end of this array.
    [codeblock]
    var numbers = [1, 2, 3]
    var extra = [4, 5, 6]
    numbers.append_array(extra)
    print(numbers) # Prints [1, 2, 3, 4, 5, 6]
    [/codeblock]
ga: Cuireann [param array] eile leis ag deireadh an eagar seo.
    [codeblock]
    var uimhreacha = [1, 2, 3]
    var breise = [4, 5, 6]
    numbers.append_array(breise)
    print(numbers) # Priontála [1, 2, 3, 4, 5, 6]
    [/codeblock]

en: Assigns elements of another [param array] into the array. Resizes the array to match [param array]. Performs type conversions if the array is typed.
ga: Sanntar gnéithe de [eagar param] eile isteach san eagar. Athmhéadaíonn sé an t-eagar chun teacht le [eagar param]. Déanann sé tiontuithe cineáil má chlóscríobhtar an t-eagar.

en: Returns the last element of the array. If the array is empty, fails and returns [code]null[/code]. See also [method front].
    [b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[-1][/code]), an error is generated without stopping project execution.
ga: Filleann sé an eilimint dheireanach den eagar. Má tá an t-eagar folamh, teipeann air agus seol ar ais [code]null[/code]. Féach freisin [method tosaigh].
    [b]Nóta:[/b] Murab ionann agus an t-oibreoir [code][][/code] ([code]eagar[-1][/code]), gintear earráid gan cur i gcrích an tionscadail a stopadh.

en: Returns the index of [param value] in the sorted array. If it cannot be found, returns where [param value] should be inserted to keep the array sorted. The algorithm used is [url=https://en.wikipedia.org/wiki/Binary_search_algorithm]binary search[/url].
    If [param before] is [code]true[/code] (as by default), the returned index comes before all existing elements equal to [param value] in the array.
    [codeblock]
    var numbers = [2, 4, 8, 10]
    var idx = numbers.bsearch(7)
    
    numbers.insert(idx, 7)
    print(numbers) # Prints [2, 4, 7, 8, 10]
    
    var fruits = ["Apple", "Lemon", "Lemon", "Orange"]
    print(fruits.bsearch("Lemon", true))  # Prints 1, points at the first "Lemon".
    print(fruits.bsearch("Lemon", false)) # Prints 3, points at "Orange".
    [/codeblock]
    [b]Note:[/b] Calling [method bsearch] on an [i]unsorted[/i] array will result in unexpected behavior. Use [method sort] before calling this method.
ga: Filleann sé an t-innéacs [paraluach] san eagar sórtáilte. Mura féidir é a aimsiú, filleann sé áit ar cheart [paraluach] a chur isteach chun an t-eagar a choinneáil sórtáilte. Is é an t-algartam a úsáidtear ná [url=https://en.wikipedia.org/wiki/Binary_search_algorithm]cuardach dénártha[/url].
    Má tá [param roimhe] [code]true[/code] (mar de réir réamhshocraithe), tagann an t-innéacs ar ais roimh gach eilimint atá ann cheana arb ionann é agus [paramluach] san eagar.
    [codeblock]
    var uimhreacha = [2, 4, 8, 10]
    var idx = uimhreacha.bsearch(7)
    
    uimhreacha.insert(idx, 7)
    cló (uimhreacha) # Priontála [2, 4, 7, 8, 10]
    
    var torthaí = ["Apple", "Lemon", "Lemon", "Orange"]
    print(fruits.bsearch("Lemon", fíor)) # Priontaí 1, pointí ag an gcéad "Lemon".
    print(fruits.bsearch("Lemon", bréagach)) # Priontála 3, pointí ag "Orange".
    [/codeblock]
    [b]Nóta:[/b] Má ghlaoitear ar [method bsearch] ar eagar [i]neamhshórtáilte[/i], beidh iompar gan choinne mar thoradh air. Úsáid [method saghas] roimh ghlaoch ar an modh seo.

en: Returns the index of [param value] in the sorted array. If it cannot be found, returns where [param value] should be inserted to keep the array sorted (using [param func] for the comparisons). The algorithm used is [url=https://en.wikipedia.org/wiki/Binary_search_algorithm]binary search[/url].
    Similar to [method sort_custom], [param func] is called as many times as necessary, receiving one array element and [param value] as arguments. The function should return [code]true[/code] if the array element should be [i]behind[/i] [param value], otherwise it should return [code]false[/code].
    If [param before] is [code]true[/code] (as by default), the returned index comes before all existing elements equal to [param value] in the array.
    [codeblock]
    func sort_by_amount(a, b):
        if a[1] < b[1]:
            return true
        return false
    
    func _ready():
        var my_items = [["Tomato", 2], ["Kiwi", 5], ["Rice", 9]]
    
        var apple = ["Apple", 5]
        # "Apple" is inserted before "Kiwi".
        my_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), apple)
    
        var banana = ["Banana", 5]
        # "Banana" is inserted after "Kiwi".
        my_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), banana)
    
        # Prints [["Tomato", 2], ["Apple", 5], ["Kiwi", 5], ["Banana", 5], ["Rice", 9]]
        print(my_items)
    [/codeblock]
    [b]Note:[/b] Calling [method bsearch_custom] on an [i]unsorted[/i] array will result in unexpected behavior. Use [method sort_custom] with [param func] before calling this method.
ga: Filleann sé an t-innéacs [param value] san eagar sórtáilte. Murar féidir é a fháil, filleann sé áit ar cheart [param value] a chur isteach chun an t-eagar a choinneáil sórtáilte (ag úsáid [param func] do na comparáidí). Is é an t-algartam a úsáidtear ná [url=https://en.wikipedia.org/wiki/Binary_search_algorithm]cuardach dénártha[/url].
    Cosúil le [method sort_custom], tugtar [param func] a mhéad uair is gá, ag fáil eilimint eagar amháin agus [luach param] mar argóintí. Ba cheart go dtabharfadh an fheidhm [code]true[/code] ar ais más rud é gur cheart go mbeadh an eilimint eagar [i]taobh thiar[/i] [param value], nó ba cheart dó [code]false[/code] a thabhairt ar ais.
    Má tá [an param roimhe] [code]true[/code] (mar a rinneadh de réir réamhshocraithe), tagann an t-innéacs ar ais roimh na heilimintí go léir atá ann cheana atá comhionann le [param value] san eagar.
    [codeblock]
    func sort_by_amount(a, b):
        if a[1] < b[1]:
            return true
        return false
    
    func _ready():
        var my_items = [["Tomato", 2], ["Kiwi", 5], ["Rice", 9]]
    
        var apple = ["Apple", 5]
        # "Apple" is inserted before "Kiwi".
        my_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), apple)
    
        var banana = ["Banana", 5]
        # "Banana" is inserted after "Kiwi".
        my_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), banana)
    
        # Prints [["Tomato", 2], ["Apple", 5], ["Kiwi", 5], ["Banana", 5], ["Rice", 9]]
        print(my_items)
    [/codeblock]
    [b]Nóta:[/b] Má chuirtear glaoch ar [method bsearch_custom] ar eagar [i]neamhshórtáilte[/i], beidh iompar gan choinne mar thoradh air. Úsáid [method sort_custom] le [param func] roimh ghlaoch ar an modh seo.

en: Removes all elements from the array. This is equivalent to using [method resize] with a size of [code]0[/code].
ga: Baineann sé na heilimintí go léir as an eagar. Tá sé seo comhionann le [method a athrú] le méid [code]0[/code] a úsáid.

en: Returns a new copy of the array.
    By default, a [b]shallow[/b] copy is returned: all nested [Array] and [Dictionary] elements are shared with the original array. Modifying them in one array will also affect them in the other.[br]If [param deep] is [code]true[/code], a [b]deep[/b] copy is returned: all nested arrays and dictionaries are also duplicated (recursively).
ga: Seoltar ar ais cóip nua den eagar.
    De réir réamhshocraithe, seoltar cóip [b]éadomhain[/b] ar ais: roinntear gach eilimint neadaithe [Eagar] agus [Foclóir] leis an eagar bunaidh. Má dhéantar iad a mhodhnú in eagar amháin, beidh tionchar acu sa cheann eile freisin.[br]Má tá [param domhain] [code]true[/code], cuirtear cóip [b] dhomhain[/b] ar ais: tá gach eagar neadaithe agus foclóirí freisin dúbailt (recursively).

en: Finds and removes the first occurrence of [param value] from the array. If [param value] does not exist in the array, nothing happens. To remove an element by index, use [method remove_at] instead.
    [b]Note:[/b] This method shifts every element's index after the removed [param value] back, which may have a noticeable performance cost, especially on larger arrays.
    [b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] supported and will result in unpredictable behavior.
ga: Aimsíonn agus baintear an chéad tarlúint [paraluach] as an eagar. Mura bhfuil [paraluach] san eagar, ní tharlaíonn aon rud. Chun eilimint de réir innéacs a bhaint, úsáid [method remove_at] ina ionad sin.
    [b]Nóta:[/b] Aistríonn an modh seo innéacs gach eilimint tar éis an [paraluach] a bhaintear ar ais, rud a d’fhéadfadh costas feidhmíochta suntasach a bheith aige, go háirithe ar eagair níos mó.
    [b]Nóta:[/b] Ní thacaítear [b][/b] le heilimintí a scriosadh agus iad á atriall thar eagair agus beidh iompar dothuartha mar thoradh air.

en: Calls the given [Callable] on each element in the array and returns a new, filtered [Array].
    The [param method] receives one of the array elements as an argument, and should return [code]true[/code] to add the element to the filtered array, or [code]false[/code] to exclude it.
    [codeblock]
    func is_even(number):
        return number % 2 == 0
    
    func _ready():
        print([1, 4, 5, 8].filter(is_even)) # Prints [4, 8]
    
        # Same as above, but using a lambda function.
        print([1, 4, 5, 8].filter(func(number): return number % 2 == 0))
    [/codeblock]
    See also [method any], [method all], [method map] and [method reduce].
ga: Glaonn an [Inghlaoch] a thugtar ar gach eilimint san eagar agus cuireann [Eagar] nua scagtha ar ais.
    Faigheann an [param method] ceann de na heilimintí eagar mar argóint, agus ba cheart dó [code]true[/code] a thabhairt ar ais chun an eilimint a chur leis an eagar scagtha, nó [code]false[/code] chun é a eisiamh.
    [codeblock]
    func is_fiú(uimhir):
        uimhir aischuir % 2 == 0
    
    func _réidh():
        prionta([1, 4, 5, 8].scagaire(is_fiú)) # Priontála [4, 8]
    
        # Mar an gcéanna thuas, ach feidhm lambda á úsáid.
        print([1, 4, 5, 8].scagaire(func(uimhir): uimhir aischuir % 2 == 0))
    [/codeblock]
    Féach freisin [method ar bith], [method ar fad], [léarscáil modha] agus [laghdaigh modh].

en: Returns the index of the [b]first[/b] occurrence of [param what] in this array, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the end of the array.
    [b]Note:[/b] If you just want to know whether the array contains [param what], use [method has] ([code]Contains[/code] in C#). In GDScript, you may also use the [code]in[/code] operator.
    [b]Note:[/b] For performance reasons, the search is affected by [param what]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and [code]7.0[/code] ([float]) are not considered equal for this method.
ga: Seoltar ar ais innéacs an [b]an chéad[/b] de [param what] san eagar seo, nó [code]-1[/code] mura bhfuil ceann ar bith ann. Is féidir tús an chuardaigh a shonrú le [param ó], ag leanúint ar aghaidh go dtí deireadh an eagar.
    [b]Nóta:[/b] Más mian leat a fháil amach an bhfuil [param what] san eagar, úsáid [tá an modh] ([code]Tá [/code] in C#). In GDScript, is féidir leat an t-oibreoir [code]in[/code] a úsáid freisin.
    [b]Nóta:[/b] Ar chúiseanna feidhmíochta, bíonn tionchar ag [param what]'s [enum Variant.Type] ar an gcuardach. Mar shampla, ní mheastar go bhfuil [code]7[/code] ([int]) agus [code]7.0[/code] ([snámhphointe]) comhionann don mhodh seo.

en: Returns the first element of the array. If the array is empty, fails and returns [code]null[/code]. See also [method back].
    [b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[0][/code]), an error is generated without stopping project execution.
ga: Filleann sé an chéad eilimint den eagar. Má tá an t-eagar folamh, teipeann air agus seol ar ais [code]null[/code]. Féach freisin [method ar ais].
    [b]Nóta:[/b] Murab ionann agus an t-oibreoir [code][][/code] ([code]eagar[0][/code]), gintear earráid gan cur i gcrích an tionscadail a stopadh.

en: Returns the built-in [Variant] type of the typed array as a [enum Variant.Type] constant. If the array is not typed, returns [constant TYPE_NIL]. See also [method is_typed].
ga: Filleann sé an cineál ionsuite [Athróg] den eagar clóscríofa mar tairiseach [enum Variant.Type]. Mura bhfuil an t-eagar clóscríofa, seolfar ar ais é [TYPE_NIL leanúnach]. Féach freisin [method is_typed].

en: Returns the [b]built-in[/b] class name of the typed array, if the built-in [Variant] type [constant TYPE_OBJECT]. Otherwise, returns an empty [StringName]. See also [method is_typed] and [method Object.get_class].
ga: Filleann sé seo [b]insuite[/b] ainm ranga an eagar clóscríofa, má chlóscríobh an [Athróg] ionsuite [ tairiseach TYPE_OBJECT]. Seachas sin, seolfaidh [StringName] folamh ar ais. Féach freisin [method is_typed] agus [method Object.get_class].

en: Returns the [Script] instance associated with this typed array, or [code]null[/code] if it does not exist. See also [method is_typed].
ga: Filleann sé an ásc [Script] a bhaineann leis an eagar clóscríofa seo, nó [code]null[/code] mura bhfuil sé ann. Féach freisin [method is_typed].

en: Returns a hashed 32-bit integer value representing the array and its contents.
    [b]Note:[/b] Arrays with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the countrary, arrays with different hash values are guaranteed to be different.
ga: Filleann sé luach slánuimhir hashed 32-giotán a léiríonn an t-eagar agus a bhfuil ann.
    [b]Nóta:[/b] Ní ráthaítear [i][/i] gurb ionann eagair a bhfuil na luachanna haise comhionanna acu, mar thoradh ar imbhuailtí hais. Ar an tír, tá eagair le luachanna hash éagsúla ráthaithe a bheith difriúil.

en: Inserts a new element ([param value]) at a given index ([param position]) in the array. [param position] should be between [code]0[/code] and the array's [method size].
    Returns [constant OK] on success, or one of the other [enum Error] constants if this method fails.
    [b]Note:[/b] Every element's index after [param position] needs to be shifted forward, which may have a noticeable performance cost, especially on larger arrays.
ga: Ionsáigh dúil nua ([paramluach]) ag innéacs tugtha ([suíomh param]) san eagar. Ba cheart go mbeadh [suíomh param] idir [code]0[/code] agus [method-mhéid] an eagar.
    Filleann [ tairiseach OK ] ar rath , nó ceann de na tairisigh [enum Error] eile má theipeann ar an modh seo.
    [b]Nóta:[/b] Is gá innéacs gach eiliminte tar éis [suíomh param] a aistriú ar aghaidh, rud a d’fhéadfadh costas feidhmíochta suntasach a bheith i gceist leis, go háirithe ar eagair níos mó.

en: Returns [code]true[/code] if the array is empty ([code][][/code]). See also [method size].
ga: Filleann sé [code]true[/code] má tá an t-eagar folamh ([code][/code]). Féach freisin [méid modha].

en: Returns [code]true[/code] if the array is read-only. See [method make_read_only].
    In GDScript, arrays are automatically read-only if declared with the [code]const[/code] keyword.
ga: Filleann sé [code]true[/code] má tá an t-eagar inléite amháin. Féach ar [method make_read_only].
    In GDScript, ní bhíonn eagair inléite go huathoibríoch ach amháin má dhearbhaítear iad leis an eochairfhocal [code]const[/code].

en: Returns [code]true[/code] if this array is typed the same as the given [param array]. See also [method is_typed].
ga: Filleann sé [code]true[/code] má tá an t-eagar seo clóscríofa mar an gcéanna leis an [eagar param] a thugtar. Féach freisin [method is_typed].

en: Returns [code]true[/code] if the array is typed. Typed arrays can only contain elements of a specific type, as defined by the typed array constructor. The methods of a typed array are still expected to return a generic [Variant].
    In GDScript, it is possible to define a typed array with static typing:
    [codeblock]
    var numbers: Array[float] = [0.2, 4.2, -2.0]
    print(numbers.is_typed()) # Prints true
    [/codeblock]
ga: Filleann sé [code]true[/code] má chlóscríobhtar an t-eagar. Ní féidir ach gnéithe de chineál ar leith a bheith in eagair clóscríofa, mar a shainíonn an cruthaitheoir eagair clóscríofa. Táthar ag súil go dtabharfaidh modhanna eagar clóscríofa ar ais cineálach [Athróg] fós.
    In GDScript, is féidir eagar clóscríofa a shainiú le clóscríobh statach:
    [codeblock]
    var uimhreacha: Eagar[snámhphointe] = [0.2, 4.2, -2.0]
    print(numbers.is_typed()) # Priontála fíor
    [/codeblock]

en: Makes the array read-only. The array's elements cannot be overridden with different values, and their order cannot change. Does not apply to nested elements, such as dictionaries.
    In GDScript, arrays are automatically read-only if declared with the [code]const[/code] keyword.
ga: Déanann an eagar inléite amháin. Ní féidir eilimintí an eagar a shárú le luachanna éagsúla, agus ní féidir a n-ord a athrú. Ní bhaineann sé le heilimintí neadaithe, mar fhoclóirí.
    In GDScript, ní bhíonn eagair inléite go huathoibríoch ach amháin má dhearbhaítear iad leis an eochairfhocal [code]const[/code].

en: Calls the given [Callable] for each element in the array and returns a new array filled with values returned by the [param method].
    The [param method] should take one [Variant] parameter (the current array element) and can return any [Variant].
    [codeblock]
    func double(number):
        return number * 2
    
    func _ready():
        print([1, 2, 3].map(double)) # Prints [2, 4, 6]
    
        # Same as above, but using a lambda function.
        print([1, 2, 3].map(func(element): return element * 2))
    [/codeblock]
    See also [method filter], [method reduce], [method any] and [method all].
ga: Glaonna ar an [Inghlaoite] tugtha do gach eilimint san eagar agus seol ar ais eagar nua a líonadh le luachanna a chuirtear ar ais ag [param method].
    Ba cheart go dtógfadh an [param method] paraiméadar [Athróg] amháin (an eilimint eagar reatha) agus is féidir leis [Athróg] ar bith a thabhairt ar ais.
    [codeblock]
    feidhm dhúbailte (uimhir):
        uimhir aischuir *2
    
    func _réidh():
        prionta([1, 2, 3].mapa(dúbailte)) # Priontála [2, 4, 6]
    
        # Mar an gcéanna leis an méid thuas, ach ag baint úsáide as feidhm lambda.
        cló([1, 2, 3].mapa(feidhm(eilimint): eilimint fillte * 2))
    [/codeblock]
    Féach freisin [scagaire modha], [laghdaigh modh], [method ar bith] agus [method ar fad].

en: Returns the maximum value contained in the array, if all elements can be compared. Otherwise, returns [code]null[/code]. See also [method min].
    To find the maximum value using a custom comparator, you can use [method reduce].
ga: Tugann sé ar ais an t-uasluach atá san eagar, más féidir na heilimintí go léir a chur i gcomparáid. Seachas sin, seolann [code]null[/code] ar ais. Féach freisin [method min].
    Chun an t-uasluach a fháil trí úsáid a bhaint as comparadóir saincheaptha, is féidir leat [method a laghdú] a úsáid.

en: Returns the minimum value contained in the array, if all elements can be compared. Otherwise, returns [code]null[/code]. See also [method max].
ga: Tuairiscíonn sé an t-íosluach atá san eagar, más féidir na heilimintí go léir a chur i gcomparáid. Seachas sin, seolann [code]null[/code] ar ais. Féach freisin [method max].

en: Removes and returns the element of the array at index [param position]. If negative, [param position] is considered relative to the end of the array. Returns [code]null[/code] if the array is empty. If [param position] is out of bounds, an error message is also generated.
    [b]Note:[/b] This method shifts every element's index after [param position] back, which may have a noticeable performance cost, especially on larger arrays.
ga: Baintear an eilimint den eagar ag an innéacs [param position] agus cuireann ar ais í. Má tá diúltach, meastar [suíomh param] i gcoibhneas le deireadh an eagair. Filleann sé [code]null[/code] má tá an t-eagar folamh. Mura bhfuil teorainn le [suíomh param], gintear teachtaireacht earráide freisin.
    [b]Nóta:[/b] Aistríonn an modh seo innéacs gach eilimint i ndiaidh [suíomh param] ar ais, a bhféadfadh costas feidhmíochta suntasach a bheith i gceist leis, go háirithe ar eagair níos mó.

en: Removes and returns the last element of the array. Returns [code]null[/code] if the array is empty, without generating an error. See also [method pop_front].
ga: Baintear an eilimint dheireanach den eagar agus cuireann ar ais í. Filleann [code]null[/code] má tá an t-eagar folamh, gan earráid a chruthú. Féach freisin [method pop_front].

en: Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty, without generating an error. See also [method pop_back].
    [b]Note:[/b] This method shifts every other element's index back, which may have a noticeable performance cost, especially on larger arrays.
ga: Baintear agus filleann an chéad eilimint den eagar. Filleann [code]null[/code] má tá an t-eagar folamh, gan earráid a chruthú. Féach freisin [method pop_back].
    [b]Nóta:[/b] Aistrítear innéacs gach eilimint eile ar ais leis an modh seo, rud a bhféadfadh costas feidhmíochta suntasach a bheith i gceist leis, go háirithe ar eagair níos mó.

en: Appends an element at the end of the array. See also [method push_front].
ga: Cuireann eilimint ag deireadh an eagar leis. Féach freisin [method push_front].

en: Adds an element at the beginning of the array. See also [method push_back].
    [b]Note:[/b] This method shifts every other element's index forward, which may have a noticeable performance cost, especially on larger arrays.
ga: Cuireann eilimint ag tús an eagar. Féach freisin [method push_back].
    [b]Nóta:[/b] Leis an modh seo aistrítear innéacs gach eilimint eile ar aghaidh, rud a d’fhéadfadh costas feidhmíochta suntasach a bheith i gceist leis, go háirithe ar eagair níos mó.

en: Removes the element from the array at the given index ([param position]). If the index is out of bounds, this method fails.
    If you need to return the removed element, use [method pop_at]. To remove an element by value, use [method erase] instead.
    [b]Note:[/b] This method shifts every element's index after [param position] back, which may have a noticeable performance cost, especially on larger arrays.
    [b]Note:[/b] The [param position] cannot be negative. To remove an element relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + 1))[/code]. To remove the last element from the array, use [code]arr.resize(arr.size() - 1)[/code].
ga: Baintear an dúil as an eagar ag an innéacs a thugtar ([suíomh param]). Mura bhfuil teorainn leis an innéacs, teipeann ar an modh seo.
    Más gá duit an eilimint bainte a thabhairt ar ais, úsáid [method pop_at]. Chun eilimint de réir luacha a bhaint, úsáid [scriosadh modha] ina ionad sin.
    [b]Nóta:[/b] Aistríonn an modh seo innéacs gach eilimint i ndiaidh [suíomh param] ar ais, a bhféadfadh costas feidhmíochta suntasach a bheith i gceist leis, go háirithe ar eagair níos mó.
    [b]Nóta:[/b] Ní féidir leis an [suíomh param] a bheith diúltach. Chun eilimint a bhaint i gcoibhneas le deireadh an eagar, úsáid [code]arr.remove_at(arr.size() - (i + 1))[/code]. Chun an eilimint dheireanach a bhaint as an eagar, bain úsáid as [code]arr.resize(arr.size() - 1)[/code].

en: Sets the array's number of elements to [param size]. If [param size] is smaller than the array's current size, the elements at the end are removed. If [param size] is greater, new default elements (usually [code]null[/code]) are added, depending on the array's type.
    Returns [constant OK] on success, or one of the other [enum Error] constants if this method fails.
    [b]Note:[/b] Calling this method once and assigning the new values is faster than calling [method append] for every new element.
ga: Socraíonn sé líon na n-eilimintí san eagar go [param size]. Má tá [méid param] níos lú ná méid reatha an eagar, baintear na heilimintí ag an deireadh. Más mó [méid param], cuirtear eilimintí réamhshocraithe nua ([code]null[/code] de ghnáth) leis, ag brath ar chineál an eagar.
    Filleann [ tairiseach OK ] ar rath , nó ceann de na tairisigh [enum Error] eile má theipeann ar an modh seo.
    [b]Nóta:[/b] Is gasta é glaoch a chur ar an modh seo uair amháin agus na luachanna nua a shannadh ná [method aguisín] a ghlaoch le haghaidh gach eiliminte nua.

en: Reverses the order of all elements in the array.
ga: Aisiompaíonn ord na n-eilimintí go léir san eagar.

en: Returns the index of the [b]last[/b] occurrence of [param what] in this array, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the beginning of the array. This method is the reverse of [method find].
ga: Seoltar ar ais innéacs an [b]deireanaí[/b] de [param what] san eagar seo, nó [code]-1[/code] mura bhfuil ceann ar bith ann. Is féidir tús an chuardaigh a shonrú le [param ó], ag leanúint ar aghaidh go dtí tús an eagar. Is é an modh seo a mhalairt de [method a fháil].

en: Shuffles all elements of the array in a random order.
    [b]Note:[/b] Like many similar functions in the engine (such as [method @GlobalScope.randi] or [method pick_random]), this method uses a common, global random seed. To get a predictable outcome from this method, see [method @GlobalScope.seed].
ga: Shuffles gach eilimint den eagar in ord randamach.
    [b]Nóta:[/b] Cosúil le go leor feidhmeanna comhchosúla san inneall (amhail [method @GlobalScope.randi] nó [method pick_random]), úsáideann an modh seo síol randamach comhchoiteann domhanda. Chun toradh intuartha a fháil ón modh seo, féach [method @GlobalScope.seed].

en: Returns the number of elements in the array. Empty arrays ([code][][/code]) always return [code]0[/code]. See also [method is_empty].
ga: Filleann sé líon na n-eilimintí san eagar. Filleann eagair fholmha ([code][][/code]) [code]0[/code] i gcónaí. Féach freisin [method is_empty].

en: Returns a new [Array] containing this array's elements, from index [param begin] (inclusive) to [param end] (exclusive), every [param step] elements.
    If either [param begin] or [param end] are negative, their value is relative to the end of the array.
    If [param step] is negative, this method iterates through the array in reverse, returning a slice ordered backwards. For this to work, [param begin] must be greater than [param end].
    If [param deep] is [code]true[/code], all nested [Array] and [Dictionary] elements in the slice are duplicated from the original, recursively. See also [method duplicate]).
    [codeblock]
    var letters = ["A", "B", "C", "D", "E", "F"]
    
    print(letters.slice(0, 2))  # Prints ["A", "B"]
    print(letters.slice(2, -2)) # Prints ["C", "D"]
    print(letters.slice(-2, 6)) # Prints ["E", "F"]
    
    print(letters.slice(0, 6, 2))  # Prints ["A", "C", "E"]
    print(letters.slice(4, 1, -1)) # Prints ["E", "D", "C"]
    [/codeblock]
ga: Filleann sé [Eagar] nua ina bhfuil gnéithe an eagar seo, ó innéacs param begin] (san áireamh) go [param end] (eisiach), gach [céim param] eilimint.
    Má tá ceachtar [param tús] nó [param end] diúltach, tá a luach i gcoibhneas le foirceann an eagar.
    Má tá [param step] diúltach, atriallaíonn an modh seo tríd an eagar ar a chúl, ag filleadh slice ordaíodh ar gcúl. Chun go n-oibreoidh sé seo, caithfidh param begin] a bheith níos mó ná [param end].
    Má tá [param deep] [code]true[/code], déantar gach eilimint neadaithe [Eagar] agus [Foclóir] sa slice a mhacasamhlú ón mbunleagan, go hathchúrsach. Féach freisin [dublicate modh]).
    [codeblock]
    var letters = ["A", "B", "C", "D", "E", "F"]
    
    print(litreacha.slice(0, 2)) # Priontála ["A", "B"]
    print(litreacha.slice(2, -2)) # Priontála ["C", "D"]
    print(litreacha.slice(-2, 6)) # Priontála ["E", "F"]
    
    print(litreacha.slice(0, 6, 2)) # Priontála ["A", "C", "E"]
    print(litreacha.slice(4, 1, -1)) # Priontaí ["E", "D", "C"]
    [/codeblock]

en: Sorts the array using a custom [Callable].
    [param func] is called as many times as necessary, receiving two array elements as arguments. The function should return [code]true[/code] if the first element should be moved [i]before[/i] the second one, otherwise it should return [code]false[/code].
    [codeblock]
    func sort_ascending(a, b):
        if a[1] < b[1]:
            return true
        return false
    
    func _ready():
        var my_items = [["Tomato", 5], ["Apple", 9], ["Rice", 4]]
        my_items.sort_custom(sort_ascending)
        print(my_items) # Prints [["Rice", 4], ["Tomato", 5], ["Apple", 9]]
    
        # Sort descending, using a lambda function.
        my_items.sort_custom(func(a, b): return a[1] > b[1])
        print(my_items) # Prints [["Apple", 9], ["Tomato", 5], ["Rice", 4]]
    [/codeblock]
    It may also be necessary to use this method to sort strings by natural order, with [method String.naturalnocasecmp_to], as in the following example:
    [codeblock]
    var files = ["newfile1", "newfile2", "newfile10", "newfile11"]
    files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)
    print(files) # Prints ["newfile1", "newfile2", "newfile10", "newfile11"]
    [/codeblock]
    [b]Note:[/b] In C#, this method is not supported.
    [b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/wiki/Sorting_algorithm#Stability]stable[/url]. This means that values considered equal may have their order changed when calling this method.
    [b]Note:[/b] You should not randomize the return value of [param func], as the heapsort algorithm expects a consistent result. Randomizing the return value will result in unexpected behavior.
ga: Sórtálann sé an t-eagar trí úsáid a bhaint as saincheaptha [Callable].
    Tugtar [param func] ar a mhéad uair is gá, ag fáil dhá eilimint eagar mar argóintí. Ba cheart go dtabharfadh an fheidhm [code]true[/code] ar ais más rud é gur cheart an chéad eilimint a bhogadh [i] taobh thiar[/i] den dara ceann, nó ba cheart di [code]false[/code] a thabhairt ar ais.
    [codeblock]
    func sort_ascending(a, b):
        if a[1] < b[1]:
            return true
        return false
    
    func _ready():
        var my_items = [["Trátaí", 5], ["Apple", 9], ["Rís", 4]]
        my_items.sort_custom(sort_ascending)
        print(my_items) # Priontaí [["Rís", 4], ["Trátaí", 5], ["Apple", 9]]
    
        # Sórtáil íslitheach, ag baint úsáide as feidhm lambda.
        my_items.sort_custom(func(a,b): return a[0] > b[0])
        print(my_items) # Priontaí [["Apple", 9], ["Trátaí", 5], ["Rís", 4]]
    [/codeblock]
    D’fhéadfadh go mbeadh sé riachtanach an modh seo a úsáid freisin chun teaghráin a shórtáil de réir ord nádúrtha, le [method String.naturalnocasecmp_to], mar atá sa sampla seo a leanas:
    [codeblock]
    var comhaid = ["newfile1", "newfile2", "newfile10", "newfile11"]
    files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)
    print(comhaid) # Priontála ["newfile1", "newfile2", "newfile10", "newfile11"]
    [/codeblock]
    [b]Nóta:[/b] In C#, ní thacaítear leis an modh seo.
    [b]Nóta:[/b] Níl an algartam sórtála a úsáidtear [url=https://en.wikipedia.org/wiki/Sorting_algorithm#Stability]stable[/url]. Ciallaíonn sé seo gur féidir go n-athrófaí ord na luachanna a mheastar a bheith comhionann agus an modh seo á ghlaoch.
    [b]Nóta:[/b] Níor cheart duit luach aischuir [param func] a randamach, toisc go bhfuil an t-algartam heapsort ag súil le toradh comhsheasmhach. Beidh iompar gan choinne mar thoradh ar an luach tuairisceáin a randamach.

en: Returns [code]true[/code] if the array's size or its elements are different than [param right]'s.
ga: Filleann sé [code]true[/code] má tá méid an eagair nó a heilimintí difriúil ó mhéid [param ar dheis].

en: Compares the elements of both arrays in order, starting from index [code]0[/code] and ending on the last index in common between both arrays. For each pair of elements, returns [code]true[/code] if this array's element is less than [param right]'s, [code]false[/code] if this element is greater. Otherwise, continues to the next pair.
    If all searched elements are equal, returns [code]true[/code] if this array's size is less than [param right]'s, otherwise returns [code]false[/code].
ga: Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs [code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. I gcás gach péire dúil, filleann [code]true[/code] má tá dúil an eagar seo níos lú ná eilimint [param ar dheis], [code]false[/code] más mó an eilimint seo. Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.
    Má tá na heilimintí go léir a cuardaíodh ar comhchéim, filleann sé [code]true[/code] má tá méid an eagar seo níos lú ná méid [param ar dheis], nó filleann sé [code]bréagach[/code].

en: Compares the elements of both arrays in order, starting from index [code]0[/code] and ending on the last index in common between both arrays. For each pair of elements, returns [code]true[/code] if this array's element is less than [param right]'s, [code]false[/code] if this element is greater. Otherwise, continues to the next pair.
    If all searched elements are equal, returns [code]true[/code] if this array's size is less or equal to [param right]'s, otherwise returns [code]false[/code].
ga: Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs [code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. I gcás gach péire dúil, filleann [code]true[/code] má tá dúil an eagar seo níos lú ná eilimint [param ar dheis], [code]false[/code] más mó an eilimint seo. Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.
    Má tá na heilimintí go léir a cuardaíodh cothrom, filleann sé [code]true[/code] más lú nó cothrom le méid an eagar seo le [param right]'s, nó filleann sé [code]bréagach[/code].

en: Compares the left operand [Array] against the [param right] [Array]. Returns [code]true[/code] if the sizes and contents of the arrays are equal, [code]false[/code] otherwise.
ga: Déanann sé comparáid idir an operand clé [Eagar] agus an [param ar dheis] [Eagar]. Filleann sé [code]true[/code] más ionann méideanna agus inneachar na n-eagair, [code]bréagach[/code] ar shlí eile.

en: Compares the elements of both arrays in order, starting from index [code]0[/code] and ending on the last index in common between both arrays. For each pair of elements, returns [code]true[/code] if this array's element is greater than [param right]'s, [code]false[/code] if this element is less. Otherwise, continues to the next pair.
    If all searched elements are equal, returns [code]true[/code] if this array's size is greater than [param right]'s, otherwise returns [code]false[/code].
ga: Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs [code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. I gcás gach péire dúil, filleann [code]true[/code] más mó dúil an eagar seo ná eilimint [param ar dheis], [code]bréagach[/code] más lú an eilimint seo. Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.
    Má tá na heilimintí go léir a cuardaíodh ar comhchéim, filleann sé [code]true[/code] más mó méid an eagar seo ná méid [param right]’s, nó filleann sé [code]bréagach[/code].

en: Compares the elements of both arrays in order, starting from index [code]0[/code] and ending on the last index in common between both arrays. For each pair of elements, returns [code]true[/code] if this array's element is greater than [param right]'s, [code]false[/code] if this element is less. Otherwise, continues to the next pair.
    If all searched elements are equal, returns [code]true[/code] if this array's size is greater or equal to [param right]'s, otherwise returns [code]false[/code].
ga: Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs [code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. I gcás gach péire dúil, filleann [code]true[/code] más mó dúil an eagar seo ná eilimint [param ar dheis], [code]bréagach[/code] más lú an eilimint seo. Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.
    Más ionann na heilimintí go léir a chuardaíodh, filleann sé [code]true[/code] má tá méid an eagar seo níos mó nó cothrom le [param right]’s, nó filleann sé [code]bréagach[/code].

en: Returns the [Variant] element at the specified [param index]. Arrays start at index 0. If [param index] is greater or equal to [code]0[/code], the element is fetched starting from the beginning of the array. If [param index] is a negative value, the element is fetched starting from the end. Accessing an array out-of-bounds will cause a run-time error, pausing the project execution if run from the editor.
ga: Filleann sé an eilimint [Athróg] ag an [innéacs param] sonraithe. Tosaíonn eagair ag innéacs 0. Má tá [paraminnéacs] níos mó nó cothrom le [code]0[/code], faightear an eilimint ag tosú ó thús an eagar. Más luach diúltach é [innéacs param], faightear an eilimint ag tosú ón deireadh. Má dhéantar rochtain ar eagar lasmuigh de theorainneacha, cruthófar earráid maidir le ham rite, rud a chuirfidh cur i gcrích an tionscadail ar sos má reáchtáiltear é ón eagarthóir.

en: [Mesh] type that provides utility for constructing a surface from arrays.
ga: Cineál [mogalra] a sholáthraíonn fóntais chun dromchla a thógáil ó eagair.

en: Procedural geometry using the ArrayMesh
ga: Céimseata nós imeachta ag baint úsáide as an ArrayMesh

en: Adds name for a blend shape that will be added with [method add_surface_from_arrays]. Must be called before surface is added.
ga: Cuirtear ainm leis ar chruth cumaisc a chuirfear leis le [method add_surface_from_arrays]. Ní mór é a ghlaoch sula gcuirtear dromchla leis.

en: Removes all blend shapes from this [ArrayMesh].
ga: Baineann sé seo gach cruth cumaisc ón [ArrayMesh].

en: Removes all surfaces from this [ArrayMesh].
ga: Baineann sé seo gach dromchla [ArrayMesh].

en: Returns the number of blend shapes that the [ArrayMesh] holds.
ga: Filleann sé líon na gcruthanna cumaisc atá ag an [ArrayMesh].

en: Returns the name of the blend shape at this index.
ga: Seoltar ar ais ainm chruth an chumaisc ag an innéacs seo.

en: Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping.
ga: Déanann sé dífhilleadh UV ar an [ArrayMesh] chun an mogalra a ullmhú le haghaidh mapála solais.

en: Regenerates tangents for each of the [ArrayMesh]'s surfaces.
ga: Athghintear tadhlaí do gach ceann de na dromchlaí [ArrayMesh].

en: Sets the name of the blend shape at this index.
ga: Socraíonn sé ainm chruth an chumaisc ag an innéacs seo.

en: Returns the index of the first surface with this name held within this [ArrayMesh]. If none are found, -1 is returned.
ga: Filleann sé seo innéacs an chéad dromchla a bhfuil an t-ainm seo á choimeád laistigh den [ArrayMesh] seo. Mura bhfaightear aon cheann, cuirtear -1 ar ais.

en: Returns the length in indices of the index array in the requested surface (see [method add_surface_from_arrays]).
ga: Filleann sé an fad in innéacsanna den eagar innéacs sa dromchla iarrtha (féach [method add_surface_from_arrays]).

en: Returns the length in vertices of the vertex array in the requested surface (see [method add_surface_from_arrays]).
ga: Filleann sé fad i rinn an eagar rinn sa dromchla iarrtha (féach [method add_surface_from_arrays]).

en: Returns the format mask of the requested surface (see [method add_surface_from_arrays]).
ga: Filleann sé masc formáid an dromchla iarrtha (féach [method add_surface_from_arrays]).

en: Gets the name assigned to this surface.
ga: Faigheann sé an t-ainm a thugtar don dromchla seo.

en: Returns the primitive type of the requested surface (see [method add_surface_from_arrays]).
ga: Filleann sé cineál primitive an dromchla iarrtha (féach [method add_surface_from_arrays]).

en: Sets a name for a given surface.
ga: Socraíonn sé ainm do dhromchla ar leith.

en: Sets the blend shape mode to one of [enum Mesh.BlendShapeMode].
ga: Socraíonn sé modh an chrutha chumaisc go ceann amháin de [enum Mesh.BlendShapeMode].

en: Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
ga: Sáraíonn sé an [AABB] le ceann sainithe ag úsáideoir le húsáid le marú frustum. Tá sé úsáideach go háirithe chun marú gan choinne a sheachaint nuair a úsáidtear shader chun rinn a fhritháireamh.

en: An optional mesh which can be used for rendering shadows and the depth prepass. Can be used to increase performance by supplying a mesh with fused vertices and only vertex position data (without normals, UVs, colors, etc.).
    [b]Note:[/b] This mesh must have exactly the same vertex positions as the source mesh (including the source mesh's LODs, if present). If vertex positions differ, then the mesh will not draw correctly.
ga: Mogall roghnach is féidir a úsáid chun scáthanna a rindreáil agus chun réamhbhealaigh a dhoimhneacht. Is féidir é a úsáid chun feidhmíocht a mhéadú trí mhogalra a sholáthar le rinn chomhleáite agus gan ach sonraí suímh rinn (gan normanna, UVanna, dathanna, etc.).
    [b]Nóta:[/b] Ní mór go mbeadh na suíomhanna rinn díreach céanna ag an mogalra seo agus atá ag an mbunmhogal (LODanna an mhogalra foinseach san áireamh, má tá sé i láthair). Má tá suímh rinn difriúil, ní tharraingeoidh an mogalra i gceart.

en: 3D polygon shape for use with occlusion culling in [OccluderInstance3D].
ga: Cruth polagán 3D le húsáid le marú occlusion in [OccluderInstance3D].

en: [ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by the engine's occlusion culling system. This is analogous to [ArrayMesh], but for occluders.
    See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
ga: Stórálann [ArrayOccluder3D] cruth polagán 3D treallach is féidir a úsáid ag córas maraithe occlusion an innill. Tá sé seo cosúil le [ArrayMesh], ach le haghaidh occluders.
    Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú occlusion a bhunú.

en: Occlusion culling
ga: Marú occlusion

en: Sets [member indices] and [member vertices], while updating the final occluder only once after both values are set.
ga: Socraítear [innéacsanna na mball] agus [comhaltareanna], agus nuashonraítear an t-occluder deiridh ach uair amháin tar éis an dá luach a shocrú.

en: The occluder's index position. Indices determine which points from the [member vertices] array should be drawn, and in which order.
    [b]Note:[/b] The occluder is always updated after setting this value. If creating occluders procedurally, consider using [method set_arrays] instead to avoid updating the occluder twice when it's created.
ga: Seasamh innéacs an occluder. Cinneann na hinnéacsanna cé na pointí ón eagar [ballreanna] ar cheart a tharraingt, agus cén ord.
    [b]Nóta:[/b] Déantar an t-occluder a nuashonrú i gcónaí tar éis an luach seo a shocrú. Má tá occluders á gcruthú de réir nós imeachta, smaoinigh ar [method set_arrays] a úsáid ina ionad sin chun an t-occluder a nuashonrú faoi dhó nuair a chruthaítear é a sheachaint.

en: The occluder's vertex positions in local 3D coordinates.
    [b]Note:[/b] The occluder is always updated after setting this value. If creating occluders procedurally, consider using [method set_arrays] instead to avoid updating the occluder twice when it's created.
ga: Suímh rinn an occluder i gcomhordanáidí 3T áitiúla.
    [b]Nóta:[/b] Déantar an t-occluder a nuashonrú i gcónaí tar éis an luach seo a shocrú. Má tá occluders á gcruthú de réir nós imeachta, smaoinigh ar [method set_arrays] a úsáid ina ionad sin chun an t-occluder a nuashonrú faoi dhó nuair a chruthaítear é a sheachaint.

en: A container that preserves the proportions of its child controls.
ga: Rialaíonn coimeádán a chaomhnaíonn comhréireanna a linbh.

en: A container type that arranges its child controls in a way that preserves their proportions automatically when the container is resized. Useful when a container has a dynamic size and the child nodes must adjust their sizes accordingly without losing their aspect ratios.
ga: Rialaíonn cineál coimeádán a shocraíonn a leanbh ar bhealach a choinníonn a chomhréireanna go huathoibríoch nuair a athraítear méid an choimeádáin. Úsáideach nuair a bhíonn méid dinimiciúil ag coimeádán agus caithfidh na nóid leanaí a méideanna a choigeartú dá réir sin gan a gcóimheasa gné a chailliúint.

en: Using Containers
ga: Ag Úsáid Coimeádáin

en: Specifies the horizontal relative position of child controls.
ga: Sonraíonn sé suíomh coibhneasta cothrománach na rialuithe leanaí.

en: Specifies the vertical relative position of child controls.
ga: Sonraítear suíomh coibhneasta ingearach na rialuithe linbh.

en: The aspect ratio to enforce on child controls. This is the width divided by the height. The ratio depends on the [member stretch_mode].
ga: An cóimheas gné le forfheidhmiú ar rialuithe leanaí. Is é seo an leithead roinnte ar an airde. Braitheann an cóimheas ar an [member stretch_mode].

en: The stretch mode used to align child controls.
ga: An modh stráice a úsáidtear chun rialuithe leanaí a ailíniú.

en: The height of child controls is automatically adjusted based on the width of the container.
ga: Déantar airde rialuithe leanaí a choigeartú go huathoibríoch bunaithe ar leithead an choimeádáin.

en: The width of child controls is automatically adjusted based on the height of the container.
ga: Déantar leithead na rialuithe leanaí a choigeartú go huathoibríoch bunaithe ar airde an choimeádáin.

en: The bounding rectangle of child controls is automatically adjusted to fit inside the container while keeping the aspect ratio.
ga: Déantar dronuilleog theoranta na rialuithe leanaí a choigeartú go huathoibríoch chun a bheith taobh istigh den choimeádán agus an cóimheas gné á choinneáil.

en: The width and height of child controls is automatically adjusted to make their bounding rectangle cover the entire area of the container while keeping the aspect ratio.
    When the bounding rectangle of child controls exceed the container's size and [member Control.clip_contents] is enabled, this allows to show only the container's area restricted by its own bounding rectangle.
ga: Déantar leithead agus airde na rialuithe leanaí a choigeartú go huathoibríoch chun a gcuid dronuilleog teorann a chlúdach achar iomlán an choimeádáin agus an cóimheas gné a choinneáil.
    Nuair a sháraíonn dronuilleog theorainn na rialtáin leanbh méid an choimeádáin agus go bhfuil [member Control.clip_contents] cumasaithe, ní cheadaíonn sé seo ach achar an choimeádáin atá srianta ag a dhronuilleog teorann féin a thaispeáint.

en: Aligns child controls with the beginning (left or top) of the container.
ga: Ailíniú rialtáin an linbh le tús (ar chlé nó barr) an choimeádáin.

en: Aligns child controls with the center of the container.
ga: Ailínigh rialtáin an linbh le lár an choimeádáin.

en: Aligns child controls with the end (right or bottom) of the container.
ga: Ailíniú rialtáin an linbh le deireadh (ar dheis nó ag bun) an choimeádáin.

en: An implementation of A* for finding the shortest path between two vertices on a connected graph in 2D space.
ga: Cur i bhfeidhm A* chun an chonair is giorra idir dhá rinn a fháil ar ghraf nasctha i spás 2T.

en: An implementation of the A* algorithm, used to find the shortest path between two vertices on a connected graph in 2D space.
    See [AStar3D] for a more thorough explanation on how to use this class. [AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates.
ga: Cur i bhfeidhm an algartam A*, a úsáidtear chun an chonair is giorra idir dhá rinn ar ghraf nasctha sa spás 2T a fháil.
    Féach [AStar3D] le haghaidh míniú níos cruinne ar conas an rang seo a úsáid. Is fillteán é [AStar2D] le haghaidh [AStar3D] a fhorfheidhmíonn comhordanáidí 2T.

en: Called when computing the cost between two connected points.
    Note that this function is hidden in the default [AStar2D] class.
ga: Glaoitear air agus an costas idir dhá phointe nasctha á ríomh.
    Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang réamhshocraithe [Astar2D].

en: Called when estimating the cost between a point and the path's ending point.
    Note that this function is hidden in the default [AStar2D] class.
ga: Glaoitear air agus an costas idir pointe agus críochphointe an chosáin á mheas.
    Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang réamhshocraithe [Astar2D].

en: Adds a new point at the given position with the given identifier. The [param id] must be 0 or larger, and the [param weight_scale] must be 0.0 or greater.
    The [param weight_scale] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [param weight_scale]s to form a path.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with weight_scale 4 and id 1
    [/gdscript]
    [csharp]
    var astar = new AStar2D();
    astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with weight_scale 4 and id 1
    [/csharp]
    [/codeblocks]
    If there already exists a point for the given [param id], its position and weight scale are updated to the given values.
ga: Cuireann sé pointe nua leis an suíomh tugtha leis an aitheantóir tugtha. Caithfidh an [param id] a bheith 0 nó níos mó, agus caithfidh an [param weight_scale] a bheith 0.0 nó níos mó.
    Déantar an [param weight_scale] a iolrú faoi thoradh [method _compute_cost] nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna teascán ó phointe comharsanachta go dtí an pointe seo á chinneadh. Mar sin, rud ar bith eile a bheith comhionann, is fearr leis an algartam pointí le [param weight_scale]s níos ísle chun cosán a dhéanamh.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Vector2(1, 0), 4) # Cuireann sé an pointe (1, 0) leis weight_scála 4 agus id 1
    [/gdscript]
    [csharp]
    var astar = AStar2D nua();
    astar.AddPoint(1, nua Vector2(1, 0), 4); // Cuireann weight_scála 4 agus id 1 an pointe (1, 0) leis
    [/csharp]
    [/codeblocks]
    Má tá pointe ann cheana don [para id] a thugtar, déantar a shuíomh agus a scála meáchain a nuashonrú go dtí na luachanna tugtha.

en: Returns whether there is a connection/segment between the given points. If [param bidirectional] is [code]false[/code], returns whether movement from [param id] to [param to_id] is possible through this segment.
ga: Filleann sé cibé an bhfuil nasc/deighleog idir na pointí tugtha. Má tá [param déthreoch] [code]false[/code], filleann sé cibé an bhfuil gluaiseacht ó [param id] go [param to_id] indéanta tríd an mír seo.

en: Clears all the points and segments.
ga: Glanann na pointí agus na codanna go léir.

en: Creates a segment between the given points. If [param bidirectional] is [code]false[/code], only movement from [param id] to [param to_id] is allowed, not the reverse direction.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Vector2(1, 1))
    astar.add_point(2, Vector2(0, 5))
    astar.connect_points(1, 2, false)
    [/gdscript]
    [csharp]
    var astar = new AStar2D();
    astar.AddPoint(1, new Vector2(1, 1));
    astar.AddPoint(2, new Vector2(0, 5));
    astar.ConnectPoints(1, 2, false);
    [/csharp]
    [/codeblocks]
ga: Cruthaíonn sé teascán idir na pointí tugtha. Más [code]false[/code] é [param déthreo], ní cheadaítear ach gluaiseacht ó [param id] go [param to_id], ní sa treo eile.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Veicteoir2(1, 1))
    astar.add_point(2, Veicteoir2(0, 5))
    astar.connect_points(1, 2, bréagach)
    [/gdscript]
    [csharp]
    var astar = AStar2D nua();
    astar.AddPoint(1, Veicteoir nua2(1, 1));
    astar.AddPoint(2, nua Vector2(0, 5));
    astar.ConnectPoints(1, 2, bréagach);
    [/csharp]
    [/codeblocks]

en: Deletes the segment between the given points. If [param bidirectional] is [code]false[/code], only movement from [param id] to [param to_id] is prevented, and a unidirectional segment possibly remains.
ga: Scrios an deighleog idir na pointí tugtha. Má tá [param déthreorach] [code]false[/code], ní chuirtear cosc ach ar ghluaiseacht ó [param id] go [param to_id], agus b’fhéidir go bhfanann teascán aontreoch.

en: Returns the next available point ID with no point associated to it.
ga: Filleann sé an chéad phointe aitheantais eile atá ar fáil gan aon phointe bainteach leis.

en: Returns the ID of the closest point to [param to_position], optionally taking disabled points into account. Returns [code]-1[/code] if there are no points in the points pool.
    [b]Note:[/b] If several points are the closest to [param to_position], the one with the smallest ID will be returned, ensuring a deterministic result.
ga: Filleann sé ID an phointe is gaire do [param to_position], ag cur pointí díchumasaithe san áireamh go roghnach. Filleann [code]-1[/code] mura bhfuil aon phointí sa chomhthiomsú pointí.
    [b]Nóta:[/b] Más iad roinnt pointí an ceann is gaire do [param to_position], seolfar an ceann leis an ID is lú ar ais, ag cinntiú toradh cinntitheach.

en: Returns the closest position to [param to_position] that resides inside a segment between two connected points.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Vector2(0, 0))
    astar.add_point(2, Vector2(0, 5))
    astar.connect_points(1, 2)
    var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, 3)
    [/gdscript]
    [csharp]
    var astar = new AStar2D();
    astar.AddPoint(1, new Vector2(0, 0));
    astar.AddPoint(2, new Vector2(0, 5));
    astar.ConnectPoints(1, 2);
    Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // Returns (0, 3)
    [/csharp]
    [/codeblocks]
    The result is in the segment that goes from [code]y = 0[/code] to [code]y = 5[/code]. It's the closest position in the segment to the given point.
ga: Filleann sé an suíomh is gaire do [param to_position] a bhfuil cónaí air laistigh de mhír idir dhá phointe nasctha.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Veicteoir2(0, 0))
    astar.add_point(2, Veicteoir2(0, 5))
    astar.connect_points(1, 2)
    var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Filleann (0, 3)
    [/gdscript]
    [csharp]
    var astar = AStar2D nua();
    astar.AddPoint(1, nua Vector2(0, 0));
    astar.AddPoint(2, nua Vector2(0, 5));
    astar.ConnectPoints(1, 2);
    Vector2 res = astar.GetClosestPositionInSegment(Vector2(3, 3) nua); // Filleann (0, 3)
    [/csharp]
    [/codeblocks]
    Tá an toradh sa deighleog a théann ó [code]y = 0[/code] go [code]y = 5[/code]. Is é an suíomh is gaire sa deighleog don phointe tugtha.

en: Returns the capacity of the structure backing the points, useful in conjunction with [method reserve_space].
ga: Filleann sé toilleadh an struchtúir a thacaíonn leis na pointí, úsáideach i gcomhar le [method reserve_space].

en: Returns an array with the IDs of the points that form the connection with the given point.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Vector2(0, 0))
    astar.add_point(2, Vector2(0, 1))
    astar.add_point(3, Vector2(1, 1))
    astar.add_point(4, Vector2(2, 0))
    
    astar.connect_points(1, 2, true)
    astar.connect_points(1, 3, true)
    
    var neighbors = astar.get_point_connections(1) # Returns [2, 3]
    [/gdscript]
    [csharp]
    var astar = new AStar2D();
    astar.AddPoint(1, new Vector2(0, 0));
    astar.AddPoint(2, new Vector2(0, 1));
    astar.AddPoint(3, new Vector2(1, 1));
    astar.AddPoint(4, new Vector2(2, 0));
    
    astar.ConnectPoints(1, 2, true);
    astar.ConnectPoints(1, 3, true);
    
    long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]
    [/csharp]
    [/codeblocks]
ga: Filleann sé eagar ar a bhfuil IDanna na bpointí a dhéanann an nasc leis an bpointe tugtha.
    [codeblocks]
    [gdscript]
    var astar = AStar2D.new()
    astar.add_point(1, Vector2(0, 0))
    astar.add_point(2, Vector2(0, 1))
    astar.add_point(3, Vector2(1, 1))
    astar.add_point(4, Vector2(2, 0))
    
    astar.connect_points(1, 2, true)
    astar.connect_points(1, 3, true)
    
    var neighbors = astar.get_point_connections(1) # Fill ar ais [2, 3]
    [/gdscript]
    [csharp]
    var astar = new AStar2D();
    astar.AddPoint(1, new Vector2(0, 0));
    astar.AddPoint(2, new Vector2(0, 1));
    astar.AddPoint(3, new Vector2(1, 1));
    astar.AddPoint(4, new Vector2(2, 0));
    
    astar.ConnectPoints(1, 2, true);
    astar.ConnectPoints(1, 3, true);
    
    long[] neighbors = astar.GetPointConnections(1); // Filleann [2, 3]
    [/csharp]
    [/codeblocks]

en: Returns the number of points currently in the points pool.
ga: Filleann sé líon na bpointí atá sa chomhthiomsú pointí faoi láthair.

en: Returns an array of all point IDs.
ga: Filleann sé sraith de gach pointe aitheantais.

en: Returns the position of the point associated with the given [param id].
ga: Filleann sé suíomh an phointe a bhaineann leis an [param id] a thugtar.

en: Returns the weight scale of the point associated with the given [param id].
ga: Filleann sé scála meáchain an phointe a bhaineann leis an [param id] a thugtar.

en: Returns whether a point associated with the given [param id] exists.
ga: Filleann sé cibé an bhfuil pointe a bhaineann leis an [param id] tugtha ann.

en: Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.
ga: Filleann sé cibé an bhfuil pointe díchumasaithe nó nach bhfuil le haghaidh lorg braite. De réir réamhshocraithe, tá gach pointe cumasaithe.

en: Removes the point associated with the given [param id] from the points pool.
ga: Baintear an pointe a bhaineann leis an [param id] a thugtar as an gcomhthiomsú pointí.

en: Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.
ga: Díchumasaítear nó cumasaíonn sé an pointe sonraithe le haghaidh lorg braite. Úsáideach chun bac sealadach a dhéanamh.

en: Sets the [param position] for the point with the given [param id].
ga: Socraíonn sé an [suíomh param] don phointe leis an [param id] a thugtar.

en: Sets the [param weight_scale] for the point with the given [param id]. The [param weight_scale] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point.
ga: Socraíonn sé an [param weight_scale] don phointe leis an [param id] a thugtar. Déantar an [param weight_scale] a iolrú faoi thoradh [method _compute_cost] nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna teascán ó phointe comharsanachta go dtí an pointe seo á chinneadh.

en: An implementation of A* for finding the shortest path between two vertices on a connected graph in 3D space.
ga: Cur i bhfeidhm A* chun an cosán is giorra idir dhá rinn a aimsiú ar ghraf nasctha i spás 3D.

en: Called when computing the cost between two connected points.
    Note that this function is hidden in the default [AStar3D] class.
ga: Glaoitear air agus an costas idir dhá phointe nasctha á ríomh.
    Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang réamhshocraithe [Astar3D].

en: Called when estimating the cost between a point and the path's ending point.
    Note that this function is hidden in the default [AStar3D] class.
ga: Glaoitear air agus an costas idir pointe agus críochphointe an chosáin á mheas.
    Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang réamhshocraithe [Astar3D].

en: Adds a new point at the given position with the given identifier. The [param id] must be 0 or larger, and the [param weight_scale] must be 0.0 or greater.
    The [param weight_scale] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [param weight_scale]s to form a path.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
    [/gdscript]
    [csharp]
    var astar = new AStar3D();
    astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with weight_scale 4 and id 1
    [/csharp]
    [/codeblocks]
    If there already exists a point for the given [param id], its position and weight scale are updated to the given values.
ga: Cuireann sé pointe nua leis an suíomh tugtha leis an aitheantóir tugtha. Caithfidh an [param id] a bheith 0 nó níos mó, agus caithfidh an [param weight_scale] a bheith 0.0 nó níos mó.
    Déantar an [param weight_scale] a iolrú faoi thoradh [method _compute_cost] nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna teascán ó phointe comharsanachta go dtí an pointe seo á chinneadh. Mar sin, rud ar bith eile a bheith comhionann, is fearr leis an algartam pointí le [param weight_scale]s níos ísle chun cosán a dhéanamh.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Vector3(1, 0, 0), 4) # Cuireann sé an pointe (1, 0, 0) leis weight_scála 4 agus id 1
    [/gdscript]
    [csharp]
    var astar = AStar3D nua();
    astar.AddPoint(1, Veicteoir nua3(1, 0, 0), 4); // Cuireann weight_scála 4 agus id 1 an pointe (1, 0, 0) leis
    [/csharp]
    [/codeblocks]
    Má tá pointe ann cheana don [para id] a thugtar, déantar a shuíomh agus a scála meáchain a nuashonrú go dtí na luachanna tugtha.

en: Returns whether the two given points are directly connected by a segment. If [param bidirectional] is [code]false[/code], returns whether movement from [param id] to [param to_id] is possible through this segment.
ga: Tuairiscítear cé acu an bhfuil an dá phointe tugtha nasctha go díreach le teascán. Má tá [param déthreoch] [code]false[/code], filleann sé cibé an bhfuil gluaiseacht ó [param id] go [param to_id] indéanta tríd an mír seo.

en: Creates a segment between the given points. If [param bidirectional] is [code]false[/code], only movement from [param id] to [param to_id] is allowed, not the reverse direction.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Vector3(1, 1, 0))
    astar.add_point(2, Vector3(0, 5, 0))
    astar.connect_points(1, 2, false)
    [/gdscript]
    [csharp]
    var astar = new AStar3D();
    astar.AddPoint(1, new Vector3(1, 1, 0));
    astar.AddPoint(2, new Vector3(0, 5, 0));
    astar.ConnectPoints(1, 2, false);
    [/csharp]
    [/codeblocks]
ga: Cruthaíonn sé teascán idir na pointí tugtha. Más [code]false[/code] é [param déthreo], ní cheadaítear ach gluaiseacht ó [param id] go [param to_id], ní sa treo eile.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Veicteoir 3(1, 1, 0))
    astar.add_point(2, Veicteoir 3(0, 5, 0))
    astar.connect_points(1, 2, bréagach)
    [/gdscript]
    [csharp]
    var astar = AStar3D nua();
    astar.AddPoint(1, Veicteoir nua3(1, 1, 0));
    astar.AddPoint(2, nua Vector3(0, 5, 0));
    astar.ConnectPoints(1, 2, bréagach);
    [/csharp]
    [/codeblocks]

en: Returns the closest position to [param to_position] that resides inside a segment between two connected points.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Vector3(0, 0, 0))
    astar.add_point(2, Vector3(0, 5, 0))
    astar.connect_points(1, 2)
    var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0)
    [/gdscript]
    [csharp]
    var astar = new AStar3D();
    astar.AddPoint(1, new Vector3(0, 0, 0));
    astar.AddPoint(2, new Vector3(0, 5, 0));
    astar.ConnectPoints(1, 2);
    Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // Returns (0, 3, 0)
    [/csharp]
    [/codeblocks]
    The result is in the segment that goes from [code]y = 0[/code] to [code]y = 5[/code]. It's the closest position in the segment to the given point.
ga: Filleann sé an suíomh is gaire do [param to_position] a bhfuil cónaí air laistigh de mhír idir dhá phointe nasctha.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Veicteoir 3(0, 0, 0))
    astar.add_point(2, Veicteoir 3(0, 5, 0))
    astar.connect_points(1, 2)
    var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Filleann (0, 3, 0)
    [/gdscript]
    [csharp]
    var astar = AStar3D nua();
    astar.AddPoint(1, nua Vector3(0, 0, 0));
    astar.AddPoint(2, nua Vector3(0, 5, 0));
    astar.ConnectPoints(1, 2);
    Vector3 res = astar.GetClosestPositionInSegment(Vector3(3, 3, 0) nua); // Filleann (0, 3, 0)
    [/csharp]
    [/codeblocks]
    Tá an toradh sa deighleog a théann ó [code]y = 0[/code] go [code]y = 5[/code]. Is é an suíomh is gaire sa deighleog don phointe tugtha.

en: Returns an array with the IDs of the points that form the connection with the given point.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Vector3(0, 0, 0))
    astar.add_point(2, Vector3(0, 1, 0))
    astar.add_point(3, Vector3(1, 1, 0))
    astar.add_point(4, Vector3(2, 0, 0))
    
    astar.connect_points(1, 2, true)
    astar.connect_points(1, 3, true)
    
    var neighbors = astar.get_point_connections(1) # Returns [2, 3]
    [/gdscript]
    [csharp]
    var astar = new AStar3D();
    astar.AddPoint(1, new Vector3(0, 0, 0));
    astar.AddPoint(2, new Vector3(0, 1, 0));
    astar.AddPoint(3, new Vector3(1, 1, 0));
    astar.AddPoint(4, new Vector3(2, 0, 0));
    astar.ConnectPoints(1, 2, true);
    astar.ConnectPoints(1, 3, true);
    
    long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]
    [/csharp]
    [/codeblocks]
ga: Filleann sé eagar ar a bhfuil IDanna na bpointí a dhéanann an nasc leis an bpointe tugtha.
    [codeblocks]
    [gdscript]
    var astar = AStar3D.new()
    astar.add_point(1, Vector3(0, 0, 0))
    astar.add_point(2, Vector3(0, 1, 0))
    astar.add_point(3, Vector3(1, 1, 0))
    astar.add_point(4, Vector3(2, 0, 0))
    
    astar.connect_points(1, 2, true)
    astar.connect_points(1, 3, true)
    
    var neighbors = astar.get_point_connections(1) # Fill ar ais [2, 3]
    [/gdscript]
    [csharp]
    var astar = new AStar3D();
    astar.AddPoint(1, new Vector3(0, 0, 0));
    astar.AddPoint(2, new Vector3(0, 1, 0));
    astar.AddPoint(3, new Vector3(1, 1, 0));
    astar.AddPoint(4, new Vector3(2, 0, 0));
    astar.ConnectPoints(1, 2, true);
    astar.ConnectPoints(1, 3, true);
    
    long[] neighbors = astar.GetPointConnections(1); // Filleann [2, 3]
    [/csharp]
    [/codeblocks]

en: Reserves space internally for [param num_nodes] points. Useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.
ga: Cuirtear spás in áirithe go hinmheánach do phointí [param num_nodes]. Tá sé úsáideach má tá tú ag cur líon mór pointí ar eolas ag an am céanna, mar phointí ar eangach. Caithfidh toilleadh nua a bheith níos mó nó cothrom leis an tseanacmhainn.

en: An implementation of A* for finding the shortest path between two points on a partial 2D grid.
ga: Cur i bhfeidhm A* chun an cosán is giorra idir dhá phointe a fháil ar eangach pháirteach 2T.

en: Called when computing the cost between two connected points.
    Note that this function is hidden in the default [AStarGrid2D] class.
ga: Glaoitear air agus an costas idir dhá phointe nasctha á ríomh.
    Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang réamhshocraithe [AStarGrid2D].

en: Called when estimating the cost between a point and the path's ending point.
    Note that this function is hidden in the default [AStarGrid2D] class.
ga: Glaoitear air agus an costas idir pointe agus críochphointe an chosáin á mheas.
    Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang réamhshocraithe [AStarGrid2D].

en: Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/code].
ga: Glanann sé an eangach agus socraíonn sé an [ballréigiún] go [code]Rect2i(0, 0, 0, 0)[/code].

en: Fills the given [param region] on the grid with the specified value for the solid flag.
    [b]Note:[/b] Calling [method update] is not needed after the call of this function.
ga: Líonann sé an [réigiún param] tugtha ar an eangach leis an luach sonraithe don bhratach soladach.
    [b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na feidhme seo.

en: Fills the given [param region] on the grid with the specified value for the weight scale.
    [b]Note:[/b] Calling [method update] is not needed after the call of this function.
ga: Líonann sé an [réigiún param] tugtha ar an eangach leis an luach sonraithe don scála meáchain.
    [b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na feidhme seo.

en: Indicates that the grid parameters were changed and [method update] needs to be called.
ga: Léiríonn sé gur athraíodh na paraiméadair ghreille agus gur gá glaoch ar [uasdátú modhanna].

en: Returns [code]true[/code] if the [param x] and [param y] is a valid grid coordinate (id), i.e. if it is inside [member region]. Equivalent to [code]region.has_point(Vector2i(x, y))[/code].
ga: Filleann sé [code]true[/code] más comhordanáidí bailí eangaí (id) iad [param x] agus [para y], i.e. má tá sé laistigh de [ballréigiún]. Comhionann le [code]region.has_point(Vector2i(x, y))[/code].

en: Returns [code]true[/code] if the [param id] vector is a valid grid coordinate, i.e. if it is inside [member region]. Equivalent to [code]region.has_point(id)[/code].
ga: Filleann sé [code]true[/code] más comhordanáid bhailí eangaí é an veicteoir [param id], i.e. má tá sé laistigh de [member region]. Comhionann le [code]region.has_point(id)[/code].

en: Returns [code]true[/code] if a point is disabled for pathfinding. By default, all points are enabled.
ga: Filleann sé [code]true[/code] má tá pointe díchumasaithe le haghaidh lorg cosáin. De réir réamhshocraithe, tá gach pointe cumasaithe.

en: Disables or enables the specified point for pathfinding. Useful for making an obstacle. By default, all points are enabled.
    [b]Note:[/b] Calling [method update] is not needed after the call of this function.
ga: Díchumasaítear nó cumasaíonn sé an pointe sonraithe le haghaidh lorg braite. Úsáideach chun constaic a dhéanamh. De réir réamhshocraithe, tá gach pointe cumasaithe.
    [b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na feidhme seo.

en: Sets the [param weight_scale] for the point with the given [param id]. The [param weight_scale] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point.
    [b]Note:[/b] Calling [method update] is not needed after the call of this function.
ga: Socraíonn sé an [param weight_scale] don phointe leis an [param id] a thugtar. Déantar an [param weight_scale] a iolrú faoi thoradh [method _compute_cost] nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna teascán ó phointe comharsanachta go dtí an pointe seo á chinneadh.
    [b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na feidhme seo.

en: Updates the internal state of the grid according to the parameters to prepare it to search the path. Needs to be called if parameters like [member region], [member cell_size] or [member offset] are changed. [method is_dirty] will return [code]true[/code] if this is the case and this needs to be called.
    [b]Note:[/b] All point data (solidity and weight scale) will be cleared.
ga: Nuashonraíonn staid inmheánach an ghreille de réir na bparaiméadar chun é a ullmhú chun an cosán a chuardach. Is gá é a ghlaoch má athraítear paraiméadair cosúil le [ballréigiún], [member cell_size] nó [fritháireamh ball]. Tabharfaidh [method is_dirty] ar ais [code]true[/code] más amhlaidh an cás agus is gá é seo a ghlaoch.
    [b]Nóta:[/b] Déanfar na sonraí pointe go léir (slatacht agus scála meáchain) a ghlanadh.

en: The cell shape. Affects how the positions are placed in the grid. If changed, [method update] needs to be called before finding the next path.
ga: An cruth cille. Bíonn tionchar aige ar an gcaoi a gcuirtear na suíomhanna sa ghreille. Má athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an chéad chosán eile.

en: The size of the point cell which will be applied to calculate the resulting point position returned by [method get_point_path]. If changed, [method update] needs to be called before finding the next path.
ga: Méid na pointechill a chuirfear i bhfeidhm chun suíomh an phointe mar thoradh air a ríomh ar ais ag [method get_point_path]. Má athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an chéad chosán eile.

en: The default [enum Heuristic] which will be used to calculate the cost between two points if [method _compute_cost] was not overridden.
ga: An réamhshocrú [enum Heuristic] a úsáidfear chun an costas idir dhá phointe a ríomh mura sáraítear [method _compute_cost].

en: The default [enum Heuristic] which will be used to calculate the cost between the point and the end point if [method _estimate_cost] was not overridden.
ga: An réamhshocrú [enum Heuristic] a úsáidfear chun an costas idir an pointe agus an pointe deiridh a ríomh mura sáraítear [method _estimate_cost].

en: A specific [enum DiagonalMode] mode which will force the path to avoid or accept the specified diagonals.
ga: Mód sonrach [enum DiagonalMode] a chuirfidh iallach ar an gcosán na trasnáin sonraithe a sheachaint nó a ghlacadh.

en: Enables or disables jumping to skip up the intermediate points and speeds up the searching algorithm.
    [b]Note:[/b] Currently, toggling it on disables the consideration of weight scaling in pathfinding.
ga: Cumasaíonn nó díchumasaítear léim chun na pointí idirmheánacha a scipeáil agus luasann sé an t-algartam cuardaigh.
    [b]Nóta:[/b] Faoi láthair, má dhéantar é a scoránú, díchumasaítear breithniú scálaithe meáchain le linn lorg braite.

en: The offset of the grid which will be applied to calculate the resulting point position returned by [method get_point_path]. If changed, [method update] needs to be called before finding the next path.
ga: Fritháireamh na greille a chuirfear i bhfeidhm chun suíomh an phointe mar thoradh air a ríomhtar ar ais ag [method get_point_path]. Má athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an chéad chosán eile.

en: The region of grid cells available for pathfinding. If changed, [method update] needs to be called before finding the next path.
ga: Réigiúin na ngreille cealla atá ar fáil le haghaidh lorg braite. Má athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an chéad chosán eile.

en: Use [member region] instead.
ga: Úsáid [ballréigiún] ina ionad sin.

en: The size of the grid (number of cells of size [member cell_size] on each axis). If changed, [method update] needs to be called before finding the next path.
ga: Méid na greille (líon cealla de mhéid [member cell_size] ar gach ais). Má athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an chéad chosán eile.

en: The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean heuristic[/url] to be used for the pathfinding using the following formula:
    [codeblock]
    dx = abs(to_id.x - from_id.x)
    dy = abs(to_id.y - from_id.y)
    result = sqrt(dx * dx + dy * dy)
    [/codeblock]
    [b]Note:[/b] This is also the internal heuristic used in [AStar3D] and [AStar2D] by default (with the inclusion of possible z-axis coordinate).
ga: An [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean heuristic[/url] le húsáid don lorg conartha ag baint úsáide as an bhfoirmle seo a leanas:
    [codeblock]
    dx = ABS(to_id.x - ó_id.x)
    dy = ABS(to_id.y - ó_id.y)
    toradh = sqrt(dx * dx + dy * dy)
    [/codeblock]
    [b]Nóta:[/b] Is é seo freisin an heorastúil inmheánach a úsáidtear in [AStar3D] agus in [AStar2D] de réir réamhshocraithe (agus comhordanáid fhéideartha z-ais san áireamh).

en: The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/url] to be used for the pathfinding using the following formula:
    [codeblock]
    dx = abs(to_id.x - from_id.x)
    dy = abs(to_id.y - from_id.y)
    result = dx + dy
    [/codeblock]
    [b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal movements, provided by setting the [member diagonal_mode] to [constant DIAGONAL_MODE_NEVER].
ga: An [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/url] le húsáid don lorg conartha ag baint úsáide as an bhfoirmle seo a leanas:
    [codeblock]
    dx = ABS(to_id.x - ó_id.x)
    dy = ABS(to_id.y - ó_id.y)
    toradh = dx + dy
    [/codeblock]
    [b]Nóta:[/b] Tá an heorastóg seo beartaithe le húsáid le gluaiseachtaí orthogonal ceithre thaobh, ar fáil tríd an [member diagonal_mode] a shocrú go [DIAGONAL_MODE_NEVER] leanúnach.

en: The Octile heuristic to be used for the pathfinding using the following formula:
    [codeblock]
    dx = abs(to_id.x - from_id.x)
    dy = abs(to_id.y - from_id.y)
    f = sqrt(2) - 1
    result = (dx < dy) ? f * dx + dy : f * dy + dx;
    [/codeblock]
ga: An heorastó Octile le húsáid don lorg conartha ag baint úsáide as an bhfoirmle seo a leanas:
    [codeblock]
    dx = abs(to_id.x - from_id.x)
    dy = abs(to_id.y - from_id.y)
    f = sqrt(2) - 1
    result = (dx < dy) ? f * dx + dy : f * dy + dx;
    [/codeblock]

en: The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev heuristic[/url] to be used for the pathfinding using the following formula:
    [codeblock]
    dx = abs(to_id.x - from_id.x)
    dy = abs(to_id.y - from_id.y)
    result = max(dx, dy)
    [/codeblock]
ga: An [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev heuristic[/url] le húsáid don lorg conartha ag baint úsáide as an bhfoirmle seo a leanas:
    [codeblock]
    dx = ABS(to_id.x - ó_id.x)
    dy = ABS(to_id.y - ó_id.y)
    toradh = max(dx, dy)
    [/codeblock]

en: Represents the size of the [enum Heuristic] enum.
ga: Léiríonn sé méid an [enum Heuristic] enum.

en: The pathfinding algorithm will ignore solid neighbors around the target cell and allow passing using diagonals.
ga: Déanfaidh an t-algartam lorgbhealaigh neamhaird ar chomharsana soladacha timpeall na sprice agus ceadóidh sé pas a fháil le trasnáin.

en: The pathfinding algorithm will ignore all diagonals and the way will be always orthogonal.
ga: Déanfaidh an t-algartam lorgbhealaigh neamhaird ar gach trasnán agus beidh an bealach orthogonal i gcónaí.

en: The pathfinding algorithm will avoid using diagonals if at least two obstacles have been placed around the neighboring cells of the specific path segment.
ga: Seachnóidh an t-algartam lorg cosáin trasnáin a úsáid má tá ar a laghad dhá chonstaic curtha timpeall ar chealla comharsanacha na míre cosáin ar leith.

en: The pathfinding algorithm will avoid using diagonals if any obstacle has been placed around the neighboring cells of the specific path segment.
ga: Seachnóidh an t-algartam lorg cosáin trasnáin a úsáid má tá aon chonstaic curtha timpeall ar chealla comharsanacha na míre cosáin ar leith.

en: Represents the size of the [enum DiagonalMode] enum.
ga: Léiríonn sé méid an [enum DiagonalMode] enum.

en: Rectangular cell shape.
ga: Cruth cille dronuilleogach.

en: Diamond cell shape (for isometric look). Cell coordinates layout where the horizontal axis goes up-right, and the vertical one goes down-right.
ga: Cruth cille Diamond (le haghaidh cuma isiméadrach). Comhordaíonn cill an leagan amach áit a dtéann an ais chothrománach suas-deas, agus an ais ingearach ag dul síos ar dheis.

en: Diamond cell shape (for isometric look). Cell coordinates layout where the horizontal axis goes down-right, and the vertical one goes down-left.
ga: Cruth cille Diamond (le haghaidh cuma isiméadrach). Comhordaíonn cill leagan amach áit a dtéann an ais chothrománach síos ar dheis, agus téann an ceann ingearach síos-chlé.

en: Represents the size of the [enum CellShape] enum.
ga: Léiríonn sé méid an [enum CellShape] enum.

en: A texture that crops out part of another Texture2D.
ga: Uigeacht a sháraíonn cuid de Texture2D eile.

en: The texture that contains the atlas. Can be any type inheriting from [Texture2D], including another [AtlasTexture].
ga: An uigeacht ina bhfuil an atlas. Is féidir le haon chineál a bheith mar oidhreacht ó [Texture2D], lena n-áirítear ceann eile [AtlasTexture].

en: If [code]true[/code], the area outside of the [member region] is clipped to avoid bleeding of the surrounding texture pixels.
ga: Más [code]true[/code], gearrtar an limistéar lasmuigh den [ballréigiún] chun fuiliú na bpicteilín uigeachta máguaird a sheachaint.

en: The margin around the [member region]. Useful for small adjustments. If the [member Rect2.size] of this property ("w" and "h" in the editor) is set, the drawn texture is resized to fit within the margin.
ga: An corrlach timpeall ar an [ballréigiún]. Úsáideach le haghaidh coigeartuithe beaga. Má shocraítear [member Rect2.size] den airí seo ("w" agus "h" san eagarthóir), athraítear méid na huigeachta tarraingthe chun luí laistigh den imeall.

en: The region used to draw the [member atlas]. If either dimension of the region's size is [code]0[/code], the value from [member atlas] size will be used for that axis instead.
ga: An réigiún a úsáidtear chun an [ball atlas] a tharraingt. Más é [code]0[/code] ceachtar toise de mhéid an réigiúin, úsáidfear an luach ó mhéid [member atlas] don ais sin ina ionad sin.

en: Stores information about the audio buses.
ga: Stórálann sé eolas faoi na busanna fuaime.

en: Stores position, muting, solo, bypass, effects, effect position, volume, and the connections between buses. See [AudioServer] for usage.
ga: Stórálann suíomh, muting, aonair, seachbhóthar, éifeachtaí, suíomh éifeacht, toirt, agus na naisc idir busanna. Féach [AudioServer] le haghaidh úsáide.

en: Base class for audio effect resources.
ga: Bunrang le haghaidh acmhainní éifeacht fuaime.

en: The base [Resource] for every audio effect. In the editor, an audio effect can be added to the current bus layout through the Audio panel. At run-time, it is also possible to manipulate audio effects through [method AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], and [method AudioServer.get_bus_effect].
    When applied on a bus, an audio effect creates a corresponding [AudioEffectInstance]. The instance is directly responsible for manipulating the sound, based on the original audio effect's properties.
ga: An bonn [Acmhainn] do gach iarmhairt fuaime. San eagarthóir, is féidir éifeacht fuaime a chur leis an leagan amach reatha bus tríd an bpainéal Fuaime. Ag am rite, is féidir freisin maisíochtaí fuaime a ionramháil trí [method AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], agus [method AudioServer.get_bus_effect].
    Nuair a chuirtear i bhfeidhm ar bhus é, cruthaíonn iarmhairt fuaime [AudioEffectInstance] comhfhreagrach. Tá an ásc freagrach go díreach as an fhuaim a ionramháil, bunaithe ar airíonna na bunéifeachta fuaime.

en: Audio buses
ga: Busanna fuaime

en: Audio Microphone Record Demo
ga: Taispeántas Taifead Fuaime Micreafón

en: Override this method to customize the [AudioEffectInstance] created when this effect is applied on a bus in the editor's Audio panel, or through [method AudioServer.add_bus_effect].
    [codeblock]
    extends AudioEffect
    
    @export var strength = 4.0
    
    func _instantiate():
        var effect = CustomAudioEffectInstance.new()
        effect.base = self
    
        return effect
    [/codeblock]
    [b]Note:[/b] It is recommended to keep a reference to the original [AudioEffect] in the new instance. Depending on the implementation this allows the effect instance to listen for changes at run-time and be modified accordingly.
ga: Sáraigh an modh seo chun an [AudioEffectInstance] a chruthaítear a shaincheapadh nuair a chuirtear an éifeacht seo i bhfeidhm ar bhus i bpainéal Fuaime an eagarthóra, nó trí [method AudioServer.add_bus_effect].
    [codeblock]
    leathnaíonn AudioEffect
    
    @export var neart = 4.0
    
    feidhm _tosaigh():
        var effect = CustomAudioEffectInstance.new()
        éifeacht.base = féin
    
        éifeacht ar ais
    [/codeblock]
    [b]Nóta:[/b] Moltar tagairt a choinneáil don bhun [AudioEffect] sa ásc nua. Ag brath ar an gcur i bhfeidhm ceadaíonn sé seo don ásc éifeacht éisteacht le haghaidh athruithe ag an am rite agus é a mhodhnú dá réir.

en: Adds an amplifying audio effect to an audio bus.
ga: Cuireann sé iarmhairt fuaime méadaithe le bus fuaime.

en: Increases or decreases the volume being routed through the audio bus.
ga: Méaduithe nó laghdaítear an méid a sheoltar tríd an mbus fuaime.

en: Amount of amplification in decibels. Positive values make the sound louder, negative values make it quieter. Value can range from -80 to 24.
ga: Méid an aimplithe i ndeicibeilí. De bharr luachanna dearfacha bíonn an fhuaim níos airde, bíonn luachanna diúltacha níos ciúine. Is féidir le luach a bheith idir -80 agus 24.

en: Adds a band limit filter to the audio bus.
ga: Cuireann sé scagaire teorainn bhanna leis an mbus fuaime.

en: Limits the frequencies in a range around the [member AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to pass.
ga: Teorannaíonn sé na minicíochtaí i raon timpeall an [member AudioEffectFilter.cutoff_hz] agus ceadaíonn sé do mhinicíochtaí lasmuigh den raon seo pas a fháil.

en: Adds a band pass filter to the audio bus.
ga: Cuirtear scagaire pas banda leis an mbus fuaime.

en: Attenuates the frequencies inside of a range around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band.
ga: Laghdaíonn sé na minicíochtaí taobh istigh de raon timpeall ar an [member AudioEffectFilter.cutoff_hz] agus gearrann sé minicíochtaí lasmuigh den bhanda seo.

en: Captures audio from an audio bus in real-time.
ga: Gabhann sé fuaime ó bhus fuaime i bhfíor-am.

en: AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer.
    Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from an [AudioStreamMicrophone], implement application-defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating-point PCM.
    Unlike [AudioEffectRecord], this effect only returns the raw audio samples instead of encoding them into an [AudioStream].
ga: Is AudioEffect é AudioEffectCapture a chóipeann gach fráma fuaime ón mbus éifeacht fuaime ceangailte isteach ina mhaolán fáinne inmheánach.
    Ba cheart don chód feidhme na frámaí fuaime seo a ithe ón maolán fáinne seo trí úsáid a bhaint as [method get_buffer] agus é a phróiseáil de réir mar is gá, mar shampla chun sonraí a ghabháil ó [Micreafón Fuaime AudioStream], éifeachtaí atá sainithe ag feidhmchlár a chur i bhfeidhm, nó chun fuaim a tharchur thar an líonra. Agus sonraí fuaime á ngabháil ó mhicreafón, is é formáid na samplaí ná PCM snámhphointe 32-giotán steirió.
    Murab ionann agus [AudioEffectRecord], ní thugann an éifeacht seo ar ais ach na samplaí fuaime amh in ionad iad a ionchódú isteach i [AudioStream].

en: Returns [code]true[/code] if at least [param frames] audio frames are available to read in the internal ring buffer.
ga: Filleann sé [code]true[/code] má tá ar a laghad frámaí fuaime [param frames] ar fáil le léamh sa mhaolán fáinne inmheánach.

en: Clears the internal ring buffer.
    [b]Note:[/b] Calling this during a capture can cause the loss of samples which causes popping in the playback.
ga: Glanann an maolán fáinne inmheánach.
    [b]Nóta:[/b] Má ghlaoitear air seo le linn gabhála is féidir go gcaillfí samplaí, rud a fhágann go mbuailtear isteach san athsheinm.

en: Gets the next [param frames] audio samples from the internal ring buffer.
    Returns a [PackedVector2Array] containing exactly [param frames] audio samples if available, or an empty [PackedVector2Array] if insufficient data was available.
    The samples are signed floating-point PCM between [code]-1[/code] and [code]1[/code]. You will have to scale them if you want to use them as 8 or 16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])
ga: Faigheann sé an chéad [frámaí param] samplaí fuaime ón maolán fáinne inmheánach.
    Seoltar ar ais [PackedVector2Array] ina bhfuil go díreach [frámaí param] samplaí fuaime má tá siad ar fáil, nó [PackedVector2Array] folamh mura raibh dóthain sonraí ar fáil.
    Tá PCM snámhphointe sínithe idir [code]-1[/code] agus [code]1[/code] ar na samplaí. Beidh ort iad a scála más mian leat iad a úsáid mar shamplaí slánuimhir 8 nó 16-giotán. ([code]v = 0x7fff * samplaí[0].x[/code])

en: Returns the total size of the internal ring buffer in frames.
ga: Filleann sé méid iomlán an mhaoláin fáinne inmheánaigh i bhfrámaí.

en: Returns the number of audio frames discarded from the audio bus due to full buffer.
ga: Filleann sé líon na bhfráma fuaime a caitheadh amach as an mbus fuaime mar gheall ar mhaolán iomlán.

en: Returns the number of frames available to read using [method get_buffer].
ga: Seoltar ar ais líon na bhfrámaí atá ar fáil le léamh ag úsáid [method get_buffer].

en: Returns the number of audio frames inserted from the audio bus.
ga: Filleann sé líon na bhfrámaí fuaime a cuireadh isteach ón mbus fuaime.

en: Length of the internal ring buffer, in seconds. Setting the buffer length will have no effect if already initialized.
ga: Fad an mhaoláin fáinne inmheánaigh, i soicindí. Ní bheidh aon éifeacht ag socrú an fhad maoláin má cuireadh tús leis cheana féin.

en: Adds a chorus audio effect.
ga: Cuireann éifeacht fuaime curfá leis.

en: Adds a chorus audio effect. The effect applies a filter with voices to duplicate the audio source and manipulate it through the filter.
ga: Cuireann éifeacht fuaime curfá leis. Baineann an éifeacht scagaire le guthanna chun an fhoinse fuaime a dhúbailt agus é a ionramháil tríd an scagaire.

en: The effect's raw signal.
ga: Comhartha amh an éifeacht.

en: The voice's cutoff frequency.
ga: Minicíocht scoite an ghutha.

en: The voice's signal delay.
ga: Moill comhartha an ghutha.

en: The voice filter's depth.
ga: Doimhneacht an scagaire gutha.

en: The voice's volume.
ga: Toirt an ghutha.

en: The voice's pan level.
ga: Leibhéal an ghutha.

en: The voice's filter rate.
ga: Ráta scagaire an ghutha.

en: The number of voices in the effect.
ga: Líon na guthanna san éifeacht.

en: The effect's processed signal.
ga: Comhartha próiseáilte an éifeacht.

en: Adds a compressor audio effect to an audio bus.
    Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume.
ga: Cuireann sé éifeacht fuaime comhbhrúiteora le bus fuaime.
    Laghdaíonn sé fuaimeanna a sháraíonn leibhéal tairsí áirithe, míníonn sé an dinimic agus méadaíonn sé an méid iomlán.

en: Dynamic range compressor reduces the level of the sound when the amplitude goes over a certain threshold in Decibels. One of the main uses of a compressor is to increase the dynamic range by clipping as little as possible (when sound goes over 0dB).
    Compressor has many uses in the mix:
    - In the Master bus to compress the whole output (although an [AudioEffectLimiter] is probably better).
    - In voice channels to ensure they sound as balanced as possible.
    - Sidechained. This can reduce the sound level sidechained with another audio bus for threshold detection. This technique is common in video game mixing to the level of music and SFX while voices are being heard.
    - Accentuates transients by using a wider attack, making effects sound more punchy.
ga: Laghdaíonn comhbhrúiteoir raon dinimiciúil leibhéal an fhuaim nuair a théann an aimplitiúid thar thairseach áirithe i ndeicibeilí. Ceann de na príomhúsáidí a bhaineann le comhbhrúiteoir ná an raon dinimiciúil a mhéadú trí ghearrthóg chomh beag agus is féidir (nuair a théann an fhuaim os cionn 0dB).
    Tá go leor úsáidí ag comhbhrúiteoir sa mheascán:
    - Sa bhus Máistir chun an t-aschur iomlán a chomhbhrú (cé gur dócha go bhfuil [AudioEffectLimiter] níos fearr).
    - I mbealaí gutha chun a chinntiú go bhfuil siad chomh cothrom agus is féidir.
    - Sidechained. Féadann sé seo an leibhéal fuaime a laghdú le bus fuaime eile chun tairseach a bhrath. Tá an teicníocht seo coitianta i meascadh físchluichí go leibhéal an cheoil agus SFX fad a bhíonn guthanna á gcloisteáil.
    - Cuireann sé béim ar dhíomuan trí úsáid a bhaint as ionsaí níos leithne, ag déanamh fuaime níos boige.

en: Compressor's reaction time when the signal exceeds the threshold, in microseconds. Value can range from 20 to 2000.
ga: Am imoibriúcháin an chomhbhrúiteora nuair a sháraíonn an comhartha an tairseach, i micriseconds. Is féidir le luach a bheith idir 20 agus 2000.

en: Gain applied to the output signal.
ga: Gnóthachan i bhfeidhm ar an comhartha aschuir.

en: Balance between original signal and effect signal. Value can range from 0 (totally dry) to 1 (totally wet).
ga: Iarmhéid idir comhartha bunaidh agus comhartha éifeacht. Is féidir le luach a bheith ó 0 (go hiomlán tirim) go 1 (go hiomlán fliuch).

en: Amount of compression applied to the audio once it passes the threshold level. The higher the ratio, the more the loud parts of the audio will be compressed. Value can range from 1 to 48.
ga: Méid an chomhbhrú a chuirtear ar an bhfuaim nuair a théann sí thar leibhéal na tairsí. Dá airde an cóimheas, is mó a bheidh na codanna ard den fhuaim comhbhrúite. Is féidir le luach a bheith idir 1 agus 48.

en: Compressor's delay time to stop reducing the signal after the signal level falls below the threshold, in milliseconds. Value can range from 20 to 2000.
ga: Am moille an chomhbhrúiteora chun stop a chur leis an comhartha a laghdú tar éis don leibhéal comhartha titim faoi bhun na tairsí, i milleasoicindí. Is féidir le luach a bheith idir 20 agus 2000.

en: Reduce the sound level using another audio bus for threshold detection.
ga: Laghdaigh an leibhéal fuaime ag baint úsáide as bus fuaime eile chun tairseach a bhrath.

en: The level above which compression is applied to the audio. Value can range from -60 to 0.
ga: An leibhéal os cionn a gcuirtear comhbhrú i bhfeidhm ar an bhfuaim. Is féidir le luach a bheith idir -60 agus 0.

en: Adds a delay audio effect to an audio bus. Plays input signal back after a period of time.
    Two tap delay and feedback options.
ga: Cuireann sé iarmhairt fuaime moille le bus fuaime. Imríonn sé comhartha ionchuir ar ais tar éis tréimhse ama.
    Dhá rogha mhoill tapála agus aiseolais.

en: Plays input signal back after a period of time. The delayed signal may be played back multiple times to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds.
ga: Imríonn comhartha ionchuir ar ais tar éis tréimhse ama. Is féidir an comhartha moillithe a sheinm ar ais go minic chun fuaim macalla athfhillteach, meathlaithe a chruthú. Réimsíonn éifeachtaí moille ó iarmhairt mhacalla caolchúiseach go meascadh fuaimeanna roimhe seo le fuaimeanna nua.

en: Output percent of original sound. At 0, only delayed sounds are output. Value can range from 0 to 1.
ga: Aschur faoin gcéad den bhunfhuaim. Ag 0, ní aschur ach fuaimeanna moillithe. Is féidir le luach a bheith idir 0 agus 1.

en: If [code]true[/code], feedback is enabled.
ga: Más [code]true[/code], tá aiseolas cumasaithe.

en: Feedback delay time in milliseconds.
ga: Moill ar aiseolas sna milleasoicindí.

en: Sound level for feedback.
ga: Leibhéal fuaime le haghaidh aiseolais.

en: Low-pass filter for feedback, in Hz. Frequencies below this value are filtered out of the source signal.
ga: Scagaire pas íseal le haghaidh aiseolais, i Hz. Déantar minicíochtaí faoi bhun an luacha seo a scagadh amach as an comhartha foinse.

en: If [code]true[/code], the first tap will be enabled.
ga: Más [code]true[/code], beidh an chéad sconna cumasaithe.

en: First tap delay time in milliseconds.
ga: Am moille tapála ar dtús sna milleasoicindí.

en: Sound level for the first tap.
ga: Leibhéal fuaime don chéad sconna.

en: Pan position for the first tap. Value can range from -1 (fully left) to 1 (fully right).
ga: Seasamh pan don chéad sconna. Is féidir le luach raon ó -1 (go hiomlán ar chlé) go 1 (go hiomlán ar dheis).

en: If [code]true[/code], the second tap will be enabled.
ga: Más [code]true[/code], beidh an dara sconna cumasaithe.

en: Second tap delay time in milliseconds.
ga: Aga moille an dara sconna sna milleasoicindí.

en: Sound level for the second tap.
ga: Leibhéal fuaime don dara sconna.

en: Pan position for the second tap. Value can range from -1 (fully left) to 1 (fully right).
ga: Seasamh pan don dara sconna. Is féidir le luach raon ó -1 (go hiomlán ar chlé) go 1 (go hiomlán ar dheis).

en: Adds a distortion audio effect to an Audio bus.
    Modifies the sound to make it distorted.
ga: Cuireann sé éifeacht fuaime saobhadh le bus Fuaime.
    Athraítear an fhuaim chun í a shaobhadh.

en: Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
    By distorting the waveform the frequency content changes, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
ga: Tá cineálacha éagsúla ar fáil: gearrthóg, tan, lo-fi (beagán brúite), overdrive, nó cruth tonn.
    Tríd an tonnform a shaobhadh athraíonn an t-ábhar minicíochta, rud a fhágann go minic go mbeidh an fhuaim "crunchy" nó "scríobach". I gcás cluichí, is féidir leis an fhuaim a thagann ó ghléas nó cainteoir sáithithe éigin a insamhladh go han-éifeachtach.

en: Distortion power. Value can range from 0 to 1.
ga: Cumhacht saobhadh. Is féidir le luach a bheith idir 0 agus 1.

en: High-pass filter, in Hz. Frequencies higher than this value will not be affected by the distortion. Value can range from 1 to 20000.
ga: Scagaire ard-pas, i Hz. Ní bheidh tionchar ag an saobhadh ar mhinicíochtaí atá níos airde ná an luach seo. Is féidir le luach a bheith idir 1 agus 20000.

en: Distortion type.
ga: Cineál saobhadh.

en: Increases or decreases the volume after the effect, in decibels. Value can range from -80 to 24.
ga: Méaduithe nó laghdaítear an toirt tar éis na héifeachta, i ndeicibeilí. Is féidir le luach a bheith idir -80 agus 24.

en: Increases or decreases the volume before the effect, in decibels. Value can range from -60 to 60.
ga: Méaduithe nó laghdaítear an toirt roimh an éifeacht, i ndeicibeilí. Is féidir le luach a bheith idir -60 agus 60.

en: Digital distortion effect which cuts off peaks at the top and bottom of the waveform.
ga: Tionchar saobhadh digiteach a ghearrann beanna ag barr agus bun an tonnchruth.

en: Low-resolution digital distortion effect (bit depth reduction). You can use it to emulate the sound of early digital audio devices.
ga: Éifeacht saobhadh digiteach ísealtaifigh (laghdú doimhneacht giotán). Is féidir leat é a úsáid chun aithris a dhéanamh ar fhuaim feistí digiteacha fuaime luatha.

en: Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. The [member drive] property has no effect in this mode.
ga: Emulates an saobhadh te a tháirgtear trí trasraitheoir éifeacht réimse, a úsáidtear go coitianta i soladach-stáit aimplitheoirí uirlisí ceoil. Níl aon éifeacht ag an airí [member drive] sa mhód seo.

en: Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound.
ga: Úsáideann ceoltóirí leictreonacha saobhadh Waveshaper go príomha chun fuaim seach-scríobach a bhaint amach.

en: Base class for audio equalizers. Gives you control over frequencies.
    Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or [AudioEffectEQ21] don't fit your needs.
ga: Bunrang le haghaidh cothromóir fuaime. Tugann sé smacht duit ar mhinicíochtaí.
    Úsáid é chun cothromóir saincheaptha a chruthú mura n-oireann [AudioEffectEQ6], [AudioEffectEQ10] nó [AudioEffectEQ21] le do riachtanais.

en: AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQs are useful on the Master bus to completely master a mix and give it more character. They are also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
ga: Tugann AudioEffectEQ smacht duit ar mhinicíochtaí. Úsáid é mar chúiteamh ar na heasnaimh fuaime atá ann cheana féin. Tá AudioEffectEQs úsáideach ar an Máistirbhus chun meascán a mháistir go hiomlán agus chun níos mó carachtar a thabhairt dó. Tá siad úsáideach freisin nuair a bhíonn cluiche á reáchtáil ar ghléas soghluaiste, chun an meascán a choigeartú don chineál sin cainteoirí (is féidir é a chur leis ach iad a dhíchumasú nuair a bhíonn cluasáin plugáilte).

en: Returns the number of bands of the equalizer.
ga: Filleann sé líon na mbanda den chothromóir.

en: Returns the band's gain at the specified index, in dB.
ga: Tuairisceáin gnóthachan an bhanda ag an innéacs sonraithe, i dB.

en: Sets band's gain at the specified index, in dB.
ga: Socraítear gnóthachan an bhanda ag an innéacs sonraithe, i dB.

en: Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 31 Hz to 16000 Hz.
    Each frequency can be modulated between -60/+24 dB.
ga: Cuireann sé iarmhairt fuaime cothromóra 10-bhanna le bus Fuaime. Tugann sé smacht duit ar mhinicíochtaí ó 31 Hz go 16000 Hz.
    Is féidir gach minicíocht a mhodhnú idir -60/+24 dB.

en: Frequency bands:
    Band 1: 31 Hz
    Band 2: 62 Hz
    Band 3: 125 Hz
    Band 4: 250 Hz
    Band 5: 500 Hz
    Band 6: 1000 Hz
    Band 7: 2000 Hz
    Band 8: 4000 Hz
    Band 9: 8000 Hz
    Band 10: 16000 Hz
    See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21].
ga: Bannaí minicíochta:
    Banda 1: 31 Hz
    Banda 2: 62 Hz
    Banda 3: 125 Hz
    Banda 4: 250 Hz
    Banda 5: 500 Hz
    Banda 6: 1000 Hz
    Banda 7: 2000 Hz
    Banda 8: 4000 Hz
    Banda 9: 8000 Hz
    Banna 10: 16000 Hz
    Féach freisin [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21].

en: Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 22 Hz to 22000 Hz.
    Each frequency can be modulated between -60/+24 dB.
ga: Cuireann sé iarmhairt fuaime cothromóra 21-bhanna le Bus Fuaime. Tugann sé smacht duit ar mhinicíochtaí ó 22 Hz go 22000 Hz.
    Is féidir gach minicíocht a mhodhnú idir -60/+24 dB.

en: Frequency bands:
    Band 1: 22 Hz
    Band 2: 32 Hz
    Band 3: 44 Hz
    Band 4: 63 Hz
    Band 5: 90 Hz
    Band 6: 125 Hz
    Band 7: 175 Hz
    Band 8: 250 Hz
    Band 9: 350 Hz
    Band 10: 500 Hz
    Band 11: 700 Hz
    Band 12: 1000 Hz
    Band 13: 1400 Hz
    Band 14: 2000 Hz
    Band 15: 2800 Hz
    Band 16: 4000 Hz
    Band 17: 5600 Hz
    Band 18: 8000 Hz
    Band 19: 11000 Hz
    Band 20: 16000 Hz
    Band 21: 22000 Hz
    See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10].
ga: Bannaí minicíochta:
    Banda 1: 22 Hz
    Banda 2: 32 Hz
    Banda 3: 44 Hz
    Banda 4: 63 Hz
    Banda 5: 90 Hz
    Banda 6: 125 Hz
    Banda 7: 175 Hz
    Banda 8: 250 Hz
    Banda 9: 350 Hz
    Banda 10: 500 Hz
    Banda 11: 700 Hz
    Banda 12: 1000 Hz
    Banda 13: 1400 Hz
    Banda 14: 2000 Hz
    Banda 15: 2800 Hz
    Banda 16: 4000 Hz
    Banda 17: 5600 Hz
    Banda 18: 8000 Hz
    Banda 19: 11000 Hz
    Banda 20: 16000 Hz
    Banda 21: 22000 Hz
    Féach freisin [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10].

en: Adds a 6-band equalizer audio effect to an audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz.
    Each frequency can be modulated between -60/+24 dB.
ga: Cuireann sé iarmhairt fuaime cothromóra 6-bhanna le bus fuaime. Tugann sé smacht duit ar mhinicíochtaí ó 32 Hz go 10000 Hz.
    Is féidir gach minicíocht a mhodhnú idir -60/+24 dB.

en: Frequency bands:
    Band 1: 32 Hz
    Band 2: 100 Hz
    Band 3: 320 Hz
    Band 4: 1000 Hz
    Band 5: 3200 Hz
    Band 6: 10000 Hz
    See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21].
ga: Bannaí minicíochta:
    Banda 1: 32 Hz
    Banda 2: 100 Hz
    Banda 3: 320 Hz
    Banda 4: 1000 Hz
    Banda 5: 3200 Hz
    Banda 6: 10000 Hz
    Féach freisin [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21].

en: Adds a filter to the audio bus.
ga: Cuireann sé scagaire leis an mbus fuaime.

en: Allows frequencies other than the [member cutoff_hz] to pass.
ga: Ligeann sé seo do mhinicíochtaí seachas an [member cutoff_hz] pas a fháil.

en: Threshold frequency for the filter, in Hz.
ga: Minicíocht tairsí don scagaire, i Hz.

en: Gain amount of the frequencies after the filter.
ga: Faigh méid na minicíochtaí tar éis an scagaire.

en: Amount of boost in the frequency range near the cutoff frequency.
ga: Méid an treisithe sa raon minicíochta in aice leis an minicíocht scoite.

en: Adds a hard limiter audio effect to an Audio bus.
ga: Cuireann sé éifeacht fuaime sriantach crua le Bus Fuaime.

en: A limiter is an effect designed to disallow sound from going over a given dB threshold. Hard limiters predict volume peaks, and will smoothly apply gain reduction when a peak crosses the ceiling threshold to prevent clipping and distortion. It preserves the waveform and prevents it from crossing the ceiling threshold. Adding one in the Master bus is recommended as a safety measure to prevent sudden volume peaks from occurring, and to prevent distortion caused by clipping.
ga: Is éifeacht é teorannóir atá deartha chun fuaim a dhícheadú ó dhul thar thairseach dB ar leith. Déanann teorannóirí crua buaiceanna toirte a thuar, agus cuirfidh siad laghdú gnóthachain i bhfeidhm go réidh nuair a thrasnaíonn buaic an tairseach uasteorainn chun bearradh agus saobhadh a chosc. Caomhnaíonn sé an tonnform agus cuireann sé cosc air an tairseach uasteorainn a thrasnú. Moltar ceann amháin a chur leis an Máistirbhus mar bheart sábháilteachta chun buaiceanna toirte tobann a chosc ó tharla, agus chun saobhadh de bharr bearradh a chosc.

en: The waveform's maximum allowed value, in decibels. This value can range from [code]-24.0[/code] to [code]0.0[/code].
    The default value of [code]-0.3[/code] prevents potential inter-sample peaks (ISP) from crossing over 0 dB, which can cause slight distortion on some older hardware.
ga: uasluach ceadaithe an tonnchruth, i ndeicibeilí. Féadfaidh an luach seo raon ó [code]-24.0[/code] go [code]0.0[/code].
    Cuireann luach réamhshocraithe [code]-0.3[/code] cosc ar bhuaiceanna féideartha idirshamplaí (ISP) ó thrasnú os cionn 0 dB, rud a d’fhéadfadh saobhadh beag a chur ar roinnt crua-earraí níos sine.

en: Gain to apply before limiting, in decibels.
ga: Gnóthachan le cur i bhfeidhm roimh theorannú, i ndeicibeilí.

en: Time it takes in seconds for the gain reduction to fully release.
ga: An t-am a thógann sé i soicindí chun an laghdú gnóthachain a scaoileadh go hiomlán.

en: Adds a high-pass filter to the audio bus.
ga: Cuireann sé scagaire ardphas leis an mbus fuaime.

en: Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and allows higher frequencies to pass.
ga: Gearr minicíochtaí níos ísle ná an [comhalta AudioEffectFilter.cutoff_hz] agus ceadaíonn minicíochtaí níos airde chun pas a fháil.

en: Adds a high-shelf filter to the audio bus.
ga: Cuireann sé scagaire ard-seilf leis an mbus fuaime.

en: Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz].
ga: Laghdaíonn sé gach minicíocht os cionn an [comhalta AudioEffectFilter.cutoff_hz].

en: Manipulates the audio it receives for a given effect.
ga: Ionramhálann sé an fhuaim a fhaigheann sé le haghaidh éifeacht ar leith.

en: An audio effect instance manipulates the audio it receives for a given effect. This instance is automatically created by an [AudioEffect] when it is added to a bus, and should usually not be created directly. If necessary, it can be fetched at run-time with [method AudioServer.get_bus_effect_instance].
ga: Ionramhálann sampla éifeacht fuaime an fhuaim a fhaigheann sé le haghaidh éifeacht ar leith. Cruthaíonn [AudioEffect] an cás seo go huathoibríoch nuair a chuirtear le bus é, agus de ghnáth níor cheart é a chruthú go díreach. Más gá, is féidir é a fháil ag am rite le [method AudioServer.get_bus_effect_instance].

en: Called by the [AudioServer] to process this effect. When [method _process_silence] is not overridden or it returns [code]false[/code], this method is called only when the bus is active.
    [b]Note:[/b] It is not useful to override this method in GDScript or C#. Only GDExtension can take advantage of it.
ga: Glaoite ag an [AudioServer] chun an éifeacht seo a phróiseáil. Nuair nach ndéantar [method _process_silence] a shárú nó nuair a fhilleann sé [code]false[/code], ní thugtar an modh seo ach amháin nuair a bhíonn an bus gníomhach.
    [b]Nóta:[/b] Níl sé úsáideach an modh seo a shárú in GDScript nó C#. Ní féidir ach le GDEExtension leas a bhaint as.

en: Override this method to customize the processing behavior of this effect instance.
    Should return [code]true[/code] to force the [AudioServer] to always call [method _process], even if the bus has been muted or cannot otherwise be heard.
ga: Sáraigh an modh seo chun iompar próiseála na héifeachta seo a shaincheapadh.
    Ba cheart [code]true[/code] a thabhairt ar ais chun iallach a chur ar an [Fuaimfhreastalaí] glaoch a chur ar [method _process] i gcónaí, fiú má tá an bus balbhaithe nó mura n-éistfear leis ar shlí eile.

en: Use [AudioEffectHardLimiter] instead.
ga: Úsáid [AudioEffectHardLimiter] ina ionad sin.

en: Adds a soft-clip limiter audio effect to an Audio bus.
ga: Cuireann sé éifeacht fuaime teorannaithe gearrthóg bog le Bus Fuaime.

en: A limiter is similar to a compressor, but it's less flexible and designed to disallow sound going over a given dB threshold. Adding one in the Master bus is always recommended to reduce the effects of clipping.
    Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.
ga: Tá teorannóir cosúil le comhbhrúiteoir, ach níl sé chomh solúbtha agus tá sé deartha chun fuaim a dhícheadú ag dul thar thairseach dB ar leith. Moltar i gcónaí ceann amháin a chur leis an Máistirbhus chun éifeachtaí bearradh a laghdú.
    Tosaíonn bearradh bog na beanna a laghdú beagán faoi bhun leibhéal na tairsí agus méadaítear a éifeacht de réir a chéile de réir mar a mhéadaíonn an leibhéal ionchuir ionas nach sáraítear an tairseach choíche.

en: The waveform's maximum allowed value, in decibels. Value can range from -20 to -0.1.
ga: uasluach ceadaithe an tonnchruth, i ndeicibeilí. Is féidir le luach a bheith idir -20 agus -0.1.

en: Applies a gain to the limited waves, in decibels. Value can range from 0 to 6.
ga: Baineann gnóthachan leis na tonnta teoranta, i ndeicibeilí. Is féidir le luach a bheith idir 0 agus 6.

en: Threshold from which the limiter begins to be active, in decibels. Value can range from -30 to 0.
ga: Tairseach óna dtosaíonn an teorannóir a bheith gníomhach, i ndeicibeilí. Is féidir le luach a bheith idir -30 agus 0.

en: Adds a low-pass filter to the audio bus.
ga: Cuireann sé scagaire pas íseal leis an mbus fuaime.

en: Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and allows lower frequencies to pass.
ga: Gearr minicíochtaí níos airde ná an [comhalta AudioEffectFilter.cutoff_hz] agus ceadaíonn minicíochtaí níos ísle chun pas a fháil.

en: Adds a low-shelf filter to the audio bus.
ga: Cuireann sé scagaire le seilf íseal leis an mbus fuaime.

en: Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz].
ga: Laghdaíonn sé gach minicíocht faoi bhun an [comhalta AudioEffectFilter.cutoff_hz].

en: Adds a notch filter to the Audio bus.
ga: Cuireann sé scagaire notch leis an mbus Fuaime.

en: Attenuates frequencies in a narrow band around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range.
ga: Laghdaíonn sé minicíochtaí i mbanda caol timpeall an [member AudioEffectFilter.cutoff_hz] agus gearrann sé minicíochtaí lasmuigh den raon seo.

en: Adds a panner audio effect to an audio bus. Pans sound left or right.
ga: Cuireann sé iarmhairt fuaime panner le bus fuaime. Fuaimeann pannaí ar chlé nó ar dheis.

en: Determines how much of an audio signal is sent to the left and right buses.
ga: Cinneann sé cé mhéad de chomhartha fuaime a sheoltar chuig na busanna clé agus ar dheis.

en: Pan position. Value can range from -1 (fully left) to 1 (fully right).
ga: Seasamh pan. Is féidir le luach raon ó -1 (go hiomlán ar chlé) go 1 (go hiomlán ar dheis).

en: Adds a phaser audio effect to an audio bus.
    Combines the original signal with a copy that is slightly out of phase with the original.
ga: Cuireann sé éifeacht fuaime phaser le bus fuaime.
    Comhcheanglaíonn sé an comhartha bunaidh le cóip atá beagán as an gcéim leis an mbunchóip.

en: Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a low-frequency oscillator.
ga: Comhcheanglaíonn sé comharthaí céim-aistrithe leis an comhartha bunaidh. Déantar gluaiseacht na gcomharthaí céim-aistrithe a rialú trí úsáid a bhaint as oscillator ar mhinicíocht íseal.

en: Governs how high the filter frequencies sweep. Low value will primarily affect bass frequencies. High value can sweep high into the treble. Value can range from 0.1 to 4.
ga: Rialaíonn cé chomh hard is atá an scagairí minicíochta. Cuirfidh luach íseal isteach go príomha ar mhinicíochtaí dord. Is féidir le luach ard scuabadh isteach sa thrí oiread. Is féidir le luach a bheith idir 0.1 agus 4.

en: Output percent of modified sound. Value can range from 0.1 to 0.9.
ga: Aschur faoin gcéad den fhuaim mhodhnaithe. Is féidir le luach a bheith idir 0.1 agus 0.9.

en: Determines the maximum frequency affected by the LFO modulations, in Hz. Value can range from 10 to 10000.
ga: Cinneann sé an mhinicíocht uasta a mbíonn tionchar ag na modhnuithe LFO i Hz. Is féidir le luach a bheith idir 10 agus 10000.

en: Determines the minimum frequency affected by the LFO modulations, in Hz. Value can range from 10 to 10000.
ga: Cinneann sé an íosmhinicíocht a mbíonn tionchar ag modhnuithe LFO i Hz. Is féidir le luach a bheith idir 10 agus 10000.

en: Adjusts the rate in Hz at which the effect sweeps up and down across the frequency range.
ga: Coigeartaíonn sé an ráta i Hz ag a scuabann an éifeacht suas agus síos thar an raon minicíochta.

en: Adds a pitch-shifting audio effect to an audio bus.
    Raises or lowers the pitch of original sound.
ga: Cuireann sé iarmhairt fuaime aistrithe tuinairde le bus fuaime.
    Ardaíonn nó íslíonn sé tuinairde na bunfhuaim.

en: Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.
ga: Ceadaíonn modhnú tuinairde neamhspleách ar luas. Is féidir na minicíochtaí go léir a mhéadú/laghdú le héifeacht íosta ar neamhbhuan.

en: The size of the [url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values smooth out the effect over time, but have greater latency. The effects of this higher latency are especially noticeable on sounds that have sudden amplitude changes.
ga: Méid an mhaoláin [url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]Claochlú Fast Fourier[/url]. Réitíonn luachanna níos airde an éifeacht le himeacht ama, ach bíonn níos mó foighne acu. Tá éifeachtaí na latency níos airde seo faoi deara go háirithe ar fhuaimeanna a bhfuil athruithe tobanna aimplitiúid acu.

en: The oversampling factor to use. Higher values result in better quality, but are more demanding on the CPU and may cause audio cracking if the CPU can't keep up.
ga: An fachtóir róshamplála le húsáid. Bíonn cáilíocht níos fearr mar thoradh ar luachanna níos airde, ach tá siad níos déine ar an LAP agus d'fhéadfadh go mbeadh scoilteadh fuaime ann mura bhfuil an LAP in ann coinneáil suas.

en: The pitch scale to use. [code]1.0[/code] is the default pitch and plays sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] (infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than the initial pitch).
ga: An scála páirce le húsáid. [code]Is é 1.0[/code] an pháirc réamhshocraithe agus seinneann sé fuaimeanna nach gcuirtear isteach orthu. Is féidir le [member pitch_scale] raon ó [code]0.0[/code] (toc gan teorainn íseal, inchloiste) go [code]16[/code] (16 huaire níos airde ná an pháirc tosaigh).

en: Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, but least stable over time.
ga: Úsáid maolán de 256 sampla le haghaidh an Fast Fourier claochlú. An fhoighne is ísle, ach is lú cobhsaí le himeacht ama.

en: Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but less stable over time.
ga: Bain úsáid as maolán de 512 sampla don trasfhoirmiú Fast Fourier. latency íseal, ach níos lú cobhsaí le himeacht ama.

en: Use a buffer of 1024 samples for the Fast Fourier transform. This is a compromise between latency and stability over time.
ga: Bain úsáid as maolán de 1024 sampla don trasfhoirmiú Fast Fourier. Is comhréiteach é seo idir latency agus cobhsaíocht le himeacht ama.

en: Use a buffer of 2048 samples for the Fast Fourier transform. High latency, but stable over time.
ga: Bain úsáid as maolán de 2048 sampla don chlaochlú Fast Fourier. Ard-latency, ach cobhsaí le himeacht ama.

en: Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, but most stable over time.
ga: Bain úsáid as maolán de 4096 sampla don trasfhoirmiú Fast Fourier. An latency is airde, ach is cobhsaí le himeacht ama.

en: Represents the size of the [enum FFTSize] enum.
ga: Is ionann é agus méid an [enum FFTSize] enum.

en: Audio effect used for recording the sound from an audio bus.
ga: Éifeacht fuaime a úsáidtear chun an fhuaim ó bhus fuaime a thaifeadadh.

en: Allows the user to record the sound from an audio bus into an [AudioStreamWAV]. When used on the "Master" audio bus, this includes all audio output by Godot.
    Unlike [AudioEffectCapture], this effect encodes the recording with the given format (8-bit, 16-bit, or compressed) instead of giving access to the raw audio samples.
    Can be used (with an [AudioStreamMicrophone]) to record from a microphone.
    [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.
ga: Ligeann sé don úsáideoir an fhuaim ó bhus fuaime a thaifeadadh go [AudioStreamWAV]. Nuair a úsáidtear é ar an mbus fuaime "Máistir", cuimsíonn sé seo gach aschur fuaime ó Godot.
    Murab ionann agus [AudioEffectCapture], ionchódaíonn an éifeacht seo an taifeadadh leis an bhformáid a thugtar (8-giotán, 16-giotán, nó comhbhrúite) in ionad rochtain a thabhairt ar na samplaí fuaime amh.
    Is féidir é a úsáid (le [AudioStreamMicrophone]) chun taifeadadh ó mhicreafón.
    [b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus socruithe príobháideachais an chórais oibriúcháin.

en: Recording with microphone
ga: Taifeadadh le micreafón

en: Returns the recorded sample.
ga: Seoltar ar ais an sampla taifeadta.

en: Returns whether the recording is active or not.
ga: Filleann sé cibé an bhfuil an taifeadadh gníomhach nó nach bhfuil.

en: If [code]true[/code], the sound will be recorded. Note that restarting the recording will remove the previously recorded sample.
ga: Más [code]true[/code], déanfar an fhuaim a thaifeadadh. Tabhair faoi deara go mbainfidh atosú an taifeadta an sampla a taifeadadh roimhe seo.

en: Specifies the format in which the sample will be recorded. See [enum AudioStreamWAV.Format] for available formats.
ga: Sonraítear an fhormáid ina ndéanfar an sampla a thaifeadadh. Féach [enum AudioStreamWAV.Format] le haghaidh formáidí atá ar fáil.

en: Adds a reverberation audio effect to an Audio bus.
ga: Cuireann sé iarmhairt fuaime athfhriotail le bus Fuaime.

en: Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
ga: Insamhladh le fuaim timpeallachtaí fuaimiúla ar nós seomraí, hallaí ceolchoirme, uaimheanna, nó spásanna oscailte.

en: Defines how reflective the imaginary room's walls are. Value can range from 0 to 1.
ga: Sainmhíníonn sé cé chomh frithchaiteach is atá ballaí an tseomra shamhailteach. Is féidir le luach a bheith idir 0 agus 1.

en: Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1.
ga: Aschur faoin gcéad den bhunfhuaim. Ag 0, ní aschuirtear ach fuaim mhodhnaithe. Is féidir le luach a bheith idir 0 agus 1.

en: High-pass filter passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. Value can range from 0 to 1.
ga: Déanann scagaire ard-pas comharthaí a bhfuil minicíocht níos airde ná minicíocht gearrtha áirithe acu agus maolaíonn sé comharthaí le minicíochtaí níos ísle ná an mhinicíocht scoite. Is féidir le luach a bheith idir 0 agus 1.

en: Output percent of predelay. Value can range from 0 to 1.
ga: Aschur faoin gcéad de réamh-mholadh. Is féidir le luach a bheith idir 0 agus 1.

en: Time between the original signal and the early reflections of the reverb signal, in milliseconds.
ga: An t-am idir an comhartha bunaidh agus athmhachnamh luath an chomhartha Aisfhuaimnigh, i milleasoicindí.

en: Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.
ga: Toisí an tseomra insamhladh. Ciallaíonn níos mó macallaí níos mó. Is féidir le luach a bheith idir 0 agus 1.

en: Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1.
ga: Leathnaíonn nó caolaítear íomhá steirió an eireaball aisfhuaimnigh. Ciallaíonn 1 go leathnaíonn sé go hiomlán. Is féidir le luach a bheith idir 0 agus 1.

en: Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1.
ga: Aschur faoin gcéad den fhuaim mhodhnaithe. Ag 0, ní aschuirtear ach fuaim bhunaidh. Is féidir le luach a bheith idir 0 agus 1.

en: Audio effect that can be used for real-time audio visualizations.
ga: Éifeacht fuaime is féidir a úsáid le haghaidh léirshamhlú fuaime fíor-ama.

en: Audio Spectrum Visualizer Demo
ga: Taispeántas Amharcléiritheoir Speictrim Fuaime

en: The length of the buffer to keep (in seconds). Higher values keep data around for longer, but require more memory.
ga: Fad an mhaoláin a choinneáil (i soicindí). Coinníonn luachanna níos airde sonraí thart ar feadh tréimhse níos faide, ach teastaíonn níos mó cuimhne uathu.

en: The size of the [url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values smooth out the spectrum analysis over time, but have greater latency. The effects of this higher latency are especially noticeable with sudden amplitude changes.
ga: Méid an mhaoláin [url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]Claochlú Fast Fourier[/url]. Réitíonn luachanna níos airde an anailís speictrim le himeacht ama, ach bíonn níos mó foighne acu. Tá éifeachtaí na latency níos airde seo faoi deara go háirithe le hathruithe tobann ar aimplitiúid.

en: Queryable instance of an [AudioEffectSpectrumAnalyzer].
ga: Sampla incheistithe de [AudioEffectSpectrumAnalyzer].

en: Returns the magnitude of the frequencies from [param from_hz] to [param to_hz] in linear energy as a Vector2. The [code]x[/code] component of the return value represents the left stereo channel, and [code]y[/code] represents the right channel.
    [param mode] determines how the frequency range will be processed. See [enum MagnitudeMode].
ga: Filleann sé méid na minicíochtaí ó [param from_hz] go [param to_hz] i bhfuinneamh líneach mar Veicteoir2. Seasann an chomhpháirt [code]x[/code] den luach tuairisceáin don chainéal steirió ar chlé, agus seasann [code]y[/code] don chainéal ceart.
    Cinneann [param method] conas a phróiseálfar an raon minicíochta. Féach [enum MagnitudeMode].

en: Use the average value across the frequency range as magnitude.
ga: Úsáid an meánluach trasna an raon minicíochta mar mhéid.

en: Use the maximum value of the frequency range as magnitude.
ga: Úsáid uasluach an raon minicíochta mar mhéid.

en: An audio effect that can be used to adjust the intensity of stereo panning.
ga: Éifeacht fuaime is féidir a úsáid chun déine na panning steirió a choigeartú.

en: Overrides the location sounds are heard from.
ga: Sáraíonn an suíomh a chloistear fuaimeanna ó.

en: Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. Only one [AudioListener2D] can be current. Using [method make_current] will disable the previous [AudioListener2D].
    If there is no active [AudioListener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [AudioListener2D] needs to be inside [SceneTree] to function.
ga: Nuair a chuirtear leis an gcrann radhairc é agus é cumasaithe ag baint úsáide as [method make_current], sáróidh an nód seo na fuaimeanna suímh óna gcloistear. Ní féidir ach ceann amháin [AudioListener2D] a bheith reatha. Má úsáideann tú [method make_current] díchumasófar an [AudioListener2D] roimhe seo.
    Mura bhfuil [AudioListener2D] gníomhach sa [Viewport] reatha, úsáidfear lár an scáileáin mar phointe éisteachta don fhuaim. Caithfidh [AudioListener2D] a bheith taobh istigh de [SceneTree] chun feidhmiú.

en: Disables the [AudioListener2D]. If it's not set as current, this method will have no effect.
ga: Díchumasaítear an [AudioListener2D]. Mura bhfuil sé socraithe mar atá sé faoi láthair, ní bheidh aon éifeacht ag an modh seo.

en: Returns [code]true[/code] if this [AudioListener2D] is currently active.
ga: Filleann sé [code]true[/code] má tá an [AudioListener2D] seo gníomhach faoi láthair.

en: Makes the [AudioListener2D] active, setting it as the hearing point for the sounds. If there is already another active [AudioListener2D], it will be disabled.
    This method will have no effect if the [AudioListener2D] is not added to [SceneTree].
ga: Déanann an [AudioListener2D] gníomhach, ag socrú é mar phointe éisteachta do na fuaimeanna. Má tá [AudioListener2D] gníomhach eile cheana féin, díchumasófar é.
    Ní bheidh aon éifeacht ag an modh seo mura gcuirtear an [AudioListener2D] le [SceneTree].

en: Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. This can be used to listen from a location different from the [Camera3D].
ga: Nuair a chuirtear leis an gcrann radhairc é agus é cumasaithe ag baint úsáide as [method make_current], sáróidh an nód seo na fuaimeanna suímh óna gcloistear. Is féidir é seo a úsáid chun éisteacht ó shuíomh difriúil ón [Camera3D].

en: Disables the listener to use the current camera's listener instead.
ga: Díchumasaítear an éisteoir chun éisteoir an cheamara reatha a úsáid ina ionad sin.

en: Returns the listener's global orthonormalized [Transform3D].
ga: Filleann sé ortanormalaithe domhanda an éisteoir [Transform3D].

en: Returns [code]true[/code] if the listener was made current using [method make_current], [code]false[/code] otherwise.
    [b]Note:[/b] There may be more than one AudioListener3D marked as "current" in the scene tree, but only the one that was made current last will be used.
ga: Filleann sé [code]true[/code] má rinneadh reatha don éisteoir ag baint úsáide as [method make_current], [code]bréagach[/code] ar shlí eile.
    [b]Nóta:[/b] Is féidir go bhfuil níos mó ná AudioListener3D amháin marcáilte mar "reatha" sa chrann radhairc, ach ní úsáidfear ach an ceann a rinneadh an sruth go deireanach.

en: Enables the listener. This will override the current camera's listener.
ga: Cumasaíonn sé an éisteoir. Sáróidh sé seo éisteoir an cheamara reatha.

en: Base class for audio samples.
ga: Bunrang le haghaidh samplaí fuaime.

en: Meta class for playing back audio samples.
ga: Meta-rang chun samplaí fuaime a imirt ar ais.

en: Server interface for low-level audio access.
ga: Comhéadan freastalaí le haghaidh rochtain fuaime ar leibhéal íseal.

en: [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
ga: Is comhéadan freastalaí íseal-leibhéil é [AudioServer] le haghaidh rochtain fuaime. Tá sé i gceannas ar shonraí samplacha (fuaim in-seinm) a chruthú chomh maith lena athsheinm trí chomhéadan gutha.

en: Audio Device Changer Demo
ga: Taispeántas Athrú Gléas Fuaime

en: Adds a bus at [param at_position].
ga: Cuireann sé bus ag [param at_position].

en: Adds an [AudioEffect] effect to the bus [param bus_idx] at [param at_position].
ga: Cuireann [AudioEffect] iarmhairt leis an mbus [param bus_idx] ag [param at_position].

en: Generates an [AudioBusLayout] using the available buses and effects.
ga: Gineann [AudioBusLayout] ag baint úsáide as na busanna agus éifeachtaí atá ar fáil.

en: Returns the number of channels of the bus at index [param bus_idx].
ga: Filleann sé seo líon cainéal an bhus ag innéacs [param bus_idx].

en: Returns the [AudioEffect] at position [param effect_idx] in bus [param bus_idx].
ga: Filleann sé an [AudioEffect] ag suíomh [param effect_idx] sa bhus [param bus_idx].

en: Returns the number of effects on the bus at [param bus_idx].
ga: Filleann sé líon na n-éifeachtaí ar an mbus ag [param bus_idx].

en: Returns the [AudioEffectInstance] assigned to the given bus and effect indices (and optionally channel).
ga: Seoltar ar ais an [AudioEffectInstance] a shanntar do na hinnéacsanna bus agus éifeacht a tugadh (agus go roghnach cainéal).

en: Returns the index of the bus with the name [param bus_name]. Returns [code]-1[/code] if no bus with the specified name exist.
ga: Filleann sé innéacs an bhus leis an ainm [param bus_name]. Filleann [code]-1[/code] mura bhfuil bus ann leis an ainm sonraithe.

en: Returns the name of the bus with the index [param bus_idx].
ga: Filleann sé ainm an bhus leis an innéacs [param bus_idx].

en: Returns the peak volume of the left speaker at bus index [param bus_idx] and channel index [param channel].
ga: Filleann sé buaic-toirt an chainteora chlé ag innéacs bus [param bus_idx] agus innéacs cainéal [param channel].

en: Returns the peak volume of the right speaker at bus index [param bus_idx] and channel index [param channel].
ga: Filleann sé buaic-toirt an chainteora ar dheis ag innéacs bus [param bus_idx] agus innéacs cainéal [param channel].

en: Returns the name of the bus that the bus at index [param bus_idx] sends to.
ga: Filleann sé ainm an bhus a sheolann an bus ag innéacs [param bus_idx] chuige.

en: Returns the volume of the bus at index [param bus_idx] in dB.
ga: Filleann sé toirt an bhus ag innéacs [param bus_idx] in dB.

en: Returns the names of all audio input devices detected on the system.
    [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.
ga: Filleann sé ainmneacha gach gléas ionchuir fuaime a bhraitear ar an gcóras.
    [b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus socruithe príobháideachais an chórais oibriúcháin.

en: Returns the sample rate at the output of the [AudioServer].
ga: Filleann sé an ráta samplach ag aschur an [Fuaimfhreastalaí].

en: Returns the names of all audio output devices detected on the system.
ga: Filleann sé ainmneacha gach gléas aschuir fuaime a bhraitear ar an gcóras.

en: Returns the audio driver's effective output latency. This is based on [member ProjectSettings.audio/driver/output_latency], but the exact returned value will differ depending on the operating system and audio driver.
    [b]Note:[/b] This can be expensive; it is not recommended to call [method get_output_latency] every frame.
ga: Filleann latency aschuir éifeachtach an tiománaí fuaime. Tá sé seo bunaithe ar [member ProjectSettings.audio/driver/output_latency], ach beidh difríocht idir an luach cruinn ar ais ag brath ar an gcóras oibriúcháin agus an tiománaí fuaime.
    [b]Nóta:[/b] Féadfaidh sé seo a bheith costasach; ní mholtar glaoch ar [method get_output_latency] gach fráma.

en: Returns the speaker configuration.
ga: Filleann cumraíocht an chainteora.

en: Returns the relative time since the last mix occurred.
ga: Tuairiscíonn sé an t-am coibhneasta ó tharla an meascán deiridh.

en: Returns the relative time until the next mix occurs.
ga: Filleann sé an t-am coibhneasta go dtí go dtarlaíonn an chéad mheascán eile.

en: If [code]true[/code], the bus at index [param bus_idx] is bypassing effects.
ga: Más [code]true[/code], tá an bus ag innéacs [param bus_idx] ag seachaint éifeachtaí.

en: If [code]true[/code], the effect at index [param effect_idx] on the bus at index [param bus_idx] is enabled.
ga: Má tá [code]true[/code], tá an éifeacht ag innéacs [param effect_idx] ar an mbus ag innéacs [param bus_idx] cumasaithe.

en: If [code]true[/code], the bus at index [param bus_idx] is muted.
ga: Más [code]true[/code], tá an bus ag innéacs [param bus_idx] balbhaithe.

en: If [code]true[/code], the bus at index [param bus_idx] is in solo mode.
ga: Más [code]true[/code], tá an bus ag innéacs [param bus_idx] i mód aonair.

en: If [code]true[/code], the stream is registered as a sample. The engine will not have to register it before playing the sample.
    If [code]false[/code], the stream will have to be registered before playing it. To prevent lag spikes, register the stream as sample with [method register_stream_as_sample].
ga: Más [code]true[/code], cláraítear an sruth mar shampla. Ní bheidh ar an inneall é a chlárú roimh an sampla a imirt.
    Más [code]bréagach[/code] é, ní mór an sruth a chlárú roimh é a sheinm. Chun spící moille a chosc, cláraigh an sruth mar shampla le [method register_stream_as_sample].

en: Locks the audio driver's main loop.
    [b]Note:[/b] Remember to unlock it afterwards.
ga: Glasáil príomh-lúb an tiománaí fuaime.
    [b]Nóta:[/b] Ná déan dearmad é a dhíghlasáil ina dhiaidh sin.

en: Moves the bus from index [param index] to index [param to_index].
ga: Bogtar an bus ón innéacs [param index] go dtí an t-innéacs [param to_index].

en: Forces the registration of a stream as a sample.
    [b]Note:[/b] Lag spikes may occur when calling this method, especially on single-threaded builds. It is suggested to call this method while loading assets, where the lag spike could be masked, instead of registering the sample right before it needs to be played.
ga: Iallach a chur ar chlárú sruth mar shampla.
    [b]Nóta:[/b] D’fhéadfadh spící laga tarlú agus an modh seo á ghlaoch, go háirithe ar thógálacha aon-snáithe. Moltar an modh seo a ghlaoch agus sócmhainní á lódáil, áit a bhféadfaí an spíc aga moille a chumhdach, in ionad an sampla a chlárú díreach sula gcaithfear é a imirt.

en: Removes the bus at index [param index].
ga: Baineann sé an bus ag innéacs [param index].

en: Removes the effect at index [param effect_idx] from the bus at index [param bus_idx].
ga: Baintear an éifeacht ag innéacs [param effect_idx] ón mbus ag innéacs [param bus_idx].

en: Overwrites the currently used [AudioBusLayout].
ga: Forscríobhtar an [AudioBusLayout] a úsáidtear faoi láthair.

en: Sets the name of the bus at index [param bus_idx] to [param name].
ga: Socraíonn sé ainm an bhus ag innéacs [param bus_idx] go [param name].

en: Connects the output of the bus at [param bus_idx] to the bus named [param send].
ga: Nascann sé aschur an bhus ag [param bus_idx] leis an mbus darb ainm [param send].

en: If set to [code]true[/code], all instances of [AudioStreamPlayback] will call [method AudioStreamPlayback._tag_used_streams] every mix step.
    [b]Note:[/b] This is enabled by default in the editor, as it is used by editor plugins for the audio stream previews.
ga: Má tá sé socraithe go [code]true[/code], cuirfidh gach cás de [AudioStreamPlayback] glaoch ar [method AudioStreamPlayback._tag_used_streams] gach céim mheascáin.
    [b]Nóta:[/b] Tá sé seo cumasaithe de réir réamhshocraithe san eagarthóir, mar go n-úsáideann forlíontáin eagarthóirí é le haghaidh réamhamhairc sruthanna fuaime.

en: Swaps the position of two effects in bus [param bus_idx].
ga: Malartaíonn sé suíomh dhá éifeacht sa bhus [param bus_idx].

en: Unlocks the audio driver's main loop. (After locking it, you should always unlock it.)
ga: Díghlasálann sé príomh-lúb an tiománaí fuaime. (Tar éis é a ghlasáil, ba cheart duit é a dhíghlasáil i gcónaí.)

en: Number of available audio buses.
ga: Líon na mbusanna fuaime atá ar fáil.

en: Name of the current device for audio input (see [method get_input_device_list]). On systems with multiple audio inputs (such as analog, USB and HDMI audio), this can be used to select the audio input device. The value [code]"Default"[/code] will record audio on the system-wide default audio input. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code].
    [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.
ga: Ainm an ghléis reatha le haghaidh ionchur fuaime (féach [method get_input_device_list]). Ar chórais a bhfuil ionchuir fuaime iolracha acu (amhail fuaime analógach, USB agus HDMI), is féidir é seo a úsáid chun an gléas ionchuir fuaime a roghnú. Déanfaidh an luach [code]"Réamhshocrú"[/code] fuaim a thaifeadadh ar an ionchur fuaime réamhshocraithe ar fud an chórais. Má shocraítear ainm gléis neamhbhailí, cuirfear an luach ar ais go [code]"Réamhshocrú"[/code].
    [b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus socruithe príobháideachais an chórais oibriúcháin.

en: Name of the current device for audio output (see [method get_output_device_list]). On systems with multiple audio outputs (such as analog, USB and HDMI audio), this can be used to select the audio output device. The value [code]"Default"[/code] will play audio on the system-wide default audio output. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code].
ga: Ainm an ghléis reatha le haghaidh aschur fuaime (féach [method get_output_device_list]). Ar chórais a bhfuil aschuir fuaime iolracha acu (amhail fuaime analógach, USB agus HDMI), is féidir é seo a úsáid chun an gléas aschuir fuaime a roghnú. Seinnfidh an luach [code]"Réamhshocrú"[/code] fuaim ar an aschur fuaime réamhshocraithe ar fud an chórais. Má shocraítear ainm gléis neamhbhailí, cuirfear an luach ar ais go [code]"Réamhshocrú"[/code].

en: Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] will make the audio be played at half its speed). See also [member Engine.time_scale] to affect the general simulation speed, which is independent from [member AudioServer.playback_speed_scale].
ga: Scálaí an ráta ag a seinntear an fhuaim (i.e. má shocraítear go [code]0.5[/code] í, déanfar an fhuaim a sheinm ar leath a luais). Féach freisin [member Engine.time_scale] chun tionchar a imirt ar an luas insamhalta ginearálta, atá neamhspleách ó [comhalta AudioServer.playback_speed_scale].

en: Emitted when an audio bus is added, deleted, or moved.
ga: Astaithe nuair a chuirtear bus fuaime leis, nuair a scriostar é nó nuair a bhogtar é.

en: Emitted when the audio bus at [param bus_index] is renamed from [param old_name] to [param new_name].
ga: Astaítear é nuair a athainmnítear an bus fuaime ag [param bus_index] ó [param old_name] go [param new_name].

en: Two or fewer speakers were detected.
ga: Braitheadh dhá chainteoir nó níos lú.

en: A 3.1 channel surround setup was detected.
ga: Braitheadh socrú timpeall 3.1 cainéal.

en: A 5.1 channel surround setup was detected.
ga: Braitheadh socrú timpeall 5.1 cainéal.

en: A 7.1 channel surround setup was detected.
ga: Braitheadh socrú timpeall 7.1 cainéal.

en: The playback will be considered of the type declared at [member ProjectSettings.audio/general/default_playback_type].
ga: Breathnófar ar an athsheinm den chineál a dhearbhaítear ag [member ProjectSettings.audio/general/default_playback_type].

en: Force the playback to be considered as a stream.
ga: Iallach a chur ar an athsheinm a mheas mar shruth.

en: Force the playback to be considered as a sample. This can provide lower latency and more stable playback (with less risk of audio crackling), at the cost of having less flexibility.
    [b]Note:[/b] Only currently supported on the web platform.
    [b]Note:[/b] [AudioEffect]s are not supported when playback is considered as a sample.
ga: Iallach a chur ar an athsheinm a mheas mar shampla. Féadann sé seo latency níos ísle agus athsheinm níos cobhsaí a sholáthar (le riosca níos lú de scáineadh fuaime), ar chostas níos lú solúbthachta.
    [b]Nóta:[/b] Ní thacaítear leis ach ar an ardán gréasáin faoi láthair.
    [b]Nóta:[/b] Ní thacaítear le [AudioEffect]s nuair a mheastar gur sampla é athsheinm.

en: Represents the size of the [enum PlaybackType] enum.
ga: Léiríonn sé méid an [enum PlaybackType] enum.

en: Base class for audio streams.
ga: Bunrang le haghaidh sruthanna fuaime.

en: Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via [AudioStreamOggVorbis]) file formats.
ga: Bunrang le haghaidh sruthanna fuaime. Úsáidtear sruthanna fuaime le haghaidh maisíochtaí fuaime agus athsheinm ceoil, agus tacaíonn siad le formáidí comhaid WAV (via [AudioStreamWAV]) agus Ogg (trí [AudioStreamOggVorbis]).

en: Audio streams
ga: Sruthanna fuaime

en: Audio Generator Demo
ga: Taispeántas Gineadóir Fuaime

en: Overridable method. Should return the total number of beats of this audio stream. Used by the engine to determine the position of every beat.
    Ideally, the returned value should be based off the stream's sample rate ([member AudioStreamWAV.mix_rate], for example).
ga: Modh sáraitheach. Ba cheart líon iomlán bhuillí an tsrutha fuaime seo a thabhairt ar ais. Úsáidte ag an inneall chun suíomh gach buille a chinneadh.
    Go hidéalach, ba cheart go mbeadh an luach ar ais bunaithe ar ráta samplach an tsrutha ([ball AudioStreamWAV.mix_rate], mar shampla).

en: Overridable method. Should return the tempo of this audio stream, in beats per minute (BPM). Used by the engine to determine the position of every beat.
    Ideally, the returned value should be based off the stream's sample rate ([member AudioStreamWAV.mix_rate], for example).
ga: Modh sáraitheach. Ba cheart luas an tsrutha fuaime seo a thabhairt ar ais, ina bhuillí in aghaidh an nóiméid (BPM). Úsáidte ag an inneall chun suíomh gach buille a chinneadh.
    Go hidéalach, ba cheart go mbeadh an luach ar ais bunaithe ar ráta samplach an tsrutha ([ball AudioStreamWAV.mix_rate], mar shampla).

en: Override this method to customize the returned value of [method get_length]. Should return the length of this audio stream, in seconds.
ga: Sáraigh an modh seo chun an luach aischurtha de [method get_length] a shaincheapadh. Ba cheart fad an tsrutha fuaime seo a thabhairt ar ais, i soicindí.

en: Return the controllable parameters of this stream. This array contains dictionaries with a property info description format (see [method Object.get_property_list]). Additionally, the default value for this parameter must be added tho each dictionary in "default_value" field.
ga: Tabhair ar ais paraiméadair inrialaithe an tsrutha seo. Tá foclóirí san eagar seo le formáid cur síos ar fhaisnéis maoine (féach [method Object.get_property_list]). Ina theannta sin, ní mór an luach réamhshocraithe don pharaiméadar seo a chur le gach foclóir sa réimse "default_value".

en: Override this method to customize the name assigned to this audio stream. Unused by the engine.
ga: Sáraigh an modh seo chun an t-ainm a shanntar don sruth fuaime seo a shaincheapadh. Gan úsáid ag an inneall.

en: Override this method to customize the returned value of [method is_monophonic]. Should return [code]true[/code] if this audio stream only supports one channel.
ga: Sáraigh an modh seo chun an luach aischurtha de [method is_monophonic] a shaincheapadh. Ba cheart [code]true[/code] a thabhairt ar ais mura dtacaíonn an sruth fuaime seo ach le cainéal amháin.

en: Returns if the current [AudioStream] can be used as a sample. Only static streams can be sampled.
ga: Filleann sé más féidir an sruth [AudioStream] a úsáid mar shampla. Ní féidir ach sruthanna statacha a shampláil.

en: Generates an [AudioSample] based on the current stream.
ga: Gintear [Sample Fuaime] bunaithe ar an sruth reatha.

en: Returns the length of the audio stream in seconds.
ga: Filleann sé fad an tsrutha fuaime i soicindí.

en: Returns a newly created [AudioStreamPlayback] intended to play this audio stream. Useful for when you want to extend [method _instantiate_playback] but call [method instantiate_playback] from an internally held AudioStream subresource. An example of this can be found in the source code for [code]AudioStreamRandomPitch::instantiate_playback[/code].
ga: Filleann sé [AudioStreamPlayback] nuachruthaithe atá beartaithe leis an sruth fuaime seo a sheinm. Úsáideach nuair is mian leat [method _instantiate_playback] a shíneadh ach glaoch ar [method instantiate_playback] ó fho-acmhainn AudioStream atá ar siúl go hinmheánach. Tá sampla de seo le fáil sa chód foinseach do [code]AudioStreamRandomPitch::instantiate_playback[/code].

en: Returns [code]true[/code] if the stream is a collection of other streams, [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] más bailiúchán de shruthanna eile é an sruth, [code]bréagach[/code] ar shlí eile.

en: Returns [code]true[/code] if this audio stream only supports one channel ([i]monophony[/i]), or [code]false[/code] if the audio stream supports two or more channels ([i]polyphony[/i]).
ga: Filleann sé [code]true[/code] mura dtacaíonn an sruth fuaime seo ach le cainéal amháin ([i]monafóin[/i]), nó [code]bréagach[/code] má thacaíonn an sruth fuaime le dhá chainéal nó níos mó ([i] polyphony[/i]).

en: Signal to be emitted to notify when the parameter list changed.
ga: Comhartha le hastú chun fógra a thabhairt nuair a athraítear liosta na bparaiméadar.

en: An audio stream with utilities for procedural sound generation.
ga: Sruth fuaime le fóntais chun fuaim nós imeachta a ghiniúint.

en: The length of the buffer to generate (in seconds). Lower values result in less latency, but require the script to generate audio data faster, resulting in increased CPU usage and more risk for audio cracking if the CPU can't keep up.
ga: Fad an mhaoláin a ghiniúint (i soicindí). Bíonn níos lú foighne mar thoradh ar luachanna níos ísle, ach éilíonn an script sonraí fuaime a ghiniúint níos tapúla, rud a fhágann go n-úsáidtear LAP méadaithe agus go mbeidh riosca níos mó ann maidir le scoilteadh fuaime mura féidir leis an LAP coinneáil suas.

en: Plays back audio generated using [AudioStreamGenerator].
ga: Seinn ar ais fuaime ginte ag baint úsáide as [AudioStreamGenerator].

en: This class is meant to be used with [AudioStreamGenerator] to play back the generated audio in real-time.
ga: Tá an rang seo i gceist le húsáid le [AudioStreamGenerator] chun an fhuaim ghinte a sheinm ar ais i bhfíor-am.

en: Godot 3.2 will get new audio features
ga: Gheobhaidh Godot 3.2 gnéithe fuaime nua

en: Returns [code]true[/code] if a buffer of the size [param amount] can be pushed to the audio sample data buffer without overflowing it, [code]false[/code] otherwise.
ga: Filleann [code]true[/code] más féidir maolán den mhéid [méid param] a bhrú chuig an maolán sonraí samplach fuaime gan é a chur thar maoil, [code]bréagach[/code] ar shlí eile.

en: Clears the audio sample data buffer.
ga: Glanann an maolán sonraí samplach fuaime.

en: Returns the number of frames that can be pushed to the audio sample data buffer without overflowing it. If the result is [code]0[/code], the buffer is full.
ga: Filleann sé líon na bhfrámaí is féidir a bhrú ar an maolán sonraí samplach fuaime gan cur thar maoil. Más é an toradh [code]0[/code], tá an maolán lán.

en: Returns the number of times the playback skipped due to a buffer underrun in the audio sample data. This value is reset at the start of the playback.
ga: Filleann sé an líon uaireanta a sciob an t-athsheinm de bharr tearcrochtain maoláin i sonraí na samplaí fuaime. Athshocraítear an luach seo ag tús an athsheinm.

en: Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDExtension, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
ga: Brúann sé roinnt frámaí sonraí fuaime chuig an maolán. De ghnáth bíonn sé seo níos éifeachtaí ná [method push_frame] i C# agus teangacha tiomsaithe trí GDExtension, ach d'fhéadfadh [method push_buffer] a bheith [i] níos lú[/i] éifeachtach i GDScript.

en: Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript.
ga: Brúann sé fráma sonraí fuaime amháin chuig an maolán. Is gnách nach mbíonn sé seo chomh héifeachtach ná [method push_buffer] i C# agus teangacha tiomsaithe trí GDExtension, ach d’fhéadfadh [method push_frame] a bheith [i] níos éifeachtaí[/i] i GDScript.

en: Audio stream that can playback music interactively, combining clips and a transition table.
ga: Sruth fuaime lenar féidir ceol a athsheinm go hidirghníomhach, a chomhcheanglaíonn gearrthóga agus tábla trasdula.

en: Add a transition between two clips. Provide the indices of the source and destination clips, or use the [constant CLIP_ANY] constant to indicate that transition happens to/from any clip to this one.
    * [param from_time] indicates the moment in the current clip the transition will begin after triggered.
    * [param to_time] indicates the time in the next clip that the playback will start from.
    * [param fade_mode] indicates how the fade will happen between clips. If unsure, just use [constant FADE_AUTOMATIC] which uses the most common type of fade for each situation.
    * [param fade_beats] indicates how many beats the fade will take. Using decimals is allowed.
    * [param use_filler_clip] indicates that there will be a filler clip used between the source and destination clips.
    * [param filler_clip] the index of the filler clip.
    * If [param hold_previous] is used, then this clip will be remembered. This can be used together with [constant AUTO_ADVANCE_RETURN_TO_HOLD] to return to this clip after another is done playing.
ga: Cuir trasdul idir dhá gearrthóg. Tabhair innéacsanna na gearrthóga foinse agus sprice, nó bain úsáid as an tairiseach [CLIP_ANY leanúnach] chun a chur in iúl go dtarlaíonn aistriú go dtí/ó ghearrthóg ar bith chuig an gceann seo.
    * Léiríonn [param from_time] an mhóimint sa ghearrthóg reatha a thosóidh an t-aistriú tar éis spreagtha.
    * Léiríonn [param to_time] an t-am sa chéad ghearrthóg eile a dtosóidh an t-athsheinm uaidh.
    * Léiríonn [param fade_mode] conas a tharlóidh an céimnithe idir gearrthóga. Mura bhfuil tú cinnte, bain úsáid as [FADE_AUTOMATIC seasmhach] a úsáideann an cineál céimnithe is coitianta do gach cás.
    * Léiríonn [param fade_beats] cé mhéad buille a ghlacfaidh an céimnithe. Ceadaítear deachúlacha a úsáid.
    * Léiríonn [param use_filler_clip] go n-úsáidfear gearrthóg filler idir an fhoinse agus gearrthóga ceann scríbe.
    * [param filler_clip] innéacs na gearrthóg filler.
    * Má úsáidtear [param hold_previous], ansin cuimhneofar ar an ngearrthóg seo. Is féidir é seo a úsáid in éineacht le [AUTO_ADVANCE_RETURN_TO_HOLD leanúnach] chun filleadh ar an ngearrthóg seo i ndiaidh a chéile a sheinm.

en: Erase a transition by providing [param from_clip] and [param to_clip] clip indices. [constant CLIP_ANY] can be used for either argument or both.
ga: Scrios trasdul trí innéacsanna gearrthóga [param from_clip] agus [param to_clip] a sholáthar. Is féidir [CLIP_ANY leanúnach] a úsáid le haghaidh argóint nó an dá rud.

en: Return whether a clip has auto-advance enabled. See [method set_clip_auto_advance].
ga: Fill ar ais cibé an bhfuil réamhshocrú uathoibríoch cumasaithe ag gearrthóg. Féach ar [method set_clip_auto_advance].

en: Return the clip towards which the clip referenced by [param clip_index] will auto-advance to.
ga: Tabhair ar ais an ghearrthóg a rachaidh an ghearrthóg dá dtagraítear ag [param clip_index] chun cinn go huathoibríoch chuige.

en: Return the name of a clip.
ga: Tabhair ar ais ainm gearrthóg.

en: Return the [AudioStream] associated with a clip.
ga: Tabhair ar ais an [AudioStream] a bhaineann le gearrthóg.

en: Return the time (in beats) for a transition (see [method add_transition]).
ga: Tabhair ar ais an t-am (i bhuille) le haghaidh trasdul (féach [method add_transition]).

en: Return the mode for a transition (see [method add_transition]).
ga: Tabhair ar ais an mód don trasdul (féach [method add_transition]).

en: Return the filler clip for a transition (see [method add_transition]).
ga: Fill an gearrthóg filler le haghaidh trasdul (féach [method add_transition]).

en: Return the source time position for a transition (see [method add_transition]).
ga: Tabhair ar ais an suíomh foinse ama le haghaidh trasdul (féach [method add_transition]).

en: Return the list of transitions (from, to interleaved).
ga: Tabhair ar ais liosta na n-aistrithe (ó, go dtí interduilleach).

en: Return the destination time position for a transition (see [method add_transition]).
ga: Tabhair ar ais suíomh an chinn scríbe le haghaidh trasdula (féach [method add_transition]).

en: Return whether a transition uses the [i]hold previous[/i] functionality (see [method add_transition]).
ga: Tabhair ar ais cibé an n-úsáideann trasdul feidhmiúlacht [i]hold previous[/i] (féach [method add_transition]).

en: Return whether a transition uses the [i]filler clip[/i] functionality (see [method add_transition]).
ga: Seol ar ais cibé an n-úsáideann trasdul feidhmiúlacht [i]gearrthóg filler[/i] (féach [method add_transition]).

en: Set whether a clip will auto-advance by changing the auto-advance mode.
ga: Socraigh cé acu an rachaidh gearrthóg ar aghaidh go huathoibríoch tríd an mód uathoibríoch chun cinn a athrú.

en: Set the index of the next clip towards which this clip will auto advance to when finished. If the clip being played loops, then auto-advance will be ignored.
ga: Socraigh innéacs an chéad ghearrthóg eile a rachaidh an ghearrthóg seo chun cinn go huathoibríoch chuige nuair a bheidh sé críochnaithe. Má lúbann an ghearrthóg atá á sheinm, ní thabharfar aird ar réamhchéim uathoibríoch.

en: Set the name of the current clip (for easier identification).
ga: Socraigh ainm an ghearrthóg reatha (le haghaidh aitheantais níos éasca).

en: Set the [AudioStream] associated with the current clip.
ga: Socraigh an [AudioStream] a bhaineann leis an ngearrthóg reatha.

en: Amount of clips contained in this interactive player.
ga: Méid na ngearrthóg atá san imreoir idirghníomhach seo.

en: Index of the initial clip, which will be played first when this stream is played.
ga: Innéacs an ghearrthóg tosaigh, a sheinnfear ar dtús nuair a sheinnfear an sruth seo.

en: Start transition as soon as possible, don't wait for any specific time position.
ga: Tosaigh an t-aistriú chomh luath agus is féidir, ná fan ar aon suíomh ama ar leith.

en: Transition when the clip playback position reaches the next beat.
ga: Idirbhliain nuair a shroicheann an suíomh athsheinm gearrthóg an chéad bhuille eile.

en: Transition when the clip playback position reaches the next bar.
ga: Idirbhliain nuair a shroicheann an suíomh athsheinm gearrthóg an barra eile.

en: Transition when the current clip finished playing.
ga: Idirbhliain nuair a chríochnaigh an ghearrthóg reatha ag imirt.

en: Transition to the same position in the destination clip. This is useful when both clips have exactly the same length and the music should fade between them.
ga: Aistriú go dtí an suíomh céanna sa ghearrthóg ceann scríbe. Tá sé seo úsáideach nuair a bhíonn an fad díreach céanna ag an dá ghearrthóg agus nuair a bhíonn an ceol céimnithe eatarthu.

en: Transition to the start of the destination clip.
ga: Aistriú go dtí tús an gearrthóg ceann scríbe.

en: Do not use fade for the transition. This is useful when transitioning from a clip-end to clip-beginning, and each clip has their begin/end.
ga: Ná húsáid céimnithe don aistriú. Tá sé seo úsáideach agus tú ag aistriú ó dheireadh gearrthóg go dtí tús gearrthóg, agus tá tús / deireadh le gach gearrthóg.

en: Use a fade-in in the next clip, let the current clip finish.
ga: Bain úsáid as céimnithe isteach sa chéad ghearrthóg eile, lig don ghearrthóg reatha críochnú.

en: Use a fade-out in the current clip, the next clip will start by itself.
ga: Bain úsáid as céimnithe sa ghearrthóg reatha, tosóidh an chéad ghearrthóg eile leis féin.

en: Use a cross-fade between clips.
ga: Bain úsáid as traschéimniú idir gearrthóga.

en: Use automatic fade logic depending on the transition from/to. It is recommended to use this by default.
ga: Úsáid loighic céimnithe uathoibríoch ag brath ar an trasdul ó/chuig. Moltar é seo a úsáid de réir réamhshocraithe.

en: Disable auto-advance (default).
ga: Díchumasaigh réamhshocrú uathoibríoch (réamhshocraithe).

en: Enable auto-advance, a clip must be specified.
ga: Cumasaigh auto-airleacan, ní mór gearrthóg a shonrú.

en: Enable auto-advance, but instead of specifying a clip, the playback will return to hold (see [method add_transition]).
ga: Cumasaigh uath-chun cinn, ach in ionad gearrthóg a shonrú, fillfidh an athsheinm ar shealbhú (féach [method add_transition]).

en: This constant describes that any clip is valid for a specific transition as either source or destination.
ga: Cuireann an tairiseach seo síos go bhfuil aon ghearrthóg bailí le haghaidh trasdul sonrach mar fhoinse nó mar cheann scríbe.

en: Plays real-time audio input data.
ga: Imríonn sonraí ionchuir fuaime fíor-ama.

en: When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] plays back microphone input in real-time. This can be used in conjunction with [AudioEffectCapture] to process the data or save it.
    [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.
ga: Nuair a úsáidtear é go díreach i nód [AudioStreamPlayer], imríonn [AudioStreamMicrophone] ionchur micreafón ar ais i bhfíor-am. Is féidir é seo a úsáid i gcomhar le [AudioEffectCapture] chun na sonraí a phróiseáil nó chun iad a shábháil.
    [b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus socruithe príobháideachais an chórais oibriúcháin.

en: Audio Mic Record Demo
ga: Taifid Fuaime Mic

en: MP3 audio stream driver.
ga: Tiománaí fuaime MP3 sruth.

en: Contains the audio data in bytes.
    You can load a file without having to import it beforehand using the code snippet below. Keep in mind that this snippet loads the whole file into memory and may not be ideal for huge files (hundreds of megabytes or more).
    [codeblocks]
    [gdscript]
    func load_mp3(path):
        var file = FileAccess.open(path, FileAccess.READ)
        var sound = AudioStreamMP3.new()
        sound.data = file.get_buffer(file.get_length())
        return sound
    [/gdscript]
    [csharp]
    public AudioStreamMP3 LoadMP3(string path)
    {
        using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
        var sound = new AudioStreamMP3();
        sound.Data = file.GetBuffer(file.GetLength());
        return sound;
    }
    [/csharp]
    [/codeblocks]
ga: Tá na sonraí fuaime i mbearta.
    Is féidir leat comhad a lódáil gan a bheith ort é a iompórtáil roimh ré leis an mblúire cód thíos. Coinnigh i gcuimhne go lódálann an blúire seo an comhad iomlán i gcuimhne agus b’fhéidir nach mbeadh sé oiriúnach do chomhaid ollmhóra (na céadta meigibheart nó níos mó).
    [codeblocks]
    [gdscript]
    func load_mp3(cosán):
        var comhad = FileAccess.open(conair, FileAccess.READ)
        var sound = AudioStreamMP3.new()
        sound.data = file.get_buffer(file.get_length())
        fuaime ar ais
    [/gdscript]
    [csharp]
    poiblí AudioStreamMP3 LoadMP3 (cosán teaghrán)
    {
        ag baint úsáide as comhad var = FileAccess.Open(conair, FileAccess.ModeFlags.Read);
        var sound = nua AudioStreamMP3();
        sound.Data = comhad.GetBuffer(comhad.GetLength());
        ais fuaime;
    }
    [/csharp]
    [/codeblocks]

en: If [code]true[/code], the stream will automatically loop when it reaches the end.
ga: Más [code]true[/code], lúbfaidh an sruth go huathoibríoch nuair a shroichfidh sé an deireadh.

en: Time in seconds at which the stream starts after being looped.
ga: Am i soicindí ag a dtosaíonn an sruth tar éis a bheith lúbtha.

en: A class representing an Ogg Vorbis audio stream.
ga: Rang a dhéanann ionadaíocht ar shruth fuaime Ogg Vorbis.

en: The AudioStreamOggVorbis class is a specialized [AudioStream] for handling Ogg Vorbis file formats. It offers functionality for loading and playing back Ogg Vorbis files, as well as managing looping and other playback properties. This class is part of the audio stream system, which also supports WAV files through the [AudioStreamWAV] class.
ga: Is [AudioStream] speisialaithe é an rang AudioStreamOggVorbis chun formáidí comhaid Ogg Vorbis a láimhseáil. Cuireann sé feidhmiúlacht ar fáil chun comhaid Ogg Vorbis a luchtú agus a sheinm ar ais, chomh maith le lúbadh agus airíonna athsheinm eile a bhainistiú. Tá an rang seo mar chuid den chóras sruth fuaime, a thacaíonn freisin le comhaid WAV tríd an rang [AudioStreamWAV].

en: Runtime file loading and saving
ga: Comhad ama rite á luchtú agus á shábháil

en: If [code]true[/code], the audio will play again from the specified [member loop_offset] once it is done playing. Useful for ambient sounds and background music.
ga: Más [code]true[/code], seinnfidh an fhuaim arís ón [member loop_offset] sonraithe nuair a bheidh sé críochnaithe ag imirt. Úsáideach le haghaidh fuaimeanna comhthimpeallacha agus ceol cúlra.

en: Contains the raw Ogg data for this stream.
ga: Tá na sonraí Ogg amh don sruth seo.

en: Meta class for playing back audio.
ga: Meta-rang le haghaidh seinm fuaime ar ais.

en: Can play, loop, pause a scroll through audio. See [AudioStream] and [AudioStreamOggVorbis] for usage.
ga: Is féidir scrolláil trí fhuaim a imirt, a lúbadh, a chur ar sos. Féach [AudioStream] agus [AudioStreamOggVorbis] le húsáid.

en: Overridable method. Should return how many times this audio stream has looped. Most built-in playbacks always return [code]0[/code].
ga: Modh sáraitheach. Ba cheart go gcuirfí ar ais cé mhéad uair a lúb an sruth fuaime seo. Tugann formhór na n-athsheinm ionsuite ar ais [code]0[/code] i gcónaí.

en: Return the current value of a playback parameter by name (see [method AudioStream._get_parameter_list]).
ga: Tabhair ar ais luach reatha paraiméadar athsheinm de réir ainm (féach [method AudioStream._get_parameter_list]).

en: Overridable method. Should return the current progress along the audio stream, in seconds.
ga: Modh sáraitheach. Ba cheart an dul chun cinn reatha a thabhairt ar ais feadh an tsrutha fuaime, i soicindí.

en: Overridable method. Should return [code]true[/code] if this playback is active and playing its audio stream.
ga: Modh sáraitheach. Ba cheart [code]true[/code] a thabhairt ar ais má tá an t-athsheinm seo gníomhach agus a sruth fuaime á sheinm.

en: Override this method to customize how the audio stream is mixed. This method is called even if the playback is not active.
    [b]Note:[/b] It is not useful to override this method in GDScript or C#. Only GDExtension can take advantage of it.
ga: Sáraigh an modh seo chun an chaoi a mheascadh an sruth fuaime a shaincheapadh. Tugtar an modh seo fiú mura bhfuil an athsheinm gníomhach.
    [b]Nóta:[/b] Níl sé úsáideach an modh seo a shárú in GDScript nó C#. Ní féidir ach le GDEExtension leas a bhaint as.

en: Override this method to customize what happens when seeking this audio stream at the given [param position], such as by calling [method AudioStreamPlayer.seek].
ga: Sáraigh an modh seo chun an méid a tharlaíonn nuair a bhíonn an sruth fuaime seo á lorg ag an [suíomh param] tugtha a shaincheapadh, mar shampla trí ghlaoch a chur ar [method AudioStreamPlayer.seek].

en: Set the current value of a playback parameter by name (see [method AudioStream._get_parameter_list]).
ga: Socraigh luach reatha paraiméadar athsheinm de réir ainm (féach [method AudioStream._get_parameter_list]).

en: Override this method to customize what happens when the playback starts at the given position, such as by calling [method AudioStreamPlayer.play].
ga: Sáraigh an modh seo chun an méid a tharlaíonn nuair a thosaíonn an t-athsheinm ag an suíomh tugtha a shaincheapadh, mar shampla trí ghlaoch a chur ar [method AudioStreamPlayer.play].

en: Override this method to customize what happens when the playback is stopped, such as by calling [method AudioStreamPlayer.stop].
ga: Sáraigh an modh seo chun an méid a tharlaíonn nuair a stoptar an t-athsheinm a shaincheapadh, mar shampla trí ghlaoch a chur ar [method AudioStreamPlayer.stop].

en: Overridable method. Called whenever the audio stream is mixed if the playback is active and [method AudioServer.set_enable_tagging_used_audio_streams] has been set to [code]true[/code]. Editor plugins may use this method to "tag" the current position along the audio stream and display it in a preview.
ga: Modh sáraitheach. Glaoitear air aon uair a mheasctar an sruth fuaime má tá an t-athsheinm gníomhach agus má tá [method AudioServer.set_enable_tagging_used_audio_streams] socraithe go [code]true[/code]. Is féidir le forlíontáin eagarthóirí an modh seo a úsáid chun "clib" a dhéanamh ar an suíomh reatha feadh an tsrutha fuaime agus é a thaispeáint i réamhamharc.

en: Returns the [AudioSamplePlayback] associated with this [AudioStreamPlayback] for playing back the audio sample of this stream.
ga: Filleann sé an [AudioSamplePlayback] a bhaineann leis an [AudioStreamPlayback] seo chun sampla fuaime an tsrutha seo a sheinm siar.

en: Associates [AudioSamplePlayback] to this [AudioStreamPlayback] for playing back the audio sample of this stream.
ga: Comhlach [AudioSamplePlayback] don [AudioStreamPlayback] seo chun sampla fuaime an tsrutha seo a sheinm siar.

en: Playback component of [AudioStreamInteractive].
ga: Comhpháirt athsheinm de [AudioStreamInteractive].

en: Playback component of [AudioStreamInteractive]. Contains functions to change the currently played clip.
ga: Comhpháirt athsheinm de [AudioStreamInteractive]. Tá feidhmeanna ann chun an gearrthóg a imrítear faoi láthair a athrú.

en: Switch to a clip (by index).
ga: Athraigh go gearrthóg (de réir innéacs).

en: Switch to a clip (by name).
ga: Athraigh go gearrthóg (de réir ainm).

en: Playback class used for [AudioStreamPlaylist].
ga: Rang athsheinm a úsáidtear le haghaidh [AudioStreamPlaylist].

en: Playback instance for [AudioStreamPolyphonic].
ga: Sampla athsheinm le haghaidh [AudioStreamPolyphonic].

en: Playback instance for [AudioStreamPolyphonic]. After setting the [code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], or [AudioStreamPlayer3D], the playback instance can be obtained by calling [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] methods.
ga: Sampla athsheinm le haghaidh [AudioStreamPolyphonic]. Tar éis an t-airí [code]srutha[/code] de [AudioStreamPlayer], [AudioStreamPlayer2D], nó [AudioStreamPlayer3D], a shocrú, is féidir an ásc athsheinm a fháil trí ghlao a chur ar [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_methodback] nó [method AudioStreamPlayer2D.get_stream_methodback] Modhanna AudioStreamPlayer3D.get_stream_playback].

en: Play an [AudioStream] at a given offset, volume, pitch scale, playback type, and bus. Playback starts immediately.
    The return value is a unique integer ID that is associated to this playback stream and which can be used to control it.
    This ID becomes invalid when the stream ends (if it does not loop), when the [AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is called.
    This function returns [constant INVALID_ID] if the amount of streams currently playing equals [member AudioStreamPolyphonic.polyphony]. If you need a higher amount of maximum polyphony, raise this value.
ga: Seinn [Sruth Fuaime] ar fhritháireamh, toirt, scála páirce, cineál athsheinm, agus bus. Tosaíonn athsheinm láithreach.
    Is ionann an luach aischuir agus aitheantas slánuimhir uathúil a bhaineann leis an sruth athsheinm seo agus is féidir a úsáid chun é a rialú.
    Éiríonn an t-aitheantas seo neamhbhailí nuair a chríochnaíonn an sruth (mura lúbann sé), nuair a stoptar an [AudioStreamPlaybackPolyphonic], nó nuair a ghlaoitear [method stop_stream].
    Filleann an fheidhm seo [INVALID_ID leanúnach] más ionann an méid sruthanna atá á imirt faoi láthair [comhalta AudioStreamPolyphonic.polyphony]. Má theastaíonn uasmhéid polyphony uait, ardaigh an luach seo.

en: Change the stream pitch scale. The [param stream] argument is an integer ID returned by [method play_stream].
ga: Athraigh scála pháirc an tsrutha. Aitheantas slánuimhir atá san argóint [param stream] arna chur ar ais ag [method play_stream].

en: Change the stream volume (in db). The [param stream] argument is an integer ID returned by [method play_stream].
ga: Athraigh toirt an tsrutha (i db). Aitheantas slánuimhir atá san argóint [param stream] arna chur ar ais ag [method play_stream].

en: Stop a stream. The [param stream] argument is an integer ID returned by [method play_stream], which becomes invalid after calling this function.
ga: Stop sruth. Is éard atá san argóint [param stream] ID slánuimhir a sheoltar ar ais ag [method play_stream], a thagann chun bheith neamhbhailí tar éis an fheidhm seo a ghlaoch.

en: Returned by [method play_stream] in case it could not allocate a stream for playback.
ga: Ar ais ag [method play_stream] ar eagla nach bhféadfadh sé sruth a leithdháileadh le haghaidh athsheinm.

en: A node for audio playback.
ga: Nód le haghaidh athsheinm fuaime.

en: The [AudioStreamPlayer] node plays an audio stream non-positionally. It is ideal for user interfaces, menus, or background music.
    To use this node, [member stream] needs to be set to a valid [AudioStream] resource. Playing more than one sound at the same time is also supported, see [member max_polyphony].
    If you need to play audio at a specific position, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead.
ga: Imríonn an nód [AudioStreamPlayer] sruth fuaime go neamhshuíomh. Tá sé oiriúnach do chomhéadain úsáideora, biachláir, nó ceol cúlra.
    Chun an nód seo a úsáid, ní mór [sruth ball] a shocrú mar acmhainn bhailí [AudioStream]. Tacaítear freisin le níos mó ná fuaim amháin a sheinm ag an am céanna, féach [comhalta max_polyphony].
    Más gá duit fuaim a sheinm ag suíomh ar leith, úsáid [AudioStreamPlayer2D] nó [AudioStreamPlayer3D] ina ionad sin.

en: Returns the latest [AudioStreamPlayback] of this node, usually the most recently created by [method play]. If no sounds are playing, this method fails and returns an empty playback.
ga: Seoltar ar ais an [AudioStreamPlayback] is déanaí den nód seo, go hiondúil an ceann is deireanaí a chruthaigh [method imirt]. Mura bhfuil aon fhuaim ag seinm, teipeann ar an modh seo agus cuireann sé athsheinm folamh ar ais.

en: Returns [code]true[/code] if any sound is active, even if [member stream_paused] is set to [code]true[/code]. See also [member playing] and [method get_stream_playback].
ga: Filleann sé [code]true[/code] má tá aon fhuaim gníomhach, fiú má tá [code]true[/code] socraithe go [code]. Féach freisin [ball ag imirt] agus [method get_stream_playback].

en: Plays a sound from the beginning, or the given [param from_position] in seconds.
ga: Seinneann sé fuaim ón tús, nó an [param from_position] a thugtar i soicindí.

en: Restarts all sounds to be played from the given [param to_position], in seconds. Does nothing if no sounds are playing.
ga: Atosaíonn sé gach fuaim atá le seinn ón [param to_position] tugtha, i soicindí. Ní dhéanann sé rud ar bith mura bhfuil aon fhuaim ag seinm.

en: Stops all sounds from this node.
ga: Stopann sé gach fuaim ón nód seo.

en: If [code]true[/code], this node calls [method play] when entering the tree.
ga: Más [code]true[/code], glaonn an nód seo [imirt modh] agus tú ag dul isteach sa chrann.

en: The target bus name. All sounds from this node will be playing on this bus.
    [b]Note:[/b] At runtime, if no bus with the given name exists, all sounds will fall back on [code]"Master"[/code]. See also [method AudioServer.get_bus_name].
ga: Ainm an bhus sprice. Beidh gach fuaim ón nód seo ag seinm ar an mbus seo.
    [b]Nóta:[/b] Ag am rite, mura bhfuil aon bhus ann leis an ainm tugtha, titfidh gach fuaim ar ais ar [code]"Máistir"[/code]. Féach freisin [method AudioServer.get_bus_name].

en: The maximum number of sounds this node can play at the same time. Calling [method play] after this value is reached will cut off the oldest sounds.
ga: An líon uasta fuaimeanna is féidir leis an nód seo a imirt ag an am céanna. Má chuirtear glaoch ar [imirt modha] tar éis an luach seo a bhaint amach, gearrfar na fuaimeanna is sine amach.

en: The mix target channels, as one of the [enum MixTarget] constants. Has no effect when two speakers or less are detected (see [enum AudioServer.SpeakerMode]).
ga: Na spriocbhealaí meascáin, mar cheann de na tairisigh [enum MixTarget]. Níl aon éifeacht leis nuair a bhraitear dhá chainteoir nó níos lú (féach [enum AudioServer.SpeakerMode]).

en: The audio's pitch and tempo, as a multiplier of the [member stream]'s sample rate. A value of [code]2.0[/code] doubles the audio's pitch, while a value of [code]0.5[/code] halves the pitch.
ga: Tuinairde agus luas na fuaime, mar iolraitheoir de ráta samplach an [sruth ball]. Déanann luach [code]2.0[/code] airde na fuaime a dhúbailt, agus leathnaíonn luach [code]0.5[/code] an pháirc.

en: The playback type of the stream player. If set other than to the default value, it will force that playback type.
ga: Cineál athsheinm an imreora srutha. Má shocraítear é seachas an luach réamhshocraithe, cuirfidh sé an cineál athsheinm sin i bhfeidhm.

en: If [code]true[/code], this node is playing sounds. Setting this property has the same effect as [method play] and [method stop].
ga: Más [code]true[/code], tá an nód seo ag seinm fuaimeanna. Tá an éifeacht chéanna ag socrú an airí seo agus atá [imirt modha] agus [stad modha].

en: The [AudioStream] resource to be played. Setting this property stops all currently playing sounds. If left empty, the [AudioStreamPlayer] does not work.
ga: An acmhainn [AudioStream] a sheinm. Nuair a shocraítear an t-airí seo stopann gach fuaim atá á sheinm faoi láthair. Má fhágtar folamh é, ní oibríonn an [AudioStreamPlayer].

en: If [code]true[/code], the sounds are paused. Setting [member stream_paused] to [code]false[/code] resumes all sounds.
    [b]Note:[/b] This property is automatically changed when exiting or entering the tree, or this node is paused (see [member Node.process_mode]).
ga: Más [code]true[/code], cuirtear na fuaimeanna ar sos. Má shocraítear [ball stream_sos] go [code]bréagach[/code], athdhéanfar gach fuaim.
    [b]Nóta:[/b] Athraítear an t-airí seo go huathoibríoch agus tú ag imeacht nó ag dul isteach sa chrann, nó tá an nód seo ar sos (féach [member Node.process_mode]).

en: Emitted when a sound finishes playing without interruptions. This signal is [i]not[/i] emitted when calling [method stop], or when exiting the tree while sounds are playing.
ga: Astaítear nuair a chríochnaíonn fuaim ag seinm gan bhriseadh. Ní astaítear an comhartha seo [i][/i] nuair a ghlaonn tú ar [stad modha], nó nuair a fhágann sé an crann agus fuaimeanna á seinm.

en: The audio will be played only on the first channel. This is the default.
ga: Seinnfear an fhuaim ar an gcéad chainéal amháin. Is é seo an réamhshocrú.

en: The audio will be played on all surround channels.
ga: Seinnfear an fhuaim ar gach cainéal timpeallaithe.

en: The audio will be played on the second channel, which is usually the center.
ga: Seinnfear an fhuaim ar an dara cainéal, arb é an t-ionad de ghnáth é.

en: Plays positional sound in 2D space.
ga: Seinneann sé fuaim suímh sa spás 2D.

en: Plays audio that is attenuated with distance to the listener.
    By default, audio is heard from the screen center. This can be changed by adding an [AudioListener2D] node to the scene and enabling it by calling [method AudioListener2D.make_current] on it.
    See also [AudioStreamPlayer] to play a sound non-positionally.
    [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
ga: Seinneann sé fuaim atá maolaithe le fad ón éisteoir.
    De réir réamhshocraithe, cloistear fuaime ó lár an scáileáin. Is féidir é seo a athrú trí nód [AudioListener2D] a chur leis an radharc agus é a chumasú trí ghlaoch a chur ar [method AudioListener2D.make_current] air.
    Féach freisin [AudioStreamPlayer] chun fuaim a sheinm go neamhshuíomh.
    [b]Nóta:[/b] Má chuirtear nód [AudioStreamPlayer2D] i bhfolach, ní dhíchumasaítear a aschur fuaime. Chun aschur fuaime [AudioStreamPlayer2D] a dhíchumasú go sealadach, socraigh [member volume_db] ar luach an-íseal amhail [code]-100[/code] (nach bhfuil inchloiste don éisteacht daonna).

en: Returns the position in the [AudioStream].
ga: Filleann sé an suíomh sa [AudioStream].

en: Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
ga: Filleann sé an oibiacht [AudioStreamPlayback] a bhaineann leis an [AudioStreamPlayer2D] seo.

en: Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] object or not.
ga: Filleann sé cé acu an féidir leis an [AudioStreamPlayer] an réad [AudioStreamPlayback] a thabhairt ar ais nó nach féidir.

en: Queues the audio to play on the next physics frame, from the given position [param from_position], in seconds.
ga: scuainíonn sé an fhuaim le seinnt ar an gcéad fhráma fisice eile, ón suíomh tugtha [param from_position], i soicindí.

en: Sets the position from which audio will be played, in seconds.
ga: Socraíonn sé an suíomh óna seinnfear an fhuaim, i soicindí.

en: Stops the audio.
ga: Stopann an fhuaim.

en: Determines which [Area2D] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater.
ga: Cinneann sé cé na sraitheanna [Area2D] a théann i bhfeidhm ar an bhfuaim le haghaidh maisíochtaí aisfhuaime agus fuaime bus. Is féidir limistéir a úsáid chun [AudioStream]s a atreorú ionas go n-imríonn siad i mbus fuaime áirithe. Sampla de conas a d’fhéadfá é seo a úsáid is ea limistéar “uisce” a dhéanamh ionas go n-atreoraítear fuaimeanna a sheinntear san uisce trí bhus fuaime le go mbeidh siad in ann iad a sheinm faoin uisce.

en: The volume is attenuated over distance with this as an exponent.
ga: Déantar an toirt a mhaolú thar achar agus é seo mar easpónant.

en: If [code]true[/code], audio plays when added to scene tree.
ga: Más [code]true[/code], imrítear an fhuaim nuair a chuirtear leis an gcrann radhairc é.

en: Bus on which this audio is playing.
    [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code].
ga: Bus ar a bhfuil an fhuaim seo á sheinm.
    [b]Nóta:[/b] Agus an t-airí seo á shocrú, cuimhnigh nach ndéantar aon bhailíochtú féachaint an bhfuil an t-ainm tugtha ar aon dul le bus atá ann cheana féin. Tá sé seo amhlaidh toisc go bhféadfaí leagan amach busanna fuaime a luchtú tar éis an t-airí seo a shocrú. Murar féidir an t-ainm tugtha seo a réiteach ag am rite, tiocfaidh sé ar ais go [code]"Máistir"[/code].

en: Maximum distance from which audio is still hearable.
ga: Uasfhad óna bhfuil an fhuaim fós le cloisteáil.

en: The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
ga: An líon uasta fuaimeanna is féidir leis an nód seo a imirt ag an am céanna. Má sheintear fuaimeanna breise tar éis an luach seo a bhaint amach, gearrfar na fuaimeanna is sine amach.

en: Scales the panning strength for this node by multiplying the base [member ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher values will pan audio from left to right more dramatically than lower values.
ga: Scálaí an neart panning don nód seo tríd an bonn [comhalta ProjectSettings.audio/general/2d_panning_strength] a iolrú leis an bhfachtóir seo. Déanfaidh luachanna níos airde panáil fuaime ó chlé go deas níos suntasaí ná luachanna níos ísle.

en: The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
ga: Tuinairde agus luas na fuaime, mar iolraitheoir ar ráta sampla an tsampla fuaime.

en: If [code]true[/code], audio is playing or is queued to be played (see [method play]).
ga: Más [code]true[/code], tá an fhuaim ag seinnt nó á ciúáil le seinm (féach [seinn modh]).

en: The [AudioStream] object to be played.
ga: An réad [AudioStream] le seinnt.

en: If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code].
ga: Más [code]true[/code], cuirtear an t-athsheinm ar sos. Is féidir leat é a atosú trí [member stream_paused] a shocrú go [code]false[/code].

en: Emitted when the audio stops playing.
ga: Astaithe nuair a stopann an fhuaim ag seinm.

en: Plays positional sound in 3D space.
ga: Seinneann sé fuaim suímh sa spás 3D.

en: Plays audio with positional sound effects, based on the relative position of the audio listener. Positional effects include distance attenuation, directionality, and the Doppler effect. For greater realism, a low-pass filter is applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code].
    By default, audio is heard from the camera position. This can be changed by adding an [AudioListener3D] node to the scene and enabling it by calling [method AudioListener3D.make_current] on it.
    See also [AudioStreamPlayer] to play a sound non-positionally.
    [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
ga: Seinneann sé fuaim le maisíochtaí fuaime suímh, bunaithe ar shuíomh coibhneasta an éisteoir fuaime. I measc na n-iarmhairtí dearfacha tá achar tanúcháin, treo, agus éifeacht Doppler. Ar mhaithe le réalachas níos fearr, cuirtear scagaire pas íseal i bhfeidhm ar fhuaimeanna i bhfad i gcéin. Is féidir é seo a dhíchumasú trí [member attenuation_filter_cutoff_hz] a shocrú go [code]20500[/code].
    De réir réamhshocraithe, cloistear fuaime ó shuíomh an cheamara. Is féidir é seo a athrú trí nód [AudioListener3D] a chur leis an ardán agus é a chumasú trí ghlaoch a chur ar [method AudioListener3D.make_current] air.
    Féach freisin [AudioStreamPlayer] chun fuaim a sheinm go neamhshuíomh.
    [b]Nóta:[/b] Má chuirtear nód [AudioStreamPlayer3D] i bhfolach, ní dhíchumasaítear a aschur fuaime. Chun aschur fuaime [AudioStreamPlayer3D] a dhíchumasú go sealadach, socraigh [member volume_db] ar luach an-íseal mar [code]-100[/code] (nach bhfuil inchloiste don éisteacht daonna).

en: Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D].
ga: Filleann sé an oibiacht [AudioStreamPlayback] a bhaineann leis an [AudioStreamPlayer3D] seo.

en: Determines which [Area3D] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater.
ga: Cinneann sé cé na sraitheanna [Area3D] a théann i bhfeidhm ar an bhfuaim le haghaidh maisíochtaí aisfhuaime agus fuaime bus. Is féidir limistéir a úsáid chun [AudioStream]s a atreorú ionas go n-imríonn siad i mbus fuaime áirithe. Sampla de conas a d’fhéadfá é seo a úsáid is ea limistéar “uisce” a dhéanamh ionas go n-atreoraítear fuaimeanna a sheinntear san uisce trí bhus fuaime le go mbeidh siad in ann iad a sheinm faoin uisce.

en: The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above this frequency is attenuated more than a sound below this frequency. To disable this effect, set this to [code]20500[/code] as this frequency is above the human hearing limit.
ga: Minicíocht scoite an scagaire íseal-pas tanúcháin, i Hz. Déantar fuaim os cionn na minicíochta seo a mhaolú níos mó ná fuaim faoin minicíocht seo. Chun an éifeacht seo a dhíchumasú, socraigh go [code]20500[/code] é toisc go bhfuil an mhinicíocht seo os cionn na teorann éisteachta daonna.

en: Amount how much the filter affects the loudness, in decibels.
ga: Méid cé mhéad a théann an scagaire i bhfeidhm ar an treise, i ndeicibeilí.

en: Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
ga: Socraíonn sé ar cheart don fhuaim éirí níos ciúine agus achar go líneach, go cearnach, go logartamach, nó gan a bheith faoi thionchar an achair, rud a dhíchumasaíonn caolú go héifeachtach.

en: If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree.
ga: Más [code]true[/code], imrítear an fhuaim nuair a chuirtear nód AudioStreamPlayer3D leis an gcrann radhairc.

en: The bus on which this audio is playing.
    [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code].
ga: An bus ar a bhfuil an fhuaim seo á sheinm.
    [b]Nóta:[/b] Agus an t-airí seo á shocrú, cuimhnigh nach ndéantar aon bhailíochtú féachaint an bhfuil an t-ainm tugtha ar aon dul le bus atá ann cheana féin. Tá sé seo amhlaidh toisc go bhféadfaí leagan amach busanna fuaime a luchtú tar éis an t-airí seo a shocrú. Mura féidir an t-ainm tugtha seo a réiteach ag am rite, tiocfaidh sé ar ais go [code]"Máistir"[/code].

en: Decides in which step the Doppler effect should be calculated.
ga: Socraíonn sé cén chéim ar cheart éifeacht Doppler a ríomh.

en: The angle in which the audio reaches a listener unattenuated.
ga: An uillinn ina sroicheann an fhuaim éisteoir gan mhaolú.

en: If [code]true[/code], the audio should be attenuated according to the direction of the sound.
ga: Más [code]true[/code], ba cheart an fhuaim a mhaolú de réir treo na fuaime.

en: Attenuation factor used if listener is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set, in decibels.
ga: Fachtóir tanúcháin a úsáidtear má tá an éisteoir lasmuigh de [member emission_angle_degrees] agus [member emission_angle_enabled] socraithe, i ndeicibeilí.

en: Sets the absolute maximum of the sound level, in decibels.
ga: Socraíonn sé uasmhéid iomlán an leibhéil fuaime, i ndeicibeilí.

en: The distance past which the sound can no longer be heard at all. Only has an effect if set to a value greater than [code]0.0[/code]. [member max_distance] works in tandem with [member unit_size]. However, unlike [member unit_size] whose behavior depends on the [member attenuation_model], [member max_distance] always works in a linear fashion. This can be used to prevent the [AudioStreamPlayer3D] from requiring audio mixing when the listener is far away, which saves CPU resources.
ga: An t-achar atá thart nach féidir an fhuaim a chloisteáil a thuilleadh. Ní bheidh éifeacht aige ach amháin má tá sé socraithe go luach níos mó ná [code]0.0[/code]. Oibríonn [comhalta max_distance] in éineacht le [member unit_size]. Mar sin féin, murab ionann agus [member unit_size] a mbraitheann a iompar ar an [member attenuation_model], oibríonn [member max_distance] i gcónaí ar bhealach líneach. Is féidir é seo a úsáid chun an [AudioStreamPlayer3D] a chosc ó mheascadh fuaime a éileamh nuair a bhíonn an éisteoir i bhfad ar shiúl, rud a shábhálann acmhainní LAP.

en: Scales the panning strength for this node by multiplying the base [member ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher values will pan audio from left to right more dramatically than lower values.
ga: Scálaí an neart panning don nód seo tríd an bonn [comhalta ProjectSettings.audio/general/3d_panning_strength] a iolrú leis an bhfachtóir seo. Déanfaidh luachanna níos airde panáil fuaime ó chlé go deas níos suntasaí ná luachanna níos ísle.

en: The [AudioStream] resource to be played.
ga: An acmhainn [AudioStream] le seinnt.

en: The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
ga: An fachtóir don éifeacht tanúcháin. Le luachanna níos airde bíonn an fhuaim inchloiste thar achar níos mó.

en: The base sound level before attenuation, in decibels.
ga: An bonnleibhéal fuaime roimh mhaolú, i ndeicibeilí.

en: Attenuation of loudness according to linear distance.
ga: Treise a mhaolú de réir achar líneach.

en: Attenuation of loudness according to squared distance.
ga: Treise a mhaolú de réir an achair chearnaigh.

en: Attenuation of loudness according to logarithmic distance.
ga: Treise a mhaolú de réir an achair logartamach.

en: No attenuation of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. [constant ATTENUATION_DISABLED] can be combined with a [member max_distance] value greater than [code]0.0[/code] to achieve linear attenuation clamped to a sphere of a defined size.
ga: Gan treise a mhaolú de réir achair. Beidh an fhuaim le cloisteáil fós ina háit, murab ionann agus [AudioStreamPlayer]. Is féidir [ATTENUATION_DISABLED leanúnach] a chomhcheangal le luach [comhalta max_distance] níos mó ná [code]0.0[/code] chun tanú líneach a bhaint amach atá clampáilte go sféar de mhéid sainithe.

en: Disables doppler tracking.
ga: Díchumasaítear rianú doppler.

en: Executes doppler tracking during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
ga: Déanann sé rianú doppler le linn frámaí próisis (féach [Node.NOTIFICATION_INTERNAL_PROCESS]).

en: Executes doppler tracking during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
ga: Déanann sé rianú doppler le linn frámaí fisice (féach [Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).

en: [AudioStream] that includes sub-streams and plays them back like a playlist.
ga: [AudioStream] a chuimsíonn fo-sruthanna agus a imríonn ar ais iad mar sheinnliosta.

en: Returns the BPM of the playlist, which can vary depending on the clip being played.
ga: Seoltar BPM an seinmliosta ar ais, ar féidir leis a bheith éagsúil ag brath ar an ngearrthóg atá á sheinm.

en: Returns the stream at playback position index.
ga: Filleann sé an sruth ag innéacs suímh athsheinm.

en: Sets the stream at playback position index.
ga: Socraíonn sé an sruth ag innéacs suímh athsheinm.

en: Fade time used when a stream ends, when going to the next one. Streams are expected to have an extra bit of audio after the end to help with fading.
ga: Am céimnithe a úsáidtear nuair a thagann deireadh le sruth, agus tú ag dul go dtí an chéad cheann eile. Táthar ag súil go mbeidh beagán fuaime breise ag sruthanna tar éis an deireadh chun cabhrú le fading.

en: If [code]true[/code], the playlist will loop, otherwise the playlist will end when the last stream is finished.
ga: Más [code]true[/code], lúbfaidh an seinmliosta, nó cuirfear deireadh leis an seinnliosta nuair a bheidh an sruth deireanach críochnaithe.

en: If [code]true[/code], the playlist will shuffle each time playback starts and each time it loops.
ga: Más [code]true[/code], suaitheadh an seinmliosta gach uair a thosóidh an t-athsheinm agus gach uair a lúbtar é.

en: Amount of streams in the playlist.
ga: Méid na sruthanna sa seinmliosta.

en: Maximum amount of streams supported in the playlist.
ga: Uasmhéid na sruthanna a dtacaítear leo sa seinmliosta.

en: AudioStream that lets the user play custom streams at any time from code, simultaneously using a single player.
ga: AudioStream a ligeann don úsáideoir sruthanna saincheaptha a imirt ag am ar bith ó chód, ag baint úsáide as imreoir amháin ag an am céanna.

en: AudioStream that lets the user play custom streams at any time from code, simultaneously using a single player.
    Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set inside the player, which can be obtained via [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the playback instance is only valid after the [code]stream[/code] property is set as an [AudioStreamPolyphonic] in those players.
ga: AudioStream a ligeann don úsáideoir sruthanna saincheaptha a imirt ag am ar bith ó chód, ag baint úsáide as imreoir amháin ag an am céanna.
    Déantar rialú athsheinm tríd an ásc [AudioStreamPlaybackPolyphonic] atá socraithe taobh istigh den imreoir, ar féidir a fháil trí [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] nó [method AudioStreamPlayer3D.get_stream_playback]. Ní bheidh fáil ar an sampla athsheinm bailí ach amháin tar éis don mhaoin [code]stream[/code] a bheith socraithe mar [AudioStreamPolyphonic] sna himreoirí sin.

en: Maximum amount of simultaneous streams that can be played.
ga: Uasmhéid na sruthanna comhuaineacha is féidir a imirt.

en: Wraps a pool of audio streams with pitch and volume shifting.
ga: Wraps linn sruthanna fuaime le tuinairde agus aistriú toirte.

en: Picks a random AudioStream from the pool, depending on the playback mode, and applies random pitch shifting and volume shifting during playback.
ga: Roghnaíonn sé Sruth Fuaime randamach ón linn, ag brath ar an modh athsheinm, agus cuireann sé aistriú pitch randamach agus aistriú toirte i bhfeidhm le linn athsheinm.

en: Insert a stream at the specified index. If the index is less than zero, the insertion occurs at the end of the underlying pool.
ga: Cuir isteach sruth ag an innéacs sonraithe. Má tá an t-innéacs níos lú ná nialas, tarlaíonn an ionsá ag deireadh na linne bunúsacha.

en: Returns the stream at the specified index.
ga: Filleann sé an sruth ag an innéacs sonraithe.

en: Returns the probability weight associated with the stream at the given index.
ga: Tuairisceáin an t-ualú dóchúlachta a bhaineann leis an sruth ag an innéacs a thugtar.

en: Move a stream from one index to another.
ga: Bog sruth ó innéacs amháin go ceann eile.

en: Remove the stream at the specified index.
ga: Bain an sruth ag an innéacs sonraithe.

en: Set the AudioStream at the specified index.
ga: Socraigh an AudioStream ag an innéacs sonraithe.

en: Set the probability weight of the stream at the specified index. The higher this value, the more likely that the randomizer will choose this stream during random playback modes.
ga: Socraigh meáchan dóchúlachta an tsrutha ag an innéacs sonraithe. Dá airde an luach seo, is mó an seans go roghnóidh an randamóir an sruth seo le linn modhanna randamacha athsheinm.

en: Controls how this AudioStreamRandomizer picks which AudioStream to play next.
ga: Rialaíonn sé conas a roghnaíonn an AudioStreamRandomizer seo cé acu AudioStream a imreofar ina dhiaidh sin.

en: The intensity of random pitch variation. A value of 1 means no variation.
ga: Déine éagsúlachta randamach pitch. Ní chiallaíonn luach 1 aon athrú.

en: The intensity of random volume variation. A value of 0 means no variation.
ga: An déine éagsúlacht toirte randamach. Ní chiallaíonn luach 0 aon athrú.

en: The number of streams in the stream pool.
ga: Líon na sruthanna sa linn sruthán.

en: Pick a stream at random according to the probability weights chosen for each stream, but avoid playing the same stream twice in a row whenever possible. If only 1 sound is present in the pool, the same sound will always play, effectively allowing repeats to occur.
ga: Roghnaigh sruth go randamach de réir meáchain na dóchúlachta a roghnaíodh do gach sruth, ach seachain an sruth céanna a sheinm faoi dhó as a chéile nuair is féidir. Mura bhfuil ach 1 fhuaim i láthair sa linn, beidh an fhuaim chéanna ag imirt i gcónaí, rud a fhágann gur féidir athrá a dhéanamh.

en: Pick a stream at random according to the probability weights chosen for each stream. If only 1 sound is present in the pool, the same sound will always play.
ga: Roghnaigh sruth go randamach de réir na meáchain dóchúlachta a roghnaíodh do gach sruth. Mura bhfuil ach 1 fhuaim i láthair sa linn, beidh an fhuaim chéanna ag imirt i gcónaí.

en: Play streams in the order they appear in the stream pool. If only 1 sound is present in the pool, the same sound will always play.
ga: Sruthanna a imirt san ord a bhfuil siad le feiceáil sa linn sruth. Mura bhfuil ach 1 fhuaim i láthair sa linn, beidh an fhuaim chéanna ag imirt i gcónaí.

en: Stream that can be fitted with sub-streams, which will be played in-sync.
ga: Sruth is féidir a fheistiú le fo-sruthanna, a imirt i-sync.

en: Get one of the synchronized streams, by index.
ga: Faigh ceann de na sruthanna sioncronaithe, de réir innéacs.

en: Get the volume of one of the synchronized streams, by index.
ga: Faigh toirt ceann de na sruthanna sioncronaithe, de réir innéacs.

en: Set one of the synchronized streams, by index.
ga: Socraigh ceann de na sruthanna sioncronaithe, de réir innéacs.

en: Set the volume of one of the synchronized streams, by index.
ga: Socraigh toirt ceann de na sruthanna sioncronaithe, de réir innéacs.

en: Set the total amount of streams that will be played back synchronized.
ga: Socraigh méid iomlán na sruthanna a imreofar ar ais sioncronaithe.

en: Maximum amount of streams that can be synchronized.
ga: Uasmhéid na sruthanna is féidir a shioncronú.

en: Stores audio data loaded from WAV files.
ga: Stórálann sé sonraí fuaime luchtaithe ó chomhaid WAV.

en: AudioStreamWAV stores sound samples loaded from WAV files. To play the stored sound, use an [AudioStreamPlayer] (for non-positional audio) or [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound can be looped.
    This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation.
ga: Stórálann AudioStreamWAV samplaí fuaime luchtaithe ó chomhaid WAV. Chun an fhuaim stóráilte a sheinm, úsáid [AudioStreamPlayer] (le haghaidh fuaime neamhshuímh) nó [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (le haghaidh fuaime suímh). Is féidir an fhuaim a lúbadh.
    Is féidir an rang seo a úsáid freisin chun sonraí fuaime PCM a ghintear go dinimiciúil a stóráil. Féach freisin [AudioStreamGenerator] le haghaidh giniúint fuaime nós imeachta.

en: Audio format. See [enum Format] constants for values.
ga: Formáid fuaime. Féach tairisigh [enum Formáid] le haghaidh luachanna.

en: The sample rate for mixing this audio. Higher values require more storage space, but result in better quality.
    In games, common sample rates in use are [code]11025[/code], [code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and [code]48000[/code].
    According to the [url=https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], there is no quality difference to human hearing when going past 40,000 Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are using lower-pitched sounds such as voices, lower sample rates such as [code]32000[/code] or [code]22050[/code] may be usable with no loss in quality.
ga: An ráta samplach chun an fhuaim seo a mheascadh. Teastaíonn níos mó spáis stórála ó luachanna níos airde, ach bíonn cáilíocht níos fearr mar thoradh orthu.
    I gcluichí, is iad na rátaí samplacha coitianta atá in úsáid ná [code]11025[/code], [code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/code] /cód], agus [code]48000[/code].
    De réir [url=https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem]teoirim samplála Nyquist-Shannon[/url], níl aon difríocht cháilíochta ann d’éisteacht an duine nuair a théann sé thar 40,000 Hz ( mar ní féidir leis an gcuid is mó daoine ach suas le ~20,000 Hz a chloisteáil, níos lú go minic). Má tá fuaimeanna claonta níos ísle ar nós guthanna á n-úsáid agat, d’fhéadfadh rátaí samplaí níos ísle amhail [code]32000[/code] nó [code]22050[/code] a bheith inúsáidte gan aon chaillteanas cáilíochta.

en: If [code]true[/code], audio is stereo.
ga: Más [code]true[/code], is steirió í an fhuaim.

en: Audio does not loop.
ga: Ní lúbann an fhuaim.

en: Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
ga: Lúbann fuaime na sonraí idir [member loop_begin] agus [member loop_end], agus iad á seinm ar aghaidh amháin.

en: Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth.
ga: Lúbann fuaime na sonraí idir [member loop_begin] agus [member loop_end], ag imirt anonn is anall.

en: Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.
ga: Lúbann fuaime na sonraí idir [member loop_begin] agus [member loop_end], ag imirt siar amháin.

en: A node that copies a region of the screen to a buffer for access in shader code.
ga: Nód a chóipeáileann réigiún den scáileán chuig maolán le haghaidh rochtana i gcód scáthaithe.

en: Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the [member copy_mode]. It can be accessed in shader scripts using the screen texture (i.e. a uniform sampler with [code]hint_screen_texture[/code]).
    [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children.
ga: Nód chun cúl-mhaolán a dhéanamh ar an scáileán atá á thaispeáint faoi láthair. Tá an réigiún atá sainithe sa nód [BackBufferCopy] maolánach le hábhar an scáileáin a chlúdaíonn sé, nó leis an scáileán iomlán de réir [member copy_mode]. Is féidir é a rochtain i scripteanna scáthaithe ag baint úsáide as uigeacht an scáileáin (i.e. samplóir aonfhoirmeach le [code]hint_screen_texture[/code]).
    [b]Nóta:[/b] Ós rud é go dtagann an nód seo le hoidhreacht ó [Node2D] (agus ní [Rialú]), ní bheidh ancairí agus corrlaigh i bhfeidhm maidir le nóid atá díorthaithe ag leanaí [Rialú]. Féadann sé seo a bheith ina fhadhb agus an fhuinneog á athrú. Chun é seo a sheachaint, cuir nóid [Control]-díorthaithe mar [i]siblíní[/i] leis an nód [BackBufferCopy] seachas iad a chur leis mar leanaí.

en: Buffer mode. See [enum CopyMode] constants.
ga: Mód maoláin. Féach [enum CopyMode] tairisigh.

en: The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is [constant COPY_MODE_RECT].
ga: An limistéar atá clúdaithe ag an [BackBufferCopy]. Ní úsáidtear é ach amháin má tá [ball copy_mode] [constant COPY_MODE_RECT].

en: Disables the buffering mode. This means the [BackBufferCopy] node will directly use the portion of screen it covers.
ga: Díchumasaítear an modh maoláin. Ciallaíonn sé seo go n-úsáidfidh an nód [BackBufferCopy] go díreach an chuid den scáileán a chlúdaíonn sé.

en: [BackBufferCopy] buffers a rectangular region.
ga: Maoláin [BackBufferCopy] réigiún dronuilleogach.

en: [BackBufferCopy] buffers the entire screen.
ga: Maolaíonn [BackBufferCopy] an scáileán iomlán.

en: Abstract base class for GUI buttons.
ga: Bunrang teibí le haghaidh cnaipí GUI.

en: [BaseButton] is an abstract base class for GUI buttons. It doesn't display anything by itself.
ga: Is bunrang teibí é [BaseButton] le haghaidh cnaipí GUI. Ní thaispeánann sé aon rud leis féin.

en: Called when the button is pressed. If you need to know the button's pressed state (and [member toggle_mode] is active), use [method _toggled] instead.
ga: Glaoite nuair a bhíonn an cnaipe brúite. Más gá duit fios a bheith agat ar staid brúite an chnaipe (agus tá [member toggle_mode] gníomhach), bain úsáid as [method _toggled] ina ionad sin.

en: Called when the button is toggled (only if [member toggle_mode] is active).
ga: Glaoitear air nuair a bhíonn an cnaipe scoránaigh (ach amháin má tá [comhalta toggle_mode] gníomhach).

en: Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the [enum DrawMode] enum.
ga: Filleann sé an staid amhairc a úsáideadh chun an cnaipe a tharraingt. Tá sé seo úsáideach go príomha agus do chód tarraingthe féin á chur i bhfeidhm trí _draw() a shárú nó nascadh le comhartha “tarraingt”. Sainmhínítear staid amhairc an chnaipe ag an [enum DrawMode] enum.

en: Returns [code]true[/code] if the mouse has entered the button and has not left it yet.
ga: Filleann sé [code]true[/code] má tá an cnaipe curtha isteach ag an luch agus mura bhfuil sé fágtha fós.

en: Changes the [member button_pressed] state of the button, without emitting [signal toggled]. Use when you just want to change the state of the button without sending the pressed event (e.g. when initializing scene). Only works if [member toggle_mode] is [code]true[/code].
    [b]Note:[/b] This method doesn't unpress other buttons in [member button_group].
ga: Athraíonn sé staid [ball button_pressed] an chnaipe, gan astú [comhartha scoránaigh]. Bain úsáid as nuair nach bhfuil uait ach staid an chnaipe a athrú gan an t-imeacht brúite a sheoladh (m.sh. nuair a bheidh an radharc á thúsú). Ní oibríonn sé ach amháin más [code]true[/code] é [ball toggle_mode].
    [b]Nóta:[/b] Ní dhíbhrúnn an modh seo cnaipí eile i [member button_group].

en: Determines when the button is considered clicked, one of the [enum ActionMode] constants.
ga: Cinneann sé nuair a mheastar go bhfuil an cnaipe cliceáil, ceann de na tairisigh [enum ActionMode].

en: The [ButtonGroup] associated with the button. Not to be confused with node groups.
    [b]Note:[/b] The button will be configured as a radio button if a [ButtonGroup] is assigned to it.
ga: An [ButtonGroup] a bhaineann leis an gcnaipe. Gan a mheascadh le grúpaí nód.
    [b]Nóta:[/b] Déanfar an cnaipe a chumrú mar chnaipe raidió má shanntar [ButtonGroup] dó.

en: Binary mask to choose which mouse buttons this button will respond to.
    To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
ga: Masc dhénártha chun na cnaipí luiche a fhreagróidh an cnaipe seo a roghnú.
    Chun an cliceáil ar chlé agus ar dheis-cliceáil a cheadú, úsáid [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].

en: If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
ga: Más [code]true[/code], tá an cnaipe i riocht díchumasaithe agus ní féidir é a chliceáil ná a scoránaigh.

en: If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
    [b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
ga: Más [code]true[/code], fanann an cnaipe brúite agus an cúrsóir á bhogadh lasmuigh den chnaipe agus é á bhrú.
    [b]Nóta:[/b] Ní chuireann an airí seo isteach ach ar chuma amhairc an chnaipe. Astófar comharthaí ag an nóiméad céanna beag beann ar luach na maoine seo.

en: [Shortcut] associated to the button.
ga: [Aicearra] a bhaineann leis an gcnaipe.

en: If [code]true[/code], the button will highlight for a short amount of time when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate without any visual feedback.
ga: Más [code]true[/code], léireoidh an cnaipe go ceann tamaill bhig nuair a bheidh a aicearra i ngníomh. Más rud é go bhfuil [code]false[/code] agus [member toggle_mode] [code]false[/code], gníomhóidh an t-aicearra gan aon aiseolas amhairc.

en: If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
ga: Más [code]true[/code], tá an cnaipe i mód scoránaigh. Déanann sé staid smeach an chnaipe idir brúite agus neamhbhrúite gach uair a chliceáiltear ar a limistéar.

en: Emitted when the button starts being held down.
ga: Astaítear nuair a thosaíonn an cnaipe á choinneáil síos.

en: Emitted when the button stops being held down.
ga: Astaítear nuair a stopann an cnaipe a choinneáil síos.

en: Emitted when the button is toggled or pressed. This is on [signal button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] and on [signal button_up] otherwise.
    If you need to know the button's pressed state (and [member toggle_mode] is active), use [signal toggled] instead.
ga: Astaithe nuair a bhíonn an cnaipe scoránaigh nó brúite. Tá sé seo ar [signal button_down] má tá [comhalta action_mode] [seasmhach ACTION_MODE_BUTTON_PRESS] agus ar [signal button_up] ar shlí eile.
    Más gá duit fios a bheith agat ar staid brúite an chnaipe (agus tá [comhalta toggle_mode] gníomhach), bain úsáid as [comhartha scoránaigh] ina ionad sin.

en: Emitted when the button was just toggled between pressed and normal states (only if [member toggle_mode] is active). The new state is contained in the [param toggled_on] argument.
ga: Astaithe nuair a bhí an cnaipe díreach scoránaithe idir stáit brúite agus gnáth (ach amháin má tá [comhalta toggle_mode] gníomhach). Tá an stát nua san argóint [param toggled_on].

en: The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons.
ga: Gnáthstaid na gcnaipí (i.e. gan a bheith brúite, gan foilsiú, gan scoránaigh agus cumasaithe).

en: The state of buttons are pressed.
ga: Tá staid na cnaipí brúite.

en: The state of buttons are hovered.
ga: Tá staid na gcnaipí hovered.

en: The state of buttons are disabled.
ga: Tá staid na gcnaipí díchumasaithe.

en: The state of buttons are both hovered and pressed.
ga: Tá staid na gcnaipí folaithe agus brúite araon.

en: Require just a press to consider the button clicked.
ga: Ní gá ach brúigh chun an cnaipe a chliceáiltear a bhreithniú.

en: Require a press and a subsequent release before considering the button clicked.
ga: Teastaíonn preas agus eisiúint ina dhiaidh sin sula mbreithneofar an cnaipe a chliceáiltear.

en: Abstract base class for defining the 3D rendering properties of meshes.
ga: Bunrang teibí chun airíonna rindreála 3D mogaill a shainiú.

en: This class serves as a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
ga: Feidhmíonn an rang seo mar ábhar réamhshocraithe le raon leathan de ghnéithe agus airíonna rindreála gan gá le cód shader a scríobh. Féach an teagaisc thíos le haghaidh sonraí.

en: Standard Material 3D and ORM Material 3D
ga: Ábhar Caighdeánach 3D agus Ábhar ORM 3D

en: Returns [code]true[/code], if the specified [enum Feature] is enabled.
ga: Filleann sé [code]true[/code], má tá an [Gné enum] sonraithe cumasaithe.

en: Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options.
ga: Filleann sé [code]true[/code], má tá an bhratach sonraithe cumasaithe. Féach [enum Flags] áiritheoir le haghaidh roghanna.

en: Returns the [Texture2D] associated with the specified [enum TextureParam].
ga: Seoltar ar ais an [Texture2D] a bhaineann leis an [enum TextureParam] sonraithe.

en: If [code]true[/code], enables the specified [enum Feature]. Many features that are available in [BaseMaterial3D]s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to [code]true[/code].
ga: Má tá [code]true[/code], cumasaítear an [Gné enum] sonraithe. Ní mór go leor gnéithe atá ar fáil in [BaseMaterial3D]s a chumasú roimh úsáid. Ar an mbealach seo ní thabhaítear an costas as an ngné a úsáid ach amháin nuair a shonraítear é. Is féidir gnéithe a chumasú freisin tríd an mball comhfhreagrach a shocrú go [code]true[/code].

en: If [code]true[/code], enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options.
ga: Más [code]true[/code], cumasaítear an bhratach sonraithe. Is iompar roghnach iad bratacha ar féidir iad a chasadh air agus as. Ní féidir ach bratach amháin a chumasú ag an am céanna leis an bhfeidhm seo, ní féidir na háiritheoirí bratacha a chumhdach le chéile chun bratacha iolracha a chumasú nó a dhíchumasú ag an am céanna. Is féidir bratacha a chumasú freisin tríd an mball comhfhreagrach a shocrú go [code]true[/code]. Féach [enum Flags] áiritheoir le haghaidh roghanna.

en: Sets the texture for the slot specified by [param param]. See [enum TextureParam] for available slots.
ga: Socraíonn sé an uigeacht don sliotán atá sonraithe ag [param param]. Féach [enum TextureParam] le haghaidh sliotán atá ar fáil.

en: The material's base color.
    [b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead.
ga: Dath bonn an ábhair.
    [b]Nóta:[/b] Má tá [member detail_enabled] [code]true[/code] agus má shonraítear uigeacht [member detail_albedo], [i]ní[/i] mhodhnóidh [member albedo_color] an uigeacht mhionsonraithe . Is féidir é seo a úsáid chun limistéir pháirteacha d’ábhar a dhathú trí gan uigeacht albedo a shonrú agus uigeacht thrédhearcach [member detail_albedo] a úsáid ina ionad.

en: Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
    If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb].
ga: Uigeacht le méadú faoi [member albedo_color]. Úsáidtear é le haghaidh buntéacsú réad.
    Má tá an chuma ar an uigeacht ró-dhorcha nó ró-gheal gan choinne, seiceáil [member albedo_texture_force_srgb].

en: If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb].
    This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright.
ga: Más rud é go bhfuil [code]true[/code], fórsa a chomhshó [member albedo_texture] ó spás datha sRGB go spás datha líneach. Féach freisin [comhalta vertex_color_is_srgb].
    Níor cheart é seo a chumasú ach amháin nuair is gá (go hiondúil nuair a úsáidtear [ViewportTexture] mar [member albedo_texture]). Má tá [member albedo_texture_force_srgb] [code]true[/code] nuair nár cheart dó a bheith, beidh an chuma ar an uigeacht a bheith ró-dhorcha. Má tá [ball albedo_texture_force_srgb] [code]false[/code] nuair nár cheart dó a bheith, beidh an chuma ar an uigeacht a bheith ró-gheal.

en: Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters.
ga: Cumasaíonn sé scáthóir rindreála páirce achair sínithe ilchainéil. Úsáid [comhalta msdf_pixel_range] agus [comhalta msdf_outline_size] chun paraiméadair MSDF a chumrú.

en: Threshold at which antialiasing will be applied on the alpha channel.
ga: Tairseach ag a gcuirfear frithaliasú i bhfeidhm ar an gcainéal alfa.

en: The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing].
ga: An cineál antialiasing alfa a chur i bhfeidhm. Féach [enum AlphaAntiAliasing].

en: The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code].
ga: An scála hashing do Alfa Hash. Luachanna molta idir [code]0[/code] agus [code]2[/code].

en: Threshold at which the alpha scissor will discard values. Higher values will result in more pixels being discarded. If the material becomes too opaque at a distance, try increasing [member alpha_scissor_threshold]. If the material disappears at a distance, try decreasing [member alpha_scissor_threshold].
ga: Tairseach ag a ndéanfaidh an siosúr alfa luachanna a chaitheamh siar. Fágfar níos mó picteilín de bharr luachanna níos airde. Má éiríonn an t-ábhar ró-teimhneach i bhfad uait, déan iarracht méadú a dhéanamh ar [comhalta alpha_scissor_threshold]. Má imíonn an t-ábhar i bhfad uait, bain triail as laghdú [comhalta alpha_scissor_threshold].

en: The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel.
ga: Neart an éifeacht anisotrópachta. Méadaítear é seo faoi chainéal alfa [member anisotropy_flowmap] má shainítear uigeacht ann agus má tá cainéal alfa san uigeacht.

en: Texture that offsets the tangent map for anisotropy calculations and optionally controls the anisotropy effect (if an alpha channel is present). The flowmap texture is expected to be a derivative map, with the red channel representing distortion on the X axis and green channel representing distortion on the Y axis. Values below 0.5 will result in negative distortion, whereas values above 0.5 will result in positive distortion.
    If present, the texture's alpha channel will be used to multiply the strength of the [member anisotropy] effect. Fully opaque pixels will keep the anisotropy effect's original strength while fully transparent pixels will disable the anisotropy effect entirely. The flowmap texture's blue channel is ignored.
ga: Uigeacht a fhritháireamh an léarscáil tadhlaí le haghaidh ríomhaireachtaí anisotrópachta agus a rialaíonn go roghnach an éifeacht anisotrópachta (má tá cainéal alfa i láthair). Táthar ag súil go mbeidh uigeacht an tsreabhmhapa ina léarscáil díorthach, agus an cainéal dearg ag léiriú saobhadh ar an ais X agus cainéal glas a léiríonn saobhadh ar an ais Y. Beidh saobhadh diúltach mar thoradh ar luachanna faoi bhun 0.5, ach beidh saobhadh dearfach mar thoradh ar luachanna os cionn 0.5.
    Má tá sé i láthair, úsáidfear cainéal alfa an uigeachta chun neart na héifeachta [ball anisotrópachta] a iolrú. Coimeádfaidh picteilíní atá go hiomlán teimhneach neart bunaidh na héifeachta aniseatrópachta agus díchumasóidh picteilíní atá go hiomlán trédhearcach an éifeacht anisotrópachta go hiomlán. Déantar neamhaird de chainéal gorm uigeacht an tsreafa.

en: If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture].
ga: Más [code]true[/code], tá an t-occlusion comhthimpeallach cumasaithe. Dorchaíonn an t-occlusion comhthimpeallach limistéir atá bunaithe ar an [member ao_texture].

en: Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.
ga: An méid a chuireann an t-occlusion comhthimpeallach isteach ar soilsiú ó shoilse. Más rud é [code]0[/code], ní dhéanann an t-occlusion comhthimpeallach ach difear don solas comhthimpeallach. Más rud é [code]1[/code], cuireann an t-occlusion comhthimpeallach isteach ar shoilse an oiread agus a chuireann sé isteach ar an solas comhthimpeallach. Is féidir é seo a úsáid chun tionchar a imirt ar neart na hiarmharta comhthimpeallach, ach go hiondúil tá cuma neamhréadúil air.

en: If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture].
ga: Más [code]true[/code], úsáid comhordanáidí [code]UV2[/code] chun breathnú suas ón [member ao_texture].

en: Texture that defines the amount of ambient occlusion for a given point on the object.
ga: Uigeacht a shainmhíníonn an méid occlusion comhthimpeallach do phointe tugtha ar an réad.

en: Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
ga: Sonraíonn sé cainéal an [member ao_texture] ina stóráiltear an fhaisnéis um fholús comhthimpeallach. Tá sé seo úsáideach nuair a stórálann tú an fhaisnéis le haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar shampla, má stóráil tú miotalach sa chainéal dearg, gairbhe sa ghorm, agus an t-occlusion comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a úsáideann tú a laghdú.

en: The color used by the backlight effect. Represents the light passing through an object.
ga: An dath a úsáideann an éifeacht backlight. Léiríonn sé an solas a théann trí réad.

en: If [code]true[/code], the backlight effect is enabled. See also [member subsurf_scatter_transmittance_enabled].
ga: Má tá [code]true[/code], tá an éifeacht backlight cumasaithe. Féach freisin [ball subsurf_scatter_transmittance_enabled].

en: Texture used to control the backlight effect per-pixel. Added to [member backlight].
ga: Uigeacht a úsáidtear chun an éifeacht backlight in aghaidh an picteilín a rialú. Curtha le [ball backlight].

en: If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise, the scale is lost when billboarding. Only applies when [member billboard_mode] is not [constant BILLBOARD_DISABLED].
ga: Más [code]true[/code], coimeádfaidh an scáthlánóir an scála atá socraithe don mhogall. Seachas sin, cailltear an scála le linn clár fógraí. Ní bhaineann sé seo ach amháin nuair nach bhfuil [ball billboard_mode] [BILLBOARD_DISABLED] leanúnach.

en: The material's blend mode.
    [b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
ga: Modh cumaisc an ábhair.
    [b]Nóta:[/b] Cuireann luachanna seachas [code]Meascán[/code] an réad isteach sa phíblíne thrédhearcach. Féach [enum BlendMode].

en: Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect.
ga: Socraíonn sé neart an éifeacht clearcoat. Breathnaíonn socrú go [code]0[/code] mar a chéile agus an éifeacht cóta soiléir a dhíchumasú.

en: If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
    [b]Note:[/b] Clearcoat rendering is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
ga: Más [code]true[/code], tá rindreáil cóta soiléir cumasaithe. Cuireann sé pas tánaisteach trédhearcach le ríomh an tsoilsithe, rud a fhágann go mbeidh blob spleodrach breise ann. Fágann sé seo go bhfeictear ábhair amhail is go bhfuil ciseal soiléir orthu ar féidir leo a bheith snasta nó garbh.
    [b]Nóta:[/b] Níl rindreáil cótaí soiléire le feiceáil más é [shading_mode_comhaltaí] an ábhair [SHADING_MODE_UNSHADED].

en: Sets the roughness of the clearcoat pass. A higher value results in a rougher clearcoat while a lower value results in a smoother clearcoat.
ga: Socraíonn sé roughness an pas cóta soiléir. Bíonn cóta glan níos gairbhe mar thoradh ar luach níos airde agus bíonn cóta glan níos míne mar thoradh ar luach níos ísle.

en: Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.
ga: Uigeacht a shainíonn neart an éifeacht cóta soiléir agus glossiness an chóta soiléir. Sonraítear an neart sa chainéal dearg agus sonraítear glossiness sa chainéal glas.

en: Determines which side of the triangle to cull depending on whether the triangle faces towards or away from the camera. See [enum CullMode].
ga: Cinneann sé cé acu taobh den triantán a bheidh le baint ag brath ar cé acu a bhfuil aghaidh an triantáin i dtreo an cheamara nó ar shiúl uaidh. Féach [enum CullMode].

en: Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency].
ga: Cinneann sé cathain a dhéantar rindreáil doimhneachta. Féach [enum DepthDrawMode]. Féach freisin [trédhearcacht na mball].

en: Texture that specifies the color of the detail overlay. [member detail_albedo]'s alpha channel is used as a mask, even when the material is opaque. To use a dedicated texture as a mask, see [member detail_mask].
    [b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member albedo_color].
ga: Uigeacht a shonraíonn dath an fhorleagain mhionsonraithe. Úsáidtear cainéal alfa [member detail_albedo] mar masc, fiú nuair a bhíonn an t-ábhar teimhneach. Chun uigeacht tiomnaithe a úsáid mar masc, féach [member detail_mask].
    [b]Nóta:[/b] [member detail_albedo] [i]ní [/i] modhnaithe ag [member albedo_color].

en: Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options.
ga: Sonraítear conas ba cheart don [member detail_albedo] cumasc leis an [code]ALBEDO[/code] reatha. Féach [enum BlendMode] le haghaidh roghanna.

en: If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask] and [member detail_albedo]'s alpha channel. This can be used to add variation to objects, or to blend between two different albedo/normal textures.
ga: Más [code]true[/code], cumasaítear an forleagan sonraí. Is éard atá i mionsonraí ná an dara uigeacht a mheasctar thar dhromchla an ruda bunaithe ar [member detail_mask] agus [member detail_albedo] cainéal alfa. Is féidir é seo a úsáid chun éagsúlacht a chur le réada, nó chun dhá uigeacht albedo/gnáth-uigeachtaí éagsúla a chumasc.

en: Texture used to specify how the detail textures get blended with the base textures. [member detail_mask] can be used together with [member detail_albedo]'s alpha channel (if any).
ga: Uigeacht a úsáidtear chun a shonrú conas a chumasctar na huigeachtaí mionsonraithe leis na bunuigeachtaí. Is féidir [member detail_mask] a úsáid in éineacht le cainéal alfa [member detail_albedo] (más ann dó).

en: Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh].
    [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
ga: Uigeacht a shonraíonn gnáth in aghaidh an picteilín den fhorleagan mionsonraí. Ní úsáideann an uigeacht [member detail_normal] ach na bealaí dearga agus glasa; déantar neamhaird de na bealaí gorma agus alfa. Tá an gnáthléamh ó [member detail_normal] dírithe timpeall an ghnáthdhromchla a sholáthraíonn an [mogalra].
    [b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a bhfuiltear ag súil leo ó innill mhóréilimh.

en: Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
ga: Sonraítear cé acu [code]UV[/code] nó [code]UV2[/code] a úsáid don tsraith mhionsonraithe. Féach [enum DetailUV] le haghaidh roghanna.

en: The algorithm used for diffuse light scattering. See [enum DiffuseMode].
ga: An algartam a úsáidtear le haghaidh scaipthe solais idirleata. Féach [enum DiffuseMode].

en: If [code]true[/code], the object receives no ambient light.
ga: Más [code]true[/code], ní fhaigheann an réad solas comhthimpeallach.

en: If [code]true[/code], the object will not be affected by fog (neither volumetric nor depth fog). This is useful for unshaded or transparent materials (e.g. particles), which without this setting will be affected even if fully transparent.
ga: Más [code]true[/code], ní bheidh tionchar ag ceo ar an réad (ní bheidh ceo toirtmhéadrach ná doimhneacht). Tá sé seo úsáideach d’ábhair neamhscáthaithe nó trédhearcacha (m.sh. cáithníní), a mbeidh tionchar orthu gan an socrú seo fiú má bhíonn siad go hiomlán trédhearcach.

en: If [code]true[/code], the object receives no shadow that would otherwise be cast onto it.
ga: Más [code]true[/code], ní fhaigheann an réad scáth a chaithfí air murach é.

en: Distance at which the object appears fully opaque.
    [b]Note:[/b] If [member distance_fade_max_distance] is less than [member distance_fade_min_distance], the behavior will be reversed. The object will start to fade away at [member distance_fade_max_distance] and will fully disappear once it reaches [member distance_fade_min_distance].
ga: An fad ag a bhfuil an chuma ar an réad go hiomlán teimhneach.
    [b]Nóta:[/b] Má tá [ball distance_fade_max_distance] níos lú ná [ball distance_fade_min_distance], déanfar an t-iompar a aisiompú. Tosóidh an réad ag dul i léig ag [member distance_fade_max_distance] agus imeoidh sé go hiomlán nuair a shroicheann sé [ball distance_fade_min_distance].

en: Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible.
    [b]Note:[/b] If [member distance_fade_min_distance] is greater than [member distance_fade_max_distance], the behavior will be reversed. The object will start to fade away at [member distance_fade_max_distance] and will fully disappear once it reaches [member distance_fade_min_distance].
ga: An t-achar a thosaíonn an réad le feiceáil. Má tá an réad níos lú ná an fad seo uaidh, beidh sé dofheicthe.
    [b]Nóta:[/b] Más mó [ball distance_fade_min_distance] ná [ball distance_fade_max_distance], déanfar an t-iompar a aisiompú. Tosóidh an réad ag dul i léig ag [member distance_fade_max_distance] agus imeoidh sé go hiomlán nuair a shroicheann sé [ball distance_fade_min_distance].

en: Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s.
ga: Sonraíonn sé cén cineál céimnithe atá le húsáid. Is féidir a bheith ar aon cheann de na [enum DistanceFadeMode]s.

en: The emitted light's color. See [member emission_enabled].
ga: Dath an tsolais a astaítear. Féach [ball emission_enabled].

en: If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked lighting.
ga: Más [code]true[/code], astaíonn an corp solas. Fágann solas astaithe go bhfeictear an réad níos gile. Is féidir leis an réad solas a chaitheamh ar réada eile freisin má úsáidtear [VoxelGI], SDFGI, nó [LightmapGI] agus úsáidtear an réad seo i soilsiú bácáilte.

en: Multiplier for emitted light. See [member emission_enabled].
ga: Iolraitheoir le haghaidh solas astaithe. Féach [ball emission_enabled].

en: Luminance of emitted light, measured in nits (candela per square meter). Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. The default is roughly equivalent to an indoor lightbulb.
ga: Soiléireacht an tsolais astaithe, arna thomhas i nits (candela in aghaidh an mhéadair chearnaigh). Ar fáil ach amháin nuair atá [comhalta ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] cumasaithe. Tá an réamhshocrú comhionann go garbh le bolgán solais faoi dhíon.

en: Use [code]UV2[/code] to read from the [member emission_texture].
ga: Úsáid [code]UV2[/code] le léamh ón [member emission_texture].

en: Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options.
ga: Socraíonn sé conas a idirghníomhaíonn [ball emission] le [member emission_texture]. Is féidir é a shuimiú nó a iolrú. Féach [enum EmissionOperator] le haghaidh roghanna.

en: Texture that specifies how much surface emits light at a given point.
ga: Uigeacht a shonraíonn cé mhéad dromchla a astaíonn solas ag pointe ar leith.

en: If [code]true[/code], the object is rendered at the same size regardless of distance.
ga: Más [code]true[/code], rindreáiltear an réad ar an méid céanna beag beann ar achar.

en: Grows object vertices in the direction of their normals. Only effective if [member grow] is [code]true[/code].
ga: Fásann rinn réada i dtreo a ngnáth. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ag [member grow].

en: If [code]true[/code], uses parallax occlusion mapping to represent depth in the material instead of simple offset mapping (see [member heightmap_enabled]). This results in a more convincing depth effect, but is much more expensive on the GPU. Only enable this on materials where it makes a significant visual difference.
ga: Más [code]true[/code], úsáideann mapáil occlusion parallax chun doimhneacht san ábhar a léiriú in ionad mapáil fhritháireamh shimplí (féach [member heightmap_enabled]). Mar thoradh air seo tá éifeacht doimhneacht níos diongbháilte, ach tá sé i bhfad níos costasaí ar an GPU. Ná déan é seo a chumasú ach ar ábhair nuair a dhéanann sé difríocht shuntasach amhairc.

en: If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. Height mapping is a demanding feature on the GPU, so it should only be used on materials where it makes a significant visual difference.
    [b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled.
ga: Más [code]true[/code], cumasaítear léarscáiliú airde (ar a dtugtar “mapáil parallax” nó “mapáil doimhneachta”) freisin. Féach freisin [ball normal_enabled]. Is gné éilitheach é léarscáiliú airde ar an GPU, mar sin níor cheart é a úsáid ach amháin ar ábhair nuair a dhéanann sé difríocht shuntasach amhairc.
    [b]Nóta:[/b] Ní thacaítear le léarscáiliú airde má úsáidtear léarscáiliú tríphleanach ar an ábhar céanna. Ní thabharfar aird ar luach [member heightmap_enabled] má tá [member uv1_triplanar] cumasaithe.

en: If [code]true[/code], flips the mesh's binormal vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code].
ga: Más [code]true[/code], iompaithe amach veicteoirí déghnáthacha an mhogalra agus an léarscáil airde á léirmhíniú. Má tá cuma aisteach ar éifeacht na léarscáile airde nuair a bhogann an ceamara (fiú le [member heightmap_scale] réasúnta), déan iarracht é seo a shocrú go [code]true[/code].

en: If [code]true[/code], flips the mesh's tangent vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code].
ga: Más [code]true[/code], smeach veicteoirí tadhlaí an mhogalra agus an léarscáil airde á léirmhíniú. Má tá cuma aisteach ar éifeacht na léarscáile airde nuair a bhogann an ceamara (fiú le [member heightmap_scale] réasúnta), déan iarracht é seo a shocrú go [code]true[/code].

en: If [code]true[/code], interprets the height map texture as a depth map, with brighter values appearing to be "lower" in altitude compared to darker values.
    This can be enabled for compatibility with some materials authored for Godot 3.x. This is not necessary if the Invert import option was used to invert the depth map in Godot 3.x, in which case [member heightmap_flip_texture] should remain [code]false[/code].
ga: Más rud é [code]true[/code], léirmhíníonn sé uigeacht na léarscáile airde mar léarscáil doimhneachta, agus is cosúil go bhfuil luachanna níos gile "níos ísle" san airde i gcomparáid le luachanna níos dorcha.
    Is féidir é seo a chumasú le haghaidh comhoiriúnachta le roinnt ábhar atá údaraithe do Godot 3.x. Níl sé seo riachtanach má úsáideadh an rogha iompórtála Inbhéartaithe chun an léarscáil doimhneachta in Godot 3.x a inbhéartú, agus sa chás sin ba cheart go bhfanfadh [member heightmap_flip_texture] [code]bréagach[/code].

en: The number of layers to use for parallax occlusion mapping when the camera is up close to the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.
    [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code].
ga: Líon na sraitheanna le húsáid le haghaidh mapáil occlusion parallax nuair a bhíonn an ceamara in aice leis an ábhar. Mar thoradh ar luachanna níos airde bíonn éifeacht doimhneachta níos diongbháilte, go háirithe in ábhair a bhfuil athruithe géara airde orthu. Tá costas suntasach ag luachanna níos airde ar an GPU, mar sin níor cheart é a mhéadú ach amháin ar ábhair nuair a dhéanann sé difríocht shuntasach amhairc.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar [member heightmap_deep_parallax].

en: The number of layers to use for parallax occlusion mapping when the camera is far away from the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.
    [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code].
ga: Líon na sraitheanna le húsáid le haghaidh mapáil occlusion parallax nuair a bhíonn an ceamara i bhfad ar shiúl ón ábhar. Mar thoradh ar luachanna níos airde bíonn éifeacht doimhneachta níos diongbháilte, go háirithe in ábhair a bhfuil athruithe géara airde orthu. Tá costas suntasach ag luachanna níos airde ar an GPU, mar sin níor cheart é a mhéadú ach amháin ar ábhair nuair a dhéanann sé difríocht shuntasach amhairc.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar [member heightmap_deep_parallax].

en: The heightmap scale to use for the parallax effect (see [member heightmap_enabled]). The default value is tuned so that the highest point (value = 255) appears to be 5 cm higher than the lowest point (value = 0). Higher values result in a deeper appearance, but may result in artifacts appearing when looking at the material from oblique angles, especially when the camera moves. Negative values can be used to invert the parallax effect, but this is different from inverting the texture using [member heightmap_flip_texture] as the material will also appear to be "closer" to the camera. In most cases, [member heightmap_scale] should be kept to a positive value.
    [b]Note:[/b] If the height map effect looks strange regardless of this value, try adjusting [member heightmap_flip_binormal] and [member heightmap_flip_tangent]. See also [member heightmap_texture] for recommendations on authoring heightmap textures, as the way the heightmap texture is authored affects how [member heightmap_scale] behaves.
ga: An scála léarscáile airde le húsáid don éifeacht parallax (féach [member heightmap_enabled]). Tá an luach réamhshocraithe tiúnta sa chaoi is go ndealraíonn sé go bhfuil an pointe is airde (luach = 255) 5 cm níos airde ná an pointe is ísle (luach = 0). Bíonn cuma níos doimhne ar luachanna níos airde, ach d’fhéadfadh déantáin a bheith le feiceáil agus tú ag féachaint ar an ábhar ó uillinneacha fiar, go háirithe nuair a ghluaiseann an ceamara. Is féidir luachanna diúltacha a úsáid chun an éifeacht parallax a inbhéartú, ach tá sé seo difriúil leis an uigeacht a inbhéartú trí úsáid a bhaint as [member heightmap_flip_texture] mar go bhfeicfear go bhfuil an t-ábhar "níos gaire" don cheamara freisin. I bhformhór na gcásanna, ba cheart [member heightmap_scale] a choinneáil go luach dearfach.
    [b]Nóta:[/b] Má tá cuma aisteach ar éifeacht na léarscáile airde beag beann ar an luach seo, bain triail as [member heightmap_flip_binormal] agus [member heightmap_flip_tangent] a choigeartú. Féach freisin [member heightmap_texture] le haghaidh moltaí maidir le huigeachtaí léarscáileanna airde a údarú, mar go mbíonn tionchar ag an mbealach a údaraítear uigeacht na léarscáile airde ar an gcaoi a n-iompraíonn [member heightmap_scale].

en: The texture to use as a height map. See also [member heightmap_enabled].
    For best results, the texture should be normalized (with [member heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only uses a small part of its available range, the parallax effect may look strange, especially when the camera moves.
    [b]Note:[/b] To reduce memory usage and improve loading times, you may be able to use a lower-resolution heightmap texture as most heightmaps are only comprised of low-frequency data.
ga: An uigeacht le húsáid mar léarscáil airde. Féach freisin [member heightmap_enabled].
    Chun na torthaí is fearr a fháil, ba cheart an uigeacht a normalú (le [member heightmap_scale] a laghdú mar chúiteamh). In [url=https://gimp.org]GIMP[/url], is féidir é seo a dhéanamh trí úsáid a bhaint as [b]Colors > Auto > Equalize[/b]. Mura n-úsáideann an uigeacht ach cuid bheag dá raon atá ar fáil, féadfaidh an éifeacht parallax breathnú aisteach, go háirithe nuair a bhogann an ceamara.
    [b]Nóta:[/b] Chun úsáid na cuimhne a laghdú agus amanna luchtaithe a fheabhsú, b'fhéidir go mbeifeá in ann uigeacht léarscáil airde níos ísle a úsáid mar nach bhfuil i bhformhór na léarscáileanna airde ach sonraí ar mhinicíocht íseal.

en: A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness].
ga: De bharr luach ard bíonn cuma níos cosúla ar an ábhar le miotail. Úsáideann neamh-mhiotail a n-albedo mar an dath idirleata agus cuireann siad idirleata leis an bhfrithchaitheamh amhantrach. Le neamh-mhiotail, feictear an machnamh ar bharr an dath albedo. Úsáideann miotail a n-albedo mar iolraitheoir don fhrithchaitheamh amhantrach agus socraíonn siad an dath idirleata go dubh agus bíonn frithchaitheamh tinted mar thoradh air. Oibríonn ábhair níos fearr nuair a bhíonn siad go hiomlán miotail nó go hiomlán neamh-mhiotail, níor cheart luachanna idir [code]0[/code] agus [code]1[/code] a úsáid ach amháin chun codanna miotail agus neamh-mhiotail a chumasc. Chun an méid machnaimh a athrú úsáid [garbhacht na mball].

en: Adjusts the strength of specular reflections. Specular reflections are composed of scene reflections and the specular lobe which is the bright spot that is reflected from light sources. When set to [code]0.0[/code], no specular reflections will be visible. This differs from the [constant SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only applies to the specular lobe from the light source.
    [b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness].
ga: Coigeartaíonn an neart machnaimh specular. Is éard atá i bhfrithchaitheamh speictreach ná frithchaitheamh radhairc agus an lobe amhantrach arb é an láthair geal é a léirítear ó fhoinsí solais. Nuair a bheidh [code]0.0[/code] socraithe, ní bheidh aon mhachnamh amhantrach le feiceáil. Tá sé seo difriúil ón [SPECULAR_DISABLED leanúnach] [enum SpecularMode] mar ní bhaineann [SPECULAR_DISABLED leanúnach] ach leis an lobe specular ón bhfoinse solais.
    [b]Nóta:[/b] Murab ionann agus [ballmhiotalacha], ní fuinneamh-chaomhnú é seo, mar sin ba cheart é a fhágáil ag [code]0.5[/code] i bhformhór na gcásanna. Féach freisin [garbhacht na mball].

en: Texture used to specify metallic for an object. This is multiplied by [member metallic].
ga: Uigeacht a úsáidtear chun miotalach a shonrú do réad. Méadaítear é seo faoi [ball mhiotalacha].

en: Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
ga: Sonraíonn sé cainéal an [member metallic_texture] ina stóráiltear an fhaisnéis mhiotalacha. Tá sé seo úsáideach nuair a stórálann tú an fhaisnéis le haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar shampla, má stóráil tú miotalach sa chainéal dearg, gairbhe sa ghorm, agus an t-occlusion comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a úsáideann tú a laghdú.

en: The width of the shape outline.
ga: Leithead imlíne an chruth.

en: The width of the range around the shape between the minimum and maximum representable signed distance.
ga: Leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus uasta.

en: If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
ga: Más [code]true[/code], díchumasaítear tástáil doimhneachta agus tarraingeofar an réad in ord rindreála.

en: If [code]true[/code], normal mapping is enabled. This has a slight performance cost, especially on mobile GPUs.
ga: Más [code]true[/code], tá gnáth-mhapáil cumasaithe. Tá costas feidhmíochta beag ag baint leis seo, go háirithe ar GPUanna soghluaiste.

en: The strength of the normal map's effect.
ga: Neart éifeacht an ghnáth-léarscáileáin.

en: Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh].
    [b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
    [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
    [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead.
ga: Uigeacht a úsáidtear chun an gnáth a shonrú ag picteilín ar leith. Ní úsáideann an [comhalta normal_texture] ach na cainéil dearg agus glas; déantar neamhaird de na bealaí gorma agus alfa. Tá an gnáthléamh ó [member normal_texture] dírithe timpeall an ghnáthdhromchla a sholáthraíonn an [mogalra].
    [b]Nóta:[/b] Caithfidh normanna agus tadhlaí araon a bheith sainithe ina shonraí rinn an mhogalra. Seachas sin, ní fhágfaidh an gnáthléarscáil i gceart agus ní bheidh an chuma ar an scéal go ndéanfaidh sé ach an dromchla iomlán a dhorchaiú. Má tá céimseata á cruthú le [SurfaceTool], is féidir leat [method SurfaceTool.generate_normals] agus [method SurfaceTool.generate_tangents] a úsáid chun normanna agus tadhlaí faoi seach a ghiniúint go huathoibríoch.
    [b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a bhfuiltear ag súil leo ó innill mhóréilimh.
    [b]Nóta:[/b] Má tá [member detail_enabled] [code]true[/code], tarraingítear an uigeacht [member detail_albedo] [i]thíos[/i] an [member normal_texture]. Chun gnáthléarscáil [i] thuas[/i] an uigeacht [member detail_albedo] a thaispeáint, úsáid [member detail_normal] ina ionad sin.

en: The Occlusion/Roughness/Metallic texture to use. This is a more efficient replacement of [member ao_texture], [member roughness_texture] and [member metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red channel. Roughness map is stored in the green channel. Metallic map is stored in the blue channel. The alpha channel is ignored.
ga: An Uigeacht Occlusion/Roughness/Miotalacha le húsáid. Is athsholáthar níos éifeachtaí é seo ar [member ao_texture], [member roughness_texture] agus [member metallic_texture] in [ORMMaterial3D]. Stóráiltear occlusion comhthimpeallach sa chainéal dearg. Stóráiltear léarscáil gharbhachta sa chainéal glas. Stóráiltear léarscáil mhiotalacha sa chainéal gorm. Déantar neamhaird ar an gcainéal alfa.

en: The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode].
ga: Líon na bhfrámaí cothrománacha i mbileog sprite na gcáithníní. Cumasaithe amháin agus [BILLBOARD_PARTICLES leanúnach] in úsáid. Féach ar [ball billboard_mode].

en: If [code]true[/code], particle animations are looped. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode].
ga: Más [code]true[/code], lúbtar beochan na gcáithníní. Cumasaithe amháin agus [BILLBOARD_PARTICLES leanúnach] in úsáid. Féach ar [ball billboard_mode].

en: The number of vertical frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode].
ga: Líon na frámaí ingearacha sa bhileog sprite cáithníní. Cumasaithe amháin agus [BILLBOARD_PARTICLES leanúnach] in úsáid. Féach ar [ball billboard_mode].

en: The point size in pixels. See [member use_point_size].
ga: Méid an phointe i bpicteilín. Féach [comhalta use_point_size].

en: Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.
ga: An fad thar a dtarlaíonn an éifeacht céimnithe. Dá mhéad an t-achar is ea is faide a thógann sé ar rud céimnithe.

en: If [code]true[/code], the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.
ga: Más [code]true[/code], tá an éifeacht céimnithe cóngarachta cumasaithe. Maireann an éifeacht céimnithe cóngarachta gach picteilín bunaithe ar a fhad le réad eile.

en: The strength of the refraction effect.
ga: Neart an éifeacht athraonta.

en: Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale].
ga: Uigeacht a rialaíonn neart an athraonta in aghaidh an picteilín. iolraithe faoi [member refraction_scale].

en: Specifies the channel of the [member refraction_texture] in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored refraction in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
ga: Sonraíonn sé cainéal an [member refraction_texture] ina stóráiltear an fhaisnéis athraonta. Tá sé seo úsáideach nuair a stóráil tú an fhaisnéis le haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar shampla, má stóráil tú athraonta sa chainéal dearg, gairbhe sa ghorm, agus an t-oclús comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a úsáideann tú a laghdú.

en: Sets the strength of the rim lighting effect.
ga: Socraíonn sé neart an éifeacht soilsithe imeall.

en: If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.
    [b]Note:[/b] Rim lighting is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
ga: Más [code]true[/code], tá éifeacht imeall cumasaithe. Méadaíonn soilsiú imeall an ghile ag féachaint ar uillinneacha ar rud.
    [b]Nóta:[/b] Níl an soilsiú imeall le feiceáil más é [SHADING_MODE_UNSHADED] an t-ábhar [sHADING_MODE_UNSHADED].

en: Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim].
ga: Uigeacht a úsáidtear chun neart an éifeacht soilsithe imeall in aghaidh an picteilín a shocrú. arna iolrú faoi [ball imill].

en: The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best.
ga: An méid solas agus dath albedo a chumasc agus éifeacht imeall á rindreáil. Má úsáidtear [code]0[/code] an dath éadrom, agus ciallaíonn [code]1[/code] go n-úsáidtear dath albedo. Go ginearálta is fearr a oibríonn luach idirmheánach.

en: Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic].
ga: Frithchaitheamh dromchla. Seasann luach [code]0[/code] do scáthán foirfe agus déanann luach [code]1[/code] an frithchaitheamh go hiomlán doiléir. Féach freisin [ball mhiotalacha].

en: Texture used to control the roughness per-pixel. Multiplied by [member roughness].
ga: Uigeacht a úsáidtear chun garbh in aghaidh an picteilín a rialú. arna iolrú faoi [garbhacht na mball].

en: Specifies the channel of the [member roughness_texture] in which the roughness information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
ga: Sonraíonn sé cainéal an [member roughness_texture] ina stóráiltear an fhaisnéis gharbh. Tá sé seo úsáideach nuair a stórálann tú an fhaisnéis le haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar shampla, má stóráil tú miotalach sa chainéal dearg, gairbhe sa ghorm, agus an t-occlusion comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a úsáideann tú a laghdú.

en: If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
ga: Má chumasaíonn [code]true[/code] an mód rindreála “scáth go teimhneacht” nuair a athraíonn an soilsiú an t-alfa ionas go mbeidh na limistéir scáthaithe teimhneach agus go mbíonn limistéir nach bhfuil scáthaithe trédhearcach. Úsáideach chun scáthanna a fhorleagan ar fhotha ceamara in AR.

en: The method for rendering the specular blob. See [enum SpecularMode].
    [b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead.
ga: An modh chun an blob specular a rindreáil. Féach [enum SpecularMode].
    [b]Nóta:[/b] ní bhaineann [member specular_mode] ach leis an mbolg speiceach. Ní chuireann sé isteach ar fhrithchaitheamh amhantrach ón spéir, ar fhrithchaitheamh spáis scáileáin, [VoxelGI], SDFGI nó [ReflectionProbe]s. Chun frithchaitheamh ó na foinsí seo a dhíchumasú freisin, socraigh [ball metallic_specular] go [code]0.0[/code] ina ionad sin.

en: If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. Subsurface scattering quality is controlled by [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality].
ga: Más [code]true[/code], tá scaipthe faoin dromchla cumasaithe. Aithrisíonn sé solas a théann isteach i dromchla ruda, a scaiptear, agus a thagann chun solais ansin. Tá cáilíocht scaipthe faoin dromchla á rialú ag [comhalta ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality].

en: If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering.
ga: Más [code]true[/code], úsáidfear modh speisialta optamaithe le haghaidh dath agus dlús craiceann an duine chun scaipeadh an fhodhromchla, mar shampla déine an chainéil dhearg i scaipthe faoin dromchla a threisiú.

en: The strength of the subsurface scattering effect. The depth of the effect is also controlled by [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale], which is set globally.
ga: Neart éifeacht scaipthe an fhodhromchla. Tá doimhneacht na héifeachta á rialú freisin ag [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale], atá socraithe go domhanda.

en: Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
ga: Uigeacht a úsáidtear chun neart scaipthe an fhodhromchla a rialú. Stóráilte sa chainéal uigeacht dearg. iolraithe faoi [ball subsurf_scatter_strength].

en: The intensity of the subsurface scattering transmittance effect.
ga: Déine an éifeacht tarchurtha scaipthe fodhromchla.

en: The color to multiply the subsurface scattering transmittance effect with. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
ga: An dath a iolrú ar an dromchla scaipthe éifeacht transmittance le. Rinneadh neamhaird de má tá [code]true[/code] ar [ball subsurf_scatter_skin_mode].

en: The depth of the subsurface scattering transmittance effect.
ga: Doimhneacht an éifeacht tarchurtha scaipthe fodhromchla.

en: If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled].
ga: Má chumasaíonn [code]true[/code] tarchur scaipthe faoin dromchla. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [ball subsurf_scatter_enabled]. Féach freisin [comhalta backlight_enabled].

en: The texture to use for multiplying the intensity of the subsurface scattering transmittance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
ga: An uigeacht le húsáid chun déine tarchurtha scaipthe an fhodhromchla a iolrú. Féach freisin [ball subsurf_scatter_texture]. Rinneadh neamhaird de má tá [code]true[/code] ar [ball subsurf_scatter_skin_mode].

en: Filter flags for the texture. See [enum TextureFilter] for options.
    [b]Note:[/b] [member heightmap_texture] is always sampled with linear filtering, even if nearest-neighbor filtering is selected here. This is to ensure the heightmap effect looks as intended. If you need sharper height transitions between pixels, resize the heightmap texture in an image editor with nearest-neighbor filtering.
ga: Scag bratacha don uigeacht. Féach [enum TextureFilter] le haghaidh roghanna.
    [b]Nóta:[/b] sampláiltear [member heightmap_texture] le scagadh líneach i gcónaí, fiú má roghnaítear scagadh na gcomharsan is gaire anseo. Déantar é seo chun a chinntiú go bhféachann éifeacht an léarscáil airde mar a bhí beartaithe. Más gá duit trasdulta airde níos géire idir picteilíní, athraigh uigeacht na léarscáile airde in eagarthóir íomhá leis an scagadh comharsan is gaire.

en: Repeat flags for the texture. See [enum TextureFilter] for options.
ga: Déan bratacha arís le haghaidh an uigeachta. Féach [enum TextureFilter] le haghaidh roghanna.

en: The material's transparency mode. Some transparency modes will disable shadow casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] has a greater performance impact compared to opaque rendering. See also [member blend_mode].
ga: Modh trédhearcachta an ábhair. Díchumasóidh roinnt modhanna trédhearcachta scáth-theilgean. Bíonn tionchar feidhmíochta níos mó ag aon mhodh trédhearcachta seachas [ TRANSPARENCY_DISABLED leanúnach] i gcomparáid le rindreáil teimhneach. Féach freisin [member blend_mode].

en: If [code]true[/code], enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.
ga: Má tá [code]true[/code], cuireann sé ar chumas codanna den scáthlán a theastaíonn do chonairí [GPUParticles3D] feidhmiú. Éilíonn sé seo freisin mogalra a úsáid le feannadh cuí, mar [RibbonTrailMesh] nó [TubeTrailMesh]. Má ligtear don ghné seo lasmuigh d’ábhair a úsáidtear i mogaill [GPUParticles3D], brisfear rindreáil ábhair.

en: If [code]true[/code], render point size can be changed.
    [b]Note:[/b] This is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size].
ga: Más [code]true[/code], is féidir méid an phointe rindreála a athrú.
    [b]Nóta:[/b] Níl sé seo éifeachtach ach amháin i gcás réada a bhfuil a gcéimseata pointebhunaithe seachas triantán-bhunaithe. Féach freisin [member point_size].

en: How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
ga: Cé mhéad atá le fritháireamh ar na comhordanáidí [code]UV[/code]. Cuirfear an méid seo le [code]UV[/code] san fheidhm rinn. Is féidir é seo a úsáid chun uigeacht a fhritháireamh. Úsáidtear an chomhpháirt Z nuair atá [member uv1_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile.

en: How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
ga: Cé mhéad chun na comhordanáidí [code]UV[/code] a scála. Méadaítear é seo faoi [code]UV[/code] san fheidhm rinn. Úsáidtear an chomhpháirt Z nuair atá [member uv1_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile.

en: If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
ga: Más [code]true[/code], in ionad [code]UV[/code] a úsáid, úsáidfidh uigeachtaí cuardach uigeachta tríphleanach chun a fháil amach conas uigeachtaí a chur i bhfeidhm. Úsáideann Triplanar treoshuíomh dhromchla an ruda chun comhordanáidí uigeachta a chumasc. Léann sé as uigeacht na foinse 3 huaire, uair amháin do gach ais agus ansin meascann sé idir na torthaí bunaithe ar cé chomh dlúth agus a ailíníonn an picteilín le gach ais. Is minic a úsáidtear é seo le haghaidh gnéithe nádúrtha chun cumasc réadúil ábhar a fháil. Toisc go dteastaíonn i bhfad níos mó uigeachtaí le léamh in aghaidh an picteilín le haghaidh téachtadh tríphleanach tá sé i bhfad níos moille ná an gnáth-uigeacht UV. Ina theannta sin, toisc go bhfuil an uigeacht idir na trí ais á chumasc aige, níl sé oiriúnach agus tú ag iarraidh uigeachtú brioscach a bhaint amach.

en: A lower number blends the texture more softly while a higher number blends the texture more sharply.
    [b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh.
ga: Déanann uimhir níos ísle an uigeacht a chumasc níos boige agus déanann líon níos airde an uigeacht a chumasc níos géire.
    [b]Nóta:[/b] Tá [comhalta uv1_triplanar_sharpness] clampáilte idir [code]0.0[/code] agus [code]150.0[/code] (san áireamh) toisc gur féidir le luachanna lasmuigh den raon sin breathnú briste ag brath ar an mogalra.

en: If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar].
ga: Más [code]true[/code], ríomhtar mapáil thríphleanach le haghaidh [code]UV[/code] i spás an domhain seachas i spás áitiúil réad. Féach freisin [comhalta uv1_triplanar].

en: How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
ga: Cé mhéad atá le fritháireamh ar na comhordanáidí [code]UV2[/code]. Cuirfear an méid seo le [code]UV2[/code] san fheidhm rinn. Is féidir é seo a úsáid chun uigeacht a fhritháireamh. Úsáidtear an chomhpháirt Z nuair atá [member uv2_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile.

en: How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
ga: Cé mhéad chun na comhordanáidí [code]UV2[/code] a scála. Méadaítear é seo faoi [code]UV2[/code] san fheidhm rinn. Úsáidtear an chomhpháirt Z nuair atá [member uv2_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile.

en: If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
ga: Más [code]true[/code], in ionad [code]UV2[/code] a úsáid, úsáidfidh uigeachtaí cuardach uigeachta tríphleanach chun a fháil amach conas uigeachtaí a chur i bhfeidhm. Úsáideann Triplanar treoshuíomh dhromchla an ruda chun comhordanáidí uigeachta a chumasc. Léann sé as uigeacht na foinse 3 huaire, uair amháin do gach ais agus ansin meascann sé idir na torthaí bunaithe ar cé chomh dlúth agus a ailíníonn an picteilín le gach ais. Is minic a úsáidtear é seo le haghaidh gnéithe nádúrtha chun cumasc réadúil ábhar a fháil. Toisc go dteastaíonn i bhfad níos mó uigeachtaí le léamh in aghaidh an picteilín le haghaidh téachtadh tríphleanach tá sé i bhfad níos moille ná an gnáth-uigeacht UV. Ina theannta sin, toisc go bhfuil an uigeacht idir na trí ais á chumasc aige, níl sé oiriúnach agus tú ag iarraidh uigeachtú brioscach a bhaint amach.

en: A lower number blends the texture more softly while a higher number blends the texture more sharply.
    [b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh.
ga: Déanann uimhir níos ísle an uigeacht a chumasc níos boige agus déanann líon níos airde an uigeacht a chumasc níos géire.
    [b]Nóta:[/b] Tá [comhalta uv2_triplanar_sharpness] clampáilte idir [code]0.0[/code] agus [code]150.0[/code] (san áireamh) mar is féidir go bhfeicfeadh luachanna lasmuigh den raon sin briste ag brath ar an mogalra.

en: If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar].
ga: Más [code]true[/code], ríomhtar mapáil thríphleanach le haghaidh [code]UV2[/code] sa spás domhanda seachas sa spás áitiúil réad. Féach freisin [comhalta uv2_triplanar].

en: If [code]true[/code], vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If [code]false[/code], vertex colors are considered to be stored in linear color space and are rendered as-is. See also [member albedo_texture_force_srgb].
    [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods, not Compatibility.
ga: Más [code]true[/code], meastar dathanna rinn a bheith stóráilte i spás dathanna sRGB agus tiontaítear iad go spás datha líneach le linn rindreála. Más rud é go bhfuil [code]false[/code], meastar go bhfuil dathanna rinn stóráilte i spás datha líneach agus rindreáiltear iad mar atá. Féach freisin [ball albedo_texture_force_srgb].
    [b]Nóta:[/b] Ní bheidh éifeachtach ach amháin nuair a úsáidtear modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.

en: If [code]true[/code], the vertex color is used as albedo color.
ga: Más [code]true[/code], úsáidtear dath an rinn mar dhath albedo.

en: Texture specifying per-pixel color.
ga: Uigeacht ag sonrú dath in aghaidh an picteilín.

en: Texture specifying per-pixel metallic value.
ga: Uigeacht a shonraíonn luach miotalach in aghaidh an picteilín.

en: Texture specifying per-pixel roughness value.
ga: Uigeacht lena sonraítear luach garmhaireachta in aghaidh an picteilín.

en: Texture specifying per-pixel emission color.
ga: Uigeacht ag sonrú dath astaíochta in aghaidh an picteilín.

en: Texture specifying per-pixel normal vector.
ga: Uigeacht a shonraíonn gnáthveicteoir in aghaidh an picteilín.

en: Texture specifying per-pixel rim value.
ga: Uigeacht lena sonraítear luach imeall in aghaidh an picteilín.

en: Texture specifying per-pixel clearcoat value.
ga: Uigeacht a shonraíonn luach cóta soiléir in aghaidh an picteilín.

en: Texture specifying per-pixel flowmap direction for use with [member anisotropy].
ga: Uigeacht a shonraíonn treo an tsreafa-phicteilín le húsáid le [anisotrópacht ball].

en: Texture specifying per-pixel ambient occlusion value.
ga: Uigeacht a shonraíonn luach folaithe comhthimpeallach in aghaidh an picteilín.

en: Texture specifying per-pixel height.
ga: Uigeacht ag sonrú airde in aghaidh na picteilín.

en: Texture specifying per-pixel subsurface scattering.
ga: Uigeacht a shonraíonn scaipeadh an fhodhromchla in aghaidh an picteilín.

en: Texture specifying per-pixel transmittance for subsurface scattering.
ga: Uigeacht a shonraíonn tarchur in aghaidh an picteilín le haghaidh scaipthe faoin dromchla.

en: Texture specifying per-pixel backlight color.
ga: Uigeacht a shonraíonn dath cúlsholais in aghaidh an picteilín.

en: Texture specifying per-pixel refraction strength.
ga: Uigeacht a shonraíonn neart athraonta in aghaidh an picteilín.

en: Texture specifying per-pixel detail mask blending value.
ga: Uigeacht ag sonrú luach chumasc maisc in aghaidh an picteilín.

en: Texture specifying per-pixel detail color.
ga: Uigeacht ag sonrú dath an mhionsonraithe in aghaidh an picteilín.

en: Texture specifying per-pixel detail normal.
ga: Uigeacht ag sonrú sonraí in aghaidh an picteilín gnáth.

en: Texture holding ambient occlusion, roughness, and metallic.
ga: Uigeacht a bhfuil occlusion comhthimpeallach, roughness, agus miotalach....

en: Represents the size of the [enum TextureParam] enum.
ga: Léiríonn sé méid an [enum TextureParam] enum.

en: The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
ga: Ní léann an scagaire uigeachta ach ón bpicteilín is gaire. Fágann sé seo go bhfuil cuma picteilín ar an uigeacht ó suas go dlúth, agus gráinneach ó fad (mar gheall nach bhfuil mipmaps á sampláil).

en: The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
ga: Meascann an scagaire uigeachta idir na 4 picteilín is gaire. Fágann sé seo go bhfuil cuma réidh ar an uigeacht ó suas go dlúth, agus gráinneach ó fad (mar gheall nach bhfuil mipmaps á sampláil).

en: The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look pixelated from up close, and smooth from a distance.
ga: Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir an 2 mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]). Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad.

en: The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look smooth from up close, and smooth from a distance.
ga: Meascann an scagaire uigeachta idir na 4 phicteilín is gaire agus idir an 2 mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]). Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus réidh ó fad.

en: The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
ga: Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]fíor [/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.

en: The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
ga: Cumascann an scagaire uigeachta idir na 4 phicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.

en: Represents the size of the [enum TextureFilter] enum.
ga: Léiríonn sé méid an [enum TextureFilter] enum.

en: Use [code]UV[/code] with the detail texture.
ga: Úsáid [code]UV[/code] leis an uigeacht mhionsonraithe.

en: Use [code]UV2[/code] with the detail texture.
ga: Úsáid [code]UV2[/code] leis an uigeacht mhionsonraithe.

en: The material will not use transparency. This is the fastest to render.
ga: Ní úsáidfidh an t-ábhar trédhearcacht. Is é seo an ceann is tapúla le déanamh.

en: The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting.
ga: Úsáidfidh an t-ábhar luachanna alfa na huigeachta le haghaidh trédhearcachta. Is é seo an ceann is moille le rindreáil, agus díchumasaíonn sé scáth-theilgean.

en: The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows.
ga: Gearrfaidh an t-ábhar gach luach faoi thairseach, fanfaidh an chuid eile teimhneach. Déanfar na codanna teimhneacha a rindreáil sa réamhbhealach doimhneacht. Tá sé seo le rindreáil níos tapúla ná cumasc alfa, ach níos moille ná rindreáil teimhneach. Tacaíonn sé seo freisin le scáthanna a chaitheamh.

en: The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows. Alpha hashing is suited for hair rendering.
ga: Gearrfaidh an t-ábhar gach luach faoi thairseach spásúlachta-chinntitheach, fanfaidh an chuid eile teimhneach. Tá sé seo le rindreáil níos tapúla ná cumasc alfa, ach níos moille ná rindreáil teimhneach. Tacaíonn sé seo freisin le scáthanna a chaitheamh. Tá hashing alfa oiriúnach do rindreáil gruaige.

en: The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. This also supports casting shadows.
ga: Úsáidfidh an t-ábhar luach alfa na huigeachta le haghaidh trédhearcachta, ach caithfidh sé blúirí a bhfuil alfa níos lú ná 0.99 acu le linn an réamhbhealaigh doimhneachta agus blúirí a bhfuil alfa níos lú ná 0.1 acu le linn an phas scáthaigh. Tacaíonn sé seo freisin le scáthanna réitigh.

en: Represents the size of the [enum Transparency] enum.
ga: Léiríonn sé méid an [enum Trédhearcacht] enum.

en: The object will not receive shadows. This is the fastest to render, but it disables all interactions with lights.
ga: Ní bhfaighidh an réad scáthanna. Is é seo an ceann is tapúla le rindreáil, ach díchumasaíonn sé gach idirghníomhú le soilse.

en: The object will be shaded per pixel. Useful for realistic shading effects.
ga: Beidh an réad scáthaithe in aghaidh an picteilín. Úsáideach le haghaidh éifeachtaí scáthaithe réalaíocha.

en: Represents the size of the [enum ShadingMode] enum.
ga: Léiríonn sé méid an [enum ShadingMode] enum.

en: Constant for setting [member emission_enabled].
ga: Tairiseach maidir le socrú [ball emission_enabled].

en: Constant for setting [member normal_enabled].
ga: Tairiseach le haghaidh socrú [comhalta_cumasaithe gnáth].

en: Constant for setting [member rim_enabled].
ga: Tairiseach maidir le socrú [ball rim_enabled].

en: Constant for setting [member clearcoat_enabled].
ga: Tairiseach maidir le socrú [ball clearcoat_enabled].

en: Constant for setting [member anisotropy_enabled].
ga: Tairiseach maidir le socrú [member anisotropy_enabled].

en: Constant for setting [member ao_enabled].
ga: Tairiseach maidir le socrú [ball ao_enabled].

en: Constant for setting [member heightmap_enabled].
ga: Tairiseach maidir le socrú [member heightmap_enabled].

en: Constant for setting [member subsurf_scatter_enabled].
ga: Tairiseach le haghaidh socrú [ball subsurf_scatter_enabled].

en: Constant for setting [member subsurf_scatter_transmittance_enabled].
ga: Tairiseach maidir le socrú [ball subsurf_scatter_transmittance_enabled].

en: Constant for setting [member backlight_enabled].
ga: Tairiseach maidir le socrú [comhalta backlight_enabled].

en: Constant for setting [member refraction_enabled].
ga: Tairiseach le haghaidh socrú [member refraction_enabled].

en: Constant for setting [member detail_enabled].
ga: Tairiseach maidir le socrú [member details_enabled].

en: Represents the size of the [enum Feature] enum.
ga: Léiríonn sé méid an [enum Gné] enum.

en: Default blend mode. The color of the object is blended over the background based on the object's alpha value.
ga: Modh cumasc réamhshocraithe. Déantar dath an réada a chumasc thar an gcúlra bunaithe ar alfa luach an réada.

en: The color of the object is added to the background.
ga: Cuirtear dath an ruda leis an gcúlra.

en: The color of the object is subtracted from the background.
ga: Baintear dath an ruda ón chúlra.

en: The color of the object is multiplied by the background.
ga: Tá dath an ruda iolraithe faoin gcúlra.

en: The color of the object is added to the background and the alpha channel is used to mask out the background. This is effectively a hybrid of the blend mix and add modes, useful for effects like fire where you want the flame to add but the smoke to mix. By default, this works with unshaded materials using premultiplied textures. For shaded materials, use the [code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated as well.
ga: Cuirtear dath an ruda leis an gcúlra agus úsáidtear an cainéal alfa chun an cúlra a cheilt. Is hibrideach é seo go héifeachtach den mheascán cumasc agus modhanna cuir leis, atá úsáideach le haghaidh éifeachtaí cosúil le tine nuair is mian leat an lasair a chur leis ach an deataigh a mheascadh. De réir réamhshocraithe, oibríonn sé seo le hábhair gan scáthú ag baint úsáide as uigeachtaí réamhiolraithe. Le haghaidh ábhar scáthaithe, úsáid an [code]PREMUL_ALPHA_FACTOR[/code] ionsuite ionas gur féidir soilsiú a mhodhnú freisin.

en: Disables Alpha AntiAliasing for the material.
ga: Díchumasaigh Alfa AntiAliasing don ábhar.

en: Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask.
ga: Cumasaíonn AlphaToCoverage. Cuirtear luachanna alfa san ábhar ar aghaidh chuig an masc sampla AntiAliasing.

en: Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.
ga: Cumasaíonn sé AlphaToCoverage agus cuireann sé gach luach alfa neamh-nialas ar [code]1[/code]. Cuirtear luachanna alfa san ábhar ar aghaidh chuig an masc sampla AntiAliasing.

en: Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.
ga: Modh tarraingthe doimhneacht réamhshocraithe. Ní tharraingítear doimhneacht ach amháin le haghaidh rudaí teimhneach le linn an réamhbhealaigh teimhneach (más ann) agus le linn an pas teimhneach.

en: Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them.
    [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency].
ga: Scríobhfaidh rudaí go doimhneacht le linn na pasanna teimhneacha agus trédhearcacha. Féadfaidh rudaí trédhearcacha atá gar don cheamara rudaí trédhearcacha eile a cheilt taobh thiar díobh.
    [b]Nóta:[/b] Ní imríonn sé seo tionchar ar cé acu an bhfuil nó nach n-áirítear réada trédhearcacha sa réamhbhealach doimhneachta. Chun sin, féach [enum Trédhearcacht].

en: Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).
ga: Ní scríobhfaidh rudaí a n-doimhneacht chuig an maolán doimhneachta, fiú le linn an réamhbhealaigh doimhneachta (má tá sé cumasaithe).

en: Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes, this means that only the exterior of the mesh will be visible.
ga: Modh réamhshocraithe maraithe. Scriostar cúl an ruda nuair nach bhfuil sé le feiceáil. Bainfear triantáin aghaidh cúil amach agus aghaidh á tabhairt ar an gceamara. Mar thoradh air seo ní dhéantar ach taobh tosaigh na dtriantán a tharraingt. Maidir le mogaill dromchla dúnta, ciallaíonn sé seo nach mbeidh ach taobh amuigh den mhogalra le feiceáil.

en: Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes, this means that the interior of the mesh will be drawn instead of the exterior.
ga: Bainfear triantáin aghaidh tosaigh amach agus aghaidh á tabhairt ar an gceamara. Mar thoradh air seo ní tharraingítear ach taobh cúil na dtriantán. Maidir le mogaill dromchla dúnta, ciallaíonn sé seo go dtarraingeofar an taobh istigh den mhogalra in ionad an taobh amuigh.

en: No face culling is performed; both the front face and back face will be visible.
ga: Ní dhéantar aon duine maraithe; beidh an t-aghaidh tosaigh agus an t-aghaidh cúil araon le feiceáil.

en: Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.
ga: Díchumasaítear an tástáil doimhneachta, mar sin tarraingítear an réad seo ar bharr gach rud eile a tharraingítear roimhe. Cuireann sé seo an réad sa phas tarraingthe trédhearcach áit a ndéantar é a shórtáil bunaithe ar achar ón gceamara. Féadfaidh rudaí a tharraingítear ina dhiaidh san ord tarraingthe é a chlúdach. Díchumasaíonn sé seo scríobh go doimhneacht freisin.

en: Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
ga: Socraigh [code]ALBEDO[/code] go dtí an dath in aghaidh an rinn atá sonraithe sa mhogalra.

en: Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb].
    [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods.
ga: Meastar go bhfuil dathanna rinn a stóráil i spás datha sRGB agus déantar iad a thiontú go spás datha líneach le linn rindreála. Féach freisin [comhalta vertex_color_is_srgb].
    [b]Nóta:[/b] Ní bheidh éifeachtach ach amháin nuair a bhíonn modhanna rindreála Forward+ agus Móibíleach in úsáid.

en: Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code].
ga: Úsáideann sé méid pointe chun méid na bpointí primitive a athrú. Athraíonn an cuardach uigeachta albedo freisin chun [code]POINT_COORD[/code] a úsáid in ionad [code] UV[/code].

en: Object is scaled by depth so that it always appears the same size on screen.
ga: Déantar réad de réir scála de réir doimhneachta ionas go mbeidh an chuma air i gcónaí ar an scáileán ar an méid céanna.

en: Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED].
ga: Coinneoidh Shader an scála atá leagtha síos don mhogalra. Seachas sin cailltear an scála le linn clár fógraí. Ní bhaineann sé seo ach amháin nuair atá [comhalta billboard_mode] [BILLBOARD_ENABLED leanúnach].

en: Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code].
ga: Bain úsáid as cuardach uigeachta tríphleanach le haghaidh gach cuardaigh uigeachta a d'úsáidfeadh [code]UV[/code] de ghnáth.

en: Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code].
ga: Bain úsáid as cuardach uigeachta tríphleanach le haghaidh gach cuardaigh uigeachta a d'úsáidfeadh [code]UV2[/code] de ghnáth.

en: Use [code]UV2[/code] coordinates to look up from the [member ao_texture].
ga: Úsáid [code]UV2[/code] comhordanáidí chun breathnú suas ón [member ao_texture].

en: Use [code]UV2[/code] coordinates to look up from the [member emission_texture].
ga: Úsáid [code]UV2[/code] comhordanáidí chun breathnú suas ón [member emission_texture].

en: Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb].
ga: Cuirtear iallach ar an scáthlán albedo a thiontú ó spás sRGB go spás líneach. Féach freisin [ball albedo_texture_force_srgb].

en: Disables receiving shadows from other objects.
ga: Díchumasaíonn sé scáthanna a fháil ó réada eile.

en: Disables receiving ambient light.
ga: Díchumasaigh sé solas comhthimpeallach a fháil.

en: Enables the shadow to opacity feature.
ga: Cumasaíonn sé an scáth go teimhneacht gné.

en: Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.
ga: Ligeann sé don uigeacht athdhéanamh nuair a bhíonn comhordanáidí UV lasmuigh den raon 0-1. Má tá ceann de na modhanna scagacháin líneacha á n-úsáid, d’fhéadfadh déantáin a bheith mar thoradh ar imill uigeachta nuair a scagtar an samplóir trasna imill na huigeachta.

en: Invert values read from a depth texture to convert them to height values (heightmap).
ga: Léamh luachanna inbhéartaithe ó uigeacht doimhneachta chun iad a thiontú go luachanna airde (léarscáil airde).

en: Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.
ga: Cumasaíonn sé modh an chraiceann le haghaidh scaipthe faoin dromchla a úsáidtear chun cuma scaipthe faoin dromchla a fheabhsú nuair a úsáidtear é do chraiceann an duine.

en: Enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.
ga: Cumasaíonn sé codanna den scáthlán atá ag teastáil do chonairí [GPUParticles3D] feidhmiú. Éilíonn sé seo freisin mogalra a úsáid le feannadh cuí, mar [RibbonTrailMesh] nó [TubeTrailMesh]. Má ligtear don ghné seo lasmuigh d’ábhair a úsáidtear i mogaill [GPUParticles3D], brisfear rindreáil ábhair.

en: Enables multichannel signed distance field rendering shader.
ga: Cumasaíonn sé scáthóir rindreála páirce achair sínithe ilchainéil.

en: Disables receiving depth-based or volumetric fog.
ga: Díchumasaigh fáil ceo doimhneacht-bhunaithe nó toirtmhéadrach.

en: Represents the size of the [enum Flags] enum.
ga: Léiríonn sé méid an [enum Flags] enum.

en: Default diffuse scattering algorithm.
ga: Algartam scaipthe idirleata réamhshocraithe.

en: Diffuse scattering ignores roughness.
ga: Déanann scaipthe idirleata neamhaird de gharbhaireacht.

en: Extends Lambert to cover more than 90 degrees when roughness increases.
ga: Síneann Lambert chun níos mó ná 90 céim a chlúdach nuair a mhéadaíonn garbh.

en: Uses a hard cut for lighting, with smoothing affected by roughness.
ga: Úsáidtear gearrtha crua le haghaidh soilsiú, agus cuireann gairbhe isteach ar smúdála.

en: Default specular blob.
ga: Blob specular réamhshocraithe.

en: Toon blob which changes size based on roughness.
ga: Blob toon a athraíonn méid de réir gairbhe.

en: No specular blob. This is slightly faster to render than other specular modes.
ga: Uimh blob specular. Tá sé seo beagán níos tapúla le rindreáil ná modhanna specular eile.

en: Billboard mode is disabled.
ga: Tá mód clár fógraí díchumasaithe.

en: The object's Z axis will always face the camera.
ga: Beidh ais Z an réada os comhair an cheamara i gcónaí.

en: The object's X axis will always face the camera.
ga: Beidh ais X an réada os comhair an cheamara i gcónaí.

en: Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/code] properties.
    The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero for the animation to play.
ga: Úsáidtear é le haghaidh córais cháithníní nuair a shanntar do nóid [GPUParticles3D] agus [CPUParticles3D] (beochan smeachleabhar). Cumasaítear airíonna [code]cháithníní_anim_*[/code].
    Ba cheart an [comhalta ParticleProcessMaterial.anim_speed_min] nó [comhalta CPUParticles3D.anim_speed_min] a shocrú freisin go luach níos mó ná nialas chun an beochan a imirt.

en: Used to read from the red channel of a texture.
ga: Úsáidtear é chun léamh ó chainéal dearg uigeachta.

en: Used to read from the green channel of a texture.
ga: Úsáidtear é chun léamh ó chainéal glas uigeachta.

en: Used to read from the blue channel of a texture.
ga: Úsáidtear é chun léamh ó chainéal gorm uigeachta.

en: Used to read from the alpha channel of a texture.
ga: Úsáidtear é chun léamh ó chainéal alfa uigeachta.

en: Used to read from the linear (non-perceptual) average of the red, green and blue channels of a texture.
ga: Úsáidtear é chun léamh ó mheán líneach (neamh-aireachtála) na gcainéal dearg, glas agus gorm ar uigeacht.

en: Adds the emission color to the color from the emission texture.
ga: Cuireann sé an dath astaithe leis an dath ón uigeacht astaíochta.

en: Multiplies the emission color by the color from the emission texture.
ga: Iolraíonn sé an dath astaíochta faoin dath ón uigeacht astaíochta.

en: Do not use distance fade.
ga: Ná húsáid achar céimnithe.

en: Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.
ga: Céimníonn sé an réad amach go réidh bunaithe ar fhad gach picteilín ón gceamara ag baint úsáide as an cainéal alfa.

en: Smoothly fades the object out based on each pixel's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].
ga: Céimníonn sé an réad amach go réidh bunaithe ar fhad gach picteilín ón gceamara ag baint úsáide as cur chuige claonta. Má dhéantar é a dhifreáil, caitheann sé picteilíní bunaithe ar phatrún socraithe chun céimnithe go réidh gan trédhearcacht a chumasú. Ar chrua-earraí áirithe, is féidir é seo a bheith níos tapúla ná [DISTANCE_FADE_PIXEL_ALPHA].

en: Smoothly fades the object out based on the object's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant DISTANCE_FADE_PIXEL_DITHER].
ga: Céimníonn an réad amach go réidh bunaithe ar fhad an ruda ón gceamara ag baint úsáide as cur chuige claonta. Má dhéantar é a dhifreáil, caitheann sé picteilíní bunaithe ar phatrún socraithe chun céimnithe go réidh gan trédhearcacht a chumasú. Ar chrua-earraí áirithe, is féidir é seo a bheith níos tapúla ná [DISTANCE_FADE_PIXEL_ALPHA] agus [dISTANCE_FADE_PIXEL_DITHER].

en: A 3×3 matrix for representing 3D rotation and scale.
ga: Maitrís 3×3 chun rothlú agus scála 3D a léiriú.

en: Matrices and transforms
ga: Maitrísí agus transforms

en: Using 3D transforms
ga: Ag baint úsáide as claochluithe 3D

en: Matrix Transform Demo
ga: Maitrís Transform Demo

en: 2.5D Game Demo
ga: Taispeántas Cluiche 2.5D

en: Constructs a [Basis] as a copy of the given [Basis].
ga: Tógann [Bunús] mar chóip den [Bunús] tugtha.

en: Constructs a [Basis] that only represents rotation, rotated around the [param axis] by the given [param angle], in radians. The axis must be a normalized vector.
    [b]Note:[/b] This is the same as using [method rotated] on the [constant IDENTITY] basis. With more than one angle consider using [method from_euler], instead.
ga: Tógann sé [Bunús] nach seasann ach don rothlú, agus é rothlaithe timpeall na [paramais] ag an [param-uillinn] tugtha, ina raidian. Caithfidh an ais a bheith ina veicteoir normalaithe.
    [b]Nóta:[/b] Tá sé seo mar an gcéanna le [method rothlaithe] a úsáid ar bhonn [IDENTITY seasmhach]. Le níos mó ná uillinn amháin smaoinigh ar [method from_euler] a úsáid ina ionad sin.

en: Constructs a [Basis] that only represents rotation from the given [Quaternion].
    [b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of this, conversions from [Basis] to [Quaternion] cannot always be reversed.
ga: Tógann sé [Bunús] nach léiríonn ach rothlú ón [Ceathrún] tugtha.
    [b]Nóta:[/b] rothlú stórálann ceathrúna [i]amháin[/i], ní scála. Mar gheall air seo, ní féidir i gcónaí tiontuithe ó [Bunús] go [Ceathrún] a aisiompú.

en: Constructs a [Basis] from 3 axis vectors. These are the columns of the basis matrix.
ga: Tógann [Bunús] ó veicteoirí 3 ais. Is iad seo na colúin den bhun-mhitrís.

en: Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of this basis's matrix[/url].
ga: Seoltar ar ais an [url=https://en.wikipedia.org/wiki/Invertible_matrix]inbhéartach de mhaitrís an bhunúis seo[/url].

en: Returns [code]true[/code] if this basis is conformal. A conformal basis is both [i]orthogonal[/i] (the axes are perpendicular to each other) and [i]uniform[/i] (the axes share the same length). This method can be especially useful during physics calculations.
ga: Filleann sé [code]true[/code] má tá an bonn comhréireach. Tá bunús comhréireach [i]orthogónach[/i] (tá na haiseanna ingearach lena chéile) agus [i]éide[/i] (tá an fad céanna ag na haiseanna). Is féidir an modh seo a bheith úsáideach go háirithe le linn ríomhaireachtaí fisice.

en: Returns [code]true[/code] if this basis and [param b] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on all vector components.
ga: Filleann sé [code]true[/code] má tá an bonn seo agus [para b] beagnach comhionann, trí ghlaoch a chur ar [method @GlobalScope.is_equal_approx] ar gach comhpháirt veicteora.

en: Returns [code]true[/code] if this basis is finite, by calling [method @GlobalScope.is_finite] on all vector components.
ga: Filleann sé [code]true[/code] má tá an bonn seo críochta, trí ghlaoch a chur ar [method @GlobalScope.is_finite] ar gach comhpháirt veicteora.

en: Returns the transposed dot product between [param with] and the [member x] axis (see [method transposed]).
    This is equivalent to [code]basis.x.dot(vector)[/code].
ga: Filleann sé an táirge ponc trasuímh idir [param le] agus an ais [comhalta x] (féach [method trasuite]).
    Tá sé seo comhionann le [code]bunús.x.dot(veicteoir)[/code].

en: Returns the transposed dot product between [param with] and the [member y] axis (see [method transposed]).
    This is equivalent to [code]basis.y.dot(vector)[/code].
ga: Filleann sé an táirge ponc trasuímh idir [param le] agus an ais [comhalta y] (féach [method trasuite]).
    Tá sé seo comhionann le [code]bunús.y.dot(veicteoir)[/code].

en: Returns the transposed dot product between [param with] and the [member z] axis (see [method transposed]).
    This is equivalent to [code]basis.z.dot(vector)[/code].
ga: Filleann sé an táirge ponc trasuímh idir [param le] agus an ais [comhalta z] (féach [method trasuite]).
    Tá sé seo comhionann le [code]bas.z.dot(veicteoir)[/code].

en: The basis's X axis, and the column [code]0[/code] of the matrix.
    On the identity basis, this vector points right ([constant Vector3.RIGHT]).
ga: Ais X an bhonn, agus an colún [code]0[/code] den mhaitrís.
    Ar bhonn céannachta, pointeálann an veicteoir seo ar dheis ([Vector3.RIGHT tairiseach]).

en: The basis's Y axis, and the column [code]1[/code] of the matrix.
    On the identity basis, this vector points up ([constant Vector3.UP]).
ga: Ais Y an bhoinn, agus an colún [code]1[/code] den mhaitrís.
    Ar bhonn aitheantais, cuireann an veicteoir seo in iúl ([Vector3.UP leanúnach]).

en: The basis's Z axis, and the column [code]2[/code] of the matrix.
    On the identity basis, this vector points back ([constant Vector3.BACK]).
ga: Ais Z an bhunúis, agus an colún [code]2[/code] den mhaitrís.
    Ar bhonn aitheantais, díríonn an veicteoir seo siar ([Vector3.BACK tairiseach]).

en: When any basis is multiplied by [constant FLIP_X], it negates all components of the [member x] axis (the X column).
    When [constant FLIP_X] is multiplied by any basis, it negates the [member Vector3.x] component of all axes (the X row).
ga: Nuair a dhéantar aon bhonn a iolrú faoi [FLIP_X seasmhach], diúltaíonn sé gach comhpháirt den ais [comhalta x] (an colún X).
    Nuair a iolraítear [FLIP_X leanúnach] ar aon bhonn, diúltaíonn sé an chomhpháirt [member Vector3.x] de na haiseanna go léir (an tsraith X).

en: When any basis is multiplied by [constant FLIP_Y], it negates all components of the [member y] axis (the Y column).
    When [constant FLIP_Y] is multiplied by any basis, it negates the [member Vector3.y] component of all axes (the Y row).
ga: Nuair a iolraítear bonn ar bith faoi [FLIP_Y leanúnach], déanann sé na comhpháirteanna uile den ais [comhalta y] (an colún Y) a dhiúltú.
    Nuair a iolraítear [FLIP_Y leanúnach] ar aon bhonn, diúltaíonn sé an chomhpháirt [member Vector3.y] de na haiseanna go léir (an tsraith Y).

en: When any basis is multiplied by [constant FLIP_Z], it negates all components of the [member z] axis (the Z column).
    When [constant FLIP_Z] is multiplied by any basis, it negates the [member Vector3.z] component of all axes (the Z row).
ga: Nuair a iolraítear bonn ar bith faoi [FLIP_Z leanúnach], déanann sé na comhpháirteanna uile den ais [comhalta z] (an colún Z) a dhiúltú.
    Nuair a iolraítear [FLIP_Z leanúnach] ar aon bhonn, diúltaíonn sé an chomhpháirt [member Vector3.z] de na haiseanna go léir (an tsraith Z).

en: Returns [code]true[/code] if the components of both [Basis] matrices are not equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] mura bhfuil comhpháirteanna an dá mhaitrís [Bunús] comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Transforms (multiplies) the [param right] basis by this basis.
    This is the operation performed between parent and child [Node3D]s.
ga: Trasfhoirmítear (iolraíonn) an bunús [param right] leis an mbonn seo.
    Seo an oibríocht a dhéantar idir tuismitheoir agus leanbh [Node3D]s.

en: Multiplies all components of the [Basis] by the given [float]. This affects the basis's scale uniformly, resizing all 3 axes by the [param right] value.
ga: Iolraíonn sé gach comhpháirt den [Bunús] faoin [snámhphointe] a thugtar. Bíonn tionchar aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide na 3 ais go léir faoin luach [param ar dheis].

en: Multiplies all components of the [Basis] by the given [int]. This affects the basis's scale uniformly, resizing all 3 axes by the [param right] value.
ga: Iolraíonn sé gach comhpháirt den [Bunús] faoin [int] a thugtar. Bíonn tionchar aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide na 3 ais go léir faoin luach [param ar dheis].

en: Divides all components of the [Basis] by the given [float]. This affects the basis's scale uniformly, resizing all 3 axes by the [param right] value.
ga: Roinntear gach comhpháirt den [Bunús] ar an [snámhphointe] a thugtar. Bíonn tionchar aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide na 3 ais go léir faoin luach [param ar dheis].

en: Divides all components of the [Basis] by the given [int]. This affects the basis's scale uniformly, resizing all 3 axes by the [param right] value.
ga: Roinntear gach comhpháirt den [Bunús] ar an [int] a thugtar. Bíonn tionchar aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide na 3 ais go léir faoin luach [param ar dheis].

en: Returns [code]true[/code] if the components of both [Basis] matrices are exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] má tá comhpháirteanna an dá mhaitrís [Bunús] díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Accesses each axis (column) of this basis by their index. Index [code]0[/code] is the same as [member x], index [code]1[/code] is the same as [member y], and index [code]2[/code] is the same as [member z].
    [b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, [i]not[/i] the columns. For the same behavior as scripting languages, use the [code]set_column[/code] and [code]get_column[/code] methods.
ga: Faightear rochtain ar gach ais (colún) den bhunús seo trína n-innéacs. Tá an t-innéacs [code]0[/code] mar an gcéanna le [comhalta x], tá an t-innéacs [code]1[/code] mar an gcéanna le [comhalta y], agus tá an t-innéacs [code]2[/code] mar an gcéanna le [comhalta z].
    [b]Nóta:[/b] In C++, faigheann an t-oibreoir seo rochtain ar na sraitheanna den bhun-mhitrís, [i]ní[/i] na colúin. Maidir leis an iompar céanna le teangacha scriptithe, úsáid na modhanna [code] set_column[/code] agus [code]get_column[/code].

en: Boolean matrix.
ga: Maitrís Boole.

en: A two-dimensional array of boolean values, can be used to efficiently store a binary matrix (every matrix element takes only one bit) and query the values using natural cartesian coordinates.
ga: Is féidir raon déthoiseach de luachanna boolean a úsáid chun maitrís dhénártha a stóráil go héifeachtach (ní thógann gach eilimint mhaitrís ach beagán amháin) agus chun na luachanna a fhiosrú ag baint úsáide as comhordanáidí cartéiseach nádúrtha.

en: Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black.
ga: Filleann sé íomhá den mhéid céanna leis an léarscáil ghiotán agus le [enum Image.Format] den chineál [Image leanúnach.FORMAT_L8]. [code]true[/code] giotán den léarscáil ghiotán á thiontú go picteilíní bán, agus [code]false[/code] giotán á thiontú go dubh.

en: Creates a bitmap with the specified size, filled with [code]false[/code].
ga: Cruthaíonn sé léarscáil ghiotán leis an méid sonraithe, líonta le [code]false[/code].

en: Creates a bitmap that matches the given image dimensions, every element of the bitmap is set to [code]false[/code] if the alpha value of the image at that position is equal to [param threshold] or less, and [code]true[/code] in other case.
ga: Cruthaíonn sé léarscáil ghiotán a mheaitseálann na toisí íomhá tugtha, socraítear gach eilimint den léarscáil ghiotán go [code]bréagach[/code] má tá luach alfa na híomhá ag an suíomh sin cothrom le [param tairseach] nó níos lú, agus [code]true[/code] i gcás eile.

en: Returns bitmap's value at the specified position.
ga: Filleann sé luach léarscáil ghiotán ag an suíomh sonraithe.

en: Returns bitmap's dimensions.
ga: Filleann sé toisí léarscáile giotán.

en: Returns the number of bitmap elements that are set to [code]true[/code].
ga: Filleann sé líon na n-eilimintí léarscáil ghiotán atá socraithe go [code]true[/code].

en: Applies morphological dilation or erosion to the bitmap. If [param pixels] is positive, dilation is applied to the bitmap. If [param pixels] is negative, erosion is applied to the bitmap. [param rect] defines the area where the morphological operation is applied. Pixels located outside the [param rect] are unaffected by [method grow_mask].
ga: Cuireann dilation nó creimeadh moirfeolaíoch leis an léarscáil ghiotán. Má tá [param pixel] deimhneach, cuirfear dilation i bhfeidhm ar an léarscáil ghiotán. Má tá [param pixel] diúltach, cuirfear creimeadh i bhfeidhm ar an léarscáil ghiotán. sainmhíníonn [para rect] an limistéar ina gcuirtear an oibríocht mhoirfeolaíoch i bhfeidhm. Níl aon tionchar ag [method grow_mask] ar picteilíní atá suite lasmuigh den [param rect].

en: Creates an [Array] of polygons covering a rectangular portion of the bitmap. It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) reduction of the number of vertices. Each polygon is described as a [PackedVector2Array] of its vertices.
    To get polygons covering the whole bitmap, pass:
    [codeblock]
    Rect2(Vector2(), get_size())
    [/codeblock]
    [param epsilon] is passed to RDP to control how accurately the polygons cover the bitmap: a lower [param epsilon] corresponds to more points in the polygons.
ga: Cruthaítear [Eagar] de pholagáin a chlúdaíonn cuid dhronuilleogach den léarscáil ghiotán. Úsáideann sé algartam cearnóga máirseála, agus ina dhiaidh sin laghdú Ramer-Douglas-Peucker (RDP) ar líon na rinn. Cuirtear síos ar gach polagán mar [PackedVector2Array] dá rinn.
    Chun polagáin a fháil a chlúdaíonn an léarscáil ghiotán iomlán, pas a fháil:
    [codeblock]
    Rect2(Vector2(), get_size())
    [/codeblock]
    Cuirtear [param eipsealón] ar aghaidh chuig an RDP le rialú a dhéanamh ar cé chomh cruinn agus a chlúdaíonn na polagáin an léarscáil ghiotán: comhfhreagraíonn [param epsilon] do níos mó pointí sna polagáin.

en: Resizes the image to [param new_size].
ga: Athmhéadaigh sé an íomhá go [param new_size].

en: Sets the bitmap's element at the specified position, to the specified value.
ga: Socraíonn sé eilimint an ghiotán ag an suíomh sonraithe, go dtí an luach sonraithe.

en: Sets a rectangular portion of the bitmap to the specified value.
ga: Socraíonn sé cuid dhronuilleogach den léarscáil ghiotán chuig an luach sonraithe.

en: A joint used with [Skeleton2D] to control and animate other nodes.
ga: Alt a úsáidtear le [Skeleton2D] chun nóid eile a rialú agus a bheochan.

en: A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and animate other [Node2D] nodes.
    You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with the [Polygon2D] UV editor.
    Each bone has a [member rest] transform that you can reset to with [method apply_rest]. These rest poses are relative to the bone's parent.
    If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
ga: Is féidir ordlathas [Bone2D]s a cheangal le [Skeleton2D] chun nóid [Nóid2D] eile a rialú agus a bheochan.
    Is féidir leat nóid [Bone2D] agus [Skeleton2D] a úsáid chun mogaill 2T a cruthaíodh leis an eagarthóir UV [Polygon2D] a bheochan.
    Tá claochlú [ball scíthe] ag gach cnámh ar féidir leat athshocrú chuige le [method apply_rest]. Tá na staideanna scíthe seo i gcoibhneas le tuismitheoir an chnámh.
    Más rud é san eagarthóir, is féidir leat an staidiúir eile de chnámharlach iomlán a shocrú ag baint úsáide as rogha roghchláir, ón gcód, ní mór duit athrá a dhéanamh thar na cnámha chun a gcuid staideanna scíthe aonair a shocrú.

en: Resets the bone to the rest pose. This is equivalent to setting [member Node2D.transform] to [member rest].
ga: Athshocraigh an cnámh go dtí an staidiúir eile. Tá sé seo comhionann le [ball Node2D.transform] a shocrú go [fostaí ball].

en: Returns whether this [Bone2D] is going to autocalculate its length and bone angle using its first [Bone2D] child node, if one exists. If there are no [Bone2D] children, then it cannot autocalculate these values and will print a warning.
ga: Tuairiscítear cé acu an ndéanfaidh an [Bone2D] seo a fhad agus a uillinn chnámh a uathríomh ag baint úsáide as a chéad nód linbh [Bone2D], má tá ceann ann. Mura bhfuil aon leanaí [Bone2D] ann, ní féidir leis na luachanna seo a ríomh go huathoibríoch agus priontáilfidh sé rabhadh.

en: Returns the angle of the bone in the [Bone2D].
    [b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the [Bone2D]'s [member Node2D.transform].
ga: Filleann sé uillinn na cnámh sa [Bone2D].
    [b]Nóta:[/b] Tá sé seo difriúil ó rothlú [Bone2D]. Is é uillinn an chnámh ná rothlú na cnámh a léiríonn an gizmo, nach bhfuil tionchar ag [Bone2D]'s [ball Node2D.transform] air.

en: Returns the node's index as part of the entire skeleton. See [Skeleton2D].
ga: Filleann sé innéacs an nód mar chuid den chnámharlach iomlán. Féach [Skeleton2D].

en: Returns the length of the bone in the [Bone2D] node.
ga: Filleann sé fad na cnámh sa nód [Bone2D].

en: Returns the node's [member rest] [Transform2D] if it doesn't have a parent, or its rest pose relative to its parent.
ga: Filleann sé [ball scíthe] [Transform2D] an nód mura bhfuil tuismitheoir aige, nó má tá staidiúir an nód i gcoibhneas lena thuismitheoir.

en: When set to [code]true[/code], the [Bone2D] node will attempt to automatically calculate the bone angle and length using the first child [Bone2D] node, if one exists. If none exist, the [Bone2D] cannot automatically calculate these values and will print a warning.
ga: Nuair a bheidh sé socraithe go [code]true[/code], déanfaidh an nód [Bone2D] iarracht uillinn agus fad na gcnámh a ríomh go huathoibríoch ag baint úsáide as an gcéad leanbh [Bone2D] nód, má tá ceann ann. Mura bhfuil ceann ar bith ann, ní féidir leis an [Bone2D] na luachanna seo a ríomh go huathoibríoch agus priontáilfidh sé rabhadh.

en: Sets the bone angle for the [Bone2D]. This is typically set to the rotation from the [Bone2D] to a child [Bone2D] node.
    [b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the [Bone2D]'s [member Node2D.transform].
ga: Socraíonn sé an uillinn cnámh don [Bone2D]. De ghnáth socraítear é seo don rothlú ón nód [Bone2D] go dtí nód linbh [Bone2D].
    [b]Nóta:[/b] Tá sé seo difriúil ó rothlú [Bone2D]. Is é uillinn an chnámh ná rothlú na cnámh a léiríonn an gizmo, nach bhfuil tionchar ag [Bone2D]'s [ball Node2D.transform] air.

en: Sets the length of the bone in the [Bone2D].
ga: Socraíonn sé fad na cnámh sa [Bone2D].

en: Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].
ga: An chuid eile a chlaochlú den chnámh. Is féidir leat claochluithe an nóid a athshocrú go dtí an luach seo trí úsáid a bhaint as [method apply_rest].

en: А node that dynamically copies or overrides the 3D transform of a bone in its parent [Skeleton3D].
ga: А nód a chóipeáileann nó a sháraíonn go dinimiciúil an claochlú 3D de chnámh ina tuismitheoir [Skeleton3D].

en: This node selects a bone in a [Skeleton3D] and attaches to it. This means that the [BoneAttachment3D] node will either dynamically copy or override the 3D transform of the selected bone.
ga: Roghnaíonn an nód seo cnámh i [Cnámharlach3D] agus ceanglaíonn sé é. Ciallaíonn sé seo go ndéanfaidh an nód [BoneAttachment3D] cóip dinimiciúil nó sáróidh sé claochlú 3D na cnámh roghnaithe.

en: Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
ga: Filleann sé an [NodePath] chuig an nód seachtrach [Skeleton3D], má tá ceann socraithe.

en: Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
ga: Filleann sé cibé an bhfuil nód BoneAttachment3D ag baint úsáide as [Skeleton3D] seachtrach seachas iarracht a dhéanamh a mháthairnóid a úsáid mar an [Skeleton3D].

en: A function that is called automatically when the [Skeleton3D] is updated. This function is where the [BoneAttachment3D] node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
ga: Feidhm a thugtar air go huathoibríoch nuair a dhéantar an [Skeleton3D] a nuashonrú. Is í an fheidhm seo ná an áit a nuashonraíonn an nód [BoneAttachment3D] a shuíomh ionas go mbeidh sé ceangailte i gceart nuair nach bhfuil [i][/i] socraithe chun staid na gcnámh a shárú.

en: Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. See [method set_use_external_skeleton] to enable the external [Skeleton3D] node.
ga: Socraíonn sé an [NodePath] ar an gcnámharlach seachtrach ba cheart don nód BoneAttachment3D a úsáid. Féach ar [method set_use_external_skeleton] chun an nód seachtrach [Skeleton3D] a chumasú.

en: Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node rather than attempting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
ga: Socraítear cé acu an úsáidfidh nód BoneAttachment3D nód seachtrach [Skeleton3D] seachas iarracht a dhéanamh a mháthairnóid a úsáid mar an [Skeleton3D]. Nuair a bheidh sé socraithe go [code]true[/code], úsáidfidh an nód BoneAttachment3D an nód seachtrach [Skeleton3D] atá socraithe i [method set_external_skeleton].

en: The index of the attached bone.
ga: An t-innéacs na cnámh ceangailte.

en: The name of the attached bone.
ga: Ainm an chnámh ceangailte.

en: Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform.
    [b]Note:[/b] This override performs interruptively in the skeleton update process using signals due to the old design. It may cause unintended behavior when used at the same time with [SkeletonModifier3D].
ga: Cibé an sáróidh nód BoneAttachment3D staidiúir chnámh na cnámh lena bhfuil sé ceangailte. Nuair atá sé socraithe go [code]true[/code], is féidir leis an nód BoneAttachment3D staidiúir na cnámh a athrú. Nuair a shocraítear é go [code]bréagach[/code], socrófar BoneAttachment3D i gcónaí chun claochlú na cnámh.
    [b]Nóta:[/b] Feidhmíonn an sáraithe seo go hidirbhristeach sa phróiseas nuashonraithe creatlaí ag baint úsáide as comharthaí de bharr an tseandearaidh. Féadfaidh sé a bheith ina chúis le hiompar neamhbheartaithe nuair a úsáidtear é ag an am céanna le [SkeletonModifier3D].

en: Describes a mapping of bone names for retargeting [Skeleton3D] into common names defined by a [SkeletonProfile].
ga: Cur síos ar léarscáiliú na n-ainmneacha cnámh le haghaidh ath-spriocdhíriú [Skeleton3D] in ainmneacha coitianta arna sainmhíniú ag [SkeletonProfile].

en: This class contains a dictionary that uses a list of bone names in [SkeletonProfile] as key names.
    By assigning the actual [Skeleton3D] bone name as the key value, it maps the [Skeleton3D] to the [SkeletonProfile].
ga: Tá foclóir sa rang seo a úsáideann liosta ainmneacha cnámh i [SkeletonProfile] mar phríomhainmneacha.
    Trí an t-ainm cnámh iarbhír [Skeleton3D] a shannadh mar an luach eochair, mapálann sé an [Skeleton3D] chuig an [SkeletonProfile].

en: Retargeting 3D Skeletons
ga: Cnámharlaigh 3D a athdhíriú

en: Returns a profile bone name having [param skeleton_bone_name]. If not found, an empty [StringName] will be returned.
    In the retargeting process, the returned bone name is the bone name of the target skeleton.
ga: Tugann sé ar ais ainm cnámh próifíle a bhfuil [param skeleton_bone_name] aige. Mura bhfuarthas é, seolfar [StringName] folamh ar ais.
    Sa phróiseas aisghabhála, is é an t-ainm cnámh ar ais ainm cnámh an sprioc-chnámharlaigh.

en: Returns a skeleton bone name is mapped to [param profile_bone_name].
    In the retargeting process, the returned bone name is the bone name of the source skeleton.
ga: Filleann tá ainm cnámh cnámharlaigh mapáilte go [param profile_bone_name].
    Sa phróiseas aisghabhála, is é an t-ainm cnámh ar ais ainm cnámh an chnámharlaigh foinse.

en: Maps a skeleton bone name to [param profile_bone_name].
    In the retargeting process, the setting bone name is the bone name of the source skeleton.
ga: Mapáil ainm cnámh cnámharlaigh go [param profile_bone_name].
    Sa phróiseas aisghabhála, is é an t-ainm cnámh socraithe ainm cnámh an chnámharlaigh foinse.

en: A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are synchronized with it.
ga: A [CnámharlachPróifíl] den sprioc léarscáilithe. Déantar príomhainmneacha sa [BoneMap] a shioncronú leis.

en: This signal is emitted when change the key value in the [BoneMap]. This is used to validate mapping and to update [BoneMap] editor.
ga: Astaítear an comhartha seo nuair a athraítear an luach eochrach sa [BoneMap]. Úsáidtear é seo chun mapáil a bhailíochtú agus chun eagarthóir [BoneMap] a nuashonrú.

en: This signal is emitted when change the value in profile or change the reference of profile. This is used to update key names in the [BoneMap] and to redraw the [BoneMap] editor.
ga: Astaítear an comhartha seo nuair a athraíonn an luach sa phróifíl nó nuair a athraíonn tú tagairt na próifíle. Úsáidtear é seo chun príomhainmneacha sa [BoneMap] a nuashonrú agus chun an t-eagarthóir [BoneMap] a aththarraingt.

en: A built-in boolean type.
ga: Cineál boolean ionsuite.

en: The [bool] is a built-in [Variant] type that may only store one of two values: [code]true[/code] or [code]false[/code]. You can imagine it as a switch that can be either turned on or off, or as a binary digit that can either be 1 or 0.
    Booleans can be directly used in [code]if[/code], and other conditional statements:
    [codeblocks]
    [gdscript]
    var can_shoot = true
    if can_shoot:
        launch_bullet()
    [/gdscript]
    [csharp]
    bool canShoot = true;
    if (canShoot)
    {
        LaunchBullet();
    }
    [/csharp]
    [/codeblocks]
    All comparison operators return booleans ([code]==[/code], [code]>[/code], [code]<=[/code], etc.). As such, it is not necessary to compare booleans themselves. You do not need to add [code]== true[/code] or [code]== false[/code].
    Booleans can be combined with the logical operators [code]and[/code], [code]or[/code], [code]not[/code] to create complex conditions:
    [codeblocks]
    [gdscript]
    if bullets > 0 and not is_reloading():
        launch_bullet()
    
    if bullets == 0 or is_reloading():
        play_clack_sound()
    [/gdscript]
    [csharp]
    if (bullets > 0 && !IsReloading())
    {
        LaunchBullet();
    }
    
    if (bullets == 0 || IsReloading())
    {
        PlayClackSound();
    }
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] In modern programming languages, logical operators are evaluated in order. All remaining conditions are skipped if their result would have no effect on the final value. This concept is known as [url=https://en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] and can be useful to avoid evaluating expensive conditions in some performance-critical cases.
    [b]Note:[/b] By convention, built-in methods and properties that return booleans are usually defined as yes-no questions, single adjectives, or similar ([method String.is_empty], [method Node.can_process], [member Camera2D.enabled], etc.).
ga: Is cineál [Athróg] ionsuite é an [bool] nach féidir ach ceann amháin de dhá luach a stóráil: [code] true[/code] nó [code] false[/code]. Is féidir leat é a shamhlú mar lasc is féidir a chasadh air nó as, nó mar dhigit dhénártha is féidir a bheith 1 nó 0.
    Is féidir Booles a úsáid go díreach i [code]if[/code], agus ráitis choinníollacha eile:
    [codeblocks]
    [gdscript]
    var can_shoot = true
    if can_shoot:
        launch_bullet()
    [/gdscript]
    [csharp]
    bool canShoot = true;
    if (canShoot)
    {
        LaunchBullet();
    }
    [/csharp]
    [/codeblocks]
    Tugann gach oibreoir comparáide boolean ar ais ([code]==[/code], [code]>[/code], [code] <=[/code], etc.). Mar sin, ní gá comparáid a dhéanamh idir booleans iad féin. Ní gá duit [code]== true[/code] nó [code]== false[/code] a chur leis.
    Is féidir Booleans a chomhcheangal leis na hoibreoirí loighciúla [code]and[/code], [code]or[/code], [code]not[/code] chun coinníollacha casta a chruthú:
    [codeblocks]
    [gdscript]
    if bullets > 0 and not is_reloading():
        launch_bullet()
    
    if bullets == 0 or is_reloading():
        play_clack_sound()
    [/gdscript]
    [csharp]
    if (bullets > 0 && !IsReloading())
    {
        LaunchBullet();
    }
    
    if (bullets == 0 || IsReloading())
    {
        PlayClackSound();
    }
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Sna teangacha ríomhchlárúcháin nua-aimseartha, déantar oibreoirí loighciúla a mheas in ord. Ní dhéantar na coinníollacha go léir atá fágtha mura mbeadh aon éifeacht ag a dtoradh ar an luach deiridh. Tugtar [url=https://en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] ar an gcoincheap seo agus d’fhéadfadh sé a bheith úsáideach chun dálaí costasacha a sheachaint i gcásanna áirithe atá ríthábhachtach don fheidhmíocht.
    [b]Nóta:[/b] De réir an ghnáis, is gnách go sainmhínítear modhanna agus airíonna ionsuite a thugann boolean ar ais mar cheisteanna tá-ní, aidiachtaí aonair, nó a leithéid ([modh String.is_empty], [modh Node.can_process], [comhalta Camera2D.enabled], etc.).

en: Constructs a [bool] set to [code]false[/code].
ga: Tógtar tacar [bool] go [code]bréagach[/code].

en: Constructs a [bool] as a copy of the given [bool].
ga: Tógann [bool] mar chóip den [bool] a thugtar.

en: Cast a [float] value to a boolean value. Returns [code]false[/code] if [param from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and [code]true[/code] for all other values (including [constant @GDScript.INF] and [constant @GDScript.NAN]).
ga: Teilg luach [snámhphointe] go luach Boole. Filleann sé [code]bréagach[/code] má tá [param ó] cothrom le [code]0.0[/code] (lena n-áirítear [code]-0.0[/code]), agus [code]true[/code] do gach ceann eile luachanna (lena n-áirítear [tairiseach @GDScript.INF] agus [tairiseach @GDScript.NAN]).

en: Cast an [int] value to a boolean value. Returns [code]false[/code] if [param from] is equal to [code]0[/code], and [code]true[/code] for all other values.
ga: Teilg luach [int] go luach Boole. Filleann sé [code]false[/code] má tá [param ó] cothrom le [code]0[/code], agus [code]true[/code] do gach luach eile.

en: Returns [code]true[/code] if the two booleans are not equal. That is, one is [code]true[/code] and the other is [code]false[/code]. This operation can be seen as a logical XOR.
ga: Filleann sé [code]true[/code] mura bhfuil an dá Boolean comhionann. Is é sin, tá ceann amháin [code]true[/code] agus an ceann eile [code]false[/code]. Is féidir an oibríocht seo a fheiceáil mar XOR loighciúil.

en: Returns [code]true[/code] if the left operand is [code]false[/code] and the right operand is [code]true[/code].
ga: Filleann sé [code]true[/code] más [code]bréagach[/code] an operand ar chlé agus má tá an t-oibreoir ar dheis [code]true[/code].

en: Returns [code]true[/code] if the two booleans are equal. That is, both are [code]true[/code] or both are [code]false[/code]. This operation can be seen as a logical EQ or XNOR.
ga: Filleann sé [code]true[/code] más ionann an dá Boole. Is é sin, tá an dá [code]true[/code] nó tá an dá cheann [code]false[/code]. Is féidir an oibríocht seo a fheiceáil mar EQ nó XNOR loighciúil.

en: Returns [code]true[/code] if the left operand is [code]true[/code] and the right operand is [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an operand clé [code]true[/code] agus má tá an operand ar dheis [code]false[/code].

en: A container that arranges its child controls horizontally or vertically.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach nó go hingearach.

en: A container that arranges its child controls horizontally or vertically, rearranging them automatically when their minimum size changes.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach nó go hingearach, á atheagrú go huathoibríoch nuair a athraíonn a n-íosmhéid.

en: Adds a [Control] node to the box as a spacer. If [param begin] is [code]true[/code], it will insert the [Control] node in front of all other children.
ga: Cuireann sé nód [Rialú] leis an mbosca mar spásálaí. Má tá param begin] [code]true[/code], cuirfidh sé an nód [Rialú] isteach os comhair gach linbh eile.

en: The alignment of the container's children (must be one of [constant ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END]).
ga: Ailíniú leanaí an choimeádáin (ní mór go mbeadh sé ar cheann de [ALIGNMENT_BEGIN leanúnach], [ALIGNMENT_CENTER leanúnach], nó [ALIGNMENT_END]).

en: If [code]true[/code], the [BoxContainer] will arrange its children vertically, rather than horizontally.
    Can't be changed when using [HBoxContainer] and [VBoxContainer].
ga: Más [code]true[/code], socróidh an [Bosca-Choimeádán] a pháistí go hingearach, seachas go cothrománach.
    Ní féidir é a athrú agus [HBoxContainer] agus [VBoxContainer] in úsáid.

en: The child controls will be arranged at the beginning of the container, i.e. top if orientation is vertical, left if orientation is horizontal (right for RTL layout).
ga: Socrófar rialtáin an linbh ag tús an choimeádáin, i.e. ar an mbarr má tá an treoshuíomh ingearach, ar chlé má tá an treoshuíomh cothrománach (ar dheis do leagan amach RTL).

en: The child controls will be centered in the container.
ga: Beidh na rialuithe leanbh dírithe ar an gcoimeádán.

en: The child controls will be arranged at the end of the container, i.e. bottom if orientation is vertical, right if orientation is horizontal (left for RTL layout).
ga: Socrófar rialtáin an linbh ag deireadh an choimeádáin, i.e. ag bun má tá an treoshuíomh ingearach, ar dheis má tá an treoshuíomh cothrománach (ar chlé le haghaidh leagan amach RTL).

en: The space between the [BoxContainer]'s elements, in pixels.
ga: An spás idir eilimintí [BoxContainer], i bpicteilíní.

en: Generate an axis-aligned box [PrimitiveMesh].
ga: Gin bosca aise-ailínithe [PrimitiveMesh].

en: Generate an axis-aligned box [PrimitiveMesh].
    The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.
    [b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth], [member subdivide_height] and [member subdivide_width] until you no longer notice UV jittering.
ga: Gin bosca aise-ailínithe [PrimitiveMesh].
    Tá leagan amach UV an bhosca socraithe i leagan amach 3×2 a cheadaíonn téacsáil gach aghaidh ina n-aonar. Chun an uigeacht chéanna a chur i bhfeidhm ar gach aghaidh, athraigh airí UV an ábhair go [code]Vector3(3, 2, 1)[/code]. Tá sé seo comhionann le [code]UV * = vec2(3.0, 2.0)[/code] a chur leis i scáthóir rinn.
    [b]Nóta:[/b] Nuair a bhíonn [BoxMesh] mór uigeach in úsáid agat (m.sh. mar urlár), is féidir leat teacht ar shaincheisteanna giotaí UV ag brath ar uillinn an cheamara. Chun é seo a réiteach, méadaigh [ball subdivide_depth], [ball subdivide_height] agus [ball subdivide_width] go dtí nach dtugann tú faoi deara giodam UV a thuilleadh.

en: The box's width, height and depth.
ga: Leithead, airde agus doimhneacht an bhosca.

en: Number of extra edge loops inserted along the Z axis.
ga: Líon na lúb imeall breise a cuireadh isteach feadh an ais Z.

en: Number of extra edge loops inserted along the Y axis.
ga: Líon na lúb imeall breise a cuireadh isteach feadh an ais Y.

en: Number of extra edge loops inserted along the X axis.
ga: Líon na lúb imeall breise a cuireadh isteach feadh an X-ais.

en: Cuboid shape for use with occlusion culling in [OccluderInstance3D].
ga: Cruth ciúbóideach le húsáid le marú occlusion in [OccluderInstance3D].

en: [BoxOccluder3D] stores a cuboid shape that can be used by the engine's occlusion culling system.
    See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
ga: Stórálann [BoxOccluder3D] cruth ciúbóideach is féidir a úsáid ag córas maraithe occlusion an innill.
    Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú occlusion a bhunú.

en: The box's size in 3D units.
ga: Méid an bhosca in aonaid 3D.

en: A 3D box shape used for physics collision.
ga: Cruth bosca 3D a úsáidtear le haghaidh imbhualadh fisice.

en: A 3D box shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
    [b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is faster than [CapsuleShape3D] and [CylinderShape3D], but slower than [SphereShape3D].
ga: Cruth bosca 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape3D].
    [b]Feidhmíocht:[/b] Tá [BoxShape3D] tapa chun imbhuailtí a sheiceáil. Tá sé níos tapúla ná [CapsuleShape3D] agus [CylinderShape3D], ach níos moille ná [SphereShape3D].

en: 3D Kinematic Character Demo
ga: Taispeántas Carachtair Cinematic 3D

en: A themed button that can contain text and an icon.
ga: Cnaipe téamaí ar féidir téacs agus deilbhín a chuimsiú.

en: Operating System Testing Demo
ga: Taispeántas Tástála Córas Oibriúcháin

en: Text alignment policy for the button's text, use one of the [enum HorizontalAlignment] constants.
ga: Beartas ailínithe téacs do théacs an chnaipe, bain úsáid as ceann de na tairisigh [enum HorizontalAlignment].

en: If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle.
ga: Má tá sé socraithe chuig rud éigin eile seachas [TextServer.AUTOWRAP_OFF leanúnach], filltear an téacs taobh istigh de dhronuilleog teorann an nód.

en: When enabled, the button's icon will expand/shrink to fit the button's size while keeping its aspect. See also [theme_item icon_max_width].
ga: Nuair a bheidh sé cumasaithe, leathnóidh/laghdóidh íocón an chnaipe chun méid an chnaipe a oiriúnú agus a ghné á choinneáil. Féach freisin [theme_item icon_max_width].

en: Flat buttons don't display decoration.
ga: Ní thaispeánann cnaipí maol maisiúchán.

en: Button's icon, if text is present the icon will be placed before the text.
    To edit margin and spacing of the icon, use [theme_item h_separation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es.
ga: Deilbhín an chnaipe, má tá téacs i láthair cuirfear an deilbhín roimh an téacs.
    Chun corrlach agus spásáil an íocón a chur in eagar, úsáid [theme_item h_separation] airí téama agus [code]content_margin_*[/code] airíonna na [StyleBox]es a úsáidtear.

en: Specifies if the icon should be aligned horizontally to the left, right, or center of a button. Uses the same [enum HorizontalAlignment] constants as the text alignment. If centered horizontally and vertically, text will draw on top of the icon.
ga: Sonraítear ar cheart an deilbhín a ailíniú go cothrománach ar chlé, ar dheis nó ar lár an chnaipe. Úsáideann sé na tairisigh [enum CothrománachAilíniú] céanna leis an ailíniú téacs. Má tá sé dírithe go cothrománach agus go hingearach, tarraingeoidh téacs ar bharr an deilbhín.

en: Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
ga: Cód teanga a úsáidtear le haghaidh halgartaim briseadh líne agus múnlú téacs, má fhágtar an logán reatha folamh úsáidtear é ina ionad sin.

en: The button's text that will be displayed inside the button's area.
ga: Téacs an chnaipe a thaispeánfar taobh istigh de limistéar an chnaipe.

en: Base text writing direction.
ga: Buntreo scríbhneoireachta téacs.

en: Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
ga: Socraíonn sé an iompar bearrtha nuair a sháraíonn an téacs dronuilleog teorann an nód. Féach [enum TextServer.OverrunBehavior] le haghaidh cur síos ar gach modh.

en: Specifies if the icon should be aligned vertically to the top, bottom, or center of a button. Uses the same [enum VerticalAlignment] constants as the text alignment. If centered horizontally and vertically, text will draw on top of the icon.
ga: Sonraítear ar cheart an deilbhín a ailíniú go hingearach le barr, bun, nó lár an chnaipe. Úsáideann sé na tairisigh [enum VerticalAlignment] céanna leis an ailíniú téacs. Má tá sé dírithe go cothrománach agus go hingearach, tarraingeoidh téacs ar bharr an deilbhín.

en: Default text [Color] of the [Button].
ga: Téacs réamhshocraithe [Color] den [Button].

en: Text [Color] used when the [Button] is disabled.
ga: Téacs [Color] a úsáidtear nuair atá an [Button] díchumasaithe.

en: Text [Color] used when the [Button] is focused. Only replaces the normal text color of the button. Disabled, hovered, and pressed states take precedence over this color.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [Button] dírithe. Ní chuirtear ach gnáth-dath téacs an chnaipe in áit. Tá tús áite ag stáit faoi mhíchumas, faoi bhoinn agus faoi bhrú ar an dath seo.

en: Text [Color] used when the [Button] is being hovered.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á ainliú.

en: Text [Color] used when the [Button] is being hovered and pressed.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á fholúsú agus á bhrú.

en: The tint of text outline of the [Button].
ga: Imlíne an téacs ar an [Cnaipe].

en: Text [Color] used when the [Button] is being pressed.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á bhrú.

en: Icon modulate [Color] used when the [Button] is disabled.
ga: Modhnú deilbhín [Color] a úsáidtear nuair atá an [Cnaipe] díchumasaithe.

en: Icon modulate [Color] used when the [Button] is focused. Only replaces the normal modulate color of the button. Disabled, hovered, and pressed states take precedence over this color.
ga: Icon modulate [Color] a úsáidtear nuair a bhíonn an [Button] dírithe. Ní chuirtear ach gnáth-dath modúlach an chnaipe in ionad. Tá tús áite ag stáit faoi mhíchumas, faoi bhoinn agus faoi bhrú ar an dath seo.

en: Icon modulate [Color] used when the [Button] is being hovered.
ga: Icon modulate [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á hovered.

en: Icon modulate [Color] used when the [Button] is being hovered and pressed.
ga: Icon modulate [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á hovered agus á bhrú.

en: Default icon modulate [Color] of the [Button].
ga: Modhnaigh an deilbhín réamhshocraithe [Color] den [Button].

en: Icon modulate [Color] used when the [Button] is being pressed.
ga: Icon modulate [Color] a úsáidtear nuair a bhíonn an [Button] á bhrú.

en: This constant acts as a boolean. If [code]true[/code], the minimum size of the button and text/icon alignment is always based on the largest stylebox margins, otherwise it's based on the current button state stylebox margins.
ga: Feidhmíonn an tairiseach seo mar boolean. Más rud é [code]true[/code], tá íosmhéid an chnaipe agus ailíniú an téacs/deilbhín bunaithe i gcónaí ar na himill stílbhosca is mó, nó beidh sé bunaithe ar imeall an bhosca stíle faoi láthair agus luaigh an cnaipe.

en: The horizontal space between [Button]'s icon and text. Negative values will be treated as [code]0[/code] when used.
ga: An spás cothrománach idir íocón [Button] agus téacs. Déileálfar le luachanna diúltacha mar [code]0[/code] nuair a úsáidtear iad.

en: The maximum allowed width of the [Button]'s icon. This limit is applied on top of the default size of the icon, or its expanded size if [member expand_icon] is [code]true[/code]. The height is adjusted according to the icon's ratio. If the button has additional icons (e.g. [CheckBox]), they will also be limited.
ga: An leithead uasta ceadaithe de dheilbhín an [Button]. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín, nó a mhéid leathnaithe má tá [code]true[/code] ar [member expand_icon]. Déantar an airde a choigeartú de réir chóimheas an deilbhín. Má tá deilbhíní breise ag an gcnaipe (m.sh. [CheckBox]), beidh siad teoranta freisin.

en: The size of the text outline.
    [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
ga: Méid imlíne an téacs.
    [b]Nóta:[/b] Má tá cló á úsáid le [member FontFile.multichannel_signed_distance_field] cumasaithe, ní mór a [comhalta FontFile.msdf_pixel_range] a shocrú go dtí [i] faoi dhó[/i] ar a laghad luach [theme_item outline_size] le haghaidh rindreála imlíne chun breathnú ceart. Seachas sin, d'fhéadfadh an chuma ar an imlíne a ghearradh amach níos luaithe ná mar a bhí beartaithe.

en: [Font] of the [Button]'s text.
ga: [Cló] de théacs an [Button].

en: Font size of the [Button]'s text.
ga: Clómhéid téacs an [Button].

en: Default icon for the [Button]. Appears only if [member icon] is not assigned.
ga: Deilbhín réamhshocraithe don [Button]. Ní bhíonn sé le feiceáil ach amháin mura sanntar [deilbhín ball].

en: [StyleBox] used when the [Button] is disabled.
ga: Úsáidtear [StyleBox] nuair atá an [Button] díchumasaithe.

en: [StyleBox] used when the [Button] is disabled (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair atá an [Button] díchumasaithe (le haghaidh leagan amach ceart go clé).

en: [StyleBox] used when the [Button] is focused. The [theme_item focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
ga: [StyleBox] a úsáidtear nuair a bhíonn an [Button] dírithe. Taispeántar an [theme_item focus] [StyleBox] [i] os cionn [/i] an bonn [StyleBox], mar sin ba chóir [StyleBox] atá trédhearcach go páirteach a úsáid chun a chinntiú go bhfanann an bonn [StyleBox] le feiceáil. Feidhmíonn [StyleBox] a léiríonn imlíne nó líne go maith chun na críche seo. Chun an éifeacht amhairc fócasaithe a dhíchumasú, sann acmhainn [StyleBoxEmpty]. Tabhair faoi deara go ndéanfaidh díchumasú na héifeachta amhairc fócais dochar d'inúsáidteacht loingseoireachta méarchláir/rialtóra, mar sin ní mholtar é seo ar chúiseanna inrochtaineachta.

en: [StyleBox] used when the [Button] is being hovered.
ga: [StyleBox] a úsáidtear nuair a bhíonn an [Button] á hovered.

en: [StyleBox] used when the [Button] is being hovered (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair a bhíonn an [Button] á fholúsú (le haghaidh leagan amach ar dheis go clé).

en: [StyleBox] used when the [Button] is being pressed and hovered at the same time.
ga: Úsáidtear [StyleBox] nuair a bhíonn an [Cnaipe] á bhrú agus á fholúsú ag an am céanna.

en: [StyleBox] used when the [Button] is being pressed and hovered at the same time (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair a bhíonn an [Button] á bhrú agus á fholúsú ag an am céanna (le haghaidh leagan amach ar dheis go clé).

en: Default [StyleBox] for the [Button].
ga: Réamhshocrú [StyleBox] don [Button].

en: Default [StyleBox] for the [Button] (for right-to-left layouts).
ga: Réamhshocrú [StyleBox] don [Button] (le haghaidh leagan amach ceart go clé).

en: [StyleBox] used when the [Button] is being pressed.
ga: [StyleBox] a úsáidtear nuair a bhíonn an [Button] á bhrú.

en: [StyleBox] used when the [Button] is being pressed (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair a bhíonn an [Button] á bhrú (le haghaidh leagan amach ceart go clé).

en: A group of buttons that doesn't allow more than one button to be pressed at a time.
ga: Grúpa cnaipí nach gceadaíonn níos mó ná cnaipe amháin a bhrú ag an am céanna.

en: A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are treated like radio buttons: No more than one button can be pressed at a time. Some types of buttons (such as [CheckBox]) may have a special appearance in this state.
    Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] set to [code]true[/code].
ga: Grúpa de chnaipí díorthaithe [BaseButton]. Caitear leis na cnaipí i [ButtonGroup] cosúil le cnaipí raidió: Ní féidir níos mó ná cnaipe amháin a bhrú ag an am céanna. D'fhéadfadh cuma speisialta a bheith ag roinnt cineálacha cnaipí (cosúil le [CheckBox]) sa stát seo.
    Ba cheart go mbeadh [comhalta BaseButton.toggle_mode] socraithe chuig [code]true[/code] ag gach ball de [ButtonGroup].

en: Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see [member BaseButton.button_group]).
ga: Filleann sé [Eagar] de [Button]s a bhfuil sé seo mar a [ButtonGroup] (féach [member BaseButton.button_group]).

en: Returns the current pressed button.
ga: Filleann sé an cnaipe brúite reatha.

en: If [code]true[/code], it is possible to unpress all buttons in this [ButtonGroup].
ga: Más [code]true[/code], is féidir na cnaipí go léir sa [ButtonGroup] seo a dhíbhrú.

en: Emitted when one of the buttons of the group is pressed.
ga: Astaítear nuair a bhrúitear ceann de chnaipí an ghrúpa.

en: A built-in type representing a method or a standalone function.
ga: Cineál ionsuite a léiríonn modh nó feidhm neamhspleách.

en: Constructs an empty [Callable], with no object nor method bound.
ga: Tógann sé [Inghlaoite] folamh, gan aon réad ná modh faoi cheangal.

en: Constructs a [Callable] as a copy of the given [Callable].
ga: Tógtar [Inghlaoch] mar chóip den [Inghlaoch] a tugadh.

en: Creates a new [Callable] for the method named [param method] in the specified [param object].
    [b]Note:[/b] For methods of built-in [Variant] types, use [method create] instead.
ga: Cruthaíonn sé [Inghlaoite] nua don mhodh ainmnithe [param method] sa [param object] sonraithe.
    [b]Nóta:[/b] Le haghaidh modhanna de chineálacha ionsuite [Athraithe], úsáid [method cruthaigh] ina ionad sin.

en: Returns a copy of this [Callable] with one or more arguments bound. When called, the bound arguments are passed [i]after[/i] the arguments supplied by [method call]. See also [method unbind].
    [b]Note:[/b] When this method is chained with other similar methods, the order in which the argument list is modified is read from right to left.
ga: Seoltar ar ais cóip den [Inghlaoch] seo agus argóint amháin nó níos mó faoi cheangal. Nuair a ghlaoitear orthu, cuirtear na hargóintí faoi cheangal ar aghaidh [i]i ndiaidh[/i] na hargóintí a sholáthraíonn [glaoch modha]. Féach freisin [dícheangail modh].
    [b]Nóta:[/b] Nuair a shlabhraítear an modh seo le modhanna eile dá samhail, léitear an t-ord ina n-athraítear liosta na n-argóintí ó dheas go clé.

en: Returns a copy of this [Callable] with one or more arguments bound, reading them from an array. When called, the bound arguments are passed [i]after[/i] the arguments supplied by [method call]. See also [method unbind].
    [b]Note:[/b] When this method is chained with other similar methods, the order in which the argument list is modified is read from right to left.
ga: Filleann sé/sí cóip den [Inghlaoch] seo agus argóint amháin nó níos mó faoi cheangal, á léamh as eagar. Nuair a ghlaoitear orthu, cuirtear na hargóintí faoi cheangal ar aghaidh [i]i ndiaidh[/i] na hargóintí a sholáthraíonn [glaoch modha]. Féach freisin [dícheangail modh].
    [b]Nóta:[/b] Nuair a shlabhraítear an modh seo le modhanna eile dá samhail, léitear an t-ord ina n-athraítear liosta na n-argóintí ó dheas go clé.

en: Calls the method represented by this [Callable]. Arguments can be passed and should match the method's signature.
ga: Glaonn an modh a léiríonn an [Inghlao] seo. Is féidir argóintí a rith agus ba cheart go mbeadh siad ag teacht le síniú an mhodha.

en: Calls the method represented by this [Callable] in deferred mode, i.e. at the end of the current frame. Arguments can be passed and should match the method's signature.
    [codeblocks]
    [gdscript]
    func _ready():
        grab_focus.call_deferred()
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        Callable.From(GrabFocus).CallDeferred();
    }
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] Deferred calls are processed at idle time. Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they'll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
    See also [method Object.call_deferred].
ga: Glaonn an [Inghlaoch] ar an modh a léirítear leis seo sa mhodh iarchurtha, i.e. ag deireadh an fhráma reatha. Is féidir argóintí a rith agus ba cheart go mbeadh siad ag teacht le síniú an mhodha.
    [codeblocks]
    [gdscript]
    func _réidh():
        grab_focus.call_deferred()
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        Glaoigh ar Iarchurtha();
    }
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Próiseáiltear glaonna iarchurtha ag am díomhaoin. Tarlaíonn am díomhaoin go príomha ag deireadh frámaí próisis agus fisice. Rithfidh glaonna iarchurtha ann go dtí nach mbeidh aon cheann fágtha, rud a chiallaíonn gur féidir leat glaonna ó ghlaonna iarchurtha eile a chur siar agus go reáchtálfar iad fós sa timthriall ama díomhaoin reatha. Ciallaíonn sé seo nár cheart duit modh iarchurtha a ghlaoch uaidh féin (nó ó mhodh a ghlaoitear air), toisc go n-eascraíonn sé seo atarlú gan teorainn ar an mbealach céanna is dá gcuirfeá glaoch díreach ar an modh.
    Féach freisin [method Object.call_deferred].

en: Calls the method represented by this [Callable]. Unlike [method call], this method expects all arguments to be contained inside the [param arguments] [Array].
ga: Glaonn an modh a léiríonn an [Inghlao] seo. Murab ionann agus [glaoch modha], tá an modh seo ag súil go mbeidh na hargóintí go léir laistigh de [argóintí param] [Eagar].

en: Creates a new [Callable] for the method named [param method] in the specified [param variant]. To represent a method of a built-in [Variant] type, a custom callable is used (see [method is_custom]). If [param variant] is [Object], then a standard callable will be created instead.
    [b]Note:[/b] This method is always necessary for the [Dictionary] type, as property syntax is used to access its entries. You may also use this method when [param variant]'s type is not known in advance (for polymorphism).
ga: Cruthaítear [Inghlaoite] nua don mhodh darb ainm [param method] sa [athraitheach param] sonraithe. Chun modh de chineál ionsuite [Athróg] a léiriú, úsáidtear modh inghlaoite (féach [method is_custom]). Más [Réad] é [athraitheach param], cruthófar caighdeán inghlaoite ina ionad.
    [b]Nóta:[/b] Tá an modh seo riachtanach i gcónaí don chineál [Foclóir], toisc go n-úsáidtear comhréir airí chun a iontrálacha a rochtain. Is féidir leat an modh seo a úsáid freisin nuair nach bhfuil an cineál [param variant] ar eolas roimh ré (le haghaidh polymorphism).

en: Returns the total number of arguments this [Callable] should take, including optional arguments. This means that any arguments bound with [method bind] are [i]subtracted[/i] from the result, and any arguments unbound with [method unbind] are [i]added[/i] to the result.
ga: Filleann sé líon iomlán na n-argóintí ba chóir don [Inghlaoch] seo a ghlacadh, lena n-áirítear argóintí roghnacha. Ciallaíonn sé seo go ndéantar aon argóintí atá ceangailte le [method-ceangail] [i]a bhaint [/i] ón toradh, agus go [i]gcuirtear leis[/i] an toradh aon argóintí nach bhfuil ceangailte le [method-ceangail] leis an toradh.

en: Returns the name of the method represented by this [Callable]. If the callable is a GDScript lambda function, returns the function's name or [code]"<anonymous lambda>"[/code].
ga: Seol ar ais ainm an mhodha a léiríonn an [Callable] seo. Más feidhm lambda GDScript an inghlaoite, seolann ainm na feidhme nó [code]"<anonymous lamda>"[/code] ar ais.

en: Returns the object on which this [Callable] is called.
ga: Filleann sé an oibiacht ar a dtugtar an [Inghlaoch] seo.

en: Returns the ID of this [Callable]'s object (see [method Object.get_instance_id]).
ga: Filleann sé ID an oibiachta seo [Inghlao] (féach [method Object.get_instance_id]).

en: Returns the 32-bit hash value of this [Callable]'s object.
    [b]Note:[/b] [Callable]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the callables are equal, because different callables can have identical hash values due to hash collisions. The engine uses a 32-bit hash algorithm for [method hash].
ga: Filleann sé luach hais 32-giotán an réad [Inghlaoite] seo.
    [b]Nóta:[/b] Soláthróidh [s inghlaoite]s a bhfuil an t-inneachar céanna luachanna hash comhionanna orthu i gcónaí. Mar sin féin, níl a mhalairt fíor. Nuair a chuirtear luachanna comhionanna hais ar ais ní [i]ní[/i] a thugtar le tuiscint go bhfuil na glaonna inghlaoite cothrom, mar is féidir luachanna hais comhionanna a bheith ag glaonna éagsúla mar gheall ar imbhuailtí hais. Úsáideann an t-inneall algartam hash 32-giotán le haghaidh [hash modh].

en: Returns [code]true[/code] if this [Callable] is a custom callable. Custom callables are used:
    - for binding/unbinding arguments (see [method bind] and [method unbind]);
    - for representing methods of built-in [Variant] types (see [method create]);
    - for representing global, lambda, and RPC functions in GDScript;
    - for other purposes in the core, GDExtension, and C#.
ga: Filleann sé [code]true[/code] más rud é seo [Inghlao] inghlaoite. Úsáidtear glaonna saincheaptha:
    - le haghaidh argóintí ceangailteacha/dícheangail (féach [cónasc modh] agus [dícheangail modh]);
    - chun modhanna de chineálacha ionsuite [Athraithe] a léiriú (féach [method cruthaigh]);
    - chun feidhmeanna domhanda, lambda, agus RPC a léiriú i GDScript;
    - chun críocha eile sa chroí-, Síneadh GDE, agus C#.

en: Returns [code]true[/code] if this [Callable] is a standard callable. This method is the opposite of [method is_custom]. Returns [code]false[/code] if this callable is a lambda function.
ga: Filleann sé [code]true[/code] más gnáthghlao é seo [Inghlaoite]. Is é an modh seo a mhalairt de [method is_custom]. Filleann sé [code]bréagach[/code] más feidhm lambda é seo inghlaoite.

en: Returns [code]true[/code] if the callable's object exists and has a valid method name assigned, or is a custom callable.
ga: Filleann sé [code]true[/code] má tá oibiacht an inghlaoite ann agus má tá ainm modha bailí sannta dó, nó má tá sé inghlaoite saincheaptha.

en: Perform an RPC (Remote Procedure Call) on all connected peers. This is used for multiplayer and is normally not available, unless the function being called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this method on unsupported functions will result in an error. See [method Node.rpc].
ga: Déan RPC (Glao Nós Imeachta Cianda) ar gach piaraí nasctha. Úsáidtear é seo le haghaidh il-imreora agus de ghnáth ní bhíonn sé ar fáil, ach amháin má tá an fheidhm atá á glaoch marcáilte mar [i]RPC[/i] (ag baint úsáide as [annotation @GDScript.@rpc] nó [method Node.rpc_config]). Má ghlaonn tú an modh seo ar fheidhmeanna nach dtacaítear leo, beidh earráid ann. Féach [method Node.rpc].

en: Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this method on unsupported functions will result in an error. See [method Node.rpc_id].
ga: Déan RPC (Glao ar Nós Imeachta Cianda) ar ID piaraí ar leith (féach doiciméadú il-imreora le haghaidh tagartha). Úsáidtear é seo le haghaidh il-imreora agus de ghnáth ní bhíonn sé ar fáil ach amháin má tá an fheidhm atá á glaoch marcáilte mar [i]RPC[/i] (ag baint úsáide as [annotation @GDScript.@rpc] nó [method Node.rpc_config]). Má ghlaonn tú an modh seo ar fheidhmeanna nach dtacaítear leo, beidh earráid ann. Féach [method Node.rpc_id].

en: Returns a copy of this [Callable] with a number of arguments unbound. In other words, when the new callable is called the last few arguments supplied by the user are ignored, according to [param argcount]. The remaining arguments are passed to the callable. This allows to use the original callable in a context that attempts to pass more arguments than this callable can handle, e.g. a signal with a fixed number of arguments. See also [method bind].
    [b]Note:[/b] When this method is chained with other similar methods, the order in which the argument list is modified is read from right to left.
    [codeblock]
    func _ready():
        foo.unbind(1).call(1, 2) # Calls foo(1).
        foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it does not change the arguments from bind.
    [/codeblock]
ga: Seoltar ar ais cóip de seo [Inghlao] agus roinnt argóintí gan cheangal. Is é sin le rá, nuair a thugtar an t-inghlao nua, déantar neamhaird de na hargóintí deireanacha a chuir an t-úsáideoir ar fáil, de réir [param argcount]. Cuirtear na hargóintí eile ar aghaidh chuig an gceann inghlao. Ligeann sé seo an bunghloingsithe a úsáid i gcomhthéacs a dhéanann iarracht níos mó argóintí a rith ná mar is féidir leis an nglao inghlao seo a láimhseáil, e.g. comhartha le líon seasta argóintí. Féach freisin [ceangal modh].
    [b]Nóta:[/b] Nuair a shlabhraítear an modh seo le modhanna eile dá samhail, léitear an t-ord ina n-athraítear liosta na n-argóintí ó dheas go clé.
    [codeblock]
    func _réidh():
        foo.unbind(1).call(1, 2) # Glaonna foo(1).
        foo.bind(3, 4).unbind(1).call(1, 2) # Glaonna foo(1, 3, 4), tabhair faoi deara nach n-athraíonn sé na hargóintí ón gceangal.
    [/codeblock]

en: Returns [code]true[/code] if both [Callable]s invoke different targets.
ga: Filleann sé [code]true[/code] má agairt spriocanna éagsúla an dá [Inghlaoite].

en: Returns [code]true[/code] if both [Callable]s invoke the same custom target.
ga: Filleann sé [code]true[/code] má agairt an dá [Inghlaoite] sprioc saincheaptha céanna.

en: Calls the specified method after optional delay.
ga: Glaonna an modh sonraithe tar éis moill roghnach.

en: [CallbackTweener] is used to call a method in a tweening sequence. See [method Tween.tween_callback] for more usage information.
    The tweener will finish automatically if the callback's target object is freed.
    [b]Note:[/b] [method Tween.tween_callback] is the only correct way to create [CallbackTweener]. Any [CallbackTweener] created manually will not function correctly.
ga: Úsáidtear [CallbackTweener] chun modh a ghlaoch i seicheamh tweening. Féach ar [method Tween.tween_callback] le haghaidh tuilleadh faisnéise úsáide.
    Críochnóidh an tweener go huathoibríoch má scaoiltear cuspóir an aisghlao.
    [b]Nóta:[/b] Is é [method Tween.tween_callback] an t-aon bhealach ceart chun [CallbackTweener] a chruthú. Ní fheidhmeoidh aon [CallbackTweener] a chruthaítear de láimh i gceart.

en: Camera node for 2D scenes.
ga: Nód ceamara le haghaidh radhairc 2D.

en: Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem]-based nodes.
    Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport.
    This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from [Node2D] and change the transform of the canvas by setting [member Viewport.canvas_transform] in [Viewport] (you can obtain the current [Viewport] by using [method Node.get_viewport]).
    Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_screen_center_position] to get the real position.
ga: Nód ceamara le haghaidh radhairc 2D. Cuireann sé iallach ar an scáileán (ciseal reatha) scrollú tar éis an nód seo. Fágann sé sin go mbeidh sé níos éasca (agus níos tapúla) radhairc inscrollaithe a ríomhchlárú ná suíomh na nóid atá bunaithe ar [CanvasItem] a athrú de láimh.
    Cláraíonn ceamaraí iad féin sa nód [Viewport] is gaire (agus an crann ardaithe). Ní féidir ach ceamara amháin a bheith gníomhach in aghaidh an amhairc. Mura bhfuil aon radharc ar fáil ag dul suas an chrainn, cláróidh an ceamara sa radharcra domhanda.
    Tá an nód seo ceaptha a bheith ina chúntóir simplí chun rudaí a chur chun cinn go tapa, ach d’fhéadfadh go mbeadh feidhmiúlacht níos mó ag teastáil chun an chaoi a n-oibríonn an ceamara a athrú. Chun do nód ceamara saincheaptha féin a dhéanamh, faigh mar oidhreacht ó [Node2D] é agus athraigh claochlú an chanbhás trí [member Viewport.canvas_transform] a shocrú in [Viewport] (is féidir leat an [Viewport] reatha a fháil trí úsáid a bhaint as [method Node.get_viewport]).
    Tabhair faoi deara nach ionann suíomh [code]position [/code] an nód [Camera2D] agus suíomh iarbhír an scáileáin, a d’fhéadfadh a bheith difriúil de bharr smúdála nó teorainneacha feidhmithe. Is féidir leat [method get_screen_center_position] a úsáid chun an suíomh ceart a fháil.

en: 2D Isometric Demo
ga: Taispeántas Isiméadrach 2D

en: Aligns the camera to the tracked node.
ga: Ailínithe an ceamara leis an nód rianaithe.

en: Forces the camera to update scroll immediately.
ga: Cuir iallach ar an gceamara scrollú a nuashonrú láithreach.

en: Returns the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin].
ga: Filleann an corrlach sonraithe [enum Side]. Féach freisin [comhalta drag_bottom_margin], [comhalta drag_top_margin], [comhalta drag_left_margin], agus [comhalta drag_right_margin].

en: Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
ga: Filleann sé teorainn an cheamara don [enum Side] sonraithe. Féach freisin [member limit_bottom], [member limit_top], [member limit_left], agus [member limit_right].

en: Returns the center of the screen from this camera's point of view, in global coordinates.
    [b]Note:[/b] The exact targeted position of the camera may be different. See [method get_target_position].
ga: Filleann sé lár an scáileáin ó thaobh an cheamara seo de, i gcomhordanáidí domhanda.
    [b]Nóta:[/b] D’fhéadfadh suíomh spriocdhírithe an cheamara a bheith difriúil. Féach ar [method get_target_position].

en: Returns this camera's target position, in global coordinates.
    [b]Note:[/b] The returned value is not the same as [member Node2D.global_position], as it is affected by the drag properties. It is also not the same as the current position if [member position_smoothing_enabled] is [code]true[/code] (see [method get_screen_center_position]).
ga: Filleann sé suíomh sprice an cheamara seo, i gcomhordanáidí domhanda.
    [b]Nóta:[/b] Níl an luach ar ais mar an gcéanna le [member Node2D.global_position], toisc go bhfuil tionchar ag na hairíonna tarraingthe air. Níl sé mar an gcéanna leis an staid reatha freisin má tá [code]true[/code] ar [member position_smoothing_enabled] (féach [method get_screen_center_position]).

en: Returns [code]true[/code] if this [Camera2D] is the active camera (see [method Viewport.get_camera_2d]).
ga: Filleann sé [code]true[/code] más é an [Camera2D] seo an ceamara gníomhach (féach [method Viewport.get_camera_2d]).

en: Forces this [Camera2D] to become the current active one. [member enabled] must be [code]true[/code].
ga: Cuirtear iallach ar an [Camera2D] seo a bheith mar an gceann gníomhach reatha. Ní mór [code]true[/code] a bheith i [ball cumasaithe].

en: Sets the camera's position immediately to its current smoothing destination.
    This method has no effect if [member position_smoothing_enabled] is [code]false[/code].
ga: Socraíonn sé suíomh an cheamara láithreach chuig a cheann scríbe smúdála reatha.
    Níl aon éifeacht ag an modh seo más rud é go bhfuil [code]false[/code] ar [comhalta position_smoothing_enabled].

en: Sets the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin].
ga: Socraíonn sé corrlach an [enum Side] sonraithe. Féach freisin [comhalta drag_bottom_margin], [comhalta drag_top_margin], [comhalta drag_left_margin], agus [comhalta drag_right_margin].

en: Sets the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
ga: Socraíonn sé teorainn an cheamara don [enum Side] sonraithe. Féach freisin [member limit_bottom], [member limit_top], [member limit_left], agus [member limit_right].

en: The Camera2D's anchor point. See [enum AnchorMode] constants.
ga: Pointe ancaire an Camera2D. Féach tairisigh [enum AnchorMode].

en: The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] or not a [Viewport], uses the default viewport instead.
ga: An nód saincheaptha [Viewport] atá ceangailte leis an [Camera2D]. Más rud é [code] null[/code] nó nach [Viewport], úsáidí an réamhshocraithe amhairc ina ionad sin.

en: Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the bottom edge of the screen.
ga: Imeall íochtair ag teastáil chun an ceamara a tharraingt. De bharr luach [code]1[/code] ní bhogann an ceamara ach amháin nuair a shroicheann sé imeall bun an scáileáin.

en: If [code]true[/code], the camera only moves when reaching the horizontal (left and right) drag margins. If [code]false[/code], the camera moves horizontally regardless of margins.
ga: Más [code]true[/code], ní ghluaiseann an ceamara ach nuair a shroicheann sé na himill tarraingthe cothrománacha (ar chlé agus ar dheis). Má tá [code]false[/code], bogann an ceamara go cothrománach beag beann ar na himill.

en: The relative horizontal drag offset of the camera between the right ([code]-1[/code]) and left ([code]1[/code]) drag margins.
    [b]Note:[/b] Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when [member drag_horizontal_enabled] is [code]true[/code] or the drag margins are changed.
ga: Fritháireamh tarraingthe cothrománach coibhneasta an cheamara idir na himill tarraingthe ar dheis ([code]-1[/code]) agus ar chlé ([code]1[/code]).
    [b]Nóta:[/b] Úsáidtear é chun an fhritháireamh tarraingthe cothrománach tosaigh a shocrú; an fhritháireamh reatha a chinneadh; nó iallach a chur ar an bhfritháireamh reatha. Ní thugtar cothrom le dáta go huathoibríoch é nuair a bhíonn [code]true[/code] nó nuair a athraítear na himill tarraingthe.

en: Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the left edge of the screen.
ga: Imeall ar chlé ag teastáil chun an ceamara a tharraingt. De bharr luach [code]1[/code] ní bhogann an ceamara ach amháin nuair a shroicheann sé imeall clé an scáileáin.

en: Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the right edge of the screen.
ga: Imeall ar dheis ag teastáil chun an ceamara a tharraingt. De bharr luach [code]1[/code] ní bhogann an ceamara ach amháin nuair a shroicheann sé imeall deas an scáileáin.

en: Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the top edge of the screen.
ga: Imeall barr ag teastáil chun an ceamara a tharraingt. De bharr luach [code]1[/code] ní ghluaiseann an ceamara ach amháin nuair a shroicheann sé imeall barr an scáileáin.

en: If [code]true[/code], the camera only moves when reaching the vertical (top and bottom) drag margins. If [code]false[/code], the camera moves vertically regardless of the drag margins.
ga: Más [code]true[/code], ní ghluaiseann an ceamara ach nuair a shroicheann sé na himill tarraingthe ingearacha (barr agus bun). Má tá [code]false[/code], bogann an ceamara go ceartingearach beag beann ar na himill tarraingthe.

en: The relative vertical drag offset of the camera between the bottom ([code]-1[/code]) and top ([code]1[/code]) drag margins.
    [b]Note:[/b] Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when [member drag_vertical_enabled] is [code]true[/code] or the drag margins are changed.
ga: Fritháireamh tarraingthe ingearach coibhneasta an cheamara idir na himill tarraingthe bun ([code] -1[/code]) agus barr ([code]1[/code]).
    [b]Nóta:[/b] Úsáidtear é chun an fhritháireamh tarraingthe ingearach tosaigh a shocrú; an fhritháireamh reatha a chinneadh; nó iallach a chur ar an bhfritháireamh reatha. Ní nuashonraítear go huathoibríoch é nuair a bhíonn [code]true[/code] nó nuair a athraítear na himill tarraingthe.

en: If [code]true[/code], draws the camera's drag margin rectangle in the editor.
ga: Más [code]true[/code], tarraing dronuilleog tarraingthe an cheamara san eagarthóir.

en: If [code]true[/code], draws the camera's limits rectangle in the editor.
ga: Más [code]true[/code], tarraing dronuilleog teorainneacha an cheamara san eagarthóir.

en: If [code]true[/code], draws the camera's screen rectangle in the editor.
ga: Más [code]true[/code], tarraing dronuilleog scáileáin an cheamara san eagarthóir.

en: Controls whether the camera can be active or not. If [code]true[/code], the [Camera2D] will become the main camera when it enters the scene tree and there is no active camera currently (see [method Viewport.get_camera_2d]).
    When the camera is currently active and [member enabled] is set to [code]false[/code], the next enabled [Camera2D] in the scene tree will become active.
ga: Rialaíonn sé cibé an féidir leis an gceamara a bheith gníomhach nó nach bhfuil. Más [code]true[/code], beidh an [Camera2D] ina phríomhcheamara nuair a rachaidh sé isteach sa chrann radhairc agus níl aon cheamara gníomhach ann faoi láthair (féach [method Viewport.get_camera_2d]).
    Nuair a bhíonn an ceamara gníomhach faoi láthair agus [ball chumas] socraithe go [code]bréagach[/code], beidh an chéad [Camera2D] cumasaithe eile sa chrann radhairc gníomhach.

en: If [code]true[/code], the camera's rendered view is not affected by its [member Node2D.rotation] and [member Node2D.global_rotation].
ga: Más [code]true[/code], ní bheidh tionchar ag a [member Node2D.rotation] agus [member Node2D.global_rotation] ar radharc rindreáilte an cheamara.

en: Bottom scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
ga: Teorainn an scrolla thíos i bpicteilíní. Stopann an ceamara ag gluaiseacht agus an luach seo á bhaint amach, ach is féidir le [fritháireamh ball] an radharc a bhrú thar an teorainn.

en: Left scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
ga: Teorainn an scrolla ar chlé i bpicteilíní. Stopann an ceamara ag gluaiseacht agus an luach seo á bhaint amach, ach is féidir le [fritháireamh ball] an radharc a bhrú thar an teorainn.

en: Right scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
ga: Teorainn scrollaithe ar dheis i bpicteilíní. Stopann an ceamara ag gluaiseacht agus an luach seo á bhaint amach, ach is féidir le [fritháireamh ball] an radharc a bhrú thar an teorainn.

en: If [code]true[/code], the camera smoothly stops when reaches its limits.
    This property has no effect if [member position_smoothing_enabled] is [code]false[/code].
    [b]Note:[/b] To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke [method reset_smoothing].
ga: Más [code]true[/code], stopann an ceamara go réidh nuair a shroicheann sé a theorainneacha.
    Níl aon éifeacht ag an airí seo más rud é go bhfuil [code]false[/code] ar [comhalta position_smoothing_enabled].
    [b]Nóta:[/b] Chun suíomh an cheamara a nuashonrú láithreach ionas go mbeidh sé laistigh de theorainneacha gan smúdála, fiú má tá an socrú seo cumasaithe, agairt [method reset_smoothing].

en: Top scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
ga: Teorainn scrollaithe barr i bpicteilíní. Stopann an ceamara ag gluaiseacht agus an luach seo á bhaint amach, ach is féidir le [fritháireamh ball] an radharc a bhrú thar an teorainn.

en: The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
ga: Fritháireamh coibhneasta an cheamara. Úsáideach chun breathnú thart nó beochan ceamara a chroitheadh. Is féidir leis an gceamara fritháirithe dul thar na teorainneacha atá sainmhínithe i [member limit_top], [member limit_bottom], [member limit_left] agus [member limit_right].

en: If [code]true[/code], the camera's view smoothly moves towards its target position at [member position_smoothing_speed].
ga: Más [code]true[/code], bogann radharc an cheamara go réidh i dtreo a shuíomh sprice ag [member position_smoothing_speed].

en: Speed in pixels per second of the camera's smoothing effect when [member position_smoothing_enabled] is [code]true[/code].
ga: Luas i bpicteilíní in aghaidh an tsoicind d'éifeacht smúdála an cheamara nuair a bhíonn [code]true[/code] ar [member position_smoothing_enabled].

en: The camera's process callback. See [enum Camera2DProcessCallback].
ga: Próiseas aisghlaoch an cheamara. Féach [enum Camera2DProcessCallback].

en: If [code]true[/code], the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at [member rotation_smoothing_speed].
    [b]Note:[/b] This property has no effect if [member ignore_rotation] is [code]true[/code].
ga: Más [code]true[/code], rothlaíonn radharc an cheamara go réidh, trí smúdála asymptotic, chun ailíniú lena spriocuainíocht ag [member rotation_smoothing_speed].
    [b]Nóta:[/b] Níl aon éifeacht ag an airí seo má tá [code]true[/code] ar [cod neamhaird ar bhallraíocht_rothlaithe].

en: The angular, asymptotic speed of the camera's rotation smoothing effect when [member rotation_smoothing_enabled] is [code]true[/code].
ga: Tá luas uilleach, asymptotic éifeacht smúdála uainíochta an cheamara nuair a bhíonn [code]true[/code] ar [cod rothlú_smoothing_enabled ball].

en: The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen in the viewport.
    [b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] zoom into account. This means that zooming in/out will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure text remains crisp regardless of zoom, you can enable MSDF font rendering by enabling [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] (applies to the default project font only), or enabling [b]Multichannel Signed Distance Field[/b] in the import options of a DynamicFont for custom fonts. On system fonts, [member SystemFont.multichannel_signed_distance_field] can be enabled in the inspector.
ga: Súmáil an ceamara. Má dhéantar súmáil isteach de [code]Veicteoir(2, 2)[/code], déantar an méid a fheictear sa radharc a dhúbailt. Déanann súmáil de [code]Veicteoir(0.5, 0.5)[/code] leath an mhéid a fheictear sa radharcport.
    [b]Nóta:[/b] [ball FontFile.oversampling] ní [i][/i] a chur san áireamh [Camera2D] zúmáil. Ciallaíonn sé seo go mbeidh an chuma ar chlónna giotánmap agus ar chlónna dinimiciúla rasterized (neamh-MSDF) má dhéantar zúmáil isteach/amach, doiléir nó picteilínithe mura bhfuil an cló mar chuid de [CanvasLayer] a fhágann go ndéanann sé neamhaird de súmáil ceamara. Chun a chinntiú go bhfanann an téacs briosc beag beann ar zúmáil, is féidir leat rindreáil cló MSDF a chumasú trí [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] a chumasú (baineann leis an gcló réamhshocraithe tionscadail amháin), nó trí [b]Réimse Cianshínithe Ilchainéil[/b] a chumasú sna roghanna allmhairithe de DynamicFont le haghaidh clónna saincheaptha. Ar chlónna córais, is féidir [member SystemFont.multichannel_signed_distance_field] a chumasú sa chigire.

en: The camera's position is fixed so that the top-left corner is always at the origin.
ga: Socraítear suíomh an cheamara ionas go mbeidh an chúinne uachtarach ar chlé ag an mbunús i gcónaí.

en: The camera's position takes into account vertical/horizontal offsets and the screen size.
ga: Cuireann suíomh an cheamara fritháirimh ingearacha/cothrománacha agus méid an scáileáin san áireamh.

en: The camera updates during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
ga: Nuashonraíonn an ceamara le linn frámaí fisice (féach [Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).

en: The camera updates during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
ga: Nuashonraíonn an ceamara le linn frámaí próisis (féach [Node.NOTIFICATION_INTERNAL_PROCESS]).

en: Camera node, displays from a point of view.
ga: Nód ceamara, taispeántais ó thaobh.

en: [Camera3D] is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed.
ga: Is nód speisialta é [Camera3D] a thaispeánann an méid atá le feiceáil óna shuíomh reatha. Cláraíonn ceamaraí iad féin sa nód [Viewport] is gaire (agus an crann ardaithe). Ní féidir ach ceamara amháin a bheith gníomhach in aghaidh an amhairc. Mura bhfuil radharcmharc ar fáil ag dul suas an chrainn, cláróidh an ceamara sa radharcra domhanda. I bhfocail eile, ní sholáthraíonn ceamara ach cumais taispeána 3D do [Viewport], agus, gan radharc amháin, ní féidir radharc atá cláraithe sa [Viewport] (nó calafoirt amhairc níos airde) a thaispeáint.

en: If this is the current camera, remove it from being current. If [param enable_next] is [code]true[/code], request to make the next camera current, if any.
ga: Más é seo an ceamara reatha, bain é as bheith reatha. Má tá [param enable_next] [code]true[/code], iarr an chéad cheamara eile a dhéanamh reatha, más ann dó.

en: Returns the projection matrix that this camera uses to render to its associated viewport. The camera must be part of the scene tree to function.
ga: Filleann sé an mhaitrís teilgin a úsáideann an ceamara seo chun an radharc a bhaineann leis a sholáthar. Caithfidh an ceamara a bheith mar chuid den chrann radhairc le go bhfeidhmeoidh sé.

en: Returns the camera's RID from the [RenderingServer].
ga: Filleann sé RID an cheamara ón [RenderingServer].

en: Returns the transform of the camera plus the vertical ([member v_offset]) and horizontal ([member h_offset]) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as [XRCamera3D].
ga: Filleann sé claochlú an cheamara móide an fhritháireamh ingearach ([ball v_offset]) agus cothrománach ([ball h_offset]); agus aon choigeartuithe eile a dhéantar ar shuíomh agus ar threoshuíomh an cheamara ag ceamaraí fo-aicmithe amhail [XRCamera3D].

en: Returns whether or not the specified layer of the [member cull_mask] is enabled, given a [param layer_number] between 1 and 20.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member cull_mask] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 20.

en: Returns the camera's frustum planes in world space units as an array of [Plane]s in the following order: near, far, left, top, right, bottom. Not to be confused with [member frustum_offset].
ga: Filleann sé eitleáin frustum an cheamara in aonaid spáis an domhain mar raon [Plána]anna san ord seo a leanas: gar, i bhfad, ar chlé, barr, ar dheis, ag bun. Gan a mheascadh le [member frustum_offset].

en: Returns the RID of a pyramid shape encompassing the camera's view frustum, ignoring the camera's near plane. The tip of the pyramid represents the position of the camera.
ga: Filleann sé RID de chruth pirimid a chuimsíonn radharc an cheamara frustum, gan aird a thabhairt ar eitleán gar don cheamara. Léiríonn barr na pirimide suíomh an cheamara.

en: Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
    [b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.
ga: Filleann sé [code]true[/code] má tá an suíomh tugtha ar chúl an cheamara (an chuid ghorm den léaráid nasctha). [url=https://raw.githubusercontent.com/godotenginine/godot-docs/master/img/camera3d_position_frustum.png]Féach ar an léaráid seo[/url] le haghaidh forbhreathnú ar mhodhanna fiosraithe suímh.
    [b]Nóta:[/b] Féadfaidh suíomh a fhilleann [code]bréagach[/code] a bheith fós lasmuigh de réimse radhairc an cheamara.

en: Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
ga: Filleann sé [code]true[/code] má tá an suíomh tugtha laistigh d'fhrustam an cheamara (an chuid ghlas den léaráid nasctha). [url=https://raw.githubusercontent.com/godotenginine/godot-docs/master/img/camera3d_position_frustum.png]Féach ar an léaráid seo[/url] le haghaidh forbhreathnú ar mhodhanna fiosraithe suímh.

en: Makes this camera the current camera for the [Viewport] (see class description). If the camera node is outside the scene tree, it will attempt to become current once it's added.
ga: Déanann an ceamara seo an ceamara reatha don [Viewport] (féach cur síos ar an rang). Má tá nód an cheamara lasmuigh de chrann an radhairc, déanfaidh sé iarracht a bheith reatha nuair a chuirtear leis.

en: Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.
ga: Filleann sé gnáthveicteoir ó shuíomh an phointe scáileáin atá dírithe ar an gceamara. Tá ceamaraí orthogonal normalaithe. Tugann ceamaraí peirspictíochta cuntas ar pheirspictíocht, leithead/airde scáileáin, etc.

en: Returns the 3D point in world space that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given [param z_depth] distance into the scene away from the camera.
ga: Filleann sé an pointe 3D i spás an domhain a mhapálann go dtí an chomhordanáid 2T tugtha sa dronuilleog [Viewport] ar eitleán atá an fad tugtha [param z_depth] isteach sa radharc amach ón gceamara.

en: Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
ga: Filleann sé gnáthveicteoir sa spás domhanda, is é sin an toradh ar phointe a theilgean ar an dronuilleog [Viewport] le teilgean an cheamara inbhéarta. Tá sé seo úsáideach le haghaidh gathanna a réitigh i bhfoirm (bunús, gnáth) le haghaidh trasnaithe nó piocadh réad.

en: Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
ga: Filleann sé suíomh 3D sa spás domhanda, is é sin mar thoradh ar phointe a theilgean ar an dronuilleog [Viewport] le teilgean an cheamara inbhéarta. Tá sé seo úsáideach le haghaidh gathanna a réitigh i bhfoirm (bunús, gnáth) le haghaidh trasnaithe nó piocadh réad.

en: Based on [param value], enables or disables the specified layer in the [member cull_mask], given a [param layer_number] between 1 and 20.
ga: Bunaithe ar [luach param], cumasaíonn nó díchumasaítear an ciseal sonraithe sa [member cull_mask], nuair a thugtar [uimhir pharam layer_number] idir 1 agus 20.

en: Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and the [param z_near] and [param z_far] clip planes in world space units. See also [member frustum_offset].
ga: Socraíonn sé teilgean an cheamara go mód frustum (féach [proJECTION_FRUSTUM leanúnach]), trí [méid param], [fritháireamh param], agus na heitleáin ghearrthóg [param z_near] agus [param z_far] in aonaid spáis an domhain a shonrú. Féach freisin [comhalta frustum_offset].

en: Sets the camera projection to orthogonal mode (see [constant PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] and [param z_far] clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)
ga: Socraíonn sé teilgean an cheamara go mód orthogonal (féach [ProJECTION_ORTHOGONAL tairiseach]), trí [méid param] a shonrú, agus na heitleáin ghearrthóg [param z_near] agus [param z_far] in aonaid spáis an domhain. (Mar leid, is minic a úsáideann cluichí 2T an teilgean seo, le luachanna sonraithe i bpicteilíní.)

en: Sets the camera projection to perspective mode (see [constant PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle in degrees, and the [param z_near] and [param z_far] clip planes in world space units.
ga: Socraíonn sé teilgean an cheamara go mód peirspictíochta (féach [proJECTION_PERSPECTIVE leanúnach]), trí uillinn [param fov] (réimse radhairc) a shonrú i gcéimeanna, agus na heitleáin ghearrthóg [param z_near] agus [param z_far] in aonaid spáis an domhain.

en: Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in world space.
    [b]Note:[/b] When using this to position GUI elements over a 3D viewport, use [method is_position_behind] to prevent them from appearing if the 3D point is behind the camera:
    [codeblock]
    # This code block is part of a script that inherits from Node3D.
    # `control` is a reference to a node inheriting from Control.
    control.visible = not get_viewport().get_camera_3d().is_position_behind(global_transform.origin)
    control.position = get_viewport().get_camera_3d().unproject_position(global_transform.origin)
    [/codeblock]
ga: Filleann sé an comhordanáid 2T sa dronuilleog [Viewport] a mhapálann go dtí an pointe 3T tugtha sa spás domhanda.
    [b]Nóta:[/b] Agus é seo á úsáid chun eilimintí GUI a shuíomh thar radharc 3D, úsáid [method is_position_behind] chun iad a chosc ó bheith le feiceáil má tá an pointe 3D taobh thiar den cheamara:
    [codeblock]
    # Tá an bloc cóid seo mar chuid de script a fhaigheann oidhreacht ó Node3D.
    # Is tagairt é `rialú` do nód a fhaigheann oidhreacht ón Rialú.
    control.visible = ní get_viewport().get_camera_3d().is_position_behind(global_transform.origin)
    control.position = get_viewport().get_camera_3d().unproject_position(global_transform.origin)
    [/codeblock]

en: The [CameraAttributes] to use for this camera.
ga: Na [CameraAttributes] le húsáid don cheamara seo.

en: The [Compositor] to use for this camera.
ga: An [Cumadóir] le húsáid don cheamara seo.

en: The culling mask that describes which [member VisualInstance3D.layers] are rendered by this camera. By default, all 20 user-visible layers are rendered.
    [b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting [member cull_mask] using a script allows you to toggle those reserved layers, which can be useful for editor plugins.
    To adjust [member cull_mask] more easily using a script, use [method get_cull_mask_value] and [method set_cull_mask_value].
    [b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers into account to determine what contributes to global illumination. If this is an issue, set [member GeometryInstance3D.gi_mode] to [constant GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D.light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude them from global illumination.
ga: An masc maraithe a chuireann síos ar na [comhaltaí VisualInstance3D.layers] atá rindreáilte ag an gceamara seo. De réir réamhshocraithe, rindreáiltear na 20 sraith atá infheicthe ag an úsáideoir.
    [b]Nóta:[/b] Ós rud é go gceadaíonn an [member cull_mask] 32 ciseal a stóráil ina n-iomláine, tá 12 sraithe breise ann nach n-úsáideann an t-inneall ach go hinmheánach agus nach bhfuil nochta san eagarthóir. Má shocraítear [member cull_mask] agus script á úsáid agat, is féidir leat na sraitheanna áirithe sin a scoránaigh, rud a d'fhéadfadh a bheith úsáideach le haghaidh breiseán eagarthóireachta.
    Chun [member cull_mask] a choigeartú níos éasca le script, úsáid [method get_cull_mask_value] agus [method set_cull_mask_value].
    [b]Nóta:[/b] Cuirfidh [VoxelGI], SDFGI agus [LightmapGI] na sraitheanna uile san áireamh i gcónaí chun a chinneadh cad a chuireann le soilsiú domhanda. Más ceist é seo, socraigh [comhalta GeometryInstance3D.gi_mode] go [GeometryInstance3D.GI_MODE_DISABLED seasmhach] le haghaidh mogaill agus [comhalta Light3D.light_bake_mode] go [Light3D.BAKE_DISABLED leanúnach] le haghaidh soilse chun iad a eisiamh ó soilsiú domhanda.

en: If [code]true[/code], the ancestor [Viewport] is currently using this camera.
    If multiple cameras are in the scene, one will always be made current. For example, if two [Camera3D] nodes are present in the scene and only one is current, setting one camera's [member current] to [code]false[/code] will cause the other camera to be made current.
ga: Más [code]true[/code], tá an sinsear [Viewport] ag úsáid an cheamara seo faoi láthair.
    Má tá ceamaraí iolracha sa radharc, déanfar ceann reatha i gcónaí. Mar shampla, má tá dhá nód [Camera3D] i láthair sa radharc agus nach bhfuil ach ceann amháin reatha, má shocraítear [ballreatha] ceamara amháin go [code]bréagach[/code], déanfar an ceamara eile reatha.

en: If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values.
ga: Mura bhfuil [dOPPLER_TRACKING_DISABLED] ann, insamhailfidh an ceamara seo an [url=https://en.wikipedia.org/wiki/Doppler_effect]éifeacht Doppler[/url] le haghaidh réad a athraíodh go háirithe modhanna [code]_process[/code]. Féach [enum DopplerTracking] le haghaidh luachanna féideartha.

en: The [Environment] to use for this camera.
ga: An [Timpeallacht] le húsáid don cheamara seo.

en: The distance to the far culling boundary for this camera relative to its local Z axis. Higher values allow the camera to see further away, while decreasing [member far] can improve performance if it results in objects being partially or fully culled.
ga: An fad go dtí an teorainn i bhfad maraithe don cheamara seo i gcomparáid lena ais Z áitiúil. Ligeann luachanna níos airde don cheamara féachaint níos faide ar shiúl, agus má laghdaítear [comhalta i bhfad] féadann sé feidhmíocht a fheabhsú má dhéantar ábhar a bhaint go páirteach nó go hiomlán.

en: The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [member fov] sets the other axis' field of view angle.
    For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to a horizontal FOV of:
    - ~91.31 degrees in a 4:3 viewport
    - ~101.67 degrees in a 16:10 viewport
    - ~107.51 degrees in a 16:9 viewport
    - ~121.63 degrees in a 21:9 viewport
ga: Uillinn réimse radhairc an cheamara (i gcéimeanna). Is infheidhme i mód peirspictíochta amháin. Ós rud é go glasann [member keep_aspect] ais amháin, socraíonn [member fov] uillinn réimse radhairc na haise eile.
    Le haghaidh tagartha, tá luach réamhshocraithe an réimse amhairc ingearach ([code]75.0[/code]) comhionann le FOV cothrománach de:
    - ~91.31 céim i radharc 4:3
    - ~101.67 céim i radharc 16:10
    - ~107.51 céim i radharc 16:9
    - ~121.63 céim i radharc 21:9

en: The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
    [b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM].
ga: Fritháireamh frustum an cheamara. Is féidir é seo a athrú ón réamhshocrú chun éifeachtaí “tilted frustum” a chruthú mar [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [teilgean na mball] [proJECTION_FRUSTUM leanúnach].

en: The horizontal (X) offset of the camera viewport.
ga: Fritháireamh cothrománach (X) an amhairc ceamara.

en: The axis to lock during [member fov]/[member size] adjustments. Can be either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT].
ga: An ais le glasáil le linn coigeartuithe [ball fov]/[méid na mball]. Is féidir leis a bheith ina [KEEP_WIDTH leanúnach] nó [constant KEEP_HEIGHT].

en: The distance to the near culling boundary for this camera relative to its local Z axis. Lower values allow the camera to see objects more up close to its origin, at the cost of lower precision across the [i]entire[/i] range. Values lower than the default can lead to increased Z-fighting.
ga: An fad go dtí an teorainn gar maraithe don cheamara seo i gcomparáid lena ais Z áitiúil. Ligeann luachanna níos ísle don cheamara réada a fheiceáil níos gaire dá bhunús, ar chostas beachtas níos ísle thar an raon [i]iomlán[/i]. D'fhéadfadh méadú ar Z-troid a bheith mar thoradh ar luachanna níos ísle ná an réamhshocrú.

en: The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, objects' Z distance from the camera's local space scales their perceived size.
ga: Modh teilgean an cheamara. Sa mhód [seasmhach PROJECTION_PERSPECTIVE], scálaíonn oibiachtaí an fad Z ó spás áitiúil an cheamara a méid a bhraitear.

en: The camera's size in meters measured as the diameter of the width or height, depending on [member keep_aspect]. Only applicable in orthogonal and frustum modes.
ga: Tomhaistear méid an cheamara i méadair mar thrastomhas an leithead nó an airde, ag brath ar [member keep_aspect]. Is infheidhme i modhanna orthogonal agus frustum amháin.

en: The vertical (Y) offset of the camera viewport.
ga: Fritháireamh ingearach (Y) an amhairc ceamara.

en: Perspective projection. Objects on the screen becomes smaller when they are far away.
ga: Teilgean peirspictíochta. Éiríonn rudaí ar an scáileán níos lú nuair a bhíonn siad i bhfad ar shiúl.

en: Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
ga: Teilgean orthogonal, ar a dtugtar teilgean ortagrafach freisin. Fanann rudaí mar an gcéanna ar an scáileán is cuma cé chomh fada agus atá siad.

en: Frustum projection. This mode allows adjusting [member frustum_offset] to create "tilted frustum" effects.
ga: Píosa teilgean. Ligeann an modh seo [member fragment_offset] a choigeartú chun éifeachtaí “blúire claonta” a chruthú.

en: Preserves the horizontal aspect ratio; also known as Vert- scaling. This is usually the best option for projects running in portrait mode, as taller aspect ratios will benefit from a wider vertical FOV.
ga: Caomhnaíonn sé an cóimheas gné cothrománach; ar a dtugtar freisin Vert- scálú. Is é seo an rogha is fearr de ghnáth do thionscadail a ritheann i mód portráide, mar go mbainfidh cóimheasa gné níos airde leas as FOV ingearach níos leithne.

en: Preserves the vertical aspect ratio; also known as Hor+ scaling. This is usually the best option for projects running in landscape mode, as wider aspect ratios will automatically benefit from a wider horizontal FOV.
ga: Caomhnaíonn sé an cóimheas gné ingearach; ar a dtugtar freisin Hor+ scálú. Is é seo an rogha is fearr de ghnáth do thionscadail a ritheann i mód tírdhreacha, mar go mbainfidh cóimheasa gné níos leithne leas go huathoibríoch as FOV cothrománach níos leithne.

en: Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] simulation (default).
ga: Díchumasaítear ionsamhlú [url=https://en.wikipedia.org/wiki/Doppler_effect]éifeacht Doppler[/url] (réamhshocraithe).

en: Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's [member AudioStreamPlayer3D.pitch_scale]).
ga: Insamhail [url=https://en.wikipedia.org/wiki/Doppler_effect]éifeacht Doppler[/url] trí shuíomhanna na n-oibiachtaí a athraítear sa [code]_process[/code] a rianú. Bíonn tionchar ag athruithe ar threoluas coibhneasta an cheamara seo i gcomparáid leis na réada sin ar an gcaoi a mbreathnaítear ar fhuaim (ag athrú na fuaime [member AudioStreamPlayer3D.pitch_scale]).

en: Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_physics_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's [member AudioStreamPlayer3D.pitch_scale]).
ga: Insamhail [url=https://en.wikipedia.org/wiki/Doppler_effect]éifeacht Doppler[/url] trí shuíomhanna na n-oibiachtaí a athraítear i [code]_physics_process[/code] a rianú. Bíonn tionchar ag athruithe ar threoluas coibhneasta an cheamara seo i gcomparáid leis na réada sin ar an gcaoi a mbreathnaítear ar fhuaim (ag athrú na fuaime [member AudioStreamPlayer3D.pitch_scale]).

en: Parent class for camera settings.
ga: Rang tuismitheora le haghaidh socruithe ceamara.

en: Controls camera-specific attributes such as depth of field and exposure override.
    When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used.
    See also [Environment] for general 3D environment settings.
    This is a pure virtual class that is inherited by [CameraAttributesPhysical] and [CameraAttributesPractical].
ga: Rialaíonn sé tréithe ceamara-shonracha amhail doimhneacht an pháirce agus sáraíocht nochta.
    Nuair a úsáidtear é i [Timpeallacht Dhomhanda] cuireann sé socruithe réamhshocraithe ar fáil maidir le nochtadh, uath-nochtadh, agus doimhneacht réimse a bheidh in úsáid ag gach ceamara gan a gcuid [CameraAttributes] féin, lena n-áirítear ceamara an eagarthóra. Nuair a úsáidtear é i [Camera3D] sáróidh sé aon [CameraAttributes] atá leagtha síos sa [Timpeallacht Dhomhanda]. Nuair a úsáidtear iad in [VoxelGI] nó [LightmapGI], ní úsáidfear ach na socruithe nochta.
    Féach freisin [Comhshaol] le haghaidh socruithe ginearálta comhshaoil 3D.
    Is rang fíorúil íon é seo a fhaigheann [CameraAttributesPhysical] agus [CameraAttributesPractical] le hoidhreacht.

en: If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
ga: Más rud é [code]true[/code], cumasaíonn an modh nochta uathoibríoch tonemapping an rindreálaí radharc. Más [code]true[/code], cinnfidh an rindreálaí go huathoibríoch an socrú nochta chun oiriúnú do shoilsiú an radhairc agus don solas breathnaithe.

en: The scale of the auto exposure effect. Affects the intensity of auto exposure.
ga: Scála an éifeacht nochta uathoibríoch. Tionchar aige ar dhéine nochta carranna.

en: The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
ga: Luas an éifeacht nochta uathoibríoch. Bíonn tionchar aige ar an am a theastaíonn don cheamara chun nochtadh uathoibríoch a dhéanamh.

en: Multiplier for the exposure amount. A higher value results in a brighter image.
ga: Iolraitheoir don mhéid risíochta. Bíonn íomhá níos gile mar thoradh ar luach níos airde.

en: Physically-based camera settings.
ga: Socruithe ceamara fisiciúil-bhunaithe.

en: [CameraAttributesPhysical] is used to set rendering settings based on a physically-based camera's settings. It is responsible for exposure, auto-exposure, and depth of field.
    When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], [member Camera3D.near], [member Camera3D.fov], and [member Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used.
    The default settings are intended for use in an outdoor environment, tips for settings for use in an indoor environment can be found in each setting's documentation.
    [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
ga: Úsáidtear [CameraAttributesPhysical] chun socruithe rindreála a shocrú bunaithe ar shocruithe ceamara atá bunaithe go fisiciúil. Tá sé freagrach as nochtadh, auto-nochtadh, agus doimhneacht réimse.
    Nuair a úsáidtear é i [Timpeallacht Dhomhanda] cuireann sé socruithe réamhshocraithe ar fáil maidir le nochtadh, uath-nochtadh, agus doimhneacht réimse a bheidh in úsáid ag gach ceamara gan a gcuid [CameraAttributes] féin, lena n-áirítear ceamara an eagarthóra. Nuair a úsáidtear é i [Camera3D] sáróidh sé aon [CameraAttributes] atá leagtha síos sa [WorldEnvironment] agus sáróidh sé na [Camera3D]s [ball Camera3D.far], [comhalta Camera3D.near], [comhalta Camera3D.fov], agus [comhalta Camera3D.keep_aspect] airíonna. Nuair a úsáidtear iad in [VoxelGI] nó [LightmapGI], ní úsáidfear ach na socruithe nochta.
    Tá na socruithe réamhshocraithe ceaptha lena n-úsáid i dtimpeallacht lasmuigh, tá leideanna maidir le socruithe le húsáid i dtimpeallacht laistigh le fáil i ndoiciméadú gach suímh.
    [b]Nóta:[/b] Ní thacaítear le doimhneacht an doimhnigh réimse ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.

en: Physical light and camera units
ga: Aonaid solais fhisiciúil agus ceamara

en: Returns the vertical field of view that corresponds to the [member frustum_focal_length]. This value is calculated internally whenever [member frustum_focal_length] is changed.
ga: Filleann sé an réimse ingearach radhairc a fhreagraíonn don [member frustum_focal_length]. Ríomhtar an luach seo go hinmheánach aon uair a athraítear [member frustum_focal_length].

en: The maximum luminance (in EV100) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.
ga: An luminance uasta (in EV100) a úsáidtear nuair a bhíonn nochtadh uathoibríoch á ríomh. Nuair a bheidh meán-luminance radharc á ríomh, déanfar luachanna datha a chlampáil go dtí an luach seo ar a laghad. Cuireann sé seo teorainn leis an uath-nochtadh ó nochtadh faoi bhun gile áirithe, rud a fhágann go mbeidh pointe scoite ann ina bhfanfaidh an radharc geal.

en: Size of the aperture of the camera, measured in f-stops. An f-stop is a unitless ratio between the focal length of the camera and the diameter of the aperture. A high aperture setting will result in a smaller aperture which leads to a dimmer image and sharper focus. A low aperture results in a wide aperture which lets in more light resulting in a brighter, less-focused image. Default is appropriate for outdoors at daytime (i.e. for use with a default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 is more appropriate.
    Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled.
ga: Méid cró an cheamara, arna thomhas i bhf-stadanna. Cóimheas gan aonad é f-stad idir fad fócasach an cheamara agus trastomhas an chró. Mar thoradh ar shuíomh Cró ard beidh Cró níos lú as a dtiocfaidh íomhá níos lú agus fócas níos géire. Cruthaíonn cró íseal cró leathan a ligeann níos mó solais isteach agus cruthaítear íomhá níos gile agus nach bhfuil an fócas céanna air. Tá an réamhshocrú oiriúnach don taobh amuigh i rith an lae (i.e. le húsáid le réamhshocrú [DirectionalLight3D]), le haghaidh soilsiú laistigh, tá luach idir 2 agus 4 níos oiriúnaí.
    Ar fáil ach amháin nuair atá [ball ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] cumasaithe.

en: Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/code] seconds. A higher value will allow less light (leading to a darker image), while a lower value will allow more light (leading to a brighter image).
    Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled.
ga: Am chun an comhla a oscailt agus a dhúnadh, arna mheas mar [code]1 / shutter_speed[/code] soicind. Ceadóidh luach níos airde níos lú solais (mar thoradh ar íomhá níos dorcha), agus ligfidh luach níos ísle níos mó solais (mar thoradh ar íomhá níos gile).
    Ar fáil ach amháin nuair atá [comhalta ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] cumasaithe.

en: Override value for [member Camera3D.far]. Used internally when calculating depth of field. When attached to a [Camera3D] as its [member Camera3D.attributes], it will override the [member Camera3D.far] property.
ga: Luach sáraithe le haghaidh [comhalta Camera3D.far]. Úsáidtear go hinmheánach nuair a bhíonn doimhneacht réimse á ríomh. Nuair a bheidh sé ceangailte le [Camera3D] mar a [comhalta Camera3D.attributes], sáróidh sé an t-airí [member Camera3D.far].

en: Distance between camera lens and camera aperture, measured in millimeters. Controls field of view and depth of field. A larger focal length will result in a smaller field of view and a narrower depth of field meaning fewer objects will be in focus. A smaller focal length will result in a wider field of view and a larger depth of field meaning more objects will be in focus. When attached to a [Camera3D] as its [member Camera3D.attributes], it will override the [member Camera3D.fov] property and the [member Camera3D.keep_aspect] property.
ga: An t-achar idir lionsa an cheamara agus an cró ceamara, tomhaiste i milliméadair. Rialaíonn an réimse radhairc agus doimhneacht na páirce. Mar thoradh ar fhad fócasach níos mó beidh réimse radhairc níos lú agus doimhneacht páirce níos cúinge a chiallaíonn go mbeidh níos lú rudaí i bhfócas. Mar thoradh ar fhad fócasach níos lú beidh réimse radhairc níos leithne agus doimhneacht páirce níos mó a chiallaíonn go mbeidh níos mó rudaí i bhfócas. Nuair a bheidh sé ceangailte le [Camera3D] mar a [member Camera3D.attributes], sáróidh sé an t-airí [member Camera3D.fov] agus an mhaoin [member Camera3D.keep_aspect].

en: Distance from camera of object that will be in focus, measured in meters. Internally this will be clamped to be at least 1 millimeter larger than [member frustum_focal_length].
ga: An fad ó cheamara an ruda a bheidh i bhfócas, arna thomhas i méadair. Go hinmheánach déanfar é seo a chlampáil le bheith 1 milliméadar ar a laghad níos mó ná [member frustum_focal_length].

en: Override value for [member Camera3D.near]. Used internally when calculating depth of field. When attached to a [Camera3D] as its [member Camera3D.attributes], it will override the [member Camera3D.near] property.
ga: Luach sáraithe le haghaidh [comhalta Camera3D.near]. Úsáidtear go hinmheánach nuair a bhíonn doimhneacht réimse á ríomh. Nuair a bheidh sé ceangailte le [Camera3D] mar a [member Camera3D.attributes], sáróidh sé an t-airí [member Camera3D.near].

en: Camera settings in an easy to use format.
ga: Socruithe ceamara i bhformáid atá éasca le húsáid.

en: Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override.
    When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used.
ga: Rialaíonn sé tréithe ceamara-shonracha amhail uath-nochtadh, doimhneacht páirce, agus sáraíocht nochta.
    Nuair a úsáidtear é i [Timpeallacht Dhomhanda] cuireann sé socruithe réamhshocraithe ar fáil maidir le nochtadh, uath-nochtadh, agus doimhneacht réimse a bheidh in úsáid ag gach ceamara gan a gcuid [CameraAttributes] féin, lena n-áirítear ceamara an eagarthóra. Nuair a úsáidtear é i [Camera3D] sáróidh sé aon [CameraAttributes] atá leagtha síos sa [Timpeallacht Dhomhanda]. Nuair a úsáidtear iad in [VoxelGI] nó [LightmapGI], ní úsáidfear ach na socruithe nochta.

en: The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.
ga: An íogaireacht uasta (in ISO) a úsáidtear nuair a bhíonn nochtadh carranna á ríomh. Nuair a bheidh meán-luminance radharc á ríomh, déanfar luachanna datha a chlampáil go dtí an luach seo ar a laghad. Cuireann sé seo teorainn leis an uath-nochtadh ó nochtadh faoi bhun gile áirithe, rud a fhágann go mbeidh pointe scoite ann ina bhfanfaidh an radharc geal.

en: The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
ga: An íogaireacht íosta (in ISO) a úsáidtear nuair a bhíonn nochtadh do ghluaisteáin á ríomh. Nuair a bheidh meán-luminance radharc á ríomh, déanfar luachanna datha a chlampáil go dtí an luach seo ar a laghad. Cuireann sé seo teorainn leis an uath-nochtadh ó nochtadh os cionn gile áirithe, rud a fhágann go mbeidh pointe scoite ann ina bhfanfaidh an radharc dorcha.

en: Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
ga: Socraíonn sé an t-uasmhéid doiléir. Nuair a bheidh méideanna doiléire atá bunaithe go fisiciúil á n-úsáid, gníomhóidh sé mar iolraitheoir ina ionad sin. Bíonn méadú ar doiléire mar thoradh ar luachanna arda, ach bíonn sé i bhfad níos costasaí a ríomh. Is fearr é seo a choinneáil chomh híseal agus is féidir le haghaidh stíl ealaíne ar leith.

en: Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters.
ga: Beidh rudaí níos faide ón [Camera3D] den mhéid seo doiléir ag doimhneacht éifeacht an réimse. Tomhaistear i méadair.

en: Enables depth of field blur for objects further than [member dof_blur_far_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_far_transition].
    [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
ga: Cumasaíonn sé doimhniú réimse le haghaidh réad níos faide ná [member dof_blur_far_distance]. Tá neart doiléir á rialú ag [comhalta dof_blur_amount] agus modhnaithe ag [comhalta dof_blur_far_transition].
    [b]Nóta:[/b] Ní thacaítear le doimhneacht an doimhnigh réimse ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.

en: When positive, distance over which (starting from [member dof_blur_far_distance]) blur effect will scale from 0 to [member dof_blur_amount]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_far_distance] and will increase in a physically accurate way as objects get further from the [Camera3D].
ga: Nuair a bheidh sé dearfach, déanfar an t-achar doiléirigh (ag tosú ó [member dof_blur_far_distance]) a scála ó 0 go [comhalta dof_blur_amount]. Nuair a bhíonn sé diúltach, baintear úsáid as scálú fisiciúil-bhunaithe ionas go mbeidh doimhneacht na héifeachta páirce ag scála ó 0 ag [member dof_blur_far_distance] agus méadóidh sé ar bhealach atá cruinn go fisiciúil de réir mar a théann réada níos faide ón [Camera3D].

en: Objects closer from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters.
ga: Beidh rudaí níos dlúithe ón [Camera3D] faoin méid seo doiléir ag doimhneacht éifeacht an réimse. Tomhaistear i méadair.

en: Enables depth of field blur for objects closer than [member dof_blur_near_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_near_transition].
    [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
ga: Cumasaíonn sé doimhniú réimse le haghaidh réad níos gaire ná [member dof_blur_near_distance]. Tá neart an doiléir á rialú ag [comhalta dof_blur_amount] agus modhnaithe ag [comhalta dof_blur_near_transition].
    [b]Nóta:[/b] Ní thacaítear le doimhneacht an doimhnigh réimse ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.

en: When positive, distance over which blur effect will scale from 0 to [member dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_near_distance] and will increase in a physically accurate way as objects get closer to the [Camera3D].
ga: Nuair a bheidh sé dearfach, is é an t-achar a laghdóidh an éifeacht doiléir ó 0 go [comhalta dof_blur_amount], ag críochnú ag [member dof_blur_near_distance]. Nuair a bhíonn sé diúltach, baintear úsáid as scálú fisiciúil-bhunaithe ionas go mbeidh doimhneacht na héifeachta páirce ag scála ó 0 ag [member dof_blur_near_distance] agus méadóidh sé ar bhealach atá cruinn go fisiciúil de réir mar a thagann réada níos gaire don [Camera3D].

en: A camera feed gives you access to a single physical camera attached to your device.
ga: Tugann fotha ceamara rochtain duit ar cheamara fisiceach amháin atá ceangailte de do ghléas.

en: Returns feed image data type.
ga: Tuairisceáin fotha cineál sonraí íomhá.

en: Returns the unique ID for this feed.
ga: Seoltar ar ais an t-aitheantas uathúil don fhotha seo.

en: Returns the camera's name.
ga: Seoltar ainm an cheamara ar ais.

en: Returns the position of camera on the device.
ga: Filleann sé suíomh an cheamara ar an bhfeiste.

en: If [code]true[/code], the feed is active.
ga: Más [code]true[/code], tá an fotha gníomhach.

en: The transform applied to the camera's image.
ga: Chuaigh an claochlú i bhfeidhm ar íomhá an cheamara.

en: No image set for the feed.
ga: Níl aon íomhá socraithe don fhotha.

en: Feed supplies RGB images.
ga: Soláthraíonn beatha íomhánna RGB.

en: Feed supplies YCbCr images that need to be converted to RGB.
ga: Soláthraíonn beathaithe íomhánna YCbCr ar gá iad a thiontú go RGB.

en: Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
ga: Soláthraíonn Feed íomhánna ar leith Y agus CbCr ar gá iad a chomhcheangal agus a thiontú go RGB.

en: Unspecified position.
ga: Seasamh neamhshonraithe.

en: Camera is mounted at the front of the device.
ga: Tá an ceamara suite ar thaobh tosaigh an ghléis.

en: Camera is mounted at the back of the device.
ga: Tá an ceamara suite ar chúl an ghléis.

en: Server keeping track of different cameras accessible in Godot.
ga: Freastalaí ag coinneáil súil ar cheamaraí éagsúla atá inrochtana in Godot.

en: Adds the camera [param feed] to the camera server.
ga: Cuireann sé an ceamara [param feed] leis an bhfreastalaí ceamara.

en: Returns an array of [CameraFeed]s.
ga: Filleann sé raon [CameraFeed]s.

en: Returns the [CameraFeed] corresponding to the camera with the given [param index].
ga: Filleann sé an [CameraFeed] a fhreagraíonn don cheamara leis an [innéacs param] a thugtar.

en: Returns the number of [CameraFeed]s registered.
ga: Seoltar ar ais líon na [CameraFeed]anna atá cláraithe.

en: Removes the specified camera [param feed].
ga: Baintear an ceamara sonraithe [fotha param].

en: Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in).
ga: Astaítear nuair a chuirtear [CameraFeed] leis (m.sh. ceamara gréasáin plugáilte isteach).

en: Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged).
ga: Astaítear nuair a bhaintear [CameraFeed] (m.sh. ceamara gréasáin díphlugáilte).

en: The RGBA camera image.
ga: Íomhá ceamara RGBA.

en: The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image.
ga: Íomhá ceamara [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url].

en: The Y component camera image.
ga: Comhpháirt Y íomhá ceamara.

en: The CbCr component camera image.
ga: Íomhá ceamara an chomhpháirt CbCr.

en: Texture provided by a [CameraFeed].
ga: Uigeacht curtha ar fáil ag [CameraFeed].

en: This texture gives access to the camera texture provided by a [CameraFeed].
    [b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a shader.
ga: Tugann an uigeacht seo rochtain ar uigeacht an cheamara a sholáthraíonn [CameraFeed].
    [b]Nóta:[/b] Soláthraíonn go leor ceamaraí íomhánna YCbCr ar gá iad a thiontú i scáthlán.

en: The ID of the [CameraFeed] for which we want to display the image.
ga: ID an [CameraFeed] ar mian linn an íomhá a thaispeáint dó.

en: Convenience property that gives access to the active property of the [CameraFeed].
ga: Maoin áise a thugann rochtain ar mhaoin ghníomhach an [CameraFeed].

en: Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
ga: Cén íomhá laistigh den [CameraFeed] a theastaíonn uainn rochtain a fháil uirthi, tá sé tábhachtach má roinntear an íomhá ceamara i gcomhpháirt Y agus CbCr.

en: Merges several 2D nodes into a single draw operation.
ga: Cumasctar roinnt nóid 2T in oibríocht tarraingthe amháin.

en: Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without blending (set [member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this effect).
    [b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom [Shader] use the following:
    [codeblock]
    shader_type canvas_item;
    render_mode unshaded;
    
    uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
    
    void fragment() {
        vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
    
        if (c.a > 0.0001) {
            c.rgb /= c.a;
        }
    
        COLOR *= c;
    }
    [/codeblock]
    [b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both utilize the backbuffer, children of a [CanvasGroup] who have their [member CanvasItem.clip_children] set to anything other than [constant CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly.
ga: Tarraingítear nóid linbh [CanvasItem] de [CanvasGroup] mar rud amháin. Ligeann sé e.g. nóid tréshoilseach 2T forluiteacha a tharraingt gan chumasc (socraigh [member CanvasItem.self_modulate] airí de [CanvasGroup] chun an éifeacht seo a bhaint amach).
    [b]Nóta:[/b] Úsáideann an [CanvasGroup] scáthlán saincheaptha chun léamh ón gcúlmhaolán chun a pháistí a tharraingt. Má shannadh [Materila] don [CanvasGroup] sáraítear an scáthlán tógtha. Chun iompar an scáthlána tógtha a mhacasamhlú i saincheaptha [Shader] bain úsáid as na rudaí seo a leanas:
    [codeblock]
    shader_type canvas_item;
    render_mode unshaded;
    
    uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
    
    void fragment() {
        vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
    
        if (c.a > 0.0001) {
            c.rgb /= c.a;
        }
    
        COLOR *= c;
    }
    [/codeblock]
    [b]Nóta:[/b] Ós rud é go n-úsáideann [CanvasGroup] agus [member CanvasItem.clip_children] an maolán droma, tá leanaí de chuid [CanvasGroup] a bhfuil a [member CanvasItem.clip_children] socraithe chuig aon rud eile seachas [CanvasItem.CLIP_CHILDREN_DISABLED ] ní fheidhmeoidh sé i gceart.

en: Sets the size of the margin used to expand the clearing rect of this [CanvasGroup]. This expands the area of the backbuffer that will be used by the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer used which can increase performance, however if [member use_mipmaps] is enabled, a small margin may result in mipmap errors at the edge of the [CanvasGroup]. Accordingly, this should be left as small as possible, but should be increased if artifacts appear along the edges of the canvas group.
ga: Socraíonn sé méid an chorrlaigh a úsáidtear chun an ceart imréitigh seo a leathnú [CanvasGroup]. Leathnaíonn sé seo achar an chúlmhaoláin a úsáidfidh an [CanvasGroup]. Laghdóidh corrlach níos lú achar an chúlmhaoláin a úsáidtear, rud a fhéadfaidh feidhmíocht a mhéadú, ach má tá [member use_mipmaps] cumasaithe, d’fhéadfadh earráidí mipmap a bheith mar thoradh ar chorrlach beag ag imeall an [CanvasGroup]. Dá réir sin, ba chóir é seo a fhágáil chomh beag agus is féidir, ach ba chóir a mhéadú má tá artifacts le feiceáil ar feadh imill an ghrúpa chanbhás.

en: Sets the size of a margin used to expand the drawable rect of this [CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect around its children then expanding that rect by [member fit_margin]. This increases both the backbuffer area used and the area covered by the [CanvasGroup] both of which can reduce performance. This should be kept as small as possible and should only be expanded when an increased size is needed (e.g. for custom shader effects).
ga: Socraíonn sé méid an chorrlaigh a úsáidtear chun an ceart tarraingthe den [CanvasGroup] seo a leathnú. Cinntear méid an [CanvasGroup] trí cheart a fheistiú timpeall ar a leanaí agus ansin an ceart sin a leathnú faoi [member fit_margin]. Méadaíonn sé seo an t-achar maoláin a úsáidtear agus an limistéar atá clúdaithe ag [CanvasGroup] agus is féidir leis an dá cheann acu feidhmíocht a laghdú. Ba cheart é seo a choinneáil chomh beag agus is féidir agus níor cheart é a leathnú ach amháin nuair a bhíonn gá le méid méadaithe (m.sh. le haghaidh éifeachtaí scáthaithe saincheaptha).

en: If [code]true[/code], calculates mipmaps for the backbuffer before drawing the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] attached to the [CanvasGroup]. Generating mipmaps has a performance cost so this should not be enabled unless required.
ga: Más [code]true[/code], ríomhann sé mipmaps don chúlmhaolán roimh an [CanvasGroup] a tharraingt ionas gur féidir mipmaps a úsáid i [ShaderMaterial] saincheaptha atá ceangailte leis an [CanvasGroup]. Tá costas feidhmíochta ag baint le mipmaps a ghiniúint agus mar sin níor cheart é seo a chumasú mura bhfuil gá leis.

en: Abstract base class for everything in 2D space.
ga: Bunrang teibí do gach rud sa spás 2d saor in aisce,.

en: Abstract base class for everything in 2D space. Canvas items are laid out in a tree; children inherit and extend their parent's transform. [CanvasItem] is extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game objects.
    Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the engine, then [constant NOTIFICATION_DRAW] will be received on idle time to request a redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). However, they can only be used inside [method _draw], its corresponding [method Object._notification] or methods connected to the [signal draw] signal.
    Canvas items are drawn in tree order on their canvas layer. By default, children are on top of their parents, so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis.
    A [CanvasItem] can be hidden, which will also hide its children. By adjusting various other properties of a [CanvasItem], you can also modulate its color (via [member modulate] or [member self_modulate]), change its Z-index, blend mode, and more.
    Note that properties like transform, modulation, and visibility are only propagated to [i]direct[/i] [CanvasItem] child nodes. If there is a non-[CanvasItem] node in between, like [Node] or [AnimationPlayer], the [CanvasItem] nodes below will have an independent position and [member modulate] chain. See also [member top_level].
ga: Bunrang teibí do gach rud sa spás 2d saor in aisce,. Tá míreanna chanbhás leagtha amach i gcrann; Faigheann leanaí oidhreacht agus cuireann siad le claochlú a dtuismitheoirí. Leathnaítear [CanvasItem] le [Rialú] le haghaidh nóid a bhaineann le GUI, agus le [Node2D] le haghaidh réada cluiche 2T.
    Is féidir aon [CanvasItem] a tharraingt. Chuige seo, glaoitear [method queue_redraw] ag an inneall, ansin gheobhaidh [NOTIFICATION_DRAW leanúnach] in am díomhaoin chun aththarraingt a iarraidh. Mar gheall air seo, ní gá míreanna chanbhás a aththarraingt ar gach fráma, rud a chuireann feabhas suntasach ar an bhfeidhmíocht. Cuirtear roinnt feidhmeanna ar fáil le tarraingt ar an [CanvasItem] (féach feidhmeanna [code]draw_*[/code]). Mar sin féin, ní féidir iad a úsáid ach taobh istigh de [method _draw], a [method Object._notification] comhfhreagrach nó modhanna atá ceangailte leis an comhartha [tarraingt comhartha].
    Tarraingítear míreanna chanbhás in ord crann ar a gciseal chanbhás. De réir réamhshocraithe, tá leanaí ar bharr a dtuismitheoirí, mar sin tarraingeofar fréamh [CanvasItem] taobh thiar de gach rud. Is féidir an iompar seo a athrú ar bhonn in aghaidh an mhíre.
    Is féidir [CanvasItem] a chur i bhfolach, rud a chuirfidh a leanaí i bhfolach freisin. Trí airíonna éagsúla eile de [CanvasItem] a choigeartú, is féidir leat a dhath a mhodhnú freisin (trí [member modulate] nó [member self_modulate]), a Z-innéacs, modh cumaisc, agus go leor eile a athrú.
    Tabhair faoi deara nach ndéantar airíonna cosúil le claochlú, modhnú agus infheictheacht a iomadú ach go dtí [i]nóid linbh [/i] [CanvasItem] [/i][/i]. Má tá nód neamh-[CanvasItem] eatarthu, amhail [Node] nó [AnimationPlayer], beidh suíomh neamhspleách ag na nóid [CanvasItem] thíos agus slabhra [member modulate]. Féach freisin [comhalta top_level].

en: Viewport and canvas transforms
ga: Athraíonn an port amhairc agus an chanbhás

en: Custom drawing in 2D
ga: Líníocht saincheaptha i 2D

en: Called when [CanvasItem] has been requested to redraw (after [method queue_redraw] is called, either manually or by the engine).
    Corresponds to the [constant NOTIFICATION_DRAW] notification in [method Object._notification].
ga: Glaoitear air nuair a iarrtar ar [CanvasItem] aththarraingt (tar éis [method queue_redraw] a ghlaoch, de láimh nó ag an inneall).
    Freagraíonn sé don fhógra [NOFICATION_DRAW leanúnach] sa [method Object._notification].

en: Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.
ga: Ní thabharfar aird ar orduithe líníochta ina dhiaidh sin ach amháin má thagann siad laistigh den slice sonraithe beochana. Is bealach níos tapúla é seo chun beochan a lúbann ar chúlra a chur i bhfeidhm seachas a bheith ag ath-tharraingt de shíor.

en: Draws an unfilled arc between the given angles with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). The larger the value of [param point_count], the smoother the curve. See also [method draw_circle].
    If [param width] is negative, it will be ignored and the arc will be drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code].
    The arc is drawn from [param start_angle] towards the value of [param end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of [param start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] radians, then a full circle arc is drawn (i.e. arc will not overlap itself).
ga: Tarraingíonn sé stua gan líonadh idir na huillinneacha tugtha le haonfhoirmeach [param color] agus [param width] agus frithaliasú roghnach (le tacaíocht ach amháin le haghaidh dearfach [param width]). Dá mhéad luach [param point_count], is ea is míne an cuar. Féach freisin [method draw_circle].
    Má tá [param width] diúltach, déanfar neamhaird de agus déanfar an stua a tharraingt trí úsáid a bhaint as [renderingServer.PRIMITIVE_LINE_STRIP]. Ciallaíonn sé seo, nuair a bheidh an CanvasItem scálaithe, fanfaidh an stua tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach [param width] cosúil le [code]1.0[/code].
    Tarraingítear an stua ó [param start_angle] i dtreo luach [param end_angle] mar sin deiseal má tá [code]start_angle < end_angle[/code] agus tuathalach ar shlí eile. Má théann tú thar na huillinneacha céanna ach in ord droim ar ais, cruthófar an stua céanna. Má bhíonn an difríocht absalóideach idir [param start_angle] agus [param end_angle] níos mó ná [constant @GDScript.TAU] raidian, ansin tarraingítear stua lánchiorcail (i.e. ní fhorluíonn stua é féin).

en: Draws a string first character using a custom font.
ga: Tarraingíonn an chéad charachtar teaghrán ag baint úsáide as cló saincheaptha.

en: Draws a string first character outline using a custom font.
ga: Tarraingíonn sé imlíne teaghrán den chéad charachtar ag baint úsáide as cló saincheaptha.

en: Draws a circle. See also [method draw_arc], [method draw_polyline], and [method draw_polygon].
    If [param filled] is [code]true[/code], the circle will be filled with the [param color] specified. If [param filled] is [code]false[/code], the circle will be drawn as a stroke with the [param color] and [param width] specified.
    If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code].
    If [param antialiased] is [code]true[/code], half transparent "feathers" will be attached to the boundary, making outlines smooth.
    [b]Note:[/b] [param width] is only effective if [param filled] is [code]false[/code].
ga: Tarraingíonn ciorcal. Féach freisin [method draw_arc], [method draw_polyline], agus [method draw_polygon].
    Má tá [param líonta] [code]true[/code], líonfar an ciorcal leis an [dath param] sonraithe. Más [code]bréagach[/code] é [param líonta], tarraingeofar an ciorcal mar stróc leis an [dath param] agus [leithead an pharam] sonraithe.
    Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in ionad cinn ceithre phointe. Ciallaíonn sé seo nuair a bheidh an CanvasItem scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].
    Má tá [param antialiased] [code]true[/code], beidh “cleití” leath-thrédhearcacha ceangailte den teorainn, ag déanamh imlíne míne.
    [b]Nóta:[/b] níl éifeacht ag [leithead param] ach amháin má tá [code]bréagach[/code] ar [param líonta].

en: After submitting all animations slices via [method draw_animation_slice], this function can be used to revert drawing to its default state (all subsequent drawing commands will be visible). If you don't care about this particular use case, usage of this function after submitting the slices is not required.
ga: Tar éis gach slisne beochana a chur isteach trí [method draw_animation_slice], is féidir an fheidhm seo a úsáid chun líníocht a chur ar ais go dtí a staid réamhshocraithe (beidh gach ordú líníochta ina dhiaidh sin le feiceáil). Mura bhfuil suim agat faoin gcás úsáide áirithe seo, ní gá an fheidhm seo a úsáid tar éis duit na slisní a chur isteach.

en: Draws a textured rectangle region of the font texture with LCD subpixel anti-aliasing at a given position, optionally modulated by a color.
    Texture is drawn using the following blend operation, blend mode of the [CanvasItemMaterial] is ignored:
    [codeblock]
    dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a);
    dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * modulate.a);
    dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * modulate.a);
    dst.a = modulate.a + dst.a * (1.0 - modulate.a);
    [/codeblock]
ga: Tarraingíonn sé réigiún dronuilleog uigeach d’uigeacht an chló le frith-ailiasú fo-phicteilín LCD ag suíomh tugtha, modhnaithe go roghnach ag dath.
    Tarraingítear uigeacht ag baint úsáide as an oibríocht chumaisc seo a leanas, ní thugtar aird ar mhodh cumasc an [CanvasItemMaterial]:
    [codeblock]
    dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a);
    dst.g = uigeacht.g *modulate.g *modulate.a + dst.g * (1.0 - uigeacht.g * modulate.a);
    dst.b = uigeacht.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * modulate.a);
    dst.a = modhnú.a + dst.a* (1.0 - modhnú.a);
    [/codeblock]

en: Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for related documentation.
ga: Tarraingíonn [mogalra] i 2T, ag baint úsáide as an uigeacht atá curtha ar fáil. Féach [MeshInstance2D] le haghaidh doiciméadú gaolmhar.

en: Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See [member FontFile.multichannel_signed_distance_field] for more information and caveats about MSDF font rendering.
    If [param outline] is positive, each alpha channel value of pixel in region is set to maximum value of true distance in the [param outline] radius.
    Value of the [param pixel_range] should the same that was used during distance field texture generation.
ga: Tarraingíonn sé réigiún dronuilleog uigeach d’uigeacht réimse an achair sínithe ilchainéil ag suíomh tugtha, arna modhnú go roghnach le dath. Féach [comhalta FontFile.multichannel_signed_distance_field] le haghaidh tuilleadh faisnéise agus caveats faoi rindreáil cló MSDF.
    Má tá [imlíne param] deimhneach, socraítear luach gach cainéal alfa de phicteilín i réigiún go dtí uasluach an fhíorfhad i nga [imlíne param].
    Ba cheart go mbeadh luach an [param pixel_range] mar an gcéanna a úsáideadh le linn giniúint uigeachta an chianáirimh.

en: Draws multiple disconnected lines with a uniform [param width] and [param color]. Each line is defined by two consecutive points from [param points] array, i.e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + 1][/code] endpoints. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline] instead.
    If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code].
    [b]Note:[/b] [param antialiased] is only effective if [param width] is greater than [code]0.0[/code].
ga: Tarraingíonn sé línte dícheangailte iolracha le aonfhoirmeach [leithead param] agus [dath param]. Sainmhínítear gach líne le dhá phointe as a chéile ón eagar [paraphointí], i.e. tá [code]pointí[2 * i][/code], [code]pointí[2 * i + 1][/code] i mír I-ú ] críochphointí. Nuair a bhíonn líon mór línte á dtarraingt, tá sé seo níos tapúla ná glaonna aonair [method draw_line] a úsáid. Chun línte idirnasctha a tharraingt, úsáid [method draw_polyline] ina ionad sin.
    Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in ionad cinn ceithre phointe. Ciallaíonn sé seo nuair a bheidh an CanvasItem scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].
    [b]Nóta:[/b] níl éifeacht ag [param antialiased] ach amháin má tá [leithead an pharam] níos mó ná [code]0.0[/code].

en: Draws multiple disconnected lines with a uniform [param width] and segment-by-segment coloring. Each segment is defined by two consecutive points from [param points] array and a corresponding color from [param colors] array, i.e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + 1][/code] endpoints and has [code]colors[i][/code] color. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline_colors] instead.
    If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code].
    [b]Note:[/b] [param antialiased] is only effective if [param width] is greater than [code]0.0[/code].
ga: Tarraingíonn sé línte dícheangailte iolracha le dathú aonfhoirmeach [paraiméadair] agus dathú deighleog ar dheighleog. Sainmhínítear gach deighleog le dhá phointe as a chéile ó [paramphointí] eagar agus dath comhfhreagrach ó eagar [param dathanna], i.e. tá [code]pointí[2 * i][/code], [code]pointí i ndeighleog i-ú. [2 * i + 1][/code] críochphointí agus tá [code]dathanna[i][/code] dath air. Nuair a bhíonn líon mór línte á dtarraingt, tá sé seo níos tapúla ná glaonna aonair [method draw_line] a úsáid. Chun línte idirnasctha a tharraingt, úsáid [method draw_polyline_colors] ina ionad sin.
    Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in ionad cinn ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an CanvasItem scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].
    [b]Nóta:[/b] níl éifeacht ag [param antialiased] ach amháin má tá [leithead an pharam] níos mó ná [code]0.0[/code].

en: Breaks [param text] into lines and draws it using the specified [param font] at the [param pos] (top-left corner). The text will have its color multiplied by [param modulate]. If [param width] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
ga: Briseann [téacs param] ina línte agus tarraingíonn sé é ag baint úsáide as an [param font] sonraithe ag an [param pos] (cúinne uachtarach ar chlé). Méadófar dath an téacs faoi [param modulate]. Má tá [leithead param] níos mó ná nó cothrom le 0, gearrfar an téacs má sháraíonn sé an leithead sonraithe.

en: Breaks [param text] to the lines and draws text outline using the specified [param font] at the [param pos] (top-left corner). The text will have its color multiplied by [param modulate]. If [param width] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
ga: Briseann [param text] go dtí na línte agus tarraingíonn sé imlíne téacs ag baint úsáide as an [param font] sonraithe ag an [param pos] (cúinne uachtarach ar chlé). Méadófar dath an téacs faoi [param modulate]. Má tá [leithead param] níos mó ná nó cothrom le 0, gearrfar an téacs má sháraíonn sé an leithead sonraithe.

en: Draws a [MultiMesh] in 2D with the provided texture. See [MultiMeshInstance2D] for related documentation.
ga: Tarraingíonn [MultiMesh] i 2T leis an uigeacht a cuireadh ar fáil. Féach [MultiMeshInstance2D] le haghaidh doiciméadú gaolmhar.

en: Draws interconnected line segments with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon].
    If [param width] is negative, it will be ignored and the polyline will be drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code].
ga: Tarraingíonn sé codanna líne idirnasctha le aonfhoirmeach [dath param] agus [leithead param] agus antialiasing roghnach (le tacaíocht ach amháin le haghaidh dearfach [leithead param]). Nuair a bhíonn líon mór línte á dtarraingt, tá sé seo níos tapúla ná glaonna aonair [method draw_line] a úsáid. Chun línte dícheangailte a tharraingt, úsáid [method draw_multiline] ina ionad sin. Féach freisin [method draw_polygon].
    Má tá [leithead an pharam] diúltach, déanfar neamhaird de agus déanfar an pholalíne a tharraingt trí úsáid a bhaint as [RenderingServer.PRIMITIVE_LINE_STRIP]. Ciallaíonn sé seo, nuair a bheidh an CanvasItem scálaithe, fanfaidh an polyline tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].

en: Draws interconnected line segments with a uniform [param width], point-by-point coloring, and optional antialiasing (supported only for positive [param width]). Colors assigned to line points match by index between [param points] and [param colors], i.e. each line segment is filled with a gradient between the colors of the endpoints. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon].
    If [param width] is negative, it will be ignored and the polyline will be drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code].
ga: Tarraingíonn sé teascáin líne idirnasctha le aonfhoirmeach [leithead param], dathú pointe-ar-phointe, agus antialiasing roghnach (le tacaíocht ach amháin le haghaidh dearfach [leithead param]). Meaitseálann dathanna a shanntar do phointí líne de réir innéacs idir [paramphointí] agus [dathanna param], i.e. líontar gach mírlíne le grádán idir dathanna na gcríochphointí. Nuair a bhíonn líon mór línte á dtarraingt, tá sé seo níos tapúla ná glaonna aonair [method draw_line] a úsáid. Chun línte dícheangailte a tharraingt, úsáid [method draw_multiline_colors] ina ionad sin. Féach freisin [method draw_polygon].
    Má tá [leithead an pharam] diúltach, déanfar neamhaird de agus déanfar an pholalíne a tharraingt trí úsáid a bhaint as [RenderingServer.PRIMITIVE_LINE_STRIP]. Ciallaíonn sé seo, nuair a bheidh an CanvasItem scálaithe, fanfaidh an polyline tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].

en: Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also [method draw_line], [method draw_polyline], [method draw_polygon], and [method draw_rect].
ga: Tarraingíonn primitive saincheaptha. 1 phointe do phointe, 2 phointe do líne, 3 phointe do thriantán, agus 4 phointe do chuad. Má shonraítear 0 pointe nó níos mó ná 4 phointe, ní dhéanfar aon rud a tharraingt agus déanfar teachtaireacht earráide a phriontáil. Féach freisin [method draw_line], [method draw_polyline], [method draw_polygon], agus [method draw_rect].

en: Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will be filled with the [param color] specified. If [param filled] is [code]false[/code], the rectangle will be drawn as a stroke with the [param color] and [param width] specified. See also [method draw_texture_rect].
    If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code].
    If [param antialiased] is [code]true[/code], half transparent "feathers" will be attached to the boundary, making outlines smooth.
    [b]Note:[/b] [param width] is only effective if [param filled] is [code]false[/code].
    [b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not display perfectly. For example, corners may be missing or brighter due to overlapping lines (for a translucent [param color]).
ga: Tarraingíonn dronuilleog. Má tá [param líonta] [code]true[/code], líonfar an dronuilleog leis an [dath param] sonraithe. Más [code]bréagach[/code] é [param líonta], tarraingeofar an dronuilleog mar stróc leis an [dath param] agus [leithead an pharam] sonraithe. Féach freisin [method draw_texture_rect].
    Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in ionad cinn ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an CanvasItem scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].
    Má tá [param antialiased] [code]true[/code], beidh “cleití” leath-thrédhearcacha ceangailte den teorainn, ag déanamh imlíne míne.
    [b]Nóta:[/b] níl éifeacht ag [leithead param] ach amháin má tá [code]bréagach[/code] ar [param líonta].
    [b]Nóta:[/b] Seans nach dtaispeánfar go foirfe dronuilleoga neamhlíonta arna dtarraingt le diúltach [leithead param]. Mar shampla, d’fhéadfadh coirnéil a bheith in easnamh nó níos gile mar gheall ar línte forluiteacha (le haghaidh tréshoilseach [dath param]).

en: Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.
    [b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param scale] into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] (applies to the default project font only), or enabling [b]Multichannel Signed Distance Field[/b] in the import options of a DynamicFont for custom fonts. On system fonts, [member SystemFont.multichannel_signed_distance_field] can be enabled in the inspector.
ga: Socraíonn sé claochlú saincheaptha le haghaidh líníocht trí chomhpháirteanna. Déanfar aon rud a tharraingítear ina dhiaidh sin a chlaochlú leis seo.
    [b]Nóta:[/b] [ball FontFile.oversampling] ní chuireann [i][/i] [scála param] san áireamh. Ciallaíonn sé seo go mbeidh cuma doiléir nó picteilín ar chlónna giotánmap agus clónna dinimiciúla rasterized (neamh-MSDF) de bharr scálaithe suas/síos. Chun a chinntiú go bhfanann an téacs briosc beag beann ar scála, is féidir leat rindreáil cló MSDF a chumasú trí [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] a chumasú (baineann leis an gcló réamhshocraithe tionscadail amháin), nó trí [b]Réimse Cianshínithe Ilchainéil[/b] a chumasú sna roghanna allmhairithe de DynamicFont le haghaidh clónna saincheaptha. Ar chlónna córais, is féidir [comhalta SystemFont.multichannel_signed_distance_field] a chumasú sa chigire.

en: Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.
ga: Socraíonn sé claochlú saincheaptha le haghaidh líníochta trí mhaitrís. Déanfar aon rud a tharraingítear ina dhiaidh sin a chlaochlú leis seo.

en: Draws [param text] outline using the specified [param font] at the [param pos] (bottom-left corner using the baseline of the font). The text will have its color multiplied by [param modulate]. If [param width] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
ga: Tarraingíonn sé imlíne [param text] ag baint úsáide as an [param font] sonraithe ag an [param pos] (cúinne ag bun ar chlé ag baint úsáide as bunlíne an chló). Méadófar dath an téacs faoi [param modulate]. Má tá [leithead param] níos mó ná nó cothrom le 0, gearrfar an téacs má sháraíonn sé an leithead sonraithe.

en: Draws a styled rectangle.
ga: Tarraingíonn dronuilleog stílithe.

en: Draws a texture at a given position.
ga: Tarraingíonn sé uigeacht ag suíomh ar leith.

en: Draws a textured rectangle at a given position, optionally modulated by a color. If [param transpose] is [code]true[/code], the texture will have its X and Y coordinates swapped. See also [method draw_rect] and [method draw_texture_rect_region].
ga: Tarraingíonn sé dronuilleog uigeach ag suíomh tugtha, arna modhnú go roghnach le dath. Más [code]true[/code] é [param trasuíomh], déanfar comhordanáidí X agus Y na huigeachta a mhalartú. Féach freisin [method draw_rect] agus [method draw_texture_rect_region].

en: Draws a textured rectangle from a texture's region (specified by [param src_rect]) at a given position, optionally modulated by a color. If [param transpose] is [code]true[/code], the texture will have its X and Y coordinates swapped. See also [method draw_texture_rect].
ga: Tarraingíonn sé dronuilleog uigeach ó réigiún uigeachta (arna sonrú ag [param src_rect]) ag suíomh tugtha, arna modhnú go roghnach le dath. Más [code]true[/code] é [param transpose], déanfar comhordanáidí X agus Y na huigeachta a mhalartú. Féach freisin [method draw_texture_rect].

en: Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
ga: Cuireann sé iachall ar an athrú a nuashonrú. Níl athruithe claochlaithe san fhisic láithreach ar chúiseanna feidhmíochta. Carntar trasfhoirmeacha agus ansin socraítear iad. Bain úsáid as seo má tá athrú cothrom le dáta de dhíth ort agus tú ag déanamh oibríochtaí fisice.

en: Returns the [RID] of the [World2D] canvas where this item is in.
ga: Filleann sé [RID] den chanbhás [World2D] ina bhfuil an mhír seo.

en: Returns the canvas item RID used by [RenderingServer] for this item.
ga: Seoltar ar ais an RID mír chanbhás a úsáideann [RenderingServer] don mhír seo.

en: Returns the [CanvasLayer] that contains this node, or [code]null[/code] if the node is not in any [CanvasLayer].
ga: Seoltar ar ais an [CanvasLayer] ina bhfuil an nód seo, nó [code]null[/code] mura bhfuil an nód in aon [CanvasLayer].

en: Returns the transform from the coordinate system of the canvas, this item is in, to the [Viewport]s coordinate system.
ga: Filleann sé an claochlú ó chóras comhordanáidí an chanbhás, a bhfuil an mhír seo isteach, go dtí an córas comhordanáidí [Viewport]s.

en: Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is in using the coordinate system of the [CanvasLayer].
    [b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded [Popup]), you can use [method DisplayServer.mouse_get_position].
ga: Filltear ar ais suíomh na luiche sa [CanvasLayer] ina bhfuil an [CanvasItem] seo in úsáid córas comhordanáidí an [CanvasLayer].
    [b]Nóta:[/b] Le haghaidh comhordanáidí spáis scáileáin (m.sh. nuair a bhíonn [Preabfhuinneog] neamhleabaithe in úsáid agat), is féidir leat [method DisplayServer.mouse_get_position] a úsáid.

en: Returns the global transform matrix of this item, i.e. the combined transform up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that either has no parent, has non-[CanvasItem] parent or it has [member top_level] enabled.
ga: Filleann sé maitrís trasfhoirmithe dhomhanda na míre seo, i.e. an claochlú comhcheangailte suas go dtí an nód [CanvasItem] is airde. Is é an mhír is airde ná [CanvasItem] nach bhfuil tuismitheoir ar bith aige, nach bhfuil tuismitheoir [CanvasItem] aige nó a bhfuil [member top_level] cumasaithe aige.

en: Returns the transform from the local coordinate system of this [CanvasItem] to the [Viewport]s coordinate system.
ga: Filleann sé an claochlú ó chóras comhordanáidí áitiúil an [CanvasItem] seo go dtí an córas comhordanáidí [Viewport]s.

en: Get the value of a shader parameter as set on this instance.
ga: Faigh luach paraiméadar scáthaithe mar atá leagtha síos sa chás seo.

en: Returns the mouse's position in this [CanvasItem] using the local coordinate system of this [CanvasItem].
ga: Filltear suíomh na luiche sa [CanvasItem] seo ag baint úsáid as an gcóras comhordanáidí logánta seo [CanvasItem].

en: Returns the transform of this [CanvasItem] in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
    Equals to [method get_global_transform] if the window is embedded (see [member Viewport.gui_embed_subwindows]).
ga: Filleann sé seo claochlú [CanvasItem] i gcomhordanáidí scáileáin dhomhanda (i.e. ag cur suíomh na fuinneoige san áireamh). Den chuid is mó úsáideach le haghaidh breiseán eagarthóir.
    Comhionann le [method get_global_transform] má tá an fhuinneog leabaithe (féach [comhalta Viewport.gui_embed_subwindows]).

en: Returns the transform matrix of this item.
ga: Filleann sé seo maitrís trasfhoirmithe na míre seo.

en: Returns the viewport's boundaries as a [Rect2].
ga: Filleann sé teorainneacha an amhairc mar [Rect2].

en: Returns the transform from the coordinate system of the canvas, this item is in, to the [Viewport]s embedders coordinate system.
ga: Filleann sé an claochlú ó chóras comhordanáidí an chanbhás, a bhfuil an mhír seo isteach, go dtí an córas comhordanáidí leabaithe [Viewport]s.

en: Returns an individual bit on the rendering visibility layer.
ga: Filleann sé giotán aonair ar an gciseal infheictheachta rindreála.

en: Returns the [World2D] where this item is in.
ga: Filleann sé an [World2D] ina bhfuil an mhír seo.

en: Hide the [CanvasItem] if it's currently visible. This is equivalent to setting [member visible] to [code]false[/code].
ga: Folaigh an [CanvasItem] má tá sé le feiceáil faoi láthair. Tá sé seo comhionann le socrú [ball infheicthe] go [code]bréagach[/code].

en: Returns [code]true[/code] if local transform notifications are communicated to children.
ga: Filleann sé [code]true[/code] má chuirtear fógraí claochlaithe áitiúla in iúl do leanaí.

en: Returns [code]true[/code] if global transform notifications are communicated to children.
ga: Filleann sé [code]true[/code] má chuirtear fógraí claochlaithe domhanda in iúl do leanaí.

en: Transformations issued by [param event]'s inputs are applied in local space instead of global space.
ga: Cuirtear claochluithe arna n-eisiúint ag ionchuir [param event] i bhfeidhm sa spás áitiúil in ionad spás domhanda.

en: Moves this node to display on top of its siblings.
    Internally, the node is moved to the bottom of parent's child list. The method has no effect on nodes without a parent.
ga: Bogtar an nód seo lena thaispeáint ar bharr a shiblíní.
    Go hinmheánach, bogtar an nód go bun liosta leanaí an tuismitheora. Níl aon éifeacht ag an modh ar nóid gan tuismitheoir.

en: Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. This only occurs [b]once[/b] per frame, even if this method has been called multiple times.
ga: Ciúnaigh an [CanvasItem] le haththarraingt. Le linn am díomhaoin, má tá [CanvasItem] le feiceáil, seoltar [NOTIFICATION_DRAW leanúnach] agus glaoitear [method _draw]. Ní tharlaíonn sé seo ach [b]uair[/b] in aghaidh an fhráma, fiú má tugadh ar an modh seo go minic.

en: If [param enable] is [code]true[/code], this node will receive [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes.
ga: Má tá [param enable] [code]true[/code], gheobhaidh an nód seo [NOTIFICATION_LOCAL_TRANSFORM_CHANGED leanúnach] nuair a athraíonn a chlaochlú áitiúil.

en: If [param enable] is [code]true[/code], this node will receive [constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes.
ga: Má tá [param enable] [code]true[/code], gheobhaidh an nód seo [NOTIFICATION_TRANSFORM_CHANGED leanúnach] nuair a athraíonn a chlaochlú domhanda.

en: Set/clear individual bits on the rendering visibility layer. This simplifies editing this [CanvasItem]'s visibility layer.
ga: Socraigh/ghlan giotán aonair ar an gciseal rindreála infheictheachta. Déanann sé seo eagarthóireacht ar chiseal infheictheachta [CanvasItem] a shimpliú.

en: Show the [CanvasItem] if it's currently hidden. This is equivalent to setting [member visible] to [code]true[/code]. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
ga: Taispeáin an [CanvasItem] má tá sé i bhfolach faoi láthair. Tá sé seo comhionann le socrú [ball infheicthe] go [code]true[/code]. Maidir le rialuithe a thagann le hoidhreacht [Preabfhuinneog], is é an bealach ceart chun iad a dhéanamh infheicthe ná ceann de na feidhmeanna iolracha [code] aníos * () [/code] a ghlaoch ina ionad.

en: The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.
ga: Na sraitheanna rindreála ina bhfreagraíonn an [CanvasItem] seo do nóid [Light2D].

en: The material applied to this [CanvasItem].
ga: Cuireadh an t-ábhar seo i bhfeidhm ar an [CanvasItem].

en: The color applied to this [CanvasItem]. This property does affect child [CanvasItem]s, unlike [member self_modulate] which only affects the node itself.
ga: An dath a cuireadh ar an [CanvasItem] seo. Bíonn tionchar ag an airí seo ar leanaí [CanvasItem]s, murab ionann agus [member self_modulate] a chuireann isteach ar an nód féin amháin.

en: The color applied to this [CanvasItem]. This property does [b]not[/b] affect child [CanvasItem]s, unlike [member modulate] which affects both the node itself and its children.
    [b]Note:[/b] Internal children (e.g. sliders in [ColorPicker] or tab bar in [TabContainer]) are also not affected by this property (see [code]include_internal[/code] parameter of [method Node.get_child] and other similar methods).
ga: An dath a cuireadh ar an [CanvasItem] seo. Ní [b]ní[/b] an airí seo difear do leanaí [CanvasItem]s, murab ionann agus [member modulate] a chuireann isteach ar an nód féin agus ar a leanaí araon.
    [b]Nóta:[/b] Níl tionchar ag an airí seo ach oiread ar pháistí inmheánacha (m.sh. sleamhnáin in [ColorPicker] nó barra cluaisíní i [TabContainer]) (féach [code] cuir san áireamh_inmheánach[/code] paraiméadar [method Node.get_child] ] agus modhanna eile dá samhail).

en: If [code]true[/code], the object draws behind its parent.
ga: Más [code]true[/code], tarraingíonn an réad taobh thiar dá thuismitheoir.

en: The texture filtering mode to use on this [CanvasItem].
ga: An modh scagtha uigeachta le húsáid ar an [CanvasItem] seo.

en: The texture repeating mode to use on this [CanvasItem].
ga: An modh athdhéanta uigeachta le húsáid ar an [CanvasItem] seo.

en: If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform from parent [CanvasItem]s. Its draw order will also be changed to make it draw on top of other [CanvasItem]s that do not have [member top_level] set to [code]true[/code]. The [CanvasItem] will effectively act as if it was placed as a child of a bare [Node].
ga: Más [code]true[/code], [i]ní[/i] a bheidh an [CanvasItem] seo] a chlaochlú ó thuismitheoir [CanvasItem]s. Déanfar a ordú tarraingthe a athrú freisin chun é a tharraingt ar bharr [CanvasItem]s eile nach bhfuil [member top_level] socraithe go [code]true[/code]. Gníomhóidh an [CanvasItem] go héifeachtach amhail is gur cuireadh mar leanbh lom [Nóid] é.

en: If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
ga: Más [code]true[/code], úsáidtear airí an tuismitheora [CanvasItem] [ábhar ball] mar ábhar an cheann seo.

en: The rendering layer in which this [CanvasItem] is rendered by [Viewport] nodes. A [Viewport] will render a [CanvasItem] if it and all its parents share a layer with the [Viewport]'s canvas cull mask.
ga: An ciseal rindreála ina bhfuil an [CanvasItem] seo rindreáilte ag nóid [Viewport]. Déanfaidh [Viewport] [CanvasItem] a sholáthar má roinneann sé féin agus a thuismitheoirí go léir sraith le masc maraithe chanbhás [Viewport].

en: If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
ga: Más [code]true[/code], tá innéacs Z an nód i gcoibhneas le hinnéacs Z a thuismitheora. Más é 2 innéacs Z an nód seo agus 3 innéacs Z éifeachtach an nód seo, ansin beidh innéacs Z éifeachtach an nód seo 2 + 3 = 5.

en: Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive).
    [b]Note:[/b] Changing the Z index of a [Control] only affects the drawing order, not the order in which input events are handled. This can be useful to implement certain UI animations, e.g. a menu where hovered items are scaled and should overlap others.
ga: Rialaíonn sé an t-ord ina rindreáil na nóid. Taispeánfar nód a bhfuil innéacs Z níos airde aige os comhair daoine eile. Caithfidh sé a bheith idir [RenderingServer.CANVAS_ITEM_Z_MIN] agus [RenderingServer.CANVAS_ITEM_Z_MAX] (san áireamh).
    [b]Nóta:[/b] Ní dhéanann athrú innéacs Z de [Rialú] ach difear don ord tarraingthe, ní don ord ina láimhseáiltear teagmhais ionchuir. Féadfaidh sé seo a bheith úsáideach chun beochan Chomhéadain áirithe a chur i bhfeidhm, e.g. biachlár ina bhfuil scálaí ar mhíreanna a bhfuil folús orthu agus ba chóir go mbeadh siad ag forluí le cinn eile.

en: Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.
    [b]Note:[/b] Deferred connections do not allow drawing through the [code]draw_*[/code] methods.
ga: Astaítear nuair a chaithfidh an [CanvasItem] a tharraingt siar, [i]i ndiaidh[/i] an fógra gaolmhar [freastal NOTIFICATION_DRAW], agus [i]roimh[/i] [method _draw] a thugtar air.
    [b]Nóta:[/b] Ní cheadaíonn naisc iarchurtha líníocht trí na modhanna [code]draw_*[/code].

en: The [CanvasItem]'s global transform has changed. This notification is only received if enabled by [method set_notify_transform].
ga: Tá athrú tagtha ar chlaochlú domhanda [CanvasItem]. Ní fhaightear an fógra seo ach amháin má tá sé cumasaithe ag [method set_notify_transform].

en: The [CanvasItem]'s local transform has changed. This notification is only received if enabled by [method set_notify_local_transform].
ga: Tá claochlú áitiúil [CanvasItem] athraithe. Ní fhaightear an fógra seo ach amháin má tá sé cumasaithe ag [method set_notify_local_transform].

en: The [CanvasItem] is requested to draw (see [method _draw]).
ga: Iarrtar ar an [CanvasItem] líníocht (féach [method _draw]).

en: The [CanvasItem]'s visibility has changed.
ga: Tá infheictheacht [CanvasItem] athraithe.

en: The [CanvasItem] has entered the canvas.
ga: Tá an [CanvasItem] isteach sa chanbhás.

en: The [CanvasItem] has exited the canvas.
ga: Tá an [CanvasItem] imithe as an chanbhás.

en: The [CanvasItem]'s active [World2D] changed.
ga: Athraíodh an [World2D] gníomhach [CanvasItem].

en: The [CanvasItem] will inherit the filter from its parent.
ga: Gheobhaidh an [CanvasItem] an scagaire le hoidhreacht óna thuismitheoir.

en: The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look pixelated from up close, and smooth from a distance.
    Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
ga: Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir an 2 mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]). Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad.
    Úsáid é seo le haghaidh uigeachtaí ealaíne neamhphicteilín ar féidir féachaint orthu ar scála íseal (m.sh. mar gheall ar súmáil isteach [Camera2D] nó scálú sprite), toisc go bhfuil mipmaps tábhachtach chun picteilíní atá níos lú ná picteilíní ar an scáileán a rianúil.

en: The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look smooth from up close, and smooth from a distance.
    Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
ga: Meascann an scagaire uigeachta idir na 4 phicteilín is gaire agus idir an 2 mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]). Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus réidh ó fad.
    Úsáid é seo le haghaidh uigeachtaí ealaíne neamhphicteilín ar féidir féachaint orthu ar scála íseal (m.sh. mar gheall ar súmáil isteach [Camera2D] nó scálú sprite), toisc go bhfuil mipmaps tábhachtach chun picteilíní atá níos lú ná picteilíní ar an scáileán a rianúil.

en: The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
    [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case.
ga: Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]fíor [/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.
    [b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i dtionscadail 2T. Is gnách go mbíonn [TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] níos oiriúnaí sa chás seo.

en: The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
    [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case.
ga: Cumascann an scagaire uigeachta idir na 4 phicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.
    [b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i dtionscadail 2T. Is gnách go mbíonn [TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] níos oiriúnaí sa chás seo.

en: Texture will not repeat.
ga: Ní dhéanfaidh uigeacht arís.

en: Texture will repeat normally.
ga: Athdhéanfar an uigeacht de ghnáth.

en: Texture will repeat in a 2×2 tiled mode, where elements at even positions are mirrored.
ga: Athdhéanfar an uigeacht i mód tílithe 2×2, áit a léirítear eilimintí ag suíomhanna cothroma.

en: Represents the size of the [enum TextureRepeat] enum.
ga: Léiríonn sé méid an [enum TextureRepeat] enum.

en: Child draws over parent and is not clipped.
ga: Tarraingíonn an leanbh thar tuismitheoir agus ní ghearrtar é.

en: Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.
ga: Úsáidtear tuismitheoir chun críche bearradh amháin. Gearrtar an leanbh go dtí limistéar infheicthe an tuismitheora, ní tharraingítear an tuismitheoir.

en: Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.
ga: Baintear úsáid as tuismitheoir chun leanbh a ghearradh, ach tarraingítear an tuismitheoir faoin leanbh freisin mar is gnách sula ngearrtar an leanbh go dtí an áit infheicthe.

en: Represents the size of the [enum ClipChildrenMode] enum.
ga: Léiríonn sé méid an [enum ClipChildrenMode] enum.

en: A material for [CanvasItem]s.
ga: Ábhar le haghaidh [CanvasItem]s.

en: [CanvasItemMaterial]s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a [ShaderMaterial] to more fully customize a material's interactions with a [CanvasItem].
ga: Soláthraíonn [CanvasItemMaterial]s modh chun na huigeachtaí a bhaineann le CanvasItem a mhodhnú. Speisialtóireacht siad i gcur síos a dhéanamh ar iompraíochtaí cumaisc agus soilsithe le haghaidh uigeachtaí. Úsáid [ShaderMaterial] chun idirghníomhaíochtaí ábhair le [CanvasItem] a shaincheapadh ar bhealach níos iomláine.

en: The manner in which a material's rendering is applied to underlying textures.
ga: An modh a chuirtear rindreáil ábhair i bhfeidhm ar uigeachtaí bunúsacha.

en: The manner in which material reacts to lighting.
ga: An modh a imoibríonn ábhar don soilsiú.

en: The number of columns in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
    [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
ga: Líon na gcolún sa spritesheet atá sannta mar [Uigeacht2D] do [GPUParticles2D] nó [CPUParticles2D].
    [b]Nóta:[/b] Ní úsáidtear an t-airí seo agus ní féidir é a fheiceáil san eagarthóir ach amháin má tá [code]true[/code] ar [member cáithníní_beochan].

en: If [code]true[/code], the particles animation will loop.
    [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
ga: Más [code]true[/code], lúbfaidh beochan na gcáithníní.
    [b]Nóta:[/b] Ní úsáidtear an t-airí seo agus ní féidir é a fheiceáil san eagarthóir ach amháin má tá [code]true[/code] ar [member cáithníní_beochan].

en: The number of rows in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
    [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
ga: Líon na sraitheanna sa spritesheet atá sannta mar [Uigeacht2D] do [GPUParticles2D] nó [CPUParticles2D].
    [b]Nóta:[/b] Ní úsáidtear an t-airí seo agus ní féidir é a fheiceáil san eagarthóir ach amháin má tá [code]true[/code] ar [member cáithníní_beochan].

en: If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D.anim_speed_max] should also be set to a positive value for the animation to play.
    This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
ga: Más [code]true[/code], cumasaigh gnéithe beochana spritesheet-bhunaithe nuair a shanntar do nóid [GPUParticles2D] agus [CPUParticles2D]. Ba cheart an [comhalta ParticleProcessMaterial.anim_speed_max] nó [comhalta CPUParticles2D.anim_speed_max] a shocrú freisin chuig luach dearfach chun an beochan a imirt.
    Níl aon éifeacht ag an airí seo (agus [code]cáithníní_anim_*[/code] eile a bhraitheann uirthi) ar chineálacha eile nóid.

en: Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
ga: Modh cumasc meascán. Glactar leis go bhfuil dathanna neamhspleách ar an luach alfa (teimhneacht).

en: Additive blending mode.
ga: Modh chumasc breiseán.

en: Subtractive blending mode.
ga: Modh chumasc dealaitheach.

en: Multiplicative blending mode.
ga: Modh chumasc iolrach.

en: Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
ga: Modh cumasc meascán. Glactar leis go ndéantar dathanna a réamhiolrú faoin luach alfa (teimhneacht).

en: Render the material using both light and non-light sensitive material properties.
ga: Rindreáil an t-ábhar ag baint úsáide as airíonna éadrom agus neamh-éadrom ábhar íogair.

en: Render the material as if there were no light.
ga: Rindreáil an t-ábhar amhail is dá mbeadh aon solas.

en: Render the material as if there were only light.
ga: Rindreáil an t-ábhar amhail is dá mba solas amháin.

en: A node used for independent rendering of objects within a 2D scene.
ga: Nód a úsáidtear chun rudaí a rindreáil go neamhspleách laistigh de radharc 2T.

en: [CanvasItem]-derived nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index [code]0[/code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, and a [CanvasLayer] with index [code]1[/code] will be drawn above. This order will hold regardless of the [member CanvasItem.z_index] of the nodes within each layer.
    [CanvasLayer]s can be hidden and they can also optionally follow the viewport. This makes them useful for HUDs like health bar overlays (on layers [code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] and lower).
    [b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. [CanvasItem]s on layers [code]1025[/code] and higher appear in front of embedded windows.
    [b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and cannot be shared between multiple [Viewport]s, see [member custom_viewport]. When using multiple [Viewport]s, for example in a split-screen game, you need create an individual [CanvasLayer] for each [Viewport] you want it to be drawn on.
ga: [CanvasItem]-nóid díorthaithe atá ina leanaí díreacha nó indíreacha de [CanvasLayer] a tharraingt sa tsraith sin. Is innéacs uimhriúil é an ciseal a shainíonn an t-ord tarraingthe. Déanann an radharc réamhshocraithe 2D le hinnéacs [code]0[/code], mar sin déanfar [CanvasLayer] le hinnéacs [code]-1[/code] a tharraingt thíos, agus [CanvasLayer] le hinnéacs [code]1[/code] a tharraingt thuas. Coinneoidh an t-ordú seo beag beann ar [comhalta CanvasItem.z_index] na nóid laistigh de gach ciseal.
    Is féidir [CanvasLayer]s a chur i bhfolach agus is féidir leo an radharc a leanúint go roghnach. Déanann sé seo úsáideach iad do HUDanna cosúil le forleagan barraí sláinte (ar shraitheanna [code]1[/code] agus níos airde) nó ar chúlraí (ar shraitheanna [code]-1[/code] agus níos ísle).
    [b]Nóta:[/b] Cuirtear [fuinneog]anna leabaithe ar shraith [code]1024[/code]. Tá [CanvasItem]s ar shraitheanna [code]1025[/code] agus níos airde le feiceáil os comhair fuinneoga leabaithe.
    [b]Nóta:[/b] Tarraingítear gach [CanvasLayer] ar [Viewport] ar leith amháin agus ní féidir é a roinnt idir an iliomad [Viewport]s, féach [member custom_viewport]. Nuair a bhíonn [Viewport]anna iolracha á n-úsáid agat, mar shampla i gcluiche scáileáin scoilte, ní mór duit duine aonair [CanvasLayer] a chruthú do gach [Viewport] ar mhaith leat é a tharraingt air.

en: Canvas layers
ga: Sraitheanna chanbhás

en: Returns the RID of the canvas used by this layer.
ga: Filleann sé RID an chanbhás a úsáideann an ciseal seo.

en: Returns the transform from the [CanvasLayer]s coordinate system to the [Viewport]s coordinate system.
ga: Filleann sé an claochlú ó chóras comhordanáidí [CanvasLayer]s go dtí an córas comhordanáidí [Viewport]s.

en: Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to setting [member visible] to [code]false[/code].
ga: Folaigh aon [CanvasItem] faoin [CanvasLayer] seo. Tá sé seo comhionann le socrú [ball infheicthe] go [code]bréagach[/code].

en: Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to setting [member visible] to [code]true[/code].
ga: Taispeáin aon [CanvasItem] faoin [CanvasLayer] seo. Tá sé seo comhionann le socrú [ball infheicthe] go [code]true[/code].

en: The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/code], uses the default viewport instead.
ga: An nód saincheaptha [Viewport] a shanntar don [CanvasLayer]. Má úsáideann [code] null[/code], an t-amharcmharc réamhshocraithe ina ionad sin.

en: Scales the layer when using [member follow_viewport_enabled]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
ga: Scálaigh an ciseal agus [member follow_viewport_enabled] in úsáid. Ba cheart go mbeadh scálaí méadaitheacha ag sraitheanna a ghluaiseann isteach sa tulra, agus ba cheart go mbeadh scálaí laghdaitheacha ag sraitheanna a ghluaiseann isteach sa chúlra.

en: Layer index for draw order. Lower values are drawn behind higher values.
    [b]Note:[/b] If multiple CanvasLayers have the same layer index, [CanvasItem] children of one CanvasLayer are drawn behind the [CanvasItem] children of the other CanvasLayer. Which CanvasLayer is drawn in front is non-deterministic.
ga: Innéacs ciseal le haghaidh ordú tarraingthe. Tarraingítear luachanna níos ísle taobh thiar de luachanna níos airde.
    [b]Nóta:[/b] Má tá an t-innéacs ciseal céanna ag Ilshraitheanna Canbhásacha, tarraingítear leanaí [CanvasItem] d’Sraith Chanbhás amháin taobh thiar de na leanaí [CanvasItem] den CanvasLayer eile. Tá an CanvasLayer a tharraingítear chun tosaigh neamhchinntitheach.

en: The layer's base offset.
ga: Fritháireamh bonn an chiseal.

en: The layer's rotation in radians.
ga: Rothlú na ciseal i raidians.

en: The layer's scale.
ga: Scála na sraithe.

en: The layer's transform.
ga: Athraítear an ciseal.

en: If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be hidden.
    Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't propagated to underlying layers.
ga: Más [code]bréagach[/code], cuirfear aon [CanvasItem] faoin [CanvasLayer] seo i bhfolach.
    Murab ionann agus [ball CanvasItem.visible], ní iomadaítear infheictheacht [CanvasLayer] go sraitheanna bunúsacha.

en: Emitted when visibility of the layer is changed. See [member visible].
ga: Astaítear nuair a athraítear infheictheacht na ciseal. Féach [comhalta le feiceáil].

en: A node that applies a color tint to a canvas.
ga: Nód a chuireann tint datha ar chanbhás.

en: [CanvasModulate] applies a color tint to all nodes on a canvas. Only one can be used to tint a canvas, but [CanvasLayer]s can be used to render things independently.
ga: Cuireann [CanvasModulate] datha ar gach nóid ar chanbhás. Ní féidir ach ceann amháin a úsáid chun canbhás a dhathú, ach is féidir [CanvasLayer]s a úsáid chun rudaí a dhéanamh go neamhspleách.

en: 2D lights and shadows
ga: Soilse agus scáthanna 2D

en: The tint color to apply.
ga: An dath tint a chur i bhfeidhm.

en: Texture with optional normal and specular maps for use in 2D rendering.
ga: Uigeacht le gnáthléarscáileanna roghnacha agus amhantrach le húsáid i rindreáil 2T.

en: [CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It allows using normal maps and specular maps in any node that inherits from [CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and repeat mode independently of the node's properties (or the project settings).
    [b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display correctly when applied to any [VisualInstance3D], such as [Sprite3D] or [Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead.
ga: Is rogha eile é [CanvasTexture] seachas [ImageTexture] le haghaidh rindreála 2T. Ligeann sé gnáthléarscáileanna agus léarscáileanna amhantrach a úsáid in aon nód a thagann le hoidhreacht ó [CanvasItem]. Ceadaíonn [CanvasTexture] freisin modh scagtha agus athdhéanta an uigeachta a shárú go neamhspleách ar airíonna an nód (nó ar shocruithe an tionscadail).
    [b]Nóta:[/b] Ní féidir [CanvasTexture] a úsáid i 3D. Ní thaispeánfar i gceart é nuair a chuirtear i bhfeidhm é ar aon [VisualInstance3D], mar [Sprite3D] nó [Decal]. Maidir le hábhair atá bunaithe go fisiciúil i 3D, úsáid [BaseMaterial3D] ina ionad sin.

en: 2D Lights and Shadows
ga: 2D Soilse agus Scáthanna

en: The diffuse (color) texture to use. This is the main texture you want to set in most cases.
ga: An uigeacht idirleata (dath) le húsáid. Is é seo an príomh-uigeacht is mian leat a shocrú i bhformhór na gcásanna.

en: The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
    [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
ga: An gnáth-uigeacht léarscáile le húsáid. Ní bheidh éifeacht infheicthe aige ach amháin má tá [Light2D]s ag cur isteach ar an [CanvasTexture] seo.
    [b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a bhfuiltear ag súil leo ó innill mhóréilimh.

en: The multiplier for specular reflection colors. The [Light2D]'s color is also taken into account when determining the reflection color. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
ga: An t-iolraitheoir le haghaidh dathanna machnaimh specular. Cuirtear dath an [Light2D] san áireamh freisin agus an dath machnaimh á chinneadh. Ní bheidh éifeacht infheicthe aige ach amháin má tá [Light2D]s ag cur isteach ar an [CanvasTexture] seo.

en: The specular exponent for [Light2D] specular reflections. Higher values result in a more glossy/"wet" look, with reflections becoming more localized and less visible overall. The default value of [code]1.0[/code] disables specular reflections entirely. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
ga: An t-easpónant amhantrach le haghaidh machnaimh amhantrach [Light2D]. Cruthaíonn luachanna níos airde cuma níos snasta/"fliuch", agus éiríonn an machnamh níos logánta agus ní bhíonn siad chomh feiceálach ar an iomlán. Díchumasaíonn luach réamhshocraithe [code]1.0[/code] machnaimh amhantrach go hiomlán. Ní bheidh éifeacht infheicthe aige ach amháin má tá [Light2D]s ag cur isteach ar an [CanvasTexture] seo.

en: The specular map to use for [Light2D] specular reflections. This should be a grayscale or colored texture, with brighter areas resulting in a higher [member specular_shininess] value. Using a colored [member specular_texture] allows controlling specular shininess on a per-channel basis. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
ga: An léarscáil specular a úsáid le haghaidh [Light2D] machnaimh specular. Ba cheart go mbeadh sé seo ina liathscála nó ina uigeacht dhaite, agus go mbeadh luach níos airde [member specular_shininess] mar thoradh ar limistéir níos gile. Trí úsáid a bhaint as [comhalta specular_texture] daite, is féidir le shininess specular a rialú ar bhonn in aghaidh an chainéil. Ní bheidh éifeacht infheicthe aige ach amháin má tá [Light2D]s ag cur isteach ar an [CanvasTexture] seo.

en: The texture filtering mode to use when drawing this [CanvasTexture].
ga: An modh scagtha uigeachta le húsáid agus é seo á tharraingt [CanvasTexture].

en: The texture repeat mode to use when drawing this [CanvasTexture].
ga: An modh athdhéanta uigeachta le húsáid agus é seo á tharraingt [CanvasTexture].

en: Class representing a capsule-shaped [PrimitiveMesh].
ga: Rang a ionadaíonn capsule-chruthach [PrimitiveMesh].

en: Total height of the capsule mesh (including the hemispherical ends).
ga: Airde iomlán an mhogalra capsule (lena n-áirítear na foircinn hemispherical).

en: Number of radial segments on the capsule mesh.
ga: Líon na codanna gathacha ar an mogalra capsule.

en: Radius of the capsule mesh.
ga: Ga an mhogalra capsule.

en: Number of rings along the height of the capsule.
ga: Líon na bhfáinní feadh airde an capsule.

en: A 2D capsule shape used for physics collision.
ga: Cruth capsule 2D a úsáidtear le haghaidh imbhualadh fisice.

en: A 2D capsule shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape2D].
    [b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but it is slower than [RectangleShape2D] and [CircleShape2D].
ga: Cruth capsule 2D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape2D].
    [b]Feidhmíocht:[/b] Tá [CapsuleShape2D] tapa chun imbhuailtí a sheiceáil, ach tá sé níos moille ná [RectangleShape2D] agus [CircleShape2D].

en: The capsule's height.
ga: Airde an capsule.

en: The capsule's radius.
ga: Ga an capsule.

en: A 3D capsule shape used for physics collision.
ga: Cruth capsule 3D a úsáidtear le haghaidh imbhualadh fisice.

en: A 3D capsule shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
    [b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It is faster than [CylinderShape3D], but slower than [SphereShape3D] and [BoxShape3D].
ga: Cruth capsule 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape3D].
    [b]Feidhmíocht:[/b] Tá [CapsuleShape3D] tapa chun imbhuailtí a sheiceáil. Tá sé níos tapúla ná [CylinderShape3D], ach níos moille ná [SphereShape3D] agus [BoxShape3D].

en: A container that keeps child controls in its center.
ga: Coimeádán a choinníonn rialuithe leanaí ina lár.

en: [CenterContainer] is a container that keeps all of its child controls in its center at their minimum size.
ga: Is coimeádán é [CenterContainer] a choinníonn gach ceann de na rialuithe leanaí ina lár ag a n-íosmhéid.

en: If [code]true[/code], centers children relative to the [CenterContainer]'s top left corner.
ga: Má tá [code]true[/code], dírítear leanaí i gcoibhneas leis an gcúinne uachtarach ar chlé [CenterContainer].

en: A 2D physics body specialized for characters moved by script.
ga: Comhlacht fisice 2T speisialaithe do charachtair a bhogtar de réir scripte.

en: [CharacterBody2D] is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection ([method move_and_slide] method) in addition to the general collision detection provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.
    For game objects that don't require complex movement or collision detection, such as moving platforms, [AnimatableBody2D] is simpler to configure.
ga: Is sainaicme é [CharacterBody2D] do chomhlachtaí fisice atá i gceist a bheith rialaithe ag úsáideoirí. Níl tionchar ag an bhfisic orthu ar chor ar bith, ach cuireann siad isteach ar chomhlachtaí fisice eile ina gcosán. Úsáidtear iad go príomha chun API ardleibhéil a sholáthar chun rudaí a bhogadh le braite balla agus fána (modh [method move_and_slide]) chomh maith leis an bhrath imbhuailte ginearálta a sholáthraíonn [method PhysicsBody2D.move_and_collide]. Fágann sé sin go bhfuil sé úsáideach do chomhlachtaí fisice an-configurable nach mór dóibh bogadh ar bhealaí sonracha agus imbhuailtí leis an domhan, mar a tharlaíonn go minic le carachtair atá faoi rialú úsáideoirí.
    Maidir le rudaí cluiche nach dteastaíonn gluaiseacht casta nó braite imbhuailte uathu, mar ardáin ghluaiste, is é [AnimatableBody2D] níos simplí a chumrú.

en: Kinematic character (2D)
ga: Carachtar cineamatach (2T)

en: Using CharacterBody2D
ga: Ag baint úsáide as CharacterBody2D

en: 2D Kinematic Character Demo
ga: Taispeántas Carachtair Cinematic 2D

en: Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when [method is_on_floor] returns [code]true[/code].
ga: Is féidir Léim a chur i bhfeidhm de láimh ar an urlár beag beann ar threoluas an choirp. Ní dhéanann an fheidhm seo faic nuair a fhilleann [method is_on_floor] [code]true[/code].

en: Returns the floor's collision angle at the last collision point according to [param up_direction], which is [constant Vector2.UP] by default. This value is always positive and only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
ga: Filleann sé uillinn imbhuailte an urláir ag an bpointe imbhuailte deiridh de réir [param up_direction], arb é [Vector2.UP seasmhach] de réir réamhshocraithe. Bíonn an luach seo dearfach i gcónaí agus ní bailí ach amháin tar éis glaoch ar [method move_and_slide] agus nuair a fhilleann [method is_on_floor] [code]true[/code].

en: Returns the collision normal of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
    [b]Warning:[/b] The collision normal is not always the same as the surface normal.
ga: Filleann sé gnáth imbhualadh an urláir ag an bpointe imbhuailte deiridh. Bailí amháin tar éis glao a chur ar [method move_and_slide] agus nuair a fhilleann [method is_on_floor] [code]true[/code].
    [b]Rabhadh:[/b] Ní bhíonn an normal imbhuailte i gcónaí mar an gcéanna leis an normal dromchla.

en: Returns the last motion applied to the [CharacterBody2D] during the last call to [method move_and_slide]. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
ga: Filleann sé seo an tairiscint dheireanach a cuireadh i bhfeidhm ar an [CharacterBody2D] le linn an ghlao deiridh chuig [method move_and_slide]. Is féidir an ghluaiseacht a roinnt ina il-ghluaiseacht nuair a tharlaíonn sleamhnáin, agus cuireann an modh seo an ceann deireanach ar ais, atá úsáideach chun treo reatha na gluaiseachta a aisghabháil.

en: Returns a [KinematicCollision2D], which contains information about the latest collision that occurred during the last call to [method move_and_slide].
ga: Filleann sé [KinematicCollision2D], ina bhfuil faisnéis faoin imbhualadh is déanaí a tharla le linn an ghlao deiridh chuig [method move_and_slide].

en: Returns the linear velocity of the platform at the last collision point. Only valid after calling [method move_and_slide].
ga: Filleann sé treoluas líneach an ardáin ag an bpointe imbhuailte deiridh. Bailí amháin tar éis glao a chur ar [method move_and_slide].

en: Returns the travel (position delta) that occurred during the last call to [method move_and_slide].
ga: Filleann sé an taisteal (suíomh deilt) a tharla le linn an ghlao deiridh chuig [method move_and_slide].

en: Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
ga: Filleann sé seo an fíor-treoluas reatha ón nglao deiridh chuig [method move_and_slide]. Mar shampla, nuair a dhreapann tú fána, bogfaidh tú go trasnánach cé go bhfuil an treoluas cothrománach. Tugann an modh seo an ghluaiseacht trasnánach ar ais, i gcomparáid le [treoluas na mball] a thugann an treoluas iarrtha ar ais.

en: Returns the number of times the body collided and changed direction during the last call to [method move_and_slide].
ga: Filleann sé an líon uaireanta a bhuail an corp agus d'athraigh sé treo le linn an ghlao deiridh go [method move_and_slide].

en: Returns the collision normal of the wall at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_wall] returns [code]true[/code].
    [b]Warning:[/b] The collision normal is not always the same as the surface normal.
ga: Filleann sé gnáth imbhualadh an bhalla ag an bpointe imbhuailte deiridh. Bailí amháin tar éis glaoch ar [method move_and_slide] agus nuair a fhilleann [method is_on_wall] [code]true[/code].
    [b]Rabhadh:[/b] Ní bhíonn an normal imbhuailte i gcónaí mar an gcéanna leis an normal dromchla.

en: Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "ceiling" or not.
ga: Filleann sé [code]true[/code] má imbhuail an corp leis an tsíleáil ar an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé [code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta floor_max_angle] chun a chinneadh an bhfuil dromchla "uasteorainn" nó nach bhfuil.

en: Returns [code]true[/code] if the body collided only with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "ceiling" or not.
ga: Filleann sé [code]true[/code] má imbhuail an corp leis an tsíleáil amháin ar an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé [code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta floor_max_angle] chun a chinneadh an bhfuil dromchla "uasteorainn" nó nach bhfuil.

en: Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "floor" or not.
ga: Filleann sé [code]true[/code] má bhuail an corp leis an urlár ar an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé [code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta floor_max_angle] chun a chinneadh an bhfuil dromchla "urlár" nó nach bhfuil.

en: Returns [code]true[/code] if the body collided only with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "floor" or not.
ga: Filleann sé [code]true[/code] má imbhuail an corp leis an urlár amháin ar an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé [code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta floor_max_angle] chun a chinneadh an bhfuil dromchla "urlár" nó nach bhfuil.

en: Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "wall" or not.
ga: Filleann sé [code]true[/code] má bhuail an corp imbhualadh le balla ar an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé [code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta floor_max_angle] chun a chinneadh an bhfuil dromchla "balla" nó nach bhfuil.

en: Returns [code]true[/code] if the body collided only with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The [member up_direction] and [member floor_max_angle] are used to determine whether a surface is "wall" or not.
ga: Filleann sé [code]true[/code] más rud é gur imbhuail an corp le balla amháin ar an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé [code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta floor_max_angle] chun a chinneadh an bhfuil dromchla "balla" nó nach bhfuil.

en: Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
    Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
    When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
    The general behavior and available properties change according to the [member motion_mode].
    Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
ga: Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht le ceann eile, sleamhnóidh sé ar feadh an chomhlachta eile (de réir réamhshocraithe ach amháin ar an urlár) seachas stop a chur láithreach. Más [CharacterBody2D] nó [RigidBody2D] an corp eile, beidh tionchar aige freisin ar ghluaisne an choirp eile. Is féidir leat é seo a úsáid chun ardáin ghluaiste agus rothlacha a dhéanamh, nó chun nóid a dhéanamh chun nóid eile a bhrú.
    Athraíonn [treoluas na mball] má tharla imbhualadh sleamhnáin. Chun an glao imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis mhionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method get_slide_collision].
    Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna himbhuailtí sleamhnáin.
    Athraíonn an iompar ginearálta agus na hairíonna atá ar fáil de réir an [member motion_mode].
    Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé [code]bréagach[/code].

en: If [code]true[/code], the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
ga: Más [code]true[/code], beidh an corp in ann bogadh ar an urlár amháin. Seachnaíonn an rogha seo a bheith in ann siúl ar bhallaí, ligfidh sé chun sleamhnú síos leo áfach.

en: If [code]false[/code] (by default), the body will move faster on downward slopes and slower on upward slopes.
    If [code]true[/code], the body will always move at the same speed on the ground no matter the slope. Note that you need to use [member floor_snap_length] to stick along a downward slope at constant speed.
ga: Má tá [code]false[/code] (de réir réamhshocraithe), bogfaidh an corp níos tapúla ar fhánaí anuas agus níos moille ar fhánaí aníos.
    Más [code]true[/code], bogfaidh an corp ar an luas céanna i gcónaí ar an talamh is cuma cén fána. Tabhair faoi deara go gcaithfidh tú [member floor_snap_length] a úsáid le cloí le fána anuas ar luas tairiseach.

en: Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees.
ga: Uillinn uasta (i raidian) áit a mbreathnaítear ar fhána fós mar urlár (nó síleáil), seachas balla, nuair a ghlaoitear [method move_and_slide]. Is ionann an luach réamhshocraithe agus 45 céim.

en: Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
    As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use [method apply_floor_snap].
ga: Socraíonn sé achar snapping. Nuair a shocraítear é ar luach difriúil ó [code]0.0[/code], coinnítear an corp i gceangal le fánaí agus é ag glaoch ar [method move_and_slide]. Cinntear an veicteoir snapping ag an achar tugtha feadh an treo eile den [ball up_direction].
    Chomh fada agus a bhíonn an veicteoir snapping i dteagmháil leis an talamh agus a ghluaiseann an corp i gcoinne [comhalta up_direction], fanfaidh an corp ceangailte leis an dromchla. Ní chuirtear snap i bhfeidhm má ghluaiseann an corp feadh [ball up_direction], rud a chiallaíonn go bhfuil treoluas ardú ingearach ann, mar sin beidh sé in ann scaradh ón talamh agus é ag léim nó nuair a bhrúitear an corp suas le rud éigin. Más mian leat léim a chur i bhfeidhm gan an treoluas a chur san áireamh, úsáid [method apply_floor_snap].

en: If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
    If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
ga: Más [code]true[/code], ní sleamhnóidh an corp ar fhánaí nuair a ghlaonn sé ar [method move_and_slide] nuair a bhíonn an corp ina sheasamh.
    Má tá [code]false[/code], sleamhnóidh an corp ar fhánaí an urláir nuair a chuireann [treoluas na mball] fórsa anuas i bhfeidhm.

en: Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
ga: An líon uasta uaireanta is féidir leis an gcorp treo a athrú sula stopann sé agus é ag glaoch ar [method move_and_slide].

en: Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
ga: Socraíonn sé an modh gluaisne a shainíonn iompar [method move_and_slide]. Féach tairisigh [enum MotionMode] le haghaidh na modhanna atá ar fáil.

en: Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
ga: Sraitheanna imbhuailte a chuimseofar chun coirp urláir a bhrath a fheidhmeoidh mar ardáin ghluaiste a bheidh le leanúint ag an [CharacterBody2D]. De réir réamhshocraithe, braitear gach corp urláir agus iomadaítear a threoluas.

en: Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior.
ga: Socraíonn sé an t-iompar atá le cur i bhfeidhm nuair a fhágann tú ardán ag gluaiseacht. De réir réamhshocraithe, le bheith cruinn go fisiciúil, nuair a fhágann tú an t-ardán deiridh cuirtear treoluas i bhfeidhm. Féach tairisigh [enum PlatformOnLeave] don iompar atá ar fáil.

en: Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
ga: Sraitheanna imbhuailte a chuimseofar chun cabhlacha balla a bhrath a fheidhmeoidh mar ardáin ghluaiste a bheidh le leanúint ag an [CharacterBody2D]. De réir réamhshocraithe, déantar neamhaird ar gach comhlacht balla.

en: Extra margin used for collision recovery when calling [method move_and_slide].
    If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
    A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
    A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
ga: Corrlach breise a úsáidtear chun imbhuailtí a aisghabháil agus glaoch ar [method move_and_slide].
    Má tá an corp ar a laghad chomh gar do chorp eile, measfaidh sé go bhfuil siad ag imbhualadh agus déanfar iad a bhrú ar shiúl sula ndéanfar an tairiscint iarbhír.
    Ciallaíonn luach níos airde go bhfuil sé níos solúbtha chun imbhualadh a bhrath, rud a chabhraíonn le ballaí agus urláir a bhrath go comhsheasmhach.
    Cuireann luach níos ísle iallach ar an algartam imbhuailte brath níos cruinne a úsáid, agus mar sin is féidir é a úsáid i gcásanna a éilíonn cruinneas go sonrach, m.sh. ar scála an-íseal chun giodam infheicthe a sheachaint, nó chun cobhsaíocht a dhéanamh le stoic de charachtair.

en: If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
ga: Más [code]true[/code], le linn léime in aghaidh na huasteorann, sleamhnóidh an corp, má tá [code]false[/code] stopfar é agus titfidh sé go hingearach.

en: Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [constant Vector2.UP]. As the vector will be normalized it can't be equal to [constant Vector2.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode].
ga: Veicteoir ag díriú aníos, a úsáidtear chun a fháil amach cad is balla ann agus cad is urlár (nó síleáil ann) nuair a ghlaonn tú [method move_and_slide]. Réamhshocruithe chuig [Vector2.UP leanúnach]. Toisc go mbeidh an veicteoir normalaithe ní féidir é a bheith comhionann le [constant Vector2.ZERO], más mian leat go ndéanfaí gach imbhualadh a thuairisciú mar bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a úsáid mar [member motion_mode].

en: Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
ga: Veicteoir treoluas reatha i bpicteilíní in aghaidh an tsoicind, arna úsáid agus arna mhodhnú le linn glaonna chuig [method move_and_slide].

en: Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].
ga: Uillinn íosta (i raidian) áit a bhfuil cead ag an gcorp sleamhnú nuair a bhuaileann sé le fána. Is ionann an luach réamhshocraithe agus 15 céim. Ní chuireann an t-airí seo isteach ar ghluaiseacht ach amháin nuair a bhíonn [ball motion_mode] [MOTION_MODE_FLOATING leanúnach].

en: Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.
ga: Cuir i bhfeidhm nuair a bhíonn nóisean na mballaí, na síleála agus an urláir ábhartha. Sa mhodh seo imoibríonn an ghluaisne coirp d'fhánaí (luasghéarú/moilliú). Tá an modh seo oiriúnach do chluichí taobhacha cosúil le platformers.

en: Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
ga: Iarratas a dhéanamh nuair nach bhfuil aon nóisean de urlár nó uasteorainn. Déanfar gach imbhualadh a thuairisciú mar [code]on_wall[/code]. Sa mhodh seo, nuair a shleamhnaíonn tú, beidh an luas tairiseach i gcónaí. Tá an modh seo oiriúnach do chluichí ón mbarr anuas.

en: Add the last platform velocity to the [member velocity] when you leave a moving platform.
ga: Cuir treoluas an ardáin deiridh leis an [treoluas comhalta] nuair a fhágann tú ardán ag gluaiseacht.

en: Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
ga: Cuir treoluas an ardáin deiridh leis an [treoluas comhalta] nuair a fhágann tú ardán ag gluaiseacht, ach ní thugtar aird ar aon ghluaisne anuas. Tá sé úsáideach airde léim iomlán a choinneáil fiú nuair a bhíonn an t-ardán ag bogadh síos.

en: Do nothing when leaving a platform.
ga: Ná déan faic nuair a fhágann tú ardán.

en: A 3D physics body specialized for characters moved by script.
ga: Comhlacht fisice 3D speisialaithe do charachtair arna n-aistriú de réir scripte.

en: [CharacterBody3D] is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection ([method move_and_slide] method) in addition to the general collision detection provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.
    For game objects that don't require complex movement or collision detection, such as moving platforms, [AnimatableBody3D] is simpler to configure.
ga: Is sainaicme é [CharacterBody3D] do chomhlachtaí fisice atá i gceist a bheith rialaithe ag úsáideoirí. Níl tionchar ag an bhfisic orthu ar chor ar bith, ach cuireann siad isteach ar chomhlachtaí fisice eile ina gcosán. Úsáidtear iad go príomha chun API ardleibhéil a sholáthar chun rudaí a bhogadh le braite balla agus fána (modh [method move_and_slide]) chomh maith leis an bhrath imbhuailte ginearálta a sholáthraíonn [method PhysicsBody3D.move_and_collide]. Fágann sé sin go bhfuil sé úsáideach do chomhlachtaí fisice an-configurable nach mór dóibh bogadh ar bhealaí sonracha agus imbhuailtí leis an domhan, mar a tharlaíonn go minic le carachtair atá faoi rialú úsáideoirí.
    Maidir le réada cluiche nach dteastaíonn gluaiseacht casta nó braite imbhuailte uathu, mar ardáin ghluaiste, is é [AnimatableBody3D] níos simplí a chumrú.

en: Returns the floor's collision angle at the last collision point according to [param up_direction], which is [constant Vector3.UP] by default. This value is always positive and only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
ga: Filleann sé uillinn imbhuailte an urláir ag an bpointe imbhuailte deiridh de réir [param up_direction], arb é [Vector3.UP seasmhach] de réir réamhshocraithe. Bíonn an luach seo dearfach i gcónaí agus ní bailí ach amháin tar éis glaoch ar [method move_and_slide] agus nuair a fhilleann [method is_on_floor] [code]true[/code].

en: Returns the last motion applied to the [CharacterBody3D] during the last call to [method move_and_slide]. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
ga: Filleann sé seo an tairiscint dheireanach a cuireadh i bhfeidhm ar an [CharacterBody3D] le linn an ghlao deiridh chuig [method move_and_slide]. Is féidir an ghluaiseacht a roinnt ina il-ghluaiseacht nuair a tharlaíonn sleamhnáin, agus cuireann an modh seo an ceann deireanach ar ais, atá úsáideach chun treo reatha na gluaiseachta a aisghabháil.

en: Returns a [KinematicCollision3D], which contains information about the latest collision that occurred during the last call to [method move_and_slide].
ga: Filleann sé [KinematicCollision3D], ina bhfuil faisnéis faoin imbhualadh is déanaí a tharla le linn an ghlao deiridh chuig [method move_and_slide].

en: Returns the angular velocity of the platform at the last collision point. Only valid after calling [method move_and_slide].
ga: Filleann sé treoluas uilleach an ardáin ag an bpointe imbhuailte deiridh. Bailí amháin tar éis glao a chur ar [method move_and_slide].

en: Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_collision_count] - 1).
ga: Filleann sé [KinematicCollision3D], ina bhfuil faisnéis faoi imbhualadh a tharla le linn an ghlao deiridh chuig [method move_and_slide]. Ós rud é gur féidir leis an gcorp imbhualadh arís agus arís eile i nglao amháin chuig [method move_and_slide], ní mór duit innéacs an imbhuailte a shonrú sa raon 0 go ([method get_slide_collision_count] - 1).

en: Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
    Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
    When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
    Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
ga: Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht le duine eile, sleamhnóidh sé ar feadh an chomhlachta eile seachas stop a chur láithreach. Más [CharacterBody3D] nó [RigidBody3D] an corp eile, beidh tionchar aige freisin ar ghluaisne an choirp eile. Is féidir leat é seo a úsáid chun ardáin ghluaiste agus rothlacha a dhéanamh, nó chun nóid a dhéanamh chun nóid eile a bhrú.
    Athraítear [treoluas ball] má tharla imbhualadh sleamhnáin. Chun an glao imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis níos mionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method get_slide_collision].
    Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna himbhuailtí sleamhnáin.
    Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé [code]bréagach[/code].

en: Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity.
ga: Sraitheanna imbhuailte a chuimseofar chun coirp urláir a bhrath a fheidhmeoidh mar ardáin ghluaiste a bheidh le leanúint ag an [CharacterBody3D]. De réir réamhshocraithe, braitear gach corp urláir agus iomadaítear a threoluas.

en: Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored.
ga: Sraitheanna imbhuailte a chuimseofar chun coirp balla a bhrath a fheidhmeoidh mar ardáin ghluaiste a bheidh le leanúint ag an [CharacterBody3D]. De réir réamhshocraithe, déantar neamhaird ar gach comhlacht balla.

en: Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [constant Vector3.UP]. As the vector will be normalized it can't be equal to [constant Vector3.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode].
ga: Veicteoir ag díriú aníos, a úsáidtear chun a fháil amach cad is balla ann agus cad is urlár (nó síleáil) ann nuair a ghlaonn tú [method move_and_slide]. Réamhshocruithe chuig [Vector3.UP leanúnach]. Toisc go ndéanfar an veicteoir a normalú ní féidir leis a bheith comhionann le [constant Vector3.ZERO], más mian leat go ndéanfaí gach imbhualadh a thuairisciú mar bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a úsáid mar [member motion_mode].

en: Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
ga: Veicteoir treoluas reatha (méadar in aghaidh an tsoicind go hiondúil), a úsáidtear agus a athraíodh le linn glaonna chuig [method move_and_slide].

en: Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].
ga: Uillinn íosta (i raidian) áit a bhfuil cead ag an gcorp sleamhnú nuair a bhuaileann sé le fána. Is ionann an luach réamhshocraithe agus 15 céim. Nuair atá [ball motion_mode] [MOTION_MODE_GROUNDED seasmhach], ní chuireann sé isteach ar ghluaiseacht ach amháin má tá [code]true[/code] ar [comhalta floor_block_on_wall].

en: Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.
ga: Cuir i bhfeidhm nuair a bhíonn nóisean na mballaí, na síleála agus an urláir ábhartha. Sa mhodh seo imoibríonn an ghluaisne coirp d'fhánaí (luasghéarú/moilliú). Tá an modh seo oiriúnach do chluichí bunaithe ar nós platformers.

en: Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
ga: Iarratas a dhéanamh nuair nach bhfuil aon nóisean de urlár nó uasteorainn. Déanfar gach imbhualadh a thuairisciú mar [code]on_wall[/code]. Sa mhodh seo, nuair a shleamhnaíonn tú, beidh an luas tairiseach i gcónaí. Tá an modh seo oiriúnach do chluichí gan talamh cosúil le cluichí spáis.

en: Controls how an individual character will be displayed in a [RichTextEffect].
ga: Rialaíonn sé conas a thaispeánfar carachtar aonair i [RichTextEffect].

en: By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
ga: Trí airíonna éagsúla a shocrú ar an réad seo, is féidir leat a rialú conas a thaispeánfar carachtair aonair i [RichTextEffect].

en: BBCode in RichTextLabel
ga: BBCode chuig RichTextLabel

en: The color the character will be drawn with.
ga: An dath a bheidh an carachtar a tharraingt leis.

en: The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the [RichTextLabel] is paused (see [member Node.process_mode]). Resets when the text in the [RichTextLabel] is changed.
    [b]Note:[/b] Time still passes while the [RichTextLabel] is hidden.
ga: An t-am a chuaigh thart ó cuireadh an [RichTextLabel] leis an gcrann radhairc (i soicindí). Stopann an t-am nuair a chuirtear an [RichTextLabel] ar sos (féach [member Node.process_mode]). Athshocraigh sé nuair a athraítear an téacs sa [RichTextLabel].
    [b]Nóta:[/b] Téann an t-am thart fós agus an [RichTextLabel] i bhfolach.

en: Contains the arguments passed in the opening BBCode tag. By default, arguments are strings; if their contents match a type such as [bool], [int] or [float], they will be converted automatically. Color codes in the form [code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque [Color]. String arguments may not contain spaces, even if they're quoted. If present, quotes will also be present in the final string.
    For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]:
    [codeblock]
    {"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
    [/codeblock]
ga: Tá na hargóintí a ritheadh sa chlib oscailte BBCode ann. De réir réamhshocraithe, is teaghráin iad argóintí; má mheaitseálann a n-ábhar le cineál mar [bool], [int] nó [snámhphointe], déanfar iad a thiontú go huathoibríoch. Tiontófar cóid datha san fhoirm [code]#rrggbb[/code] nó [code]#rgb[/code] go teimhneach [Color]. Seans nach mbeidh spásanna in argóintí teaghrán, fiú má luaitear iad. Más ann dóibh, beidh comharthaí athfhriotail i láthair sa teaghrán deiridh freisin.
    Mar shampla, déanfar an chlib oscailte BBCode [code][example foo=hello bar=true baz=42 color=#ffffff][/code] a mhapáil chuig an [Foclóir] seo a leanas:
    [codeblock]
    { "foo": "hello", "barra": fíor, "baz": 42, "dath": Dath(1, 1, 1, 1)}
    [/codeblock]

en: The position offset the character will be drawn with (in pixels).
ga: Déanfar suíomh an fhritháirimh an charachtair a tharraingt le (i bpicteilíní).

en: The current transform of the current glyph. It can be overridden (for example, by driving the position and rotation from a curve). You can also alter the existing value to apply transforms on top of other effects.
ga: Claochlú reatha an glyph reatha. Is féidir é a shárú (mar shampla, tríd an seasamh agus an rothlú a thiomáint ó chuar). Is féidir leat an luach reatha a athrú freisin chun claochluithe a chur i bhfeidhm de bhreis ar éifeachtaí eile.

en: If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead.
ga: Más [code]true[/code], tarraingeofar an carachtar. Má tá [code]false[/code], cuirfear an carachtar i bhfolach. Déanfaidh carachtair timpeall carachtair i bhfolach athshreabhadh chun spás na gcarachtar i bhfolach a ghlacadh. Mura bhfuil sé seo inmhianaithe, socraigh [dath na mball] go [code]Dath(1, 1, 1, 0)[/code] ina ionad sin.

en: A button that represents a binary choice.
ga: Cnaipe a sheasann do rogha dhénártha.

en: [CheckBox] allows the user to choose one of only two possible options. It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use [CheckBox] when toggling it has [b]no[/b] immediate effect on something. For example, it could be used when toggling it will only do something once a confirmation button is pressed.
    See also [BaseButton] which contains common properties and methods associated with this node.
    When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] changes its appearance to that of a radio button and uses the various [code]radio_*[/code] theme properties.
ga: Ceadaíonn [CheckBox] don úsáideoir ceann amháin de dhá rogha fhéideartha a roghnú. Tá sé cosúil le [CheckButton] i bhfeidhmiúlacht, ach tá cuma difriúil aige. Chun patrúin UX seanbhunaithe a leanúint, moltar [CheckBox] a úsáid nuair a bhíonn [b] aon[/b] éifeacht láithreach aige ar rud éigin. Mar shampla, d'fhéadfaí é a úsáid agus é ag scoránú ní dhéanfaidh sé rud éigin ach amháin nuair a bhíonn cnaipe deimhnithe brúite.
    Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a bhaineann leis an nód seo.
    Nuair a shonraíonn [ball BaseButton.button_group] [ButtonGroup], athraíonn [CheckBox] a chuma go dtí an chuma atá ar chnaipe raidió agus úsáideann sé airíonna éagsúla an téama [code]radio_*[/code].

en: The vertical offset used when rendering the check icons (in pixels).
ga: An fritháireamh ingearach a úsáidtear nuair a bhí na deilbhíní seiceála (i bpicteilíní) á rindreáil.

en: The check icon to display when the [CheckBox] is checked.
ga: An deilbhín seiceála le taispeáint nuair a bheidh an [CheckBox] ticte.

en: The check icon to display when the [CheckBox] is checked and is disabled.
ga: An deilbhín seiceála le taispeáint nuair a bheidh an [CheckBox] ticte agus díchumasaithe.

en: The check icon to display when the [CheckBox] is configured as a radio button and is checked.
ga: An deilbhín seiceála le taispeáint nuair atá an [CheckBox] cumraithe mar chnaipe raidió agus é a sheiceáil.

en: The check icon to display when the [CheckBox] is configured as a radio button, is disabled, and is unchecked.
ga: Tá an deilbhín seiceála le taispeáint nuair atá an [CheckBox] cumraithe mar chnaipe raidió, díchumasaithe agus díchumasaithe.

en: The check icon to display when the [CheckBox] is configured as a radio button and is unchecked.
ga: An deilbhín seiceála le taispeáint nuair atá an [CheckBox] cumraithe mar chnaipe raidió agus gan é a sheiceáil.

en: The check icon to display when the [CheckBox] is unchecked.
ga: An deilbhín seiceála le taispeáint nuair a dhírítear an [CheckBox].

en: The check icon to display when the [CheckBox] is unchecked and is disabled.
ga: An deilbhín seiceála a thaispeánfar nuair atá an [CheckBox] díchumasaithe agus díchumasaithe.

en: [CheckButton] is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use [CheckButton] when toggling it has an [b]immediate[/b] effect on something. For example, it can be used when pressing it shows or hides advanced settings, without asking the user to confirm this action.
    See also [BaseButton] which contains common properties and methods associated with this node.
ga: Is cnaipe scoránaigh é [CheckButton] a thaispeántar mar réimse seiceála. Tá sé cosúil le [CheckBox] i bhfeidhmiúlacht, ach tá cuma difriúil aige. Chun patrúin UX seanbhunaithe a leanúint, moltar [CheckButton] a úsáid nuair a bhíonn éifeacht [b]láithreach[/b] ar rud éigin á scoránú aige. Mar shampla, is féidir é a úsáid nuair a bhíonn sé á bhrú léiríonn sé nó má fholaíonn sé ardsocruithe, gan iarraidh ar an úsáideoir an gníomh seo a dhearbhú.
    Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a bhaineann leis an nód seo.

en: The vertical offset used when rendering the toggle icons (in pixels).
ga: An fritháireamh ingearach a úsáidtear nuair a bhí na deilbhíní scoránaigh á rindreáil (i bpicteilíní).

en: The icon to display when the [CheckButton] is checked (for left-to-right layouts).
ga: An deilbhín le taispeáint nuair a bhíonn an [Seiceáil Button] ticte (le haghaidh leagan amach clé go deas).

en: The icon to display when the [CheckButton] is checked and disabled (for left-to-right layouts).
ga: An deilbhín le taispeáint nuair a bhíonn an [Seiceáil Button] ticte agus díchumasaithe (le haghaidh leagan amach clé go deas).

en: The icon to display when the [CheckButton] is checked and disabled (for right-to-left layouts).
ga: An deilbhín a thaispeánfar nuair a bheidh an [Seiceáil Button] ticte agus díchumasaithe (le haghaidh leagan amach ceart go clé).

en: The icon to display when the [CheckButton] is checked (for right-to-left layouts).
ga: An deilbhín le taispeáint nuair a bhíonn an [Seiceáil Button] ticte (le haghaidh leagan amach ceart go clé).

en: The icon to display when the [CheckButton] is unchecked (for left-to-right layouts).
ga: An deilbhín atá le taispeáint nuair nach bhfuil an [Seiceáil Button] díthiceáil (le haghaidh leagan amach clé go deas).

en: The icon to display when the [CheckButton] is unchecked and disabled (for left-to-right layouts).
ga: An deilbhín le taispeáint nuair atá an [Seiceáil Button] díchumasaithe agus díchumasaithe (le haghaidh leagan amach clé go deas).

en: The icon to display when the [CheckButton] is unchecked and disabled (for right-to-left layouts).
ga: An deilbhín a thaispeánfar nuair a bheidh an [Seiceáil Button] díchumasaithe agus díchumasaithe (le haghaidh leagan amach ceart go clé).

en: The icon to display when the [CheckButton] is unchecked (for right-to-left layouts).
ga: An deilbhín le taispeáint nuair nach bhfuil an [Seiceáil Button] díthiceáil (le haghaidh leagan amach ceart go clé).

en: A 2D circle shape used for physics collision.
ga: Cruth ciorcail 2T a úsáidtear don imbhualadh san fhisic.

en: A 2D circle shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape2D].
    [b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It is faster than [RectangleShape2D] and [CapsuleShape2D].
ga: Cruth ciorcail 2T, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape2D].
    [b]Feidhmíocht:[/b] Tá [CircleShape2D] tapa chun imbhuailtí a sheiceáil. Tá sé níos tapúla ná [RectangleShape2D] agus [CapsuleShape2D].

en: The circle's radius.
ga: Ga an chiorcail.

en: A class information repository.
ga: Stór faisnéise ranga.

en: Provides access to metadata stored for every available class.
ga: Soláthraíonn sé rochtain ar mheiteashonraí stóráilte do gach rang atá ar fáil.

en: Returns [code]true[/code] if objects can be instantiated from the specified [param class], otherwise returns [code]false[/code].
ga: Seoltar ar ais [code]true[/code] más féidir réada a chur ar an toirt ón [aicme param] sonraithe, nó ar shlí eile filleann sé [code]bréagach[/code].

en: Returns whether the specified [param class] is available or not.
ga: Filleann sé cibé an bhfuil an [rang param] sonraithe ar fáil nó nach bhfuil.

en: Returns an array with all the keys in [param enum] of [param class] or its ancestry.
ga: Filleann sé eagar ar a bhfuil na heochracha go léir i [param enum] de [aicme param] nó a shinsearacht.

en: Returns an array with all the enums of [param class] or its ancestry.
ga: Filleann sé eagar a bhfuil na héinim go léir de [aicme param] nó a shinsearacht.

en: Returns the value of the integer constant [param name] of [param class] or its ancestry. Always returns 0 when the constant could not be found.
ga: Tuairisceáin luach an tairiseach slánuimhir [param name] de [aicme param] nó a shinsearacht. Filleann sé 0 i gcónaí nuair nach bhféadfaí an tairiseach a fháil.

en: Returns which enum the integer constant [param name] of [param class] or its ancestry belongs to.
ga: Tuairisceáin lena n-áirítear an tairiseach slánuimhir [param name] de [aicme param] nó lena mbaineann a shinsearacht.

en: Returns an array with the names all the integer constants of [param class] or its ancestry.
ga: Filleann sé eagar ar a bhfuil na hainmneacha tairisigh slánuimhir uile [aicme param] nó a shinsearacht.

en: Returns the number of arguments of the method [param method] of [param class] or its ancestry if [param no_inheritance] is [code]false[/code].
ga: Filleann sé seo líon na n-argóintí a bhaineann leis an modh [method param] de [aicme param] nó a shinsearacht más rud é [param no_oidhreacht] [code]false[/code].

en: Returns an array with all the methods of [param class] or its ancestry if [param no_inheritance] is [code]false[/code]. Every element of the array is a [Dictionary] with the following keys: [code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: (class_name, hint, hint_string, name, type, usage)[/code].
    [b]Note:[/b] In exported release builds the debug info is not available, so the returned dictionaries will contain only method names.
ga: Filleann sé eagar ina bhfuil na modhanna go léir de [aicme param] nó a shinsearacht más rud é [param no_heritance] [code]bréagach[/code]. Is [Foclóir] gach eilimint den eagar leis na heochracha seo a leanas: [code]args[/code], [code]default_args[/code], [code]bratacha[/code], [code]id[/code] , [code]ainm[/code], [code]tuairisceán: (class_name, leid, hint_string, ainm, cineál, úsáid)[/code].
    [b]Nóta:[/b] Níl an fhaisnéis dífhabhtaithe ar fáil i dtógálacha eisithe easpórtála, mar sin ní bheidh sna foclóirí a sheoltar ar ais ach ainmneacha modhanna.

en: Returns the value of [param property] of [param object] or its ancestry.
ga: Filleann sé luach [airí param] de [param object] nó a shinsearacht.

en: Returns the default value of [param property] of [param class] or its ancestor classes.
ga: Filleann sé luach réamhshocraithe [airí param] de [aicme param] nó aicmí a sinsear.

en: Returns an array with all the properties of [param class] or its ancestry if [param no_inheritance] is [code]false[/code].
ga: Filleann sé eagar a bhfuil airíonna uile [aicme param] nó a shinsearacht má tá [param no_oidhreacht] [code]false[/code].

en: Returns the [param signal] data of [param class] or its ancestry. The returned value is a [Dictionary] with the following keys: [code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: (class_name, hint, hint_string, name, type, usage)[/code].
ga: Filleann sé na sonraí [comhartha param] de [aicme param] nó a shinsearacht. Is é [Foclóir] an luach ar ais leis na heochracha seo a leanas: [code]args[/code], [code]default_args[/code], [code]bratacha[/code], [code]id[/code], [code] ainm [/code], [code]tuairisceán: (class_name, leid, hint_string, ainm, cineál, úsáid)[/code].

en: Returns an array with all the signals of [param class] or its ancestry if [param no_inheritance] is [code]false[/code]. Every element of the array is a [Dictionary] as described in [method class_get_signal].
ga: Filleann sé eagar a bhfuil na comharthaí go léir de [aicme param] nó a shinsearacht má tá [param no_oidhreacht] [code]false[/code]. Is [Foclóir] é gach eilimint den eagar mar a thuairiscítear i [method-rang_get_signal].

en: Returns whether [param class] or its ancestry has an enum called [param name] or not.
ga: Filleann sé cibé an bhfuil enum ar a dtugtar [ainm param] nó nach bhfuil ag [param class] nó ag a shinsearacht.

en: Returns whether [param class] or its ancestry has an integer constant called [param name] or not.
ga: Filleann sé cibé an bhfuil tairiseach slánuimhir ar a dtugtar [param name] nó nach bhfuil ag [aicme param] nó ag a shinsearacht.

en: Returns whether [param class] (or its ancestry if [param no_inheritance] is [code]false[/code]) has a method called [param method] or not.
ga: Filleann sé cibé an bhfuil modh ar a dtugtar [param method] nó nach bhfuil ag [param class] (nó a shinsearacht más [code]bréagach[/code] é [param no_inheritance]).

en: Returns whether [param class] or its ancestry has a signal called [param signal] or not.
ga: Filleann sé cibé an bhfuil comhartha ar a dtugtar [comhartha param] nó nach bhfuil ag [param class] nó ag a shinsearacht.

en: Sets [param property] value of [param object] to [param value].
ga: Socraíonn [airí param] luach [param oibiacht] go [luach param].

en: Returns the names of all the classes available.
ga: Seoltar ar ais ainmneacha na ranganna go léir atá ar fáil.

en: Returns the names of all the classes that directly or indirectly inherit from [param class].
ga: Seoltar ar ais ainmneacha na n-aicmí go léir a fhaigheann oidhreacht go díreach nó go hindíreach ó [rang param].

en: Returns the parent class of [param class].
ga: Filleann an rang tuismitheora de [rang param].

en: Creates an instance of [param class].
ga: Cruthaíonn sampla de [rang param].

en: Returns whether this [param class] is enabled or not.
ga: Filleann sé cibé an bhfuil an [rang param] seo cumasaithe nó nach bhfuil.

en: Returns whether [param class] (or its ancestor classes if [param no_inheritance] is [code]false[/code]) has an enum called [param enum] that is a bitfield.
ga: Filleann sé cibé an bhfuil enum ar a dtugtar [param enum] (nó a aicmí sinsear más [code]bréagach[/code]) é [param enum]) ar réimse giotán é.

en: Returns whether [param inherits] is an ancestor of [param class] or not.
ga: Filleann sé cibé an bhfuil [param le hoidhreacht] ina sinsear de [aicme param] nó nach bhfuil.

en: A multiline text editor designed for editing code.
ga: Eagarthóir téacs illíne deartha chun cód a chur in eagar.

en: CodeEdit is a specialized [TextEdit] designed for editing plain text code files. It has many features commonly found in code editors such as line numbers, line folding, code completion, indent management, and string/comment management.
    [b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-to-right text direction to correctly display source code.
ga: [TextEdit] speisialaithe é CodeEdit atá deartha chun comhaid chóid gnáth-théacs a chur in eagar. Tá go leor gnéithe aige a fhaightear go coitianta in eagarthóirí cód mar uimhreacha líne, fillte líne, críochnú cód, bainistíocht fleasc, agus bainistíocht teaghrán/tuairimí.
    [b]Nóta:[/b] Beag beann ar locale, de réir réamhshocraithe úsáidfidh [CodeEdit] treo an téacs ó chlé go deas chun an cód foinse a thaispeáint i gceart.

en: Override this method to define how the selected entry should be inserted. If [param replace] is [code]true[/code], any existing text should be replaced.
ga: Sáraigh an modh seo chun a shainiú conas ba cheart an iontráil roghnaithe a chur isteach. Más [code]true[/code] é [param replace], ba cheart aon téacs atá ann cheana a chur ina ionad.

en: Override this method to define what items in [param candidates] should be displayed.
    Both [param candidates] and the return is a [Array] of [Dictionary], see [method get_code_completion_option] for [Dictionary] content.
ga: Sáraigh an modh seo chun a shainiú cad iad na míreanna in [iarrthóirí param] ba chóir a thaispeáint.
    Is [Eagar] de [Foclóir] é an dá [iarrthóirí param] agus an tuairisceán, féach [method get_code_completion_option] le haghaidh ábhar [Foclóir].

en: Override this method to define what happens when the user requests code completion. If [param force] is [code]true[/code], any checks should be bypassed.
ga: Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a iarrann an t-úsáideoir cód a chomhlánú. Más [code]true[/code] é [paramforce], ní mór aon seiceálacha a sheachaint.

en: Adds a brace pair.
    Both the start and end keys must be symbols. Only the start key has to be unique.
ga: Cuireann péire brace leis.
    Ní mór siombailí a bheith sna heochracha tosaigh agus deiridh araon. Ní gá ach an eochair tosaithe a bheith uathúil.

en: Submits an item to the queue of potential candidates for the autocomplete menu. Call [method update_code_completion_options] to update the list.
    [param location] indicates location of the option relative to the location of the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how to set this value.
    [b]Note:[/b] This list will replace all current candidates.
ga: Cuireann sé mír isteach sa scuaine d’iarrthóirí ionchasacha don roghchlár uathchríochnaithe. Glaoigh ar [method update_code_completion_options] chun an liosta a nuashonrú.
    Léiríonn [suíomh param] suíomh na rogha i gcoibhneas le suíomh cheist chríochnú an chóid. Féach [enum CodeEdit.CodeCompletionLocation] le haghaidh conas an luach seo a shocrú.
    [b]Nóta:[/b] Gabhfaidh an liosta seo ionad na n-iarrthóirí reatha go léir.

en: Adds a comment delimiter from [param start_key] to [param end_key]. Both keys should be symbols, and [param start_key] must not be shared with other delimiters.
    If [param line_only] is [code]true[/code] or [param end_key] is an empty [String], the region does not carry over to the next line.
ga: Cuireann sé teorannóir nóta tráchta ó [param start_key] go [param end_key]. Ba chóir go mbeadh an dá eochair ina siombailí, agus níor cheart [param start_key] a roinnt le teorannóirí eile.
    Más [Teaghrán] folamh é [param line_only] [code]true[/code] nó [param end_key], ní aistríonn an réigiún anonn go dtí an chéad líne eile.

en: Defines a string delimiter from [param start_key] to [param end_key]. Both keys should be symbols, and [param start_key] must not be shared with other delimiters.
    If [param line_only] is [code]true[/code] or [param end_key] is an empty [String], the region does not carry over to the next line.
ga: Sainmhíníonn sé teorannóir teaghrán ó [param start_key] go [param end_key]. Ba chóir go mbeadh an dá eochair ina siombailí, agus níor cheart [param start_key] a roinnt le teorannóirí eile.
    Más [Teaghrán] folamh é [param line_only] [code]true[/code] nó [param end_key], ní aistríonn an réigiún anonn go dtí an chéad líne eile.

en: Cancels the autocomplete menu.
ga: Cealaigh an roghchlár uathchríochnaithe.

en: Clears all bookmarked lines.
ga: Glanann sé gach líne leabharmharcáilte.

en: Clears all breakpointed lines.
ga: Glanann sé gach líne briste.

en: Removes all comment delimiters.
ga: Baintear gach teorannóir nótaí tráchta.

en: Clears all executed lines.
ga: Glanann sé gach líne a cuireadh chun báis.

en: Removes all string delimiters.
ga: Baintear gach teorannóir teaghrán.

en: Inserts the selected entry into the text. If [param replace] is [code]true[/code], any existing text is replaced rather than merged.
ga: Ionsáigh sé an iontráil roghnaithe isteach sa téacs. Más [code]true[/code] é [param replace], cuirfear téacs nua in ionad aon téacs atá ann cheana seachas é a chumasc.

en: Converts the indents of lines between [param from_line] and [param to_line] to tabs or spaces as set by [member indent_use_spaces].
    Values of [code]-1[/code] convert the entire text.
ga: Tiontaítear fleasc na línte idir [param from_line] agus [param to_line] go cluaisíní nó spásanna mar atá socraithe ag [member indent_use_spaces].
    Tiontaíonn luachanna [code]-1[/code] an téacs iomlán.

en: Creates a new code region with the selection. At least one single line comment delimiter have to be defined (see [method add_comment_delimiter]).
    A code region is a part of code that is highlighted when folded and can help organize your script.
    Code region start and end tags can be customized (see [method set_code_region_tags]).
    Code regions are delimited using start and end tags (respectively [code]region[/code] and [code]endregion[/code] by default) preceded by one line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/code])
ga: Cruthaíonn sé réigiún cód nua leis an roghnú. Ní mór teorannóir tráchta aon líne amháin ar a laghad a shainiú (féach [method add_comment_delimiter]).
    Is cuid de chód é réigiún cóid a aibhsítear nuair a filltear é agus is féidir leis cabhrú le do script a eagrú.
    Is féidir clibeanna tosaigh agus deireadh réigiún an chóid a shaincheapadh (féach [method set_code_region_tags]).
    Déantar réigiúin chóid a theorannú trí úsáid a bhaint as clibeanna tosaigh agus deiridh (faoi seach [code]réigiún[/code] agus [code]endregion[/code] de réir réamhshocraithe) agus imeorantóir tráchta líne amháin rompu. (m.sh. [code]#region[/code] agus [code]#endregion[/code])

en: Deletes all lines that are selected or have a caret on them.
ga: Scrios gach líne a roghnaítear nó a bhfuil cúram orthu.

en: Duplicates all lines currently selected with any caret. Duplicates the entire line beneath the current one no matter where the caret is within the line.
ga: Déanann sé gach líne atá roghnaithe faoi láthair a mhacasamhlú le haon chúram. Déanann sé an líne iomlán a mhacasamhlú faoin gceann reatha is cuma cá bhfuil an airíoch laistigh den líne.

en: Duplicates all selected text and duplicates all lines with a caret on them.
ga: Déanann sé gach téacs roghnaithe a mhacasamhlú agus dúbailt ar gach líne agus airíoch orthu.

en: Folds all lines that are possible to be folded (see [method can_fold_line]).
ga: Filltear gach líne is féidir a fhilleadh (féach [method can_fold_line]).

en: Folds the given line, if possible (see [method can_fold_line]).
ga: Filleann sé an líne tugtha, más féidir (féach [method can_fold_line]).

en: Gets the matching auto brace close key for [param open_key].
ga: Faigheann sé an eochair dhúnadh brace uathoibríoch do [param open_key].

en: Gets all bookmarked lines.
ga: Faigheann gach líne leabharmharcáilte.

en: Gets all breakpointed lines.
ga: Faigheann gach líne briste.

en: Gets the completion option at [param index]. The return [Dictionary] has the following key-values:
    [code]kind[/code]: [enum CodeCompletionKind]
    [code]display_text[/code]: Text that is shown on the autocomplete menu.
    [code]insert_text[/code]: Text that is to be inserted when this item is selected.
    [code]font_color[/code]: Color of the text on the autocomplete menu.
    [code]icon[/code]: Icon to draw on the autocomplete menu.
    [code]default_value[/code]: Value of the symbol.
ga: Faigheann sé an rogha críochnaithe ag [innéacs param]. Tá na bunluachanna seo a leanas ag an tuairisceán [Foclóir]:
    [code]cineál[/code]: [enum CodeCompletionKind]
    [code]display_text[/code]: Téacs a thaispeántar ar an roghchlár uathchríochnaithe.
    [code]insert_text[/code]: Téacs atá le cur isteach nuair a roghnaítear an mhír seo.
    [code]font_color[/code]: Dath an téacs ar an roghchlár uathchríochnaithe.
    [code]deilbhín[/code]: Deilbhín le tarraingt ar an roghchlár uathchríochnaithe.
    [code]default_value[/code]: Luach na siombaile.

en: Gets all completion options, see [method get_code_completion_option] for return content.
ga: Faigheann gach rogha críochnaithe, féach ar [method get_code_completion_option] le haghaidh ábhar fillte.

en: Gets the index of the current selected completion option.
ga: Faigheann sé innéacs na rogha críochnaithe reatha roghnaithe.

en: Returns the code region end tag (without comment delimiter).
ga: Filleann sé clib deiridh réigiún an chóid (gan teorannóir tráchta).

en: Returns the code region start tag (without comment delimiter).
ga: Filleann sé clib tosaigh réigiún an chóid (gan teorannóir tráchta).

en: Gets the end key for a string or comment region index.
ga: Faigheann sé an eochair deiridh le haghaidh teaghrán nó innéacs réigiún tráchta.

en: If [param line] [param column] is in a string or comment, returns the end position of the region. If not or no end could be found, both [Vector2] values will be [code]-1[/code].
ga: Má tá [param line] [param column] i téad nó i dtrácht, filleann sé suíomh deiridh an réigiúin. Mura bhfuarthas deireadh, nó mura bhfuil deireadh ar bith ann, beidh an dá luach [Vector2] mar [code]-1[/code].

en: Gets the start key for a string or comment region index.
ga: Faigheann sé an eochair tosaigh le haghaidh teaghrán nó innéacs réigiún tuairimí.

en: If [param line] [param column] is in a string or comment, returns the start position of the region. If not or no start could be found, both [Vector2] values will be [code]-1[/code].
ga: Má tá [param line] [param column] i teaghrán nó nóta tráchta, filleann sé suíomh tosaigh an réigiúin. Mura bhfuil nó mura bhféadfaí tús a chur leis, beidh an dá luach [Vector2] mar [code]-1[/code].

en: Gets all executing lines.
ga: Faigheann gach líne forghníomhaitheach.

en: Returns the full text with char [code]0xFFFF[/code] at the caret location.
ga: Seoltar ar ais an téacs iomlán le gualaigh [code]0xFFFF[/code] ag láthair an aireach.

en: Returns the full text with char [code]0xFFFF[/code] at the cursor location.
ga: Seoltar ar ais an téacs iomlán le gualaigh [code]0xFFFF[/code] ag suíomh an chúrsóra.

en: Returns the full text with char [code]0xFFFF[/code] at the specified location.
ga: Filleann sé an téacs iomlán le char [code]0xFFFF[/code] ag an suíomh sonraithe.

en: Returns [code]true[/code] if close key [param close_key] exists.
ga: Filleann sé [code]true[/code] má tá eochair dhúnadh [param close_key] ann.

en: Returns [code]true[/code] if open key [param open_key] exists.
ga: Filleann sé [code]true[/code] má tá eochair oscailte [param open_key] ann.

en: Returns [code]true[/code] if comment [param start_key] exists.
ga: Filleann sé [code]true[/code] má tá nóta tráchta [param start_key] ann.

en: Returns [code]true[/code] if string [param start_key] exists.
ga: Filleann sé [code]true[/code] má tá teaghrán [param start_key] ann.

en: Returns delimiter index if [param line] [param column] is in a comment. If [param column] is not provided, will return delimiter index if the entire [param line] is a comment. Otherwise [code]-1[/code].
ga: Filleann an t-innéacs teorannóir má tá [param line] [param column] i dtrácht. Mura gcuirtear [param column] ar fáil, seolfaidh sé an t-innéacs teorannóir ar ais más trácht é an [param line] ar fad. Seachas sin [code]-1[/code].

en: Returns the delimiter index if [param line] [param column] is in a string. If [param column] is not provided, will return the delimiter index if the entire [param line] is a string. Otherwise [code]-1[/code].
ga: Filleann sé an t-innéacs teorannóir má tá [param line] [param column] i téad. Mura soláthraítear [param column], seolfar an t-innéacs teorannaithe ar ais más teaghrán í an [líne pharam] ar fad. Seachas sin [code]-1[/code].

en: Moves all lines down that are selected or have a caret on them.
ga: Bogtar gach líne síos a roghnaítear nó a bhfuil cúram air.

en: Moves all lines up that are selected or have a caret on them.
ga: Bogtar gach líne suas a roghnaítear nó a bhfuil cúram air.

en: Removes the comment delimiter with [param start_key].
ga: Baintear an teorannóir nótaí tráchta le [param start_key].

en: Removes the string delimiter with [param start_key].
ga: Baintear an teorannóir teaghrán le [param start_key].

en: Emits [signal code_completion_requested], if [param force] is [code]true[/code] will bypass all checks. Otherwise will check that the caret is in a word or in front of a prefix. Will ignore the request if all current options are of type file path, node path, or signal.
ga: Astaíonn [cod comhartha_completion_requested], má tá [param force] [code]true[/code] seachnófar gach seiceáil. Seachas sin seiceálfaidh sé go bhfuil an cúram i bhfocal nó os comhair réimír. Neamhairdeofar an t-iarratas más cosán cineál comhaid, cosán nód nó comhartha iad na roghanna reatha go léir.

en: Sets the current selected completion option.
ga: Socraíonn sé an rogha críochnaithe reatha roghnaithe.

en: Sets the code hint text. Pass an empty string to clear.
ga: Socraíonn an cód leid téacs. Pas teaghrán folamh a ghlanadh.

en: Sets the code region start and end tags (without comment delimiter).
ga: Socraíonn sé clibeanna tosaigh agus deireadh réigiún an chóid (gan teorannóir tráchta).

en: Sets the symbol emitted by [signal symbol_validate] as a valid lookup.
ga: Socraíonn sé an tsiombail a astaíonn [signal symbol_validate] mar chuardach bailí.

en: Toggle the folding of the code block at the given line.
ga: Scoránaigh fillte an bhloic chóid ag an líne tugtha.

en: Toggle the folding of the code block on all lines with a caret on them.
ga: Scoránaigh fillte an bhloic chóid ar gach líne agus airíoch orthu.

en: Submits all completion options added with [method add_code_completion_option]. Will try to force the autocomplete menu to popup, if [param force] is [code]true[/code].
    [b]Note:[/b] This will replace all current candidates.
ga: Cuireann sé isteach gach rogha críochnaithe a cuireadh leis [method add_code_completion_option]. Déanfar iarracht an roghchlár uathchríochnaithe a bhrú chun aníos, más rud é go bhfuil [param force] [code]true[/code].
    [b]Nóta:[/b] Gabhfaidh sé seo ionad na n-iarrthóirí reatha go léir.

en: Sets prefixes that will trigger code completion.
ga: Socraíonn sé réimíreanna a spreagfaidh críochnú cód.

en: Sets the comment delimiters. All existing comment delimiters will be removed.
ga: Socraíonn sé na teorainneacha tráchta. Bainfear na teorannóirí tráchta uile atá ann cheana féin.

en: Sets the string delimiters. All existing string delimiters will be removed.
ga: Socraíonn sé na teorannóirí teaghrán. Bainfear na teorannóirí teaghrán go léir atá ann cheana féin.

en: Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If [member indent_use_spaces] is enabled the number of spaces to use.
ga: Méid an fhleasc táblaithe (brú amháin [kbd]Cluaisín[/kbd]) i gcarachtar. Má tá [member indent_use_spaces] cumasaithe líon na spásanna le húsáid.

en: Use spaces instead of tabs for indentation.
ga: Úsáid spásanna in ionad cluaisíní le haghaidh eangú.

en: Draws vertical lines at the provided columns. The first entry is considered a main hard guideline and is draw more prominently.
ga: Tarraingíonn línte ingearacha ag na colúin atá curtha ar fáil. Meastar gur treoirlíne chrua an chéad iontráil agus tarraingítear níos suntasaí é.

en: Set when a validated word from [signal symbol_validate] is clicked, the [signal symbol_lookup] should be emitted.
ga: Socraigh nuair a chliceáiltear ar fhocal bailíochtaithe ó [signal symbol_validate], ba cheart an [signal symbol_lookup] a astú.

en: Emitted when a breakpoint is added or removed from a line. If the line is moved via backspace a removed is emitted at the old line.
ga: Astaítear nuair a chuirtear brisphointe leis nó nuair a bhaintear as líne é. Má bhogtar an líne trí chúlspás astaítear earra a bhaintear ag an tseanlíne.

en: Emitted when the user has clicked on a valid symbol.
ga: Astaítear nuair a chliceáil an t-úsáideoir ar shiombail bhailí.

en: Marks the option as a class.
ga: Marcáil an rogha mar rang.

en: Marks the option as a function.
ga: Marcanna an rogha mar fheidhm.

en: Marks the option as a Godot signal.
ga: Marcáil an rogha mar chomhartha Godot.

en: Marks the option as a variable.
ga: Marcáil an rogha mar athróg.

en: Marks the option as a member.
ga: Marcáil an rogha mar bhall.

en: Marks the option as an enum entry.
ga: Marcáil an rogha mar iontráil enum.

en: Marks the option as a constant.
ga: Marcáil an rogha mar tairiseach.

en: Marks the option as a Godot node path.
ga: Marcanna an rogha mar chonair nód Godot.

en: Marks the option as a file path.
ga: Marcáil an rogha mar chonair comhaid.

en: Marks the option as unclassified or plain text.
ga: Marcáil an rogha mar théacs neamhrangaithe nó gnáth-théacs.

en: The option is local to the location of the code completion query - e.g. a local variable. Subsequent value of location represent options from the outer class, the exact value represent how far they are (in terms of inner classes).
ga: Tá an rogha áitiúil le suíomh an cheist maidir le comhlánú an chóid - e.g. athróg áitiúil. Léiríonn luach suímh ina dhiaidh sin roghanna ón aicme sheachtrach, léiríonn an luach cruinn cé chomh fada agus atá siad (i dtéarmaí na n-aicmí istigh).

en: The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the parent, [code]2[/code] for the grandparent, etc.) to store the depth of an option in the class or a parent class.
ga: Tá an rogha ón rang ina bhfuil nó ó rang tuismitheora, i gcoibhneas le suíomh an cheist maidir le comhlánú an chóid. Déan beagán ar bhealach beag NÓ le doimhneacht an ranga (m.sh. [code]0[/code] don rang áitiúil, [code]1[/code] don tuismitheoir, [code]2[/code] don seantuismitheoir, etc.) chun doimhneacht rogha a stóráil sa rang nó i rang tuismitheora.

en: The option is from user code which is not local and not in a derived class (e.g. Autoload Singletons).
ga: Tagann an rogha ó chód úsáideora nach bhfuil áitiúil agus nach bhfuil in aicme díorthaithe (m.sh. Autoload Singletons).

en: The option is from other engine code, not covered by the other enum constants - e.g. built-in classes.
ga: Tá an rogha ó chód innill eile, nach bhfuil clúdaithe ag na tairisigh enum eile - e.g. ranganna ionsuite.

en: [Color] of the bookmark icon for bookmarked lines.
ga: [Color] den íocón leabharmharc do línte leabharmharcáilte.

en: [Color] of the text to highlight mismatched braces.
ga: [Color] an téacs chun braces mímheaitseála a aibhsiú.

en: [Color] of the breakpoint icon for bookmarked lines.
ga: [Color] den íocón brisphointe le haghaidh línte leabharmharcáilte.

en: [Color] for all icons related to line folding.
ga: [Color] do gach deilbhín a bhaineann le fillte líne.

en: Sets the background [Color] for the code completion popup.
ga: Socraíonn sé an cúlra [Color] don phreabfhuinneog críochnaithe cóid.

en: Background highlight [Color] for matching text in code completion options.
ga: Buaicphointe an chúlra [Color] chun téacs a mheaitseáil i roghanna comhlánaithe an chóid.

en: [Color] of the scrollbar in the code completion popup.
ga: [Color] an scrollbharra sa phreabfhuinneog críochnaithe cóid.

en: [Color] of the scrollbar in the code completion popup when hovered.
ga: [Color] an scrollbharra sa phreabfhuinneog críochnaithe cóid nuair a ainlítear é.

en: Background highlight [Color] for the current selected option item in the code completion popup.
ga: Buaicphointe an chúlra [Color] don mhír roghnach reatha sa phreabfhuinneog críochnaithe cóid.

en: [Color] of the executing icon for executing lines.
ga: [Color] den deilbhín forghníomhaithe le haghaidh línte forghníomhaithe.

en: [Color] of background line highlight for folded code region.
ga: [Color] an bhuaicphointe líne chúlra don réigiún cód fillte.

en: [Color] of the main line length guideline, secondary guidelines will have 50% alpha applied.
ga: [Color] den treoirlíne fad príomhlíne, cuirfear 50% alfa i bhfeidhm ar threoirlínte tánaisteacha.

en: Sets the [Color] of line numbers.
ga: Socraíonn sé [Color] na línte uimhreacha.

en: Max number of options to display in the code completion popup at any one time.
ga: An líon uasta roghanna le taispeáint sa phreabfhuinneog comhlánaithe cóid ag aon am amháin.

en: Max width of options in the code completion popup. Options longer than this will be cut off.
ga: Leithead uasta na roghanna sa phreabfhuinneog críochnaithe cód. Déanfar roghanna níos faide ná seo a ghearradh amach.

en: Width of the scrollbar in the code completion popup.
ga: Leithead an scrollbharra sa phreabfhuinneog críochnaithe cóid.

en: Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines.
ga: Socraíonn sé saincheaptha [Texture2D] chun an gutter leabharmharc a tharraingt isteach do línte leabharmharcáilte.

en: Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed lines.
ga: Socraíonn sé saincheaptha [Texture2D] chun an gutter brisphointe a tharraingt isteach do línte bristephointe.

en: Sets a custom [Texture2D] to draw in the line folding gutter when a line can be folded.
ga: Socraíonn sé saincheaptha [Texture2D] le tarraingt sa gháitéir fillte líne nuair is féidir líne a fhilleadh.

en: Sets a custom [Texture2D] to draw in the line folding gutter when a code region can be folded.
ga: Socraíonn sé saincheaptha [Texture2D] a tharraingt sa gháitéir fillte líne nuair is féidir réigiún cód a fhilleadh.

en: Icon to draw in the executing gutter for executing lines.
ga: Deilbhín le tarraingt sa gháitéir fhorghníomhaithe le haghaidh línte forghníomhaithe.

en: Sets a custom [Texture2D] to draw in the line folding gutter when a line is folded and can be unfolded.
ga: Socraíonn sé saincheaptha [Texture2D] le tarraingt sa gháitéir fillte líne nuair a bhíonn líne fillte agus nuair is féidir í a dhífhilleadh.

en: Sets a custom [Texture2D] to draw in the line folding gutter when a code region is folded and can be unfolded.
ga: Socraíonn sé saincheaptha [Texture2D] le tarraingt sa gháitéir fillte líne nuair a bhíonn réigiún cóid fillte agus nuair is féidir é a dhífhilleadh.

en: Sets a custom [Texture2D] to draw at the end of a folded line.
ga: Socraíonn sé saincheaptha [Texture2D] le tarraingt ag deireadh líne fillte.

en: [StyleBox] for the code completion popup.
ga: [StyleBox] don phreabfhuinneog críochnaithe cóid.

en: A syntax highlighter intended for code.
ga: Aibhsitheoir comhréire atá beartaithe le haghaidh cód.

en: By adjusting various properties of this resource, you can change the colors of strings, comments, numbers, and other text patterns inside a [TextEdit] control.
ga: Trí airíonna éagsúla na hacmhainne seo a choigeartú, is féidir leat dathanna teaghrán, nótaí tráchta, uimhreacha agus patrúin téacs eile a athrú laistigh de rialú [TextEdit].

en: Adds a color region (such as for comments or strings) from [param start_key] to [param end_key]. Both keys should be symbols, and [param start_key] must not be shared with other delimiters.
    If [param line_only] is [code]true[/code] or [param end_key] is an empty [String], the region does not carry over to the next line.
ga: Cuireann sé réigiún datha (cosúil le tuairimí nó teaghráin) ó [param start_key] go [param end_key]. Ba chóir go mbeadh an dá eochair ina siombailí, agus níor cheart [param start_key] a roinnt le teorannóirí eile.
    Más [Teaghrán] folamh é [param line_only] [code]true[/code] nó [param end_key], ní aistríonn an réigiún anonn go dtí an chéad líne eile.

en: Sets the color for a keyword.
    The keyword cannot contain any symbols except '_'.
ga: Socraíonn sé an dath le haghaidh eochairfhocal.
    Ní féidir aon siombailí a bheith san eochairfhocal ach amháin '_'.

en: Sets the color for a member keyword.
    The member keyword cannot contain any symbols except '_'.
    It will not be highlighted if preceded by a '.'.
ga: Socraíonn sé an dath d'eochairfhocal comhalta.
    Ní féidir siombail ar bith a bheith san eochairfhocal ball ach amháin '_'.
    Ní thabharfar aird air má tá ‘.’ roimhe.

en: Removes all color regions.
ga: Baintear gach réigiún datha.

en: Removes all keywords.
ga: Baintear gach eochairfhocail.

en: Removes all member keywords.
ga: Baintear gach eochairfhocal ball.

en: Returns the color for a keyword.
ga: Filleann an dath le haghaidh eochairfhocal.

en: Returns the color for a member keyword.
ga: Filleann sé an dath le haghaidh eochairfhocal ball.

en: Returns [code]true[/code] if the start key exists, else [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an eochair tosaithe ann, eile [code]bréagach[/code].

en: Returns [code]true[/code] if the keyword exists, else [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an eochairfhocal ann, eile [code]bréagach[/code].

en: Returns [code]true[/code] if the member keyword exists, else [code]false[/code].
ga: Filleann sé [code]true[/code] má tá eochairfhocal an bhall ann, eile [code]bréagach[/code].

en: Removes the color region that uses that start key.
ga: Bain an réigiún datha a úsáideann an eochair tosaithe.

en: Removes the keyword.
ga: Baintear an eochairfhocal.

en: Removes the member keyword.
ga: Baintear an eochairfhocal ball.

en: Sets the color regions. All existing regions will be removed. The [Dictionary] key is the region start and end key, separated by a space. The value is the region color.
ga: Socraíonn na réigiúin dath. Bainfear gach réigiún atá ann faoi láthair. Is í an eochair [Foclóir] an eochair tosaigh agus deiridh réigiúin, scartha le spás. Is é an luach dath an réigiúin.

en: Sets color for functions. A function is a non-keyword string followed by a '('.
ga: Socraíonn sé dath le haghaidh feidhmeanna. Teaghrán gan eochairfhocail is ea feidhm agus '(' ina dhiaidh sin).

en: Sets the keyword colors. All existing keywords will be removed. The [Dictionary] key is the keyword. The value is the keyword color.
ga: Socraíonn na dathanna eochairfhocal. Bainfear na heochairfhocail atá ann cheana féin. Is é an [Foclóir] an eochairfhocal. Is é an luach an dath eochairfhocal.

en: Sets the member keyword colors. All existing member keyword will be removed. The [Dictionary] key is the member keyword. The value is the member keyword color.
ga: Socraíonn na dathanna eochairfhocal ball. Bainfear gach eochairfhocal ball atá ann cheana féin. Is í an eochair [Foclóir] eochairfhocal na mball. Is é an luach dath eochairfhocal na mball.

en: Sets color for member variables. A member variable is non-keyword, non-function string proceeded with a '.'.
ga: Socraíonn sé dath d'athróga ball. Tá athróg ball gan eochairfhocal, teaghrán neamhfheidhme ar aghaidh le '.'.

en: Sets the color for numbers.
ga: Socraíonn sé an dath le haghaidh uimhreacha.

en: Sets the color for symbols.
ga: Socraíonn sé an dath le haghaidh siombailí.

en: Abstract base class for 2D physics objects.
ga: Bunrang teibí le haghaidh rudaí 2d san fhisic.

en: Abstract base class for 2D physics objects. [CollisionObject2D] can hold any number of [Shape2D]s for collision. Each shape must be assigned to a [i]shape owner[/i]. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
    [b]Note:[/b] Only collisions between objects within the same canvas ([Viewport] canvas or [CanvasLayer]) are supported. The behavior of collisions between objects in different canvases is undefined.
ga: Bunrang teibí le haghaidh rudaí 2d san fhisic. Is féidir le [CollisionObject2D] aon líon [Shape2D]anna a choinneáil le haghaidh imbhuailte. Ní mór gach cruth a shannadh d'úinéir [i]crutha[/i]. Ní nóid iad úinéirí crutha agus ní bhíonn siad le feiceáil san eagarthóir, ach tá rochtain orthu trí chód ag baint úsáide as na modhanna [code] shape_owner_*[/code].
    [b]Nóta:[/b] Ní thacaítear ach le himbhuailtí idir réada laistigh den chanbhás céanna ([Viewport] chanbhás nó [CanvasLayer]). Tá iompar imbhuailtí idir rudaí i gcanbhásanna éagsúla neamhshainithe.

en: Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the clicked [Shape2D]. Connect to [signal input_event] to easily pick up these events.
    [b]Note:[/b] [method _input_event] requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
ga: Glacann sé le [IonputEvent]s gan láimhseáil. Is é [param shape_idx] an t-innéacs leanaí den [Shape2D] a chliceáil. Ceangail le [signal input_event] chun na himeachtaí seo a phiocadh suas go héasca.
    [b] Nóta:[/b] Éilíonn [method _input_event] go bhfuil [code] true [/code] agus go socrófar [member collision_layer] giotán.

en: Called when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this function to be called.
ga: Glaoitear air nuair a chuireann an pointeoir luiche isteach ar aon cheann de chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject2D] amháin.

en: Called when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this function to be called.
ga: Glaoitear air nuair a scoireann an pointeoir luiche cruthanna uile an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject2D] amháin.

en: Called when the mouse pointer enters any of this object's shapes or moves from one shape to another. [param shape_idx] is the child index of the newly entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be called.
ga: Glaoitear air nuair a théann an pointeoir luiche isteach i gcruth ar bith den réad seo nó nuair a bhogann sé ó chruth amháin go cruth eile. Is é [param shape_idx] innéacs leanaí an nua-iontrála [Shape2D]. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_pickable] agus ar a laghad ceann amháin [ball collision_layer] giotán a bheith le glaoch.

en: Called when the mouse pointer exits any of this object's shapes. [param shape_idx] is the child index of the exited [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be called.
ga: Glaoitear air nuair a scoireann an pointeoir luiche aon cheann de chruthanna an oibiachta seo. Is é [param shape_idx] an t-innéacs leanaí den fhocal scoir [Shape2D]. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_pickable] agus ar a laghad ceann amháin [ball collision_layer] giotán a bheith le glaoch.

en: Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
ga: Cruthaíonn sé úinéir crutha nua don réad tugtha. Seoltar ar ais [code]owner_id[/code] an úinéara nua le haghaidh tagartha sa todhchaí.

en: Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member collision_layer] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member collision_mask] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Returns the object's [RID].
ga: Filleann sé [RID] an réad.

en: Returns the [code]one_way_collision_margin[/code] of the shape owner identified by given [param owner_id].
ga: Seoltar ar ais an [code]one_way_collision_margin[/code] d'úinéir an chrutha a shainaithin [param Owner_id].

en: Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
ga: Seoltar ar ais [Eagar] de [code]owner_id[/code] aitheantóirí. Is féidir leat na haitheantais seo a úsáid ar mhodhanna eile a ghlacann [code]owner_id[/code] mar argóint.

en: If [code]true[/code], the shape owner and its shapes are disabled.
ga: Más [code]true[/code], díchumasaítear úinéir an chrutha agus a chruthanna.

en: Returns [code]true[/code] if collisions for the shape owner originating from this [CollisionObject2D] will not be reported to collided with [CollisionObject2D]s.
ga: Filleann [code]true[/code] mura dtuairisceofar imbhuailtí le haghaidh úinéir an chrutha a tháinig ón [CollisionObject2D] seo agus [CollisionObject2D]s.

en: Removes the given shape owner.
ga: Baintear úinéir an chrutha a thugtar.

en: Based on [param value], enables or disables the specified layer in the [member collision_layer], given a [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaíonn sé an ciseal sonraithe sa [comhalta collision_layer], nuair a thugtar [uimhir layer_number] idir 1 agus 32.

en: Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaítear an ciseal sonraithe sa [member collision_mask], nuair a thugtar [uimhir ciseal_paraim] idir 1 agus 32.

en: Returns the [code]owner_id[/code] of the given shape.
ga: Seoltar ar ais an [code]owner_id[/code] den chruth a thugtar.

en: Adds a [Shape2D] to the shape owner.
ga: Cuireann [Shape2D] le húinéir an chrutha.

en: Removes all shapes from the shape owner.
ga: Baineann sé gach cruthanna ó úinéir an chrutha.

en: Returns the parent object of the given shape owner.
ga: Filleann an tuismitheoir oibiacht úinéara an chrutha a tugadh.

en: Returns the [Shape2D] with the given ID from the given shape owner.
ga: Filleann sé an [Shape2D] leis an aitheantas tugtha ó úinéir an chrutha a tugadh.

en: Returns the number of shapes the given shape owner contains.
ga: Filleann sé líon na gcruthanna atá san úinéir cruthanna tugtha.

en: Returns the child index of the [Shape2D] with the given ID from the given shape owner.
ga: Filleann an t-innéacs leanaí den [Shape2D] leis an aitheantas tugtha ó úinéir an chrutha a tugadh.

en: Returns the shape owner's [Transform2D].
ga: Filleann sé [Transform2D] úinéir an chrutha.

en: Removes a shape from the given shape owner.
ga: Baintear cruth ón úinéir cruth a thugtar.

en: If [code]true[/code], disables the given shape owner.
ga: Má tá [code]true[/code], díchumasaítear úinéir an chrutha a thugtar.

en: If [param enable] is [code]true[/code], collisions for the shape owner originating from this [CollisionObject2D] will not be reported to collided with [CollisionObject2D]s.
ga: Má tá [param-chumas] [code]true[/code], ní thuairisceofar go raibh imbhuailtí d’úinéir an chrutha a tháinig ón [CollisionObject2D] seo in imbhualadh le [CollisionObject2D]s.

en: Sets the [code]one_way_collision_margin[/code] of the shape owner identified by given [param owner_id] to [param margin] pixels.
ga: Socraíonn sé [code]one_way_collision_margin[/code] úinéir an chrutha a shainaithnítear leis an [paramowner_id] a thugtar do [margin param] picteilín.

en: Sets the [Transform2D] of the given shape owner.
ga: Socraíonn sé [Transform2D] úinéir an chrutha a thugtar.

en: The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
    [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Na sraitheanna fisice ina bhfuil an CollisionObject2D seo istigh. Is féidir le réada imbhuailte a bheith ann i gceann amháin nó níos mó de 32 shraith dhifriúla. Féach freisin [member collision_mask].
    [b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
    [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Leagann an fhisic an scanadh seo ar CollisionObject2D. Is féidir le réada imbhuailte ceann amháin nó níos mó de 32 sraithe éagsúla a scanadh. Féach freisin [member collision_layer].
    [b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
ga: An tosaíocht a úsáidtear chun imbhualadh a réiteach nuair a tharlaíonn dul i bhfód. Dá airde an tosaíocht, is ea is ísle an dul isteach sa réad. Is féidir é seo a úsáid mar shampla chun an t-imreoir a chosc ó bhriseadh trí theorainneacha leibhéil.

en: Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
ga: Sainmhíníonn sé an t-iompar san fhisic nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED leanúnach]. Féach [enum DisableMode] le haghaidh tuilleadh sonraí faoi na modhanna éagsúla.

en: If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [member collision_layer] bit to be set.
ga: Más [code]true[/code], is féidir an réad seo a phiocadh. Is féidir le réad inphioctha pointeoir na luiche a bhrath ag dul isteach/ag imeacht, agus má tá an luch istigh ann, tuairisc a thabhairt ar imeachtaí ionchuir. Teastaíonn beagán [member collision_layer] amháin ar a laghad a shocrú.

en: Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. See [method _input_event] for details.
ga: Astaítear nuair a tharlaíonn teagmhas ionchuir. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. Féach ar [method _input_event] le haghaidh sonraí.

en: Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
    [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
ga: Astaítear nuair a théann an pointeoir luiche isteach i gceann ar bith de chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. Tabhair faoi deara nach mbeidh an comhartha seo astaithe nuair a bhogtar idir cruthanna éagsúla laistigh d'aon [CollisionObject2D] amháin.
    [b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor agus má tá achar [CollisionObject2D] beag. Is féidir nach n-astú an comhartha seo ach oiread má tá [CollisionObject2D] eile ag forluí ar an [CollisionObject2D] atá i gceist.

en: Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
    [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
ga: Astaítear nuair a scoireann an pointeoir luiche cruthanna uile an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. Tabhair faoi deara nach mbeidh an comhartha seo astaithe ag bogadh idir cruthanna éagsúla laistigh d'aon [CollisionObject2D] amháin.
    [b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor agus má tá achar [CollisionObject2D] beag. Is féidir nach n-astú an comhartha seo ach oiread má tá [CollisionObject2D] eile ag forluí ar an [CollisionObject2D] atá i gceist.

en: Emitted when the mouse pointer enters any of this object's shapes or moves from one shape to another. [param shape_idx] is the child index of the newly entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
ga: Astaítear nuair a théann an pointeoir luiche isteach i gcruth ar bith den réad seo nó nuair a bhogann sé ó chruth amháin go cruth eile. Is é [param shape_idx] innéacs leanaí an nua-iontrála [Shape2D]. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú.

en: Emitted when the mouse pointer exits any of this object's shapes. [param shape_idx] is the child index of the exited [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
ga: Astaítear nuair a scoireann an pointeoir luiche aon cheann de chruthanna an oibiachta seo. Is é [param shape_idx] an t-innéacs leanaí den fhocal scoir [Shape2D]. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú.

en: When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [CollisionObject2D].
    Automatically re-added to the physics simulation when the [Node] is processed again.
ga: Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED seasmhach], bain den insamhalta fisice chun stop a chur le gach idirghníomhú fisice leis seo [CollisionObject2D].
    Athchur go huathoibríoch leis an insamhalta fisice nuair a dhéantar an [Nóid] a phróiseáil arís.

en: When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody2D] can't be affected by forces or other bodies while static.
    Automatically set [PhysicsBody2D] back to its original mode when the [Node] is processed again.
ga: Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED seasmhach], cuir an corp ina stad. Ní chuireann sé isteach ar [Area2D]. Ní féidir le fórsaí ná comhlachtaí eile dul i bhfeidhm ar [FisicsBody2D] agus iad statach.
    Socraigh [PhysicsBody2D] go huathoibríoch ar ais go dtí a mhodh bunaidh nuair a phróiseáiltear an [Nóid] arís.

en: When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.
ga: Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED seasmhach], ná cuir isteach ar an insamhalta fisice.

en: Abstract base class for 3D physics objects.
ga: Bunrang teibí le haghaidh rudaí san fhisic 3d saor in aisce,.

en: Abstract base class for 3D physics objects. [CollisionObject3D] can hold any number of [Shape3D]s for collision. Each shape must be assigned to a [i]shape owner[/i]. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
    [b]Warning:[/b] With a non-uniform scale, this node will likely not behave as expected. It is advised to keep its scale the same on all axes and adjust its collision shape(s) instead.
ga: Bunrang teibí le haghaidh rudaí san fhisic 3d saor in aisce,. Is féidir le [CollisionObject3D] líon ar bith [Shape3D]s a choinneáil le haghaidh imbhuailte. Ní mór gach cruth a shannadh d'úinéir [i]crutha[/i]. Ní nóid iad úinéirí crutha agus ní bhíonn siad le feiceáil san eagarthóir, ach tá rochtain orthu trí chód ag baint úsáide as na modhanna [code] shape_owner_*[/code].
    [b]Rabhadh:[/b] Le scála neamh-éide, is dócha nach n-iompróidh an nód seo mar a bhíothas ag súil leis. Moltar a scála a choinneáil mar an gcéanna ar gach ais agus cruth(í) an imbhuailte a choigeartú ina ionad.

en: Receives unhandled [InputEvent]s. [param event_position] is the location in world space of the mouse pointer on the surface of the shape with index [param shape_idx] and [param normal] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events.
    [b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
ga: Faigheann sé [IonputEvent]s gan láimhseáil. Is é [param event_position] suíomh an phointeora luiche sa spás domhanda ar dhromchla an chrutha leis an innéacs [param shape_idx] agus is é [param normal] gnáthveicteoir an dromchla ag an bpointe sin. Ceangail leis an [signal input_event] comhartha chun na himeachtaí seo a phiocadh suas go héasca.
    [b] Nóta:[/b] Éilíonn [method _input_event] go bhfuil [code]true[/code] agus go socrófar [member collision_layer] giotán.

en: Called when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject3D] won't cause this function to be called.
ga: Glaoitear air nuair a chuireann an pointeoir luiche isteach ar aon cheann de chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_ray_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject3D] amháin.

en: Called when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject3D] won't cause this function to be called.
ga: Glaoitear air nuair a scoireann an pointeoir luiche cruthanna uile an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_ray_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject3D] amháin.

en: Adds a [Shape3D] to the shape owner.
ga: Cuireann [Shape3D] le húinéir an chrutha.

en: Returns the [Shape3D] with the given ID from the given shape owner.
ga: Filltear an [Shape3D] leis an aitheantas tugtha ó úinéir an chrutha a tugadh.

en: Returns the child index of the [Shape3D] with the given ID from the given shape owner.
ga: Filleann an t-innéacs leanaí den [Shape3D] leis an aitheantas tugtha ó úinéir an chrutha a tugadh.

en: Returns the shape owner's [Transform3D].
ga: Filleann sé [Transform3D] úinéir an chrutha.

en: Sets the [Transform3D] of the given shape owner.
ga: Socraíonn sé [Transform3D] úinéir an chrutha a thugtar.

en: The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
    [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Leagann an fhisic an Imbhualadh seo Object3D [b]i[/b]. Is féidir le réada imbhuailte a bheith ann i gceann amháin nó níos mó de 32 sraitheanna éagsúla. Féach freisin [member collision_mask].
    [b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
    [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Leagann an fhisic an Imbhualadh seo Object3D [b]scan[/b]. Is féidir le réada imbhuailte ceann amháin nó níos mó de 32 sraithe éagsúla a scanadh. Féach freisin [member collision_layer].
    [b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
ga: Más [code]true[/code], leanfaidh an [CollisionObject3D] ag fáil teagmhais ionchuir de réir mar a tharraingítear an luch trasna a cruthanna.

en: Emitted when the object receives an unhandled [InputEvent]. [param event_position] is the location in world space of the mouse pointer on the surface of the shape with index [param shape_idx] and [param normal] is the normal vector of the surface at that point.
ga: Astaithe nuair a fhaigheann an réad [InputEvent] gan láimhseáil. Is é [param event_position] suíomh an phointeora luiche sa spás domhanda ar dhromchla an chrutha leis an innéacs [param shape_idx] agus is é [param normal] gnáthveicteoir an dromchla ag an bpointe sin.

en: Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
    [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question.
ga: Astaítear nuair a théann an pointeoir luiche isteach i gceann ar bith de chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_ray_pickable] agus ar a laghad giotán [member collision_layer] a shocrú.
    [b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor agus má tá achar [CollisionObject3D] beag. Seans nach n-astú an comhartha seo ach oiread má tá [CollisionObject3D] eile ag forluí ar an [CollisionObject3D] atá i gceist.

en: Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
    [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question.
ga: Astaítear nuair a scoireann an pointeoir luiche cruthanna uile an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_ray_pickable] agus ar a laghad giotán [member collision_layer] a shocrú.
    [b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor agus má tá achar [CollisionObject3D] beag. Seans nach n-astú an comhartha seo ach oiread má tá [CollisionObject3D] eile ag forluí ar an [CollisionObject3D] atá i gceist.

en: When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [CollisionObject3D].
    Automatically re-added to the physics simulation when the [Node] is processed again.
ga: Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED seasmhach], bain den insamhalta fisice chun stop a chur le gach idirghníomhú fisice leis seo [CollisionObject3D].
    Athchur go huathoibríoch leis an insamhalta fisice nuair a dhéantar an [Nóid] a phróiseáil arís.

en: When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
    Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again.
ga: Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED seasmhach], cuir an corp ina stad. Ní chuireann sé isteach ar [Area 3D]. Ní féidir le fórsaí ná comhlachtaí eile dul i bhfeidhm ar [FisicsBody3D] agus iad statach.
    Socraigh [PhysicsBody3D] go huathoibríoch ar ais go dtí a bhunmhodh nuair a phróiseáiltear an [Nóid] arís.

en: A node that provides a polygon shape to a [CollisionObject2D] parent.
ga: Nód a sholáthraíonn cruth polagán do thuismitheoir [CollisionObject2D].

en: Collision build mode. Use one of the [enum BuildMode] constants.
ga: Modh tógála imbhuailte. Úsáid ceann de na tairisigh [enum BuildMode].

en: If [code]true[/code], no collisions will be detected.
ga: Más rud é go bhfuil [code]true[/code], ní bhraithfear aon imbhuailtí.

en: If [code]true[/code], only edges that face up, relative to [CollisionPolygon2D]'s rotation, will collide with other objects.
    [b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a child of an [Area2D] node.
ga: Más rud é [code]true[/code], ní imbhuailfidh ach imill atá os comhair, i gcoibhneas le rothlú [CollisionPolygon2D], le réada eile.
    [b]Nóta:[/b] Níl aon éifeacht ag an airí seo más leanbh de nód [Area2D] é an [CollisionPolygon2D] seo.

en: The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity.
ga: An corrlach a úsáidtear le haghaidh imbhualadh aontreo (i bpicteilíní). Déanfaidh luachanna níos airde an cruth níos tiús, agus oibreoidh siad níos fearr do imbhuailteoirí a théann isteach sa pholagán ar ardtreoluas.

en: The polygon's list of vertices. Each point will be connected to the next, and the final point will be connected to the first.
    [b]Note:[/b] The returned vertices are in the local coordinate space of the given [CollisionPolygon2D].
ga: Liosta rinn na polagán. Beidh gach pointe ceangailte leis an gcéad cheann eile, agus beidh an pointe deiridh ceangailte leis an gcéad cheann.
    [b]Nóta:[/b] Tá na rinn fillte sa spás comhordanáidí logánta den [CollisionPolygon2D] a thugtar.

en: Collisions will include the polygon and its contained area. In this mode the node has the same effect as several [ConvexPolygonShape2D] nodes, one for each convex shape in the convex decomposition of the polygon (but without the overhead of multiple nodes).
ga: Áireoidh imbhuailtí an polagán agus an limistéar ina bhfuil sé. Sa mhodh seo tá an éifeacht chéanna ag an nód agus a bhíonn roinnt nóid [ConvexPolygonShape2D], ceann amháin do gach cruth dronnach i ndianscaoileadh dronnach an pholagán (ach gan na nóid iolracha a bheith lastuas).

en: Collisions will only include the polygon edges. In this mode the node has the same effect as a single [ConcavePolygonShape2D] made of segments, with the restriction that each segment (after the first one) starts where the previous one ends, and the last one ends where the first one starts (forming a closed but hollow polygon).
ga: Ní chuimseoidh imbhuailtí ach imill na polagán. Sa mhodh seo tá an éifeacht chéanna ag an nód le [ConcavePolygonShape2D] amháin déanta de dheighleoga, leis an srian go dtosaíonn gach deighleog (tar éis an chéad cheann) nuair a chríochnaíonn an ceann roimhe sin, agus críochnaíonn an ceann deireanach nuair a thosaíonn an chéad cheann (foirmiú polagán dúnta ach log).

en: A node that provides a thickened polygon shape (a prism) to a [CollisionObject3D] parent.
ga: Nód a sholáthraíonn cruth polagán tiubhaithe (priosma) do thuismitheoir [CollisionObject3D].

en: A node that provides a thickened polygon shape (a prism) to a [CollisionObject3D] parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an [Area3D] or turn [PhysicsBody3D] into a solid object.
    [b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
ga: Nód a sholáthraíonn cruth polagán tiubhaithe (priosma) do thuismitheoir [CollisionObject3D] agus a cheadaíonn é a chur in eagar. Is féidir leis an polagán a bheith cuasach nó dronnach. Is féidir leis seo cruth braite a thabhairt do [Area3D] nó [FisicBody3D] a iompú ina réad soladach.
    [b]Rabhadh:[/b] Is dócha nach n-iompróidh [CollisionShape3D] ar scála neamh-aonfhoirmeach é mar a bhíothas ag súil leis. Bí cinnte a scála a choinneáil mar an gcéanna ar gach ais agus a cruth acmhainn a choigeartú ina ionad.

en: Length that the resulting collision extends in either direction perpendicular to its 2D polygon.
ga: An fad a shíneann an t-imbhualadh dá bharr i gceachtar treo ingearach lena pholagán 2T.

en: If [code]true[/code], no collision will be produced.
ga: Más [code]true[/code], ní thairgfear aon imbhualadh.

en: The collision margin for the generated [Shape3D]. See [member Shape3D.margin] for more details.
ga: An lamháil imbhuailte don [Shape3D] ginte. Féach [comhalta Shape3D.margin] le haghaidh tuilleadh sonraí.

en: Array of vertices which define the 2D polygon in the local XY plane.
ga: Sraith de rinn a shainíonn an polagán 2T san eitleán áitiúil XY.

en: A node that provides a [Shape2D] to a [CollisionObject2D] parent.
ga: Nód a sholáthraíonn [Shape2D] do thuismitheoir [CollisionObject2D].

en: A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows to edit it. This can give a detection shape to an [Area2D] or turn a [PhysicsBody2D] into a solid object.
ga: Nód a sholáthraíonn [Shape2D] do thuismitheoir [CollisionObject2D] agus a cheadaíonn é a chur in eagar. Is féidir leis seo cruth braite a thabhairt do [Area2D] nó [FisicBody2D] a iompú ina réad soladach.

en: Physics introduction
ga: Réamhrá fisic

en: A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
ga: Níl aon éifeacht ag cruth imbhuailte faoi mhíchumas ar fud an domhain. Ba cheart an t-airí seo a athrú le [method Object.set_deferred].

en: Sets whether this collision shape should only detect collision on one side (top or bottom).
    [b]Note:[/b] This property has no effect if this [CollisionShape2D] is a child of an [Area2D] node.
ga: Socraítear cé acu ar cheart don chruth imbhuailte seo imbhualadh a bhrath ar thaobh amháin (barr nó bun).
    [b]Nóta:[/b] Níl aon éifeacht ag an airí seo más leanbh de nód [Area2D] é an [CollisionShape2D] seo.

en: The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
ga: An corrlach a úsáidtear le haghaidh imbhualadh aontreo (i bpicteilíní). Déanfaidh luachanna níos airde an cruth níos tiús, agus oibreoidh siad níos fearr d'imbhuailteoirí a théann isteach sa chruth ar ardtreoluas.

en: The actual shape owned by this collision shape.
ga: An cruth iarbhír atá ar úinéireacht ag an gcruth imbhuailte seo.

en: A node that provides a [Shape3D] to a [CollisionObject3D] parent.
ga: Nód a sholáthraíonn [Shape3D] do thuismitheoir [CollisionObject3D].

en: A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows to edit it. This can give a detection shape to an [Area3D] or turn a [PhysicsBody3D] into a solid object.
    [b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its [member shape] resource instead.
ga: Nód a sholáthraíonn [Shape3D] do thuismitheoir [CollisionObject3D] agus a cheadaíonn é a chur in eagar. Is féidir leis seo cruth braite a thabhairt do [Area 3D] nó [FisicBody3D] a iompú ina réad soladach.
    [b]Rabhadh:[/b] Is dócha nach n-iompróidh [CollisionShape3D] ar scála neamh-aonfhoirmeach é mar a bhíothas ag súil leis. Déan cinnte a scála a choinneáil mar an gcéanna ar gach ais agus a acmhainn [cruth ball] a choigeartú ina ionad.

en: Sets the collision shape's shape to the addition of all its convexed [MeshInstance3D] siblings geometry.
ga: Socraíonn sé cruth an imbhuailte le céimseata a dheirfiúracha dronnach go léir [MeshInstance3D] a chur leis.

en: Use [signal Resource.changed] instead.
ga: Úsáid [comhartha Resource.changed] ina ionad sin.

en: This method does nothing.
ga: Ní dhéanann an modh seo rud ar bith.

en: A disabled collision shape has no effect in the world.
ga: Níl aon éifeacht ag cruth imbhuailte faoi mhíchumas ar fud an domhain.

en: A color represented in RGBA format.
ga: Dath a léirítear i bhformáid RGBA.

en: A color represented in RGBA format by a red ([member r]), green ([member g]), blue ([member b]), and alpha ([member a]) component. Each component is a 32-bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/code]. Some properties (such as [member CanvasItem.modulate]) may support values greater than [code]1.0[/code], for overbright or HDR (High Dynamic Range) colors.
    Colors can be created in various ways: By the various [Color] constructors, by static methods such as [method from_hsv], and by using a name from the set of standardized colors based on [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url] with the addition of [constant TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses integers from [code]0[/code] to [code]255[/code] and doesn't support overbright colors.
    [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
    [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
ga: Dath a léirítear i bhformáid RGBA le comhpháirt dearg ([ball r]), glas ([ball g]), gorm ([ball b]), agus alfa ([ball a]). Is luach snámhphointe 32-giotán gach comhpháirt, de ghnáth idir [code]0.0[/code] go [code]1.0[/code]. Féadfaidh airíonna áirithe (amhail [ball CanvasItem.modulate]) tacú le luachanna atá níos mó ná [code]1.0[/code], do dhathanna rógheala nó HDR (Raon Ard Dinimiciúla).
    Is féidir dathanna a chruthú ar bhealaí éagsúla: De réir na dtógálaithe [Color] éagsúla, trí mhodhanna statacha mar [method from_hsv], agus trí úsáid a bhaint as ainm ón tsraith dathanna caighdeánaithe atá bunaithe ar [url=https://en.wikipedia. org/wiki/X11_color_names]Ainmneacha datha X11[/url] agus [trédhearcach leanúnach] curtha leis. Soláthraíonn GDScript [method @GDScript.Color8] freisin, a úsáideann slánuimhreacha ó [code] 0[/code] go [code]255[/code] agus ní thacaíonn dathanna geala.
    [b]Nóta:[/b] I gcomhthéacs Boole, measúnóidh Dath go [code]bréagach[/code] má tá sé cothrom le [code]Dath(0, 0, 0, 1)[/code] ( dubh teimhneach). Seachas sin, déanfaidh Dath luacháil go [code]true[/code] i gcónaí.
    [url=https://raw.githubusercontent.com/godotenginine/godot-docs/master/img/color_constants.png]Bileog cheat na dtairiseach datha[/url]

en: 2D GD Paint Demo
ga: Taispeántas Péint 2D GD

en: Tween Interpolation Demo
ga: Taispeántas Idirshuíomh Tween

en: GUI Drag And Drop Demo
ga: Taispeántas Tarraing Agus Buail GUI

en: Constructs a [Color] from the existing color, with [member a] set to the given [param alpha] value.
    [codeblocks]
    [gdscript]
    var red = Color(Color.RED, 0.2) # 20% opaque red.
    [/gdscript]
    [csharp]
    var red = new Color(Colors.Red, 0.2f); // 20% opaque red.
    [/csharp]
    [/codeblocks]
ga: Tógann [Color] as an dath atá ann cheana féin, le [comhalta a] socraithe don luach [param alfa] tugtha.
    [codeblocks]
    [gdscript]
    var dearg = Dath(Dath.RED, 0.2) # 20% teimhneach dearg.
    [/gdscript]
    [csharp]
    var dearg = Dath nua(Dathanna.Red, 0.2f); // 20% teimhneach dearg.
    [/csharp]
    [/codeblocks]

en: Constructs a [Color] as a copy of the given [Color].
ga: Tógann [Color] mar chóip den [Color] a thugtar.

en: Constructs a [Color] either from an HTML color code or from a standardized color name. The supported color names are the same as the constants.
ga: Tógtar [Color] ó chód datha HTML nó ó ainm datha caighdeánaithe. Tá na hainmneacha dathanna tacaithe mar an gcéanna leis na tairisigh.

en: Constructs a [Color] either from an HTML color code or from a standardized color name, with [param alpha] on the range of 0.0 to 1.0. The supported color names are the same as the constants.
ga: Tógtar [Color] ó chód datha HTML nó ó ainm datha caighdeánaithe, le [param alfa] ar an raon 0.0 go 1.0. Tá na hainmneacha dathanna tacaithe mar an gcéanna leis na tairisigh.

en: Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member a] is set to 1.0.
    [codeblocks]
    [gdscript]
    var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`
    [/gdscript]
    [csharp]
    var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, 178, 255)`
    [/csharp]
    [/codeblocks]
ga: Tógann [Color] ó luachanna RGB, de ghnáth idir 0.0 agus 1.0. Tá [comhalta a] socraithe go 1.0.
    [codeblocks]
    [gdscript]
    var dath = Dath(0.2, 1.0, 0.7) # Cosúil le `Color8(51, 255, 178, 255)`
    [/gdscript]
    [csharp]
    dath var = Dath nua(0.2f, 1.0f, 0.7f); // Cosúil le `Color.Color8(51, 255, 178, 255)`
    [/csharp]
    [/codeblocks]

en: Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.
    [codeblocks]
    [gdscript]
    var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, 204)`
    [/gdscript]
    [csharp]
    var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color.Color8(51, 255, 178, 255, 204)`
    [/csharp]
    [/codeblocks]
ga: Tógann [Color] ó luachanna RGBA, go hiondúil idir 0.0 agus 1.0.
    [codeblocks]
    [gdscript]
    var dath = Dath(0.2, 1.0, 0.7, 0.8) # Cosúil le `Color8(51, 255, 178, 204)`
    [/gdscript]
    [csharp]
    dath var = Dath nua(0.2f, 1.0f, 0.7f, 0.8f); // Cosúil le `Color.Color8(51, 255, 178, 255, 204)`
    [/csharp]
    [/codeblocks]

en: Returns a new color resulting from overlaying this color over the given color. In a painting program, you can imagine it as the [param over] color painted over this color (including alpha).
    [codeblocks]
    [gdscript]
    var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%
    var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%
    var blended_color = bg.blend(fg) # Brown with alpha of 75%
    [/gdscript]
    [csharp]
    var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%
    var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%
    Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%
    [/csharp]
    [/codeblocks]
ga: Filleann sé dath nua a eascraíonn as an dath seo a fhorleagan thar an dath a thugtar. I gclár péintéireachta, is féidir leat é a shamhlú mar an dath [param over] péinteáilte thar an dath seo (alfa san áireamh).
    [codeblocks]
    [gdscript]
    var bg = Dath(0.0, 1.0, 0.0, 0.5) # Glas le alfa 50%
    var fg = Dath(1.0, 0.0, 0.0, 0.5) # Dearg le alfa 50%
    var blended_color = bg.blend(fg) # Donn le alfa de 75%
    [/gdscript]
    [csharp]
    var bg = Dath nua(0.0f, 1.0f, 0.0f, 0.5f); // Glas le alfa 50%
    var fg = Dath nua(1.0f, 0.0f, 0.0f, 0.5f); // Dearg le alfa 50%
    Dath chumascColor = bg.Blend(fg); // Donn le alfa 75%
    [/csharp]
    [/codeblocks]

en: Returns a new color with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
ga: Filleann sé dath nua ina bhfuil na comhpháirteanna go léir clampáilte idir na comhpháirteanna [param min] agus [param max], trí [method @GlobalScope.clamp] a reáchtáil ar gach comhpháirt.

en: Returns a new color resulting from making this color darker by the specified [param amount] (ratio from 0.0 to 1.0). See also [method lightened].
    [codeblocks]
    [gdscript]
    var green = Color(0.0, 1.0, 0.0)
    var darkgreen = green.darkened(0.2) # 20% darker than regular green
    [/gdscript]
    [csharp]
    var green = new Color(0.0f, 1.0f, 0.0f);
    Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green
    [/csharp]
    [/codeblocks]
ga: Filleann sé dath nua a eascraíonn as an dath seo a dhéanamh níos dorcha faoin [méid param] sonraithe (cóimheas ó 0.0 go 1.0). Féach freisin [method éadromaithe].
    [codeblocks]
    [gdscript]
    var glas = Dath(0.0, 1.0, 0.0)
    var darkgreen = green.darkened(0.2) # 20% níos dorcha ná glas rialta
    [/gdscript]
    [csharp]
    var glas = Dath nua(0.0f, 1.0f, 0.0f);
    Dath dorchaghlas = glas.Dorcha(0.2f); // 20% níos dorcha ná glas rialta
    [/csharp]
    [/codeblocks]

en: Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param v]) are typically between 0.0 and 1.0.
    [codeblocks]
    [gdscript]
    var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)
    [/gdscript]
    [csharp]
    var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);
    [/csharp]
    [/codeblocks]
ga: Tógtar dath ó phróifíl [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV[/url]. Is gnách go mbíonn an lí ([param h]), an sáithiúchán ([para s]), agus an luach ([param v]) idir 0.0 agus 1.0.
    [codeblocks]
    [gdscript]
    dath var = Dath.from_hsv(0.58, 0.5, 0.79, 0.8)
    [/gdscript]
    [csharp]
    var dath = Dath.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);
    [/csharp]
    [/codeblocks]

en: Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param s]), and lightness ([param l]) are typically between 0.0 and 1.0.
    [codeblocks]
    [gdscript]
    var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)
    [/gdscript]
    [csharp]
    var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);
    [/csharp]
    [/codeblocks]
ga: Tógann sé dath ó phróifíl [url=https://bottosson.github.io/posts/colorpicker/]OK HSL[/url]. Is gnách go mbíonn an lí ([param h]), an sáithiúchán ([para s]), agus an t-éadrom ([param l]) idir 0.0 agus 1.0.
    [codeblocks]
    [gdscript]
    dath var = Dath.from_ok_hsl(0.58, 0.5, 0.79, 0.8)
    [/gdscript]
    [csharp]
    var dath = Dath.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);
    [/csharp]
    [/codeblocks]

en: Decodes a [Color] from an RGBE9995 format integer. See [constant Image.FORMAT_RGBE9995].
ga: Díchódaítear [Color] ó shlánuimhir fhormáid RGBE9995. Féach ar [Íomhá leanúnach.FORMAT_RGBE9995].

en: Creates a [Color] from the given string, which can be either an HTML color code or a named color (case-insensitive). Returns [param default] if the color cannot be inferred from the string.
    If you want to create a color from String in a constant expression, use the equivalent constructor instead (i.e. [code]Color("color string")[/code]).
ga: Cruthaíonn [Color] as an teaghrán tugtha, is féidir a bheith ina dathchód HTML nó dath ainmnithe (cás-íogair). Filleann [param default] mura féidir an dath a thuiscint ón teaghrán.
    Más mian leat dath a chruthú as Teaghrán i slonn tairiseach, úsáid an cruthaitheoir coibhéiseach ina ionad sin (i.e. [code]Dath ("teaghrán datha")[/code]).

en: Returns the light intensity of the color, as a value between 0.0 and 1.0 (inclusive). This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark.
    [b]Note:[/b] [method get_luminance] relies on the color being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first.
ga: Filleann déine solais an dath, mar luach idir 0.0 agus 1.0 (san áireamh). Tá sé seo úsáideach nuair a bhíonn dath éadrom nó dorcha á chinneadh. Is féidir dathanna le luminance níos lú ná 0.5 a mheas go ginearálta dorcha.
    [b]Nóta:[/b] braitheann [method get_luminance] ar an dath a bheith sa spás datha líneach chun luach gealaithe coibhneasta cruinn a thabhairt ar ais. Má tá an dath sa spás datha sRGB, úsáid [method srgb_to_linear] chun é a thiontú go spás datha líneach ar dtús.

en: Returns the [Color] associated with the provided [param hex] integer in 32-bit RGBA format (8 bits per channel). This method is the inverse of [method to_rgba32].
    In GDScript and C#, the [int] is best visualized with hexadecimal notation ([code]"0x"[/code] prefix, making it [code]"0xRRGGBBAA"[/code]).
    [codeblocks]
    [gdscript]
    var red = Color.hex(0xff0000ff)
    var dark_cyan = Color.hex(0x008b8bff)
    var my_color = Color.hex(0xbbefd2a4)
    [/gdscript]
    [csharp]
    var red = new Color(0xff0000ff);
    var dark_cyan = new Color(0x008b8bff);
    var my_color = new Color(0xbbefd2a4);
    [/csharp]
    [/codeblocks]
    If you want to use hex notation in a constant expression, use the equivalent constructor instead (i.e. [code]Color(0xRRGGBBAA)[/code]).
ga: Filleann sé an [Color] a bhaineann leis an tslánuimhir [param heicsidheachúlach] a cuireadh ar fáil i bhformáid RGBA 32-giotán (8 ngiotán in aghaidh an chainéil). Is é an modh seo inbhéartach [method to_rgba32].
    I GDScript agus C#, is fearr an [int] a léirshamhlú le nodaireacht heicsidheachúil ([code]"0x"[/code] réimír, rud a fhágann gur [code]"0xRRGGBBAA"[/code] é).
    [codeblocks]
    [gdscript]
    var dearg = Dath.hex(0xff0000ff)
    var dark_cyan = Dath.hex(0x008b8bff)
    var my_color = Color.hex(0xbbefd2a4)
    [/gdscript]
    [csharp]
    var dearg = Dath nua(0xff0000ff);
    var dark_cyan = Dath nua(0x008b8bff);
    var my_color = Dath nua(0xbbefd2a4);
    [/csharp]
    [/codeblocks]
    Más mian leat nodaireacht heicsidheachúlach a úsáid i slonn tairiseach, úsáid an cruthaitheoir coibhéiseach ina ionad sin (i.e. [code]Dath(0xRRGGBBAA)[/code]).

en: Returns the [Color] associated with the provided [param hex] integer in 64-bit RGBA format (16 bits per channel). This method is the inverse of [method to_rgba64].
    In GDScript and C#, the [int] is best visualized with hexadecimal notation ([code]"0x"[/code] prefix, making it [code]"0xRRRRGGGGBBBBAAAA"[/code]).
ga: Filleann sé an [Color] a bhaineann leis an tslánuimhir [param heicsidheachúlach] a cuireadh ar fáil i bhformáid RGBA 64-giotán (16 giotán in aghaidh an chainéil). Is é an modh seo inbhéartach [method to_rgba64].
    I GDScript agus C#, is fearr an [int] a léirshamhlú le nodaireacht heicsidheachúil ([code]"0x"[/code] réimír, rud a fhágann gur [code]"0xRRRRGGGGBBBBAAAA"[/code] é).

en: Returns a new color from [param rgba], an HTML hexadecimal color string. [param rgba] is not case-sensitive, and may be prefixed by a hash sign ([code]#[/code]).
    [param rgba] must be a valid three-digit or six-digit hexadecimal color string, and may contain an alpha channel value. If [param rgba] does not contain an alpha channel value, an alpha channel value of 1.0 is applied. If [param rgba] is invalid, returns an empty color.
    [codeblocks]
    [gdscript]
    var blue = Color.html("#0000ff") # blue is Color(0.0, 0.0, 1.0, 1.0)
    var green = Color.html("#0F0")   # green is Color(0.0, 1.0, 0.0, 1.0)
    var col = Color.html("663399cc") # col is Color(0.4, 0.2, 0.6, 0.8)
    [/gdscript]
    [csharp]
    var blue = Color.FromHtml("#0000ff"); // blue is Color(0.0, 0.0, 1.0, 1.0)
    var green = Color.FromHtml("#0F0");   // green is Color(0.0, 1.0, 0.0, 1.0)
    var col = Color.FromHtml("663399cc"); // col is Color(0.4, 0.2, 0.6, 0.8)
    [/csharp]
    [/codeblocks]
ga: Filleann sé dath nua ó [param rgba], teaghrán dath heicsidheachúlach HTML. Níl [param rgba] cás-íogair, agus féadfar é a réamhshocrú le comhartha hais ([code]#[/code]).
    Caithfidh [param rgba] a bheith ina theaghrán datha heicsidheachúlach trí dhigit nó sé dhigit bhailí, agus féadfaidh luach cainéal alfa a bheith ann. Mura bhfuil luach cainéal alfa ag [param rgba], cuirtear luach cainéal alfa 1.0 i bhfeidhm. Má tá [param rgba] neamhbhailí, seol dath folamh ar ais.
    [codeblocks]
    [gdscript]
    var blue = Dath.html ("#0000ff") # gorm is Dath(0.0, 0.0, 1.0, 1.0)
    var green = Dath.html ("# 0F0") # glas is Dath(0.0, 1.0, 0.0, 1.0)
    var col = Color.html("663399cc") # col is Dath(0.4, 0.2, 0.6, 0.8)
    [/gdscript]
    [csharp]
    var gorm = Color.FromHtml("#0000ff"); // tá dath gorm (0.0, 0.0, 1.0, 1.0)
    var green = Dath.FromHtml("#0F0");   // Is dath glas é (0.0, 1.0, 0.0, 1.0)
    var col = Color.FromHtml("663399cc"); // is Dath é col(0.4, 0.2, 0.6, 0.8)
    [/csharp]
    [/codeblocks]

en: Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color string. The string must be a hexadecimal value (case-insensitive) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). This method is identical to [method String.is_valid_html_color].
    [codeblocks]
    [gdscript]
    Color.html_is_valid("#55aaFF")   # Returns true
    Color.html_is_valid("#55AAFF20") # Returns true
    Color.html_is_valid("55AAFF")    # Returns true
    Color.html_is_valid("#F2C")      # Returns true
    
    Color.html_is_valid("#AABBC")    # Returns false
    Color.html_is_valid("#55aaFF5")  # Returns false
    [/gdscript]
    [csharp]
    Color.HtmlIsValid("#55AAFF");   // Returns true
    Color.HtmlIsValid("#55AAFF20"); // Returns true
    Color.HtmlIsValid("55AAFF");    // Returns true
    Color.HtmlIsValid("#F2C");      // Returns true
    
    Color.HtmlIsValid("#AABBC");    // Returns false
    Color.HtmlIsValid("#55aaFF5");  // Returns false
    [/csharp]
    [/codeblocks]
ga: Filleann sé [code]true[/code] más teaghrán datha heicsidheachúlach HTML bailí é [dath param]. Ní mór don téad a bheith ina luach heicsidheachúil (cás-íogair) de cheachtar 3, 4, 6 nó 8 ndigit, agus féadfar í a réamhshocrú le comhartha hais ([code]#[/code]). Tá an modh seo comhionann le [method String.is_valid_html_color].
    [codeblocks]
    [gdscript]
    Color.html_is_valid("#55aaFF") # Fill ar ais fíor
    Color.html_is_valid("#55AAFF20") # Fill ar ais fíor
    Color.html_is_valid("55AAFF") # Fill ar ais fíor
    Color.html_is_valid("#F2C") # Fill ar ais fíor
    
    Color.html_is_valid("#ABBC") # Filleann sé bréagach
    Color.html_is_valid("#55aaFF5") # Fill ar ais bréagach
    [/gdscript]
    [csharp]
    Color.HtmlIsValid("#55AAFF");   // Filleann sé fíor
    Color.HtmlIsValid("#55AAFF20"); // Filleann sé fíor
    Dath.HtmlIsValid("55AAFF");    // Filleann sé fíor
    Color.HtmlIsValid("#F2C");      // Filleann sé fíor
    
    Color.HtmlIsValid("#ABBC");    // Filleann sé bréagach
    Dath.HtmlIsValid("#55aaFF5");  // Filleann sé bréagach
    [/csharp]
    [/codeblocks]

en: Returns the color with its [member r], [member g], and [member b] components inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).
    [codeblocks]
    [gdscript]
    var black = Color.WHITE.inverted()
    var color = Color(0.3, 0.4, 0.9)
    var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`
    [/gdscript]
    [csharp]
    var black = Colors.White.Inverted();
    var color = new Color(0.3f, 0.4f, 0.9f);
    Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, 0.6f, 0.1f)`
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath lena [ball r], [comhalta g], agus [comhalta b] comhpháirteanna inbhéartaithe ([code](1 - r, 1 - g, 1 - b, a)[/code]).
    [codeblocks]
    [gdscript]
    var dubh = Color.WHITE.inverted()
    dath var = Dath(0.3, 0.4, 0.9)
    var inverted_color = color.inverted() # Coibhéiseach le `Dath(0.7, 0.6, 0.1)`
    [/gdscript]
    [csharp]
    var dubh = Dathanna.White.Inverted();
    dath var = Dath nua(0.3f, 0.4f, 0.9f);
    Dath invertedColor = color.Inverted(); // Coibhéis le `Dath nua(0.7f, 0.6f, 0.1f)`
    [/csharp]
    [/codeblocks]

en: Returns [code]true[/code] if this color and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
ga: Filleann sé [code]true[/code] má tá an dath seo agus [param to] thart ar cóimhéid, trí [method @GlobalScope.is_equal_approx] a rith ar gach comhpháirt.

en: Returns the linear interpolation between this color's components and [param to]'s components. The interpolation factor [param weight] should be between 0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].
    [codeblocks]
    [gdscript]
    var red = Color(1.0, 0.0, 0.0)
    var aqua = Color(0.0, 1.0, 0.8)
    
    red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)
    red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)
    red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)
    [/gdscript]
    [csharp]
    var red = new Color(1.0f, 0.0f, 0.0f);
    var aqua = new Color(0.0f, 1.0f, 0.8f);
    
    red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)
    red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)
    red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)
    [/csharp]
    [/codeblocks]
ga: Filleann sé an t-idirshuíomh líneach idir comhpháirteanna an datha seo agus [param le] comhpháirteanna. Ba cheart go mbeadh an fachtóir idirshuíomh [meáchan param] idir 0.0 agus 1.0 (san áireamh). Féach freisin [method @GlobalScope.lerp].
    [codeblocks]
    [gdscript]
    var dearg = Dath(1.0, 0.0, 0.0)
    var aqua = Dath(0.0, 1.0, 0.8)
    
    red.lerp(aqua, 0.2) # Dath ar ais(0.8, 0.2, 0.16)
    red.lerp(aqua, 0.5) # Dath ar Ais (0.5, 0.5, 0.4)
    red.lerp(aqua, 1.0) # Dath ar Ais (0.0, 1.0, 0.8)
    [/gdscript]
    [csharp]
    var dearg = Dath nua(1.0f, 0.0f, 0.0f);
    var aqua = Dath nua(0.0f, 1.0f, 0.8f);
    
    dearg. Lerp(uisce, 0.2f); // Dath Filleann (0.8f, 0.2f, 0.16f)
    dearg.Lerp(uisce, 0.5f); // Dath Filleann (0.5f, 0.5f, 0.4f)
    dearg.Lerp(uisce, 1.0f); // Dath Filleann (0.0f, 1.0f, 0.8f)
    [/csharp]
    [/codeblocks]

en: Returns a new color resulting from making this color lighter by the specified [param amount], which should be a ratio from 0.0 to 1.0. See also [method darkened].
    [codeblocks]
    [gdscript]
    var green = Color(0.0, 1.0, 0.0)
    var light_green = green.lightened(0.2) # 20% lighter than regular green
    [/gdscript]
    [csharp]
    var green = new Color(0.0f, 1.0f, 0.0f);
    Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green
    [/csharp]
    [/codeblocks]
ga: Filleann sé dath nua a eascraíonn as an dath seo a dhéanamh níos éadroime leis an [méid param] sonraithe, ar cheart go mbeadh cóimheas idir 0.0 agus 1.0 ann. Féach freisin [method dorchaithe].
    [codeblocks]
    [gdscript]
    var glas = Dath(0.0, 1.0, 0.0)
    var light_green = green.lightened(0.2) # 20% níos éadroime ná glas rialta
    [/gdscript]
    [csharp]
    var glas = Dath nua(0.0f, 1.0f, 0.0f);
    Dath éadromGreen = glas.Lightened(0.2f); // 20% níos éadroime ná glas rialta
    [/csharp]
    [/codeblocks]

en: Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This method assumes the original color is in the linear color space. See also [method srgb_to_linear] which performs the opposite operation.
ga: Filleann sé seo an dath a tiontaíodh chuig an spás datha [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url]. Glacann an modh seo leis go bhfuil an dath bunaidh sa spás dath líneach. Féach freisin [method srgb_to_linear] a dhéanann an oibríocht eile.

en: Returns the color converted to the linear color space. This method assumes the original color already is in the sRGB color space. See also [method linear_to_srgb] which performs the opposite operation.
ga: Filleann sé an dath a tiontaíodh go dtí an spás datha líneach. Glacann an modh seo leis go bhfuil an dath bunaidh sa spás datha sRGB cheana féin. Féach freisin [method linear_to_srgb] a dhéanann an oibríocht eile.

en: Returns the color converted to a 32-bit integer in ABGR format (each component is 8 bits). ABGR is the reversed version of the default RGBA format.
    [codeblocks]
    [gdscript]
    var color = Color(1, 0.5, 0.2)
    print(color.to_abgr32()) # Prints 4281565439
    [/gdscript]
    [csharp]
    var color = new Color(1.0f, 0.5f, 0.2f);
    GD.Print(color.ToAbgr32()); // Prints 4281565439
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath a tiontaíodh go slánuimhir 32-giotán i bhformáid ABGR (8 ngiotán atá i ngach comhpháirt). Is é ABGR an leagan droim ar ais den fhormáid réamhshocraithe RGBA.
    [codeblocks]
    [gdscript]
    dath var = Dath(1, 0.5, 0.2)
    print(color.to_abgr32()) # Priontála 4281565439
    [/gdscript]
    [csharp]
    dath var = Dath nua(1.0f, 0.5f, 0.2f);
    GD.Print(dath.ToAbgr32()); // Priontaí 4281565439
    [/csharp]
    [/codeblocks]

en: Returns the color converted to a 64-bit integer in ABGR format (each component is 16 bits). ABGR is the reversed version of the default RGBA format.
    [codeblocks]
    [gdscript]
    var color = Color(1, 0.5, 0.2)
    print(color.to_abgr64()) # Prints -225178692812801
    [/gdscript]
    [csharp]
    var color = new Color(1.0f, 0.5f, 0.2f);
    GD.Print(color.ToAbgr64()); // Prints -225178692812801
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid ABGR (tá gach comhpháirt 16 giotán). Is é ABGR an leagan droim ar ais den fhormáid réamhshocraithe RGBA.
    [codeblocks]
    [gdscript]
    dath var = Dath(1, 0.5, 0.2)
    priontáil(dath.to_abgr64()) # Priontaí -225178692812801
    [/gdscript]
    [csharp]
    dath var = Dath nua(1.0f, 0.5f, 0.2f);
    GD.Print(dath.ToAbgr64()); // Priontaí -225178692812801
    [/csharp]
    [/codeblocks]

en: Returns the color converted to a 32-bit integer in ARGB format (each component is 8 bits). ARGB is more compatible with DirectX.
    [codeblocks]
    [gdscript]
    var color = Color(1, 0.5, 0.2)
    print(color.to_argb32()) # Prints 4294934323
    [/gdscript]
    [csharp]
    var color = new Color(1.0f, 0.5f, 0.2f);
    GD.Print(color.ToArgb32()); // Prints 4294934323
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath arna thiontú go slánuimhir 32-giotán i bhformáid ARGB (tá gach comhpháirt 8 giotán). Tá ARGB níos comhoiriúnach le DirectX.
    [codeblocks]
    [gdscript]
    dath var = Dath(1, 0.5, 0.2)
    print(color.to_argb32()) # Priontála 4294934323
    [/gdscript]
    [csharp]
    dath var = Dath nua(1.0f, 0.5f, 0.2f);
    GD.Print(dath.ToArgb32()); // Priontaí 4294934323
    [/csharp]
    [/codeblocks]

en: Returns the color converted to a 64-bit integer in ARGB format (each component is 16 bits). ARGB is more compatible with DirectX.
    [codeblocks]
    [gdscript]
    var color = Color(1, 0.5, 0.2)
    print(color.to_argb64()) # Prints -2147470541
    [/gdscript]
    [csharp]
    var color = new Color(1.0f, 0.5f, 0.2f);
    GD.Print(color.ToArgb64()); // Prints -2147470541
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid ARGB (tá gach comhpháirt 16 giotán). Tá ARGB níos comhoiriúnach le DirectX.
    [codeblocks]
    [gdscript]
    dath var = Dath(1, 0.5, 0.2)
    print(color.to_argb64()) # Priontála -2147470541
    [/gdscript]
    [csharp]
    dath var = Dath nua(1.0f, 0.5f, 0.2f);
    GD.Print(dath.ToArgb64()); // Priontaí -2147470541
    [/csharp]
    [/codeblocks]

en: Returns the color converted to an HTML hexadecimal color [String] in RGBA format, without the hash ([code]#[/code]) prefix.
    Setting [param with_alpha] to [code]false[/code], excludes alpha from the hexadecimal string, using RGB format instead of RGBA format.
    [codeblocks]
    [gdscript]
    var white = Color(1, 1, 1, 0.5)
    var with_alpha = white.to_html() # Returns "ffffff7f"
    var without_alpha = white.to_html(false) # Returns "ffffff"
    [/gdscript]
    [csharp]
    var white = new Color(1, 1, 1, 0.5f);
    string withAlpha = white.ToHtml(); // Returns "ffffff7f"
    string withoutAlpha = white.ToHtml(false); // Returns "ffffff"
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath arna thiontú go dath heicsidheachúlach HTML [Teaghrán] i bhformáid RGBA, gan an réimír hash ([code]#[/code]).
    Má shocraítear [param with_alpha] go [code]bréagach[/code], ní áirítear alfa ón teaghrán heicsidheachúlach, ag baint úsáide as formáid RGB in ionad formáid RGBA.
    [codeblocks]
    [gdscript]
    var bán = Dath(1, 1, 1, 0.5)
    var with_alpha = white.to_html() # Fill ar ais "ffffff7f"
    var without_alpha = white.to_html(bréagach) # Filleann "ffffff"
    [/gdscript]
    [csharp]
    var bán = Dath nua(1, 1, 1, 0.5f);
    teaghrán leAlpha = white.ToHtml(); // Filleann "ffffff7f"
    teaghrán withoutAlpha = bán.ToHtml(bréagach); // Filleann "ffffff"
    [/csharp]
    [/codeblocks]

en: Returns the color converted to a 32-bit integer in RGBA format (each component is 8 bits). RGBA is Godot's default format. This method is the inverse of [method hex].
    [codeblocks]
    [gdscript]
    var color = Color(1, 0.5, 0.2)
    print(color.to_rgba32()) # Prints 4286526463
    [/gdscript]
    [csharp]
    var color = new Color(1, 0.5f, 0.2f);
    GD.Print(color.ToRgba32()); // Prints 4286526463
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath arna thiontú go slánuimhir 32-giotán i bhformáid RGBA (tá gach comhpháirt 8 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an modh seo inbhéartach [heicstíle modh].
    [codeblocks]
    [gdscript]
    dath var = Dath(1, 0.5, 0.2)
    print(color.to_rgba32()) # Priontála 4286526463
    [/gdscript]
    [csharp]
    dath var = Dath nua(1, 0.5f, 0.2f);
    GD.Print(dath.ToRgba32()); // Priontaí 4286526463
    [/csharp]
    [/codeblocks]

en: Returns the color converted to a 64-bit integer in RGBA format (each component is 16 bits). RGBA is Godot's default format. This method is the inverse of [method hex64].
    [codeblocks]
    [gdscript]
    var color = Color(1, 0.5, 0.2)
    print(color.to_rgba64()) # Prints -140736629309441
    [/gdscript]
    [csharp]
    var color = new Color(1, 0.5f, 0.2f);
    GD.Print(color.ToRgba64()); // Prints -140736629309441
    [/csharp]
    [/codeblocks]
ga: Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid RGBA (tá gach comhpháirt 16 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an modh seo inbhéartach [method hex64].
    [codeblocks]
    [gdscript]
    dath var = Dath(1, 0.5, 0.2)
    priontáil(dath.to_rgba64()) # Priontaí -140736629309441
    [/gdscript]
    [csharp]
    dath var = Dath nua(1, 0.5f, 0.2f);
    GD.Print(dath.ToRgba64()); // Priontaí -140736629309441
    [/csharp]
    [/codeblocks]

en: The color's alpha component, typically on the range of 0 to 1. A value of 0 means that the color is fully transparent. A value of 1 means that the color is fully opaque.
ga: Comhpháirt alfa an datha, go hiondúil ar an raon 0 go 1. Ciallaíonn luach 0 go bhfuil an dath iomlán trédhearcach. Ciallaíonn luach 1 go bhfuil an dath go hiomlán teimhneach.

en: Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1.
ga: Fillteán le haghaidh [comhalta a] a úsáideann an raon 0 go 255, in ionad 0 go 1.

en: The color's blue component, typically on the range of 0 to 1.
ga: Comhpháirt ghorm an datha, sa raon 0 go 1 go hiondúil.

en: Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1.
ga: Fillteán le haghaidh [comhalta b] a úsáideann an raon 0 go 255, in ionad 0 go 1.

en: The color's green component, typically on the range of 0 to 1.
ga: Comhpháirt glas an dath, go hiondúil ar an raon 0 go 1.

en: Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1.
ga: Fillteán le haghaidh [comhalta g] a úsáideann an raon 0 go 255, in ionad 0 go 1.

en: The HSV hue of this color, on the range 0 to 1.
ga: Lí HSV an datha seo, ar an raon 0 go 1.

en: The color's red component, typically on the range of 0 to 1.
ga: Comhpháirt dearg an datha, sa raon 0 go 1 go hiondúil.

en: Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1.
ga: Fillteán le haghaidh [comhalta r] a úsáideann an raon 0 go 255, in ionad 0 go 1.

en: The HSV saturation of this color, on the range 0 to 1.
ga: Sáithiú HSV an dath seo, ar an raon 0 go 1.

en: The HSV value (brightness) of this color, on the range 0 to 1.
ga: Luach HSV (gile) an datha seo, ar an raon 0 go 1.

en: Alice blue color.
ga: Alice dath gorm.

en: Antique white color.
ga: Dath bán antique.

en: Aqua color.
ga: Dath Aqua.

en: Aquamarine color.
ga: Dath Aquamarine.

en: Azure color.
ga: Dath azure.

en: Beige color.
ga: Dath beige.

en: Bisque color.
ga: Dath bisque.

en: Black color. In GDScript, this is the default value of any color.
ga: Dath dubh. I GDScript, is é seo an luach réamhshocraithe d'aon dath.

en: Blanched almond color.
ga: Dath almond Blanched.

en: Blue color.
ga: Dath gorm.

en: Blue violet color.
ga: Dath violet gorm.

en: Brown color.
ga: Dath donn.

en: Burlywood color.
ga: Dath adhmaid Burlywood.

en: Cadet blue color.
ga: Dath gorm dalta.

en: Chartreuse color.
ga: Dath chartreuse.

en: Chocolate color.
ga: Dath seacláide.

en: Coral color.
ga: Dath coiréil.

en: Cornflower blue color.
ga: Dath gorm cornflower.

en: Cornsilk color.
ga: Dath cornsilk.

en: Crimson color.
ga: Dath corcairdhearg.

en: Cyan color.
ga: Dath Cian.

en: Dark blue color.
ga: Dath gorm dorcha.

en: Dark cyan color.
ga: Dath cian dorcha.

en: Dark goldenrod color.
ga: Dath goldenrod dorcha.

en: Dark gray color.
ga: Dath liath dorcha.

en: Dark green color.
ga: Dath glas dorcha.

en: Dark khaki color.
ga: Dath dorcha khaki.

en: Dark magenta color.
ga: Dath dorcha magenta.

en: Dark olive green color.
ga: Dath glas olóige dorcha.

en: Dark orange color.
ga: Dath oráiste dorcha.

en: Dark orchid color.
ga: Dath magairlín dorcha.

en: Dark red color.
ga: Dath dearg dorcha.

en: Dark salmon color.
ga: Dath bradán dorcha.

en: Dark sea green color.
ga: Dath glas farraige dorcha.

en: Dark slate blue color.
ga: Dath gorm scláta dorcha.

en: Dark slate gray color.
ga: Dath liath scláta dorcha.

en: Dark turquoise color.
ga: Dath turquoise dorcha.

en: Dark violet color.
ga: Dath dorcha violet.

en: Deep pink color.
ga: Dath bándearg domhain.

en: Deep sky blue color.
ga: Dath gorm spéir lúide.

en: Dim gray color.
ga: Dath liath caol.

en: Dodger blue color.
ga: Dath gorm Dodger.

en: Firebrick color.
ga: Dath brící dóiteáin.

en: Floral white color.
ga: Dath bán bláthanna.

en: Forest green color.
ga: Dath glas foraoise.

en: Fuchsia color.
ga: Dath fuchsia.

en: Gainsboro color.
ga: Dath gainsboro.

en: Ghost white color.
ga: Dath bán taibhse.

en: Gold color.
ga: Dath óir.

en: Goldenrod color.
ga: Dath Goldenrod.

en: Gray color.
ga: Dath liath.

en: Green color.
ga: Dath glas.

en: Green yellow color.
ga: Dath buí glas.

en: Honeydew color.
ga: Dath meala.

en: Hot pink color.
ga: Dath bándearg te.

en: Indian red color.
ga: Dath dearg Indiach.

en: Indigo color.
ga: Dath indigo.

en: Ivory color.
ga: Dath Eabhair.

en: Khaki color.
ga: Dath khaki.

en: Lavender color.
ga: Dath lavender.

en: Lavender blush color.
ga: Dath blush lavender.

en: Lawn green color.
ga: Dath glas faiche.

en: Lemon chiffon color.
ga: Dath chiffon líomóide.

en: Light blue color.
ga: Dath gorm éadrom.

en: Light coral color.
ga: Dath coiréil éadrom.

en: Light cyan color.
ga: Dath cian éadrom.

en: Light goldenrod color.
ga: Dath órga éadrom.

en: Light gray color.
ga: Dath liath éadrom.

en: Light green color.
ga: Dath glas éadrom.

en: Light pink color.
ga: Dath bándearg éadrom.

en: Light salmon color.
ga: Dath bradán éadrom.

en: Light sea green color.
ga: Dath glas farraige éadrom.

en: Light sky blue color.
ga: Dath gorm spéir éadrom.

en: Light slate gray color.
ga: Dath liath scláta éadrom.

en: Light steel blue color.
ga: Dath gorm cruach éadrom.

en: Light yellow color.
ga: Dath buí éadrom.

en: Lime color.
ga: Dath aoil.

en: Lime green color.
ga: Dath glas aoil.

en: Linen color.
ga: Dath línéadaigh.

en: Magenta color.
ga: Dath Mageanta.

en: Maroon color.
ga: Dath marún.

en: Medium aquamarine color.
ga: Dath meánach aquamarine.

en: Medium blue color.
ga: Dath meánach gorm.

en: Medium orchid color.
ga: Dath magairlín meánach.

en: Medium purple color.
ga: Dath corcra meánach.

en: Medium sea green color.
ga: Dath glas meánmhara.

en: Medium slate blue color.
ga: Dath gorm scláta meánach.

en: Medium spring green color.
ga: Dath glas earrach meánach.

en: Medium turquoise color.
ga: Dath turquoise meánach.

en: Medium violet red color.
ga: Dath dearg meánach violet.

en: Midnight blue color.
ga: Dath gorm meán oíche.

en: Mint cream color.
ga: Dath uachtar miontas.

en: Misty rose color.
ga: Dath ardaigh misty.

en: Moccasin color.
ga: Dath moccasin.

en: Navajo white color.
ga: Dath bán Navachóis.

en: Navy blue color.
ga: Dath gorm dubhghorm.

en: Old lace color.
ga: Sean dath lása.

en: Olive color.
ga: Dath olóige.

en: Olive drab color.
ga: Dath olóige drab.

en: Orange color.
ga: Dath oráiste.

en: Orange red color.
ga: Dath dearg oráiste.

en: Orchid color.
ga: Dath magairlín.

en: Pale goldenrod color.
ga: Dath buí órga.

en: Pale green color.
ga: Dath glas pale.

en: Pale turquoise color.
ga: Dath turquoise pale.

en: Pale violet red color.
ga: Dath dearg violet pale.

en: Papaya whip color.
ga: Dath fuipeanna Papaya.

en: Peach puff color.
ga: Dath puff peach.

en: Peru color.
ga: dath Peiriú.

en: Pink color.
ga: Dath bándearg.

en: Plum color.
ga: Dath pluma.

en: Powder blue color.
ga: Púdar dath gorm.

en: Purple color.
ga: Dath corcra.

en: Rebecca purple color.
ga: Rebecca dath corcra.

en: Red color.
ga: Dath dearg.

en: Rosy brown color.
ga: Dath donn rosy.

en: Royal blue color.
ga: Dath gorm ríoga.

en: Saddle brown color.
ga: Dath donn diallait.

en: Salmon color.
ga: Dath bradán.

en: Sandy brown color.
ga: Dath donn ghainmheach.

en: Sea green color.
ga: Dath glas farraige.

en: Seashell color.
ga: Dath seashell.

en: Sienna color.
ga: Dath Sienna.

en: Silver color.
ga: Dath airgid.

en: Sky blue color.
ga: Dath gorm spéir.

en: Slate blue color.
ga: Dath gorm scláta.

en: Slate gray color.
ga: Dath liath scláta.

en: Snow color.
ga: Dath sneachta.

en: Spring green color.
ga: Dath glas earraigh.

en: Steel blue color.
ga: Dath gorm cruach.

en: Tan color.
ga: Chomh ildaite.

en: Teal color.
ga: Dath teal.

en: Thistle color.
ga: Dath thistle.

en: Tomato color.
ga: Dath trátaí.

en: Transparent color (white with zero alpha).
ga: Dath trédhearcach (bán le alfa nialas).

en: Turquoise color.
ga: Dath turquoise.

en: Violet color.
ga: Dath violet.

en: Web gray color.
ga: Dath liath gréasáin.

en: Web green color.
ga: Dath glas gréasáin.

en: Web maroon color.
ga: Dath maroon gréasáin.

en: Web purple color.
ga: Dath corcra gréasáin.

en: Wheat color.
ga: Dath cruithneachta.

en: White color.
ga: Dath bán.

en: White smoke color.
ga: Dath bán deataigh.

en: Yellow color.
ga: Dath buí.

en: Yellow green color.
ga: Dath glas buí.

en: Returns [code]true[/code] if the colors are not exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] mura bhfuil na dathanna díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Multiplies each component of the [Color] by the components of the given [Color].
ga: Iolraíonn sé gach comhpháirt den [Color] faoi na comhpháirteanna den [Color] a thugtar.

en: Multiplies each component of the [Color] by the given [float].
ga: Iolraíonn sé gach comhpháirt den [Color] faoin [snámhphointe] a thugtar.

en: Multiplies each component of the [Color] by the given [int].
ga: Iolraíonn sé gach comhpháirt den [Color] faoin [int] a thugtar.

en: Adds each component of the [Color] with the components of the given [Color].
ga: Cuirtear gach comhpháirt den [Color] leis na comhpháirteanna den [Color] a thugtar.

en: Subtracts each component of the [Color] by the components of the given [Color].
ga: Dealaigh gach comhpháirt den [Color] de réir na gcomhpháirteanna den [Color] a thugtar.

en: Divides each component of the [Color] by the components of the given [Color].
ga: Roinn gach comhpháirt den [Color] ar na comhpháirteanna den [Color] a thugtar.

en: Divides each component of the [Color] by the given [float].
ga: Roinn gach comhpháirt den [Color] ar an [snámhphointe] a thugtar.

en: Divides each component of the [Color] by the given [int].
ga: Roinn gach comhpháirt den [Color] ar an [int] a thugtar.

en: Returns [code]true[/code] if the colors are exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] má tá na dathanna díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Access color components using their index. [code][0][/code] is equivalent to [member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is equivalent to [member b], and [code][3][/code] is equivalent to [member a].
ga: Rochtain comhpháirteanna dath ag baint úsáide as a n-innéacs. Tá [code][0][/code] comhionann le [ball r], tá [code][1][/code] comhionann le [ball g], [code][2][/code] comhionann le [ ball b], agus [code][3][/code] comhionann le [comhalta a].

en: Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
ga: Filleann sé an luach céanna agus a bheadh mura raibh an [code]+[/code] ann. Ní dhéanann Unary [code]+[/code] faic, ach uaireanta féadann sé do chód a dhéanamh níos inléite.

en: Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with [method inverted], the [member a] component is inverted, too.
ga: Inverts an dath a thugtar. Tá sé seo comhionann le [code]Dath.WHITE - c[/code] nó [code]Dath(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Murab ionann agus [method inbhéartaithe], tá an chomhpháirt [comhalta a] inbhéartaithe freisin.

en: A widget that provides an interface for selecting or modifying a color.
ga: Giuirléid a sholáthraíonn comhéadan chun dath a roghnú nó a mhodhnú.

en: A widget that provides an interface for selecting or modifying a color. It can optionally provide functionalities like a color sampler (eyedropper), color modes, and presets.
    [b]Note:[/b] This control is the color picker widget itself. You can use a [ColorPickerButton] instead if you need a button that brings up a [ColorPicker] in a popup.
ga: Giuirléid a sholáthraíonn comhéadan chun dath a roghnú nó a mhodhnú. Is féidir leis feidhmiúlachtaí cosúil le samplóir datha (eyedropper), modhanna datha, agus réamhshocruithe a sholáthar go roghnach.
    [b]Nóta:[/b] Is é an rialtán seo an ghiuirléid roghnóir dathanna féin. Is féidir leat [ColorPickerButton] a úsáid ina ionad sin má tá cnaipe uait a thugann suas [ColorPicker] i bpíosa aníos.

en: Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them.
    [b]Note:[/b] The presets list is only for [i]this[/i] color picker.
ga: Cuireann sé an dath a thugtar le liosta de na réamhshocruithe datha. Taispeántar na réamhshocruithe sa roghnóir dathanna agus beidh an t-úsáideoir in ann iad a roghnú.
    [b]Nóta:[/b] Níl an liosta réamhshocruithe ach le haghaidh [i]an roghnóir dathanna[/i] seo.

en: Adds the given color to a list of color recent presets so that it can be picked later. Recent presets are the colors that were picked recently, a new preset is automatically created and added to recent presets when you pick a new color.
    [b]Note:[/b] The recent presets list is only for [i]this[/i] color picker.
ga: Cuireann sé an dath a thugtar le liosta de na réamhshocruithe datha le déanaí ionas gur féidir é a phiocadh níos déanaí. Is éard atá i réamhshocruithe le déanaí ná na dathanna a roghnaíodh le déanaí, cruthaítear réamhshocrú nua go huathoibríoch agus cuirtear le réamhshocruithe le déanaí nuair a roghnaíonn tú dath nua.
    [b]Nóta:[/b] Níl an liosta réamhshocruithe le déanaí ach le haghaidh [i]an roghnóir datha seo[/i].

en: Removes the given color from the list of color presets of this color picker.
ga: Baintear an dath a thugtar de liosta na réamhshocruithe datha den roghnóir datha seo.

en: Removes the given color from the list of color recent presets of this color picker.
ga: Baineann sé seo an dath a thugtar as liosta na réamhshocruithe datha le déanaí den roghnóir datha seo.

en: Returns the list of colors in the presets of the color picker.
ga: Seoltar ar ais an liosta dathanna i réamhshocruithe an roghnóir datha.

en: Returns the list of colors in the recent presets of the color picker.
ga: Seoltar ar ais an liosta dathanna sna réamhshocruithe le déanaí den roghnóir dathanna.

en: If [code]true[/code], it's possible to add presets under Swatches. If [code]false[/code], the button to add presets is disabled.
ga: Más [code]true[/code], is féidir réamhshocruithe a chur leis faoi Swatches. Má tá [code]false[/code], díchumasaítear an cnaipe chun réamhshocruithe a chur leis.

en: The currently selected color.
ga: An dath atá roghnaithe faoi láthair.

en: The currently selected color mode. See [enum ColorModeType].
ga: An mód datha atá roghnaithe faoi láthair. Féach [enum ColorModeType].

en: If [code]true[/code], the color mode buttons are visible.
ga: Más [code]true[/code], tá na cnaipí mód datha le feiceáil.

en: If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).
ga: Más rud é [code]true[/code], ní bheidh an dath i bhfeidhm ach amháin tar éis don úsáideoir an cnaipe luiche a scaoileadh, nó beidh sé i bhfeidhm láithreach fiú i gcás tairiscint luiche (is féidir a bheith ina chúis le saincheisteanna feidhmíochta).

en: If [code]true[/code], shows an alpha channel slider (opacity).
ga: Más [code]true[/code], taispeántar sleamhnán alfa-chainéil (teimhneacht).

en: If [code]true[/code], the hex color code input field is visible.
ga: Más [code]true[/code], tá an réimse ionchuir cód datha heicsidheachúlach le feiceáil.

en: The shape of the color space view. See [enum PickerShapeType].
ga: An cruth ar an radharc spás dath. Féach [enum PickerShapeType].

en: If [code]true[/code], the Swatches and Recent Colors presets are visible.
ga: Más [code]true[/code], tá na réamhshocruithe Swatches agus Dathanna Déanaí le feiceáil.

en: If [code]true[/code], the color sampler and color preview are visible.
ga: Más [code]true[/code], tá an samplóir datha agus an réamhamharc datha le feiceáil.

en: If [code]true[/code], the color sliders are visible.
ga: Más [code]true[/code], tá na sleamhnáin datha le feiceáil.

en: Emitted when the color is changed.
ga: Astaítear nuair a athraítear an dath.

en: Emitted when a preset is added.
ga: Astaítear nuair a chuirtear réamhshocrú leis.

en: Emitted when a preset is removed.
ga: Astaítear nuair a bhaintear réamhshocrú.

en: Allows editing the color with Red/Green/Blue sliders.
ga: Is féidir an dath a chur in eagar le Barraí Sleamhnáin Dearg/Glas/Gorm.

en: Allows editing the color with Hue/Saturation/Value sliders.
ga: Is féidir an dath a chur in eagar le Barraí Sleamhnáin Lí/Sáithiúcháin/Luach.

en: Allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR).
ga: Ligeann sé seo do luachanna comhpháirte dath R, G, B dul níos faide ná 1.0, ar féidir a úsáid le haghaidh oibríochtaí speisialta áirithe a éilíonn é (cosúil le tinting gan sprites a dhorchaigh nó a rindreáil i HDR).

en: Allows editing the color with Hue/Saturation/Lightness sliders.
    OKHSL is a new color space similar to HSL but that better match perception by leveraging the Oklab color space which is designed to be simple to use, while doing a good job at predicting perceived lightness, chroma and hue.
    [url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color spaces[/url]
ga: Is féidir an dath a chur in eagar le Barraí Sleamhnáin Lí/Sáithiúcháin/Gile.
    Is spás dathanna nua é OKHSL cosúil le HSL ach a mheaitseálann an dearcadh níos fearr trí spás datha Oklab a ghiaráil atá deartha le bheith simplí le húsáid, agus jab maith á dhéanamh ag an am céanna ag tuar gile, chroma agus lí a bhraitear.
    [url=https://bottosson.github.io/posts/colorpicker/]spásanna datha Okhsv agus Okhsl[/url]

en: HSV Color Model rectangle color space.
ga: Samhail Dath HSV spás dath dronuilleog.

en: HSV Color Model rectangle color space with a wheel.
ga: Samhail Dath HSV spás dath dronuilleog le roth.

en: HSV Color Model circle color space. Use Saturation as a radius.
ga: Spás dath ciorcal Múnla Dath HSV. Úsáid Sáithiúchán mar gha.

en: HSL OK Color Model circle color space.
ga: HSL OK Dath Múnla spás datha ciorcal.

en: The color space shape and the shape select button are hidden. Can't be selected from the shapes popup.
ga: Tá cruth an spáis datha agus an cnaipe roghnaithe cruth i bhfolach. Ní féidir é a roghnú as an bpíosa aníos cruthanna.

en: Overrides the [theme_item Slider.center_grabber] theme property of the sliders.
ga: Sáraíonn sé an t-airí téama [theme_item Slider.center_grabber] atá ag na Barraí Sleamhnáin.

en: The width of the hue selection slider.
ga: Leithead an sleamhnáin roghnúcháin lí.

en: The minimum width of the color labels next to sliders.
ga: Leithead íosta na lipéid dathanna in aice le sleamhnáin.

en: The margin around the [ColorPicker].
ga: An corrlach timpeall an [ColorPicker].

en: The height of the saturation-value selection box.
ga: Airde an bhosca roghnúcháin sáithiúcháin-luach.

en: The width of the saturation-value selection box.
ga: Leithead an bhosca roghnúcháin sáithiúcháin-luach.

en: The icon for the "Add Preset" button.
ga: An deilbhín don gcnaipe "Cuir Réamhshocrú".

en: The texture for the arrow grabber.
ga: An uigeacht le haghaidh an grabber arrow.

en: Custom texture for the hue selection slider on the right.
ga: Uigeacht shaincheaptha don sleamhnán roghnóireachta lí ar dheis.

en: The icon for color preset drop down menu when expanded.
ga: An deilbhín don roghchlár anuas réamhshocraithe dathanna nuair a leathnaítear é.

en: The icon for color preset drop down menu when folded.
ga: An deilbhín don roghchlár anuas réamhshocraithe dathanna nuair a bheidh sé fillte.

en: The indicator used to signalize that the color value is outside the 0-1 range.
ga: An táscaire a úsáidtear chun a chur in iúl go bhfuil an luach dath lasmuigh den raon 0-1.

en: The image displayed over the color box/circle (depending on the [member picker_shape]), marking the currently selected color.
ga: An íomhá atá ar taispeáint thar an mbosca/ciorcal datha (ag brath ar an [member picker_shape]), marcáil an dath atá roghnaithe faoi láthair.

en: Background panel for the color preview box (visible when the color is translucent).
ga: Painéal cúlra don bhosca réamhamharc dath (le feiceáil nuair a bhíonn an dath tréshoilseach).

en: The icon for the revert button (visible on the middle of the "old" color when it differs from the currently selected color). This icon is modulated with a dark color if the "old" color is bright enough, so the icon should be bright to ensure visibility in both scenarios.
ga: An deilbhín don chnaipe droim ar ais (le feiceáil ar lár an dath "sean" nuair atá sé difriúil leis an dath atá roghnaithe faoi láthair). Tá dath dorcha modhnaithe ar an deilbhín seo má tá an "sean" dath geal go leor, mar sin ba chóir go mbeadh an deilbhín geal chun infheictheacht a chinntiú sa dá chás.

en: The icon for the screen color picker button.
ga: An deilbhín don chnaipe roghnóir dathanna scáileáin.

en: The icon for circular picker shapes.
ga: An deilbhín le haghaidh cruthanna roghnóir ciorclach.

en: The icon for rectangular picker shapes.
ga: An deilbhín le haghaidh cruthanna roghnóir dronuilleogacha.

en: The icon for rectangular wheel picker shapes.
ga: An deilbhín le haghaidh cruthanna dronuilleogacha roghnóir rotha.

en: A button that brings up a [ColorPicker] when pressed.
ga: Cnaipe a thugann suas [ColorPicker] nuair a bhrúitear é.

en: Encapsulates a [ColorPicker], making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker]'s visibility.
    See also [BaseButton] which contains common properties and methods associated with this node.
    [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.custom_minimum_size] to a big enough value to give the button enough space.
ga: Cuimsíonn sé [ColorPicker], rud a fhágann go bhfuil sé inrochtana ach cnaipe a bhrú. Má bhrúnn tú an cnaipe, scoirfear infheictheacht [ColorPicker].
    Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a bhaineann leis an nód seo.
    [b]Nóta:[/b] De réir réamhshocraithe, seans nach mbeidh an cnaipe leathan go leor le go mbeidh an swatch réamhamhairc dathanna le feiceáil. Bí cinnte [comhalta Control.custom_minimum_size] a shocrú go luach mór go leor chun go leor spáis a thabhairt don chnaipe.

en: Returns the [ColorPicker] that this node toggles.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann sé an [ColorPicker] a scoránaigh an nód seo.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Returns the control's [PopupPanel] which allows you to connect to popup signals. This allows you to handle events when the ColorPicker is shown or hidden.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
ga: Filleann sé [PopupPanel] an rialaitheora a ligeann duit ceangal le comharthaí aníos. Ligeann sé seo duit imeachtaí a láimhseáil nuair a thaispeánfar nó nuair a fholaíonn an ColorPicker.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a chur i bhfolach, bain úsáid as a maoin [member Window.visible].

en: If [code]true[/code], the alpha channel in the displayed [ColorPicker] will be visible.
ga: Más [code]true[/code], beidh an cainéal alfa sa [ColorPicker] atá léirithe le feiceáil.

en: Emitted when the color changes.
ga: Astaítear nuair a athraíonn an dath.

en: Emitted when the [ColorPicker] is created (the button is pressed for the first time).
ga: Astaítear nuair a chruthaítear an [ColorPicker] (brúitear an cnaipe den chéad uair).

en: Emitted when the [ColorPicker] is closed.
ga: Astaítear nuair a dhúntar an [ColorPicker].

en: The background of the color preview rect on the button.
ga: Cúlra an réamhamharc datha ar dheis ar an gcnaipe.

en: A control that displays a solid color rectangle.
ga: rialtán a thaispeánann dronuilleog dath soladach.

en: Displays a rectangle filled with a solid [member color]. If you need to display the border alone, consider using a [Panel] instead.
ga: Taispeánann sé dronuilleog líonta le solad [dath ball]. Más gá duit an teorainn a thaispeáint i d’aonar, smaoinigh ar [Painéal] a úsáid ina ionad.

en: The fill color of the rectangle.
ga: Dath líonadh na dronuilleoige.

en: More customization of the rendering pipeline will be added in the future.
ga: Cuirfear níos mó saincheaptha ar an bpíblíne rindreála sa todhchaí.

en: Stores attributes used to customize how a Viewport is rendered.
ga: Stóráiltear tréithe a úsáidtear chun an chaoi a rindreáiltear Viewport a shaincheapadh.

en: The compositor resource stores attributes used to customize how a [Viewport] is rendered.
ga: Stórálann acmhainn an chumadóra tréithe a úsáidtear chun an chaoi a rindreáiltear [Viewport] a shaincheapadh.

en: The custom [CompositorEffect]s that are applied during rendering of viewports using this compositor.
ga: Na saincheaptha [CompositorEffect]s a chuirtear i bhfeidhm le linn rindreáil na gcuairteanna ag baint úsáide as an cumadóir seo.

en: The implementation may change as more of the rendering internals are exposed over time.
ga: Féadfaidh an cur chun feidhme athrú de réir mar a nochtar níos mó de na rindreáil inmheánacha le himeacht ama.

en: This resource allows for creating a custom rendering effect.
ga: Ceadaíonn an acmhainn seo éifeacht rindreála saincheaptha a chruthú.

en: This resource defines a custom rendering effect that can be applied to [Viewport]s through the viewports' [Environment]. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread. CompositorEffect is an abstract base class and must be extended to implement specific rendering logic.
ga: Sainmhíníonn an acmhainn seo éifeacht rindreála saincheaptha is féidir a chur i bhfeidhm ar [Viewport]s trí na hamharcphoirt '[Timpeallacht]. Is féidir leat aisghlao a chur i bhfeidhm a ghlaoitear le linn rindreála ag céim ar leith den phíblíne rindreála agus ligeann sé duit pasanna breise a chur isteach. Tabhair faoi deara go dtarlaíonn an aisghlao seo ar an snáithe rindreála. Is bunrang teibí é CompositorEffect agus ní mór é a leathnú chun loighic rindreála ar leith a chur i bhfeidhm.

en: Implement this function with your custom rendering code. [param effect_callback_type] should always match the effect callback type you've specified in [member effect_callback_type]. [param render_data] provides access to the rendering state, it is only valid during rendering and should not be stored.
ga: Cuir an fheidhm seo i bhfeidhm le do chód rindreála saincheaptha. Ba cheart go mbeadh [param effect_callback_type] i gcónaí ag teacht leis an gcineál aisghlao tionchair atá sonraithe agat i [member effect_callback_type]. Soláthraíonn [param render_data] rochtain ar an stát rindreála, níl sé bailí ach le linn rindreála agus níor cheart é a stóráil.

en: The type of effect that is implemented, determines at what stage of rendering the callback is called.
ga: Is é an cineál éifeacht a chuirtear i bhfeidhm a chinneann cén chéim de rindreáil an aisghlao a thugtar air.

en: If [code]true[/code] this rendering effect is applied to any viewport it is added to.
ga: Más [code]true[/code] a chuirtear an éifeacht rindreála seo i bhfeidhm ar aon amharcmharc a gcuirtear leis.

en: If [code]true[/code] this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.
ga: Más rud é [code]true[/code] spreagann sé seo sonraí amhantrach a rindreáil chuig maolán ar leith agus a chomhcheangal tar éis éifeachtaí a bheith curtha i bhfeidhm, ní bhaineann siad ach leis an rindreálaí Forward+.

en: The callback is called before our opaque rendering pass, but after depth prepass (if applicable).
ga: Glaoitear an aisghlao roimh ár bpas rindreála teimhneach, ach tar éis réamhbhealach doimhneachta (má bhaineann).

en: The callback is called after our opaque rendering pass, but before our sky is rendered.
ga: Tugtar an aisghlao tar éis ár pas rindreála teimhneach, ach sula ndéantar ár spéir a rindreáil.

en: The callback is called after our sky is rendered, but before our back buffers are created (and if enabled, before subsurface scattering and/or screen space reflections).
ga: Glaoitear an aisghlao tar éis ár spéir a rindreáil, ach sula gcruthaítear ár maoláin cúil (agus má tá sé cumasaithe, sula scaiptear faoin dromchla agus/nó frithchaitheamh spáis scáileáin).

en: The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.
ga: Tugtar an aisghlao roimh ár bpas rindreála trédhearcach, ach tar éis ár spéir a rindreáil agus ár maoláin cúil a chruthú.

en: Represents the size of the [enum EffectCallbackType] enum.
ga: Léiríonn sé méid an [enum EffectCallbackType] enum.

en: An optionally compressed [Cubemap].
ga: [Cubemap] atá comhbhrúite go roghnach.

en: A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compression methods:
    - Lossless (WebP or PNG, uncompressed on the GPU)
    - Lossy (WebP, uncompressed on the GPU)
    - VRAM Compressed (compressed on the GPU)
    - VRAM Uncompressed (uncompressed on the GPU)
    - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
    Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
    Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
    See [Cubemap] for a general description of cubemaps.
ga: Ciúbmapa atá luchtaithe ó chomhad [code].ccube[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras allmhairithe. Is féidir le [CompressedCubemap] ceann amháin de 4 mhodh comhbhrú a úsáid:
    - Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)
    - Lossy (WebP, neamh-chomhbhrúite ar an GPU)
    - VRAM Comhbhrúite (comhbhrúite ar an GPU)
    - VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)
    - Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM Comhbhrúite)
    Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.
    Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.
    Féach [Cubemap] le haghaidh cur síos ginearálta ar léarscáileanna ciúb.

en: An optionally compressed [CubemapArray].
ga: [CubemapArray] atá comhbhrúite go roghnach.

en: A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compression methods:
    - Lossless (WebP or PNG, uncompressed on the GPU)
    - Lossy (WebP, uncompressed on the GPU)
    - VRAM Compressed (compressed on the GPU)
    - VRAM Uncompressed (uncompressed on the GPU)
    - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
    Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
    Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
    See [CubemapArray] for a general description of cubemap arrays.
ga: Eagar léarscáile ciúb atá luchtaithe ó chomhad [code].ccubearray[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras allmhairithe. Is féidir le [CompressedCubemapArray] ceann de 4 mhodh comhbhrú a úsáid:
    - Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)
    - Lossy (WebP, neamh-chomhbhrúite ar an GPU)
    - VRAM Comhbhrúite (comhbhrúite ar an GPU)
    - VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)
    - Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM Comhbhrúite)
    Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.
    Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.
    Féach [CubemapArray] le haghaidh cur síos ginearálta ar eagair léarscáile ciúbach.

en: Texture with 2 dimensions, optionally compressed.
ga: Uigeacht le 2 thoise, comhbhrúite go roghnach.

en: A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression):
    - Lossless (WebP or PNG, uncompressed on the GPU)
    - Lossy (WebP, uncompressed on the GPU)
    - VRAM Compressed (compressed on the GPU)
    - VRAM Uncompressed (uncompressed on the GPU)
    - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
    Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
    Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
ga: Uigeacht atá luchtaithe ó chomhad [code].ctex[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras allmhairithe. Is féidir le [CompressedTexture2D] ceann amháin de 4 mhodh comhbhrú a úsáid (lena n-áirítear easpa comhbhrú ar bith):
    - Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)
    - Lossy (WebP, neamh-chomhbhrúite ar an GPU)
    - VRAM Comhbhrúite (comhbhrúite ar an GPU)
    - VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)
    - Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM Comhbhrúite)
    Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.
    Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.

en: Loads the texture from the specified [param path].
ga: Lódálann sé an uigeacht ón [cosán param] sonraithe.

en: The [CompressedTexture2D]'s file path to a [code].ctex[/code] file.
ga: Conair chomhaid [CompressedTexture2D] chuig comhad [code].ctex[/code].

en: Array of 2-dimensional textures, optionally compressed.
ga: Eagar d'uigeachtaí déthoiseacha, comhbhrúite go roghnach.

en: A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compression methods:
    - Lossless (WebP or PNG, uncompressed on the GPU)
    - Lossy (WebP, uncompressed on the GPU)
    - VRAM Compressed (compressed on the GPU)
    - VRAM Uncompressed (uncompressed on the GPU)
    - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
    Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
    Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
    See [Texture2DArray] for a general description of texture arrays.
ga: Eagar uigeachta atá luchtaithe ó chomhad [code].ctexarray[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras allmhairithe. Is féidir le [CompressedTexture2DArray] ceann amháin de 4 mhodh comhbhrú a úsáid:
    - Gan chailliúint (WebP nó PNG, neamh-chomhbhrúite ar an GPU)
    - Lossy (WebP, neamh-chomhbhrúite ar an GPU)
    - VRAM Comhbhrúite (comhbhrúite ar an GPU)
    - VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)
    - Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM Comhbhrúite)
    Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.
    Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.
    Féach [Texture2DArray] le haghaidh cur síos ginearálta ar eagair uigeachta.

en: Texture with 3 dimensions, optionally compressed.
ga: Uigeacht le 3 thoise, comhbhrúite go roghnach.

en: [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system.
    [CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
    See [Texture3D] for a general description of 3D textures.
ga: Is é [CompressedTexture3D] an comhghleacaí comhbhrúite VRAM de [ImageTexture3D]. Is é an síneadh comhad do chomhaid [CompressedTexture3D] ná [code].ctex3d[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras allmhairithe.
    Úsáideann [CompressedTexture3D] comhbhrú VRAM, a cheadaíonn úsáid chuimhne ar an GPU a laghdú agus an uigeacht á rindreáil. Feabhsaíonn sé seo amanna luchtaithe freisin, toisc go bhfuil uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i gcomparáid le huigeachtaí a úsáideann comhbhrú gan chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.
    Féach [Uigeacht3D] le haghaidh cur síos ginearálta ar uigeachtaí 3D.

en: The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file.
ga: Conair chomhaid [CompressedTexture3D] chuig comhad [code].ctex3d[/code].

en: Base class for texture arrays that can optionally be compressed.
ga: Bunrang d'eagair uigeachta ar féidir iad a chomhbhrú go roghnach.

en: Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [TextureLayered].
ga: Bunrang do [CompressedTexture2DArray] agus [CompressedTexture3D]. Ní féidir é a úsáid go díreach, ach tá na feidhmeanna go léir ann atá riachtanach chun rochtain a fháil ar na cineálacha acmhainní díorthaithe. Féach freisin [TextureLayered].

en: Loads the texture at [param path].
ga: lódálann sé an uigeacht ag [cosán param].

en: The path the texture should be loaded from.
ga: An cosán ar chóir an uigeacht a luchtú as.

en: A 2D polyline shape used for physics collision.
ga: Cruth polyline 2D a úsáidtear le haghaidh imbhualadh fisice.

en: A 2D polyline shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [constant CollisionPolygon2D.BUILD_SEGMENTS] mode.
    Being just a collection of interconnected line segments, [ConcavePolygonShape2D] is the most freely configurable single 2D shape. It can be used to form polygons of any nature, or even shapes that don't enclose an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if the interconnected line segments do enclose an area, which often makes it unsuitable for physics or detection.
    [b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than Static.
    [b]Warning:[/b] Physics bodies that are small have a chance to clip through this shape when moving fast. This happens because on one frame, the physics body may be on the "outside" of the shape, and on the next frame it may be "inside" it. [ConcavePolygonShape2D] is hollow, so it won't detect a collision.
    [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest 2D collision shape to check collisions against. Its use should generally be limited to level geometry. If the polyline is closed, [CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can be used, which decomposes the polygon into convex ones; see [ConvexPolygonShape2D]'s documentation for instructions.
ga: Cruth polyline 2D, atá beartaithe le húsáid san fhisic.... Úsáidtear go hinmheánach i [CollisionPolygon2D] nuair atá sé sa mhód [ConstantPolygon2D.BUILD_SEGMENTS].
    Toisc nach bhfuil ann ach bailiúchán de mhíreanna líne idirnasctha, is é [ConcavePolygonShape2D] an cruth 2T aonair is so-chumraithe. Is féidir é a úsáid chun polagáin de chineál ar bith a dhéanamh, nó fiú cruthanna nach bhfuil limistéar faoi iamh. Mar sin féin, tá [ConcavePolygonShape2D] [i] log[/i] fiú má chumhdaíonn na codanna líne idirnasctha achar, rud a fhágann go minic nach bhfuil sé oiriúnach don fhisic nó don bhrath.
    [b]Nóta:[/b] Nuair a úsáidtear é le haghaidh imbhuailte, tá sé beartaithe go n-oibreoidh [ConcavePolygonShape2D] le nóid statacha [CollisionShape2D] mar [StaticBody2D] agus is dócha nach n-iompróidh sé go maith do [CharacterBody2D]s nó [RigidBody2D]s i mód seachas Statach.
    [b]Rabhadh:[/b] Bíonn seans ag coirp atá beag dul tríd an gcruth seo agus iad ag gluaiseacht go tapa. Tarlaíonn sé seo mar gheall ar fhráma amháin, féadfaidh an comhlacht fisice a bheith ar an "taobh amuigh" den chruth, agus ar an gcéad fhráma eile d'fhéadfadh sé a bheith "taobh istigh" de. Tá [ConcavePolygonShape2D] log, mar sin ní bhraithfidh sé imbhualadh.
    [b]Feidhmíocht:[/b] Mar gheall ar a chastacht, is é [ConcavePolygonShape2D] an cruth imbhuailte 2T is moille chun imbhuailtí a sheiceáil. Ba cheart a úsáid a theorannú go ginearálta do chéimseata leibhéal. Má tá an polyline dúnta, is féidir mód [CollisionPolygon2D] [ConstantPolygon2D.BUILD_SOLIDS] a úsáid, a dhianscaoileann an polagán ina chinn dhronnacha; féach doiciméadú [ConvexPolygonShape2D] le haghaidh treoracha.

en: The array of points that make up the [ConcavePolygonShape2D]'s line segments. The array (of length divisible by two) is naturally divided into pairs (one pair for each segment); each pair consists of the starting point of a segment and the endpoint of a segment.
ga: An t-eagar pointí a chomhdhéanann na míreanna líne [ConcavePolygonShape2D]. Roinntear an t-eagar (dá fhad atá inroinnte ar dhá cheann) go nádúrtha ina mbeirteanna (péire amháin do gach deighleog); is éard atá i ngach péire pointe tosaigh míre agus críochphointe míre.

en: A 3D trimesh shape used for physics collision.
ga: Cruth trimesh 3D a úsáidtear le haghaidh imbhualadh fisice.

en: A 3D trimesh shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
    Being just a collection of interconnected triangles, [ConcavePolygonShape3D] is the most freely configurable single 3D shape. It can be used to form polyhedra of any nature, or even shapes that don't enclose a volume. However, [ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected triangles do enclose a volume, which often makes it unsuitable for physics or detection.
    [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [CollisionShape3D] nodes like [StaticBody3D] and will likely not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode other than Static.
    [b]Warning:[/b] Physics bodies that are small have a chance to clip through this shape when moving fast. This happens because on one frame, the physics body may be on the "outside" of the shape, and on the next frame it may be "inside" it. [ConcavePolygonShape3D] is hollow, so it won't detect a collision.
    [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest 3D collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, [ConvexPolygonShape3D] should be used. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions.
ga: Cruth trimesh 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape3D].
    Toisc nach bhfuil ann ach bailiúchán de thriantáin idirnasctha, is é [ConcavePolygonShape3D] an cruth aonair 3D is so-chumraithe. Is féidir é a úsáid chun polyhedra de chineál ar bith a fhoirmiú, nó fiú cruthanna nach gcuireann toirt isteach. Mar sin féin, tá [ConcavePolygonShape3D] [i]log[/i] fiú má imfhálann na triantáin idirnasctha toirt, rud a fhágann go minic nach bhfuil sé oiriúnach don fhisic nó don bhrath.
    [b]Nóta:[/b] Nuair a úsáidtear é le haghaidh imbhuailte, tá sé beartaithe go n-oibreoidh [ConcavePolygonShape3D] le nóid statacha [CollisionShape3D] cosúil le [StaticBody3D] agus is dócha nach n-iompróidh sé go maith do [CharacterBody3D]s nó [RigidBody3D]s i mód seachas Statach.
    [b]Rabhadh:[/b] Bíonn seans ag coirp atá beag dul tríd an gcruth seo agus iad ag gluaiseacht go tapa. Tarlaíonn sé seo mar gheall ar fhráma amháin, féadfaidh an comhlacht fisice a bheith ar an "taobh amuigh" den chruth, agus ar an gcéad fhráma eile d'fhéadfadh sé a bheith "taobh istigh" de. Tá [ConcavePolygonShape3D] log, mar sin ní bhraithfidh sé imbhualadh.
    [b]Feidhmíocht:[/b] Mar gheall ar a chastacht, is é [ConcavePolygonShape3D] an cruth imbhuailte 3D is moille chun imbhuailtí a sheiceáil. Ba cheart a úsáid a theorannú go ginearálta do chéimseata leibhéal. Maidir le céimseata dronnach, ba cheart [ConvexPolygonShape3D] a úsáid. Maidir le coirp dhinimiciúla fisice a dteastaíonn imbhualadh cuasach uathu, is féidir roinnt [ConvexPolygonShape3D]s a úsáid chun a imbhualadh a léiriú trí úsáid a bhaint as dianscaoileadh dronnach; féach doiciméadú [ConvexPolygonShape3D] le haghaidh treoracha.

en: Returns the faces of the trimesh shape as an array of vertices. The array (of length divisible by three) is naturally divided into triples; each triple of vertices defines a triangle.
ga: Filleann aghaidheanna an chruth trimesh mar raon de rinn. Tá an t-eagar (a fhad atá inroinnte ar thrí) roinnte go nádúrtha ina thríaracha; sainmhíníonn gach rinn triarach triantán.

en: Sets the faces of the trimesh shape from an array of vertices. The [param faces] array should be composed of triples such that each triple of vertices defines a triangle.
ga: Socraíonn sé aghaidheanna an chruth trimesh ó raon de rinn. Ba chóir go mbeadh an t-eagar [aghaidheanna param] comhdhéanta de thríaracha sa chaoi is go sainmhíníonn gach rinn triarach triantán.

en: If set to [code]true[/code], collisions occur on both sides of the concave shape faces. Otherwise they occur only along the face normals.
ga: Má shocraítear é go [code]true[/code], tarlaíonn imbhuailtí ar an dá thaobh d’aghaidheanna an chruth cuasach. Seachas sin a tharlaíonn siad ach amháin ar feadh an normals aghaidh.

en: A physics joint that connects two 3D physics bodies in a way that simulates a ball-and-socket joint.
ga: Alt fisice a nascann dhá chorp fisice 3D ar bhealach a shamhlaíonn alt liathróid agus soicéad.

en: A physics joint that connects two 3D physics bodies in a way that simulates a ball-and-socket joint. The twist axis is initiated as the X axis of the [ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is calculated as the middle of the X axes of the joint in the local space of the two physics bodies. Useful for limbs like shoulders and hips, lamps hanging off a ceiling, etc.
ga: Alt fisice a nascann dhá chorp fisice 3D ar bhealach a shamhlaíonn alt liathróid agus soicéad. Cuirtear tús leis an ais casta mar X-ais an [ConeTwistJoint3D]. Chomh luath agus a luascann coirp na fisice, ríomhtar an ais chaidrimh mar lár na n-aiseanna X den alt i spás áitiúil an dá chorp fisice. Úsáideach le haghaidh géaga cosúil le guaillí agus cromáin, lampaí ar crochadh ó uasteorainn, etc.

en: Returns the value of the specified parameter.
ga: Filleann sé luach an pharaiméadar sonraithe.

en: Sets the value of the specified parameter.
ga: Socraíonn sé luach an pharaiméadar sonraithe.

en: The speed with which the swing or twist will take place.
    The higher, the faster.
ga: An luas lena dtarlóidh an luascadh nó an casadh.
    Dá airde, an níos tapúla.

en: Defines, how fast the swing- and twist-speed-difference on both sides gets synced.
ga: Sainmhínítear, cé chomh tapa agus a shioncronaítear an difríocht idir luascadh agus casadh-luas ar an dá thaobh.

en: The ease with which the joint starts to twist. If it's too low, it takes more force to start twisting the joint.
ga: A éascaíocht a thosaíonn an t-alt ag casadh. Má tá sé ró-íseal, glacann sé níos mó fórsa chun an t-alt a chasadh.

en: Swing is rotation from side to side, around the axis perpendicular to the twist axis.
    The swing span defines, how much rotation will not get corrected along the swing axis.
    Could be defined as looseness in the [ConeTwistJoint3D].
    If below 0.05, this behavior is locked.
ga: Is é atá i gceist le swing ná rothlú ó thaobh go taobh, timpeall an ais ingearach leis an ais twist.
    Sainmhíníonn an réise swing, cé mhéad rothlú nach mbeidh a cheartú feadh an ais swing.
    D’fhéadfaí é a shainmhíniú mar looseness sa [ConeTwistJoint3D].
    Más rud é faoi bhun 0.05, tá an iompar seo faoi ghlas.

en: Twist is the rotation around the twist axis, this value defined how far the joint can twist.
    Twist is locked if below 0.05.
ga: Is é twist an uainíocht ar fud an ais twist, an luach a shainmhínítear cé chomh fada agus is féidir leis an comhpháirteach twist.
    Tá Twist faoi ghlas má tá sé faoi bhun 0.05.

en: Represents the size of the [enum Param] enum.
ga: Is ionann é agus méid an [enum Param] enum.

en: Helper class to handle INI-style files.
ga: Rang cúntóir chun comhaid i stíl INI a láimhseáil.

en: This helper class can be used to store [Variant] values on the filesystem using INI-style formatting. The stored values are identified by a section and a key:
    [codeblock lang=text]
    [section]
    some_key=42
    string_example="Hello World3D!"
    a_vector=Vector3(1, 0, 2)
    [/codeblock]
    The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem.
    The following example shows how to create a simple [ConfigFile] and save it on disc:
    [codeblocks]
    [gdscript]
    # Create new ConfigFile object.
    var config = ConfigFile.new()
    
    # Store some values.
    config.set_value("Player1", "player_name", "Steve")
    config.set_value("Player1", "best_score", 10)
    config.set_value("Player2", "player_name", "V3geta")
    config.set_value("Player2", "best_score", 9001)
    
    # Save it to a file (overwrite if already exists).
    config.save("user://scores.cfg")
    [/gdscript]
    [csharp]
    // Create new ConfigFile object.
    var config = new ConfigFile();
    
    // Store some values.
    config.SetValue("Player1", "player_name", "Steve");
    config.SetValue("Player1", "best_score", 10);
    config.SetValue("Player2", "player_name", "V3geta");
    config.SetValue("Player2", "best_score", 9001);
    
    // Save it to a file (overwrite if already exists).
    config.Save("user://scores.cfg");
    [/csharp]
    [/codeblocks]
    This example shows how the above file could be loaded:
    [codeblocks]
    [gdscript]
    var score_data = {}
    var config = ConfigFile.new()
    
    # Load data from a file.
    var err = config.load("user://scores.cfg")
    
    # If the file didn't load, ignore it.
    if err != OK:
        return
    
    # Iterate over all sections.
    for player in config.get_sections():
        # Fetch the data for each section.
        var player_name = config.get_value(player, "player_name")
        var player_score = config.get_value(player, "best_score")
        score_data[player_name] = player_score
    [/gdscript]
    [csharp]
    var score_data = new Godot.Collections.Dictionary();
    var config = new ConfigFile();
    
    // Load data from a file.
    Error err = config.Load("user://scores.cfg");
    
    // If the file didn't load, ignore it.
    if (err != Error.Ok)
    {
        return;
    }
    
    // Iterate over all sections.
    foreach (String player in config.GetSections())
    {
        // Fetch the data for each section.
        var player_name = (String)config.GetValue(player, "player_name");
        var player_score = (int)config.GetValue(player, "best_score");
        score_data[player_name] = player_score;
    }
    [/csharp]
    [/codeblocks]
    Any operation that mutates the ConfigFile such as [method set_value], [method clear], or [method erase_section], only changes what is loaded in memory. If you want to write the change to a file, you have to save the changes with [method save], [method save_encrypted], or [method save_encrypted_pass].
    Keep in mind that section and property names can't contain spaces. Anything after a space will be ignored on save and on load.
    ConfigFiles can also contain manually written comment lines starting with a semicolon ([code];[/code]). Those lines will be ignored when parsing the file. Note that comments will be lost when saving the ConfigFile. This can still be useful for dedicated server configuration files, which are typically never overwritten without explicit user action.
    [b]Note:[/b] The file extension given to a ConfigFile does not have any impact on its formatting or behavior. By convention, the [code].cfg[/code] extension is used here, but any other extension such as [code].ini[/code] is also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are standardized, Godot's ConfigFile formatting may differ from files written by other programs.
ga: Is féidir an rang cabhrach seo a úsáid chun luachanna [Athróg] a stóráil ar an gcóras comhad ag baint úsáide as formáidiú ar stíl INI. Sainaithnítear na luachanna stóráilte le rannán agus le heochair:
    [codeblock lang=téacs]
    [cuid]
    roinnt_eochair=42
    string_example="Dia duit World3D!"
    a_vector=Veicteoir 3(1, 0, 2)
    [/codeblock]
    Is féidir na sonraí stóráilte a shábháil nó a pharsáil ó chomhad, cé gur féidir oibiachtaí ConfigFile a úsáid go díreach freisin gan rochtain a fháil ar an gcóras comhad.
    Taispeánann an sampla seo a leanas conas [ConfigFile] simplí a chruthú agus é a shábháil ar diosca:
    [codeblocks]
    [gdscript]
    # Cruthaigh réad nua ConfigFile.
    var config = ConfigFile.new()
    
    # Stóráil roinnt luachanna.
    config.set_value("Player1", "player_name", "Steve")
    config.set_value("Imreoir1", "scór_is fearr", 10)
    config.set_value("Player2", "player_name", "V3geta")
    config.set_value("Imreoir2", "scór_is fearr", 9001)
    
    # Sábháil i gcomhad é (forscríobh má tá ann cheana).
    config.save ("úsáideoir://scores.cfg")
    [/gdscript]
    [csharp]
    // Cruthaigh réad ConfigFile nua.
    var config = ConfigFile nua();
    
    // Stóráil roinnt luachanna.
    config.SetValue("Player1", "player_name", "Steve");
    config.SetValue("Player1", "best_score", 10);
    config.SetValue("Player2", "player_name", "V3geta");
    config.SetValue("Player2", "best_score", 9001);
    
    // Sábháil i gcomhad é (forscríobh má tá ann cheana).
    config.Save("úsáideoir://scores.cfg");
    [/csharp]
    [/codeblocks]
    Léiríonn an sampla seo conas is féidir an comhad thuas a luchtú:
    [codeblocks]
    [gdscript]
    var score_data = {}
    var config = ConfigFile.new()
    
    # Luchtaigh sonraí ó chomhad.
    var err = config.load ("úsáideoir://scores.cfg")
    
    # Murar lódáladh an comhad, déan neamhaird de.
    má tá earráid!= OK:
        filleadh
    
    # Déan aithris ar gach cuid.
    don imreoir i config.get_sections():
        # Faigh na sonraí do gach rannóg.
        var player_name = config.get_value(imreoir, "imreoir_ainm")
        var player_score = config.get_value(imreoir, "is fearr_scór")
        scór_sonraí[player_name] = imreoir_scór
    [/gdscript]
    [csharp]
    var score_data = Godot.Collections.Dictionary nua();
    var config = ConfigFile nua();
    
    // Luchtaigh sonraí ó chomhad.
    Earráid err = config.Load("úsáideoir://scores.cfg");
    
    // Murar lódáil an comhad, déan neamhaird de.
    má (earráid!= Earráid.Ok)
    {
        filleadh ;
    }
    
    // Déan aithris ar gach cuid.
    foreach (Imreoir teaghrán i config.GetSections())
    {
        // Faigh na sonraí do gach rannóg.
        var player_name = (Teaghrán)config.GetValue(imreoir, "imreoir_ainm");
        var player_score = (int)config.GetValue(imreoir, "best_score");
        scór_data[player_name] = imreoir_scór;
    }
    [/csharp]
    [/codeblocks]
    Ní athraíonn aon oibríocht a shóthraíonn an ConfigFile ar nós [method set_value], [method soiléir], nó [method erase_section], ach an méid atá luchtaithe sa chuimhne. Más mian leat an t-athrú a scríobh chuig comhad, caithfidh tú na hathruithe a shábháil le [method sábháil], [method save_encrypted], nó [method save_encrypted_pass].
    Coinnigh i gcuimhne nach féidir spásanna a bheith in ainmneacha rannáin agus réadmhaoine. Déanfar neamhaird de rud ar bith tar éis spás ar shábháil agus ar ualach.
    Is féidir le ConfigFiles freisin línte tráchta scríofa de láimh ag tosú le leathstad ([code];[/code]). Ní thabharfar aird ar na línte sin agus an comhad á pharsáil. Tabhair faoi deara go gcaillfear tuairimí agus an ConfigFile á shábháil. Féadann sé seo a bheith úsáideach fós do chomhaid cumraíochta freastalaí tiomnaithe, nach ndéantar a fhorscríobh go hiondúil gan gníomh sainráite úsáideora.
    [b]Nóta:[/b] Níl aon tionchar ag an iarmhír comhaid a thugtar do ConfigFile ar a fhormáidiú nó ar a iompar. De réir an ghnáis, úsáidtear an síneadh [code].cfg[/code] anseo, ach tá aon síneadh eile ar nós [code].ini[/code] bailí freisin. Ós rud é nach bhfuil [code].cfg[/code] ná [code].ini[/code] caighdeánaithe, d'fhéadfadh formáidiú ConfigFile Godot a bheith difriúil ó chomhaid scríofa ag cláir eile.

en: Removes the entire contents of the config.
ga: Baintear inneachar iomlán an chumraíochta.

en: Obtain the text version of this config file (the same text that would be written to a file).
ga: Faigh an leagan téacs den chomhad cumraíochta seo (an téacs céanna a scríobhfaí chuig comhad).

en: Deletes the specified section along with all the key-value pairs inside. Raises an error if the section does not exist.
ga: Scrios an chuid sonraithe mar aon leis na péirí eochair-luacha taobh istigh. Ardaíonn sé earráid mura bhfuil an chuid ann.

en: Deletes the specified key in a section. Raises an error if either the section or the key do not exist.
ga: Scrios an eochair shonraithe i rannán. Ardaíonn sé earráid mura bhfuil an chuid nó an eochair ann.

en: Returns an array of all defined key identifiers in the specified section. Raises an error and returns an empty array if the section does not exist.
ga: Filleann sé sraith de na heochair-aitheantóirí sainithe go léir sa chuid sonraithe. Ardaíonn sé earráid agus cuireann sé eagar folamh ar ais mura bhfuil an chuid ann.

en: Returns an array of all defined section identifiers.
ga: Filleann sé sraith de na haitheantóirí rannáin sainithe go léir.

en: Returns the current value for the specified section and key. If either the section or the key do not exist, the method returns the fallback [param default] value. If [param default] is not specified or set to [code]null[/code], an error is also raised.
ga: Filleann sé an luach reatha don roinn agus eochair sonraithe. Mura bhfuil an t-alt nó an eochair ann, filleann an modh an luach cúltaca [param default]. Mura bhfuil [param réamhshocraithe] sonraithe nó socraithe mar [code]null[/code], ardaítear earráid freisin.

en: Returns [code]true[/code] if the specified section exists.
ga: Filleann sé [code]true[/code] má tá an chuid sonraithe ann.

en: Returns [code]true[/code] if the specified section-key pair exists.
ga: Filleann sé [code]true[/code] má tá an péire eochair roinne sonraithe ann.

en: Loads the config file specified as a parameter. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
    Returns [constant OK] on success, or one of the other [enum Error] values if the operation failed.
ga: Luchtaíonn sé an comhad cumraíochta atá sonraithe mar pharaiméadar. Déantar inneachar an chomhaid a pharsáil agus a luchtú san oibiacht [ConfigFile] ar glaodh an modh air.
    Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] eile má theip ar an oibríocht.

en: Loads the encrypted config file specified as a parameter, using the provided [param key] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
    Returns [constant OK] on success, or one of the other [enum Error] values if the operation failed.
ga: Lódálann sé an comhad cumraíochta criptithe atá sonraithe mar pharaiméadar, ag baint úsáide as an [eochair param] chun é a dhíchriptiú. Déantar inneachar an chomhaid a pharsáil agus a luchtú san oibiacht [ConfigFile] ar glaodh an modh air.
    Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] eile má theip ar an oibríocht.

en: Loads the encrypted config file specified as a parameter, using the provided [param password] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
    Returns [constant OK] on success, or one of the other [enum Error] values if the operation failed.
ga: Lódálann sé an comhad cumraíochta criptithe atá sonraithe mar pharaiméadar, ag baint úsáide as an [focal faire param] chun é a dhíchriptiú. Déantar inneachar an chomhaid a pharsáil agus a luchtú san oibiacht [ConfigFile] ar glaodh an modh air.
    Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] eile má theip ar an oibríocht.

en: Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
    Returns [constant OK] on success, or one of the other [enum Error] values if the operation failed.
ga: Parsálann sé an teaghrán a ritheadh mar ábhar comhaid cumraíochta. Déantar an teaghrán a pharsáil agus a luchtú san oibiacht ConfigFile ar glaodh an modh air.
    Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] eile má theip ar an oibríocht.

en: Saves the contents of the [ConfigFile] object to the file specified as a parameter. The output file uses an INI-style structure.
    Returns [constant OK] on success, or one of the other [enum Error] values if the operation failed.
ga: Sábháiltear inneachar an oibiachta [ConfigFile] leis an gcomhad atá sonraithe mar pharaiméadar. Úsáideann an comhad aschuir struchtúr INI-stíl.
    Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] eile má theip ar an oibríocht.

en: Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param key] to encrypt it. The output file uses an INI-style structure.
    Returns [constant OK] on success, or one of the other [enum Error] values if the operation failed.
ga: Sábháiltear inneachar an oibiachta [ConfigFile] don chomhad criptithe AES-256 atá sonraithe mar pharaiméadar, ag baint úsáide as an [eochair param] atá curtha ar fáil chun é a chriptiú. Úsáideann an comhad aschuir struchtúr INI-stíl.
    Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] eile má theip ar an oibríocht.

en: Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param password] to encrypt it. The output file uses an INI-style structure.
    Returns [constant OK] on success, or one of the other [enum Error] values if the operation failed.
ga: Sábháiltear inneachar an oibiachta [ConfigFile] don chomhad criptithe AES-256 atá sonraithe mar pharaiméadar, ag baint úsáide as an [phasfhocal param] atá curtha ar fáil chun é a chriptiú. Úsáideann an comhad aschuir struchtúr INI-stíl.
    Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] eile má theip ar an oibríocht.

en: Assigns a value to the specified key of the specified section. If either the section or the key do not exist, they are created. Passing a [code]null[/code] value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.
ga: Sanntar luach ar eochair shonraithe na rannóige sonraithe. Mura bhfuil an chuid nó an eochair ann, cruthaítear iad. Má chuirtear luach [code]null[/code] ar aghaidh, scriostar an eochair sonraithe má tá sí ann, agus scriostar an chuid má chríochnaíonn sé folamh nuair a bheidh an eochair bainte.

en: A dialog used for confirmation of actions.
ga: Dialóg a úsáidtear chun gníomhartha a dhearbhú.

en: A dialog used for confirmation of actions. This window is similar to [AcceptDialog], but pressing its Cancel button can have a different outcome from pressing the OK button. The order of the two buttons varies depending on the host OS.
    To get cancel action, you can use:
    [codeblocks]
    [gdscript]
    get_cancel_button().pressed.connect(_on_canceled)
    [/gdscript]
    [csharp]
    GetCancelButton().Pressed += OnCanceled;
    [/csharp]
    [/codeblocks]
ga: Dialóg a úsáidtear chun gníomhartha a dhearbhú. Tá an fhuinneog seo cosúil le [AcceptDialog], ach is féidir toradh difriúil a bheith ar an gcnaipe Cealaigh a bhrú agus an cnaipe OK a bhrú. Athraíonn ord an dá chnaipe ag brath ar an OS óstach.
    Chun gníomh cealaithe a fháil, is féidir leat úsáid a bhaint as:
    [codeblocks]
    [gdscript]
    get_cancel_button().pressed.connect(_on_cealed)
    [/gdscript]
    [csharp]
    GetCancelButton().Pressed += Ar Ceal;
    [/csharp]
    [/codeblocks]

en: Returns the cancel button.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann an cnaipe cealaithe.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: The text displayed by the cancel button (see [method get_cancel_button]).
ga: An téacs a thaispeánann an cnaipe cealaithe (féach [method get_cancel_button]).

en: Base class for all GUI containers.
ga: Bunrang do gach coimeádán GUI.

en: Base class for all GUI containers. A [Container] automatically arranges its child controls in a certain way. This class can be inherited to make custom container types.
ga: Bunrang do gach coimeádán GUI. Socraíonn [Coimeádán] a rialuithe leanbh go huathoibríoch ar bhealach áirithe. Is féidir an rang seo a oidhreacht chun cineálacha coimeádáin saincheaptha a dhéanamh.

en: Implement to return a list of allowed horizontal [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock.
    [b]Note:[/b] Having no size flags is equal to having [constant Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed.
ga: Feidhmigh chun liosta de [enum Control.SizeFlags] cothrománach ceadaithe a thabhairt ar ais do nóid linbh. Ní chuireann sé seo cosc go teicniúil ar úsáidí aon bhratacha méide eile, má éilíonn do chur chun feidhme é sin. Ní chuireann sé seo teorainn ach leis na roghanna atá ar fáil don úsáideoir sa duga Cigire.
    [b]Nóta:[/b] Is ionann é agus [Constant Control.SIZE_SHRINK_BEGIN] mura bhfuil bratacha ar bith agat. Mar sin, ceadaítear an luach seo go hintuigthe i gcónaí.

en: Implement to return a list of allowed vertical [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock.
    [b]Note:[/b] Having no size flags is equal to having [constant Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed.
ga: Feidhmigh chun liosta ceartingearach ceadaithe [enum Control.SizeFlags] do nóid linbh a thabhairt ar ais. Ní chuireann sé seo cosc go teicniúil ar úsáidí aon bhratacha méide eile, má éilíonn do chur chun feidhme é sin. Ní chuireann sé seo teorainn ach leis na roghanna atá ar fáil don úsáideoir sa duga Cigire.
    [b]Nóta:[/b] Is ionann é agus [Constant Control.SIZE_SHRINK_BEGIN] mura bhfuil bratacha ar bith agat. Mar sin, ceadaítear an luach seo go hintuigthe i gcónaí.

en: Fit a child control in a given rect. This is mainly a helper for creating custom container classes.
ga: Cuir smacht linbh i gceartán ar leith. Is cúntóir é seo go príomha chun ranganna coimeádán saincheaptha a chruthú.

en: Queue resort of the contained children. This is called automatically anyway, but can be called upon request.
ga: Rogha scuaine de na leanaí atá. Tugtar é seo go huathoibríoch ar aon nós, ach is féidir glaoch a chur air ach é a iarraidh.

en: Emitted when children are going to be sorted.
ga: Astaithe nuair a bhíonn leanaí le bheith sórtáilte.

en: Emitted when sorting the children is needed.
ga: Astaítear nuair a bhíonn gá le sórtáil na bpáistí.

en: Notification just before children are going to be sorted, in case there's something to process beforehand.
ga: Fógra díreach roimh leanaí le bheith curtha in eagar, ar eagla go mbeidh rud éigin le próiseáil roimh ré.

en: Notification for when sorting the children, it must be obeyed immediately.
ga: Fógra maidir le nuair a bhíonn na páistí á sórtáil, ní mór cloí leis láithreach.

en: Base class for all GUI controls. Adapts its position and size based on its parent control.
ga: Bunrang do gach rialú GUI. Déanann sé a shuíomh agus a mhéid a oiriúnú bunaithe ar a rialú tuismitheora.

en: GUI documentation index
ga: Innéacs doiciméadú GUI

en: Control node gallery
ga: Gailearaí nód rialaithe

en: Multiple resolutions
ga: Rúin iolracha

en: All GUI Demos
ga: Gach Taispeántas GUI

en: Godot calls this method to test if [param data] from a control's [method _get_drag_data] can be dropped at [param at_position]. [param at_position] is local to this control.
    This method should only be used to test the data. Process the data in [method _drop_data].
    [codeblocks]
    [gdscript]
    func _can_drop_data(position, data):
        # Check position if it is relevant to you
        # Otherwise, just check data
        return typeof(data) == TYPE_DICTIONARY and data.has("expected")
    [/gdscript]
    [csharp]
    public override bool _CanDropData(Vector2 atPosition, Variant data)
    {
        // Check position if it is relevant to you
        // Otherwise, just check data
        return data.VariantType == Variant.Type.Dictionary && data.AsGodotDictionary().ContainsKey("expected");
    }
    [/csharp]
    [/codeblocks]
ga: Glaonn Godot ar an modh seo chun a thástáil an féidir [param data]] ó [method _get_drag_data] rialaithe a scaoileadh ag [param at_position]. Tá [param at_position] áitiúil don rialtán seo.
    Níor cheart an modh seo a úsáid ach amháin chun na sonraí a thástáil. Próiseáil na sonraí i [method _drop_data].
    [codeblocks]
    [gdscript]
    func _can_drop_data(position, data):
     # Seiceáil an bhfuil sé ábhartha duit
     # Seachas sin, seiceáil na sonraí
        return typeof(data) == TYPE_DICTIONARY and data.has ("ag súil")
    [/gdscript]
    [csharp]
    sáraíonn poiblí bool _CanDropData(Vector2 atPosition, Variant data)
    {
     // Seiceáil an suíomh má bhaineann sé leat
     // Seachas sin, seiceáil sonraí
     return data.VariantType == Variant.Type.Dictionary && data.AsGodotDictionary().ContainsKey("ag súil");
    }
    [/csharp]
    [/codeblocks]

en: Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method _can_drop_data] and [method _drop_data]. [param at_position] is local to this control. Drag may be forced with [method force_drag].
    A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method.
    [codeblocks]
    [gdscript]
    func _get_drag_data(position):
        var mydata = make_data() # This is your custom method generating the drag data.
        set_drag_preview(make_preview(mydata)) # This is your custom method generating the preview of the drag data.
        return mydata
    [/gdscript]
    [csharp]
    public override Variant _GetDragData(Vector2 atPosition)
    {
        var myData = MakeData(); // This is your custom method generating the drag data.
        SetDragPreview(MakePreview(myData)); // This is your custom method generating the preview of the drag data.
        return myData;
    }
    [/csharp]
    [/codeblocks]
ga: Glaonn Godot ar an modh seo chun sonraí a fháil ar féidir iad a tharraingt agus a ligean isteach ar rialuithe a bhfuiltear ag súil le sonraí titime. Filleann [code]null[/code] mura bhfuil aon sonraí le tarraingt. Ba cheart do rialuithe ar mian leo sonraí titim a fháil [method _can_drop_data] agus [method _drop_data] a chur i bhfeidhm. Tá [param at_position] áitiúil don rialtán seo. Seans go gcuirfear iachall ar tharraingt le [method force_drag].
    Is féidir réamhamharc a leanfaidh an luch ar cheart dó na sonraí a léiriú a shocrú le [method set_drag_preview]. Am trátha chun an réamhamharc a shocrú ná an modh seo.
    [codeblocks]
    [gdscript]
    func _get_drag_data(suíomh):
        var mydata = make_data() # Is é seo do mhodh saincheaptha chun na sonraí tarraingthe a ghiniúint.
        set_drag_preview(make_preview(mydata)) # Seo é do mhodh saincheaptha a ghineann réamhamharc na sonraí tarraingthe.
        ais mydata
    [/gdscript]
    [csharp]
    sáraigh poiblí Variant _GetDragData(Vector2 atPosition)
    {
        var myData = MakeData(); // Seo é do mhodh saincheaptha a ghineann na sonraí tarraingthe.
        SetDragPreview(MakePreview(myData)); // Is é seo do mhodh saincheaptha a ghineann an réamhamharc ar na sonraí tarraing.
        moShonraí a thabhairt ar ais;
    }
    [/csharp]
    [/codeblocks]

en: Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member custom_minimum_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
    If not overridden, defaults to [constant Vector2.ZERO].
    [b]Note:[/b] This method will not be called when the script is attached to a [Control] node that already overrides its minimum size (e.g. [Label], [Button], [PanelContainer] etc.). It can only be used with most basic GUI nodes, like [Control], [Container], [Panel] etc.
ga: Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Filleann sé an méid íosta don rialú seo. Rogha eile seachas [comhalta custom_minimum_size] chun íosmhéid a rialú trí chód. Is é an t-íosmhéid iarbhír ná uasluach an dá cheann seo (i ngach ais ar leithligh).
    Mura ndéantar é a shárú, réamhshocrú go [constant Vector2.ZERO].
    [b]Nóta:[/b] Ní thabharfar an modh seo nuair a bheidh an script ceangailte de nód [Rialú] a sháraíonn a íosmhéid cheana féin (m.sh. [Lipéad], [Cnaipe], [Painéal Coimeádán] etc.). Ní féidir é a úsáid ach leis na nóid GUI is bunúsaí, mar [Rialú], [Coimeádán], [Painéal] etc.

en: Virtual method to be implemented by the user. Returns whether the given [param point] is inside this control.
    If not overridden, default behavior is checking if the point is within control's Rect.
    [b]Note:[/b] If you want to check if a point is inside the control, you can use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code].
ga: Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Filleann sé cibé an bhfuil an [paraphointe] tugtha laistigh den rialú seo.
    Mura ndéantar é a shárú, is é an t-iompar réamhshocraithe seiceáil an bhfuil an pointe laistigh de Rect an rialaithe.
    [b]Nóta:[/b] Más mian leat a sheiceáil an bhfuil pointe laistigh den rialú, is féidir leat [code]Rect2(Vector2.ZERO, size).has_point(point)[/code] a úsáid.

en: User defined BiDi algorithm override function.
    Returns an [Array] of [Vector3i] text ranges and text base directions, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately.
ga: Feidhm sáraithe algartam BiDi sainithe ag an úsáideoir.
    Filleann sé [Eagar] de [Vector3i] raonta téacs agus treoracha bonn téacs, san ord ó chlé go deas. Ba chóir go gclúdódh raonta an fhoinse iomlán [param text] gan forluí. Bainfear úsáid as algartam BiDi ar gach raon ar leithligh.

en: Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to [method Node._unhandled_input] or [method Node._unhandled_key_input].
    [b]Note:[/b] This does not affect the methods in [Input], only the way events are propagated.
ga: Marcáil imeacht ionchuir mar a láimhseáiltear é. Nuair a ghlacann tú le teagmhas ionchuir, stopann sé bolscaireacht, fiú nóid ag éisteacht le [method Node._unhandled_input] nó [method Node._unhandled_key_input].
    [b]Nóta:[/b] Ní chuireann sé seo isteach ar na modhanna in [Ionchur], agus ar an mbealach a iomadaítear teagmhais amháin.

en: Creates a local override for a theme constant with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_constant_override].
    See also [method get_theme_constant].
ga: Cruthaíonn sé sáraíocht áitiúil le haghaidh tairiseach téama leis an [ainm param] sonraithe. Bíonn tosaíocht i gcónaí ag sáruithe áitiúla agus míreanna téama á bhfáil le haghaidh an rialaithe. Is féidir sáraíocht a bhaint le [method remove_theme_constant_override].
    Féach freisin [method get_theme_constant].

en: Creates a local override for a theme [Font] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_font_override].
    See also [method get_theme_font].
ga: Cruthaíonn sé sáraíocht áitiúil do théama [Cló] leis an [ainm param] sonraithe. Bíonn tosaíocht i gcónaí ag sáruithe áitiúla agus míreanna téama á bhfáil le haghaidh an rialaithe. Is féidir sáraíocht a bhaint le [method remove_theme_font_override].
    Féach freisin [method get_theme_font].

en: Creates a local override for a theme font size with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_font_size_override].
    See also [method get_theme_font_size].
ga: Cruthaítear sáraíocht áitiúil do chlómhéid téama leis an [ainm param] sonraithe. Bíonn tosaíocht i gcónaí ag sáruithe áitiúla agus míreanna téama á bhfáil le haghaidh an rialaithe. Is féidir sárú a bhaint le [method remove_theme_font_size_override].
    Féach freisin [method get_theme_font_size].

en: Creates a local override for a theme icon with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_icon_override].
    See also [method get_theme_icon].
ga: Cruthaíonn sé sáraíocht áitiúil d’íocón téama leis an [ainm param] sonraithe. Bíonn tosaíocht i gcónaí ag sáruithe áitiúla agus míreanna téama á bhfáil le haghaidh an rialaithe. Is féidir sáraíocht a bhaint le [method remove_theme_icon_override].
    Féach freisin [method get_theme_icon].

en: Prevents [code]*_theme_*_override[/code] methods from emitting [constant NOTIFICATION_THEME_CHANGED] until [method end_bulk_theme_override] is called.
ga: Cosc ar mhodhanna [code]*_theme_*_override[/code] ó [NOTIFICATION_THEME_CHANGED leanúnach] a astú go dtí go dtugtar [method end_bulk_theme_override].

en: Ends a bulk theme override update. See [method begin_bulk_theme_override].
ga: Críochnaíonn nuashonrú sáraithe mórthéama. Féach ar [method start_bulk_theme_override].

en: Finds the next (below in the tree) [Control] that can receive the focus.
ga: Faigheann sé an chéad cheann eile (thíos sa chrann) [Rialú] ar féidir leis an fócas a fháil.

en: Finds the previous (above in the tree) [Control] that can receive the focus.
ga: Faightear an ceann roimhe seo (thuas sa chrann) [Rialú] ar féidir leis an fócas a fháil.

en: Finds the next [Control] that can receive the focus on the specified [enum Side].
    [b]Note:[/b] This is different from [method get_focus_neighbor], which returns the path of a specified focus neighbor.
ga: Faightear an chéad [Rialú] eile ar féidir leis an bhfócas a fháil ar an [Taobh enum] sonraithe.
    [b]Nóta:[/b] Tá sé seo difriúil ó [method get_focus_neighbour], a thugann ar ais cosán comharsan fócais sonraithe.

en: Forces drag and bypasses [method _get_drag_data] and [method set_drag_preview] by passing [param data] and [param preview]. Drag will start even if the mouse is neither over nor pressed on this control.
    The methods [method _can_drop_data] and [method _drop_data] must be implemented on controls that want to receive drop data.
ga: Tarraingíonn agus seachnaíonn fórsaí [method _get_drag_data] agus [method set_drag_preview] trí [sonraí param] agus [réamhamharc param] a rith. Cuirfear tús le tarraing fiú mura bhfuil an luch thart ná brúite ar an rialtán seo.
    Ní mór na modhanna [method _can_drop_data] agus [method _drop_data] a chur i bhfeidhm ar rialuithe atá ag iarraidh sonraí titim a fháil.

en: Returns the anchor for the specified [enum Side]. A getter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top].
ga: Filleann sé an t-ancaire don [enum Side] sonraithe. Modh faighteoir le haghaidh [comhalta anchor_bottom], [comhalta anchor_left], [comhalta anchor_right] agus [comhalta anchor_top].

en: Returns [member offset_left] and [member offset_top]. See also [member position].
ga: Filleann [comhalta offset_left] agus [member offset_top]. Féach freisin [seasamh na mball].

en: Returns combined minimum size from [member custom_minimum_size] and [method get_minimum_size].
ga: Filleann sé íosmhéid comhcheangailte ó [comhalta custom_minimum_size] agus [method get_minimum_size].

en: Returns the mouse cursor shape the control displays on mouse hover. See [enum CursorShape].
ga: Filleann an cúrsóir luiche cruth na taispeántais rialaithe ar ainlíonn luiche. Féach [enum CursorShape].

en: Returns [member offset_right] and [member offset_bottom].
ga: Filleann sé [comhalta offset_right] agus [member offset_bottom].

en: Returns the focus neighbor for the specified [enum Side]. A getter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
    [b]Note:[/b] To find the next [Control] on the specific [enum Side], even if a neighbor is not assigned, use [method find_valid_focus_neighbor].
ga: Filleann an comharsa fócas don [enum Side] sonraithe. Modh faighteoir le haghaidh [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] agus [member focus_neighbor_top].
    [b]Nóta:[/b] Chun an chéad [Rialú] eile ar an [enum Side] sonrach a fháil, fiú mura sanntar comharsa, úsáid [method find_valid_focus_neighbour].

en: Returns the position and size of the control relative to the containing canvas. See [member global_position] and [member size].
    [b]Note:[/b] If the node itself or any parent [CanvasItem] between the node and the canvas have a non default rotation or skew, the resulting size is likely not meaningful.
    [b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to [code]true[/code] can lead to rounding inaccuracies between the displayed control and the returned [Rect2].
ga: Filleann sé suíomh agus méid an rialaithe i gcoibhneas leis an chanbhás ina bhfuil. Féach [member global_position] agus [méid na mball].
    [b]Nóta:[/b] Más rud é go bhfuil rothlú nó sceabhadh neamh-réamhshocraithe ag an nód féin nó ag aon tuismitheoir [CanvasItem] idir an nód agus an chanbhás, is dócha nach bhfuil ciall leis an méid a bheidh mar thoradh air.
    [b]Nóta:[/b] Má shocraítear [comhalta Viewport.gui_snap_controls_to_pixels] go [code]true[/code], is féidir míchruinneas a shlánú idir an rialú ar taispeáint agus an ceann ar ais [Rect2].

en: Returns the minimum size for this control. See [member custom_minimum_size].
ga: Filleann sé an méid íosta don rialú seo. Féach [comhalta custom_minimum_size].

en: Returns the offset for the specified [enum Side]. A getter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top].
ga: Filleann sé an fritháireamh don [enum Side] sonraithe. Modh faighteora le haghaidh [member offset_bottom], [member offset_left], [member offset_right] agus [member offset_top].

en: Returns the width/height occupied in the parent control.
ga: Filleann sé an leithead/airde atá sa rialú tuismitheora.

en: Returns the parent control node.
ga: Filleann sé an nód rialaithe tuismitheora.

en: Returns the position and size of the control in the coordinate system of the containing node. See [member position], [member scale] and [member size].
    [b]Note:[/b] If [member rotation] is not the default rotation, the resulting size is not meaningful.
    [b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to [code]true[/code] can lead to rounding inaccuracies between the displayed control and the returned [Rect2].
ga: Filleann sé suíomh agus méid an rialaithe i gcóras comhordanáidí an nód ina bhfuil. Féach [suíomh na mball], [scála na mball] agus [méid na mball].
    [b]Nóta:[/b] Murab é [uainíocht na gcomhaltaí] an rothlú réamhshocraithe, níl aon chiall leis an méid atá mar thoradh air.
    [b]Nóta:[/b] Má shocraítear [comhalta Viewport.gui_snap_controls_to_pixels] go [code]true[/code], is féidir míchruinneas a shlánú idir an rialú ar taispeáint agus an ceann ar ais [Rect2].

en: Returns a [Color] from the first matching [Theme] in the tree if that [Theme] has a color item with the specified [param name] and [param theme_type]. If [param theme_type] is omitted the class name of the current control is used as the type, or [member theme_type_variation] if it is defined. If the type is a class name its parent classes are also checked, in order of inheritance. If the type is a variation its base types are checked, in order of dependency, then the control's class name and its parent classes are checked.
    For the current control its local overrides are considered first (see [method add_theme_color_override]), then its assigned [member theme]. After the current control, each parent control and its assigned [member theme] are considered; controls without a [member theme] assigned are skipped. If no matching [Theme] is found in the tree, the custom project [Theme] (see [member ProjectSettings.gui/theme/custom]) and the default [Theme] are used (see [ThemeDB]).
    [codeblocks]
    [gdscript]
    func _ready():
        # Get the font color defined for the current Control's class, if it exists.
        modulate = get_theme_color("font_color")
        # Get the font color defined for the Button class.
        modulate = get_theme_color("font_color", "Button")
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        // Get the font color defined for the current Control's class, if it exists.
        Modulate = GetThemeColor("font_color");
        // Get the font color defined for the Button class.
        Modulate = GetThemeColor("font_color", "Button");
    }
    [/csharp]
    [/codeblocks]
ga: Filleann [Color] ón gcéad [Téama] a mheaitseálann sa chrann má tá mír dhaite ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe. Má fhágtar [param theme_type] ar lár úsáidtear ainm ranga an rialaithe reatha mar an cineál, nó [member theme_type_variation] má shainítear é. Más ainm aicme é an cineál seiceáiltear a ranganna tuismitheora freisin, in ord oidhreachta. Más éagsúlacht é an cineál déantar a bhunchineál a sheiceáil, in ord spleáchais, ansin seiceáiltear ainm ranga an rialaitheora agus a ranganna tuismitheora.
    Maidir leis an rialú reatha, breathnaítear ar a sáruithe áitiúla ar dtús (féach [method add_theme_color_override]), agus ansin a [téama ball] sannta. Tar éis an rialaithe reatha, meastar gach rialú tuismitheoir agus a [téama ball] sannta; ní dhéantar rialuithe gan [téama comhalta] a shanntar. Mura bhfaightear aon mheaitseáil [Téama] sa chrann, úsáidtear an tionscadal saincheaptha [Téama] (féach [member ProjectSettings.gui/theme/custom]) agus an réamhshocrú [Téama] (féach [ThemeDB]).
    [codeblocks]
    [gdscript]
    func _réidh():
        # Faigh an dath cló atá sainithe do rang an Rialaitheora reatha, má tá sé ann.
        modhnú = get_theme_color("font_color")
        # Faigh dath an chló atá sainithe don rang Cnaipe.
        modhnú = get_theme_color ("font_color", "Button")
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        // Faigh dath an chló atá sainithe don rang Rialaithe reatha, má tá sé ann.
        Modulate = GetThemeColor ("font_color");
        // Faigh dath an chló atá sainithe don rang Cnaipe.
        Modulate = GetThemeColor ("font_color", "Button");
    }
    [/csharp]
    [/codeblocks]

en: Returns a constant from the first matching [Theme] in the tree if that [Theme] has a constant item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé tairiseach ón gcéad [Téama] a mheaitseálann sa chrann má tá mír thairiseach ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns the default base scale value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_base_scale] value.
    See [method get_theme_color] for details.
ga: Filleann sé seo luach an bhunscála réamhshocraithe ón gcéad [Téama] a mheaitseálann sa chrann má tá luach [member Theme.default_base_scale] bailí ag an [Téama] sin.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns the default font from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font] value.
    See [method get_theme_color] for details.
ga: Filleann sé seo an cló réamhshocraithe ón gcéad [Téama] a mheaitseálann sa chrann má tá luach [member Theme.default_font] bailí ag an [Téama] sin.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns the default font size value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font_size] value.
    See [method get_theme_color] for details.
ga: Filleann sé seo an luach clómhéid réamhshocraithe ón gcéad [Téama] a mheaitseálann sa chrann má tá luach [member Theme.default_font_size] bailí ag an [Téama] sin.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns a [Font] from the first matching [Theme] in the tree if that [Theme] has a font item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé [Cló] ón gcéad [Téama] a mheaitseálann sa chrann má tá mír chló ag an [Téama] sin leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns a font size from the first matching [Theme] in the tree if that [Theme] has a font size item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filltear clómhéid ón gcéad [Téama] a mheaitseálann sa chrann má tá mír clómhéid ag an [Téama] sin leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns an icon from the first matching [Theme] in the tree if that [Theme] has an icon item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé deilbhín ón gcéad [Téama] a mheaitseálann sa chrann má tá mír dheilbhín ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns a [StyleBox] from the first matching [Theme] in the tree if that [Theme] has a stylebox item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé [StyleBox] ón gcéad [Téama] a mheaitseálann sa chrann má tá mír stílbhosca ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Steal the focus from another control and become the focused control (see [member focus_mode]).
    [b]Note:[/b] Using this method together with [method Callable.call_deferred] makes it more reliable, especially when called inside [method Node._ready].
ga: Steal an fócas ó rialú eile agus a bheith ar an rialú dírithe (féach [member focus_mode]).
    [b]Nóta:[/b] Trí úsáid a bhaint as an modh seo in éineacht le [method Callable.call_deferred], beidh sé níos iontaofa, go háirithe nuair a thugtar air laistigh de [method Node._ready].

en: Returns [code]true[/code] if this is the current focused control. See [member focus_mode].
ga: Filleann sé [code]true[/code] más é seo an rialú reatha dírithe. Féach ar [member focus_mode].

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a color item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír dhaite leis an [param name] sonraithe agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a local override for a theme [Color] with the specified [param name] in this [Control] node.
    See [method add_theme_color_override].
ga: Filleann [code]true[/code] má tá sáraithe logánta do théama [Color] leis an [ainm param] sonraithe sa nód [Rialú] seo.
    Féach ar [method add_theme_color_override].

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a constant item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír tairiseach aige leis an [paramname] sonraithe agus [param theme_type].
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a local override for a theme constant with the specified [param name] in this [Control] node.
    See [method add_theme_constant_override].
ga: Filleann sé [code]true[/code] má tá sáraithe logánta ann do thairiseach téama leis an [ainm param] sonraithe sa nód [Rialú] seo.
    Féach ar [method add_theme_constant_override].

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír chló ann leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a local override for a theme [Font] with the specified [param name] in this [Control] node.
    See [method add_theme_font_override].
ga: Filleann sé [code]true[/code] má tá sáraithe logánta do théama [Cló] leis an [ainm param] sonraithe sa nód [Rialú] seo.
    Féach ar [method add_theme_font_override].

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font size item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír clómhéid aige leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a local override for a theme font size with the specified [param name] in this [Control] node.
    See [method add_theme_font_size_override].
ga: Filleann sé [code]true[/code] má tá sáraithe logánta do chlómhéid téama leis an [ainm param] sonraithe sa nód [Rialú] seo.
    Féach ar [method add_theme_font_size_override].

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has an icon item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír dheilbhín aige leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a local override for a theme icon with the specified [param name] in this [Control] node.
    See [method add_theme_icon_override].
ga: Filleann [code]true[/code] má tá sáraithe logánta ann d'íocón téama a bhfuil an [ainm param] sonraithe sa nód [Rialú] seo air.
    Féach ar [method add_theme_icon_override].

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a stylebox item with the specified [param name] and [param theme_type].
    See [method get_theme_color] for details.
ga: Filleann [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír stílbhosca aige leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a local override for a theme [StyleBox] with the specified [param name] in this [Control] node.
    See [method add_theme_stylebox_override].
ga: Filleann sé [code]true[/code] má tá sáraithe logánta do théama [StyleBox] leis an [ainm param] sonraithe sa nód [Rialú] seo.
    Féach ar [method add_theme_stylebox_override].

en: Returns [code]true[/code] if a drag operation is successful. Alternative to [method Viewport.gui_is_drag_successful].
    Best used with [constant Node.NOTIFICATION_DRAG_END].
ga: Filleann sé [code]true[/code] má éiríonn le hoibríocht tarraingthe. Rogha eile in áit [method Viewport.gui_is_drag_successful].
    Is fearr é a úsáid le [nód seasmhach.NOTIFICATION_DRAG_END].

en: Give up the focus. No other control will be able to receive input.
ga: Tabhair suas an fócas. Ní bheidh aon rialú eile in ann ionchur a fháil.

en: Removes a local override for a theme [Color] with the specified [param name] previously added by [method add_theme_color_override] or via the Inspector dock.
ga: Baintear sáraíocht áitiúil do théama [Color] leis an [paramname] sonraithe a cuireadh leis roimhe seo le [method add_theme_color_override] nó tríd an duga Cigire.

en: Removes a local override for a theme constant with the specified [param name] previously added by [method add_theme_constant_override] or via the Inspector dock.
ga: Baintear sáraíocht áitiúil le haghaidh tairiseach téama leis an [paramname] sonraithe a cuireadh leis roimhe seo le [method add_theme_constant_override] nó tríd an duga Cigire.

en: Removes a local override for a theme [Font] with the specified [param name] previously added by [method add_theme_font_override] or via the Inspector dock.
ga: Baintear sárshuíomh áitiúil do théama [Cló] leis an [paramname] sonraithe a cuireadh leis roimhe seo trí [method add_theme_font_override] nó tríd an duga Cigire.

en: Removes a local override for a theme font size with the specified [param name] previously added by [method add_theme_font_size_override] or via the Inspector dock.
ga: Baintear sáraíocht áitiúil do chlómhéid téama leis an [ainm param] sonraithe a cuireadh leis roimhe seo le [method add_theme_font_size_override] nó tríd an duga Cigire.

en: Removes a local override for a theme icon with the specified [param name] previously added by [method add_theme_icon_override] or via the Inspector dock.
ga: Baintear sáraíocht áitiúil d’íocón téama leis an [ainm param] a cuireadh leis roimhe seo le [method add_theme_icon_override] nó tríd an duga Cigire.

en: Removes a local override for a theme [StyleBox] with the specified [param name] previously added by [method add_theme_stylebox_override] or via the Inspector dock.
ga: Baintear sáraíocht áitiúil do théama [StyleBox] leis an [paramname] sonraithe a cuireadh leis roimhe seo trí [method add_theme_stylebox_override] nó tríd an duga Cigire.

en: Resets the size to [method get_combined_minimum_size]. This is equivalent to calling [code]set_size(Vector2())[/code] (or any size below the minimum).
ga: Athshocraigh an méid go [method get_combined_minimum_size]. Tá sé seo comhionann le glaoch ar [code] set_size(Vector2())[/code] (nó aon mhéid faoi bhun an íosmhéid).

en: Sets the anchor for the specified [enum Side] to [param anchor]. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top].
    If [param keep_offset] is [code]true[/code], offsets aren't updated after this operation.
    If [param push_opposite_anchor] is [code]true[/code] and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If [param push_opposite_anchor] was [code]false[/code], the left anchor would get value 0.5.
ga: Socraíonn sé an t-ancaire don [enum Side] sonraithe go dtí [ancaire param]. Modh socraitheora le haghaidh [comhalta anchor_bottom], [comhalta anchor_left], [comhalta anchor_right] agus [comhalta anchor_top].
    Má tá [param keep_offset] [code]true[/code], ní nuashonraítear fritháirimh tar éis na hoibríochta seo.
    Má tá [param push_opposite_anchor] [code]true[/code] agus má sháraíonn an t-ancaire eile an t-ancaire seo, sárófar a luach ar an gceann eile. Mar shampla, nuair a bheidh an t-ancaire clé á shocrú go 1 agus go bhfuil luach 0.5 ar an ancaire ceart, gheobhaidh an t-ancaire ceart luach 1 freisin. Dá mba rud é go raibh [param push_opposite_anchor] [code]false[/code], gheobhaidh an t-ancaire clé luach 0.5 .

en: Works the same as [method set_anchor], but instead of [code]keep_offset[/code] argument and automatic update of offset, it allows to set the offset yourself (see [method set_offset]).
ga: Oibríonn sé mar an gcéanna le [method set_anchor], ach in ionad [code]keep_offset[/code] argóint agus nuashonrú uathoibríoch an fhritháireamh, ceadaíonn sé an fritháireamh a shocrú duit féin (féach [method set_offset]).

en: Sets both anchor preset and offset preset. See [method set_anchors_preset] and [method set_offsets_preset].
ga: Socraíonn sé réamhshocrú ancaire agus réamhshocrú fritháireamh. Féach ar [method set_anchors_preset] agus [method set_offsets_preset].

en: Sets the anchors to a [param preset] from [enum Control.LayoutPreset] enum. This is the code equivalent to using the Layout menu in the 2D editor.
    If [param keep_offsets] is [code]true[/code], control's position will also be updated.
ga: Socraíonn sé na hancairí go [param réamhshocraithe] ó [enum Control.LayoutPreset] enum. Is é seo an cód comhionann leis an roghchlár Leagan Amach a úsáid san eagarthóir 2D.
    Má tá [param keep_offsets] [code]true[/code], déanfar suíomh an rialaitheora a nuashonrú freisin.

en: Sets [member offset_left] and [member offset_top] at the same time. Equivalent of changing [member position].
ga: Socraíonn sé [comhalta offset_left] agus [member offset_top] ag an am céanna. Comhionann le hathrú [suíomh na mball].

en: Shows the given control at the mouse pointer. A good time to call this method is in [method _get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended.
    [codeblocks]
    [gdscript]
    @export var color = Color(1, 0, 0, 1)
    
    func _get_drag_data(position):
        # Use a control that is not in the tree
        var cpb = ColorPickerButton.new()
        cpb.color = color
        cpb.size = Vector2(50, 50)
        set_drag_preview(cpb)
        return color
    [/gdscript]
    [csharp]
    [Export]
    private Color _color = new Color(1, 0, 0, 1);
    
    public override Variant _GetDragData(Vector2 atPosition)
    {
        // Use a control that is not in the tree
        var cpb = new ColorPickerButton();
        cpb.Color = _color;
        cpb.Size = new Vector2(50, 50);
        SetDragPreview(cpb);
        return _color;
    }
    [/csharp]
    [/codeblocks]
ga: Taispeáin an rialú tugtha ag an pointeoir luiche. Tá am trátha chun an modh seo a ghlaoch i [method _get_drag_data]. Níor cheart go mbeadh an rialú sa chrann radhairc. Níor cheart duit an rialú a shaoradh, agus níor cheart duit tagairt a choinneáil don rialú thar thréimhse an tarraingthe. Scriosfar é go huathoibríoch tar éis don tarraingt críochnú.
    [codeblocks]
    [gdscript]
    @easpórtáil datha var = Dath(1, 0, 0, 1)
    
    func _get_drag_data(suíomh):
        # Úsáid rialtán nach bhfuil sa chrann
        var cpb = ColorPickerButton.new()
        cpb.color = dath
        cpb.size = Veicteoir 2(50, 50)
        set_drag_réamhamharc(cpb)
        dath ar ais
    [/gdscript]
    [csharp]
    [Easpórtáil]
    príobháideach Dath _color = Dath nua(1, 0, 0, 1);
    
    sáraigh poiblí Variant _GetDragData(Vector2 atPosition)
    {
        // Úsáid rialtán nach bhfuil sa chrann
        var cpb = ColorPickerButton nua();
        cpb.Color = _dath;
        cpb.Méid = Veicteoir nua2(50, 50);
        SetDragPreview(cpb);
        filleadh _dath;
    }
    [/csharp]
    [/codeblocks]

en: Sets [member offset_right] and [member offset_bottom] at the same time.
ga: Socraíonn sé [comhalta offset_right] agus [member offset_bottom] ag an am céanna.

en: Sets the focus neighbor for the specified [enum Side] to the [Control] at [param neighbor] node path. A setter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
ga: Socraíonn sé an comharsa fócas don [Taobh enum] sonraithe go dtí an [Rialú] ag [param chomharsa] cosán nód. Modh socraitheora do [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] agus [member focus_neighbor_top].

en: Sets the [member global_position] to given [param position].
    If [param keep_offsets] is [code]true[/code], control's anchors will be updated instead of offsets.
ga: Socraíonn sé an [suíomh_comhalta_ball] go dtí [suíomh param] tugtha.
    Má tá [param keep_offsets] [code]true[/code], déanfar ancairí an rialaitheora a nuashonrú in ionad fritháirimh.

en: Sets the offset for the specified [enum Side] to [param offset]. A setter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top].
ga: Socraíonn sé an fritháireamh don [enum Side] sonraithe go dtí [fritháireamh param]. Modh socraitheora do [member offset_bottom], [member offset_left], [member offset_right] agus [member offset_top].

en: Sets the offsets to a [param preset] from [enum Control.LayoutPreset] enum. This is the code equivalent to using the Layout menu in the 2D editor.
    Use parameter [param resize_mode] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [constant PRESET_LEFT_WIDE].
    Use parameter [param margin] to determine the gap between the [Control] and the edges.
ga: Socraíonn sé na fritháirimh go [param réamhshocraithe] ó [enum Control.LayoutPreset] enum. Is é seo an cód comhionann leis an roghchlár Leagan Amach a úsáid san eagarthóir 2D.
    Úsáid paraiméadar [param resize_mode] le tairisigh ó [enum Control.LayoutPresetMode] chun méid an [Rialú] mar thoradh air a chinneadh níos fearr. Ní thabharfar aird ar mhéid tairiseach má úsáidtear é le réamhshocruithe a athraíonn méid, e.g. [preset_LEFT_WIDE leanúnach].
    Úsáid paraiméadar [margin param] chun an bhearna idir an [Rialú] agus na himill a aimsiú.

en: Sets the [member position] to given [param position].
    If [param keep_offsets] is [code]true[/code], control's anchors will be updated instead of offsets.
ga: Socraíonn sé [suíomh na mball] go dtí an [suíomh param] tugtha.
    Má tá [param keep_offsets] [code]true[/code], déanfar ancairí an rialaitheora a nuashonrú in ionad fritháirimh.

en: Sets the size (see [member size]).
    If [param keep_offsets] is [code]true[/code], control's anchors will be updated instead of offsets.
ga: Socraíonn sé an méid (féach [méid na mball]).
    Má tá [param keep_offsets] [code]true[/code], déanfar ancairí an rialaitheora a nuashonrú in ionad fritháirimh.

en: Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member custom_minimum_size] directly calls this method automatically.
ga: Neamhbhailíonn sé an taisce méide sa nód seo agus i nóid tuismitheora suas go dtí an leibhéal is airde. Tá sé beartaithe é a úsáid le [method get_minimum_size] nuair a athraítear luach an aischuir. Glaonn an modh seo go huathoibríoch nuair a shocraítear [ball custom_minimum_size].

en: Moves the mouse cursor to [param position], relative to [member position] of this [Control].
    [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
ga: Bogtar an cúrsóir luiche go [suíomh param], i gcoibhneas le [suíomh na mball] den [Rialú] seo.
    [b] Nóta:[/b] ní thacaítear le [method warp_mouse] ach ar Windows, macOS agus Linux. Níl aon éifeacht aige ar Android, iOS agus Gréasáin.

en: Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
ga: Ancairí imeall bun an nód leis an mbunús, an t-ionad, nó deireadh a rialú tuismitheora. Athraíonn sé conas a nuashonraíonn an bunfhritháireamh nuair a bhogann an nód nó a athraíonn méid. Is féidir leat ceann de na tairisigh [enum Anchor] a úsáid mar áis.

en: Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
ga: Ancairí imeall clé an nód leis an mbunús, lár nó deireadh a rialú tuismitheora. Athraíonn sé conas a nuashonraíonn an fhritháireamh clé nuair a bhogann an nód nó nuair a athraíonn sé méid. Is féidir leat ceann de na tairisigh [enum Anchor] a úsáid mar áis.

en: Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
ga: Ancairí imeall ceart an nód leis an mbunús, lár nó deireadh a rialú tuismitheora. Athraíonn sé conas a nuashonraíonn an fritháireamh ceart nuair a bhogann an nód nó nuair a athraíonn sé méid. Is féidir leat ceann de na tairisigh [enum Anchor] a úsáid mar áis.

en: Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
ga: Ancairí imeall barr an nód leis an mbunús, lár nó deireadh a rialú tuismitheora. Athraíonn sé conas a nuashonraíonn an barrfhritháireamh nuair a bhogann an nód nó nuair a athraíonn sé méid. Is féidir leat ceann de na tairisigh [enum Anchor] a úsáid mar áis.

en: Use [member Node.auto_translate_mode] instead.
ga: Úsáid [member Node.auto_translate_mode] ina ionad sin.

en: Toggles if any text should automatically change to its translated version depending on the current locale.
ga: Scoránaigh má athraítear téacs ar bith go huathoibríoch go dtí an leagan aistrithe ag brath ar an logán reatha.

en: Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered and won't receive input.
ga: Cumasaítear ar cheart rindreáil leanaí atá bunaithe ar [CanvasItem] a ghearradh de réir dronuilleog an rialaitheora seo. Más [code]true[/code], ní rindreálfar codanna de leanbh a bheadh le feiceáil lasmuigh de dhronuilleog an rialaithe seo agus ní bhfaighidh siad ionchur.

en: The minimum size of the node's bounding rectangle. If you set it to a value greater than [code](0, 0)[/code], the node's bounding rectangle will always have at least this size. Note that [Control] nodes have their internal minimum size returned by [method get_minimum_size]. It depends on the control's contents, like text, textures, or style boxes. The actual minimum size is the maximum value of this property and the internal minimum size (see [method get_combined_minimum_size]).
ga: Íosmhéid dronuilleog teorann an nód. Má shocraíonn tú luach níos mó ná [code](0, 0)[/code] é, beidh an méid seo ar a laghad ag dronuilleog teorann an nóid i gcónaí. Tabhair faoi deara go bhfuil a n-íosmhéid inmheánach nóid [Rialú] ar ais ag [method get_minimum_size]. Braitheann sé ar ábhar an rialaithe, cosúil le téacs, uigeachtaí, nó boscaí stíle. Is é an t-íosmhéid iarbhír uasluach na maoine seo agus an t-íosmhéid inmheánach (féach [method get_combined_minimum_size]).

en: The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals.
ga: An modh rochtana fócais don rialú (Níl aon cheann, Cliceáil nó Uile). Ní féidir ach Rialú amháin a dhíriú ag an am céanna, agus gheobhaidh sé comharthaí méarchlár, gamepad agus luiche.

en: Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
ga: Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir an tsaighead síos ar an méarchlár nó síos ar gamepad de réir réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/ui_down] a chur in eagar. Caithfidh an nód a bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot fócas don [Rialú] is gaire do bhun an chinn seo.

en: Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
ga: Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir an tsaighead chlé ar an méarchlár nó má fhágtar ar gamepad de réir réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/ui_left] a chur in eagar. Caithfidh an nód a bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot fócas ar an [Rialú] is gaire ar thaobh na láimhe clé den cheann seo.

en: Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the right of this one.
ga: Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir an tsaighead dheas ar an méarchlár nó ar dheis ar gamepad de réir réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/ui_right] a chur in eagar. Caithfidh an nód a bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot fócas don [Rialú] is gaire don taobh dheis den cheann seo.

en: Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the top of this one.
ga: Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir an tsaighead uachtarach ar an méarchlár nó barr ar gamepad de réir réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/ui_up] a chur in eagar. Caithfidh an nód a bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot fócas don [Rialú] is gaire do bharr an ceann seo.

en: Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action.
    If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
ga: Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir [kbd]Tab[/kbd] ar mhéarchlár de réir réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/ui_focus_next] a chur in eagar.
    Mura bhfuil an mhaoin seo socraithe, roghnóidh Godot "buille faoi thuairim is fearr" bunaithe ar nóid máguaird sa chrann radharc.

en: Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action.
    If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
ga: Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir [kbd]Shift + Tab[/kbd] ar mhéarchlár de réir réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/ui_focus_prev] a chur in eagar.
    Mura bhfuil an mhaoin seo socraithe, roghnóidh Godot "buille faoi thuairim is fearr" bunaithe ar nóid máguaird sa chrann radharc.

en: The node's global position, relative to the world (usually to the [CanvasLayer]).
ga: Seasamh domhanda an nód, i gcoibhneas leis an domhan (go hiondúil leis an [CanvasLayer]).

en: Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
ga: Rialaíonn sé an treo ar an ais chothrománach inar cheart don rialú fás má athraítear a íosmhéid cothrománach chun a bheith níos mó ná a mhéid reatha, toisc go gcaithfidh an rialú a bheith ar a laghad ar a laghad i gcónaí.

en: Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
ga: Rialaíonn sé an treo ar an ais ingearach inar cheart don rialú fás má athraítear a íosmhéid ingearach le bheith níos mó ná a mhéid reatha, toisc go gcaithfidh an rialú a bheith ar a laghad ar a laghad i gcónaí.

en: If [code]true[/code], automatically converts code line numbers, list indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the numeral systems used in current locale.
    [b]Note:[/b] Numbers within the text are not automatically converted, it can be done manually, using [method TextServer.format_number].
ga: Má thiontaíonn [code]true[/code], go huathoibríoch uimhreacha líne chóid, liostaigh innéacsanna, luachanna [SpinBox] agus [ProgressBar] ón Araibis Thiar (0..9) go dtí na córais uimhriúla a úsáidtear sa locale reatha.
    [b]Nóta:[/b] Ní dhéantar uimhreacha laistigh den téacs a thiontú go huathoibríoch, is féidir é a dhéanamh de láimh, ag baint úsáide as [method TextServer.format_number].

en: The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
    [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
ga: Cruth an chúrsóra réamhshocraithe don rialú seo. Úsáideach le haghaidh breiseán Godot agus feidhmchláir nó cluichí a úsáideann cúrsóirí luiche an chórais.
    [b]Nóta:[/b] Ar Linux, féadfaidh cruthanna athrú ag brath ar théama cúrsóra an chórais.

en: Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
ga: Rialaíonn sé cé acu an mbeidh an rialtán in ann imeachtaí ionchuir cnaipe luiche a fháil trí [method _gui_input] agus conas ba cheart na himeachtaí seo a láimhseáil. Rialaíonn sé freisin an féidir leis an rialú na comharthaí [comhartha mouse_entered], agus [signal mouse_exited] a fháil. Féach ar na tairisigh le foghlaim cad a dhéanann gach ceann acu.

en: Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
    Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
ga: An t-achar idir imeall bun an nód agus a rialú tuismitheora, bunaithe ar [member anchor_bottom].
    Is minic a bhíonn fritháirimh á rialú ag nóid [Coimeádán] tuismitheora amháin nó iolrach, mar sin níor cheart duit iad a mhodhnú de láimh más leanbh díreach de [Coimeádán] é do nód. Nuashonraítear fritháirimh go huathoibríoch nuair a bhogann tú nó nuair a athraítear méid an nód.

en: Distance between the node's left edge and its parent control, based on [member anchor_left].
    Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
ga: An t-achar idir imeall clé an nód agus a rialú tuismitheora, bunaithe ar [member anchor_left].
    Is minic a bhíonn fritháirimh á rialú ag nóid [Coimeádán] tuismitheora amháin nó iolrach, mar sin níor cheart duit iad a mhodhnú de láimh más leanbh díreach de [Coimeádán] é do nód. Nuashonraítear fritháirimh go huathoibríoch nuair a bhogann tú nó nuair a athraítear méid an nód.

en: Distance between the node's right edge and its parent control, based on [member anchor_right].
    Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
ga: An t-achar idir imeall ceart an nód agus a rialú tuismitheora, bunaithe ar [member anchor_right].
    Is minic a bhíonn fritháirimh á rialú ag nóid [Coimeádán] tuismitheora amháin nó iolrach, mar sin níor cheart duit iad a mhodhnú de láimh más leanbh díreach de [Coimeádán] é do nód. Nuashonraítear fritháirimh go huathoibríoch nuair a bhogann tú nó nuair a athraítear méid an nód.

en: Distance between the node's top edge and its parent control, based on [member anchor_top].
    Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
ga: An t-achar idir imeall barr an nód agus a rialú tuismitheora, bunaithe ar [member anchor_top].
    Is minic a bhíonn fritháirimh á rialú ag nóid [Coimeádán] tuismitheora amháin nó iolrach, mar sin níor cheart duit iad a mhodhnú de láimh más leanbh díreach de [Coimeádán] é do nód. Nuashonraítear fritháirimh go huathoibríoch nuair a bhogann tú nó nuair a athraítear méid an nód.

en: By default, the node's pivot is its top-left corner. When you change its [member rotation] or [member scale], it will rotate or scale around this pivot. Set this property to [member size] / 2 to pivot around the Control's center.
ga: De réir réamhshocraithe, is é maighdeog an nód a chúinne uachtarach ar chlé. Nuair a athraíonn tú a [uainíocht ball] nó [scála na mball], rothóidh nó scála timpeall an mhaighdeog seo é. Socraigh an t-airí seo go [méid na mball] / 2 chun pivot timpeall lárionad an Rialaithe.

en: The node's position, relative to its containing node. It corresponds to the rectangle's top-left corner. The property is not affected by [member pivot_offset].
ga: Suíomh an nód, i gcoibhneas lena nód ina bhfuil. Freagraíonn sé le cúinne barr-chlé an dronuilleog. Níl tionchar ag [member pivot_offset] ar an maoin.

en: The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position.
    [b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
ga: Rothlú an nód timpeall a mhaighdeog, ina raidian. Féach ar [member pivot_offset] chun suíomh an mhaighdeog a athrú.
    [b]Nóta:[/b] Tá an t-airí seo curtha in eagar ag an gcigire i gcéimeanna. Más mian leat céimeanna a úsáid i script, úsáid [member rotation_degrees].

en: Helper property to access [member rotation] in degrees instead of radians.
ga: Airíonna cúntóir rochtain a fháil ar [uainíocht ball] i gcéimeanna in ionad raidian.

en: The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value.
    [b]Note:[/b] This property is mainly intended to be used for animation purposes. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
    [b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Control] [member scale] into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] (applies to the default project font only), or enabling [b]Multichannel Signed Distance Field[/b] in the import options of a DynamicFont for custom fonts. On system fonts, [member SystemFont.multichannel_signed_distance_field] can be enabled in the inspector.
    [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property.
ga: Scála an nód, i gcoibhneas lena [méid na mball]. Athraigh an t-airí seo chun an nód a scála timpeall ar a [member pivot_offset]. Déanfaidh [member tooltip_text] an Rialaithe scála de réir an luacha seo freisin.
    [b]Nóta:[/b] Tá an t-airí seo beartaithe go príomha le húsáid chun críocha beochana. Chun tacú le rúin iolracha i do thionscadal, bain úsáid as mód stráice cuí amhairc mar a thuairiscítear sa [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]doiciméadúchán[/url] in ionad na Rialuithe a scálaiú ina n-aonar.
    [b]Nóta:[/b] [ball FontFile.oversampling] ní chuireann [i][/i] [rialú] [scála ball] san áireamh. Ciallaíonn sé seo go mbeidh cuma doiléir nó picteilín ar chlónna giotánmap agus clónna dinimiciúla rasterized (neamh-MSDF) de bharr scálaithe suas/síos. Chun a chinntiú go bhfanann an téacs briosc beag beann ar scála, is féidir leat rindreáil cló MSDF a chumasú trí [member ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field] a chumasú (baineann leis an gcló réamhshocraithe tionscadail amháin), nó trí [b]Réimse Cianshínithe Ilchainéil[/b] a chumasú sna roghanna allmhairithe de DynamicFont le haghaidh clónna saincheaptha. Ar chlónna córais, is féidir [comhalta SystemFont.multichannel_signed_distance_field] a chumasú sa chigire.
    [b]Nóta:[/b] Más leanbh de nód [Coimeádán] é an nód Rialaithe, athshocrófar an scála go [code]Vector2(1, 1)[/code] nuair a mheandófar an radharc. Chun scála an Rialaithe a shocrú nuair a bheidh sé ar an toirt, fan ar fhráma amháin ag baint úsáide as [code]await get_tree().process_frame[/code] ansin socraigh a airí [scála ball].

en: The [Node] which must be a parent of the focused [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.
ga: An [Nóid] a chaithfidh a bheith ina thuismitheoir ar an [Rialú] dírithe chun an t-aicearra a chur i ngníomh. Más [code]null[/code], is féidir an t-aicearra a chur i ngníomh nuair a bhíonn aon rialú dírithe (aicearra domhanda). Ligeann sé seo nach nglacfar le haicearraí ach amháin nuair a bhíonn réimse áirithe den GUI dírithe ar an úsáideoir.

en: The size of the node's bounding rectangle, in the node's coordinate system. [Container] nodes update this property automatically.
ga: Méid dronuilleog teorann an nód, i gcóras comhordanáidí an nód. Déanann [Coimeádán] nóid an t-airí seo a nuashonrú go huathoibríoch.

en: Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use a combination of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
ga: Insíonn sé don tuismitheoir [Coimeádán] nóid conas ba chóir dóibh méid a athrú agus an nód a chur ar an ais X. Úsáid teaglaim de na tairisigh [enum SizeFlags] chun na bratacha a athrú. Féach ar na tairisigh le foghlaim cad a dhéanann gach ceann acu.

en: If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbor a ratio of 1, this node will take two thirds of the available space.
ga: Má úsáideann an nód agus ar a laghad duine amháin dá chomharsana an [SIZE_EXPAND leanúnach] bratach méid, beidh an tuismitheoir [Coimeádán] ligean dó a ghlacadh spás níos mó nó níos lú ag brath ar an maoin seo. Má tá cóimheas stráice de 2 ag an nód seo agus cóimheas 1 ag a chomharsa, tógfaidh an nód seo dhá thrian den spás atá ar fáil.

en: Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use a combination of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
ga: Insíonn sé don tuismitheoir [Coimeádán] nóid conas ba chóir dóibh méid a athrú agus an nód a chur ar an ais Y. Úsáid teaglaim de na tairisigh [enum SizeFlags] chun na bratacha a athrú. Féach ar na tairisigh le foghlaim cad a dhéanann gach ceann acu.

en: The [Theme] resource this node and all its [Control] and [Window] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority.
    [b]Note:[/b] [Window] styles will have no effect unless the window is embedded.
ga: An acmhainn [Téama] a úsáideann an nód seo agus a chuid leanaí [Control] agus [Fuinneog] go léir. Má tá a fhoireann acmhainní [Téama] féin ag nód linbh, déantar míreanna téama a chumasc le sainmhínithe an linbh a bhfuil tosaíocht níos airde acu.
    [b]Nóta:[/b] Ní bheidh aon éifeacht ag stíleanna [fuinneog] mura bhfuil an fhuinneog leabaithe.

en: The name of a theme type variation used by this [Control] to look up its own theme items. When empty, the class name of the node is used (e.g. [code skip-lint]Button[/code] for the [Button] control), as well as the class names of all parent classes (in order of inheritance).
    When set, this property gives the highest priority to the type of the specified name. This type can in turn extend another type, forming a dependency chain. See [method Theme.set_type_variation]. If the theme item cannot be found using this type or its base types, lookup falls back on the class names.
    [b]Note:[/b] To look up [Control]'s own items use various [code]get_theme_*[/code] methods without specifying [code]theme_type[/code].
    [b]Note:[/b] Theme items are looked for in the tree order, from branch to root, where each [Control] node is checked for its [member theme] property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last.
ga: Ainm athrú cineál téama a úsáideann an [Rialú] seo chun a míreanna téama féin a chuardach. Nuair a bhíonn sé folamh, úsáidtear ainm ranga an nód (m.sh. [code skip-lint]Button[/code] don rialú [Cnaipe]), chomh maith le hainmneacha ranga gach aicme tuismitheora (in ord oidhreachta).
    Nuair a bhíonn sé socraithe, tugann an mhaoin seo an tosaíocht is airde do chineál an ainm sonraithe. Is féidir leis an gcineál seo cineál eile a shíneadh, ag cruthú slabhra spleáchais. Féach ar [method Theme.set_type_variation]. Mura féidir an mhír téama a aimsiú ag baint úsáide as an gcineál seo nó a bhunchineálacha, titeann an cuardach siar ar ainmneacha na ranganna.
    [b]Nóta:[/b] Chun breathnú ar mhíreanna [Control] féin, bain úsáid as modhanna éagsúla [code] get_theme_ * [/code] gan [code]cineál téama[/code] a shonrú.
    [b]Nóta:[/b] Lorgaítear míreanna téama san ord crann, ó chraobh go dtí an fhréamh, áit a ndéantar gach nód [Rialú] a sheiceáil dá airí [balltéama]. Cuirtear an cluiche is luaithe in aghaidh aon chineál/ainm ranga ar ais. Déantar an Téama ar leibhéal an tionscadail agus an Téama réamhshocraithe a sheiceáil faoi dheireadh.

en: Emitted when the node gains focus.
ga: Astaítear nuair a fhaigheann an nód fócas.

en: Emitted when the node loses focus.
ga: Astaítear nuair a chailleann an nód fócas.

en: Emitted when the node receives an [InputEvent].
ga: Astaithe nuair a fhaigheann an nód [InputEvent].

en: Emitted when the node's minimum size changes.
ga: Astaítear nuair a athraíonn íosmhéid an nód.

en: Emitted when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not.
    [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the signal.
ga: Astaítear nuair a théann cúrsóir na luiche isteach i limistéar infheicthe an rialaitheora (nó aon rialú leanaí), nach bhfuil fágtha taobh thiar de Rialuithe nó Windows eile, ar choinníoll go ligeann a [member mouse_filter] don imeacht é a bhaint amach agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.
    [b]Nóta:[/b] níl aon tionchar ag [comhalta CanvasItem.z_index], cé acu Control a fhaigheann an comhartha.

en: Emitted when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not.
    [b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control receives the signal.
    [b]Note:[/b] If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this:
    [codeblock]
    func _on_mouse_exited():
        if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):
            # Not hovering over area.
    [/codeblock]
ga: Astaítear nuair a fhágann cúrsóir na luiche limistéar infheicthe an rialaithe (agus gach rialú leanaí), nach bhfuil fágtha taobh thiar de Rialuithe nó Windows eile, ar choinníoll go ligeann a [member mouse_filter] don imeacht é a bhaint amach agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.
    [b]Nóta:[/b] níl aon tionchar ag [comhalta CanvasItem.z_index], cé acu Control a fhaigheann an comhartha.
    [b]Nóta:[/b] Más mian leat a sheiceáil ar fhág an luch an limistéar i ndáiríre, gan aird a thabhairt ar aon nóid uachtaracha, is féidir leat cód mar seo a úsáid:
    [codeblock]
    func _on_luch_exited():
        mura bhfuil Rect2(Vector2(), méid).has_point(get_local_mouse_position()):
            # Gan a bheith ag foluain thar an limistéar.
    [/codeblock]

en: Emitted when the control changes size.
ga: Astaítear nuair a athraíonn an rialú méid.

en: Emitted when one of the size flags changes. See [member size_flags_horizontal] and [member size_flags_vertical].
ga: Astaítear nuair a athraíonn ceann de na bratacha méide. Féach ar [member size_flags_horizontal] agus [member size_flags_vertical].

en: Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent.
ga: Astaithe nuair a sheoltar an fógra [NOIFICATION_THEME_CHANGED] leanúnach.

en: The node cannot grab focus. Use with [member focus_mode].
ga: Ní féidir leis an nód fócas a tharraingt. Úsáid le [member focus_mode].

en: The node can only grab focus on mouse clicks. Use with [member focus_mode].
ga: Ní féidir leis an nód díriú ach ar cad a tharlaíonn nuair a luiche. Úsáid le [member focus_mode].

en: The node can grab focus on mouse click, using the arrows and the Tab keys on the keyboard, or using the D-pad buttons on a gamepad. Use with [member focus_mode].
ga: Is féidir leis an nód díriú ar chliceáil luiche, ag baint úsáide as na saigheada agus na heochracha Cluaisín ar an méarchlár, nó ag baint úsáide as na cnaipí D-pad ar gamepad. Úsáid le [member focus_mode].

en: Sent when the node changes size. Use [member size] to get the new size.
ga: Seolta nuair a athraíonn an nód méid. Úsáid [méid na mball] chun an méid nua a fháil.

en: Sent when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not.
    [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification.
    See also [constant NOTIFICATION_MOUSE_ENTER_SELF].
ga: Seolta nuair a théann cúrsóir na luiche isteach i limistéar infheicthe an rialaitheora (nó aon rialú leanaí), nach bhfuil fágtha taobh thiar de Rialuithe nó Windows eile, ar choinníoll go ligeann a [member mouse_filter] don imeacht é a bhaint amach agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.
    [b]Nóta:[/b] níl aon tionchar ag [comhalta CanvasItem.z_index] ar an Rialú a fhaigheann an fógra.
    Féach freisin [NOIFICATION_MOUSE_ENTER_SELF] leanúnach.

en: Sent when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not.
    [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification.
    See also [constant NOTIFICATION_MOUSE_EXIT_SELF].
ga: Seolta nuair a fhágann cúrsóir na luiche limistéar infheicthe an rialaitheora (agus gach rialú leanaí), nach bhfuil fágtha taobh thiar de Rialuithe nó Windows eile, ar choinníoll go ligeann a [member mouse_filter] don imeacht é a bhaint amach agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.
    [b]Nóta:[/b] níl aon tionchar ag [comhalta CanvasItem.z_index] ar an Rialú a fhaigheann an fógra.
    Féach freisin [ NOTIFICATION_MOUSE_EXIT_SELF leanúnach].

en: The reason this notification is sent may change in the future.
ga: Seans go dtiocfaidh athrú ar an gcúis a sheoltar an fógra seo amach anseo.

en: Sent when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not.
    [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification.
    See also [constant NOTIFICATION_MOUSE_ENTER].
ga: Seolta nuair a théann cúrsóir na luiche isteach i limistéar infheicthe an rialaitheora, nach bhfuil fágtha taobh thiar de Rialuithe nó Windows eile, ar choinníoll go ligeann a [member mouse_filter] don imeacht é a bhaint amach agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.
    [b]Nóta:[/b] níl aon tionchar ag [comhalta CanvasItem.z_index] ar an Rialú a fhaigheann an fógra.
    Féach freisin [NOIFICATION_MOUSE_ENTER leanúnach].

en: Sent when the mouse cursor leaves the control's visible area, that is not occluded behind other Controls or Windows, provided its [member mouse_filter] lets the event reach it and regardless if it's currently focused or not.
    [b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control receives the notification.
    See also [constant NOTIFICATION_MOUSE_EXIT].
ga: Seolta nuair a fhágann cúrsóir na luiche limistéar infheicthe an rialaitheora, nach bhfuil fágtha taobh thiar de Rialuithe nó Windows eile, ar choinníoll go ligeann a [member mouse_filter] don imeacht é a bhaint amach agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.
    [b]Nóta:[/b] níl aon tionchar ag [comhalta CanvasItem.z_index] ar an Rialú a fhaigheann an fógra.
    Féach freisin [NOIFICATION_MOUSE_EXIT leanúnach].

en: Sent when the node grabs focus.
ga: Seolta nuair a grabs an nód fócas.

en: Sent when the node loses focus.
ga: Seolta nuair a chailleann an nód fócas.

en: Sent when the node needs to refresh its theme items. This happens in one of the following cases:
    - The [member theme] property is changed on this node or any of its ancestors.
    - The [member theme_type_variation] property is changed on this node.
    - One of the node's theme property overrides is changed.
    - The node enters the scene tree.
    [b]Note:[/b] As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree.
    [b]Note:[/b] This notification is received alongside [constant Node.NOTIFICATION_ENTER_TREE], so if you are instantiating a scene, the child nodes will not be initialized yet. You can use it to setup theming for this node, child nodes created from script, or if you want to access child nodes added in the editor, make sure the node is ready using [method Node.is_node_ready].
    [codeblock]
    func _notification(what):
        if what == NOTIFICATION_THEME_CHANGED:
            if not is_node_ready():
                await ready # Wait until ready signal.
            $Label.add_theme_color_override("font_color", Color.YELLOW)
    [/codeblock]
ga: Seolta nuair is gá don nód a míreanna téama a athnuachan. Tarlaíonn sé seo i gceann de na cásanna seo a leanas:
    - Athraítear an mhaoin [ball téamaí] ar an nód seo nó ar aon cheann dá sinsir.
    - Athraítear an t-airí [member theme_type_variation] ar an nód seo.
    - Athraítear ceann de mhaoin téama an nód.
    - Téann an nód isteach sa chrann radhairc.
    [b]Nóta:[/b] Mar bharrfheabhsú, ní sheolfar an fógra seo ó athruithe a tharlaíonn agus an nód seo lasmuigh den chrann radhairc. Ina áit sin, is féidir gach ceann de na nuashonruithe míreanna téama a chur i bhfeidhm ag an am céanna nuair a théann an nód isteach sa chrann radharc.
    [b]Nóta:[/b] Faightear an fógra seo taobh le [Node.NOTIFICATION_ENTER_TREE leanúnach], mar sin má tá radharc á chur ar an toirt agat, ní dhéanfar na nóid linbh a thúsú go fóill. Is féidir leat é a úsáid chun téamaí a shocrú don nód seo, nóid linbh a cruthaíodh ón script, nó más mian leat rochtain a fháil ar nóid linbh a cuireadh leis san eagarthóir, cinntigh go bhfuil an nód réidh le [method Node.is_node_ready].
    [codeblock]
    feidhm _fhógra(cad):
        más rud é == NOTIFICATION_THEME_CHANGED:
            mura bhfuil_nód_réidh():
                fan réidh # Fan go dtí go mbeidh an comhartha réidh.
            $Label.add_theme_color_override("font_dath", Dath.YELLOW)
    [/codeblock]

en: Sent when this node is inside a [ScrollContainer] which has begun being scrolled when dragging the scrollable area [i]with a touch event[/i]. This notification is [i]not[/i] sent when scrolling by dragging the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/gamepad events.
    [b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web platforms when [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is enabled.
ga: Seolta nuair atá an nód seo taobh istigh de [ScrollCoimeádán] a bhfuil tús curtha leis á scrollú agus an limistéar inscrollaithe á tharraingt [i] le teagmhas tadhaill[/i]. [i]Ní [/i] an fógra seo a sheoladh agus tú ag scrollú tríd an scrollbharra a tharraingt, scrollaigh le roth na luiche nó scrollaigh le himeachtaí méarchláir/chluiche.
    [b]Nóta:[/b] Ní astaítear an comhartha seo ach ar Android nó iOS, nó ar ardáin deisce/gréasáin nuair atá [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] cumasaithe.

en: Sent when this node is inside a [ScrollContainer] which has stopped being scrolled when dragging the scrollable area [i]with a touch event[/i]. This notification is [i]not[/i] sent when scrolling by dragging the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/gamepad events.
    [b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web platforms when [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is enabled.
ga: Seolta nuair atá an nód seo taobh istigh de [ScrollCoimeádán] a stoptar de bheith scrollaithe nuair a tharraing tú an limistéar inscrollaithe [i] le teagmhas tadhaill[/i]. [i]Ní [/i] an fógra seo a sheoladh agus tú ag scrollú tríd an scrollbharra a tharraingt, scrollaigh le roth na luiche nó scrollaigh le himeachtaí méarchláir/chluiche.
    [b]Nóta:[/b] Ní astaítear an comhartha seo ach ar Android nó iOS, nó ar ardáin deisce/gréasáin nuair atá [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] cumasaithe.

en: Show the system's arrow mouse cursor when the user hovers the node. Use with [member mouse_default_cursor_shape].
ga: Taispeáin cúrsóir saigheada luiche an chórais nuair a aistríonn an t-úsáideoir an nód. Úsáid le [ball mouse_default_cursor_shape].

en: Show the system's I-beam mouse cursor when the user hovers the node. The I-beam pointer has a shape similar to "I". It tells the user they can highlight or insert text.
ga: Taispeáin cúrsóir luiche I-beam an chórais nuair a aistríonn an t-úsáideoir an nód. Tá cruth cosúil le "I" ar an bpointeoir I-beam. Insíonn sé don úsáideoir gur féidir leo téacs a aibhsiú nó a chur isteach.

en: Show the system's pointing hand mouse cursor when the user hovers the node.
ga: Taispeáin cúrsóir na luiche láimhe pointeála an chórais nuair a aistríonn an t-úsáideoir an nód.

en: Show the system's cross mouse cursor when the user hovers the node.
ga: Taispeáin cúrsóir crosluiche an chórais nuair a aistríonn an t-úsáideoir an nód.

en: Show the system's wait mouse cursor when the user hovers the node. Often an hourglass.
ga: Taispeáin cúrsóir luiche feithimh an chórais nuair a aistríonn an t-úsáideoir an nód. Go minic uair an chloig.

en: Show the system's busy mouse cursor when the user hovers the node. Often an arrow with a small hourglass.
ga: Taispeáin cúrsóir luiche gnóthach an chórais nuair a aistríonn an t-úsáideoir an nód. Go minic saighead le hourglass beag.

en: Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock.
ga: Taispeáin cúrsóir luiche tarraingthe an chórais, go minic dorn dúnta nó siombail croise, nuair a aistríonn an t-úsáideoir an nód. Insíonn sé don úsáideoir go bhfuil siad ag tarraingt earra faoi láthair, cosúil le nód i duga Radharc.

en: Show the system's drop mouse cursor when the user hovers the node. It can be an open hand. It tells the user they can drop an item they're currently grabbing, like a node in the Scene dock.
ga: Taispeáin cúrsóir luiche titim an chórais nuair a aistríonn an t-úsáideoir an nód. Is féidir é a bheith ina lámh oscailte. Insíonn sé don úsáideoir gur féidir leo rud a bhfuil siad ag gabháil dó faoi láthair a scaoileadh, cosúil le nód i duga Radharc na Radharc.

en: Show the system's forbidden mouse cursor when the user hovers the node. Often a crossed circle.
ga: Taispeáin cúrsóir luiche toirmiscthe an chórais nuair a aistríonn an t-úsáideoir an nód. Go minic ciorcal trasna.

en: Show the system's vertical resize mouse cursor when the user hovers the node. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.
ga: Taispeáin cúrsóir luch ceartingearach an chórais nuair a aistríonn an t-úsáideoir an nód. Saighead ingearach le ceann dúbailte. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go hingearach.

en: Show the system's horizontal resize mouse cursor when the user hovers the node. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
ga: Taispeáin cúrsóir luch athmhéadaigh cothrománach an chórais nuair a aistríonn an t-úsáideoir an nód. Saighead chothrománach le ceann dúbailte. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go cothrománach.

en: Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
ga: Taispeáin cúrsóir luiche athmhéadaigh fuinneog an chórais nuair a aistríonn an t-úsáideoir an nód. Is saighead ceann dúbailte é an cúrsóir a théann ón mbun ar chlé go dtí an barr ar dheis. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go cothrománach agus go hingearach.

en: Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel both horizontally and vertically.
ga: Taispeáin cúrsóir luiche athmhéadaigh fuinneog an chórais nuair a aistríonn an t-úsáideoir an nód. Is saighead ceann dúbailte é an cúrsóir a théann ón mbarr ar chlé go dtí an bun ar dheis, a mhalairt de [CURSOR_BDIAGSIZE seasmhach]. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go cothrománach agus go hingearach.

en: Show the system's move mouse cursor when the user hovers the node. It shows 2 double-headed arrows at a 90 degree angle. It tells the user they can move a UI element freely.
ga: Taispeáin cúrsóir gluaiseachta luiche an chórais nuair a aistríonn an t-úsáideoir an nód. Taispeánann sé 2 saighead ceann dúbailte ag uillinn 90 céim. Insíonn sé don úsáideoir gur féidir leo eilimint Chomhéadain a bhogadh faoi shaoirse.

en: Show the system's vertical split mouse cursor when the user hovers the node. On Windows, it's the same as [constant CURSOR_VSIZE].
ga: Taispeáin cúrsóir luiche scoilte ingearach an chórais nuair a aistríonn an t-úsáideoir an nód. Ar Windows, tá sé mar an gcéanna le [CURSOR_VSIZE tairiseach].

en: Show the system's horizontal split mouse cursor when the user hovers the node. On Windows, it's the same as [constant CURSOR_HSIZE].
ga: Taispeáin cúrsóir luiche scoilte cothrománach an chórais nuair a aistríonn an t-úsáideoir an nód. Ar Windows, tá sé mar an gcéanna le [CURSOR_HSIZE tairiseach].

en: Show the system's help mouse cursor when the user hovers the node, a question mark.
ga: Taispeáin cúrsóir luiche cabhrach an chórais nuair a aistríonn an t-úsáideoir an nód, comhartha ceiste.

en: Snap all 4 anchors to the top-left of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire ar an mbarr ar chlé de theorainneacha an rialaitheora tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the top-right of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire ar an mbarr ar dheis de theorainneacha an rialaitheora tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the bottom-left of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go dtí an bun ar chlé de theorainneacha an rialaitheora tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the bottom-right of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go dtí an bun ar dheis de theorainneacha an rialaitheora tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the center of the left edge of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir go lár an chiumhais chlé de theorainneacha an rialaithe tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the center of the top edge of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir go lár imeall barr theorainneacha an rialaithe tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the center of the right edge of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir go lár an chiumhais dheis de theorainneacha an rialaithe tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the center of the bottom edge of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir go lár an chiumhais íochtair de theorainneacha an rialaithe tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the center of the parent control's bounds. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir go lár theorainneacha an rialaithe tuismitheora. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the left edge of the parent control. The left offset becomes relative to the left edge and the top offset relative to the top left corner of the node's parent. Use with [method set_anchors_preset].
ga: Léim na 4 ancaire go léir ar imeall clé an rialaithe tuismitheora. Éiríonn an fhritháireamh clé i gcoibhneas leis an imeall clé agus an fhritháireamh barr i gcoibhneas leis an gcúinne uachtarach ar chlé de thuismitheoir an nód. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the top edge of the parent control. The left offset becomes relative to the top left corner, the top offset relative to the top edge, and the right offset relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire ar fad go dtí imeall barr an rialaithe tuismitheora. Éiríonn an fhritháireamh clé i gcoibhneas leis an gcúinne uachtarach ar chlé, an fhritháireamh barr i gcoibhneas leis an imeall barr, agus an fhritháireamh ceart i gcoibhneas leis an gcúinne uachtarach ar dheis de thuismitheoir an nód. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the right edge of the parent control. The right offset becomes relative to the right edge and the top offset relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir ar imeall ceart an rialaithe tuismitheora. Éiríonn an fhritháireamh ceart i gcoibhneas leis an imeall ceart agus an fhritháireamh barr i gcoibhneas leis an gcúinne uachtarach ar dheis de thuismitheoir an nód. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the bottom edge of the parent control. The left offset becomes relative to the bottom left corner, the bottom offset relative to the bottom edge, and the right offset relative to the bottom right corner of the node's parent. Use with [method set_anchors_preset].
ga: Léim na 4 ancaire ar fad go dtí imeall bun an rialaithe tuismitheora. Éiríonn an fhritháireamh ar chlé i gcoibhneas leis an gcúinne bun ar chlé, an fhritháireamh bun i gcoibhneas leis an imeall bun, agus an fhritháireamh ceart i gcoibhneas leis an gcúinne ag bun ar dheis tuismitheoir an nód. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to a vertical line that cuts the parent control in half. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir go dtí líne ingearach a ghearrann an rialú tuismitheora ina dhá leath. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire go léir go dtí líne chothrománach a ghearrann an rialú tuismitheora ina dhá leath. Úsáid le [method set_anchors_preset].

en: Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the [Control] will fit its parent control. Use with [method set_anchors_preset].
ga: Snap na 4 ancaire ar fad chuig coirnéil an rialaithe tuismitheora faoi seach. Socraigh na 4 fhritháireamh go 0 tar éis duit an réamhshocrú seo a chur i bhfeidhm agus feisteoidh an [Rialú] a rialú tuismitheora. Úsáid le [method set_anchors_preset].

en: The control will be resized to its minimum size.
ga: Déanfar an rialú a athrú go dtí a íosmhéid.

en: The control's width will not change.
ga: Ní athróidh leithead an rialaithe.

en: The control's height will not change.
ga: Ní athróidh airde an rialaithe.

en: The control's size will not change.
ga: Ní athróidh méid an rialaitheora.

en: Tells the parent [Container] to align the node with its start, either the top or the left edge. It is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but can be used with [constant SIZE_EXPAND] in some containers. Use with [member size_flags_horizontal] and [member size_flags_vertical].
    [b]Note:[/b] Setting this flag is equal to not having any size flags.
ga: Insíonn sé don tuismitheoir [Coimeádán] an nód a ailíniú lena thús, bíodh sé ar an mbarr nó ar an imeall clé. Tá sé comheisiatach le [SIZE_FILL leanúnach] agus bratacha eile de mhéid Laghdaigh, ach is féidir é a úsáid le [SIZE_EXPAND leanúnach] i gcoimeádáin áirithe. Úsáid le [member size_flags_horizontal] agus [member size_flags_vertical].
    [b]Nóta:[/b] Is ionann socrú na brataí seo agus gan bratacha ar aon mhéid.

en: Tells the parent [Container] to expand the bounds of this node to fill all the available space without pushing any other node. It is mutually exclusive with shrink size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical].
ga: Insíonn sé don tuismitheoir [Coimeádán] teorainneacha an nód seo a leathnú chun an spás go léir atá ar fáil a líonadh gan aon nód eile a bhrú. Tá sé comheisiatach le bratacha méid Laghdaigh. Úsáid le [member size_flags_horizontal] agus [member size_flags_vertical].

en: Tells the parent [Container] to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they'll share the space based on their stretch ratio. See [member size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and [member size_flags_vertical].
ga: Insíonn sé don tuismitheoir [Coimeádán] ligean don nód seo an spás go léir atá ar fáil ar an ais a bhrataíonn tú a ghlacadh. Má tá nóid chomharsanachta iolracha le leathnú, roinnfidh siad an spás bunaithe ar a gcóimheas stráice. Féach ar [member size_flags_stretch_ratio]. Úsáid le [member size_flags_horizontal] agus [member size_flags_vertical].

en: Sets the node's size flags to both fill and expand. See [constant SIZE_FILL] and [constant SIZE_EXPAND] for more information.
ga: Socraíonn sé bratacha méid an nód a líonadh agus a leathnú. Féach ar [SIZE_FILL leanúnach] agus [SIZE_EXPAND leanúnach] le haghaidh tuilleadh faisnéise.

en: Tells the parent [Container] to center the node in the available space. It is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but can be used with [constant SIZE_EXPAND] in some containers. Use with [member size_flags_horizontal] and [member size_flags_vertical].
ga: Insíonn sé don tuismitheoir [Coimeádán] an nód a lárú sa spás atá ar fáil. Tá sé comheisiatach le [SIZE_FILL leanúnach] agus bratacha eile de mhéid Laghdaigh, ach is féidir é a úsáid le [SIZE_EXPAND leanúnach] i gcoimeádáin áirithe. Úsáid le [member size_flags_horizontal] agus [member size_flags_vertical].

en: Tells the parent [Container] to align the node with its end, either the bottom or the right edge. It is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but can be used with [constant SIZE_EXPAND] in some containers. Use with [member size_flags_horizontal] and [member size_flags_vertical].
ga: Insíonn sé don tuismitheoir [Coimeádán] an nód a ailíniú lena fhoirceann, an bun nó an imeall ar dheis. Tá sé comheisiatach le [SIZE_FILL leanúnach] agus bratacha eile de mhéid Laghdaigh, ach is féidir é a úsáid le [SIZE_EXPAND leanúnach] i gcoimeádáin áirithe. Úsáid le [member size_flags_horizontal] agus [member size_flags_vertical].

en: The control will grow to the left or top to make up if its minimum size is changed to be greater than its current size on the respective axis.
ga: Fásfaidh an rialú ar chlé nó ar bharr chun a dhéanamh suas má athraítear a íosmhéid chun a bheith níos mó ná a mhéid reatha ar an ais faoi seach.

en: The control will grow to the right or bottom to make up if its minimum size is changed to be greater than its current size on the respective axis.
ga: Fásfaidh an rialú ar dheis nó ar an mbun le déanamh suas má athraítear a íosmhéid le bheith níos mó ná a mhéid reatha ar an ais faoi seach.

en: The control will grow in both directions equally to make up if its minimum size is changed to be greater than its current size.
ga: Fásfaidh an rialú sa dá threo go cothrom le déanamh suas má athraítear a íosmhéid le bheith níos mó ná a mhéid reatha.

en: Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/code], in the top left. Use it with one of the [code]anchor_*[/code] member variables, like [member anchor_left]. To change all 4 anchors at once, use [method set_anchors_preset].
ga: Snasann sé ceann de na 4 thaobh ancaire de bhunadh [code]Rect[/code] an nód, sa bharr ar chlé. Úsáid é le ceann de na hathróga ball [code] anchor_*[/code], amhail [member anchor_left]. Chun na 4 ancaire go léir a athrú ag an am céanna, úsáid [method set_anchors_preset].

en: Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], in the bottom right. Use it with one of the [code]anchor_*[/code] member variables, like [member anchor_left]. To change all 4 anchors at once, use [method set_anchors_preset].
ga: Snasnaíonn sé ceann de na 4 thaobh ancaire go dtí deireadh [code]Rect[/code] an nód, sa bhun ar dheis. Úsáid é le ceann de na hathróga ball [code] anchor_*[/code], amhail [member anchor_left]. Chun na 4 ancaire go léir a athrú ag an am céanna, úsáid [method set_anchors_preset].

en: Automatic layout direction, determined from the parent control layout direction.
ga: Treo leagan amach uathoibríoch, arna chinneadh ó threoir leagan amach an rialaithe tuismitheora.

en: Left-to-right layout direction.
ga: Treo leagan amach ó chlé go deas.

en: Right-to-left layout direction.
ga: Treo leagan amach ó dheas go clé.

en: Text writing direction is the same as layout direction.
ga: Tá treo scríbhneoireachta téacs mar an gcéanna leis an treo leagan amach.

en: Automatic text writing direction, determined from the current locale and text content.
ga: Treo uathoibríoch scríofa téacs, arna chinneadh ón locale reatha agus ábhar an téacs.

en: Left-to-right text writing direction.
ga: Treo ó chlé go deas scríobh téacs.

en: Right-to-left text writing direction.
ga: Treo scríbhneoireachta téacs ó dheas go clé.

en: A 2D convex polygon shape used for physics collision.
ga: Cruth polagán dronnach 2T a úsáidtear le haghaidh imbhualadh san fhisic.

en: A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [constant CollisionPolygon2D.BUILD_SOLIDS] mode.
    [ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions from objects that are fully inside it, unlike [ConcavePolygonShape2D] which is hollow. This makes it more suitable for both detection and physics.
    [b]Convex decomposition:[/b] A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several [ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in [constant CollisionPolygon2D.BUILD_SOLIDS] mode. To generate a collision polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].
    [b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
ga: Cruth polagán dronnach 2D, atá beartaithe le húsáid san fhisic. Úsáidtear go hinmheánach i [CollisionPolygon2D] nuair atá sé i mód [ConstantPolygon2D.BUILD_SOLIDS].
    Tá [DronnachPolygonShape2D] [i]soladach[/i], rud a chiallaíonn go n-aimsíonn sé imbhuailtí ó réada atá go hiomlán istigh ann, murab ionann agus [ConcavePolygonShape2D] atá log. Déanann sé seo níos oiriúnaí do bhrath agus don fhisic araon.
    [b]Dianscaoileadh dronnach:[/b] Is féidir polagán cuasach a roinnt ina roinnt polagán dronnach. Ligeann sé seo do chomhlachtaí fisice dinimiciúla imbhuailtí cuasach casta a bheith acu (ar chostas feidhmíochta) agus is féidir é a bhaint amach trí roinnt nóid [ConvexPolygonShape2D] a úsáid nó tríd an nód [CollisionPolygon2D] a úsáid i mód [ConstantPolygon2D.BUILD_SOLIDS]. Chun polagán imbhuailte a ghiniúint ó sprite, roghnaigh an nód [Sprite2D], téigh go dtí an roghchlár [b]Sprite2D[/b] atá os cionn an amhairc, agus roghnaigh [b]Cruthaigh Polygon2D Sibling[/b].
    [b]Feidhmíocht:[/b] Tá [ConvexPolygonShape2D] níos tapúla chun imbhuailtí a sheiceáil i gcomparáid le [ConcavePolygonShape2D], ach tá sé níos moille ná cruthanna imbhuailte primitive ar nós [CircleShape2D] agus [RectangleShape2D]. Ba cheart a úsáid a theorannú go ginearálta do réada meánmhéide nach féidir a n-imbhualadh a léiriú go cruinn le cruthanna primitive.

en: Based on the set of points provided, this assigns the [member points] property using the convex hull algorithm, removing all unneeded points. See [method Geometry2D.convex_hull] for details.
ga: Bunaithe ar an tsraith pointí a chuirtear ar fáil, sannann sé seo an t-airí [ballphointí] ag baint úsáide as an algartam cabhlach dronnach, ag baint na pointí go léir nach bhfuil ag teastáil. Féach ar [method Geometry2D.convex_hull] le haghaidh sonraí.

en: The polygon's list of vertices that form a convex hull. Can be in either clockwise or counterclockwise order.
    [b]Warning:[/b] Only set this property to a list of points that actually form a convex hull. Use [method set_point_cloud] to generate the convex hull of an arbitrary set of points.
ga: Liosta an pholagáin de rinn a dhéanann cabhlach dronnach. Is féidir leis a bheith in ord deiseal nó tuathalach.
    [b]Rabhadh:[/b] Ná cuir an t-airí seo ach ar liosta pointí a chruthaíonn cabhlach dronnach. Úsáid [method set_point_cloud] chun an chabhail dronnach de thacar pointí treallach a ghiniúint.

en: A 3D convex polyhedron shape used for physics collision.
ga: Cruth polyhedron dronnach 3D a úsáidtear le haghaidh imbhualadh san fhisic.

en: A 3D convex polyhedron shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
    [ConvexPolygonShape3D] is [i]solid[/i], which means it detects collisions from objects that are fully inside it, unlike [ConcavePolygonShape3D] which is hollow. This makes it more suitable for both detection and physics.
    [b]Convex decomposition:[/b] A concave polyhedron can be split up into several convex polyhedra. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several [ConvexPolygonShape3D] nodes. To generate a convex decomposition from a mesh, select the [MeshInstance3D] node, go to the [b]Mesh[/b] menu that appears above the viewport, and choose [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time.
    [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] and [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
ga: Cruth polyhedron dronnach 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape3D].
    Is [i]soladach[/i] é [DronnachPolygonShape3D], rud a chiallaíonn go n-aimsíonn sé imbhuailtí ó réada atá go hiomlán istigh ann, murab ionann agus [ConcavePolygonShape3D] atá log. Déanann sé seo níos oiriúnaí do bhrath agus don fhisic araon.
    [b]Dianscaoileadh dronnach:[/b] Is féidir polyhedron cuasach a roinnt ina roinnt polaihéadra dronnach. Ligeann sé seo do chomhlachtaí fisice dinimiciúla imbhuailtí cuasach casta a bheith acu (ar chostas feidhmíochta) agus is féidir é a bhaint amach trí roinnt nóid [ConvexPolygonShape3D] a úsáid. Chun dianscaoileadh dronnach a ghiniúint ó mhogalra, roghnaigh an nód [MeshInstance3D], téigh go dtí an roghchlár [b]Mogalra[/b] atá le feiceáil os cionn an amhairc, agus roghnaigh [b]Cruthaigh Siblíní Imbhuailte Iomadúla Dronnach[/b]. Mar mhalairt air sin, is féidir [method MeshInstance3D.create_multiple_convex_collisions] a ghlaoch i script chun an dianscaoileadh seo a dhéanamh ag am rite.
    [b]Tá feidhmíocht:[/b] [ConvexPolygonShape3D] níos tapúla chun imbhuailtí a sheiceáil i gcomparáid le [ConcavePolygonShape3D], ach tá sé níos moille ná cruthanna imbhuailte primitive mar [SphereShape3D] agus [BoxShape3D]. Ba cheart a úsáid a theorannú go ginearálta do réada meánmhéide nach féidir a n-imbhualadh a léiriú go cruinn le cruthanna primitive.

en: The list of 3D points forming the convex polygon shape.
ga: Liosta de na pointí 3T a fhoirmíonn an cruth polagán dronnach.

en: A CPU-based 2D particle emitter.
ga: Astaitheoir cáithníní 2D atá bunaithe ar LAP.

en: CPU-based 2D particle node used to create a variety of particle systems and effects.
    See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
ga: Nód na gcáithníní 2D bunaithe ar LAP a úsáidtear chun éagsúlacht córas agus éifeachtaí cáithníní a chruthú.
    Féach freisin [GPUParticles2D], a sholáthraíonn an fheidhmiúlacht chéanna le luasghéarú crua-earraí, ach seans nach n-imeoidh sé ar ghléasanna níos sine.

en: Particle systems (2D)
ga: Córais cháithníní (2D)

en: Sets this node's properties to match a given [GPUParticles2D] node with an assigned [ParticleProcessMaterial].
ga: Socraíonn sé airíonna an nód seo chun nód áirithe [GPUParticles2D] a mheaitseáil le [ParticleProcessMaterial] sannta.

en: Returns the [Curve] of the parameter specified by [enum Parameter].
ga: Filleann sé [Cuar] an pharaiméadar atá sonraithe ag [enum Parameter].

en: Returns the maximum value range for the given parameter.
ga: Filleann sé an raon uasluachanna don pharaiméadar tugtha.

en: Returns the minimum value range for the given parameter.
ga: Filleann sé an raon íosluacha don pharaiméadar tugtha.

en: Returns the enabled state of the given particle flag (see [enum ParticleFlags] for options).
ga: Filleann sé staid chumasaithe bhratach na gcáithníní tugtha (féach [enum ParticleFlags] le haghaidh roghanna).

en: Sets the maximum value for the given parameter.
ga: Socraíonn sé an t-uasluach don pharaiméadar tugtha.

en: Sets the minimum value for the given parameter.
ga: Socraíonn sé an t-íosluach don pharaiméadar tugtha.

en: Enables or disables the given flag (see [enum ParticleFlags] for options).
ga: Cumasaíonn nó díchumasaítear an bhratach a thugtar (féach [enum ParticleFlags] le haghaidh roghanna).

en: Number of particles emitted in one emission cycle.
ga: Líon na gcáithníní a astaítear in aon timthriall astaíochta amháin.

en: Maximum initial rotation applied to each particle, in degrees.
ga: Rothlú tosaigh uasta a chuirtear i bhfeidhm ar gach cáithnín, i gcéimeanna.

en: Minimum equivalent of [member angle_max].
ga: Coibhéis íosta de [ball angle_max].

en: Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
ga: Uastreoluas uilleach tosaigh (luas rothlaithe) a chuirtear i bhfeidhm ar gach cáithnín i [i]céimeanna[/i] in aghaidh an tsoicind.

en: Minimum equivalent of [member angular_velocity_max].
ga: Coibhéis íosta de [member angular_velocity_max].

en: Maximum animation offset that corresponds to frame index in the texture. [code]0[/code] is the first frame, [code]1[/code] is the last one. See [member CanvasItemMaterial.particles_animation].
ga: Fritháireamh beochan uasta a fhreagraíonn don innéacs fráma san uigeacht. Is é [code]0[/code] an chéad fhráma, is é [code]1[/code] an ceann deireanach. Féach [comhalta CanvasItemMaterial.particles_animation].

en: Minimum equivalent of [member anim_offset_max].
ga: Coibhéis íosta de [comhalta anim_offset_max].

en: Maximum particle animation speed. Animation speed of [code]1[/code] means that the particles will make full [code]0[/code] to [code]1[/code] offset cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.
    With animation speed greater than [code]1[/code], remember to enable [member CanvasItemMaterial.particles_anim_loop] property if you want the animation to repeat.
ga: Luas uasta beochan na gcáithníní. Ciallaíonn luas beochana de [code]1[/code] go ndéanfaidh na cáithníní timthriall fritháirimh [code]0[/code] iomlán go [code]1[/code] le linn an tsaoil, ciallaíonn [code]2[/code]modh [code]2[/code] thimthriall etc.
    Agus luas beochana níos mó ná [code]1[/code] agat, cuimhnigh an t-airí [member CanvasItemMaterial.particles_anim_loop] a chumasú más mian leat an bheochan a athdhéanamh.

en: Minimum equivalent of [member anim_speed_max].
ga: Coibhéis íosta [comhalta anim_speed_max].

en: Each particle's initial color. If [member texture] is defined, it will be multiplied by this color.
ga: Dath tosaigh gach cáithnín. Má shainmhínítear [uigeacht bhall], déanfar é a iolrú faoin dath seo.

en: The maximum rate at which particles lose velocity. For example value of [code]100[/code] means that the particle will go from [code]100[/code] velocity to [code]0[/code] in [code]1[/code] second.
ga: An ráta uasta ag a gcailleann cáithníní treoluas. Mar shampla ciallaíonn luach [code]100[/code] go rachaidh an cáithnín ó threoluas [code]100[/code] go [code]0[/code] sa [code]1[/code] soicind.

en: Minimum equivalent of [member damping_max].
ga: Coibhéis íosta de [ball damping_max].

en: Unit vector specifying the particles' emission direction.
ga: Veicteoir aonaid a shonraíonn treo astaithe na gcáithníní.

en: Particle draw order. Uses [enum DrawOrder] values.
ga: Ordú tarraingt cáithníní. Úsáideann [enum DrawOrder] luachanna.

en: Sets the [Color]s to modulate particles by when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
ga: Socraíonn sé na [Color]anna chun cáithníní a mhodhnú trí [EMISSION_SHAPE_POINTS leanúnach] nó [EMISSION_SHAPE_DIRECTED_POINTS] a úsáid.

en: Sets the direction the particles will be emitted in when using [constant EMISSION_SHAPE_DIRECTED_POINTS].
ga: Socraíonn sé an treo ina n-astaitheófar na cáithníní agus [EMISSION_SHAPE_DIRECTED_POINTS leanúnach] in úsáid.

en: Sets the initial positions to spawn particles when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
ga: Socraítear na suíomhanna tosaigh chun cáithníní a sceitheadh nuair a bhíonn [EMISSION_SHAPE_POINTS leanúnach] nó [EMISSION_SHAPE_DIRECTED_POINTS] in úsáid.

en: The rectangle's extents if [member emission_shape] is set to [constant EMISSION_SHAPE_RECTANGLE].
ga: Méid na dronuilleoige má tá [member emission_shape] socraithe go [EMISSION_SHAPE_REECTANGLE].

en: Particles will be emitted inside this region. See [enum EmissionShape] for possible values.
ga: Astófar cáithníní laistigh den réigiún seo. Féach [enum EmissionShape] le haghaidh luachanna féideartha.

en: The sphere's radius if [member emission_shape] is set to [constant EMISSION_SHAPE_SPHERE].
ga: Ga an sféir má tá [ball emission_shape] socraithe go dtí [EMISSION_SHAPE_SPHERE leanúnach].

en: If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
ga: Más [code]true[/code], tá cáithníní á n-astú. is féidir [astú ball] a úsáid chun cáithníní a thosú agus a stopadh ó astú. Mar sin féin, más rud é [code] true[/code] [member one_shot] ní atosóidh socrú [ball astaithe] go [code] true[/code] an timthriall astaíochta go dtí go gcríochnóidh gach cáithnín gníomhach a phróiseáil. Is féidir leat an [signal finished] a úsáid chun fógra a thabhairt duit nuair a chríochnaíonn gach cáithnín gníomhach próiseáil.

en: How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
ga: Cé chomh tapa agus a astaítear cáithníní i dtimthriall astaithe. Más mó ná [code]0[/code], beidh bearna sna hastaíochtaí sula gcuirfear tús leis an gcéad timthriall eile.

en: The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
ga: Socraítear ráta fráma an chórais cháithníneach ar luach. Mar shampla, má athraítear an luach go 2, beidh rindreáil na gcáithníní ag 2 fhráma in aghaidh an tsoicind. Tabhair faoi deara nach gcuireann sé seo moill ar insamhladh chóras na gcáithníní féin.

en: If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
ga: Más rud é go bhfuil [code]true[/code], ríomhtar codánach deilt mar thoradh air a mbíonn éifeacht taispeána cáithníní níos míne aige.

en: Gravity applied to every particle.
ga: Domhantarraingt i bhfeidhm ar gach cáithnín.

en: Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
ga: An t-uasathrú lí tosaigh i bhfeidhm ar gach cáithnín. Athróidh sé dath na gcáithníní.

en: Minimum equivalent of [member hue_variation_max].
ga: Coibhéis íosta [comhalta hue_variation_max].

en: Maximum initial velocity magnitude for each particle. Direction comes from [member direction] and [member spread].
ga: Uasmhéid treoluas tosaigh do gach cáithnín. Tagann an treo ó [treo na mball] agus [leathadh ball].

en: Minimum equivalent of [member initial_velocity_max].
ga: Coibhéis íosta de [comhalta tosaigh_velocity_max].

en: Amount of time each particle will exist.
ga: An méid ama a bheidh gach cáithnín ann.

en: Particle lifetime randomness ratio.
ga: Cóimheas randamacht saoil na gcáithníní.

en: Maximum linear acceleration applied to each particle in the direction of motion.
ga: Luasghéarú líneach uasta a chuirtear i bhfeidhm ar gach cáithnín sa treo gluaisne.

en: Minimum equivalent of [member linear_accel_max].
ga: Coibhéis íosta de [comhalta linear_accel_max].

en: If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated.
ga: Más [code]true[/code], úsáideann cáithníní spás comhordanáidí an mháthair-nóid (ar a dtugtar comhordanáidí áitiúla). Cuirfidh sé seo faoi deara go mbeidh cáithníní ag gluaiseacht agus ag rothlú feadh an nód [CPUParticles2D] (agus a thuismitheoirí) nuair a bhogtar nó nuair a rothlaíonn sé. Más [code]bréagach[/code], úsáideann cáithníní comhordanáidí domhanda; ní ghluaisfidh nó ní rothlóidh siad feadh an nód [CPUParticles2D] (agus a thuismitheoirí) nuair a bhogtar nó nuair a rothlaíonn sé.

en: If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
ga: Más [code]true[/code], ní tharlaíonn ach timthriall astaíochta amháin. Má shocraítear [code]true[/code] le linn timthrialla, stopfar astú ag deireadh an timthrialla.

en: Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
ga: Uastreoluas fithise a chuirtear i bhfeidhm ar gach cáithnín. Déanann sé na cáithníní ciorcal timpeall ar an mbunús. Sonraithe i líon na n-uainíochtaí iomlána timpeall an tionscnaimh in aghaidh an tsoicind.

en: Minimum equivalent of [member orbit_velocity_max].
ga: Coibhéis íosta [comhalta orbit_velocity_max].

en: Align Y axis of particle with the direction of its velocity.
ga: Ailínigh ais Y an cháithnín le treo a threoluas.

en: Particle system starts as if it had already run for this many seconds.
ga: Tosaíonn córas na gcáithníní amhail is dá mbeadh sé ar siúl cheana féin ar feadh an iliomad soicind seo.

en: Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
ga: Uas-luasghéarú gathacha a chuirtear i bhfeidhm ar gach cáithnín. A dhéanann cáithnín dlús a chur amach as an mbunús nó i dtreo sé má diúltach.

en: Minimum equivalent of [member radial_accel_max].
ga: Coibhéis íosta de [ball radial_accel_max].

en: Emission lifetime randomness ratio.
ga: Cóimheas randamacht saoil astaíochta.

en: Maximum initial scale applied to each particle.
ga: Scála tosaigh uasta a chuirtear i bhfeidhm ar gach cáithnín.

en: Minimum equivalent of [member scale_amount_max].
ga: Coibhéis íosta de [member scale_amount_max].

en: Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
ga: Cóimheas scálaithe luas reatha an chórais cháithníní. Is féidir luach [code]0[/code] a úsáid chun na cáithníní a chur ar sos.

en: If [code]true[/code], the scale curve will be split into x and y components. See [member scale_curve_x] and [member scale_curve_y].
ga: Más [code]true[/code], roinnfear cuar an scála i gcomhpháirteanna x agus y. Féach [member scale_curve_x] agus [member scale_curve_y].

en: Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
ga: Raon treo tosaigh gach cáithnín ó [code] + scaipthe[/code] go céimeanna [code]-scaipthe[/code].

en: Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
ga: Luasghéarú tadhlaíoch uasta a chuirtear i bhfeidhm ar gach cáithnín. Tá luasghéarú tadhlaíoch ingearach le treoluas na gcáithníní, rud a thugann gluaisne guairneáin do na cáithníní.

en: Minimum equivalent of [member tangential_accel_max].
ga: Coibhéis íosta [comhalta tangential_accel_max].

en: Particle texture. If [code]null[/code], particles will be squares.
ga: Uigeacht na gcáithníní. Más [code]null[/code], cearnóga a bheidh sna cáithníní.

en: Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
ga: Astaítear nuair a bhíonn próiseáil críochnaithe ag na cáithníní gníomhacha go léir. Nuair a dhíchumasaítear [member one_shot], próiseálfar cáithníní go leanúnach, mar sin ní astaítear é seo choíche.

en: Particles are drawn in the order emitted.
ga: Tarraingítear na cáithníní san ord a astaítear.

en: Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.
ga: Tarraingítear na cáithníní in ord an tsaoil atá fágtha. I bhfocail eile, tarraingítear an cáithnín leis an saolré is airde ag an tosaigh.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set initial velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna treoluas tosaigh a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set angular velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna treoluas uilleach a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set orbital velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna treoluas fithiseach a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set linear acceleration properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna luasghéaraithe líneach a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set radial acceleration properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna luasghéaraithe gathacha a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set tangential acceleration properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna luasghéaraithe tadhlaíoch a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set damping properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna taise a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set angle properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna uillinne a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set scale properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna scála a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set hue variation properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna éagsúlachta hue a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set animation speed properties.
ga: Bain úsáid as le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna luas beochana a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set animation offset properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_curve] chun airíonna fritháirimh beochana a shocrú.

en: Represents the size of the [enum Parameter] enum.
ga: Léiríonn sé méid an [enum Parameter] enum.

en: Use with [method set_particle_flag] to set [member particle_flag_align_y].
ga: Úsáid le [method set_particle_flag] chun [member particle_flag_align_y] a shocrú.

en: Present for consistency with 3D particle nodes, not used in 2D.
ga: I láthair le haghaidh comhsheasmhachta le nóid na gcáithníní 3D, nach n-úsáidtear i 2T.

en: Represents the size of the [enum ParticleFlags] enum.
ga: Léiríonn sé méid an [enum ParticleFlags] enum.

en: All particles will be emitted from a single point.
ga: Astófar gach cáithnín ó phointe amháin.

en: Particles will be emitted in the volume of a sphere flattened to two dimensions.
ga: Astófar cáithníní i dtoirt sféir cothromaithe go dhá thoise.

en: Particles will be emitted on the surface of a sphere flattened to two dimensions.
ga: Astófar cáithníní ar dhromchla sféir leata go dhá thoise.

en: Particles will be emitted in the area of a rectangle.
ga: Astófar cáithníní i limistéar dronuilleoige.

en: Particles will be emitted at a position chosen randomly among [member emission_points]. Particle color will be modulated by [member emission_colors].
ga: Astófar na cáithníní ag ionad a roghnófar go randamach i measc [pointí_astaíochtaí_comhaltaí]. Déanfar dath na gcáithníní a mhodhnú le [member emission_colors].

en: Particles will be emitted at a position chosen randomly among [member emission_points]. Particle velocity and rotation will be set based on [member emission_normals]. Particle color will be modulated by [member emission_colors].
ga: Astófar na cáithníní ag ionad a roghnófar go randamach i measc [pointí_astaíochtaí_comhaltaí]. Socrófar treoluas agus rothlú na gcáithníní bunaithe ar [member emission_normals]. Déanfar dath na gcáithníní a mhodhnú le [member emission_colors].

en: Represents the size of the [enum EmissionShape] enum.
ga: Léiríonn sé méid an [enum EmissionShape] enum.

en: A CPU-based 3D particle emitter.
ga: Astaitheoir cáithníní 3D atá bunaithe ar LAP.

en: CPU-based 3D particle node used to create a variety of particle systems and effects.
    See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices.
ga: Nód cáithníní 3D atá bunaithe ar LAP a úsáidtear chun córais agus éifeachtaí éagsúla cáithníní a chruthú.
    Féach freisin [GPUParticles3D], a sholáthraíonn an fheidhmiúlacht chéanna le luasghéarú crua-earraí, ach seans nach n-imeoidh sé ar ghléasanna níos sine.

en: Particle systems (3D)
ga: Córais cháithníní (3D)

en: Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
ga: Filleann sé an bosca teorann ais-ailínithe ina bhfuil na cáithníní go léir atá gníomhach sa fhráma reatha.

en: Sets this node's properties to match a given [GPUParticles3D] node with an assigned [ParticleProcessMaterial].
ga: Socraíonn sé airíonna an nód seo chun nód áirithe [GPUParticles3D] a mheaitseáil le [ParticleProcessMaterial] sannta.

en: Enables or disables the given particle flag (see [enum ParticleFlags] for options).
ga: Cumasaíonn nó díchumasaítear an bhratach cáithníní a thugtar (féach [enum ParticleFlags] le haghaidh roghanna).

en: Maximum angle.
ga: Uillinn uasta.

en: Minimum angle.
ga: Uillinn íosta.

en: Minimum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
ga: Íos-treoluas uilleach tosaigh (luas rothlaithe) a chuirtear i bhfeidhm ar gach cáithnín i [i]céimeanna[/i] in aghaidh an tsoicind.

en: Maximum animation offset.
ga: Fritháireamh beochan uasta.

en: Minimum animation offset.
ga: Fritháireamh beochan íosta.

en: Maximum particle animation speed.
ga: Luas uasta beochan na gcáithníní.

en: Minimum particle animation speed.
ga: Luas beochana íosta na gcáithníní.

en: Each particle's initial color.
    [b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect.
ga: Dath tosaigh gach cáithnín.
    [b]Nóta:[/b] iolraíonn [dath na mball] dathanna rinn mogalra na gcáithníní. Chun go mbeidh éifeacht infheicthe aige ar [BaseMaterial3D], [comhalta BaseMaterial3D.vertex_color_use_as_albedo] [i]ní mór[/i] a bheith ina [code]true[/code]. Le haghaidh [ShaderMaterial], ní mór [code]ALBEDO *= COLOR.rgb;[/code] a chur isteach i bhfeidhm [code]bhroinn()[/code] an scáthaitheoir. Seachas sin, ní bheidh aon éifeacht infheicthe ag [dath ball].

en: Maximum damping.
ga: Uasmhéid damping.

en: Minimum damping.
ga: Damping íosta.

en: The rectangle's extents if [member emission_shape] is set to [constant EMISSION_SHAPE_BOX].
ga: Méid na dronuilleoige má shocraítear [member emission_shape] go [EMISSION_SHAPE_BOX leanúnach].

en: Sets the [Color]s to modulate particles by when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
    [b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_colors] will have no visible effect.
ga: Socraíonn sé na [Color]anna chun cáithníní a mhodhnú trí [EMISSION_SHAPE_POINTS leanúnach] nó [EMISSION_SHAPE_DIRECTED_POINTS] a úsáid.
    [b]Nóta:[/b] iolraíonn [member emission_colors] dathanna rinn mogalra na gcáithníní. Chun go mbeidh éifeacht infheicthe aige ar [BaseMaterial3D], [comhalta BaseMaterial3D.vertex_color_use_as_albedo] [i]ní mór[/i] a bheith ina [code]true[/code]. Le haghaidh [ShaderMaterial], ní mór [code]ALBEDO *= COLOR.rgb;[/code] a chur isteach i bhfeidhm [code]bhroinn()[/code] an scáthaitheoir. Seachas sin, ní bheidh aon éifeacht infheicthe ag [ball emission_colors].

en: The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING].
ga: Ais an fháinne agus an t-astaitheoir á úsáid [EMISSION_SHAPE_RING leanúnach].

en: The height of the ring when using the emitter [constant EMISSION_SHAPE_RING].
ga: Airde an fháinne agus an t-astaitheoir á úsáid [EMISSION_SHAPE_RING leanúnach].

en: The inner radius of the ring when using the emitter [constant EMISSION_SHAPE_RING].
ga: Ga inmheánach an fháinne agus an t-astar á úsáid [EMISSION_SHAPE_RING leanúnach].

en: The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING].
ga: Ga an fháinne agus an t-astaitheoir á úsáid [EMISSION_SHAPE_RING leanúnach].

en: The sphere's radius if [enum EmissionShape] is set to [constant EMISSION_SHAPE_SPHERE].
ga: Ga an sféir má shocraítear [enum EmissionShape] go [EMISSION_SHAPE_SPHERE leanúnach].

en: The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself.
ga: Socraítear ráta fráma an chórais cháithníneach ar luach. Mar shampla, má athraítear an luach go 2, beidh rindreáil na gcáithníní ag 2 fhráma in aghaidh an tsoicind. Tabhair faoi deara nach mhoillíonn sé seo córas na gcáithníní féin.

en: Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane.
ga: Méid [leathadh ball] san eitleán Y/Z. Cuireann luach [code]1[/code] srian ar cháithníní go plána X/Z.

en: Maximum hue variation.
ga: Éagsúlacht lí uasta.

en: Minimum hue variation.
ga: Éagsúlacht lí íosta.

en: Maximum value of the initial velocity.
ga: Luach uasta an treoluas tosaigh.

en: Minimum value of the initial velocity.
ga: Íosluach an treoluas tosaigh.

en: Maximum linear acceleration.
ga: Luasghéarú líneach uasta.

en: Minimum linear acceleration.
ga: Luasghéarú líneach íosta.

en: If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated.
ga: Más [code]true[/code], úsáideann cáithníní spás comhordanáidí an mháthair-nóid (ar a dtugtar comhordanáidí áitiúla). Cuirfidh sé seo faoi deara go mbeidh cáithníní ag gluaiseacht agus ag rothlú feadh an nód [CPUParticles3D] (agus a thuismitheoirí) nuair a bhogtar nó a rothlaíonn sé. Más [code]bréagach[/code], úsáideann cáithníní comhordanáidí domhanda; ní ghluaisfidh siad ná ní rothlóidh siad feadh an nód [CPUParticles3D] (agus a thuismitheoirí) nuair a bhogtar nó nuair a rothlaíonn sé.

en: The [Mesh] used for each particle. If [code]null[/code], particles will be spheres.
ga: An [mogall] a úsáidtear do gach cáithnín. Más [code]null[/code], sféir a bheidh sna cáithníní.

en: Maximum orbit velocity.
ga: Treoluas fithise uasta.

en: Minimum orbit velocity.
ga: Treoluas fithis íosta.

en: If [code]true[/code], particles will not move on the Z axis.
ga: Más [code]true[/code], ní ghluaisfidh cáithníní ar an ais Z.

en: If [code]true[/code], particles rotate around Y axis by [member angle_min].
ga: Más [code]true[/code], rothlaíonn cáithníní timpeall Y-ais faoi [comhalta uillinn_nóim].

en: Maximum radial acceleration.
ga: Luasghéarú gathacha uasta.

en: Minimum radial acceleration.
ga: Luasghéarú gathacha íosta.

en: Maximum scale.
ga: Scála uasta.

en: Minimum scale.
ga: Scála íosta.

en: Curve for the scale over life, along the x axis.
ga: Cuar don scála thar an saol, feadh an x-ais.

en: Curve for the scale over life, along the y axis.
ga: Cuar don scála thar an saol, feadh na hais y.

en: Curve for the scale over life, along the z axis.
ga: Cuar don scála thar an saol, feadh na hais z.

en: If set to [code]true[/code], three different scale curves can be specified, one per scale axis.
ga: Má tá sé socraithe go [code]true[/code], is féidir trí chuar scála dhifriúla a shonrú, ceann amháin in aghaidh na haise scála.

en: Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. Applied to X/Z plane and Y/Z planes.
ga: Raon treo tosaigh gach cáithnín ó [code] + scaipeadh[/code] go céimeanna [code]-scaipthe[/code]. Curtha i bhfeidhm ar eitleán X/Z agus ar eitleáin Y/Z.

en: Maximum tangent acceleration.
ga: Luasghéarú tadhlaí uasta.

en: Minimum tangent acceleration.
ga: Luasghéarú tadhlaí íosta.

en: The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
    Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
ga: An [AABB] a chinneann réigiún an nóid a chaithfidh a bheith le feiceáil ar an scáileán le go mbeidh córas na gcáithníní gníomhach.
    Fás an bosca má thagann cáithníní chun solais/go n-imíonn siad go tobann nuair a théann an nód isteach/amach as an scáileán. Is féidir an [AABB] a fhás trí chód nó leis an uirlis eagarthóireachta [b]Cáithníní → Generate AABB[/b].

en: Particles are drawn in order of depth.
ga: Tarraingítear na cáithníní in ord doimhneachta.

en: Use with [method set_particle_flag] to set [member particle_flag_rotate_y].
ga: Úsáid le [method set_particle_flag] chun [member particle_flag_rotate_y] a shocrú.

en: Use with [method set_particle_flag] to set [member particle_flag_disable_z].
ga: Úsáid le [method set_particle_flag] chun [member particle_flag_disable_z] a shocrú.

en: Particles will be emitted in the volume of a sphere.
ga: Astófar cáithníní i dtoirt sféir.

en: Particles will be emitted on the surface of a sphere.
ga: Astófar cáithníní ar dhromchla sféir.

en: Particles will be emitted in the volume of a box.
ga: Astófar cáithníní i toirt bosca.

en: Particles will be emitted in a ring or cylinder.
ga: Astófar cáithníní i bhfáinne nó i sorcóir.

en: Provides access to advanced cryptographic functionalities.
ga: Soláthraíonn rochtain ar fheidhmiúlachtaí cripteagrafach chun cinn.

en: The Crypto class provides access to advanced cryptographic functionalities.
    Currently, this includes asymmetric key encryption/decryption, signing/verification, and generating cryptographically secure random bytes, RSA keys, HMAC digests, and self-signed [X509Certificate]s.
    [codeblocks]
    [gdscript]
    var crypto = Crypto.new()
    
    # Generate new RSA key.
    var key = crypto.generate_rsa(4096)
    
    # Generate new self-signed certificate with the given key.
    var cert = crypto.generate_self_signed_certificate(key, "CN=mydomain.com,O=My Game Company,C=IT")
    
    # Save key and certificate in the user folder.
    key.save("user://generated.key")
    cert.save("user://generated.crt")
    
    # Encryption
    var data = "Some data"
    var encrypted = crypto.encrypt(key, data.to_utf8_buffer())
    
    # Decryption
    var decrypted = crypto.decrypt(key, encrypted)
    
    # Signing
    var signature = crypto.sign(HashingContext.HASH_SHA256, data.sha256_buffer(), key)
    
    # Verifying
    var verified = crypto.verify(HashingContext.HASH_SHA256, data.sha256_buffer(), signature, key)
    
    # Checks
    assert(verified)
    assert(data.to_utf8_buffer() == decrypted)
    [/gdscript]
    [csharp]
    using Godot;
    using System.Diagnostics;
    
    Crypto crypto = new Crypto();
    
    // Generate new RSA key.
    CryptoKey key = crypto.GenerateRsa(4096);
    
    // Generate new self-signed certificate with the given key.
    X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "CN=mydomain.com,O=My Game Company,C=IT");
    
    // Save key and certificate in the user folder.
    key.Save("user://generated.key");
    cert.Save("user://generated.crt");
    
    // Encryption
    string data = "Some data";
    byte[] encrypted = crypto.Encrypt(key, data.ToUtf8Buffer());
    
    // Decryption
    byte[] decrypted = crypto.Decrypt(key, encrypted);
    
    // Signing
    byte[] signature = crypto.Sign(HashingContext.HashType.Sha256, Data.Sha256Buffer(), key);
    
    // Verifying
    bool verified = crypto.Verify(HashingContext.HashType.Sha256, Data.Sha256Buffer(), signature, key);
    
    // Checks
    Debug.Assert(verified);
    Debug.Assert(data.ToUtf8Buffer() == decrypted);
    [/csharp]
    [/codeblocks]
ga: Soláthraíonn an rang Crypto rochtain ar fheidhmiúlachtaí cripteagrafacha chun cinn.
    Faoi láthair, áirítear leis seo criptiú/díchriptiú eochair neamhshiméadrach, síniú/fíorú, agus bearta randamacha atá slán cripteagrafach a ghiniúint, eochracha RSA, achoimrí HMAC, agus [Teastas X509] féin-shínithe.
    [codeblocks]
    [gdscript]
    var crypto = Crypto.new()
    
    # Gin eochair RSA nua.
    var key = crypto.generate_rsa(4096)
    
    # Gin teastas nua féin-shínithe leis an eochair a thugtar.
    var cert = crypto.generate_self_signed_certificate(key, "CN=mydomain.com,O=My Game Company,C=IT")
    
    # Sábháil eochair agus teastas san fhillteán úsáideora.
    key.save("user://generated.key")
    cert.save("user://generated.crt")
    
    # Criptiúchán
    var data = "Some data"
    var encrypted = crypto.encrypt(key, data.to_utf8_buffer())
    
    # Díchriptiú
    var decrypted = crypto.decrypt(key, encrypted)
    
    # Ag síniú
    var signature = crypto.sign(HashingContext.HASH_SHA256, data.sha256_buffer(), key)
    
    # Ag fíorú
    var verified = crypto.verify(HashingContext.HASH_SHA256, data.sha256_buffer(), signature, key)
    
    # sheic
    assert(verified)
    assert(data.to_utf8_buffer() == decrypted)
    [/gdscript]
    [csharp]
    using Godot;
    using System.Diagnostics;
    
    Crypto crypto = new Crypto();
    
    // Gin eochair RSA nua.
    CryptoKey key = crypto.GenerateRsa(4096);
    
    // Gin teastas nua féin-shínithe leis an eochair a thugtar.
    X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "CN=mydomain.com,O=My Game Company,C=IT");
    
    // Sábháil eochair agus teastas san fhillteán úsáideora.
    key.Save("user://generated.key");
    cert.Save("user://generated.crt");
    
    // Criptiú
    string data = "Some data";
    byte[] encrypted = crypto.Encrypt(key, data.ToUtf8Buffer());
    
    // Díchriptiú
    byte[] decrypted = crypto.Decrypt(key, encrypted);
    
    // Ag síniú
    byte[] signature = crypto.Sign(HashingContext.HashType.Sha256, Data.Sha256Buffer(), key);
    
    // Ag fíorú
    bool verified = crypto.Verify(HashingContext.HashType.Sha256, Data.Sha256Buffer(), signature, key);
    
    // Seiceálacha
    Debug.Assert(verified);
    Debug.Assert(data.ToUtf8Buffer() == decrypted);
    [/csharp]
    [/codeblocks]

en: Compares two [PackedByteArray]s for equality without leaking timing information in order to prevent timing attacks.
    See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-string-comparison-with-double-hmac-strategy]this blog post[/url] for more information.
ga: Déantar comparáid idir dhá [PackedByteArray] le haghaidh comhionannais gan faisnéis uainiúcháin a sceitheadh chun ionsaithe uainiúcháin a chosc.
    Féach [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-string-comparison-with-double-hmac-strategy]an blagphost seo[/url] le haghaidh tuilleadh eolais.

en: Decrypt the given [param ciphertext] with the provided private [param key].
    [b]Note:[/b] The maximum size of accepted ciphertext is limited by the key size.
ga: Díchriptigh an [param ciphertext] a thugtar leis an [eochair param] phríobháideach a cuireadh ar fáil.
    [b]Nóta:[/b] Tá teorainn leis an méid eochrach ar uasmhéid na ciphertext a nglactar leis.

en: Encrypt the given [param plaintext] with the provided public [param key].
    [b]Note:[/b] The maximum size of accepted plaintext is limited by the key size.
ga: Criptigh an [príomhthéacs param] a thugtar leis an [eochair param] poiblí a cuireadh ar fáil.
    [b]Nóta:[/b] Tá uasmhéid an ghnáth-théacs a nglactar leis teoranta ag méid na heochrach.

en: Generates a [PackedByteArray] of cryptographically secure random bytes with given [param size].
ga: Gintear [PackedByteArray] de bhearta randamacha atá slán go criptegrafach agus [méid param] tugtha.

en: Generates an RSA [CryptoKey] that can be used for creating self-signed certificates and passed to [method StreamPeerTLS.accept_stream].
ga: Gineann sé RSA [CryptoKey] ar féidir a úsáid chun teastais fhéinsínithe a chruthú agus a chur ar aghaidh chuig [method StreamPeerTLS.accept_stream].

en: Generates a self-signed [X509Certificate] from the given [CryptoKey] and [param issuer_name]. The certificate validity will be defined by [param not_before] and [param not_after] (first valid date and last valid date). The [param issuer_name] must contain at least "CN=" (common name, i.e. the domain name), "O=" (organization, i.e. your company name), "C=" (country, i.e. 2 lettered ISO-3166 code of the country the organization is based in).
    A small example to generate an RSA key and an X509 self-signed certificate.
    [codeblocks]
    [gdscript]
    var crypto = Crypto.new()
    # Generate 4096 bits RSA key.
    var key = crypto.generate_rsa(4096)
    # Generate self-signed certificate using the given key.
    var cert = crypto.generate_self_signed_certificate(key, "CN=example.com,O=A Game Company,C=IT")
    [/gdscript]
    [csharp]
    var crypto = new Crypto();
    // Generate 4096 bits RSA key.
    CryptoKey key = crypto.GenerateRsa(4096);
    // Generate self-signed certificate using the given key.
    X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "CN=mydomain.com,O=My Game Company,C=IT");
    [/csharp]
    [/codeblocks]
ga: Gintear [Teastas X509] féin-shínithe ón [CryptoKey] agus ón [param issuer_name] a thugtar. Saineofar bailíocht an deimhnithe ag [param not_before] agus [param not_after] (an chéad dáta bailí agus an dáta bailí deiridh). Ní mór go mbeadh ar a laghad "CN=" (ainm coitianta, i.e. an t-ainm fearainn), "O=" (eagraíocht, i.e. ainm do chuideachta), "C=" (tír, ie 2 cód ISO-3166) ar a laghad sa [param issuer_name] na tíre ina bhfuil an eagraíocht bunaithe).
    Sampla beag chun eochair RSA a ghiniúint agus teastas féin-shínithe X509.
    [codeblocks]
    [gdscript]
    var crypto = Crypto.new()
    # Gin eochair RSA 4096 giotán.
    eochair var = crypto.generate_rsa(4096)
    # Gin teastas féin-shínithe ag baint úsáide as an eochair a thugtar.
    var cert = crypto.generate_self_signed_certificate(eochair, "CN=example.com, O=A Cuideachta Cluiche, C=IT")
    [/gdscript]
    [csharp]
    var crypto = Crypto nua();
    // Gin eochair RSA 4096 giotán.
    Eochair CryptoKey = crypto.GenerateRsa(4096);
    // Gin teastas féin-shínithe ag baint úsáide as an eochair a thugtar.
    X509Certificate cert = crypto.GenerateSelfSignedCertificate(eochair, "CN=mydomain.com,O=Mo Chuideachta Cluiche,C=IT");
    [/csharp]
    [/codeblocks]

en: Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of [param msg] using [param key]. The [param hash_type] parameter is the hashing algorithm that is used for the inner and outer hashes.
    Currently, only [constant HashingContext.HASH_SHA256] and [constant HashingContext.HASH_SHA1] are supported.
ga: Gintear achoimre [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] de [param msg] ag baint úsáide as [eochair param]. Is é an [param hash_type] paraiméadar an algartam hashing a úsáidtear le haghaidh na hashes laistigh agus lasmuigh.
    Faoi láthair, ní thacaítear ach le [HashingContext.HASH_SHA256] agus [HashingContext.HASH_SHA1 leanúnach].

en: Sign a given [param hash] of type [param hash_type] with the provided private [param key].
ga: Sínigh [param hash] de chineál [param hash_type] leis an [eochair param] phríobháideach a sholáthair.

en: Verify that a given [param signature] for [param hash] of type [param hash_type] against the provided public [param key].
ga: Fíoraigh go bhfuil [síniú param] tugtha do [param hash] den chineál [param hash_type] i gcoinne an [eochair param] poiblí a cuireadh ar fáil.

en: A cryptographic key (RSA or elliptic-curve).
ga: Eochair chripteagrafach (RSA nó cuar éilipseach).

en: The CryptoKey class represents a cryptographic key. Keys can be loaded and saved like any other [Resource].
    They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerTLS.accept_stream] along with the appropriate certificate.
ga: Léiríonn an rang CryptoKey eochair cripteagrafach. Is féidir eochracha a lódáil agus a shábháil mar aon [Acmhainn] eile.
    Is féidir iad a úsáid chun [X509Certificate] féin-shínithe a ghiniúint trí [method Crypto.generate_self_signed_certificate] agus mar eochair phríobháideach i [method StreamPeerTLS.accept_stream] in éineacht leis an deimhniú cuí.

en: SSL certificates
ga: Deimhnithe SSL

en: Returns [code]true[/code] if this CryptoKey only has the public part, and not the private one.
ga: Filleann sé [code]true[/code] más rud é nach bhfuil ag an CryptoKey seo ach an chuid phoiblí, agus ní an ceann príobháideach.

en: Loads a key from [param path]. If [param public_only] is [code]true[/code], only the public key will be loaded.
    [b]Note:[/b] [param path] should be a "*.pub" file if [param public_only] is [code]true[/code], a "*.key" file otherwise.
ga: Lódálann sé eochair ó [param path]. Má tá [param public_only] [code]true[/code], ní dhéanfar ach an eochair phoiblí a luchtú.
    [b] Nóta:[/b] ba cheart go mbeadh [cosán param] ina chomhad "*.pub" má tá [param public_only] [code]true[/code], ina chomhad "*.key" ar shlí eile.

en: Loads a key from the given [param string_key]. If [param public_only] is [code]true[/code], only the public key will be loaded.
ga: Lódálann sé eochair ón [param string_key] a tugadh. Má tá [param public_only] [code]true[/code], ní dhéanfar ach an eochair phoiblí a luchtú.

en: Saves a key to the given [param path]. If [param public_only] is [code]true[/code], only the public key will be saved.
    [b]Note:[/b] [param path] should be a "*.pub" file if [param public_only] is [code]true[/code], a "*.key" file otherwise.
ga: Sábhálann sé eochair don [chosán param] a thugtar. Má tá [param public_only] [code]true[/code], ní shábhálfar ach an eochair phoiblí.
    [b] Nóta:[/b] ba cheart go mbeadh [cosán param] ina chomhad "*.pub" má tá [param public_only] [code]true[/code], ina chomhad "*.key" ar shlí eile.

en: Returns a string containing the key in PEM format. If [param public_only] is [code]true[/code], only the public key will be included.
ga: Filleann sé teaghrán ina bhfuil an eochair i bhformáid PEM. Má tá [param public_only] [code]true[/code], ní chuirfear san áireamh ach an eochair phoiblí.

en: A CSG Box shape.
ga: A cruth Bosca CSG.

en: This node allows you to create a box for use with the CSG system.
    [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
ga: Ligeann an nód seo duit bosca a chruthú le húsáid leis an gcóras CSG.
    [b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le [MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag bogadh nód CSG laistigh de nód CSG eile, mar sin ba chóir é a sheachaint le linn gameplay.

en: Prototyping levels with CSG
ga: Leibhéil fréamhshamhla le CSG

en: The material used to render the box.
ga: An t-ábhar a úsáidtear chun an bosca a rindreáil.

en: A CSG node that allows you to combine other CSG modifiers.
ga: Nód CSG a ligeann duit modhnóirí CSG eile a chomhcheangal.

en: For complex arrangements of shapes, it is sometimes needed to add structure to your CSG nodes. The CSGCombiner3D node allows you to create this structure. The node encapsulates the result of the CSG operations of its children. In this way, it is possible to do operations on one set of shapes that are children of one CSGCombiner3D node, and a set of separate operations on a second set of shapes that are children of a second CSGCombiner3D node, and then do an operation that takes the two end results as its input to create the final shape.
    [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
ga: Le haghaidh socruithe casta cruthanna, bíonn gá uaireanta le struchtúr a chur le do nóid CSG. Ceadaíonn an nód CSGCombiner3D duit an struchtúr seo a chruthú. Cuimsíonn an nód toradh oibríochtaí CSG a leanaí. Ar an mbealach seo, is féidir oibríochtaí a dhéanamh ar shraith cruthanna amháin atá leanaí de nód CSGCombiner3D amháin, agus sraith oibríochtaí ar leith ar an dara sraith de chruthanna atá leanaí an dara nód CSGCombiner3D, agus ansin oibríocht a dhéanamh go glacann sé an dá thoradh deiridh mar a ionchur chun an cruth deiridh a chruthú.
    [b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le [MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag bogadh nód CSG laistigh de nód CSG eile, mar sin ba chóir é a sheachaint le linn gameplay.

en: A CSG Cylinder shape.
ga: Cruth Sorcóir CSG.

en: This node allows you to create a cylinder (or cone) for use with the CSG system.
    [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
ga: Ligeann an nód seo duit sorcóir (nó cón) a chruthú le húsáid leis an gcóras CSG.
    [b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le [MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag bogadh nód CSG laistigh de nód CSG eile, mar sin ba chóir é a sheachaint le linn gameplay.

en: If [code]true[/code] a cone is created, the [member radius] will only apply to one side.
ga: Má chruthaítear cón [code]true[/code], ní bhainfidh an [ga ball] ach le taobh amháin.

en: The height of the cylinder.
ga: Airde an tsorcóra.

en: The material used to render the cylinder.
ga: An t-ábhar a úsáidtear chun an sorcóir a rindreáil.

en: The radius of the cylinder.
ga: Ga an tsorcóra.

en: The number of sides of the cylinder, the higher this number the more detail there will be in the cylinder.
ga: An líon taobhanna den sorcóir, dá airde an uimhir seo is ea is mó sonraí a bheidh sa sorcóir.

en: If [code]true[/code] the normals of the cylinder are set to give a smooth effect making the cylinder seem rounded. If [code]false[/code] the cylinder will have a flat shaded look.
ga: Más [code]true[/code], socraítear normanna an tsorcóra chun éifeacht mhín a thabhairt, rud a fhágann go bhfuil cuma shlánaithe ar an sorcóir. Má tá [code]false[/code] beidh cuma leathscáthaithe ar an sorcóir.

en: A CSG Mesh shape that uses a mesh resource.
ga: Cruth Mogall CSG a úsáideann acmhainn mogaill.

en: The [Material] used in drawing the CSG shape.
ga: An [Ábhar] a úsáidtear chun an cruth CSG a tharraingt.

en: Extrudes a 2D polygon shape to create a 3D mesh.
ga: Easbhrúdaíonn sé cruth polagán 2T chun mogalra 3D a chruthú.

en: An array of 2D points is extruded to quickly and easily create a variety of 3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.
    [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
ga: Easbhrúitear raon pointí 2T chun raon de mhogaill 3D a chruthú go tapa agus go héasca. Féach freisin [CSGMesh3D] chun mogaill 3D a úsáid mar nóid CSG.
    [b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le [MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag bogadh nód CSG laistigh de nód CSG eile, mar sin ba chóir é a sheachaint le linn gameplay.

en: When [member mode] is [constant MODE_DEPTH], the depth of the extrusion.
ga: Nuair a bhíonn [mód ball] [MODE_DEPTH leanúnach], doimhneacht an easbhrúite.

en: Material to use for the resulting mesh. The UV maps the top half of the material to the extruded shape (U along the length of the extrusions and V around the outline of the [member polygon]), the bottom-left quarter to the front end face, and the bottom-right quarter to the back end face.
ga: Ábhar le húsáid don mhogall mar thoradh air. Léarscáileanna an UV leath barr an ábhair go dtí an cruth easbhrúite (U feadh fad an easbhrúiteáin agus V timpeall imlíne an [ball polagán]), an ceathrú bun-chlé go dtí an aghaidh deireadh tosaigh, agus an bun-dheis. ceathrú chun aghaidh an chúl.

en: The [member mode] used to extrude the [member polygon].
ga: An [mód ball] a úsáidtear chun an [ball-pholagán] a easbhrú.

en: When [member mode] is [constant MODE_PATH], by default, the top half of the [member material] is stretched along the entire length of the extruded shape. If [code]false[/code] the top half of the material is repeated every step of the extrusion.
ga: Nuair a bhíonn [method ball] [MODE_PATH leanúnach], de réir réamhshocraithe, síntear an leath barr den [ábhar ball] feadh fad iomlán an chruth easbhrúite. Más rud é [code]false[/code] déantar leath uachtarach an ábhair a athdhéanamh gach céim den easbhrúite.

en: When [member mode] is [constant MODE_PATH], the path interval or ratio of path points to extrusions.
ga: Nuair is [MODE_PATH seasmhach] é [mód na mball], is é an t-eatramh cosáin nó an cóimheas idir na pointí cosáin agus na heasbhrúiteáin.

en: When [member mode] is [constant MODE_PATH], this will determine if the interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE]).
ga: Nuair is [MODE_PATH leanúnach] é [mód na mball], cinnfidh sé seo ar cheart an t-eatramh a bheith de réir achair ([PATH_INTERVAL_DISTANCE leanúnach]) nó codáin fho-roinne ([PATH_INTERVAL_SUBDIVIDE seasmhach]).

en: When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of the path are joined, by adding an extrusion between the last and first points of the path.
ga: Nuair a bhíonn [mód na mball] [MODE_PATH leanúnach], má tá [code]true[/code] nasctar foircinn an chosáin, trí easbhrúite a chur leis idir na pointí deiridh agus na chéad phointe den chosán.

en: When [member mode] is [constant MODE_PATH], if [code]true[/code] the [Transform3D] of the [CSGPolygon3D] is used as the starting point for the extrusions, not the [Transform3D] of the [member path_node].
ga: Nuair atá [mód na mball] [MODE_PATH seasmhach], má úsáidtear [code]true[/code] an [Transform3D] den [CSGPolygon3D] mar phointe tosaigh do na heasbhrúiteáin, ní [Transform3D] den [member path_node] .

en: When [member mode] is [constant MODE_PATH], the location of the [Path3D] object used to extrude the [member polygon].
ga: Nuair a bhíonn [mód na mball] [MODE_PATH leanúnach], suíomh an oibiachta [Path3D] a úsáidtear chun an [polaagán ball] a easbhrú.

en: When [member mode] is [constant MODE_PATH], the path rotation method used to rotate the [member polygon] as it is extruded.
ga: Nuair a bhíonn [mód ball] [MODE_PATH leanúnach], is é an modh uainíochta cosáin a úsáidtear chun an [ball-pholagán] a rothlú mar go bhfuil sé easbhrúite.

en: When [member mode] is [constant MODE_PATH], extrusions that are less than this angle, will be merged together to reduce polygon count.
ga: Nuair a bhíonn [method ball] [MODE_PATH seasta], déanfar easbhrúiteáin atá níos lú ná an uillinn seo a chumasc le chéile chun comhaireamh polagán a laghdú.

en: When [member mode] is [constant MODE_PATH], this is the distance along the path, in meters, the texture coordinates will tile. When set to 0, texture coordinates will match geometry exactly with no tiling.
ga: Nuair a bhíonn [mód ball] [MODE_PATH leanúnach], is é seo an fad feadh an chosáin, i méadair, cuirfidh na comhordanáidí uigeachta tíl. Nuair a bheidh siad socraithe go 0, beidh comhordanáidí uigeachta ag teacht go díreach le céimseata gan aon tíliú.

en: The point array that defines the 2D polygon that is extruded. This can be a convex or concave polygon with 3 or more points. The polygon must [i]not[/i] have any intersecting edges. Otherwise, triangulation will fail and no mesh will be generated.
    [b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh will be generated.
ga: An t-eagar pointí a shainíonn an polagán 2T atá easbhrúite. Is féidir leis seo a bheith ina pholagán dronnach nó cuasach le 3 phointe nó níos mó. Ní mór [i]gan[/i] aon imill trasnaithe a bheith ar an bpolagán. Seachas sin, teipfidh triantánú agus ní ghinfear aon mhogalra.
    [b]Nóta:[/b] Mura bhfuil ach 1 nó 2 phointe sainithe i [ball-pholagán], ní ghinfear mogaill.

en: If [code]true[/code], applies smooth shading to the extrusions.
ga: Más [code]true[/code], cuirtear scáthú mín i bhfeidhm ar na heasbhrúiteáin.

en: When [member mode] is [constant MODE_SPIN], the total number of degrees the [member polygon] is rotated when extruding.
ga: Nuair a bhíonn [mód ball] [MODE_SPIN seasmhach], déantar líon iomlán na gcéimeanna a rothlaíonn an [ball-pholagán] nuair a bhíonn sé easbhrúite.

en: When [member mode] is [constant MODE_SPIN], the number of extrusions made.
ga: Nuair a bhíonn [mód ball] [MODE_SPIN seasmhach], líon na n-easbhrúiteáin a rinneadh.

en: The [member polygon] shape is extruded along the negative Z axis.
ga: Tá an cruth [ball polagán] easbhrúite feadh an ais Z diúltach.

en: The [member polygon] shape is extruded by rotating it around the Y axis.
ga: Déantar an cruth [ball polagán] a easbhrú trína rothlú timpeall an Y-ais.

en: The [member polygon] shape is extruded along the [Path3D] specified in [member path_node].
ga: Tá an cruth [ball polagán] easbhrúite feadh an [Path3D] sonraithe i [member path_node].

en: The [member polygon] shape is not rotated.
    [b]Note:[/b] Requires the path Z coordinates to continually decrease to ensure viable shapes.
ga: Níl an cruth [ball polagán] rothlaithe.
    [b]Nóta:[/b] Ní mór na comhordanáidí cosán Z a laghdú go leanúnach chun cruthanna inmharthana a chinntiú.

en: The [member polygon] shape is rotated along the path, but it is not rotated around the path axis.
    [b]Note:[/b] Requires the path Z coordinates to continually decrease to ensure viable shapes.
ga: Déantar an cruth [ball polagán] a rothlú feadh an chosáin, ach ní rothlaíonn sé timpeall ais an chosáin.
    [b]Nóta:[/b] Ní mór na comhordanáidí cosán Z a laghdú go leanúnach chun cruthanna inmharthana a chinntiú.

en: The [member polygon] shape follows the path and its rotations around the path axis.
ga: Leanann an cruth [ball polagán] an cosán agus a rothlaithe timpeall ais an chosáin.

en: When [member mode] is set to [constant MODE_PATH], [member path_interval] will determine the distance, in meters, each interval of the path will extrude.
ga: Nuair a bheidh [mód ball] socraithe go [MODE_PATH leanúnach], cinnfidh [member path_interval] an t-achar, i méadair, easbhrúdóidh gach eatramh den chosán.

en: When [member mode] is set to [constant MODE_PATH], [member path_interval] will subdivide the polygons along the path.
ga: Nuair a shocraítear [mód ball] go [MODE_PATH leanúnach], foroinnfidh [member path_interval] na polagáin feadh an chosáin.

en: Base class for CSG primitives.
ga: Bunrang do phrimitives CSG.

en: Parent class for various CSG primitives. It contains code and functionality that is common between them. It cannot be used directly. Instead use one of the various classes that inherit from it.
    [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
ga: Rang tuismitheora do primitives éagsúla CSG. Tá cód agus feidhmiúlacht ann atá coitianta eatarthu. Ní féidir é a úsáid go díreach. Ina áit sin bain úsáid as ceann amháin de na haicmí éagsúla a fhaigheann oidhreacht uaidh.
    [b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le [MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag bogadh nód CSG laistigh de nód CSG eile, mar sin ba chóir é a sheachaint le linn gameplay.

en: If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
ga: Má tá siad socraithe, aisiompaítear ord na rinn i ngach triantán agus mar thoradh air sin tarraingítear cúl an mhogalra.

en: The CSG base class.
ga: Bunrang CSG.

en: Returns an [Array] with two elements, the first is the [Transform3D] of this node and the second is the root [Mesh] of this node. Only works when this node is the root shape.
ga: Filleann sé [Eagar] le dhá eilimint, is é an chéad cheann an [Transform3D] den nód seo agus is é an dara ceann an fhréamh [mogalra] den nód seo. Ní oibríonn ach amháin nuair is é an nód seo an cruth fréimhe.

en: Returns [code]true[/code] if this is a root shape and is thus the object that is rendered.
ga: Filleann sé [code]true[/code] más cruth fréimhe é seo agus gurb é sin an réad atá rindreáilte.

en: Calculate tangents for the CSG shape which allows the use of normal maps. This is only applied on the root shape, this setting is ignored on any child.
ga: Ríomh tadhlaithe don chruth CSG a cheadaíonn úsáid na ngnáthléarscáileanna. Ní chuirtear é seo i bhfeidhm ach amháin ar an gcruth fréimhe, déantar neamhaird ar an socrú seo ar aon leanbh.

en: The physics layers this area is in.
    Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
    A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Na sraitheanna fisice ina bhfuil an réimse seo.
    Is féidir le rudaí in-imbhuailte a bheith ann in aon cheann de 32 sraitheanna éagsúla. Oibríonn na sraitheanna seo cosúil le córas clibeála, agus níl siad amhairc. Is féidir le hinneall imbhuailte na sraitheanna seo a úsáid chun na rudaí ar féidir leis imbhualadh leo a roghnú, ag baint úsáide as an airí collision_mask.
    Braitear teagmhálaí má tá réad A in aon cheann de na sraitheanna a scanadh réad B, nó má tá réad B in aon chiseal a scanadh réad A. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and -masks]Cisealanna imbhuailte agus maisc[/url] sna doiciméid le haghaidh tuilleadh faisnéise.

en: The physics layers this CSG shape scans for collisions. Only effective if [member use_collision] is [code]true[/code]. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Déanann an fhisic an cruth CSG seo a scanadh le haghaidh imbhuailtí. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ag [comhalta use_collision]. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: The priority used to solve colliding when occurring penetration. Only effective if [member use_collision] is [code]true[/code]. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
ga: An tosaíocht a úsáidtear chun imbhualadh a réiteach nuair a tharlaíonn dul i bhfód. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ag [comhalta use_collision]. Dá airde an tosaíocht, is ea is ísle an dul isteach sa réad. Is féidir é seo a úsáid mar shampla chun an t-imreoir a chosc ó bhriseadh trí theorainneacha leibhéil.

en: The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
ga: An oibríocht a dhéantar ar an gcruth seo. Déantar neamhaird de seo don chéad nód linbh CSG mar go bhfuil an oibríocht idir an nód seo agus an leanbh roimhe seo tuismitheoir nóid.

en: Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden. See also [member collision_mask] and [member collision_priority].
ga: Cuireann sé cruth imbhuailte leis an inneall fisice dár gcruth CSG. Gníomhóidh sé seo i gcónaí cosúil le comhlacht statach. Tabhair faoi deara go bhfuil an cruth imbhuailte fós gníomhach fiú má tá an cruth CSG féin i bhfolach. Féach freisin [member collision_mask] agus [member collision_priority].

en: Geometry of both primitives is merged, intersecting geometry is removed.
ga: Déantar céimseata an dá phrimitive a chumasc, baintear céimseata trasnach.

en: Only intersecting geometry remains, the rest is removed.
ga: Níl fágtha ach céimseata trasnaithe, baintear an chuid eile.

en: The second shape is subtracted from the first, leaving a dent with its shape.
ga: Déantar an dara cruth a dhealú ón gcéad cheann, ag fágáil dent lena chruth.

en: A CSG Sphere shape.
ga: Cruth Sféar CSG.

en: This node allows you to create a sphere for use with the CSG system.
    [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
ga: Ligeann an nód seo duit sféar a chruthú le húsáid leis an gcóras CSG.
    [b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le [MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag bogadh nód CSG laistigh de nód CSG eile, mar sin ba chóir é a sheachaint le linn gameplay.

en: The material used to render the sphere.
ga: An t-ábhar a úsáidtear chun an sféar a rindreáil.

en: Number of vertical slices for the sphere.
ga: Líon na slisní ingearacha don sféar.

en: Radius of the sphere.
ga: Ga an sféir.

en: Number of horizontal slices for the sphere.
ga: Líon na slisní cothrománacha don sféar.

en: If [code]true[/code] the normals of the sphere are set to give a smooth effect making the sphere seem rounded. If [code]false[/code] the sphere will have a flat shaded look.
ga: Más [code]true[/code], socraítear normanna an sféir chun éifeacht mhín a thabhairt, rud a fhágann go bhfuil cuma shlánaithe ar an sféar. Más [code]bréagach[/code] é beidh cuma leathscáthaithe ar an sféar.

en: A CSG Torus shape.
ga: Cruth Torus CSG.

en: This node allows you to create a torus for use with the CSG system.
    [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
ga: Ligeann an nód seo duit torus a chruthú le húsáid leis an gcóras CSG.
    [b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le [MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag bogadh nód CSG laistigh de nód CSG eile, mar sin ba chóir é a sheachaint le linn gameplay.

en: The inner radius of the torus.
ga: Ga inmheánach an torais.

en: The material used to render the torus.
ga: An t-ábhar a úsáidtear chun an torus a rindreáil.

en: The outer radius of the torus.
ga: Ga seachtrach an torais.

en: The number of edges each ring of the torus is constructed of.
ga: Líon na n-imeall ar a bhfuil gach fáinne den tóirs tógtha.

en: The number of slices the torus is constructed of.
ga: An líon slices as a bhfuil an torus déanta.

en: If [code]true[/code] the normals of the torus are set to give a smooth effect making the torus seem rounded. If [code]false[/code] the torus will have a flat shaded look.
ga: Más [code]true[/code], socraítear normanna an tóirs chun éifeacht mhín a thabhairt, rud a fhágann go bhfuil cuma shlánaithe ar an tóir. Más [code]bréagach[/code] é beidh cuma leathscáthaithe ar an torus.

en: A script implemented in the C# programming language, saved with the [code].cs[/code] extension (Mono-enabled builds only).
ga: Script curtha i bhfeidhm sa teanga ríomhchlárúcháin C#, arna sábháil leis an síneadh [code].cs[/code] (tógálacha Mona-chumasaithe amháin).

en: This class represents a C# script. It is the C# equivalent of the [GDScript] class and is only available in Mono-enabled Godot builds.
ga: Léiríonn an rang seo script C#. Is ionann é agus C# den aicme [GDScript] agus níl sé ar fáil ach i bhfoirgnimh Mono-chumasaithe Godot.

en: C# documentation index
ga: Innéacs doiciméadaithe C#

en: Returns a new instance of the script.
ga: Filleann sampla nua den script.

en: Six square textures representing the faces of a cube. Commonly used as a skybox.
ga: Sé uigeacht chearnacha a léiríonn aghaidheanna ciúb. Úsáidtear go coitianta mar bhosca spéir.

en: Creates a placeholder version of this resource ([PlaceholderCubemap]).
ga: Cruthaítear leagan áitchoinneálaí den acmhainn seo ([PlaceholderCubemap]).

en: An array of [Cubemap]s, stored together and with a single reference.
ga: Sraith [Cubemap]s, stóráilte le chéile agus le tagairt amháin.

en: Creates a placeholder version of this resource ([PlaceholderCubemapArray]).
ga: Cruthaítear leagan áitchoinneálaí den acmhainn seo ([PlaceholderCubemapArray]).

en: A mathematical curve.
ga: Cuar matamaitice.

en: Adds a point to the curve. For each side, if the [code]*_mode[/code] is [constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses the slope of the curve halfway to the adjacent point. Allows custom assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set to [constant TANGENT_FREE].
ga: Cuireann sé pointe leis an gcuar. Maidir le gach taobh, más é an [code]*_mode[/code] [TANGENT_LINEAR leanúnach], úsáideann an uillinn [code]*_tangent[/code] (i gcéimeanna) fána an chuair leath bealaigh go dtí an pointe cóngarach. Ligeann sé seo tascanna saincheaptha don uillinn [code]*_tangent[/code] má tá [code]*_mode[/code] socraithe go dtí [TANGENT_FREE leanúnach].

en: Recomputes the baked cache of points for the curve.
ga: Ríomhann sé an taisce bácáilte pointí don chuar.

en: Removes duplicate points, i.e. points that are less than 0.00001 units (engine epsilon value) away from their neighbor on the curve.
ga: Baintear pointí dúblacha, i.e. pointí atá níos lú ná 0.00001 aonad (luach eipsealóin an innill) amach óna chomharsa ar an gcuar.

en: Removes all points from the curve.
ga: Baineann sé gach pointe as an gcuar.

en: Returns the left [enum TangentMode] for the point at [param index].
ga: Filleann sé ar chlé [enum TangentMode] don phointe ag [innéacs param].

en: Returns the left tangent angle (in degrees) for the point at [param index].
ga: Filleann sé an uillinn tadhlaí ar chlé (i gcéimeanna) don phointe ag [innéacs param].

en: Returns the curve coordinates for the point at [param index].
ga: Filleann sé comhordanáidí an chuair don phointe ag [paraminnéacs].

en: Returns the right [enum TangentMode] for the point at [param index].
ga: Filleann sé ar dheis [enum TangentMode] don phointe ag [innéacs param].

en: Returns the right tangent angle (in degrees) for the point at [param index].
ga: Filleann sé an dronuillinn tadhlaí (i gcéimeanna) don phointe ag [innéacs param].

en: Removes the point at [param index] from the curve.
ga: Baineann sé an pointe ag [param index] as an gcuar.

en: Returns the Y value for the point that would exist at the X position [param offset] along the curve.
ga: Filleann sé an luach Y don phointe a bheadh ann ag suíomh X [fritháireamh param] feadh an chuair.

en: Returns the Y value for the point that would exist at the X position [param offset] along the curve using the baked cache. Bakes the curve's points if not already baked.
ga: Filleann sé an luach Y don phointe a bheadh ann ag an suíomh X [param offset] feadh an chuair ag baint úsáide as an taisce bácáilte. Bácálann sé pointí an chuair mura bhfuil sé bácáilte cheana féin.

en: Sets the left [enum TangentMode] for the point at [param index] to [param mode].
ga: Socraíonn sé an taobh clé [enum TangentMode] don phointe ag [param index] go [param method].

en: Sets the left tangent angle for the point at [param index] to [param tangent].
ga: Socraíonn sé an uillinn tadhlaí ar chlé don phointe ag [paraminnéacs] go dtí [tadhlaí param].

en: Sets the offset from [code]0.5[/code].
ga: Socraíonn sé an fritháireamh ó [code]0.5[/code].

en: Sets the right [enum TangentMode] for the point at [param index] to [param mode].
ga: Socraíonn sé an ceart [enum TangentMode] don phointe ag [param index] go [param method].

en: Sets the right tangent angle for the point at [param index] to [param tangent].
ga: Socraíonn sé an dronuillinn tadhlaí don phointe ag [paraminnéacs] go dtí [tadhlaí param].

en: Assigns the vertical position [param y] to the point at [param index].
ga: Sanntar an suíomh ceartingearach [param y] go dtí an pointe ag [paraminnéacs].

en: The number of points to include in the baked (i.e. cached) curve data.
ga: Líon na bpointí le cur san áireamh sna sonraí cuar bhácáilte (i.e. i dtaisce).

en: The number of points describing the curve.
ga: Líon na bpointí a chuireann síos ar an gcuar.

en: Emitted when [member max_value] or [member min_value] is changed.
ga: Astaítear nuair a athraítear [comhalta max_value] nó [member min_value].

en: The tangent on this side of the point is user-defined.
ga: Tá an tadhlaí ar an taobh seo den phointe sainithe ag an úsáideoir.

en: The curve calculates the tangent on this side of the point as the slope halfway towards the adjacent point.
ga: Ríomhann an cuar an tadhlaí ar an taobh seo den phointe mar an fána leath bealaigh i dtreo an phointe chóngaraigh.

en: The total number of available tangent modes.
ga: Líon iomlán na modhanna tadhlaí atá ar fáil.

en: Describes a Bézier curve in 2D space.
ga: Cur síos ar chuar Bézier sa spás 2T.

en: This class describes a Bézier curve in 2D space. It is mainly used to give a shape to a [Path2D], but can be manually sampled for other purposes.
    It keeps a cache of precalculated points along the curve, to speed up further calculations.
ga: Déanann an rang seo cur síos ar chuar Bézier i spás 2T. Úsáidtear go príomha é chun cruth a thabhairt do [Path2D], ach is féidir é a shampláil de láimh chun críocha eile.
    Coinníonn sé taisce de phointí réamhríofa feadh an chuair, chun breis ríomhaireachtaí a bhrostú.

en: Adds a point with the specified [param position] relative to the curve's own position, with control points [param in] and [param out]. Appends the new point at the end of the point list.
    If [param index] is given, the new point is inserted before the existing point identified by index [param index]. Every existing point starting from [param index] is shifted further down the list of points. The index must be greater than or equal to [code]0[/code] and must not exceed the number of existing points in the line. See [member point_count].
ga: Cuirtear leis pointe leis an [suíomh param] sonraithe i gcoibhneas le suíomh an chuair féin, le pointí rialaithe [param isteach] agus [param amach]. Cuireann sé seo leis an bpointe nua ag deireadh an liosta pointí.
    Má thugtar [innéacs param], cuirtear an pointe nua isteach roimh an bpointe reatha a shainaithnítear le hinnéacs [param index]. Aistrítear gach pointe reatha a thosaíonn ó [innéacs param] níos faide síos ar an liosta pointí. Caithfidh an t-innéacs a bheith níos mó ná nó cothrom le [code]0[/code] agus gan dul thar líon na bpointí reatha sa líne. Féach [ball point_count].

en: Returns the total length of the curve, based on the cached points. Given enough density (see [member bake_interval]), it should be approximate enough.
ga: Filleann sé fad iomlán an chuair, bunaithe ar na pointí i dtaisce. Nuair a chuirtear dlús leordhóthanach (féach [member bake_interval]), ba cheart go mbeadh sé gar go leor.

en: Returns the cache of points as a [PackedVector2Array].
ga: Filltear taisce na bpointí mar [PackedVector2Array].

en: Returns the closest offset to [param to_point]. This offset is meant to be used in [method sample_baked].
    [param to_point] must be in this curve's local space.
ga: Filleann sé an fritháireamh is gaire do [param to_point]. Tá an fritháireamh seo i gceist le húsáid i [method sample_baked].
    Caithfidh [param to_point] a bheith i spás áitiúil an chuair seo.

en: Returns the closest point on baked segments (in curve's local space) to [param to_point].
    [param to_point] must be in this curve's local space.
ga: Filleann sé an pointe is gaire ar mhíreanna bácáilte (i spás áitiúil an chuair) go [param to_point].
    Caithfidh [param to_point] a bheith i spás áitiúil an chuair seo.

en: Returns the position of the control point leading to the vertex [param idx]. The returned position is relative to the vertex [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code].
ga: Filleann sé suíomh an phointe rialaithe a théann chuig an rinn [param idx]. Tá an suíomh fillte i gcoibhneas leis an rinn [param idx]. Má tá an t-innéacs lasmuigh de theorainneacha, seolann an fheidhm earráid chuig an consól, agus seolann [code](0, 0)[/code] ar ais.

en: Returns the position of the control point leading out of the vertex [param idx]. The returned position is relative to the vertex [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code].
ga: Filleann sé suíomh an phointe rialaithe a théann amach as an rinn [param idx]. Tá an suíomh fillte i gcoibhneas leis an rinn [param idx]. Má tá an t-innéacs lasmuigh de theorainneacha, seolann an fheidhm earráid chuig an consól, agus seolann [code](0, 0)[/code] ar ais.

en: Returns the position of the vertex [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code].
ga: Filleann sé suíomh na rinn [param idx]. Má tá an t-innéacs lasmuigh de theorainneacha, seolann an fheidhm earráid chuig an consól, agus seolann [code](0, 0)[/code] ar ais.

en: Deletes the point [param idx] from the curve. Sends an error to the console if [param idx] is out of bounds.
ga: Scrios an pointe [param idx] ón gcuar. Seolann sé earráid chuig an consól mura bhfuil [param idx] as teorainneacha.

en: Returns the position between the vertex [param idx] and the vertex [code]idx + 1[/code], where [param t] controls if the point is the first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in between. Values of [param t] outside the range ([code]0.0 <= t <= 1.0[/code]) give strange, but predictable results.
    If [param idx] is out of bounds it is truncated to the first or last vertex, and [param t] is ignored. If the curve has no points, the function sends an error to the console, and returns [code](0, 0)[/code].
ga: Filleann sé an suíomh idir an rinn [param idx] agus an rinn [code]idx + 1[/code], áit a rialaíonn [param t] más é an pointe an chéad rinn ([code]t = 0.0[/code]), an rinn dheireanach ([code]t = 1.0[/code]), nó eatarthu. Tugann luachanna [param t] lasmuigh den raon ([code]0.0 <= t <= 1.0[/code]) torthaí aisteacha ach intuartha.
    Má tá [param idx] lasmuigh de theorainneacha gearrtar go dtí an chéad rinn nó an rinn dheireanach é, agus déantar neamhaird de [param t]. Mura bhfuil aon phointí ag an gcuar, seolann an fheidhm earráid chuig an consól, agus seolann sé [code](0, 0)[/code] ar ais.

en: Returns a point within the curve at position [param offset], where [param offset] is measured as a pixel distance along the curve.
    To do that, it finds the two cached points where the [param offset] lies between, then interpolates the values. This interpolation is cubic if [param cubic] is set to [code]true[/code], or linear if set to [code]false[/code].
    Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).
ga: Filleann sé pointe laistigh den chuar ag suíomh [fritháireamh param], áit a ndéantar [fritháireamh param] a thomhas mar fhad picteilín feadh an chuair.
    Chun é sin a dhéanamh, aimsíonn sé an dá phointe i dtaisce ina luíonn an [fritháireamh param] eatarthu, ansin déanann sé na luachanna a idirshuíomh. Tá an t-idirshuíomh ciúbach má tá [param ciúbach] socraithe go [code]true[/code], nó líneach má tá sé socraithe go [code]bréagach[/code].
    Is gnách go leanann idirshuíomh ciúbach na cuair níos fearr, ach tá líneach níos tapúla (agus go minic, beacht go leor).

en: Similar to [method sample_baked], but returns [Transform2D] that includes a rotation along the curve, with [member Transform2D.origin] as the point position and the [member Transform2D.x] vector pointing in the direction of the path at that point. Returns an empty transform if the length of the curve is [code]0[/code].
    [codeblock]
    var baked = curve.sample_baked_with_rotation(offset)
    # The returned Transform2D can be set directly.
    transform = baked
    # You can also read the origin and rotation separately from the returned Transform2D.
    position = baked.get_origin()
    rotation = baked.get_rotation()
    [/codeblock]
ga: Cosúil le [method sample_baked], ach filleann [Transform2D] a chuimsíonn rothlú feadh an chuair, le [comhalta Transform2D.origin] mar shuíomh an phointe agus an veicteoir [member Transform2D.x] dírithe i dtreo an chosáin ag an bpointe sin . Filleann sé claochlú folamh más é [code]0[/code] fad an chuair.
    [codeblock]
    var baked = curve.sample_baked_with_rotation(fritháireamh)
    # Is féidir an Transform2D ar ais a shocrú go díreach.
    claochlú = bácáilte
    # Is féidir leat an tionscnamh agus an rothlú a léamh ar leithligh ón Transform2D a sheoltar ar ais.
    suíomh = baked.get_origin()
    rothlú = baked.get_rotation()
    [/codeblock]

en: Returns the position at the vertex [param fofs]. It calls [method sample] using the integer part of [param fofs] as [code]idx[/code], and its fractional part as [code]t[/code].
ga: Filleann sé an suíomh ag an rinn [param fofs]. Glaonn sé [sampla modha] agus an chuid slánuimhir de [param fofs] á úsáid mar [code]idx[/code], agus a chuid codánach mar [code]t[/code].

en: Sets the position of the control point leading to the vertex [param idx]. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.
ga: Socraíonn sé suíomh an phointe rialaithe a théann chuig an rinn [param idx]. Mura bhfuil teorainn leis an innéacs, seolann an fheidhm earráid chuig an consól. Tá an suíomh i gcoibhneas leis an rinn.

en: Sets the position of the control point leading out of the vertex [param idx]. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.
ga: Socraíonn sé suíomh an phointe rialaithe a théann amach as an rinn [param idx]. Mura bhfuil teorainn leis an innéacs, seolann an fheidhm earráid chuig an consól. Tá an suíomh i gcoibhneas leis an rinn.

en: Sets the position for the vertex [param idx]. If the index is out of bounds, the function sends an error to the console.
ga: Socraíonn sé suíomh an rinn [param idx]. Mura bhfuil teorainn leis an innéacs, seolann an fheidhm earráid chuig an consól.

en: Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts.
    This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough.
    [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!
    [param tolerance_degrees] controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.
ga: Filleann sé liosta pointí feadh an chuair, le dlús pointe rialaithe cuaire. Is é sin, beidh níos mó pointí ag na codanna curvier ná na codanna níos dírí.
    Déanann an comhfhogasú seo teascáin dhíreacha idir gach pointe, ansin foroinneann sé na teascáin sin go dtí go mbíonn an cruth a bhíonn mar thoradh air cosúil go leor.
    rialaíonn [param max_stages] cé mhéad fo-roinn a d’fhéadfadh a bheith os comhair teascán cuar sula meastar é a bheith gar go leor. Roinneann gach foroinn an deighleog ina dhá leath, mar sin d’fhéadfadh go gciallódh na 5 chéim réamhshocraithe suas le 32 foroinn in aghaidh na míre cuar. Méadú le cúram!
    rialaíonn [param tolerance_degrees] cé mhéad céim a fhéadfaidh lárphointe míre imeacht ón bhfíor-chuar, sula gcaithfear an mhír a fhoroinnt.

en: Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!
    [param tolerance_length] controls the maximal distance between two neighboring points, before the segment has to be subdivided.
ga: Filleann sé liosta pointí feadh an chuair, le dlús beagnach aonfhoirmeach. rialaíonn [param max_stages] cé mhéad fo-roinn a d’fhéadfadh a bheith os comhair teascán cuar sula meastar é a bheith gar go leor. Roinneann gach foroinn an deighleog ina dhá leath, mar sin d’fhéadfadh go gciallódh na 5 chéim réamhshocraithe suas le 32 foroinn in aghaidh na míre cuar. Méadú le cúram!
    Rialaíonn [param tolerance_length] an t-achar uasta idir dhá phointe comharsanachta, sula gcaithfear an mhír a fhoroinnt.

en: The distance in pixels between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
ga: An fad i bpicteilíní idir dhá phointe i dtaisce in aice láimhe. Má athraítear é is gá an taisce a athríomh an chéad uair eile a ghlaoitear an fheidhm [method get_baked_points] nó [method get_baked_length]. Dá lú an t-achar, is mó pointí sa taisce agus is mó cuimhne a ídeoidh sé, mar sin bain úsáid as go cúramach.

en: Describes a Bézier curve in 3D space.
ga: Cur síos ar chuar Bézier sa spás 3D.

en: This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a [Path3D], but can be manually sampled for other purposes.
    It keeps a cache of precalculated points along the curve, to speed up further calculations.
ga: Déanann an rang seo cur síos ar chuar Bézier i spás 3D. Úsáidtear go príomha é chun cruth a thabhairt do [Path3D], ach is féidir é a shampláil de láimh chun críocha eile.
    Coinníonn sé taisce de phointí réamhríofa feadh an chuair, chun breis ríomhaireachtaí a bhrostú.

en: Returns the cache of points as a [PackedVector3Array].
ga: Filltear taisce na bpointí mar [PackedVector3Array].

en: Returns the cache of tilts as a [PackedFloat32Array].
ga: Filleann sé taisce na gclaonta mar [PackedFloat32Array].

en: Returns the cache of up vectors as a [PackedVector3Array].
    If [member up_vector_enabled] is [code]false[/code], the cache will be empty.
ga: Filleann sé taisce na veicteoirí suas mar [PackedVector3Array].
    Má tá [ball up_vector_enabled] [code]false[/code], beidh an taisce folamh.

en: Returns the closest offset to [param to_point]. This offset is meant to be used in [method sample_baked] or [method sample_baked_up_vector].
    [param to_point] must be in this curve's local space.
ga: Filleann sé an fritháireamh is gaire do [param to_point]. Tá an fritháireamh seo i gceist le húsáid i [method sample_baked] nó [method sampl_baked_up_vector].
    Caithfidh [param to_point] a bheith i spás áitiúil an chuair seo.

en: Returns the position of the control point leading to the vertex [param idx]. The returned position is relative to the vertex [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0, 0)[/code].
ga: Filleann sé suíomh an phointe rialaithe a théann chuig an rinn [param idx]. Tá an suíomh fillte i gcoibhneas leis an rinn [param idx]. Má tá an t-innéacs lasmuigh de theorainneacha, seolann an fheidhm earráid chuig an consól, agus seolann [code](0, 0, 0)[/code] ar ais.

en: Returns the position of the control point leading out of the vertex [param idx]. The returned position is relative to the vertex [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0, 0)[/code].
ga: Filleann sé suíomh an phointe rialaithe a théann amach as an rinn [param idx]. Tá an suíomh fillte i gcoibhneas leis an rinn [param idx]. Má tá an t-innéacs lasmuigh de theorainneacha, seolann an fheidhm earráid chuig an consól, agus seolann [code](0, 0, 0)[/code] ar ais.

en: Returns the position of the vertex [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0, 0)[/code].
ga: Filleann sé suíomh na rinn [param idx]. Má tá an t-innéacs lasmuigh de theorainneacha, seolann an fheidhm earráid chuig an consól, agus seolann [code](0, 0, 0)[/code] ar ais.

en: Returns the tilt angle in radians for the point [param idx]. If the index is out of bounds, the function sends an error to the console, and returns [code]0[/code].
ga: Filleann sé an uillinn chlaonta ina raidian don phointe [param idx]. Mura bhfuil teorainn leis an innéacs, seolann an fheidhm earráid chuig an consól, agus seolann sí [code]0[/code] ar ais.

en: Returns the position between the vertex [param idx] and the vertex [code]idx + 1[/code], where [param t] controls if the point is the first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in between. Values of [param t] outside the range ([code]0.0 >= t <=1[/code]) give strange, but predictable results.
    If [param idx] is out of bounds it is truncated to the first or last vertex, and [param t] is ignored. If the curve has no points, the function sends an error to the console, and returns [code](0, 0, 0)[/code].
ga: Filleann sé an suíomh idir an rinn [param idx] agus an rinn [code]idx + 1[/code], áit a rialaíonn [param t] más é an pointe an chéad rinn ([code]t = 0.0[/code]), an rinn dheireanach ([code]t = 1.0[/code]), nó eatarthu. Tugann luachanna [param t] lasmuigh den raon ([code]0.0 >= t <=1[/code]) torthaí aisteacha ach intuartha.
    Má tá [param idx] lasmuigh de theorainneacha gearrtar go dtí an chéad rinn nó an rinn dheireanach é, agus déantar neamhaird de [param t]. Mura bhfuil aon phointí ag an gcuar, seolann an fheidhm earráid chuig an consól, agus seolann sé [code](0, 0, 0)[/code] ar ais.

en: Returns a point within the curve at position [param offset], where [param offset] is measured as a distance in 3D units along the curve. To do that, it finds the two cached points where the [param offset] lies between, then interpolates the values. This interpolation is cubic if [param cubic] is set to [code]true[/code], or linear if set to [code]false[/code].
    Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).
ga: Filleann sé pointe laistigh den chuar ag suíomh [fritháireamh param], áit a ndéantar [fritháireamh param] a thomhas mar fhad in aonaid 3D feadh an chuair. Chun é sin a dhéanamh, aimsíonn sé an dá phointe i dtaisce ina luíonn an [fritháireamh param] eatarthu, ansin déanann sé na luachanna a idirshuíomh. Tá an t-idirshuíomh seo ciúbach má tá [param ciúbach] socraithe go [code]true[/code], nó líneach má tá sé socraithe go [code]bréagach[/code].
    Is gnách go leanann idirshuíomh ciúbach na cuair níos fearr, ach tá líneach níos tapúla (agus go minic, beacht go leor).

en: Returns an up vector within the curve at position [param offset], where [param offset] is measured as a distance in 3D units along the curve. To do that, it finds the two cached up vectors where the [param offset] lies between, then interpolates the values. If [param apply_tilt] is [code]true[/code], an interpolated tilt is applied to the interpolated up vector.
    If the curve has no up vectors, the function sends an error to the console, and returns [code](0, 1, 0)[/code].
ga: Filleann veicteoir suas laistigh den chuar ag suíomh [fritháireamh param], áit a ndéantar [fritháireamh param] a thomhas mar fhad in aonaid 3D feadh an chuair. Chun é sin a dhéanamh, aimsíonn sé an dá veicteoir i dtaisce a bhfuil an [fritháireamh param] suite eatarthu, ansin déanann sé na luachanna a idirshuíomh. Má tá [param apply_tilt] [code]true[/code], cuirtear tilt idirshuite i bhfeidhm ar an veicteoir idirshuite.
    Mura bhfuil veicteoirí aníos ag an gcuar, seolann an fheidhm earráid chuig an consól, agus seolann sí [code](0, 1, 0)[/code] ar ais.

en: Returns a [Transform3D] with [code]origin[/code] as point position, [code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, [code]basis.z[/code] as forward vector. When the curve length is 0, there is no reasonable way to calculate the rotation, all vectors aligned with global space axes. See also [method sample_baked].
ga: Filleann sé [Transform3D] le [code]bunús[/code] mar shuíomh pointe, [code]bunús.x[/code] mar veicteoir taobh, [code]basis.y[/code] mar veicteoir suas, [code]bunús .z[/code] mar réamhveicteoir. Nuair a bhíonn fad an chuair 0, níl aon bhealach réasúnta ann chun an uainíocht a ríomh, gach veicteoir ailínithe le haiseanna spáis dhomhanda. Féach freisin [method sample_baked].

en: Sets the tilt angle in radians for the point [param idx]. If the index is out of bounds, the function sends an error to the console.
    The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a [PathFollow3D], this tilt is an offset over the natural tilt the [PathFollow3D] calculates.
ga: Socraíonn sé an uillinn chlaonta ina raidian don phointe [param idx]. Mura bhfuil teorainn leis an innéacs, seolann an fheidhm earráid chuig an consól.
    Rialaíonn an tilt an rothlú feadh na haise amhairc a bheadh ag rud a bheadh ag taisteal an chosáin. I gcás cuar a rialaíonn [PathFollow3D], is fritháireamh é an tilt seo thar an tilt nádúrtha a ríomhann [PathFollow3D].

en: The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
ga: An fad i méadair idir dhá phointe i dtaisce in aice láimhe. Má athraítear é is gá an taisce a athríomh an chéad uair eile a ghlaoitear an fheidhm [method get_baked_points] nó [method get_baked_length]. Dá lú an t-achar, is amhlaidh is mó pointí sa taisce agus is mó cuimhne a ídeoidh sé, mar sin bain úsáid as go cúramach.

en: If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow3D.rotation_mode] is set to [constant PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.
ga: Más [code]true[/code], bácáilfidh an cuar veicteoirí a úsáidtear don treoshuíomh. Úsáidtear é seo nuair a shocraítear [ball PathFollow3D.rotation_mode] go [PathFollow3D.ROTATION_ORIENTED leanúnach]. Nuair a athraítear é is gá an taisce a athríomh.

en: A 1D texture where pixel brightness corresponds to points on a curve.
ga: Uigeacht 1T ina gcomhfhreagraíonn gile picteilín do phointí ar chuar.

en: The format the texture should be generated with. When passing a CurveTexture as an input to a [Shader], this may need to be adjusted.
ga: An fhormáid ar cheart an uigeacht a ghiniúint leis. Agus CurveTexture á rith mar ionchur chuig [Shader], seans go mbeidh gá é seo a choigeartú.

en: The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
ga: Leithead an uigeachta (i bpicteilíní). De bharr luachanna níos airde is féidir sonraí ard-minicíochta a léiriú níos fearr (amhail athruithe tobanna ar an treo), ar chostas méadaithe ama giniúna agus úsáid chuimhne.

en: Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.
ga: Stóráil an cuar go cothrom trasna na gcainéal dearg, glas agus gorm. Úsáideann sé seo cuimhne físeáin níos mó, ach tá sé ag luí níos fearr le shaders nach léann ach na luachanna glas agus gorm.

en: Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.
ga: Déan an cuar a stóráil sa chainéal dearg amháin. Sábhálann sé seo cuimhne físeáin, ach seans nach mbeidh roinnt scáthaitheoirí saincheaptha in ann oibriú leis seo.

en: A 1D texture where the red, green, and blue color channels correspond to points on 3 curves.
ga: Uigeacht 1T ina gcomhfhreagraíonn na cainéil dath dearg, glas agus gorm do phointí ar 3 chuar.

en: Class representing a cylindrical [PrimitiveMesh].
ga: Aicme a ionadaíonn sorcóireach [PrimitiveMesh].

en: Class representing a cylindrical [PrimitiveMesh]. This class can be used to create cones by setting either the [member top_radius] or [member bottom_radius] properties to [code]0.0[/code].
ga: Aicme a ionadaíonn sorcóireach [PrimitiveMesh]. Is féidir an rang seo a úsáid chun cóin a chruthú trí na hairíonna [member top_radius] nó [member bottom_radius] a shocrú go [code]0.0[/code].

en: Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces will not be generated, resulting in a conic shape. See also [member cap_bottom].
ga: Ga bun an tsorcóra. Má shocraítear é go [code]0.0[/code], ní ghinfear na aghaidheanna íochtair, agus cruth cónúil mar thoradh air. Féach freisin [member cap_bottom].

en: If [code]true[/code], generates a cap at the bottom of the cylinder. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. See also [member bottom_radius].
    [b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is always skipped even if [member cap_bottom] is [code]true[/code].
ga: Más [code]true[/code], gineann caipín ag bun an tsorcóra. Is féidir é seo a shocrú go [code]bréagach[/code] chun giniúint agus rindreáil a bhrostú nuair nach bhfeiceann an ceamara an caipín. Féach freisin [ball bottom_radius].
    [b]Nóta:[/b] Más é [ball bottom_radius] [code] 0.0[/code], ní i gcónaí a dhéantar caipín a ghiniúint fiú má tá [member cap_bottom] [code]true[/code].

en: If [code]true[/code], generates a cap at the top of the cylinder. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. See also [member top_radius].
    [b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is always skipped even if [member cap_top] is [code]true[/code].
ga: Más [code]true[/code], gineann caipín ag barr an tsorcóra. Is féidir é seo a shocrú go [code]bréagach[/code] chun giniúint agus rindreáil a bhrostú nuair nach bhfeiceann an ceamara an caipín. Féach freisin [member top_radius].
    [b]Nóta:[/b] Más é [member top_radius] [code] 0.0[/code], ní dhéantar giniúint caipíní i gcónaí fiú má tá [code]true[/code] ar [member cap_top].

en: Full height of the cylinder.
ga: Airde iomlán an tsorcóra.

en: Number of radial segments on the cylinder. Higher values result in a more detailed cylinder/cone at the cost of performance.
ga: Líon na codanna gathacha ar an sorcóir. Bíonn sorcóir/cón níos mionsonraithe mar thoradh ar luachanna níos airde ar chostas na feidhmíochta.

en: Number of edge rings along the height of the cylinder. Changing [member rings] does not have any visual impact unless a shader or procedural mesh tool is used to alter the vertex data. Higher values result in more subdivisions, which can be used to create smoother-looking effects with shaders or procedural mesh tools (at the cost of performance). When not altering the vertex data using a shader or procedural mesh tool, [member rings] should be kept to its default value.
ga: Líon na bhfáinní imeall feadh airde an tsorcóra. Ní bhíonn aon tionchar amhairc ag athrú [fáinní baill] mura n-úsáidtear uirlis scáthaithe nó mogall nós imeachta chun na sonraí rinn a athrú. Mar thoradh ar luachanna níos airde bíonn níos mó fo-rannáin ann, ar féidir iad a úsáid chun éifeachtaí níos míne a chruthú le scáthaitheoirí nó le huirlisí mogalra nós imeachta (ar chostas feidhmíochta). Nuair nach n-athraítear na sonraí rinn ag baint úsáide as uirlis scáthaithe nó mogaill nós imeachta, ba cheart [fáinní ball] a choinneáil ar a luach réamhshocraithe.

en: Top radius of the cylinder. If set to [code]0.0[/code], the top faces will not be generated, resulting in a conic shape. See also [member cap_top].
ga: Ga barr an tsorcóra. Má shocraítear é go [code]0.0[/code], ní ghinfear na aghaidheanna barr, agus cruth cónúil mar thoradh air. Féach freisin [member cap_top].

en: A 3D cylinder shape used for physics collision.
ga: Cruth sorcóir 3D a úsáidtear le haghaidh imbhualadh fisice.

en: A 3D cylinder shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
    [b]Note:[/b] There are several known bugs with cylinder collision shapes. Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.
    [b]Performance:[/b] [CylinderShape3D] is fast to check collisions against, but it is slower than [CapsuleShape3D], [BoxShape3D], and [SphereShape3D].
ga: Cruth sorcóir 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape3D].
    [b]Nóta:[/b] Tá go leor fabht ann a bhfuil cruthanna imbhuailte sorcóra orthu. Moltar [CapsuleShape3D] nó [BoxShape3D] a úsáid ina ionad sin.
    [b]Feidhmíocht:[/b] Tá [CylinderShape3D] tapa chun imbhuailtí a sheiceáil, ach tá sé níos moille ná [CapsuleShape3D], [BoxShape3D], agus [SphereShape3D].

en: The cylinder's height.
ga: Airde an tsorcóra.

en: The cylinder's radius.
ga: Ga an tsorcóra.

en: A physics joint that connects two 2D physics bodies with a spring-like force.
ga: Alt fisice a nascann dhá chorp fisice 2T le fórsa atá cosúil le spriongaí.

en: A physics joint that connects two 2D physics bodies with a spring-like force. This resembles a spring that always wants to stretch to a given length.
ga: Alt fisice a nascann dhá chorp fisice 2T le fórsa atá cosúil le spriongaí. Tá sé seo cosúil le lingeán a bhíonn i gcónaí ag iarraidh síneadh go fad tugtha.

en: The spring joint's damping ratio. A value between [code]0[/code] and [code]1[/code]. When the two bodies move into different directions the system tries to align them to the spring axis again. A high [member damping] value forces the attached bodies to align faster.
ga: Cóimheas taise an alt earraigh. Luach idir [code]0[/code] agus [code]1[/code]. Nuair a bhogann an dá chorp isteach i dtreonna difriúla déanann an córas iarracht iad a ailíniú leis an ais lingeáin arís. Cuireann luach ard [bualadh ball] iallach ar na comhlachtaí ceangailte ailíniú níos tapúla.

en: The spring joint's maximum length. The two attached bodies cannot stretch it past this value.
ga: Fad uasta an chomhpháirteach earraigh. Ní féidir leis an dá chomhlacht ceangailte é a shíneadh thar an luach seo.

en: When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length.
ga: Nuair a bhogann na coirp atá ceangailte le hailt an earraigh síneann siad nó scuaiseann siad é. Déanann an t-alt iarracht i gcónaí méid a athrú i dtreo an fhad seo.

en: The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length.
ga: Dá airde an luach, is lú a dhéanfaidh na comhlachtaí atá ceangailte leis an gcomhpháirteach é a dhífhoirmiú. Cuireann an comhpháirteach fórsa codarsnach i bhfeidhm ar na comhlachtaí, táirge an stiffness iolraithe faoin difríocht mhéid óna fhad scíthe.

en: Node that projects a texture onto a [MeshInstance3D].
ga: Nód a theilgeann uigeacht ar [MeshInstance3D].

en: [Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals to add detail to a scene without affecting the underlying [Mesh]. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots.
    They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y).
    The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after.
    [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them.
    [b]Note:[/b] Decals are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 decals can be displayed on each mesh resource. Attempting to display more than 8 decals on a single mesh resource will result in decals flickering in and out as the camera moves.
    [b]Note:[/b] When using the Mobile rendering method, decals will only correctly affect meshes whose visibility AABB intersects with the decal's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the decal may not be visible on the mesh.
ga: Úsáidtear [Decal]s chun uigeacht a theilgean ar [mogalra] sa radharc. Úsáid Decals chun sonraí a chur le radharc gan cur isteach ar an [mogalra] bhunúsach. Is minic a úsáidtear iad chun síonchaitheamh a chur le tógáil, salachar nó láib a chur leis an talamh, nó éagsúlacht a chur le frapaí. Is féidir decals a bhogadh ag am ar bith, rud a fhágann go bhfuil siad oiriúnach do rudaí mar scáthanna blobaí nó poncanna radhairc léasair.
    Tá siad déanta as [AABB] agus grúpa [Uigeacht2D]anna lena sonraítear [Color], gnáth, ORM (occlusion comhthimpeallach, gairbhe, miotalach), agus astú. Déantar decal a réamh-mheasta laistigh dá [AABB] agus mar sin bíonn tionchar ag athrú treoshuíomh an Decal ar an treo ina réamh-mheastar iad. De réir réamhshocraithe, réamh-mheastar síos Decals (i.e. ó Y dearfach go diúltach Y).
    Stóráiltear na [Texture2D]s a bhaineann leis an Decal go huathoibríoch in atlas uigeachta a úsáidtear chun na decals a tharraingt ionas gur féidir gach decal a tharraingt ag an am céanna. Úsáideann Godot decals cnuasaithe, rud a chiallaíonn go ndéantar iad a stóráil i sonraí braisle agus a tharraingt nuair a tharraingítear an mogalra, ní dhéantar iad a tharraingt mar éifeacht iar-phróiseála tar éis.
    [b]Nóta:[/b] Ní féidir le decals tionchar a imirt ar thrédhearcacht bunábhar, beag beann ar a mhodh trédhearcachta (cumasc alfa, siosúr alfa, hash alfa, réamhphas teimhneach). Ciallaíonn sé seo go bhfanfaidh réimsí tréshoilseach nó trédhearcach d'ábhar tréshoilseach nó trédhearcach fiú má chuirtear decal teimhneach orthu.
    [b]Nóta:[/b] Ní thacaítear le dearbhuithe ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht. Agus an modh rindreála Móibíleach á úsáid, ní féidir ach 8 ndecal a thaispeáint ar gach acmhainn mogalra. Má dhéantar iarracht níos mó ná 8 decals a thaispeáint ar acmhainn mogaill amháin, beidh decals ag caochadh isteach agus amach de réir mar a ghluaiseann an ceamara.
    [b]Nóta:[/b] Nuair a bheidh an modh rindreála Móibíleach á úsáid, ní dhéanfaidh decals difear ceart ach amháin do na mogaill a dtrasnaíonn AABB infheictheacht iad agus AABB an decal. Má úsáidtear scáthlán chun an mogalra a dhífhoirmiú ar bhealach a fhágann go dtéann sé lasmuigh dá AABB, ní mór [member GeometryInstance3D.extra_cull_margin] a mhéadú ar an mogalra. Seachas sin, ní fhéadfaidh an decal a bheith le feiceáil ar an mogalra.

en: Returns the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly.
    For example, instead of [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code].
    One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:
    [codeblocks]
    [gdscript]
    for i in Decal.TEXTURE_MAX:
        $NewDecal.set_texture(i, $OldDecal.get_texture(i))
    [/gdscript]
    [csharp]
    for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)
    {
        GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i));
    }
    [/csharp]
    [/codeblocks]
ga: Seoltar ar ais an [Texture2D] a bhaineann leis an [enum DecalTexture] sonraithe. Is modh áise é seo, i bhformhór na gcásanna ba cheart duit rochtain a fháil ar an uigeacht go díreach.
    Mar shampla, in ionad [code] albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/code], úsáid [code]albedo_tex = $Decal.texture_albedo[/code].
    Cás amháin ina bhfuil sé seo níos fearr ná an uigeacht a rochtain go díreach ná nuair is mian leat uigeachtaí Decal amháin a chóipeáil go ceann eile. Mar shampla:
    [codeblocks]
    [gdscript]
    for i in Decal.TEXTURE_MAX:
        $NewDecal.set_texture(i, $OldDecal.get_texture(i))
    [/gdscript]
    [csharp]
    for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)
    {
        GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i));
    }
    [/csharp]
    [/codeblocks]

en: Sets the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly.
    For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].
    One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:
    [codeblocks]
    [gdscript]
    for i in Decal.TEXTURE_MAX:
        $NewDecal.set_texture(i, $OldDecal.get_texture(i))
    [/gdscript]
    [csharp]
    for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)
    {
        GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i));
    }
    [/csharp]
    [/codeblocks]
ga: Socraíonn sé an [Texture2D] a bhaineann leis an [enum DecalTexture] sonraithe. Is modh áise é seo, i bhformhór na gcásanna ba cheart duit rochtain a fháil ar an uigeacht go díreach.
    Mar shampla, in ionad [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code], úsáid [code]$Decal.texture_albedo = albedo_tex[/code].
    Cás amháin ina bhfuil sé seo níos fearr ná an uigeacht a rochtain go díreach ná nuair is mian leat uigeachtaí Decal amháin a chóipeáil go ceann eile. Mar shampla:
    [codeblocks]
    [gdscript]
    for i in Decal.TEXTURE_MAX:
        $NewDecal.set_texture(i, $OldDecal.get_texture(i))
    [/gdscript]
    [csharp]
    for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)
    {
        GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i));
    }
    [/csharp]
    [/codeblocks]

en: Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh. This can be set to [code]0.0[/code] to create a decal that only affects normal or ORM. In this case, an albedo texture is still required as its alpha channel will determine where the normal and ORM will be overridden. See also [member modulate].
ga: Cumasc an albedo [Color] den dhecal le albedo [Color] an mhogalra faoina bhun. Is féidir é seo a shocrú go [code]0.0[/code] chun decal a chruthú nach mbíonn tionchar aige ach ar an ngnáthnós nó ar an ORM. Sa chás seo, tá uigeacht albedo fós ag teastáil toisc go gcinnfidh a cainéal alfa cá háit a sárófar an gnáth agus an ORM. Féach freisin [ball modulate].

en: Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
ga: Sonraítear cé na [comhaltaí VisualInstance3D.layers] a bheidh ar an decal seo. De réir réamhshocraithe, bíonn tionchar ag Decals ar gach sraith. Úsáidtear é seo ionas gur féidir leat a shonrú cé na cineálacha réad a fhaigheann an Decal agus nach bhfaigheann. Tá sé seo thar a bheith úsáideach ionas gur féidir leat a chinntiú nach bhfaigheann réada dinimiciúla Decal trí thimpiste atá beartaithe don tír-raon fúthu.

en: The distance from the camera at which the Decal begins to fade away (in 3D units).
ga: An fad ón gceamara ag a dtosaíonn an Decal ag dul i léig (in aonaid 3D).

en: If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.
ga: Más rud é go bhfuil [code]true[/code], laghdóidh decals go réidh agus iad i bhfad ón [Camera3D] gníomhach ag tosú ag [member distance_fade_begin]. Scaipfidh an Decal thar [member distance_fade_begin] + [member distance_fade_length], agus ina dhiaidh sin déanfar é a bhaint agus ní sheolfar chuig an scáthlán é ar chor ar bith. Bain úsáid as seo chun líon na ndeachanna gníomhacha i radharc a laghdú agus mar sin feabhas a chur ar fheidhmíocht.

en: The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast.
ga: An fad a théann an Decal i léig (in aonaid 3D). Éiríonn an Decal go mall níos trédhearcaí thar an bhfad seo agus bíonn sé dofheicthe go hiomlán ag an deireadh. Is é an toradh a bhíonn ar luachanna níos airde ná trasdul céimnithe níos míne, rud atá níos oiriúnaí nuair a ghluaiseann an ceamara go tapa.

en: Energy multiplier for the emission texture. This will make the decal emit light at a higher or lower intensity, independently of the albedo color. See also [member modulate].
ga: Iolraitheoir fuinnimh don uigeacht astaithe. Déanfaidh sé seo go n-astaíonn an decal solas ag déine níos airde nó níos ísle, go neamhspleách ar an dath albedo. Féach freisin [ball modulate].

en: Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member upper_fade].
ga: Socraíonn sé an cuar ar a mbeidh an decal céimnithe de réir mar a théann an dromchla níos faide ó lár an [AABB]. Níl ach luachanna dearfacha bailí (clampálfar luachanna diúltacha go [code]0.0[/code]). Féach freisin [comhalta upper_fade].

en: Changes the [Color] of the Decal by multiplying the albedo and emission colors with this value. The alpha component is only taken into account when multiplying the albedo color, not the emission color. See also [member emission_energy] and [member albedo_mix] to change the emission and albedo intensity independently of each other.
ga: Athraítear [Color] an Decal tríd an albedo agus dathanna astaithe a iolrú leis an luach seo. Ní chuirtear an chomhpháirt alfa san áireamh ach amháin nuair a bhíonn an dath albedo á iolrú, ní dath an astaíochta. Féach freisin [member emission_energy] agus [member albedo_mix] chun an déine astaíochta agus albedo a athrú go neamhspleách ar a chéile.

en: Fades the Decal if the angle between the Decal's [AABB] and the target surface becomes too large. A value of [code]0[/code] projects the Decal regardless of angle, a value of [code]1[/code] limits the Decal to surfaces that are nearly perpendicular.
    [b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/code] has a small performance cost due to the added normal angle computations.
ga: Céimnítear an Decal má éiríonn an uillinn idir an Decal [AABB] agus an spriocdhromchla rómhór. Déanann luach [code]0[/code] an Decal a theilgean beag beann ar uillinn, cuireann luach [code]1[/code] teorainn leis an Decal chuig dromchlaí atá beagnach ingearach.
    [b]Nóta:[/b] Tá costas feidhmíochta beag ag baint le socrú [ball normal_fade] ar luach níos mó ná [code]0.0[/code] mar gheall ar ríomhanna na ngnáthuillinne breise.

en: Sets the size of the [AABB] used by the decal. All dimensions must be set to a value greater than zero (they will be clamped to [code]0.001[/code] if this is not the case). The AABB goes from [code]-size/2[/code] to [code]size/2[/code].
    [b]Note:[/b] To improve culling efficiency of "hard surface" decals, set their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and set the Y component of the [member size] as low as possible. This will reduce the decals' AABB size without affecting their appearance.
ga: Socraíonn sé méid an [AABB] a úsáideann an decal. Ní mór na toisí go léir a shocrú go luach níos mó ná nialas (clampálfar iad go [code]0.001[/code] murab amhlaidh an cás). Téann an AABB ó [code]-size/2[/code] go [code]size/2[/code].
    [b]Nóta:[/b] Chun éifeachtúlacht maraithe na decalanna “dromchla crua” a fheabhsú, socraigh a [comhalta uachtair_fade] agus [comhalta lower_fade] go [code]0.0[/code] agus socraigh an chomhpháirt Y den [méid an chomhalta ] chomh híseal agus is féidir. Laghdóidh sé seo méid AABB na ndecals gan cur isteach ar a gcuma.

en: [Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
    [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
ga: [Uigeacht2D] le bonn [Color] an Decal. Ní mór é seo nó an [member texture_emission] a shocrú le go mbeidh an Decal infheicthe. Úsáid an cainéal alfa cosúil le masc chun imill an deicéil a chumasc go mín leis an réad bunúsach.
    [b]Nóta:[/b] Murab ionann agus [BaseMaterial3D] ar féidir a mód scagaire a choigeartú ar bhonn in aghaidh an ábhair, socraítear an modh scagtha d'uigeachtaí [Decal] ar bhonn domhanda le [member ProjectSettings.rendering/textures/decals/filter] .

en: [Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_albedo] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
    [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
ga: [Uigeacht2D] leis an astaíocht [Color] den Decal. Ní mór é seo nó an [member texture_albedo] a shocrú le go mbeidh an Decal infheicthe. Úsáid an cainéal alfa cosúil le masc chun imill an deicéil a chumasc go mín leis an réad bunúsach.
    [b]Nóta:[/b] Murab ionann agus [BaseMaterial3D] ar féidir a mód scagaire a choigeartú ar bhonn in aghaidh an ábhair, socraítear an modh scagtha d'uigeachtaí [Decal] ar bhonn domhanda le [member ProjectSettings.rendering/textures/decals/filter] .

en: [Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
    [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
    [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a normal-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's normal map should be overridden (and its intensity).
ga: [Uigeacht2D] leis an ngnáthléarscáil in aghaidh an picteilín don decal. Bain úsáid as seo chun sonraí breise a chur le decals.
    [b]Nóta:[/b] Murab ionann agus [BaseMaterial3D] ar féidir a mód scagaire a choigeartú ar bhonn in aghaidh an ábhair, socraítear an modh scagtha d'uigeachtaí [Decal] ar bhonn domhanda le [member ProjectSettings.rendering/textures/decals/filter] .
    [b]Nóta:[/b] Ní bheidh decal sofheicthe mar thoradh ar an uigeacht seo a shocrú, mar ní mór [member texture_albedo] a shocrú freisin. Chun decal gnáth-amháin a chruthú, lódáil uigeacht albedo isteach i [member texture_albedo] agus socraigh [member albedo_mix] go [code]0.0[/code]. Bainfear úsáid as cainéal alfa uigeachta an albedo chun a fháil amach cá háit ar cheart gnáthléarscáil an dromchla bhunúsach a shárú (agus a dhéine).

en: [Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
    [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
    [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create an ORM-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's ORM map should be overridden (and its intensity).
ga: [Texture2D] ag stóráil occlusion comhthimpeallach, roughness, agus miotalach le haghaidh an decal. Bain úsáid as seo chun sonraí breise a chur le decals.
    [b]Nóta:[/b] Murab ionann agus [BaseMaterial3D] ar féidir a mód scagaire a choigeartú ar bhonn in aghaidh an ábhair, socraítear an modh scagtha d'uigeachtaí [Decal] ar bhonn domhanda le [member ProjectSettings.rendering/textures/decals/filter] .
    [b]Nóta:[/b] Ní bheidh decal sofheicthe mar thoradh ar an uigeacht seo a shocrú, mar ní mór [member texture_albedo] a shocrú freisin. Chun decal ORM amháin a chruthú, lódáil uigeacht albedo isteach i [member texture_albedo] agus socraigh [member albedo_mix] go [code]0.0[/code]. Bainfear úsáid as cainéal alfa uigeachta an albedo chun a fháil amach cá háit ar cheart léarscáil ORM an dromchla bhunúsach a shárú (agus a dhéine).

en: Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member lower_fade].
ga: Socraíonn sé an cuar ar a mbeidh an decal céimnithe de réir mar a théann an dromchla níos faide ó lár an [AABB]. Níl ach luachanna dearfacha bailí (clampálfar luachanna diúltacha go [code]0.0[/code]). Féach freisin [comhalta lower_fade].

en: [Texture2D] corresponding to [member texture_albedo].
ga: [Uigeacht2D] a fhreagraíonn do [member texture_albedo].

en: [Texture2D] corresponding to [member texture_normal].
ga: [Uigeacht2D] a fhreagraíonn do [member texture_normal].

en: [Texture2D] corresponding to [member texture_orm].
ga: [Uigeacht2D] a fhreagraíonn do [member texture_orm].

en: [Texture2D] corresponding to [member texture_emission].
ga: [Uigeacht2D] a fhreagraíonn do [member texture_emission].

en: Max size of [enum DecalTexture] enum.
ga: Uasmhéid [enum DecalTexture] enum.

en: A built-in data structure that holds key-value pairs.
ga: Struchtúr sonraí ionsuite a choinníonn péirí eochairluacha.

en: Dictionaries are associative containers that contain values referenced by unique keys. Dictionaries will preserve the insertion order when adding new entries. In other programming languages, this data structure is often referred to as a hash map or an associative array.
    You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs inside curly braces [code]{}[/code].
    Creating a dictionary:
    [codeblocks]
    [gdscript]
    var my_dict = {} # Creates an empty dictionary.
    
    var dict_variable_key = "Another key name"
    var dict_variable_value = "value2"
    var another_dict = {
        "Some key name": "value1",
        dict_variable_key: dict_variable_value,
    }
    
    var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
    
    # Alternative Lua-style syntax.
    # Doesn't require quotes around keys, but only string constants can be used as key names.
    # Additionally, key names must start with a letter or an underscore.
    # Here, `some_key` is a string literal, not a variable!
    another_dict = {
        some_key = 42,
    }
    [/gdscript]
    [csharp]
    var myDict = new Godot.Collections.Dictionary(); // Creates an empty dictionary.
    var pointsDict = new Godot.Collections.Dictionary
    {
        {"White", 50},
        {"Yellow", 75},
        {"Orange", 100}
    };
    [/csharp]
    [/codeblocks]
    You can access a dictionary's value by referencing its corresponding key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
    [codeblocks]
    [gdscript]
    @export_enum("White", "Yellow", "Orange") var my_color: String
    var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
    func _ready():
        # We can't use dot syntax here as `my_color` is a variable.
        var points = points_dict[my_color]
    [/gdscript]
    [csharp]
    [Export(PropertyHint.Enum, "White,Yellow,Orange")]
    public string MyColor { get; set; }
    private Godot.Collections.Dictionary _pointsDict = new Godot.Collections.Dictionary
    {
        {"White", 50},
        {"Yellow", 75},
        {"Orange", 100}
    };
    
    public override void _Ready()
    {
        int points = (int)_pointsDict[MyColor];
    }
    [/csharp]
    [/codeblocks]
    In the above code, [code]points[/code] will be assigned the value that is paired with the appropriate color selected in [code]my_color[/code].
    Dictionaries can contain more complex data:
    [codeblocks]
    [gdscript]
    var my_dict = {
        "First Array": [1, 2, 3, 4] # Assigns an Array to a String key.
    }
    [/gdscript]
    [csharp]
    var myDict = new Godot.Collections.Dictionary
    {
        {"First Array", new Godot.Collections.Array{1, 2, 3, 4}}
    };
    [/csharp]
    [/codeblocks]
    To add a key to an existing dictionary, access it like an existing key and assign to it:
    [codeblocks]
    [gdscript]
    var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
    points_dict["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value.
    [/gdscript]
    [csharp]
    var pointsDict = new Godot.Collections.Dictionary
    {
        {"White", 50},
        {"Yellow", 75},
        {"Orange", 100}
    };
    pointsDict["Blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
    [/csharp]
    [/codeblocks]
    Finally, dictionaries can contain different types of keys and values in the same dictionary:
    [codeblocks]
    [gdscript]
    # This is a valid dictionary.
    # To access the string "Nested value" below, use `my_dict.sub_dict.sub_key` or `my_dict["sub_dict"]["sub_key"]`.
    # Indexing styles can be mixed and matched depending on your needs.
    var my_dict = {
        "String Key": 5,
        4: [1, 2, 3],
        7: "Hello",
        "sub_dict": {"sub_key": "Nested value"},
    }
    [/gdscript]
    [csharp]
    // This is a valid dictionary.
    // To access the string "Nested value" below, use `((Godot.Collections.Dictionary)myDict["sub_dict"])["sub_key"]`.
    var myDict = new Godot.Collections.Dictionary {
        {"String Key", 5},
        {4, new Godot.Collections.Array{1,2,3}},
        {7, "Hello"},
        {"sub_dict", new Godot.Collections.Dictionary{{"sub_key", "Nested value"}}}
    };
    [/csharp]
    [/codeblocks]
    The keys of a dictionary can be iterated with the [code]for[/code] keyword:
    [codeblocks]
    [gdscript]
    var groceries = {"Orange": 20, "Apple": 2, "Banana": 4}
    for fruit in groceries:
        var amount = groceries[fruit]
    [/gdscript]
    [csharp]
    var groceries = new Godot.Collections.Dictionary{{"Orange", 20}, {"Apple", 2}, {"Banana", 4}};
    foreach (var (fruit, amount) in groceries)
    {
        // `fruit` is the key, `amount` is the value.
    }
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
    [b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/b] supported and will result in unpredictable behavior.
ga: Is éard atá i bhfoclóirí ná coimeádáin chomhthiomsaitheacha ina bhfuil luachanna a ndéanann eochracha uathúla tagairt dóibh. Caomhnóidh foclóirí an t-ord ionsáite agus iontrálacha nua á gcur leo. I dteangacha ríomhchlárúcháin eile, is minic a thagraítear don struchtúr sonraí seo mar léarscáil hash nó mar eagar comhthiomsaitheach.
    Is féidir leat foclóir a shainiú trí liosta camóg-scartha de phéirí [code]eochair: luach[/code] a chur laistigh de shreanga curacha [code]{}[/code].
    Foclóir á chruthú:
    [codeblocks]
    [gdscript]
    var my_dict = {} # Cruthaíonn foclóir folamh.
    
    var dict_variable_key = "Ainm eochrach eile"
    var dict_variable_value = "luach2"
    var another_dict = {
        "Roinnt eochairainm": "luach1",
        dict_variable_key: dict_variable_value,
    }
    
    var points_dict = { "Bán": 50, "Buí": 75, "Oráiste": 100}
    
    # Comhréir Malartach de stíl Lua.
    # Ní theastaíonn comharthaí athfhriotail timpeall na n-eochracha, ach ní féidir ach tairisigh teaghráin a úsáid mar eochairainmneacha.
    # Ina theannta sin, ní mór tús a chur le heochairainmneacha le litir nó le béim.
    # Anseo, is teaghrán litriúil é `some_key`, ní athróg!
    eile_dict = {
        roinnt_eochair = 42,
    }
    [/gdscript]
    [csharp]
    var myDict = Godot.Collections.Dictionary nua(); // Cruthaíonn foclóir folamh.
    var pointsDict = Godot.Collections.Dictionary nua
    {
        {"Bán", 50},
        {"Buí", 75},
        {"Oráiste", 100}
    };
    [/csharp]
    [/codeblocks]
    Is féidir leat luach foclóir a rochtain ach tagairt a dhéanamh dá eochair chomhfhreagrach. Sa sampla thuas, tabharfaidh [code]points_dict["Bán"][/code] ar ais [code]50[/code]. Is féidir leat [code]points_dict.White[/code] a scríobh freisin, atá comhionann. Beidh ort an chomhréir lúibíní a úsáid, áfach, más rud é nach teaghrán seasta í an eochair a bhfuil rochtain agat ar an bhfoclóir léi (amhail uimhir nó athróg).
    [codeblocks]
    [gdscript]
    @export_enum ("Bán", "Buí", "Orange") var my_color: Teaghrán
    var points_dict = { "Bán": 50, "Buí": 75, "Oráiste": 100}
    func _réidh():
        # Ní féidir linn comhréir poncanna a úsáid anseo mar is athróg é `my_color`.
        pointí var = pointí_dict[mo_dath]
    [/gdscript]
    [csharp]
    [Easpórtáil(PropertyHint.Enum, "Bán,Buí,Oráiste")]
    teaghrán poiblí MyColor { fháil; tacair ; }
    príobháideach Godot.Collections.Dictionary _pointsDict = Godot.Collections.Dictionary nua
    {
        {"Bán", 50},
        {"Buí", 75},
        {"Oráiste", 100}
    };
    
    poiblí a shárú ar neamhní _Ready()
    {
        pointí int = (int)_pointsDict[MyColor];
    }
    [/csharp]
    [/codeblocks]
    Sa chód thuas, sannfar [code]pointí[/code] an luach atá péireáilte leis an dath cuí a roghnaítear i [code]my_dath[/code].
    Is féidir sonraí níos casta a bheith i bhfoclóirí:
    [codeblocks]
    [gdscript]
    var my_dict = {
        "First Eagar": [1, 2, 3, 4] # Sanntar Eagar d'Eochair Teaghrán.
    }
    [/gdscript]
    [csharp]
    var myDict = Godot.Collections.Dictionary nua
    {
        {"First Eagar", Godot.Collections.Array nua{1, 2, 3, 4}}
    };
    [/csharp]
    [/codeblocks]
    Chun eochair a chur le foclóir atá ann cheana féin, faigh rochtain air ar nós eochair atá ann cheana agus sann dó:
    [codeblocks]
    [gdscript]
    var points_dict = { "Bán": 50, "Buí": 75, "Oráiste": 100}
    points_dict["Gorm"] = 150 # Cuir "Gorm" mar eochair agus sann 150 mar a luach.
    [/gdscript]
    [csharp]
    var pointsDict = Godot.Collections.Dictionary nua
    {
        {"Bán", 50},
        {"Buí", 75},
        {"Oráiste", 100}
    };
    pointDict["Gorm"] = 150; // Cuir "Gorm" mar eochair agus sann 150 mar a luach.
    [/csharp]
    [/codeblocks]
    Ar deireadh, is féidir cineálacha éagsúla eochracha agus luachanna a bheith san fhoclóir céanna:
    [codeblocks]
    [gdscript]
    # Is foclóir bailí é seo.
    # Chun an teaghrán "Luach neadaithe" thíos a rochtain, úsáid `my_dict.sub_dict.sub_key` nó `my_dict["sub_dict"]["sub_key"]`.
    # Is féidir stíleanna innéacsaithe a mheascadh agus a mheaitseáil ag brath ar do chuid riachtanas.
    var my_dict = {
        "Eochair Teaghrán": 5,
        4: [1, 2, 3],
        7: "Dia duit",
        " sub_dict " : { " sub_key " : " Luach neadaithe " },
    }
    [/gdscript]
    [csharp]
    // Is foclóir bailí é seo.
    // Chun an teaghrán "Luach neadaithe" thíos a rochtain, úsáid `((Godot.Collections.Dictionary)myDict["sub_dict"])["sub_key"]`.
    var myDict = Godot.Collections.Dictionary nua {
        { "Eochair Teaghrán", 5},
        {4, Godot.Collections.Eagar{1,2,3}} nua,
        {7, "Dia duit"},
        { "sub_dict", Godot.Collections.Dictionary nua{{ "sub_key", "Luach neadaithe" }}}
    };
    [/csharp]
    [/codeblocks]
    Is féidir eochracha foclóra a athrá leis an eochairfhocal [code] for[/code]:
    [codeblocks]
    [gdscript]
    var groceries = { "Orange": 20, "Apple": 2, "Banana": 4}
    le haghaidh torthaí i earraí grósaera:
        var méid = earraí grósaera[torthaí]
    [/gdscript]
    [csharp]
    var earraí grósaera = Godot.Collections.Dictionary nua{{ "Orange", 20}, { "Apple", 2}, { "Banana", 4}};
    foreach (var (torthaí, méid) i earraí grósaera)
    {
        // Is é `torthaí` an eochair, is é `méid` an luach.
    }
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Cuirtear foclóirí ar aghaidh trí thagairt i gcónaí. Chun cóip d’fhoclóir a fháil is féidir a mhodhnú go neamhspleách ar an bhfoclóir bunaidh, úsáid [method dúblach].
    [b]Nóta:[/b] Ní thacaítear [b][/b] le heilimintí a scriosadh agus tú á atriall thar foclóirí agus beidh iompar dothuartha mar thoradh air.

en: GDScript basics: Dictionary
ga: Bunúsanna GDScript: Foclóir

en: Constructs an empty [Dictionary].
ga: Tógann [Foclóir] folamh.

en: Returns the same dictionary as [param from]. If you need a copy of the dictionary, use [method duplicate].
ga: Filleann sé an foclóir céanna le [param ó]. Má tá cóip den fhoclóir uait, úsáid [method dúblach].

en: Clears the dictionary, removing all entries from it.
ga: Glanann sé an foclóir, ag baint gach iontráil uaidh.

en: Creates and returns a new copy of the dictionary. If [param deep] is [code]true[/code], inner [Dictionary] and [Array] keys and values are also copied, recursively.
ga: Cruthaíonn agus seolann cóip nua den fhoclóir ar ais. Má tá [param deep] [code]true[/code], déantar eochracha agus luachanna laistigh [Foclóir] agus [Eagar] a chóipeáil, go hathchúrsach.

en: Removes the dictionary entry by key, if it exists. Returns [code]true[/code] if the given [param key] existed in the dictionary, otherwise [code]false[/code].
    [b]Note:[/b] Do not erase entries while iterating over the dictionary. You can iterate over the [method keys] array instead.
ga: Baintear iontráil an fhoclóra le heochair, má tá sé ann. Filleann sé [code]true[/code] má bhí an [eochair param] tugtha san fhoclóir, murach sin [code]bréagach[/code].
    [b]Nóta:[/b] Ná scrios iontrálacha agus tú ag atriall thar an bhfoclóir. Is féidir leat atriall thar an eagar [eochracha modha] ina ionad sin.

en: Finds and returns the first key whose associated value is equal to [param value], or [code]null[/code] if it is not found.
    [b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, [method find_key] may give misleading results.
ga: Aimsítear agus seoltar ar ais an chéad eochair a bhfuil a luach gaolmhar cothrom le [paramluach], nó [code]null[/code] mura bhfuarthas é.
    [b]Nóta:[/b] Is eochair bhailí í [code]null[/code] freisin. Más rud é laistigh den fhoclóir, d'fhéadfadh [method find_key] torthaí míthreoracha a thabhairt.

en: Returns the corresponding value for the given [param key] in the dictionary. If the [param key] does not exist, returns [param default], or [code]null[/code] if the parameter is omitted.
ga: Filleann sé an luach comhfhreagrach don [eochair param] a thugtar san fhoclóir. Mura bhfuil an [eochair param] ann, filleann sé [param default], nó [code]null[/code] má fhágtar an paraiméadar ar lár.

en: Gets a value and ensures the key is set. If the [param key] exists in the dictionary, this behaves like [method get]. Otherwise, the [param default] value is inserted into the dictionary and returned.
ga: Faigheann luach agus cinntíonn sé go bhfuil an eochair socraithe. Má tá an [eochair param] san fhoclóir, iompraíonn sé seo mar [method faigh]. Seachas sin, cuirtear an luach [param default] isteach san fhoclóir agus cuirtear ar ais é.

en: Returns [code]true[/code] if the dictionary contains all keys in the given [param keys] array.
    [codeblock]
    var data = {"width" : 10, "height" : 20}
    data.has_all(["height", "width"]) # Returns true
    [/codeblock]
ga: Filleann sé [code]true[/code] má tá na heochracha go léir san eagar [eochracha param] tugtha san fhoclóir.
    [codeblock]
    var data = { "leithead" : 10, "airde" : 20}
    data.has_all(["airde", "leithead"]) # Fill ar ais fíor
    [/codeblock]

en: Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/code]). See also [method size].
ga: Filleann sé [code]true[/code] má tá an foclóir folamh (is é [code]0[/code] a mhéid). Féach freisin [méid modha].

en: Returns [code]true[/code] if the dictionary is read-only. See [method make_read_only]. Dictionaries are automatically read-only if declared with [code]const[/code] keyword.
ga: Filleann sé [code]true[/code] má tá an foclóir inléite amháin. Féach ar [method make_read_only]. Ní féidir foclóirí a léamh go huathoibríoch ach amháin má dhearbhaítear iad le heochairfhocal [code]const[/code].

en: Returns the list of keys in the dictionary.
ga: Seoltar ar ais liosta na n-eochracha san fhoclóir.

en: Makes the dictionary read-only, i.e. disables modification of the dictionary's contents. Does not apply to nested content, e.g. content of nested dictionaries.
ga: Déanann sé an foclóir inléite amháin, i.e. díchumasaítear modhnú ar ábhar an fhoclóra. Ní bhaineann sé le hábhar neadaithe, e.g. ábhar na bhfoclóirí neadaithe.

en: Adds entries from [param dictionary] to this dictionary. By default, duplicate keys are not copied over, unless [param overwrite] is [code]true[/code].
    [codeblocks]
    [gdscript]
    var dict = { "item": "sword", "quantity": 2 }
    var other_dict = { "quantity": 15, "color": "silver" }
    
    # Overwriting of existing keys is disabled by default.
    dict.merge(other_dict)
    print(dict)  # { "item": "sword", "quantity": 2, "color": "silver" }
    
    # With overwriting of existing keys enabled.
    dict.merge(other_dict, true)
    print(dict)  # { "item": "sword", "quantity": 15, "color": "silver" }
    [/gdscript]
    [csharp]
    var dict = new Godot.Collections.Dictionary
    {
        ["item"] = "sword",
        ["quantity"] = 2,
    };
    
    var otherDict = new Godot.Collections.Dictionary
    {
        ["quantity"] = 15,
        ["color"] = "silver",
    };
    
    // Overwriting of existing keys is disabled by default.
    dict.Merge(otherDict);
    GD.Print(dict); // { "item": "sword", "quantity": 2, "color": "silver" }
    
    // With overwriting of existing keys enabled.
    dict.Merge(otherDict, true);
    GD.Print(dict); // { "item": "sword", "quantity": 15, "color": "silver" }
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] [method merge] is [i]not[/i] recursive. Nested dictionaries are considered as keys that can be overwritten or not depending on the value of [param overwrite], but they will never be merged together.
ga: Cuireann sé iontrálacha ó [foclóir param] leis an bhfoclóir seo. De réir réamhshocraithe, ní chóipeáiltear eochracha dúblacha, ach amháin má tá [code]true[/code] ar [param forscríobh].
    [codeblocks]
    [gdscript]
    var dict = { "mír": "claíomh", "cainníocht": 2 }
    var other_dict = { "cainníocht": 15, "dath": "airgead" }
    
    # Tá forscríobh na n-eochracha reatha díchumasaithe de réir réamhshocraithe.
    dict.merge(other_dict)
    print(dict) # { "item": "claíomh", "quantity": 2, "dath": "airgead" }
    
    # Le forscríobh na n-eochracha atá ann cheana féin cumasaithe.
    dict.merge(other_dict, fíor)
    print(dict) # { "item": "claíomh", "quantity": 15, "dath": "airgead" }
    [/gdscript]
    [csharp]
    var dict = Godot nua.Collections.Dictionary
    {
        [ "item" ] = "claíomh",
        ["cainníocht"] = 2,
    };
    
    var otherDict = Godot nua.Collections.Dictionary
    {
        ["cainníocht"] = 15,
        [ "color" ] = "airgead",
    };
    
    // Tá forscríobh na n-eochracha atá ann cheana díchumasaithe de réir réamhshocraithe.
    dict.Merge(Dict eile);
    GD.Print(dict); // { "mír": "claíomh", "cainníocht": 2, "dath": "airgead" }
    
    // Le forscríobh na n-eochracha atá ann cheana féin cumasaithe.
    dict.Merge(Dict eile, fíor);
    GD.Print(dict); // { "mír": "claíomh", "cainníocht": 15, "dath": "airgead" }
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] níl [i]cumasc modha] [/i] athfhillteach. Breathnaítear ar fhoclóirí neadaithe mar eochracha ar féidir iad a fhorscríobh nó gan a bheith ag brath ar luach [param overwrite], ach ní dhéanfar iad a chumasc le chéile choíche.

en: Returns a copy of this dictionary merged with the other [param dictionary]. By default, duplicate keys are not copied over, unless [param overwrite] is [code]true[/code]. See also [method merge].
    This method is useful for quickly making dictionaries with default values:
    [codeblock]
    var base = { "fruit": "apple", "vegetable": "potato" }
    var extra = { "fruit": "orange", "dressing": "vinegar" }
    # Prints { "fruit": "orange", "vegetable": "potato", "dressing": "vinegar" }
    print(extra.merged(base))
    # Prints { "fruit": "apple", "vegetable": "potato", "dressing": "vinegar" }
    print(extra.merged(base, true))
    [/codeblock]
ga: Filleann sé seo cóip den fhoclóir seo cumaiscthe leis an gceann eile [param dictionary]. De réir réamhshocraithe, ní chóipeáiltear eochracha dúblacha, ach amháin má tá [code]true[/code] ar [param forscríobh]. Féach freisin [cumasc modh].
    Tá an modh seo úsáideach chun foclóirí a dhéanamh go tapa le luachanna réamhshocraithe:
    [codeblock]
    var base = { "torthaí": "úll", "glasraí": "prátaí" }
    var extra = { "torthaí": "oráiste", "feistis": "fínéagar" }
    # Priontála { "torthaí": "oráiste", "glasraí": "prátaí", "feisteas": "fínéagar" }
    cló (breise. cumaiscthe (bonn))
    # Priontála { "torthaí": "úll", "glasraí": "prátaí", "feisteas": "fínéagar" }
    cló (extra.merged(bonn, fíor))
    [/codeblock]

en: Returns [code]true[/code] if the two dictionaries contain the same keys and values, inner [Dictionary] and [Array] keys and values are compared recursively.
ga: Filleann [code]true[/code] má tá na heochracha agus na luachanna céanna sa dá fhoclóir, cuirtear eochracha agus luachanna istigh [Foclóir] agus [Eagar] i gcomparáid go hathchúrsach.

en: Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }[/code]) always return [code]0[/code]. See also [method is_empty].
ga: Filleann sé líon na n-iontrálacha san fhoclóir. Seoltar [code]0[/code] ar ais i gcónaí foclóirí atá folamh ([code]{ }[/code]). Féach freisin [method is_empty].

en: Returns the list of values in this dictionary.
ga: Seoltar ar ais liosta na luachanna san fhoclóir seo.

en: Returns [code]true[/code] if the two dictionaries do not contain the same keys and values.
ga: Filleann sé [code]true[/code] mura bhfuil na heochracha agus na luachanna céanna sa dá fhoclóir.

en: Returns [code]true[/code] if the two dictionaries contain the same keys and values. The order of the entries does not matter.
    [b]Note:[/b] In C#, by convention, this operator compares by [b]reference[/b]. If you need to compare by value, iterate over both dictionaries.
ga: Filleann sé [code]true[/code] má tá na heochracha agus na luachanna céanna sa dá fhoclóir. Ní hionann ord na n-iontrálacha.
    [b]Nóta:[/b] In C#, de réir an ghnáis, déanann an t-oibreoir seo comparáid le [b]tagairt[/b]. Más gá duit comparáid a dhéanamh de réir luacha, abair leis an dá fhoclóir.

en: Returns the corresponding value for the given [param key] in the dictionary. If the entry does not exist, fails and returns [code]null[/code]. For safe access, use [method get] or [method has].
ga: Filleann sé an luach comhfhreagrach don [eochair param] a thugtar san fhoclóir. Mura bhfuil an iontráil ann, teipeann air agus seolann ar ais [code]null[/code]. Chun rochtain shábháilte a fháil, úsáid [method a fháil] nó [method a bhfuil].

en: Provides methods for managing directories and their content.
ga: Soláthraíonn sé modhanna chun eolairí agus a n-ábhar a bhainistiú.

en: File system
ga: Córas comhaid

en: Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. [code]newdir[/code] or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/code] or [code]res://somedir/newdir[/code]).
    Returns one of the [enum Error] code constants ([constant OK] on success).
    [b]Note:[/b] The new directory must be within the same scope, e.g. when you had opened a directory inside [code]res://[/code], you can't change it to [code]user://[/code] directory. If you need to open a directory in another access scope, use [method open] to create a new instance instead.
ga: Athraítear an t-eolaire atá oscailte faoi láthair chuig an gceann a ritheadh mar argóint. Féadfaidh an argóint a bheith i gcoibhneas leis an eolaire reatha (m.sh. [code]newdir[/code] nó [code]../newdir[/code]), nó cosán iomlán (m.sh. [code]/tmp/newdir[/code] nó [code]res://somedir/newdir[/code]).
    Filleann sé ceann de na tairisigh chóid [enum Error] ([ tairiseach ceart go leor] ar rath).
    [b]Nóta:[/b] Caithfidh an t-eolaire nua a bheith laistigh den raon feidhme céanna, e.g. nuair a d'oscail tú eolaire laistigh de [code]res: //[/code], ní féidir leat é a athrú go [code] user: //[/code] eolaire. Más gá duit eolaire a oscailt i raon feidhme rochtana eile, úsáid [method oscailte] chun ásc nua a chruthú ina ionad sin.

en: Copies the [param from] file to the [param to] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.
    If [param chmod_flags] is different than [code]-1[/code], the Unix permissions for the destination path will be set to the provided value, if available on the current operating system.
    Returns one of the [enum Error] code constants ([constant OK] on success).
ga: Cóipeáil an comhad [param ó] chuig an gceann scríbe [param go]. Ba cheart go mbeadh an dá argóint ina gconairí chuig comhaid, idir choibhneasta nó iomlán. Má tá an comhad sprice ann agus nach bhfuil sé cosanta ó thaobh rochtana, déanfar é a fhorscríobh.
    Má tá [param chmod_flags] difriúil ó [code]-1[/code], socrófar na ceadanna Unix don chonair sprice chuig an luach a soláthraíodh, má tá sé ar fáil ar an gcóras oibriúcháin reatha.
    Filleann sé ceann de na tairisigh chóid [enum Error] ([ tairiseach ceart go leor] ar rath).

en: Static version of [method copy]. Supports only absolute paths.
ga: Leagan statach de [methodchóip]. Ní thacaíonn ach cosáin iomlána.

en: Creates symbolic link between files or folders.
    [b]Note:[/b] On Windows, this method works only if the application is running with elevated privileges or Developer Mode is enabled.
    [b]Note:[/b] This method is implemented on macOS, Linux, and Windows.
ga: Cruthaíonn nasc siombalach idir comhaid nó fillteáin.
    [b]Nóta:[/b] Ar Windows, ní oibríonn an modh seo ach amháin má tá an feidhmchlár ag rith le pribhléidí ardaithe nó má tá Mód Forbróra cumasaithe.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS, Linux, agus Windows.

en: Returns whether the current item processed with the last [method get_next] call is a directory ([code].[/code] and [code]..[/code] are considered directories).
ga: Seoltar ar ais cibé an eolaire é an mhír reatha a próiseáladh leis an nglao deiridh [method get_next] ([code].[/code] agus [code]..[/code] a mheas mar chomhadlanna).

en: Returns the absolute path to the currently opened directory (e.g. [code]res://folder[/code] or [code]C:\tmp\folder[/code]).
ga: Filleann sé an cosán iomlán chuig an eolaire atá oscailte faoi láthair (m.sh. [code]res: / folder[/code] nó [code] C: \ tmp\folder[/code]).

en: Returns the currently opened directory's drive index. See [method get_drive_name] to convert returned index to the name of the drive.
ga: Filleann sé seo innéacs tiomántán an eolaire atá oscailte faoi láthair. Féach ar [method get_drive_name] chun an t-innéacs fillte a thiontú go dtí ainm an tiomántáin.

en: On Windows, returns the number of drives (partitions) mounted on the current filesystem.
    On macOS, returns the number of mounted volumes.
    On Linux, returns the number of mounted volumes and GTK 3 bookmarks.
    On other platforms, the method returns 0.
ga: Ar Windows, filleann sé líon na dtiomántáin (Deighiltí) atá suite ar an gcóras comhaid reatha.
    Ar macOS, filleann sé líon na n-imleabhar gléasta.
    Ar Linux, filleann sé líon na n-imleabhar gléasta agus leabharmharcanna GTK 3.
    Ar ardáin eile, filleann an modh 0.

en: On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]).
    On macOS, returns the path to the mounted volume passed as an argument.
    On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument.
    On other platforms, or if the requested drive does not exist, the method returns an empty String.
ga: Ar Windows, cuireann sé ar ais ainm an tiomántáin (deighilt) a ritheadh mar argóint (m.sh. [code]C:[/code]).
    Ar macOS, filleann sé an cosán chuig an toirt gléasta a ritheadh mar argóint.
    Ar Linux, filleann an cosán ar ais chuig an toirt gléasta nó leabharmharc GTK 3 a ritheadh mar argóint.
    Ar ardáin eile, nó mura bhfuil an tiomántán iarrtha ann, filleann an modh Teaghrán folamh.

en: Returns a [PackedStringArray] containing filenames of the directory contents, excluding directories. The array is sorted alphabetically.
    Affected by [member include_hidden].
    [b]Note:[/b] When used on a [code]res://[/code] path in an exported project, only the files actually included in the PCK at the given folder level are returned. In practice, this means that since imported resources are stored in a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] and [code]*.import[/code] files are returned (plus a few files such as [code]project.godot[/code] or [code]project.binary[/code] and the project icon). In an exported project, the list of returned files will also vary depending on whether [member ProjectSettings.editor/export/convert_text_resources_to_binary] is [code]true[/code].
ga: Seoltar ar ais [PackedStringArray] ina bhfuil comhaid-ainmneacha na n-ábhar eolaire, gan eolairí a áireamh. Tá an eagar curtha in ord aibítre.
    tionchar ag [member include_hidden].
    [b]Nóta:[/b] Nuair a úsáidtear é ar chonair [code]res://[/code] i dtionscadal easpórtála, ní sheoltar ar ais ach na comhaid atá san áireamh sa PCK ag leibhéal an fhillteáin ar leith. Go praiticiúil, ciallaíonn sé seo ós rud é go stóráiltear acmhainní iompórtáilte i bhfillteán barrleibhéil [code].godot/[/code], gan ach cosáin chuig [code]*.gd[/code] agus [code]*.import[/code] cuirtear comhaid ar ais (móide cúpla comhad mar [code]project.godot[/code] nó [code]project.binary[/code] agus deilbhín an tionscadail). I dtionscadal easpórtáilte, athróidh liosta na gcomhad a sheoltar ar ais freisin ag brath ar cibé an bhfuil [code]true[/code] [member ProjectSettings.editor/export/convert_text_resources_to_binary].

en: Returns the next element (file or directory) in the current directory.
    The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty [String] and closes the stream automatically (i.e. [method list_dir_end] would not be mandatory in such a case).
ga: Filleann sé an chéad eilimint eile (comhad nó eolaire) sa chomhadlann reatha.
    Seoltar ainm an chomhaid nó an eolaire ar ais (seachas a chonair iomlán). Nuair a bheidh an sruth próiseáilte go hiomlán, filleann an modh [Teaghrán] folamh agus dúnann sé an sruth go huathoibríoch (i.e. ní bheadh [method list_dir_end] éigeantach i gcás dá leithéid).

en: Returns the result of the last [method open] call in the current thread.
ga: Filleann sé toradh an ghlao deiridh [method oscailte] sa snáithe reatha.

en: Returns the available space on the current directory's disk, in bytes. Returns [code]0[/code] if the platform-specific method to query the available space fails.
ga: Filleann sé an spás atá ar fáil ar dhiosca an eolaire reatha, i mbearta. Filleann [code]0[/code] má theipeann ar an modh ardáin-shonrach chun an spás atá ar fáil a fhiosrú.

en: Returns [code]true[/code] if the file system or directory use case sensitive file names.
    [b]Note:[/b] This method is implemented on macOS, Linux (for EXT4 and F2FS filesystems only) and Windows. On other platforms, it always returns [code]true[/code].
ga: Seoltar ar ais [code]true[/code] má úsáideann an córas comhaid nó an t-eolaire ainmneacha comhaid cás-íogair.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS, Linux (do chórais comhaid EXT4 agus F2FS amháin) agus Windows. Ar ardáin eile, filleann sé [code]true[/code] i gcónaí.

en: Returns [code]true[/code] if the file or directory is a symbolic link, directory junction, or other reparse point.
    [b]Note:[/b] This method is implemented on macOS, Linux, and Windows.
ga: Filleann sé [code]true[/code] más nasc siombalach, acomhal eolaire, nó pointe reparse eile an comhad nó an t-eolaire.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS, Linux, agus Windows.

en: Initializes the stream used to list all files and directories using the [method get_next] function, closing the currently opened stream if needed. Once the stream has been processed, it should typically be closed with [method list_dir_end].
    Affected by [member include_hidden] and [member include_navigational].
    [b]Note:[/b] The order of files and directories returned by this method is not deterministic, and can vary between operating systems. If you want a list of all files or folders sorted alphabetically, use [method get_files] or [method get_directories].
ga: Tosaíonn an sruth a úsáidtear chun na comhaid agus na heolairí go léir a liostú ag baint úsáide as an bhfeidhm [method get_next], ag dúnadh an sruth atá oscailte faoi láthair más gá. Nuair a bheidh an sruth próiseáilte, ba chóir é a dhúnadh de ghnáth le [method liosta_dir_end].
    Tionchar ag [member include_hidden] agus [member include_navigational].
    [b]Nóta:[/b] Níl ord na gcomhad agus na n-eolaire a sheoltar ar ais leis an modh seo cinntitheach, agus féadann sé athrú idir córais oibriúcháin. Más mian leat liosta de na comhaid nó na fillteáin go léir a shórtáil in ord aibítre, úsáid [method get_files] nó [method get_directories].

en: Closes the current stream opened with [method list_dir_begin] (whether it has been fully processed with [method get_next] does not matter).
ga: Dúnann sé an sruth reatha a osclaíodh le [method list_dir_begin] (is cuma cé acu an bhfuil sé próiseáilte go hiomlán le [method get_next]).

en: Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see [method make_dir_recursive]).
    Returns one of the [enum Error] code constants ([constant OK] on success).
ga: Cruthaíonn eolaire. Is féidir leis an argóint a bheith i gcoibhneas leis an eolaire reatha, nó cosán iomlán. Ba cheart an sprioc-eolaire a chur in eolaire atá ann cheana féin (chun an cosán iomlán a chruthú go hathchúrsach, féach [method make_dir_recursive]).
    Filleann sé ceann de na tairisigh chóid [enum Error] ([ tairiseach ceart go leor] ar rath).

en: Static version of [method make_dir]. Supports only absolute paths.
ga: Leagan statach de [method make_dir]. Ní thacaíonn ach cosáin iomlána.

en: Creates a target directory and all necessary intermediate directories in its path, by calling [method make_dir] recursively. The argument can be relative to the current directory, or an absolute path.
    Returns one of the [enum Error] code constants ([constant OK] on success).
ga: Cruthaíonn sprioc-eolaire agus na heolairí idirmheánacha riachtanacha go léir ina chonair, trí ghlaoch a chur ar [method make_dir] go hathchúrsach. Is féidir leis an argóint a bheith i gcoibhneas leis an eolaire reatha, nó cosán iomlán.
    Filleann sé ceann de na tairisigh chóid [enum Error] ([ tairiseach ceart go leor] ar rath).

en: Static version of [method make_dir_recursive]. Supports only absolute paths.
ga: Leagan statach de [method make_dir_recursive]. Ní thacaíonn ach cosáin iomlána.

en: Creates a new [DirAccess] object and opens an existing directory of the filesystem. The [param path] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]).
    Returns [code]null[/code] if opening the directory failed. You can use [method get_open_error] to check the error that occurred.
ga: Cruthaíonn oibiacht nua [DirAccess] agus osclaíonn sé eolaire atá ann cheana féin den chóras comhad. Is féidir leis an argóint [cosán param] a bheith laistigh den chrann tionscadail ([code]res://folder[/code]), an eolaire úsáideora ([code]úsáideoir: // fillteán[/code]) nó cosán iomlán den córas comhaid úsáideora (m.sh. [code] / tmp / fillteán[/code] nó [code] C: \ tmp \ fillteán[/code]).
    Seoltar ar ais [code]null[/code] má theip ar oscailt an eolaire. Is féidir leat [method get_open_error] a úsáid chun an earráid a tharla a sheiceáil.

en: Returns target of the symbolic link.
    [b]Note:[/b] This method is implemented on macOS, Linux, and Windows.
ga: Tuairisceáin sprioc an nasc siombalach.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS, Linux, agus Windows.

en: Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.
    If you don't want to delete the file/directory permanently, use [method OS.move_to_trash] instead.
    Returns one of the [enum Error] code constants ([constant OK] on success).
ga: Scriostar an spriocchomhad nó eolaire folamh go buan. Is féidir leis an argóint a bheith i gcoibhneas leis an eolaire reatha, nó cosán iomlán. Mura bhfuil an sprioc-eolaire folamh, teipfidh an oibríocht.
    Mura dteastaíonn uait an comhad/eolaire a scriosadh go buan, úsáid [method OS.move_to_trash] ina ionad sin.
    Filleann sé ceann de na tairisigh chóid [enum Error] ([ tairiseach ceart go leor] ar rath).

en: Static version of [method remove]. Supports only absolute paths.
ga: Leagan statach de [method a bhaint]. Ní thacaíonn ach cosáin iomlána.

en: Renames (move) the [param from] file or directory to the [param to] destination. Both arguments should be paths to files or directories, either relative or absolute. If the destination file or directory exists and is not access-protected, it will be overwritten.
    Returns one of the [enum Error] code constants ([constant OK] on success).
ga: Athainmnítear (bog) an comhad nó an t-eolaire [param ó] chuig an gceann scríbe [param go]. Ba cheart go mbeadh an dá argóint ina gconairí chuig comhaid nó eolairí, idir choibhneasta nó iomlán. Má tá an comhad nó an t-eolaire cinn scríbe ann agus nach bhfuil rochtain-chosaint air, déanfar é a fhorscríobh.
    Filleann sé ceann de na tairisigh chóid [enum Error] ([ tairiseach ceart go leor] ar rath).

en: Static version of [method rename]. Supports only absolute paths.
ga: Leagan statach de [athainmnigh modh]. Ní thacaíonn ach cosáin iomlána.

en: If [code]true[/code], hidden files are included when navigating the directory.
    Affects [method list_dir_begin], [method get_directories] and [method get_files].
ga: Más [code]true[/code], cuirtear comhaid fholaithe san áireamh agus an t-eolaire á nascleanúint.
    Bíonn tionchar aige ar [method liosta_dir_begin], [method get_directories] agus [method get_files].

en: If [code]true[/code], [code].[/code] and [code]..[/code] are included when navigating the directory.
    Affects [method list_dir_begin] and [method get_directories].
ga: Má tá [code]true[/code], [code].[/code] agus [code]..[/code] san áireamh agus an t-eolaire á nascleanúint.
    Bíonn tionchar aige ar [method liosta_dir_begin] agus [method get_directories].

en: Directional 2D light from a distance.
ga: Solas treorach 2D ó fad.

en: A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
    [b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it supports shadow cull masks). It will always light up 2D nodes, regardless of the 2D node's [member CanvasItem.light_mask].
ga: Is cineál nód [Light2D] é solas treorach a mhúnlaíonn líon gan teorainn gathanna comhthreomhara a chlúdaíonn an radharc iomlán. Úsáidtear é le haghaidh soilse le déine láidir atá suite i bhfad ar shiúl ón radharc (mar shampla: solas na gréine nó solas na gealaí a shamhaltú).
    [b]Nóta:[/b] Ní thacaíonn [DirectionalLight2D] le maisc maraithe solais (ach tacaíonn sé le maisc scáileanna). Lasfaidh sé nóid 2D i gcónaí, beag beann ar [comhalta CanvasItem.light_mask] an nód 2D.

en: The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).
ga: Airde an tsolais. Úsáidtear é le gnáthmhapáil 2D. Raonta ó 0 (comhthreomhar leis an eitleán) go 1 (ingearach leis an eitleán).

en: The maximum distance from the camera center objects can be before their shadows are culled (in pixels). Decreasing this value can prevent objects located outside the camera from casting shadows (while also improving performance). [member Camera2D.zoom] is not taken into account by [member max_distance], which means that at higher zoom values, shadows will appear to fade out sooner when zooming onto a given point.
ga: Is féidir an t-achar uasta ó réad lár an cheamara a bheith ann sula gcasfar a scáthanna (i bpicteilíní). Is féidir leis an luach seo a laghdú cosc a chur ar rudaí atá suite lasmuigh den cheamara scáthanna a chaitheamh (agus feabhas á chur ar fheidhmíocht freisin). Ní chuireann [member max_distance] san áireamh [member Camera2D.zoom], rud a chiallaíonn, ag luachanna súmáil níos airde, go mbeidh an chuma air go laghdóidh scáthanna níos luaithe agus tú ag zúmáil isteach ar phointe ar leith.

en: Directional light from a distance, as from the Sun.
ga: Solas treo ó fad, amhail ón nGrian.

en: A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.
ga: Is cineál nód [Light3D] é solas treorach a mhúnlaíonn líon gan teorainn gathanna comhthreomhara a chlúdaíonn an radharc iomlán. Úsáidtear é le haghaidh soilse le déine láidir atá suite i bhfad ar shiúl ón radharc chun solas na gréine nó solas na gealaí a shamhaltú. Ní thugtar aird ar shuíomh domhanspáis an chlaochlaithe (bunús) DirectionalLight3D. Ní úsáidtear ach an bunús chun treo solais a chinneadh.

en: 3D lights and shadows
ga: Soilse agus scáthanna 3d saor in aisce,

en: Faking global illumination
ga: Soilsiú domhanda faking

en: If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when [member directional_shadow_mode] is [constant SHADOW_ORTHOGONAL].
ga: Más [code]true[/code] é, íobraítear sonraí scátha mar mhalairt ar aistrithe níos míne idir scoilteanna. Tá costas measartha feidhmíochta ag baint le scoilteadh an chumaisc scáth a chumasú freisin. Déantar neamhaird de seo nuair a bhíonn [comhalta directional_shadow_mode] [SHADOW_ORTHOGONAL seasmhach].

en: Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance], the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the [member directional_shadow_max_distance] is low, consider lowering [member directional_shadow_fade_start] below [code]0.8[/code] to make shadow transitions less noticeable. On the other hand, if you tuned [member directional_shadow_max_distance] to cover the entire scene, you can set [member directional_shadow_fade_start] to [code]1.0[/code] to prevent the shadow from fading in the distance (it will suddenly cut off instead).
ga: Comhréir de [member directional_shadow_max_distance] agus ag an bpointe sin a thosaíonn an scáth ag dul in olcas. Ag [member directional_shadow_max_distance], imeoidh an scáth. Is é an luach réamhshocraithe cothromaíocht idir fading réidh agus infheictheacht scáth i bhfad i gcéin. Má ghluaiseann an ceamara go tapa agus an [comhalta directional_shadow_max_distance] íseal, smaoinigh ar ísliú [member directional_shadow_fade_start] faoi bhun [code]0.8[/code] chun scáth-aistrithe a dhéanamh níos lú faoi deara. Ar an láimh eile, má thiúnaigh tú [member directional_shadow_max_distance] chun an radharc iomlán a chlúdach, is féidir leat [member directional_shadow_fade_start] a shocrú go [code]1.0[/code] chun an scáth a chosc ó fadú i gcéin (gearrfar as go tobann é ina ionad sin ).

en: The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).
ga: Scoilteann an t-achar uasta le haghaidh scáth. Má mhéadaítear an luach seo, beidh scáthanna treorach infheicthe níos faide ar shiúl, ag costas mionsonraí agus feidhmíochta an scátha foriomlán níos ísle (toisc gur gá níos mó réada a áireamh sa rindreáil scátha treo).

en: The light's shadow rendering algorithm. See [enum ShadowMode].
ga: Algartam rindreála scáth an tsolais. Féach [enum ShadowMode].

en: Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to [code]0[/code] turns off the pancaking effect.
ga: Socraíonn sé méid an pancóg scáth treorach. Déanann an pancóg tús fhrustum ceamara an scáth a fhritháireamh chun réiteach doimhneachta éifeachtach níos airde a sholáthar don scáth. Mar sin féin, is féidir le méid pancóg ard a bheith ina chúis le déantáin i scáthanna rudaí móra atá gar d'imeall an fhrustum. Is féidir cabhrú leis an méid pancóg a laghdú. Má shocraítear an méid go [code]0[/code], múchfar an éifeacht pancála.

en: The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant SHADOW_PARALLEL_4_SPLITS].
ga: Scoilt an fad ón gceamara go dtí an scáth 1. I gcomparáid le [member directional_shadow_max_distance]. Ní úsáidtear é ach amháin nuair atá [ball directional_shadow_mode] [SHADOW_PARALLEL_2_SPLITS] nó [SHADOW_PARALLEL_4_SPLITS] leanúnach].

en: The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS].
ga: An fad ón scáth scoilt 1 go scoilt 2. I gcomparáid le [member directional_shadow_max_distance]. Ní úsáidtear é ach amháin nuair atá [ball directional_shadow_mode] [SHADOW_PARALLEL_4_SPLITS].

en: The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS].
ga: An fad ón scáth scoilt 2 go scoilt 3. I gcomparáid le [member directional_shadow_max_distance]. Ní úsáidtear é ach amháin nuair atá [ball directional_shadow_mode] [SHADOW_PARALLEL_4_SPLITS].

en: Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or both in the sky and in the scene. See [enum SkyMode] for options.
ga: Socraigh cé acu an bhfuil an [DirectionalLight3D] seo le feiceáil sa spéir, sa radharc, nó sa spéir agus sa radharc. Féach [enum SkyMode] le haghaidh roghanna.

en: Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects.
ga: Rindreáil scáthléarscáil an radharc iomlán ó thaobh orthogonal de. Is é seo an modh scáth treorach is tapúla. D'fhéadfadh scáthanna doiléire a bheith mar thoradh ar rudaí dlúth.

en: Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant SHADOW_PARALLEL_4_SPLITS] in terms of performance.
ga: Roinntear an radharc frustum i 2 réimse, gach ceann acu lena scáthléarscáil féin. Is comhréiteach é an modh scáth seo idir [SHADOW_ORTHOGONAL leanúnach] agus [SHADOW_PARALLEL_4_SPLITS] i dtéarmaí feidhmíochta.

en: Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
ga: Roinntear an radharc frustum i 4 limistéar, gach ceann acu lena scáthléarscáil féin. Is é seo an modh scáth treorach is moille.

en: Makes the light visible in both scene lighting and sky rendering.
ga: Déanann sé an solas le feiceáil i soilsiú radhairc agus i rindreáil spéir.

en: Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.
ga: A dhéanann an solas le feiceáil i soilsiú radharc amháin (lena n-áirítear soilsiú díreach agus soilsiú domhanda). Agus an modh seo á úsáid, ní bheidh an solas le feiceáil ó scáthaitheoirí spéir.

en: Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).
ga: A dhéanann an solas infheicthe do scáthóirí spéir amháin. Agus an modh seo á úsáid ní chuirfidh an solas isteach sa radharc (trí shoilsiú díreach nó trí shoilsiú domhanda), ach is féidir teacht air trí scáthaitheoirí spéire. Is féidir é seo a bheith úsáideach, mar shampla, nuair is mian leat éifeachtaí spéir a rialú gan an radharc a soilsiú (le linn timthriall oíche, mar shampla).

en: A server interface for low-level window management.
ga: Comhéadan freastalaí le haghaidh bainistíocht fuinneog ar leibhéal íseal.

en: [DisplayServer] handles everything related to window management. It is separated from [OS] as a single operating system may support multiple display servers.
    [b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] disables all rendering and window management functions. Most functions from [DisplayServer] will return dummy values in this case.
ga: Láimhseálann [DisplayServer] gach rud a bhaineann le bainistíocht fuinneoige. Tá sé scartha ó [OS] toisc go bhféadfadh córas oibriúcháin amháin tacú le freastalaithe taispeána iolracha.
    [b]Mód gan cheann:[/b] Má thosaíonn tú an t-inneall leis an [code] --headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint líne ordaithe[/url] díchumasaítear gach rindreáil agus feidhmeanna bainistíochta fuinneoige. Tabharfaidh formhór na bhfeidhmeanna ó [DisplayServer] luachanna caocha ar ais sa chás seo.

en: Returns the user's clipboard as a string if possible.
ga: Filltear gearrthaisce an úsáideora mar theaghrán más féidir.

en: Returns the user's clipboard as an image if possible.
    [b]Note:[/b] This method uses the copied pixel data, e.g. from a image editing software or a web browser, not an image file copied from file explorer.
ga: Filleann gearrthaisce an úsáideora mar íomhá más féidir.
    [b]Nóta:[/b] Úsáideann an modh seo na sonraí picteilín cóipeáilte, m.sh. ó bhogearraí eagarthóireachta íomhá nó brabhsálaí gréasáin, ní comhad íomhá a chóipeáiltear ó chomhad taiscéalaí.

en: Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] clipboard as a string if possible. This is the clipboard that is set when the user selects text in any application, rather than when pressing [kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism.
    [b]Note:[/b] This method is only implemented on Linux (X11/Wayland).
ga: Seoltar gearrthaisce [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer]bunscoile[/url] ar ais mar theaghrán más féidir. Seo é an gearrthaisce a shocraítear nuair a roghnaíonn an t-úsáideoir téacs in aon fheidhmchlár, seachas nuair a bhrúitear [kbd]Ctrl + C[/kbd]. Is féidir na sonraí gearrthaisce a ghreamú ansin trí chliceáil ar an gcnaipe lár luiche in aon fheidhmchlár a thacaíonn leis an meicníocht ghearrthaisce phríomhúil.
    [b]Nóta:[/b] Ní chuirtear an modh seo i bhfeidhm ach ar Linux (X11/Wayland).

en: Returns [code]true[/code] if there is a text content on the user's clipboard.
ga: Filleann sé [code]true[/code] má tá ábhar téacs ar ghearrthaisce an úsáideora.

en: Returns [code]true[/code] if there is an image content on the user's clipboard.
ga: Filleann sé [code]true[/code] má tá ábhar íomhá ar ghearrthaisce an úsáideora.

en: Sets the user's clipboard content to the given string.
ga: Socraíonn sé inneachar gearrthaisce an úsáideora chuig an teaghrán a thugtar.

en: Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] clipboard content to the given string. This is the clipboard that is set when the user selects text in any application, rather than when pressing [kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism.
    [b]Note:[/b] This method is only implemented on Linux (X11/Wayland).
ga: Socraíonn sé inneachar gearrthaisce an úsáideora [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer][/url] chuig an teaghrán tugtha. Seo é an gearrthaisce a shocraítear nuair a roghnaíonn an t-úsáideoir téacs in aon fheidhmchlár, seachas nuair a bhrúitear [kbd]Ctrl + C[/kbd]. Is féidir na sonraí gearrthaisce a ghreamú ansin trí chliceáil ar an gcnaipe lár luiche in aon fheidhmchlár a thacaíonn leis an meicníocht ghearrthaisce phríomhúil.
    [b]Nóta:[/b] Ní chuirtear an modh seo i bhfeidhm ach ar Linux (X11/Wayland).

en: Creates a new application status indicator with the specified icon, tooltip, and activation callback.
    [param callback] should take two arguments: the pressed mouse button (one of the [enum MouseButton] constants) and the click position in screen coordinates (a [Vector2i]).
ga: Cruthaíonn sé táscaire stádais feidhmchláir nua leis an deilbhín sonraithe, an leid uirlisí agus an aisghlao gníomhachtaithe.
    Ba chóir go dtógfadh [param callback] dhá argóint: an cnaipe luiche brúite (ceann de na tairisigh [enum MouseButton]) agus an suíomh cliceáil i gcomhordanáidí scáileáin (a [Vector2i]).

en: Returns the default mouse cursor shape set by [method cursor_set_shape].
ga: Filltear ar ais an cruth réamhshocraithe cúrsóra luiche socraithe ag [method cursor_set_shape].

en: Sets a custom mouse cursor image for the given [param shape]. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance.
    [param cursor] can be either a [Texture2D] or an [Image], and it should not be larger than 256×256 to display correctly. Optionally, [param hotspot] can be set to offset the image's position relative to the click point. By default, [param hotspot] is set to the top-left corner of the image. See also [method cursor_set_shape].
ga: Socraíonn sé íomhá cúrsóra luiche saincheaptha don [cruth param] a thugtar. Ciallaíonn sé seo nach mbeidh tionchar ag córas oibriúcháin agus téama cúrsóir na luiche ar chuma an chúrsóra luiche a thuilleadh.
    Is féidir le [cúrsóir param] a bheith ina [Uigeacht2D] nó ina [Íomhá], agus níor cheart go mbeadh sé níos mó ná 256×256 le taispeáint i gceart. Go roghnach, is féidir [param hotspot] a shocrú chun suíomh na híomhá a fhritháireamh i gcomparáid leis an bpointe cliceáil. De réir réamhshocraithe, tá [param hotspot] socraithe go dtí an chúinne uachtarach ar chlé den íomhá. Féach freisin [method cursor_set_shape].

en: Sets the default mouse cursor shape. The cursor's appearance will vary depending on the user's operating system and mouse cursor theme. See also [method cursor_get_shape] and [method cursor_set_custom_image].
ga: Socraíonn sé cruth réamhshocraithe an chúrsóra luiche. Beidh cuma an chúrsóra éagsúil ag brath ar chóras oibriúcháin an úsáideora agus ar théama cúrsóir na luiche. Féach freisin [method cursor_get_shape] agus [method cursor_set_custom_image].

en: Removes the application status indicator.
ga: Baintear an táscaire stádais feidhmchláir.

en: Allows the [param process_id] PID to steal focus from this window. In other words, this disables the operating system's focus stealing protection for the specified PID.
    [b]Note:[/b] This method is implemented only on Windows.
ga: Ligeann sé don [param process_id] PID fócas a ghoid ón bhfuinneog seo. I bhfocail eile, díchumasaíonn sé seo fócas goid an chórais oibriúcháin a chosaint don PID sonraithe.
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an modh seo i bhfeidhm.

en: Forces window manager processing while ignoring all [InputEvent]s. See also [method process_events].
    [b]Note:[/b] This method is implemented on Windows and macOS.
ga: Cuirtear iallach ar bhainisteoir fuinneoige próiseáil agus neamhaird á déanamh agat ar gach [InputEvent]s. Féach freisin [method process_events].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Windows agus macOS.

en: Returns an [Array] of [Rect2], each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also [method get_display_safe_area].
    [b]Note:[/b] Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches.
ga: Filleann sé [Eagar] de [Rect2], arb é an dronuilleog teorannach é gach ceann díobh le haghaidh gearrtha amach nó heanga taispeána. Is limistéir neamhfheidhmiúla iad seo ar scáileáin imeall go himeall a úsáideann ceamaraí agus braiteoirí. Filleann sé eagar folamh mura bhfuil gearrtha amach ag an bhfeiste. Féach freisin [method get_display_safe_area].
    [b]Nóta:[/b] Níl sé curtha i bhfeidhm ach ar Android faoi láthair. Tabharfaidh ardáin eile eagar folamh ar ais fiú má tá gearrtha amach taispeána nó notches acu.

en: Returns the index of the screen containing the window with the keyboard focus, or the primary screen if there's no focused window.
ga: Filleann sé seo innéacs an scáileáin ina bhfuil an fhuinneog le fócas an mhéarchláir, nó an príomhscáileán mura bhfuil aon fhuinneog dhírithe ann.

en: Returns the name of the [DisplayServer] currently in use. Most operating systems only have a single [DisplayServer], but Linux has access to more than one [DisplayServer] (currently X11 and Wayland).
    The names of built-in display servers are [code]Windows[/code], [code]macOS[/code], [code]X11[/code] (Linux), [code]Wayland[/code] (Linux), [code]Android[/code], [code]iOS[/code], [code]web[/code] (HTML5), and [code]headless[/code] (when started with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]).
ga: Seoltar ar ais ainm an [DisplayServer] atá in úsáid faoi láthair. Níl ach [DisplayServer] amháin ag formhór na gcóras oibriúcháin, ach tá rochtain ag Linux ar níos mó ná ceann amháin [DisplayServer] (X11 agus Wayland faoi láthair).
    Is iad ainmneacha na bhfreastalaithe taispeána ionsuite ná [code]Windows[/code], [code]macOS[/code], [code]X11[/code] (Linux), [code]Wayland[/code] (Linux) , [code]Android[/code], [code]iOS[/code], [code]gréasáin[/code] (HTML5), agus [code]gan cheann[/code] (nuair a cuireadh tús leis an [code]-- gan cheann[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint líne ordaithe[/url]).

en: Returns index of the primary screen.
ga: Innéacs tuairisceáin an phríomhscáileáin.

en: Returns the number of displays available.
ga: Filleann sé líon na dtaispeántas atá ar fáil.

en: Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons are swapped in dialogs. This is enabled by default on Windows to follow interface conventions, and be toggled by changing [member ProjectSettings.gui/common/swap_cancel_ok].
    [b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
ga: Filleann sé [code]true[/code] má mhalartaítear suíomhanna na gcnaipí [b]OK[/b] agus [b]Cealaigh[/b] sna dialóga. Tá sé seo cumasaithe de réir réamhshocraithe ar Windows chun coinbhinsiúin an chomhéadain a leanúint, agus é a scoránaigh trí [comhalta ProjectSettings.gui/common/swap_cancel_ok] a athrú.
    [b]Nóta:[/b] Ní chuireann sé seo isteach ar dhialóga dúchasacha ar nós na cinn atá sceite ag [method DisplayServer.dialog_show].

en: Returns the ID of the window at the specified screen [param position] (in pixels). On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:
    [codeblock lang=text]
    * (0, 0)        +-------+
                    |       |
    +-------------+ |       |
    |             | |       |
    |             | |       |
    +-------------+ +-------+
    [/codeblock]
ga: Filleann sé ID na fuinneoige ag an scáileán sonraithe [suíomh param] (i bpicteilíní). Maidir le socruithe ilmhonatóra, tá suíomh an scáileáin i gcoibhneas leis an limistéar deisce fíorúil. I gcás socruithe ilmhonatóra a bhfuil réitigh scáileáin nó treoshuímh dhifriúla acu, féadfar an tionscnamh a shuíomh lasmuigh d’aon taispeáint mar seo:
    [codeblock lang=téacs]
    * (0, 0) +-------+
                    |       |
    +------------+ |       |
    |             | |       |
    |             | |       |
    +------------+ +-------+
    [/codeblock]

en: Returns the list of Godot window IDs belonging to this process.
    [b]Note:[/b] Native dialogs are not included in this list.
ga: Seoltar ar ais liosta na n-aitheantas fuinneoige Godot a bhaineann leis an bpróiseas seo.
    [b]Nóta:[/b] Níl dialóga dúchasacha san áireamh sa liosta seo.

en: Use [NativeMenu] or [PopupMenu] instead.
ga: Úsáid [NativeMenu] nó [PopupMenu] ina ionad sin.

en: Adds a new checkable item with text [param label] to the global menu with ID [param menu_root].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír inseiceáilte nua le téacs [lipéad param] leis an roghchlár domhanda le haitheantas [param menu_root].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Adds a new checkable item with text [param label] and icon [param icon] to the global menu with ID [param menu_root].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír inseiceáilte nua le téacs [lipéad param] agus [param icon] leis an roghchlár domhanda a bhfuil ID [param menu_root] air.
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]

en: Adds a new item with text [param label] and icon [param icon] to the global menu with ID [param menu_root].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír nua leis an téacs [lipéad param] agus deilbhín [param icon] leis an roghchlár domhanda a bhfuil ID [param menu_root] air.
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Adds a new radio-checkable item with text [param label] and icon [param icon] to the global menu with ID [param menu_root].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method global_menu_set_item_checked] for more info on how to control it.
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír raidió inseiceáil nua ar a bhfuil téacs [lipéad param] agus deilbhín [param icon] leis an roghchlár domhanda le haitheantas [param menu_root].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní thaispeánann míreanna raidió-sheiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method global_menu_set_item_checked] le haghaidh tuilleadh eolais ar conas é a rialú.
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Adds a new item with text [param label] to the global menu with ID [param menu_root].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír nua le téacs [lipéad param] leis an roghchlár domhanda le ID [param menu_root].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Adds a new item with text [param label] to the global menu with ID [param menu_root].
    Contrarily to normal binary items, multistate items can have more than two states, as defined by [param max_states]. Each press or activate of the item will increase the state by one. The default value is defined by [param default_state].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] By default, there's no indication of the current item state, it should be changed manually.
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír nua le téacs [lipéad param] leis an roghchlár domhanda le ID [param menu_root].
    Murab ionann agus gnáth-mhíreanna dénártha, is féidir go mbeadh níos mó ná dhá stát ag míreanna ilstáit, mar atá sainmhínithe ag [param max_states]. Méadóidh gach preas nó gníomhachtú na míre an stát ar cheann amháin. Sainmhínítear an luach réamhshocraithe ag [param default_state].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] De réir réamhshocraithe, níl aon léiriú ar staid reatha na míre, ba cheart é a athrú de láimh.
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Adds a new radio-checkable item with text [param label] to the global menu with ID [param menu_root].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method global_menu_set_item_checked] for more info on how to control it.
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír raidió-sheiceáil nua le téacs [param label] leis an roghchlár domhanda a bhfuil ID [param menu_root] air.
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní thaispeánann míreanna raidió-sheiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method global_menu_set_item_checked] le haghaidh tuilleadh eolais ar conas é a rialú.
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Adds a separator between items to the global menu with ID [param menu_root]. Separators also occupy an index.
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé deighilteoir idir míreanna leis an roghchlár domhanda le ID [param menu_root]. Áitíonn deighilteoirí innéacs freisin.
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Adds an item that will act as a submenu of the global menu [param menu_root]. The [param submenu] argument is the ID of the global menu root that will be shown when the item is clicked.
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Cuireann sé mír leis a fheidhmeoidh mar fho-roghchlár den roghchlár domhanda [param menu_root]. Is é atá san argóint [param submenu] ná ID an fhréamh roghchláir dhomhanda a thaispeánfar nuair a chliceáiltear an mhír.
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Removes all items from the global menu with ID [param menu_root].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Supported system menu IDs:[/b]
    [codeblock lang=text]
    "_main" - Main menu (macOS).
    "_dock" - Dock popup menu (macOS).
    "_apple" - Apple menu (macOS, custom items added before "Services").
    "_window" - Window menu (macOS, custom items added after "Bring All to Front").
    "_help" - Help menu (macOS).
    [/codeblock]
ga: Baintear gach mír den roghchlár domhanda le haitheantas [param menu_root].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b]Aitheantais roghchláir chórais tacaithe:[/b]
    [codeblock lang=téacs]
    "_main" - Príomh-roghchlár (macOS).
    "_dock" - Roghchlár aníos duga (macOS).
    "_apple" - roghchlár Apple (macOS, míreanna saincheaptha curtha leis roimh "Seirbhísí").
    "_window" - Roghchlár fuinneoige (macOS, míreanna saincheaptha curtha leis tar éis "Bring All to Front").
    "_help" - Roghchlár cabhrach (macOS).
    [/codeblock]

en: Returns the accelerator of the item at index [param idx]. Accelerators are special combinations of keys that activate the item, no matter which control is focused.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé luasaire na míre ag innéacs [param idx]. Is teaglaim speisialta eochracha iad luasairí a ghníomhaíonn an mhír, is cuma cén rialú atá dírithe.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the callback of the item at index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé aisghlao na míre ag innéacs [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns number of items in the global menu with ID [param menu_root].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé líon na míreanna sa roghchlár domhanda le ID [param menu_root].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the icon of the item at index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé deilbhín na míre ag innéacs [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the horizontal offset of the item at the given [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé fritháireamh cothrománach na míre ag an [param idx] a thugtar.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the index of the item with the specified [param tag]. Indices are automatically assigned to each item by the engine, and cannot be set manually.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé innéacs na míre leis an [chlib param] sonraithe. Sannann an t-inneall innéacsanna go huathoibríoch do gach mír, agus ní féidir iad a shocrú de láimh.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the index of the item with the specified [param text]. Indices are automatically assigned to each item by the engine, and cannot be set manually.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé innéacs na míre leis an [param text] sonraithe. Sannann an t-inneall innéacsanna go huathoibríoch do gach mír, agus ní féidir iad a shocrú de láimh.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the callback of the item accelerator at index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé aisghlao an luasaire míreanna ag innéacs [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns number of states of a multistate item. See [method global_menu_add_multistate_item] for details.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Tuairisceáin líon staid earra ilstáit. Féach ar [method global_menu_add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the state of a multistate item. See [method global_menu_add_multistate_item] for details.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Tugann sé ar ais staid earra ilstáit. Féach ar [method global_menu_add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the submenu ID of the item at index [param idx]. See [method global_menu_add_submenu_item] for more info on how to add a submenu.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé ID fho-roghchlár na míre ag innéacs [param idx]. Féach ar [method global_menu_add_submenu_item] le haghaidh tuilleadh eolais ar conas fo-roghchlár a chur leis.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the metadata of the specified item, which might be of any type. You can set it with [method global_menu_set_item_tag], which provides a simple way of assigning context data to items.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé meiteashonraí na míre sonraithe, a d'fhéadfadh a bheith d'aon chineál. Is féidir leat é a shocrú le [method global_menu_set_item_tag], a sholáthraíonn bealach simplí chun sonraí comhthéacs a shannadh do mhíreanna.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the text of the item at index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé téacs na míre ag innéacs [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the tooltip associated with the specified index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé an leid uirlisí a bhaineann leis an innéacs sonraithe [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns Dictionary of supported system menu IDs and names.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Tuairisceáin Foclóir aitheantais agus ainmneacha roghchláir chórais tacaithe.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the item at index [param idx] is checkable in some way, i.e. if it has a checkbox or radio button.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] inseiceáilte ar bhealach éigin, i.e. má tá ticbhosca nó cnaipe raidió aige.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the item at index [param idx] is checked.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Seoltar ar ais [code]true[/code] má dhéantar an mhír ag an innéacs [param idx] a sheiceáil.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the item at index [param idx] is disabled. When it is disabled it can't be selected, or its action invoked.
    See [method global_menu_set_item_disabled] for more info on how to disable an item.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] díchumasaithe. Nuair atá sé díchumasaithe ní féidir é a roghnú, nó a ghníomh a agairt.
    Féach ar [method global_menu_set_item_disabled] le haghaidh tuilleadh faisnéise maidir le conas earra a dhíchumasú.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the item at index [param idx] is hidden.
    See [method global_menu_set_item_hidden] for more info on how to hide an item.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] folaithe.
    Féach ar [method global_menu_set_item_hidden] le haghaidh tuilleadh eolais ar conas mír a chur i bhfolach.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the item at index [param idx] has radio button-style checkability.
    [b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code] má tá inseiceáil ar stíl cnaipe raidió ag an mír ag innéacs [param idx].
    [b]Nóta:[/b] Is cosmaideacha amháin é seo; ní mór duit an loighic a chur leis chun míreanna a sheiceáil/dísheiceáil i ngrúpaí raidió.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Removes the item at index [param idx] from the global menu [param menu_root].
    [b]Note:[/b] The indices of items after the removed item will be shifted by one.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Baintear an mhír ag innéacs [param idx] ón roghchlár domhanda [param menu_root].
    [b]Nóta:[/b] Aistreofar innéacsanna na n-ítimí tar éis na hítime a baineadh as ceann amháin.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the accelerator of the item at index [param idx]. [param keycode] can be a single [enum Key], or a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé luasaire na míre ag innéacs [param idx]. Is féidir le [eochairchód param] a bheith ina [Eochair enum] amháin, nó ina mheascán de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the callback of the item at index [param idx]. Callback is emitted when an item is pressed.
    [b]Note:[/b] The [param callback] Callable needs to accept exactly one Variant parameter, the parameter passed to the Callable will be the value passed to the [code]tag[/code] parameter when the menu item was created.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé aisghlao na míre ag innéacs [param idx]. Astaítear aisghlao nuair a bhrúitear mír.
    [b]Nóta:[/b] Ní mór don [param callback] paraiméadar Athrúcháin amháin a ghlacadh go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig an Inghlao an luach a cuireadh ar aghaidh chuig an bparaiméadar [code]chlib[/code] nuair a bhí an mhír roghchláir cruthaithe.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets whether the item at index [param idx] has a checkbox. If [code]false[/code], sets the type of the item to plain text.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé cé acu an bhfuil ticbhosca ag an mír ag innéacs [param idx]. Má tá [code]false[/code], socraítear cineál na míre mar ghnáth-théacs.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the checkstate status of the item at index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé stádas seiceála na míre ag innéacs [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Enables/disables the item at index [param idx]. When it is disabled, it can't be selected and its action can't be invoked.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Cumasaítear/díchumasaítear an mhír ag innéacs [param idx]. Nuair atá sé díchumasaithe, ní féidir é a roghnú agus ní féidir a ghníomh a agairt.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Hides/shows the item at index [param idx]. When it is hidden, an item does not appear in a menu and its action cannot be invoked.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Seithí/taispeántar an mhír ag innéacs [param idx]. Nuair a bhíonn sé i bhfolach, ní bhíonn mír le feiceáil i roghchlár agus ní féidir a ghníomh a agairt.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the callback of the item at index [param idx]. The callback is emitted when an item is hovered.
    [b]Note:[/b] The [param callback] Callable needs to accept exactly one Variant parameter, the parameter passed to the Callable will be the value passed to the [code]tag[/code] parameter when the menu item was created.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé aisghlao na míre ag innéacs [param idx]. Astaítear an aisghlao nuair a ainlítear mír.
    [b]Nóta:[/b] Ní mór don [param callback] paraiméadar Athrúcháin amháin a ghlacadh go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig an Inghlao an luach a cuireadh ar aghaidh chuig an bparaiméadar [code]chlib[/code] nuair a bhí an mhír roghchláir cruthaithe.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Replaces the [Texture2D] icon of the specified [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
    [b]Note:[/b] This method is not supported by macOS "_dock" menu items.
ga: Cuirtear an deilbhín [Texture2D] in ionad an [param idx] sonraithe.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.
    [b] Nóta:[/b] Ní thacaíonn míreanna roghchláir macOS "_dock" leis an modh seo.

en: Sets the horizontal offset of the item at the given [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé fritháireamh cothrománach na míre ag an [param idx] a thugtar.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the callback of the item at index [param idx]. Callback is emitted when its accelerator is activated.
    [b]Note:[/b] The [param key_callback] Callable needs to accept exactly one Variant parameter, the parameter passed to the Callable will be the value passed to the [code]tag[/code] parameter when the menu item was created.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé aisghlao na míre ag innéacs [param idx]. Astaítear aisghlao nuair a chuirtear a luasaire i ngníomh.
    [b]Nóta:[/b] Caithfidh an [param key_callback] Inghlaoite glacadh le paraiméadair Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig an Inghlao an luach a cuireadh ar aghaidh chuig an bparaiméadar [code]chlib[/code] nuair a bhí an mhír roghchláir ann cruthaithe.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets number of state of a multistate item. See [method global_menu_add_multistate_item] for details.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé líon staid mhír ilstáit. Féach ar [method global_menu_add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the type of the item at the specified index [param idx] to radio button. If [code]false[/code], sets the type of the item to plain text.
    [b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé cineál na míre ag an innéacs sonraithe [param idx] go cnaipe raidió. Má tá [code]false[/code], socraítear cineál na míre mar ghnáth-théacs.
    [b]Nóta:[/b] Is cosmaideacha amháin é seo; ní mór duit an loighic a chur leis chun míreanna a sheiceáil/dísheiceáil i ngrúpaí raidió.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the state of a multistate item. See [method global_menu_add_multistate_item] for details.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé staid mhír ilstáit. Féach ar [method global_menu_add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the submenu of the item at index [param idx]. The submenu is the ID of a global menu root that would be shown when the item is clicked.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé fo-roghchlár na míre ag innéacs [param idx]. Is ionann an fo-roghchlár agus aitheantas fréamh roghchláir dhomhanda a thaispeánfaí nuair a chliceáiltear an mhír.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the metadata of an item, which may be of any type. You can later get it with [method global_menu_get_item_tag], which provides a simple way of assigning context data to items.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé meiteashonraí míre, a fhéadfaidh a bheith d'aon chineál. Is féidir leat é a fháil ar ball le [method global_menu_get_item_tag], a sholáthraíonn bealach simplí chun sonraí comhthéacs a shannadh do mhíreanna.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the text of the item at index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé téacs na míre ag innéacs [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Sets the [String] tooltip of the item at the specified index [param idx].
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé leid uirlisí [Teaghrán] na míre ag an innéacs sonraithe [param idx].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Registers callables to emit when the menu is respectively about to show or closed. Callback methods should have zero arguments.
ga: Cláraítear nithe inghlaoite le hastú nuair atá an roghchlár faoi seach ar tí a thaispeáint nó a dhúnadh. Ba cheart go mbeadh argóintí nialasacha ag modhanna aisghlao.

en: Returns [code]true[/code] if any additional outputs have been registered via [method register_additional_output].
ga: Filleann sé [code]true[/code] má cláraíodh aon aschuir bhreise trí [method register_additional_output].

en: Returns [code]true[/code] if the specified [param feature] is supported by the current [DisplayServer], [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má tá an [gné param] sonraithe ag tacú leis an [ServerServer] reatha, [code]bréagach[/code] ar shlí eile.

en: Sets native help system search callbacks.
    [param search_callback] has the following arguments: [code]String search_string, int result_limit[/code] and return a [Dictionary] with "key, display name" pairs for the search results. Called when the user enters search terms in the [code]Help[/code] menu.
    [param action_callback] has the following arguments: [code]String key[/code]. Called when the user selects a search result in the [code]Help[/code] menu.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé aisghlaonna cuardaigh córas cabhrach dúchasach.
    Tá na hargóintí seo a leanas ag [param search_callback]: [code]String search_string, int result_limit[/code] agus seol ar ais [Foclóir] le péirí “eochair, taispeáin ainm” do na torthaí cuardaigh. Glaoitear air nuair a chuireann an t-úsáideoir téarmaí cuardaigh isteach sa roghchlár [code]Help[/code].
    Tá na hargóintí seo a leanas ag [param action_callback]: [code]Eochair teaghrán[/code]. Glaoitear air nuair a roghnaíonn an t-úsáideoir toradh cuardaigh sa roghchlár [code]Help[/code].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the text selection in the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] composition string, with the [Vector2i]'s [code]x[/code] component being the caret position and [code]y[/code] being the length of the selection.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé seo an rogha téacs sa teaghrán comhdhéanamh [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url], agus comhpháirt [Vector2i] [code]x[/code] á is é suíomh an fheighlí agus [code]y[/code] fad an roghnúcháin.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the composition string contained within the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] window.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Seoltar ar ais an teaghrán comhdhéanamh atá laistigh den fhuinneog [url=https://en.wikipedia.org/wiki/Input_method]Eagarthóir Modh Ionchuir[/url].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if OS is using dark mode.
    [b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and Linux (X11/Wayland).
ga: Filleann sé [code]true[/code] má tá OS ag baint úsáide as mód dorcha.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, macOS, Windows, agus Linux (X11/Wayland).

en: Returns [code]true[/code] if OS supports dark mode.
    [b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and Linux (X11/Wayland).
ga: Filleann sé [code]true[/code] má thacaíonn OS leis an mód dorcha.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, macOS, Windows, agus Linux (X11/Wayland).

en: Returns [code]true[/code] if touch events are available (Android or iOS), the capability is detected on the Web platform or if [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code].
ga: Filleann sé [code]true[/code] má tá imeachtaí tadhaill ar fáil (Android nó iOS), braitear an cumas ar an ardán Gréasáin nó má tá [comhalta ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] [code]true[/code].

en: Returns [code]true[/code] if the window background can be made transparent. This method returns [code]false[/code] if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code], or if transparency is not supported by the renderer or OS compositor.
ga: Filleann sé [code]true[/code] más féidir cúlra na fuinneoige a dhéanamh trédhearcach. Filleann an modh seo [code]bréagach[/code] má tá [comhalta ProjectSettings.display/window/per_pixel_transparency/allowed] socraithe go [code]bréagach[/code], nó mura dtacaíonn an rindreálaí nó cumadóir an OS le trédhearcacht.

en: Returns active keyboard layout index.
    [b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS, and Windows.
ga: Filleann sé innéacs leagan amach gníomhach méarchláir.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11/Wayland), macOS, agus Windows.

en: Converts a physical (US QWERTY) [param keycode] to one in the active keyboard layout.
    [b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and Windows.
ga: Tiontaíonn sé cód fisiciúil (US QWERTY) [eochairchód param] go ceann i leagan amach gníomhach an mhéarchláir.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11/Wayland), macOS agus Windows.

en: Converts a physical (US QWERTY) [param keycode] to localized label printed on the key in the active keyboard layout.
    [b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and Windows.
ga: Athraíonn sé lipéad fisiciúil (US QWERTY) [eochairchód param] go lipéad logánta atá priontáilte ar an eochair i leagan amach gníomhach an mhéarchláir.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11/Wayland), macOS agus Windows.

en: Returns the number of keyboard layouts.
    [b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and Windows.
ga: Filleann sé líon leagan amach an mhéarchláir.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11/Wayland), macOS agus Windows.

en: Returns the ISO-639/BCP-47 language code of the keyboard layout at position [param index].
    [b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and Windows.
ga: Seoltar ar ais an cód teanga ISO-639/BCP-47 de leagan amach an mhéarchláir ag suíomh [paraminnéacs].
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11/Wayland), macOS agus Windows.

en: Returns the localized name of the keyboard layout at position [param index].
    [b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and Windows.
ga: Filleann sé ainm logánta leagan amach an mhéarchláir ag suíomh [param index].
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11/Wayland), macOS agus Windows.

en: Sets the active keyboard layout.
    [b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and Windows.
ga: Socraíonn sé leagan amach gníomhach an mhéarchláir.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11/Wayland), macOS agus Windows.

en: Returns the current state of mouse buttons (whether each button is pressed) as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method Input.get_mouse_button_mask].
ga: Filleann sé staid reatha na gcnaipí luiche (cibé an bhfuil gach cnaipe brúite) mar mhúsc giotán. Má bhrúitear cnaipí luiche iolracha ag an am céanna, cuirtear na giotán le chéile. Comhionann le [method Input.get_mouse_button_mask].

en: Returns the current mouse mode. See also [method mouse_set_mode].
ga: Filleann an modh luiche reatha. Féach freisin [method mouse_set_mode].

en: Returns the mouse cursor's current position in screen coordinates.
ga: Filleann sé suíomh reatha an chúrsóra luiche i gcomhordanáidí an scáileáin.

en: Sets the current mouse mode. See also [method mouse_get_mode].
ga: Socraíonn sé an modh luiche reatha. Féach freisin [method mouse_get_mode].

en: Perform window manager processing, including input flushing. See also [method force_process_and_drop_events], [method Input.flush_buffered_events] and [member Input.use_accumulated_input].
ga: Déan próiseáil bainisteoir fuinneoige, lena n-áirítear sruthlú ionchuir. Féach freisin [method force_process_and_drop_events], [method Input.flush_buffered_events] agus [comhalta Input.use_accumulated_input].

en: Registers an [Object] which represents an additional output that will be rendered too, beyond normal windows. The [Object] is only used as an identifier, which can be later passed to [method unregister_additional_output].
    This can be used to prevent Godot from skipping rendering when no normal windows are visible.
ga: Cláraítear [Réad] a léiríonn aschur breise a dhéanfar a rindreáil freisin, thar na gnáthfhuinneoga. Ní úsáidtear an [Réad] ach mar aitheantóir, ar féidir é a chur ar aghaidh níos déanaí chuig [method unregister_additional_output].
    Is féidir é seo a úsáid chun Godot a chosc ó rindreáil a fhágáil nuair nach bhfuil aon ghnáthfhuinneog le feiceáil.

en: Returns the dots per inch density of the specified screen. If [param screen] is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the main window will be used.
    [b]Note:[/b] On macOS, returned value is inaccurate if fractional display scaling mode is used.
    [b]Note:[/b] On Android devices, the actual screen densities are grouped into six generalized densities:
    [codeblock lang=text]
       ldpi - 120 dpi
       mdpi - 160 dpi
       hdpi - 240 dpi
      xhdpi - 320 dpi
     xxhdpi - 480 dpi
    xxxhdpi - 640 dpi
    [/codeblock]
    [b]Note:[/b] This method is implemented on Android, Linux (X11/Wayland), macOS and Windows. Returns [code]72[/code] on unsupported platforms.
ga: Filleann na poncanna in aghaidh orlach dlús an scáileáin sonraithe. Más é [scáileán param] [scáileán SCREEN_OF_MAIN_WINDOW] (an luach réamhshocraithe), úsáidfear scáileán leis an bpríomhfhuinneog.
    [b]Nóta:[/b] Ar macOS, tá an luach ar ais míchruinn má úsáidtear modh scálaithe taispeána codánach.
    [b]Nóta:[/b] Ar ghléasanna Android, déantar na dlúis scáileáin iarbhír a ghrúpáil i sé dhlús ghinearálaithe:
    [codeblock lang=téacs]
       ldpi - 120 pso
       mdpi - 160 pso
       hdpi - 240 pso
      xhdpi - 320 pso
     xxhdpi - 480 pso
    xxxhdpi - 640 pso
    [/codeblock]
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, Linux (X11/Wayland), macOS agus Windows. Filleann sé [code]72[/code] ar ardáin nach dtacaítear leo.

en: Returns screenshot of the [param screen].
    [b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.
    [b]Note:[/b] On macOS, this method requires "Screen Recording" permission, if permission is not granted it will return desktop wallpaper color.
ga: Filleann sé seo seat den [scáileán param].
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11), macOS, agus Windows.
    [b]Nóta:[/b] Ar macOS, tá cead “Taifeadadh Scáileáin” ag teastáil don mhodh seo, mura dtugtar cead tabharfaidh sé dath an pháipéir balla deisce ar ais.

en: Returns the greatest scale factor of all screens.
    [b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other cases.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé an fachtóir scála is mó de na scáileáin ar fad.
    [b]Nóta:[/b] Is é an luach a cuireadh ar ais ar macOS ná [code]2.0[/code] má tá scáileán hiDPI (Reitine) amháin ar a laghad sa chóras, agus [code]1.0[/code] i ngach cás eile .
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the [param screen]'s current orientation. See also [method screen_set_orientation].
    [b]Note:[/b] This method is implemented on Android and iOS.
ga: Filltear treoshuíomh reatha [scáileán param]. Féach freisin [method screen_set_orientation].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android agus iOS.

en: Returns color of the display pixel at the [param position].
    [b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.
    [b]Note:[/b] On macOS, this method requires "Screen Recording" permission, if permission is not granted it will return desktop wallpaper color.
ga: Filleann sé dath an picteilín taispeána ag an [suíomh param].
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Linux (X11), macOS, agus Windows.
    [b]Nóta:[/b] Ar macOS, tá cead “Taifeadadh Scáileáin” ag teastáil don mhodh seo, mura dtugtar cead tabharfaidh sé dath an pháipéir balla deisce ar ais.

en: Returns the screen's top-left corner position in pixels. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:
    [codeblock lang=text]
    * (0, 0)        +-------+
                    |       |
    +-------------+ |       |
    |             | |       |
    |             | |       |
    +-------------+ +-------+
    [/codeblock]
    See also [method screen_get_size].
    [b]Note:[/b] On Linux (Wayland) this method always returns [code](0, 0)[/code].
ga: Filleann sé suíomh cúinne barr-chlé an scáileáin i bpicteilíní. Maidir le socruithe ilmhonatóra, tá suíomh an scáileáin i gcoibhneas leis an limistéar deisce fíorúil. I gcás socruithe ilmhonatóra a bhfuil réitigh scáileáin nó treoshuímh dhifriúla acu, féadfar an tionscnamh a shuíomh lasmuigh d’aon taispeáint mar seo:
    [codeblock lang=téacs]
    * (0, 0) +-------+
                    |       |
    +------------+ |       |
    |             | |       |
    |             | |       |
    +------------+ +-------+
    [/codeblock]
    Féach freisin [method screen_get_size].
    [b]Nóta:[/b] Ar Linux (Wayland) cuireann an modh seo ar ais [code](0, 0)[/code] i gcónaí.

en: Returns the current refresh rate of the specified screen. If [param screen] is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the main window will be used.
    [b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the refresh rate for the specified screen. On Web, [method screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no way to retrieve the refresh rate on that platform.
    To fallback to a default refresh rate if the method fails, try:
    [codeblock]
    var refresh_rate = DisplayServer.screen_get_refresh_rate()
    if refresh_rate < 0:
        refresh_rate = 60.0
    [/codeblock]
ga: Seoltar ar ais ráta athnuachana reatha an scáileáin shonraithe. Más é [param screen] [constant SCREEN_OF_MAIN_WINDOW] (an luach réamhshocraithe), úsáidfear scáileán leis an bpríomhfhuinneog.
    [b]Nóta:[/b] Filleann [code]-1.0[/code] má theipeann ar an Freastalaí Taispeána an ráta athnuachana don scáileán sonraithe a aimsiú. Ar an nGréasán, beidh [method screen_get_refresh_rate] ar ais i gcónaí [code]-1.0[/code] mar níl aon bhealach ann chun an ráta athnuachana ar an ardán sin a fháil.
    Chun filleadh ar ráta athnuachana réamhshocraithe má theipeann ar an modh, bain triail as:
    [codeblock]
    var refresh_rate = DisplayServer.screen_get_refresh_rate()
    if refresh_rate < 0:
        refresh_rate = 60.0
    [/codeblock]

en: Returns the screen's size in pixels. See also [method screen_get_position] and [method screen_get_usable_rect].
ga: Filleann sé méid an scáileáin i bpicteilíní. Féach freisin [method screen_get_position] agus [method screen_get_usable_rect].

en: Returns the portion of the screen that is not obstructed by a status bar in pixels. See also [method screen_get_size].
ga: Filleann sé an chuid den scáileán nach bhfuil bac ar bharra stádais i bpicteilíní. Féach freisin [method screen_get_size].

en: Returns [code]true[/code] if the screen should never be turned off by the operating system's power-saving measures. See also [method screen_set_keep_on].
ga: Filleann sé [code]true[/code] más rud é nár cheart an scáileán a mhúchadh choíche le bearta coigilte cumhachta an chórais oibriúcháin. Féach freisin [method screen_set_keep_on].

en: Sets whether the screen should never be turned off by the operating system's power-saving measures. See also [method screen_is_kept_on].
ga: Socraítear cé acu nár cheart an scáileán a mhúchadh riamh de bharr bearta coigilte cumhachta an chórais oibriúcháin. Féach freisin [method screen_is_kept_on].

en: Sets the [param screen]'s [param orientation]. See also [method screen_get_orientation].
    [b]Note:[/b] On iOS, this method has no effect if [member ProjectSettings.display/window/handheld/orientation] is not set to [constant SCREEN_SENSOR].
ga: Socraíonn sé [treoshuíomh param] an [scáileán param]. Féach freisin [method screen_get_orientation].
    [b]Nóta:[/b] Ar iOS, níl aon éifeacht ag an modh seo mura bhfuil [comhalta ProjectSettings.display/window/handheld/orientation] socraithe chuig [SCREEN_SENSOR leanúnach].

en: Sets the window icon (usually displayed in the top-left corner) with an [Image]. To use icons in the operating system's native format, use [method set_native_icon] instead.
    [b]Note:[/b] Requires support for [constant FEATURE_ICON].
ga: Socraíonn sé deilbhín na fuinneoige (de ghnáth ar taispeáint sa chúinne uachtarach ar chlé) le [Íomhá]. Chun deilbhíní i bhformáid dhúchasach an chórais oibriúcháin a úsáid, úsáid [method set_native_icon] ina ionad sin.
    [b]Nóta:[/b] Tá tacaíocht ag teastáil le haghaidh [FEATURE_ICON leanúnach].

en: Sets the window icon (usually displayed in the top-left corner) in the operating system's [i]native[/i] format. The file at [param filename] must be in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By using specially crafted [code].ico[/code] or [code].icns[/code] icons, [method set_native_icon] allows specifying different icons depending on the size the icon is displayed at. This size is determined by the operating system and user preferences (including the display scale factor). To use icons in other formats, use [method set_icon] instead.
    [b]Note:[/b] Requires support for [constant FEATURE_NATIVE_ICON].
ga: Socraíonn sé íocón na fuinneoige (a thaispeántar sa chúinne uachtarach ar chlé de ghnáth) i bhformáid [i]dhúchais[/i] an chórais oibriúcháin. Caithfidh an comhad ag [param filename] a bheith i bhformáid [code].ico[/code] ar Windows nó [code].icns[/code] ar macOS. Trí úsáid a bhaint as deilbhíní saindeartha [code].ico[/code] nó [code].icns[/code], ceadaíonn [method set_native_icon] deilbhíní éagsúla a shonrú ag brath ar an méid a bhfuil an deilbhín ar taispeáint ag. Cinneann an córas oibriúcháin agus roghanna an úsáideora (lena n-áirítear an fachtóir scála taispeána) an méid seo. Chun deilbhíní i bhformáidí eile a úsáid, úsáid [method set_icon] ina ionad sin.
    [b]Nóta:[/b] Tá tacaíocht ag teastáil le haghaidh [FEATURE_NATIVE_ICON leanúnach].

en: Sets the [param callable] that should be called when system theme settings are changed. Callback method should have zero arguments.
    [b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and Linux (X11/Wayland).
ga: Socraíonn sé an [param inghlaoite] ar cheart a ghlaoch nuair a athraítear socruithe téama an chórais. Ba cheart go mbeadh argóintí nialasacha ag an modh aisghlao.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, macOS, Windows, agus Linux (X11/Wayland).

en: Returns the rectangle for the given status indicator [param id] in screen coordinates. If the status indicator is not visible, returns an empty [Rect2].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé an dronuilleog don táscaire stádais tugtha [param id] i gcomhordanáidí scáileáin. Mura bhfuil an táscaire stádais le feiceáil, filleann sé folamh [Rect2].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the application status indicator activation callback. [param callback] should take two arguments: [int] mouse button index (one of [enum MouseButton] values) and [Vector2i] click position in screen coordinates.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé aisghlao gníomhachtaithe táscaire stádais an fheidhmchláir. Ba chóir go dtógfadh [param callback] dhá argóint: [int] innéacs cnaipe luiche (ceann de na luachanna [enum MouseButton]) agus [Vector2i] suíomh cliceáil i gcomhordanáidí an scáileáin.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the application status indicator icon.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé deilbhín táscaire stádais an fheidhmchláir.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the application status indicator native popup menu.
    [b]Note:[/b] On macOS, the menu is activated by any mouse button. Its activation callback is [i]not[/i] triggered.
    [b]Note:[/b] On Windows, the menu is activated by the right mouse button, selecting the status icon and pressing [kbd]Shift + F10[/kbd], or the applications key. The menu's activation callback for the other mouse buttons is still triggered.
    [b]Note:[/b] Native popup is only supported if [NativeMenu] supports the [constant NativeMenu.FEATURE_POPUP_MENU] feature.
ga: Socraíonn an táscaire stádais feidhmchláir roghchlár aníos aníos.
    [b]Nóta:[/b] Ar macOS, cuirtear an roghchlár i ngníomh le haon chnaipe luiche. [i]Ní[/i] a spreagtar aisghlaoch gníomhachtaithe.
    [b]Nóta:[/b] Ar Windows, cuirtear an roghchlár i ngníomh ag an gcnaipe deas luiche, ag roghnú an deilbhín stádais agus ag brú [kbd]Shift + F10[/kbd], nó eochair na bhfeidhmchlár. Tá aisghlao gníomhachtúcháin an roghchláir do na cnaipí luiche eile fós spreagtha.
    [b]Nóta:[/b] Ní thacaítear le preabfhuinneog dúchasach ach amháin má thacaíonn [NativeMenu] leis an ngné [Constant NativeMenu.FEATURE_POPUP_MENU].

en: Sets the application status indicator tooltip.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn an leid uirlisí táscaire stádais feidhmchláir.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns current active tablet driver name.
    [b]Note:[/b] This method is implemented only on Windows.
ga: Tugann sé ar ais ainm thiománaí an táibléad gníomhach reatha.
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the total number of available tablet drivers.
    [b]Note:[/b] This method is implemented only on Windows.
ga: Filleann sé líon iomlán na dtiománaithe táibléid atá ar fáil.
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an modh seo i bhfeidhm.

en: Returns the tablet driver name for the given index.
    [b]Note:[/b] This method is implemented only on Windows.
ga: Seoltar ar ais ainm thiománaí an táibléid don innéacs tugtha.
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an modh seo i bhfeidhm.

en: Set active tablet driver name.
    Supported drivers:
    - [code]winink[/code]: Windows Ink API, default (Windows 8.1+ required).
    - [code]wintab[/code]: Wacom Wintab API (compatible device driver required).
    - [code]dummy[/code]: Dummy driver, tablet input is disabled.
    [b]Note:[/b] This method is implemented only on Windows.
ga: Shuiteáil ainm gníomhach tiománaí do tablet.
    Tiománaithe tacaithe:
    - [code] winink[/code]: Windows Ink API, réamhshocraithe (Windows 8.1+ riachtanach).
    - [code] wintab[/code]: Wacom Wintab API (tiománaí gléas comhoiriúnach ag teastáil).
    - [code] Caochadán [/code]: An tiománaí caochadán, tá ionchur táibléad díchumasaithe.
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an modh seo i bhfeidhm.

en: Returns an [Array] of voice information dictionaries.
    Each [Dictionary] contains two [String] entries:
    - [code]name[/code] is voice name.
    - [code]id[/code] is voice identifier.
    - [code]language[/code] is language code in [code]lang_Variant[/code] format. The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-dependent string describing country, region or/and dialect.
    Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Filleann sé [Eagar] d'fhoclóirí faisnéise gutha.
    Tá dhá iontráil [Teaghrán] i ngach [Foclóir]:
    - Is ainm gutha é [code]ainm[/code].
    - Is aitheantóir gutha é [code]id[/code].
    - Is cód teanga é [code]teanga[/code] i bhformáid [code]lang_Variant[/code]. Is cód 2 nó 3 litir atá sa chuid [code]lang[/code] bunaithe ar an gcaighdeán ISO-639, i gcás íochtair. Teaghrán atá ag brath ar inneall is ea an chuid [cód skip-lint]Athraithe[/code] a chuireann síos ar thír, réigiún nó/agus canúint.
    Tabhair faoi deara go mbraitheann Godot ar leabharlanna córais le haghaidh feidhmiúlacht téacs-go-hurlabhra. Tá na leabharlanna seo suiteáilte de réir réamhshocraithe ar Windows agus macOS, ach ní ar gach dáileadh Linux. Mura bhfuil siad i láthair, seolfaidh an modh seo liosta folamh. Baineann sé seo le húsáideoirí Godot araon ar Linux, chomh maith le húsáideoirí deiridh ar Linux a ritheann cluichí Godot a úsáideann téacs-go-hurlabhra.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Returns an [PackedStringArray] of voice identifiers for the [param language].
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Filleann sé [PackedStringArray] d'aitheantóirí gutha don [teanga param].
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Returns [code]true[/code] if the synthesizer is in a paused state.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Filleann sé [code]true[/code] má tá an sintéiseoir i staid ar sos.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Returns [code]true[/code] if the synthesizer is generating speech, or have utterance waiting in the queue.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Filleann sé [code]true[/code] má tá an sintéiseoir ag giniúint cainte, nó má tá an chaint ag fanacht sa scuaine.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Puts the synthesizer into a paused state.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Cuireann sé an sintéiseoir i staid ar sos.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Resumes the synthesizer if it was paused.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Atosaíonn sé an sintéiseoir dá gcuirfí ar sos é.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary.
    - [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and [constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] parameter, the utterance ID.
    - [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] parameters, the index of the character and the utterance ID.
    [b]Note:[/b] The granularity of the boundary callbacks is engine dependent.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Cuirtear aisghlao leis, ar a dtugtar nuair a bhíonn an chaint tosaithe, críochnaithe, curtha ar ceal nó teorainn téacs bainte amach aige.
    - Ba cheart go dtógfadh modh glaoite [TTS_UTTERANCE_STARTED], [TTS_UTTERANCE_ENDED leanúnach], agus [TTS_UTTERANCE_CANCELED] paraiméadar amháin [int], ID na cainte.
    - Ba cheart go dtógfadh modh inghlaoite [TTS_UTTERANCE_BOUNDARY] dhá [int] pharaiméadar, innéacs an charachtair agus ID na cainte.
    [b]Nóta:[/b] Braitheann gráinneacht na gcúlghlaonna teorann ar inneall.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Adds an utterance to the queue. If [param interrupt] is [code]true[/code], the queue is cleared first.
    - [param voice] identifier is one of the [code]"id"[/code] values returned by [method tts_get_voices] or one of the values returned by [method tts_get_voices_for_language].
    - [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] (highest).
    - [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] (highest), [code]1.0[/code] is default pitch for the current voice.
    - [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] (highest), [code]1.0[/code] is a normal speaking rate. Other values act as a percentage relative.
    - [param utterance_id] is passed as a parameter to the callback functions.
    [b]Note:[/b] On Windows and Linux (X11/Wayland), utterance [param text] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak].
    [b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Wayland), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Cuireann sé cainte leis an scuaine. Má tá [idirbhriseadh param] [code]true[/code], glantar an scuaine ar dtús.
    - Tá aitheantóir [param voice] ar cheann de na luachanna [code]"id"[/code] a sheoltar ar ais ag [method tts_get_voices] nó ceann de na luachanna a sheoltar ar ais ag [method tts_get_voices_for_language].
    - Réimsíonn [toirt param] ó [code]0[/code] (is ísle) go [code]100[/code] (is airde).
    - Réimsíonn [param pitch] ó [code]0.0[/code] (is ísle) go [code]2.0[/code] (is airde), [code]1.0[/code] an pháirc réamhshocraithe don ghutha reatha.
    - Tá raonta [paramráta] ó [code]0.1[/code] (is ísle) go [code]10.0[/code] (is airde), [code]1.0[/code] ina ghnáthráta labhartha. Feidhmíonn luachanna eile mar choibhneas céatadáin.
    - Cuirtear [param utterance_id] ar aghaidh mar pharaiméadar chuig na feidhmeanna aisghlao.
    [b]Nóta:[/b] Ar Windows agus Linux (X11/Wayland), is féidir le focal [param text] marcáil SSML a úsáid. Braitheann tacaíocht SSML ar inneall agus ar ghuth. Mura dtacaíonn an t-inneall le SSML, ba cheart duit marcáil XML ar fad a bhaint amach roimh duit glaoch ar [method tts_speak].
    [b]Nóta:[/b] Braitheann gráinneacht tuinairde, ráta agus toirte ar inneall agus ar ghuth. Is féidir luachanna a theorannú.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Wayland), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [member ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Stops synthesis in progress and removes all utterances from the queue.
    [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/Linux), macOS, and Windows.
    [b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
ga: Stopann sé sintéis atá ar siúl agus baintear gach caint as an scuaine.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux (X11/Linux), macOS, agus Windows.
    [b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/text_to_speech] [code]true[/code] chun téacs-go-hurlabhra a úsáid.

en: Unregisters an [Object] representing an additional output, that was registered via [method register_additional_output].
ga: Díchláraítear [Réad] a léiríonn aschur breise, a cláraíodh trí [method register_additional_output].

en: Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.
ga: Filleann sé airde an mhéarchláir ar an scáileán i bpicteilíní. Filleann sé 0 mura bhfuil méarchlár ann nó má tá sé i bhfolach faoi láthair.

en: Hides the virtual keyboard if it is shown, does nothing otherwise.
ga: Seithí an méarchlár fíorúil má thaispeántar é, ní dhéanfaidh sé aon rud eile.

en: Shows the virtual keyboard if the platform has one.
    [param existing_text] parameter is useful for implementing your own [LineEdit] or [TextEdit], as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions).
    [param position] parameter is the screen space [Rect2] of the edited text.
    [param type] parameter allows configuring which type of virtual keyboard to show.
    [param max_length] limits the number of characters that can be entered if different from [code]-1[/code].
    [param cursor_start] can optionally define the current text cursor position if [param cursor_end] is not set.
    [param cursor_start] and [param cursor_end] can optionally define the current text selection.
    [b]Note:[/b] This method is implemented on Android, iOS and Web.
ga: Taispeáin an méarchlár fíorúil má tá ceann ag an ardán.
    Tá [param existing_text] úsáideach chun do chuid féin [LineEdit] nó [TextEdit] a chur i bhfeidhm, toisc go n-insíonn sé don mhéarchlár fíorúil cén téacs atá clóscríofa cheana féin (úsáideann an méarchlár fíorúil é le haghaidh uathcheartú agus tuartha).
    [Param position] spás scáileáin [Rect2] den téacs curtha in eagar is ea an paraiméadar.
    Ceadaíonn paraiméadar [cineál param] an cineál méarchlár fíorúil a thaispeánfar a chumrú.
    Cuireann [param max_length] teorainn le líon na gcarachtar is féidir a chur isteach murab ionann é agus [code]-1[/code].
    Is féidir le [param cursor_start] suíomh reatha an chúrsóra téacs a shainiú go roghnach mura bhfuil [param cursor_end] socraithe.
    Is féidir le [param cursor_start] agus [param cursor_end] an rogha téacs reatha a shainiú go roghnach.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS agus Gréasáin.

en: Sets the mouse cursor position to the given [param position] relative to an origin at the upper left corner of the currently focused game Window Manager window.
    [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS, and Linux (X11/Wayland). It has no effect on Android, iOS, and Web.
ga: Socraíonn sé suíomh an chúrsóra luiche go dtí an [suíomh param] a thugtar i gcoibhneas le tionscnamh ag an gcúinne uachtarach ar chlé den fhuinneog Bainisteoir Fuinneog an chluiche atá dírithe faoi láthair.
    [b] Nóta:[/b] ní thacaítear le [method warp_mouse] ach amháin ar Windows, macOS, agus Linux (X11/Wayland). Níl aon éifeacht aige ar Android, iOS, agus Gréasáin.

en: Returns [code]true[/code] if anything can be drawn in the window specified by [param window_id], [code]false[/code] otherwise. Using the [code]--disable-render-loop[/code] command line argument or a headless build will return [code]false[/code].
ga: Filleann sé [code]true[/code] más féidir aon rud a tharraingt sa fhuinneog atá sonraithe ag [param window_id], [code]bréagach[/code] ar shlí eile. Ag baint úsáide as an [code] --disable-render-loop[/code] argóint na n-orduithe nó tógáil gan cheann, cuirfear ar ais [code]false[/code].

en: Returns ID of the active popup window, or [constant INVALID_WINDOW_ID] if there is none.
ga: Filleann sé aitheantas na fuinneoige aníos gníomhach, nó [inVALID_WINDOW_ID leanúnach] mura bhfuil ceann ar bith ann.

en: Returns the [method Object.get_instance_id] of the [Window] the [param window_id] is attached to.
ga: Filleann sé [method Object.get_instance_id] den [Fuinneog] a bhfuil an [param window_id] ceangailte leis.

en: Returns the screen the window specified by [param window_id] is currently positioned on. If the screen overlaps multiple displays, the screen where the window's center is located is returned. See also [method window_set_current_screen].
ga: Filleann sé seo an scáileán a bhfuil an fhuinneog sonraithe ag [param window_id] suite air faoi láthair. Má fhorluíonn an scáileán taispeántais iolracha, cuirtear ar ais an scáileán ina bhfuil lárionad na fuinneoige suite. Féach freisin [method window_set_current_screen].

en: Returns the current value of the given window's [param flag].
ga: Seoltar ar ais luach reatha [bratach param] na fuinneoige a thugtar.

en: Returns the window's maximum size (in pixels). See also [method window_set_max_size].
ga: Filleann sé uasmhéid na fuinneoige (i bpicteilíní). Féach freisin [method window_set_max_size].

en: Returns the window's minimum size (in pixels). See also [method window_set_min_size].
ga: Filleann sé íosmhéid na fuinneoige (i bpicteilíní). Féach freisin [method window_set_min_size].

en: Returns the mode of the given window.
ga: Filleann sé modh na fuinneoige tugtha.

en: Returns internal structure pointers for use in plugins.
    [b]Note:[/b] This method is implemented on Android, Linux (X11/Wayland), macOS, and Windows.
ga: Filleann sé leideanna struchtúir inmheánaigh lena n-úsáid i breiseán.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, Linux (X11/Wayland), macOS, agus Windows.

en: Returns the bounding box of control, or menu item that was used to open the popup window, in the screen coordinate system.
ga: Filltear ar ais an bosca rialaithe teorann, nó mír roghchláir a úsáideadh chun an fhuinneog aníos a oscailt, sa chóras comhordanáidí scáileáin.

en: Returns the position of the client area of the given window on the screen.
ga: Filleann sé suíomh limistéar an chliaint den fhuinneog a thugtar ar an scáileán.

en: Returns the position of the given window on the screen including the borders drawn by the operating system. See also [method window_get_position].
ga: Filleann sé suíomh na fuinneoige tugtha ar an scáileán lena n-áirítear na teorainneacha arna dtarraingt ag an gcóras oibriúcháin. Féach freisin [method window_get_position].

en: Returns left margins ([code]x[/code]), right margins ([code]y[/code]) and height ([code]z[/code]) of the title that are safe to use (contains no buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set.
ga: Filleann sé na himill chlé ([code]x[/code]), corrlaigh dheis ([code]y[/code]) agus airde ([code]z[/code]) an teidil atá sábháilte le húsáid (níl cnaipí ann nó eilimintí eile) nuair atá an bhratach [WINDOW_FLAG_EXTEND_TO_TITLE] socraithe.

en: Returns the size of the window specified by [param window_id] (in pixels), excluding the borders drawn by the operating system. This is also called the "client area". See also [method window_get_size_with_decorations], [method window_set_size] and [method window_get_position].
ga: Filleann sé méid na fuinneoige atá sonraithe ag [param window_id] (i bpicteilíní), gan na teorainneacha a tharraingíonn an córas oibriúcháin san áireamh. Tugtar "limistéar an chliaint" air seo freisin. Féach freisin [method window_get_size_with_decorations], [method window_set_size] agus [method window_get_position].

en: Returns the size of the window specified by [param window_id] (in pixels), including the borders drawn by the operating system. See also [method window_get_size].
ga: Filleann sé méid na fuinneoige atá sonraithe ag [param window_id] (i bpicteilíní), lena n-áirítear na teorainneacha a tharraingíonn an córas oibriúcháin. Féach freisin [method window_get_size].

en: Returns the estimated window title bar size (including text and window buttons) for the window specified by [param window_id] (in pixels). This method does not change the window title.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé seo méid barra teidil measta na fuinneoige (lena n-áirítear téacs agus cnaipí fuinneoige) don fhuinneog atá sonraithe ag [param window_id] (i bpicteilíní). Ní athraíonn an modh seo teideal na fuinneoige.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the V-Sync mode of the given window.
ga: Filleann sé modh V-Sync na fuinneoige tugtha.

en: Returns [code]true[/code] if the window specified by [param window_id] is focused.
ga: Filleann sé [code]true[/code] má tá an fhuinneog atá sonraithe ag [param window_id] dírithe.

en: Returns [code]true[/code] if the given window can be maximized (the maximize button is enabled).
ga: Filleann sé [code]true[/code] más féidir an fhuinneog a thugtar a uasmhéadú (tá an cnaipe uasmhéadú cumasaithe).

en: Returns [code]true[/code], if double-click on a window title should maximize it.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code], más rud é gur cheart go n-uasmhéadódh cliceáil faoi dhó ar theideal fuinneoige é.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code], if double-click on a window title should minimize it.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code], más rud é gur cheart go laghdódh cliceáil faoi dhó ar theideal fuinneoige é.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Moves the window specified by [param window_id] to the foreground, so that it is visible over other windows.
ga: Bogtar an fhuinneog atá sonraithe ag [param window_id] chuig an tulra, ionas go mbeidh sé le feiceáil thar fhuinneoga eile.

en: Makes the window specified by [param window_id] request attention, which is materialized by the window title and taskbar entry blinking until the window is focused. This usually has no visible effect if the window is currently focused. The exact behavior varies depending on the operating system.
ga: Iarrann sé aird ar an bhfuinneog atá sonraithe ag [param window_id], rud a thagann chun cinn le teideal na fuinneoige agus iontráil an tascbharra ag blinking go dtí go bhfuil an fhuinneog dírithe. De ghnáth ní bhíonn aon éifeacht infheicthe aige seo má tá an fhuinneog dírithe faoi láthair. Athraíonn an iompar cruinn ag brath ar an gcóras oibriúcháin.

en: Moves the window specified by [param window_id] to the specified [param screen]. See also [method window_get_current_screen].
ga: Bogtar an fhuinneog atá sonraithe ag [param window_id] go dtí an [scáileán param] sonraithe. Féach freisin [method window_get_current_screen].

en: Sets the [param callback] that should be called when files are dropped from the operating system's file manager to the window specified by [param window_id]. [param callback] should take one [PackedStringArray] argument, which is the list of dropped files.
    [b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] node will override its default implementation, which can introduce bugs.
    [b]Note:[/b] This method is implemented on Windows, macOS, Linux (X11/Wayland), and Web.
ga: Socraíonn sé an [param callback] ba chóir a ghlaoch nuair a scaoiltear comhaid ó bhainisteoir comhad an chórais oibriúcháin go dtí an fhuinneog atá sonraithe ag [param window_id]. Ba chóir go dtógfadh [param callback] argóint amháin [PackedStringArray], is é sin liosta na gcomhad a thit amach.
    [b]Rabhadh:[/b] Úsáideoirí ardleibhéil amháin! Má chuirtear glaoch ar ais den sórt sin le nód [Fuinneog] sárófar a chur i bhfeidhm réamhshocraithe, rud a fhéadfaidh fabhtanna a thabhairt isteach.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Windows, macOS, Linux (X11/Wayland), agus Gréasáin.

en: If set to [code]true[/code], this window will always stay on top of its parent window, parent window will ignore input while this window is opened.
    [b]Note:[/b] On macOS, exclusive windows are confined to the same space (virtual desktop or screen) as the parent window.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Má tá sé socraithe go [code]true[/code], fanfaidh an fhuinneog seo ar bharr na fuinneoige tuismitheora i gcónaí, déanfaidh fuinneog tuismitheora neamhaird ar ionchur agus an fhuinneog seo á oscailt.
    [b]Nóta:[/b] Ar macOS, tá fuinneoga eisiacha teoranta don spás céanna (deisce fíorúil nó scáileán) leis an bhfuinneog tuismitheora.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Enables or disables the given window's given [param flag]. See [enum WindowFlags] for possible values and their behavior.
ga: Cumasaítear nó díchumasaítear an fhuinneog tugtha [bratach param] a thugtar. Féach [enum WindowFlags] le haghaidh luachanna féideartha agus a n-iompraíocht.

en: Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] should be enabled for the window specified by [param window_id]. See also [method window_set_ime_position].
ga: Socraítear cé acu ar cheart [url=https://en.wikipedia.org/wiki/Input_method]Eagarthóir Modh Ionchuir[/url] a chumasú don fhuinneog atá sonraithe ag [param window_id]. Féach freisin [method window_set_ime_position].

en: Sets the position of the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] popup for the specified [param window_id]. Only effective if [method window_set_ime_active] was set to [code]true[/code] for the specified [param window_id].
ga: Socraíonn sé suíomh an phreabfhuinneog [url=https://en.wikipedia.org/wiki/Input_method]Eagarthóir Modh Ionchuir[/url] don [param window_id] sonraithe. Ní bheidh sé i bhfeidhm ach amháin má socraíodh [method window_set_ime_active] go [code]true[/code] don [param window_id] sonraithe.

en: Sets the [param callback] that should be called when any [InputEvent] is sent to the window specified by [param window_id].
    [b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] node will override its default implementation, which can introduce bugs.
ga: Socraíonn sé an [param callback] ba chóir a ghlaoch nuair a sheoltar aon [InputEvent] chuig an bhfuinneog atá sonraithe ag [param window_id].
    [b]Rabhadh:[/b] Úsáideoirí ardleibhéil amháin! Má chuirtear glaoch ar ais den sórt sin le nód [Fuinneog] sárófar a chur i bhfeidhm réamhshocraithe, rud a fhéadfaidh fabhtanna a thabhairt isteach.

en: Sets the [param callback] that should be called when text is entered using the virtual keyboard to the window specified by [param window_id].
    [b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] node will override its default implementation, which can introduce bugs.
ga: Socraíonn sé an [param callback] ba chóir a ghlaoch nuair a chuirtear téacs isteach ag baint úsáide as an méarchlár fíorúil go dtí an fhuinneog atá sonraithe ag [param window_id].
    [b]Rabhadh:[/b] Úsáideoirí ardleibhéil amháin! Má chuirtear glaoch ar ais den sórt sin le nód [Fuinneog] sárófar a chur i bhfeidhm réamhshocraithe, rud a fhéadfaidh fabhtanna a thabhairt isteach.

en: Sets the maximum size of the window specified by [param window_id] in pixels. Normally, the user will not be able to drag the window to make it larger than the specified size. See also [method window_get_max_size].
    [b]Note:[/b] It's recommended to change this value using [member Window.max_size] instead.
    [b]Note:[/b] Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit.
ga: Socraíonn sé uasmhéid na fuinneoige atá sonraithe ag [param window_id] i bpicteilíní. De ghnáth, ní bheidh an t-úsáideoir in ann an fhuinneog a tharraingt chun é a dhéanamh níos mó ná an méid sonraithe. Féach freisin [method window_get_max_size].
    [b]Nóta:[/b] Moltar an luach seo a athrú trí [member Window.max_size] a úsáid ina ionad sin.
    [b]Nóta:[/b] Agus uirlisí tríú páirtí á n-úsáid agat, is féidir le húsáideoirí srianta céimseata na bhfuinneog a dhíchumasú agus an teorainn seo a sheachaint mar sin.

en: Sets the minimum size for the given window to [param min_size] in pixels. Normally, the user will not be able to drag the window to make it smaller than the specified size. See also [method window_get_min_size].
    [b]Note:[/b] It's recommended to change this value using [member Window.min_size] instead.
    [b]Note:[/b] By default, the main window has a minimum size of [code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the window is resized to a near-zero size.
    [b]Note:[/b] Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit.
ga: Socraíonn sé íosmhéid na fuinneoige tugtha go [param min_size] i bpicteilíní. De ghnáth, ní bheidh an t-úsáideoir in ann an fhuinneog a tharraingt chun é a dhéanamh níos lú ná an méid sonraithe. Féach freisin [method window_get_min_size].
    [b]Nóta:[/b] Moltar an luach seo a athrú trí [member Window.min_size] a úsáid ina ionad sin.
    [b]Nóta:[/b] De réir réamhshocraithe, tá íosmhéid [code]Vector2i(64, 64)[/code] ag an bpríomhfhuinneog. Cuireann sé seo cosc ar cheisteanna a d'fhéadfadh teacht chun cinn nuair a athraítear méid na fuinneoige go dtí méid nach mór náid.
    [b]Nóta:[/b] Agus uirlisí tríú páirtí á n-úsáid agat, is féidir le húsáideoirí srianta céimseata na bhfuinneog a dhíchumasú agus an teorainn seo a sheachaint mar sin.

en: Sets the bounding box of control, or menu item that was used to open the popup window, in the screen coordinate system. Clicking this area will not auto-close this popup.
ga: Socraíonn sé an bosca rialaithe teorann, nó mír roghchláir a úsáideadh chun an fhuinneog aníos a oscailt, sa chóras comhordanáidí scáileáin. Má chliceáiltear ar an limistéar seo, ní dhúnfar an phreabfhuinneog seo go huathoibríoch.

en: Sets the position of the given window to [param position]. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:
    [codeblock lang=text]
    * (0, 0)        +-------+
                    |       |
    +-------------+ |       |
    |             | |       |
    |             | |       |
    +-------------+ +-------+
    [/codeblock]
    See also [method window_get_position] and [method window_set_size].
    [b]Note:[/b] It's recommended to change this value using [member Window.position] instead.
    [b]Note:[/b] On Linux (Wayland): this method is a no-op.
ga: Socraíonn sé suíomh na fuinneoige tugtha go [suíomh param]. Maidir le socruithe ilmhonatóra, tá suíomh an scáileáin i gcoibhneas leis an limistéar deisce fíorúil. I gcás socruithe ilmhonatóra a bhfuil réitigh scáileáin nó treoshuímh dhifriúla acu, féadfar an tionscnamh a shuíomh lasmuigh d’aon taispeáint mar seo:
    [codeblock lang=téacs]
    * (0, 0) +-------+
                    |       |
    +------------+ |       |
    |             | |       |
    |             | |       |
    +------------+ +-------+
    [/codeblock]
    Féach freisin [method window_get_position] agus [method window_set_size].
    [b]Nóta:[/b] Moltar an luach seo a athrú trí úsáid a bhaint as [member Window.position] ina ionad sin.
    [b]Nóta:[/b] Ar Linux (Wayland): is modh neamhopúil é an modh seo.

en: Sets the [param callback] that will be called when the window specified by [param window_id] is moved or resized.
    [b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] node will override its default implementation, which can introduce bugs.
ga: Socraíonn sé an [param callback] a thabharfar nuair a bhogtar nó nuair a athraítear méid an fhuinneog atá sonraithe ag [param window_id].
    [b]Rabhadh:[/b] Úsáideoirí ardleibhéil amháin! Má chuirtear glaoch ar ais den sórt sin le nód [Fuinneog] sárófar a chur i bhfeidhm réamhshocraithe, rud a fhéadfaidh fabhtanna a thabhairt isteach.

en: Sets the size of the given window to [param size] (in pixels). See also [method window_get_size] and [method window_get_position].
    [b]Note:[/b] It's recommended to change this value using [member Window.size] instead.
ga: Socraíonn sé méid na fuinneoige tugtha go [param size] (i bpicteilíní). Féach freisin [method window_get_size] agus [method window_get_position].
    [b]Nóta:[/b] Moltar an luach seo a athrú trí [member Window.size] a úsáid ina ionad sin.

en: Sets the title of the given window to [param title].
    [b]Note:[/b] It's recommended to change this value using [member Window.title] instead.
    [b]Note:[/b] Avoid changing the window title every frame, as this can cause performance issues on certain window managers. Try to change the window title only a few times per second at most.
ga: Socraíonn sé [teideal param] teideal na fuinneoige tugtha.
    [b]Nóta:[/b] Moltar an luach seo a athrú trí [member Window.title] a úsáid ina ionad sin.
    [b]Nóta:[/b] Ná athraigh teideal na fuinneoige gach fráma, mar go bhféadfadh sé seo fadhbanna feidhmíochta a chruthú ar bhainisteoirí fuinneog áirithe. Déan iarracht teideal na fuinneoige a athrú ach cúpla uair sa soicind ar a mhéad.

en: Sets the V-Sync mode of the given window. See also [member ProjectSettings.display/window/vsync/vsync_mode].
    See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
    Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED] if the desired mode is not supported.
    [b]Note:[/b] V-Sync modes other than [constant VSYNC_ENABLED] are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
ga: Socraíonn sé modh V-Sync na fuinneoige tugtha. Féach freisin [comhalta ProjectSettings.display/window/vsync/vsync_mode].
    Féach [enum DisplayServer.VSyncMode] le haghaidh luachanna féideartha agus conas a théann siad i bhfeidhm ar iompar d’fheidhmchláir.
    Ag brath ar an ardán agus an rindreálaí a úsáidtear, titfidh an t-inneall ar ais go [VSYNC_ENABLED leanúnach] mura dtacaítear leis an mód atá uait.
    [b]Nóta:[/b] Ní thacaítear le modhanna V-Sync seachas [VSYNC_ENABLED leanúnach] ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.

en: When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the center of the first titlebar button.
    [b]Note:[/b] This flag is implemented only on macOS.
ga: Nuair a shocraítear an bhratach [WINDOW_FLAG_EXTEND_TO_TITLE], déan fritháireamh go lár an chéad chnaipe ar an mbarra teidil.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an bhratach seo i bhfeidhm.

en: Sets the [param callback] that will be called when an event occurs in the window specified by [param window_id].
    [b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] node will override its default implementation, which can introduce bugs.
ga: Socraíonn sé an [param callback] a thabharfar nuair a tharlaíonn teagmhas sa fhuinneog atá sonraithe ag [param window_id].
    [b]Rabhadh:[/b] Úsáideoirí ardleibhéil amháin! Má chuirtear glaoch ar ais den sórt sin le nód [Fuinneog] sárófar a chur i bhfeidhm réamhshocraithe, rud a fhéadfaidh fabhtanna a thabhairt isteach.

en: Display server supports global menu. This allows the application to display its menu items in the operating system's top bar. [b]macOS[/b]
ga: Tacaíonn freastalaí taispeána le roghchlár domhanda. Ligeann sé seo don fheidhmchlár a chuid míreanna roghchláir a thaispeáint i mbarra barr an chórais oibriúcháin. [b]macOS[/b]

en: Display server supports multiple windows that can be moved outside of the main window. [b]Windows, macOS, Linux (X11)[/b]
ga: Tacaíonn freastalaí taispeána le fuinneoga iolracha ar féidir iad a bhogadh lasmuigh den phríomhfhuinneog. [b]Windows, macOS, Linux (X11)[/b]

en: Display server supports touchscreen input. [b]Windows, Linux (X11), Android, iOS, Web[/b]
ga: Tacaíonn freastalaí taispeána le hionchur scáileáin tadhaill. [b]Windows, Linux (X11), Android, iOS, Gréasán[/b]

en: Display server supports mouse input. [b]Windows, macOS, Linux (X11/Wayland), Android, Web[/b]
ga: Tacaíonn freastalaí taispeána le hionchur luiche. [b]Windows, macOS, Linux (X11/Wayland), Android, Gréasáin[/b]

en: Display server supports warping mouse coordinates to keep the mouse cursor constrained within an area, but looping when one of the edges is reached. [b]Windows, macOS, Linux (X11/Wayland)[/b]
ga: Tacaíonn freastalaí taispeána le comhordanáidí luiche warping chun cúrsóir na luiche a choinneáil srianta laistigh de limistéar, ach ag lúbadh nuair a shroichtear ceann de na himill. [b]Windows, macOS, Linux (X11/Wayland)[/b]

en: Display server supports setting and getting clipboard data. See also [constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Web[/b]
ga: Tacaíonn freastalaí taispeána le sonraí gearrthaisce a shocrú agus a fháil. Féach freisin [FEATURE_CLIPBOARD_PRIMARY leanúnach]. [b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Gréasáin[/b]

en: Display server supports popping up a virtual keyboard when requested to input text without a physical keyboard. [b]Android, iOS, Web[/b]
ga: Tacaíonn an freastalaí taispeána le méarchlár fíorúil a chur in airde nuair a iarrtar ort téacs a ionchur gan méarchlár fisiciúil. [b]Android, iOS, Gréasáin[/b]

en: Display server supports setting the mouse cursor shape to be different from the default. [b]Windows, macOS, Linux (X11/Wayland), Android, Web[/b]
ga: Tacaíonn an freastalaí taispeána le cruth cúrsóir na luiche a shocrú chun a bheith difriúil ón réamhshocrú. [b]Windows, macOS, Linux (X11/Wayland), Android, Gréasáin[/b]

en: Display server supports setting the mouse cursor shape to a custom image. [b]Windows, macOS, Linux (X11/Wayland), Web[/b]
ga: Tacaíonn an freastalaí taispeána le cruth cúrsóir na luiche a shocrú d'íomhá saincheaptha. [b]Windows, macOS, Linux (X11/Wayland), Web[/b]

en: Display server supports spawning text dialogs using the operating system's native look-and-feel. See [method dialog_show]. [b]Windows, macOS[/b]
ga: Tacaíonn freastalaí taispeána le dialóga téacs sceite ag baint úsáide as cuma agus mothú dúchais an chórais oibriúcháin. Féach ar [method dialog_show]. [b]Windows, macOS[/b]

en: Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url], which is commonly used for inputting Chinese/Japanese/Korean text. This is handled by the operating system, rather than by Godot. [b]Windows, macOS, Linux (X11)[/b]
ga: Tacaíonn an freastalaí taispeána le [url=https://en.wikipedia.org/wiki/Input_method]Eagarthóir Modh Ionchuir[/url], a úsáidtear go coitianta chun téacs Sínise/Seapáinis/Cóiréis a ionchur. Láimhseálann an córas oibriúcháin é seo, seachas Godot. [b]Windows, macOS, Linux (X11)[/b]

en: Display server supports windows can use per-pixel transparency to make windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11/Wayland)[/b]
ga: Tacaíonn freastalaí taispeána le gur féidir le fuinneoga trédhearcacht in aghaidh an picteilín a úsáid chun fuinneoga taobh thiar díobh a dhéanamh infheicthe go páirteach nó go hiomlán. [b]Windows, macOS, Linux (X11/Wayland)[/b]

en: Display server supports querying the operating system's display scale factor. This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed to guessing based on the screen resolution and reported display DPI (which can be unreliable due to broken monitor EDID). [b]Windows, Linux (Wayland), macOS[/b]
ga: Tacaíonn freastalaí taispeána le fachtóir scála taispeána an chórais oibriúcháin a cheistiú. Ligeann sé seo do [i]iontaofa[/i] taispeáint uathoibríoch hiDPI a bhrath, seachas buille faoi thuairim a dhéanamh bunaithe ar thaifeach an scáileáin agus PSO taispeána tuairiscithe (is féidir a bheith neamhiontaofa mar gheall ar mhonatóir briste EDID). [b]Windows, Linux (Wayland), macOS[/b]

en: Display server supports changing the window icon (usually displayed in the top-left corner). [b]Windows, macOS, Linux (X11)[/b]
ga: Tacaíonn freastalaí taispeána le hathrú ar dheilbhín na fuinneoige (de ghnáth taispeántar sa chúinne uachtarach ar chlé). [b]Windows, macOS, Linux (X11)[/b]

en: Display server supports changing the window icon (usually displayed in the top-left corner). [b]Windows, macOS[/b]
ga: Tacaíonn freastalaí taispeána le hathrú ar dheilbhín na fuinneoige (de ghnáth taispeántar sa chúinne uachtarach ar chlé). [b]Windows, macOS[/b]

en: Display server supports changing the screen orientation. [b]Android, iOS[/b]
ga: Tacaíonn freastalaí taispeána le treoshuíomh an scáileáin a athrú. [b]Android, iOS[/b]

en: Display server supports V-Sync status can be changed from the default (which is forced to be enabled platforms not supporting this feature). [b]Windows, macOS, Linux (X11/Wayland)[/b]
ga: Tacaíonn an freastalaí taispeána is féidir stádas V-Sync a athrú ón réamhshocrú (a bhfuil iallach orthu ardáin chumasaithe nach dtacaíonn an ghné seo leo). [b]Windows, macOS, Linux (X11/Wayland)[/b]

en: Display server supports Primary clipboard can be used. This is a different clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11/Wayland)[/b]
ga: Tacaíonn an freastalaí taispeána Is féidir úsáid a bhaint as bungearrthaisce. Is gearrthaisce eile é seo ó [FEATURE_CLIPBOARD leanúnach]. [b]Linux (X11/Wayland)[/b]

en: Display server supports text-to-speech. See [code]tts_*[/code] methods. [b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Web[/b]
ga: Tacaíonn freastalaí taispeána le téacs-go-hurlabhra. Féach modhanna [code]tts_*[/code]. [b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Gréasáin[/b]

en: Display server supports expanding window content to the title. See [constant WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]
ga: Tacaíonn freastalaí taispeána le hábhar fuinneoige a leathnú go dtí an teideal. Féach ar [WINDOW_FLAG_EXTEND_TO_TITLE leanúnach]. [b]macOS[/b]

en: Display server supports reading screen pixels. See [method screen_get_pixel].
ga: Tacaíonn freastalaí taispeána le picteilíní scáileáin a léamh. Féach ar [method screen_get_pixel].

en: Display server supports application status indicators.
ga: Tacaíonn freastalaí taispeána le táscairí stádais feidhmchláir.

en: Display server supports native help system search callbacks. See [method help_set_search_callbacks].
ga: Tacaíonn an freastalaí taispeána le aisghlaonna cuardaigh an chórais cabhrach dúchais. Féach ar [method help_set_search_callbacks].

en: Display server supports spawning text input dialogs using the operating system's native look-and-feel. See [method dialog_input_text]. [b]Windows, macOS[/b]
ga: Tacaíonn freastalaí taispeána le dialóga ionchuir téacs sceite ag baint úsáide as cuma agus mothú dúchais an chórais oibriúcháin. Féach ar [method dialog_input_text]. [b]Windows, macOS[/b]

en: Makes the mouse cursor visible if it is hidden.
ga: Déanann sé an cúrsóir luiche le feiceáil má tá sé i bhfolach.

en: Makes the mouse cursor hidden if it is visible.
ga: A chuireann cúrsóir na luiche i bhfolach má tá sé le feiceáil.

en: Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager's window.
    [b]Note:[/b] If you want to process the mouse's movement in this mode, you need to use [member InputEventMouseMotion.relative].
ga: Gabhann an luch. Beidh an luch i bhfolach agus a suíomh faoi ghlas i lár fhuinneog an bhainisteora fuinneoige.
    [b]Nóta:[/b] Más mian leat gluaiseacht na luiche a phróiseáil sa mhód seo, ní mór duit [member InputEventMouseMotion.relative] a úsáid.

en: Confines the mouse cursor to the game window, and make it visible.
ga: Theorannaítear cúrsóir na luiche don fhuinneog cluiche, agus cuireann sé infheicthe é.

en: Confines the mouse cursor to the game window, and make it hidden.
ga: Theorannaítear cúrsóir na luiche don fhuinneog cluiche, agus cuir i bhfolach é.

en: Represents the screen containing the mouse pointer.
    [b]Note:[/b] On Linux (Wayland), this constant always represents the screen at index [code]0[/code].
ga: Léiríonn sé an scáileán ina bhfuil an pointeoir luiche.
    [b]Nóta:[/b] Ar Linux (Wayland), seasann an tairiseach seo i gcónaí don scáileán ag innéacs [code]0[/code].

en: Represents the screen containing the window with the keyboard focus.
    [b]Note:[/b] On Linux (Wayland), this constant always represents the screen at index [code]0[/code].
ga: Léiríonn sé an scáileán ina bhfuil an fhuinneog le fócas an mhéarchláir.
    [b]Nóta:[/b] Ar Linux (Wayland), seasann an tairiseach seo i gcónaí don scáileán ag innéacs [code]0[/code].

en: Represents the primary screen.
    [b]Note:[/b] On Linux (Wayland), this constant always represents the screen at index [code]0[/code].
ga: Léiríonn sé an príomhscáileán.
    [b]Nóta:[/b] Ar Linux (Wayland), seasann an tairiseach seo i gcónaí don scáileán ag innéacs [code]0[/code].

en: Represents the screen where the main window is located. This is usually the default value in functions that allow specifying one of several screens.
    [b]Note:[/b] On Linux (Wayland), this constant always represents the screen at index [code]0[/code].
ga: Léiríonn sé an scáileán ina bhfuil an phríomhfhuinneog suite. Is gnách gurb é seo an luach réamhshocraithe i bhfeidhmeanna a cheadaíonn ceann amháin de roinnt scáileáin a shonrú.
    [b]Nóta:[/b] Ar Linux (Wayland), seasann an tairiseach seo i gcónaí don scáileán ag innéacs [code]0[/code].

en: The ID of the main window spawned by the engine, which can be passed to methods expecting a [code]window_id[/code].
ga: ID na príomhfhuinneog a sceith an t-inneall, ar féidir é a chur ar aghaidh chuig modhanna a bhfuiltear ag súil le [code]fuinneog_id[/code].

en: The ID that refers to a nonexistent window. This is returned by some [DisplayServer] methods if no window matches the requested result.
ga: An ID a thagraíonn d'fhuinneog nach bhfuil ann. Seoltar é seo ar ais trí roinnt modhanna [DisplayServer] mura dtagann aon fhuinneog leis an toradh iarrtha.

en: The ID that refers to a nonexistent application status indicator.
ga: An ID a thagraíonn do tháscaire stádais iarratais nach bhfuil ann.

en: Default landscape orientation.
ga: Treoshuíomh tírdhreacha réamhshocraithe.

en: Default portrait orientation.
ga: Treoshuíomh portráid réamhshocraithe.

en: Reverse landscape orientation (upside down).
ga: Treoshuíomh tírdhreacha droim ar ais (bun os cionn).

en: Reverse portrait orientation (upside down).
ga: Treoshuíomh portráid droim ar ais (bun os cionn).

en: Automatic landscape orientation (default or reverse depending on sensor).
ga: Treoshuíomh tírdhreacha uathoibríoch (réamhshocraithe nó droim ar ais ag brath ar braiteoir).

en: Automatic portrait orientation (default or reverse depending on sensor).
ga: Treoshuíomh portráid uathoibríoch (réamhshocraithe nó droim ar ais ag brath ar an braiteoir).

en: Automatic landscape or portrait orientation (default or reverse depending on sensor).
ga: Uathoibríoch treoshuíomh tírdhreacha nó portráid (réamhshocraithe nó droim ar ais ag brath ar braiteoir).

en: Default text virtual keyboard.
ga: Téacs réamhshocraithe méarchlár fíorúil.

en: Multiline virtual keyboard.
ga: Méarchlár fíorúil multiline.

en: Virtual number keypad, useful for PIN entry.
ga: Méarchlár uimhir fhíorúil, úsáideach le hiontráil PIN.

en: Virtual number keypad, useful for entering fractional numbers.
ga: Méarchlár uimhir fhíorúil, úsáideach chun uimhreacha codánacha a iontráil.

en: Virtual phone number keypad.
ga: Méarchlár fíorúil uimhir theileafóin.

en: Virtual keyboard with additional keys to assist with typing email addresses.
ga: Méarchlár fíorúil le heochracha breise chun cabhrú le seoltaí ríomhphoist a chlóscríobh.

en: Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization.
    [b]Note:[/b] This is not supported on Web. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT].
ga: Méarchlár fíorúil le haghaidh iontráil focal faire. Ar fhormhór na n-ardán, ba cheart go ndíchumasódh sé seo uathchríochnú agus uathchaipitliú.
    [b]Nóta:[/b] Ní thacaítear leis seo ar an nGréasán. Ina áit sin, is ionann é seo agus [KEYBOARD_TYPE_DEFAULT leanúnach].

en: Virtual keyboard with additional keys to assist with typing URLs.
ga: Méarchlár fíorúil le heochracha breise chun cabhrú le URLanna a chlóscríobh.

en: Arrow cursor shape. This is the default when not pointing anything that overrides the mouse cursor, such as a [LineEdit] or [TextEdit].
ga: Cruth cúrsóir arrow. Is é seo an réamhshocrú nuair nach bhfuil tú ag díriú ar aon rud a sháraíonn an cúrsóir luiche, mar shampla [LineEdit] nó [TextEdit].

en: I-beam cursor shape. This is used by default when hovering a control that accepts text input, such as [LineEdit] or [TextEdit].
ga: Cruth cúrsóir I-bhíoma. Úsáidtear é seo de réir réamhshocraithe nuair a bhíonn rialtán a ghlacann le hionchur téacs á hovering, mar [LineEdit] nó [TextEdit].

en: Pointing hand cursor shape. This is used by default when hovering a [LinkButton] or a URL tag in a [RichTextLabel].
ga: Cruth cúrsóra láimhe dírithe. Úsáidtear é seo de réir réamhshocraithe nuair a bhíonn [LinkButton] nó clib URL á hovering i [RichTextLabel].

en: Crosshair cursor. This is intended to be displayed when the user needs precise aim over an element, such as a rectangle selection tool or a color picker.
ga: Cúrsóir Crosshair. Tá sé beartaithe é seo a thaispeáint nuair a bhíonn aidhm bheacht ag teastáil ón úsáideoir thar eilimint, mar uirlis roghnúcháin dronuilleog nó roghnóir dathanna.

en: Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/i] the arrow. Intended to be used for non-blocking operations (when the user can do something else at the moment). See also [constant CURSOR_BUSY].
ga: Fan cúrsóir. Ar fhormhór na dtéamaí cúrsóra, taispeánann sé seo deilbhín sníomh [i] seachas [/i] an tsaighead. Tá sé beartaithe é a úsáid le haghaidh oibríochtaí neamhbhloic (nuair is féidir leis an úsáideoir rud éigin eile a dhéanamh faoi láthair). Féach freisin [CURSOR_BUSY leanúnach].

en: Wait cursor. On most cursor themes, this [i]replaces[/i] the arrow with a spinning icon. Intended to be used for blocking operations (when the user can't do anything else at the moment). See also [constant CURSOR_WAIT].
ga: Fan cúrsóir. Ar fhormhór na dtéamaí cúrsóra, [i]chuireann sé seo [/i] deilbhín sníomh in ionad na saigheada. Tá sé beartaithe é a úsáid le haghaidh oibríochtaí blocála (nuair nach féidir leis an úsáideoir aon rud eile a dhéanamh faoi láthair). Féach freisin [CURSOR_WAIT leanúnach].

en: Dragging hand cursor. This is displayed during drag-and-drop operations. See also [constant CURSOR_CAN_DROP].
ga: Tarraing cúrsóir láimhe. Taispeántar é seo le linn oibríochtaí tarraingthe-agus-titim. Féach freisin [CURSOR_CAN_DROP leanúnach].

en: "Can drop" cursor. This is displayed during drag-and-drop operations if hovering over a [Control] that can accept the drag-and-drop event. On most cursor themes, this displays a dragging hand with an arrow symbol besides it. See also [constant CURSOR_DRAG].
ga: Cúrsóir "Is féidir titim". Taispeántar é seo le linn oibríochtaí tarraing-agus-titim má tá sé ar foluain os cionn [Rialú] atá in ann glacadh leis an imeacht tarraing-agus-titim. Ar fhormhór na dtéamaí cúrsóra, taispeánann sé seo lámh tarraingthe le siombail saigheada in aice léi. Féach freisin [CURSOR_DRAG leanúnach].

en: Forbidden cursor. This is displayed during drag-and-drop operations if the hovered [Control] can't accept the drag-and-drop event.
ga: Cúrsóir toirmiscthe. Taispeántar é seo le linn oibríochtaí tarraing-agus-titim mura féidir leis an [Rialú] a bhfuil a hovered glacadh leis an imeacht tarraing-agus-titim.

en: Vertical resize cursor. Intended to be displayed when the hovered [Control] can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT].
ga: Cúrsóir athmhéadaigh ingearach. Tá sé beartaithe é a thaispeáint nuair is féidir an [Rialú] hovered a athrú go hingearach leis an luch. Féach freisin [CURSOR_VSPLIT leanúnach].

en: Horizontal resize cursor. Intended to be displayed when the hovered [Control] can be horizontally resized using the mouse. See also [constant CURSOR_HSPLIT].
ga: Cúrsóir Athraigh méide cothrománach. Tá sé beartaithe é a thaispeáint nuair is féidir an [Rialú] foluaineach a athrú go cothrománach leis an luch. Féach freisin [CURSOR_HSPLIT leanúnach].

en: Secondary diagonal resize cursor (top-right/bottom-left). Intended to be displayed when the hovered [Control] can be resized on both axes at once using the mouse.
ga: Cúrsóir athmhéadaigh trasnánach tánaisteach (barr ar dheis/bun ar chlé). Tá sé beartaithe é a thaispeáint nuair is féidir méid na hovered [Rialú] a athrú ar an dá ais ag baint úsáide as an luch ag an am céanna.

en: Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed when the hovered [Control] can be resized on both axes at once using the mouse.
ga: Príomhchúrsóir trasnánach a athrú (barr ar chlé/bun ar dheis). Tá sé beartaithe é a thaispeáint nuair is féidir méid na hovered [Rialú] a athrú ar an dá ais ag baint úsáide as an luch ag an am céanna.

en: Move cursor. Intended to be displayed when the hovered [Control] can be moved using the mouse.
ga: Bog cúrsóir. Tá sé beartaithe é a thaispeáint nuair is féidir an [Rialú] hovered a bhogadh leis an luch.

en: Vertical split cursor. This is displayed when hovering a [Control] with splits that can be vertically resized using the mouse, such as [VSplitContainer]. On some cursor themes, this cursor may have the same appearance as [constant CURSOR_VSIZE].
ga: Cúrsóir scoilte ingearach. Taispeántar é seo agus [Rialú] á hovering le scoilteanna is féidir a athrú go hingearach leis an luch, mar [VSplitContainer]. Ar roinnt téamaí cúrsóra, d'fhéadfadh an chuma céanna a bheith ar an chúrsóir seo agus atá [CURSOR_VSIZE leanúnach].

en: Horizontal split cursor. This is displayed when hovering a [Control] with splits that can be horizontally resized using the mouse, such as [HSplitContainer]. On some cursor themes, this cursor may have the same appearance as [constant CURSOR_HSIZE].
ga: Cúrsóir scoilte cothrománach. Taispeántar é seo agus [Rialú] á hovering le scoilteanna is féidir a athrú go cothrománach ag baint úsáide as an luch, mar [HSplitContainer]. Ar roinnt téamaí cúrsóra, d’fhéadfadh an chuma chéanna a bheith ar an chúrsóir seo agus atá [CURSOR_HSIZE leanúnach].

en: Help cursor. On most cursor themes, this displays a question mark icon instead of the mouse cursor. Intended to be used when the user has requested help on the next element that will be clicked.
ga: Cabhair cúrsóir. Ar fhormhór na dtéamaí cúrsóra, taispeánann sé seo deilbhín comhartha ceiste in ionad an chúrsóra luiche. Tá sé beartaithe é a úsáid nuair a bhíonn cabhair iarrtha ag an úsáideoir ar an gcéad eilimint eile a chliceáilfear.

en: Represents the size of the [enum CursorShape] enum.
ga: Léiríonn sé méid an [enum CursorShape] enum.

en: The native file dialog allows selecting one, and only one file.
ga: Ceadaíonn an dialóg comhad dúchais a roghnú comhad amháin, agus gan ach comhad amháin.

en: The native file dialog allows selecting multiple files.
ga: Ceadaíonn an dialóg comhad dúchais a roghnú comhaid iolracha.

en: The native file dialog only allows selecting a directory, disallowing the selection of any file.
ga: Ní cheadaíonn dialóg an chomhaid dhúchais ach eolaire a roghnú, rud a dhícheadaítear roghnú aon chomhaid.

en: The native file dialog allows selecting one file or directory.
ga: Ceadaíonn an dialóg comhad dúchais comhad amháin nó eolaire a roghnú.

en: The native file dialog will warn when a file exists.
ga: Tabharfaidh dialóg an chomhaid dhúchais rabhadh nuair a bhíonn comhad ann.

en: Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to the size of the screen).
ga: Mód fuinneoige, i.e. ní áitíonn [fuinneog] an scáileán iomlán (mura bhfuil sé socraithe go dtí méid an scáileáin).

en: Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is pressed.
ga: Níl mód fuinneoige íoslaghdaithe, i.e. [fuinneog] le feiceáil agus tá sé ar fáil ar liosta fuinneog an bhainisteora fuinneoige. Tarlaíonn sé de ghnáth nuair a bhrúitear an cnaipe íoslaghdaithe.

en: Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the maximize button is pressed.
ga: Mód fuinneoige uasmhéadaithe, i.e. áiteoidh [fuinneog] limistéar an scáileáin iomláin seachas an barra tasc agus taispeánfaidh sé a theorainneacha fós. De ghnáth a tharlaíonn nuair a bhíonn an cnaipe uasmhéadú brúite.

en: The window can't be resized by dragging its resize grip. It's still possible to resize the window using [method window_set_size]. This flag is ignored for full screen windows.
ga: Ní féidir méid na fuinneoige a athrú ach a greim athmhéid a tharraingt. Is féidir fós an fhuinneog a athrú le [method window_set_size]. Déantar neamhaird den bhratach seo le haghaidh fuinneoga lánscáileáin.

en: The window do not have native title bar and other decorations. This flag is ignored for full-screen windows.
ga: Níl barra teidil dúchais agus maisiúcháin eile ag an bhfuinneog. Déantar neamhaird den bhratach seo le haghaidh fuinneoga lánscáileáin.

en: The window is floating on top of all other windows. This flag is ignored for full-screen windows.
ga: Tá an fhuinneog ar snámh ar bharr gach fuinneog eile. Déantar neamhaird den bhratach seo le haghaidh fuinneoga lánscáileáin.

en: The window background can be transparent.
    [b]Note:[/b] This flag has no effect if [method is_window_transparency_available] returns [code]false[/code].
    [b]Note:[/b] Transparency support is implemented on Linux (X11/Wayland), macOS, and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
ga: Is féidir le cúlra na fuinneoige a bheith trédhearcach.
    [b]Nóta:[/b] Níl aon éifeacht ag an mbratach seo má fhilleann [method is_window_transparency_available] [code]bréagach[/code].
    [b] Nóta:[/b] Cuirtear tacaíocht trédhearcachta i bhfeidhm ar Linux (X11/Wayland), macOS, agus Windows, ach d’fhéadfadh an infhaighteacht a bheith éagsúil ag brath ar chumais tiománaí GPU, bainisteoir taispeána agus cumadóirí.

en: The window can't be focused. No-focus window will ignore all input, except mouse clicks.
ga: Ní féidir an fhuinneog a dhíriú. Ní dhéanfaidh aon fhuinneog fócas neamhaird ar gach ionchur, ach amháin cad a tharlaíonn nuair luiche.

en: Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have transient parent set (see [method window_set_transient]).
ga: Tá an fhuinneog mar chuid den roghchlár nó [OptionButton] anuas. Ní féidir an bhratach seo a athrú nuair atá an fhuinneog le feiceáil. Gheobhaidh fuinneog aníos gníomhach gach ionchur go heisiach, gan fócas a ghoid óna thuismitheoir. Dúntar fuinneoga aníos go huathoibríoch nuair a chliceálann úsáidí taobh amuigh de, nó nuair a aistrítear feidhmchlár. Ní mór go mbeadh tacar tuismitheora neamhbhuan ag an bhfuinneog aníos (féach [method window_set_transient]).

en: Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons.
    Use [method window_set_window_buttons_offset] to adjust minimize/maximize/close buttons offset.
    Use [method window_get_safe_title_margins] to determine area under the title bar that is not covered by decorations.
    [b]Note:[/b] This flag is implemented only on macOS.
ga: Leathnaítear ábhar fuinneoige go méid iomlán na fuinneoige. Murab ionann agus an fhuinneog gan teorainn, fágtar an fráma slán agus is féidir é a úsáid chun an fhuinneog a athrú, tá an barra teidil trédhearcach, ach tá cnaipí íoslaghdaithe/uasmhéadaithe/dún ann.
    Úsáid [method window_set_window_buttons_offset] chun fritháireamh a dhéanamh ar chnaipí a íoslaghdú/a uasmhéadú/a dhúnadh.
    Úsáid [method window_get_safe_title_margins] chun limistéar a aimsiú faoin mbarra teidil nach bhfuil clúdaithe ag maisiúcháin.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an bhratach seo i bhfeidhm.

en: All mouse events are passed to the underlying window of the same application.
ga: Seoltar gach imeacht luiche chuig an bhfuinneog bhunúsach den fheidhmchlár céanna.

en: Max value of the [enum WindowFlags].
ga: Luach uasta na [enum WindowFlags].

en: Sent when the mouse pointer enters the window.
ga: Seolta nuair a thagann an pointeoir luiche isteach an fhuinneog.

en: Sent when the mouse pointer exits the window.
ga: Seolta nuair a fhágann an pointeoir luiche an fhuinneog.

en: Sent when the window grabs focus.
ga: Seolta nuair a rug an fhuinneog fócas.

en: Sent when the window loses focus.
ga: Seolta nuair a chailleann an fhuinneog fócas.

en: Sent when the user has attempted to close the window (e.g. close button is pressed).
ga: Seolta nuair a dhéanann an t-úsáideoir iarracht an fhuinneog a dhúnadh (m.sh. cnaipe Dún brúite).

en: Sent when the device "Back" button is pressed.
    [b]Note:[/b] This event is implemented only on Android.
ga: Seolta nuair a bhíonn an gléas "Ar ais" cnaipe brúite.
    [b]Nóta:[/b] Is ar Android amháin a chuirtear an t-imeacht seo i bhfeidhm.

en: Sent when the window is moved to the display with different DPI, or display DPI is changed.
    [b]Note:[/b] This flag is implemented only on macOS.
ga: Seolta nuair a bhogtar an fhuinneog chuig an taispeáint le PSO difriúil, nó nuair a athraítear PSO taispeána.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an bhratach seo i bhfeidhm.

en: Sent when the window title bar decoration is changed (e.g. [constant WINDOW_FLAG_EXTEND_TO_TITLE] is set or window entered/exited full screen mode).
    [b]Note:[/b] This flag is implemented only on macOS.
ga: Seolta nuair a athraítear maisiúchán barra teidil na fuinneoige (m.sh. socraítear [constant WINDOW_FLAG_EXTEND_TO_TITLE] nó cuirtear an fhuinneog isteach/amach ón mód lánscáileáin).
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an bhratach seo i bhfeidhm.

en: No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (regardless of [member Engine.max_fps]).
ga: Gan sioncrónú ingearach, rud a chiallaíonn go dtaispeánfaidh an t-inneall frámaí chomh tapa agus is féidir (d'fhéadfadh go mbeadh cuimilt le feiceáil). Tá Framerate gan teorainn (beag beann ar [ball Engine.max_fps]).

en: Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (regardless of [member Engine.max_fps]).
ga: Modh sioncronaithe ingearach réamhshocraithe, ní thaispeántar an íomhá ach ar eatraimh ingearacha bánaithe (níl aon strócadh le feiceáil). Tá Framerate teoranta ag ráta athnuachana an mhonatóra (beag beann ar [ball Engine.max_fps]).

en: Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (regardless of [member Engine.max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
ga: Feidhmíonn sé cosúil le [VSYNC_DISABLED leanúnach] nuair a thiteann an ráta fráma faoi bhun ráta athnuachana an scáileáin chun stuttering a laghdú (d'fhéadfadh go mbeadh cuimilt le feiceáil). Seachas sin, cuirtear ar chumas sioncrónaithe ingearach chun cuimilt a sheachaint. Tá Framerate teoranta ag ráta athnuachana an mhonatóra (beag beann ar [ball Engine.max_fps]). Feidhmíonn sé cosúil le [VSYNC_ENABLED leanúnach] agus an modh rindreála Comhoiriúnachta á úsáid.

en: Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (regardless of [member Engine.max_fps]).
    Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). [constant VSYNC_MAILBOX] works best when at least twice as many frames as the display refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
ga: Taispeánann sé an íomhá is déanaí sa scuaine ar eatraimh ingearacha bánaithe, agus í ag déanamh rindreála do na híomhánna eile (níl aon cuimilt le feiceáil). Tá Framerate gan teorainn (beag beann ar [ball Engine.max_fps]).
    Cé nach bhfuil sé ráthaithe, is féidir na híomhánna a sholáthar chomh tapa agus is féidir, rud a d'fhéadfadh moill ionchuir a laghdú (ar a dtugtar modh V-Sync "Fast" freisin). Is fearr a oibríonn [VSYNC_MAILBOX] nuair a dhéantar ar a laghad dhá oiread frámaí agus an ráta athnuachana taispeána. Feidhmíonn sé cosúil le [VSYNC_ENABLED leanúnach] agus an modh rindreála Comhoiriúnachta á úsáid.

en: Utterance has begun to be spoken.
ga: Tá tús curtha le caint.

en: Utterance was successfully finished.
ga: Críochnaíodh an chaint go rathúil.

en: Utterance was canceled, or TTS service was unable to process it.
ga: Cealaíodh an chaint, nó ní raibh an tseirbhís TTS in ann í a phróiseáil.

en: Utterance reached a word or sentence boundary.
ga: Shroich an chaint teorainn focal nó abairte.

en: Helper class to implement a DTLS server.
ga: Rang cúntóir chun freastalaí DTLS a chur i bhfeidhm.

en: Setup the DTLS server to use the given [param server_options]. See [method TLSOptions.server].
ga: Socraigh an freastalaí DTLS chun an [param server_options] tugtha a úsáid. Féach ar [method TLSOptions.server].

en: Try to initiate the DTLS handshake with the given [param udp_peer] which must be already connected (see [method PacketPeerUDP.connect_to_host]).
    [b]Note:[/b] You must check that the state of the return PacketPeerUDP is [constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the new connections will be invalid due to cookie exchange.
ga: Déan iarracht an croitheadh láimhe DTLS a thionscnamh leis an [param udp_peer] a thugtar a chaithfidh a bheith ceangailte cheana (féach [method PacketPeerUDP.connect_to_host]).
    [b]Nóta:[/b] Ní mór duit a sheiceáil gurb é an staid tuairisceáin PacketPeerUDP [PacketPeerDTLS.STATUS_HANDSHAKING leanúnach], mar is gnách go mbeidh 50% de na naisc nua neamhbhailí mar gheall ar mhalartú fianán.

en: Godot editor's command palette.
ga: Pailéad orduithe an eagarthóra Godot.

en: Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor > Command Palette[/b] menu.
    Command key names use slash delimiters to distinguish sections, for example: [code]"example/command1"[/code] then [code]example[/code] will be the section name.
    [codeblocks]
    [gdscript]
    var command_palette = EditorInterface.get_command_palette()
    # external_command is a function that will be called with the command is executed.
    var command_callable = Callable(self, "external_command").bind(arguments)
    command_palette.add_command("command", "test/command",command_callable)
    [/gdscript]
    [csharp]
    EditorCommandPalette commandPalette = EditorInterface.Singleton.GetCommandPalette();
    // ExternalCommand is a function that will be called with the command is executed.
    Callable commandCallable = new Callable(this, MethodName.ExternalCommand);
    commandPalette.AddCommand("command", "test/command", commandCallable)
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_command_palette].
ga: Rud a shealbhaíonn na hOrduithe go léir atá ar fáil agus a gcuid téacs aicearraí. Is féidir teacht ar na hOrduithe seo tríd an roghchlár [b]Eagarthóir > Pailéad Ceannais[/b].
    Úsáideann eochairainmneacha orduithe teorannóirí slaise chun ranna a idirdhealú, mar shampla: [code]"sampla/ordú1"[/code] ansin is é [code]shampla[/code] ainm na rannóige.
    [codeblocks]
    [gdscript]
    var command_palette = EditorInterface.get_command_palette()
    Is feidhm é # external_command a thabharfar leis an ordú a fhorghníomhú.
    var command_callable = Callable(self, "external_command").bind(arguments)
    command_palette.add_command("command", "test/command",command_callable)
    [/gdscript]
    [csharp]
    EditorCommandPalette commandPalette = EditorInterface.Singleton.GetCommandPalette();
    // Is feidhm é ExternalCommand a thabharfar leis an ordú a fhorghníomhú.
    Callable commandCallable = new Callable(this, MethodName.ExternalCommand);
    commandPalette.AddCommand("command", "test/command", commandCallable)
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit sin, rochtain a fháil ar an singleton ag baint úsáide as [method EditorInterface.get_command_palette].

en: Adds a custom command to EditorCommandPalette.
    - [param command_name]: [String] (Name of the [b]Command[/b]. This is displayed to the user.)
    - [param key_name]: [String] (Name of the key for a particular [b]Command[/b]. This is used to uniquely identify the [b]Command[/b].)
    - [param binded_callable]: [Callable] (Callable of the [b]Command[/b]. This will be executed when the [b]Command[/b] is selected.)
    - [param shortcut_text]: [String] (Shortcut text of the [b]Command[/b] if available.)
ga: Cuireann sé ordú saincheaptha le EditorCommandPalette.
    - [param command_name]: [Teaghrán] (Ainm an [b] Ordú[/b]. Taispeántar é seo don úsáideoir.)
    - [param key_name]: [Teaghrán] (Ainm na heochrach le haghaidh [b]Ordú[/b] ar leith. Úsáidtear é seo chun an [b]Ordú[/b] a shainaithint go uathúil.)
    - [param binded_callable]: [Inghlaoite] (Inghlaoite ar an [b] Ordú[/b]. Déanfar é seo nuair a bheidh an [b] Ordú[/b] roghnaithe.)
    - [param shortcut_text]: [Teaghrán] (Téacs aicearra den [b]Ordú[/b] má tá sé ar fáil.)

en: Removes the custom command from EditorCommandPalette.
    - [param key_name]: [String] (Name of the key for a particular [b]Command[/b].)
ga: Baineann sé an t-ordú saincheaptha ó EditorCommandPalette.
    - [param key_name]: [Teaghrán] (Ainm na heochrach do [b] Ordú[/b] ar leith.)

en: A base class to implement debugger plugins.
ga: Bunrang chun forlíontáin dífhabhtaithe a chur i bhfeidhm.

en: Override this method to be notified when a breakpoint is set in the editor.
ga: Sáraigh an modh seo chun fógra a thabhairt duit nuair a shocraítear brisphointe san eagarthóir.

en: Override this method to be notified when all breakpoints are cleared in the editor.
ga: Sáraigh an modh seo le cur ar an eolas nuair a bhíonn gach bristephointe glanta san eagarthóir.

en: Override this method to be notified when a breakpoint line has been clicked in the debugger breakpoint panel.
ga: Sáraigh an modh seo chun fógra a thabhairt duit nuair a chliceáiltear ar líne briste sa phainéal brisphointe dífhabhtóra.

en: Returns the [EditorDebuggerSession] with the given [param id].
ga: Filleann sé an [EditorDebuggerSession] leis an [param id] tugtha.

en: Returns an array of [EditorDebuggerSession] currently available to this debugger plugin.
    [b]Note:[/b] Sessions in the array may be inactive, check their state via [method EditorDebuggerSession.is_active].
ga: Filleann sé seo raon de [EditorDebuggerSession] atá ar fáil faoi láthair don bhreiseán dífhabhtóra seo.
    [b]Nóta:[/b] Seans go mbeidh na seisiúin san eagar neamhghníomhach, seiceáil a staid trí [method EditorDebuggerSession.is_active].

en: A class to interact with the editor debugger.
ga: Rang chun idirghníomhú leis an eagarthóir dífhabhtóir.

en: This class cannot be directly instantiated and must be retrieved via a [EditorDebuggerPlugin].
    You can add tabs to the session UI via [method add_session_tab], send messages via [method send_message], and toggle [EngineProfiler]s via [method toggle_profiler].
ga: Ní féidir an rang seo a chur ar an toirt go díreach agus ní mór é a aisghabháil trí [EditorDebuggerPlugin].
    Is féidir leat cluaisíní a chur le Chomhéadain an tseisiúin trí [method add_session_tab], teachtaireachtaí a sheoladh trí [method send_message], agus [EngineProfiler]s a scoránaigh trí [method toggle_profiler].

en: Returns [code]true[/code] if the debug session is currently attached to a remote instance.
ga: Filleann sé [code]true[/code] má tá an seisiún dífhabhtaithe ceangailte le cianáis faoi láthair.

en: Returns [code]true[/code] if the attached remote instance is currently in the debug loop.
ga: Filleann sé [code]true[/code] má tá an cianda ásc ceangailte sa lúb dífhabhtaithe faoi láthair.

en: Returns [code]true[/code] if the attached remote instance can be debugged.
ga: Filleann sé [code]true[/code] más féidir an cianáis a ghabhann leis a dhífhabhtú.

en: Removes the given [param control] from the debug session UI in the debugger bottom panel.
ga: Baineann sé an [param control] tugtha as Chomhéadain an tseisiúin dífhabhtaithe sa phainéal ag bun an dífhabhtóra.

en: Sends the given [param message] to the attached remote instance, optionally passing additionally [param data]. See [EngineDebugger] for how to retrieve those messages.
ga: Seoltar an [teachtaireacht param] a thugtar chuig an gcianáis a ghabhann leis, agus go roghnach ag dul thar [sonraí param]. Féach ar [EngineDebugger] le haghaidh conas na teachtaireachtaí sin a aisghabháil.

en: Enables or disables a specific breakpoint based on [param enabled], updating the Editor Breakpoint Panel accordingly.
ga: Cumasaítear nó díchumasaítear brisphointe ar leith bunaithe ar [param enabled], ag nuashonrú Painéal Brisphointe an Eagarthóra dá réir.

en: Toggle the given [param profiler] on the attached remote instance, optionally passing additionally [param data]. See [EngineProfiler] for more details.
ga: Scoránaigh an [phróifíleoir param] a thugtar ar an gcianáis a ghabhann leis seo, agus go roghnach ag gabháil do [sonraí param]. Féach [EngineProfiler] le haghaidh tuilleadh sonraí.

en: Emitted when the attached remote instance enters a break state. If [param can_debug] is [code]true[/code], the remote instance will enter the debug loop.
ga: Astaítear nuair a théann an cianchéim atá ceangailte isteach i stát briste. Má tá [param can_debug] [code]true[/code], cuirfear an chianchéim isteach sa lúb dífhabhtaithe.

en: Emitted when the attached remote instance exits a break state.
ga: Astaítear nuair a fhágann an cianchéim atá ceangailte leis an sosstát.

en: Emitted when a remote instance is attached to this session (i.e. the session becomes active).
ga: Astaítear nuair a chuirtear cianáird leis an seisiún seo (i.e. éiríonn an seisiún gníomhach).

en: Emitted when a remote instance is detached from this session (i.e. the session becomes inactive).
ga: Astaítear nuair a scoitetar cianáis ón seisiún seo (i.e. éiríonn an seisiún neamhghníomhach).

en: Identifies a supported export platform, and internally provides the functionality of exporting to that platform.
ga: Sainaithníonn sé ardán easpórtála tacaithe, agus soláthraíonn sé go hinmheánach feidhmiúlacht onnmhairithe chuig an ardán sin.

en: Base resource that provides the functionality of exporting a release build of a project to a platform, from the editor. Stores platform-specific metadata such as the name and supported features of the platform, and performs the exporting of projects, PCK files, and ZIP files. Uses an export template for the platform provided at the time of project exporting.
    Used in scripting by [EditorExportPlugin] to configure platform-specific customization of scenes and resources. See [method EditorExportPlugin._begin_customize_scenes] and [method EditorExportPlugin._begin_customize_resources] for more details.
ga: Bunacmhainn a sholáthraíonn an fheidhmiúlacht chun leagan amach tionscadail a onnmhairiú chuig ardán, ón eagarthóir. Stórálann sé meiteashonraí a bhaineann go sonrach le hardáin ar nós ainm agus gnéithe tacaithe an ardáin, agus déanann sé onnmhairiú tionscadal, comhaid PCK, agus comhaid ZIP. Úsáideann sé teimpléad easpórtála don ardán a chuirtear ar fáil tráth easpórtála an tionscadail.
    Úsáidte i scriptithe ag [EditorExportPlugin] chun saincheapadh ardán-shonrach radhairc agus acmhainní a chumrú. Féach ar [method EditorExportPlugin._begin_customize_scenes] agus [method EditorExportPlugin._begin_customize_resources] le haghaidh tuilleadh sonraí.

en: Console support in Godot
ga: Tacaíocht console i Godot

en: Returns the name of the export operating system handled by this [EditorExportPlatform] class, as a friendly string. Possible return values are [code]Windows[/code], [code]Linux[/code], [code]macOS[/code], [code]Android[/code], [code]iOS[/code], and [code]Web[/code].
ga: Seoltar ar ais ainm an chórais oibriúcháin easpórtála arna láimhseáil ag an aicme seo [EditorExportPlatform], mar theaghrán cairdiúil. Is iad na luachanna tuairisceáin féideartha [code]Windows[/code], [code]Linux[/code], [code]macOS[/code], [code]Android[/code], [code]iOS[/code], agus [code]Gréasán[/code].

en: Exporter for Android.
ga: Onnmhaireoir le haghaidh Android saor in aisce.

en: Exporting for Android
ga: Onnmhairiú le haghaidh Android saor in aisce

en: Gradle builds for Android
ga: Tógáil gradle le haghaidh Android saor in aisce

en: Android plugins documentation index
ga: Innéacs doiciméadú breiseán Android

en: Array of random bytes that the licensing Policy uses to create an [url=https://developer.android.com/google/play/licensing/adding-licensing#impl-Obfuscator]Obfuscator[/url].
ga: Sraith beart randamach a úsáideann an Beartas ceadúnaithe chun [url=https://developer.android.com/google/play/licensing/adding-licensing#impl-Obfuscator]Obfuscator[/url] a chruthú.

en: If [code]true[/code], project resources are stored in the separate APK expansion file, instead of the APK.
    [b]Note:[/b] APK expansion should be enabled to use PCK encryption. See [url=https://developer.android.com/google/play/expansion-files]APK Expansion Files[/url]
ga: Más [code]true[/code], stóráiltear acmhainní tionscadail sa chomhad leathnaithe APK ar leith, in ionad an APK.
    [b]Nóta:[/b] Ba cheart leathnú APK a chumasú chun criptiú PCK a úsáid. Féach ar [url=https://developer.android.com/google/play/expansion-files]Comhaid Leathnaithe APK[/url]

en: Base64 encoded RSA public key for your publisher account, available from the profile page on the "Google Play Console".
ga: Tá eochair phoiblí RSA ionchódaithe ag Base64 le do chuntas foilsitheora, ar fáil ón leathanach próifíle ar an "Google Play Console".

en: If [code]true[/code], [code]arm64[/code] binaries are included into exported project.
ga: Má chuirtear [code]true[/code], [code]arm64[/code] san áireamh sa tionscadal easpórtála.

en: If [code]true[/code], [code]arm32[/code] binaries are included into exported project.
ga: Má chuirtear [code]true[/code], [code]arm32[/code] san áireamh sa tionscadal easpórtála.

en: If [code]true[/code], [code]x86_32[/code] binaries are included into exported project.
ga: Má chuirtear [code]true[/code], [code]x86_32[/code] san áireamh sa tionscadal easpórtáilte.

en: If [code]true[/code], [code]x86_64[/code] binaries are included into exported project.
ga: Má chuirtear [code]true[/code], [code]x86_64[/code] san áireamh sa tionscadal easpórtáilte.

en: A list of additional command line arguments, separated by space, which the exported project will receive when started.
ga: Liosta d’argóintí breise na n-orduithe, scartha le spás, a gheobhaidh an tionscadal easpórtála nuair a thosófar é.

en: Path to an APK file to use as a custom export template for debug exports. If left empty, default template is used.
    [b]Note:[/b] This is only used if [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] is disabled.
ga: Conair chuig comhad APK le húsáid mar theimpléad onnmhairithe saincheaptha le haghaidh onnmhairí dífhabhtaithe. Má fhágtar folamh é, úsáidtear an teimpléad réamhshocraithe.
    [b]Nóta:[/b] Ní úsáidtear é seo ach amháin má tá [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] díchumasaithe.

en: Path to an APK file to use as a custom export template for release exports. If left empty, default template is used.
    [b]Note:[/b] This is only used if [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] is disabled.
ga: Conair chuig comhad APK le húsáid mar theimpléad onnmhairithe saincheaptha le haghaidh onnmhairí scaoilte. Má fhágtar folamh é, úsáidtear an teimpléad réamhshocraithe.
    [b]Nóta:[/b] Ní úsáidtear é seo ach amháin má tá [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] díchumasaithe.

en: Path to a ZIP file holding the source for the export template used in a Gradle build. If left empty, the default template is used.
ga: Conair chuig comhad ZIP ina bhfuil foinse an teimpléid easpórtála a úsáidtear i leagan Gradle. Má fhágtar folamh é, úsáidtear an teimpléad réamhshocraithe.

en: If [code]true[/code], native libraries are compressed when performing a Gradle build.
    [b]Note:[/b] Although your binary may be smaller, your application may load slower because the native libraries are not loaded directly from the binary at runtime.
ga: Más [code]true[/code], déantar na leabharlanna dúchasacha a chomhbhrú agus clár Gradle á dhéanamh.
    [b]Nóta:[/b] Cé go bhféadfadh go mbeadh do dhénártha níos lú, seans go n-lódálfaidh d’fheidhmchlár níos moille toisc nach bhfuil na leabharlanna dúchais lódáilte go díreach ón dénártha ag am rite.

en: Application export format (*.apk or *.aab).
ga: Formáid easpórtála feidhmchláir (*.apk nó *.aab).

en: Path to the Gradle build directory. If left empty, then [code]res://android[/code] will be used.
ga: Conair chuig eolaire tógála Gradle. Má fhágtar folamh é, úsáidfear [code]res://android[/code].

en: Minimum Android API level required for the application to run (used during Gradle build). See [url=https://developer.android.com/guide/topics/manifest/uses-sdk-element#uses]android:minSdkVersion[/url].
ga: Íosleibhéal API Android a theastaíonn chun an feidhmchlár a rith (a úsáidtear le linn thógáil Gradle). Féach [url=https://developer.android.com/guide/topics/manifest/uses-sdk-element#uses]android:minSdkVersion[/url].

en: The Android API level on which the application is designed to run (used during Gradle build). See [url=https://developer.android.com/guide/topics/manifest/uses-sdk-element#uses]android:targetSdkVersion[/url].
ga: An leibhéal API Android ar a bhfuil an feidhmchlár deartha le rith (a úsáidtear le linn thógáil Gradle). Féach [url=https://developer.android.com/guide/topics/manifest/uses-sdk-element#uses]android:targetSdkVersion[/url].

en: If [code]true[/code], Gradle build is used instead of pre-built APK.
ga: Más [code]true[/code], úsáidtear Gradle build in ionad APK réamhthógtha.

en: If [code]true[/code], OpenGL ES debug context will be created (additional runtime checking, validation, and logging).
ga: Más [code]true[/code], cruthófar comhthéacs dífhabhtaithe OpenGL ES (seiceáil bhreise ama rite, bailíochtú agus logáil).

en: Path of the debug keystore file.
    Can be overridden with the environment variable [code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code].
    Fallbacks to [code]EditorSettings.export/android/debug_keystore[/code] if empty.
ga: Conair an chomhaid stórais dífhabhtaithe.
    Is féidir í a shárú leis an athróg timpeallachta [code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code].
    Tacaíochtaí ar [code]EditorSettings.export/android/debug_keystore[/code] má tá sé folamh.

en: Password for the debug keystore file.
    Can be overridden with the environment variable [code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code].
    Fallbacks to [code]EditorSettings.export/android/debug_keystore_pass[/code] if both it and [member keystore/debug] are empty.
ga: Focal faire don chomhad stórais dífhabhtaithe.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code].
    Cúltacaí chuig [code]EditorSettings.export/android/debug_keystore_pass[/code] má tá sé féin agus [member keystore/debug] folamh.

en: User name for the debug keystore file.
    Can be overridden with the environment variable [code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code].
    Fallbacks to [code]EditorSettings.export/android/debug_keystore_user[/code] if both it and [member keystore/debug] are empty.
ga: Ainm úsáideora don chomhad stórais dífhabhtaithe.
    Is féidir í a shárú leis an athróg timpeallachta [code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code].
    Cúltacaí chuig [code]EditorSettings.export/android/debug_keystore_user[/code] má tá sé féin agus [member keystore/debug] folamh.

en: Path of the release keystore file.
    Can be overridden with the environment variable [code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code].
ga: Conair an chomhaid stórais eisiúna.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code].

en: Password for the release keystore file.
    Can be overridden with the environment variable [code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code].
ga: Pasfhocal don chomhad eisiúna stórais.
    Is féidir í a shárú leis an athróg timpeallachta [code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code].

en: User name for the release keystore file.
    Can be overridden with the environment variable [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code].
ga: Ainm úsáideora don chomhad stórais eisiúna.
    Is féidir í a shárú leis an athróg timpeallachta [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code].

en: Background layer of the application adaptive icon file. See [url=https://developer.android.com/develop/ui/views/launch/icon_design_adaptive#design-adaptive-icons]Design adaptive icons[/url].
ga: Ciseal cúlra an chomhad deilbhín oiriúnaitheach feidhmchláir. Féach [url=https://developer.android.com/develop/ui/views/launch/icon_design_adaptive#design-adaptive-icons]Design oiriúnaitheach deilbhíní[/url].

en: Foreground layer of the application adaptive icon file. See [url=https://developer.android.com/develop/ui/views/launch/icon_design_adaptive#design-adaptive-icons]Design adaptive icons[/url].
ga: Ciseal tulra de chomhad deilbhín oiriúnaitheach an fheidhmchláir. Féach [url=https://developer.android.com/develop/ui/views/launch/icon_design_adaptive#design-adaptive-icons]Design oiriúnaitheach deilbhíní[/url].

en: Application icon file. If left empty, it will fallback to [member ProjectSettings.application/config/icon].
ga: Comhad deilbhín an fheidhmchláir. Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon].

en: Application category for the Google Play Store. Only define this if your application fits one of the categories well. See [url=https://developer.android.com/guide/topics/manifest/application-element#appCategory]android:appCategory[/url].
ga: Catagóir feidhmchláir don Google Play Store. Sainmhínigh é seo ach amháin má oireann d'iarratas go maith do cheann de na catagóirí. Féach [url=https://developer.android.com/guide/topics/manifest/application-element#appCategory]android:appCategory[/url].

en: If [code]true[/code], task initiated by main activity will be excluded from the list of recently used applications. See [url=https://developer.android.com/guide/topics/manifest/activity-element#exclude]android:excludeFromRecents[/url].
ga: Más [code]true[/code] é, fágfar tasc arna thionscnamh ag an bpríomhghníomhaíocht as an áireamh ó liosta na bhfeidhmchlár a úsáideadh le déanaí. Féach [url=https://developer.android.com/guide/topics/manifest/activity-element#exclude]android:excludeFromRecents[/url].

en: Name of the application.
ga: Ainm an iarratais.

en: If [code]true[/code], when the user uninstalls an app, a prompt to keep the app's data will be shown. See [url=https://developer.android.com/guide/topics/manifest/application-element#fragileuserdata]android:hasFragileUserData[/url].
ga: Más [code]true[/code], nuair a dhíshuiteálann an t-úsáideoir app, taispeánfar leid chun sonraí an aip a choinneáil. Féach [url=https://developer.android.com/guide/topics/manifest/application-element#fragileuserdata]android:hasFragileUserData[/url].

en: If [code]true[/code], the user will be able to set this app as the system launcher in Android preferences.
ga: Más [code]true[/code], beidh an t-úsáideoir in ann an aip seo a shocrú mar an tosaitheoir córais i roghanna Android.

en: If [code]true[/code], this app will show in Android TV launcher UI.
ga: Más [code]true[/code], taispeánfar an aip seo in Chomhéadain Tosaitheoir Android TV.

en: If [code]true[/code], this app will show in the device's app library.
    [b]Note:[/b] This is [code]true[/code] by default.
ga: Más [code]true[/code], taispeánfar an aip seo i leabharlann aipeanna an ghléis.
    [b]Nóta:[/b] Seo [code]true[/code] de réir réamhshocraithe.

en: If [code]true[/code], package signing is enabled.
ga: Más [code]true[/code], tá síniú pacáiste cumasaithe.

en: Unique application identifier in a reverse-DNS format. The reverse DNS format should preferably match a domain name you control, but this is not strictly required. For instance, if you own [code]example.com[/code], your package unique name should preferably be of the form [code]com.example.mygame[/code]. This identifier can only contain lowercase alphanumeric characters ([code]a-z[/code], and [code]0-9[/code]), underscores ([code]_[/code]), and periods ([code].[/code]). Each component of the reverse DNS format must start with a letter: for instance, [code]com.example.8game[/code] is not valid.
    If [code]$genname[/code] is present in the value, it will be replaced by the project name converted to lowercase. If there are invalid characters in the project name, they will be stripped. If all characters in the project name are stripped, [code]$genname[/code] is replaced by [code]noname[/code].
    [b]Note:[/b] Changing the package name will cause the package to be considered as a new package, with its own installation and data paths. The new package won't be usable to update existing installations.
    [b]Note:[/b] When publishing to Google Play, the package name must be [i]globally[/i] unique. This means no other apps published on Google Play must be using the same package name as yours. Otherwise, you'll be prevented from publishing your app on Google Play.
ga: Aitheantóir feidhmchláir uathúil i bhformáid droim ar ais-DNS. B'fhearr go mbeadh an fhormáid DNS droim ar ais ag teacht le hainm fearainn atá á rialú agat, ach níl sé seo ag teastáil go docht. Mar shampla, má tá [code]example.com[/code] i do úinéir, b'fhearr go mbeadh ainm uathúil do phacáiste san fhoirm [code]com.example.mygame[/code]. Ní féidir leis an aitheantóir seo ach carachtair alfa-uimhriúla beaga ([code]a-z[/code], agus [code]0-9[/code]), béim ([code]_[/code]), agus tréimhsí ([code]) a bheith san aitheantóir seo. [/code]). Ní mór litir a thosú le gach comhpháirt den fhormáid DNS droim ar ais: mar shampla, níl [code]com.example.8game[/code] bailí.
    Má tá [code]$genname[/code] i láthair sa luach, cuirfear ainm an tionscadail ina áit íochtair ina ionad. Má tá carachtair neamhbhailí in ainm an tionscadail, bainfear iad. Má bhaintear gach carachtar in ainm an tionscadail, cuirtear [code]ainm[/code] in ionad [code]$genname[/code].
    [b]Nóta:[/b] Má athraítear ainm an phacáiste beifear in ann an pacáiste a mheas mar phacáiste nua, lena shuiteáil agus a chonairí sonraí féin. Ní bheidh an pacáiste nua inúsáidte chun suiteálacha atá ann cheana a nuashonrú.
    [b]Nóta:[/b] Agus é á fhoilsiú chuig Google Play, caithfidh ainm an phacáiste a bheith uathúil [i]ar fud an domhain[/i]. Ciallaíonn sé seo nach gcaithfidh aon aip eile a fhoilsítear ar Google Play a bheith ag baint úsáide as an ainm pacáiste céanna agus atá agatsa. Seachas sin, beidh cosc ort d'aip a fhoilsiú ar Google Play.

en: Allows read/write access to the "properties" table in the checkin database. See [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url].
ga: Ligeann sé seo rochtain a léamh/scríobh ar an tábla “airíonna” sa bhunachar sonraí seiceála. Féach [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url].

en: Allows access to the approximate location information. See [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url].
ga: Ceadaíonn sé rochtain ar an eolas suímh gar. Féach [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url].

en: Allows access to the precise location information. See [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url].
ga: Ceadaíonn sé rochtain ar an eolas suímh beacht. Féach [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url].

en: Allows access to the extra location provider commands. See [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/url].
ga: Ceadaíonn sé rochtain ar na horduithe soláthraí suímh bhreise. Féach [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/url].

en: Allows an application to create mock location providers for testing.
ga: Ligeann sé d’fheidhmchlár soláthraithe suímh bhréige a chruthú le haghaidh tástála.

en: Allows access to the information about networks. See [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url].
ga: Ceadaíonn rochtain ar an eolas faoi líonraí. Féach [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url].

en: Allows an application to use SurfaceFlinger's low level features.
ga: Ligeann sé d’fheidhmchlár gnéithe ísealleibhéil SurfaceFlinger a úsáid.

en: Allows access to the information about Wi-Fi networks. See [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/url].
ga: Ceadaíonn rochtain ar an eolas faoi líonraí Wi-Fi. Féach [url=https://developer.android.com/reference/android/Manifest.permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/url].

en: Allows applications to call into AccountAuthenticators. See [url=https://developer.android.com/reference/android/Manifest.permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url].
ga: Ligeann sé seo d’fheidhmchláir bualadh isteach chuig AccountAuthenticators. Féach ar [url=https://developer.android.com/reference/android/Manifest.permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url].

en: Allows an application to add voicemails into the system. See [url=https://developer.android.com/reference/android/Manifest.permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url].
ga: Ligeann sé d’fheidhmchlár glórphoist a chur isteach sa chóras. Féach [url=https://developer.android.com/reference/android/Manifest.permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url].

en: Allows an application to act as an AccountAuthenticator for the AccountManager.
ga: Ligeann sé seo d’fheidhmchlár gníomhú mar Fhíordheimhnitheoir Cuntas don Bhainisteoir Cuntas.

en: Allows an application to collect battery statistics. See [url=https://developer.android.com/reference/android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url].
ga: Ligeann sé d’fheidhmchlár staitisticí ceallraí a bhailiú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url].

en: Must be required by an AccessibilityService, to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/url].
ga: Ní mór do Sheirbhís Inrochtaineachta a bheith ag teastáil, lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/url].

en: Allows an application to tell the AppWidget service which application can access AppWidget's data. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_APPWIDGET]BIND_APPWIDGET[/url].
ga: Ligeann sé seo d’fheidhmchlár insint don tseirbhís AppWidget cén feidhmchlár atá in ann rochtain a fháil ar shonraí AppWidget. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_APPWIDGET]BIND_APPWIDGET[/url].

en: Must be required by device administration receiver, to ensure that only the system can interact with it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url].
ga: Ní mór a bheith ag teastáil ó ghlacadóir riaracháin gléas, lena chinntiú nach féidir ach leis an gcóras idirghníomhú leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url].

en: Must be required by an InputMethodService, to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url].
ga: Ní mór é a bheith ag teastáil ó InputMethodService, lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url].

en: Must be required by a HostApduService or OffHostApduService to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url].
ga: Caithfidh HostApduService nó OffHostApduService a bheith ag teastáil lena chinntiú nach féidir ach leis an gcóras ceangal a dhéanamh leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url].

en: Must be required by a NotificationListenerService, to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/url].
ga: Ní mór é a bheith ag teastáil ó Sheirbhís Fógraíochta, lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/url].

en: Must be required by a PrintService, to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url].
ga: Ní mór é a bheith ag teastáil ó Sheirbhís Priontála, lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url].

en: Must be required by a RemoteViewsService, to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url].
ga: Ní mór é a bheith ag teastáil ó RemoteViewsService, lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url].

en: Must be required by a TextService (e.g. SpellCheckerService) to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/url].
ga: Ní mór do Sheirbhís Téacs (m.sh. SpellCheckerService) a bheith ag teastáil lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/url].

en: Must be required by a VpnService, to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url].
ga: Ní mór do VpnService a bheith ag teastáil, lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url].

en: Must be required by a WallpaperService, to ensure that only the system can bind to it. See [url=https://developer.android.com/reference/android/Manifest.permission#BIND_WALLPAPER]BIND_WALLPAPER[/url].
ga: Ní mór do WallpaperService a bheith ag teastáil, lena chinntiú nach féidir ach leis an gcóras ceangal leis. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BIND_WALLPAPER]BIND_WALLPAPER[/url].

en: Allows applications to connect to paired bluetooth devices. See [url=https://developer.android.com/reference/android/Manifest.permission#BLUETOOTH]BLUETOOTH[/url].
ga: Ligeann sé d’fheidhmchláir nascadh le gléasanna péireáilte bluetooth. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BLUETOOTH]BLUETOOTH[/url].

en: Allows applications to discover and pair bluetooth devices. See [url=https://developer.android.com/reference/android/Manifest.permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url].
ga: Ligeann sé d’fheidhmchláir gléasanna bluetooth a aimsiú agus a phéireáil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url].

en: Allows applications to pair bluetooth devices without user interaction, and to allow or disallow phonebook access or message access. See [url=https://developer.android.com/reference/android/Manifest.permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url].
ga: Ligeann sé d’fheidhmchláir gléasanna bluetooth a phéireáil gan idirghníomhú leis an úsáideoir, agus rochtain leabhar teileafóin nó rochtain teachtaireachtaí a cheadú nó a dhícheadú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url].

en: Required to be able to disable the device (very dangerous!).
ga: Ag teastáil chun a bheith in ann an gléas a dhíchumasú (an-chontúirteach!).

en: Allows an application to broadcast a notification that an application package has been removed. See [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url].
ga: Ligeann sé d’fheidhmchlár fógra a chraoladh go bhfuil pacáiste feidhmchlár bainte. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url].

en: Allows an application to broadcast an SMS receipt notification. See [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_SMS]BROADCAST_SMS[/url].
ga: Ligeann sé d’iarratas fógra admhála SMS a chraoladh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_SMS]BROADCAST_SMS[/url].

en: Allows an application to broadcast sticky intents. See [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url].
ga: Ligeann sé d’fheidhmchlár rúin ghreamaitheacha a chraoladh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url].

en: Allows an application to broadcast a WAP PUSH receipt notification. See [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/url].
ga: Ligeann sé d’iarratas fógra admhála WAP Push a chraoladh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/url].

en: Allows an application to initiate a phone call without going through the Dialer user interface. See [url=https://developer.android.com/reference/android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url].
ga: Ligeann sé d’fheidhmchlár glao gutháin a thionscnamh gan dul tríd an gcomhéadan úsáideora Dialer. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url].

en: Allows an application to call any phone number, including emergency numbers, without going through the Dialer user interface. See [url=https://developer.android.com/reference/android/Manifest.permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url].
ga: Ligeann sé d’fheidhmchlár glaoch ar aon uimhir theileafóin, lena n-áirítear uimhreacha éigeandála, gan dul tríd an gcomhéadan úsáideora Dialer. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url].

en: Required to be able to access the camera device. See [url=https://developer.android.com/reference/android/Manifest.permission#CAMERA]CAMERA[/url].
ga: Ag teastáil chun rochtain a fháil ar an ngléas ceamara. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CAMERA]CAMERA[/url].

en: Allows an application to capture audio output. See [url=https://developer.android.com/reference/android/Manifest.permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url].
ga: Ligeann sé d’fheidhmchlár aschur fuaime a ghabháil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url].

en: Allows an application to capture secure video output.
ga: Ligeann sé d’fheidhmchlár aschur físeán slán a ghabháil.

en: Allows an application to capture video output.
ga: Ligeann sé d’fheidhmchlár aschur físeáin a ghabháil.

en: Allows an application to change whether an application component (other than its own) is enabled or not. See [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/url].
ga: Ligeann sé d’iarratas a athrú cibé an bhfuil comhpháirt feidhmchláir (seachas a chuid féin) cumasaithe nó nach bhfuil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/url].

en: Allows an application to modify the current configuration, such as locale. See [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url].
ga: Ligeann sé d’fheidhmchlár an chumraíocht reatha a mhodhnú, mar locale. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url].

en: Allows applications to change network connectivity state. See [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url].
ga: Ligeann sé d'fheidhmchláir staid nascachta líonra a athrú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url].

en: Allows applications to enter Wi-Fi Multicast mode. See [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url].
ga: Ligeann sé d’fheidhmchláir dul isteach i mód Wi-Fi Multicast. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url].

en: Allows applications to change Wi-Fi connectivity state. See [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/url].
ga: Ligeann sé d'fheidhmchláir staid nascachta Wi-Fi a athrú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/url].

en: Allows an application to clear the caches of all installed applications on the device. See [url=https://developer.android.com/reference/android/Manifest.permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url].
ga: Ligeann sé d’fheidhmchlár taisce gach feidhmchlár suiteáilte ar an ngléas a ghlanadh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url].

en: Allows an application to clear user data.
ga: Ligeann feidhmchlár sonraí úsáideora a ghlanadh.

en: Allows enabling/disabling location update notifications from the radio. See [url=https://developer.android.com/reference/android/Manifest.permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url].
ga: Ceadaíonn sé fógraí nuashonraithe suímh ón raidió a chumasú/a dhíchumasú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url].

en: Array of custom permission strings.
ga: Sraith de theaghráin chead saincheaptha.

en: Allows an application to delete packages. See [url=https://developer.android.com/reference/android/Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/url].
ga: Ligeann feidhmchlár chun pacáistí a scriosadh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/url].

en: Allows low-level access to power management.
ga: Ceadaíonn rochtain ar leibhéal íseal ar bhainistíocht cumhachta.

en: Allows applications to RW to diagnostic resources. See [url=https://developer.android.com/reference/android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url].
ga: Ligeann sé d'fheidhmchláir RW acmhainní diagnóiseacha. Féach [url=https://developer.android.com/reference/android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url].

en: Allows applications to disable the keyguard if it is not secure. See [url=https://developer.android.com/reference/android/Manifest.permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/url].
ga: Ligeann sé d’fheidhmchláir an garda eochrach a dhíchumasú mura bhfuil sé slán. Féach [url=https://developer.android.com/reference/android/Manifest.permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/url].

en: Allows an application to retrieve state dump information from system services. See [url=https://developer.android.com/reference/android/Manifest.permission#DUMP]DUMP[/url].
ga: Ligeann sé d’iarratas faisnéis dumpála stáit a aisghabháil ó sheirbhísí córais. Féach [url=https://developer.android.com/reference/android/Manifest.permission#DUMP]DUMP[/url].

en: Allows an application to expand or collapse the status bar. See [url=https://developer.android.com/reference/android/Manifest.permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url].
ga: Ligeann sé d’fheidhmchlár an barra stádais a leathnú nó a laghdú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url].

en: Run as a manufacturer test application, running as the root user. See [url=https://developer.android.com/reference/android/Manifest.permission#FACTORY_TEST]FACTORY_TEST[/url].
ga: Rith mar fheidhmchlár tástála déantóra, ag rith mar an t-úsáideoir fréimhe. Féach [url=https://developer.android.com/reference/android/Manifest.permission#FACTORY_TEST]FACTORY_TEST[/url].

en: Allows access to the flashlight.
ga: Ceadaíonn rochtain ar an flashlight.

en: Allows an application to force a BACK operation on whatever is the top activity.
ga: Ligeann sé d’fheidhmchlár oibríocht SIAR a bhrú ar cibé gníomhaíocht is airde.

en: Allows access to the list of accounts in the Accounts Service. See [url=https://developer.android.com/reference/android/Manifest.permission#GET_ACCOUNTS]GET_ACCOUNTS[/url].
ga: Ligeann sé seo rochtain ar liosta na gcuntas sa tSeirbhís Cuntas. Féach ar [url=https://developer.android.com/reference/android/Manifest.permission#GET_ACCOUNTS]GET_ACCOUNTS[/url].

en: Allows an application to find out the space used by any package. See [url=https://developer.android.com/reference/android/Manifest.permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/url].
ga: Ligeann feidhmchlár fáil amach cén spás a úsáideann pacáiste ar bith. Féach [url=https://developer.android.com/reference/android/Manifest.permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/url].

en: Deprecated in API level 21.
ga: Dímheasta ag leibhéal API 21.

en: Allows an application to retrieve private information about the current top activity.
ga: Ligeann sé d’fheidhmchlár faisnéis phríobháideach a aisghabháil faoin mbarrghníomhaíocht reatha.

en: Used on content providers to allow the global search system to access their data. See [url=https://developer.android.com/reference/android/Manifest.permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url].
ga: Úsáidtear é ar sholáthraithe ábhair chun ligean don chóras cuardaigh domhanda rochtain a fháil ar a gcuid sonraí. Féach ar [url=https://developer.android.com/reference/android/Manifest.permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url].

en: Allows access to hardware peripherals.
ga: Ceadaíonn rochtain ar fhorimeallaigh crua-earraí.

en: Allows an application to inject user events (keys, touch, trackball) into the event stream and deliver them to ANY window.
ga: Ligeann sé d’fheidhmchlár imeachtaí úsáideoirí (eochracha, tadhaill, liathróid rian) a instealladh isteach i sruth na hócáide agus iad a sheachadadh chuig AON fhuinneog.

en: Allows an application to install a location provider into the Location Manager. See [url=https://developer.android.com/reference/android/Manifest.permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url].
ga: Ligeann sé d’fheidhmchlár soláthraí suímh a shuiteáil sa Bhainisteoir Suímh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url].

en: Allows an application to install packages. See [url=https://developer.android.com/reference/android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url].
ga: Ligeann feidhmchlár chun pacáistí a shuiteáil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url].

en: Allows an application to install a shortcut in Launcher. See [url=https://developer.android.com/reference/android/Manifest.permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/url].
ga: Ligeann sé d’fheidhmchlár aicearra a shuiteáil i Launcher. Féach [url=https://developer.android.com/reference/android/Manifest.permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/url].

en: Allows an application to open windows that are for use by parts of the system user interface.
ga: Ligeann sé d’fheidhmchlár fuinneoga a oscailt atá le húsáid ag codanna de chomhéadan úsáideora an chórais.

en: Allows applications to open network sockets. See [url=https://developer.android.com/reference/android/Manifest.permission#INTERNET]INTERNET[/url].
ga: Ligeann sé d’fheidhmchláir soicéid líonra a oscailt. Féach [url=https://developer.android.com/reference/android/Manifest.permission#INTERNET]INTERNET[/url].

en: Allows an application to call ActivityManager.killBackgroundProcesses(String). See [url=https://developer.android.com/reference/android/Manifest.permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url].
ga: Ligeann sé seo d’fheidhmchlár glaoch ar ActivityManager.killBackgroundProcesses(String). Féach [url=https://developer.android.com/reference/android/Manifest.permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url].

en: Allows an application to use location features in hardware, such as the geofencing api. See [url=https://developer.android.com/reference/android/Manifest.permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url].
ga: Ligeann sé d’fheidhmchlár gnéithe suímh a úsáid i gcrua-earraí, mar an api geofencing. Féach [url=https://developer.android.com/reference/android/Manifest.permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url].

en: Allows an application to manage the list of accounts in the AccountManager.
ga: Ligeann sé seo d’fheidhmchlár liosta na gcuntas sa AccountManager a bhainistiú.

en: Allows an application to manage (create, destroy, Z-order) application tokens in the window manager.
ga: Ligeann sé d’fheidhmchlár comharthaí feidhmchláir a bhainistiú (a chruthú, a scriosadh, Z-ordú) sa bhainisteoir fuinneoige.

en: Allows an application to manage access to documents, usually as part of a document picker. See [url=https://developer.android.com/reference/android/Manifest.permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url].
ga: Ligeann sé d’iarratas rochtain ar dhoiciméid a bhainistiú, mar chuid de roghnóir doiciméad de ghnáth. Féach [url=https://developer.android.com/reference/android/Manifest.permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url].

en: Allows an application a broad access to external storage in scoped storage. See [url=https://developer.android.com/reference/android/Manifest.permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url].
ga: Ceadaíonn sé d'fheidhmchlár rochtain leathan ar stóráil sheachtrach i stóráil scóipe. Féach [url=https://developer.android.com/reference/android/Manifest.permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url].

en: See [url=https://developer.android.com/reference/android/Manifest.permission#MASTER_CLEAR]MASTER_CLEAR[/url].
ga: Féach [url=https://developer.android.com/reference/android/Manifest.permission#MASTER_CLEAR]MASTER_CLEAR[/url].

en: Allows an application to know what content is playing and control its playback. See [url=https://developer.android.com/reference/android/Manifest.permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url].
ga: Ligeann sé d’fheidhmchlár fios a bheith aige cén t-ábhar atá á imirt agus a athsheinm a rialú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url].

en: Allows an application to modify global audio settings. See [url=https://developer.android.com/reference/android/Manifest.permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/url].
ga: Ligeann sé d’fheidhmchlár socruithe fuaime domhanda a mhodhnú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/url].

en: Allows modification of the telephony state - power on, mmi, etc. Does not include placing calls. See [url=https://developer.android.com/reference/android/Manifest.permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url].
ga: Ceadaíonn modhnú ar staid na teileafónaíochta - cumhacht ar, mmi, etc Ní áirítear glaonna a chur. Féach [url=https://developer.android.com/reference/android/Manifest.permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url].

en: Allows formatting file systems for removable storage. See [url=https://developer.android.com/reference/android/Manifest.permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url].
ga: Ligeann sé córais comhad a fhormáidiú le haghaidh stórála inbhainte. Féach [url=https://developer.android.com/reference/android/Manifest.permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url].

en: Allows mounting and unmounting file systems for removable storage. See [url=https://developer.android.com/reference/android/Manifest.permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url].
ga: Ligeann sé córais comhad a shuiteáil agus a dhíshuiteáil le haghaidh stórála inbhainte. Féach [url=https://developer.android.com/reference/android/Manifest.permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url].

en: Allows applications to perform I/O operations over NFC. See [url=https://developer.android.com/reference/android/Manifest.permission#NFC]NFC[/url].
ga: Ligeann sé d’fheidhmchláir oibríochtaí I/O a dhéanamh thar NFC. Féach [url=https://developer.android.com/reference/android/Manifest.permission#NFC]NFC[/url].

en: Deprecated in API level 15.
ga: Dímheasta ag leibhéal API 15.

en: Allows an application to make its activities persistent.
ga: Ligeann sé d’iarratas a ghníomhaíochtaí a dhéanamh marthanach.

en: Allows an application to post notifications. Added in API level 33. See [url=https://developer.android.com/develop/ui/views/notifications/notification-permission]Notification runtime permission[/url].
ga: Ligeann sé d’iarratas fógraí a phostáil. Curtha leis ag leibhéal API 33. Féach [url=https://developer.android.com/develop/ui/views/notifications/notification-permission]Notification runtime permission[/url].

en: Deprecated in API level 29.
ga: Dímheasta ag leibhéal API 29.

en: Allows an application to see the number being dialed during an outgoing call with the option to redirect the call to a different number or abort the call altogether. See [url=https://developer.android.com/reference/android/Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].
ga: Ligeann sé seo d’fheidhmchlár an uimhir a fheiceáil atá á dhiailiú le linn glao amach leis an rogha an glao a atreorú chuig uimhir eile nó deireadh a chur leis an nglao ar fad. Féach [url=https://developer.android.com/reference/android/Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].

en: Allows an application to read the user's calendar data. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_CALENDAR]READ_CALENDAR[/url].
ga: Ligeann sé d’fheidhmchlár sonraí féilire an úsáideora a léamh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_CALENDAR]READ_CALENDAR[/url].

en: Allows an application to read the user's call log. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_CALL_LOG]READ_CALL_LOG[/url].
ga: Ligeann sé d’fheidhmchlár logáil glaonna an úsáideora a léamh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_CALL_LOG]READ_CALL_LOG[/url].

en: Allows an application to read the user's contacts data. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url].
ga: Ligeann sé d’fheidhmchlár sonraí teagmhála an úsáideora a léamh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url].

en: Deprecated in API level 33.
ga: Dímheasta ag leibhéal API 33.

en: Allows an application to read from external storage. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].
ga: Ligeann sé d’fheidhmchlár léamh ó stóráil sheachtrach. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].

en: Allows an application to take screen shots and more generally get access to the frame buffer data.
ga: Ligeann sé d’fheidhmchlár seatanna scáileáin a ghlacadh agus rochtain níos ginearálta a fháil ar shonraí maoláin an fhráma.

en: Allows an application to read (but not write) the user's browsing history and bookmarks.
ga: Ligeann sé d’fheidhmchlár stair brabhsála agus leabharmharcanna an úsáideora a léamh (ach gan a bheith ag scríobh).

en: Deprecated in API level 16.
ga: Dímheasta ag leibhéal API 16.

en: Allows an application to read the low-level system log files. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_LOGS]READ_LOGS[/url].
ga: Ligeann sé d’fheidhmchlár comhaid logála córais íseal-leibhéil a léamh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_LOGS]READ_LOGS[/url].

en: Allows read only access to phone state. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/url].
ga: Ceadaítear rochtain inléite amháin ar staid an ghutháin. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/url].

en: Allows an application to read the user's personal profile data.
ga: Ligeann sé d’fheidhmchlár sonraí próifíle pearsanta an úsáideora a léamh.

en: Allows an application to read SMS messages. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_SMS]READ_SMS[/url].
ga: Ligeann sé d’fheidhmchlár teachtaireachtaí SMS a léamh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_SMS]READ_SMS[/url].

en: Allows an application to read from the user's social stream.
ga: Ligeann sé d’fheidhmchlár léamh ó shruth sóisialta an úsáideora.

en: Allows applications to read the sync settings. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url].
ga: Ligeann sé d’fheidhmchláir na socruithe sioncronaithe a léamh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url].

en: Allows applications to read the sync stats. See [url=https://developer.android.com/reference/android/Manifest.permission#READ_SYNC_STATS]READ_SYNC_STATS[/url].
ga: Ligeann sé d'fheidhmchláir na stats sioncronaithe a léamh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#READ_SYNC_STATS]READ_SYNC_STATS[/url].

en: Allows an application to read the user dictionary.
ga: Ligeann sé d’fheidhmchlár an foclóir úsáideora a léamh.

en: Required to be able to reboot the device. See [url=https://developer.android.com/reference/android/Manifest.permission#REBOOT]REBOOT[/url].
ga: Ag teastáil le bheith in ann an gléas a atosú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#REBOOT]REBOOT[/url].

en: Allows an application to receive the Intent.ACTION_BOOT_COMPLETED that is broadcast after the system finishes booting. See [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url].
ga: Ligeann sé seo d'fheidhmchlár an Intent.ACTION_BOOT_COMPLETED a chraoltar tar éis don chóras an tosaithe a fháil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url].

en: Allows an application to monitor incoming MMS messages. See [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_MMS]RECEIVE_MMS[/url].
ga: Ceadaíonn feidhmchlár chun monatóireacht a dhéanamh ar theachtaireachtaí MMS ag teacht isteach. Féach [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_MMS]RECEIVE_MMS[/url].

en: Allows an application to receive SMS messages. See [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url].
ga: Ligeann sé d’fheidhmchlár teachtaireachtaí SMS a fháil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url].

en: Allows an application to receive WAP push messages. See [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/url].
ga: Ligeann sé d’fheidhmchlár teachtaireachtaí brú WAP a fháil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/url].

en: Allows an application to record audio. See [url=https://developer.android.com/reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url].
ga: Ligeann sé d’fheidhmchlár fuaime a thaifeadadh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url].

en: Allows an application to change the Z-order of tasks. See [url=https://developer.android.com/reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url].
ga: Ligeann sé d’fheidhmchlár an t-ordú Z tascanna a athrú. Féach ar [url=https://developer.android.com/reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url].

en: Allows an application (Phone) to send a request to other applications to handle the respond-via-message action during incoming calls. See [url=https://developer.android.com/reference/android/Manifest.permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url].
ga: Ligeann sé seo d’fheidhmchlár (Fón) iarratas a sheoladh chuig feidhmchláir eile chun an gníomh freagartha trí theachtaireacht a láimhseáil le linn glaonna isteach. Féach ar [url=https://developer.android.com/reference/android/Manifest.permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url].

en: Allows an application to send SMS messages. See [url=https://developer.android.com/reference/android/Manifest.permission#SEND_SMS]SEND_SMS[/url].
ga: Ceadaíonn feidhmchlár chun teachtaireachtaí SMS a sheoladh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SEND_SMS]SEND_SMS[/url].

en: Allows an application to watch and control how activities are started globally in the system.
ga: Ligeann sé d’fheidhmchlár féachaint agus rialú a dhéanamh ar an gcaoi a gcuirtear tús le gníomhaíochtaí domhanda sa chóras.

en: Allows an application to broadcast an Intent to set an alarm for the user. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_ALARM]SET_ALARM[/url].
ga: Ligeann sé seo d’fheidhmchlár Intinn a chraoladh chun aláram a shocrú don úsáideoir. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_ALARM]SET_ALARM[/url].

en: Allows an application to control whether activities are immediately finished when put in the background. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url].
ga: Ligeann sé d’fheidhmchlár a rialú an bhfuil gníomhaíochtaí críochnaithe láithreach nuair a chuirtear sa chúlra iad. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url].

en: Allows to modify the global animation scaling factor. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url].
ga: Ligeann sé an fachtóir scálaithe beochana domhanda a mhodhnú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url].

en: Configure an application for debugging. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url].
ga: Cumraigh feidhmchlár le haghaidh dífhabhtaithe. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url].

en: Allows low-level access to setting the orientation (actually rotation) of the screen.
ga: Ceadaíonn sé rochtain ar leibhéal íseal chun treoshuíomh (i ndáiríre rothlú) an scáileáin a shocrú.

en: Allows low-level access to setting the pointer speed.
ga: Ligeann sé rochtain ar leibhéal íseal chun luas an phointeora a shocrú.

en: Allows an application to set the maximum number of (not needed) application processes that can be running. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/url].
ga: Ligeann sé d’fheidhmchlár uaslíon na bpróiseas iarratais (gan gá) is féidir a rith a shocrú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/url].

en: Allows applications to set the system time directly. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_TIME]SET_TIME[/url].
ga: Ligeann sé d’fheidhmchláir am an chórais a shocrú go díreach. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_TIME]SET_TIME[/url].

en: Allows applications to set the system time zone directly. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_TIME_ZONE]SET_TIME_ZONE[/url].
ga: Ligeann sé d'iarratais crios ama an chórais a shocrú go díreach. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_TIME_ZONE]SET_TIME_ZONE[/url].

en: Allows applications to set the wallpaper. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url].
ga: Ceadaíonn feidhmchláir an páipéar balla a shocrú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url].

en: Allows applications to set the wallpaper hints. See [url=https://developer.android.com/reference/android/Manifest.permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url].
ga: Ligeann sé d’fheidhmchláir na leideanna ballapháipéir a shocrú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url].

en: Allow an application to request that a signal be sent to all persistent processes. See [url=https://developer.android.com/reference/android/Manifest.permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url].
ga: Ceadaigh d’iarratas a iarraidh go seolfar comhartha chuig gach próiseas leanúnach. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url].

en: Allows an application to open, close, or disable the status bar and its icons. See [url=https://developer.android.com/reference/android/Manifest.permission#STATUS_BAR]STATUS_BAR[/url].
ga: Ligeann sé d’fheidhmchlár an barra stádais agus a dheilbhíní a oscailt, a dhúnadh nó a dhíchumasú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#STATUS_BAR]STATUS_BAR[/url].

en: Allows an application to allow access the subscribed feeds ContentProvider.
ga: Ligeann sé d’fheidhmchlár rochtain a cheadú ar na fothaí suibscríofa ContentProvider.

en: Allows an app to create windows using the type WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY, shown on top of all other apps. See [url=https://developer.android.com/reference/android/Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url].
ga: Ligeann sé seo d'aip fuinneoga a chruthú leis an gcineál WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY, a thaispeántar ar bharr gach aip eile. Féach [url=https://developer.android.com/reference/android/Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url].

en: Allows using the device's IR transmitter, if available. See [url=https://developer.android.com/reference/android/Manifest.permission#TRANSMIT_IR]TRANSMIT_IR[/url].
ga: Is féidir úsáid a bhaint as tarchuradóir IR an fheiste, má tá sé ar fáil. Féach [url=https://developer.android.com/reference/android/Manifest.permission#TRANSMIT_IR]TRANSMIT_IR[/url].

en: Allows an application to update device statistics. See [url=https://developer.android.com/reference/android/Manifest.permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url].
ga: Ligeann sé d’fheidhmchlár staitisticí gléis a nuashonrú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url].

en: Allows an application to request authtokens from the AccountManager.
ga: Ligeann sé seo d'fheidhmchlár authtokens a iarraidh ón AccountManager.

en: Allows an application to use SIP service. See [url=https://developer.android.com/reference/android/Manifest.permission#USE_SIP]USE_SIP[/url].
ga: Ligeann sé d’fheidhmchlár seirbhís SIP a úsáid. Féach [url=https://developer.android.com/reference/android/Manifest.permission#USE_SIP]USE_SIP[/url].

en: Allows access to the vibrator. See [url=https://developer.android.com/reference/android/Manifest.permission#VIBRATE]VIBRATE[/url].
ga: Ceadaíonn rochtain ar an vibrator. Féach [url=https://developer.android.com/reference/android/Manifest.permission#VIBRATE]VIBRATE[/url].

en: Allows using PowerManager WakeLocks to keep processor from sleeping or screen from dimming. See [url=https://developer.android.com/reference/android/Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url].
ga: Ligeann sé PowerManager WakeLocks a úsáid chun próiseálaí a choinneáil ó chodladh nó ar an scáileán ó mhaolú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url].

en: Allows applications to write the apn settings and read sensitive fields of an existing apn settings like user and password. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url].
ga: Ligeann sé seo d’fheidhmchláir na socruithe apn a scríobh agus réimsí íogaire de shocruithe apn atá ann cheana a léamh, amhail úsáideoir agus pasfhocal. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url].

en: Allows an application to write the user's calendar data. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/url].
ga: Ligeann sé d’fheidhmchlár sonraí féilire an úsáideora a scríobh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/url].

en: Allows an application to write (but not read) the user's call log data. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url].
ga: Ligeann sé d’fheidhmchlár sonraí logála glaonna an úsáideora a scríobh (ach gan a léamh). Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url].

en: Allows an application to write the user's contacts data. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_CONTACTS]WRITE_CONTACTS[/url].
ga: Ligeann sé d’fheidhmchlár sonraí teagmhála an úsáideora a scríobh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_CONTACTS]WRITE_CONTACTS[/url].

en: Allows an application to write to external storage. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url].
ga: Ligeann sé d’fheidhmchlár scríobh chuig stóras seachtrach. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url].

en: Allows an application to modify the Google service map. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/url].
ga: Ligeann sé d’fheidhmchlár léarscáil seirbhíse Google a mhodhnú. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/url].

en: Allows an application to write (but not read) the user's browsing history and bookmarks.
ga: Ligeann sé d’fheidhmchlár stair brabhsála agus leabharmharcanna an úsáideora a scríobh (ach gan a léamh).

en: Allows an application to write (but not read) the user's personal profile data.
ga: Ligeann sé d’fheidhmchlár sonraí próifíle pearsanta an úsáideora a scríobh (ach gan a léamh).

en: Allows an application to read or write the secure system settings. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url].
ga: Ligeann sé d’fheidhmchlár socruithe an chórais slán a léamh nó a scríobh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url].

en: Allows an application to read or write the system settings. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_SETTINGS]WRITE_SETTINGS[/url].
ga: Ligeann sé d’fheidhmchlár socruithe an chórais a léamh nó a scríobh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_SETTINGS]WRITE_SETTINGS[/url].

en: Allows an application to write SMS messages.
ga: Ceadaíonn feidhmchlár chun teachtaireachtaí SMS a scríobh.

en: Allows an application to write (but not read) the user's social stream data.
ga: Ligeann sé d’fheidhmchlár sonraí sruth sóisialta an úsáideora a scríobh (ach gan a léamh).

en: Allows applications to write the sync settings. See [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url].
ga: Ligeann sé d’fheidhmchláir na socruithe sioncronaithe a scríobh. Féach [url=https://developer.android.com/reference/android/Manifest.permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url].

en: Allows an application to write to the user dictionary.
ga: Ligeann sé d’fheidhmchlár scríobh chuig an bhfoclóir úsáideora.

en: Indicates whether the application supports larger screen form-factors.
ga: Léiríonn sé cibé an dtacaíonn an feidhmchlár le fachtóirí foirmeacha scáileáin níos mó.

en: Indicates whether an application supports the "normal" screen form-factors.
ga: Léiríonn sé an dtacaíonn feidhmchlár leis na fachtóirí foirme "gnáth" scáileáin.

en: Indicates whether the application supports smaller screen form-factors.
ga: Léiríonn sé an dtacaíonn an feidhmchlár le fachtóirí foirmeacha scáileáin níos lú.

en: Indicates whether the application supports extra large screen form-factors.
ga: Léiríonn sé cibé an dtacaíonn an feidhmchlár le fachtóirí foirmeacha breise scáileáin mhóra.

en: If [code]true[/code], allows the application to participate in the backup and restore infrastructure.
ga: Más [code]true[/code], ceadaítear don fheidhmchlár páirt a ghlacadh sa bhonneagar cúltaca agus athchóirithe.

en: Machine-readable application version. This must be incremented for every new release pushed to the Play Store.
ga: Leagan feidhmchláir atá inléite ag meaisín. Ní mór é seo a mhéadú do gach scaoileadh nua a bhrúitear chuig an Store Súgartha.

en: Application version visible to the user. Falls back to [member ProjectSettings.application/config/version] if left empty.
ga: Leagan feidhmchláir le feiceáil ag an úsáideoir. Filltear ar [ball ProjectSettings.application/config/version] má fhágtar folamh é.

en: The extended reality (XR) mode for this application.
ga: An mód réaltachta leathnaithe (XR) don fheidhmchlár seo.

en: Exporter for iOS.
ga: Onnmhaireora le haghaidh ios.

en: Exporting for iOS
ga: Onnmhairiú le haghaidh iOS

en: iOS plugins documentation index
ga: Innéacs doiciméadú breiseán iOS

en: Additional data added to the root [code]<dict>[/code] section of the [url=https://developer.apple.com/documentation/bundleresources/information_property_list]Info.plist[/url] file. The value should be an XML section with pairs of key-value elements, e.g.:
    [codeblock lang=text]
    <key>key_name</key>
    <string>value</string>
    [/codeblock]
ga: Cuireadh sonraí breise leis an bhfréamh [code] <dict>[/code] den chuid [url=https://developer.apple.com/documentation/bundleresources/information_property_list]Info.plist[/url] comhad. Ba cheart go mbeadh an luach ina chuid XML le péirí d’eilimintí eochairluacha, m.sh.:
    [codeblock lang=text]
    <key>key_name</key>
    <string>value</string>
    [/codeblock]

en: Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organizational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
ga: Apple Team ID, teaghrán uathúil 10-charachtar. Chun d'Aitheantas Foirne a aimsiú, seiceáil an rannán "Sonraí Ballraíochta" i do phainéal cuntais forbróra Apple, nó "Aonad Eagraíochtúil" de do theastas sínithe cóid. Féach [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Aimsigh d'Aitheantas Foirne[/url].

en: Unique application identifier in a reverse-DNS format, can only contain alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/code]), hyphens ([code]-[/code]), and periods ([code].[/code]).
ga: Aitheantóir uathúil feidhmchláir i bhformáid droim ar ais-DNS, ní féidir leis ach carachtair alfa-uimhriúla ([code]A-Z[/code], [code]a-z[/code], agus [code]0-9[/code])), a bheith inti ach na carachtair alfa-uimhriúla ([code]A-Z[/code]). cód]-[/code]), agus tréimhsí ([code].[/code]).

en: The "Full Name", "Common Name" or SHA-1 hash of the signing identity used for debug export.
ga: An hash "Ainm Iomlán", "Ainm Coitianta" nó SHA-1 den aitheantas sínithe a úsáidtear le haghaidh easpórtáil dífhabhtaithe.

en: The "Full Name", "Common Name" or SHA-1 hash of the signing identity used for release export.
ga: An "Ainm Iomlán", "Ainm Coitianta" nó SHA-1 hash den chéannacht sínithe a úsáidtear le haghaidh onnmhairiú scaoileadh.

en: If [code]true[/code], existing "project name" and "project name.xcodeproj" in the export destination directory will be unconditionally deleted during export.
ga: Más [code]true[/code], scriosfar gan choinníoll “ainm an tionscadail” agus “ainm an tionscadail.xcodeproj” san eolaire ceann scríbe easpórtála le linn an onnmhairithe.

en: Application distribution target (debug export).
ga: Sprioc dáilte feidhmchláir (easpórtáil dífhabhtaithe).

en: Application distribution target (release export).
ga: Sprioc dáileacháin iarratais (easpórtáil scaoileadh).

en: If [code]true[/code], exports iOS project files without building an XCArchive or [code].ipa[/code] file. If [code]false[/code], exports iOS project files and builds an XCArchive and [code].ipa[/code] file at the same time. When combining Godot with Fastlane or other build pipelines, you may want to set this to [code]true[/code].
ga: Más [code]true[/code], easpórtálann sé comhaid tionscadail iOS gan comhad XCArchive nó [code].ipa[/code] a thógáil. Má tá [code]false[/code], easpórtálann sé comhaid tionscadail iOS agus tógann sé comhad XCArchive agus [code].ipa[/code] ag an am céanna. Agus Godot á chomhcheangal le Fastlane nó píblínte tógála eile, b'fhéidir gur mhaith leat é seo a shocrú go [code]true[/code].

en: Interpolation method used to resize application icon.
ga: Modh idirshuí a úsáidtear chun deilbhín an fheidhmchláir a athrú.

en: Minimum version of iOS required for this application to run in the [code]major.minor.patch[/code] or [code]major.minor[/code] format, can only contain numeric characters ([code]0-9[/code]) and periods ([code].[/code]).
ga: Leagan íosta de iOS a theastaíonn le go rithfeadh an feidhmchlár seo san fhormáid [code]major.minor.patch[/code] nó [code]major.minor[/code], ní féidir ach carachtair uimhriúla ([code]0-9[/code]) agus tréimhsí ([code].[/code]).

en: UUID of the provisioning profile. If left empty, Xcode will download or create a provisioning profile automatically. See [url=https://developer.apple.com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, download, or delete provisioning profiles[/url].
    Can be overridden with the environment variable [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code].
ga: UUID na próifíle soláthair. Má fhágtar folamh é, íoslódálfaidh Xcode nó cruthóidh sé próifíl soláthair go huathoibríoch. Féach [url=https://developer.apple.com/help/account/manage-profiles/edit-download-or-delete-profiles]Cuir próifílí soláthair in eagar, a íoslódáil nó a scriosadh[/url].
    Is féidir í a shárú leis an athróg timpeallachta [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code].

en: UUID of the provisioning profile. If left empty, Xcode will download or create a provisioning profile automatically. See [url=https://developer.apple.com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, download, or delete provisioning profiles[/url].
    Can be overridden with the environment variable [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code].
ga: UUID na próifíle soláthair. Má fhágtar folamh é, íoslódálfaidh Xcode nó cruthóidh sé próifíl soláthair go huathoibríoch. Féach [url=https://developer.apple.com/help/account/manage-profiles/edit-download-or-delete-profiles]Cuir próifílí soláthair in eagar, a íoslódáil nó a scriosadh[/url].
    Is féidir í a shárú leis an athróg timpeallachta [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code].

en: Application version visible to the user, can only contain numeric characters ([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member ProjectSettings.application/config/version] if left empty.
ga: Leagan feidhmchláir infheicthe ag an úsáideoir, ní féidir ach carachtair uimhriúla ([code]0-9[/code]) agus tréimhsí ([code].[/code]) a bheith ann. Titeann sé ar ais go [comhalta ProjectSettings.application/config/version] má fhágtar folamh é.

en: A four-character creator code that is specific to the bundle. Optional.
ga: Cód cruthaitheoir ceithre charachtar atá sonrach don bheart. Roghnach.

en: Supported device family.
ga: Teaghlach gléas tacaithe.

en: Machine-readable application version, in the [code]major.minor.patch[/code] format, can only contain numeric characters ([code]0-9[/code]) and periods ([code].[/code]). This must be incremented on every new release pushed to the App Store.
ga: Ní féidir ach carachtair uimhriúla ([code]0-9[/code]) agus tréimhsí ([code].[/code]) a bheith sa leagan feidhmchláir atá inléite ag meaisín, san fhormáid [code]major.minor.patch[/code]. ). Ní mór é seo a mhéadú ar gach scaoileadh nua a bhrúitear chuig an App Store.

en: If [code]true[/code], networking features related to Wi-Fi access are enabled. See [url=https://developer.apple.com/support/required-device-capabilities/]Required Device Capabilities[/url].
ga: Más [code]true[/code], tá gnéithe líonraithe a bhaineann le rochtain Wi-Fi cumasaithe. Féach [url=https://developer.apple.com/support/required-device-capabilities/]Acmhainní Gléas Riachtanach[/url].

en: Requires the graphics performance and features of the A12 Bionic and later chips (devices supporting all Vulkan renderer features).
    Enabling this option limits supported devices to: iPhone XS, iPhone XR, iPad Mini (5th gen.), iPad Air (3rd gen.), iPad (8th gen) and newer.
ga: Éilíonn feidhmíocht grafaicí agus gnéithe na sliseanna A12 Bionic agus níos déanaí (feistí a thacaíonn le gach gné rindreálaí Vulkan).
    Leis an rogha seo a chumasú cuirtear teorainn le feistí tacaithe chuig: iPhone XS, iPhone XR, iPad Mini (5ú gen.), iPad Air (3ú gen.), iPad (8ú gen) agus níos nuaí.

en: Requires the graphics performance and features of the A17 Pro and later chips.
    Enabling this option limits supported devices to: iPhone 15 Pro and newer.
ga: Éilíonn feidhmíocht grafaicí agus gnéithe an A17 Pro agus sliseanna níos déanaí.
    Má chumasaítear an rogha seo cuirtear teorainn le feistí tacaithe chuig: iPhone 15 Pro agus níos nuaí.

en: Path to the custom export template. If left empty, default template is used.
ga: Conair chuig an teimpléad easpórtála saincheaptha. Má fhágtar folamh é, úsáidtear an teimpléad réamhshocraithe.

en: App Store application icon file. If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín feidhmchláir App Store. Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Home screen application icon file on iPad (2x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín feidhmchlár scáileáin baile ar iPad (2x PSO). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach ar [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Home screen application icon file on iPad (3x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín feidhmchlár scáileáin baile ar iPad (3x DPI). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach ar [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Home screen application icon file on iPhone (2x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín feidhmchlár scáileáin baile ar iPhone (2x DPI). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach ar [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Home screen application icon file on iPhone (3x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín feidhmchlár scáileáin baile ar iPhone (3x DPI). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Notification icon file on iPad and iPhone (2x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín fógra ar iPad agus iPhone (2x PSO). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach ar [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Notification icon file on iPhone (3x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín fógra ar iPhone (3x DPI). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Application settings icon file on iPad and iPhone (2x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín socruithe feidhmchláir ar iPad agus iPhone (2x PSO). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Application settings icon file on iPhone (3x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín socruithe feidhmchláir ar iPhone (3x DPI). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: Spotlight icon file on iPad and iPhone (2x DPI). If left empty, it will fallback to [member ProjectSettings.application/config/icon]. See [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/url].
ga: Comhad deilbhín Spotsolas ar iPad agus iPhone (2x DPI). Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/icon]. Féach ar [url=https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons]Deilbhíní feidhmchláir[/url].

en: The reasons your app use active keyboard API. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Describing use of required reason API[/url].
ga: Na cúiseanna a n-úsáideann d’aip API méarchlár gníomhach. Féach ar [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Ag cur síos ar úsáid API na gcúiseanna riachtanacha[/url].

en: A message displayed when requesting access to the device's camera (in English).
ga: Teachtaireacht ar taispeáint agus rochtain á iarraidh ar cheamara an ghléis (i mBéarla).

en: A message displayed when requesting access to the device's camera (localized).
ga: Teachtaireacht ar taispeáint agus rochtain á iarraidh ar cheamara an ghléis (lonnaithe).

en: Indicates whether your app collects advertising data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí fógraíochta.

en: The reasons your app collects advertising data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí fógraíochta. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links advertising data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí fógraíochta le haitheantas an úsáideora.

en: Indicates whether your app uses advertising data for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip sonraí fógraíochta le haghaidh rianú.

en: Indicates whether your app collects audio data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí fuaime.

en: The reasons your app collects audio data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí fuaime. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links audio data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí fuaime le haitheantas an úsáideora.

en: Indicates whether your app uses audio data for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip sonraí fuaime chun rianú a dhéanamh.

en: Indicates whether your app collects browsing history.
ga: Léiríonn sé cibé an mbailíonn d'aip stair brabhsála.

en: The reasons your app collects browsing history. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip stair brabhsála. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links browsing history to the user's identity.
ga: Léiríonn sé an nascann d'aip stair brabhsála le haitheantas an úsáideora.

en: Indicates whether your app uses browsing history for tracking.
ga: Léiríonn sé cibé an úsáideann do app stair brabhsála chun rianú.

en: Indicates whether your app collects coarse location data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí garbha suímh.

en: The reasons your app collects coarse location data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí láithreacha garbh. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links coarse location data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí suímh gharbh le haitheantas an úsáideora.

en: Indicates whether your app uses coarse location data for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip sonraí láithreacha garbha le haghaidh rianú.

en: Indicates whether your app collects contacts.
ga: Léiríonn sé cibé an mbailíonn d'aip teagmhálaithe.

en: The reasons your app collects contacts. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app teagmhálacha. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links contacts to the user's identity.
ga: Léiríonn sé an nascann d'aip teagmhálaithe le haitheantas an úsáideora.

en: Indicates whether your app uses contacts for tracking.
ga: Léiríonn sé cibé an úsáideann do app teagmhálacha le haghaidh rianú.

en: Indicates whether your app collects crash data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí tuairteála.

en: The reasons your app collects crash data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app sonraí tuairteála. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links crash data to the user's identity.
ga: Léiríonn sé cibé an nascann d'aip sonraí tuairteála le haitheantas an úsáideora.

en: Indicates whether your app uses crash data for tracking.
ga: Léiríonn sé cibé an úsáideann do app sonraí tuairteála chun rianú.

en: Indicates whether your app collects credit information.
ga: Léiríonn sé cibé an mbailíonn d'aip faisnéis chreidmheasa.

en: The reasons your app collects credit information. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip faisnéis chreidmheasa. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachta[/url].

en: Indicates whether your app links credit information to the user's identity.
ga: Léiríonn sé an nascann d'aip faisnéis chreidmheasa le haitheantas an úsáideora.

en: Indicates whether your app uses credit information for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip faisnéis chreidmheasa le haghaidh rianú.

en: Indicates whether your app collects customer support data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí tacaíochta do chustaiméirí.

en: The reasons your app collects customer support data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí tacaíochta do chustaiméirí. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links customer support data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí tacaíochta custaiméara le haitheantas an úsáideora.

en: Indicates whether your app uses customer support data for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip sonraí tacaíochta do chustaiméirí chun rianú a dhéanamh.

en: Indicates whether your app collects device IDs.
ga: Léiríonn sé cibé an mbailíonn d'aip aitheantais gléis.

en: The reasons your app collects device IDs. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na fáthanna a bhailíonn d’aip aitheantais gléis. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links device IDs to the user's identity.
ga: Léiríonn sé cibé an nascann d'aip aitheantais gléis le haitheantas an úsáideora.

en: Indicates whether your app uses device IDs for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip IDanna gléis le haghaidh rianú.

en: Indicates whether your app collects email address.
ga: Léiríonn sé cibé an mbailíonn d'aip seoladh ríomhphoist.

en: The reasons your app collects email address. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app seoladh ríomhphoist. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links email address to the user's identity.
ga: Léiríonn sé an nascann d'aip seoladh ríomhphoist le haitheantas an úsáideora.

en: Indicates whether your app uses email address for tracking.
ga: Léiríonn sé cibé an úsáideann do app seoladh ríomhphoist le haghaidh rianú.

en: Indicates whether your app collects emails or text messages.
ga: Léiríonn sé cibé an mbailíonn d'aip ríomhphoist nó teachtaireachtaí téacs.

en: The reasons your app collects emails or text messages. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip ríomhphoist nó teachtaireachtaí téacs. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links emails or text messages to the user's identity.
ga: Léiríonn sé an nascann d'aip ríomhphoist nó teachtaireachtaí téacs le haitheantas an úsáideora.

en: Indicates whether your app uses emails or text messages for tracking.
ga: Léiríonn sé cibé an úsáideann do app ríomhphoist nó teachtaireachtaí téacs le haghaidh rianú.

en: Indicates whether your app collects environment scanning data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí scanadh comhshaoil.

en: The reasons your app collects environment scanning data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app sonraí scanadh timpeallachta. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links environment scanning data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí scanadh timpeallachta le haitheantas an úsáideora.

en: Indicates whether your app uses environment scanning data for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip sonraí scanadh comhshaoil le haghaidh rianaithe.

en: Indicates whether your app collects fitness and exercise data.
ga: Léiríonn sé cibé an mbailíonn d’aip sonraí folláine agus aclaíochta.

en: The reasons your app collects fitness and exercise data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí folláine agus aclaíochta. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links fitness and exercise data to the user's identity.
ga: Léiríonn sé an nascann d’aip sonraí folláine agus aclaíochta le haitheantas an úsáideora.

en: Indicates whether your app uses fitness and exercise data for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip sonraí folláine agus aclaíochta chun rianú a dhéanamh.

en: Indicates whether your app collects gameplay content.
ga: Léiríonn sé cé acu an mbailíonn d’aip ábhar gameplay.

en: The reasons your app collects gameplay content. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app ábhar gameplay. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links gameplay content to the user's identity.
ga: Léiríonn sé an nascann d'aip ábhar cluicheplay le haitheantas an úsáideora.

en: Indicates whether your app uses gameplay content for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip ábhar gameplay chun rianú a dhéanamh.

en: Indicates whether your app collects user's hand structure and hand movements.
ga: Léiríonn sé cibé an mbailíonn d’aip struchtúr láimhe an úsáideora agus gluaiseachtaí láimhe.

en: The reasons your app collects user's hand structure and hand movements. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app struchtúr láimhe úsáideora agus gluaiseachtaí láimhe. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links user's hand structure and hand movements to the user's identity.
ga: Léiríonn sé an nascann d'aip struchtúr láimhe an úsáideora agus gluaiseachtaí láimhe le haitheantas an úsáideora.

en: Indicates whether your app uses user's hand structure and hand movements for tracking.
ga: Léiríonn sé cibé an úsáideann do app struchtúr láimhe an úsáideora agus gluaiseachtaí láimhe le haghaidh rianú.

en: Indicates whether your app collects user's head movement.
ga: Léiríonn sé cibé an mbailíonn d'aip gluaiseacht cloigeann an úsáideora.

en: The reasons your app collects user's head movement. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app gluaiseacht ceann an úsáideora. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links user's head movement to the user's identity.
ga: Léiríonn sé an nascann d'aip gluaiseacht cloigeann an úsáideora le haitheantas an úsáideora.

en: Indicates whether your app uses user's head movement for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip gluaiseacht cloigeann an úsáideora le haghaidh rianú.

en: Indicates whether your app collects health and medical data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí sláinte agus leighis.

en: The reasons your app collects health and medical data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí sláinte agus leighis. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links health and medical data to the user's identity.
ga: Léiríonn sé an nascann d’aip sonraí sláinte agus leighis le haitheantas an úsáideora.

en: Indicates whether your app uses health and medical data for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip sonraí sláinte agus leighis le haghaidh rianú.

en: Indicates whether your app collects user's name.
ga: Léiríonn sé cibé an mbailíonn d'aip ainm úsáideora.

en: The reasons your app collects user's name. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app ainm úsáideora. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links user's name to the user's identity.
ga: Léiríonn sé an nascann d'aip ainm úsáideora le haitheantas an úsáideora.

en: Indicates whether your app uses user's name for tracking.
ga: Léiríonn sé cibé an úsáideann do app ainm úsáideora le haghaidh rianú.

en: Indicates whether your app collects any other contact information.
ga: Léiríonn sé cibé an mbailíonn d’aip aon fhaisnéis teagmhála eile.

en: The reasons your app collects any other contact information. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app aon fhaisnéis teagmhála eile. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links any other contact information to the user's identity.
ga: Léiríonn sé an nascann d'aip aon fhaisnéis teagmhála eile le haitheantas an úsáideora.

en: Indicates whether your app uses any other contact information for tracking.
ga: Léiríonn sé cibé an úsáideann do app aon fhaisnéis teagmhála eile le haghaidh rianú.

en: Indicates whether your app collects any other data.
ga: Léiríonn sé cibé an mbailíonn d'aip aon sonraí eile.

en: The reasons your app collects any other data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app aon sonraí eile. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links any other data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí ar bith eile le haitheantas an úsáideora.

en: Indicates whether your app uses any other data for tracking.
ga: Léiríonn sé cibé an úsáideann do app aon sonraí eile le haghaidh rianú.

en: Indicates whether your app collects any other diagnostic data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí diagnóiseacha ar bith eile.

en: The reasons your app collects any other diagnostic data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app aon sonraí diagnóiseacha eile. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links any other diagnostic data to the user's identity.
ga: Léiríonn sé cibé an nascann d'aip sonraí diagnóiseacha ar bith eile le haitheantas an úsáideora.

en: Indicates whether your app uses any other diagnostic data for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip aon sonraí diagnóiseacha eile le haghaidh rianú.

en: Indicates whether your app collects any other financial information.
ga: Léiríonn sé cibé an mbailíonn d’aip aon fhaisnéis airgeadais eile.

en: The reasons your app collects any other financial information. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip aon fhaisnéis airgeadais eile. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links any other financial information to the user's identity.
ga: Léiríonn sé an nascann d’aip aon fhaisnéis airgeadais eile le haitheantas an úsáideora.

en: Indicates whether your app uses any other financial information for tracking.
ga: Léiríonn sé cibé an úsáideann do app aon fhaisnéis airgeadais eile le haghaidh rianú.

en: Indicates whether your app collects any other usage data.
ga: Léiríonn sé cibé an mbailíonn d'aip aon sonraí úsáide eile.

en: The reasons your app collects any other usage data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app aon sonraí úsáide eile. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links any other usage data to the user's identity.
ga: Léiríonn sé an nascann d'aip aon sonraí úsáide eile le haitheantas an úsáideora.

en: Indicates whether your app uses any other usage data for tracking.
ga: Léiríonn sé cibé an úsáideann do app aon sonraí úsáide eile chun rianú.

en: Indicates whether your app collects any other user generated content.
ga: Léiríonn sé cibé an mbailíonn d’aip aon ábhar eile arna ghiniúint ag úsáideoir.

en: The reasons your app collects any other user generated content. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app aon ábhar eile a ghintear ag úsáideoir. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links any other user generated content to the user's identity.
ga: Léiríonn sé an nascann d'aip aon ábhar eile a ghintear le haitheantas an úsáideora.

en: Indicates whether your app uses any other user generated content for tracking.
ga: Léiríonn sé cibé an úsáideann do app aon ábhar eile a ghintear ag úsáideoir le haghaidh rianú.

en: Indicates whether your app collects payment information.
ga: Léiríonn sé cibé an mbailíonn d'aip faisnéis íocaíochta.

en: The reasons your app collects payment information. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip faisnéis íocaíochta. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links payment information to the user's identity.
ga: Léiríonn sé an nascann d'aip faisnéis íocaíochta le haitheantas an úsáideora.

en: Indicates whether your app uses payment information for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip faisnéis íocaíochta le haghaidh rianú.

en: Indicates whether your app collects performance data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí feidhmíochta.

en: The reasons your app collects performance data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí feidhmíochta. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links performance data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí feidhmíochta le haitheantas an úsáideora.

en: Indicates whether your app uses performance data for tracking.
ga: Léiríonn sé cibé an úsáideann do app sonraí feidhmíochta chun rianú.

en: Indicates whether your app collects phone number.
ga: Léiríonn sé cibé an mbailíonn d'aip uimhir theileafóin.

en: The reasons your app collects phone number. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip uimhir theileafóin. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links phone number to the user's identity.
ga: Léiríonn sé an nascann d'aip uimhir theileafóin le haitheantas an úsáideora.

en: Indicates whether your app uses phone number for tracking.
ga: Léiríonn sé cibé an úsáideann do app uimhir theileafóin chun rianú.

en: Indicates whether your app collects photos or videos.
ga: Léiríonn sé cibé an mbailíonn d'aip grianghraif nó físeáin.

en: The reasons your app collects photos or videos. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip grianghraif nó físeáin. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links photos or videos to the user's identity.
ga: Léiríonn sé an nascann d'aip grianghraif nó físeáin le haitheantas an úsáideora.

en: Indicates whether your app uses photos or videos for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip grianghraif nó físeáin le haghaidh rianú.

en: Indicates whether your app collects physical address.
ga: Léiríonn sé cibé an mbailíonn d'aip seoladh fisiceach.

en: The reasons your app collects physical address. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app seoladh fisiceach. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links physical address to the user's identity.
ga: Léiríonn sé an nascann d'aip seoladh fisiceach le haitheantas an úsáideora.

en: Indicates whether your app uses physical address for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip seoladh fisiceach chun rianú a dhéanamh.

en: Indicates whether your app collects precise location data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí beachta suímh.

en: The reasons your app collects precise location data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí beachta suímh. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links precise location data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí beachta suímh le haitheantas an úsáideora.

en: Indicates whether your app uses precise location data for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip sonraí beachta suímh le haghaidh rianú.

en: Indicates whether your app collects product interaction data.
ga: Léiríonn sé cibé an mbailíonn d'aip sonraí idirghníomhaíochta táirge.

en: The reasons your app collects product interaction data. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip sonraí idirghníomhaíochta táirge. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links product interaction data to the user's identity.
ga: Léiríonn sé an nascann d'aip sonraí idirghníomhaíochta táirge le haitheantas an úsáideora.

en: Indicates whether your app uses product interaction data for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip sonraí idirghníomhaíochta táirge le haghaidh rianú.

en: Indicates whether your app collects purchase history.
ga: Léiríonn sé cibé an mbailíonn d'aip stair cheannachán.

en: The reasons your app collects purchase history. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip stair ceannacháin. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links purchase history to the user's identity.
ga: Léiríonn sé an nascann d'aip stair cheannaigh le haitheantas an úsáideora.

en: Indicates whether your app uses purchase history for tracking.
ga: Léiríonn sé cibé an n-úsáideann d'aip stair cheannaigh chun rianú a dhéanamh.

en: Indicates whether your app collects search history.
ga: Léiríonn sé cibé an mbailíonn d'aip stair chuardaigh.

en: The reasons your app collects search history. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip stair chuardaigh. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links search history to the user's identity.
ga: Léiríonn sé an nascann d'aip stair chuardaigh le haitheantas an úsáideora.

en: Indicates whether your app uses search history for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip stair chuardaigh le haghaidh rianú.

en: Indicates whether your app collects sensitive user information.
ga: Léiríonn sé cibé an mbailíonn d'aip faisnéis íogair úsáideora.

en: The reasons your app collects sensitive user information. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn do app faisnéis úsáideora íogair. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links sensitive user information to the user's identity.
ga: Léiríonn sé an nascann d'aip faisnéis íogair úsáideora le haitheantas an úsáideora.

en: Indicates whether your app uses sensitive user information for tracking.
ga: Léiríonn sé cibé an úsáideann do app faisnéis úsáideora íogair le haghaidh rianú.

en: Indicates whether your app collects user IDs.
ga: Léiríonn sé cibé an mbailíonn d'aip aitheantais úsáideora.

en: The reasons your app collects user IDs. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Describing data use in privacy manifests[/url].
ga: Na cúiseanna a bhailíonn d’aip aitheantais úsáideora. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_data_use_in_privacy_manifests]Ag cur síos ar úsáid sonraí i manifests príobháideachais[/url].

en: Indicates whether your app links user IDs to the user's identity.
ga: Léiríonn sé cibé an nascann d'aip aitheantais úsáideora le haitheantas an úsáideora.

en: Indicates whether your app uses user IDs for tracking.
ga: Léiríonn sé cibé an úsáideann d'aip aitheantais úsáideora le haghaidh rianú.

en: The reasons your app use free disk space API. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Describing use of required reason API[/url].
ga: Na cúiseanna a n-úsáideann d’aip spás diosca saor in aisce API. Féach ar [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Ag cur síos ar úsáid API na gcúiseanna riachtanacha[/url].

en: The reasons your app use file timestamp/metadata API. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Describing use of required reason API[/url].
ga: Na cúiseanna a n-úsáideann d’aip comhad stampa ama/meiteashonraí API. Féach ar [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Ag cur síos ar úsáid API na gcúiseanna riachtanacha[/url].

en: A message displayed when requesting access to the device's microphone (in English).
ga: Teachtaireacht ar taispeáint agus rochtain á iarraidh ar mhicreafón an ghléis (i mBéarla).

en: A message displayed when requesting access to the device's microphone (localized).
ga: Teachtaireacht ar taispeáint agus rochtain á iarraidh ar mhicreafón an ghléis (logánta).

en: A message displayed when requesting access to the user's photo library (in English).
ga: Teachtaireacht a thaispeánfar nuair a iarrtar rochtain ar leabharlann grianghraf an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's photo library (localized).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar leabharlann grianghraf an úsáideora (áitiúil).

en: The reasons your app use system boot time / absolute time API. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Describing use of required reason API[/url].
ga: Na cúiseanna a úsáideann do app am tosaithe an chórais / API am iomlán. Féach ar [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Ag cur síos ar úsáid API na gcúiseanna riachtanacha[/url].

en: The list of internet domains your app connects to that engage in tracking. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files]Privacy manifest files[/url].
ga: Liosta na bhfearann idirlíon a nascann d'aip leo a bhíonn i mbun rianaithe. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files]Comhaid follasacha príobháideachais[/url].

en: Indicates whether your app uses data for tracking. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files]Privacy manifest files[/url].
ga: Léiríonn sé cibé an úsáideann d'aip sonraí le haghaidh rianú. Féach [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files]Comhaid follasacha príobháideachais[/url].

en: The reasons your app use user defaults API. See [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Describing use of required reason API[/url].
ga: Na fáthanna a úsáideann d’aip réamhshocraithe úsáideora API. Féach ar [url=https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api]Ag cur síos ar úsáid API na gcúiseanna riachtanacha[/url].

en: A custom background color of the storyboard launch screen.
ga: Dath cúlra saincheaptha ar scáileán seolta an chláir scéil.

en: Application launch screen image file (2x DPI). If left empty, it will fallback to [member ProjectSettings.application/boot_splash/image].
ga: Comhad íomhá scáileán seolta an fheidhmchláir (2x pso). Má fhágtar folamh é, fillfear ar [member ProjectSettings.application/boot_splash/image].

en: Application launch screen image file (3x DPI). If left empty, it will fallback to [member ProjectSettings.application/boot_splash/image].
ga: Comhad íomhá scáileán seolta an fheidhmchláir (3x pso). Má fhágtar folamh é, fillfear ar [member ProjectSettings.application/boot_splash/image].

en: Launch screen image scaling mode.
ga: Seoladh mód scálaithe íomhá scáileáin.

en: If [code]true[/code], [member storyboard/custom_bg_color] is used as a launch screen background color, otherwise [code]application/boot_splash/bg_color[/code] project setting is used.
ga: Má úsáidtear [code]true[/code], [ball scéala/custom_bg_color] mar dhath cúlra scáileáin seolta, nó úsáidtear socrú tionscadail [code]app/boot_splash/bg_color[/code].

en: If [code]true[/code], the app "Documents" folder can be accessed via "Files" app. See [url=https://developer.apple.com/documentation/bundleresources/information_property_list/lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url].
ga: Más rud é [code]true[/code], is féidir an fillteán "Doiciméid" aipe a rochtain tríd an aip "Comhaid". Féach [url=https://developer.apple.com/documentation/bundleresources/information_property_list/lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url].

en: If [code]true[/code], the app "Documents" folder can be accessed via iTunes file sharing. See [url=https://developer.apple.com/documentation/bundleresources/information_property_list/uifilesharingenabled]UIFileSharingEnabled[/url].
ga: Más rud é [code]true[/code], is féidir an fillteán "Doiciméid" aipe a rochtain trí chomhroinnt comhad iTunes. Féach [url=https://developer.apple.com/documentation/bundleresources/information_property_list/uifilesharingenabled]UIFileSharingEnabled[/url].

en: Exporter for Linux/BSD.
ga: Onnmhaireoir le haghaidh Linux/BSD.

en: Exporting for Linux
ga: Onnmhairiú le haghaidh Linux

en: If [code]true[/code], project resources are embedded into the executable.
ga: Más [code]true[/code], tá acmhainní tionscadail leabaithe san inrite.

en: If [code]true[/code], a console wrapper is exported alongside the main executable, which allows running the project with enabled console output.
ga: Más [code]true[/code], easpórtáiltear cumhdach consól taobh leis an bpríomh-inrite, a cheadaíonn an tionscadal a rith le haschur consól cumasaithe.

en: Script code to execute on the remote host when app is finished.
    The following variables can be used in the script:
    - [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to upload app and scripts to.
    - [code]{archive_name}[/code] - Name of the ZIP containing uploaded application.
    - [code]{exe_name}[/code] - Name of application executable.
    - [code]{cmd_args}[/code] - Array of the command line argument for the application.
ga: Cód script le forghníomhú ar an óstach iargúlta nuair a bheidh an app críochnaithe.
    Is féidir na hathróga seo a leanas a úsáid sa script:
    - [code]{temp_dir}[/code] - Conair an fhillteáin shealadaigh ar an gcianrialtán, a úsáidtear chun aip agus scripteanna a uaslódáil chuige.
    - [code]{archive_name}[/code] - Ainm an ZIP ina bhfuil feidhmchlár uaslódáilte.
    - [code]{exe_name}[/code] - Ainm an fheidhmchláir inrite.
    - [code]{cmd_args}[/code] - Eagraigh argóint na líne ordaithe don fheidhmchlár.

en: Enables remote deploy using SSH/SCP.
ga: Cumasaítear imscaradh cianda trí úsáid a bhaint as SSH/SCP.

en: Array of the additional command line arguments passed to the SCP.
ga: Eagrán de na hargóintí ordú breise a cuireadh ar aghaidh chuig an SCP.

en: Array of the additional command line arguments passed to the SSH.
ga: Eagrán de na hargóintí líne ordaithe breise a cuireadh ar aghaidh chuig an SSH.

en: Remote host SSH user name and address, in [code]user@address[/code] format.
ga: Ainm úsáideora agus seoladh SSH óstach cianda, i bhformáid [code]user@address[/code].

en: Remote host SSH port number.
ga: Uimhir phoirt SSH óstach cianda.

en: Script code to execute on the remote host when running the app.
    The following variables can be used in the script:
    - [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to upload app and scripts to.
    - [code]{archive_name}[/code] - Name of the ZIP containing uploaded application.
    - [code]{exe_name}[/code] - Name of application executable.
    - [code]{cmd_args}[/code] - Array of the command line argument for the application.
ga: Cód script le forghníomhú ar an gcianóstach agus an aip á rith.
    Is féidir na hathróga seo a leanas a úsáid sa script:
    - [code]{temp_dir}[/code] - Conair an fhillteáin shealadaigh ar an gcianrialtán, a úsáidtear chun aip agus scripteanna a uaslódáil chuige.
    - [code]{archive_name}[/code] - Ainm an ZIP ina bhfuil feidhmchlár uaslódáilte.
    - [code]{exe_name}[/code] - Ainm an fheidhmchláir inrite.
    - [code]{cmd_args}[/code] - Eagraigh argóint na líne ordaithe don fheidhmchlár.

en: If [code]true[/code], project textures are exported in the ETC2/ASTC format.
ga: Más [code]true[/code], easpórtáiltear uigeachtaí tionscadail san fhormáid ETC2/ASTC.

en: If [code]true[/code], project textures are exported in the S3TC/BPTC format.
ga: Más [code]true[/code], easpórtáiltear uigeachtaí tionscadail san fhormáid S3TC/BPTC.

en: Exporter for macOS.
ga: Onnmhaireoir le haghaidh Mac OS.

en: Exporting for macOS
ga: Onnmhairiú le haghaidh macOS

en: Running Godot apps on macOS
ga: Feidhmchláir Godot a rith ar macOS

en: Application category for the App Store.
ga: Catagóir feidhmchláir don App Store.

en: Copyright notice for the bundle visible to the user (in English).
ga: Fógra cóipchirt don bheart le feiceáil ag an úsáideoir (i mBéarla).

en: Copyright notice for the bundle visible to the user (localized).
ga: Fógra cóipchirt don bheart atá le feiceáil ag an úsáideoir (áitiúil).

en: If set to [code]1[/code], ANGLE libraries are exported with the exported application. If set to [code]0[/code], ANGLE libraries are exported only if [member ProjectSettings.rendering/gl_compatibility/driver] is set to [code]"opengl3_angle"[/code].
ga: Má tá sé socraithe go [code]1[/code], easpórtáiltear leabharlanna ANGLE leis an bhfeidhmchlár easpórtáilte. Má tá sé socraithe go [code]0[/code], ní easpórtáiltear leabharlanna ANGLE ach amháin má tá [member ProjectSettings.rendering/gl_compatibility/driver] socraithe go [code]"opengl3_angle"[/code].

en: Application icon file. If left empty, it will fallback to [member ProjectSettings.application/config/macos_native_icon], and then to [member ProjectSettings.application/config/icon].
ga: Comhad deilbhín an fheidhmchláir. Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/macos_native_icon], agus ansin chuig [comhalta ProjectSettings.application/config/icon].

en: Application executable architecture.
    Supported architectures: [code]x86_64[/code], [code]arm64[/code], and [code]universal[/code] ([code]x86_64 + arm64[/code]).
    Official export templates include [code]universal[/code] binaries only.
ga: Feidhmchlár inrite ailtireacht.
    Ailtireachtaí tacaithe: [code] x86_64[/code], [code]arm64[/code], agus [code] uilíoch[/code] ([code]x86_64 + arm64[/code]).
    I measc na dteimpléid easpórtála oifigiúla tá [code] uilíoch[/code] dénártha amháin.

en: PKCS #12 certificate file used to sign [code].app[/code] bundle.
    Can be overridden with the environment variable [code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code].
ga: Comhad teastais PKCS #12 a úsáideadh chun beart [code].app[/code] a shíniú.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code].

en: Password for the certificate file used to sign [code].app[/code] bundle.
    Can be overridden with the environment variable [code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code].
ga: Pasfhocal don chomhad teastais a úsáidtear chun beart [code].app[/code] a shíniú.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code].

en: Tool to use for code signing.
ga: Uirlis le húsáid chun cód a shíniú.

en: Array of the additional command line arguments passed to the code signing tool.
ga: Eagrán de na hargóintí líne ordaithe breise a cuireadh ar aghaidh chuig an uirlis sínithe cóid.

en: Enable to allow access to contacts in the user's address book, if it's enabled you should also provide usage message in the [member privacy/address_book_usage_description] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_addressbook]com.apple.security.personal-information.addressbook[/url].
ga: Cumasaigh rochtain ar theagmhálaithe i leabhar seoltaí an úsáideora, má tá sé cumasaithe ba cheart duit teachtaireacht úsáide a sholáthar freisin sa rogha [member privacy/address_book_usage_description]. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_addressbook]com.apple.security.personal-information.addressbook[/url].

en: Allows app to use dynamic linker environment variables to inject code. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/url].
ga: Ligeann sé don app athróga timpeallachta nascóirí dinimiciúla a úsáid chun cód a instealladh. Má tá tú ag baint úsáide as breiseáin a bhfuil cód dúchasach dinimiciúil nó féinmhodhnaithe acu, cumasaigh iad de réir doiciméadú an bhreiseáin. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/url].

en: Allows creating writable and executable memory for JIT code. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-jit]com.apple.security.cs.allow-jit[/url].
ga: Ceadaíonn sé cuimhne inscríofa agus inrite a chruthú do chód JIT. Má tá tú ag baint úsáide as breiseáin a bhfuil cód dúchasach dinimiciúil nó féinmhodhnaithe acu, cumasaigh iad de réir doiciméadú an bhreiseáin. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-jit]com.apple.security.cs.allow-jit[/url].

en: Allows creating writable and executable memory without JIT restrictions. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-memory[/url].
ga: Ceadaíonn sé cuimhne inscríofa agus inrite a chruthú gan srianta JIT. Má tá tú ag baint úsáide as breiseáin a bhfuil cód dúchasach dinimiciúil nó féinmhodhnaithe acu, cumasaigh iad de réir doiciméadú an bhreiseáin. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-memory[/url].

en: Enable to allow app to interact with Bluetooth devices. This entitlement is required to use wireless controllers. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/url].
ga: Cumasaigh aip a cheadú chun idirghníomhú le gléasanna Bluetooth. Tá an teidlíocht seo ag teastáil chun rialaitheoirí gan sreang a úsáid. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/url].

en: Enable to allow app to interact with USB devices. This entitlement is required to use wired controllers. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_usb]com.apple.security.device.usb[/url].
ga: Cumasaigh aip a cheadú chun idirghníomhú le gléasanna USB. Tá an teidlíocht seo ag teastáil chun rialaitheoirí sreangaithe a úsáid. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_usb]com.apple.security.device.usb[/url].

en: Enables App Sandbox. The App Sandbox restricts access to user data, networking, and devices. Sandboxed apps can't access most of the file system, can't use custom file dialogs and execute binaries outside the .app bundle. See [url=https://developer.apple.com/documentation/security/app_sandbox]App Sandbox[/url].
    [b]Note:[/b] To distribute an app through the App Store, you must enable the App Sandbox.
ga: Cumasaíonn App Bosca Gainimh. Cuireann an App Sandbox srian ar rochtain ar shonraí úsáideora, líonrú agus gléasanna. Ní féidir le haipeanna bosca gainimh rochtain a fháil ar an gcuid is mó den chóras comhad, ní féidir leo dialóga comhaid saincheaptha a úsáid agus dénártaí a rith lasmuigh den bheartán .app. Féach ar [url=https://developer.apple.com/documentation/security/app_sandbox]App Sandbox[/url].
    [b]Nóta:[/b] Chun aip a dháileadh tríd an App Store, ní mór duit an App Sandbox a chumasú.

en: Allows read or write access to the user's "Downloads" folder. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_files_downloads_read-write]com.apple.security.files.downloads.read-write[/url].
ga: Ligeann sé seo rochtain a léamh nó a scríobh ar fhillteán "Íoslódálacha" an úsáideora. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_files_downloads_read-write]com.apple.security.files.downloads.read-write[/url].

en: Allows read or write access to the user's "Movies" folder. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_assets_movies_read-write]com.apple.security.files.movies.read-write[/url].
ga: Ligeann sé seo rochtain a léamh nó a scríobh ar fhillteán "Scannáin" an úsáideora. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_assets_movies_read-write]com.apple.security.files.movies.read-write[/url].

en: Allows read or write access to the user's "Music" folder. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_assets_music_read-write]com.apple.security.files.music.read-write[/url].
ga: Ceadaíonn sé rochtain a léamh nó a scríobh ar fhillteán "Ceol" an úsáideora. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_assets_music_read-write]com.apple.security.files.music.read-write[/url].

en: Allows read or write access to the user's "Pictures" folder. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_assets_pictures_read-write]com.apple.security.files.pictures.read-write[/url].
ga: Ligeann sé seo rochtain a léamh nó a scríobh ar fhillteán "Pictiúir" an úsáideora. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_assets_pictures_read-write]com.apple.security.files.pictures.read-write[/url].

en: Allows read or write access to the locations the user has selected using a native file dialog. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_files_user-selected_read-write]com.apple.security.files.user-selected.read-write[/url].
ga: Ligeann sé seo rochtain a léamh nó a scríobh ar na láithreacha atá roghnaithe ag an úsáideoir trí úsáid a bhaint as dialóg comhaid dhúchais. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_files_user-selected_read-write]com.apple.security.files.user-selected.read-write[/url].

en: List of helper executables to embedded to the app bundle. Sandboxed app are limited to execute only these executable. See [url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a sandboxed app[/url].
ga: Liosta d’earraí inrite an chúntóra atá leabaithe sa bheart feidhmchláir. Tá feidhmchlár bosca gainimh teoranta chun na inrite seo a fhorghníomhú amháin. Féach [url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-in-a-sandboxed-app]Uirlis ordú-líne a neadú in aip bosca gainimh[/url].

en: Enable to allow app to establish outgoing network connections. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_network_client]com.apple.security.network.client[/url].
ga: Cumasaigh aip a cheadú chun naisc líonra atá ag dul as oifig a bhunú. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_network_client]com.apple.security.network.client[/url].

en: Enable to allow app to listen for incoming network connections. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_network_server]com.apple.security.network.server[/url].
ga: Cumasaigh chun ligean don aip éisteacht le haghaidh naisc líonra ag teacht isteach. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_network_server]com.apple.security.network.server[/url].

en: Enable to allow app to send Apple events to other apps. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_automation_apple-events]com.apple.security.automation.apple-events[/url].
ga: Cumasaigh cead a thabhairt d'aip imeachtaí Apple a sheoladh chuig aipeanna eile. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_automation_apple-events]com.apple.security.automation.apple-events[/url].

en: Enable if you need to use the microphone or other audio input sources, if it's enabled you should also provide usage message in the [member privacy/microphone_usage_description] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_audio-input]com.apple.security.device.audio-input[/url].
ga: Cumasaigh más gá duit an micreafón nó foinsí ionchuir fuaime eile a úsáid, má tá sé cumasaithe ba cheart duit teachtaireacht úsáide a sholáthar freisin sa rogha [member privacy/microphone_usage_description]. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_audio-input]com.apple.security.device.audio-input[/url].

en: Enable to allow access to the user's calendar, if it's enabled you should also provide usage message in the [member privacy/calendar_usage_description] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_calendars]com.apple.security.personal-information.calendars[/url].
ga: Cumasaigh rochtain ar fhéilire an úsáideora, má tá sé cumasaithe ba cheart duit teachtaireacht úsáide a sholáthar freisin sa rogha [member privacy/calendar_usage_description]. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_calendars]com.apple.security.personal-information.calendars[/url].

en: Enable if you need to use the camera, if it's enabled you should also provide usage message in the [member privacy/camera_usage_description] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_camera]com.apple.security.device.camera[/url].
ga: Cumasaigh más gá duit an ceamara a úsáid, má tá sé cumasaithe ba cheart duit teachtaireacht úsáide a sholáthar freisin sa rogha [member privacy/camera_usage_description]. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_device_camera]com.apple.security.device.camera[/url].

en: Custom entitlements [code].plist[/code] file, if specified the rest of entitlements in the export config are ignored.
ga: Comhad teidlíochtaí saincheaptha [code].plist[/code], má shonraítear iad ní thugtar aird ar an gcuid eile de na teidlíochtaí sa chumraíocht easpórtála.

en: You can temporarily enable this entitlement to use native debugger (GDB, LLDB) with the exported app. This entitlement should be disabled for production export. See [url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a sandboxed app[/url].
ga: Is féidir leat an teidlíocht seo a chumasú go sealadach chun dífhabhtóir dúchais (GDB, LLDB) a úsáid leis an aip easpórtáilte. Ba cheart an teidlíocht seo a dhíchumasú le haghaidh onnmhairiú táirgeachta. Féach [url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-in-a-sandboxed-app]Uirlis ordú-líne a neadú in aip bosca gainimh[/url].

en: Allows app to load arbitrary libraries and frameworks (not signed with the same Team ID as the main executable or by Apple). Enable it if you are using GDExtension add-ons or ad-hoc signing, or want to support user-provided external add-ons. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_disable-library-validation]com.apple.security.cs.disable-library-validation[/url].
ga: Ligeann sé don app leabharlanna agus creataí treallach a luchtú (gan síniú leis an Aitheantas Foirne céanna leis an bpríomh-inrite nó ag Apple). Cumasaigh é má tá tú ag baint úsáide as breiseáin GDEExtension nó síniú ad hoc, nó má tá tú ag iarraidh tacú le breiseáin sheachtracha arna soláthar ag an úsáideoir. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_disable-library-validation]com.apple.security.cs.disable-library-validation[/url].

en: Enable if you need to use location information from Location Services, if it's enabled you should also provide usage message in the [member privacy/location_usage_description] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_location]com.apple.security.personal-information.location[/url].
ga: Cumasaigh más gá duit faisnéis suímh a úsáid ó Sheirbhísí Suíomhanna, má tá sé cumasaithe ba cheart duit teachtaireacht úsáide a sholáthar freisin sa rogha [member privacy/location_usage_description]. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_location]com.apple.security.personal-information.location[/url].

en: Enable to allow access to the user's Photos library, if it's enabled you should also provide usage message in the [member privacy/photos_library_usage_description] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_photos-library]com.apple.security.personal-information.photos-library[/url].
ga: Cumasaigh rochtain ar leabharlann Grianghraif an úsáideora, má tá sé cumasaithe ba cheart duit teachtaireacht úsáide a sholáthar freisin sa rogha [member privacy/photos_library_usage_description]. Féach [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_photos-library]com.apple.security.personal-information.photos-library[/url].

en: The "Full Name", "Common Name" or SHA-1 hash of the signing identity used to sign [code].app[/code] bundle.
ga: An hash "Ainm Iomlán", "Ainm Coitianta" nó SHA-1 den chéannacht sínithe a úsáidtear chun beart [code].app[/code] a shíniú.

en: The "Full Name", "Common Name" or SHA-1 hash of the signing identity used to sign [code].pkg[/code] installer package for App Store distribution, use [code]3rd Party Mac Developer Installer: Name.[/code] identity.
ga: An "Ainm Iomlán", "Ainm Coiteann" nó SHA-1 hash an aitheantais sínithe a úsáidtear chun síniú [code].pkg[/code] pacáiste suiteálaí do dháileadh App Store, úsáid [code]3ú Páirtí Suiteálaí Forbróir Mac: Ainm. [/code] céannacht.

en: Provisioning profile file downloaded from Apple developer account dashboard. See [url=https://developer.apple.com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, download, or delete provisioning profiles[/url].
    Can be overridden with the environment variable [code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code].
ga: Íoslódáltar comhad próifíle soláthair ó dheais chuntas forbróra Apple. Féach [url=https://developer.apple.com/help/account/manage-profiles/edit-download-or-delete-profiles]Cuir próifílí soláthair in eagar, a íoslódáil nó a scriosadh[/url].
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code].

en: If enabled, a wrapper that can be used to run the application with console output is created alongside the exported application.
ga: Má tá sé cumasaithe, cruthaítear fillteán is féidir a úsáid chun an feidhmchlár a rith le haschur consól taobh leis an bhfeidhmchlár easpórtáilte.

en: If [code]true[/code], the application is rendered at native display resolution, otherwise it is always rendered at loDPI resolution and upscaled by OS when required.
ga: Más [code]true[/code], rindreáiltear an feidhmchlár ag taifeach taispeána dúchais, nó déantar é a rindreáil i gcónaí ag taifeach loDPI agus é a uasghrádú ag OS nuair is gá.

en: Application distribution target.
ga: Sprioc dáilte feidhmchláir.

en: Apple App Store Connect API issuer key file.
    Can be overridden with the environment variable [code]GODOT_MACOS_NOTARIZATION_API_KEY[/code].
ga: Apple App Store Ceangail comhad eochair eisitheora API.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_MACOS_NOTARIZATION_API_KEY[/code].

en: Apple App Store Connect API issuer key ID.
    Can be overridden with the environment variable [code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code].
ga: Apple App Store Ceangail ID eochair eisitheora API.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code].

en: Apple App Store Connect API issuer UUID.
    Can be overridden with the environment variable [code]GODOT_MACOS_NOTARIZATION_API_UUID[/code].
ga: Eisitheoir API Apple App Store Connect UUID.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_MACOS_NOTARIZATION_API_UUID[/code].

en: Apple ID account name (email address).
    Can be overridden with the environment variable [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code].
ga: Ainm an chuntais Apple ID (seoladh ríomhphoist).
    Is féidir í a shárú leis an athróg timpeallachta [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code].

en: Apple ID app-specific password.
    Can be overridden with the environment variable [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code].
ga: Pasfhocal a bhaineann go sonrach le haip Apple ID.
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code].

en: Tool to use for notarization.
ga: Uirlis le húsáid le haghaidh notarization.

en: A message displayed when requesting access to the user's contacts (in English).
ga: Teachtaireacht a thaispeánfar nuair a iarrtar rochtain ar theagmhálaithe an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's contacts (localized).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar theagmhálaithe an úsáideora (áitithe).

en: A message displayed when requesting access to the user's calendar data (in English).
ga: Teachtaireacht ar taispeáint agus rochtain á iarraidh ar shonraí féilire an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's calendar data (localized).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar shonraí féilire an úsáideora (logánta).

en: A message displayed when requesting access to the user's "Desktop" folder (in English).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar fhillteán "Desktop" an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's "Desktop" folder (localized).
ga: Teachtaireacht ar taispeáint nuair a iarrann rochtain ar fhillteán "Deisce" an úsáideora (áitiúil).

en: A message displayed when requesting access to the user's "Documents" folder (in English).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar fhillteán "Documents" an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's "Documents" folder (localized).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar fhillteán "Documents" an úsáideora (áitiúil).

en: A message displayed when requesting access to the user's "Downloads" folder (in English).
ga: Teachtaireacht ar taispeáint agus rochtain á iarraidh ar fhillteán "Íoslódálacha" an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's "Downloads" folder (localized).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar fhillteán "Íoslódálacha" an úsáideora (áitiúil).

en: A message displayed when requesting access to the user's location information (in English).
ga: Teachtaireacht a thaispeánfar nuair a iarrtar rochtain ar fhaisnéis suímh an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's location information (localized).
ga: Teachtaireacht a thaispeánfar nuair a iarrtar rochtain ar fhaisnéis suímh an úsáideora (logánta).

en: A message displayed when requesting access to the user's network drives (in English).
ga: Teachtaireacht a thaispeánfar nuair a iarrtar rochtain ar thiomántáin líonra an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's network drives (localized).
ga: Teachtaireacht ar taispeáint nuair a iarrtar rochtain ar thiomáineann líonra an úsáideora (áitithe).

en: A message displayed when requesting access to the user's removable drives (in English).
ga: Teachtaireacht a thaispeánfar nuair a iarrtar rochtain ar thiomántáin inbhainte an úsáideora (i mBéarla).

en: A message displayed when requesting access to the user's removable drives (localized).
ga: Teachtaireacht a thaispeánfar nuair a iarrtar rochtain ar thiomántáin inbhainte an úsáideora (áitiúil).

en: macOS build number used to build application executable.
ga: Uimhir thógáil macOS a úsáidtear chun feidhmchlár inrite a thógáil.

en: macOS SDK build number used to build application executable.
ga: Uimhir thógáil macOS SDK a úsáidtear chun feidhmchlár inrite a thógáil.

en: macOS SDK name used to build application executable.
ga: ainm macOS SDK a úsáidtear chun feidhmchlár inrite a thógáil.

en: macOS SDK version used to build application executable in the [code]major.minor[/code] format.
ga: leagan macOS SDK a úsáidtear chun feidhmchlár inrite a thógáil san fhormáid [code]major.minor[/code].

en: Xcode build number used to build application executable.
ga: Uimhir thógáil Xcode a úsáidtear chun feidhmchlár inrite a thógáil.

en: Xcode version used to build application executable.
ga: Leagan Xcode a úsáidtear chun feidhmchlár inrite a thógáil.

en: Base class for the desktop platform exporter (Windows and Linux/BSD).
ga: Bunrang don onnmhaireoir ardán deisce (Windows agus Linux/BSD).

en: The base class for the desktop platform exporters. These include Windows and Linux/BSD, but not macOS. See the classes inheriting this one for more details.
ga: An bunrang do na honnmhaireoirí ardán deisce. Áirítear orthu seo Windows agus Linux/BSD, ach ní macOS. Féach ar na ranganna a fhaigheann an ceann seo le hoidhreacht le haghaidh tuilleadh sonraí.

en: Exporting for Windows
ga: Onnmhairiú le haghaidh Windows

en: Exporter for the Web.
ga: Onnmhaireoir le haghaidh an Ghréasáin.

en: The Web exporter customizes how a web build is handled. In the editor's "Export" window, it is created when adding a new "Web" preset.
    [b]Note:[/b] Godot on Web is rendered inside a [code]<canvas>[/code] tag. Normally, the canvas cannot be positioned or resized manually, but otherwise acts as the main [Window] of the application.
ga: Déanann an t-onnmhaireoir Gréasáin an chaoi a láimhseáiltear tógáil gréasáin a shaincheapadh. I bhfuinneog "Easpórtáil" an eagarthóra, cruthaítear é nuair a chuirtear réamhshocrú "Gréasán" nua leis.
    [b]Tabhair faoi deara:[/b] Tá Godot ar an nGréasán rindreáilte taobh istigh de chlib [code] <canvas>[/code]. Go hiondúil, ní féidir an chanbhás a shuíomh ná a athrú méid de láimh, ach ar shlí eile is é príomh [Fuinneog] an fheidhmchláir é.

en: Exporting for the Web
ga: Onnmhairiú don Ghréasán

en: Web documentation index
ga: Innéacs doiciméadú gréasáin

en: File path to the custom export template used for debug builds. If left empty, the default template is used.
ga: Conair an chomhaid chuig an teimpléad easpórtála saincheaptha a úsáidtear le haghaidh tógála dífhabhtaithe. Má fhágtar folamh é, úsáidtear an teimpléad réamhshocraithe.

en: File path to the custom export template used for release builds. If left empty, the default template is used.
ga: Conair an chomhaid chuig an teimpléad easpórtála saincheaptha a úsáidtear le haghaidh tógála scaoilte. Má fhágtar folamh é, úsáidtear an teimpléad réamhshocraithe.

en: Determines how the canvas should be resized by Godot.
    - [b]None:[/b] The canvas is not automatically resized.
    - [b]Project:[/b] The size of the canvas is dependent on the [ProjectSettings].
    - [b]Adaptive:[/b] The canvas is automatically resized to fit as much of the web page as possible.
ga: Socraíonn sé cén chaoi ar cheart do Godot an chanbhás a athrú méide.
    - [b]Tada:[/b] Ní dhéantar méid an chanbhás a athrú go huathoibríoch.
    - [b]Tionscadal:[/b] Braitheann méid an chanbhás ar [Socruithe an Tionscadail].
    - [b] Oiriúnaitheach:[/b] Athraítear méid an chanbhás go huathoibríoch chun a mhéid is féidir den leathanach gréasáin a oiriúnú.

en: The custom HTML page that wraps the exported web build. If left empty, the default HTML shell is used.
    For more information, see the [url=$DOCS_URL/tutorials/platform/web/customizing_html5_shell.html]Customizing HTML5 Shell[/url] tutorial.
ga: An leathanach HTML saincheaptha a chumhdaíonn an tógáil gréasáin easpórtáilte. Má fhágtar folamh é, úsáidtear an bhlaosc HTML réamhshocraithe.
    Le haghaidh tuilleadh faisnéise, féach ar an [url=$DOCS_URL/tutorials/platform/web/customizing_html5_shell.html]Saincheapadh HTML5 Shell[/url] teagaisc.

en: If [code]true[/code], embeds support for a virtual keyboard into the web page, which is shown when necessary on touchscreen devices.
ga: Más [code]true[/code], leabaíonn sé tacaíocht do mhéarchlár fíorúil isteach sa leathanach gréasáin, a thaispeántar nuair is gá ar ghléasanna scáileáin tadhaill.

en: If [code]true[/code], the project icon will be used as the favicon for this application's web page.
ga: Más [code]true[/code], úsáidfear íocón an tionscadail mar an favicon do leathanach gréasáin an fheidhmchláir seo.

en: If [code]true[/code], the canvas will be focused as soon as the application is loaded, if the browser window is already in focus.
ga: Más [code]true[/code], díreofar an chanbhás a luaithe a bheidh an feidhmchlár lódáilte, má tá an fhuinneog brabhsálaí i bhfócas cheana féin.

en: Additional HTML tags to include inside the [code]<head>[/code], such as [code]<meta>[/code] tags.
    [b]Note:[/b] You do not need to add a [code]<title>[/code] tag, as it is automatically included based on the project's name.
ga: Clibeanna HTML breise le cur san áireamh laistigh den [code] <head>[/code], mar shampla [code] <meta>[/code] clibeanna.
    [b] Tabhair faoi deara:[/b] Ní gá duit clib [code] <title>[/code] a chur leis, mar go gcuirtear san áireamh go huathoibríoch é bunaithe ar ainm an tionscadail.

en: The background color used behind the web application.
ga: An dath cúlra a úsáidtear taobh thiar den fheidhmchlár gréasáin.

en: The [url=https://developer.mozilla.org/en-US/docs/Web/Manifest/display/]display mode[/url] to use for this progressive web application. Different browsers and platforms may not behave the same.
    - [b]Fullscreen:[/b] Displays the app in fullscreen and hides all of the browser's UI elements.
    - [b]Standalone:[/b] Displays the app in a separate window and hides all of the browser's UI elements.
    - [b]Minimal UI:[/b] Displays the app in a separate window and only shows the browser's UI elements for navigation.
    - [b]Browser:[/b] Displays the app as a normal web page.
ga: An [url=https://developer.mozilla.org/en-US/docs/Web/Manifest/display/]display mode[/url] le húsáid don fheidhmchlár forásach gréasáin seo. Ní fhéadfaidh brabhsálaithe agus ardáin éagsúla iad féin a iompar mar an gcéanna.
    - [b]Lánscáileán:[/b] Taispeánann sé an aip ar lánscáileán agus folaíonn sé eilimintí Chomhéadain uile an bhrabhsálaí.
    - [b]Seasmhach:[/b] Taispeánann sé an aip i bhfuinneog ar leith agus folaíonn sé eilimintí Chomhéadain uile an bhrabhsálaí.
    - [b]Íosmhéid Chomhéadain:[/b] Taispeánann sé an aip i bhfuinneog ar leith agus ní thaispeánann sé ach eilimintí Chomhéadain an bhrabhsálaí le haghaidh loingseoireachta.
    - [b]Brabhsálaí:[/b] Taispeánann sé an aip mar ghnáth-leathanach gréasáin.

en: If [code]true[/code], turns this web build into a [url=https://en.wikipedia.org/wiki/Progressive_web_app]progressive web application[/url] (PWA).
ga: Más rud é [code]true[/code], déanann sé [url=https://en.wikipedia.org/wiki/Progressive_web_app]feidhmchlár gréasáin forásach[/url] (PWA) an leagan gréasáin seo.

en: When enabled, the progressive web app will make sure that each request has cross-origin isolation headers (COEP/COOP).
    This can simplify the setup to serve the exported game.
ga: Nuair a bheidh sé cumasaithe, cinnteoidh an aip gréasáin fhorásach go bhfuil ceanntásca leithlisithe tras-bunaidh (COEP/COOP) ag gach iarratas.
    Is féidir leis seo an socrú a shimpliú chun freastal ar an gcluiche easpórtáilte.

en: The page to display, should the server hosting the page not be available. This page is saved in the client's machine.
ga: An leathanach a thaispeánfar mura bhfuil an freastalaí atá ina óstach ar an leathanach ar fáil. Tá an leathanach seo sábháilte i meaisín an chliaint.

en: The orientation to use when the web application is run through a mobile device.
    - [b]Any:[/b] No orientation is forced.
    - [b]Landscape:[/b] Forces a horizontal layout (wider than it is taller).
    - [b]Portrait:[/b] Forces a vertical layout (taller than it is wider).
ga: An treoshuíomh le húsáid nuair a reáchtáiltear an feidhmchlár gréasáin trí ghléas soghluaiste.
    - [b]Aon:[/b] Ní chuirtear iachall ar aon treoshuíomh.
    - [b]Tírdhreach:[/b] Leagan amach cothrománach a chur i bhfeidhm (níos leithne ná mar atá sé níos airde).
    - [b]Portráid:[/b] Cuireann sé leagan amach ceartingearach i bhfeidhm (níos airde ná mar atá sé níos leithne).

en: If [code]true[/code] enables [GDExtension] support for this web build.
ga: Má chumasaíonn [code]true[/code] tacaíocht [GDEExtension] don leagan gréasáin seo.

en: If [code]true[/code], the exported game will support threads. It requires [url=https://web.dev/articles/coop-coep]a "cross-origin isolated" website[/url], which may be difficult to set up and is limited for security reasons (such as not being able to communicate with third-party websites).
    If [code]false[/code], the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on an HTTPS website.
ga: Más [code]true[/code], tacóidh an cluiche easpórtáilte le snáitheanna. Teastaíonn [url=https://web.dev/articles/coop-coep]láithreán gréasáin “tras-bhunús scoite”[/url] uaidh, a d’fhéadfadh a bheith deacair a shocrú agus atá teoranta ar chúiseanna slándála (amhail gan a bheith in ann cumarsáid a dhéanamh le láithreáin ghréasáin tríú páirtí).
    Má tá [code]false[/code], ní thacóidh an cluiche easpórtáilte le snáitheanna. Mar thoradh air sin, tá sé níos mó seans maith do shaincheisteanna feidhmíochta agus fuaime, ach ní gá é a reáchtáil ach ar shuíomh Gréasáin HTTPS.

en: Exporter for Windows.
ga: Onnmhaireora le haghaidh Windows.

en: The Windows exporter customizes how a Windows build is handled. In the editor's "Export" window, it is created when adding a new "Windows" preset.
ga: Déanann onnmhaireoir Windows an chaoi a láimhseáiltear tógáil Windows a shaincheapadh. I bhfuinneog &amp;quot;Easpórtáil&amp;quot; an eagarthóra, cruthaítear é nuair a chuirtear réamhshocrú &amp;quot;Windows&amp;quot; nua leis.

en: Company that produced the application. Required. See [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].
ga: Cuideachta a thug an t-iarratas ar aird. Ag teastáil. Féach [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].

en: Console wrapper icon file. If left empty, it will fallback to [member application/icon], then to [member ProjectSettings.application/config/windows_native_icon], and lastly, [member ProjectSettings.application/config/icon].
ga: Comhad deilbhín fillteán consól. Má fhágtar folamh é, déanfar é a chúlú go [ball application/icon], ansin chuig [comhalta ProjectSettings.application/config/windows_native_icon], agus ar deireadh, [comhalta ProjectSettings.application/config/icon].

en: Copyright notice for the bundle visible to the user. Optional. See [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].
ga: Fógra cóipchirt don bheart atá le feiceáil ag an úsáideoir. Roghnach. Féach [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].

en: If [code]true[/code], and [member application/export_d3d12] is set, the Agility SDK DLLs will be stored in arch-specific subdirectories.
ga: Má shocraítear [code]true[/code], agus [ball application/export_d3d12], stórálfar na DLLanna Agility SDK i bhfochomhadlanna a bhaineann go sonrach leis an áirse.

en: If set to [code]1[/code], the Direct3D 12 runtime libraries (Agility SDK, PIX) are exported with the exported application. If set to [code]0[/code], Direct3D 12 libraries are exported only if [member ProjectSettings.rendering/rendering_device/driver] is set to [code]"d3d12"[/code].
ga: Má tá sé socraithe go [code]1[/code], onnmhairítear na leabharlanna am rite Direct3D 12 (Agility SDK, PIX) leis an bhfeidhmchlár easpórtáilte. Má tá sé socraithe go [code]0[/code], ní onnmhairítear leabharlanna Direct3D 12 ach amháin má tá [member ProjectSettings.rendering/rendering_device/driver] socraithe go [code]&amp;quot;d3d12&amp;quot;[/code].

en: File description to be presented to users. Required. See [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].
ga: Cur síos ar an gcomhad le cur i láthair úsáideoirí. Ag teastáil. Féach [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].

en: Version number of the file. Falls back to [member ProjectSettings.application/config/version] if left empty. See [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].
ga: Uimhir leagan an chomhaid. Filltear ar [ball ProjectSettings.application/config/version] má fhágtar folamh é. Féach [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].

en: Application icon file. If left empty, it will fallback to [member ProjectSettings.application/config/windows_native_icon], and then to [member ProjectSettings.application/config/icon].
ga: Comhad deilbhín an fheidhmchláir. Má fhágtar folamh é, fillfear ar [ball ProjectSettings.application/config/windows_native_icon], agus ansin chuig [comhalta ProjectSettings.application/config/icon].

en: If enabled, icon and metadata of the exported executable is set according to the other [code]application/*[/code] values.
ga: Má tá sé cumasaithe, socraítear deilbhín agus meiteashonraí an inrite easpórtáilte de réir na luachanna eile [code] iarratais/*[/code].

en: Name of the application. Required. See [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].
ga: Ainm an iarratais. Ag teastáil. Féach [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].

en: Application version visible to the user. Falls back to [member ProjectSettings.application/config/version] if left empty. See [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].
ga: Leagan feidhmchláir le feiceáil ag an úsáideoir. Filltear ar [ball ProjectSettings.application/config/version] má fhágtar folamh é. Féach [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].

en: Trademarks and registered trademarks that apply to the file. Optional. See [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].
ga: Trádmharcanna agus trádmharcanna cláraithe a bhaineann leis an gcomhad. Roghnach. Féach [url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url].

en: Array of the additional command line arguments passed to the code signing tool. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
ga: Eagrán de na hargóintí líne ordaithe breise a cuireadh ar aghaidh chuig an uirlis sínithe cóid. Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].

en: Description of the signed content. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
ga: Cur síos ar an ábhar sínithe. Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].

en: Digest algorithm to use for creating signature. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
ga: algartam Achoimre le húsáid chun síniú a chruthú. Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].

en: If [code]true[/code], executable signing is enabled.
ga: Más [code]true[/code], tá síniú inrite cumasaithe.

en: PKCS #12 certificate file used to sign executable or certificate SHA-1 hash (if [member codesign/identity_type] is set to "Use certificate store"). See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
    Can be overridden with the environment variable [code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code].
ga: Comhad teastais PKCS #12 a úsáidtear chun hash inrite nó deimhnithe SHA-1 a shíniú (má tá [codsign ball/identity_type] socraithe mar "Úsáid stór teastas"). Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code].

en: Type of identity to use. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
    Can be overridden with the environment variable [code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code].
ga: Cineál aitheantais le húsáid. Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code].

en: Password for the certificate file used to sign executable. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
    Can be overridden with the environment variable [code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code].
ga: Pasfhocal don chomhad teastais a úsáidtear chun an inrite a shíniú. Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
    Is féidir é a shárú leis an athróg timpeallachta [code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code].

en: If [code]true[/code], time-stamp is added to the signature. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
ga: Más [code]true[/code], cuirtear stampa ama leis an síniú. Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].

en: URL of the time stamp server. If left empty, the default server is used. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].
ga: URL an fhreastalaí stampa ama. Má fhágtar folamh é, úsáidtear an freastalaí réamhshocraithe. Féach [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url].

en: If [code]true[/code], a console wrapper executable is exported alongside the main executable, which allows running the project with enabled console output.
ga: Más [code]true[/code], easpórtáiltear cumhdach consól inrite taobh leis an bpríomh-inrite, a cheadaíonn an tionscadal a rith le haschur consól cumasaithe.

en: A script that is executed when exporting the project.
ga: Script a dhéantar nuair a bhíonn an tionscadal á onnmhairiú.

en: [EditorExportPlugin]s are automatically invoked whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file.
    To use [EditorExportPlugin], register it using the [method EditorPlugin.add_export_plugin] method first.
ga: Déantar [EditorExportPlugin]s a agairt go huathoibríoch aon uair a easpórtálann an t-úsáideoir an tionscadal. Is í an úsáid is coitianta a bhaineann leo ná a chinneadh cad iad na comhaid atá á gcur san áireamh sa tionscadal easpórtáilte. I gcás gach breiseán, glaoitear [method _export_begin] ag tús an phróisis easpórtála agus ansin glaoitear [method _export_file] do gach comhad easpórtála.
    Chun [EditorExportPlugin] a úsáid, cláraigh é ag baint úsáide as an modh [method EditorPlugin.add_export_plugin] ar dtús.

en: Export Android plugins
ga: Onnmhairiú plugins Android

en: Return [code]true[/code] if this plugin will customize resources based on the platform and features used.
    When enabled, [method _get_customization_configuration_hash] and [method _customize_resource] will be called and must be implemented.
ga: Seol ar ais [code]true[/code] má shaincheapfaidh an breiseán seo acmhainní bunaithe ar an ardán agus ar na gnéithe a úsáidtear.
    Nuair a bheidh sé cumasaithe, glaofar [method _get_customization_configuration_hash] agus [method _customize_resource] agus ní mór iad a chur i bhfeidhm.

en: Customize a scene. If changes are made to it, return the same or a new scene. Otherwise, return [code]null[/code]. If a new scene is returned, it is up to you to dispose of the old one.
    Implementing this method is required if [method _begin_customize_scenes] returns [code]true[/code].
ga: Saincheap radharc. Má dhéantar athruithe air, cuir an radharc céanna nó radharc nua ar ais. Seachas sin, seol ar ais [code]null[/code]. Má sheoltar radharc nua ar ais, fút féin atá sé fáil réidh leis an seancheann.
    Tá sé riachtanach an modh seo a chur i bhfeidhm má fhilleann [method _begin_customize_scenes] [code]true[/code].

en: This is called when the customization process for resources ends.
ga: Tugtar é seo nuair a thagann deireadh leis an bpróiseas saincheaptha le haghaidh acmhainní.

en: This is called when the customization process for scenes ends.
ga: Tugtar é seo nuair a thagann deireadh leis an bpróiseas saincheaptha le haghaidh radhairc.

en: Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. [param features] is the list of features for the export, [param is_debug] is [code]true[/code] for debug builds, [param path] is the target path for the exported project. [param flags] is only used when running a runnable profile, e.g. when using native run on Android.
ga: Modh fíorúil le sárú ag an úsáideoir. Tugtar nuair a thosaíonn an t-easpórtáil agus soláthraíonn sé gach faisnéis faoin onnmhairiú. Is é [gnéithe param] an liosta gnéithe don easpórtáil, is é [param is_debug] [code]true[/code] le haghaidh tógálacha dífhabhtaithe, is é [cosán param] an conair sprice don tionscadal easpórtáilte. ní úsáidtear [bratacha param] ach amháin nuair a bhíonn próifíl inrite á rith, e.g. nuair a úsáidtear rith dúchais ar Android.

en: Virtual method to be overridden by the user. Called when the export is finished.
ga: Modh fíorúil le sárú ag an úsáideoir. Glaodh air nuair a bheidh an t-easpórtáil críochnaithe.

en: Virtual method to be overridden by the user. Called for each exported file before [method _customize_resource] and [method _customize_scene]. The arguments can be used to identify the file. [param path] is the path of the file, [param type] is the [Resource] represented by the file (e.g. [PackedScene]), and [param features] is the list of features for the export.
    Calling [method skip] inside this callback will make the file not included in the export.
ga: Modh fíorúil le sárú ag an úsáideoir. Glaoite do gach comhad a easpórtáiltear roimh [method _customize_resource] agus [method _customize_scene]. Is féidir na hargóintí a úsáid chun an comhad a aithint. Is é [cosán param] conair an chomhaid, is é [cineál param] an [Acmhainn] a léiríonn an comhad (m.sh. [PackedScene]), agus is é [gnéithe param] liosta na ngnéithe don easpórtáil.
    Má chuirtear glaoch ar [method skip] taobh istigh den aisghlao seo, ní bheidh an comhad san áireamh san easpórtáil.

en: Virtual method to be overridden by the user. This is called to retrieve the set of Android dependencies provided by this plugin. Each returned Android dependency should have the format of an Android remote binary dependency: [code]org.godot.example:my-plugin:0.0.0[/code]
    For more information see [url=https://developer.android.com/build/dependencies?agpversion=4.1#dependency-types]Android documentation on dependencies[/url].
    [b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
ga: Modh fíorúil le sárú ag an úsáideoir. Glaoitear air seo chun an tacar spleáchais Android a sholáthraíonn an breiseán seo a aisghabháil. Ba cheart go mbeadh formáid chianspleáchais dhénártha Android ag gach spleáchas Android a sheoltar ar ais: [code]org.godot.example:my-plugin:0.0.0[/code]
    Le haghaidh tuilleadh faisnéise féach [url=https://developer.android.com/build/dependencies?agpversion=4.1#dependency-types]Doiciméid Android ar spleáchais[/url].
    [b]Nóta:[/b] Ní thacaítear leis ach ar Android agus ní mór [ball EditorExportPlatformAndroid.gradle_build/use_gradle_build] a chumasú.

en: Virtual method to be overridden by the user. This is called to retrieve the URLs of Maven repositories for the set of Android dependencies provided by this plugin.
    For more information see [url=https://docs.gradle.org/current/userguide/dependency_management.html#sec:maven_repo]Gradle documentation on dependency management[/url].
    [b]Note:[/b] Google's Maven repo and the Maven Central repo are already included by default.
    [b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
ga: Modh fíorúil le sárú ag an úsáideoir. Glaoitear air seo chun URLanna stórtha Maven a aisghabháil don tsraith spleáchais Android a sholáthraíonn an breiseán seo.
    Le haghaidh tuilleadh faisnéise féach ar [url=https://docs.gradle.org/current/userguide/dependency_management.html#sec:maven_repo]Doiciméid gradle ar bhainistiú spleáchais[/url].
    [b]Nóta:[/b] Tá repo Google Maven agus repo Maven Central san áireamh cheana féin de réir réamhshocraithe.
    [b]Nóta:[/b] Ní thacaítear leis ach ar Android agus ní mór [ball EditorExportPlatformAndroid.gradle_build/use_gradle_build] a chumasú.

en: Virtual method to be overridden by the user. This is called to retrieve the local paths of the Android libraries archive (AAR) files provided by this plugin.
    [b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://addons/[/code] directory. For example, an AAR file located under [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld.release.aar[/code].
    [b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
ga: Modh fíorúil le sárú ag an úsáideoir. Glaoitear air seo chun cosáin áitiúla na gcomhad cartlainne leabharlanna Android (AAR) a sholáthraíonn an breiseán seo a aisghabháil.
    [b]Nóta:[/b] Ní mór do chosáin choibhneasta [b][/b] a bheith i gcoibhneas le heolaire [code]res://addons/[/code] Godot. Mar shampla, is féidir comhad AAR atá suite faoi [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] a thabhairt ar ais mar chonair iomlán ag baint úsáide as [code]res: //addons/hello_world_plugin/HelloWorld.release .aar[/code] nó cosán coibhneasta ag baint úsáide as [code]hello_world_plugin/HelloWorld.release.aar[/code].
    [b]Nóta:[/b] Ní thacaítear leis ach ar Android agus ní mór [ball EditorExportPlatformAndroid.gradle_build/use_gradle_build] a chumasú.

en: Virtual method to be overridden by the user. This is used at export time to update the contents of the [code]activity[/code] element in the generated Android manifest.
    [b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
ga: Modh fíorúil le sárú ag an úsáideoir. Úsáidtear é seo ag am easpórtála chun inneachar na heiliminte [code]ghníomhaíochta[/code] sa léiriú Android ginte a nuashonrú.
    [b]Nóta:[/b] Ní thacaítear leis ach ar Android agus ní mór [ball EditorExportPlatformAndroid.gradle_build/use_gradle_build] a chumasú.

en: Virtual method to be overridden by the user. This is used at export time to update the contents of the [code]application[/code] element in the generated Android manifest.
    [b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
ga: Modh fíorúil le sárú ag an úsáideoir. Úsáidtear é seo ag am easpórtála chun inneachar na heiliminte [code]fheidhmchláir[/code] sa léiriú Android ginte a nuashonrú.
    [b]Nóta:[/b] Ní thacaítear leis ach ar Android agus ní mór [ball EditorExportPlatformAndroid.gradle_build/use_gradle_build] a chumasú.

en: Virtual method to be overridden by the user. This is used at export time to update the contents of the [code]manifest[/code] element in the generated Android manifest.
    [b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
ga: Modh fíorúil le sárú ag an úsáideoir. Baintear úsáid as seo ag am easpórtála chun inneachar na heiliminte [code]manifest[/code] sa léiriú Android ginte a nuashonrú.
    [b]Nóta:[/b] Ní thacaítear leis ach ar Android agus ní mór [ball EditorExportPlatformAndroid.gradle_build/use_gradle_build] a chumasú.

en: Return a hash based on the configuration passed (for both scenes and resources). This helps keep separate caches for separate export configurations.
    Implementing this method is required if [method _begin_customize_resources] returns [code]true[/code].
ga: Cuir hash ar ais bunaithe ar an gcumraíocht a ritheadh (do radharcanna agus acmhainní). Cuidíonn sé seo le caches ar leith a choinneáil le haghaidh cumraíochtaí easpórtála ar leith.
    Tá sé riachtanach an modh seo a chur i bhfeidhm má fhilleann [method _begin_customize_resources] [code]true[/code].

en: Return a [PackedStringArray] of additional features this preset, for the given [param platform], should have.
ga: Seol ar ais [PackedStringArray] de ghnéithe breise ba cheart a bheith ag an réamhshocrú seo don [ardán param] a tugadh.

en: Check the requirements for the given [param option] and return a non-empty warning string if they are not met.
    [b]Note:[/b] Use [method get_option] to check the value of the export options.
ga: Seiceáil na ceanglais don [rogha param] a thugtar agus cuir ar ais teaghrán rabhaidh neamhfholamh mura gcomhlíontar iad.
    [b]Nóta:[/b] Úsáid [method get_option] chun luach na roghanna easpórtála a sheiceáil.

en: Return a list of export options that can be configured for this export plugin.
    Each element in the return value is a [Dictionary] with the following keys:
    - [code]option[/code]: A dictionary with the structure documented by [method Object.get_property_list], but all keys are optional.
    - [code]default_value[/code]: The default value for this option.
    - [code]update_visibility[/code]: An optional boolean value. If set to [code]true[/code], the preset will emit [signal Object.property_list_changed] when the option is changed.
ga: Tabhair ar ais liosta de na roghanna easpórtála is féidir a chumrú don bhreiseán easpórtála seo.
    Is [Foclóir] é gach eilimint sa luach tuairisceáin leis na heochracha seo a leanas:
    - [code] rogha[/code]: Foclóir leis an struchtúr doiciméadaithe ag [method Object.get_property_list], ach tá gach eochair roghnach.
    - [code]default_value[/code]: An luach réamhshocraithe don rogha seo.
    - [code] update_visibility[/code]: Luach Boole roghnach. Má tá sé socraithe go [code]true[/code], astóidh an réamhshocrú [comhartha Object.property_list_changed] nuair a athraítear an rogha.

en: Return a [Dictionary] of override values for export options, that will be used instead of user-provided values. Overridden options will be hidden from the user interface.
    [codeblock]
    class MyExportPlugin extends EditorExportPlugin:
        func _get_name() -> String:
            return "MyExportPlugin"
    
        func _supports_platform(platform) -> bool:
            if platform is EditorExportPlatformPC:
                # Run on all desktop platforms including Windows, MacOS and Linux.
                return true
            return false
    
        func _get_export_options_overrides(platform) -> Dictionary:
            # Override "Embed PCK" to always be enabled.
            return {
                "binary_format/embed_pck": true,
            }
    [/codeblock]
ga: Seol ar ais [Dictionary] de luachanna sáraithe le haghaidh roghanna easpórtála, a úsáidfear in ionad luachanna a sholáthraíonn an t-úsáideoir. Beidh roghanna sáraithe i bhfolach ón gcomhéadan úsáideora.
    [codeblock]
    class MyExportPlugin extends EditorExportPlugin:
        func _get_name() -> String:
            return "MyExportPlugin"
    
        func _supports_platform(platform) -> bool:
            if platform is EditorExportPlatformPC:
                # Rith ar gach ardán deisce lena n-áirítear Windows, MacOS agus Linux.
                return true
            return false
    
        func _get_export_options_overrides(platform) -> Dictionary:
            # Override "Embed PCK" to always be enabled.
            return {
                "binary_format/embed_pck": true,
            }
    [/codeblock]

en: Return the name identifier of this plugin (for future identification by the exporter). The plugins are sorted by name before exporting.
    Implementing this method is required.
ga: Tabhair ar ais ainm aitheantóir an bhreiseáin seo (le haghaidh aitheantais ag an easpórtálaí amach anseo). Déantar na forlíontáin a shórtáil de réir ainm sula n-onnmhairítear iad.
    Tá gá leis an modh seo a chur i bhfeidhm.

en: Return [code]true[/code], if the result of [method _get_export_options] has changed and the export options of preset corresponding to [param platform] should be updated.
ga: Seol ar ais [code]true[/code], má tá toradh [method _get_export_options] athraithe agus ba cheart na roghanna easpórtála réamhshocruithe a fhreagraíonn do [ardán param] a nuashonrú.

en: Return [code]true[/code] if the plugin supports the given [param platform].
ga: Seol [code]true[/code] ar ais má thacaíonn an breiseán leis an [ardán param] a tugadh.

en: Adds a custom file to be exported. [param path] is the virtual path that can be used to load the file, [param file] is the binary data of the file.
    When called inside [method _export_file] and [param remap] is [code]true[/code], the current file will not be exported, but instead remapped to this custom file. [param remap] is ignored when called in other places.
    [param file] will not be imported, so consider using [method _customize_resource] to remap imported resources.
ga: Cuireann sé comhad saincheaptha le heaspórtáil. Is é [cosán param] an cosán fíorúil is féidir a úsáid chun an comhad a luchtú, is é [comhad param] sonraí dénártha an chomhaid.
    Nuair a ghlaoitear taobh istigh de [method _export_file] agus [param remap] is [code]true[/code], ní easpórtálfar an comhad reatha, ach ina ionad sin déanfar é a athmhapáil chuig an gcomhad saincheaptha seo. Déantar neamhaird de [param remap] nuair a ghlaoitear air in áiteanna eile.
    Ní dhéanfar [comhad param] a iompórtáil, mar sin smaoinigh ar [method _customize_resource] a úsáid chun acmhainní iompórtáilte a athmhapáil.

en: Adds an iOS bundle file from the given [param path] to the exported project.
ga: Cuireann sé comhad cuachta iOS ón [cosán param] tugtha leis an tionscadal easpórtáilte.

en: Adds a C++ code to the iOS export. The final code is created from the code appended by each active export plugin.
ga: Cuireann sé cód C++ leis an easpórtáil iOS. Cruthaítear an cód deiridh ón gcód atá i gceangal le gach breiseán easpórtála gníomhach.

en: Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
    [b]Note:[/b] For static libraries (*.a) works in same way as [method add_ios_framework].
    [b]Note:[/b] This method should not be used for System libraries as they are already present on the device.
ga: Cuireann sé leabharlann dhinimiciúil (*.dylib, *.framework) leis an gCéim Nasctha i dtionscadal Xcode iOS agus neadaíonn sé isteach sa dhénártha dá bharr.
    [b]Nóta:[/b] Do leabharlanna statacha (*.a) oibríonn sé ar an mbealach céanna le [method add_ios_framework].
    [b]Nóta:[/b] Níor cheart an modh seo a úsáid le haghaidh leabharlanna Córas mar go bhfuil siad ar an ngléas cheana féin.

en: Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.
ga: Cuirtear leabharlann statach (*.a) nó leabharlann dhinimiciúil (*.dylib, *.framework) leis an gCéim Nasctha i dtionscadal Xcode iOS.

en: Adds linker flags for the iOS export.
ga: Cuirtear bratacha nascóirí leis don easpórtáil iOS.

en: Adds content for iOS Property List files.
ga: Cuireann sé ábhar le haghaidh comhaid Liosta Maoine iOS leis.

en: Adds a static lib from the given [param path] to the iOS project.
ga: Cuireann sé lib statach ón [cosán param] a thugtar leis an tionscadal iOS.

en: Adds file or directory matching [param path] to [code]PlugIns[/code] directory of macOS app bundle.
    [b]Note:[/b] This is useful only for macOS exports.
ga: Cuireann sé comhad nó eolaire a mheaitseálann [cosán param] le [code]PlugIns[/code] eolaire de bheart aipeanna macOS.
    [b]Nóta:[/b] Níl sé seo úsáideach ach amháin le haghaidh onnmhairí macOS.

en: Adds a shared object or a directory containing only shared objects with the given [param tags] and destination [param path].
    [b]Note:[/b] In case of macOS exports, those shared objects will be added to [code]Frameworks[/code] directory of app bundle.
    In case of a directory code-sign will error if you place non code object in directory.
ga: Cuireann sé réad comhroinnte nó eolaire leis nach bhfuil ach réada comhroinnte leis na [param tags] agus an ceann scríbe [cosán param] tugtha.
    [b]Nóta:[/b] I gcás easpórtálacha macOS, cuirfear na réada comhroinnte sin le [code]Frameworks[/code] eolaire an chuachta feidhmchláir.
    I gcás cód-chomhartha eolaire beidh earráid má chuireann tú réad neamhchód san eolaire.

en: Returns the current value of an export option supplied by [method _get_export_options].
ga: Filleann sé seo luach reatha rogha easpórtála arna sholáthar ag [method _get_export_options].

en: To be called inside [method _export_file]. Skips the current file, so it's not included in the export.
ga: Le glaoch taobh istigh de [method _export_file]. Scipeann an comhad reatha, mar sin níl sé san áireamh san onnmhairiú.

en: An editor feature profile which can be used to disable specific features.
ga: Próifíl gné eagarthóra ar féidir a úsáid chun gnéithe sonracha a dhíchumasú.

en: An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit.
    To manage editor feature profiles visually, use [b]Editor > Manage Feature Profiles...[/b] at the top of the editor window.
ga: Is féidir próifíl gné an eagarthóra a úsáid chun gnéithe sonracha an eagarthóra Godot a dhíchumasú. Nuair a bheidh sé díchumasaithe, ní bheidh na gnéithe le feiceáil san eagarthóir, rud a fhágann nach mbíonn an t-eagarthóir chomh cluttered céanna. Tá sé seo úsáideach i suíomhanna oideachais chun mearbhall a laghdú nó nuair a bhíonn tú ag obair i bhfoireann. Mar shampla, d'fhéadfadh ealaíontóirí agus dearthóirí leibhéal próifíl gné a úsáid a dhíchumasaíonn an t-eagarthóir scripte chun athruithe a sheachaint de thaisme ar chomhaid nach bhfuil siad ceaptha a chur in eagar.
    Chun próifílí gné an eagarthóra a bhainistiú go radhairc, úsáid [b]Editor > Manage Feature Profiles...[/b]] ag barr fhuinneog an eagarthóra.

en: Returns the specified [param feature]'s human-readable name.
ga: Seoltar ar ais an t-ainm sonraithe [gné param] atá inléite ag an duine.

en: Returns [code]true[/code] if the class specified by [param class_name] is disabled. When disabled, the class won't appear in the Create New Node dialog.
ga: Filleann sé [code]true[/code] má tá an rang sonraithe ag [param class_name] díchumasaithe. Nuair a bheidh sé díchumasaithe, ní bheidh an rang le feiceáil sa dialóg Cruthaigh Nód Nua.

en: Returns [code]true[/code] if editing for the class specified by [param class_name] is disabled. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class.
ga: Filleann sé [code]true[/code] má tá eagarthóireacht don rang sonraithe ag [param class_name] díchumasaithe. Nuair a bheidh sé díchumasaithe, beidh an rang fós le feiceáil sa dialóg Cruthaigh Nód Nua ach beidh an Cigire inléite amháin nuair a roghnaíonn sé nód a leathnaíonn an rang.

en: Returns [code]true[/code] if [param property] is disabled in the class specified by [param class_name]. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by [param class_name].
ga: Filleann sé [code]true[/code] má tá [airí param] díchumasaithe sa rang atá sonraithe ag [param class_name]. Nuair a bhíonn maoin díchumasaithe, ní bheidh sé le feiceáil sa Chigire agus nód á roghnú a leathnaíonn an rang atá sonraithe ag [param class_name].

en: Returns [code]true[/code] if the [param feature] is disabled. When a feature is disabled, it will disappear from the editor entirely.
ga: Filleann sé [code]true[/code] má tá an [gné param] díchumasaithe. Nuair a dhíchumasaítear gné, imeoidh sé ón eagarthóir go hiomlán.

en: Loads an editor feature profile from a file. The file must follow the JSON format obtained by using the feature profile manager's [b]Export[/b] button or the [method save_to_file] method.
    [b]Note:[/b] Feature profiles created via the user interface are loaded from the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
ga: Lódálann sé próifíl gné eagarthóir ó chomhad. Ní mór don chomhad an fhormáid JSON a fhaightear trí úsáid a bhaint as cnaipe [b]Easpórtáil[/b] an bhainisteora gné-phróifíl nó an modh [method save_to_file].
    [b] Nóta:[/b] Déantar próifílí gné a chruthaítear tríd an gcomhéadan úsáideora a luchtú ón eolaire [code]feature_profiles[/code], mar chomhad leis an síneadh [code].profile[/code]. Is féidir fillteán cumraíochta an eagarthóra a fháil trí [method EditorPaths.get_config_dir] a úsáid.

en: Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] method.
    [b]Note:[/b] Feature profiles created via the user interface are saved in the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
ga: Sábháiltear próifíl gné an eagarthóra i gcomhad i bhformáid JSON. Is féidir é a iompórtáil ansin ag baint úsáide as cnaipe [b]Iompórtáil[/b] an bhainisteora gné-phróifíl nó an modh [method load_from_file].
    [b] Nóta:[/b] Sábháiltear próifílí gné a chruthaítear tríd an gcomhéadan úsáideora san eolaire [code]feature_profiles[/code], mar chomhad leis an síneadh [code].profile[/code]. Is féidir fillteán cumraíochta an eagarthóra a fháil trí [method EditorPaths.get_config_dir] a úsáid.

en: If [param disable] is [code]true[/code], disables the class specified by [param class_name]. When disabled, the class won't appear in the Create New Node dialog.
ga: Má tá [param disable] [code]true[/code], díchumasaítear an rang atá sonraithe ag [param class_name]. Nuair a bheidh sé díchumasaithe, ní bheidh an rang le feiceáil sa dialóg Cruthaigh Nód Nua.

en: If [param disable] is [code]true[/code], disables editing for the class specified by [param class_name]. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class.
ga: Má tá [param disable] [code]true[/code], díchumasaítear eagarthóireacht don rang atá sonraithe ag [param class_name]. Nuair a bheidh sé díchumasaithe, beidh an rang fós le feiceáil sa dialóg Cruthaigh Nód Nua ach beidh an Cigire inléite amháin nuair a roghnaíonn sé nód a leathnaíonn an rang.

en: If [param disable] is [code]true[/code], disables editing for [param property] in the class specified by [param class_name]. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by [param class_name].
ga: Má tá [param disable] [code]true[/code], díchumasaítear eagarthóireacht do [airí param] sa rang atá sonraithe ag [param class_name]. Nuair a bhíonn maoin díchumasaithe, ní bheidh sé le feiceáil sa Chigire agus nód á roghnú a leathnaíonn an rang atá sonraithe ag [param class_name].

en: If [param disable] is [code]true[/code], disables the editor feature specified in [param feature]. When a feature is disabled, it will disappear from the editor entirely.
ga: Má tá [param díchumasaithe] [code]true[/code], díchumasaigh an ghné eagarthóra atá sonraithe i [gné param]. Nuair a dhíchumasaítear gné, imeoidh sé ón eagarthóir go hiomlán.

en: The 3D editor. If this feature is disabled, the 3D editor won't display but 3D nodes will still display in the Create New Node dialog.
ga: Eagarthóir 3d saor in aisce,. Má tá an ghné seo díchumasaithe, ní thaispeánfar an t-eagarthóir 3D ach taispeánfar nóid 3D fós sa dialóg Cruthaigh Nód Nua.

en: The Script tab, which contains the script editor and class reference browser. If this feature is disabled, the Script tab won't display.
ga: An cluaisín Script, ina bhfuil an t-eagarthóir scripte agus an brabhsálaí tagartha ranga. Má tá an ghné seo díchumasaithe, ní thaispeánfar an táb Script.

en: The AssetLib tab. If this feature is disabled, the AssetLib tab won't display.
ga: An cluaisín AssetLib. Má tá an ghné seo díchumasaithe, ní thaispeánfar an táb AssetLib.

en: Scene tree editing. If this feature is disabled, the Scene tree dock will still be visible but will be read-only.
ga: Eagarthóireacht crann radharc. Má tá an ghné seo díchumasaithe, beidh duga crann Radharc fós le feiceáil ach beidh sé inléite amháin.

en: The Node dock. If this feature is disabled, signals and groups won't be visible and modifiable from the editor.
ga: Duga an Nód. Má tá an ghné seo díchumasaithe, ní bheidh comharthaí ná grúpaí infheicthe agus inathraithe ón eagarthóir.

en: The FileSystem dock. If this feature is disabled, the FileSystem dock won't be visible.
ga: Duga an Chórais Chomhaid. Má tá an ghné seo díchumasaithe, ní bheidh duga FileSystem le feiceáil.

en: The Import dock. If this feature is disabled, the Import dock won't be visible.
ga: An duga Iompórtála. Má tá an ghné seo díchumasaithe, ní bheidh an duga Iompórtála le feiceáil.

en: The History dock. If this feature is disabled, the History dock won't be visible.
ga: An duga Staire. Má tá an ghné seo díchumasaithe, ní bheidh an duga Staire le feiceáil.

en: A modified version of [FileDialog] used by the editor.
ga: Leagan mionathraithe de [FileDialog] a úsáideann an t-eagarthóir.

en: Adds a comma-delimited file name [param filter] option to the [EditorFileDialog] with an optional [param description], which restricts what files can be picked.
    A [param filter] should be of the form [code]"filename.extension"[/code], where filename and extension can be [code]*[/code] to match any string. Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.
    For example, a [param filter] of [code]"*.tscn, *.scn"[/code] and a [param description] of [code]"Scenes"[/code] results in filter text "Scenes (*.tscn, *.scn)".
ga: Cuireann sé seo rogha ainm comhaid le camóg-teoranta [param filter] leis an [EditorFileDialog] le [param description] roghnach, a chuireann srian ar na comhaid is féidir a phiocadh.
    Ba cheart go mbeadh [param filter] den fhoirm [code]"filename.extension"[/code], áit ar féidir ainm comhaid agus iarmhír a bheith ina [code]*[/code] chun aon teaghrán a mheaitseáil. Ní cheadaítear scagairí a thosaíonn le [code].[/code] (i.e. comhaid fholmha).
    Mar shampla, cruthaíonn [param filter] de [code]"*.tscn, .scn"[/code] agus [param description] de [code]"Radhairc"[/code] téacs scagaire "Radhairc (.tscn, *.scn)".

en: Adds an additional [OptionButton] to the file dialog. If [param values] is empty, a [CheckBox] is added instead.
    [param default_value_index] should be an index of the value in the [param values]. If [param values] is empty it should be either [code]1[/code] (checked), or [code]0[/code] (unchecked).
ga: Cuireann [OptionButton] breise leis an dialóg comhaid. Má tá [paramluachanna] folamh, cuirtear [Bosca Seiceála] leis ina ionad sin.
    Ba cheart go mbeadh [param default_value_index] ina innéacs den luach sa [paramluachanna]. Má tá [paramluachanna] folamh ba cheart go mbeadh sé [code]1[/code] (seiceáilte), nó [code]0[/code] (gan seiceáil).

en: Adds the given [param menu] to the side of the file dialog with the given [param title] text on top. Only one side menu is allowed.
ga: Cuireann sé an [roghchlár param] tugtha le taobh an dialóg comhaid agus an téacs [param title] tugtha ar a bharr. Ní cheadaítear ach roghchlár taobh amháin.

en: Returns the LineEdit for the selected file.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann LineEdit don chomhad roghnaithe.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Returns the default value index of the [OptionButton] or [CheckBox] with index [param option].
ga: Filleann sé seo innéacs luach réamhshocraithe an [OptionButton] nó [CheckBox] le hinnéacs [rogha param].

en: Returns the name of the [OptionButton] or [CheckBox] with index [param option].
ga: Seoltar ar ais ainm an [OptionButton] nó [CheckBox] leis an innéacs [rogha param].

en: Returns an array of values of the [OptionButton] with index [param option].
ga: Filleann sé raon de luachanna an [OptionButton] le innéacs [rogha param].

en: Returns a [Dictionary] with the selected values of the additional [OptionButton]s and/or [CheckBox]es. [Dictionary] keys are names and values are selected value indices.
ga: Filleann sé [Foclóir] le luachanna roghnaithe na [Roghanna Button]anna breise agus/nó [Seicbhosca]. Is ainmneacha iad eochracha [Foclóir] agus roghnaítear luachanna mar innéacsanna luacha.

en: Returns the [VBoxContainer] used to display the file system.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann sé an [VBoxContainer] a úsáidtear chun an córas comhad a thaispeáint.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Notify the [EditorFileDialog] that its view of the data is no longer accurate. Updates the view contents on next view update.
ga: Cuir in iúl don [EditorFileDialog] nach bhfuil a dhearcadh ar na sonraí cruinn a thuilleadh. Nuashonraítear inneachar an amhairc ar an gcéad nuashonrú amhairc eile.

en: Shows the [EditorFileDialog] at the default size and position for file dialogs in the editor, and selects the file name if there is a current file.
ga: Taispeáin an [EditorFileDialog] ag an méid réamhshocraithe agus suíomh le haghaidh dialóga comhaid san eagarthóir, agus roghnaíonn sé ainm an chomhaid má tá comhad reatha ann.

en: Sets the default value index of the [OptionButton] or [CheckBox] with index [param option].
ga: Socraíonn sé innéacs luach réamhshocraithe an [OptionButton] nó [CheckBox] leis an innéacs [rogha param].

en: Sets the name of the [OptionButton] or [CheckBox] with index [param option].
ga: Socraíonn sé ainm an [OptionButton] nó [CheckBox] le hinnéacs [rogha param].

en: Sets the option values of the [OptionButton] with index [param option].
ga: Socraíonn sé luachanna rogha an [OptionButton] le innéacs [rogha param].

en: The location from which the user may select a file, including [code]res://[/code], [code]user://[/code], and the local file system.
ga: An suíomh óna bhféadfaidh an t-úsáideoir comhad a roghnú, lena n-áirítear [code]res://[/code], [code]user://[/code], agus an córas comhad áitiúil.

en: The currently occupied directory.
ga: An t-eolaire atá á áitiú faoi láthair.

en: The currently selected file.
ga: An comhad roghnaithe faoi láthair.

en: The file system path in the address bar.
ga: Conair an chórais comhad sa bharra seoltaí.

en: If [code]true[/code], the [EditorFileDialog] will not warn the user before overwriting files.
ga: Más [code]true[/code], ní thabharfaidh an [EditorFileDialog] foláireamh don úsáideoir sula ndéanann sé comhaid a fhorscríobh.

en: The view format in which the [EditorFileDialog] displays resources to the user.
ga: An fhormáid amhairc ina dtaispeánann an [EditorFileDialog] acmhainní don úsáideoir.

en: The dialog's open or save mode, which affects the selection behavior. See [enum FileMode].
ga: Modh oscailte nó sábhála an dialóg, a chuireann isteach ar an iompar roghnóireachta. Féach [enum FileMode].

en: The available file type filters. For example, this shows only [code].png[/code] and [code].gd[/code] files: [code]set_filters(PackedStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))[/code]. Multiple file types can also be specified in a single filter. [code]"*.png, *.jpg, *.jpeg ; Supported Images"[/code] will show both PNG and JPEG files when selected.
ga: Na scagairí cineál comhaid atá ar fáil. Mar shampla, ní thaispeánann sé seo ach comhaid [code].png[/code] agus [code].gd[/code]: [code]set_filters(PackedStringArray(["*.png; Íomhánna PNG",,"*.gd; GDScript Comhaid"]))[/code]. Is féidir cineálacha iomadúla comhaid a shonrú in aon scagaire amháin freisin. [code]"*.png, *.jpg, *.jpeg; Íomhánna Tacaithe"[/code] taispeánfar comhaid PNG agus JPEG araon nuair a roghnaítear iad.

en: The number of additional [OptionButton]s and [CheckBox]es in the dialog.
ga: Líon na [OptionButton]s agus [CheckBox]s breise sa dialóg.

en: If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog]. This property is synchronized with [member EditorSettings.filesystem/file_dialog/show_hidden_files].
ga: Más [code]true[/code], beidh comhaid fholaithe agus eolairí le feiceáil sa [EditorFileDialog]. Déantar an t-airí seo a shioncronú le [member EditorSettings.filesystem/file_dialog/show_hidden_files].

en: Emitted when a directory is selected.
ga: Astaítear nuair a roghnaítear eolaire.

en: Emitted when a file is selected.
ga: Astaítear nuair a roghnaítear comhad.

en: Emitted when multiple files are selected.
ga: Astaítear nuair a roghnaítear comhaid iolracha.

en: The [EditorFileDialog] can select only one file. Accepting the window will open the file.
ga: Ní féidir leis an [EditorFileDialog] ach comhad amháin a roghnú. Ag glacadh leis an fhuinneog a oscailt an comhad.

en: The [EditorFileDialog] can select multiple files. Accepting the window will open all files.
ga: Is féidir leis an [EditorFileDialog] comhaid iolracha a roghnú. Ag glacadh leis an fhuinneog a oscailt gach comhad.

en: The [EditorFileDialog] can select only one directory. Accepting the window will open the directory.
ga: Ní féidir leis an [EditorFileDialog] ach eolaire amháin a roghnú. Má ghlactar leis an bhfuinneog, osclófar an t-eolaire.

en: The [EditorFileDialog] can select a file or directory. Accepting the window will open it.
ga: Is féidir leis an [EditorFileDialog] comhad nó eolaire a roghnú. Ag glacadh leis an fhuinneog a oscailt é.

en: The [EditorFileDialog] can select only one file. Accepting the window will save the file.
ga: Ní féidir leis an [EditorFileDialog] ach comhad amháin a roghnú. Ag glacadh leis an fhuinneog a shábháil an comhad.

en: The [EditorFileDialog] can only view [code]res://[/code] directory contents.
ga: Ní féidir leis an [EditorFileDialog] ach féachaint ar [code]res://[/code] inneachar eolaire.

en: The [EditorFileDialog] can only view [code]user://[/code] directory contents.
ga: Ní féidir leis an [EditorFileDialog] ach inneachar an eolaire [code]user://[/code] a fheiceáil.

en: The [EditorFileDialog] can view the entire local file system.
ga: Is féidir leis an [EditorFileDialog] an córas comhad áitiúil ar fad a fheiceáil.

en: The [EditorFileDialog] displays resources as thumbnails.
ga: Taispeánann an [EditorFileDialog] acmhainní mar mhionsamhlacha.

en: The [EditorFileDialog] displays resources as a list of filenames.
ga: Taispeánann an [EditorFileDialog] acmhainní mar liosta comhadainmneacha.

en: Resource filesystem, as the editor sees it.
ga: Córas comhaid acmhainne, mar a fheiceann an t-eagarthóir é.

en: This object holds information of all resources in the filesystem, their types, etc.
    [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_resource_filesystem].
ga: Coinníonn an réad seo faisnéis faoi na hacmhainní go léir sa chóras comhad, a gcineálacha, etc.
    [b]Nóta:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit sin, rochtain a fháil ar an singleton ag baint úsáide as [method EditorInterface.get_resource_filesystem].

en: Returns the resource type of the file, given the full path. This returns a string such as [code]"Resource"[/code] or [code]"GDScript"[/code], [i]not[/i] a file extension such as [code]".gd"[/code].
ga: Seoltar ar ais cineál acmhainne an chomhaid, nuair a thugtar an chonair iomlán. Filleann sé seo teaghrán mar [code] "Acmhainn"[/code] nó [code]"GDScript"[/code], [i]ní[/i] iarmhír comhaid mar [code].gd"[/code].

en: Gets the root directory object.
ga: Faigheann an réad eolaire fréimhe.

en: Returns a view into the filesystem at [param path].
ga: Filleann sé radharc ar an gcóras comhad ag [param path].

en: Returns the scan progress for 0 to 1 if the FS is being scanned.
ga: Filleann an scanadh dul chun cinn do 0 go 1 má tá an FS á scanadh.

en: Returns [code]true[/code] if the filesystem is being scanned.
ga: Filleann sé [code]true[/code] má tá an córas comhad á scanadh.

en: Reimports a set of files. Call this if these files or their [code].import[/code] files were directly edited by script or an external program.
    If the file type changed or the file was newly created, use [method update_file] or [method scan].
    [b]Note:[/b] This function blocks until the import is finished. However, the main loop iteration, including timers and [method Node._process], will occur during the import process due to progress bar updates. Avoid calls to [method reimport_files] or [method scan] while an import is in progress.
ga: Athonnmhairíonn sé sraith comhad. Cuir glaoch air seo má cuireadh na comhaid seo nó a gcomhaid [code].import[/code] in eagar go díreach le script nó le clár seachtrach.
    Má athraigh an cineál comhaid nó má cruthaíodh an comhad as an nua, úsáid [method update_file] nó [method scanadh].
    [b]Nóta:[/b] Déanann an fheidhm seo bac go dtí go mbeidh an t-iompórtáil críochnaithe. Mar sin féin, tarlóidh an príomh-atriall lúb, lena n-áirítear amadóirí agus [method Node._process], le linn an phróisis iompórtála mar gheall ar nuashonruithe barra dul chun cinn. Seachain glaonna chuig [method reimport_files] nó [method scanadh] agus iompórtáil ar siúl.

en: Scan the filesystem for changes.
ga: Scan an córas comhaid le haghaidh athruithe.

en: Check if the source of any imported resource changed.
ga: Seiceáil ar athraigh foinse aon acmhainne allmhairithe.

en: Add a file in an existing directory, or schedule file information to be updated on editor restart. Can be used to update text files saved by an external program.
    This will not import the file. To reimport, call [method reimport_files] or [method scan] methods.
ga: Cuir comhad leis in eolaire atá ann cheana féin, nó sceideal faisnéis an chomhaid le nuashonrú ar atosú an eagarthóra. Is féidir é a úsáid chun comhaid téacs a shábháiltear le clár seachtrach a nuashonrú.
    Ní allmhaireoidh sé seo an comhad. Chun athiompórtáil, cuir glaoch ar [method reimport_files] nó [method scanadh].

en: Emitted if the filesystem changed.
ga: Astaithe má athraigh an córas comhaid.

en: Emitted if a resource is reimported.
ga: Astaítear má ath-allmhairítear acmhainn.

en: Emitted before a resource is reimported.
ga: Astaítear sula ndéantar acmhainn a athallmhairiú.

en: Emitted if at least one resource is reloaded when the filesystem is scanned.
ga: Astaithe má athluchtaítear acmhainn amháin ar a laghad nuair a scanadh an córas comhad.

en: Emitted when the list of global script classes gets updated.
ga: Astaithe nuair a nuashonraítear liosta na ranganna scripte domhanda.

en: Emitted if the source of any imported file changed.
ga: Astaithe má athraítear foinse aon chomhaid iompórtáilte.

en: A directory for the resource filesystem.
ga: Eolaire don chóras comhaid acmhainne.

en: A more generalized, low-level variation of the directory concept.
ga: Athrú níos ginearálta, íseal-leibhéil ar choincheap an eolaire.

en: Returns the index of the directory with name [param name] or [code]-1[/code] if not found.
ga: Seoltar ar ais innéacs an eolaire leis an ainm [param name] nó [code] -1[/code] mura bhfuarthas é.

en: Returns the index of the file with name [param name] or [code]-1[/code] if not found.
ga: Seoltar ar ais innéacs an chomhaid leis an ainm [param name] nó [code]-1[/code] mura bhfuarthas é.

en: Returns the name of the file at index [param idx].
ga: Seoltar ar ais ainm an chomhaid ag an innéacs [param idx].

en: Returns the number of files in this directory.
ga: Filleann sé líon na gcomhad san eolaire seo.

en: Returns [code]true[/code] if the file at index [param idx] imported properly.
ga: Seoltar ar ais [code]true[/code] má iompórtáladh an comhad ag innéacs [param idx] i gceart.

en: Returns the path to the file at index [param idx].
ga: Filleann sé an cosán chuig an gcomhad ag innéacs [param idx].

en: Returns the base class of the script class defined in the file at index [param idx]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string.
ga: Filleann sé bunrang an ranga scripte atá sainmhínithe sa chomhad ag an innéacs [param idx]. Mura sainmhíníonn an comhad rang scripte ag baint úsáide as an chomhréir [code]class_name[/code], seolfaidh sé seo teaghrán folamh.

en: Returns the name of the script class defined in the file at index [param idx]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string.
ga: Seoltar ar ais ainm an ranga scripte atá sainmhínithe sa chomhad ag an innéacs [param idx]. Mura sainmhíníonn an comhad rang scripte ag baint úsáide as an chomhréir [code]class_name[/code], seolfaidh sé seo teaghrán folamh.

en: Returns the resource type of the file at index [param idx]. This returns a string such as [code]"Resource"[/code] or [code]"GDScript"[/code], [i]not[/i] a file extension such as [code]".gd"[/code].
ga: Seoltar ar ais cineál acmhainne an chomhaid ag an innéacs [param idx]. Filleann sé seo teaghrán mar [code] "Acmhainn"[/code] nó [code]"GDScript"[/code], [i]ní[/i] iarmhír comhaid mar [code].gd"[/code].

en: Returns the name of this directory.
ga: Seoltar ainm an eolaire seo ar ais.

en: Returns the parent directory for this directory or [code]null[/code] if called on a directory at [code]res://[/code] or [code]user://[/code].
ga: Seoltar ar ais an t-eolaire tuismitheora don eolaire seo nó [code] null[/code] má ghlaoitear air ar eolaire ag [code]res://[/code] nó [code]úsáideoir://[/code].

en: Returns the path to this directory.
ga: Filleann an cosán chuig an eolaire seo.

en: Returns the subdirectory at index [param idx].
ga: Filleann sé an fochomhadlann ag innéacs [param idx].

en: Returns the number of subdirectories in this directory.
ga: Seoltar ar ais líon na bhfochomhadlann san eolaire seo.

en: Used to query and configure import format support.
ga: Úsáidtear é chun tacaíocht formáid iompórtála a cheistiú agus a chumrú.

en: This class is used to query and configure a certain import format. It is used in conjunction with asset format import plugins.
ga: Úsáidtear an aicme seo chun formáid iompórtála áirithe a cheistiú agus a chumrú. Úsáidtear é i gcomhar le forlíontáin allmhairithe formáid sócmhainní.

en: Return the file extensions supported.
ga: Tabhair ar ais na síntí comhad a dtacaítear leo.

en: Return whether this importer is active.
ga: Seol ar ais cibé an bhfuil an t-allmhaireoir seo gníomhach.

en: Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
ga: Cláraítear allmhaireoir acmhainne saincheaptha san eagarthóir. Úsáid an rang chun aon chomhad a pharsáil agus é a iompórtáil mar chineál acmhainne nua.

en: Import plugins
ga: Breiseáin a allmhairiú

en: Gets the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: [code]name[/code], [code]default_value[/code], [code]property_hint[/code] (optional), [code]hint_string[/code] (optional), [code]usage[/code] (optional).
ga: Faigheann sé na roghanna agus na luachanna réamhshocraithe don réamhshocrú ag an innéacs seo. Seoltar ar ais Eagar Foclóirí leis na heochracha seo a leanas: [code]ainm[/code], [code]default_value[/code], [code]property_hint[/code] (roghnach), [code]hint_string[/code] (roghnach ), [code]úsáid[/code] (roghnach).

en: Gets the order of this importer to be run when importing resources. Importers with [i]lower[/i] import orders will be called first, and higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported. The default import order is [code]0[/code] unless overridden by a specific importer. See [enum ResourceImporter.ImportOrder] for some predefined values.
ga: Faigh ord an allmhaireora seo a rith agus acmhainní á n-iompórtáil. Glaofar ar allmhaireoirí a bhfuil orduithe iompórtála [i] níos ísle[/i] acu ar dtús, agus tabharfar luachanna níos airde ar níos déanaí. Bain úsáid as seo chun a chinntiú go ritheann an t-allmhaireoir tar éis na spleáchais a allmhairiú cheana féin. Is é [code]0[/code] an t-ordú iompórtála réamhshocraithe ach amháin má sháraíonn allmhaireoir ar leith é. Féach [enum ResourceImporter.ImportOrder] le haghaidh roinnt luachanna réamhshainithe.

en: Gets the unique name of the importer.
ga: Faigheann sé ainm uathúil an allmhaireora.

en: Gets the number of initial presets defined by the plugin. Use [method _get_import_options] to get the default options for the preset and [method _get_preset_name] to get the name of the preset.
ga: Faigheann sé líon na réamhshocruithe tosaigh arna sainiú ag an mbreiseán. Úsáid [method _get_import_options] chun na roghanna réamhshocraithe don réamhshocrú agus [method _get_preset_name] a fháil chun ainm an réamhshocruithe a fháil.

en: Gets the name of the options preset at this index.
ga: Faightear ainm na roghanna réamhshocraithe ag an innéacs seo.

en: Gets the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. The default priority is [code]1.0[/code].
ga: Faigheann sé tosaíocht an bhreiseáin seo don síneadh aitheanta. Is fearr forlíontáin tosaíochta níos airde. [code]1.0[/code] an tosaíocht réamhshocraithe.

en: Gets the list of file extensions to associate with this loader (case-insensitive). e.g. [code]["obj"][/code].
ga: Faigheann sé liosta na síntí comhad a bhaineann leis an lódóir seo (cás-íogair). e.g. [code]["obj"][/code].

en: Gets the Godot resource type associated with this loader. e.g. [code]"Mesh"[/code] or [code]"Animation"[/code].
ga: Faigheann sé an cineál acmhainne Godot a bhaineann leis an lódóir seo. e.g. [code] "Mogalra"[/code] nó [code]"Beochan"[/code].

en: Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
ga: Faigheann sé an síneadh a úsáidtear chun an acmhainn seo a shábháil san eolaire [code].godot/imported[/code] (féach [member ProjectSettings.application/config/use_hidden_project_data_directory]).

en: Gets the name to display in the import window. You should choose this name as a continuation to "Import as", e.g. "Import as Special Mesh".
ga: Faigheann sé an t-ainm le taispeáint sa bhfuinneog iompórtála. Ba cheart duit an t-ainm seo a roghnú mar leanúint de "Iompórtáil mar", e.g. "Iompórtáil mar Mogall Speisialta".

en: Imports [param source_file] into [param save_path] with the import [param options] specified. The [param platform_variants] and [param gen_files] arrays will be modified by this function.
    This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.
ga: Iompórtálann [param source_file] isteach [param save_path] leis an iompórtáil [roghanna param] sonraithe. Déanfar na heagair [param platform_variants] agus [param gen_files] a mhodhnú leis an bhfeidhm seo.
    Ní mór an modh seo a shárú chun an obair allmhairithe iarbhír a dhéanamh. Féach cur síos an ranga seo le haghaidh sampla den mhodh seo a shárú.

en: This function can only be called during the [method _import] callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the [param custom_options]. Additionally, in cases where multiple importers can handle a file, the [param custom_importer] can be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. [param generator_parameters] defines optional extra metadata which will be stored as [code skip-lint]generator_parameters[/code] in the [code]remap[/code] section of the [code].import[/code] file, for example to store a md5 hash of the source data.
ga: Ní féidir glaoch ar an bhfeidhm seo ach amháin le linn an aisghlao [method _import] agus ceadaíonn sé acmhainní a allmhairiú de láimh uaidh. Tá sé seo úsáideach nuair a ghineann an comhad allmhairithe acmhainní seachtracha nach mór a allmhairiú (mar shampla, íomhánna). Is féidir paraiméadair saincheaptha don chomhad ".import" a chur ar aghaidh tríd an [param custom_options]. Ina theannta sin, i gcásanna inar féidir le allmhaireoirí iolracha comhad a láimhseáil, is féidir an [param custom_importer] a shonrú chun ceann sonrach a bhrú. Déanann an fheidhm seo allmhairiú acmhainne agus filleann sé láithreach le cód ratha nó earráide. Sainmhíníonn [param generator_parameters] meiteashonraí breise roghnacha a stórálfar mar [cód skip-lint]generator_parameters[/code] sa roinn [code] remap[/code] den chomhad [code].import[/code], mar shampla chun hash md5 de na sonraí foinse a stóráil.

en: A control used to edit properties of an object.
ga: rialtán a úsáidtear chun airíonna réada a chur in eagar.

en: This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector].
    [EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list].
    If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.
    If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like [code]font[/code], [code]font_color[/code] and [code]font_size[/code] (using the hint string [code]font_[/code]).
    If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
    [b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.
ga: Is é seo an rialú a chuireann eagarthóireacht maoine i bhfeidhm i dialóga Socruithe an eagarthóra, duga an Chigire, etc. Chun an [EditorInspector] a úsáidtear i duga Cigire an eagarthóra, úsáid [method EditorInterface.get_inspector].
    Taispeánfaidh [EditorInspector] airíonna san ord céanna leis an eagar a cuireadh ar ais ag [method Object.get_property_list].
    Má tá ainm maoine cosúil le cosán (i.e. má tá sliseoga chun tosaigh ann), cruthóidh [EditorInspector] rannáin neadaithe do “eolaire” feadh an chosáin. Mar shampla, má tá maoin ainmnithe [code] aibhsithe/gdscript/node_path_color[/code], taispeánfar é mar “Dath Cosán Nód” taobh istigh den rannán “GDScript” atá neadaithe sa rannán “Aibhsiú”.
    Má tá [proPERTY_USAGE_GROUP] úsáid leanúnach ag airí, grúpálfaidh sé airíonna ina dhiaidh sin a dtosaíonn a n-ainm le teaghrán leid an airí. Críochnaíonn an grúpa nuair nach dtosaíonn airí leis an sreang leid sin nó nuair a thosaíonn grúpa nua. Críochnaíonn ainm grúpa folamh an grúpa reatha go héifeachtach. Cruthóidh [EditorInspector] rannán barrleibhéil do gach grúpa. Mar shampla, má thugtar ainm [code]Collide With[/code] ar airí le húsáid ghrúpa agus gurb é [code]collide_with_[/code] an teaghrán leid atá aici, taispeánfar airí [code]collide_with_area[/code] ina dhiaidh sin mar " Limistéar" taobh istigh den chuid "Collide With". Tá cás speisialta ann freisin: nuair a bhíonn ainm maoine sa teaghrán leid, déantar an t-airí sin a ghrúpáil freisin. Tá sé seo go príomha chun cabhrú le hairíonna a ghrúpáil mar [code]cló[/code], [code]font_color[/code] agus [code]font_size[/code] (leis an teaghrán leid [code]font_[/code]).
    Má tá [proPERTY_USAGE_SUBGROUP] úsáid leanúnach ag airí, cruthófar foghrúpa ar an mbealach céanna le grúpa, agus cruthófar rannán dara leibhéal do gach foghrúpa.
    [b]Nóta:[/b] Murab ionann agus rannóga a cruthaíodh as ainmneacha maoine cosúla, ní bhainfidh [EditorInspector] caipitliú ar ainm na rannán a cruthaíodh ó ghrúpaí. Mar sin is gnách go n-úsáideann airíonna le húsáid grúpa ainmneacha caipitlithe in ionad ainmneacha nathair_cástaithe.

en: Returns the object currently selected in this inspector.
ga: Filleann sé an oibiacht atá roghnaithe sa chigire seo faoi láthair.

en: Gets the path of the currently selected property.
ga: Faigheann sé cosán na maoine atá roghnaithe faoi láthair.

en: Emitted when the object being edited by the inspector has changed.
ga: Astaithe nuair a athraítear an réad atá á chur in eagar ag an gcigire.

en: Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree Inspector.
ga: Astaithe nuair a bhíonn an cnaipe Edit de [Object] brúite sa chigire. Úsáidtear é seo go príomha sa Chigire crann radharc iargúlta.

en: Emitted when a property is removed from the inspector.
ga: Astaítear nuair a bhaintear maoin ón gcigire.

en: Emitted when a property is edited in the inspector.
ga: Astaítear nuair a chuirtear maoin in eagar sa chigire.

en: Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled.
ga: Astaítear nuair a eochraítear maoin sa chigire. Is féidir airíonna a eochrú trí chliceáil ar an deilbhín "eochair" in aice le airí nuair a bheidh an painéal Beochana scoránaithe.

en: Emitted when a property is selected in the inspector.
ga: Astaítear nuair a roghnaítear maoin sa chigire.

en: Emitted when a boolean property is toggled in the inspector.
    [b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/code] property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself.
ga: Astaítear nuair a scoránaítear maoin Boole sa chigire.
    [b]Nóta:[/b] Ní astaítear an comhartha seo riamh má tá an t-airí inmheánach [code]uathshoiléir[/code] cumasaithe. Ós rud é go bhfuil an mhaoin seo cumasaithe i gcónaí i gcigire an eagarthóra, ní astaíonn an t-eagarthóir féin an comhartha seo riamh.

en: Emitted when a resource is selected in the inspector.
ga: Astaítear nuair a roghnaítear acmhainn sa chigire.

en: Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings.
ga: Astaítear nuair a chuirtear in eagar sa chigire maoin a éilíonn atosú le cur i bhfeidhm. Ní úsáidtear é seo ach amháin i Socruithe an Tionscadail agus i Socruithe an Eagarthóra.

en: Plugin for adding custom property editors on the inspector.
ga: Breiseán chun eagarthóirí maoine saincheaptha a chur leis an gcigire.

en: [EditorInspectorPlugin] allows adding custom property editors to [EditorInspector].
    When an object is edited, the [method _can_handle] function is called and must return [code]true[/code] if the object type is supported.
    If supported, the function [method _parse_begin] will be called, allowing to place custom controls at the beginning of the class.
    Subsequently, the [method _parse_category] and [method _parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too.
    Finally, [method _parse_end] will be called.
    On each of these calls, the "add" functions can be called.
    To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first.
ga: Ceadaíonn [EditorInspectorPlugin] eagarthóirí maoine saincheaptha a chur le [EditorInspector].
    Nuair a chuirtear réad in eagar, glaoitear an fheidhm [method _can_handle] agus ní mór dó [code] true[/code] a thabhairt ar ais má thacaítear leis an gcineál oibiachta.
    Má thacaítear léi, cuirfear glaoch ar an bhfeidhm [method _parse_begin], rud a ligeann duit rialuithe saincheaptha a chur ag tús an ranga.
    Ina dhiaidh sin, tugtar an [method _parse_category] agus [method _parse_property] do gach catagóir agus airí. Cuireann siad an cumas rialuithe saincheaptha a chur leis an gcigire freisin.
    Ar deireadh, tabharfar [method _parse_end].
    Ar gach ceann de na glaonna seo, is féidir na feidhmeanna "cuir" a ghlaoch.
    Chun [EditorInspectorPlugin] a úsáid, cláraigh é ag baint úsáide as an modh [method EditorPlugin.add_inspector_plugin] ar dtús.

en: Inspector plugins
ga: Breiseáin le haghaidh cigire

en: Returns [code]true[/code] if this object can be handled by this plugin.
ga: Seoltar ar ais [code]true[/code] más féidir leis an mbreiseán seo an réad seo a láimhseáil.

en: Called to allow adding controls at the beginning of the property list for [param object].
ga: Glaodh air chun rialuithe a chur leis ag tús an liosta maoine le haghaidh [param object].

en: Called to allow adding controls at the beginning of a category in the property list for [param object].
ga: Glaodh air chun rialuithe a chur leis ag tús na catagóire sa liosta maoine le haghaidh [param object].

en: Called to allow adding controls at the end of the property list for [param object].
ga: Glaodh air chun rialuithe a chur leis ag deireadh an liosta maoine le haghaidh [param object].

en: Called to allow adding controls at the beginning of a group or a sub-group in the property list for [param object].
ga: Glaodh air chun rialtáin a chur leis ag tús grúpa nó foghrúpa sa liosta maoine le haghaidh [param object].

en: Called to allow adding property-specific editors to the property list for [param object]. The added editor control must extend [EditorProperty]. Returning [code]true[/code] removes the built-in editor for this property, otherwise allows to insert a custom editor before the built-in one.
ga: Glaodh air chun cead a thabhairt d'eagarthóirí a bhaineann go sonrach le maoin a chur leis an liosta maoine do [param object]. Caithfidh an rialú eagarthóireachta breise [EditorProperty] a shíneadh. Má sheolann tú ar ais [code]true[/code], bainfear an t-eagarthóir ionsuite don airí seo, nó ceadaítear duit eagarthóir saincheaptha a chur isteach roimh an gceann ionsuite.

en: Adds a custom control, which is not necessarily a property editor.
ga: Cuireann rialú saincheaptha leis, nach gá gur eagarthóir maoine é.

en: Adds a property editor for an individual property. The [param editor] control must extend [EditorProperty].
    There can be multiple property editors for a property. If [param add_to_end] is [code]true[/code], this newly added editor will be displayed after all the other editors of the property whose [param add_to_end] is [code]false[/code]. For example, the editor uses this parameter to add an "Edit Region" button for [member Sprite2D.region_rect] below the regular [Rect2] editor.
    [param label] can be used to choose a custom label for the property editor in the inspector. If left empty, the label is computed from the name of the property instead.
ga: Cuireann eagarthóir maoine leis le haghaidh réadmhaoin aonair. Ní mór don rialú [param editor] [EditorProperty] a leathnú.
    Is féidir go mbeadh il-eagarthóirí maoine ann do réadmhaoin. Má tá [param add_to_end] [code]true[/code], taispeánfar an t-eagarthóir nua-chur leis seo tar éis gach eagarthóir eile ar an maoin a bhfuil [param add_to_end] ina [code]false[/code]. Mar shampla, úsáideann an t-eagarthóir an paraiméadar seo chun cnaipe "Edit Region" a chur leis le haghaidh [member Sprite2D.region_rect] faoi bhun an eagarthóra [Rect2].
    Is féidir [lipéad param] a úsáid chun lipéad saincheaptha a roghnú don eagarthóir maoine sa chigire. Má fhágtar folamh é, ríomhtar an lipéad ó ainm na maoine ina ionad sin.

en: Adds an editor that allows modifying multiple properties. The [param editor] control must extend [EditorProperty].
ga: Cuireann sé eagarthóir leis a cheadaíonn il-airíonna a mhodhnú. Ní mór don rialú [param editor] [EditorProperty] a leathnú.

en: Godot editor's interface.
ga: Comhéadan eagarthóir Godot.

en: [EditorInterface] gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], the editor viewport, and information about scenes.
    [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton directly by its name.
    [codeblocks]
    [gdscript]
    var editor_settings = EditorInterface.get_editor_settings()
    [/gdscript]
    [csharp]
    // In C# you can access it via the static Singleton property.
    EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
    [/csharp]
    [/codeblocks]
ga: Tugann [EditorInterface] smacht duit ar fhuinneog an eagarthóra Godot. Ligeann sé an fhuinneog a shaincheapadh, radhairc a shábháil agus (athlódáil), réamhamhairc mhogalra a sholáthar, acmhainní agus réada a iniúchadh agus a chur in eagar, agus soláthraíonn sé rochtain ar [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], radharc an eagarthóra, agus eolas faoi radhairc.
    [b]Nóta:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit sin, rochtain a fháil ar an singleton díreach faoina ainm.
    [codeblocks]
    [gdscript]
    var editor_settings = EditorInterface.get_editor_settings()
    [/gdscript]
    [csharp]
    // In C# is féidir leat é a rochtain tríd an maoin statach Singleton.
    Socruithe EditorSettings = EditorInterface.Singleton.GetEditorSettings();
    [/csharp]
    [/codeblocks]

en: Edits the given [Node]. The node will be also selected if it's inside the scene tree.
ga: Cuireann sé an [Nód] a thugtar in eagar. Roghnófar an nód freisin má tá sé taobh istigh den chrann radharc.

en: Edits the given [Resource]. If the resource is a [Script] you can also edit it with [method edit_script] to specify the line and column position.
ga: Cuireann sé an [Acmhainn] in eagar. Más [Script] an acmhainn is féidir leat é a chur in eagar le [method edit_script] chun suíomh na líne agus an cholúin a shonrú.

en: Edits the given [Script]. The line and column on which to open the script can also be specified. The script will be open with the user-configured editor for the script's language which may be an external editor.
ga: Cuireann sé an [Script] in eagar. Is féidir an líne agus an colún ar a n-osclófar an script a shonrú freisin. Osclófar an script leis an eagarthóir atá cumraithe ag an úsáideoir do theanga na scripte a d’fhéadfadh a bheith ina eagarthóir seachtrach.

en: Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly.
    [b]Warning:[/b] Removing and freeing this node will render the editor useless and may cause a crash.
ga: Filleann an coimeádán is mó d'fhuinneog an eagarthóra Godot. Mar shampla, is féidir leat é a úsáid chun méid an choimeádáin a aisghabháil agus do rialuithe a chur dá réir sin.
    [b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo beidh an t-eagarthóir gan úsáid agus seans go mbeidh sé ina chúis le timpiste.

en: Returns the editor's [EditorCommandPalette] instance.
    [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
ga: Seoltar ar ais sampla an eagarthóra [EditorCommandPalette].
    [b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo, beidh cuid den eagarthóir gan úsáid agus seans go mbeidh sé ina chúis le timpiste.

en: Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
ga: Filleann sé seo an eolaire reatha atá á féachaint sa [FileSystemDock]. Má roghnaítear comhad, seolfar a bhun-eolaire ar ais ag úsáid [method String.get_base_dir] ina ionad sin.

en: Returns the name of the currently activated feature profile. If the default profile is currently active, an empty string is returned instead.
    In order to get a reference to the [EditorFeatureProfile], you must load the feature profile using [method EditorFeatureProfile.load_from_file].
    [b]Note:[/b] Feature profiles created via the user interface are loaded from the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
ga: Seoltar ar ais ainm phróifíl na gné atá i ngníomh faoi láthair. Má tá an phróifíl réamhshocraithe gníomhach faoi láthair, cuirtear teaghrán folamh ar ais ina áit.
    Chun tagairt a fháil don [EditorFeatureProfile], ní mór duit an phróifíl gné a luchtú ag baint úsáide as [method EditorFeatureProfile.load_from_file].
    [b] Nóta:[/b] Déantar próifílí gné a chruthaítear tríd an gcomhéadan úsáideora a luchtú ón eolaire [code]feature_profiles[/code], mar chomhad leis an síneadh [code].profile[/code]. Is féidir fillteán cumraíochta an eagarthóra a fháil trí [method EditorPaths.get_config_dir] a úsáid.

en: Returns the current path being viewed in the [FileSystemDock].
ga: Filleann sé an cosán reatha atá á féachaint sa [FileSystemDock].

en: Returns the edited (current) scene's root [Node].
ga: Filleann sé seo fréamh [Nóid] an radharc curtha in eagar (reatha).

en: Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement [method EditorPlugin._has_main_screen].
    [b]Note:[/b] This node is a [VBoxContainer], which means that if you add a [Control] child to it, you need to set the child's [member Control.size_flags_vertical] to [constant Control.SIZE_EXPAND_FILL] to make it use the full available space.
    [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
ga: Filleann an t-eagarthóir rialaithe atá freagrach as forlíontáin agus uirlisí príomhscáileáin. Úsáid é le forlíontáin a chuireann [method EditorPlugin._has_main_screen] i bhfeidhm.
    [b] Nóta:[/b] Is [VBoxContainer] é an nód seo, rud a chiallaíonn má chuireann tú leanbh [Control] leis, ní mór duit [member Control.size_flags_vertical] an linbh a shocrú go [Constant Control.SIZE_EXPAND_FILL] chun an spás iomlán atá ar fáil a úsáid.
    [b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo, beidh cuid den eagarthóir gan úsáid agus seans go mbeidh sé ina chúis le timpiste.

en: Returns the [EditorPaths] singleton.
ga: Filleann sé an singil [EditorPaths].

en: Returns the actual scale of the editor UI ([code]1.0[/code] being 100% scale). This can be used to adjust position and dimensions of the UI added by plugins.
    [b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/code] and [code]interface/editor/custom_display_scale[/code] editor settings. Editor must be restarted for changes to be properly applied.
ga: Filleann sé scála iarbhír Chomhéadain an eagarthóra ([code]1.0[/code] ar scála 100%) é. Is féidir é seo a úsáid chun suíomh agus toisí an Chomhéadain a chuireann forlíontáin leis a choigeartú.
    [b] Nóta:[/b] Socraítear an luach seo trí na socruithe [code] comhéadan/eagarthóir/scála taispeáin[/code] agus [code] comhéadan/eagarthóir/custom_display_scale[/code]. Ní mór an t-eagarthóir a atosú chun athruithe a chur i bhfeidhm i gceart.

en: Returns the editor's [EditorSettings] instance.
ga: Filltear sampla [EditorSettings] an eagarthóra.

en: Returns the editor's [Theme].
    [b]Note:[/b] When creating custom editor UI, prefer accessing theme items directly from your GUI nodes using the [code]get_theme_*[/code] methods.
ga: Filleann sé [Téama] an eagarthóra.
    [b] Nóta:[/b] Nuair a bhíonn Chomhéadain Eagarthóra saincheaptha á chruthú agat, b’fhearr leat rochtain a fháil ar mhíreanna téama go díreach ó do nóid GUI ag baint úsáide as na modhanna [code]get_theme_*[/code].

en: Returns the 2D editor [SubViewport]. It does not have a camera. Instead, the view transforms are done directly and can be accessed with [member Viewport.global_canvas_transform].
ga: Seoltar ar ais an t-eagarthóir 2D [SubViewport]. Níl ceamara aige. Ina áit sin, déantar an t-amharc a athrú go díreach agus is féidir rochtain a fháil air le [member Viewport.global_canvas_transform].

en: Returns the specified 3D editor [SubViewport], from [code]0[/code] to [code]3[/code]. The viewport can be used to access the active editor cameras with [method Viewport.get_camera_3d].
ga: Seoltar ar ais an t-eagarthóir 3D sonraithe [SubViewport], ó [code]0[/code] go [code]3[/code]. Is féidir an radharcport a úsáid chun rochtain a fháil ar na ceamaraí eagarthóireachta gníomhacha le [method Viewport.get_camera_3d].

en: Returns the editor's [FileSystemDock] instance.
    [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
ga: Seoltar ar ais sampla an eagarthóra [FileSystemDock].
    [b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo, beidh cuid den eagarthóir gan úsáid agus seans go mbeidh sé ina chúis le timpiste.

en: Returns the editor's [EditorInspector] instance.
    [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
ga: Seoltar ar ais sampla an eagarthóra [EditorInspector].
    [b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo, beidh cuid den eagarthóir gan úsáid agus seans go mbeidh sé ina chúis le timpiste.

en: Returns an [Array] with the file paths of the currently opened scenes.
ga: Filleann sé [Eagar] le cosáin chomhad na radharc atá oscailte faoi láthair.

en: Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
ga: Tugann sé ar ais ainm an radhairc atá á imirt. Mura bhfuil radharc ar bith á sheinm faoi láthair, filleann sé sreang folamh.

en: Returns the editor's [EditorFileSystem] instance.
ga: Seoltar ar ais sampla an eagarthóra [EditorFileSystem].

en: Returns the editor's [EditorResourcePreview] instance.
ga: Filltear sampla an eagarthóra [EditorResourcePreview].

en: Returns the editor's [ScriptEditor] instance.
    [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
ga: Filleann sé sampla [ScriptEditor] an eagarthóra.
    [b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo, beidh cuid den eagarthóir gan úsáid agus seans go mbeidh sé ina chúis le timpiste.

en: Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock].
ga: Seoltar ar ais eagar ina bhfuil conairí na gcomhad (agus na n-eolairí) atá roghnaithe faoi láthair sa [FileSystemDock].

en: Returns the editor's [EditorSelection] instance.
ga: Seoltar ar ais sampla [EditorRelection] an eagarthóra.

en: Shows the given property on the given [param object] in the editor's Inspector dock. If [param inspector_only] is [code]true[/code], plugins will not attempt to edit [param object].
ga: Taispeánann sé an t-airí tugtha ar an [param object] tugtha i nduga Cigire an eagarthóra. Má tá [param cigire_amháin] [code]true[/code], ní dhéanfaidh forlíontáin iarracht [param inspector] a chur in eagar.

en: Returns [code]true[/code] if multiple window support is enabled in the editor. Multiple window support is enabled if [i]all[/i] of these statements are true:
    - [member EditorSettings.interface/multi_window/enable] is [code]true[/code].
    - [member EditorSettings.interface/editor/single_window_mode] is [code]false[/code].
    - [member Viewport.gui_embed_subwindows] is [code]false[/code]. This is forced to [code]true[/code] on platforms that don't support multiple windows such as Web, or when the [code]--single-window[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used.
ga: Filleann sé [code]true[/code] má tá tacaíocht fhuinneog iolrach cumasaithe san eagarthóir. Tá tacaíocht fuinneoga iolracha cumasaithe má tá [i]gach[/i] de na ráitis seo fíor:
    - Tá [code]true[/code] ar [comhalta EditorSettings.interface/multi_window/enable].
    - [code]bréagach[/code] é [comhalta EditorSettings.interface/editor/single_window_mode].
    - [code]bréagach[/code] é [ball Viewport.gui_embed_subwindows]. Cuirtear iachall air seo [code]true[/code] a dhéanamh ar ardáin nach dtacaíonn le fuinneoga iolracha ar nós Gréasáin, nó nuair a bhíonn an [code] --fhuinneog singil[/code] [url=$DOCS_URL/ teagaisc/eagarthóir/ command_line_tutorial.html]úsáidtear argóint na líne ordaithe[/url].

en: Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played.
ga: Filleann sé [code]true[/code] má tá radharc á sheinm faoi láthair, [code]bréagach[/code] ar shlí eile. Meastar radhairc ar sos a bheith á n-imirt.

en: Returns [code]true[/code] if the specified [param plugin] is enabled. The plugin name is the same as its directory name.
ga: Filleann sé [code]true[/code] má tá an [breiseán param] sonraithe cumasaithe. Tá ainm an bhreiseáin mar an gcéanna lena ainm eolaire.

en: Returns mesh previews rendered at the given size as an [Array] of [Texture2D]s.
ga: Filleann sé réamhamhairc mogaill tugtha ag an méid tugtha mar [Eagar] de [Texture2D]s.

en: Marks the current scene tab as unsaved.
ga: Marcáil cluaisín an radhairc reatha mar ní sábháilte.

en: Plays the currently active scene.
ga: Imríonn an radharc gníomhach faoi láthair.

en: Plays the scene specified by its filepath.
ga: Imríonn an radharc atá sonraithe ag a chonair comhaid.

en: Plays the main scene.
ga: Imríonn an príomh radharc.

en: Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive]. The dialog must have no current parent, otherwise the method fails.
    See also [method Window.set_unparent_when_invisible].
ga: Pops suas an [param dialóg] in Chomhéadain an eagarthóra le [method Window.popup_exclusive]. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method Window.set_unparent_when_invisible].

en: Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered]. The dialog must have no current parent, otherwise the method fails.
    See also [method Window.set_unparent_when_invisible].
ga: Pops suas an [param dialóg] in Chomhéadain an eagarthóra le [method Window.popup_exclusive_centered]. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method Window.set_unparent_when_invisible].

en: Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered_clamped]. The dialog must have no current parent, otherwise the method fails.
    See also [method Window.set_unparent_when_invisible].
ga: Pops suas an [param dialóg] in Chomhéadain an eagarthóra le [method Window.popup_exclusive_centered_clamped]. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method Window.set_unparent_when_invisible].

en: Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered_ratio]. The dialog must have no current parent, otherwise the method fails.
    See also [method Window.set_unparent_when_invisible].
ga: Pops suas an [param dialóg] in Chomhéadain an eagarthóra le [method Window.popup_exclusive_centered_ratio]. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method Window.set_unparent_when_invisible].

en: Reloads the scene at the given path.
ga: Athlódáil an radharc ag an gcosán tugtha.

en: Restarts the editor. This closes the editor and then opens the same project. If [param save] is [code]true[/code], the project will be saved before restarting.
ga: Atosaíonn sé an t-eagarthóir. Dúnann sé seo an t-eagarthóir agus ansin osclaíonn sé an tionscadal céanna. Má tá [param save] [code]true[/code], déanfar an tionscadal a shábháil roimh atosú.

en: Saves all opened scenes in the editor.
ga: Sábhálann sé gach radharc oscailte san eagarthóir.

en: Saves the currently active scene. Returns either [constant OK] or [constant ERR_CANT_CREATE].
ga: Sábháil an radharc atá gníomhach faoi láthair. Filleann sé [constant go leor] nó [ERR_CANT_CREATE leanúnach].

en: Saves the currently active scene as a file at [param path].
ga: Sábháiltear an radharc atá gníomhach faoi láthair mar chomhad ag [param path].

en: Selects the file, with the path provided by [param file], in the FileSystem dock.
ga: Roghnaíonn sé an comhad, agus an cosán curtha ar fáil ag [param file], sa duga FileSystem.

en: Selects and activates the specified feature profile with the given [param profile_name]. Set [param profile_name] to an empty string to reset to the default feature profile.
    A feature profile can be created programmatically using the [EditorFeatureProfile] class.
    [b]Note:[/b] The feature profile that gets activated must be located in the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
ga: Roghnaíonn agus gníomhaíonn sé an phróifíl ghné shonraithe leis an [param profile_name] tugtha. Socraigh [param profile_name] ar teaghrán folamh chun athshocrú go próifíl gné réamhshocraithe.
    Is féidir próifíl gné a chruthú go ríomhchláraithe ag baint úsáide as an rang [EditorFeatureProfile].
    [b] Nóta:[/b] Ní mór an phróifíl ghné a chuirtear i ngníomh a bheith suite san eolaire [code]feature_profiles[/code], mar chomhad leis an síneadh [code].profile[/code]. Mura bhfuarthas próifíl, tarlaíonn earráid. Is féidir fillteán cumraíochta an eagarthóra a fháil trí [method EditorPaths.get_config_dir] a úsáid.

en: Sets the editor's current main screen to the one specified in [param name]. [param name] must match the title of the tab in question exactly (e.g. [code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], or [code]AssetLib[/code] for default tabs).
ga: Socraíonn sé príomhscáileán reatha an eagarthóra chuig an gceann atá sonraithe in [ainm param]. Caithfidh [ainm param] teacht go díreach le teideal an táb atá i gceist (m.sh. [code]2D[/code], [code]3D[/code], [cód skip-lint]Script[/code], nó [code] AssetLib[/code] le haghaidh cluaisíní réamhshocraithe).

en: Sets the enabled status of a plugin. The plugin name is the same as its directory name.
ga: Socraíonn sé stádas cumasaithe breiseán. Tá ainm an bhreiseáin mar an gcéanna lena ainm eolaire.

en: Stops the scene that is currently playing.
ga: Stopann an radharc atá á imirt faoi láthair.

en: If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view.
ga: Más rud é [code]true[/code], cuireann sé ar chumas mód saor ó seachrán a fholaíonn duganna taoibh chun an spás atá ar fáil don phríomhamharc a mhéadú.

en: If [code]true[/code], the Movie Maker mode is enabled in the editor. See [MovieWriter] for more information.
ga: Más [code]true[/code], tá mód an Déantóra Scannán cumasaithe san eagarthóir. Féach ar [Scríbhneoir Scannán] le haghaidh tuilleadh eolais.

en: Gizmo for editing [Node3D] objects.
ga: Gizmo le haghaidh eagarthóireacht réad [Node3D].

en: Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for [Node3D] objects. Can be overridden to create custom gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is usually recommended.
ga: Gizmo a úsáidtear chun léirshamhlú agus eagarthóireacht saincheaptha (láimhseálann agus subgizmos) a sholáthar do réada [Node3D]. Is féidir é a shárú chun gizmos saincheaptha a chruthú, ach le haghaidh gizmos simplí moltar [EditorNode3DGizmoPlugin] a chruthú de ghnáth.

en: Override this method to commit a handle being edited (handles must have been previously added by [method add_handles]). This usually means creating an [UndoRedo] action for the change, using the current handle value as "do" and the [param restore] argument as "undo".
    If the [param cancel] argument is [code]true[/code], the [param restore] value should be directly set, without any [UndoRedo] action.
    The [param secondary] argument is [code]true[/code] when the committed handle is secondary (see [method add_handles] for more information).
ga: Sáraigh an modh seo chun hanla a chur in eagar (caithfidh na lámha a bheith curtha leis roimhe seo ag [method add_handles]). Ciallaíonn sé seo de ghnáth gníomh [UndoRedo] a chruthú don athrú, ag baint úsáide as an luach láimhseála reatha mar "déan" agus an argóint [param restore] mar "Cealaigh".
    Más [code]true[/code] an argóint [param ar ceal], ba cheart an luach [param restore] a shocrú go díreach, gan aon ghníomh [UndoRedo].
    Tá an argóint [param tánaisteach] [code]true[/code] nuair a bhíonn an láimhseáil tiomanta tánaisteach (féach [method add_handles] le haghaidh tuilleadh faisnéise).

en: Override this method to commit a group of subgizmos being edited (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] action for the change, using the current transforms as "do" and the [param restores] transforms as "undo".
    If the [param cancel] argument is [code]true[/code], the [param restores] transforms should be directly set, without any [UndoRedo] action.
ga: Sáraigh an modh seo chun grúpa subgizmos a chur in eagar (féach [method _subgizmos_intersect_ray] agus [method _subgizmos_intersect_frustum]). Ciallaíonn sé seo de ghnáth gníomh [UndoRedo] a chruthú don athrú, ag baint úsáide as na srutha a chlaochlú mar "déan" agus athraíonn an [param restores] mar "Cealaigh".
    Más [code]true[/code] an argóint [param ar ceal], ba cheart na claochluithe [param restores] a shocrú go díreach, gan aon ghníomh [UndoRedo].

en: Override this method to return the name of an edited handle (handles must have been previously added by [method add_handles]). Handles can be named for reference to the user when editing.
    The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method add_handles] for more information).
ga: Sáraigh an modh seo chun ainm hanla a cuireadh in eagar a thabhairt ar ais (caithfidh na lámha a bheith curtha leis roimhe seo le [method add_handles]). Is féidir lámha a ainmniú chun tagairt a dhéanamh don úsáideoir agus iad i mbun eagarthóireachta.
    Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil iarrtha tánaisteach (féach [method add_handles] le haghaidh tuilleadh faisnéise).

en: Override this method to return the current value of a handle. This value will be requested at the start of an edit and used as the [code]restore[/code] argument in [method _commit_handle].
    The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method add_handles] for more information).
ga: Sáraigh an modh seo chun luach reatha láimhse a thabhairt ar ais. Iarrfar an luach seo ag tús eagarthóireachta agus úsáidfear é mar an argóint [code]restore[/code] i [method _commit_handle].
    Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil iarrtha tánaisteach (féach [method add_handles] le haghaidh tuilleadh faisnéise).

en: Override this method to return the current transform of a subgizmo. This transform will be requested at the start of an edit and used as the [code]restore[/code] argument in [method _commit_subgizmos].
ga: Sáraigh an modh seo chun an claochlú reatha de subgizmo a thabhairt ar ais. Iarrfar an claochlú seo ag tús eagarthóireachta agus úsáidfear é mar argóint [code]athchóirigh[/code] i [method _commit_subgizmos].

en: Override this method to return [code]true[/code] whenever the given handle should be highlighted in the editor.
    The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method add_handles] for more information).
ga: Sáraigh an modh seo chun [code]true[/code] a thabhairt ar ais aon uair is cóir an hanla tugtha a aibhsiú san eagarthóir.
    Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil iarrtha tánaisteach (féach [method add_handles] le haghaidh tuilleadh faisnéise).

en: Override this method to add all the gizmo elements whenever a gizmo update is requested. It's common to call [method clear] at the beginning of this method and then add visual elements depending on the node's properties.
ga: Sáraigh an modh seo chun na heilimintí gizmo go léir a chur leis aon uair a iarrtar nuashonrú gizmo. Tá sé coitianta [method soiléir] a ghlaoch ag tús an mhodha seo agus ansin cuir eilimintí amhairc leis ag brath ar airíonna an nód.

en: Override this method to update the node properties when the user drags a gizmo handle (previously added with [method add_handles]). The provided [param point] is the mouse position in screen coordinates and the [param camera] can be used to convert it to raycasts.
    The [param secondary] argument is [code]true[/code] when the edited handle is secondary (see [method add_handles] for more information).
ga: Sáraigh an modh seo chun na hairíonna nód a nuashonrú nuair a tharraingíonn an t-úsáideoir láimhseáil gizmo (a cuireadh leis roimhe seo le [method add_handles]). Is é an [paramphointe] a sholáthraítear suíomh na luiche i gcomhordanáidí an scáileáin agus is féidir an [param ceamara] a úsáid chun é a thiontú go gachraoltaí.
    Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil curtha in eagar tánaisteach (féach [method add_handles] le haghaidh tuilleadh eolais).

en: Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [param transform] is given in the [Node3D]'s local coordinate system.
ga: Sáraigh an modh seo chun na hairíonna nód a nuashonrú le linn eagarthóireacht subgizmo (féach [method _subgizmos_intersect_ray] agus [method _subgizmos_intersect_frustum]). Tugtar an [param transform] i gcóras comhordanáidí áitiúil [Node3D].

en: Override this method to allow selecting subgizmos using mouse drag box selection. Given a [param camera] and a [param frustum], this method should return which subgizmos are contained within the frustum. The [param frustum] argument consists of an array with all the [Plane]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, which can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos].
ga: Sáraigh an modh seo chun subgizmos a roghnú ag baint úsáide as roghnú bosca tarraing luiche. Nuair a chuirtear [param camera] agus [param frustum] san áireamh, ba cheart go dtabharfadh an modh seo na subgizmos atá laistigh den frustum ar ais. Is éard atá san argóint [param frustum] ná eagar ina bhfuil na [Plána] go léir a chomhdhéanann an frustum roghnaithe. Ba cheart go mbeadh liosta d’aitheantóirí uathúla subgizmo sa luach ar ais, ar féidir luach neamhdhiúltach a bheith acu agus a úsáidfear i modhanna fíorúla eile amhail [method _get_subgizmo_transform] nó [method _commit_subgizmos].

en: Override this method to allow selecting subgizmos using mouse clicks. Given a [param camera] and a [param point] in screen coordinates, this method should return which subgizmo should be selected. The returned value should be a unique subgizmo identifier, which can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos].
ga: Sáraigh an modh seo chun subgizmos a roghnú ag baint úsáide as cad a tharlaíonn nuair luiche. Nuair a thugtar [param ceamara] agus [parampoint] i gcomhordanáidí an scáileáin, ba cheart don mhodh seo filleadh ar na subgizmo ba cheart a roghnú. Ba cheart go mbeadh an luach aischurtha ina aitheantóir subgizmo uathúil, ar féidir aon luach neamhdhiúltach a bheith aige agus a úsáidfear i modhanna fíorúla eile amhail [method _get_subgizmo_transform] nó [method _commit_subgizmos].

en: Adds the specified [param segments] to the gizmo's collision shape for picking. Call this method during [method _redraw].
ga: Cuireann sé na [míreanna param] sonraithe le cruth imbhuailte an gizmo le haghaidh piocadh. Glaoigh ar an modh seo le linn [method _redraw].

en: Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. Call this method during [method _redraw].
ga: Cuireann triantáin imbhuailte leis an gizmo le piocadh. Is féidir [TriangleMesh] a ghiniúint ó [mogalra] rialta freisin. Glaoigh ar an modh seo le linn [method _redraw].

en: Adds a list of handles (points) which can be used to edit the properties of the gizmo's [Node3D]. The [param ids] argument can be used to specify a custom identifier for each handle, if an empty array is passed, the ids will be assigned automatically from the [param handles] argument order.
    The [param secondary] argument marks the added handles as secondary, meaning they will normally have lower selection priority than regular handles. When the user is holding the shift key secondary handles will switch to have higher priority than regular handles. This change in priority can be used to place multiple handles at the same point while still giving the user control on their selection.
    There are virtual methods which will be called upon editing of these handles. Call this method during [method _redraw].
ga: Cuirtear liosta leis na hanlaí (pointí) ar féidir iad a úsáid chun airíonna an gizmo's [Node3D] a chur in eagar. Is féidir an argóint [param ids] a úsáid chun aitheantóir saincheaptha a shonrú do gach hanla, má chuirtear eagar folamh ar aghaidh, sannfar na haitheantais go huathoibríoch ón ordú argóinte [param handles].
    Léiríonn an argóint [param tánaisteach] na hanlaí breise mar thánaisteach, rud a chiallaíonn go mbeidh tosaíocht roghnúcháin níos ísle acu de ghnáth ná na hanlaí rialta. Nuair a bhíonn na heochracha aistrithe ag an úsáideoir aistreofar na lámha tánaisteacha go dtí go mbeidh tosaíocht níos airde acu ná na hanlaí rialta. Is féidir an t-athrú tosaíochta seo a úsáid chun lámha iolracha a chur ag an bpointe céanna agus fós ag tabhairt smacht don úsáideoir ar a roghnú.
    Tá modhanna fíorúla ann a n-iarrfar orthu na hanlaí seo a chur in eagar. Glaoigh ar an modh seo le linn [method _redraw].

en: Adds lines to the gizmo (as sets of 2 points), with a given material. The lines are used for visualizing the gizmo. Call this method during [method _redraw].
ga: Cuireann sé línte leis an gizmo (mar thacair de 2 phointe), le hábhar ar leith. Úsáidtear na línte chun an gizmo a léirshamhlú. Glaoigh ar an modh seo le linn [method _redraw].

en: Adds a mesh to the gizmo with the specified [param material], local [param transform] and [param skeleton]. Call this method during [method _redraw].
ga: Cuireann sé mogalra leis an gizmo leis an [ábhar param] sonraithe, áitiúil [param transform] agus [cnámharlach param]. Glaoigh ar an modh seo le linn [method _redraw].

en: Adds an unscaled billboard for visualization and selection. Call this method during [method _redraw].
ga: Cuirtear clár fógraí neamhscála leis le haghaidh léirshamhlú agus roghnúcháin. Glaoigh ar an modh seo le linn [method _redraw].

en: Removes everything in the gizmo including meshes, collisions and handles.
ga: Baintear gach rud sa gizmo lena n-áirítear mogaill, imbhuailtí agus lámh.

en: Returns the [Node3D] node associated with this gizmo.
ga: Filleann sé an nód [Node3D] a bhaineann leis an gizmo seo.

en: Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material].
ga: Seoltar ar ais an [EditorNode3DGizmoPlugin] ar leis an gizmo seo é. Tá sé úsáideach ábhair a aisghabháil trí úsáid a bhaint as [method EditorNode3DGizmoPlugin.get_material].

en: Returns a list of the currently selected subgizmos. Can be used to highlight selected elements during [method _redraw].
ga: Seoltar ar ais liosta de na subgizmos atá roghnaithe faoi láthair. Is féidir é a úsáid chun gnéithe roghnaithe a aibhsiú le linn [method _redraw].

en: Returns [code]true[/code] if the given subgizmo is currently selected. Can be used to highlight selected elements during [method _redraw].
ga: Filleann sé [code]true[/code] má tá an subgizmo tugtha roghnaithe faoi láthair. Is féidir é a úsáid chun gnéithe roghnaithe a aibhsiú le linn [method _redraw].

en: Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown.
ga: Socraíonn sé staid cheilte an gizmo. Más [code]true[/code], cuirfear an gizmo i bhfolach. Má tá [code]false[/code], taispeánfar é.

en: Sets the reference [Node3D] node for the gizmo. [param node] must inherit from [Node3D].
ga: Socraíonn sé an nód tagartha [Node3D] don gizmo. caithfidh [param node] oidhreacht ó [Nóid 3D].

en: A class used by the editor to define Node3D gizmo types.
ga: Rang a úsáideann an t-eagarthóir chun cineálacha gizmo Node3D a shainiú.

en: [EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info.
    To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_node_3d_gizmo_plugin] method first.
ga: Ceadaíonn [EditorNode3DGizmoPlugin] duit cineál nua Gizmo a shainiú. Tá dhá phríomhbhealach ann chun é sin a dhéanamh: [EditorNode3DGizmoPlugin] a leathnú do na gizmos níos simplí, nó cineál nua [EditorNode3DGizmo] a chruthú. Féach ar an rang teagaisc sa doiciméadú le haghaidh tuilleadh eolais.
    Chun [EditorNode3DGizmoPlugin] a úsáid, cláraigh é ar dtús leis an modh [method EditorPlugin.add_node_3d_gizmo_plugin].

en: Node3D gizmo plugins
ga: Breiseáin le haghaidh nód 3d gizmo

en: Override this method to define whether the gizmos handled by this plugin can be hidden or not. Returns [code]true[/code] if not overridden.
ga: Sáraigh an modh seo chun a shainiú cé acu an féidir na gizmos a láimhseálann an breiseán seo a chur i bhfolach nó nach féidir. Filleann sé [code]true[/code] mura bhfuil sé sáraithe.

en: Override this method to commit a handle being edited (handles must have been previously added by [method EditorNode3DGizmo.add_handles] during [method _redraw]). This usually means creating an [UndoRedo] action for the change, using the current handle value as "do" and the [param restore] argument as "undo".
    If the [param cancel] argument is [code]true[/code], the [param restore] value should be directly set, without any [UndoRedo] action.
    The [param secondary] argument is [code]true[/code] when the committed handle is secondary (see [method EditorNode3DGizmo.add_handles] for more information).
    Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun láimhseáil a chur in eagar (caithfidh [method EditorNode3DGizmo.add_handles] na lámha a bheith curtha leis roimhe seo le linn [method _redraw]). Ciallaíonn sé seo de ghnáth gníomh [UndoRedo] a chruthú don athrú, ag baint úsáide as an luach láimhseála reatha mar "déan" agus an argóint [param restore] mar "Cealaigh".
    Más [code]true[/code] an argóint [param ar ceal], ba cheart an luach [param restore] a shocrú go díreach, gan aon ghníomh [UndoRedo].
    Tá an argóint [param tánaisteach] [code]true[/code] nuair a bhíonn an láimhseáil tiomanta tánaisteach (féach [method EditorNode3DGizmo.add_handles] le haghaidh tuilleadh faisnéise).
    Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to commit a group of subgizmos being edited (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] action for the change, using the current transforms as "do" and the [param restores] transforms as "undo".
    If the [param cancel] argument is [code]true[/code], the [param restores] transforms should be directly set, without any [UndoRedo] action. As with all subgizmo methods, transforms are given in local space respect to the gizmo's Node3D. Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun grúpa subgizmos a chur in eagar (féach [method _subgizmos_intersect_ray] agus [method _subgizmos_intersect_frustum]). Ciallaíonn sé seo de ghnáth gníomh [UndoRedo] a chruthú don athrú, ag baint úsáide as na srutha a chlaochlú mar "déan" agus athraíonn an [param restores] mar "Cealaigh".
    Más [code]true[/code] an argóint [param ar ceal], ba cheart na claochluithe [param restores] a shocrú go díreach, gan aon ghníomh [UndoRedo]. Mar is amhlaidh le gach modh subgizmo, tugtar claochluithe sa spás áitiúil maidir le Node3D an gizmo. Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to provide the name that will appear in the gizmo visibility menu.
ga: Sáraigh an modh seo chun an t-ainm a thaispeánfar sa roghchlár infheictheachta gizmo a sholáthar.

en: Override this method to provide gizmo's handle names. The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method EditorNode3DGizmo.add_handles] for more information). Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun ainmneacha láimhseála gizmo a sholáthar. Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil iarrtha tánaisteach (féach [method EditorNode3DGizmo.add_handles] le haghaidh tuilleadh faisnéise). Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to return the current value of a handle. This value will be requested at the start of an edit and used as the [code]restore[/code] argument in [method _commit_handle].
    The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method EditorNode3DGizmo.add_handles] for more information).
    Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun luach reatha láimhse a thabhairt ar ais. Iarrfar an luach seo ag tús eagarthóireachta agus úsáidfear é mar an argóint [code]restore[/code] i [method _commit_handle].
    Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil iarrtha tánaisteach (féach [method EditorNode3DGizmo.add_handles] le haghaidh tuilleadh faisnéise).
    Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to set the gizmo's priority. Gizmos with higher priority will have precedence when processing inputs like handles or subgizmos selection.
    All built-in editor gizmos return a priority of [code]-1[/code]. If not overridden, this method will return [code]0[/code], which means custom gizmos will automatically get higher priority than built-in gizmos.
ga: Sáraigh an modh seo chun tosaíocht an gizmo a shocrú. Beidh tosaíocht ag Gizmos a bhfuil tosaíocht níos airde acu agus ionchuir á bpróiseáil acu amhail láimhseáil nó roghnú subgizmos.
    Tugann gach gizmos eagarthóir ionsuite tosaíocht de [code] -1[/code]. Mura ndéantar é a shárú, seolfaidh an modh seo [code]0[/code] ar ais, rud a chiallaíonn go bhfaighidh gizmos saincheaptha tosaíocht níos airde go huathoibríoch ná gizmos ionsuite.

en: Override this method to return the current transform of a subgizmo. As with all subgizmo methods, the transform should be in local space respect to the gizmo's Node3D. This transform will be requested at the start of an edit and used in the [code]restore[/code] argument in [method _commit_subgizmos]. Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun an claochlú reatha de subgizmo a thabhairt ar ais. Mar is amhlaidh le gach modh subgizmo, ba cheart go mbeadh an claochlú sa spás áitiúil maidir le Node3D an gizmo. Iarrfar an claochlú seo ag tús eagarthóireachta agus úsáidfear é san argóint [code]restore[/code] i [method _commit_subgizmos]. Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to define which Node3D nodes have a gizmo from this plugin. Whenever a [Node3D] node is added to a scene this method is called, if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] assigned and is added to this plugin's list of active gizmos.
ga: Sáraigh an modh seo chun na nóid Node3D a bhfuil gizmo acu ón mbreiseán seo a shainiú. Aon uair a chuirtear nód [Node3D] le radharc tugtar an modh seo ar an modh seo, má fhilleann sé [code]true[/code] sanntar [EditorNode3DGizmo] cineálach don nód agus cuirtear le liosta gizmos gníomhacha an bhreiseáin seo.

en: Override this method to return [code]true[/code] whenever to given handle should be highlighted in the editor. The [param secondary] argument is [code]true[/code] when the requested handle is secondary (see [method EditorNode3DGizmo.add_handles] for more information). Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun [code]true[/code] a thabhairt ar ais aon uair ba cheart an láimhseáil a thugtar a aibhsiú san eagarthóir. Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil iarrtha tánaisteach (féach [method EditorNode3DGizmo.add_handles] le haghaidh tuilleadh faisnéise). Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to define whether Node3D with this gizmo should be selectable even when the gizmo is hidden.
ga: Sáraigh an modh seo chun a shainiú cé acu ar cheart Node3D leis an gizmo seo a roghnú fiú nuair a bhíonn an gizmo i bhfolach.

en: Override this method to add all the gizmo elements whenever a gizmo update is requested. It's common to call [method EditorNode3DGizmo.clear] at the beginning of this method and then add visual elements depending on the node's properties.
ga: Sáraigh an modh seo chun na heilimintí gizmo go léir a chur leis aon uair a iarrtar nuashonrú gizmo. Tá sé coitianta glaoch ar [method EditorNode3DGizmo.clear] ag tús an mhodha seo agus ansin cuir eilimintí amhairc leis ag brath ar airíonna an nód.

en: Override this method to update the node's properties when the user drags a gizmo handle (previously added with [method EditorNode3DGizmo.add_handles]). The provided [param screen_pos] is the mouse position in screen coordinates and the [param camera] can be used to convert it to raycasts.
    The [param secondary] argument is [code]true[/code] when the edited handle is secondary (see [method EditorNode3DGizmo.add_handles] for more information).
    Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun airíonna an nód a nuashonrú nuair a tharraingíonn an t-úsáideoir láimhseáil gizmo (a cuireadh leis roimhe seo le [method EditorNode3DGizmo.add_handles]). Is é an [param screen_pos] a sholáthraítear suíomh na luiche i gcomhordanáidí an scáileáin agus is féidir an [param camera] a úsáid chun é a thiontú go craoltaí ray.
    Tá an argóint [param tánaisteach] [code]true[/code] nuair atá an láimhseáil curtha in eagar tánaisteach (féach [method EditorNode3DGizmo.add_handles] le haghaidh tuilleadh faisnéise).
    Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to update the node properties during subgizmo editing (see [method _subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). The [param transform] is given in the Node3D's local coordinate system. Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun na hairíonna nód a nuashonrú le linn eagarthóireacht subgizmo (féach [method _subgizmos_intersect_ray] agus [method _subgizmos_intersect_frustum]). Tugtar an [param transform] i gcóras comhordanáidí áitiúil Node3D. Glaodh air le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to allow selecting subgizmos using mouse drag box selection. Given a [param camera] and [param frustum_planes], this method should return which subgizmos are contained within the frustums. The [param frustum_planes] argument consists of an array with all the [Plane]s that make up the selection frustum. The returned value should contain a list of unique subgizmo identifiers, these identifiers can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun subgizmos a roghnú ag baint úsáide as roghnú bosca tarraing luiche. Nuair a chuirtear [param camera] agus [param frustum_planes] san áireamh, ba cheart go gcuirfí ar ais leis an modh seo na subgizmos atá laistigh de na frustums. Is éard atá san argóint [param frustum_planes] eagar ar a bhfuil na [Plána] go léir a chomhdhéanann an frustum roghnaithe. Ba cheart go mbeadh liosta aitheantóirí uathúla subgizmo sa luach ar ais, is féidir go mbeadh aon luach neamhdhiúltach ag na haitheantóirí seo agus úsáidfear iad i modhanna fíorúla eile amhail [method _get_subgizmo_transform] nó [method _commit_subgizmos]. Glaodh air le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Override this method to allow selecting subgizmos using mouse clicks. Given a [param camera] and a [param screen_pos] in screen coordinates, this method should return which subgizmo should be selected. The returned value should be a unique subgizmo identifier, which can have any non-negative value and will be used in other virtual methods like [method _get_subgizmo_transform] or [method _commit_subgizmos]. Called for this plugin's active gizmos.
ga: Sáraigh an modh seo chun subgizmos a roghnú ag baint úsáide as cad a tharlaíonn nuair luiche. Nuair a thugtar [param camera] agus [param screen_pos] i gcomhordanáidí scáileáin, ba cheart don mhodh seo filleadh ar na subgizmo ba cheart a roghnú. Ba cheart go mbeadh an luach aischurtha ina aitheantóir subgizmo uathúil, ar féidir aon luach neamhdhiúltach a bheith aige agus a úsáidfear i modhanna fíorúla eile amhail [method _get_subgizmo_transform] nó [method _commit_subgizmos]. Glaoite le haghaidh gizmos gníomhacha an bhreiseáin seo.

en: Adds a new material to the internal material list for the plugin. It can then be accessed with [method get_material]. Should not be overridden.
ga: Cuireann sé ábhar nua leis an liosta ábhar inmheánach don bhreiseán. Is féidir é a rochtain ansin le [method get_material]. Níor chóir a shárú.

en: Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden.
    You can optionally provide a texture to use instead of the default icon.
ga: Cruthaíonn sé ábhar láimhseála lena leagan (roghnaithe agus/nó in eagar) agus cuireann sé leis an liosta ábhar inmheánach é. Is féidir iad a rochtain ansin le [method get_material] agus a úsáid i [method EditorNode3DGizmo.add_handles]. Níor chóir a shárú.
    Is féidir leat uigeacht a sholáthar go roghnach le húsáid in ionad an deilbhín réamhshocraithe.

en: Creates an icon material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_unscaled_billboard]. Should not be overridden.
ga: Cruthaíonn sé ábhar deilbhín lena leagan (roghnaithe agus/nó in eagar) agus cuireann sé leis an liosta ábhar inmheánach iad. Is féidir iad a rochtain ansin le [method get_material] agus a úsáid i [method EditorNode3DGizmo.add_unscaled_billboard]. Níor chóir a shárú.

en: Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden.
ga: Cruthaíonn sé ábhar gan scáthú lena leagan (roghnaithe agus/nó ineagarthóireachta) agus cuireann sé leis an liosta ábhar inmheánach iad. Is féidir iad a rochtain ansin le [method get_material] agus a úsáid i [method EditorNode3DGizmo.add_mesh] agus [method EditorNode3DGizmo.add_lines]. Níor chóir a shárú.

en: Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable).
ga: Faigheann ábhar ón liosta inmheánach ábhar. Má chuirtear [EditorNode3DGizmo] ar fáil, déanfaidh sé iarracht an t-athróg comhfhreagrach a fháil (roghnaithe agus/nó in eagar).

en: Editor-only singleton that returns paths to various OS-specific data folders and files.
ga: Singleton eagarthóir amháin a sheolann cosáin ar ais chuig fillteáin agus comhaid sonraí OS-shonracha éagsúla.

en: This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system.
    [b]Note:[/b] This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use [method Engine.has_singleton] to check whether the singleton is available before using it.
    [b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths.
ga: Tugann an t-eagarthóir seo amháin cosáin a bhaineann go sonrach le OS ar ais chuig fillteáin agus comhaid sonraí éagsúla. Is féidir é a úsáid i bhforlíontáin eagarthóireachta chun a chinntiú go ndéantar comhaid a shábháil sa suíomh ceart ar gach córas oibriúcháin.
    [b]Nóta:[/b] Níl an singleton seo inrochtana i dtionscadail onnmhairiúcháin. Má dhéantar iarracht é a rochtain i dtionscadal easpórtáilte, beidh earráid scripte ann mar ní dhéanfar an singil a fhógairt. Chun earráidí scripte a chosc i dtionscadail easpórtáilte, bain úsáid as [method Engine.has_singleton] le seiceáil an bhfuil an singleton ar fáil roimh é a úsáid.
    [b]Nóta:[/b] Ar an ardán Linux/BSD, cloíonn Godot leis an [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]Sonraíocht Bhuneolaire XDG[ /url]. Is féidir leat athróga timpeallachta a shárú tar éis na sonraíochta chun cosáin sonraí an eagarthóra agus an tionscadail a athrú.

en: File paths in Godot projects
ga: Comhad cosáin i dtionscadail Godot

en: Returns the absolute path to the user's cache folder. This folder should be used for temporary data that can be removed safely whenever the editor is closed (such as generated resource thumbnails).
    [b]Default paths per platform:[/b]
    [codeblock lang=text]
    - Windows: %LOCALAPPDATA%\Godot\
    - macOS: ~/Library/Caches/Godot/
    - Linux: ~/.cache/godot/
    [/codeblock]
ga: Filleann sé an cosán iomlán go fillteán taisce an úsáideora. Ba cheart an fillteán seo a úsáid le haghaidh sonraí sealadacha is féidir a bhaint go sábháilte nuair a dhúntar an t-eagarthóir (amhail mionsamhlacha acmhainne ginte).
    [b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]
    [codeblock lang=text]
    - Windows: % LOCALAPPDATA%\Godot\
    - macOS: ~/Leabharlann/Taisce/Godot/
    - Linux: ~/.cache/godot/
    [/codeblock]

en: Returns the absolute path to the user's configuration folder. This folder should be used for [i]persistent[/i] user configuration files.
    [b]Default paths per platform:[/b]
    [codeblock lang=text]
    - Windows: %APPDATA%\Godot\                    (same as `get_data_dir()`)
    - macOS: ~/Library/Application Support/Godot/  (same as `get_data_dir()`)
    - Linux: ~/.config/godot/
    [/codeblock]
ga: Filleann sé an cosán iomlán chuig fillteán cumraíochta an úsáideora. Ba cheart an fillteán seo a úsáid le haghaidh [i]chomhaid cumraíochta úsáideora leanúnach[/i].
    [b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]
    [codeblock lang=text]
    - Windows: % APPDATA% \ Godot \ (mar an gcéanna le `get_data_dir()`)
    - macOS: ~/ Leabharlann/Tacaíocht Feidhmchláir/Godot/ (mar an gcéanna le `get_data_dir()`)
    - Linux: ~/.config/godot/
    [/codeblock]

en: Returns the absolute path to the user's data folder. This folder should be used for [i]persistent[/i] user data files such as installed export templates.
    [b]Default paths per platform:[/b]
    [codeblock lang=text]
    - Windows: %APPDATA%\Godot\                    (same as `get_config_dir()`)
    - macOS: ~/Library/Application Support/Godot/  (same as `get_config_dir()`)
    - Linux: ~/.local/share/godot/
    [/codeblock]
ga: Filleann sé an cosán iomlán chuig fillteán sonraí an úsáideora. Ba cheart an fillteán seo a úsáid le haghaidh [i]chomhaid sonraí úsáideora leanúnach[/i] ar nós teimpléid easpórtála suiteáilte.
    [b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]
    [codeblock lang=téacs]
    - Windows: % APPDATA% \Godot \ (mar an gcéanna le `get_config_dir()`)
    - macOS: ~/ Leabharlann / Tacaíocht Feidhmchláir / Godot / (mar an gcéanna le `get_config_dir()`)
    - Linux: ~/.local/share/godot/
    [/codeblock]

en: Returns the project-specific editor settings path. Projects all have a unique subdirectory inside the settings path where project-specific editor settings are saved.
ga: Filleann sé cosán socruithe an eagarthóra atá sainiúil don tionscadal. Tá fochomhadlann uathúil ag na tionscadail go léir taobh istigh de chonair na socruithe ina sábhálfar socruithe an eagarthóra a bhaineann go sonrach le tionscadail.

en: Returns the absolute path to the self-contained file that makes the current Godot editor instance be considered as self-contained. Returns an empty string if the current Godot editor instance isn't self-contained. See also [method is_self_contained].
ga: Filleann sé an cosán iomlán chuig an gcomhad féinchuimsitheach a fhágann go mbreathnaítear ar shampla reatha an eagarthóra Godot mar shampla féinchuimsitheach. Filleann sé teaghrán folamh mura bhfuil an sampla eagarthóra Godot reatha féinchuimsitheach. Féach freisin [method is_self_contained].

en: Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.
    Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also [method get_self_contained_file].
    [b]Note:[/b] On macOS, quarantine flag should be manually removed before using self-contained mode, see [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html]Running on macOS[/url].
    [b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead.
    [b]Note:[/b] The Steam release of Godot uses self-contained mode by default.
ga: Seoltar ar ais [code]true[/code] má tá an t-eagarthóir marcáilte mar dhuine féinchuimsitheach, [code]bréagach[/code] ar shlí eile. Nuair a bhíonn mód féinchuimsitheach cumasaithe, sábhálfar cumraíocht úsáideora, sonraí agus comhaid taisce i bhfillteán [code]editor_data/[/code] in aice leis an eagarthóir dénártha. Déanann sé seo úsáid iniompartha níos éasca agus cinntíonn sé go n-íoslaghdaíonn eagarthóir Godot scríobhann comhaid lasmuigh dá fhillteán féin. Níl mód féinchuimsitheach ar fáil do thionscadail easpórtáilte.
    Is féidir mód féinchuimsitheach a chumasú ach comhad darb ainm [code]._sc_[/code] nó [code]_sc_[/code] a chruthú san fhillteán céanna leis an eagarthóir dénártha nó beart macOS .app fad nach bhfuil an t-eagarthóir ar siúl. Féach freisin [method get_self_contained_file].
    [b]Nóta:[/b] Ar macOS, ba cheart bratach coraintín a bhaint de láimh sula n-úsáidtear mód féinchuimsitheach, féach [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html ]Ag rith ar macOS[/url].
    [b]Nóta:[/b] Ar macOS, má chuirtear [code]_sc_[/code] nó aon chomhad eile taobh istigh de bheartán .app briseadh ar shíniú digiteach agus é a dhéanamh neamh-iniompartha, smaoinigh ar é a chur san fhillteán céanna leis an . bundle app ina ionad.
    [b]Nóta:[/b] Úsáideann scaoileadh Gaile Godot mód féinchuimsitheach de réir réamhshocraithe.

en: Used by the editor to extend its functionality.
ga: Úsáidte ag an eagarthóir chun a fheidhmiúlacht a leathnú.

en: Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
    [b]Note:[/b] Some names in this class contain "left" or "right" (e.g. [constant DOCK_SLOT_LEFT_UL]). These APIs assume left-to-right layout, and would be backwards when using right-to-left layout. These names are kept for compatibility reasons.
ga: Úsáideann an t-eagarthóir forlíontáin chun feidhmiúlacht a leathnú. Is iad na cineálacha breiseán is coitianta ná iad siúd a chuireann cineál nód nó acmhainne ar leith in eagar, forlíontáin allmhairithe agus forlíontáin easpórtála. Féach freisin [EditorScript] chun feidhmeanna a chur leis an eagarthóir.
    [b]Nóta:[/b] Tá "clé" nó "ar dheis" i roinnt ainmneacha sa rang seo (m.sh. [DOCK_SLOT_LEFT_UL]). Glacann na APIanna seo leis an leagan amach ó chlé go deas, agus bheidís ar gcúl agus leagan amach ceart go clé á úsáid. Coimeádtar na hainmneacha seo ar chúiseanna comhoiriúnachta.

en: Editor plugins documentation index
ga: Innéacs doiciméadú breiseáin eagarthóir

en: This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency.
    This is used, for example, in shader editors to let the plugin know that it must apply the shader code being written by the user to the object.
ga: Tugtar an modh seo nuair a bhíonn an t-eagarthóir ar tí an tionscadal a shábháil, aistriú go cluaisín eile, etc. Iarrann sé ar an mbreiseán aon athruithe stáit atá ar feitheamh a chur i bhfeidhm chun comhsheasmhacht a chinntiú.
    Úsáidtear é seo, mar shampla, in eagarthóirí shader chun a chur in iúl don bhreiseán go gcaithfidh sé an cód shader atá á scríobh ag an úsáideoir a chur i bhfeidhm ar an oibiacht.

en: This method is called when the editor is about to run the project. The plugin can then perform required operations before the project runs.
    This method must return a boolean. If this method returns [code]false[/code], the project will not run. The run is aborted immediately, so this also prevents all other plugins' [method _build] methods from running.
ga: Tugtar an modh seo nuair a bhíonn an t-eagarthóir ar tí an tionscadal a rith. Is féidir leis an mbreiseán na hoibríochtaí riachtanacha a dhéanamh ansin sula ritheann an tionscadal.
    Caithfidh an modh seo boolean a thabhairt ar ais. Má thugann an modh seo [code]bréagach[/code] ar ais, ní bheidh an tionscadal ar siúl. Cuirtear deireadh leis an rith láithreach, mar sin cuireann sé seo cosc ar gach modh breiseán eile '[method _build] ó rith.

en: Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene.
ga: Glan an staid go léir agus athshocraigh an réad atá á chur in eagar go nialas. Cinntíonn sé seo nach gcoinníonn do bhreiseán eagarthóireacht ar nód atá ann cheana féin, nó ar nód ón radharc mícheart.

en: Called by the engine when the user disables the [EditorPlugin] in the Plugin tab of the project settings window.
ga: Glaoitear air ag an inneall nuair a dhíchumasaíonn an t-úsáideoir an [EditorPlugin] sa chluaisín Breiseán i bhfuinneog socruithe an tionscadail.

en: This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
    [param object] can be [code]null[/code] if the plugin was editing an object, but there is no longer any selected object handled by this plugin. It can be used to cleanup editing state.
ga: Úsáidtear an fheidhm seo le haghaidh breiseán a chuireann in eagar cineálacha oibiachta ar leith (nóid nó acmhainní). Iarrann sé ar an eagarthóir an réad tugtha a chur in eagar.
    Is féidir le [param object] a bheith ina [code]null[/code] má bhí an breiseán in eagar oibiachta, ach níl aon réad roghnaithe á láimhseáil ag an mbreiseán seo a thuilleadh. Is féidir é a úsáid chun staid eagarthóireachta glanta.

en: Called by the engine when the user enables the [EditorPlugin] in the Plugin tab of the project settings window.
ga: Glaoitear air ag an inneall nuair a chumasaíonn an t-úsáideoir an [EditorPlugin] sa chluaisín Breiseán i bhfuinneog socruithe an tionscadail.

en: Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
    [codeblocks]
    [gdscript]
    func _forward_3d_draw_over_viewport(overlay):
        # Draw a circle at cursor position.
        overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
    
    func _forward_3d_gui_input(camera, event):
        if event is InputEventMouseMotion:
            # Redraw viewport when cursor is moved.
            update_overlays()
            return EditorPlugin.AFTER_GUI_INPUT_STOP
        return EditorPlugin.AFTER_GUI_INPUT_PASS
    [/gdscript]
    [csharp]
    public override void _Forward3DDrawOverViewport(Control viewportControl)
    {
        // Draw a circle at cursor position.
        viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
    }
    
    public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D viewportCamera, InputEvent @event)
    {
        if (@event is InputEventMouseMotion)
        {
            // Redraw viewport when cursor is moved.
            UpdateOverlays();
            return EditorPlugin.AfterGuiInput.Stop;
        }
        return EditorPlugin.AfterGuiInput.Pass;
    }
    [/csharp]
    [/codeblocks]
ga: Glaoite ag an inneall nuair a nuashonraítear radharc an eagarthóra 3D. Úsáid an [code]forleagan[/code] [Rialú] le haghaidh líníochta. Is féidir leat an t-amharcmharc a nuashonrú de láimh trí ghlao a chur ar [method update_overlays].
    [codeblocks]
    [gdscript]
    feidhm _forward_3d_draw_over_viewport(forleagan):
        # Tarraing ciorcal ag suíomh an chúrsóra.
        overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
    
    func _forward_3d_gui_input(ceamara, imeacht):
        más imeacht é InputEventMouseMotion:
            # A tharraingt siar amharclann nuair a bhogtar an cúrsóir.
            update_overlays()
            cuir ar ais EditorPlugin.AFTER_GUI_INPUT_STOP
        cuir ar ais EditorPlugin.AFTER_GUI_INPUT_PASS
    [/gdscript]
    [csharp]
    sáraigh poiblí ar neamhní _Forward3DDrawOverViewport(Control viewportControl)
    {
        // Tarraing ciorcal ag suíomh an chúrsóra.
        viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
    }
    
    sáraigh go poiblí EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera viewportCamera3D, InputEvent @event)
    {
        más rud é (Is InputEventMouseMotion é @event)
        {
            // Atarraing amharcphort nuair a bhogtar an cúrsóir.
            UpdateOverlays();
            ar ais EditorPlugin.AfterGuiInput.Stop;
        }
        ar ais EditorPlugin.AfterGuiInput.Pass;
    }
    [/csharp]
    [/codeblocks]

en: This method is the same as [method _forward_3d_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else.
    You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled].
ga: Tá an modh seo mar an gcéanna le [method _forward_3d_draw_over_viewport], ach amháin tarraingíonn sé ar bharr gach rud. Úsáideach nuair is gá duit ciseal breise a thaispeánann thar aon rud eile.
    Ní mór duit glaoch ar an modh seo a chumasú trí úsáid a bhaint as [method set_force_draw_over_forwarding_enabled].

en: Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
    [codeblocks]
    [gdscript]
    func _forward_canvas_draw_over_viewport(overlay):
        # Draw a circle at cursor position.
        overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
    
    func _forward_canvas_gui_input(event):
        if event is InputEventMouseMotion:
            # Redraw viewport when cursor is moved.
            update_overlays()
            return true
        return false
    [/gdscript]
    [csharp]
    public override void _ForwardCanvasDrawOverViewport(Control viewportControl)
    {
        // Draw a circle at cursor position.
        viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
    }
    
    public override bool _ForwardCanvasGuiInput(InputEvent @event)
    {
        if (@event is InputEventMouseMotion)
        {
            // Redraw viewport when cursor is moved.
            UpdateOverlays();
            return true;
        }
        return false;
    }
    [/csharp]
    [/codeblocks]
ga: Glaoite ag an inneall nuair a nuashonraítear radharc an eagarthóra 2D. Úsáid an [code]forleagan[/code] [Rialú] le haghaidh líníochta. Is féidir leat an radharc a nuashonrú de láimh trí ghlaoch a chur ar [method update_overlays].
    [codeblocks]
    [gdscript]
    feidhm _forward_canvas_draw_over_viewport(forleagan):
        # Tarraing ciorcal ag suíomh an chúrsóra.
        overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
    
    func _forward_canvas_gui_input(imeacht):
        más imeacht é InputEventMouseMotion:
            # A tharraingt siar amharclann nuair a bhogtar an cúrsóir.
            update_overlays()
            ar ais fíor
        filleadh bréagach
    [/gdscript]
    [csharp]
    sáraigh poiblí ar neamhní _ForwardCanvasDrawOverViewport(Control viewportControl)
    {
        // Tarraing ciorcal ag suíomh an chúrsóra.
        viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
    }
    
    sáraíonn poiblí bool _ForwardCanvasGuiInput(InputEvent @event)
    {
        más rud é (Is InputEventMouseMotion é @event)
        {
            // Atarraing amharcphort nuair a bhogtar an cúrsóir.
            UpdateOverlays();
            fill fíor ;
        }
        filleadh bréagach;
    }
    [/csharp]
    [/codeblocks]

en: This method is the same as [method _forward_canvas_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else.
    You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled].
ga: Tá an modh seo mar an gcéanna le [method _forward_canvas_draw_over_viewport], ach amháin tarraingíonn sé ar bharr gach rud. Úsáideach nuair is gá duit ciseal breise a thaispeánann thar aon rud eile.
    Ní mór duit glaoch ar an modh seo a chumasú trí úsáid a bhaint as [method set_force_draw_over_forwarding_enabled].

en: This is for editors that edit script-based objects. You can return a list of breakpoints in the format ([code]script:line[/code]), for example: [code]res://path_to_script.gd:25[/code].
ga: Tá sé seo le haghaidh eagarthóirí a chuireann réada script-bhunaithe in eagar. Is féidir leat liosta bristephointí a chur ar ais san fhormáid ([code]script:line[/code]), mar shampla: [code]res://path_to_script.gd:25[/code].

en: Override this method in your plugin to return a [Texture2D] in order to give it an icon.
    For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
    Ideally, the plugin icon should be white with a transparent background and 16×16 pixels in size.
    [codeblocks]
    [gdscript]
    func _get_plugin_icon():
        # You can use a custom icon:
        return preload("res://addons/my_plugin/my_plugin_icon.svg")
        # Or use a built-in icon:
        return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")
    [/gdscript]
    [csharp]
    public override Texture2D _GetPluginIcon()
    {
        // You can use a custom icon:
        return ResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg");
        // Or use a built-in icon:
        return EditorInterface.Singleton.GetEditorTheme().GetIcon("Node", "EditorIcons");
    }
    [/csharp]
    [/codeblocks]
ga: Sáraigh an modh seo i do bhreiseán chun [Texture2D] a thabhairt ar ais chun íocón a thabhairt dó.
    I gcás breiseán príomhscáileáin, tá sé seo le feiceáil ag barr an scáileáin, ar thaobh na láimhe deise de na cnaipí "2D", "3D", "Script", agus "AssetLib".
    Go hidéalach, ba chóir go mbeadh deilbhín an bhreiseáin bán le cúlra trédhearcach agus 16 × 16 picteilín i méid.
    [codeblocks]
    [gdscript]
    func _get_plugin_icon():
        # Is féidir leat íocón saincheaptha a úsáid:
        return preload("res://addons/my_plugin/my_plugin_icon.svg")
        # Nó úsáid íocón ionsuite:
        return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")
    [/gdscript]
    [csharp]
    public override Texture2D _GetPluginIcon()
    {
        // Is féidir leat íocón saincheaptha a úsáid:
        return ResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg");
        // Nó úsáid íocón ionsuite:
        return EditorInterface.Singleton.GetEditorTheme().GetIcon("Node", "EditorIcons");
    }
    [/csharp]
    [/codeblocks]

en: Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
    For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
ga: Sáraigh an modh seo i do bhreiseán chun ainm an bhreiseáin a sholáthar nuair a thaispeánfar é in eagarthóir Godot.
    I gcás breiseán príomhscáileáin, tá sé seo le feiceáil ag barr an scáileáin, ar thaobh na láimhe deise de na cnaipí "2D", "3D", "Script", agus "AssetLib".

en: Override this method to provide a state data you want to be saved, like view position, grid settings, folding, etc. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). This data is automatically saved for each scene in an [code]editstate[/code] file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use [method _get_window_layout] instead.
    Use [method _set_state] to restore your saved state.
    [b]Note:[/b] This method should not be used to save important settings that should persist with the project.
    [b]Note:[/b] You must implement [method _get_plugin_name] for the state to be stored and restored correctly.
    [codeblock]
    func _get_state():
        var state = {"zoom": zoom, "preferred_color": my_color}
        return state
    [/codeblock]
ga: Sáraigh an modh seo chun staid sonraí a theastaíonn uait a shábháil a sholáthar, mar shampla suíomh amharc, socruithe greille, fillte, etc. Úsáidtear é seo nuair a shábhálann tú an radharc (mar sin coinnítear an staid nuair a osclaítear arís é) agus chun cluaisíní a athrú (mar sin luaigh is féidir a chur ar ais nuair a fhilleann an cluaisín). Déantar na sonraí seo a shábháil go huathoibríoch do gach radharc i gcomhad [code]editstate[/code] i bhfillteán meiteashonraí an eagarthóra. Más mian leat sonraí eagarthóireachta domhanda (neamhspleách ar radharc) a stóráil le do bhreiseán, is féidir leat [method _get_window_layout] a úsáid ina ionad sin.
    Úsáid [method _set_state] chun do staid shábháilte a aischur.
    [b]Nóta:[/b] Níor cheart an modh seo a úsáid chun socruithe tábhachtacha a shábháil ar cheart leanúint leis an tionscadal.
    [b]Nóta:[/b] Ní mór duit [method _get_plugin_name] a chur i bhfeidhm chun an staid a stóráil agus a athchóiriú i gceart.
    [codeblock]
    feidhm _get_state():
        var state = { "zoom": súmáil isteach, "is fearr leat_dath": my_color}
        stát fillte
    [/codeblock]

en: Override this method to provide a custom message that lists unsaved changes. The editor will call this method when exiting or when closing a scene, and display the returned string in a confirmation dialog. Return empty string if the plugin has no unsaved changes.
    When closing a scene, [param for_scene] is the path to the scene being closed. You can use it to handle built-in resources in that scene.
    If the user confirms saving, [method _save_external_data] will be called, before closing the editor.
    [codeblock]
    func _get_unsaved_status(for_scene):
        if not unsaved:
            return ""
    
        if for_scene.is_empty():
            return "Save changes in MyCustomPlugin before closing?"
        else:
            return "Scene %s has changes from MyCustomPlugin. Save before closing?" % for_scene.get_file()
    
    func _save_external_data():
        unsaved = false
    [/codeblock]
    If the plugin has no scene-specific changes, you can ignore the calls when closing scenes:
    [codeblock]
    func _get_unsaved_status(for_scene):
        if not for_scene.is_empty():
            return ""
    [/codeblock]
ga: Sáraigh an modh seo chun teachtaireacht shaincheaptha a sholáthar a liostaíonn athruithe gan sábháil. Glaofaidh an t-eagarthóir ar an modh seo nuair a scoirfidh sé nó nuair a dhúnfaidh sé radharc, agus taispeánfaidh sé an teaghrán ar ais i dialóg deimhnithe. Fill teaghrán folamh mura bhfuil aon athruithe gan sábháil ar an mbreiseán.
    Agus radharc á dhúnadh, is é [param for_scene] an cosán go dtí an radharc atá á dhúnadh. Is féidir leat é a úsáid chun acmhainní ionsuite a láimhseáil sa radharc sin.
    Má dheimhníonn an t-úsáideoir go bhfuil tú ag sábháil, cuirfear glaoch ar [method _save_external_data], sula ndúnfar an t-eagarthóir.
    [codeblock]
    feidhm _get_unsaved_status(do_scene):
        mura bhfuil sé sábháilte:
            ar ais""
    
        má tá_scene.is_folamh():
            return "Sábháil athruithe i MyCustomPlugin roimh dhúnadh?"
        eile:
            return "Tá athruithe ag radharc %s ó MyCustomPlugin. Sábháil roimh dhúnadh?" % for_scene.get_file()
    
    feidhm _sábháil_sonraí_seachtracha():
        gan sábháil = bréagach
    [/codeblock]
    Mura bhfuil aon athruithe radharc-shonracha ar an mbreiseán, is féidir leat neamhaird a dhéanamh de na glaonna nuair a dhúnann tú radhairc:
    [codeblock]
    feidhm _get_unsaved_status(do_scene):
        mura bhfuil do_scene.is_folamh():
            ar ais""
    [/codeblock]

en: Override this method to provide the GUI layout of the plugin or any other data you want to be stored. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the [code]editor_layout.cfg[/code] file in the editor metadata directory.
    Use [method _set_window_layout] to restore your saved layout.
    [codeblock]
    func _get_window_layout(configuration):
        configuration.set_value("MyPlugin", "window_position", $Window.position)
        configuration.set_value("MyPlugin", "icon_color", $Icon.modulate)
    [/codeblock]
ga: Sáraigh an modh seo chun leagan amach GUI an bhreiseáin nó aon sonraí eile is mian leat a stóráil a sholáthar. Úsáidtear é seo chun leagan amach eagarthóra an tionscadail a shábháil nuair a ghlaoitear [method queue_save_layout] nó nuair a athraíodh leagan amach an eagarthóra (mar shampla suíomh duga a athrú). Stóráiltear na sonraí sa chomhad [code]editor_layout.cfg[/code] in eolaire meiteashonraí an eagarthóra.
    Úsáid [method _set_window_layout] chun do leagan amach sábháilte a aischur.
    [codeblock]
    func _get_window_layout(cumraíocht):
        configuration.set_value("MyPlugin", "fuinneog_position", $Window.position)
        configuration.set_value("MyPlugin", "icon_color", $Icon.modulate)
    [/codeblock]

en: Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too.
    [b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.
ga: Cuir an fheidhm seo i bhfeidhm má chuireann do bhreiseán in eagar cineál ar leith oibiachta (Acmhainn nó Nód). Má fhilleann tú [code]true[/code], ansin gheobhaidh tú na feidhmeanna [method _edit] agus [method _make_visible] ar a dtugtar nuair a iarrann an t-eagarthóir iad. Má tá na modhanna dearbhaithe agat [method _forward_canvas_gui_input] agus [method _forward_3d_gui_input] cuirfear glaoch orthu seo freisin.
    [b]Nóta:[/b] Níor cheart do gach breiseán ach cineál amháin réad a láimhseáil ag an am céanna. Má láimhseálann breiseán níos mó cineálacha rudaí agus go gcuirtear in eagar iad ag an am céanna, beidh earráidí mar thoradh air.

en: Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
    When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_editor_main_screen] and made visible inside [method _make_visible].
    Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
    [codeblock]
    var plugin_control
    
    func _enter_tree():
        plugin_control = preload("my_plugin_control.tscn").instantiate()
        EditorInterface.get_editor_main_screen().add_child(plugin_control)
        plugin_control.hide()
    
    func _has_main_screen():
        return true
    
    func _make_visible(visible):
        plugin_control.visible = visible
    
    func _get_plugin_name():
        return "My Super Cool Plugin 3000"
    
    func _get_plugin_icon():
        return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")
    [/codeblock]
ga: Filleann sé [code]true[/code] más breiseán eagarthóir príomhscáileáin é seo (téann sé sa roghnóir spás oibre mar aon le [b]2D[/b], [b]3D[/b], [b]Script[/b] agus [b]AssetLib[/b]).
    Nuair a roghnaítear spás oibre an bhreiseáin, cuirfear forlíontáin príomhscáileáin eile i bhfolach, ach ní thaispeánfar do bhreiseán go huathoibríoch. Ní mór é a chur leis mar leanbh de [method EditorInterface.get_editor_main_screen] agus é a dhéanamh le feiceáil taobh istigh de [method _make_visible].
    Úsáid [method _get_plugin_name] agus [method _get_plugin_icon] chun cuma an chnaipe breiseán a shaincheapadh.
    [codeblock]
    var plugin_control
    
    func _enter_tree():
        plugin_control = preload("my_plugin_control.tscn").instantiate()
        EditorInterface.get_editor_main_screen().add_child(plugin_control)
        plugin_control.hide()
    
    func _has_main_screen():
        return true
    
    func _make_visible(visible):
        plugin_control.visible = visible
    
    func _get_plugin_name():
        return "My Super Cool Plugin 3000"
    
    func _get_plugin_icon():
        return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")
    [/codeblock]

en: This function will be called when the editor is requested to become visible. It is used for plugins that edit a specific object type.
    Remember that you have to manage the visibility of all your editor controls manually.
ga: Tabharfar an fheidhm seo nuair a iarrtar ar an eagarthóir a bheith infheicthe. Úsáidtear é le haghaidh breiseán a chuireann cineál oibiachta ar leith in eagar.
    Cuimhnigh go gcaithfidh tú infheictheacht gach rialuithe eagarthóra a bhainistiú de láimh.

en: This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.
ga: Glaoitear an modh seo tar éis don eagarthóir an tionscadal a shábháil nó nuair a bhíonn sé dúnta. Iarrann sé ar an mbreiseán radhairc/acmhainní seachtracha curtha in eagar a shábháil.

en: Restore the state saved by [method _get_state]. This method is called when the current scene tab is changed in the editor.
    [b]Note:[/b] Your plugin must implement [method _get_plugin_name], otherwise it will not be recognized and this method will not be called.
    [codeblock]
    func _set_state(data):
        zoom = data.get("zoom", 1.0)
        preferred_color = data.get("my_color", Color.WHITE)
    [/codeblock]
ga: Athchóirigh an stát arna shábháil ag [method _get_state]. Tugtar an modh seo nuair a athraítear cluaisín an radhairc reatha san eagarthóir.
    [b]Nóta:[/b] Ní mór le do bhreiseán [method _get_plugin_name] a chur i bhfeidhm, nó ní aithneofar é agus ní thabharfar glaoch ar an modh seo.
    [codeblock]
    feidhm _set_state(sonraí):
        súmáil = data.get ("zoom", 1.0)
        prefer_color = data.get ("my_dath", Color.WHITE)
    [/codeblock]

en: Restore the plugin GUI layout and data saved by [method _get_window_layout]. This method is called for every plugin on editor startup. Use the provided [param configuration] file to read your saved data.
    [codeblock]
    func _set_window_layout(configuration):
        $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2())
        $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.WHITE)
    [/codeblock]
ga: Athchóirigh leagan amach GUI an bhreiseáin agus na sonraí arna sábháil ag [method _get_window_layout]. Glaoitear an modh seo ar gach breiseán ar am tosaithe an eagarthóra. Bain úsáid as an gcomhad [param configuration] atá curtha ar fáil chun do shonraí sábháilte a léamh.
    [codeblock]
    func _set_window_layout(cumraíocht):
        $Window.position = cumraíocht.get_value("MyPlugin", "fuinneog_suíomh", Vector2())
        $Icon.modulate = cumraíocht.get_value ("MyPlugin", "icon_color", Color.WHITE)
    [/codeblock]

en: Adds a script at [param path] to the Autoload list as [param name].
ga: Cuireann sé script ag [param path] leis an liosta Uathlódála mar [ainm param].

en: Adds a custom control to a container (see [enum CustomControlContainer]). There are many locations where custom controls can be added in the editor UI.
    Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it).
    When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [method Node.queue_free].
ga: Cuireann sé rialú saincheaptha le coimeádán (féach [enum CustomControlContainer]). Tá go leor áiteanna inar féidir rialuithe saincheaptha a chur leis an Chomhéadain Eagarthóra.
    Cuimhnigh le do thoil go gcaithfidh tú infheictheacht do rialuithe saincheaptha a bhainistiú tú féin (agus is dócha go gcuirfí i bhfolach é tar éis é a chur leis).
    Nuair a bheidh do bhreiseán díghníomhachtaithe, déan cinnte go mbainfidh tú do rialú saincheaptha le [method remove_control_from_container] agus saor é le [method Node.queue_free].

en: Adds the control to a specific dock slot (see [enum DockSlot] for options).
    If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.
    When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [method Node.queue_free].
    Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the dock's visibility once it's moved to the bottom panel (this shortcut does not affect the dock otherwise). See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use [kbd]Alt[/kbd] modifier.
ga: Cuireann sé an rialú le sliotán duga ar leith (féach [enum DockSlot] le haghaidh roghanna).
    Má dhéantar an duga a athshuíomh agus chomh fada agus atá an breiseán gníomhach, sábhálfaidh an t-eagarthóir suíomh an duga ar sheisiúin eile.
    Nuair a bheidh do bhreiseán díghníomhachtaithe, déan cinnte go mbainfidh tú do rialú saincheaptha le [method remove_control_from_docks] agus saor é le [method Node.queue_free].
    Roghnach, is féidir leat paraiméadar aicearra a shonrú. Nuair a bhrúitear é, scoirfidh an t-aicearra seo infheictheacht an duga nuair a bhogtar go dtí an bunphainéal é (ní chuireann an aicearra seo isteach ar an duga ar shlí eile). Féach ar aicearraí bunphainéal an eagarthóra sna Socruithe Eagarthóra le haghaidh inspioráid. De réir an ghnáis, úsáideann siad go léir modhnóir [kbd]Alt[/kbd].

en: Adds a custom type, which will appear in the list of nodes or resources.
    When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
    [b]Note:[/b] The base type is the base engine class which this type's class hierarchy inherits, not any custom type parent classes.
    You can use the virtual method [method _handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
    During run-time, this will be a simple object with a script so this function does not need to be called then.
    [b]Note:[/b] Custom types added this way are not true classes. They are just a helper to create a node with specific script.
ga: Cuireann sé cineál saincheaptha leis, a thaispeánfar sa liosta nóid nó acmhainní.
    Nuair a roghnaítear nód nó acmhainn tugtha, cuirfear an cineál bonn ar an toirt (m.sh. "Node3D", "Control", "Resource"), ansin déanfar an script a luchtú agus a shocrú don réad seo.
    [b]Nóta:[/b] Is é an bunchineál an bonn-aicme innill a fhaigheann ordlathas aicme an chineáil seo le hoidhreacht, ní aon aicmí de chineál saincheaptha tuismitheora.
    Is féidir leat an modh fíorúil [method _handles] a úsáid chun a sheiceáil an bhfuil do réad saincheaptha á chur in eagar tríd an script a sheiceáil nó an eochairfhocal [code]is[/code] a úsáid.
    Le linn am rite, beidh sé seo ina réad simplí le script agus mar sin ní gá glaoch ar an bhfeidhm seo ansin.
    [b]Nóta:[/b] Ní fíor-aicmí iad cineálacha saincheaptha a chuirtear leis ar an mbealach seo. Níl iontu ach cúntóir chun nód a chruthú le script ar leith.

en: Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin].
ga: Cuireann [Script] leis mar bhreiseán dífhabhtóra leis an Dífhabhtóir. Caithfidh an script síneadh a chur le [EditorDebuggerPlugin].

en: Registers a new [EditorExportPlugin]. Export plugins are used to perform tasks when the project is being exported.
    See [method add_inspector_plugin] for an example of how to register a plugin.
ga: Cláraítear [EditorExportPlugin] nua. Úsáidtear forlíontáin easpórtála chun tascanna a dhéanamh agus an tionscadal á onnmhairiú.
    Féach ar [method add_inspector_plugin] le haghaidh sampla de conas breiseán a chlárú.

en: Registers a new [EditorImportPlugin]. Import plugins are used to import custom and unsupported assets as a custom [Resource] type.
    If [param first_priority] is [code]true[/code], the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
    [b]Note:[/b] If you want to import custom 3D asset formats use [method add_scene_format_importer_plugin] instead.
    See [method add_inspector_plugin] for an example of how to register a plugin.
ga: Cláraítear [EditorImportPlugin] nua. Úsáidtear forlíontáin iompórtála chun sócmhainní saincheaptha agus sócmhainní nach dtacaítear leo a iompórtáil mar chineál [Acmhainn] saincheaptha.
    Má tá [param first_priority] [code]true[/code], cuirtear an breiseán iompórtála nua isteach ar dtús sa liosta agus beidh tosaíocht aige ar na forlíontáin a bhí ann cheana.
    [b] Nóta:[/b] Más mian leat formáidí sócmhainne saincheaptha 3D a iompórtáil úsáid [method add_scene_format_importer_plugin] ina ionad sin.
    Féach ar [method add_inspector_plugin] le haghaidh sampla de conas breiseán a chlárú.

en: Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend [EditorInspector] and provide custom configuration tools for your object's properties.
    [b]Note:[/b] Always use [method remove_inspector_plugin] to remove the registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to prevent leaks and an unexpected behavior.
    [codeblocks]
    [gdscript]
    const MyInspectorPlugin = preload("res://addons/your_addon/path/to/your/script.gd")
    var inspector_plugin = MyInspectorPlugin.new()
    
    func _enter_tree():
        add_inspector_plugin(inspector_plugin)
    
    func _exit_tree():
        remove_inspector_plugin(inspector_plugin)
    [/gdscript]
    [/codeblocks]
ga: Cláraítear [EditorInspectorPlugin] nua. Úsáidtear forlíontáin cigire chun [EditorInspector] a leathnú agus chun uirlisí cumraíochta saincheaptha a sholáthar le haghaidh airíonna do réad.
    [b]Nóta:[/b] Úsáid [method remove_inspector_plugin] i gcónaí chun an [EditorInspectorPlugin] cláraithe a bhaint nuair a bheidh do [EditorPlugin] díchumasaithe chun sceitheadh agus iompar gan choinne a chosc.
    [codeblocks]
    [gdscript]
    const MyInspectorPlugin = réamhlódáil ("res://addons/your_addon/path/to/your/script.gd")
    var inspector_plugin = MyInspectorPlugin.new()
    
    feidhm _enter_tree():
        add_inspector_plugin(cigire_plugin)
    
    feidhm _exit_tree():
        bain_inspector_plugin(cigire_plugin)
    [/gdscript]
    [/codeblocks]

en: Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a [Node3D].
    See [method add_inspector_plugin] for an example of how to register a plugin.
ga: Cláraítear [EditorNode3DGizmoPlugin] nua. Úsáidtear forlíontáin Gizmo chun gizmos saincheaptha a chur leis an radharc réamhamhairc 3D le haghaidh [Node3D].
    Féach ar [method add_inspector_plugin] le haghaidh sampla de conas breiseán a chlárú.

en: Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins are used to add custom resource converters to the editor inspector.
    See [EditorResourceConversionPlugin] for an example of how to create a resource conversion plugin.
ga: Cláraítear [EditorResourceConversionPlugin] nua. Úsáidtear forlíontáin tiontaithe acmhainní chun tiontairí acmhainne saincheaptha a chur leis an gcigire eagarthóireachta.
    Féach ar [EditorResourceConversionPlugin] le haghaidh sampla de conas breiseán tiontaithe acmhainne a chruthú.

en: Registers a new [EditorSceneFormatImporter]. Scene importers are used to import custom 3D asset formats as scenes.
    If [param first_priority] is [code]true[/code], the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
ga: Cláraítear [EditorSceneFormatImporter] nua. Úsáidtear allmhaireoirí radhairc chun formáidí sócmhainní 3D saincheaptha a allmhairiú mar radhairc.
    Má tá [param first_priority] [code]true[/code], cuirtear an breiseán iompórtála nua isteach ar dtús sa liosta agus beidh tosaíocht aige ar na forlíontáin a bhí ann cheana.

en: Add a [EditorScenePostImportPlugin]. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.
    If [param first_priority] is [code]true[/code], the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
ga: Cuir [EditorScenePostImportPlugin] leis. Ceadaíonn na forlíontáin seo próiseas allmhairithe sócmhainní 3D a shaincheapadh trí roghanna nua a chur leis na dialóga allmhairithe.
    Má tá [param first_priority] [code]true[/code], cuirtear an breiseán iompórtála nua isteach ar dtús sa liosta agus beidh tosaíocht aige ar na forlíontáin a bhí ann cheana.

en: Adds a custom menu item to [b]Project > Tools[/b] named [param name]. When clicked, the provided [param callable] will be called.
ga: Cuireann sé mír roghchláir shaincheaptha le [b]Project > Tools[/b] darb ainm [param name]. Nuair a chliceáiltear é, cuirfear glaoch ar an [param callable] atá curtha ar fáil.

en: Adds a custom [PopupMenu] submenu under [b]Project > Tools >[/b] [param name]. Use [method remove_tool_menu_item] on plugin clean up to remove the menu.
ga: Cuireann sé fo-roghchlár saincheaptha [PopupMenu] leis faoi [b]Project > Tools >[/b] [param name]. Úsáid [method remove_tool_menu_item] ar ghlanadh suas an breiseán chun an roghchlár a bhaint.

en: Registers a custom translation parser plugin for extracting translatable strings from custom files.
ga: Cláraítear breiseán parsálaí aistriúcháin saincheaptha chun teaghráin inaistrithe a bhaint as comhaid saincheaptha.

en: Hooks a callback into the undo/redo action creation when a property is modified in the inspector. This allows, for example, to save other properties that may be lost when a given property is modified.
    The callback should have 4 arguments: [Object] [code]undo_redo[/code], [Object] [code]modified_object[/code], [String] [code]property[/code] and [Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] object used by the inspector, the currently modified object, the name of the modified property and the new value the property is about to take.
ga: Dúnann sé aisghlao isteach sa chruthú gníomhaíochta Cealaigh/Athdhéan nuair a athraítear maoin sa chigire. Ligeann sé seo, mar shampla, maoin eile a shábháil a d’fhéadfadh a bheith caillte nuair a athraítear maoin áirithe.
    Ba cheart go mbeadh 4 argóint ag an aisghlao: [Réad] [code] undo_redo[/code], [Object] [code]modified_object[/code], [Teaghrán] [code]airí[/code] agus [Athróg] [code] nua_luach [/code]. Is iad, faoi seach, an réad [UndoRedo] a úsáideann an cigire, an réad modhnaithe faoi láthair, ainm na maoine modhnaithe agus an luach nua atá an mhaoin ar tí a ghlacadh.

en: [EditorInterface] is a global singleton and can be accessed directly by its name.
ga: Is singleton domhanda é [EditorInterface] agus is féidir teacht air go díreach faoina ainm.

en: Returns the [EditorInterface] singleton instance.
ga: Seoltar ar ais an sampla singleton [EditorInterface].

en: Returns the [PopupMenu] under [b]Scene > Export As...[/b].
ga: Seoltar ar ais an [PopupMenu] faoi [b]Scene > Export As...[/b].

en: Provide the version of the plugin declared in the [code]plugin.cfg[/code] config file.
ga: Tabhair an leagan den bhreiseán atá dearbhaithe sa chomhad cumraíochta [code]plugin.cfg[/code].

en: Gets the Editor's dialog used for making scripts.
    [b]Note:[/b] Users can configure it before use.
    [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
ga: Baintear úsáid as dialóg an Eagarthóra chun scripteanna a dhéanamh.
    [b]Nóta:[/b] Is féidir le húsáideoirí é a chumrú roimh úsáid.
    [b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo, beidh cuid den eagarthóir gan úsáid agus seans go mbeidh sé ina chúis le timpiste.

en: Gets the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it.
ga: Faigheann sé an réad Cealaigh / Athdhéan. Is féidir an chuid is mó de na gníomhartha san eagarthóir a bheith do-dhéanta, mar sin bain úsáid as an réad seo chun a chinntiú go dtarlaíonn sé seo nuair is fiú é.

en: Minimizes the bottom panel.
ga: Íoslaghdaíonn an painéal bun.

en: Makes a specific item in the bottom panel visible.
ga: Déanann sé mír ar leith sa phainéal bun le feiceáil.

en: Queue save the project's editor layout.
ga: Sábháil leagan amach eagarthóra an tionscadail.

en: Removes an Autoload [param name] from the list.
ga: Baintear Uathlódáil [ainm param] den liosta.

en: Removes the control from the bottom panel. You have to manually [method Node.queue_free] the control.
ga: Baineann sé an rialú as an bpainéal bun. Ní mór duit [method Node.queue_free] a rialú de láimh.

en: Removes the control from the specified container. You have to manually [method Node.queue_free] the control.
ga: Baineann sé an rialú as an gcoimeádán sonraithe. Ní mór duit [method Node.queue_free] a rialú de láimh.

en: Removes the control from the dock. You have to manually [method Node.queue_free] the control.
ga: Baineann sé an rialú as an duga. Ní mór duit [method Node.queue_free] a rialú de láimh.

en: Removes a custom type added by [method add_custom_type].
ga: Baintear cineál saincheaptha curtha leis ag [method add_custom_type].

en: Removes the debugger plugin with given script from the Debugger.
ga: Baintear an breiseán dífhabhtóra leis an script tugtha ón Dífhabhtóir.

en: Removes an export plugin registered by [method add_export_plugin].
ga: Baintear breiseán easpórtála atá cláraithe ag [method add_export_plugin].

en: Removes an import plugin registered by [method add_import_plugin].
ga: Baintear breiseán iompórtála atá cláraithe ag [method add_import_plugin].

en: Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin].
ga: Baintear breiseán gizmo atá cláraithe ag [method add_node_3d_gizmo_plugin].

en: Removes a resource conversion plugin registered by [method add_resource_conversion_plugin].
ga: Baineann sé seo breiseán tiontaithe acmhainne atá cláraithe ag [method add_resource_conversion_plugin].

en: Removes a scene format importer registered by [method add_scene_format_importer_plugin].
ga: Baineann sé seo as allmhaireoir formáid radharc atá cláraithe ag [method add_scene_format_importer_plugin].

en: Remove the [EditorScenePostImportPlugin], added with [method add_scene_post_import_plugin].
ga: Bain an [EditorScenePostImportPlugin], curtha leis le [method add_scene_post_import_plugin].

en: Removes a menu [param name] from [b]Project > Tools[/b].
ga: Baintear roghchlár [param name] ó [b]Project > Tools[/b].

en: Removes a custom translation parser plugin registered by [method add_translation_parser_plugin].
ga: Baintear breiseán saincheaptha parsálaí aistriúcháin atá cláraithe ag [method add_translation_parser_plugin].

en: Removes a callback previously added by [method add_undo_redo_inspector_hook_callback].
ga: Baintear aisghlao a cuireadh leis roimhe seo trí [method add_undo_redo_inspector_hook_callback].

en: Sets the tab icon for the given control in a dock slot. Setting to [code]null[/code] removes the icon.
ga: Socraíonn sé an deilbhín cluaisín don rialú a thugtar i sliotán duga. Má shocraítear [code]null[/code], bainfear an deilbhín.

en: Enables calling of [method _forward_canvas_force_draw_over_viewport] for the 2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin.
ga: Cumasaítear glaoch ar [method _forward_canvas_force_draw_over_viewport] don eagarthóir 2T agus [method _forward_3d_force_draw_over_viewport] don eagarthóir 3D nuair a nuashonraítear a gcuid hamharcanna. Ní mór duit an modh seo a ghlaoch ach uair amháin agus oibreoidh sé go buan don bhreiseán seo.

en: Use this method if you always want to receive inputs from 3D view screen inside [method _forward_3d_gui_input]. It might be especially usable if your plugin will want to use raycast in the scene.
ga: Úsáid an modh seo más mian leat i gcónaí ionchuir a fháil ón scáileán amhairc 3D taobh istigh de [method _forward_3d_gui_input]. D’fhéadfadh sé a bheith inúsáidte go háirithe má tá do bhreiseán ag iarraidh raycast a úsáid sa radharc.

en: Updates the overlays of the 2D and 3D editor viewport. Causes methods [method _forward_canvas_draw_over_viewport], [method _forward_canvas_force_draw_over_viewport], [method _forward_3d_draw_over_viewport] and [method _forward_3d_force_draw_over_viewport] to be called.
ga: Nuashonraíonn sé na forleagan ar radharc an eagarthóra 2D agus 3D. Is cúis le modhanna [method _forward_canvas_draw_over_viewport], [method _forward_canvas_force_draw_over_viewport], [method _forward_3d_draw_over_viewport] agus [method _forward_3d_force_draw_over_viewport] a ghlaoch.

en: Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
ga: Astaítear nuair a athraíonn an t-úsáideoir an spás oibre ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Oibríonn sé freisin le scáileáin saincheaptha arna sainiú ag forlíontáin.

en: Use [signal ProjectSettings.settings_changed] instead.
ga: Úsáid [comhartha ProjectSettings.settings_changed] ina ionad sin.

en: Emitted when any project setting has changed.
ga: Astaítear nuair a athraítear aon socrú tionscadail.

en: Emitted when the given [param resource] was saved on disc. See also [signal scene_saved].
ga: Astaithe nuair a sábháladh an [acmhainn param] ar diosca. Féach freisin [sign scene_saved].

en: Emitted when the scene is changed in the editor. The argument will return the root node of the scene that has just become active. If this scene is new and empty, the argument will be [code]null[/code].
ga: Astaítear nuair a athraítear an radharc san eagarthóir. Tabharfaidh an argóint ar ais bunnóid an radhairc atá díreach tar éis éirí gníomhach. Má tá an radharc seo nua agus folamh, beidh an argóint [code]null[/code].

en: Emitted when user closes a scene. The argument is a file path to the closed scene.
ga: Astaítear nuair a dhúnann an t-úsáideoir radharc. Is cosán comhaid í an argóint chuig an radharc dúnta.

en: Emitted when a scene was saved on disc. The argument is a file path to the saved scene. See also [signal resource_saved].
ga: Astaithe nuair a sábháladh radharc ar diosca. Is cosán comhaid í an argóint chuig an radharc sábháilte. Féach freisin [signal resource_saved].

en: Main editor toolbar, next to play buttons.
ga: Barra uirlisí príomheagarthóra, in aice le cnaipí imeartha.

en: The toolbar that appears when 3D editor is active.
ga: An barra uirlisí a thaispeánfar nuair a bhíonn eagarthóir 3D gníomhach.

en: Left sidebar of the 3D editor.
ga: Barra taoibh chlé an eagarthóir 3d.

en: Right sidebar of the 3D editor.
ga: Barra taobh dheis an eagarthóir 3d.

en: Bottom panel of the 3D editor.
ga: Painéal bun an eagarthóir 3d.

en: The toolbar that appears when 2D editor is active.
ga: An barra uirlisí a thaispeánfar nuair a bhíonn eagarthóir 2D gníomhach.

en: Left sidebar of the 2D editor.
ga: Barra taoibh chlé an eagarthóir 2D.

en: Right sidebar of the 2D editor.
ga: Barra taobh dheis an eagarthóir 2D.

en: Bottom panel of the 2D editor.
ga: Painéal bun an eagarthóir 2D.

en: Bottom section of the inspector.
ga: Cuid íochtair an chigire.

en: Tab of Project Settings dialog, to the left of other tabs.
ga: Cluaisín na Socruithe Tionscadail dialóg, ar chlé na cluaisíní eile.

en: Tab of Project Settings dialog, to the right of other tabs.
ga: Cluaisín na Socruithe Tionscadail dialóg, ar thaobh na láimhe deise de cluaisíní eile.

en: Dock slot, left side, upper-left (empty in default layout).
ga: Sliotán duga, taobh clé, ar chlé uachtarach (folamh sa leagan amach réamhshocraithe).

en: Dock slot, left side, bottom-left (empty in default layout).
ga: Sliotán duga, taobh clé, bun-chlé (folamh i leagan amach réamhshocraithe).

en: Dock slot, left side, upper-right (in default layout includes Scene and Import docks).
ga: Sliotán duga, taobh clé, ar dheis uachtarach (áirítear duganna Radharc agus Iompórtáil sa leagan amach réamhshocraithe).

en: Dock slot, left side, bottom-right (in default layout includes FileSystem dock).
ga: Sliotán duga, taobh clé, bun ar dheis (cuimsíonn an leagan amach réamhshocraithe duga FileSystem).

en: Dock slot, right side, upper-left (in default layout includes Inspector, Node, and History docks).
ga: Sliotán duga, taobh dheis, ar chlé uachtarach (cuimsíonn an leagan amach réamhshocraithe duganna Cigire, Nód agus Stair).

en: Dock slot, right side, bottom-left (empty in default layout).
ga: Sliotán duga, taobh dheis, bun-chlé (folamh i leagan amach réamhshocraithe).

en: Dock slot, right side, upper-right (empty in default layout).
ga: Sliotán duga, taobh dheis, ar dheis uachtarach (folamh sa leagan amach réamhshocraithe).

en: Dock slot, right side, bottom-right (empty in default layout).
ga: Sliotán duga, taobh deas, bun ar dheis (folamh i leagan amach réamhshocraithe).

en: Represents the size of the [enum DockSlot] enum.
ga: Léiríonn sé méid an [enum DockSlot] enum.

en: Forwards the [InputEvent] to other EditorPlugins.
ga: Cuir an [InputEvent] ar aghaidh chuig EditorPlugins eile.

en: Prevents the [InputEvent] from reaching other Editor classes.
ga: Cuireann sé cosc ar [InputEvent] ranganna Eagarthóra eile a bhaint amach.

en: Pass the [InputEvent] to other editor plugins except the main [Node3D] one. This can be used to prevent node selection changes and work with sub-gizmos instead.
ga: Cuir an [InputEvent] ar aghaidh chuig forlíontáin eagarthóireachta eile seachas an príomhcheann [Node3D]. Is féidir é seo a úsáid chun athruithe roghnúcháin nód a chosc agus oibriú le fo-gizmos ina ionad sin.

en: Custom control for editing properties that can be added to the [EditorInspector].
ga: Rialú saincheaptha le haghaidh airíonna eagarthóireachta is féidir a chur leis an [EditorInspector].

en: A custom control for editing properties that can be added to the [EditorInspector]. It is added via [EditorInspectorPlugin].
ga: rialtán saincheaptha le haghaidh airíonna eagarthóireachta is féidir a chur leis an [EditorInspector]. Cuirtear leis trí [EditorInspectorPlugin].

en: Called when the read-only status of the property is changed. It may be used to change custom controls into a read-only or modifiable state.
ga: Glaoitear air nuair a athraítear stádas inléite amháin na maoine. Féadfar é a úsáid chun rialuithe saincheaptha a athrú go staid inléite amháin nó inathraithe.

en: When this virtual function is called, you must update your editor.
ga: Nuair a ghlaoitear ar an bhfeidhm fhíorúil seo, ní mór duit d’eagarthóir a nuashonrú.

en: If any of the controls added can gain keyboard focus, add it here. This ensures that focus will be restored if the inspector is refreshed.
ga: Más féidir fócas méarchlár a fháil ar aon cheann de na rialuithe a cuireadh leis, cuir anseo é. Cinntíonn sé seo go ndéanfar an fócas a athbhunú má dhéantar an cigire a athnuachan.

en: If one or several properties have changed, this must be called. [param field] is used in case your editor can modify fields separately (as an example, Vector3.x). The [param changing] argument avoids the editor requesting this property to be refreshed (leave as [code]false[/code] if unsure).
ga: Má tá airíonna amháin nó níos mó athraithe, ní mór é seo a ghlaoch. Úsáidtear [param field] ar eagla gur féidir le d’eagarthóir réimsí a mhodhnú ar leithligh (mar shampla, Vector3.x). Seachnaíonn an argóint [param change] an t-eagarthóir ag iarraidh go ndéanfaí an t-airí seo a athnuachan (fág mar [code]false[/code] mura bhfuil sé cinnte).

en: Gets the edited object.
ga: Faigheann sé an réad curtha in eagar.

en: Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin._parse_property]), then this will return the property.
ga: Faigheann sé an t-airí curtha in eagar. Más le haghaidh airí amháin atá d’eagarthóir (a cuireadh leis trí [method EditorInspectorPlugin._parse_property]), ansin tabharfaidh sé seo an t-airí ar ais.

en: Puts the [param editor] control below the property label. The control must be previously added using [method Node.add_child].
ga: Cuireann an rialtán [param editor] faoi bhun an lipéid réadmhaoine. Ní mór an rialú a chur leis roimhe seo trí úsáid a bhaint as [method Node.add_child].

en: Forces refresh of the property display.
ga: Fórsaí athnuachan ar an taispeáint maoine.

en: Used by the inspector, set to [code]true[/code] when the property is checkable.
ga: In úsáid ag an gcigire, socraigh go [code]true[/code] nuair atá an t-airí inseiceáilte.

en: Used by the inspector, set to [code]true[/code] when the property is checked.
ga: In úsáid ag an gcigire, socraigh go [code]true[/code] nuair a dhéantar an t-airí a sheiceáil.

en: Used by the inspector, set to [code]true[/code] when the property can be deleted by the user.
ga: In úsáid ag an gcigire, socraigh go [code]true[/code] nuair is féidir leis an úsáideoir an t-airí a scriosadh.

en: Used by the inspector, set to [code]true[/code] when the property is drawn with the editor theme's warning color. This is used for editable children's properties.
ga: In úsáid ag an gcigire, socraigh go [code]true[/code] nuair a tharraingítear an t-airí le dath rabhaidh téama an eagarthóra. Úsáidtear é seo le haghaidh airíonna inathraithe leanaí.

en: Used by the inspector, set to [code]true[/code] when the property can add keys for animation.
ga: In úsáid ag an gcigire, socraigh go [code]true[/code] nuair is féidir leis an airí eochracha beochana a chur leis.

en: Set this property to change the label (if you want to show one).
ga: Socraigh an t-airí seo chun an lipéad a athrú (má tá tú ag iarraidh ceann a thaispeáint).

en: Used by the inspector, set to [code]true[/code] when the property is read-only.
ga: In úsáid ag an gcigire, socraigh go [code]true[/code] nuair atá an t-airí inléite amháin.

en: Emit it if you want multiple properties modified at the same time. Do not use if added via [method EditorInspectorPlugin._parse_property].
ga: Scaoil amach é más mian leat airíonna iolracha a mhodhnú ag an am céanna. Ná húsáid má chuirtear leis trí [method EditorInspectorPlugin._parse_property].

en: Used by sub-inspectors. Emit it if what was selected was an Object ID.
ga: Úsáidte ag fo-chigirí. Scaoil amach é más rud é gur ID Réada é an méid a roghnaíodh.

en: Emitted when the revertability (i.e., whether it has a non-default value and thus is displayed with a revert icon) of a property has changed.
ga: Astaítear nuair a athraítear in-aisiompaitheacht (i.e., cibé acu an bhfuil luach neamh-mhainneachtana aige agus mar sin go bhfuil sé léirithe le deilbhín cúlaithe) maoine.

en: Do not emit this manually, use the [method emit_changed] method instead.
ga: Ná scaoil seo de láimh, bain úsáid as an modh [method emit_changed] ina ionad sin.

en: Emitted when a property was checked. Used internally.
ga: Astaítear nuair a seiceáladh maoin. Úsáidtear go hinmheánach.

en: Emitted when a property was deleted. Used internally.
ga: Astaithe nuair a scriosadh airí. Úsáidtear go hinmheánach.

en: Emit it if you want to add this value as an animation key (check for keying being enabled first).
ga: Scaoil amach é más mian leat an luach seo a chur leis mar eochair beochana (seiceáil an bhfuil an eochair cumasaithe ar dtús).

en: Emit it if you want to key a property with a single value.
ga: Scaoil amach é más mian leat réadmhaoin a bhfuil luach amháin air a eochrú.

en: Emit it if you want to mark (or unmark) the value of a property for being saved regardless of being equal to the default value.
    The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instantiation chain, a script or a builtin class.
ga: Astaigh é más mian leat luach maoine a mharcáil (nó a dhímharcáil) as a bheith sábháilte is cuma é a bheith comhionann leis an luach réamhshocraithe.
    Is é an luach réamhshocraithe an ceann a gheobhaidh an t-airí nuair a bhíonn an nód díreach curtha ar an toirt agus is féidir leis teacht ó radharc sinsear sa slabhra oidhreachta/tionscnaimh, ó script nó ó rang tógtha.

en: If you want a sub-resource to be edited, emit this signal with the resource.
ga: Más mian leat fo-acmhainn a chur in eagar, scaoil an comhartha seo leis an acmhainn.

en: Emitted when selected. Used internally.
ga: Astaithe nuair a roghnaítear. Úsáidtear go hinmheánach.

en: Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a [StandardMaterial3D] to a [ShaderMaterial].
ga: Breiseán chun tiontairí saincheaptha a chur leis ó fhormáid acmhainne amháin go formáid acmhainne eile i roghchlár comhthéacs roghnóir acmhainní an eagarthóra; mar shampla, [StandardMaterial3D] a thiontú go [ShaderMaterial].

en: [EditorResourceConversionPlugin] is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type.
    Below shows an example of a basic plugin that will convert an [ImageTexture] to a [PortableCompressedTexture2D].
    [codeblocks]
    [gdscript]
    extends EditorResourceConversionPlugin
    
    func _handles(resource: Resource):
        return resource is ImageTexture
    
    func _converts_to():
        return "PortableCompressedTexture2D"
    
    func _convert(itex: Resource):
        var ptex = PortableCompressedTexture2D.new()
        ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS)
        return ptex
    [/gdscript]
    [/codeblocks]
    To use an [EditorResourceConversionPlugin], register it using the [method EditorPlugin.add_resource_conversion_plugin] method first.
ga: Déantar [EditorResourceConversionPlugin] a agairt nuair a thugtar an roghchlár comhthéacs suas le haghaidh acmhainn sa chigire eagarthóra. Beidh forlíontáin chomhshó ábhartha le feiceáil mar roghanna roghchláir chun an acmhainn tugtha a thiontú go cineál sprice.
    Anseo thíos taispeántar sampla de bhreiseán bunúsach a thiontóidh [ImageTexture] go [PortableCompressedTexture2D].
    [codeblocks]
    [gdscript]
    extends EditorResourceConversionPlugin
    
    func _handles(resource: Resource):
        return resource is ImageTexture
    
    func _converts_to():
        return "PortableCompressedTexture2D"
    
    func _convert(itex: Resource):
        var ptex = PortableCompressedTexture2D.new()
        ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS)
        return ptex
    [/gdscript]
    [/codeblocks]
    Chun [EditorResourceConversionPlugin] a úsáid, cláraigh é ar dtús leis an modh [method EditorPlugin.add_resource_conversion_plugin].

en: Takes an input [Resource] and converts it to the type given in [method _converts_to]. The returned [Resource] is the result of the conversion, and the input [Resource] remains unchanged.
ga: Glacann sé ionchur [Acmhainn] agus tiontaíonn sé go dtí an cineál a thugtar in [method _converts_to]. Is é an [Acmhainn] a tugadh ar ais mar thoradh ar an tiontú, agus níl aon athrú ar an ionchur [Acmhainn].

en: Returns the class name of the target type of [Resource] that this plugin converts source resources to.
ga: Seoltar ar ais ainm ranga an spriocchineál [Acmhainn] a ndéanann an breiseán seo acmhainní foinse a thiontú dó.

en: Called to determine whether a particular [Resource] can be converted to the target resource type by this plugin.
ga: Glaodh air chun a chinneadh an féidir leis an mbreiseán seo [Acmhainn] ar leith a thiontú go dtí an spriocchineál acmhainne.

en: Godot editor's control for selecting [Resource] type properties.
ga: Rialú an eagarthóra Godot chun airíonna cineáil [Acmhainn] a roghnú.

en: This [Control] node is used in the editor's Inspector dock to allow editing of [Resource] type properties. It provides options for creating, loading, saving and converting resources. Can be used with [EditorInspectorPlugin] to recreate the same behavior.
    [b]Note:[/b] This [Control] does not include any editor for the resource, as editing is controlled by the Inspector dock itself or sub-Inspectors.
ga: Úsáidtear an nód [Rialú] seo i duga Cigire an eagarthóra chun eagarthóireacht a cheadú ar airíonna de chineál [Acmhainn]. Soláthraíonn sé roghanna chun acmhainní a chruthú, a luchtú, a shábháil agus a thiontú. Is féidir é a úsáid le [EditorInspectorPlugin] chun an t-iompar céanna a athchruthú.
    [b]Nóta:[/b] Ní chuimsíonn an [Rialú] seo eagarthóir ar bith don acmhainn, toisc go bhfuil an eagarthóireacht á rialú ag duga an Chigire féin nó ag na Fo-Chigirí.

en: This virtual method can be implemented to handle context menu items not handled by default. See [method _set_create_options].
ga: Is féidir an modh fíorúil seo a chur i bhfeidhm chun míreanna roghchláir comhthéacs a láimhseáil nach láimhseáiltear de réir réamhshocraithe. Féach ar [method _set_create_options].

en: This virtual method is called when updating the context menu of [EditorResourcePicker]. Implement this method to override the "New ..." items with your own options. [param menu_node] is a reference to the [PopupMenu] node.
    [b]Note:[/b] Implement [method _handle_menu_selected] to handle these custom items.
ga: Glaoitear ar an modh fíorúil seo agus an roghchlár comhthéacs de [EditorResourcePicker] á nuashonrú. Cuir an modh seo i bhfeidhm chun na míreanna "Nua ..." a shárú le do chuid roghanna féin. Is tagairt é [param menu_node] don nód [PopupMenu].
    [b]Nóta:[/b] Cuir [method _handle_menu_selected] i bhfeidhm chun na míreanna saincheaptha seo a láimhseáil.

en: Returns a list of all allowed types and subtypes corresponding to the [member base_type]. If the [member base_type] is empty, an empty list is returned.
ga: Seoltar ar ais liosta de na cineálacha agus na fochineálacha ceadaithe go léir a fhreagraíonn don [member base_type]. Má tá an [member base_type] folamh, cuirtear liosta folamh ar ais.

en: Sets the toggle mode state for the main button. Works only if [member toggle_mode] is set to [code]true[/code].
ga: Socraíonn sé staid an mhód scoránaigh don phríomhchnaipe. Ní oibríonn sé ach amháin má tá [member toggle_mode] socraithe go [code]true[/code].

en: The base type of allowed resource types. Can be a comma-separated list of several options.
ga: An cineál bonn de na cineálacha acmhainne ceadaithe. Is féidir leis a bheith ina liosta deighilte le camóg de go leor roghanna.

en: If [code]true[/code], the value can be selected and edited.
ga: Más [code]true[/code], is féidir an luach a roghnú agus a chur in eagar.

en: The edited resource value.
ga: An luach acmhainne curtha in eagar.

en: If [code]true[/code], the main button with the resource preview works in the toggle mode. Use [method set_toggle_pressed] to manually set the state.
ga: Más [code]true[/code], oibríonn an príomhchnaipe leis an réamhamharc acmhainne sa mhód scoránaigh. Úsáid [method set_toggle_pressed] chun an staid a shocrú de láimh.

en: Emitted when the value of the edited resource was changed.
ga: Astaithe nuair a athraíodh luach na hacmhainne curtha in eagar.

en: Emitted when the resource value was set and user clicked to edit it. When [param inspect] is [code]true[/code], the signal was caused by the context menu "Edit" or "Inspect" option.
ga: Astaithe nuair a socraíodh an luach acmhainne agus nuair a chliceáil an t-úsáideoir chun é a chur in eagar. Nuair a bhíonn [param inspect] [code]true[/code], ba é an rogha roghchláir comhthéacs "Edit" nó "Inspect" ba chúis leis an gcomhartha.

en: A node used to generate previews of resources or files.
ga: Nód a úsáidtear chun réamhamhairc acmhainní nó comhaid a ghiniúint.

en: This node is used to generate previews for resources or files.
    [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_resource_previewer].
ga: Úsáidtear an nód seo chun réamhamhairc acmhainní nó comhaid a ghiniúint.
    [b]Nóta:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit sin, rochtain a fháil ar an singleton ag baint úsáide as [method EditorInterface.get_resource_previewer].

en: Create an own, custom preview generator.
ga: Cruthaigh gineadóir réamhamhairc saincheaptha féin.

en: Check if the resource changed, if so, it will be invalidated and the corresponding signal emitted.
ga: Seiceáil an bhfuil athrú ar an acmhainn, más amhlaidh, beidh sé neamhbhailí agus an comhartha comhfhreagrach astaithe.

en: Removes a custom preview generator.
ga: Baintear gineadóir réamhamhairc saincheaptha.

en: Emitted if a preview was invalidated (changed). [param path] corresponds to the path of the preview.
ga: Astaithe má bhí réamhamharc neamhbhailí (athraíodh). Freagraíonn [cosán param] do chonair an réamhamhairc.

en: Custom generator of previews.
ga: Gineadóir réamhamhairc saincheaptha.

en: If this function returns [code]true[/code], the generator will call [method _generate] or [method _generate_from_path] for small previews as well.
    By default, it returns [code]false[/code].
ga: Má fhilleann an fheidhm seo [code]true[/code], glaofaidh an gineadóir ar [method _generate] nó [method _generate_from_path] le haghaidh réamhamhairc bheaga freisin.
    De réir réamhshocraithe, filleann sé [code]false[/code].

en: If this function returns [code]true[/code], the generator will automatically generate the small previews from the normal preview texture generated by the methods [method _generate] or [method _generate_from_path].
    By default, it returns [code]false[/code].
ga: Má fhilleann an fheidhm seo [code]true[/code], ginfidh an gineadóir na réamhamhairc bheaga go huathoibríoch ón ngnáth-uigeacht réamhamhairc a ghintear leis na modhanna [method _generate] nó [method _generate_from_path].
    De réir réamhshocraithe, filleann sé [code]false[/code].

en: Returns [code]true[/code] if your generator supports the resource of type [param type].
ga: Filleann sé [code]true[/code] má thacaíonn do ghineadóir leis an acmhainn cineáil [cineál param].

en: A plugin that advanced tooltip for its handled resource type.
ga: Breiseán a chuir leid uirlisí chun cinn dá chineál acmhainne láimhsithe.

en: Resource tooltip plugins are used by [FileSystemDock] to generate customized tooltips for specific resources. E.g. tooltip for a [Texture2D] displays a bigger preview and the texture's dimensions.
    A plugin must be first registered with [method FileSystemDock.add_resource_tooltip_plugin]. When the user hovers a resource in filesystem dock which is handled by the plugin, [method _make_tooltip_for_path] is called to create the tooltip. It works similarly to [method Control._make_custom_tooltip].
ga: Úsáideann [FileSystemDock] forlíontáin leid uirlisí acmhainne chun leideanna saincheaptha a ghiniúint le haghaidh acmhainní ar leith. E.g. leid uirlisí le haghaidh [Texture2D] thaispeánann réamhamharc níos mó agus toisí an uigeachta.
    Ní mór breiseán a chlárú ar dtús le [method FileSystemDock.add_resource_tooltip_plugin]. Nuair a bhogann an t-úsáideoir acmhainn i nduga an chórais comhad a láimhseálann an breiseán, glaoitear [method _make_tooltip_for_path] chun an leid uirlisí a chruthú. Oibríonn sé mar an gcéanna le [method Control._make_custom_tooltip].

en: Return [code]true[/code] if the plugin is going to handle the given [Resource] [param type].
ga: Seol [code]true[/code] ar ais má tá an breiseán chun an [Acmhainn] [cineál param] a tugadh a láimhseáil.

en: Create and return a tooltip that will be displayed when the user hovers a resource under the given [param path] in filesystem dock.
    The [param metadata] dictionary is provided by preview generator (see [method EditorResourcePreviewGenerator._generate]).
    [param base] is the base default tooltip, which is a [VBoxContainer] with a file name, type and size labels. If another plugin handled the same file type, [param base] will be output from the previous plugin. For best result, make sure the base tooltip is part of the returned [Control].
    [b]Note:[/b] It's unadvised to use [method ResourceLoader.load], especially with heavy resources like models or textures, because it will make the editor unresponsive when creating the tooltip. You can use [method request_thumbnail] if you want to display a preview in your tooltip.
    [b]Note:[/b] If you decide to discard the [param base], make sure to call [method Node.queue_free], because it's not freed automatically.
    [codeblock]
    func _make_tooltip_for_path(path, metadata, base):
        var t_rect = TextureRect.new()
        request_thumbnail(path, t_rect)
        base.add_child(t_rect) # The TextureRect will appear at the bottom of the tooltip.
        return base
    [/codeblock]
ga: Cruthaigh agus seol ar ais leid uirlisí a thaispeánfar nuair a bhogann an t-úsáideoir acmhainn faoin [cosán param] a thugtar i duga an chórais comhad.
    Soláthraíonn gineadóir réamhamhairc an foclóir [param metadata] (féach [method EditorResourcePreviewGenerator._generate]).
    Is é [bun param] an leid uirlisí réamhshocraithe bonn, arb é [VBoxContainer] é a bhfuil ainm comhaid, cineál agus lipéid mhéid aige. Má láimhseáil breiseán eile an cineál comhaid céanna, beidh [bunáit param] aschur ón mbreiseán roimhe seo. Chun an toradh is fearr a fháil, déan cinnte go bhfuil an bunleid mar chuid den [Rialú] ar ais.
    [b]Nóta:[/b] Níl sé molta [method ResourceLoader.load] a úsáid, go háirithe le hacmhainní troma cosúil le samhlacha nó uigeachtaí, mar ní bheidh an t-eagarthóir neamhfhreagrach agus an leid uirlisí á chruthú aige. Is féidir leat [method request_thumbnail] a úsáid más mian leat réamhamharc a thaispeáint i do leid uirlisí.
    [b]Nóta:[/b] Má shocraíonn tú an [bunáit param] a chaitheamh amach, déan cinnte glaoch a chur ar [method Node.queue_free], toisc nach bhfuil sé saor go huathoibríoch.
    [codeblock]
    func _make_tooltip_for_path(conair, meiteashonraí, bonn):
        var t_rect = TextureRect.new()
        request_thumbnail(conair, t_rect)
        base.add_child(t_rect) # Beidh an TextureRect le feiceáil ag bun an leid uirlisí.
        bonn ar ais
    [/codeblock]

en: Requests a thumbnail for the given [TextureRect]. The thumbnail is created asynchronously by [EditorResourcePreview] and automatically set when available.
ga: Iarrann sé mionsamhail don [TextureRect] a tugadh. Cruthaítear an mionsamhail go neamhshioncronach ag [EditorResourcePreview] agus socraítear é go huathoibríoch nuair atá sé ar fáil.

en: Imports scenes from third-parties' 3D files.
ga: Allmhairítear radhairc ó chomhaid 3D tríú páirtithe.

en: [EditorSceneFormatImporter] allows to define an importer script for a third-party 3D format.
    To use [EditorSceneFormatImporter], register it using the [method EditorPlugin.add_scene_format_importer_plugin] method first.
ga: Ceadaíonn [EditorSceneFormatImporter] script allmhaireora a shainiú le haghaidh formáid 3D tríú páirtí.
    Chun [EditorSceneFormatImporter] a úsáid, cláraigh é ag baint úsáide as an modh [method EditorPlugin.add_scene_format_importer_plugin] ar dtús.

en: Importer for Blender's [code].blend[/code] scene file format.
ga: Allmhaireoir le haghaidh formáid comhaid radharc [code].cumaisc[/code] Bhlender.

en: Imports Blender scenes in the [code].blend[/code] file format through the glTF 2.0 3D import pipeline. This importer requires Blender to be installed by the user, so that it can be used to export the scene as glTF 2.0.
    The location of the Blender binary is set via the [code]filesystem/import/blender/blender_path[/code] editor setting.
    This importer is only used if [member ProjectSettings.filesystem/import/blender/enabled] is enabled, otherwise [code].blend[/code] files present in the project folder are not imported.
    Blend import requires Blender 3.0.
    Internally, the EditorSceneFormatImporterBlend uses the Blender glTF "Use Original" mode to reference external textures.
ga: Allmhairí radhairc cumascóir san fhormáid comhaid [code].cumasc[/code] tríd an bpíblíne allmhairithe 3D glTF 2.0. Éilíonn an t-allmhaireoir seo cumascóir a bheith suiteáilte ag an úsáideoir, ionas gur féidir é a úsáid chun an radharc a onnmhairiú mar glTF 2.0.
    Socraítear suíomh dhénártha an Chumascóra tríd an socrú eagarthóra [code]filesystem/import/blender/blender_path[/code].
    Ní úsáidtear an t-allmhaireoir seo ach amháin má tá [comhalta ProjectSettings.filesystem/import/blender/enabled] cumasaithe, nó mura n-iompórtáiltear comhaid [code].blend[/code] atá san fhillteán tionscadail.
    Tá Cumascóir 3.0 ag teastáil ó allmhairiú cumaisc.
    Go hinmheánach, úsáideann an EditorSceneFormatImporterBlend an mód Cumascóra glTF "Úsáid Bunaidh" chun tagairt a dhéanamh d'uigeachtaí seachtracha.

en: Importer for the [code].fbx[/code] scene file format.
ga: Allmhaireoir don [code].fbx[/code] formáid comhaid radharc.

en: Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using the FBX2glTF command line tool.
    The location of the FBX2glTF binary is set via the [member EditorSettings.filesystem/import/fbx/fbx2gltf_path] editor setting.
    This importer is only used if [member ProjectSettings.filesystem/import/fbx2gltf/enabled] is set to [code]true[/code].
ga: Allmhairí radhairc Autodesk FBX 3D chun iad a thiontú go glTF 2.0 ag baint úsáide as uirlis líne ordaithe FBX2glTF.
    Socraítear suíomh an dénártha FBX2glTF tríd an socrú eagarthóra [member EditorSettings.filesystem/import/fbx/fbx2gltf_path].
    Ní úsáidtear an t-allmhaireoir seo ach amháin má tá [member ProjectSettings.filesystem/import/fbx2gltf/enabled] socraithe go [code]true[/code].

en: Import FBX files using the ufbx library.
ga: Iompórtáil comhaid FBX ag baint úsáide as an leabharlann ufbx.

en: EditorSceneFormatImporterUFBX is designed to load FBX files and supports both binary and ASCII FBX files from version 3000 onward. This class supports various 3D object types like meshes, skins, blend shapes, materials, and rigging information. The class aims for feature parity with the official FBX SDK and supports FBX 7.4 specifications.
ga: Tá EditorSceneFormatImporterUFBX deartha chun comhaid FBX a luchtú agus tacaíonn sé le comhaid dhénártha agus ASCII FBX ó leagan 3000 ar aghaidh. Tacaíonn an rang seo le cineálacha éagsúla oibiachtaí 3D amhail mogaill, craicne, cruthanna cumasc, ábhair agus faisnéis rigging. Tá sé mar aidhm ag an rang paireacht gné leis an FBX SDK oifigiúil agus tacaíonn sé le sonraíochtaí FBX 7.4.

en: Post-processes scenes after import.
ga: Radhairc iar-phróisis tar éis allmhairithe.

en: Importing 3D scenes: Configuration: Using import scripts for automation
ga: Radhairc 3D a iompórtáil: Cumraíocht: Ag baint úsáide as scripteanna iompórtála le haghaidh uathoibrithe

en: Called after the scene was imported. This method must return the modified version of the scene.
ga: Glaodh air tar éis an radharc a allmhairiú. Caithfidh an modh seo an leagan modhnaithe den radharc a thabhairt ar ais.

en: Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
ga: Filleann sé conair an chomhaid foinse a iompórtáladh (m.sh. [code]res://scene.dae[/code]).

en: Plugin to control and modifying the process of importing a scene.
ga: Breiseán chun an próiseas allmhairithe radharc a rialú agus a mhodhnú.

en: This plugin type exists to modify the process of importing scenes, allowing to change the content as well as add importer options at every stage of the process.
ga: Tá an cineál breiseán seo ann chun an próiseas iompórtála radhairc a mhodhnú, rud a ligeann don ábhar a athrú chomh maith le roghanna allmhaireora a chur leis ag gach céim den phróiseas.

en: Override to add general import options. These will appear in the main import dock on the editor. Add options via [method add_import_option] and [method add_import_option_advanced].
ga: Sáraigh chun roghanna iompórtála ginearálta a chur leis. Beidh siad seo le feiceáil sa phríomh duga iompórtála ar an eagarthóir. Cuir roghanna leis trí [method add_import_option] agus [method add_import_option_advanced].

en: Override to add internal import options. These will appear in the 3D scene import dialog. Add options via [method add_import_option] and [method add_import_option_advanced].
ga: Sárú chun roghanna iompórtála inmheánacha a chur leis. Beidh siad seo le feiceáil sa dialóg allmhairiú radharc 3D. Cuir roghanna leis trí [method add_import_option] agus [method add_import_option_advanced].

en: Process a specific node or resource for a given category.
ga: Próiseáil nód nó acmhainn ar leith do chatagóir ar leith.

en: Post process the scene. This function is called after the final scene has been configured.
ga: Iarphróiseáil an radharc. Tugtar an fheidhm seo tar éis don radharc deiridh a bheith cumraithe.

en: Add a specific import option (name and default value only). This function can only be called from [method _get_import_options] and [method _get_internal_import_options].
ga: Cuir rogha allmhairiú sonrach leis (ainm agus luach réamhshocraithe amháin). Ní féidir glaoch ar an bhfeidhm seo ach ó [method _get_import_options] agus [method _get_internal_import_options].

en: Add a specific import option. This function can only be called from [method _get_import_options] and [method _get_internal_import_options].
ga: Cuir rogha allmhairithe ar leith leis. Ní féidir glaoch ar an bhfeidhm seo ach ó [method _get_import_options] agus [method _get_internal_import_options].

en: Query the value of an option. This function can only be called from those querying visibility, or processing.
ga: Ceist luach rogha. Ní féidir an fheidhm seo a ghlaoch ach amháin ó na ceisteanna sin infheictheacht, nó próiseáil.

en: Base script that can be used to add extension functions to the editor.
ga: Bunscript is féidir a úsáid chun feidhmeanna sínte a chur leis an eagarthóir.

en: This method is executed by the Editor when [b]File > Run[/b] is used.
ga: Déanann an tEagarthóir an modh seo nuair a úsáidtear [b]File > Run[/b].

en: Makes [param node] root of the currently opened scene. Only works if the scene is empty. If the [param node] is a scene instance, an inheriting scene will be created.
ga: Déanann sé fréamh [param node] den radharc atá oscailte faoi láthair. Ní oibríonn sé ach amháin má tá an radharc folamh. Más sampla radhairc é an [param node], cruthófar radharc oidhreachta.

en: Returns the edited (current) scene's root [Node]. Equivalent of [method EditorInterface.get_edited_scene_root].
ga: Filleann sé seo fréamh [Nóid] an radharc curtha in eagar (reatha). Comhionann le [method EditorInterface.get_edited_scene_root].

en: Godot editor's control for selecting the [code]script[/code] property of a [Node].
ga: Rialú an eagarthóra Godot maidir leis an airí [code]script[/code] de [Nóid] a roghnú.

en: Similar to [EditorResourcePicker] this [Control] node is used in the editor's Inspector dock, but only to edit the [code]script[/code] property of a [Node]. Default options for creating new resources of all possible subtypes are replaced with dedicated buttons that open the "Attach Node Script" dialog. Can be used with [EditorInspectorPlugin] to recreate the same behavior.
    [b]Note:[/b] You must set the [member script_owner] for the custom context menu items to work.
ga: Cosúil le [EditorResourcePicker] úsáidtear an nód [Rialú] seo i duga Cigire an eagarthóra, ach amháin chun an t-airí [code]script[/code] de [Nóid] a chur in eagar. Cuirtear cnaipí tiomnaithe in ionad na roghanna réamhshocraithe chun acmhainní nua a chruthú de gach fochineál a d’fhéadfadh a bheith ann a osclaíonn an dialóg “Attach Node Script”. Is féidir é a úsáid le [EditorInspectorPlugin] chun an t-iompar céanna a athchruthú.
    [b]Nóta:[/b] Ní mór duit an [member script_owner] a shocrú chun go n-oibreoidh na míreanna roghchláir comhthéacs saincheaptha.

en: The owner [Node] of the script property that holds the edited resource.
ga: Úinéir [Nóid] na hacmhainne scripte a bhfuil an acmhainn curtha in eagar aige.

en: Manages the SceneTree selection in the editor.
ga: Bainistíonn an rogha SceneTree san eagarthóir.

en: This object manages the SceneTree selection in the editor.
    [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_selection].
ga: Bainistíonn an oibiacht seo an rogha SceneTree san eagarthóir.
    [b]Nóta:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit sin, rochtain a fháil ar an singleton ag baint úsáide as [method EditorInterface.get_selection].

en: Adds a node to the selection.
    [b]Note:[/b] The newly selected node will not be automatically edited in the inspector. If you want to edit a node, use [method EditorInterface.edit_node].
ga: Cuireann sé nód leis an roghnú.
    [b]Nóta:[/b] Ní dhéanfar an nód nua-roghnaithe a chur in eagar go huathoibríoch sa chigire. Más mian leat nód a chur in eagar, úsáid [method EditorInterface.edit_node].

en: Clear the selection.
ga: Glan an roghnú.

en: Returns the list of selected nodes.
ga: Filleann sé liosta na nóid roghnaithe.

en: Returns the list of selected nodes, optimized for transform operations (i.e. moving them, rotating, etc.). This list can be used to avoid situations where a node is selected and is also a child/grandchild.
ga: Filleann sé liosta na nóid roghnaithe, optamaithe le haghaidh oibríochtaí claochlaithe (i.e. iad a bhogadh, a rothlú, etc.). Is féidir an liosta seo a úsáid chun cásanna a sheachaint nuair a roghnaítear nód agus gur leanbh / garleanbh é freisin.

en: Removes a node from the selection.
ga: Baineann sé nód as an roghnú.

en: Emitted when the selection changes.
ga: Astaítear nuair a athraíonn an rogha.

en: Object that holds the project-independent editor settings.
ga: Cuspóir a shealbhaíonn na socruithe eagarthóir tionscadal-neamhspleách.

en: Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu.
    Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself.
    Accessing the settings can be done using the following methods, such as:
    [codeblocks]
    [gdscript]
    var settings = EditorInterface.get_editor_settings()
    # `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
    settings.set_setting("some/property", 10)
    # `settings.get("some/property")` also works as this class overrides `_get()` internally.
    settings.get_setting("some/property")
    var list_of_settings = settings.get_property_list()
    [/gdscript]
    [csharp]
    EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
    // `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
    settings.SetSetting("some/property", Value);
    // `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
    settings.GetSetting("some/property");
    Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = settings.GetPropertyList();
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings].
ga: Cuspóir a shealbhaíonn na socruithe eagarthóir tionscadal-neamhspleách. Tá na socruithe seo le feiceáil go ginearálta sa roghchlár [b]Eagarthóir > Socruithe Eagarthóra[/b].
    Úsáideann ainmneacha réadmhaoine teorannóirí slaise chun codanna a idirdhealú. Is féidir luachanna a shocrú d'aon chineál [Athróg]. Moltar [code]nathair_cás[/code] a úsáid chun socruithe an eagarthóra a bheith comhsheasmhach le heagarthóir Godot féin.
    Is féidir rochtain a fháil ar na socruithe trí na modhanna seo a leanas a úsáid, mar shampla:
    [codeblocks]
    [gdscript]
    var settings = EditorInterface.get_editor_settings()
    # Oibríonn `settings.set ("cuid/maoin", 10)` freisin toisc go sáraíonn an aicme seo `_set()` go hinmheánach.
    settings.set_setting("some/property", 10)
    # Feidhmíonn `settings.get ("roinnt/maoin")` freisin toisc go sáraíonn an aicme seo `_get()` go hinmheánach.
    settings.get_setting("some/property")
    var list_of_settings = settings.get_property_list()
    [/gdscript]
    [csharp]
    EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
    // Oibríonn `settings.set ("roinnt/maoin", luach)` freisin toisc go sáraíonn an aicme seo `_set()` go hinmheánach.
    settings.SetSetting("some/property", Value);
    // Oibríonn `settings.get ("roinnt/maoin", luach)` freisin toisc go sáraíonn an aicme seo `_get()` go hinmheánach.
    settings.GetSetting("some/property");
    Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = settings.GetPropertyList();
    [/csharp]
    [/codeblocks]
    [b]Tabhair faoi deara:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit sin, rochtain a fháil ar an singleton ag baint úsáide as [modh EditorInterface.get_editor_settings].

en: Checks if any settings with the prefix [param setting_prefix] exist in the set of changed settings. See also [method get_changed_settings].
ga: Seiceálann sé an bhfuil aon socruithe leis an réimír [param setting_prefix] ann sa tacar socruithe athraithe. Féach freisin [method get_changed_settings].

en: Erases the setting whose name is specified by [param property].
ga: Scriosann sé an socrú a bhfuil a ainm sonraithe ag [airí param].

en: Gets an array of the settings which have been changed since the last save. Note that internally [code]changed_settings[/code] is cleared after a successful save, so generally the most appropriate place to use this method is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED].
ga: Faigheann sé sraith de na socruithe a athraíodh ón sábháil dheireanach. Tabhair faoi deara go bhfuil [code]changed_settings[/code] glanta go hinmheánach tar éis sábhála rathúil, mar sin de ghnáth is é an áit is oiriúnaí chun an modh seo a úsáid ná nuair a phróiseáiltear [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED].

en: Returns the list of favorite files and directories for this project.
ga: Seoltar ar ais liosta na gcomhad agus na n-eolairí is fearr leat don tionscadal seo.

en: Returns project-specific metadata for the [param section] and [param key] specified. If the metadata doesn't exist, [param default] will be returned instead. See also [method set_project_metadata].
ga: Filleann sé meiteashonraí tionscadail-shonracha don [roinn param] agus [eochair param] sonraithe. Mura bhfuil na meiteashonraí ann, cuirfear [param default] ar ais ina ionad sin. Féach freisin [method set_project_metadata].

en: Returns the list of recently visited folders in the file dialog for this project.
ga: Seoltar ar ais liosta na bhfillteán ar tugadh cuairt orthu le déanaí sa dialóg comhaid don tionscadal seo.

en: Returns the value of the setting specified by [param name]. This is equivalent to using [method Object.get] on the EditorSettings instance.
ga: Filleann sé luach an tsocraithe atá sonraithe ag [ainm param]. Tá sé seo comhionann le húsáid [method Object.get] ar an ásc EditorSettings.

en: Returns [code]true[/code] if the setting specified by [param name] exists, [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má tá an socrú atá sonraithe ag [param name] ann, [code]bréagach[/code] ar shlí eile.

en: Marks the passed editor setting as being changed, see [method get_changed_settings]. Only settings which exist (see [method has_setting]) will be accepted.
ga: Marcáil socrú an eagarthóra a ritheadh mar athrú, féach [method get_changed_settings]. Ní ghlacfar ach le socruithe atá ann (féach [method has_setting]).

en: Overrides the built-in editor action [param name] with the input actions defined in [param actions_list].
ga: Sáraíonn sé an gníomh eagarthóra ionsuite [ainm param] leis na gníomhartha ionchuir atá sainmhínithe i [param actions_list].

en: Sets the list of favorite files and directories for this project.
ga: Socraíonn sé liosta na gcomhad agus na n-eolairí is fearr leat don tionscadal seo.

en: Sets project-specific metadata with the [param section], [param key] and [param data] specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also [method get_project_metadata].
ga: Socraíonn sé meiteashonraí tionscadal-shonracha leis an [roinn param], [eochair param] agus [sonraí param] sonraithe. Stóráiltear na meiteashonraí seo lasmuigh d'fhillteán an tionscadail agus mar sin ní seiceálfar iad faoi rialú an leagain. Féach freisin [method get_project_metadata].

en: Sets the list of recently visited folders in the file dialog for this project.
ga: Socraíonn sé liosta na bhfillteán ar tugadh cuairt orthu le déanaí sa dialóg comhaid don tionscadal seo.

en: Sets the [param value] of the setting specified by [param name]. This is equivalent to using [method Object.set] on the EditorSettings instance.
ga: Socraíonn sé [paramluach] an tsocraithe atá sonraithe ag [ainm param]. Tá sé seo comhionann le húsáid [method Object.set] ar an ásc EditorSettings.

en: If [code]true[/code], enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further.
ga: Má cheadaíonn [code]true[/code], bailiú sonraí próifílithe ó fheidhmeanna neamh-GDScript Godot, mar mhodhanna ranga innill. Má dhéantar é seo a chumasú, cuireann sé seo moill ar fhorghníomhú agus próifíliú breise á dhéanamh.

en: The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates.
ga: Méid stair fhráma an phróifíleora. Ligeann an luach réamhshocraithe (3600) suas le 60 soicind de phróifíliú a fheiceáil má fhágann an tionscadal ag tairiseach 60 CCT. Ligeann luachanna níos airde breathnú ar thréimhsí níos faide de phróifíliú sna graif, go háirithe nuair a bhíonn an tionscadal ag rith ar fhrámaí arda.

en: The maximum number of script functions that can be displayed per frame in the profiler. If there are more script functions called in a given profiler frame, these functions will be discarded from the profiling results entirely.
    [b]Note:[/b] This setting is only read when the profiler is first started, so changing it during profiling will have no effect.
ga: An líon uasta feidhmeanna scripte is féidir a thaispeáint in aghaidh an fhráma sa phróifíleoir. Má tá níos mó feidhmeanna scripte ar a dtugtar i bhfráma próifílithe áirithe, déanfar na feidhmeanna seo a chaitheamh i leataobh go hiomlán ó na torthaí próifílithe.
    [b]Nóta:[/b] Ní léitear an socrú seo ach amháin nuair a chuirtear tús leis an bpróifíleoir den chéad uair, mar sin ní bheidh aon éifeacht ag athrú é le linn próifílithe.

en: The refresh interval for the remote inspector's properties (in seconds). Lower values are more reactive, but may cause stuttering while the project is running from the editor and the [b]Remote[/b] scene tree is selected in the Scene tree dock.
ga: An t-eatramh athnuachana d'airíonna an chianchigire (i soicindí). Bíonn luachanna níos ísle níos imoibríoch, ach d’fhéadfadh go mbeadh stuttering mar thoradh orthu agus an tionscadal ag rith ón eagarthóir agus an crann radhairc [b] Cianrialú[/b] roghnaithe sa duga crann Radharc.

en: The refresh interval for the remote scene tree (in seconds). Lower values are more reactive, but may cause stuttering while the project is running from the editor and the [b]Remote[/b] scene tree is selected in the Scene tree dock.
ga: An t-eatramh athnuachana don chrann radhairc iargúlta (i soicindí). Bíonn luachanna níos ísle níos imoibríoch, ach d’fhéadfadh go mbeadh stuttering mar thoradh orthu agus an tionscadal ag rith ón eagarthóir agus an crann radhairc [b] Cianrialú[/b] roghnaithe sa duga crann Radharc.

en: If [code]true[/code], displays folders in the FileSystem dock's bottom pane when split mode is enabled. If [code]false[/code], only files will be displayed in the bottom pane. Split mode can be toggled by pressing the icon next to the [code]res://[/code] folder path.
    [b]Note:[/b] This setting has no effect when split mode is disabled (which is the default).
ga: Más rud é [code]true[/code], taispeánann sé fillteáin i bpána bun an duga FileSystem nuair atá mód scoilte cumasaithe. Más rud é [code]false[/code], ní thaispeánfar ach comhaid sa phána íochtair. Is féidir mód scoilte a scoránaigh ach an deilbhín a bhrú in aice le cosán an fhillteáin [code]res://[/code].
    [b]Nóta:[/b] Níl aon éifeacht ag an socrú seo nuair a dhíchumasaítear mód scoilte (is é sin an réamhshocrú).

en: The thumbnail size to use in the FileSystem dock (in pixels). See also [member filesystem/file_dialog/thumbnail_size].
ga: Méid na mionsamhla le húsáid sa duga FileSystem (i bpicteilíní). Féach freisin [member filesystem/file_dialog/thumbnail_size].

en: The refresh interval to use for the Inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector refresh more often, but take up more CPU time.
ga: An t-eatramh athnuachana le húsáid le haghaidh réadmhaoine duga an Chigire. Tá éifeacht an tsocraithe seo le sonrú go príomha agus gizmos á choigeartú san eagarthóir 2D/3D agus ag féachaint ar an gcigire ag an am céanna. De bharr luachanna níos ísle déanann an cigire athnuachan níos minice, ach glacann sé níos mó ama LAP.

en: The tint intensity to use for the subresources background in the Inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.
ga: An déine tint le húsáid don chúlra fo-acmhainní i duga an Chigire. Úsáidtear an tint chun idirdhealú a dhéanamh idir fo-acmhainní éagsúla sa chigire. Bíonn difríocht dath cúlra níos suntasaí mar thoradh ar luachanna níos airde.

en: If [code]true[/code], the scene tree dock will automatically unfold nodes when a node that has folded parents is selected.
ga: Más rud é [code]true[/code], déanfaidh duga crann an radhairc nóid a oscailt go huathoibríoch nuair a roghnaítear nód a bhfuil tuismitheoirí fillte aige.

en: If [code]true[/code], new node created when reparenting node(s) will be positioned at the average position of the selected node(s).
ga: Más [code]true[/code], déanfar nód nua a chruthaítear nuair a bheidh nód/nóid athtuismitheora suite ag meánsuíomh an nóid/na nóid roghnaithe.

en: If [code]true[/code], the Create dialog (Create New Node/Create New Resource) will start with all its sections expanded. Otherwise, sections will be collapsed until the user starts searching (which will automatically expand sections as needed).
ga: Más [code]true[/code], cuirfear tús leis an Cruthaigh dialóg (Cruthaigh Nód Nua/Cruthaigh Acmhainn Nua) agus leathnófar gach cuid dá cuid. Seachas sin, scriosfar na hailt go dtí go dtosóidh an t-úsáideoir ag cuardach (a leathnóidh na hailt go huathoibríoch de réir mar is gá).

en: The "start" stop of the color gradient to use for bones in the 2D skeleton editor.
ga: Stop “tús” an ghrádáin datha le húsáid le haghaidh cnámha san eagarthóir creatlach 2D.

en: The "end" stop of the color gradient to use for bones in the 2D skeleton editor.
ga: Stop “deireadh” an ghrádáin datha le húsáid le haghaidh cnámha san eagarthóir creatlach 2D.

en: The color to use for inverse kinematics-enabled bones in the 2D skeleton editor.
ga: An dath le húsáid le haghaidh cnámha inbhéartacha atá cumasaithe le cinéamaitic san eagarthóir creatlach 2D.

en: The outline color to use for non-selected bones in the 2D skeleton editor. See also [member editors/2d/bone_selected_color].
ga: An dath imlíne le húsáid le haghaidh cnámha neamhroghnaithe san eagarthóir creatlach 2D. Féach freisin [ball editors/2d/bone_selected_color].

en: The outline size in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_width].
    [b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node in any way, or closing and reopening the scene.
ga: An méid imlíne san eagarthóir creatlach 2D (i bpicteilíní). Féach freisin [eagarthóirí ball/2d/bone_width].
    [b]Nóta:[/b] Ní bhaineann athruithe ar an luach seo ach amháin tar éis nód [Bone2D] a mhodhnú ar bhealach ar bith, nó an radharc a dhúnadh agus a athoscailt.

en: The color to use for selected bones in the 2D skeleton editor. See also [member editors/2d/bone_outline_color].
ga: An dath le húsáid do chnámha roghnaithe san eagarthóir creatlach 2D. Féach freisin [ball editors/2d/bone_outline_color].

en: The bone width in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_outline_size].
    [b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node in any way, or closing and reopening the scene.
ga: Leithead cnámh san eagarthóir creatlach 2D (i bpicteilíní). Féach freisin [ball editors/2d/bone_outline_size].
    [b]Nóta:[/b] Ní bhaineann athruithe ar an luach seo ach amháin tar éis nód [Bone2D] a mhodhnú ar bhealach ar bith, nó an radharc a dhúnadh agus a athoscailt.

en: The grid color to use in the 2D editor.
ga: An dath greille le húsáid san eagarthóir 2D.

en: The guides color to use in the 2D editor. Guides can be created by dragging the mouse cursor from the rulers.
ga: Dath na dtreoracha le húsáid san eagarthóir 2D. Is féidir treoracha a chruthú tríd an cúrsóir luiche a tharraingt ó na rialóirí.

en: The color to use when drawing smart snapping lines in the 2D editor. The smart snapping lines will automatically display when moving 2D nodes if smart snapping is enabled in the Snapping Options menu at the top of the 2D editor viewport.
ga: An dath le húsáid agus línte cliste á dtarraingt san eagarthóir 2D. Taispeánfar na línte snapping cliste go huathoibríoch agus nóid 2D á mbogadh má tá snapping cliste cumasaithe sa roghchlár Snapping Options ag barr radharc an eagarthóra 2D.

en: The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a [Camera2D] node is used, or unless the window is resized and the stretch mode is set to [code]disabled[/code].
ga: Dath teorann an amhairc san eagarthóir 2D. Léiríonn an teorainn seo méid an amhairc ag an mbuntaifeach atá sainithe i Socruithe an Tionscadail. Ní bheidh réada a chuirtear lasmuigh den teorainn seo le feiceáil mura n-úsáidtear nód [Camera2D], nó mura n-athrófar méid na fuinneoige agus go bhfuil an modh stráice socraithe go [code]míchumasaithe[/code].

en: The default camera vertical field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor.
    [b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect mode.
ga: Réimse radhairc ingearach an cheamara réamhshocraithe le húsáid san eagarthóir 3D (i gcéimeanna). Is féidir réimse radhairc an cheamara a choigeartú de réir an radhairc trí úsáid a bhaint as an roghchlár [b]View[/b] ag barr an eagarthóra 3D. Má choigeartaíodh réimse radhairc an radhairc leis an roghchlár [b]View[/b], déantar neamhaird den socrú seo sa radharc atá i gceist. Ní dhéantar neamhaird den socrú seo freisin agus nód [Camera3D] á réamhamharc san eagarthóir.
    [b]Nóta:[/b] Úsáideann ceamara an eagarthóra an modh gné [b]Keep Height[/b] i gcónaí.

en: The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor.
ga: Fad gearrthóg ceamara réamhshocraithe le húsáid san eagarthóir 3D (i gcéimeanna). Fágann luachanna níos airde gur féidir féachaint ar rudaí a chuirtear níos faide ar shiúl ón gceamara, ag costas cruinneas níos ísle sa mhaolán doimhneachta (a d’fhéadfadh Z-troid infheicthe a bheith mar thoradh air i gcéin). Is féidir fad gearrthóga an cheamara a choigeartú de réir an radhairc agus an roghchlár [b]View[/b] ag barr an eagarthóra 3D a úsáid. Má choigeartaíodh fad gearrthóg ceamara radharc ag baint úsáide as an roghchlár [b]View[/b], déantar neamhaird den socrú seo sa radharc atá i gceist. Ní dhéantar neamhaird den socrú seo freisin agus nód [Camera3D] á réamhamharc san eagarthóir.

en: The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor.
ga: An ceamara réamhshocraithe in aice le fad gearrthóg le húsáid san eagarthóir 3D (i gcéimeanna). Mar gheall ar luachanna níos ísle is féidir breathnú ar rudaí a chuirtear níos gaire don cheamara, ar chostas cruinneas níos ísle sa mhaolán doimhneachta (a d’fhéadfadh Z-troid infheicthe a bheith mar thoradh air i gcéin). Is féidir an ceamara gar don ghearrthóg a choigeartú de réir an radhairc agus an roghchlár [b]View[/b] ag barr an eagarthóra 3D a úsáid. Má athraíodh ceamara radharc gar do fhad gearrthóg ag baint úsáide as an roghchlár [b]View[/b], déantar neamhaird den socrú seo sa radharc atá i gceist. Ní dhéantar neamhaird den socrú seo freisin agus nód [Camera3D] á réamhamharc san eagarthóir.

en: The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button).
    [b]Note:[/b] Regardless of this setting, the freelook toggle keyboard shortcut ([kbd]Shift + F[/kbd] by default) is always available.
    [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
ga: An eochair mionathraithe le húsáid chun freelook a chumasú san eagarthóir 3D (ar bharr an cnaipe luiche ar dheis a bhrú).
    [b]Nóta:[/b] Beag beann ar an socrú seo, tá an t-aicearra méarchláir scoránaigh freelook ([kbd]Shift + F[/kbd] de réir réamhshocraithe) ar fáil i gcónaí.
    [b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach bhfeicfidh Godot eochair an mhionathraithe a bheith brúite.

en: The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, respectively).
ga: Luas saorshúil 3D bonn in aonaid in aghaidh an tsoicind. Is féidir é seo a choigeartú trí roth na luiche a úsáid agus tú i mód freelook, nó trí na heochracha mionathraithe "tapa" nó "mall" a choinneáil síos ([kbd]Shift[/kbd] agus [kbd]Alt[/kbd] de réir réamhshocraithe, faoi seach ).

en: The inertia of the 3D freelook camera. Higher values make the camera start and stop slower, which looks smoother but adds latency.
ga: An táimhe an ceamara 3D freelook. Fágann luachanna níos airde go dtosnaíonn agus go stopann an ceamara níos moille, rud a bhreathnaíonn níos míne ach a chuireann le foighne.

en: The navigation scheme to use when freelook is enabled in the 3D editor. Some of the navigation schemes below may be more convenient when designing specific levels in the 3D editor.
    - [b]Default:[/b] The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move relative to the camera, taking its pitch angle into account for the movement.
    - [b]Partially Axis-Locked:[/b] The "Freelook Forward" and "Freelook Backward" keys will move relative to the camera, taking its pitch angle into account for the movement. The "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, [i]not[/i] taking the camera's pitch angle into account for the movement.
    - [b]Fully Axis-Locked:[/b] The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, [i]not[/i] taking the camera's pitch angle into account for the movement.
    See also [member editors/3d/navigation/navigation_scheme].
ga: An scéim loingseoireachta le húsáid nuair atá freelook cumasaithe san eagarthóir 3D. D’fhéadfadh go mbeadh cuid de na scéimeanna loingseoireachta thíos níos áisiúla agus leibhéil ar leith á ndearadh san eagarthóir 3D.
    - [b]Réamhshocrú:[/b] Gluaisfear na heochracha "Freelook Forward", "Freelook Backward", "Freelook Up" agus "Freelook Down" i gcoibhneas leis an gceamara, ag cur uillinn airde na gluaiseachta san áireamh.
    - [b] Faoi Ghlas i bPáirt ar Ais:[/b] Gluaisfidh na heochracha "Freelook Forward" agus "Freelook Backward" i gcoibhneas leis an gceamara, ag cur uillinn an tuinairde san áireamh don ghluaiseacht. Gluaisfidh na heochracha "Freelook Up" agus "Freelook Down" ar bhealach "iomlán", [i]ní[/i] ag cur uillinn tuinairde an cheamara san áireamh don ghluaiseacht.
    - [b] Faoi ghlas go hiomlán ar Ais:[/b] Bogfaidh na heochracha "Freelook Forward", "Freelook Backward", "Freelook Up" agus "Freelook Down" ar bhealach "iomlán", [i]ní[/i] ag cur uillinn pháirce an cheamara san áireamh don ghluaiseacht.
    Féach freisin [eagarthóirí ball/3d/navigation/navigation_scheme].

en: The mouse sensitivity to use while freelook mode is active in the 3D editor. See also [member editors/3d/navigation_feel/orbit_sensitivity].
ga: Tá íogaireacht na luiche le húsáid agus modh freelook gníomhach san eagarthóir 3D. Féach freisin [eagarthóirí ball/3d/navigation_feel/orbit_sensitivity].

en: If [code]true[/code], freelook speed is linked to the zoom value used in the camera orbit mode in the 3D editor.
ga: Más [code]true[/code], tá luas an tsaorshúil nasctha leis an luach súmáil isteach a úsáidtear i mód fithise an cheamara san eagarthóir 3D.

en: The grid division bias to use in the 3D editor. Negative values will cause small grid divisions to appear earlier, whereas positive values will cause small grid divisions to appear later.
ga: Laofacht deighilt na greille le húsáid san eagarthóir 3D. De bharr luachanna diúltacha beidh deighiltí beaga eangaí le feiceáil níos luaithe, ach de bharr luachanna dearfacha beidh deighiltí beaga eangaí le feiceáil níos déanaí.

en: The largest grid division to use in the 3D editor. Together with [member editors/3d/primary_grid_steps], this determines how large the grid divisions can be. The grid divisions will not be able to get larger than [code]primary_grid_steps ^ grid_division_level_max[/code] units. By default, when [member editors/3d/primary_grid_steps] is [code]8[/code], this means grid divisions cannot get larger than [code]64[/code] units each (so primary grid lines are [code]512[/code] units apart), no matter how far away the camera is from the grid.
ga: An rannán greille is mó le húsáid san eagarthóir 3D. In éineacht le [member editors/3d/primary_grid_steps], cinneann sé seo cé chomh mór agus is féidir le rannáin na greille a bheith. Ní bheidh na rannáin ghreille in ann aonaid níos mó ná [code]primary_grid_steps ^ grid_division_level_max[/code] a fháil. De réir réamhshocraithe, nuair is [code]8[/code] é [ball editors/3d/primary_grid_steps], ciallaíonn sé seo nach féidir le rannáin ghreille níos mó ná [code]64[/code] aonad a fháil an ceann (mar sin is iad na príomhlínte eangaí ná [code]512 [/code] aonad óna chéile), is cuma cé chomh fada agus atá an ceamara ón eangach.

en: The smallest grid division to use in the 3D editor. Together with [member editors/3d/primary_grid_steps], this determines how small the grid divisions can be. The grid divisions will not be able to get smaller than [code]primary_grid_steps ^ grid_division_level_min[/code] units. By default, this means grid divisions cannot get smaller than 1 unit each, no matter how close the camera is from the grid.
ga: An rannán greille is lú le húsáid san eagarthóir 3D. In éineacht le [member editors/3d/primary_grid_steps], cinneann sé seo cé chomh beag agus is féidir le rannáin na greille a bheith. Ní bheidh na rannáin ghreille in ann aonaid níos lú ná [code]primary_grid_steps ^ grid_division_level_min[/code] a fháil. De réir réamhshocraithe, ciallaíonn sé seo nach féidir le rannáin ghreille a bheith níos lú ná 1 aonad an ceann, is cuma cé chomh gar agus atá an ceamara ón eangach.

en: The grid size in units. Higher values prevent the grid from appearing "cut off" at certain angles, but make the grid more demanding to render. Depending on the camera's position, the grid may not be fully visible since a shader is used to fade it progressively.
ga: Méid na greille in aonaid. Cuireann luachanna níos airde cosc ar an ngreille ó bheith "gearrtha" ag uillinneacha áirithe, ach cuireann siad níos déine ar an ngreille le rindreáil. Ag brath ar shuíomh an cheamara, seans nach mbeidh an eangach le feiceáil go hiomlán ós rud é go n-úsáidtear scáthlán chun é a mhaolú de réir a chéile.

en: If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys to function as their equivalent numpad keys for 3D editor navigation. This should be enabled on keyboards that have no numeric keypad available.
ga: Má cheadaíonn [code]true[/code], an ró barr [kbd] 0[/kbd] -[kbd]9[/kbd] eochracha a úsáid chun feidhmiú mar a n-eochracha numpad coibhéiseacha le haghaidh nascleanúint eagarthóir 3D. Ba cheart é seo a chumasú ar mhéarchláir nach bhfuil aon eochaircheap uimhriúil ar fáil.

en: If [code]true[/code], invert the horizontal mouse axis when panning or orbiting in the 3D editor. This setting does [i]not[/i] apply to freelook mode.
ga: Más [code]true[/code], inbhéartaigh an ais chothrománach luiche agus tú ag panáil nó ag fithisiú san eagarthóir 3D. [i]ní[/i] an socrú seo maidir le mód freelook.

en: If [code]true[/code], invert the vertical mouse axis when panning, orbiting, or using freelook mode in the 3D editor.
ga: Más [code]true[/code], inbhéartaigh ais ingearach na luiche agus tú ag panáil, ag fithisiú, nó ag baint úsáide as modh freelook san eagarthóir 3D.

en: If [code]true[/code], warps the mouse around the 3D viewport while panning in the 3D editor. This makes it possible to pan over a large area without having to exit panning and adjust the mouse cursor.
ga: Más rud é [code]true[/code], warps an luch ar fud an radharc 3D agus panning san eagarthóir 3D. Mar sin is féidir panáil a dhéanamh thar limistéar mór gan a bheith ag fágáil an phanna agus an cúrsóir luiche a choigeartú.

en: The mouse cursor movement direction to use when zooming by moving the mouse. This does not affect zooming with the mouse wheel.
ga: An treo gluaiseachta cúrsóir luch a úsáid nuair a zúmáil tríd an luch a bhogadh. Ní chuireann sé seo isteach ar zúmáil leis an roth luiche.

en: The inertia to use when orbiting in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
ga: An táimhe le húsáid agus tú ag fithisiú san eagarthóir 3D. Fágann luachanna níos airde go dtosnaíonn agus go stopann an ceamara níos moille, rud a bhreathnaíonn níos míne ach a chuireann le foighne.

en: The mouse sensitivity to use when orbiting in the 3D editor. See also [member editors/3d/freelook/freelook_sensitivity].
ga: Íogaireacht na luiche le húsáid agus tú ag fithisiú san eagarthóir 3D. Féach freisin [eagarthóirí ball/3d/freelook/freelook_sensitivity].

en: The inertia to use when panning in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
ga: An táimhe atá le húsáid agus tú ag panning san eagarthóir 3D. Fágann luachanna níos airde go dtosnaíonn agus go stopann an ceamara níos moille, rud a bhreathnaíonn níos míne ach a chuireann le foighne.

en: The inertia to use when zooming in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.
ga: An táimhe atá le húsáid agus tú ag zúmáil isteach san eagarthóir 3D. Fágann luachanna níos airde go dtosnaíonn agus go stopann an ceamara níos moille, rud a bhreathnaíonn níos míne ach a chuireann le foighne.

en: The color to use for the primary 3D grid. The color's alpha channel affects the grid's opacity.
ga: An dath le húsáid don ghreille 3D bunscoile. Bíonn tionchar ag cainéal alfa an dath ar theimhneacht an ghreille.

en: If set above 0, where a primary grid line should be drawn. By default, primary lines are configured to be more visible than secondary lines. This helps with measurements in the 3D editor. See also [member editors/3d/primary_grid_color] and [member editors/3d/secondary_grid_color].
ga: Má tá sé suite os cionn 0, áit ar cheart príomhlíne ghreille a tharraingt. De réir réamhshocraithe, tá príomhlínte cumraithe le bheith níos infheicthe ná línte tánaisteacha. Cuidíonn sé seo le tomhais san eagarthóir 3D. Féach freisin [eagarthóirí ball/3d/primary_grid_color] agus [eagarthóirí ball/3d/secondary_grid_color].

en: The color to use for the secondary 3D grid. This is generally a less visible color than [member editors/3d/primary_grid_color]. The color's alpha channel affects the grid's opacity.
ga: An dath le húsáid don ghreille tánaisteach 3D. De ghnáth ní bhíonn an dath seo chomh feiceálach ná [ball editors/3d/primary_grid_color]. Bíonn tionchar ag cainéal alfa an dath ar theimhneacht an ghreille.

en: The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity.
ga: An dath le húsáid don bhosca roghnúcháin atá timpeall ar nóid roghnaithe i radharc an eagarthóra 3D. Bíonn tionchar ag cainéal alfa an datha ar theimhneacht an bhosca roghnaithe.

en: The color to use for the AABB gizmo that displays the [GeometryInstance3D]'s custom [AABB].
ga: An dath le húsáid don gizmo AABB a thaispeánann saincheaptha an [GeometryInstance3D] [AABB].

en: The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instantiated scene file (from the perspective of the current scene).
ga: Tá an dath sáraithe le húsáid le haghaidh gizmos eagarthóir 3D má tá an [Node3D] atá i gceist mar chuid de chomhad radhairc meandrach (ó thaobh an radhairc reatha).

en: The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s.
ga: An t-eagarthóir 3D gizmo dath do [Joint3D]s agus [PhysicalBone3D]s.

en: If [code]true[/code], automatically updates animation tracks' target paths when renaming or reparenting nodes in the Scene tree dock.
ga: Más [code]true[/code], nuashonraítear go huathoibríoch conairí sprice rianta beochana agus nóid á n-athainmniú nó á n-aththuistiú i duga crann Radharc.

en: If [code]true[/code], display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. Holding Shift will bypass the dialog.
    If [code]false[/code], the behavior is reversed, i.e. the dialog only appears when Shift is held.
ga: Más [code]true[/code], taispeáin dialóg deimhnithe agus rian nua á chur le beochan trí bhrú ar an deilbhín “eochair” in aice le airí. Seachnóidh Sealbhú Shift an dialóg.
    Más [code]bréagach[/code] é, aisiompaítear an t-iompar, i.e. ní bhíonn an dialóg le feiceáil ach amháin nuair a bhíonn Shift ar siúl.

en: If [code]true[/code], create a Bezier track instead of a standard track when pressing the "key" icon next to a property. Bezier tracks provide more control over animation curves, but are more difficult to adjust quickly.
ga: Más [code]true[/code], cruthaigh rian Bezier in ionad rian caighdeánach agus an deilbhín “eochair” á bhrú in aice le hairíonna. Soláthraíonn rianta Bezier níos mó smachta ar chuair bheochana, ach tá sé níos deacra iad a choigeartú go tapa.

en: If [code]true[/code], create a [code]RESET[/code] track when creating a new animation track. This track can be used to restore the animation to a "default" state.
ga: Más [code]true[/code], cruthaigh rian [code]ATHShocraigh[/code] agus rian beochana nua á chruthú. Is féidir an rian seo a úsáid chun an bheochan a chur ar ais go staid "réamhshocraithe".

en: The modulate color to use for "future" frames displayed in the animation editor's onion skinning feature.
ga: An dath modhnú le húsáid le haghaidh frámaí "sa todhchaí" ar taispeáint i ngné feannadh oinniúin an eagarthóra beochana.

en: The modulate color to use for "past" frames displayed in the animation editor's onion skinning feature.
ga: An dath modhnú le húsáid le haghaidh frámaí “san am atá thart” ar taispeáint i ngné feannadh oinniúin an eagarthóra beochana.

en: The maximum distance at which tiles can be placed on a GridMap, relative to the camera position (in 3D units).
ga: An t-achar uasta ag ar féidir tíleanna a chur ar GridMap, i gcoibhneas le suíomh an cheamara (in aonaid 3D).

en: The panning speed when using the mouse wheel or touchscreen events in the 2D editor. This setting does not apply to panning by holding down the middle or right mouse buttons.
ga: An luas panning nuair a úsáidtear an roth luiche nó imeachtaí scáileáin tadhaill san eagarthóir 2D. Ní bhaineann an socrú seo le panning trí na cnaipí lár nó ceart luiche a choinneáil síos.

en: Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See also [member editors/panning/sub_editors_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
ga: Rialaíonn sé cé acu an scrollaíonn roth na luiche nó an scrollaíonn sé san eagarthóir 2T. Féach freisin [ball editors/panning/ sub_editors_panning_scheme] agus [ball editors/panning/animation_editors_panning_scheme].

en: Controls whether the mouse wheel scroll zooms or pans in the animation track and Bezier editors. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/sub_editors_panning_scheme] (which controls the animation blend tree editor's pan behavior).
ga: Rialaíonn sé cibé an scrollaíonn roth na luiche súmáil nó panna sa rian beochana agus in eagarthóirí Bezier. Féach freisin [ball editors/panning/2d_editor_panning_scheme] agus [ball editors/panning/ sub_editors_panning_scheme] (a rialaíonn iompar uile an eagarthóra crann cumasc beochana).

en: If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If [code]false[/code], the left mouse button must be held down while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport.
ga: Más [code]true[/code], ceadaítear panáil trí [kbd]Space[/kbd] a choinneáil síos i gcóir amhairc an eagarthóra 2D (chomh maith le panning leis na cnaipí lár nó ceart luiche). Más rud é [code]false[/code], ní mór an cnaipe luiche ar chlé a choinneáil síos agus [kbd]Space[/kbd] a choinneáil síos chun a phanna sa radharc eagarthóra 2T.

en: Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor and visual shader editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
ga: Rialaíonn cé acu an scrollaíonn roth na luiche nó an scrollaíonn sé i bhfo-eagarthóirí. Is é liosta na bhfo-eagarthóirí a bhfuil tionchar orthu ná: eagarthóir crann cumasc beochana, eagarthóir [Polygon2D], eagarthóir tíleanna, eagarthóir réigiúin uigeachta agus eagarthóir scáthú amhairc. Féach freisin [ball editors/panning/2d_editor_panning_scheme] agus [ball editors/panning/animation_editors_panning_scheme].

en: If [code]true[/code], warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning and adjust the mouse cursor.
ga: Más rud é [code]true[/code], warps an luch ar fud an radharc 2T agus panning san eagarthóir 2T. Mar sin is féidir panáil a dhéanamh thar limistéar mór gan a bheith ag éirí as panning agus an cúrsóir luiche a choigeartú.

en: The delay in seconds until more complex and performance costly polygon editors commit their outlines, e.g. the 2D navigation polygon editor rebakes the navigation mesh polygons. A negative value stops the auto bake.
ga: An mhoill i soicindí go dtí go dtugann eagarthóirí polagán níos casta agus níos costasaí a gcuid imlíne, m.sh. déanann an t-eagarthóir polagán nascleanúna 2D na polagáin mhogalra nascleanúna a athbhunú. Stopann luach diúltach an bhácáil uathoibríoch.

en: The radius in which points can be selected in the [Polygon2D] and [CollisionPolygon2D] editors (in pixels). Higher values make it easier to select points quickly, but can make it more difficult to select the expected point when several points are located close to each other.
ga: An ga inar féidir pointí a roghnú sna heagarthóirí [Polygon2D] agus [CollisionPolygon2D] (i bpicteilíní). Déanann luachanna níos airde é a dhéanamh níos éasca pointí a roghnú go tapa, ach féadann siad é a dhéanamh níos deacra an pointe ionchais a roghnú nuair a bhíonn roinnt pointí suite gar dá chéile.

en: If [code]true[/code], displays the polygon's previous shape in the 2D polygon editors with an opaque gray outline. This outline is displayed while dragging a point until the left mouse button is released.
ga: Más rud é [code]true[/code], taispeánann sé cruth an pholagán roimhe seo sna heagarthóirí polagán 2T le imlíne liath teimhneach. Taispeántar an imlíne seo agus tú ag tarraingt pointe go dtí go scaoiltear an cnaipe luiche ar chlé.

en: If [code]true[/code], reopens shader files that were open in the shader editor when the project was last closed.
ga: Más rud é [code]true[/code], athosclaíonn sé comhaid scáthaithe a bhí oscailte san eagarthóir shader nuair a dúnadh an tionscadal an uair dheireanach.

en: If [code]true[/code], displays a grid while the TileMap editor is active. See also [member editors/tiles_editor/grid_color].
ga: Más [code]true[/code], taispeántar greille agus an t-eagarthóir TileMap gníomhach. Féach freisin [member editors/tiles_editor/grid_color].

en: The color to use for the TileMap editor's grid.
    [b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is [code]true[/code].
ga: An dath le húsáid le haghaidh eangach an eagarthóra TileMap.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar [cod eagarthóirí/tiles_editor/display_grid].

en: Highlight the currently selected TileMapLayer by dimming the other ones in the scene.
ga: Aibhsigh an TileMapLayer atá roghnaithe faoi láthair trí na cinn eile sa radharc a mhaolú.

en: The color of a graph node's header when it belongs to the "Color" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Dath".

en: The color of a graph node's header when it belongs to the "Conditional" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Coinníollach".

en: The color of a graph node's header when it belongs to the "Input" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Ionchur".

en: The color of a graph node's header when it belongs to the "Output" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Aschur".

en: The color of a graph node's header when it belongs to the "Particle" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Cáithníní".

en: The color of a graph node's header when it belongs to the "Scalar" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Scalar".

en: The color of a graph node's header when it belongs to the "Special" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Speisialta".

en: The color of a graph node's header when it belongs to the "Textures" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Uigeachtaí".

en: The color of a graph node's header when it belongs to the "Transform" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Athraigh".

en: The color of a graph node's header when it belongs to the "Utility" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Utility".

en: The color of a graph node's header when it belongs to the "Vector" category.
ga: Dath ceanntásc nód graf nuair a bhaineann sé leis an gcatagóir "Veicteoir".

en: The color theme to use in the visual shader editor.
ga: An téama datha le húsáid san eagarthóir scáthú amhairc.

en: The color of a port/connection of boolean type.
ga: Dath poirt/nasc de chineál Boole.

en: The color of a port/connection of sampler type.
ga: Dath poirt/nasc de chineál samplóra.

en: The color of a port/connection of scalar type (float, int, unsigned int).
ga: Dath poirt/nasc de chineál scálach (snámhphointe, slánuimhir, slánuimhir gan síniú).

en: The color of a port/connection of transform type.
ga: Dath calafoirt/nasc de chineál claochlaithe.

en: The color of a port/connection of Vector2 type.
ga: Dath port/nasc de chineál Vector2.

en: The color of a port/connection of Vector3 type.
ga: Dath port/nasc de chineál Vector3.

en: The color of a port/connection of Vector4 type.
ga: Dath port/nasc de chineál Vector4.

en: The pattern used for the background grid.
ga: An patrún a úsáidtear don eangach chúlra.

en: The curvature to use for connection lines in the visual shader editor. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines.
ga: An cuaire le húsáid le haghaidh línte nasctha san eagarthóir amhairc scáthaithe. Mar gheall ar luachanna níos airde beidh línte ceangail le feiceáil níos cuartha, agus luachanna os cionn [code]0.5[/code] mar thoradh air sin beidh níos mó castaí "uilleach" i lár na línte naisc.

en: The opacity of the minimap displayed in the bottom-right corner of the visual shader editor.
ga: Teimhneacht an íosmhapa ar taispeáint sa chúinne ag bun ar dheis an eagarthóra amhairc scáthaithe.

en: The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically.
ga: An méid atá le húsáid le haghaidh réamhamhairc calafoirt sna héide scáthaithe amhairc (scoránaigh trí chliceáil ar an deilbhín "súil" in aice le haschur). Sainmhínítear an luach i bpicteilín ag súmáil 100%, agus déanfar scála le súmáil go huathoibríoch.

en: The folder where projects should be scanned for (recursively), in a way similar to the project manager's [b]Scan[/b] button. This can be set to the same value as [member filesystem/directories/default_project_path] for convenience.
    [b]Note:[/b] Setting this path to a folder with very large amounts of files/folders can slow down the project manager startup significantly. To keep the project manager quick to start up, it is recommended to set this value to a folder as "specific" as possible.
ga: An fillteán inar cheart tionscadail a scanadh le haghaidh (go hathchúrsach), ar bhealach cosúil le cnaipe [b]Scan[/b] an bhainisteora tionscadail. Is féidir é seo a shocrú ar an luach céanna le [ballchóras/eolaire/default_project_path] mar áis.
    [b]Nóta:[/b] Má shocraítear an cosán seo chuig fillteán ina bhfuil líon mór comhad/fillteán, d’fhéadfadh sé go gcuirfí moill mhór ar tosaithe an bhainisteora tionscadail. Chun an bainisteoir tionscadail a choinneáil go tapa le tosú, moltar an luach seo a shocrú go fillteán chomh "sonrach" agus is féidir.

en: The folder where new projects should be created by default when clicking the project manager's [b]New Project[/b] button. This can be set to the same value as [member filesystem/directories/autoscan_project_path] for convenience.
ga: An fillteán inar cheart tionscadail nua a chruthú de réir réamhshocraithe nuair a chliceáiltear ar chnaipe [b]Tionscadal Nua[/b] an bhainisteora tionscadail. Is féidir é seo a shocrú ar an luach céanna le [ballchóras/eolaire/autoscan_project_path] mar áis.

en: The program that opens 3D model scene files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
ga: An clár a osclaíonn comhaid radharc múnla 3D nuair a chliceáiltear "Oscail i gClár Seachtrach" rogha i Duga an Chórais Chomhaid. Mura bhfuil sé sonraithe, osclófar an comhad i gclár réamhshocraithe an chórais.

en: The program that opens audio files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
ga: An clár a osclaíonn comhaid fuaime nuair a chliceáil "Oscail i gClár Seachtrach" rogha i Filesystem Duga. Mura bhfuil sé sonraithe, osclófar an comhad i gclár réamhshocraithe an chórais.

en: The program that opens raster image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
ga: An clár a osclaíonn comhaid íomhá raster nuair a chliceáiltear "Oscail i gClár Seachtrach" rogha i Duga an Chórais Chomhaid. Mura bhfuil sé sonraithe, osclófar an comhad i gclár réamhshocraithe an chórais.

en: The terminal emulator program to use when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the [code]PATH[/code] environment variable.
    If left empty, Godot will use the default terminal emulator for the system:
    - [b]Windows:[/b] PowerShell
    - [b]macOS:[/b] Terminal.app
    - [b]Linux:[/b] The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm.
    To use Command Prompt (cmd) instead of PowerShell on Windows, enter [code]cmd[/code] in this field and the correct flags will automatically be used.
    On macOS, make sure to point to the actual program binary located within the [code]Programs/MacOS[/code] folder of the .app bundle, rather than the .app bundle directory.
    If specifying a custom terminal emulator, you may need to override [member filesystem/external_programs/terminal_emulator_flags] so it opens in the correct folder.
ga: An ríomhchlár aithriseoir teirminéil le húsáid agus gníomh roghchláir comhthéacs [b]Oscailte sa Chríochfort[/b] sa duga FileSystem á úsáid. Is féidir leat cosán iomlán a chur isteach chuig dénártha ríomhchlár, nó cosán chuig clár atá i láthair san athróg timpeallachta [code]PATH[/code].
    Má fhágtar folamh é, úsáidfidh Godot an aithriseoir teirminéil réamhshocraithe don chóras:
    - [b]Windows:[/b] PowerShell
    - [b]macOS:[/b] Terminal.app
    - [b]Linux:[/b] An chéad teirminéal a aimsíodh ar an gcóras san ord seo: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm.
    Chun Pras Ordú (cmd) a úsáid in ionad PowerShell ar Windows, cuir isteach [code] cmd[/code] sa réimse seo agus úsáidfear na bratacha cearta go huathoibríoch.
    Ar macOS, déan cinnte go díríonn tú ar dhénártha an chláir iarbhír atá suite laistigh den fhillteán [code]Cláir/MacOS[/code] den bheartán .app, seachas an t-eolaire cuachta .app.
    Má shonraíonn tú aithriseoir teirminéil saincheaptha, seans go mbeidh ort [member filesystem/external_programs/terminal_emulator_flags] a shárú le go n-osclaíonn sé san fhillteán ceart.

en: The command-line arguments to pass to the terminal emulator that is run when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. See also [member filesystem/external_programs/terminal_emulator].
    If left empty, the default flags are [code]{directory}[/code], which is replaced by the absolute path to the directory that is being opened in the terminal.
    [b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder.
ga: Na hargóintí ordú-líne le cur ar aghaidh chuig an aithriseoir teirminéil a reáchtáiltear nuair a bhíonn gníomh roghchláir comhthéacs [b]Open in Terminal[/b] sa duga FileSystem in úsáid. Féach freisin [member filesystem/external_programs/terminal_emulator].
    Má fhágtar folamh iad, is iad [code]{directory}[/code] na bratacha réamhshocraithe, agus cuirtear an cosán iomlán chuig an eolaire atá á oscailt sa teirminéal ina ionad.
    [b]Nóta:[/b] Má tá an t-aithriseoir teirminéil socraithe go PowerShell, cmd, nó Konsole, ullmhóidh Godot argóintí leis an liosta seo go huathoibríoch, mar go dteastaíonn argóintí neamhchaighdeánacha chun na teirminéil seo a oscailt san fhillteán ceart.

en: The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
ga: An clár a osclaíonn comhaid íomhá veicteora nuair a chliceáiltear "Oscail i gClár Seachtrach" rogha i Duga an Chórais Chomhaid. Mura bhfuil sé sonraithe, osclófar an comhad i gclár réamhshocraithe an chórais.

en: The display mode to use in the editor's file dialogs.
    - [b]Thumbnails[/b] takes more space, but displays dynamic resource thumbnails, making resources easier to preview without having to open them.
    - [b]List[/b] is more compact but doesn't display dynamic resource thumbnails. Instead, it displays static icons based on the file extension.
ga: An modh taispeána atá le húsáid i ndialóga comhaid an eagarthóra.
    - [b] Tógann mionsamhlacha[/b] níos mó spáis, ach taispeánann sé mionsamhlacha acmhainne dinimiciúla, rud a fhágann gur fusa réamhamharc a dhéanamh ar acmhainní gan iad a oscailt.
    - [b]Tá liosta[/b] níos dlúithe ach ní thaispeánann sé mionsamhlacha acmhainne dinimiciúla. Ina áit sin, taispeánann sé deilbhíní statacha bunaithe ar an síneadh comhad.

en: If [code]true[/code], display hidden files in the editor's file dialogs. Files that have names starting with [code].[/code] are considered hidden (e.g. [code].hidden_file[/code]).
ga: Más [code]true[/code], taispeáin comhaid fholaithe i ndialóga comhaid an eagarthóra. Meastar comhaid a bhfuil ainmneacha orthu ag tosú le [code].[/code] folaithe (m.sh. [code].hidden_file[/code]).

en: The thumbnail size to use in the editor's file dialogs (in pixels). See also [member docks/filesystem/thumbnail_size].
ga: Méid an mhionsamhlacha le húsáid i ndialóga comhaid an eagarthóra (i bpicteilíní). Féach freisin [member dcks/filesystem/thumbnail_size].

en: The port number used for Remote Procedure Call (RPC) communication with Godot's created process of the blender executable.
    Setting this to 0 effectively disables communication with Godot and the blender process, making performance slower.
ga: An uimhir chalafoirt a úsáidtear le haghaidh cumarsáide le Glao Nós Imeachta Cianda (RPC) le próiseas cruthaithe Godot den inrite cumascóra.
    Má dhéantar é seo a shocrú go 0, díchumasaítear cumarsáid le Godot agus leis an bpróiseas cumasc go héifeachtach, rud a fhágann go bhfuil an fheidhmíocht níos moille.

en: The maximum idle uptime (in seconds) of the Blender process.
    This prevents Godot from having to create a new process for each import within the given seconds.
ga: An t-uas-am díomhaoin (i soicindí) de phróiseas an Chumascóra.
    Cuireann sé seo cosc ar Godot próiseas nua a chruthú do gach iompórtáil laistigh de na soicindí tugtha.

en: The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene files [code].fbx[/code] to glTF 2.0 format during import.
    To enable this feature for your specific project, use [member ProjectSettings.filesystem/import/fbx2gltf/enabled].
ga: An cosán chuig an inrite FBX2glTF a úsáidtear chun comhaid radharc Autodesk FBX 3D [code].fbx[/code] a thiontú go formáid glTF 2.0 le linn allmhairithe.
    Chun an ghné seo a chumasú le do thionscadal ar leith, úsáid [member ProjectSettings.filesystem/import/fbx2gltf/enabled].

en: If [code]true[/code], uses lossless compression for binary resources.
ga: Más [code]true[/code], úsáidtear comhbhrú gan chailliúint le haghaidh acmhainní dénártha.

en: If [code]true[/code], when saving a file, the editor will rename the old file to a different name, save a new file, then only remove the old file once the new file has been saved. This makes loss of data less likely to happen if the editor or operating system exits unexpectedly while saving (e.g. due to a crash or power outage).
    [b]Note:[/b] On Windows, this feature can interact negatively with certain antivirus programs. In this case, you may have to set this to [code]false[/code] to prevent file locking issues.
ga: Más [code]true[/code], agus comhad á shábháil, athainmneoidh an t-eagarthóir an seanchomhad go hainm eile, sábhálfaidh sé comhad nua, ansin ní bhainfidh sé ach an seanchomhad nuair a bheidh an comhad nua sábháilte. Is lú an seans go gcaillfear sonraí dá bharr seo má théann an t-eagarthóir nó an córas oibriúcháin amach gan choinne agus é ag coigilt (m.sh. de bharr timpiste nó briseadh cumhachta).
    [b] Nóta:[/b] Ar Windows, is féidir leis an ngné seo idirghníomhú go diúltach le cláir frithvíreas áirithe. Sa chás seo, b'fhéidir go mbeidh ort é seo a shocrú go [code]bréagach[/code] chun saincheisteanna glasála comhad a chosc.

en: The path to the directory containing the Open Image Denoise (OIDN) executable, used optionally for denoising lightmaps. It can be downloaded from [url=https://www.openimagedenoise.org/downloads.html]openimagedenoise.org[/url].
    To enable this feature for your specific project, use [member ProjectSettings.rendering/lightmapping/denoising/denoiser].
ga: An cosán chuig an eolaire ina bhfuil an inrite Íomhá Oscailte Denoise (OIDN), a úsáidtear go roghnach chun léarscáileanna solais a shéanadh. Is féidir é a íoslódáil ó [url=https://www.openimagedenoise.org/downloads.html]openimagedenoise.org[/url].
    Chun an ghné seo a chumasú le do thionscadal ar leith, úsáid [member ProjectSettings.rendering/lightmapping/denoising/denoiser].

en: If [code]true[/code], input events will be flushed just before every idle and physics frame.
    If [code]false[/code], these events will be flushed only once per process frame, between iterations of the engine.
    Enabling this setting can greatly improve input responsiveness, especially in devices that struggle to run at the project's intended frame rate.
ga: Más [code]true[/code], déanfar imeachtaí ionchuir a shruthlú díreach roimh gach fráma díomhaoin agus fisice.
    Más [code]bréagach[/code] é, ní dhéanfar na teagmhais seo a shruthlú ach uair amháin in aghaidh an fhráma próisis, idir atriallta an innill.
    Má dhéantar an socrú seo a chumasú, féadtar sofhreagracht ionchuir a fheabhsú go mór, go háirithe i bhfeistí a bhíonn ag streachailt le feidhmiú ag an bhfrámaráta atá beartaithe don tionscadal.

en: If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
    Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage.
    [b]Note:[/b] Input accumulation is [i]enabled[/i] by default.
ga: Más [code]true[/code], carntar teagmhais ionchuir cosúla a sheol an córas oibriúcháin. Nuair a chumasaítear carnadh ionchuir, déanfar gach imeacht ionchuir a ghintear le linn fráma a chumasc agus a astú nuair a bheidh an fráma déanta. Dá bhrí sin, cuireann sé seo teorainn le líon na nglaonna modhanna ionchuir in aghaidh an tsoicind chuig an CCT rindreála.
    Is féidir carnadh ionchuir a dhíchumasú chun ionchur beagán níos cruinne/imoibríoch a fháil ar chostas méadaithe úsáide LAP.
    [b]Nóta:[/b] Tá carnadh ionchuir [i]cumasaithe[/i] de réir réamhshocraithe.

en: How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one.
    - [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows.
    - [b]Cancel First[/b] forces the ordering Cancel/OK.
    - [b]OK First[/b] forces the ordering OK/Cancel.
ga: Conas na cnaipí Cealaigh agus OK a shuíomh i [AcceptDialog]s an eagarthóra. Tá iompraíochtaí caighdeánacha difriúla ag ardáin éagsúla chuige seo, ar féidir iad a shárú ag baint úsáide as an socrú seo. Tá sé seo úsáideach má úsáideann tú Godot ar Windows agus macOS/Linux araon agus go bhfuil do chuimhne matáin Godot níos láidre ná do cheann sonrach OS.
    - [b]Leanann Auto[/b] an gnás ardáin: Cealaigh ar dtús ar macOS agus Linux, OK ar dtús ar Windows.
    - [b]Cuireann Cealaigh Ar dtús[/b] iallach ar an ordú Cealaigh/OK.
    - [b]ceart go leor Ar dtús[/b] cuirtear an t-ordú ceart go leor/Cealaigh.

en: If [code]true[/code], automatically opens screenshots with the default program associated to [code].png[/code] files after a screenshot is taken using the [b]Editor > Take Screenshot[/b] action.
ga: Más [code]fíor[/code], osclaíonn sé screenshots go huathoibríoch leis an gclár réamhshocraithe a bhaineann le [code].png[/code] comhaid tar éis gabháil scáileáin a ghlacadh ag baint úsáide as an ngníomh [b]Editor > Take Screenshot[/b].

en: The font to use for the script editor. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file.
ga: An cló le húsáid don eagarthóir scripte. Ní mór gur acmhainn de chineál [Cló] é, mar shampla clóchomhad [code].ttf[/code] nó [code].otf[/code].

en: The font ligatures to enable for the currently configured code font. Not all fonts include support for ligatures.
    [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has contextual ligatures in its font file.
ga: Ligatures an chló chun an cló cóid atá cumraithe faoi láthair a chumasú. Ní áirítear tacaíocht do ligatures i ngach cló.
    [b]Nóta:[/b] Tá ligatures comhthéacsúla ina chlóchomhad ag cló an chód eagarthóra réamhshocraithe ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]).

en: List of custom OpenType features to use, if supported by the currently configured code font. Not all fonts include support for custom OpenType features. The string should follow the OpenType specification.
    [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, but there is no documented list yet.
ga: Liosta de ghnéithe saincheaptha OpenType le húsáid, má thacaíonn an cló cód atá cumraithe faoi láthair leis. Ní chuimsíonn gach cló tacaíocht do ghnéithe saincheaptha OpenType. Ba cheart go leanfadh an teaghrán sonraíocht OpenType.
    [b]Nóta:[/b] Tá gnéithe saincheaptha OpenType ag cló an chód eagarthóra ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) ina chlóchomhad, ach níl aon liosta doiciméadaithe fós.

en: List of alternative characters to use, if supported by the currently configured code font. Not all fonts include support for custom variations. The string should follow the OpenType specification.
    [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has alternate characters in its font file, but there is no documented list yet.
ga: Liosta de na carachtair mhalartacha le húsáid, má thacaíonn an cló cóid atá cumraithe faoi láthair leis. Ní áiríonn gach cló tacaíocht d’athruithe saincheaptha. Ba cheart go leanfadh an teaghrán sonraíocht OpenType.
    [b]Nóta:[/b] Tá carachtair mhalartacha ina chlóchomhad ag cló an eagarthóra réamhshocraithe ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]), ach tá níl aon liosta doiciméadaithe fós.

en: The size of the font in the script editor. This setting does not impact the font size of the Output panel (see [member run/output/font_size]).
ga: Méid an chló san eagarthóir scripte. Níl tionchar ag an socrú seo ar chlómhéid an phainéil Aschuir (féach [member run/output/font_size]).

en: The custom editor scale factor to use. This can be used for displays with very high DPI where a scale factor of 200% is not sufficient.
    [b]Note:[/b] Only effective if [member interface/editor/display_scale] is set to [b]Custom[/b].
ga: An fachtóir scála eagarthóir saincheaptha le húsáid. Is féidir é seo a úsáid le haghaidh taispeántais le PSO an-ard nuair nach leor fachtóir scála 200%.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [ball-chomhéadan/eagarthóir/scála_taispeána] socraithe go [b]Custam[/b].

en: The display scale factor to use for the editor interface. Higher values are more suited to hiDPI/Retina displays.
    If set to [b]Auto[/b], the editor scale is automatically determined based on the screen resolution and reported display DPI. This heuristic is not always ideal, which means you can get better results by setting the editor scale manually.
    If set to [b]Custom[/b], the scaling value in [member interface/editor/custom_display_scale] will be used.
ga: An fachtóir scála taispeána le húsáid don chomhéadan eagarthóir. Tá luachanna níos airde níos oiriúnaí do thaispeántais hiDPI/Reitine.
    Má shocraítear é go [b]Auto[/b], cinnfear scála an eagarthóra go huathoibríoch bunaithe ar thaifeach an scáileáin agus ar thaispeántas PSO tuairiscithe. Ní bhíonn an heuristic seo oiriúnach i gcónaí, rud a chiallaíonn gur féidir leat torthaí níos fearr a fháil trí scála an eagarthóra a shocrú de láimh.
    Má tá sé socraithe go [b]Custom[/b], úsáidfear an luach scálaithe i [ball interface/editor/custom_display_scale].

en: Tab style of editor docks.
ga: Stíl tab na ndugaí eagarthóir.

en: The language to use for the editor interface.
    Translations are provided by the community. If you spot a mistake, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
ga: An teanga le húsáid le haghaidh comhéadan an eagarthóra.
    Cuireann an pobal aistriúcháin ar fáil. Má fheiceann tú botún, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]cabhair le haistriúcháin eagarthóir ar Weblate![/url]

en: Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].
    Specific to the macOS platform.
ga: Ábhar fuinneoige an phríomheagarthóra á leathnú go dtí an teideal, má thacaíonn [DisplayServer] leis. Féach ar [Server Display.WINDOW_FLAG_EXTEND_TO_TITLE].
    Go sonrach don ardán macOS.

en: FreeType's font anti-aliasing mode used to render the editor fonts. Most fonts are not designed to look good with anti-aliasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font.
ga: Modh frith-ailiasála cló FreeType a úsáidtear chun clónna an eagarthóra a sholáthar. Níl cuma mhaith ar fhormhór na gclónna agus tá frith-ailiasú díchumasaithe, mar sin moltar é seo a fhágáil cumasaithe mura bhfuil cló ealaíne picteilín in úsáid agat.

en: If set to [code]true[/code], embedded font bitmap loading is disabled (bitmap-only and color fonts ignore this property).
ga: Má tá sé socraithe go [code]true[/code], tá luchtú an chló ghiopa leabaithe díchumasaithe (giotán amháin agus déanann clónna datha neamhaird ar an airí seo).

en: The font hinting mode to use for the editor fonts. FreeType supports the following font hinting modes:
    - [b]None:[/b] Don't use font hinting when rasterizing the font. This results in a smooth font, but it can look blurry.
    - [b]Light:[/b] Use hinting on the X axis only. This is a compromise between font sharpness and smoothness.
    - [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp font, but it doesn't look very smooth.
    If set to [b]Auto[/b], the font hinting mode will be set to match the current operating system in use. This means the [b]Light[/b] hinting mode will be used on Windows and Linux, and the [b]None[/b] hinting mode will be used on macOS.
ga: An modh leide cló le húsáid le haghaidh na gclónna eagarthóir. Tacaíonn FreeType leis na modhanna leide cló seo a leanas:
    - [b]Tada:[/b] Ná húsáid leid cló agus an cló á róstadh. Mar thoradh air seo tá cló mín, ach is féidir go mbeadh cuma doiléir air.
    - [b]Solas:[/b] Bain úsáid as leid ar an X-ais amháin. Is comhréiteach é seo idir géire an chló agus réidh.
    - [b]Gnáth:[/b] Úsáid leid ar ais X agus Y araon. Cruthaíonn sé seo cló géar, ach níl cuma an-réidh air.
    Má tá sé socraithe go [b]Auto[/b], socrófar an modh leide cló chun teacht leis an gcóras oibriúcháin atá in úsáid faoi láthair. Ciallaíonn sé seo go n-úsáidfear an mód leid [b]Light[/b] ar Windows agus Linux, agus úsáidfear an mód leid [b]Ní dhéanfaidh aon ní[/b] ar macOS.

en: The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One Half of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One Quarter of a Pixel[/b] being the highest-quality option).
ga: An modh suite fo-phicteilín le húsáid agus clóghrafanna an eagarthóra á rindreáil. Bíonn tionchar aige seo ar na príomhchlónna agus na clónna cód araon. [b]Is é míchumas[/b] an duine is tapúla le rindreáil agus úsáideann sé an chuimhne is lú. [b]Ní úsáideann Auto[/b] ach suíomh fo-phicteilín do chlómhéideanna beaga (sa chás gurb é an buntáiste is suntasaí). [b]Cuireann Leathcheann de Phicteilíní[/b] agus [b]Ceathrú hAon de Phicteilíní[/b] iallach ar an modh suite fo-phicteilín céanna le haghaidh gach cló eagarthóra, beag beann ar a méid (le [b]Ceathrú cuid de Phicteilíní [/b] an rogha is airde cáilíochta).

en: If [code]true[/code], (re)imports resources even if the editor window is unfocused or minimized. If [code]false[/code], resources are only (re)imported when the editor window is focused. This can be set to [code]true[/code] to speed up iteration by starting the import process earlier when saving files in the project folder. This also allows getting visual feedback on changes without having to click the editor window, which is useful with multi-monitor setups. The downside of setting this to [code]true[/code] is that it increases idle CPU usage and may steal CPU time from other applications when importing resources.
ga: Más rud é [code]true[/code], (ath)allmhairiú acmhainní fiú mura bhfuil an fhuinneog eagarthóir fócasaithe nó íoslaghdaithe. Má tá [code]false[/code], ní (ath)allmhairítear acmhainní ach amháin nuair a bhíonn fuinneog an eagarthóra dírithe. Is féidir é seo a shocrú go [code]true[/code] chun atriall a bhrostú tríd an bpróiseas iompórtála a thosú níos luaithe agus comhaid san fhillteán tionscadail á sábháil. Ligeann sé seo freisin aiseolas amhairc a fháil ar athruithe gan cliceáil ar fhuinneog an eagarthóra, rud atá úsáideach le socruithe il-monatóireachta. Is é an míbhuntáiste a bhaineann leis seo a shocrú go [code]true[/code] ná go méadaíonn sé úsáid díomhaoin LAP agus go bhféadfadh sé am LAP a ghoid ó fheidhmchláir eile agus acmhainní á n-iompórtáil.

en: If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
ga: Más rud é [code]true[/code], coimeádann an scáileán ar (fiú i gcás neamhghníomhaíochta), mar sin ní ghlacann an spárálaíscáileáin ar láimh. Oibríonn sé ar ardáin deisce agus soghluaiste.

en: If [code]true[/code], setting names in the editor are localized when possible.
    [b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, primarily Project Settings and Editor Settings. To control names displayed in the Inspector dock, use [member interface/inspector/default_property_name_style] instead.
ga: Más [code]true[/code], déantar ainmneacha socruithe san eagarthóir a logánú nuair is féidir.
    [b]Nóta:[/b] Bíonn tionchar ag an socrú seo ar fhormhór na [EditorInspector]s in Chomhéadain an eagarthóra, go príomha ar Shocruithe Tionscadail agus ar Shocruithe Eagarthóra. Chun ainmneacha atá ar taispeáint i duga an Chigire a rialú, úsáid [ball interface/inspector/default_property_name_style] ina ionad sin.

en: The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec].
    [b]Note:[/b] This setting is ignored if [member interface/editor/update_continuously] is [code]true[/code], as enabling that setting disables low-processor mode.
ga: An méid codlata idir frámaí nuair a bhíonn an modh úsáide íseal-próiseálaí cumasaithe (i microseconds). Mar thoradh ar luachanna níos airde beidh úsáid LAP/GPU níos ísle, rud a d'fhéadfadh saol ceallraí a fheabhsú ar ríomhairí glúine. Mar sin féin, beidh eagarthóir nach bhfuil chomh freagrúil céanna mar thoradh ar luachanna níos airde. Socraítear an luach réamhshocraithe chun an réidh uasta a cheadú ar mhonatóirí suas le 144 Hz. Féach freisin [member interface/editor/unfocused_low_processor_mode_sleep_usec].
    [b]Nóta:[/b] Déantar neamhaird ar an socrú seo má tá [member interface/editor/update_continuously] socraithe mar [code]true[/code], toisc go ndíchumasaíonn cumasú an tsocraithe sin mód próiseála íseal.

en: The font to use for the editor interface. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file.
ga: An cló le húsáid le haghaidh comhéadan an eagarthóra. Ní mór gur acmhainn de chineál [Cló] é, mar shampla clóchomhad [code].ttf[/code] nó [code].otf[/code].

en: The font to use for bold text in the editor interface. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file.
ga: An cló le húsáid le haghaidh téacs trom i gcomhéadan an eagarthóra. Ní mór gur acmhainn de chineál [Cló] é, mar shampla clóchomhad [code].ttf[/code] nó [code].otf[/code].

en: The size of the font in the editor interface.
ga: Méid an chló sa chomhéadan eagarthóra.

en: If [code]true[/code], the mouse's additional side buttons will be usable to navigate in the script editor's file history. Set this to [code]false[/code] if you're using the side buttons for other purposes (such as a push-to-talk button in a VoIP program).
ga: Más [code]true[/code], beidh taobhchnaipí breise na luiche inúsáidte chun nascleanúint a dhéanamh i stair chomhaid an eagarthóra scripte. Socraigh go [code]bréagach[/code] é seo má tá na cnaipí taoibh in úsáid agat chun críocha eile (cosúil le cnaipe brúigh chun cainte i gclár VoIP).

en: The preferred monitor to display the project manager.
ga: An monatóir roghnaithe chun an bainisteoir tionscadail a thaispeáint.

en: If [code]false[/code], the editor will save all scenes when confirming the [b]Save[/b] action when quitting the editor or quitting to the project list. If [code]true[/code], the editor will ask to save each scene individually.
ga: Má tá [code]false[/code], sábhálfaidh an t-eagarthóir gach radharc nuair a dheimhníonn sé an gníomh [b]Sábháil[/b] agus é ag fágáil an eagarthóra nó ag éirí as an liosta tionscadal. Más [code]true[/code], iarrfaidh an t-eagarthóir gach radharc a shábháil ina aonar.

en: If [code]true[/code], scenes and scripts are saved when the editor loses focus. Depending on the work flow, this behavior can be less intrusive than [member text_editor/behavior/files/autosave_interval_secs] or remembering to save manually.
ga: Más [code]true[/code], sábhálfar radhairc agus scripteanna nuair a chailleann an t-eagarthóir fócas. Ag brath ar an sreabhadh oibre, is féidir leis an iompar seo a bheith níos lú ionsáite ná [member text_editor/behavior/files/autosave_interval_secs] nó cuimhneamh ar shábháil de láimh.

en: If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
ga: Más [code]true[/code], beidh socrú modh seachráin ar leith ag cluaisín Script an eagarthóra ó na cluaisíní 2D/3D/AssetLib. Má tá [code]false[/code], roinntear an scoránaigh mód gan seachrán idir na cluaisíní go léir.

en: If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.
    The default [b]Auto[/b] value will only enable this if the editor was compiled with the [code]dev_build=yes[/code] SCons option (the default is [code]dev_build=no[/code]).
ga: Má tá sé cumasaithe, taispeánann sé earráidí innill inmheánacha i bhfógraí tósta (is féidir é a scor trí chliceáil ar an deilbhín "cloigín" ag bun an eagarthóra). Is cuma faoi luach an tsocraithe seo, beidh earráidí innill neamh-inmheánacha le feiceáil i bhfógraí tósta i gcónaí.
    Ní chumasóidh an luach réamhshocraithe [b]Auto[/b] é seo ach amháin má tiomsaíodh an t-eagarthóir leis an rogha SCons [code]dev_build=yes[/code] (is é an réamhshocrú [code]dev_build=no[/code]).

en: If enabled, displays an icon in the top-right corner of the editor that spins when the editor redraws a frame. This can be used to diagnose situations where the engine is constantly redrawing, which should be avoided as this increases CPU and GPU utilization for no good reason. To further troubleshoot these situations, start the editor with the [code]--debug-canvas-item-redraw[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
    Consider enabling this if you are developing editor plugins to ensure they only make the editor redraw when required.
    The default [b]Auto[/b] value will only enable this if the editor was compiled with the [code]dev_build=yes[/code] SCons option (the default is [code]dev_build=no[/code]).
    [b]Note:[/b] If [member interface/editor/update_continuously] is [code]true[/code], the spinner icon displays in red.
    [b]Note:[/b] If the editor was started with the [code]--debug-canvas-item-redraw[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], the update spinner will [i]never[/i] display regardless of this setting's value. This is to avoid confusion with what would cause redrawing in real world scenarios.
ga: Má tá sé cumasaithe, taispeánann sé deilbhín sa chúinne uachtarach ar dheis den eagarthóir a casadh air nuair a ath-tharraingeann an t-eagarthóir fráma. Is féidir é seo a úsáid chun cásanna a dhiagnóiseadh ina mbíonn an t-inneall ag aththarraingt i gcónaí, rud ba cheart a sheachaint mar go méadaíonn sé seo úsáid LAP agus GPU gan aon chúis mhaith. Chun na cásanna seo a réiteach tuilleadh, cuir tús leis an eagarthóir leis an [code] --debug-canvas-item-redraw[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint na líne ordaithe[/url].
    Smaoinigh é seo a chumasú má tá forlíontáin eagarthóireachta á bhforbairt agat lena chinntiú nach ndéanann siad ach an t-eagarthóir a tharraingt siar nuair is gá.
    Ní chumasóidh an luach réamhshocraithe [b]Auto[/b] é seo ach amháin má tiomsaíodh an t-eagarthóir leis an rogha SCons [code]dev_build=yes[/code] (is é an réamhshocrú [code]dev_build=no[/code]).
    [b]Nóta:[/b] Más [code]true[/code] é [member interface/editor/update_continuously], taispeánann an deilbhín rothlóra i dearg.
    [b]Nóta:[/b] Má cuireadh tús leis an eagarthóir leis an [code] --debug-canvas-item-redraw[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint na líne ordaithe[ /url], [i]ní thaispeánfar [/i] an rothlóir nuashonraithe beag beann ar luach an tsocraithe seo. Déantar é seo chun mearbhall a sheachaint maidir leis na rudaí a d'fhágfadh ath-tharraingt i gcásanna fíor-dhomhain.

en: Editor UI default layout direction.
ga: Treo leagan amach réamhshocraithe an Eagarthóra Chomhéadain.

en: When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 20 FPS when the editor window is unfocused. See also [member interface/editor/low_processor_mode_sleep_usec].
    [b]Note:[/b] This setting is ignored if [member interface/editor/update_continuously] is [code]true[/code], as enabling that setting disables low-processor mode.
ga: Nuair a bhíonn an fhuinneog eagarthóir neamhfhócasaithe, an méid codlata idir frámaí nuair a bhíonn an modh úsáide íseal-próiseálaí cumasaithe (i microseconds). Mar thoradh ar luachanna níos airde beidh úsáid LAP/GPU níos ísle, ar féidir leis an saol ceallraí ar ríomhairí glúine a fheabhsú (chomh maith le feabhas a chur ar fheidhmíocht an tionscadail reatha má bhíonn ar an eagarthóir aththarraingt go leanúnach). Mar sin féin, beidh eagarthóir nach bhfuil chomh freagrúil céanna mar thoradh ar luachanna níos airde. Socraítear an luach réamhshocraithe chun an t-eagarthóir a theorannú go 20 FPS nuair nach mbíonn fócas ar fhuinneog an eagarthóra. Féach freisin [comhéadan ball/editor/low_processor_mode_sleep_usec].
    [b]Nóta:[/b] Déantar neamhaird ar an socrú seo má tá [member interface/editor/update_continuously] socraithe go [code]true[/code], mar go ndíchumasaíonn cumasú an tsocraithe sin an mód próiseála íseal.

en: If [code]true[/code], redraws the editor every frame even if nothing has changed on screen. When this setting is enabled, the update spinner displays in red (see [member interface/editor/show_update_spinner]).
    [b]Warning:[/b] This greatly increases CPU and GPU utilization, leading to increased power usage. This should only be enabled for troubleshooting purposes.
ga: Más [code]true[/code], déanann sé an t-eagarthóir a tharraingt siar gach fráma fiú mura bhfuil aon athrú ar an scáileán. Nuair atá an socrú seo cumasaithe, taispeánann an rothlóir nuashonraithe i dearg (féach [member interface/editor/show_update_spiner]).
    [b]Rabhadh:[/b] Méadaíonn sé seo go mór úsáid LAP agus GPU, as a dtagann méadú ar úsáid cumhachta. Níor cheart é seo a chumasú ach amháin chun críocha fabhtcheartaithe.

en: If [code]true[/code], editor main menu is using embedded [MenuBar] instead of system global menu.
    Specific to the macOS platform.
ga: Más [code]true[/code], tá príomhroghchlár an eagarthóra ag baint úsáide as [Barra Roghchláir] leabaithe in ionad roghchláir domhanda an chórais.
    Go sonrach don ardán macOS.

en: If [code]true[/code], editor UI uses OS native file/directory selection dialogs.
ga: Más [code]true[/code], úsáideann an t-eagarthóir UI dialóga roghnúcháin comhaid/eolaire dúchais an OS.

en: Sets the V-Sync mode for the editor. Does not affect the project when run from the editor (this is controlled by [member ProjectSettings.display/window/vsync/vsync_mode]).
    Depending on the platform and used renderer, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
    [b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
ga: Socraíonn sé an modh V-Sync don eagarthóir. Ní chuireann sé isteach ar an tionscadal nuair a ritheann sé ón eagarthóir (tá sé seo á rialú ag [member ProjectSettings.display/window/vsync/vsync_mode]).
    Ag brath ar an ardán agus an rindreálaí úsáidte, titfidh an t-inneall ar ais go [b]Cumasaithe[/b] mura dtacaítear leis an mód atá uait.
    [b]Nóta:[/b] Ní thacaítear le modhanna V-Sync seachas [b]Cumasaithe[/b] ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, agus ní Comhoiriúnacht.

en: If [code]true[/code], automatically expands property groups in the Inspector dock when opening a scene that hasn't been opened previously. If [code]false[/code], all groups remain collapsed by default.
ga: Más rud é [code]true[/code], leathnaíonn sé go huathoibríoch grúpaí maoine sa duga Cigire nuair a osclaítear radharc nár osclaíodh roimhe seo. Má tá [code]false[/code], fanann na grúpaí ar fad tite de réir réamhshocraithe.

en: The default color picker mode to use when opening [ColorPicker]s in the editor. This mode can be temporarily adjusted on the color picker itself.
ga: An modh roghnóir dathanna réamhshocraithe le húsáid agus [ColorPicker]s á oscailt san eagarthóir. Is féidir an modh seo a choigeartú go sealadach ar an roghnóir dath féin.

en: The default color picker shape to use when opening [ColorPicker]s in the editor. This shape can be temporarily adjusted on the color picker itself.
ga: An cruth réamhshocraithe roghnóir dathanna le húsáid agus [ColorPicker]s á oscailt san eagarthóir. Is féidir an cruth seo a choigeartú go sealadach ar an roghnóir dath féin.

en: The floating-point precision to use for properties that don't define an explicit precision step. Lower values allow entering more precise values.
ga: An bheachtais snámhphointe atá le húsáid le haghaidh maoine nach sainíonn céim chruinn fhollasaigh. Ligeann luachanna níos ísle luachanna níos cruinne a iontráil.

en: The default property name style to display in the Inspector dock. This style can be temporarily adjusted in the Inspector dock's menu.
    - [b]Raw:[/b] Displays properties in [code]snake_case[/code].
    - [b]Capitalized:[/b] Displays properties capitalized.
    - [b]Localized:[/b] Displays the localized string for the current editor language if a translation is available for the given property. If no translation is available, falls back to [b]Capitalized[/b].
    [b]Note:[/b] To display translated setting names in Project Settings and Editor Settings, use [member interface/editor/localize_settings] instead.
ga: Stíl réamhshocraithe an ainm maoine le taispeáint i duga an Chigire. Is féidir an stíl seo a choigeartú go sealadach i roghchlár duga an Chigire.
    - [b]Amh:[/b] Taispeánann sé airíonna i [code]cás nathair[/code].
    - [b]Caipitlithe:[/b] Taispeánann sé airíonna caipitlithe.
    - [b]Logánta:[/b] Taispeáin an teaghrán logánta don teanga eagarthóra reatha má tá aistriúchán ar fáil don airí tugtha. Mura bhfuil aistriúchán ar fáil, téann sé ar ais go [b]Caipitlithe[/b].
    [b]Nóta:[/b] Chun ainmneacha socruithe aistrithe a thaispeáint i Socruithe an Tionscadail agus i Socruithe an Eagarthóra, bain úsáid as [member interface/editor/localize_settings] ina ionad sin.

en: If [code]true[/code], forces all property groups to be expanded in the Inspector dock and prevents collapsing them.
ga: Más rud é go bhfuil [code]true[/code], cuireann sé iallach ar gach grúpa réadmhaoine a leathnú i nduga an Chigire agus cuireann sé cosc orthu iad a laghdú.

en: Base speed for increasing/decreasing float values by dragging them in the inspector.
ga: Bunluas chun luachanna snámhphointe a mhéadú/laghdú trí iad a tharraingt isteach sa chigire.

en: If [code]true[/code], [Vector2] and [Vector2i] properties are shown on a single line in the inspector instead of two lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.
ga: Má thaispeántar airíonna [code]true[/code], [Vector2] agus [Vector2i] ar líne shingil sa chigire in ionad dhá líne. Tá sé seo níos dlúithe ar an iomlán, ach d'fhéadfadh sé a bheith níos deacra luachanna móra a fheiceáil agus a chur in eagar gan an cigire a leathnú go cothrománach.

en: If [code]true[/code], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Plane], and [Quaternion] properties are shown on a single line in the inspector instead of multiple lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.
ga: Má thaispeántar airíonna [code]true[/code], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Plane], agus [Ceathrún] ar líne shingil i an cigire in ionad línte iolracha. Tá sé seo níos dlúithe ar an iomlán, ach d'fhéadfadh sé a bheith níos deacra luachanna móra a fheiceáil agus a chur in eagar gan an cigire a leathnú go cothrománach.

en: The number of [Array] or [Dictionary] items to display on each "page" in the inspector. Higher values allow viewing more values per page, but take more time to load. This increased load time is noticeable when selecting nodes that have array or dictionary properties in the editor.
ga: Líon na míreanna [Eagar] nó [Foclóir] le taispeáint ar gach “leathanach” sa chigire. Ligeann luachanna níos airde breathnú ar níos mó luachanna in aghaidh an leathanaigh, ach tógann sé níos mó ama lena lódáil. Tá an t-am ualach méadaithe seo le sonrú nuair a bhíonn nóid á roghnú ag a bhfuil eagar nó airíonna foclóir san eagarthóir.

en: Control which property editors are colored when they are opened.
    - [b]Containers & Resources:[/b] Color all Array, Dictionary, and Resource Editors.
    - [b]Resources:[/b] Color all Resource Editors.
    - [b]External Resources:[/b] Color Resource Editors that edits an external resource.
ga: Rialaigh cé na heagarthóirí maoine atá daite nuair a osclaítear iad.
    - [b]Containers & Resources:[/b] Dathaigh gach Eagarthóir Eagar, Foclóir agus Acmhainní.
    - [b]Resources:[/b] Dathaigh gach Eagarthóir Acmhainní.
    - [b]External Resources:[/b] Eagarthóirí Acmhainní Datha a chuireann acmhainn sheachtrach in eagar.

en: If [code]true[/code], subresources can be edited in the current inspector view. If the resource type is defined in [member interface/inspector/resources_to_open_in_new_inspector] or if this setting is [code]false[/code], attempting to edit a subresource always opens a new inspector view.
ga: Más [code]true[/code], is féidir fo-acmhainní a chur in eagar san amharc cigire reatha. Má tá an cineál acmhainne sainmhínithe i [comhéadan ball/inspector/resources_to_open_in_new_inspector] nó má tá an socrú seo [code]bréagach[/code], osclaíonn iarracht fo-acmhainn a chur in eagar amharc cigire nua i gcónaí.

en: List of resources that should always be opened in a new inspector view, even if [member interface/inspector/open_resources_in_current_inspector] is [code]true[/code].
ga: Liosta na n-acmhainní ba chóir a oscailt i gcónaí i radharc cigire nua, fiú má tá [code]true[/code] [comhéadan ball/inspector/open_resources_in_current_inspector].

en: If [code]true[/code], display OpenType features marked as [code]hidden[/code] by the font file in the [Font] editor.
ga: Más [code]true[/code], taispeáin gnéithe OpenType atá marcáilte mar [code]i bhfolach[/code] ag an gclóchomhad san eagarthóir [Cló].

en: If [code]true[/code], when panels are made floating they will be maximized.
    If [code]false[/code], when panels are made floating their position and size will match the ones when they are attached (excluding window border) to the editor window.
ga: Más [code]true[/code], nuair a dhéantar painéil ar snámh déanfar iad a uasmhéadú.
    Más rud é [code]false[/code], nuair a dhéantar painéil ar snámh beidh a n-ionad agus a méid ag teacht leis na cinn nuair a bheidh siad ceangailte (gan teorainn na fuinneoige san áireamh) le fuinneog an eagarthóra.

en: If [code]true[/code], the floating panel position, size, and screen will be saved on editor exit. On next launch the panels that were floating will be made floating in the saved positions, sizes and screens, if possible.
ga: Más [code]true[/code], déanfar suíomh an phainéil ar snámh, méid agus scáileán a shábháil ar imeacht an eagarthóra. Ar an gcéad seoladh eile déanfar na painéil a bhí ar snámh a chur ar snámh sna suíomhanna, méideanna agus scáileáin shábháilte, más féidir.

en: Controls when the Close (X) button is displayed on scene tabs at the top of the editor.
ga: Rialaíonn sé nuair a thaispeánfar an cnaipe Dún (X) ar chluaisín radhairc ag barr an eagarthóra.

en: The maximum width of each scene tab at the top editor (in pixels).
ga: Leithead uasta gach cluaisín radhairc ag an eagarthóir barr (i bpicteilíní).

en: If [code]true[/code], when a project is loaded, restores scenes that were opened on the last editor session.
    [b]Note:[/b] With many opened scenes, the editor may take longer to become usable. If starting the editor quickly is necessary, consider setting this to [code]false[/code].
ga: Más rud é [code]true[/code], nuair a lódáiltear tionscadal, athshlánóidh sé radhairc a osclaíodh sa seisiún eagarthóireachta deiridh.
    [b]Nóta:[/b] Le go leor radharc oscailte, seans go dtógfaidh sé níos mó ama ar an eagarthóir a bheith inúsáidte. Más gá an t-eagarthóir a thosú go tapa, smaoinigh ar é seo a shocrú go [code]bréagach[/code].

en: If [code]true[/code], show a button next to each scene tab that opens the scene's "dominant" script when clicked. The "dominant" script is the one that is at the highest level in the scene's hierarchy.
ga: Más [code]true[/code], taispeáin cnaipe in aice le gach cluaisín radhairc a osclaíonn script “ceannasach” an radhairc nuair a chliceáiltear é. Is é an script "ceannasach" an ceann atá ag an leibhéal is airde in ordlathas an radhairc.

en: If [code]true[/code], display an automatically-generated thumbnail when hovering scene tabs with the mouse. Scene thumbnails are generated when saving the scene.
ga: Más [code]true[/code], taispeáin mionsamhail a ghintear go huathoibríoch agus cluaisíní radharc á hoveráil leis an luch. Gintear mionsamhlacha radhairc agus an radharc á shábháil.

en: The color to use for "highlighted" user interface elements in the editor (pressed and hovered items).
ga: An dath atá le húsáid le haghaidh eilimintí comhéadan úsáideora “aibhsithe” san eagarthóir (míreanna brúite agus ainlithe).

en: The extra spacing to add to various GUI elements in the editor (in pixels). Increasing this value is useful to improve usability on touch screens, at the cost of reducing the amount of usable screen real estate.
    See also [member interface/theme/spacing_preset].
ga: An spásáil bhreise le cur le heilimintí GUI éagsúla san eagarthóir (i bpicteilíní). Tá sé úsáideach an luach seo a mhéadú chun inúsáidteacht a fheabhsú ar scáileáin tadhaill, ar chostas an méid eastát réadach scáileán inúsáidte a laghdú.
    Féach freisin [comhéadan ball/téama/spásáil_réamhshocraithe].

en: The base color to use for user interface elements in the editor. Secondary colors (such as darker/lighter variants) are derived from this color.
ga: An bundath le húsáid le haghaidh eilimintí comhéadan úsáideora san eagarthóir. Díorthaítear dathanna tánaisteacha (cosúil le leaganacha níos dorcha/ níos éadroime) ón dath seo.

en: The base spacing used by various GUI elements in the editor (in pixels). See also [member interface/theme/spacing_preset].
ga: An spásáil bonn a úsáideann eilimintí GUI éagsúla san eagarthóir (i bpicteilíní). Féach freisin [comhéadan ball/téama/spásáil_réamhshocraithe].

en: The border size to use for interface elements (in pixels).
ga: Méid na teorann le húsáid le haghaidh eilimintí comhéadan (i bpicteilíní).

en: The contrast factor to use when deriving the editor theme's base color (see [member interface/theme/base_color]). When using a positive values, the derived colors will be [i]darker[/i] than the base color. This contrast factor can be set to a negative value, which will make the derived colors [i]brighter[/i] than the base color. Negative contrast rates often look better for light themes.
ga: An fachtóir codarsnachta atá le húsáid agus bundath téama an eagarthóra á fháil (féach [member interface/theme/base_color]). Agus luachanna deimhneacha á n-úsáid, beidh na dathanna díorthaithe [i]níos dorcha[/i] ná an bundath. Is féidir an fachtóir codarsnachta seo a shocrú go luach diúltach, rud a dhéanfaidh na dathanna díorthaithe [i] níos gile[/i] ná an bundath. Is minic go bhféachann rátaí codarsnachta diúltacha níos fearr do théamaí éadroma.

en: The corner radius to use for interface elements (in pixels). [code]0[/code] is square.
ga: Ga an choirnéil le húsáid le haghaidh eilimintí comhéadan (i bpicteilíní). Tá [code]0[/code] cearnach.

en: The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format.
ga: An acmhainn téama saincheaptha le húsáid don eagarthóir. Ní mór gur acmhainn téama Godot é i bhformáid [code].tres[/code] nó [code].res[/code].

en: If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background.
ga: Más [code]true[/code], tarraingíonn sé teorainneacha breise timpeall ar eilimintí idirghníomhacha Chomhéadain san eagarthóir. Cumasaítear é seo go huathoibríoch agus an réamhshocrú téama [b]Dubh (OLED)[/b] in úsáid, toisc go n-úsáideann an réamhshocrú téama seo cúlra iomlán dubh.

en: If [code]true[/code], the editor theme preset will attempt to automatically match the system theme.
ga: Más [code]true[/code], déanfaidh réamhshocrú téama an eagarthóra iarracht téama an chórais a mheaitseáil go huathoibríoch.

en: The icon and font color scheme to use in the editor.
    - [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color].
    - [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in [url=https://github.com/godotengine/godot/blob/master/editor/themes/editor_theme_manager.cpp]this file[/url].
    - [b]Light[/b] makes fonts and icons light (suitable for dark themes).
ga: An deilbhín agus scéim dathanna an chló le húsáid san eagarthóir.
    - [b] Cinneann Auto[/b] an scéim dathanna le húsáid go huathoibríoch bunaithe ar [comhéadan ball/téama/bonn_dath].
    - [b]Déanann dorcha[/b] clónna agus deilbhíní dorcha (oiriúnach do théamaí solais). Déanann an t-eagarthóir dathanna deilbhíní a thiontú go huathoibríoch tar éis an tsraith rialacha atá sainmhínithe in [url=https://github.com/godotengine/godot/blob/master/editor/themes/editor_theme_manager.cpp]an comhad seo[/url].
    - [b]Déanann solas[/b] clónna agus deilbhíní éadrom (oiriúnach do théamaí dorcha).

en: The saturation to use for editor icons. Higher values result in more vibrant colors.
    [b]Note:[/b] The default editor icon saturation was increased by 30% in Godot 4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/theme/icon_saturation] to [code]0.77[/code].
ga: An sáithiúchán le húsáid le haghaidh deilbhíní eagarthóir. Bíonn dathanna níos beoga mar thoradh ar luachanna níos airde.
    [b]Nóta:[/b] Méadaíodh sáithiúchán deilbhín an eagarthóra réamhshocraithe 30% in Godot 4.0 agus níos déanaí. Chun sáithiú deilbhín Godot 3.x a fháil ar ais, socraigh [comhéadan ball/téama/icon_saturation] go [code]0.77[/code].

en: The editor theme preset to use.
ga: Réamhshocrú téama an eagarthóra le húsáid.

en: The opacity to use when drawing relationship lines in the editor's [Tree]-based GUIs (such as the Scene tree dock).
ga: An teimhneacht le húsáid agus línte caidrimh á dtarraingt i GUIanna an eagarthóra [Tree] (cosúil le duga crann Radharc).

en: The editor theme spacing preset to use. See also [member interface/theme/base_spacing] and [member interface/theme/additional_spacing].
ga: Réamhshocrú spásála téama an eagarthóra le húsáid. Féach freisin [comhéadan ball/téama/bunspásáil] agus [comhéadan ball/téama/spásáil_bhall].

en: If [code]true[/code], long press on touchscreen is treated as right click.
    [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
ga: Más [code]true[/code], caitear le brúigh fhada ar an scáileán tadhaill mar chliceáil ar dheis.
    [b]Nóta:[/b] Réamhshocrú ar [code]true[/code] ar ghléasanna scáileáin tadhaill.

en: If [code]true[/code], enable two finger pan and scale gestures on touchscreen devices.
    [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
ga: Más [code]true[/code], cumasaigh dhá ghothaí méarchláir agus scála ar ghléasanna scáileáin tadhaill.
    [b]Nóta:[/b] Réamhshocrú ar [code]true[/code] ar ghléasanna scáileáin tadhaill.

en: If [code]true[/code], increases the scrollbar touch area to improve usability on touchscreen devices.
    [b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
ga: Más [code]true[/code], méadaítear limistéar tadhaill an bharra scrollbharra chun inúsáidteacht ar ghléasanna scáileáin tadhaill a fheabhsú.
    [b]Nóta:[/b] Réamhshocrú ar [code]true[/code] ar ghléasanna scáileáin tadhaill.

en: Specify the multiplier to apply to the scale for the editor gizmo handles to improve usability on touchscreen devices.
    [b]Note:[/b] Defaults to [code]1[/code] on non-touchscreen devices.
ga: Sonraigh an t-iolraitheoir le cur i bhfeidhm ar an scála le haghaidh an eagarthóra Láimhseálann gizmo chun inúsáidteacht ar ghléasanna scáileáin tadhaill a fheabhsú.
    [b]Nóta:[/b] Réamhshocrú ar [code]1[/code] ar ghléasanna nach gléasanna scáileáin tadhaill iad.

en: Specifies how the engine should check for updates.
    - [b]Disable Update Checks[/b] will block the engine from checking updates (see also [member network/connection/network_mode]).
    - [b]Check Newest Preview[/b] (default for preview versions) will check for the newest available development snapshot.
    - [b]Check Newest Stable[/b] (default for stable versions) will check for the newest available stable version.
    - [b]Check Newest Patch[/b] will check for the latest available stable version, but only within the same minor version. E.g. if your version is [code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/code], but not [code]4.4.stable[/code].
    All update modes will ignore builds with different major versions (e.g. Godot 4 -> Godot 5).
ga: Sonraíonn sé conas ba cheart don inneall seiceáil le haghaidh nuashonruithe.
    - [b]Disable Update Checks[/b] an t-inneall a bhac ó nuashonruithe a sheiceáil (féach freisin [ball network/connection/network_mode]).
    - [b]Check Newest Preview[/b] (réamhshocraithe le haghaidh leaganacha réamhamhairc) seiceálfaidh sé an pictiúr forbartha is nuaí atá ar fáil.
    - [[b]Check Newest Stable[/b]] (réamhshocraithe le haghaidh leaganacha cobhsaí) seiceálfaidh sé le haghaidh an leagan cobhsaí is nuaí atá ar fáil.
    - [b]Check Newest Patch[/b] seiceáil le haghaidh an leagan cobhsaí is déanaí atá ar fáil, ach laistigh den mhionleagan céanna amháin. E.g. má tá [code]4.3.stable[/code] do leagan, cuirfear ar an eolas thú faoi [code]4.3.1.stable[/code], ach ní [code]4.4.stable[/code].
    Déanfaidh gach modh nuashonraithe neamhaird ar thógálacha a bhfuil mórleaganacha éagsúla acu (m.sh. Godot 4 -> Godot 5).

en: Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library.
ga: Cinneann an bhfuil gnéithe ar líne cumasaithe san eagarthóir, mar an Leabharlann Sócmhainní nó seiceálacha nuashonraithe. Má dhéantar na gnéithe ar líne seo a dhíchumasú, cabhraíonn sé seo le himní príobháideachais a mhaolú trí chosc a chur ar an eagarthóir iarratais HTTP a dhéanamh ar shuíomh Gréasáin Godot nó ar ardáin tríú páirtí a dhéanann sócmhainní ón Leabharlann Sócmhainní a óstáil.

en: The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application.
ga: An port ar féidir éisteacht leis agus an ciandhífhabhtóir á thosú. Déanfaidh Godot iarracht uimhreacha poirt os cionn na huimhreach cumraithe a úsáid má tá an uimhir chumraithe glactha ag feidhmchlár eile cheana féin.

en: The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/port].
    [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
ga: An t-óstach le húsáid chun teagmháil a dhéanamh leis an seachfhreastalaí HTTP agus HTTPS san eagarthóir (don leabharlann sócmhainní agus íoslódálacha teimpléid onnmhairithe). Féach freisin [member network/http_proxy/port].
    [b] Nóta:[/b] Ní úsáideann Godot socruithe seachfhreastalaí córais go huathoibríoch faoi láthair, mar sin caithfidh tú iad a chur isteach anseo de láimh más gá.

en: The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host].
    [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
ga: Uimhir an phoirt le húsáid chun teagmháil a dhéanamh leis an seachfhreastalaí HTTP agus HTTPS san eagarthóir (don leabharlann sócmhainní agus íoslódálacha teimpléid easpórtála). Féach freisin [ball network/http_proxy/host].
    [b] Nóta:[/b] Ní úsáideann Godot socruithe seachfhreastalaí córais go huathoibríoch faoi láthair, mar sin caithfidh tú iad a chur isteach anseo de láimh más gá.

en: The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
ga: An beart teastais TLS le húsáid le haghaidh iarratais HTTP a dhéantar laistigh den eagarthóir (m.sh. ón gcluaisín AssetLib). Má fhágtar folamh é, úsáidfear an [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]cuairt teastas Mozilla[/url].

en: The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".
ga: An cineál rindreálaí a sheiceálfar de réir réamhshocraithe agus tionscadal nua á chruthú. Is iad na teaghráin a nglactar leo ná "forward_plus", "soghluaiste" nó "gl_compatibility".

en: Directory naming convention for the project manager. Options are "No convention" (project name is directory name), "kebab-case" (default), "snake_case", "camelCase", "PascalCase", or "Title Case".
ga: Coinbhinsiún um ainmniú eolaire don bhainisteoir tionscadail. Is iad na roghanna ná "Gan coinbhinsiún" (is é ainm an tionscadail ná ainm eolaire), "kebab-case" (réamhshocraithe), "snake_case", "camelCase", "PascalCase", nó "Title Case".

en: The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings.
ga: An t-ordú sórtála le húsáid sa bhainisteoir tionscadail. Nuair a athraítear an t-ordú sórtála sa bhainisteoir tionscadail, socraítear an socrú seo go buan i socruithe an eagarthóra.

en: If [code]true[/code], saves all scenes and scripts automatically before running the project. Setting this to [code]false[/code] prevents the editor from saving if there are no changes which can speed up the project startup slightly, but it makes it possible to run a project that has unsaved changes. (Unsaved changes will not be visible in the running project.)
ga: Más [code]true[/code], sábhálann sé gach radharc agus script go huathoibríoch roimh an tionscadal a rith. Má shocraítear é seo go [code]bréagach[/code] ní féidir an t-eagarthóir a shábháil mura bhfuil aon athruithe ann a d’fhéadfadh tosaithe an tionscadail a bhrostú beagán, ach is féidir tionscadal a rith a bhfuil athruithe gan sábháil air. (Ní bheidh athruithe gan sábháil le feiceáil sa tionscadal reatha.)

en: If [code]true[/code], the editor will clear the Output panel when running the project.
ga: Más [code]true[/code], glanfaidh an t-eagarthóir an painéal Aschuir agus an tionscadal á rith.

en: The size of the font in the [b]Output[/b] panel at the bottom of the editor. This setting does not impact the font size of the script editor (see [member interface/editor/code_font_size]).
ga: Méid an chló sa phainéal [b]Aschur[/b] ag bun an eagarthóra. Níl tionchar ag an socrú seo ar chlómhéid an eagarthóra scripte (féach [member interface/editor/code_font_size]).

en: Maximum number of lines to show at any one time in the Output panel.
ga: Uaslíon línte le taispeáint ag aon am amháin sa phainéal Aschuir.

en: If [code]true[/code], on Linux/BSD, the editor will check for Wayland first instead of X11 (if available).
ga: Más [code]true[/code], ar Linux/BSD, seiceálfaidh an t-eagarthóir do Wayland ar dtús in ionad X11 (má tá sé ar fáil).

en: The custom position to use when starting the project from the editor (in pixels from the top-left corner). Only effective if [member run/window_placement/rect] is set to [b]Custom Position[/b].
ga: An suíomh saincheaptha le húsáid agus an tionscadal á thosú ón eagarthóir (i bpicteilíní ón gcúinne uachtarach ar chlé). Ní bheidh sé i bhfeidhm ach amháin má tá [ball run/window_placement/rect] socraithe go dtí [b]Suíomh an Chustaim[/b].

en: The monitor to display the project on when starting the project from the editor.
ga: An monatóir chun an tionscadal a thaispeáint air agus an tionscadal á thosú ón eagarthóir.

en: If [code]true[/code], makes the caret blink according to [member text_editor/appearance/caret/caret_blink_interval]. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn.
ga: Más rud é [code]true[/code], déanann an caret blink de réir [member text_editor/appearance/caret/caret_blink_interval]. Má dhíchumasaítear an socrú seo is féidir feabhas a chur ar shaol na gceallraí ar ríomhairí glúine má chaitheann tú tréimhsí fada san eagarthóir scripte, mar go laghdóidh sé a mhinice is gá an t-eagarthóir a aththarraingt.

en: The interval at which the caret will blink (in seconds). See also [member text_editor/appearance/caret/caret_blink].
ga: An t-eatramh ag a mbeidh an cúram blink (i soicindí). Féach freisin [member text_editor/appearance/caret/caret_blink].

en: If [code]true[/code], highlights all occurrences of the currently selected text in the script editor. See also [member text_editor/theme/highlighting/word_highlighted_color].
ga: Más [code]true[/code], aibhsítear gach teagmhas den téacs atá roghnaithe faoi láthair san eagarthóir scripte. Féach freisin [member text_editor/theme/highlighting/word_highlighted_color].

en: If [code]true[/code], colors the background of the line the caret is currently on with [member text_editor/theme/highlighting/current_line_color].
ga: Más [code]true[/code], dathaíonn sé cúlra na líne a bhfuil an cúram uirthi faoi láthair le [member text_editor/theme/highlighting/current_line_color].

en: The shape of the caret to use in the script editor. [b]Line[/b] displays a vertical line to the left of the current character, whereas [b]Block[/b] displays an outline over the current character.
ga: Cruth an fheiste le húsáid san eagarthóir scripte. [b]Taispeánann líne[/b] líne cheartingearach ar thaobh na láimhe clé den charachtar reatha, ach taispeánann [b]Bloc[/b] imlíne ar an gcarachtar reatha.

en: The column at which to display a subtle line as a line length guideline for scripts. This should generally be greater than [member text_editor/appearance/guidelines/line_length_guideline_soft_column].
ga: An colún ag a bhféadfar líne caolchúiseach a thaispeáint mar threoirlíne fad líne le haghaidh scripteanna. Go ginearálta ba chóir go mbeadh sé seo níos mó ná [member text_editor/appearance/guidelines/line_length_guideline_soft_column].

en: The column at which to display a [i]very[/i] subtle line as a line length guideline for scripts. This should generally be lower than [member text_editor/appearance/guidelines/line_length_guideline_hard_column].
ga: An colún inar féidir líne [i]an-[/i] a thaispeáint mar threoirlíne fad líne le haghaidh scripteanna. Ba chóir go mbeadh sé seo níos ísle go ginearálta ná [member text_editor/appearance/guidelines/line_length_guideline_hard_column].

en: If [code]true[/code], displays line length guidelines to help you keep line lengths in check. See also [member text_editor/appearance/guidelines/line_length_guideline_soft_column] and [member text_editor/appearance/guidelines/line_length_guideline_hard_column].
ga: Más [code]true[/code], taispeántar treoirlínte fad líne chun cabhrú leat faid líne a choinneáil faoi smacht. Féach freisin [member text_editor/appearance/guidelines/line_length_guideline_soft_column] agus [member text_editor/appearance/guidelines/line_length_guideline_hard_column].

en: If [code]true[/code], highlights type-safe lines by displaying their line number color with [member text_editor/theme/highlighting/safe_line_number_color] instead of [member text_editor/theme/highlighting/line_number_color]. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines may run faster thanks to typed instructions.
ga: Más rud é go bhfuil [code]true[/code], aibhsíonn sé línte cineál-sábháilte trína ndath uimhir líne a thaispeáint le [member text_editor/theme/highlighting/safe_line_number_color] in ionad [member text_editor/theme/highlighting/line_number_color]. Is éard is línte cineál-sábháilte ann ná línte cód ina bhfuil cineál na n-athróg ar fad ar eolas ag am tiomsaithe. Féadfaidh na línte cineál-sábháilte seo rith níos tapúla a bhuíochas do threoracha clóscríofa.

en: If [code]true[/code], displays line numbers with zero padding (e.g. [code]007[/code] instead of [code]7[/code]).
ga: Más [code]true[/code], taispeántar uimhreacha líne le stuáil nialasach (m.sh. [code]007[/code] in ionad [code]7[/code]).

en: If [code]true[/code], displays a gutter at the left containing icons for methods with signal connections and for overridden methods.
ga: Más [code]true[/code], taispeántar gáitéir ar thaobh na láimhe clé ina bhfuil deilbhíní do mhodhanna le naisc chomhartha agus do mhodhanna sáraithe.

en: If [code]true[/code], displays line numbers in a gutter at the left.
ga: Más [code]true[/code], taispeántar uimhreacha línte i ngitéar ar chlé.

en: If [member text_editor/appearance/lines/word_wrap] is set to [code]1[/code], sets text wrapping mode. To see how each mode behaves, see [enum TextServer.AutowrapMode].
ga: Má tá [member text_editor/appearance/lines/word_wrap] socraithe go [code]1[/code], socraítear modh fillte an téacs. Chun a fheiceáil conas a iompraíonn gach modh, féach [enum TextServer.AutowrapMode].

en: If [code]true[/code], displays the folding arrows next to indented code sections and allows code folding. If [code]false[/code], hides the folding arrows next to indented code sections and disallows code folding.
ga: Más rud é [code]true[/code], taispeánann sé na saigheada fillte in aice le rannóga cód eangaithe agus ceadaíonn sé cód fillte. Má tá [code]false[/code], folaíonn sé na saigheada fillte in aice le rannóga cód eangaithe agus dícheadaítear cód fillte.

en: If [code]true[/code], wraps long lines over multiple lines to avoid horizontal scrolling. This is a display-only feature; it does not actually insert line breaks in your scripts.
ga: Más [code]true[/code], fillteann línte fada thar línte iolracha chun scrollú cothrománach a sheachaint. Is gné taispeána amháin é seo; ní chuireann sé isteach i ndáiríre sosanna líne i do scripteanna.

en: The width of the minimap in the script editor (in pixels).
ga: Leithead an íosmhapa san eagarthóir scripte (i bpicteilíní).

en: If [code]true[/code], draws an overview of the script near the scroll bar. The minimap can be left-clicked to scroll directly to a location in an "absolute" manner.
ga: Más [code]true[/code], tarraing forbhreathnú ar an script in aice leis an scrollbharra. Is féidir cliceáil ar chlé ar an mionléarscáil chun scrollú díreach chuig suíomh ar bhealach “iomlán”.

en: If [code]true[/code], draws space characters as centered points.
ga: Más [code]true[/code], tarraing carachtair spáis mar phointí lárnaithe.

en: If [code]true[/code], draws tab characters as chevrons.
ga: Más rud é [code]true[/code], tarraing carachtair cluaisíní mar cheabhráin.

en: The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying fewer lines on screen.
ga: An spás le cur idir línte (i bpicteilíní). Is féidir le spásáil líne níos mó cabhrú le hinléiteacht a fheabhsú ar chostas níos lú línte a thaispeáint ar an scáileán.

en: If [code]true[/code], automatically reloads scripts in the editor when they have been modified and saved by external editors.
ga: Más [code]true[/code], athlódáiltear scripteanna san eagarthóir go huathoibríoch nuair a bheidh siad athraithe agus sábháilte ag eagarthóirí seachtracha.

en: If set to a value greater than [code]0[/code], automatically saves the current script following the specified interval (in seconds). This can be used to prevent data loss if the editor crashes.
ga: Má shocraítear é ar luach níos mó ná [code]0[/code], sábhálann sé an script reatha go huathoibríoch tar éis an eatraimh shonraithe (i soicindí). Is féidir é seo a úsáid chun caillteanas sonraí a chosc má thuairteanna an t-eagarthóir.

en: If [code]true[/code], converts indentation to match the script editor's indentation settings when saving a script. See also [member text_editor/behavior/indent/type].
ga: Más [code]true[/code], athraíonn sé eangú chun socruithe eangaithe an eagarthóra scripte a mheaitseáil agus script á sábháil. Féach freisin [member text_editor/behavior/indent/type].

en: If [code]true[/code], reopens scripts that were opened in the last session when the editor is reopened on a given project.
ga: Más [code]true[/code], athosclaíonn sé scripteanna a osclaíodh sa seisiún deireanach nuair a athosclaítear an t-eagarthóir ar thionscadal ar leith.

en: If [code]true[/code], trims all empty newlines after the final newline when saving a script. Final newlines refer to the empty newlines found at the end of files. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.
ga: Más rud é [code]true[/code], trims gach línte nua folamh tar éis na líne nua deiridh nuair a shábháil script. Tagraíonn newlines deiridh do na línte nua folamh a fhaightear ag deireadh na gcomhad. Ós rud é nach bhfuil aon fheidhm phraiticiúil acu seo, is féidir agus ba chóir iad a bhaint ionas go mbeidh rialú leagan níos lú torannach.

en: If [code]true[/code], trims trailing whitespace when saving a script. Trailing whitespace refers to tab and space characters placed at the end of lines. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.
ga: Más [code]true[/code], triomaítear spás bán nuair a shábhálann tú script. Tagraíonn spás bán leantach do charachtair cluaisíní agus spáis a chuirtear ag deireadh línte. Ós rud é nach bhfuil feidhm phraiticiúil ag baint leo seo, is féidir agus ba chóir iad a bhaint ionas go mbeidh rialú leagan níos lú torannach.

en: If [code]true[/code], automatically indents code when pressing the [kbd]Enter[/kbd] key based on blocks above the new line.
ga: Más rud é [code]true[/code], eangach cód go huathoibríoch nuair a bhrúnn tú an eochair [kbd] Enter[/kbd] bunaithe ar bloic os cionn na líne nua.

en: If [code]true[/code], all wrapped lines are indented to the same amount as the unwrapped line.
ga: Más [code]true[/code], tá na línte fillte go léir eangaithe go dtí an méid céanna leis an líne neamhfhillte.

en: When using tab indentation, determines the length of each tab. When using space indentation, determines how many spaces are inserted when pressing [kbd]Tab[/kbd] and when automatic indentation is performed.
ga: Agus eangú cluaisín á úsáid, socraíonn fad gach cluaisín. Agus eangú spáis in úsáid, socraítear cé mhéad spás a chuirtear isteach nuair a bhrúitear [kbd]Cluaisín[/kbd] agus nuair a dhéantar eangú uathoibríoch.

en: The indentation style to use (tabs or spaces).
    [b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
ga: An stíl eangaithe atá le húsáid (cluaisíní nó spásanna).
    [b]Nóta:[/b] Molann an [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]treoir stíle GDScript[/url] cluaisíní a úsáid le haghaidh eangú. Moltar duit an socrú seo a athrú ach amháin más gá duit oibriú ar thionscadal a úsáideann spásanna le haghaidh eangú faoi láthair.

en: The characters to consider as word delimiters if [member text_editor/behavior/navigation/use_custom_word_separators] is [code]true[/code]. This is in addition to default characters if [member text_editor/behavior/navigation/use_default_word_separators] is [code]true[/code]. The characters should be defined without separation, for example [code]_♥=[/code].
ga: Na carachtair le meas mar theorainneacha focal más rud é [code]true[/code] [member text_editor/behaviour/navigation/use_custom_word_separators]. Tá sé seo i dteannta na gcarachtar réamhshocraithe má tá [member text_editor/behavior/navigation/use_default_word_separators] socraithe go [code]true[/code]. Ba cheart na carachtair a shainiú gan deighilt, mar shampla [code]_♥=[/code].

en: If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.
ga: Más [code]true[/code], ceadaítear téacs a tharraingt agus a scaoileadh san eagarthóir scripte chun téacs a bhogadh. Díchumasaigh é seo má tharlaíonn sé go bhfuil tú ag tarraingt agus ag titim téacs san eagarthóir scripte trí thimpiste.

en: If [code]true[/code], the caret will be moved when right-clicking somewhere in the script editor (like when left-clicking or middle-clicking). If [code]false[/code], the caret will only be moved when left-clicking or middle-clicking somewhere.
ga: Más [code]true[/code], aistreofar an cúramóir nuair a chliceáiltear ar dheis áit éigin san eagarthóir scripte (mar shampla nuair a chliceáiltear ar chlé nó nuair a chliceáiltear ar an lár). Más rud é go bhfuil [code]false[/code], ní bhogfar an cúramóir ach amháin nuair a chliceáiltear ar chlé nó nuair a chliceáiltear ar an lár áit éigin.

en: If [code]true[/code], opens the script editor when connecting a signal to an existing script method from the Node dock.
ga: Más [code]true[/code], osclaíonn sé an t-eagarthóir scripte agus comhartha á nascadh le modh scripte atá ann cheana ón duga Nód.

en: If [code]true[/code], allows scrolling past the end of the file.
ga: Más [code]true[/code], ceadaítear scrollú thar dheireadh an chomhaid.

en: If [code]true[/code], enables a smooth scrolling animation when using the mouse wheel to scroll. See [member text_editor/behavior/navigation/v_scroll_speed] for the speed of this animation.
    [b]Note:[/b] [member text_editor/behavior/navigation/smooth_scrolling] currently behaves poorly in projects where [member ProjectSettings.physics/common/physics_ticks_per_second] has been increased significantly from its default value ([code]60[/code]). In this case, it is recommended to disable this setting.
ga: Más [code]true[/code], cumasaítear beochan scrollaithe mín agus roth na luiche in úsáid le scrollú. Féach [member text_editor/behavior/navigation/v_scroll_speed] le haghaidh luas na beochana seo.
    [b]Nóta:[/b] go n-iompraíonn [member text_editor/behavior/nvigation/smooth_scrolling] go dona faoi láthair i dtionscadail ina bhfuil méadú suntasach tagtha ar [comhalta ProjectSettings.physics/common/physics_ticks_per_second] óna luach réamhshocraithe ([code]60[/code]). Sa chás seo, moltar an socrú seo a dhíchumasú.

en: If [code]true[/code], prevents automatically switching between the Script and 2D/3D screens when selecting a node in the Scene tree dock.
ga: Más rud é [code]true[/code], cosc ar aistriú go huathoibríoch idir an Script agus scáileáin 2D/3D nuair a roghnú nód sa duga crann Radharc.

en: If [code]true[/code], uses the characters in [member text_editor/behavior/navigation/custom_word_separators] as word separators for word navigation and operations. This is in addition to the default characters if [member text_editor/behavior/navigation/use_default_word_separators] is also enabled. Word navigation and operations include double-clicking on a word or holding [kbd]Ctrl[/kbd] ([kbd]Cmd[/kbd] on macOS) while pressing [kbd]left[/kbd], [kbd]right[/kbd], [kbd]backspace[/kbd], or [kbd]delete[/kbd].
ga: Más [code]true[/code], úsáideann na carachtair i [member text_editor/behaviour/navigation/custom_word_separators] mar dheighilteoirí focal le haghaidh nascleanúint focal agus oibríochtaí. Tá sé seo sa bhreis ar na carachtair réamhshocraithe má tá [member text_editor/behavior/navigation/use_default_word_separators] cumasaithe freisin. Áirítear le nascleanúint focal agus le hoibríochtaí a chliceáil faoi dhó ar fhocal nó [kbd]Ctrl[/kbd] ([kbd]Cmd[/kbd] ar macOS) a shealbhú agus [kbd]clé[/kbd], [kbd]ar dheis[/kbd], [kbd] cúlspás[/kbd], nó [kbd]scrios[/kbd].

en: If [code]true[/code], uses the characters in [code]`!"#$%&'()*+,-./:;<=>?@[\]^`{|}~[/code], the Unicode General Punctuation table, and the Unicode CJK Punctuation table as word separators for word navigation and operations. If [code]false[/code], a subset of these characters are used and does not include the characters [code]<>$~^=+|[/code]. This is in addition to custom characters if [member text_editor/behavior/navigation/use_custom_word_separators] is also enabled. These characters are used to determine where a word stops. Word navigation and operations include double-clicking on a word or holding [kbd]Ctrl[/kbd] ([kbd]Cmd[/kbd] on macOS) while pressing [kbd]left[/kbd], [kbd]right[/kbd], [kbd]backspace[/kbd], or [kbd]delete[/kbd].
ga: Más [code]true[/code], úsáidtear na carachtair i [code]!"#$%&'()*+,-./:;<=>?@[\]^{|}[/code], tábla Poncaíochta Ginearálta Unicode, agus tábla Poncaíochta Unicode CJK mar dheighilteoirí focal le haghaidh nascleanúna focal agus oibríochtaí focal. Más [code]false[/code], úsáidtear fo-thacar de na carachtair seo agus ní áirítear na carachtair [code]<>$^=+|[/code]. Tá sé seo sa bhreis ar charachtair saincheaptha má tá [member text_editor/behavior/navigation/use_custom_word_separators] cumasaithe freisin. Úsáidtear na carachtair seo chun a chinneadh cá stopann focal. Áirítear le nascleanúint focal agus oibríochtaí focal cliceáil faoi dhó ar fhocal nó [kbd]Ctrl[/kbd] ([kbd]Cmd[/kbd] ar macOS) a shealbhú agus tú ag brú [kbd]left[/kbd], [kbd]right[/kbd], [kbd]backspace[/kbd], nó [kbd]delete[/kbd].

en: The speed of scrolling in lines per second when [member text_editor/behavior/navigation/smooth_scrolling] is [code]true[/code]. Higher values make the script scroll by faster when using the mouse wheel.
    [b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to temporarily scroll 5 times faster.
ga: Luas an scrollaigh i línte in aghaidh an tsoicind nuair a bhíonn [member text_editor/behavior/navigation/smooth_scrolling] socraithe go [code]true[/code]. Fágann luachanna níos airde go scrollaíonn an script níos tapúla agus roth na luiche in úsáid.
    [b]Nóta:[/b] Is féidir leat [kbd]Alt[/kbd] a choinneáil síos agus roth na luiche in úsáid agat chun scrollú go sealadach 5 huaire níos tapúla.

en: If [code]true[/code], uses [NodePath] instead of [String] when appropriate for code autocompletion or for drag and dropping object properties into the script editor.
ga: Más [code]true[/code], úsáideann [NodePath] in ionad [Teaghrán] nuair is cuí chun cód a uathchríochnú nó chun airíonna réada a tharraingt agus a scaoileadh isteach san eagarthóir scripte.

en: If [code]true[/code], uses [StringName] instead of [String] when appropriate for code autocompletion.
ga: Más [code]true[/code], úsáideann [StringName] in ionad [Teaghrán] nuair is cuí le haghaidh uathchríochnú an chóid.

en: If [code]true[/code], adds [url=$DOCS_URL/tutorials/scripting/gdscript/static_typing.html]GDScript static typing[/url] hints such as [code]-> void[/code] and [code]: int[/code] when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the [kbd]Ctrl[/kbd] key. If [code]true[/code], newly created scripts will also automatically have type hints added to their method parameters and return types.
ga: Má tá [code]true[/code], cuireann sé [url=$DOCS_URL/tutorials/scripting/gdscript/static_typing.html]GDScript clóscríobh statach[/url] ar nós [code] -> neamhní[/code] agus [code] : int[/code] nuair a bhíonn uathchríochnú code á úsáid nó nuair a bhíonn athróga á gcruthú cheana féin trí nóid a tharraingt agus a scaoileadh isteach san eagarthóir scripte agus an eochair [kbd]Ctrl[/kbd] á bhrú. Más [code]true[/code], cuirfear leideanna cineáil go huathoibríoch le scripteanna nuachruthaithe lena bparaiméadar modha agus lena gcineálacha tuairisceáin.

en: The delay in seconds after which autocompletion suggestions should be displayed when the user stops typing.
ga: Ba cheart an mhoill i soicindí ina dhiaidh sin moltaí uathchríochnaithe a thaispeáint nuair a stopann an t-úsáideoir ag clóscríobh.

en: If [code]true[/code], code completion will be triggered automatically after [member text_editor/completion/code_complete_delay]. Even if [code]false[/code], code completion can be triggered manually with the [code]ui_text_completion_query[/code] action (by default [kbd]Ctrl + Space[/kbd] or [kbd]Cmd + Space[/kbd] on macOS).
ga: Más [code]true[/code], cuirfear tús go huathoibríoch le comhlánú an chóid tar éis [member text_editor/completion/code_complete_delay]. Fiú má tá [code] bréagach [/code], is féidir comhlánú an chóid a spreagadh de láimh leis an ngníomh [code]ui_text_completion_query[/code] (de réir réamhshocraithe [kbd]Ctrl + Space[/kbd] nó [kbd]Cmd + Space[/kbd] ar macOS).

en: If [code]true[/code] enables the coloring for some items in the autocompletion suggestions, like vector components.
ga: Má chumasaíonn [code]true[/code] dathú roinnt míreanna sna moltaí uathchríochnaithe, amhail comhpháirteanna veicteora.

en: If [code]true[/code], provides autocompletion suggestions for file paths in methods such as [code]load()[/code] and [code]preload()[/code].
ga: Más rud é go bhfuil [code]true[/code], soláthraíonn sé moltaí uathchríochnaithe maidir le conairí comhaid ar mhodhanna mar [code]ualach()[/code] agus [code] réamh-lódáil()[/code].

en: The delay in seconds after which the script editor should check for errors when the user stops typing.
ga: An mhoill i soicindí ina dhiaidh sin ba cheart don eagarthóir scripte seiceáil le haghaidh earráidí nuair a stopann an t-úsáideoir clóscríobh.

en: If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line.
ga: Más [code]true[/code], taispeánfar an leid uirlisí críochnaithe cóid faoin líne reatha mura bhfuil spás ar bith ar an scáileán faoin líne reatha. Más [code]bréagach[/code] é, beidh an leid uirlisí críochnaithe cóid le feiceáil os cionn na líne reatha.

en: If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]).
ga: Más [code]true[/code], déanann sé uathchríochnú teaghrán le comharthaí athfhriotail aonair. Más rud é [code]false[/code], déanann sé uathchríochnú teaghrán le comharthaí athfhriotail dhúbailte (a mheaitseálann an [url=$DOCS_URL/ tutorials/scripting/gdscript/gdscript_styleguide.html]treoir stíle GDScript[/url]).

en: Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help.
ga: Cuidíonn rialtáin cad iad na bloic chóid illíne ba chóir a thaispeáint sa eagarthóir. Ní chuireann an socrú seo isteach ar liteartha cód aonlíne sa chabhair don eagarthóir.

en: The font size to use for the editor help (built-in class reference).
ga: An clómhéid le húsáid mar chabhair don eagarthóir (tagairt ranga ionsuite).

en: The font size to use for code samples in the editor help (built-in class reference).
ga: An clómhéid le húsáid le haghaidh samplaí cód sa chabhair don eagarthóir (tagairt ranga ionsuite).

en: The font size to use for headings in the editor help (built-in class reference).
ga: An clómhéid le húsáid le haghaidh ceannteidil sa chabhair don eagarthóir (tagairt ranga ionsuite).

en: If [code]true[/code], displays a table of contents at the left of the editor help (at the location where the members overview would appear when editing a script).
ga: Más rud é [code]true[/code], taispeánann sé clár na n-ábhar ar thaobh na láimhe clé de chúnamh an eagarthóra (ag an áit a mbeadh forbhreathnú na mball le feiceáil agus script á eagarthóireacht).

en: If [code]true[/code], displays an overview of the current script's member variables and functions at the left of the script editor. See also [member text_editor/script_list/sort_members_outline_alphabetically].
ga: Más [code]true[/code], taispeántar forbhreathnú ar athróga agus feidhmeanna ball na scripte reatha ar thaobh na láimhe clé den eagarthóir scripte. Féach freisin [member text_editor/script_list/sort_members_outline_alphabetically].

en: If [code]true[/code], sorts the members outline (located at the left of the script editor) using alphabetical order. If [code]false[/code], sorts the members outline depending on the order in which members are found in the script.
    [b]Note:[/b] Only effective if [member text_editor/script_list/show_members_overview] is [code]true[/code].
ga: Más [code]true[/code], sórtáil imlíne na mball (suite ar thaobh na láimhe clé den eagarthóir scripte) ag baint úsáide as ord aibítre. Má tá [code]false[/code], sórtáil imlíne na mball ag brath ar an ord ina bhfaightear baill sa script.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar [member text_editor/script_list/show_members_overview].

en: The syntax theme to use in the script editor.
    You can save your own syntax theme from your current settings by using [b]File > Theme > Save As...[/b] at the top of the script editor. The syntax theme will then be available locally in the list of color themes.
    You can find additional syntax themes to install in the [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-themes[/url] repository.
ga: An téama comhréire le húsáid san eagarthóir scripte.
    Is féidir leat do théama comhréire féin a shábháil ó do shocruithe reatha trí úsáid a bhaint as [b]File > Theme > Save As...[/b] ag barr an eagarthóra scripte. Beidh an téama comhréire ar fáil go háitiúil ansin i liosta na dtéamaí datha.
    Is féidir leat teacht ar théamaí comhréire breise le suiteáil sa stór [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-themes[/url].

en: The script editor's background color. If set to a translucent color, the editor theme's base color will be visible behind.
ga: Dath cúlra an eagarthóra scripte. Má tá dath tréshoilseach socraithe, beidh bundath téama an eagarthóra le feiceáil ar chúl.

en: The script editor's base type color (used for types like [Vector2], [Vector3], [Color], ...).
ga: Dath cineál bonn an eagarthóra scripte (a úsáidtear le haghaidh cineálacha cosúil le [Vector2], [Vector3], [Color], ...).

en: The script editor's bookmark icon color (displayed in the gutter).
ga: Dath deilbhín leabharmharc an eagarthóra scripte (léirithe sa gháitéir).

en: The script editor's brace mismatch color. Used when the caret is currently on a mismatched brace, parenthesis or bracket character.
ga: Dath mímheaitseála brace an eagarthóra scripte. Úsáidtear é nuair a bhíonn an cúramóir ar lúibíní, ar lúibíní nó ar charachtar lúibín mímheaitseála faoi láthair.

en: The script editor's breakpoint icon color (displayed in the gutter).
ga: Dath deilbhín brisphointe an eagarthóra scripte (léirithe sa gháitéir).

en: The script editor's caret background color.
    [b]Note:[/b] This setting has no effect as it's currently unused.
ga: Dath cúlra caret an eagarthóra scripte.
    [b]Nóta:[/b] Níl aon éifeacht ag an socrú seo mar níl sé in úsáid faoi láthair.

en: The script editor's caret color.
ga: Dath cúram an eagarthóra scripte.

en: The script editor's color for the code folding icon (displayed in the gutter).
ga: Dath an eagarthóra scripte don deilbhín fillte cód (léirithe sa gháitéir).

en: The script editor's comment color.
    [b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered to be comments, and will use the string highlighting color instead.
ga: Dath tuairimí an eagarthóra scripte.
    [b]Nóta:[/b] I GDScript, murab ionann agus Python, ní mheastar teaghráin illíne a bheith ina nótaí tráchta, agus úsáidfear an dath aibhsithe teaghrán ina ionad sin.

en: The script editor's autocompletion box background color.
ga: Dath cúlra bhosca uathchríochnaithe an eagarthóra scripte.

en: The script editor's autocompletion box background color to highlight existing characters in the completion results. This should be a translucent color so that [member text_editor/theme/highlighting/completion_selected_color] can be seen behind.
ga: Dath cúlra bhosca uathchríochnaithe an eagarthóra scripte chun carachtair reatha a aibhsiú sna torthaí críochnaithe. Ba cheart go mbeadh dath tréshoilseach air seo ionas gur féidir [member text_editor/theme/highlighting/completion_selected_color] a fheiceáil ar chúl.

en: The script editor's autocompletion box text color.
ga: Dath téacs bhosca uathchríochnaithe an eagarthóra scripte.

en: The script editor's autocompletion box scroll bar color.
ga: Dath an bharra scrollaithe ar bhosca uathchríochnaithe an eagarthóra scripte.

en: The script editor's autocompletion box scroll bar color when hovered or pressed with the mouse.
ga: Dath an bharra scrollaithe ar bhosca uathchríochnaithe an eagarthóra scripte nuair a ainlítear nó nuair a bhrúitear é leis an luch.

en: The script editor's autocompletion box background color for the currently selected line.
ga: Dath cúlra bhosca uathchríochnaithe an eagarthóra scripte don líne atá roghnaithe faoi láthair.

en: The script editor's control flow keyword color (used for keywords like [code]if[/code], [code]for[/code], [code]return[/code], ...).
ga: Dath eochairfhocal sreabhadh rialaithe an eagarthóra scripte (a úsáidtear le haghaidh eochairfhocail mar [code] más rud é [/code], [code] le haghaidh [/code], [code]tuairisceán[/code], ...).

en: The script editor's background color for the line the caret is currently on. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/mark_color].
ga: Dath cúlra an eagarthóra scripte don líne a bhfuil an feirm air faoi láthair. Ba chóir é seo a shocrú go dath tréshoilseach ionas gur féidir é a thaispeáint ar bharr modhnóirí datha líne eile mar [member text_editor/theme/highlighting/mark_color].

en: The script editor's documentation comment color. In GDScript, this is used for comments starting with [code]##[/code]. In C#, this is used for comments starting with [code]///[/code] or [code]/**[/code].
ga: Dath nótaí tráchta an eagarthóra scripte. In GDScript, úsáidtear é seo le haghaidh tuairimí ag tosú le [code]##[/code]. In C#, úsáidtear é seo le haghaidh tuairimí ag tosú le [code]///[/code] nó [code]/**[/code].

en: The script editor's color for the debugger's executing line icon (displayed in the gutter).
ga: Dath an eagarthóra scripte le haghaidh íocón líne fhorghníomhaithe an dífhabhtóra (léirithe sa gháitéir).

en: The script editor's background line highlighting color for folded code region.
ga: Líne chúlra an eagarthóra scripte ag cur béime ar dhath don réigiún cód fillte.

en: The script editor's function call color.
    [b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by the function definition color configured in the syntax theme for function definitions (e.g. [code]func _ready():[/code]).
ga: Dath glaonna feidhm an eagarthóra scripte.
    [b]Nóta:[/b] Nuair a bhíonn an t-aibhsitheoir comhréire GDScript á úsáid, cuirtear an dath sainmhínithe feidhme atá cumraithe sa téama comhréire le haghaidh sainmhínithe feidhme in ionad é seo (m.sh. [code]func _ready():[/code]).

en: The script editor's non-control flow keyword color (used for keywords like [code]var[/code], [code]func[/code], [code]extends[/code], ...).
ga: Leathnaíonn dath eochairfhocal sreafa neamhrialaithe an eagarthóra scripte (a úsáidtear le haghaidh eochairfhocail mar [code]var[/code], [code]func[/code], [code]leathnaíonn[/code], ...).

en: The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with half of its opacity.
ga: Dath an eagarthóra scripte don treoirlíne fad líne. Tarraingeofar an treoirlíne fad líne "crua" leis an dath seo, ach tarraingeofar an treoirlíne fad líne "bog" le leath a teimhneachta.

en: The script editor's color for line numbers. See also [member text_editor/theme/highlighting/safe_line_number_color].
ga: Dath an eagarthóra scripte le haghaidh uimhreacha línte. Féach freisin [member text_editor/theme/highlighting/safe_line_number_color].

en: The script editor's background color for lines with errors. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color].
ga: Dath cúlra an eagarthóra scripte le haghaidh línte le hearráidí. Ba chóir é seo a shocrú go dath tréshoilseach ionas gur féidir é a thaispeáint ar bharr modhnóirí datha líne eile ar nós [member text_editor/theme/highlighting/current_line_color].

en: The script editor's color for member variables on objects (e.g. [code]self.some_property[/code]).
    [b]Note:[/b] This color is not used for local variable declaration and access.
ga: Dath an eagarthóra scripte d’athróga ball ar réada (m.sh. [code]self.some_property[/code]).
    [b]Nóta:[/b] Ní úsáidtear an dath seo chun athróg áitiúil a dhearbhú agus a rochtain.

en: The script editor's color for numbers (integer and floating-point).
ga: Dath an eagarthóra scripte le haghaidh uimhreacha (slánuimhir agus snámhphointe).

en: The script editor's color for type-safe line numbers. See also [member text_editor/theme/highlighting/line_number_color].
    [b]Note:[/b] Only displayed if [member text_editor/appearance/gutters/highlight_type_safe_lines] is [code]true[/code].
ga: Dath an eagarthóra scripte le haghaidh uimhreacha líne cineál-sábháilte. Féach freisin [member text_editor/theme/highlighting/line_number_color].
    [b]Nóta:[/b] Ní thaispeánfar ach amháin má tá [code]true[/code] ar [member text_editor/appearance/gutters/highlight_type_safe_lines].

en: The script editor's color for the border of search results. This border helps bring further attention to the search result. Set this color's opacity to 0 to disable the border.
ga: Dath an eagarthóra scripte le haghaidh teorann na dtorthaí cuardaigh. Cuidíonn an teorainn seo le tuilleadh airde a thabhairt ar thoradh an chuardaigh. Socraigh teimhneacht an dath seo go 0 chun an teorainn a dhíchumasú.

en: The script editor's background color for search results.
ga: Dath cúlra an eagarthóra scripte le haghaidh torthaí cuardaigh.

en: The script editor's background color for the currently selected text.
ga: Dath cúlra an eagarthóra scripte don téacs atá roghnaithe faoi láthair.

en: The script editor's color for strings (single-line and multi-line).
ga: Dath an eagarthóra scripte le haghaidh teaghráin (aon líne agus illíne).

en: The script editor's color for operators ([code]( ) [ ] { } + - * /[/code], ...).
ga: Dath an eagarthóra scripte le haghaidh oibreoirí ([code]( ) [ ] { } + - * /[/code], ...).

en: The script editor's color for text not highlighted by any syntax highlighting rule.
ga: Níl dath an eagarthóra scripte don téacs aibhsithe ag aon riail aibhsithe comhréire.

en: The script editor's background color for text. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color].
ga: Dath cúlra an eagarthóra scripte don téacs. Ba chóir é seo a shocrú go dath tréshoilseach ionas gur féidir é a thaispeáint ar bharr modhnóirí datha líne eile ar nós [member text_editor/theme/highlighting/current_line_color].

en: The script editor's color for user-defined types (using [code]class_name[/code]).
ga: Dath an eagarthóra scripte do chineálacha atá sainithe ag an úsáideoir (ag úsáid [code]class_name[/code]).

en: The script editor's color for words highlighted by selecting them. Only visible if [member text_editor/appearance/caret/highlight_all_occurrences] is [code]true[/code].
ga: Dath an eagarthóra scripte d’fhocail aibhsithe trí iad a roghnú. Ní féidir é a fheiceáil ach amháin má tá [code]true[/code] ar [member text_editor/appearance/caret/highlight_all_occurrences].

en: Emitted after any editor setting has changed.
ga: Astaithe tar éis aon socrú eagarthóra a athrú.

en: Emitted after any editor setting has changed. It's used by various editor plugins to update their visuals on theme changes or logic on configuration changes.
ga: Astaithe tar éis aon socrú eagarthóra a athrú. Úsáideann forlíontáin eagarthóirí éagsúla é chun a gcuid amhairc a nuashonrú ar athruithe téama nó loighic ar athruithe cumraíochta.

en: Godot editor's control for editing numeric values.
ga: Rialú an eagarthóra Godot le haghaidh eagarthóireacht luachanna uimhriúla.

en: This [Control] node is used in the editor's Inspector dock to allow editing of numeric values. Can be used with [EditorInspectorPlugin] to recreate the same behavior.
    If the [member Range.step] value is [code]1[/code], the [EditorSpinSlider] will display up/down arrows, similar to [SpinBox]. If the [member Range.step] value is not [code]1[/code], a slider will be displayed instead.
ga: Úsáidtear an nód [Rialú] seo i duga Cigire an eagarthóra chun eagarthóireacht a dhéanamh ar luachanna uimhriúla. Is féidir é a úsáid le [EditorInspectorPlugin] chun an t-iompar céanna a athchruthú.
    Más é [code]1[/code] an luach [member Range.step], taispeánfaidh an [EditorSpinSlider] saigheada suas/síos, cosúil le [SpinBox]. Murab é an luach [member Range.step] [code]1[/code], taispeánfar sleamhnán ina ionad.

en: If [code]true[/code], the slider will not draw background.
ga: Más [code]true[/code], ní tharraingeoidh an sleamhnán cúlra.

en: If [code]true[/code], the slider and up/down arrows are hidden.
ga: Más [code]true[/code], tá an sleamhnán agus na saigheada suas/síos i bhfolach.

en: The text that displays to the left of the value.
ga: An téacs a thaispeánann ar thaobh na láimhe clé den luach.

en: If [code]true[/code], the slider can't be interacted with.
ga: Más [code]true[/code], ní féidir idirghníomhú leis an sleamhnán.

en: The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed.
ga: An iarmhír le taispeáint tar éis an luacha (i dath faded). Ba cheart gur focal iolra a bheadh anseo go ginearálta. Seans go mbeidh ort giorrúchán a úsáid má tá an iarmhír ró-fhada le taispeáint.

en: Emitted when the spinner/slider is grabbed.
ga: Astaítear nuair a rugtar an rothlóir/sleamhnóir.

en: Emitted when the spinner/slider is ungrabbed.
ga: Astaithe nuair nach bhfuil an rothlóir/sleamhnán bainte.

en: Emitted when the value form gains focus.
ga: Astaítear nuair a fhaigheann an fhoirm luach fócas.

en: Emitted when the value form loses focus.
ga: Astaítear nuair a chailleann an fhoirm luach fócas.

en: Base class for [SyntaxHighlighter] used by the [ScriptEditor].
ga: Bunrang do [SyntaxHighlighter] a úsáideann an [ScriptEditor].

en: Base class that all [SyntaxHighlighter]s used by the [ScriptEditor] extend from.
    Add a syntax highlighter to an individual script by calling [method ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, call [method ScriptEditor.register_syntax_highlighter].
ga: Bunrang a shíneann gach [SyntaxHighlighter]s a úsáideann an [Eagarthóir Scripte].
    Cuir aibhsitheoir comhréire le script aonair trí ghlao a chur ar [method ScriptEditorBase.add_syntax_highlighter]. Chun iarratas a dhéanamh ar gach script atá ar oscailt, cuir glaoch ar [method ScriptEditor.register_syntax_highlighter].

en: Virtual method which can be overridden to return the syntax highlighter name.
ga: Modh fíorúil ar féidir é a shárú chun an t-ainm aibhsithe comhréire a thabhairt ar ais.

en: Virtual method which can be overridden to return the supported language names.
ga: Modh fíorúil ar féidir é a shárú chun na hainmneacha teanga tacaithe a thabhairt ar ais.

en: Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
ga: Breiseán chun parsálaithe saincheaptha a chur leis chun teaghráin a bhaint as atá le haistriú ó chomhaid shaincheaptha (.csv, .json etc.).

en: Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code].
ga: Faigheann sé liosta na síntí comhad a bhaineann leis an parsálaí seo, m.sh. [code]["csv"][/code].

en: Override this method to define a custom parsing logic to extract the translatable strings.
ga: Sáraigh an modh seo chun loighic parsála saincheaptha a shainiú chun na teaghráin inaistrithe a bhaint as.

en: Manages undo history of scenes opened in the editor.
ga: Bainistíonn sé stair na radharc a osclaíodh san eagarthóir a chealú.

en: [EditorUndoRedoManager] is a manager for [UndoRedo] objects associated with edited scenes. Each scene has its own undo history and [EditorUndoRedoManager] ensures that each action performed in the editor gets associated with a proper scene. For actions not related to scenes ([ProjectSettings] edits, external resources, etc.), a separate global history is used.
    The usage is mostly the same as [UndoRedo]. You create and commit actions and the manager automatically decides under-the-hood what scenes it belongs to. The scene is deduced based on the first operation in an action, using the object from the operation. The rules are as follows:
    - If the object is a [Node], use the currently edited scene;
    - If the object is a built-in resource, use the scene from its path;
    - If the object is external resource or anything else, use global history.
    This guessing can sometimes yield false results, so you can provide a custom context object when creating an action.
    [EditorUndoRedoManager] is intended to be used by Godot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead.
    The manager's API is mostly the same as in [UndoRedo], so you can refer to its documentation for more examples. The main difference is that [EditorUndoRedoManager] uses object + method name for actions, instead of [Callable].
ga: Is é [EditorUndoRedoManager] bainisteoir do [UndoRedo] oibiachtaí a bhaineann le radhairc curtha in eagar. Tá a stair cealaithe féin ag gach radharc agus cinntíonn [EditorUndoRedoManager] go mbíonn baint ag gach gníomh a dhéantar san eagarthóir le radharc ceart. I gcás gníomhartha nach mbaineann le radhairc ([ProjectSettings] athruithe, acmhainní seachtracha, etc.), úsáidtear stair dhomhanda ar leith.
    Tá an úsáid mar an gcéanna den chuid is mó le [UndoRedo]. Cruthaíonn agus tiomnaíonn tú gníomhartha agus cinneann an bainisteoir go huathoibríoch faoin gcochall cad iad na radhairc lena mbaineann sé. Déantar an radharc a asbhaint bunaithe ar an gcéad oibríocht i ngníomh, ag baint úsáide as an réad ón oibríocht. Is iad seo a leanas na rialacha:
    - Más [Nód] é an réad, bain úsáid as an radharc atá curtha in eagar faoi láthair;
    - Más acmhainn ionsuite é an réad, bain úsáid as an radharc óna chonair;
    - Más acmhainn sheachtrach é an réad nó aon rud eile, bain úsáid as stair dhomhanda.
    Uaireanta féadann an tomhais seo torthaí bréagacha a thabhairt, ionas gur féidir leat réad comhthéacs saincheaptha a sholáthar agus gníomh á chruthú agat.
    Tá [EditorUndoRedoManager] ceaptha le húsáid ag forlíontáin eagarthóir Godot. Is féidir leat é a fháil trí úsáid a bhaint as [method EditorPlugin.get_undo_redo]. Le haghaidh úsáidí neamheagarthóra nó breiseán nach gá a chomhtháthú le stair cealaithe an eagarthóra, bain úsáid as [UndoRedo] ina ionad sin.
    Tá API an bhainisteora mar an gcéanna den chuid is mó agus atá in [UndoRedo], mar sin is féidir leat tagairt a dhéanamh dá dhoiciméadú le haghaidh tuilleadh samplaí. Is í an phríomhdhifríocht ná go n-úsáideann [EditorUndoRedoManager] réad + ainm modh le haghaidh gníomhartha, in ionad [Inghlaoite].

en: Register a method that will be called when the action is committed (i.e. the "do" action).
    If this is the first operation, the [param object] will be used to deduce target undo history.
ga: Clár modh a thabharfar nuair a dhéantar an gníomh (i.e. an gníomh "déan").
    Más é seo an chéad oibríocht, úsáidfear an [param object] chun an sprioc-stair a chealú a asbhaint.

en: Register a property value change for "do".
    If this is the first operation, the [param object] will be used to deduce target undo history.
ga: Cláraigh athrú ar luach maoine le haghaidh "déan".
    Más é seo an chéad oibríocht, úsáidfear an [param object] chun an sprioc-stair a chealú a asbhaint.

en: Register a reference for "do" that will be erased if the "do" history is lost. This is useful mostly for new nodes created for the "do" call. Do not use for resources.
ga: Cláraigh tagairt do "déan" a scriosfar má chailltear an stair "déan". Tá sé seo úsáideach go príomha le haghaidh nóid nua a cruthaíodh don ghlao “déan”. Ná húsáid le haghaidh acmhainní.

en: Register a method that will be called when the action is undone (i.e. the "undo" action).
    If this is the first operation, the [param object] will be used to deduce target undo history.
ga: Cláraigh modh a thabharfar nuair a chealófar an gníomh (i.e. an gníomh "Cealaigh").
    Más é seo an chéad oibríocht, úsáidfear an [param object] chun an sprioc-stair a chealú a asbhaint.

en: Register a property value change for "undo".
    If this is the first operation, the [param object] will be used to deduce target undo history.
ga: Cláraigh athrú ar luach maoine le haghaidh "cealaigh".
    Más é seo an chéad oibríocht, úsáidfear an [param object] chun an sprioc-stair a chealú a asbhaint.

en: Register a reference for "undo" that will be erased if the "undo" history is lost. This is useful mostly for nodes removed with the "do" call (not the "undo" call!).
ga: Cláraigh tagairt do "cealaigh" a scriosfar má chailltear an stair "cealaigh". Tá sé seo úsáideach go príomha le haghaidh nóid a bhaintear leis an nglao "déan" (ní an glao "Cealaigh"!).

en: Create a new action. After this is called, do all your calls to [method add_do_method], [method add_undo_method], [method add_do_property], and [method add_undo_property], then commit the action with [method commit_action].
    The way actions are merged is dictated by the [param merge_mode] argument. See [enum UndoRedo.MergeMode] for details.
    If [param custom_context] object is provided, it will be used for deducing target history (instead of using the first operation).
    The way undo operation are ordered in actions is dictated by [param backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo option are ordered in the same order they were added. Which means the first operation to be added will be the first to be undone.
ga: Cruthaigh gníomh nua. Tar éis é seo a ghlaoch, déan do ghlaonna go léir chuig [method add_do_method], [method add_undo_method], [method add_do_property], agus [method add_undo_property], ansin déan an gníomh le [method gealltanas_action].
    Is é an argóint [param merge_mode] a shocraíonn an bealach a chumasctar gníomhartha. Féach [enum UndoRedo.MergeMode] le haghaidh sonraí.
    Má chuirtear réad [param custom_context] ar fáil, úsáidfear é chun spriocstair a asbhaint (in ionad an chéad oibríocht a úsáid).
    Is é [param backward_undo_ops] a ordaíonn an oibríocht chealaigh i ngníomhartha. Nuair a bhíonn [param backward_undo_ops] [code]false[/code] ordaítear an rogha cealaithe san ord céanna cuireadh leis iad. Rud a chiallaíonn gurb í an chéad oibríocht a chuirfear leis an gcéad oibríocht a chealófar.

en: Forces the next operation (e.g. [method add_do_method]) to use the action's history rather than guessing it from the object. This is sometimes needed when a history can't be correctly determined, like for a nested resource that doesn't have a path yet.
    This method should only be used when absolutely necessary, otherwise it might cause invalid history state. For most of complex cases, the [code]custom_context[/code] parameter of [method create_action] is sufficient.
ga: Cuir iallach ar an gcéad oibríocht eile (m.sh. [method add_do_method]) stair an ghnímh a úsáid seachas í a thomhas ón oibiacht. Bíonn gá leis seo uaireanta nuair nach féidir stair a chinneadh i gceart, mar acmhainn neadaithe nach bhfuil cosán aici fós.
    Níor cheart an modh seo a úsáid ach amháin nuair atá fíor-riachtanach, nó d'fhéadfadh staid staire neamhbhailí a bheith ann. Don chuid is mó de chásanna casta, is leor an paraiméadar [code]custom_context[/code] de [method create_action].

en: Returns the [UndoRedo] object associated with the given history [param id].
    [param id] above [code]0[/code] are mapped to the opened scene tabs (but it doesn't match their order). [param id] of [code]0[/code] or lower have special meaning (see [enum SpecialHistory]).
    Best used with [method get_object_history_id]. This method is only provided in case you need some more advanced methods of [UndoRedo] (but keep in mind that directly operating on the [UndoRedo] object might affect editor's stability).
ga: Filleann sé an oibiacht [UndoRedo] a bhaineann leis an stair tugtha [param id].
    Déantar [param id] thuas [code]0[/code] a mhapáil chuig na cluaisíní radharc oscailte (ach ní thagann sé lena n-ord). tá brí speisialta le [param id] de [code]0[/code] nó níos ísle (féach [enum SpecialHistory]).
    Is fearr é a úsáid le [method get_object_history_id]. Ní chuirtear an modh seo ar fáil ach amháin i gcás go bhfuil roinnt modhanna níos forbartha de dhíth ort [UndoRedo] (ach cuimhnigh go bhféadfadh go gcuirfeadh oibriú díreach ar an réad [UndoRedo] isteach ar chobhsaíocht an eagarthóra).

en: Returns the history ID deduced from the given [param object]. It can be used with [method get_history_undo_redo].
ga: Filleann sé an ID staire asbhainte ón [param object] tugtha. Is féidir é a úsáid le [method get_history_undo_redo].

en: Returns [code]true[/code] if the [EditorUndoRedoManager] is currently committing the action, i.e. running its "do" method or property change (see [method commit_action]).
ga: Filleann sé [code]true[/code] má tá an [EditorUndoRedoManager] ag déanamh an ghnímh faoi láthair, i.e. ag rith a mhodha “déan” nó athrú airí (féach [method gealltanas_action]).

en: Emitted when the list of actions in any history has changed, either when an action is committed or a history is cleared.
ga: Astaítear nuair a athraítear liosta na ngníomhartha i stair ar bith, nuair a dhéantar gníomh nó nuair a dhéantar stair a ghlanadh.

en: Emitted when the version of any history has changed as a result of undo or redo call.
ga: Astaithe nuair a athraítear leagan aon staire mar thoradh ar ghlao a chealú nó a athdhéan.

en: Global history not associated with any scene, but with external resources etc.
ga: Stair dhomhanda nach mbaineann le radharc ar bith, ach le hacmhainní seachtracha etc.

en: History associated with remote inspector. Used when live editing a running project.
ga: Stair a bhaineann le cigire cianda. Úsáidtear é nuair atáthar ag déanamh eagarthóireacht bheo ar thionscadal reatha.

en: Invalid "null" history. It's a special value, not associated with any object.
ga: Stair "null" neamhbhailí. Is luach speisialta é, nach bhfuil baint aige le haon rud.

en: Version Control System (VCS) interface, which reads and writes to the local VCS in use.
ga: Comhéadan an Chórais Rialaithe Leaganacha (VCS), a léann agus a scríobhann chuig an VCS áitiúil in úsáid.

en: Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are GDExtension plugins that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override each of these virtual functions.
ga: Sainmhíníonn sé an API a úsáideann an t-eagarthóir chun faisnéis a bhaint as an VCS bhunúsach. Tá cur i bhfeidhm an API seo san áireamh sna forlíontáin VCS, ar forlíontáin GDExtension iad a fhaigheann [EditorVCSInterface] le hoidhreacht agus atá ceangailte (ar éileamh) leis an sampla singleton de [EditorVCSInterface]. In ionad an tasc a chomhlíonadh iad féin, tá na feidhmeanna fíorúla go léir atá liostaithe thíos ag glaoch ar na feidhmeanna sáraithe go hinmheánach sna forlíontáin VCS chun eispéireas plug-n-play a sholáthar. Tá breiseán saincheaptha VCS ceaptha le hoidhreacht ó [EditorVCSInterface] agus go sáróidh sé gach ceann de na feidhmeanna fíorúla seo.

en: Version control systems
ga: Córais rialaithe leagan

en: Checks out a [param branch_name] in the VCS.
ga: Seiceálann sé [param branch_name] sa VCS.

en: Commits the currently staged changes and applies the commit [param msg] to the resulting commit.
ga: Tiomnaíonn sé na hathruithe atá ar siúl faoi láthair agus cuireann sé an gealltanas [param msg] i bhfeidhm ar an gceangal a thagann as.

en: Creates a new branch named [param branch_name] in the VCS.
ga: Cruthaíonn sé brainse nua darb ainm [param branch_name] sa VCS.

en: Creates a new remote destination with name [param remote_name] and points it to [param remote_url]. This can be an HTTPS remote or an SSH remote.
ga: Cruthaíonn sé ceann scríbe cianda nua leis an ainm [param remote_name] agus díríonn sé go [param remote_url] é. Is féidir gur cianrialtán HTTPS nó cianda SSH é seo.

en: Discards the changes made in a file present at [param file_path].
ga: Caitheann sé na hathruithe a rinneadh i gcomhad atá i láthair ag [param file_path].

en: Fetches new changes from the [param remote], but doesn't write changes to the current working directory. Equivalent to [code]git fetch[/code].
ga: Faigh athruithe nua ón [param cianda], ach ní scríobhann sé athruithe ar an eolaire oibre reatha. Comhionann le [code]git beir[/code].

en: Gets an instance of an [Array] of [String]s containing available branch names in the VCS.
ga: Faigheann sé sampla de [Eagar] de [Teaghrán]anna ina bhfuil ainmneacha brainse atá ar fáil sa VCS.

en: Gets the current branch name defined in the VCS.
ga: Faigheann sé an t-ainm brainse reatha atá sainmhínithe sa VCS.

en: Returns an array of [Dictionary] items (see [method create_diff_file], [method create_diff_hunk], [method create_diff_line], [method add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), each containing information about a diff. If [param identifier] is a file path, returns a file diff, and if it is a commit identifier, then returns a commit diff.
ga: Filleann sé raon de [Foclóir] míreanna (féach [method create_diff_file], [method create_diff_hunk], [method create_diff_line], [method add_line_diffs_into_diff_hunk] agus [method add_diff_hunks_into_diff_file]), gach ceann acu ina bhfuil faisnéis faoi diff. Más conair comhaid é [para-aitheantóir], filleann sé difr comhad, agus más aitheantóir gealltanais é, filleann tiomnú difr ar ais ansin.

en: Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), each containing a line diff between a file at [param file_path] and the [param text] which is passed in.
ga: Filleann sé [Eagar] de [Foclóir] míreanna (féach [method create_diff_hunk]), gach ceann acu ina bhfuil difríocht líne idir comhad ag [param file_path] agus an [param text] a chuirtear isteach.

en: Returns an [Array] of [Dictionary] items (see [method create_status_file]), each containing the status data of every modified file in the project folder.
ga: Seoltar ar ais [Eagar] de [Foclóir] míreanna (féach [method create_status_file]), gach ceann acu ina bhfuil sonraí stádais gach comhad modhnaithe san fhillteán tionscadail.

en: Returns an [Array] of [Dictionary] items (see [method create_commit]), each containing the data for a past commit.
ga: Filleann sé [Eagar] de [Foclóir] míreanna (féach [method create_commit]), gach ceann acu ina bhfuil na sonraí le haghaidh gealltanas san am atá thart.

en: Returns an [Array] of [String]s, each containing the name of a remote configured in the VCS.
ga: Seoltar ar ais [Eagar] de [Teaghrán]s, agus ainm cianda cumraithe sa VCS i ngach ceann díobh.

en: Returns the name of the underlying VCS provider.
ga: Seoltar ar ais ainm an tsoláthraí VCS bunúsach.

en: Initializes the VCS plugin when called from the editor. Returns whether or not the plugin was successfully initialized. A VCS project is initialized at [param project_path].
ga: Tosaíonn an breiseán VCS nuair a ghlaoitear air ón eagarthóir. Filleann sé cé acu ar cuireadh tús leis an breiseán nó nár cuireadh. Cuirtear tús le tionscadal VCS ag [param project_path].

en: Pulls changes from the remote. This can give rise to merge conflicts.
ga: Tarraingíonn sé athruithe ón gcianrialtán. Féadfaidh coinbhleachtaí cumaisc a bheith mar thoradh air seo.

en: Pushes changes to the [param remote]. If [param force] is [code]true[/code], a force push will override the change history already present on the remote.
ga: Athruithe a bhrú ar an [param cianda]. Má tá [param force] [code]true[/code], sáróidh brú fórsa an stair athraithe atá i láthair cheana féin ar an gcianrialtán.

en: Remove a branch from the local VCS.
ga: Bain brainse den VCS áitiúil.

en: Remove a remote from the local VCS.
ga: Bain cianda den VCS áitiúil.

en: Set user credentials in the underlying VCS. [param username] and [param password] are used only during HTTPS authentication unless not already mentioned in the remote URL. [param ssh_public_key_path], [param ssh_private_key_path], and [param ssh_passphrase] are only used during SSH authentication.
ga: Socraigh dintiúir úsáideora sa VCS bhunúsach. Ní úsáidtear [ainm úsáideora param] agus [phasfhocal param] ach amháin le linn fíordheimhnithe HTTPS mura bhfuil siad luaite cheana sa URL cianda. Ní úsáidtear [param ssh_public_key_path], [param ssh_private_key_path], agus [param ssh_passphrase] ach amháin le linn fíordheimhnithe SSH.

en: Shuts down VCS plugin instance. Called when the user either closes the editor or shuts down the VCS plugin through the editor UI.
ga: Dúnann sampla breiseán VCS. Glaoitear air nuair a dhúnann an t-úsáideoir an t-eagarthóir nó nuair a dhúnann sé an breiseán VCS tríd an Chomhéadain Eagarthóra.

en: Stages the file present at [param file_path] to the staged area.
ga: Céimnigh an comhad atá i láthair ag [param file_path] go dtí an limistéar stáitse.

en: Unstages the file present at [param file_path] from the staged area to the unstaged area.
ga: Unstages an comhad atá i láthair ag [param file_path] ón limistéar stáitse go dtí an limistéar gan stáitse.

en: Helper function to add an array of [param diff_hunks] into a [param diff_file].
ga: Feidhm cúntóir chun sraith [param diff_hunks] a chur isteach i [param diff_file].

en: Helper function to add an array of [param line_diffs] into a [param diff_hunk].
ga: Feidhm cúntóir chun sraith [param line_diffs] a chur isteach i [param diff_hunk].

en: Helper function to create a commit [Dictionary] item. [param msg] is the commit message of the commit. [param author] is a single human-readable string containing all the author's details, e.g. the email and name configured in the VCS. [param id] is the identifier of the commit, in whichever format your VCS may provide an identifier to commits. [param unix_timestamp] is the UTC Unix timestamp of when the commit was created. [param offset_minutes] is the timezone offset in minutes, recorded from the system timezone where the commit was created.
ga: Feidhm cúntóir chun mír [Foclóir] tiomantas a chruthú. [param msg] teachtaireacht tiomnaithe an chimithe. Is teaghrán aonair inléite daonna é [údar param] ina bhfuil sonraí uile an údair, e.g. an ríomhphost agus an t-ainm atá cumraithe sa VCS. Is é [param id] aitheantóir an ghealltanais, i cibé formáid a fhéadfaidh do VCS aitheantóir a sholáthar le haghaidh gealltanas. Is é [param unix_timestamp] stampa ama UTC Unix den uair a cruthaíodh an gealltanas. Is é [param offset_minutes] an crios ama fritháirithe i nóiméid, taifeadta ó chrios ama an chórais inar cruthaíodh an gealltanas.

en: Helper function to create a [Dictionary] for storing old and new diff file paths.
ga: Feidhm cúntóir chun [Foclóir] a chruthú chun cosáin idirchomhaid idir shean agus nua a stóráil.

en: Helper function to create a [Dictionary] for storing diff hunk data. [param old_start] is the starting line number in old file. [param new_start] is the starting line number in new file. [param old_lines] is the number of lines in the old file. [param new_lines] is the number of lines in the new file.
ga: Feidhm cabhrach chun [Foclóir] a chruthú chun sonraí éagsúla a stóráil. Is é [param old_start] uimhir na líne tosaigh sa seanchomhad. Is é [param new_start] uimhir na líne tosaigh sa chomhad nua. Is é [param old_lines] líon na línte sa seanchomhad. Is é [param new_lines] líon na línte sa chomhad nua.

en: Helper function to create a [Dictionary] for storing a line diff. [param new_line_no] is the line number in the new file (can be [code]-1[/code] if the line is deleted). [param old_line_no] is the line number in the old file (can be [code]-1[/code] if the line is added). [param content] is the diff text. [param status] is a single character string which stores the line origin.
ga: Feidhm cabhrach chun [Foclóir] a chruthú chun líne difr a stóráil. Is é [param new_line_no] uimhir na líne sa chomhad nua (is féidir é a bheith ina [code] -1[/code] má scriostar an líne). Is é [param old_line_no] uimhir na líne sa seanchomhad (is féidir é a bheith ina [code] -1[/code] má chuirtear an líne leis). Is é [ábhar param] an téacs difriúil. Is teaghrán aoncharachtar é [stádas param] a stórálann bunús na líne.

en: Helper function to create a [Dictionary] used by editor to read the status of a file.
ga: Feidhm cabhrach chun [Foclóir] a chruthú a úsáideann an t-eagarthóir chun stádas comhaid a léamh.

en: Pops up an error message in the editor which is shown as coming from the underlying VCS. Use this to show VCS specific error messages.
ga: Pops suas teachtaireacht earráide san eagarthóir a thaispeántar mar a thagann ón VCS bhunúsach. Úsáid é seo chun teachtaireachtaí earráide sonracha VCS a thaispeáint.

en: A new file has been added.
ga: Tá comhad nua curtha leis.

en: An earlier added file has been modified.
ga: Athraíodh comhad a cuireadh leis níos luaithe.

en: An earlier added file has been renamed.
ga: Athainmníodh comhad a cuireadh leis níos luaithe.

en: An earlier added file has been deleted.
ga: Scriosadh comhad a cuireadh leis níos luaithe.

en: An earlier added file has been typechanged.
ga: Clóscríobhadh comhad a cuireadh leis níos luaithe.

en: A file is left unmerged.
ga: Fágtar comhad gan chumasc.

en: A commit is encountered from the commit area.
ga: Faightear geall ó limistéar an chimithe.

en: A file is encountered from the staged area.
ga: Faightear comhad ón limistéar stáitse.

en: A file is encountered from the unstaged area.
ga: Faightear comhad ón limistéar gan stáitse.

en: Holds a reference to an [Object]'s instance ID.
ga: Tá tagairt ann d'aitheantas shamplach [Réad].

en: Utility class which holds a reference to the internal identifier of an [Object] instance, as given by [method Object.get_instance_id]. This ID can then be used to retrieve the object instance with [method @GlobalScope.instance_from_id].
    This class is used internally by the editor inspector and script debugger, but can also be used in plugins to pass and display objects as their IDs.
ga: Aicme fóntais ina bhfuil tagairt d'aitheantóir inmheánach sampla [Réad], mar a thugtar ag [method Object.get_instance_id]. Is féidir an t-aitheantas seo a úsáid ansin chun an ásc oibiachta a aisghabháil le [method @GlobalScope.instance_from_id].
    Úsáideann an t-eagarthóir cigire agus an dífhabhtóir scripte an rang seo go hinmheánach, ach is féidir é a úsáid freisin i mbreiseáin chun rudaí a phasáil agus a thaispeáint mar a n-aitheantais.

en: The [Object] identifier stored in this [EncodedObjectAsID] instance. The object instance can be retrieved with [method @GlobalScope.instance_from_id].
ga: An t-aitheantóir [Object] atá stóráilte sa chás seo [EncodedObjectAsID]. Is féidir an sampla oibiachta a aisghabháil le [method @GlobalScope.instance_from_id].

en: A wrapper class for an [url=http://enet.bespin.org/group__host.html]ENetHost[/url].
ga: Rang cumhdaigh do [url=http://enet.bespin.org/group__host.html]ENetHost[/url].

en: ENet's purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).
ga: Is é cuspóir Enet ciseal cumarsáide líonra sách tanaí, simplí agus láidir a sholáthar ar bharr an UDP (Prótacal User Datagram).

en: API documentation on the ENet website
ga: Doiciméadú API ar shuíomh Gréasáin Enet

en: Adjusts the bandwidth limits of a host.
ga: Coigeartaíonn sé teorainneacha bandaleithead an óstaigh.

en: Queues a [param packet] to be sent to all peers associated with the host over the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] constants for available packet flags.
ga: Cuir scuaine ar [phaicéad param] a sheolfar chuig gach piaraí a bhaineann leis an óstach thar an [param channel] sonraithe. Féach ar [ENetPacketPeer] [code]FLAG_*[/code] tairisigh do na bratacha paicéad atá ar fáil.

en: Limits the maximum allowed channels of future incoming connections.
ga: Cuireann sé teorainn leis na bealaí uasta a cheadaítear do naisc isteach sa todhchaí.

en: Sets the compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
    [b]Note:[/b] Most games' network design involve sending many small packets frequently (smaller than 4 KB each). If in doubt, it is recommended to keep the default compression algorithm as it works best on these small packets.
    [b]Note:[/b] The compression mode must be set to the same value on both the server and all its clients. Clients will fail to connect if the compression mode set on the client differs from the one set on the server.
ga: Socraíonn sé an modh comhbhrú a úsáidtear le haghaidh paicéid líonra. Tá malairtí éagsúla luas comhbhrú acu seo in aghaidh bandaleithead, b’fhéidir go mbeadh ort a thástáil cé acu ceann is fearr a oibríonn le do chás úsáide má úsáideann tú comhbhrú ar chor ar bith.
    [b]Nóta:[/b] Is éard atá i gceist le dearadh líonra an chuid is mó de na cluichí a lán paicéid bheaga a sheoladh go minic (níos lú ná 4 KB an ceann). Má tá amhras ort, moltar an algartam comhbhrúite réamhshocraithe a choinneáil mar is fearr a oibríonn sé ar na paicéid bheaga seo.
    [b]Nóta:[/b] Ní mór an modh comhbhrú a shocrú ar an luach céanna ar an bhfreastalaí agus ar a chuid cliant go léir. Ní theipfidh ar chliaint ceangal a dhéanamh má tá an modh comhbhrú atá socraithe ar an gcliant difriúil ón gceann a leagtar ar an bhfreastalaí.

en: Initiates a connection to a foreign [param address] using the specified [param port] and allocating the requested [param channels]. Optional [param data] can be passed during connection in the form of a 32 bit integer.
    [b]Note:[/b] You must call either [method create_host] or [method create_host_bound] on both ends before calling this method.
ga: Cuireann sé tús le nasc le [seoladh param] eachtrach ag baint úsáide as an [port param] sonraithe agus ag leithdháileadh na [bealaí param] iarrtha. Is féidir [sonraí param] roghnacha a chur ar aghaidh le linn ceangail i bhfoirm slánuimhir 32 giotán.
    [b] Nóta:[/b] Ní mór duit glaoch ar [method create_host] nó ar [method create_host_bound] ar an dá cheann roimh ghlaoch ar an modh seo.

en: Creates an ENetHost that allows up to [param max_peers] connected peers, each allocating up to [param max_channels] channels, optionally limiting bandwidth to [param in_bandwidth] and [param out_bandwidth] (if greater than zero).
    This method binds a random available dynamic UDP port on the host machine at the [i]unspecified[/i] address. Use [method create_host_bound] to specify the address and port.
    [b]Note:[/b] It is necessary to create a host in both client and server in order to establish a connection.
ga: Cruthaíonn ENetHost a cheadaíonn suas le [param max_peers] piaraí nasctha, gach ceann ag leithdháileadh suas go dtí [param max_channels] cainéil, a theorannú go roghnach bandaleithead go [param in_bandwidth] agus [param out_bandwidth] (más mó ná nialas).
    Ceanglaíonn an modh seo port UDP dinimiciúil atá ar fáil go randamach ar an meaisín ósta ag an seoladh [i]neamhshonraithe[/i]. Úsáid [method create_host_bound] chun an seoladh agus an port a shonrú.
    [b]Nóta:[/b] Is gá óstach a chruthú sa chliant agus sa fhreastalaí araon chun nasc a bhunú.

en: Creates an ENetHost bound to the given [param bind_address] and [param bind_port] that allows up to [param max_peers] connected peers, each allocating up to [param max_channels] channels, optionally limiting bandwidth to [param in_bandwidth] and [param out_bandwidth] (if greater than zero).
    [b]Note:[/b] It is necessary to create a host in both client and server in order to establish a connection.
ga: Cruthaítear ENetHost ceangailte leis na [param bind_address] agus [param bind_port] a cheadaíonn suas le [param max_peers] piaraí nasctha, gach ceann ag leithdháileadh suas go dtí [param max_channels] cainéil, ag teorannú bandaleithead go roghnach go [param in_bandwidth] agus [param out_bandwidth] (más mó ná nialas).
    [b]Nóta:[/b] Is gá óstach a chruthú sa chliant agus sa fhreastalaí araon chun nasc a bhunú.

en: Destroys the host and all resources associated with it.
ga: Scriosann sé an t-óstach agus na hacmhainní go léir a bhaineann leis.

en: Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet clients. Call this before [method connect_to_host] to have ENet connect using DTLS validating the server certificate against [param hostname]. You can pass the optional [param client_options] parameter to customize the trusted certification authorities, or disable the common name verification. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
ga: Cumraigh an ENetHost seo chun an síneadh saincheaptha Godot a úsáid a cheadaíonn criptiúchán DTLS do chliaint Enet. Cuir glaoch air seo roimh [method connect_to_host] chun go mbeidh ENet connect ag baint úsáide as DTLS chun teastas an fhreastalaí a bhailíochtú i gcoinne [param óstainm]. Is féidir leat an paraiméadar roghnach [param client_options] a chur ar aghaidh chun na húdaráis deimhniúcháin iontaofa a shaincheapadh, nó an fíorú ainm coitianta a dhíchumasú. Féach ar [method TLSOptions.client] agus [method TLSOptions.client_unsafe].

en: Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet servers. Call this right after [method create_host_bound] to have ENet expect peers to connect using DTLS. See [method TLSOptions.server].
ga: Cumraigh an ENetHost seo chun an síneadh saincheaptha Godot a úsáid a cheadaíonn criptiúchán DTLS do fhreastalaithe Enet. Cuir glaoch air seo díreach tar éis [method create_host_bound] chun go mbeidh ENet ag súil go ndéanfaidh piaraí nascadh le DTLS. Féach ar [method TLSOptions.server].

en: Sends any queued packets on the host specified to its designated peers.
ga: Seoltar aon phaicéid ciúáilte ar an óstaigh chuig a bpiaraí ainmnithe.

en: Returns the local port to which this peer is bound.
ga: Filleann sé seo an port áitiúil a bhfuil an piara seo ceangailte leis.

en: Returns the maximum number of channels allowed for connected peers.
ga: Filleann sé uaslíon na gcainéal atá ceadaithe do phiaraí nasctha.

en: Returns the list of peers associated with this host.
    [b]Note:[/b] This list might include some peers that are not fully connected or are still being disconnected.
ga: Seoltar ar ais liosta na bpiaraí a bhaineann leis an óstach seo.
    [b]Nóta:[/b] Seans go mbeidh roinnt piaraí ar an liosta seo nach bhfuil nasctha go hiomlán nó atá fós á ndínascadh.

en: Returns and resets host statistics. See [enum HostStatistic] for more info.
ga: Filleann agus athshocraíonn staitisticí óstaigh. Féach [enum HostStatistic] le haghaidh tuilleadh faisnéise.

en: Configures the DTLS server to automatically drop new connections.
    [b]Note:[/b] This method is only relevant after calling [method dtls_server_setup].
ga: Cumraigh an freastalaí DTLS chun naisc nua a scaoileadh go huathoibríoch.
    [b]Nóta:[/b] Níl an modh seo ábhartha ach amháin tar éis glaoch ar [method dtls_server_setup].

en: Waits for events on this connection and shuttles packets between the host and its peers, with the given [param timeout] (in milliseconds). The returned [Array] will have 4 elements. An [enum EventType], the [ENetPacketPeer] which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is [constant EVENT_RECEIVE], the received packet will be queued to the associated [ENetPacketPeer].
    Call this function regularly to handle connections, disconnections, and to receive new packets.
    [b]Note:[/b] This method must be called on both ends involved in the event (sending and receiving hosts).
ga: Fanann sé le himeachtaí ar an gceangal seo agus eiteálann sé paicéid idir an t-óstach agus a chomhghleacaithe, leis an [am istigh param] (i milleasoicindí). Beidh 4 eilimint ag an [Eagar] a chuirtear ar ais. An [enum EventType], an [ENetPacketPeer] a ghin an t-imeacht, na sonraí a bhaineann leis an imeacht (más ann dóibh), an cainéal a bhaineann leis an imeacht (más ann dó). Más é [constant EVENT_RECEIVE] an t-imeacht ginte, cuirfear an paicéad faighte i scuaine chuig an [ENetPacketPeer] gaolmhar.
    Glaoigh ar an bhfeidhm seo go rialta chun naisc, dícheangail a láimhseáil, agus chun paicéid nua a fháil.
    [b]Nóta:[/b] Ní mór an modh seo a ghlaoch ar an dá cheann a bhaineann leis an imeacht (óstaigh seolta agus glactha).

en: Sends a [param packet] toward a destination from the address and port currently bound by this ENetConnection instance.
    This is useful as it serves to establish entries in NAT routing tables on all devices between this bound instance and the public facing internet, allowing a prospective client's connection packets to be routed backward through the NAT device(s) between the public internet and this host.
    This requires forward knowledge of a prospective client's address and communication port as seen by the public internet - after any NAT devices have handled their connection request. This information can be obtained by a [url=https://en.wikipedia.org/wiki/STUN]STUN[/url] service, and must be handed off to your host by an entity that is not the prospective client. This will never work for a client behind a Symmetric NAT due to the nature of the Symmetric NAT routing algorithm, as their IP and Port cannot be known beforehand.
ga: Seoltar [phaicéad param] chuig ceann scríbe ón seoladh agus ón bport atá faoi cheangal ag an gcás ENetConnection seo faoi láthair.
    Tá sé seo úsáideach mar go bhfónann sé chun iontrálacha a bhunú i dtáblaí ródaithe NAT ar gach gléas idir an ásc teoranta seo agus an t-idirlíon poiblí, rud a ligeann do phaicéid naisc an chliaint ionchasaigh a chur ar ais tríd an ngléas(anna) TAN idir an t-idirlíon poiblí agus an t-óstach seo. .
    Éilíonn sé seo eolas chun cinn ar sheoladh agus ar chalafort cumarsáide an chliaint ionchasaigh mar a fheiceann an t-idirlíon poiblí é - tar éis d'aon ghléas NAT a n-iarratas ar nasc a láimhseáil. Is féidir an fhaisnéis seo a fháil trí sheirbhís [url=https://en.wikipedia.org/wiki/STUN]STUN[/url], agus ní mór d’aonán nach é an cliant ionchasach é í a thabhairt do d’óstach. Ní oibreoidh sé seo go deo do chliant atá taobh thiar de NAT Siméadrach mar gheall ar nádúr an algartam ródaithe Siméadrach NAT, toisc nach féidir a n-IP agus a bport a bheith ar eolas roimh ré.

en: No compression. This uses the most bandwidth, but has the upside of requiring the fewest CPU resources. This option may also be used to make network debugging using tools like Wireshark easier.
ga: Gan comhbhrú. Úsáideann sé seo an bandaleithead is mó, ach tá an bun os cionn leis go dteastaíonn na hacmhainní LAP is lú. Is féidir an rogha seo a úsáid freisin chun dífhabhtú líonra a dhéanamh níos éasca le huirlisí mar Wireshark.

en: ENet's built-in range encoding. Works well on small packets, but is not the most efficient algorithm on packets larger than 4 KB.
ga: Ionchódú raon ionsuite Enet. Oibríonn sé go maith ar phaicéid bheaga, ach ní hé an t-algartam is éifeachtaí ar phaicéid níos mó ná 4 KB.

en: [url=https://fastlz.org/]FastLZ[/url] compression. This option uses less CPU resources compared to [constant COMPRESS_ZLIB], at the expense of using more bandwidth.
ga: [url=https://fastlz.org/]FastLZ[/url] comhbhrú. Úsáideann an rogha seo níos lú acmhainní LAP i gcomparáid le [COMPRESS_ZLIB leanúnach], ar chostas níos mó bandaleithead a úsáid.

en: [url=https://www.zlib.net/]Zlib[/url] compression. This option uses less bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using more CPU resources.
ga: [url=https://www.zlib.net/]Zlib[/url] comhbhrú. Úsáideann an rogha seo níos lú bandaleithead i gcomparáid le [COMPRESS_FASTLZ leanúnach], ar chostas níos mó acmhainní LAP a úsáid.

en: [url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that this algorithm is not very efficient on packets smaller than 4 KB. Therefore, it's recommended to use other compression algorithms in most cases.
ga: [url=https://facebook.github.io/zstd/]Zstandard[/url] comhbhrú. Tabhair faoi deara nach bhfuil an algartam seo an-éifeachtach ar phaicéid níos lú ná 4 KB. Mar sin, moltar halgartaim comhbhrú eile a úsáid i bhformhór na gcásanna.

en: An error occurred during [method service]. You will likely need to [method destroy] the host and recreate it.
ga: Tharla earráid le linn [methodseirbhís]. Is dócha go mbeidh ort [method a scrios] an t-óstach agus é a athchruthú.

en: No event occurred within the specified time limit.
ga: Níor tharla aon teagmhas laistigh den teorainn ama sonraithe.

en: A connection request initiated by enet_host_connect has completed. The array will contain the peer which successfully connected.
ga: Críochnaíodh iarratas ceangail arna thionscnamh ag enet_host_connect. Beidh an piara a d'éirigh le nascadh san eagar.

en: A peer has disconnected. This event is generated on a successful completion of a disconnect initiated by [method ENetPacketPeer.peer_disconnect], if a peer has timed out, or if a connection request initialized by [method connect_to_host] has timed out. The array will contain the peer which disconnected. The data field contains user supplied data describing the disconnection, or 0, if none is available.
ga: Tá piaraí dícheangailte. Gintear an teagmhas seo nuair a chríochnaítear dícheangal arna thionscnamh ag [method ENetPacketPeer.peer_disconnect], má tá an t-am istigh ag piaraí, nó má tá an t-am istigh d'iarratas ceangail a cuireadh tús leis ag [method connect_to_host]. Beidh an piara a dhínascadh san eagar. Sa réimse sonraí tá sonraí arna soláthar ag an úsáideoir a dhéanann cur síos ar an dícheangal, nó 0, mura bhfuil aon cheann ar fáil.

en: A packet has been received from a peer. The array will contain the peer which sent the packet and the channel number upon which the packet was received. The received packet will be queued to the associated [ENetPacketPeer].
ga: Tá paicéad faighte ó chomhghleacaí. Áireofar san eagar an piara a sheol an paicéad agus uimhir an chainéil ar a bhfuarthas an paicéad. Cuirfear an paicéad faighte ar scuaine chuig an [ENetPacketPeer] gaolmhar.

en: Total data sent.
ga: Sonraí iomlána seolta.

en: Total UDP packets sent.
ga: Iomlán paicéid UDP seolta.

en: Total data received.
ga: Sonraí iomlána faighte.

en: Total UDP packets received.
ga: Iomlán paicéid UDP faighte.

en: A MultiplayerPeer implementation using the [url=http://enet.bespin.org/index.html]ENet[/url] library.
ga: Cur i bhfeidhm MultiplayerPeer ag baint úsáide as an leabharlann [url=http://enet.bespin.org/index.html]ENet[/url].

en: A MultiplayerPeer implementation that should be passed to [member MultiplayerAPI.multiplayer_peer] after being initialized as either a client, server, or mesh. Events can then be handled by connecting to [MultiplayerAPI] signals. See [ENetConnection] for more information on the ENet library wrapper.
    [b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the [UPNP] class to try to forward the server port automatically when starting the server.
ga: Cur i bhfeidhm MultiplayerPeer ba chóir a chur ar aghaidh chuig [comhalta MultiplayerAPI.multiplayer_peer] tar éis é a thúsú mar chliant, freastalaí, nó mogalra. Is féidir imeachtaí a láimhseáil ansin trí nascadh le comharthaí [MultiplayerAPI]. Féach [ENetConnection] chun tuilleadh eolais a fháil ar chumhdach leabharlainne Enet.
    [b]Nóta:[/b] Ní úsáideann Enet ach UDP, ní TCP. Agus an calafort freastalaí á chur ar aghaidh chun do fhreastalaí a dhéanamh inrochtana ar an Idirlíon poiblí, ní gá duit ach an calafort freastalaí a chur ar aghaidh sa UDP. Is féidir leat an rang [UPNP] a úsáid chun iarracht a dhéanamh an port freastalaí a chur ar aghaidh go huathoibríoch agus an freastalaí á thosú agat.

en: High-level multiplayer
ga: Ard-leibhéal il-imreoir

en: Add a new remote peer with the given [param peer_id] connected to the given [param host].
    [b]Note:[/b] The [param host] must have exactly one peer in the [constant ENetPacketPeer.STATE_CONNECTED] state.
ga: Cuir piaraí cianda nua leis a bhfuil an [param peer_id] tugtha ceangailte leis an [óstach param] a tugadh.
    [b]Nóta:[/b] Caithfidh piara amháin go díreach a bheith ag an [óstach param] sa stát [ENetPacketPeer.STATE_CONNECTED].

en: Create client that connects to a server at [param address] using specified [param port]. The given address needs to be either a fully qualified domain name (e.g. [code]"www.example.com"[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]"192.168.1.1"[/code]). The [param port] is the port the server is listening on. The [param channel_count] parameter can be used to specify the number of ENet channels allocated for the connection. The [param in_bandwidth] and [param out_bandwidth] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance already has an open connection (in which case you need to call [method MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the client could not be created. If [param local_port] is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.
ga: Cruthaigh cliant a nascann le freastalaí ag [seoladh param] ag baint úsáide as [param port] sonraithe. Caithfidh an seoladh a thugtar a bheith ina ainm fearainn láncháilithe (m.sh. [code]"www.example.com"[/code]) nó ina sheoladh IP i bhformáid IPv4 nó IPv6 (m.sh. [code]"192.168.1.1"[/code]). Is é an [param port] an port a bhfuil an freastalaí ag éisteacht air. Is féidir an paraiméadar [param channel_count] a úsáid chun líon na gcainéal Enet a leithdháileadh don nasc a shonrú. Is féidir na paraiméadair [param in_bandaleithead] agus [param out_bandwidth] a úsáid chun an bandaleithead isteach agus amach a theorannú go dtí líon sonraithe na mbeart in aghaidh an tsoicind. Ciallaíonn an réamhshocrú 0 bandaleithead neamhtheoranta. Tabhair faoi deara go scaoilfidh Enet paicéid go straitéiseach ar thaobhanna sonracha de cheangail idir piaraí chun a áirithiú nach mbeidh bandaleithead an phiaraí ró-mhór. Cinneann na paraiméadair bandaleithead freisin méid fuinneoige naisc a chuireann srian ar an méid paicéid iontaofa a d'fhéadfadh a bheith faoi bhealach ag aon am ar leith. Filleann sé [maith go leor] má cruthaíodh cliant, [ESR_ALREADY_IN_USE leanúnach] má tá nasc oscailte cheana féin ag an gcás ENetMultiplayerPeer seo (sa chás sin is gá duit glaoch ar [method MultiplayerPeer.close] ar dtús) nó [ERR_CANT_CREATE leanúnach] mura bhféadfadh an cliant a chruthú. Má shonraítear [param local_port], éistfidh an cliant leis an bport a thugtar freisin; tá sé seo úsáideach le haghaidh roinnt teicnící trasnaithe TAN.

en: Initialize this [MultiplayerPeer] in mesh mode. The provided [param unique_id] will be used as the local peer network unique ID once assigned as the [member MultiplayerAPI.multiplayer_peer]. In the mesh configuration you will need to set up each new peer manually using [ENetConnection] before calling [method add_mesh_peer]. While this technique is more advanced, it allows for better control over the connection process (e.g. when dealing with NAT punch-through) and for better distribution of the network load (which would otherwise be more taxing on the server).
ga: Tosaigh é seo [MultiplayerPeer] i mód mogaill. Úsáidfear an [param unique_id] a soláthraíodh mar aitheantas uathúil an líonra piaraí áitiúil nuair a bheidh sé sannta mar [comhalta MultiplayerAPI.multiplayer_peer]. Sa chumraíocht mogaill beidh ort gach piaraí nua a shocrú de láimh ag baint úsáide as [ENetConnection] roimh ghlaoch ar [method add_mesh_peer]. Cé go bhfuil an teicníocht seo níos forbartha, ceadaíonn sé rialú níos fearr ar an bpróiseas nasctha (m.sh. nuair a bhíonn tú ag déileáil le punch-tríd TAN) agus chun an t-ualach líonra a dháileadh níos fearr (a bheadh níos mó cánach ar an bhfreastalaí murach sin).

en: Create server that listens to connections via [param port]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]"*"[/code], which listens on all available interfaces. [param max_clients] is the maximum number of clients that are allowed at once, any number up to 4095 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [constant OK] if a server was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance already has an open connection (in which case you need to call [method MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the server could not be created.
ga: Cruthaigh freastalaí a éisteann le naisc trí [phort param]. Caithfidh an calafort a bheith ina chalafort atá ar fáil, nach bhfuil in úsáid idir 0 agus 65535. Tabhair faoi deara go bhfuil calafoirt faoi bhun 1024 faoi phribhléid agus go bhféadfadh ceadanna ardaithe a bheith ag teastáil uathu ag brath ar an ardán. Chun an comhéadan a éisteann an freastalaí a athrú, úsáid [method set_bind_ip]. Is é an IP réamhshocraithe an cárta saoróg [code] "" *"[/code], a éisteann ar na comhéadain go léir atá ar fáil. Is é [param max_clients] an t-uaslíon cliant a cheadaítear ag an am céanna, féadfar aon uimhir suas go 4095 a úsáid, cé go bhféadfadh líon insroichte na gcliant comhuaineach a bheith i bhfad níos ísle agus braitheann sé ar an iarratas. Le haghaidh sonraí breise ar na paraiméadair bandaleithead, féach [method create_client]. Filleann sé [maith go leor] má cruthaíodh freastalaí, [ tairiseach ERR_ALREADY_IN_USE] má tá nasc oscailte cheana féin ag an gcás ENetMultiplayerPeer seo (sa chás sin is gá duit glaoch ar [method MultiplayerPeer.close] ar dtús) nó [ERR_CANT_CREATE leanúnach] mura bhféadfadh an freastalaí a chruthú.

en: Returns the [ENetPacketPeer] associated to the given [param id].
ga: Seoltar ar ais an [ENetPacketPeer] a bhaineann leis an [param id] a tugadh.

en: The IP used when creating a server. This is set to the wildcard [code]"*"[/code] by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: [code]"192.168.1.1"[/code].
ga: An IP a úsáidtear agus freastalaí á chruthú. Socraítear é seo leis an saoróg [code]"*"[/code] de réir réamhshocraithe, a cheanglaíonn gach comhéadain atá ar fáil. Ní mór don IP tugtha a bheith i bhformáid seoltaí IPv4 nó IPv6, mar shampla: [code]"192.168.1.1"[/code].

en: The underlying [ENetConnection] created after [method create_client] and [method create_server].
ga: Cruthaíodh an bhun [ENetConnection] tar éis [method create_client] agus [method create_server].

en: A wrapper class for an [url=http://enet.bespin.org/group__peer.html]ENetPeer[/url].
ga: Rang cumhdaigh do [url=http://enet.bespin.org/group__peer.html]ENetPeer[/url].

en: A PacketPeer implementation representing a peer of an [ENetConnection].
    This class cannot be instantiated directly but can be retrieved during [method ENetConnection.service] or via [method ENetConnection.get_peers].
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Cur i bhfeidhm PacketPeer a ionadaíonn piaraí de [ENetConnection].
    Ní féidir an rang seo a chur ar an toirt go díreach ach is féidir é a aisghabháil le linn [method ENetConnection.service] nó trí [method ENetConnection.get_peers].
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Returns the number of channels allocated for communication with peer.
ga: Filleann sé líon na gcainéal a leithdháileadh le haghaidh cumarsáide le piaraí.

en: Returns the IP address of this peer.
ga: Filleann sé seo seoladh IP an chomhghleacaí seo.

en: Returns the remote port of this peer.
ga: Filleann sé port cianda an chomhghleacaí seo.

en: Returns the current peer state. See [enum PeerState].
ga: Filleann an staid reatha piaraí. Féach [enum PeerState].

en: Returns the requested [param statistic] for this peer. See [enum PeerStatistic].
ga: Seoltar ar ais an [staitistic param] a iarradh don phiara seo. Féach [enum PeerStatistic].

en: Returns [code]true[/code] if the peer is currently active (i.e. the associated [ENetConnection] is still valid).
ga: Filleann sé [code]true[/code] má tá an piara gníomhach faoi láthair (i.e. tá an [ENetConnection] gaolmhar fós bailí).

en: Request a disconnection from a peer. An [constant ENetConnection.EVENT_DISCONNECT] will be generated during [method ENetConnection.service] once the disconnection is complete.
ga: Iarr dícheangal ó phiara. Ginfear [ENetConnection.EVENT_DISCONNECT leanúnach] le linn [method ENetConnection.service] nuair a bheidh an dícheangal críochnaithe.

en: Request a disconnection from a peer, but only after all queued outgoing packets are sent. An [constant ENetConnection.EVENT_DISCONNECT] will be generated during [method ENetConnection.service] once the disconnection is complete.
ga: Iarr dínascadh ó chomhghleacaí, ach ní sheoltar ach na paicéid amach ciúáilte. Ginfear [ENetConnection.EVENT_DISCONNECT leanúnach] le linn [method ENetConnection.service] nuair a bheidh an dícheangal críochnaithe.

en: Force an immediate disconnection from a peer. No [constant ENetConnection.EVENT_DISCONNECT] will be generated. The foreign peer is not guaranteed to receive the disconnect notification, and is reset immediately upon return from this function.
ga: Dícheangal láithreach a bhrú ó phiara. Ní ghinfear [ENetConnection.EVENT_DISCONNECT] leanúnach. Níl aon ráthaíocht ag an gcomhghleacaí eachtrach an fógra dínasctha a fháil, agus athshocraítear é láithreach nuair a fhilleann sé ón bhfeidhm seo.

en: Sends a ping request to a peer. ENet automatically pings all connected peers at regular intervals, however, this function may be called to ensure more frequent ping requests.
ga: Seolann iarratas ping chuig piara. Buaileann Enet gach piaraí nasctha go rialta go huathoibríoch, áfach, féadfar an fheidhm seo a ghlaoch chun iarratais ping níos minice a áirithiú.

en: Sets the [param ping_interval] in milliseconds at which pings will be sent to a peer. Pings are used both to monitor the liveness of the connection and also to dynamically adjust the throttle during periods of low traffic so that the throttle has reasonable responsiveness during traffic spikes. The default ping interval is [code]500[/code] milliseconds.
ga: Socraíonn sé an [param ping_interval] ina milleasoicindí ag a seolfar pings chuig piara. Úsáidtear pinginí chun monatóireacht a dhéanamh ar bheocht an naisc agus freisin chun an throttle a choigeartú go dinimiciúil le linn tréimhsí tráchta íseal ionas go mbeidh freagrúlacht réasúnta ag an scóig le linn spící tráchta. Is é [code]500[/code] milleasoicindí an t-eatramh ping réamhshocraithe.

en: Forcefully disconnects a peer. The foreign host represented by the peer is not notified of the disconnection and will timeout on its connection to the local host.
ga: Déanann sé piaraí a dhícheangal go láidir. Ní chuirtear an dícheangal in iúl don óstach eachtrach a ndéanann an piaraí ionadaíocht air agus beidh teorainn ama aige maidir lena nasc leis an ósta áitiúil.

en: Queues a [param packet] to be sent over the specified [param channel]. See [code]FLAG_*[/code] constants for available packet flags.
ga: Scoirfidh [phaicéad param] atá le seoladh thar an [param channel] sonraithe. Féach ar [code]FLAG_*[/code] tairisigh do na bratacha paicéid atá ar fáil.

en: Sets the timeout parameters for a peer. The timeout parameters control how and when a peer will timeout from a failure to acknowledge reliable traffic. Timeout values are expressed in milliseconds.
    The [param timeout] is a factor that, multiplied by a value based on the average round trip time, will determine the timeout limit for a reliable packet. When that limit is reached, the timeout will be doubled, and the peer will be disconnected if that limit has reached [param timeout_min]. The [param timeout_max] parameter, on the other hand, defines a fixed timeout for which any packet must be acknowledged or the peer will be dropped.
ga: Socraíonn sé na paraiméadair am istigh do phiara. Rialaíonn na paraiméadair am istigh conas agus cathain a rachaidh piaraí ar an teorainn ama ó theip ar thrácht iontaofa a admháil. Cuirtear luachanna am istigh in iúl i milleasoicindí.
    Is fachtóir é an [am istigh param] a chinnfidh an teorainn ama do phaicéad iontaofa, arna iolrú faoi luach atá bunaithe ar an meán-am turais bhabhta. Nuair a bheidh an teorainn sin sroichte, déanfar an t-am istigh a dhúbailt, agus déanfar an piara a dhínascadh má tá an teorainn sin sroichte [param timeout_min]. Ar an láimh eile, sainmhíníonn an paraiméadar [param timeout_max] teorainn ama socraithe a gcaithfear aon phaicéad a admháil nó a scaoilfear an piara.

en: Configures throttle parameter for a peer.
    Unreliable packets are dropped by ENet in response to the varying conditions of the Internet connection to the peer. The throttle represents a probability that an unreliable packet should not be dropped and thus sent by ENet to the peer. By measuring fluctuations in round trip times of reliable packets over the specified [param interval], ENet will either increase the probability by the amount specified in the [param acceleration] parameter, or decrease it by the amount specified in the [param deceleration] parameter (both are ratios to [constant PACKET_THROTTLE_SCALE]).
    When the throttle has a value of [constant PACKET_THROTTLE_SCALE], no unreliable packets are dropped by ENet, and so 100% of all unreliable packets will be sent.
    When the throttle has a value of [code]0[/code], all unreliable packets are dropped by ENet, and so 0% of all unreliable packets will be sent.
    Intermediate values for the throttle represent intermediate probabilities between 0% and 100% of unreliable packets being sent. The bandwidth limits of the local and foreign hosts are taken into account to determine a sensible limit for the throttle probability above which it should not raise even in the best of conditions.
ga: Cumraíonn sé paraiméadar an throttle do phiara.
    Scaoileann Enet paicéid neamhiontaofa mar fhreagra ar na coinníollacha éagsúla a bhaineann leis an nasc Idirlín leis an bpiaraí. Is ionann an scóig agus an dóchúlacht nár cheart paicéad neamhiontaofa a scaoileadh agus é a sheoladh chuig an bpiaraí mar sin. Trí luaineachtaí in amanna turais bhabhta de phaicéid iontaofa a thomhas thar an [eatramh param] sonraithe, méadóidh Enet an dóchúlacht faoin méid atá sonraithe sa pharaiméadar [luasghéarú param], nó laghdóidh sé í faoin méid atá sonraithe sa pharaiméadar [param luasmhoillithe]. (is cóimheasa iad an dá cheann le [PACKET_THROTTLE_SCALE leanúnach]).
    Nuair a bhíonn luach [PACKET_THROTTLE_SCALE seasmhach ag an scóigire], ní thiteann Enet aon phaicéad neamhiontaofa, agus mar sin seolfar 100% de na paicéid neamhiontaofa ar fad.
    Nuair a bhíonn luach [code]0[/code] ag an scóig, scaoileann Enet gach paicéad neamhiontaofa, agus mar sin seolfar 0% de na paicéid neamhiontaofa ar fad.
    Is ionann luachanna idirmheánacha an throttle agus dóchúlachtaí idirmheánacha idir 0% agus 100% de na paicéid neamhiontaofa a sheolfar. Cuirtear teorainneacha bandaleithead na n-óstach áitiúil agus eachtrannach san áireamh chun teorainn inbhraite a chinneadh don dóchúlacht throttle nár cheart go n-ardódh sé os a chionn fiú amháin sna coinníollacha is fearr.

en: The peer is disconnected.
ga: Tá an piara dícheangailte.

en: The peer is currently attempting to connect.
ga: Tá an piara ag iarraidh ceangal a dhéanamh faoi láthair.

en: The peer has acknowledged the connection request.
ga: D'admhaigh an piara an t-iarratas ceangail.

en: The peer is currently connecting.
ga: Tá an piara ag nascadh faoi láthair.

en: The peer has successfully connected, but is not ready to communicate with yet ([constant STATE_CONNECTED]).
ga: D'éirigh leis an bpiaraí nascadh, ach níl sé réidh chun cumarsáid a dhéanamh leis go fóill ([StATE_CONNECTED seasmhach]).

en: The peer is currently connected and ready to communicate with.
ga: Tá an piara ceangailte faoi láthair agus réidh le cumarsáid a dhéanamh leis.

en: The peer is slated to disconnect after it has no more outgoing packets to send.
ga: Tá sé beartaithe an piara a dhínascadh nuair nach mbíonn a thuilleadh paicéid amach aige le seoladh.

en: The peer is currently disconnecting.
ga: Tá an piara ag dínascadh faoi láthair.

en: The peer has acknowledged the disconnection request.
ga: D'admhaigh an piaraí an t-iarratas dínasctha.

en: The peer has lost connection, but is not considered truly disconnected (as the peer didn't acknowledge the disconnection request).
ga: Tá nasc caillte ag an bpiaraí, ach ní mheastar go bhfuil sé fíor-dhínasctha (mar níor admhaigh an piara an t-iarratas dínasctha).

en: Mean packet loss of reliable packets as a ratio with respect to the [constant PACKET_LOSS_SCALE].
ga: Meánchaillteanas paicéad paicéid iontaofa mar chóimheas maidir leis an [PACKET_LOSS_SCALE leanúnach].

en: Packet loss variance.
ga: Athraitheas caillteanas paicéad.

en: The time at which packet loss statistics were last updated (in milliseconds since the connection started). The interval for packet loss statistics updates is 10 seconds, and at least one packet must have been sent since the last statistics update.
ga: An t-am a nuashonraíodh staitisticí caillteanas paicéid go deireanach (i milleasoicindí ó cuireadh tús leis an gceangal). Is é 10 soicind an t-eatramh le haghaidh nuashonruithe staitisticí caillteanas paicéid, agus ní mór paicéad amháin ar a laghad a bheith seolta ón nuashonrú deireanach ar an staidreamh.

en: Mean packet round trip time for reliable packets.
ga: Meán-am turais bhabhta paicéad do phaicéid iontaofa.

en: Variance of the mean round trip time.
ga: Athrú ar an meán-am turais bhabhta.

en: Last recorded round trip time for a reliable packet.
ga: An t-am turais bhabhta is déanaí a taifeadadh le haghaidh paicéad iontaofa.

en: Variance of the last trip time recorded.
ga: Athrú ar an am turais dheireanach a taifeadadh.

en: The peer's current throttle status.
ga: Stádas throttle reatha an phiaraí.

en: The maximum number of unreliable packets that should not be dropped. This value is always greater than or equal to [code]1[/code]. The initial value is equal to [constant PACKET_THROTTLE_SCALE].
ga: An t-uaslíon paicéid neamhiontaofa nár cheart a ísliú. Bíonn an luach seo i gcónaí níos mó ná nó cothrom le [code]1[/code]. Tá an luach tosaigh cothrom le [PACKET_THROTTLE_SCALE leanúnach].

en: Internal value used to increment the packet throttle counter. The value is hardcoded to [code]7[/code] and cannot be changed. You probably want to look at [constant PEER_PACKET_THROTTLE_ACCELERATION] instead.
ga: Luach inmheánach a úsáidtear chun an cuntar smeacháin paicéad a incrimint. Tá an luach códaithe go [code]7[/code] crua agus ní féidir é a athrú. Is dócha gur mhaith leat breathnú ar [PEER_PACKET_THROTTLE_ACCELERATION] ina ionad sin.

en: The time at which throttle statistics were last updated (in milliseconds since the connection started). The interval for throttle statistics updates is [constant PEER_PACKET_THROTTLE_INTERVAL].
ga: An t-am a nuashonraíodh staitisticí an throttle an uair dheireanach (i milleasoicindí ó cuireadh tús leis an gceangal). Is é an t-eatramh le haghaidh nuashonruithe staitisticí an scóigire ná [PEER_PACKET_THROTTLE_INTERVAL].

en: The throttle's acceleration factor. Higher values will make ENet adapt to fluctuating network conditions faster, causing unrelaible packets to be sent [i]more[/i] often. The default value is [code]2[/code].
ga: Fachtóir luasghéaraithe an throttle. Cuirfidh luachanna níos airde ar Enet oiriúnú do dhálaí athraitheacha líonra níos tapúla, rud a fhágann go seolfar paicéid neamh-inchurtha [i]níos mó[/i] go minic. [code]2[/code] an luach réamhshocraithe.

en: The throttle's deceleration factor. Higher values will make ENet adapt to fluctuating network conditions faster, causing unrelaible packets to be sent [i]less[/i] often. The default value is [code]2[/code].
ga: Fachtóir luasmhoillithe an throttle. Cuirfidh luachanna níos airde ar Enet oiriúnú do dhálaí athraitheacha líonra níos tapúla, rud a fhágann go seolfar paicéid neamh-inchurtha [i]níos lú[/i] go minic. [code]2[/code] an luach réamhshocraithe.

en: The interval over which the lowest mean round trip time should be measured for use by the throttle mechanism (in milliseconds). The default value is [code]5000[/code].
ga: Ba cheart an t-eatramh ar chóir an meán-am turais bhabhta is ísle a thomhas lena n-úsáid ag an meicníocht throttle (i milleasoicindí). [code]5000[/code] an luach réamhshocraithe.

en: The reference scale for packet loss. See [method get_statistic] and [constant PEER_PACKET_LOSS].
ga: An scála tagartha le haghaidh caillteanas paicéid. Féach ar [method get_statistic] agus [PEER_PACKET_LOSS leanúnach].

en: The reference value for throttle configuration. The default value is [code]32[/code]. See [method throttle_configure].
ga: An luach tagartha do chumraíocht an throttle. [code]32[/code] an luach réamhshocraithe. Féach ar [method throttle_configure].

en: Mark the packet to be sent as reliable.
ga: Marcáil an paicéad atá le seoladh mar iontaofa.

en: Mark the packet to be sent unsequenced (unreliable).
ga: Marcáil an paicéad atá le seoladh gan seicheamh (neamhiontaofa).

en: Mark the packet to be sent unreliable even if the packet is too big and needs fragmentation (increasing the chance of it being dropped).
ga: Marcáil an paicéad a bheith seolta neamhiontaofa fiú má tá an paicéad ró-mhór agus go dteastaíonn ilroinnt air (ag méadú an seans go scaoilfear é).

en: Provides access to engine properties.
ga: Soláthraíonn rochtain ar airíonna inneall.

en: The [Engine] singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. It also stores information about the current build of Godot, such as the current version.
ga: Ceadaíonn an singleton [Inneall] duit paraiméadair ama rite an tionscadail a fhiosrú agus a mhodhnú, mar shampla frámaí in aghaidh an tsoicind, scála ama, agus cinn eile. Stórálann sé faisnéis freisin faoi thógáil reatha Godot, mar an leagan reatha.

en: Returns the engine author information as a [Dictionary], where each entry is an [Array] of strings with the names of notable contributors to the Godot Engine: [code]lead_developers[/code], [code]founders[/code], [code]project_managers[/code], and [code]developers[/code].
ga: Filleann sé an t-eolas údair an innill mar [Foclóir], áit a bhfuil gach iontráil ina [Eagar] teaghráin le hainmneacha na rannpháirtithe suntasacha leis an Inneall Godot: [code] lead_developers[/code], [code]bunaitheoirí[/code], [code] bainisteoir_tionscadal[/code], agus [code]forbróirí[/code].

en: Returns an [Array] of dictionaries with copyright information for every component of Godot's source code.
    Every [Dictionary] contains a [code]name[/code] identifier, and a [code]parts[/code] array of dictionaries. It describes the component in detail with the following entries:
    - [code]files[/code] - [Array] of file paths from the source code affected by this component;
    - [code]copyright[/code] - [Array] of owners of this component;
    - [code]license[/code] - The license applied to this component (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]" or "[url=https://creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]").
ga: Seoltar ar ais [Eagar] d'fhoclóirí le faisnéis cóipchirt do gach comhpháirt de chód foinse Godot.
    I ngach [Foclóir] tá aitheantóir [code]ainm[/code], agus raon [code]codanna[/code] foclóirí. Déanann sé cur síos mion ar an gcomhpháirt leis na hiontrálacha seo a leanas:
    - [code]comhaid[/code] - [Eagar] de chonairí comhaid ón gcód foinse a bhfuil tionchar ag an gcomhpháirt seo orthu;
    - [code] cóipcheart[/code] - [Eagar] úinéirí na comhpháirte seo;
    - [code]ceadúnas[/code] - An ceadúnas a cuireadh i bhfeidhm ar an gcomhpháirt seo (mar "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]" nó "[url= https://creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]").

en: Returns a [Dictionary] of categorized donor names. Each entry is an [Array] of strings:
    {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]}
ga: Filleann sé [Foclóir] d'ainmneacha na ndeontóirí catagóirithe. [Eagar] teaghráin atá i ngach iontráil:
    {[code]urraitheoirí_platanam[/code], [code]ór_urraitheoirí[/code], [code]airgead_sponsors[/code], [code]urraitheoirí_cré-umha[/code], [code]mion-urraitheoirí[/code], [code]ór_deontóirí [/code], [code]deontóirí_airgid[/code], [code]deontóirí_cré-umha[/code]}

en: Returns the total number of frames drawn since the engine started.
    [b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--disable-render-loop[/code] via command line, this method always returns [code]0[/code]. See also [method get_process_frames].
ga: Tuairiscíonn sé líon iomlán na bhfrámaí a tarraingíodh ó thosaigh an t-inneall.
    [b] Nóta:[/b] Ar ardáin gan cheann, nó má dhíchumasaítear rindreáil le [code] --disable-render-loop[/code] trí líne na n-orduithe, filleann an modh seo [code]0[/code] i gcónaí. Féach freisin [method get_process_frames].

en: Returns the average frames rendered every second (FPS), also known as the framerate.
ga: Filleann sé na meánfhrámaí a rindreáiltear gach soicind (FPS), ar a dtugtar an frámaráta freisin.

en: Returns a [Dictionary] of licenses used by Godot and included third party components. Each entry is a license name (such as "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]") and its associated text.
ga: Seoltar ar ais [Foclóir] de na ceadúnais a d’úsáid Godot agus a chuimsigh comhpháirteanna tríú páirtí. Is ainm ceadúnais é gach iontráil (amhail "[url=https://en.wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]") agus an téacs a bhaineann leis.

en: Returns the full Godot license text.
ga: Seoltar téacs iomlán an cheadúnais Godot ar ais.

en: Returns the instance of the [MainLoop]. This is usually the main [SceneTree] and is the same as [method Node.get_tree].
    [b]Note:[/b] The type instantiated as the main loop can changed with [member ProjectSettings.application/run/main_loop_type].
ga: Filleann sé sampla an [MainLoop]. Is gnách gurb é seo an príomh [SceneTree] agus tá sé mar an gcéanna le [method Node.get_tree].
    [b]Nóta:[/b] Is féidir an cineál meandrach mar an phríomhlúb a athrú le [member ProjectSettings.application/run/main_loop_type].

en: Returns the total number of frames passed since the engine started. This number is increased every [b]physics frame[/b]. See also [method get_process_frames].
    This method can be used to run expensive logic less often without relying on a [Timer]:
    [codeblocks]
    [gdscript]
    func _physics_process(_delta):
        if Engine.get_physics_frames() % 2 == 0:
            pass # Run expensive logic only once every 2 physics frames here.
    [/gdscript]
    [csharp]
    public override void _PhysicsProcess(double delta)
    {
        base._PhysicsProcess(delta);
    
        if (Engine.GetPhysicsFrames() % 2 == 0)
        {
            // Run expensive logic only once every 2 physics frames here.
        }
    }
    [/csharp]
    [/codeblocks]
ga: Tuairiscíonn sé líon iomlán na bhfrámaí a ritheadh ó thosaigh an t-inneall. Méadaítear an uimhir seo gach [b]fráma fisice[/b]. Féach freisin [method get_process_frames].
    Is féidir an modh seo a úsáid chun loighic chostasach a rith chomh minic sin gan a bheith ag brath ar [Uamadóir]:
    [codeblocks]
    [gdscript]
    feidhm _physics_process(_delta):
        má tá Engine.get_physics_frames() % 2 == 0:
            pas # Rith loighic daor ach uair amháin gach 2 fhráma fisice anseo.
    [/gdscript]
    [csharp]
    sáraíonn poiblí folús _PhysicsProcess(deilta dúbailte)
    {
        bonn._PhysicsProcess(deilt);
    
        más rud é (Engine.GetPhysicsFrames() % 2 == 0)
        {
            // Rith loighic daor ach uair amháin gach 2 frámaí fisice anseo.
        }
    }
    [/csharp]
    [/codeblocks]

en: Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.
ga: Filleann sé an codán tríd an bhfisic reatha tic a bhfuil muid ag an am rindreáil an fráma. Is féidir é seo a úsáid chun idirshuíomh seasta ama a chur i bhfeidhm.

en: Returns the total number of frames passed since the engine started. This number is increased every [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn] and [method get_physics_frames].
    This method can be used to run expensive logic less often without relying on a [Timer]:
    [codeblocks]
    [gdscript]
    func _process(_delta):
        if Engine.get_process_frames() % 5 == 0:
            pass # Run expensive logic only once every 5 process (render) frames here.
    [/gdscript]
    [csharp]
    public override void _Process(double delta)
    {
        base._Process(delta);
    
        if (Engine.GetProcessFrames() % 5 == 0)
        {
            // Run expensive logic only once every 5 process (render) frames here.
        }
    }
    [/csharp]
    [/codeblocks]
ga: Tuairiscíonn sé líon iomlán na bhfrámaí a ritheadh ó thosaigh an t-inneall. Méadaítear an uimhir seo gach [b]fráma próisis[/b], is cuma má tá an lúb rindreála cumasaithe. Féach freisin [method get_frames_drawn] agus [method get_physics_frames].
    Is féidir an modh seo a úsáid chun loighic chostasach a rith chomh minic sin gan a bheith ag brath ar [Uamadóir]:
    [codeblocks]
    [gdscript]
    feidhm _próiseas(_delta):
        má tá Engine.get_process_frames() % 5 == 0:
            pas # Rith loighic daor ach uair amháin gach 5 phróiseas (rindreáil) frámaí anseo.
    [/gdscript]
    [csharp]
    sáraíonn poiblí folús _Process(deilta dúbailte)
    {
        bonn._Process(deil);
    
        más rud é (Engine.GetProcessFrames() % 5 == 0)
        {
            // Rith loighic daor ach uair amháin gach 5 phróiseas (rindreáil) frámaí anseo.
        }
    }
    [/csharp]
    [/codeblocks]

en: Returns an instance of a [ScriptLanguage] with the given [param index].
ga: Filleann sé sampla de [ScriptLanguage] leis an [innéacs param] tugtha.

en: Returns the number of available script languages. Use with [method get_script_language].
ga: Filleann sé líon na dteangacha scripte atá ar fáil. Úsáid le [method get_script_language].

en: Returns the global singleton with the given [param name], or [code]null[/code] if it does not exist. Often used for plugins. See also [method has_singleton] and [method get_singleton_list].
    [b]Note:[/b] Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
ga: Filleann sé an singil domhanda leis an [paramname] tugtha, nó [code]null[/code] mura bhfuil sé ann. Is minic a úsáidtear le haghaidh breiseán. Féach freisin [method has_singleton] agus [method get_singleton_list].
    [b]Nóta:[/b] Níl na singil dhomhanda mar an gcéanna le nóid uathlódáilte, ar féidir iad a chumrú i socruithe an tionscadail.

en: Returns a list of names of all available global singletons. See also [method get_singleton].
ga: Seoltar ar ais liosta ainmneacha na singil domhanda atá ar fáil. Féach freisin [method get_singleton].

en: Returns the current engine version information as a [Dictionary] containing the following entries:
    - [code]major[/code] - Major version number as an int;
    - [code]minor[/code] - Minor version number as an int;
    - [code]patch[/code] - Patch version number as an int;
    - [code]hex[/code] - Full version encoded as a hexadecimal int with one byte (2 hex digits) per number (see example below);
    - [code]status[/code] - Status (such as "beta", "rc1", "rc2", "stable", etc.) as a String;
    - [code]build[/code] - Build name (e.g. "custom_build") as a String;
    - [code]hash[/code] - Full Git commit hash as a String;
    - [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in seconds as an int, or [code]0[/code] if unavailable;
    - [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/code], [code]status[/code], and [code]build[/code] in a single String.
    The [code]hex[/code] value is encoded as follows, from left to right: one byte for the major, one byte for the minor, one byte for the patch version. For example, "3.1.12" would be [code]0x03010C[/code].
    [b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for quick version comparisons from code:
    [codeblocks]
    [gdscript]
    if Engine.get_version_info().hex >= 0x040100:
        pass # Do things specific to version 4.1 or later.
    else:
        pass # Do things specific to versions before 4.1.
    [/gdscript]
    [csharp]
    if ((int)Engine.GetVersionInfo()["hex"] >= 0x040100)
    {
        // Do things specific to version 4.1 or later.
    }
    else
    {
        // Do things specific to versions before 4.1.
    }
    [/csharp]
    [/codeblocks]
ga: Filleann sé an t-eolas ar leagan an innill mar [Foclóir] ina bhfuil na hiontrálacha seo a leanas:
    - [code]major[/code] - Móruimhir leagain mar slánuimhir;
    - [code]minor[/code] - Mionuimhir leagain mar slánuimhir;
    - [code]patch[/code] - Uimhir leagain paiste mar slánuimhir;
    - [code]hex[/code] - Leagan iomlán ionchódaithe mar slánuimhir heicsidheachúil le beart amháin (2 dhigit heicsidheachúlach) in aghaidh na huimhreach (féach an sampla thíos);
    - [code]status[/code] - Stádas (amhail "beta", "rc1", "rc2", "cobhsaí", etc.) mar Teaghrán;
    - [code]build[/code] - Tóg ainm (m.sh. "custom_build") mar Teaghrán;
    - [code]hash[/code] - Full Git tiomnaithe hash mar Teaghrán;
    - [code]timestamp[/code] - Tá stampa ama UNIX dáta tiomnaithe Git i soicindí mar slánuimhir, nó [code]0[/code] mura bhfuil sé ar fáil;
    - [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/code], [code]status[/code], and [code]build[/code] i Teaghrán amháin.
    Tá an luach [code]hex[/code] ionchódaithe mar seo a leanas, ó chlé go deas: beart amháin don mhórchuid, beart amháin don mhionaoiseach, beart amháin don leagan paiste. Mar shampla, bheadh "3.1.12" mar [code]0x03010C[/code].
    [b]Nóta:[/b] Tá an luach [code]hex[/code] fós ina [int] go hinmheánach, agus má phriontáiltear é gheobhaidh tú a léiriú deachúlach, rud nach bhfuil brí ar leith leis. Úsáid litreacha heicsidheacha chun comparáid tapa a dhéanamh idir na leaganacha ón gcode:
    [codeblocks]
    [gdscript]
    if Engine.get_version_info().hex >= 0x040100:
     pass # Déan rudaí a bhaineann go sonrach le leagan 4.1 nó níos déanaí.
    else:
     pass # Déan rudaí a bhaineann go sonrach le leaganacha roimh 4.1.
    [/gdscript]
    [csharp]
    if ((int)Engine.GetVersionInfo()["hex"] >= 0x040100)
    {
     // Déan rudaí a bhaineann go sonrach le leagan 4.1 nó níos déanaí.
    }
    else
    {
     // Déan rudaí a bhaineann go sonrach le leaganacha roimh 4.1.
    }
    [/csharp]
    [/codeblocks]

en: Returns the path to the [MovieWriter]'s output file, or an empty string if the engine wasn't started in Movie Maker mode. The default path can be changed in [member ProjectSettings.editor/movie_writer/movie_file].
ga: Filleann sé an cosán chuig comhad aschuir an [MovieWriter], nó teaghrán folamh murar cuireadh tús leis an inneall i mód Movie Maker. Is féidir an cosán réamhshocraithe a athrú i [member ProjectSettings.editor/movie_writer/movie_file].

en: Returns [code]true[/code] if the script is currently running inside the editor, otherwise returns [code]false[/code]. This is useful for [code]@tool[/code] scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:
    [codeblocks]
    [gdscript]
    if Engine.is_editor_hint():
        draw_gizmos()
    else:
        simulate_physics()
    [/gdscript]
    [csharp]
    if (Engine.IsEditorHint())
        DrawGizmos();
    else
        SimulatePhysics();
    [/csharp]
    [/codeblocks]
    See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
    [b]Note:[/b] To detect whether the script is running on an editor [i]build[/i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] evaluate to [code]true[/code] both when the script is running in the editor and when running the project from the editor, but returns [code]false[/code] when run from an exported project.
ga: Filleann sé [code]true[/code] má tá an script ag rith laistigh den eagarthóir faoi láthair, nó filleann sé [code]false[/code]. Tá sé seo úsáideach le haghaidh scripteanna [code]@tool[/code] chun cúntóirí eagarthóireachta a tharraingt go coinníollach, nó chun cosc a chur ar chód “cluiche” a rith de thaisme a chuirfeadh isteach ar staid an radhairc agus tú san eagarthóir:
    [[codeblocks]
    [gdscript]
    if Engine.is_editor_hint():
        draw_gizmos()
    else:
        simulate_physics()
    [/gdscript]
    [csharp]
    if (Engine.IsEditorHint())
        DrawGizmos();
    else
        SimulatePhysics();
    [/csharp]
    [/codeblocks]
    Féach [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Cód reatha san eagarthóir[/url] sna doiciméid le haghaidh tuilleadh eolais.
    [b]Nóta:[/b] Chun a bhrath an bhfuil an script ag rith ar eagarthóir [i]thóg[/i] (amhail nuair a bhrúnn tú [kbd]F5[/kbd]), úsáid [method OS.has_feature] le an [code]"eagarthóir"[/code] argóint ina ionad sin. [code]OS.has_feature("eagarthóir")[/code] luacháil go [code]true[/code] nuair a bhíonn an script ag rith san eagarthóir agus nuair a bhíonn an tionscadal á rith ón eagarthóir, ach filleann sé [code]bréagach[/code] nuair a reáchtáiltear é ó thionscadal easpórtáilte.

en: Returns [code]true[/code] if the engine is inside the fixed physics process step of the main loop.
    [codeblock]
    func _enter_tree():
        # Depending on when the node is added to the tree,
        # prints either "true" or "false".
        print(Engine.is_in_physics_frame())
    
    func _process(delta):
        print(Engine.is_in_physics_frame()) # Prints false
    
    func _physics_process(delta):
        print(Engine.is_in_physics_frame()) # Prints true
    [/codeblock]
ga: Filleann sé [code]true[/code] má tá an t-inneall taobh istigh den chéim phróiseas seasta fisice den phríomhlúb.
    [codeblock]
    feidhm _enter_tree():
        # Ag brath ar cathain a chuirtear an nód leis an gcrann,
        # phriontaí "fíor" nó "bréagach".
        print(Engine.is_in_physics_frame())
    
    feidhm _próiseas(deil):
        print(Engine.is_in_physics_frame()) # Priontála bréagach
    
    feidhm _physics_process(deil):
        print(Engine.is_in_physics_frame()) # Priontaí fíor
    [/codeblock]

en: Registers a [ScriptLanguage] instance to be available with [code]ScriptServer[/code].
    Returns:
    - [constant OK] on success;
    - [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the limit and cannot register any new language;
    - [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains a language with similar extension/name/type.
ga: Cláraítear sampla [ScriptLanguage] le bheith ar fáil le [code]ScriptServer[/code].
    Tuairisceáin:
    - [ceart go leor leanúnach] maidir le rath;
    - [ERR_UNAVAILABLE leanúnach] má tá an teorainn sroichte ag [code]ScriptServer[/code] agus nach féidir leis teanga nua ar bith a chlárú;
    - [ERR_ALREADY_EXISTS leanúnach] má tá teanga ag [code]ScriptServer[/code] cheana féin a bhfuil síneadh/ainm/cineál comhchosúil aici.

en: Registers the given [Object] [param instance] as a singleton, available globally under [param name]. Useful for plugins.
ga: Cláraítear an [Réad] [param instance] mar shingil, atá ar fáil go domhanda faoi [ainm param]. Úsáideach le haghaidh breiseán.

en: Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].
    Returns:
    - [constant OK] on success;
    - [constant ERR_DOES_NOT_EXIST] if the language is not registered in [code]ScriptServer[/code].
ga: Díchláraítear an sampla [ScriptLanguage] ó [code]ScriptServer[/code].
    Tuairisceáin:
    - [ceart go leor leanúnach] maidir le rath;
    - [ERR_DOES_NOT_EXIST leanúnach] mura bhfuil an teanga cláraithe sa [code]ScriptServer[/code].

en: Removes the singleton registered under [param name]. The singleton object is [i]not[/i] freed. Only works with user-defined singletons registered with [method register_singleton].
ga: Baintear an singil atá cláraithe faoi [ainm param]. [i]Ní scaoiltear[/i] an réad singleton. Ní oibríonn sé ach le tonna singil atá sainithe ag an úsáideoir atá cláraithe le [method register_singleton].

en: The maximum number of frames that can be rendered every second (FPS). A value of [code]0[/code] means the framerate is uncapped.
    Limiting the FPS can be useful to reduce the host machine's power consumption, which reduces heat, noise emissions, and improves battery life.
    If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number cannot exceed the monitor's refresh rate.
    If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
    See also [member physics_ticks_per_second] and [member ProjectSettings.application/run/max_fps].
    [b]Note:[/b] The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project's logic and rendering.
    [b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Disabled[/b], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
ga: An t-uaslíon frámaí is féidir a dhéanamh gach soicind (FPS). Ciallaíonn luach [code]0[/code] go bhfuil an frámaráta gan teorainn.
    Is féidir leis an CCT a theorannú a bheith úsáideach chun tomhaltas cumhachta an mheaisín óstach a laghdú, rud a laghdaíonn teas, astuithe torainn, agus a fheabhsaíonn saol na ceallraí.
    Má tá [b]Cumasaithe[/b] nó [b] Oiriúnaitheach[/b] ar [ball ProjectSettings.display/window/vsync/vsync_mode], beidh tosaíocht ag an socrú agus ní féidir leis an uimhir CCT uasta ráta athnuachana an mhonatóra a shárú.
    Má tá [comhalta ProjectSettings.display/window/vsync/vsync_mode] [b]Cumasaithe[/b], ar mhonatóirí le ráta athnuachana inathraithe cumasaithe (G-Sync/FreeSync), ag baint úsáide as teorainn FPS cúpla fráma níos ísle ná athnuachan an mhonatóra laghdóidh an ráta aga moille ionchuir agus ag seachaint stróiceadh[/url].
    Féach freisin [member physics_ticks_per_second] agus [comhalta ProjectSettings.application/run/max_fps].
    [b]Nóta:[/b] D'fhéadfadh líon iarbhír na bhfrámaí in aghaidh an tsoicind a bheith fós faoi bhun an luacha seo mura bhfuil an LAP nó an GPU in ann coimeád suas le loighic agus rindreáil an tionscadail.
    [b]Nóta:[/b] Má tá [b]Díchumasaithe[/b] ar [member ProjectSettings.display/window/vsync/vsync_mode], is féidir an t-ionchur a laghdú trí an CCT a theorannú go luach ard is féidir a bhaint amach go comhsheasmhach ar an gcóras aga moille i gcomparáid le ráta fráma gan teorainn. Ós rud é go n-oibríonn sé seo trína chinntiú go bhfuil an t-ualach GPU níos ísle ná 100%, níl an laghdú latency seo éifeachtach ach amháin i gcásanna ina bhfuil buidéal GPU, ní i gcásanna a bhfuil bac ar LAP acu.

en: The maximum number of physics steps that can be simulated each rendered frame.
    [b]Note:[/b] The default value is tuned to prevent expensive physics simulations from triggering even more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member max_physics_steps_per_frame] if you have increased [member physics_ticks_per_second] significantly above its default value.
ga: An t-uaslíon céimeanna fisice is féidir a insamhladh ar gach fráma rindreáilte.
    [b]Nóta:[/b] Tá an luach réamhshocraithe tiúnta chun ionsamhlúcháin fisice costasacha a chosc ó ionsamhlúcháin fiú níos costasaí a spreagadh ar feadh tréimhse éiginnte. Mar sin féin, beidh an chuma ar an gcluiche go mall síos má tá an CCT rindreála níos lú ná [code] 1 / max_physics_steps_per_frame[/code] de [member physics_ticks_per_second]. Tarlaíonn sé seo fiú má úsáidtear [code]delta[/code] go seasta i ríomhanna fisice. Chun seo a sheachaint, méadú [comhalta max_physics_steps_per_frame] má mhéadaigh tú [member physics_ticks_per_second] go mór os cionn a luach réamhshocraithe.

en: How much physics ticks are synchronized with real time. If [code]0[/code] or less, the ticks are fully synchronized. Higher values cause the in-game clock to deviate more from the real clock, but they smooth out framerate jitters.
    [b]Note:[/b] The default value of [code]0.5[/code] should be good enough for most cases; values above [code]2[/code] could cause the game to react to dropped frames with a noticeable delay and are not recommended.
    [b]Note:[/b] When using a custom physics interpolation solution, or within a network game, it's recommended to disable the physics jitter fix by setting this property to [code]0[/code].
ga: Cé mhéad sceartán fisice atá sioncronaithe le fíor-ama. Má tá [code]0[/code] nó níos lú, déantar na sceartáin a shioncronú go hiomlán. Fágann luachanna níos airde go n-imíonn an clog in-chluiche níos mó ón bhfíorchlog, ach míníonn siad giotaí fráma.
    [b]Nóta:[/b] Ba cheart go mbeadh luach réamhshocraithe [code]0.5[/code] maith go leor i bhformhór na gcásanna; d'fhéadfadh luachanna os cionn [code]2[/code] a chur faoi deara go n-imoibreodh an cluiche ar fhrámaí tite le moill shuntasach agus ní mholtar iad.
    [b]Nóta:[/b] Agus tuaslagán idirshuíomh fisice saincheaptha á úsáid agat, nó laistigh de chluiche líonra, moltar an deisiúchán fisice a dhíchumasú tríd an airí seo a shocrú go [code]0[/code].

en: The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
    [b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value.
ga: Líon na n-atriallta seasta in aghaidh an tsoicind. Rialaíonn sé seo cé chomh minic is a reáchtáiltear insamhalta fisice agus modhanna [method Node._physics_process]. Go ginearálta ba cheart an luach seo a shocrú go [code]60[/code] nó níos airde i gcónaí, toisc nach ndéanann Godot céim na fisice a idirshuíomh. Mar thoradh air sin, beidh cuma stuttery ar luachanna níos ísle ná [code]60[/code]. Is féidir an luach seo a mhéadú chun ionchur a dhéanamh níos imoibríoch nó chun oibriú ar shaincheisteanna tollánaithe imbhuailte, ach coinnigh i gcuimhne go méadóidh sé sin úsáid LAP. Féach freisin [comhalta max_fps] agus [comhalta ProjectSettings.physics/common/physics_ticks_per_second].
    [b]Nóta:[/b] Ní féidir ach [member max_physics_steps_per_frame] ticeanna fisice a insamhladh in aghaidh an fhráma rindreáilte ar a mhéad. Más gá tuilleadh ticeanna fisice a insamhladh in aghaidh an fhráma rindreáilte chun coinneáil suas leis an rindreáil, beidh an chuma ar an scéal go dtiocfaidh moill ar an tionscadal (fiú má úsáidtear [code]delta[/code] go comhsheasmhach i ríomhanna fisice). Dá bhrí sin, moltar [comhalta max_physics_steps_per_frame] a mhéadú freisin má tá sé ag méadú [member physics_ticks_per_second] go mór os cionn a luach réamhshocraithe.

en: If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
    [b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
    [b]Warning:[/b] If set to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. In a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default).
ga: Má tá [code]false[/code], stopann earráid priontála agus teachtaireachtaí rabhaidh chuig an gconsól agus logáil Aschuir an eagarthóra. Is féidir é seo a úsáid chun teachtaireachtaí earráide agus rabhaidh a cheilt le linn ritheann sraithe tástála aonaid. Tá an t-airí seo comhionann le socrú tionscadail [member ProjectSettings.application/run/disable_stderr].
    [b]Nóta:[/b] Níl tionchar ag an airí seo ar chluaisín Earráidí an eagarthóra agus tionscadal ón eagarthóir á rith.
    [b]Rabhadh:[/b] Má shocraítear go [code]bréagach[/code] áit ar bith sa tionscadal, féadfar teachtaireachtaí earráide tábhachtacha a chur i bhfolach fiú má astaítear iad ó scripteanna eile. I script [code]@tool[/code], beidh tionchar aige seo ar an eagarthóir féin freisin. Ná [i][/i] fabhtanna a thuairisciú sula gcinntítear go bhfuil teachtaireachtaí earráide cumasaithe (mar atá siad de réir réamhshocraithe).

en: The speed multiplier at which the in-game clock updates, compared to real time. For example, if set to [code]2.0[/code] the game runs twice as fast, and if set to [code]0.5[/code] the game runs half as fast.
    This value affects [Timer], [SceneTreeTimer], and all other simulations that make use of [code]delta[/code] time (such as [method Node._process] and [method Node._physics_process]).
    [b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], as the game may behave unexpectedly otherwise.
    [b]Note:[/b] This does not affect audio playback speed. Use [member AudioServer.playback_speed_scale] to adjust audio playback speed independently of [member Engine.time_scale].
    [b]Note:[/b] This does not automatically adjust [member physics_ticks_per_second]. With values above [code]1.0[/code] physics simulation may become less precise, as each physics tick will stretch over a larger period of engine time. If you're modifying [member Engine.time_scale] to speed up simulation by a large factor, consider also increasing [member physics_ticks_per_second] to make the simulation more reliable.
ga: An t-iolraitheoir luais ag a nuashonraíonn an clog in-chluiche, i gcomparáid le fíor-ama. Mar shampla, má tá sé socraithe go [code]2.0[/code] ritheann an cluiche dhá uair chomh tapa, agus má tá sé socraithe go [code]0.5[/code] ritheann an cluiche leath chomh tapa.
    Bíonn tionchar ag an luach seo ar [Timer], [SceneTreeTimer], agus ar gach insamhalta eile a bhaineann úsáid as [code] delta[/code] am (amhail [method Node._process] agus [method Node._physics_process]).
    [b]Nóta:[/b] Moltar an t-airí seo a choinneáil os cionn [code]0.0[/code], toisc go bhféadfadh an cluiche é féin a iompar gan choinne ar shlí eile.
    [b]Nóta:[/b] Ní chuireann sé seo isteach ar luas athsheinm fuaime. Úsáid [comhalta AudioServer.playback_speed_scale] chun luas athsheinm fuaime a choigeartú go neamhspleách ar [member Engine.time_scale].
    [b]Nóta:[/b] Ní choigeartóidh sé seo go huathoibríoch [member physics_ticks_per_second]. Le luachanna os cionn [code]1.0[/code] d’fhéadfadh ionsamhlú fisice a bheith chomh beacht céanna, mar go sínfidh gach tic fisice thar thréimhse ama innill níos mó. Má tá [comhalta Engine.time_scale] á mhodhnú agat chun ionsamhlú a bhrostú le fachtóir mór, smaoinigh ar mhéadú freisin [member physics_ticks_per_second] chun an insamhalta a dhéanamh níos iontaofa.

en: Exposes the internal debugger.
ga: Nochtann an dífhabhtóir inmheánach.

en: [EngineDebugger] handles the communication between the editor and the running game. It is active in the running game. Messages can be sent/received through it. It also manages the profilers.
ga: Láimhseálann [EngineDebugger] an chumarsáid idir an t-eagarthóir agus an cluiche reatha. Tá sé gníomhach sa chluiche reatha. Is féidir teachtaireachtaí a sheoladh/a fháil tríd. Bainistíonn sé na próifíleoirí freisin.

en: Clears all breakpoints.
ga: Glanann sé gach brisphointe.

en: Starts a debug break in script execution, optionally specifying whether the program can continue based on [param can_continue] and whether the break was due to a breakpoint.
ga: Cuirtear tús le briseadh dífhabhtaithe i bhfeidhmiú an script, ag sonrú go roghnach an féidir leis an gclár leanúint ar aghaidh bunaithe ar [param can_continue] agus cibé acu an raibh an briseadh mar gheall ar bhriseadhphointe.

en: Returns the current debug depth.
ga: Filleann an doimhneacht dífhabhtaithe reatha.

en: Returns the number of lines that remain.
ga: Filleann sé líon na línte atá fágtha.

en: Returns [code]true[/code] if a capture with the given name is present otherwise [code]false[/code].
ga: Filleann sé [code]true[/code] má tá gabháil leis an ainm tugtha i láthair ar shlí eile [code]bréagach[/code].

en: Returns [code]true[/code] if a profiler with the given name is present otherwise [code]false[/code].
ga: Filleann sé [code]true[/code] má tá próifíleoir leis an ainm tugtha i láthair ar shlí eile [code]bréagach[/code].

en: Inserts a new breakpoint with the given [param source] and [param line].
ga: Ionsáigh brisphointe nua leis an [foinse param] agus an [líne pharam] tugtha.

en: Returns [code]true[/code] if the debugger is active otherwise [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an dífhabhtóir gníomhach ar shlí eile [code]bréagach[/code].

en: Returns [code]true[/code] if the given [param source] and [param line] represent an existing breakpoint.
ga: Filleann sé [code]true[/code] más ionann an [foinse param] agus an [param line] a thugtar do bhriseadh reatha.

en: Returns [code]true[/code] if a profiler with the given name is present and active otherwise [code]false[/code].
ga: Filleann sé [code]true[/code] má tá próifíleoir leis an ainm tugtha i láthair agus gníomhach ar shlí eile [code]bréagach[/code].

en: Returns [code]true[/code] if the debugger is skipping breakpoints otherwise [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an dífhabhtóir ag scipeáil briseadhphointí ar shlí eile [code]bréagach[/code].

en: Calls the [code]add[/code] callable of the profiler with given [param name] and [param data].
ga: Glaonna ar an [code]cuir[/code] ar féidir glaoch ar an bpróifíleoir le [ainm param] agus [sonraí param] tugtha.

en: Calls the [code]toggle[/code] callable of the profiler with given [param name] and [param arguments]. Enables/Disables the same profiler depending on [param enable] argument.
ga: Glaonna ar an [code]scoránaigh[/code] inghlaoite den phróifíleoir le [ainm param] agus [argóintí param] tugtha. Cumasaíonn/Díchumasaigh an próifílí céanna ag brath ar an argóint [param enable].

en: Registers a profiler with the given [param name]. See [EngineProfiler] for more information.
ga: Cláraítear próifíleoir leis an [ainm param] tugtha. Féach [EngineProfiler] le haghaidh tuilleadh eolais.

en: Removes a breakpoint with the given [param source] and [param line].
ga: Baintear brisphointe leis an [foinse param] agus an [param line] a thugtar.

en: Sends a message with given [param message] and [param data] array.
ga: Seoltar teachtaireacht le eagar [param message] agus [sonraí param] tugtha.

en: Sets the current debugging depth.
ga: Socraíonn sé an doimhneacht dífhabhtaithe reatha.

en: Sets the current debugging lines that remain.
ga: Socraíonn sé na línte dífhabhtaithe reatha atá fágtha.

en: Unregisters the message capture with given [param name].
ga: Díchláraítear gabháil na teachtaireachta leis an [ainm param] tugtha.

en: Unregisters a profiler with given [param name].
ga: Díchláraítear próifíleoir a bhfuil [ainm param] tugtha air.

en: Base class for creating custom profilers.
ga: Bunrang chun próifíleoirí saincheaptha a chruthú.

en: This class can be used to implement custom profilers that are able to interact with the engine and editor debugger.
    See [EngineDebugger] and [EditorDebuggerPlugin] for more information.
ga: Is féidir an rang seo a úsáid chun próifíleoirí saincheaptha a chur i bhfeidhm atá in ann idirghníomhú leis an inneall agus dífhabhtóir an eagarthóra.
    Féach [EngineDebugger] agus [EditorDebuggerPlugin] le haghaidh tuilleadh faisnéise.

en: Called when data is added to profiler using [method EngineDebugger.profiler_add_frame_data].
ga: Glaoitear air nuair a chuirtear sonraí leis an bpróifíleoir ag úsáid [method EngineDebugger.profiler_add_frame_data].

en: Called once every engine iteration when the profiler is active with information about the current frame. All time values are in seconds. Lower values represent faster processing times and are therefore considered better.
ga: Glaoitear air uair amháin gach atriall innill nuair a bhíonn an próifíleoir gníomhach le faisnéis faoin bhfráma reatha. Tá gach luach ama i soicindí. Léiríonn luachanna níos ísle amanna próiseála níos tapúla agus mar sin meastar gur fearr iad.

en: Called when the profiler is enabled/disabled, along with a set of [param options].
ga: Glaoitear air nuair atá an próifíleoir cumasaithe/díchumasaithe, mar aon le sraith de [roghanna param].

en: Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options.
ga: Acmhainn do nóid chomhshaoil (cosúil le [Timpeallacht Dhomhanda]) a shainíonn roghanna éagsúla rindreála.

en: Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:
    - Depth of Field Blur
    - Glow
    - Tonemap (Auto Exposure)
    - Adjustments
ga: Acmhainn do nóid chomhshaoil (cosúil le [Timpeallacht Dhomhanda]) a shainíonn il-oibríochtaí comhshaoil (amhail cúlra [Spéir] nó [Color], solas comhthimpeallach, ceo, doimhneacht réimse...). Bíonn tionchar ag na paraiméadair seo ar rindreáil deiridh an radhairc. Is é ord na n-oibríochtaí seo:
    - Doimhneacht an Réimse Doiléirigh
    - Glow
    - Tonléarscáil (Nochtadh Uathoibríoch)
    - Coigeartuithe

en: Environment and post-processing
ga: Comhshaol agus iar-phróiseáil

en: High dynamic range lighting
ga: Soilsiú raon dinimiciúil ard

en: 3D Material Testers Demo
ga: Taispeántas Tástálaithe Ábhar 3D

en: Returns the intensity of the glow level [param idx].
ga: Filleann sé déine an leibhéal glow [param idx].

en: Sets the intensity of the glow level [param idx]. A value above [code]0.0[/code] enables the level. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.
ga: Socraíonn sé déine an leibhéal glow [param idx]. Cumasaíonn luach os cionn [code]0.0[/code] an leibhéal. Braitheann gach leibhéal ar an leibhéal roimhe sin. Ciallaíonn sé seo go gcuirfidh cumasú leibhéil glow níos airde moill ar rindreáil na héifeachta glow, fiú mura bhfuil na leibhéil roimhe seo cumasaithe.

en: The global brightness value of the rendered scene. Effective only if [member adjustment_enabled] is [code]true[/code].
ga: Luach gile domhanda an radhairc rindreáilte. Ní bheidh éifeacht leis ach amháin má tá [coigeartú ball_chumasaithe] [code]true[/code].

en: The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in post-process color grading. Can use a [GradientTexture1D] for a 1-dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if [member adjustment_enabled] is [code]true[/code].
ga: An tábla cuardaigh [Texture2D] nó [Texture3D] (LUT) le húsáid don ghrádú datha iar-phróisis ionsuite. Is féidir [GradientTexture1D] a úsáid le haghaidh LUT aontoiseach, nó [Uigeacht 3D] le haghaidh LUT níos casta. Ní bheidh éifeacht leis ach amháin má tá [coigeartú ball_chumasaithe] [code]true[/code].

en: The global contrast value of the rendered scene (default value is 1). Effective only if [member adjustment_enabled] is [code]true[/code].
ga: Luach codarsnachta domhanda an radhairc rindreáilte (is é 1 an luach réamhshocraithe). Ní bheidh éifeacht leis ach amháin má tá [coigeartú ball_chumasaithe] [code]true[/code].

en: If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene.
ga: Más [code]true[/code], cumasaítear na hairíonna [code]choigeartú_*[/code] a sholáthraíonn an acmhainn seo. Más rud é go bhfuil [code]false[/code], ní bheidh aon éifeacht ag modhnuithe ar na hairíonna [code] adjustment_*[/code] ar an radharc rindreáilte.

en: The global color saturation value of the rendered scene (default value is 1). Effective only if [member adjustment_enabled] is [code]true[/code].
ga: Luach sáithiúcháin dath domhanda an radhairc rindreáilte (is é 1 an luach réamhshocraithe). Ní bheidh éifeacht leis ach amháin má tá [coigeartú ball_chumasaithe] [code]true[/code].

en: The ambient light's [Color]. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
ga: [Color] an tsolais chomhthimpeallach. Ní bheidh sé i bhfeidhm ach amháin má tá [comhalta ambient_light_sky_contribution] níos ísle ná [code]1.0[/code] (eisiach).

en: The ambient light's energy. The higher the value, the stronger the light. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
ga: Fuinneamh an tsolais chomhthimpeallaigh. Dá airde an luach, is amhlaidh is láidre an solas. Ní bheidh sé i bhfeidhm ach amháin má tá [comhalta ambient_light_sky_contribution] níos ísle ná [code]1.0[/code] (eisiach).

en: Defines the amount of light that the sky brings on the scene. A value of [code]0.0[/code] means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
    [b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped between [code]0.0[/code] and [code]1.0[/code] (inclusive).
ga: Sainmhíníonn sé an méid solais a thugann an spéir ar an ardán. Ciallaíonn luach [code]0.0[/code] nach mbíonn aon éifeacht ag astú solais na spéire ar soilsiú an radhairc, agus mar sin is é an solas comhthimpeallach a sholáthraíonn an soilsiú comhthimpeallach ar fad. Os a choinne sin, ciallaíonn luach [code]1.0[/code] go bhfuil [i]gach[/i] an solas a chuireann isteach ar an radharc á sholáthar ag an spéir, agus mar sin níl aon éifeacht ag paraiméadar an tsolais chomhthimpeallaigh ar an radharc.
    [b]Nóta:[/b] Tá [comhalta ambient_light_sky_contribution] clampáilte go hinmheánach idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh).

en: The ambient light source to use for rendering materials and global illumination.
ga: An fhoinse solais chomhthimpeallach le húsáid chun ábhair a rindreáil agus soilsiú domhanda.

en: The ID of the camera feed to show in the background.
ga: ID an fhotha ceamara le taispeáint sa chúlra.

en: The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
ga: An ID ciseal uasta le taispeáint. Éifeachtach amháin nuair a bhíonn an modh cúlra [BG_CANVAS leanúnach] in úsáid.

en: The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] background mode.
ga: An [Color] ar taispeáint le haghaidh réimsí soiléire den radharc. Éifeachtach amháin nuair a bhíonn an modh cúlra [BG_COLOR leanúnach] in úsáid.

en: Multiplier for background energy. Increase to make background brighter, decrease to make background dimmer.
ga: Iolraitheoir le haghaidh fuinneamh cúlra. Méadú chun an cúlra a dhéanamh níos gile, laghdaigh chun an cúlra a mhaolú.

en: Luminance of background measured in nits (candela per square meter). Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. The default value is roughly equivalent to the sky at midday.
ga: Luminance an chúlra tomhaiste i nits (candela in aghaidh an mhéadair chearnaigh). Ní úsáidtear é ach amháin nuair atá [ball ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] cumasaithe. Tá an luach réamhshocraithe beagnach comhionann leis an spéir ag meán lae.

en: The background mode. See [enum BGMode] for possible values.
ga: An mód cúlra. Féach [enum BGMode] le haghaidh luachanna féideartha.

en: The fog density to be used. This is demonstrated in different ways depending on the [member fog_mode] mode chosen:
    [b]Exponential Fog Mode:[/b] Higher values result in denser fog. The fog rendering is exponential like in real life.
    [b]Depth Fog mode:[/b] The maximum intensity of the deep fog, effect will appear in the distance (relative to the camera). At [code]1.0[/code] the fog will fully obscure the scene, at [code]0.0[/code] the fog will not be visible.
ga: An dlús ceo le húsáid. Léirítear é seo ar bhealaí éagsúla ag brath ar an mód [member fog_mode] a roghnaíodh:
    [b]Mód Ceo Easpónantúil:[/b] Bíonn ceo níos dlúithe mar thoradh ar luachanna níos airde. Tá an rindreáil ceo easpónantúil mar atá sa saol fíor.
    [b] doimhneacht mód ceo:[/b] Beidh an déine uasta an ceo domhain, éifeacht le feiceáil i gcéin (i gcomparáid leis an ceamara). Ag [code]1.0[/code] déanfaidh an ceo an radharc a cheilt go hiomlán, ag [code]0.0[/code] ní bheidh an ceo le feiceáil.

en: The fog's depth starting distance from the camera. Only available when [member fog_mode] is set to [constant FOG_MODE_DEPTH].
ga: Fad tosaigh an cheo ón gceamara. Ar fáil ach amháin nuair atá [member fog_mode] socraithe go [FOG_MODE_DEPTH] leanúnach.

en: The fog depth's intensity curve. A number of presets are available in the Inspector by right-clicking the curve. Only available when [member fog_mode] is set to [constant FOG_MODE_DEPTH].
ga: Cuar déine doimhneacht an cheo. Tá roinnt réamhshocruithe ar fáil sa Chigire trí chliceáil ar an gcuar ar dheis. Ar fáil ach amháin nuair atá [member fog_mode] socraithe go [FOG_MODE_DEPTH] leanúnach.

en: The fog's depth end distance from the camera. If this value is set to [code]0[/code], it will be equal to the current camera's [member Camera3D.far] value. Only available when [member fog_mode] is set to [constant FOG_MODE_DEPTH].
ga: Fad deiridh doimhneacht an cheo ón gceamara. Má tá an luach seo socraithe go [code]0[/code], beidh sé cothrom le luach [member Camera3D.far] an cheamara reatha. Ar fáil ach amháin nuair atá [member fog_mode] socraithe go [FOG_MODE_DEPTH] leanúnach.

en: If [code]true[/code], fog effects are enabled.
ga: Más [code]true[/code], tá éifeachtaí ceo cumasaithe.

en: The height at which the height fog effect begins.
ga: An airde ag a dtosaíonn an éifeacht ceo airde.

en: The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.
ga: Laghdaíonn an dlús a úsáidtear chun ceo a mhéadú de réir mar a théann airde. Chun ceo a mhéadú de réir mar a mhéadaítear airde, bain úsáid as luach diúltach.

en: The fog's color.
ga: Dath an cheo.

en: The fog's brightness. Higher values result in brighter fog.
ga: Gile an ceo. Bíonn ceo níos gile mar thoradh ar luachanna níos airde.

en: The fog mode. See [enum FogMode] for possible values.
ga: An modh ceo. Féach [enum FogMode] le haghaidh luachanna féideartha.

en: The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/code] means that fog can fully obscure the sky. Lower values reduce the impact of fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all.
    [b]Note:[/b] [member fog_sky_affect] has no visual effect if [member fog_aerial_perspective] is [code]1.0[/code].
ga: An fachtóir a úsáid nuair a dhéanann difear an spéir le ceo neamh-toirte. Ciallaíonn [code]1.0[/code] gur féidir le ceo an spéir a cheilt go hiomlán. Laghdaíonn luachanna níos ísle tionchar an cheo ar rindreáil spéir, agus ní chuireann [code]0.0[/code] isteach ar rindreáil spéire ar chor ar bith.
    [b]Nóta:[/b] níl aon éifeacht amhairc ag [ball fog_sky_affect] más é [member fog_aerial_perspective] [code]1.0[/code].

en: If set above [code]0.0[/code], renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog.
ga: Má tá sé socraithe os cionn [code]0.0[/code], rindreálann sé treosholas(i)r an radhairc i ndath an cheo ag brath ar an uillinn radhairc. Is féidir é seo a úsáid chun an tuiscint a thabhairt go bhfuil an ghrian ag "piercing" tríd an gceo.

en: The glow blending mode.
    [b]Note:[/b] [member glow_blend_mode] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An modh chumasc glow.
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_blend_mode] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as feidhmiú glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The bloom's intensity. If set to a value higher than [code]0[/code], this will make glow visible in areas darker than the [member glow_hdr_threshold].
ga: Déine an bhláth. Má shocraítear é ar luach níos airde ná [code]0[/code], beidh an glow infheicthe i limistéir níos dorcha ná an [member glow_hdr_threshold].

en: If [code]true[/code], the glow effect is enabled. This simulates real world eye/camera behavior where bright pixels bleed onto surrounding pixels.
    [b]Note:[/b] When using the Mobile rendering method, glow looks different due to the lower dynamic range available in the Mobile rendering method.
    [b]Note:[/b] When using the Compatibility rendering method, glow uses a different implementation with some properties being unavailable and hidden from the inspector: [code]glow_levels/*[/code], [member glow_normalized], [member glow_strength], [member glow_blend_mode], [member glow_mix], [member glow_map], and [member glow_map_strength]. This implementation is optimized to run on low-end devices and is less flexible as a result.
ga: Más [code]true[/code], tá an éifeacht glow cumasaithe. Samhlaíonn sé seo iompar súl/ceamara sa saol fíor nuair a shéid picteilíní geala ar na picteilíní mórthimpeall.
    [b]Nóta:[/b] Agus an modh rindreála Móibíleach in úsáid, tá cuma dhifriúil ar an glow mar gheall ar an raon dinimiciúil níos ísle atá ar fáil sa mhodh rindreála Móibíleach.
    [b]Nóta:[/b] Agus an modh rindreála Comhoiriúnachta in úsáid, úsáideann glow cur chun feidhme difriúil agus níl roinnt airíonna ar fáil agus folaithe ón gcigire: [code] glow_levels / *[/code], [ball glow_normalized], [ball glow_strength], [comhalta glow_blend_mode], [comhalta glow_mix], [comhalta glow_map], agus [comhalta glow_map_strength]. Tá an cur chun feidhme seo optamaithe le go n-úsáidfí é ar fheistí ísealchríocha agus níl sé chomh solúbtha dá bharr.

en: The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
ga: An tairseach níos airde den glow HDR. Déanfar limistéir atá níos gile ná an tairseach seo a chlampáil chun críocha an éifeacht glow.

en: The bleed scale of the HDR glow.
ga: Scála fola an ghlais HDR.

en: The lower threshold of the HDR glow. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this may need to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. This value also needs to be decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is performed in SDR.
ga: An tairseach níos ísle ar an glow HDR. Agus an modh rindreála Móibíleach á úsáid (nach dtacaíonn ach le raon dinimiciúil níos ísle suas go [code]2.0[/code]), b’fhéidir go mbeadh gá leis seo a bheith faoi bhun [code]1.0[/code] le go mbeidh an glow infheicthe. Oibríonn luach [code]0.9[/code] go maith sa chás seo. Ní mór an luach seo a laghdú freisin faoi bhun [code]1.0[/code] agus glow in úsáid in 2D, toisc go ndéantar rindreáil 2T i SDR.

en: The overall brightness multiplier of the glow effect. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this should be increased to [code]1.5[/code] to compensate.
ga: Iolraitheoir gile foriomlán an éifeacht glow. Agus an modh rindreála Móibíleach á úsáid (nach dtacaíonn ach le raon dinimiciúil níos ísle suas go [code]2.0[/code]), ba cheart é seo a mhéadú go [code]1.5[/code] mar chúiteamh.

en: The intensity of the 1st level of glow. This is the most "local" level (least blurry).
    [b]Note:[/b] [member glow_levels/1] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An déine an 1ú leibhéal glow. Is é seo an leibhéal is "áitiúil" (ar a laghad blurry).
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_levels/1] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur chun feidhme glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The intensity of the 2nd level of glow.
    [b]Note:[/b] [member glow_levels/2] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An déine an 2ú leibhéal glow.
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_levels/2] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur chun feidhme glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The intensity of the 3rd level of glow.
    [b]Note:[/b] [member glow_levels/3] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An déine an 3ú leibhéal glow.
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_levels/3] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur chun feidhme glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The intensity of the 4th level of glow.
    [b]Note:[/b] [member glow_levels/4] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An déine an 4ú leibhéal glow.
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_levels/4] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur chun feidhme glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The intensity of the 5th level of glow.
    [b]Note:[/b] [member glow_levels/5] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An déine an 5ú leibhéal glow.
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_levels/5] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur chun feidhme glow níos simplí atá optamaithe le haghaidh feistí íseal-deireadh.

en: The intensity of the 6th level of glow.
    [b]Note:[/b] [member glow_levels/6] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An déine an 6ú leibhéal glow.
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_levels/6] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur chun feidhme glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The intensity of the 7th level of glow. This is the most "global" level (blurriest).
    [b]Note:[/b] [member glow_levels/7] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An déine an 7ú leibhéal glow. Is é seo an leibhéal is "domhanda" (blurriest).
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_levels/7] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur chun feidhme glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The texture that should be used as a glow map to [i]multiply[/i] the resulting glow color according to [member glow_map_strength]. This can be used to create a "lens dirt" effect. The texture's RGB color channels are used for modulation, but the alpha channel is ignored.
    [b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's recommended to use a texture with an aspect ratio that matches your project's base aspect ratio (typically 16:9).
    [b]Note:[/b] [member glow_map] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: An uigeacht ba chóir a úsáid mar léarscáil glow chun [i] a iolrú[/i] ar an dath glow mar thoradh air de réir [member glow_map_strength]. Is féidir é seo a úsáid chun éifeacht "salachar lionsa" a chruthú. Úsáidtear bealaí dath RGB an uigeachta le haghaidh modhnú, ach déantar neamhaird ar an gcainéal alfa.
    [b]Nóta:[/b] Déanfar an uigeacht a shíneadh chun an scáileán a oiriúnú. Mar sin, moltar uigeacht a úsáid le cóimheas gné a thagann le bunchóimheas gné an tionscadail (16:9 go hiondúil).
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_map] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as feidhmiú glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this controls how much the source image is blended with the glow layer. A value of [code]0.0[/code] makes the glow rendering invisible, while a value of [code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].
    [b]Note:[/b] [member glow_mix] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: Agus an [GLOW_BLEND_MODE_MIX leanúnach] [member glow_blend_mode] in úsáid, rialaíonn sé seo cé mhéad a chumasctar an bhuníomhá leis an gciseal glow. Déanann luach [code]0.0[/code] an rindreáil ghlais dofheicthe, agus tá luach [code]1.0[/code] comhionann le [GLOW_BLEND_MODE_REPLACE leanúnach].
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_mix] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur i bhfeidhm glow níos simplí atá optamaithe le haghaidh feistí íseal-deireadh.

en: If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
    [b]Note:[/b] [member glow_normalized] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: Más [code]true[/code], déanfar na leibhéil ghlaise a normalú ionas go mbeidh a ndéine le chéile cothrom le [code]1.0[/code].
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_normalized] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as cur i bhfeidhm glow níos simplí atá optamaithe le haghaidh feistí íseal-deireadh.

en: The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.
    [b]Note:[/b] [member glow_strength] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
ga: Neart an éifeacht glow. Baineann sé seo leis mar go bhfuil an glow doiléir ar fud an scáileáin agus méadaíonn sé fad agus déine an doiléirigh. Agus an modh rindreála Soghluaiste á úsáid, ba cheart é seo a mhéadú chun an raon dinimiciúil níos ísle a chúiteamh.
    [b]Nóta:[/b] níl aon éifeacht ag [member glow_strength] agus an modh rindreála Comhoiriúnachta á úsáid, mar gheall ar an modh rindreála seo ag baint úsáide as feidhmiú glow níos simplí atá optamaithe le haghaidh gléasanna íseal-deireadh.

en: The reflected (specular) light source.
ga: An fhoinse solais frithchaite (speicis).

en: The energy multiplier applied to light every time it bounces from a surface when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple bounces, resulting in a more realistic appearance. Increasing [member sdfgi_bounce_feedback] generally has no performance impact. See also [member sdfgi_energy].
    [b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback loops and should be avoided in scenes with bright materials.
    [b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect lighting will not be represented in reflections as light will only bounce one time.
ga: Chuir an t-iolraitheoir fuinnimh i bhfeidhm ar sholas gach uair a phreabann sé ó dhromchla agus SDFGI á úsáid. Insamhladh ar luachanna níos mó ná [code]0.0[/code] preabanna iolracha, rud a chruthóidh cuma níos réadúla. Níl aon tionchar feidhmíochta ag méadú [comhalta sdfgi_bounce_feedback] go ginearálta. Féach freisin [member sdfgi_energy].
    [b]Nóta:[/b] Is féidir le luachanna níos mó ná [code]0.5[/code] lúba aiseolais gan teorainn a chruthú agus ba cheart iad a sheachaint i radhairc a bhfuil ábhair gheala iontu.
    [b]Nóta:[/b] Más é [code]0.0[/code] [comhalta sdfgi_bounce_feedback], ní léireofar soilsiú indíreach i bhfrithchaitheamh mar ní phreabfaidh solas ach uair amháin.

en: [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_max_distance]. Changing its value will automatically change those properties as well.
ga: [b]Nóta:[/b] Tá an t-airí seo nasctha le [comhalta sdfgi_min_cell_size] agus [comhalta sdfgi_max_distance]. Athrófar na hairíonna sin go huathoibríoch freisin má dhéantar a luach a athrú.

en: The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance.
ga: An líon cascades atá le húsáid le haghaidh SDFGI (idir 1 agus 8). Ligeann líon níos airde cascáidí SDFGI a thaispeáint níos faide ar shiúl agus sonraí á gcaomhnú go dlúth, ar chostas feidhmíochta. Nuair a úsáidtear SDFGI ar leibhéil mhionscála, is minic is féidir [comhalta sdfgi_cascades] a laghdú idir [code]1[/code] agus [code]4[/code] chun feidhmíocht a fheabhsú.

en: If [code]true[/code], enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not.
    [b]Note:[/b] SDFGI is only supported in the Forward+ rendering method, not Mobile or Compatibility.
    [b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve SDFGI performance, enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings.
    [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
ga: Má tá [code]true[/code], cumasaíonn sé soilsiú domhanda réimse faid sínithe le haghaidh mogaill a bhfuil a [member GeometryInstance3D.gi_mode] socraithe chuig [GeometryInstance3D.GI_MODE_STATIC]. Is teicníocht soilsithe domhanda fíor-ama é SDFGI a oibríonn go maith le leibhéil a ghintear de réir nós imeachta agus a thógann an t-úsáideoir, lena n-áirítear cásanna ina gcruthaítear céimseata le linn an chluiche. Gintear an réimse faid sínithe go huathoibríoch timpeall an cheamara de réir mar a ghluaiseann sé. Tugtar tacaíocht do shoilse dinimiciúla, ach níl occluders dinimiciúil agus dromchlaí emissive.
    [b]Nóta:[/b] Ní thacaítear le SDFGI ach sa mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht.
    [b]Feidhmíocht:[/b] Tá SDFGI sách éilitheach ar an GPU agus níl sé feiliúnach do chrua-earraí ísealchríocha amhail grafaic chomhtháite (smaoinigh ar [LightmapGI] ina ionad sin). Chun feidhmíocht SDFGI a fheabhsú, cumasaigh [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] i Socruithe an Tionscadail.
    [b]Nóta:[/b] Ba chóir go mbeadh ballaí tiubh go leor ag mogaill chun sceitheadh solais a sheachaint (seachain ballaí aontaobhacha). Maidir le leibhéil istigh, cuir isteach do chéimseata leibhéalta i mbosca atá sách mór agus droichead na lúb chun an mogalra a dhúnadh.

en: The energy multiplier to use for SDFGI. Higher values will result in brighter indirect lighting and reflections. See also [member sdfgi_bounce_feedback].
ga: An t-iolraitheoir fuinnimh le húsáid le haghaidh SDFGI. Mar thoradh ar luachanna níos airde beidh soilsiú indíreach níos gile agus frithchaitheamh. Féach freisin [comhalta sdfgi_bounce_feedback].

en: The maximum distance at which SDFGI is visible. Beyond this distance, environment lighting or other sources of GI such as [ReflectionProbe] will be used as a fallback.
    [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
ga: An t-achar uasta ag a bhfuil SDFGI le feiceáil. Taobh amuigh den achar seo, úsáidfear soilsiú timpeallachta nó foinsí GI eile ar nós [ReflectionProbe] mar chúltaca.
    [b]Nóta:[/b] Tá an t-airí seo nasctha le [member sdfgi_min_cell_size] agus [comhalta sdfgi_cascade0_distance]. Athrófar na hairíonna sin go huathoibríoch freisin má dhéantar a luach a athrú.

en: The cell size to use for the closest SDFGI cascade (in 3D units). Lower values allow SDFGI to be more precise up close, at the cost of making SDFGI updates more demanding. This can cause stuttering when the camera moves fast. Higher values allow SDFGI to cover more ground, while also reducing the performance impact of SDFGI updates.
    [b]Note:[/b] This property is linked to [member sdfgi_max_distance] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
ga: Méid na cille le húsáid don easascáid SDFGI is gaire (in aonaid 3D). Ligeann luachanna níos ísle do SDFGI a bheith níos cruinne, ag costas nuashonruithe SDFGI a dhéanamh níos éilithí. Féadfaidh sé seo a bheith ina chúis le stuttering nuair a ghluaiseann an ceamara go tapa. Ligeann luachanna níos airde do SDFGI níos mó talún a chlúdach, agus ag an am céanna laghdaítear tionchar feidhmíochta nuashonruithe SDFGI.
    [b]Nóta:[/b] Tá an t-airí seo nasctha le [member sdfgi_max_distance] agus [comhalta sdfgi_cascade0_distance]. Athrófar na hairíonna sin go huathoibríoch freisin má dhéantar a luach a athrú.

en: The normal bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
ga: An gnáthchlaonadh le húsáid le haghaidh tóireadóirí SDFGI. Is féidir leis an luach seo a mhéadú déantáin stríocacha infheicthe ar dhromchlaí fána a laghdú, ar chostas méadaithe sceitheadh solais.

en: The constant bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
ga: An claonadh leanúnach le húsáid le haghaidh tóireadóirí SDFGI. Is féidir leis an luach seo a mhéadú déantáin stríocacha infheicthe ar dhromchlaí fána a laghdú, ar chostas méadaithe sceitheadh solais.

en: If [code]true[/code], SDFGI takes the environment lighting into account. This should be set to [code]false[/code] for interior scenes.
ga: Más [code]true[/code], cuireann SDFGI soilsiú an chomhshaoil san áireamh. Ba cheart é seo a shocrú go [code]bréagach[/code] le haghaidh radhairc istigh.

en: If [code]true[/code], SDFGI uses an occlusion detection approach to reduce light leaking. Occlusion may however introduce dark blotches in certain spots, which may be undesired in mostly outdoor scenes. [member sdfgi_use_occlusion] has a performance impact and should only be enabled when needed.
ga: Más [code]true[/code], úsáideann SDFGI cur chuige braite occlusion chun sceitheadh solais a laghdú. Mar sin féin, d'fhéadfadh go dtabharfadh occlusion blotches dorcha isteach i spotaí áirithe, rud a d'fhéadfadh a bheith neamh-inmhianaithe i radhairc lasmuigh den chuid is mó. Tá tionchar feidhmíochta ag [member sdfgi_use_occlusion] agus níor cheart é a chumasú ach amháin nuair is gá.

en: The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells being packed together more closely on the Y axis. This is used to balance between quality and covering a lot of vertical ground. [member sdfgi_y_scale] should be set depending on how vertical your scene is (and how fast your camera may move on the Y axis).
ga: An scála Y le húsáid le haghaidh cealla SDFGI. Mar thoradh ar luachanna níos ísle déanfar cealla SDFGI a phacáil le chéile níos dlúithe ar an Y-ais. Úsáidtear é seo chun cothromaíocht a dhéanamh idir cáilíocht agus clúdach go leor talún ingearach. Ba chóir [comhalta sdfgi_y_scale] a shocrú ag brath ar cé chomh hingearach atá do radharc (agus cé chomh tapa agus is féidir le do cheamara bogadh ar an ais Y).

en: The [Sky] resource used for this [Environment].
ga: An acmhainn [Spéir] a úsáidtear don [Timpeallacht] seo.

en: If set to a value greater than [code]0.0[/code], overrides the field of view to use for sky rendering. If set to [code]0.0[/code], the same FOV as the current [Camera3D] is used for sky rendering.
ga: Má shocraítear é ar luach níos mó ná [code]0.0[/code], sáraítear an réimse radhairc le húsáid le haghaidh rindreála spéire. Má tá sé socraithe go [code]0.0[/code], úsáidtear an FOV céanna leis an sruth [Camera3D] le haghaidh rindreáil spéir.

en: The rotation to use for sky rendering.
ga: An rothlú le húsáid le haghaidh rindreáil spéir.

en: The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
ga: An déine occlusion comhthimpeallach scáileán-spás ar ábhair a bhfuil uigeacht AO sainithe. Le luachanna atá níos airde ná [code]0[/code], beidh an éifeacht SSAO infheicthe i limistéir atá dorchaithe ag uigeachtaí AO.

en: Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image.
ga: Socraíonn sé neart an leibhéil bhreise sonraí don éifeacht occlusion comhthimpeallach spás-scáileáin. Fágann luach ard go n-imíonn na sonraí níos suntasaí, ach d’fhéadfadh go gcuirfeadh sé le hailiasú i d’íomhá deiridh.

en: If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion.
    [b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not Mobile or Compatibility.
ga: Más [code]true[/code], tá an éifeacht occlusion comhthimpeallach spás-scáileáin cumasaithe. Dorchaíonn sé seo coirnéil agus cuasáin réad chun solas comhthimpeallach a shamhlú nach sroicheann sé an réad iomlán mar atá sa saol fíor. Oibríonn sé seo go maith le haghaidh rudaí beaga, dinimiciúla, ach déanfaidh soilsiú bácáilte nó uigeachtaí occlusion comhthimpeallach jab níos fearr chun an t-occlusion comhthimpeallach a thaispeáint ar réada móra statacha. Úsáideann Godot foirm SSAO ar a dtugtar Occlusion Comhthimpeallach Spáis Oiriúnaitheach ar Scáileán atá ann féin ina fhoirm de Occlusion Timpeallachta Bunaithe ar Fhís.
    [b]Nóta:[/b] Ní thacaítear le SSAO ach sa mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht.

en: The threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the [code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no occlusion.
ga: An tairseach chun a bhreithniú cibé an bhfuil pointe tugtha ar dhromchla folaithe nó nach bhfuil á léiriú mar uillinn ón léaslíne arna léarscáiliú isteach sa raon [code]0.0-1.0[/code]. Ní bhíonn aon occlusion mar thoradh ar luach [code]1.0[/code].

en: The primary screen-space ambient occlusion intensity. Acts as a multiplier for the screen-space ambient occlusion effect. A higher value results in darker occlusion.
ga: An déine occlusion comhthimpeallach scáileán-spás bunscoile. Feidhmíonn sé mar iolraitheoir don éifeacht occlusion comhthimpeallach spás-scáileáin. Mar thoradh ar luach níos airde tá occlusion níos dorcha.

en: The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than [code]0[/code] will make the SSAO effect visible in direct light.
ga: An déine occlusion comhthimpeallach scáileán-spás i solas díreach. Sa saol fíor, ní bhaineann an t-occlusion comhthimpeallach ach le solas indíreach, rud a chiallaíonn nach féidir a éifeachtaí a fheiceáil i solas díreach. Le luachanna atá níos airde ná [code]0[/code], beidh an éifeacht SSAO infheicthe i solas díreach.

en: The distribution of occlusion. A higher value results in darker occlusion, similar to [member ssao_intensity], but with a sharper falloff.
ga: An dáileadh de occlusion. Mar thoradh ar luach níos airde bíonn occlusion níos dorcha, cosúil le [ball ssao_intensity], ach le titim níos géire.

en: The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality.
ga: An fad ónar féidir le réada a chéile a chur san áireamh agus an t-occlusion comhthimpeallach spáis scáileáin á ríomh. Is é an toradh a bheidh ar luachanna níos airde ná occlusion níos faide ag costas feidhmíochta agus cáilíochta.

en: The amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
ga: An méid a cheadaítear d’éifeacht folaithe comhthimpeallach an scáileáin-spáis doiléir thar imill réad. Má shocraítear ró-ard, déanfar ailiasanna timpeall imill rudaí. Má shocraítear ró-íseal beidh cuma doiléir ar imill réad.

en: If [code]true[/code], the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect lighting is not affected by individual light's [member Light3D.light_indirect_energy].
    [b]Note:[/b] SSIL is only supported in the Forward+ rendering method, not Mobile or Compatibility.
ga: Más [code]true[/code], tá an éifeacht soilsithe indíreach spás-scáileáin cumasaithe. Is cineál soilsiú indíreach é soilsiú indíreach spáis scáileáin a ligeann do sholas idirleata preabadh idir rudaí in aice láimhe. Oibríonn soilsiú indíreach spáis scáileáin an-chosúil le hocclusion comhthimpeallach spáis scáileáin, sa mhéid is nach mbíonn tionchar aige ach ar raon teoranta. Tá sé beartaithe é a úsáid in éineacht le cineál soilsithe ceart domhanda mar SDFGI nó [VoxelGI]. Níl tionchar ag soilsiú indíreach spáis scáileáin ar [comhalta Light3D.light_indirect_energy] an tsolais aonair.
    [b]Nóta:[/b] Ní thacaítear le SSIL ach sa mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht.

en: The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light.
ga: An t-iolraitheoir gile don éifeacht soilsithe indíreach spás-scáileáin. Beidh solas níos gile mar thoradh ar luach níos airde.

en: Amount of normal rejection used when calculating screen-space indirect lighting. Normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel. Normal rejection is necessary to avoid light leaking when only one side of an object is illuminated. However, normal rejection can be disabled if light leaking is desirable, such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera.
ga: Méid an ghnáthdhiúltaithe a úsáidtear nuair a bhíonn soilsiú indíreach spás-scáileáin á ríomh. Úsáideann an gnáthdhiúltú an gnáthphointe samplach ar leith chun samplaí a dhiúltú atá ag imeacht ón bpicteilín reatha. Is gá gnáthdhiúltú chun sceitheadh solais a sheachaint nuair nach bhfuil ach taobh amháin de rud soilsithe. Mar sin féin, is féidir gnáthdhiúltú a dhíchumasú má tá sé inmhianaithe go mbeadh an solas ag sceitheadh, mar shampla nuair is mó rudaí astaithe sa radharc a astaíonn solas ó aghaidheanna nach féidir a fheiceáil ón gceamara.

en: The distance that bounced lighting can travel when using the screen space indirect lighting effect. A larger value will result in light bouncing further in a scene, but may result in under-sampling artifacts which look like long spikes surrounding light sources.
ga: Is féidir an t-achar a d'fhéadfadh soilsiú preabtha a thaisteal nuair a úsáidtear éifeacht soilsithe indíreach an spáis scáileáin. Mar thoradh ar luach níos mó beidh an solas ag preabadh níos faide i radharc, ach d’fhéadfadh go mbeadh tearcshampláil déanta ar dhéantáin a bhfuil cuma spící fada orthu timpeall ar fhoinsí solais.

en: The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
ga: An méid a cheadaítear don éifeacht soilsithe indíreach spáis scáileáin a dhoiléiriú thar imill rudaí. Má shocraítear ró-ard, déanfar ailiasanna timpeall imill rudaí. Má shocraítear ró-íseal beidh cuma doiléir ar imill réad.

en: The depth tolerance for screen-space reflections.
ga: An lamháltas doimhneachta le haghaidh machnaimh spáis scáileáin.

en: If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [VoxelGI]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others.
    [b]Note:[/b] SSR is only supported in the Forward+ rendering method, not Mobile or Compatibility.
ga: Más [code]true[/code], tá frithchaitheamh spáis scáileáin cumasaithe. Tá frithchaitheamh scáileáin-spás níos cruinne ná frithchaitheamh ó [VoxelGI]s nó [ReflectionProbe]s, ach tá siad níos moille agus ní féidir leo dromchlaí atá folaithe ag daoine eile a fhrithchaitheamh.
    [b]Nóta:[/b] Ní thacaítear le SSR ach sa mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht.

en: The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
ga: An t-achar céimnithe le haghaidh frithchaitheamh spáis scáileáin. Bíonn tionchar aige ar an achar ón ábhar frithchaite go dtí an frithchaitheamh scáileáin-spás. Níl ach luachanna dearfacha bailí (clampálfar luachanna diúltacha go [code]0.0[/code]).

en: The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
ga: An t-achar céimnithe amach le haghaidh machnaimh scáileáin-spás. Tionchar aige ar an limistéar ón machnamh scáileáin-spás go dtí an machnamh "domhanda". Níl ach luachanna dearfacha bailí (clampálfar luachanna diúltacha go [code]0.0[/code]).

en: The maximum number of steps for screen-space reflections. Higher values are slower.
ga: An t-uaslíon céimeanna le haghaidh machnaimh scáileáin-spás. Tá luachanna níos airde níos moille.

en: The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.)
ga: An modh tonmapála le húsáid. Is é atá i gceist le tonemapping ná an próiseas a "thiontaíonn" luachanna HDR le bheith oiriúnach lena rindreáil ar thaispeántas LDR. (Ní thacaíonn Godot le rindreáil ar thaispeántais HDR fós.)

en: The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
ga: [Color] an cheo toirtmhéadrach agus é ag idirghníomhú le soilse. Tá albedo gar do [code]Dath(1, 1, 1, 1)[/code] ag ceo agus ceo agus tá albedo níos dorcha ag deatach.

en: Scales the strength of ambient light used in the volumetric fog. A value of [code]0.0[/code] means that ambient light will not impact the volumetric fog. [member volumetric_fog_ambient_inject] has a small performance cost when set above [code]0.0[/code].
    [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color.
ga: Scálaíonn sé neart an tsolais chomhthimpeallaigh a úsáidtear sa cheo toirtmhéadrach. Ciallaíonn luach [code]0.0[/code] nach mbeidh tionchar ag solas comhthimpeallach ar an gceo toirtmhéadrach. Tá costas feidhmíochta beag ag [comhalta volumetric_fog_ambient_inject] nuair a shocraítear é thuas [code]0.0[/code].
    [b]Nóta:[/b] Níl aon éifeacht infheicthe aige seo más é [member volumetric_fog_density] [code]0.0[/code] nó más dath dubh iomlán é [member volumetric_fog_albedo].

en: The direction of scattered light as it goes through the volumetric fog. A value close to [code]1.0[/code] means almost all light is scattered forward. A value close to [code]0.0[/code] means light is scattered equally in all directions. A value close to [code]-1.0[/code] means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions.
ga: Treo an tsolais scaipthe mar a théann sé tríd an ceo toirtmhéadrach. Ciallaíonn luach atá gar do [code]1.0[/code] go bhfuil beagnach gach solas scaipthe ar aghaidh. Ciallaíonn luach atá gar do [code]0.0[/code] go bhfuil solas scaipthe go cothrom i ngach treo. Ciallaíonn luach atá gar do [code]-1.0[/code] go bhfuil solas scaipthe siar den chuid is mó. Scaipeann ceo agus ceo solas beagán ar aghaidh, agus scaipeann an deatach solas go cothrom i ngach treo.

en: The base [i]exponential[/i] density of the volumetric fog. Set this to the lowest density you want to have globally. [FogVolume]s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.
    A value of [code]0.0[/code] disables global volumetric fog while allowing [FogVolume]s to display volumetric fog in specific areas.
    To make volumetric fog work as a volumetric [i]lighting[/i] solution, set [member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to values between [code]10000[/code] and [code]100000[/code] to compensate for the very low density.
ga: Bun [i]dlús easpónantúil[/i] an cheo toirtmhéadrach. Socraigh é seo chuig an dlús is ísle is mian leat a bheith ar fud an domhain. Is féidir [FogVolume]s a úsáid chun cur leis an dlús seo nó chun é a dhealú i réimsí ar leith. Tá rindreáil ceo easpónantúil mar atá sa saol fíor.
    Díchumasaíonn luach [code]0.0[/code] ceo toirtmhéadrach domhanda agus ligeann sé do [FogVolume]s ceo toirtmhéadrach a thaispeáint i réimsí ar leith.
    Chun ceo toirtmhéadrach a dhéanamh mar thuaslagán toirtmhéadrach [i]soilsiú[/i], socraigh [comhalta toirtmhéadrach_fog_density] go dtí an luach neamh-nialais is ísle ([code]0.0001[/code]) ansin méadaigh soilse' [comhalta Light3D.light_volumetric_fog_energy] le luachanna idir [code]10000[/code] agus [code]100000[/code] mar chúiteamh ar an dlús an-íseal.

en: The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera.
ga: An dáileadh méid síos fad an maoláin froxel. Comhbhrúíonn luach níos airde na froxels níos gaire don cheamara agus cuireann sé níos mó sonraí níos gaire don cheamara.

en: The emitted light from the volumetric fog. Even with emission, volumetric fog will not cast light onto other surfaces. Emission is useful to establish an ambient color. As the volumetric fog effect uses single-scattering only, fog tends to need a little bit of emission to soften the harsh shadows.
ga: An solas a astaítear ón gceo toirtmhéadrach. Fiú amháin le hastuithe, ní chuirfidh ceo toirtmhéadrach solas ar dhromchlaí eile. Tá astaíochtaí úsáideach chun dath comhthimpeallach a bhunú. Toisc nach n-úsáideann an éifeacht ceo toirtmhéadrach ach scaipthe aonair, is gnách go mbíonn beagán astaithe de dhíth ar cheo chun na scáthanna crua a mhaolú.

en: The brightness of the emitted light from the volumetric fog.
ga: Gile an tsolais a astaítear ón gceo toirtmhéadrach.

en: Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.
    [b]Note:[/b] Volumetric fog is only supported in the Forward+ rendering method, not Mobile or Compatibility.
ga: Cumasaíonn sé an éifeacht ceo toirtmhéadrach. Úsáideann ceo toirtmhéadrach maolán froxel atá ailínithe le scáileán chun scaipthe toirtmhéadrach cruinn a ríomh sa raon gearr agus meánach. Idirghníomhaíonn ceo toirtmhéadrach le [FogVolume]s agus soilse chun ceo logánta agus domhanda a ríomh. Úsáideann ceo toirtmhéadrach múnla aonscaipthe PBR atá bunaithe ar dhíbirt, scaipthe agus astú a nochtar d’úsáideoirí mar dhlús, albedo agus astaíocht.
    [b]Nóta:[/b] Ní thacaítear le ceo toirtmhéadrach ach sa mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht.

en: Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small performance cost when set above [code]0.0[/code].
    [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color.
    [b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using [member volumetric_fog_gi_inject]. Global illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member ssil_enabled]) will be ignored by volumetric fog.
ga: Scálaíonn sé neart an Illumination Domhanda a úsáidtear i ndath albedo an cheo toirtmhéadrach. Ciallaíonn luach [code]0.0[/code] nach mbeidh tionchar ag Soilsiú Domhanda ar an gceo toirtmhéadrach. Tá costas feidhmíochta beag ag [comhalta toirtmhéadrach_fog_gi_inject] nuair atá sé socraithe thuas [code]0.0[/code].
    [b]Nóta:[/b] Níl aon éifeacht infheicthe aige seo más é [member volumetric_fog_density] [code]0.0[/code] nó más dath dubh iomlán é [member volumetric_fog_albedo].
    [b]Nóta:[/b] Ní chuirtear ach [VoxelGI] agus SDFGI ([member Environment.sdfgi_enabled]) san áireamh agus [member volumetric_fog_gi_inject] á n-úsáid. Ní dhéanfaidh ceo toirtmhéadrach neamhaird ar shoilsiú domhanda ó [LightmapGI], [ReflectionProbe] agus SSIL (féach [member ssil_enabled]).

en: The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. See also [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth].
ga: An fad thar a ríomhtar an ceo toirtmhéadrach. Méadú chun ceo a ríomh thar raon níos mó, laghdú chun níos mó sonraí a chur leis nuair nach bhfuil gá le raon fada. Le haghaidh ceo cáilíochta is fearr, coinnigh sé seo chomh híseal agus is féidir. Féach freisin [comhalta ProjectSettings.rendering/environment/volumetric_fog/volume_depth].

en: The factor to use when affecting the sky with volumetric fog. [code]1.0[/code] means that volumetric fog can fully obscure the sky. Lower values reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all.
    [b]Note:[/b] [member volumetric_fog_sky_affect] also affects [FogVolume]s, even if [member volumetric_fog_density] is [code]0.0[/code]. If you notice [FogVolume]s are disappearing when looking towards the sky, set [member volumetric_fog_sky_affect] to [code]1.0[/code].
ga: An fachtóir a úsáid nuair a dhéanann difear an spéir le ceo toirtmhéadrach. Ciallaíonn [code]1.0[/code] gur féidir le ceo toirtmhéadrach an spéir a cheilt go hiomlán. Laghdaíonn luachanna níos ísle an tionchar a bhíonn ag ceo toirtmhéadrach ar rindreáil spéire, agus ní chuireann [code]0.0[/code] isteach ar rindreáil spéire ar chor ar bith.
    [b]Nóta:[/b] bíonn tionchar ag [comhalta toirtmhéadrach_fog_sky_affect] ar [FogVolume]s freisin, fiú má tá [code]0.0[/code] ag [comhalta toirtmhéadrach_fog_density]. Má thugann tú faoi deara go bhfuil [FogVolume]s ag imeacht agus tú ag féachaint i dtreo na spéire, socraigh [member volumetric_fog_sky_affect] go [code]1.0[/code].

en: The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible.
ga: An méid is féidir an fráma deireanach a chumasc leis an bhfráma reatha. Bíonn ceo toirtmhéadrach níos míne mar thoradh ar líon níos airde, ach déanann sé "taibhsí" i bhfad níos measa. Laghdaíonn luach níos ísle an taibhsí ach is féidir leis an ngiodam ama in aghaidh an fhráma a bheith infheicthe dá bharr.

en: Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal; however, it leads to moving [FogVolume]s and [Light3D]s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving [FogVolume]s or [Light3D]s too fast. Short-lived dynamic lighting effects should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/code] to avoid ghosting.
ga: Cumasaíonn sé atáirgeadh ama sa cheo toirtmhéadrach. Meascann ath-theilgean ama ceo toirtmhéadrach an fhráma reatha le ceo toirtmhéadrach an fhráma deiridh chun imill garbha a ghlanadh. Is é an costas feidhmíochta íosta; Mar sin féin, déanann sé [FogVolume]s agus [Light3D]s “taibhse” a bhogadh agus rian a fhágáil taobh thiar díobh. Nuair atá ath-theilgean ama cumasaithe, déan iarracht gan bogadh [FogVolume]s nó [Light3D]s ró-thapa. Ba cheart go mbeadh [comhalta Light3D.light_volumetric_fog_energy] socraithe chuig [code]0.0[/code] chun taibhsí a sheachaint.

en: Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/defaults/default_clear_color].
ga: Glanann sé an cúlra ag baint úsáide as an dath soiléir atá sainmhínithe i [comhalta ProjectSettings.rendering/environment/defaults/default_clear_color].

en: Clears the background using a custom clear color.
ga: Glanann sé an cúlra le dath soiléir saincheaptha.

en: Displays a user-defined sky in the background.
ga: Taispeánann sé spéir atá sainithe ag an úsáideoir sa chúlra.

en: Displays a [CanvasLayer] in the background.
ga: Taispeáin [CanvasLayer] sa chúlra.

en: Keeps on screen every pixel drawn in the background. This is the fastest background mode, but it can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera.
ga: Coinníonn sé ar an scáileán gach picteilín a tharraingítear sa chúlra. Is é seo an modh cúlra is tapúla, ach ní féidir é a úsáid go sábháilte ach amháin i radhairc lán-taobh istigh (gan spéir infheicthe nó machnamh spéir). Má tá sé cumasaithe i radharc ina bhfuil an cúlra infheicthe, beidh déantáin "rian taibhse" le feiceáil agus an ceamara á bhogadh.

en: Displays a camera feed in the background.
ga: Taispeáin fotha ceamara sa chúlra.

en: Represents the size of the [enum BGMode] enum.
ga: Léiríonn sé méid an [enum BGMode] enum.

en: Gather ambient light from whichever source is specified as the background.
ga: Cruinnigh solas comhthimpeallach ó cibé foinse a shonraítear mar chúlra.

en: Disable ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
ga: Díchumasaigh solas comhthimpeallach. Soláthraíonn sé seo treisiú beag feidhmíochta thar [AMBIENT_SOURCE_SKY leanúnach].

en: Specify a specific [Color] for ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
ga: Sonraigh [Color] ar leith don solas comhthimpeallach. Soláthraíonn sé seo treisiú beag feidhmíochta thar [AMBIENT_SOURCE_SKY leanúnach].

en: Gather ambient light from the [Sky] regardless of what the background is.
ga: Cruinnigh solas comhthimpeallach ón [Spéir] beag beann ar an gcúlra.

en: Use the background for reflections.
ga: Úsáid an cúlra le haghaidh machnaimh.

en: Disable reflections. This provides a slight performance boost over other options.
ga: Díchumasaigh machnaimh. Soláthraíonn sé seo treisiú beag feidhmíochta thar roghanna eile.

en: Use the [Sky] for reflections regardless of what the background is.
ga: Bain úsáid as an [Spéir] le haghaidh machnaimh is cuma cad é an cúlra.

en: Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
ga: Modh chumasc glow breiseán. Den chuid is mó a úsáidtear le haghaidh cáithníní, glows (bloom), flare lionsa, foinsí geal.

en: Screen glow blending mode. Increases brightness, used frequently with bloom.
ga: Modh chumasc glow scáileáin. Méaduithe gile, a úsáidtear go minic le bláth.

en: Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).
ga: Modh chumasc glow éadrom bog. Athraíonn codarsnacht, nochtar scáthanna agus buaicphointí (bláth beoga).

en: Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness.
ga: Athsholáthar modh cumasc glow. Cuirtear an luach glow in ionad dhath na bpicteilín go léir. Is féidir é seo a úsáid chun éifeacht doilithe lánscáileáin a insamhail trí na paraiméadair glow a athrú chun gile an bhuníomhá a mheaitseáil.

en: Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
ga: Meascann sé an glow leis an dath bunúsach chun gile a mhéadú an oiread agus a sheachaint agus éifeacht glow a choinneáil fós.

en: Use a physically-based fog model defined primarily by fog density.
ga: Bain úsáid as múnla ceo atá bunaithe go fisiciúil arna shainiú go príomha ag dlús ceo.

en: Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.
ga: Úsáid múnla ceo simplí atá sainithe ag suímh tosaigh agus deiridh agus cuar saincheaptha. Cé nach bhfuil sé cruinn go fisiciúil, is féidir leis an múnla seo a bheith úsáideach nuair a bhíonn níos mó smachta ealaíne ag teastáil uait.

en: Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
ga: Úsáid scála 50% le haghaidh SDFGI ar an ais Y (ingearach). Beidh cealla SDFGI dhá uair chomh gearr agus atá siad leathan. Ligeann sé seo sonraí GI méadaithe a sholáthar agus laghdú ar sceitheadh solais le hurláir agus uasteorainneacha tanaí. Is gnách gurb é seo an rogha is fearr le haghaidh radhairc nach bhfuil mórán ingearach leo.

en: Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
ga: Úsáid scála 75% le haghaidh SDFGI ar an ais Y (ingearach). Is cothromaíocht é seo idir na scálaí SDFGI Y 50% agus 100%.

en: Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
ga: Úsáid scála 100% le haghaidh SDFGI ar an ais Y (ingearach). Beidh cealla SDFGI chomh hard agus atá siad leathan. De ghnáth is é seo an rogha is fearr le haghaidh radhairc an-ingearach. Is é an míbhuntáiste go bhféadfadh sceitheadh solais éirí níos suntasaí le hurláir agus uasteorainneacha tanaí.

en: A class that stores an expression you can execute.
ga: Rang a stórálann slonn is féidir leat a rith.

en: An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call.
    An example expression text using the built-in math functions could be [code]sqrt(pow(3, 2) + pow(4, 2))[/code].
    In the following example we use a [LineEdit] node to write our expression and show the result.
    [codeblocks]
    [gdscript]
    var expression = Expression.new()
    
    func _ready():
        $LineEdit.text_submitted.connect(self._on_text_submitted)
    
    func _on_text_submitted(command):
        var error = expression.parse(command)
        if error != OK:
            print(expression.get_error_text())
            return
        var result = expression.execute()
        if not expression.has_execute_failed():
            $LineEdit.text = str(result)
    [/gdscript]
    [csharp]
    private Expression _expression = new Expression();
    
    public override void _Ready()
    {
        GetNode<LineEdit>("LineEdit").TextSubmitted += OnTextEntered;
    }
    
    private void OnTextEntered(string command)
    {
        Error error = _expression.Parse(command);
        if (error != Error.Ok)
        {
            GD.Print(_expression.GetErrorText());
            return;
        }
        Variant result = _expression.Execute();
        if (!_expression.HasExecuteFailed())
        {
            GetNode<LineEdit>("LineEdit").Text = result.ToString();
        }
    }
    [/csharp]
    [/codeblocks]
ga: Is féidir léiriú a dhéanamh ar aon oibríocht uimhríochtúil, glao feidhme matamaitice ionsuite, glao modha ar chás a ritheadh, nó glaoch tógála de chineál ionsuite.
    D'fhéadfadh [code] sqrt(pow(3, 2) + pow(4, 2))[/code] a bheith i dtéacs slonn mar shampla ag baint úsáide as na feidhmeanna matamaitice ionsuite.
    Sa sampla seo a leanas úsáidimid nód [LineEdit] chun ár slonn a scríobh agus an toradh a thaispeáint.
    [codeblocks]
    [gdscript]
    var expression = Expression.new()
    
    func _ready():
        $LineEdit.text_submitted.connect(self._on_text_submitted)
    
    func _on_text_submitted(command):
        var error = expression.parse(command)
        if error != OK:
            print(expression.get_error_text())
            return
        var result = expression.execute()
        if not expression.has_execute_failed():
            $LineEdit.text = str(result)
    [/gdscript]
    [csharp]
    private Expression _expression = new Expression();
    
    public override void _Ready()
    {
        GetNode<LineEdit>("LineEdit").TextSubmitted += OnTextEntered;
    }
    
    private void OnTextEntered(string command)
    {
        Error error = _expression.Parse(command);
        if (error != Error.Ok)
        {
            GD.Print(_expression.GetErrorText());
            return;
        }
        Variant result = _expression.Execute();
        if (!_expression.HasExecuteFailed())
        {
            GetNode<LineEdit>("LineEdit").Text = result.ToString();
        }
    }
    [/csharp]
    [/codeblocks]

en: Evaluating Expressions
ga: Léirithe á meas

en: Executes the expression that was previously parsed by [method parse] and returns the result. Before you use the returned object, you should check if the method failed by calling [method has_execute_failed].
    If you defined input variables in [method parse], you can specify their values in the inputs array, in the same order.
ga: Ritheann sé an slonn a parsáil roimhe seo ag [parse modh] agus seolann an toradh ar ais. Sula n-úsáideann tú an réad ar ais, ba cheart duit seiceáil ar theip ar an modh trí ghlaoch a chur ar [method has_execute_failed].
    Má shainmhínigh tú athróga ionchuir i [parse modh], is féidir leat a luachanna a shonrú san eagar ionchuir, san ord céanna.

en: Returns the error text if [method parse] or [method execute] has failed.
ga: Filleann sé seo téacs na hearráide má theip ar [method parse] nó [method rith].

en: Returns [code]true[/code] if [method execute] has failed.
ga: Filleann sé [code]true[/code] má theip ar [method a rith].

en: Parses the expression and returns an [enum Error] code.
    You can optionally specify names of variables that may appear in the expression with [param input_names], so that you can bind them when it gets executed.
ga: Parsálann sé an slonn agus seolann sé cód [Earráid enum] ar ais.
    Is féidir leat a shonrú go roghnach ainmneacha na n-athróg a d'fhéadfadh a bheith sa slonn le [param input_names], ionas gur féidir leat iad a cheangal nuair a dhéantar é.

en: Generates noise using the FastNoiseLite library.
ga: Gineann sé torann ag baint úsáide as an leabharlann FastNoiseLite.

en: This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.
    Most generated noise values are in the range of [code][-1, 1][/code], but not always. Some of the cellular noise algorithms return results above [code]1[/code].
ga: Gineann an rang seo torann ag baint úsáide as an leabharlann FastNoiseLite, atá ina bhailiúchán de roinnt halgartaim torainn lena n-áirítear Cellular, Perlin, Luach, agus níos mó.
    Tá an chuid is mó de na luachanna torainn ginte sa raon [code][-1, 1][/code], ach ní i gcónaí. Tugann cuid de na halgartaim torainn cheallacha torthaí os cionn [code]1[/code].

en: Determines how the distance to the nearest/second-nearest point is computed. See [enum CellularDistanceFunction] for options.
ga: Cinneann sé conas a ríomhtar an fad go dtí an pointe is gaire/dara pointe is gaire. Féach [enum CellularDistanceFunction] le haghaidh roghanna.

en: Maximum distance a point can move off of its grid position. Set to [code]0[/code] for an even grid.
ga: Uasfhad is féidir le pointe bogadh óna shuíomh greille. Socraigh go [code]0[/code] le haghaidh eangach chothrom.

en: Return type from cellular noise calculations. See [enum CellularReturnType].
ga: Cineál tuairisceáin ó ríomh torainn cheallacha. Féach [enum CellularReturnType].

en: Sets the maximum warp distance from the origin.
ga: Socraíonn sé an t-achar dlúth uasta ón mbunús.

en: If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
ga: Má tá sé cumasaithe, úsáidtear sampla FastNoiseLite eile chun an spás a dhlúsú, rud a fhágann saobhadh an torainn.

en: Determines the strength of each subsequent layer of the noise which is used to warp the space.
    A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
ga: Cinneann sé neart gach ciseal ina dhiaidh sin den torann a úsáidtear chun dlúith an spáis.
    Cuireann luach íseal níos mó béime ar na sraitheanna bonn minicíochta níos ísle, agus cuireann luach ard níos mó béime ar na sraitheanna minicíochta níos airde.

en: Octave lacunarity of the fractal noise which warps the space. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
ga: An torann fractal a dhlúsaíonn an spás a bheith neamhbhriste ochtach. Mar thoradh ar an luach seo a mhéadú cruthaítear ochtáin níos airde torann le sonraí níos míne agus cuma níos gairbhe.

en: The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
ga: Líon na sraitheanna torainn a dhéantar sampláil orthu chun an luach deiridh a fháil don torann fractal a dhlúsaíonn an spás.

en: The method for combining octaves into a fractal which is used to warp the space. See [enum DomainWarpFractalType].
ga: An modh chun ochtáin a chomhcheangal i bhfractal a úsáidtear chun an spás a dhlúth. Féach [enum DomainWarpFractalType].

en: Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
ga: Minicíocht an torainn a dhlúsaíonn an spás. Bíonn torann mín mar thoradh ar mhinicíocht íseal agus bíonn torann níos géire agus níos gráinneach mar thoradh ar mhinicíocht ard.

en: Sets the warp algorithm. See [enum DomainWarpType].
ga: Socraíonn sé an algartam dlúith. Féach [enum DomainWarpType].

en: Determines the strength of each subsequent layer of noise in fractal noise.
    A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
ga: Cinneann an neart gach ciseal torainn ina dhiaidh sin i torann fractal.
    Cuireann luach íseal níos mó béime ar na sraitheanna bonn minicíochta níos ísle, agus cuireann luach ard níos mó béime ar na sraitheanna minicíochta níos airde.

en: Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
ga: Iolraitheoir minicíochta idir ochtáin ina dhiaidh sin. Mar thoradh ar mhéadú ar an luach seo cruthaíonn ochtáin níos airde torann le sonraí níos míne agus cuma níos gairbhe.

en: The number of noise layers that are sampled to get the final value for fractal noise types.
ga: Líon na sraitheanna torainn a dhéantar sampláil orthu chun an luach deiridh a fháil do chineálacha torainn fractal.

en: Sets the strength of the fractal ping pong type.
ga: Socraíonn sé neart an cineál ping pong fractal.

en: The method for combining octaves into a fractal. See [enum FractalType].
ga: An modh chun octaves a chomhcheangal i fractal. Féach [enum FractalType].

en: Higher weighting means higher octaves have less impact if lower octaves have a large impact.
ga: Ciallaíonn ualú níos airde go mbeidh tionchar níos lú ag ochtáin níos airde má bhíonn tionchar mór ag ochtáin níos ísle.

en: The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
ga: An minicíocht do gach cineál torainn. Bíonn torann mín mar thoradh ar mhinicíocht íseal agus bíonn torann níos géire agus níos gráinneach mar thoradh ar mhinicíocht ard.

en: The noise algorithm used. See [enum NoiseType].
ga: An algartam torainn a úsáidtear. Féach [enum NoiseType].

en: Translate the noise input coordinates by the given [Vector3].
ga: Aistrigh na comhordanáidí ionchuir torainn leis an [Veicteoir3] a thugtar.

en: The random number seed for all noise types.
ga: An síol uimhir randamach do gach cineál torainn.

en: A lattice of points are assigned random values then interpolated based on neighboring values.
ga: Sanntar luachanna randamacha do laitíse pointí agus ansin iad a idirshuite bunaithe ar luachanna comharsanachta.

en: Similar to Value noise, but slower. Has more variance in peaks and valleys.
    Cubic noise can be used to avoid certain artifacts when using value noise to create a bumpmap. In general, you should always use this mode if the value noise is being used for a heightmap or bumpmap.
ga: Cosúil le torann Luach, ach níos moille. Tá níos mó éagsúlachta i beanna agus gleannta.
    Is féidir torann ciúbach a úsáid chun déantáin áirithe a sheachaint agus torann luacha á úsáid chun bumpmap a chruthú. Go ginearálta, ba cheart duit an modh seo a úsáid i gcónaí má tá an torann luacha á úsáid le haghaidh léarscáil airde nó cnapshuim.

en: A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.
ga: A laitíse de ghrádáin randamach. Déantar a dtáirgí poncanna a idirshuíomh chun luachanna a fháil idir na laitíse.

en: Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.
ga: Áirítear le cealla léaráidí torann Worley agus Voronoi araon a chruthaíonn réigiúin éagsúla den luach céanna.

en: No fractal noise.
ga: Gan torann fractal.

en: Method using Fractional Brownian Motion to combine octaves into a fractal.
ga: Modh ina n-úsáidtear Gluaisne Fractional Brownian chun ochtáin a chomhcheangal i bhfractal.

en: Method of combining octaves into a fractal resulting in a "ridged" look.
ga: Modh chun ochtáin a chomhcheangal i bhfractal agus cuma "iomaireach" mar thoradh air.

en: Method of combining octaves into a fractal with a ping pong effect.
ga: Modh chun ochtáin a chomhcheangal i bhfractal le héifeacht ping pong.

en: Euclidean distance to the nearest point.
ga: Fad Eoiclídeach go dtí an pointe is gaire.

en: Squared Euclidean distance to the nearest point.
ga: Fad cearnach Eoiclídeach go dtí an pointe is gaire.

en: Manhattan distance (taxicab metric) to the nearest point.
ga: Fad Manhattan (méadrach tacsaithe) go dtí an pointe is gaire.

en: The cellular distance function will return the same value for all points within a cell.
ga: Tabharfaidh feidhm an achair cheallaigh an luach céanna ar ais do gach pointe laistigh de chill.

en: The cellular distance function will return a value determined by the distance to the nearest point.
ga: Tabharfaidh feidhm an achair cheallaigh ar ais luach arna chinneadh ag an bhfad go dtí an pointe is gaire.

en: The cellular distance function returns the distance to the second-nearest point.
ga: Filleann feidhm an achair cheallaigh an fad go dtí an dara pointe is gaire.

en: The distance to the nearest point is added to the distance to the second-nearest point.
ga: Cuirtear an fad go dtí an pointe is gaire leis an bhfad go dtí an dara pointe is gaire.

en: The distance to the nearest point is subtracted from the distance to the second-nearest point.
ga: Déantar an fad go dtí an pointe is gaire a dhealú ón bhfad go dtí an dara pointe is gaire.

en: The distance to the nearest point is multiplied with the distance to the second-nearest point.
ga: Méadaítear an fad go dtí an pointe is gaire leis an bhfad go dtí an dara pointe is gaire.

en: The distance to the nearest point is divided by the distance to the second-nearest point.
ga: Roinntear an fad go dtí an pointe is gaire ar an bhfad go dtí an dara pointe is gaire.

en: The domain is warped using the simplex noise algorithm.
ga: Tá an fearann warped ag baint úsáide as an algartam torainn simplex.

en: The domain is warped using a simplified version of the simplex noise algorithm.
ga: Baintear úsáid as leagan simplithe den algartam torainn simplex san fhearann.

en: The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).
ga: Tá an fearann warped ag baint úsáide as greille torainn shimplí (ní chomh réidh leis na modhanna eile, ach níos taibheoir).

en: No fractal noise for warping the space.
ga: Gan torann fractal le haghaidh warping an spáis.

en: Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.
ga: Warping an spás de réir a chéile, ochtáve do octave, a eascraíonn i níos mó "leachtaithe" saobhadh.

en: Warping the space independently for each octave, resulting in a more chaotic distortion.
ga: Warping an spás go neamhspleách do gach ochtáibh, a eascraíonn i saobhadh níos chaotic.

en: Handles FBX documents.
ga: Láimhseálann doiciméid FBX.

en: The FBXDocument handles FBX documents. It provides methods to append data from buffers or files, generate scenes, and register/unregister document extensions.
    When exporting FBX from Blender, use the "FBX Units Scale" option. The "FBX Units Scale" option sets the correct scale factor and avoids manual adjustments when re-importing into Blender, such as through glTF export.
ga: Láimhseálann an FBXDocument doiciméid FBX. Soláthraíonn sé modhanna chun sonraí ó mhaoláin nó comhaid a chur i gceangal, radhairc a ghiniúint, agus síntí doiciméad a chlárú/díchlárú.
    Agus FBX á onnmhairiú ó Chumascóir, bain úsáid as an rogha "Scála Aonaid FBX". Socraíonn an rogha "Scála Aonaid FBX" an fachtóir scála ceart agus seachnaíonn sé coigeartuithe láimhe nuair a dhéantar ath-allmhairiú isteach i gCumascóir, mar shampla trí onnmhairiú glTF.

en: The FBXState handles the state data imported from FBX files.
ga: Láimhseálann an FBXState na sonraí stáit a allmhairítear ó chomhaid FBX.

en: If [code]true[/code], the import process used auxiliary nodes called geometry helper nodes. These nodes help preserve the pivots and transformations of the original 3D model during import.
ga: Más [code]true[/code], bhain an próiseas iompórtála úsáid as nóid chúnta ar a dtugtar nóid chúntóra céimseata. Cuidíonn na nóid seo le maighdeoganna agus claochluithe na bunsamhail 3D a chaomhnú le linn allmhairithe.

en: Provides methods for file reading and writing operations.
ga: Soláthraíonn modhanna le haghaidh léamh comhad agus oibríochtaí scríbhneoireachta.

en: Closes the currently opened file and prevents subsequent read/write operations. Use [method flush] to persist the data to disk without closing the file.
    [b]Note:[/b] [FileAccess] will automatically close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly.
ga: Dúnann sé an comhad a osclaítear faoi láthair agus cuireann sé cosc ar oibríochtaí léite/scríbhneoireachta ina dhiaidh sin. Úsáid [method flush] chun na sonraí a leanúint go diosca gan an comhad a dhúnadh.
    [b]Nóta:[/b] Dúnfar [FileAccess] go huathoibríoch nuair a bheidh sé saor, rud a tharlaíonn nuair a théann sé as raon feidhme nó nuair a sanntar é le [code]null[/code]. I C# ní mór an tagairt a dhiúscairt tar éis dúinn é a úsáid, is féidir é seo a dhéanamh leis an [code] ag baint úsáide as [/code] nó ag glaoch ar an modh [code]Diúscair[/code] go díreach.

en: Returns [code]true[/code] if the file cursor has already read past the end of the file.
    [b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check whether there is more data available. To loop while there is more data available, use:
    [codeblocks]
    [gdscript]
    while file.get_position() < file.get_length():
        # Read data
    [/gdscript]
    [csharp]
    while (file.GetPosition() < file.GetLength())
    {
        // Read data
    }
    [/csharp]
    [/codeblocks]
ga: Filleann sé [code]true[/code] má tá cúrsóir an chomhaid léite cheana féin tar éis deireadh an chomhaid.
    [b]TNóta:[/b] ní féidir [code]eof_reached() == false[/code] a úsáid chun a sheiceáil an bhfuil tuilleadh sonraí ar fáil. Chun lúbadh cé go bhfuil níos mó sonraí ar fáil, úsáid:
    [codeblocks]
    [gdscript]
    while file.get_position() < file.get_length():
     # Léigh sonraí
    [/gdscript]
    [csharp]
    while (file.GetPosition() < file.GetLength())
    {
     // Léigh sonraí
    }
    [/csharp]
    [/codeblocks]

en: Returns [code]true[/code] if the file exists in the given path.
    [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See [method ResourceLoader.exists] for an alternative approach that takes resource remapping into account.
    For a non-static, relative equivalent, use [method DirAccess.file_exists].
ga: Filleann [code]true[/code] má tá an comhad sa chonair a thugtar.
    [b]Nóta:[/b] Iompórtáiltear go leor cineálacha acmhainní (m.sh. uigeachtaí nó comhaid fuaime), agus ní áireofar a sócmhainn foinse sa chluiche easpórtála, toisc nach n-úsáidtear ach an leagan iompórtáilte. Féach [method ResourceLoader.exists] le haghaidh cur chuige eile a chuireann athmapáil acmhainní san áireamh.
    Le haghaidh coibhéis choibhneasta neamhstatach, úsáid [method DirAccess.file_exists].

en: Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call [method flush] manually before closing a file. Still, calling [method flush] can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.
    [b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
ga: Scríobhann maolán an chomhaid chuig diosca. Déantar flushing go huathoibríoch nuair a dhúntar an comhad. Ciallaíonn sé seo nach gá duit glaoch ar [method flush] de láimh sula ndúnann tú comhad. Fós féin, is féidir glaoch [method flush] a úsáid chun a chinntiú go bhfuil na sonraí sábháilte fiú má thuairteanna an tionscadal in ionad a bheith dúnta gracefully.
    [b]Nóta:[/b] Ná cuir glaoch ar [method flush] ach amháin nuair a bhíonn sé de dhíth ort. Seachas sin, laghdóidh sé feidhmíocht mar gheall ar scríobhann diosca leanúnach.

en: Returns the next 8 bits from the file as an integer. See [method store_8] for details on what values can be stored and retrieved this way.
ga: Filleann sé na chéad 8 ngiotán eile ón gcomhad mar shlánuimhir. Féach ar [method store_8] le haghaidh sonraí ar na luachanna is féidir a stóráil agus a aisghabháil ar an mbealach seo.

en: Returns the next 16 bits from the file as an integer. See [method store_16] for details on what values can be stored and retrieved this way.
ga: Filleann sé na 16 ghiotán eile ón gcomhad mar shlánuimhir. Féach ar [method store_16] le haghaidh sonraí ar na luachanna is féidir a stóráil agus a aisghabháil ar an mbealach seo.

en: Returns the next 32 bits from the file as an integer. See [method store_32] for details on what values can be stored and retrieved this way.
ga: Filleann sé an chéad 32 giotán eile ón gcomhad mar shlánuimhir. Féach ar [method store_32] le haghaidh sonraí ar na luachanna is féidir a stóráil agus a aisghabháil ar an mbealach seo.

en: Returns the next 64 bits from the file as an integer. See [method store_64] for details on what values can be stored and retrieved this way.
ga: Filleann sé an chéad 64 giotán eile ón gcomhad mar shlánuimhir. Féach ar [method store_64] le haghaidh sonraí ar na luachanna is féidir a stóráil agus a aisghabháil ar an mbealach seo.

en: Returns the whole file as a [String]. Text is interpreted as being UTF-8 encoded.
    If [param skip_cr] is [code]true[/code], carriage return characters ([code]\r[/code], CR) will be ignored when parsing the UTF-8, so that only line feed characters ([code]\n[/code], LF) represent a new line (Unix convention).
ga: Filleann sé an comhad iomlán mar [Teaghrán]. Léirmhínítear téacs mar ionchódaithe UTF-8.
    Má tá [param skip_cr] [code]true[/code], ní thabharfar aird ar charachtair iompair ar ais ([code]\r[/code], CR) agus an UTF-8 á pharsáil, ionas nach mbeidh ach carachtair fotha líne ([code]\n[/code], LF) ionadaíocht a dhéanamh ar líne nua (gnáthamh Unix).

en: Returns next [param length] bytes of the file as a [PackedByteArray].
ga: Filleann sé seo chugainn [param fad] beart den chomhad mar [PackedByteArray].

en: Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter [param delim] to use other than the default [code]","[/code] (comma). This delimiter must be one-character long, and cannot be a double quotation mark.
    Text is interpreted as being UTF-8 encoded. Text values must be enclosed in double quotes if they include the delimiter character. Double quotes within a text value can be escaped by doubling their occurrence.
    For example, the following CSV lines are valid and will be properly parsed as two strings each:
    [codeblock lang=text]
    Alice,"Hello, Bob!"
    Bob,Alice! What a surprise!
    Alice,"I thought you'd reply with ""Hello, world""."
    [/codeblock]
    Note how the second line can omit the enclosing quotes as it does not include the delimiter. However it [i]could[/i] very well use quotes, it was only written without for demonstration purposes. The third line must use [code]""[/code] for each quotation mark that needs to be interpreted as such instead of the end of a text value.
ga: Seoltar ar ais an chéad luach eile den chomhad i bhformáid CSV (Comma-Sparated Values). Is féidir leat teorannóir difriúil [param delim] a chur ar aghaidh le húsáid seachas an [code]" réamhshocraithe,"[/code] (camóg). Caithfidh an teorannóir seo a bheith aon-charachtar ar fad, agus ní féidir leis a bheith ina chomhartha athfhriotail dhúbailte.
    Léirmhínítear téacs mar ionchódaithe UTF-8. Ní mór luachanna téacs a chur faoi iamh i Sleachta dúbailte má tá an carachtar teorannóra san áireamh. Is féidir fáil réidh le comharthaí athfhriotail dhúbailte laistigh de luach téacs ach a dtarlaíonn siad a dhúbailt.
    Mar shampla, tá na línte CSV seo a leanas bailí agus déanfar iad a pharsáil i gceart mar dhá theaghrán an ceann:
    [codeblock lang=téacs]
    Alice, "Dia duit, Bob!"
    Bob, Alice! Cad iontas!
    Alice, "Shíl mé go mbeadh tú freagra le "" Dia duit, domhan""."
    [/codeblock]
    Tabhair faoi deara conas is féidir leis an dara líne na comharthaí athfhriotail faoi iamh a fhágáil ar lár toisc nach bhfuil an teorannóir san áireamh. Mar sin féin [i]d'fhéadfadh sé[/i] go han-mhaith úsáid a bhaint as comharthaí athfhriotail, níor scríobhadh iad ach chun críocha taispeána. Ní mór don tríú líne [code] ""[/code] a úsáid le haghaidh gach athfhriotail is gá a léiriú mar sin in ionad luach deiridh téacs.

en: Returns the next 64 bits from the file as a floating-point number.
ga: Filleann sé an chéad 64 giotán eile ón gcomhad mar uimhir snámhphointe.

en: Returns the last error that happened when trying to perform operations. Compare with the [code]ERR_FILE_*[/code] constants from [enum Error].
ga: Filleann sé seo an earráid dheireanach a tharla agus iarracht á déanamh oibríochtaí a dhéanamh. Cuir i gcomparáid leis na tairisigh [code]ERR_FILE_*[/code] ó [Earráid enum].

en: Returns the whole [param path] file contents as a [PackedByteArray] without any decoding.
    Returns an empty [PackedByteArray] if an error occurred while opening the file. You can use [method get_open_error] to check the error that occurred.
ga: Filleann sé inneachar an chomhaid [param path] iomlán mar [PackedByteArray] gan aon díchódú.
    Filleann sé [PackedByteArray] folamh má tharla earráid agus an comhad á oscailt. Is féidir leat [method get_open_error] a úsáid chun an earráid a tharla a sheiceáil.

en: Returns the whole [param path] file contents as a [String]. Text is interpreted as being UTF-8 encoded.
    Returns an empty [String] if an error occurred while opening the file. You can use [method get_open_error] to check the error that occurred.
ga: Seoltar inneachar iomlán an chomhaid [param path] ar ais mar [Teaghrán]. Léirmhínítear téacs mar ionchódaithe UTF-8.
    Filleann sé [Teaghrán] folamh má tharla earráid agus an comhad á oscailt. Is féidir leat [method get_open_error] a úsáid chun an earráid a tharla a sheiceáil.

en: Returns the next 32 bits from the file as a floating-point number.
ga: Filleann sé an chéad 32 giotán eile ón gcomhad mar uimhir snámhphointe.

en: Returns [code]true[/code], if file [code]hidden[/code] attribute is set.
    [b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows.
ga: Filleann sé [code]true[/code], má shocraítear aitreabúid comhad [code]i bhfolach[/code].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar iOS, BSD, macOS, agus Windows.

en: Returns the next line of the file as a [String]. The returned string doesn't include newline ([code]\n[/code]) or carriage return ([code]\r[/code]) characters, but does include any other leading or trailing whitespace.
    Text is interpreted as being UTF-8 encoded.
ga: Filleann sé an chéad líne eile den chomhad mar [Teaghrán]. Níl carachtair líne nua ([code]\n[/code]) nó carachtair aisiompaithe ([code]\r[/code]) ar ais sa teaghrán a cuireadh ar ais, ach folaíonn sé aon spás bán tosaigh nó leanúnach eile.
    Léirmhínítear téacs mar ionchódaithe UTF-8.

en: Returns an MD5 String representing the file at the given path or an empty [String] on failure.
ga: Seoltar ar ais Teaghrán MD5 a léiríonn an comhad ag an gcosán tugtha nó [Teaghrán] folamh nuair a theipeann air.

en: Returns the last time the [param file] was modified in Unix timestamp format, or [code]0[/code] on error. This Unix timestamp can be converted to another format using the [Time] singleton.
ga: Filleann sé seo an uair dheireanach a athraíodh an [comhad param] i bhformáid stampa ama Unix, nó [code]0[/code] de bharr earráid. Is féidir an stampa ama Unix seo a thiontú go formáid eile leis an singil [Am].

en: Returns a [String] saved in Pascal format from the file.
    Text is interpreted as being UTF-8 encoded.
ga: Filleann sé [Teaghrán] atá sábháilte i bhformáid Pascal ón gcomhad.
    Léirmhínítear téacs mar ionchódaithe UTF-8.

en: Returns the path as a [String] for the current open file.
ga: Filleann sé an cosán mar [Teaghrán] don chomhad oscailte reatha.

en: Returns the absolute path as a [String] for the current open file.
ga: Filleann sé an cosán iomlán mar [Teaghrán] don chomhad oscailte reatha.

en: Returns the file cursor's position.
ga: Filleann sé suíomh an chúrsóra comhaid.

en: Returns [code]true[/code], if file [code]read only[/code] attribute is set.
    [b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows.
ga: Seoltar ar ais [code]true[/code], má shocraítear aitreabúid comhad [code]inléite amháin[/code].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar iOS, BSD, macOS, agus Windows.

en: Returns the next bits from the file as a floating-point number.
ga: Filleann sé na píosaí eile ón gcomhad mar uimhir snámhphointe.

en: Returns an SHA-256 [String] representing the file at the given path or an empty [String] on failure.
ga: Filleann sé SHA-256 [Teaghrán] a ionadaíonn don chomhad ag an gcosán tugtha nó [Teaghrán] folamh ar theip.

en: Returns file UNIX permissions.
    [b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS.
ga: Filleann sé ceadanna UNIX.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar iOS, Linux/BSD, agus macOS.

en: Returns the next [Variant] value from the file. If [param allow_objects] is [code]true[/code], decoding objects is allowed.
    Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method.
    [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
ga: Filleann sé an chéad [Athróg] luach eile ón gcomhad. Má tá [param allow_objects] [code]true[/code], ceadaítear oibiachtaí díchódaithe.
    Go hinmheánach, úsáideann sé seo an meicníocht díchódaithe céanna leis an modh [method @GlobalScope.bytes_to_var].
    [b]Rabhadh:[/b] Is féidir cód a bheith i réada dísriailithe a dhéantar a fhorghníomhú. Ná húsáid an rogha seo má thagann an réad sraitheach ó fhoinsí neamhiontaofa chun bagairtí slándála a d’fhéadfadh a bheith ann a sheachaint, amhail feidhmiú cianchóid.

en: Returns [code]true[/code] if the file is currently opened.
ga: Filleann sé [code]true[/code] má osclaítear an comhad faoi láthair.

en: Creates a new [FileAccess] object and opens the file for writing or reading, depending on the flags.
    Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
ga: Cruthaíonn réad nua [FileAccess] agus osclaíonn sé an comhad chun é a scríobh nó a léamh, ag brath ar na bratacha.
    Seoltar ar ais [code]null[/code] má theip ar oscailt an chomhaid. Is féidir leat [method get_open_error] a úsáid chun an earráid a tharla a sheiceáil.

en: Creates a new [FileAccess] object and opens a compressed file for reading or writing.
    [b]Note:[/b] [method open_compressed] can only read files that were saved by Godot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.
    Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
ga: Cruthaíonn réad nua [FileAccess] agus osclaíonn sé comhad comhbhrúite chun é a léamh nó a scríobh.
    [b]Nóta:[/b] ní féidir le [method open_compressed] ach comhaid a shábháil Godot a léamh, ní formáidí comhbhrú tríú páirtí. Féach [url=https://github.com/godotenginine/godot/issues/28999]eisiúint GitHub #28999[/url] le haghaidh réiteach oibre.
    Seoltar ar ais [code]null[/code] má theip ar oscailt an chomhaid. Is féidir leat [method get_open_error] a úsáid chun an earráid a tharla a sheiceáil.

en: Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.
    [b]Note:[/b] The provided key must be 32 bytes long.
    Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
ga: Cruthaíonn oibiacht nua [FileAccess] agus osclaíonn sé comhad criptithe i mód scríofa nó léite. Ní mór duit eochair dhénártha a chur ar aghaidh chun í a chriptiú/dhíchriptiú.
    [b]Nóta:[/b] Caithfidh an eochair a sholáthrófar a bheith 32 beart ar fad.
    Seoltar ar ais [code]null[/code] má theip ar oscailt an chomhaid. Is féidir leat [method get_open_error] a úsáid chun an earráid a tharla a sheiceáil.

en: Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
    Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
ga: Cruthaíonn oibiacht nua [FileAccess] agus osclaíonn sé comhad criptithe i mód scríofa nó léite. Ní mór duit pasfhocal a thabhairt chun é a chriptiú/dhíchriptiú.
    Seoltar ar ais [code]null[/code] má theip ar oscailt an chomhaid. Is féidir leat [method get_open_error] a úsáid chun an earráid a tharla a sheiceáil.

en: Resizes the file to a specified length. The file must be open in a mode that permits writing. If the file is extended, NUL characters are appended. If the file is truncated, all data from the end file to the original length of the file is lost.
ga: Athmhéadaíonn sé an comhad go fad sonraithe. Caithfidh an comhad a bheith oscailte i mód a cheadaíonn scríobh. Má leathnaítear an comhad, cuirtear carachtair NUL i gceangal leis. Má theasctar an comhad, cailltear na sonraí go léir ón gcomhad deiridh go dtí bunfhad an chomhaid.

en: Changes the file reading/writing cursor to the specified position (in bytes from the beginning of the file).
ga: Athraíonn sé an cúrsóir léitheoireachta/scríofa comhaid go dtí an t-ionad sonraithe (i mbearta ó thús an chomhaid).

en: Changes the file reading/writing cursor to the specified position (in bytes from the end of the file).
    [b]Note:[/b] This is an offset, so you should use negative numbers or the cursor will be at the end of the file.
ga: Athraítear an cúrsóir léitheoireachta/scríofa comhaid go dtí an t-ionad sonraithe (i mbearta ó dheireadh an chomhaid).
    [b]Nóta:[/b] Is fritháireamh é seo, mar sin ba cheart duit uimhreacha diúltacha a úsáid nó beidh an cúrsóir ag deireadh an chomhaid.

en: Sets file [b]hidden[/b] attribute.
    [b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows.
ga: Socraíonn an aitreabúid comhad [b]i bhfolach[/b].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar iOS, BSD, macOS, agus Windows.

en: Sets file [b]read only[/b] attribute.
    [b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows.
ga: Socraíonn an tréith comhad [b] inléite amháin[/b].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar iOS, BSD, macOS, agus Windows.

en: Sets file UNIX permissions.
    [b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS.
ga: Socraíonn sé ceadanna comhaid UNIX.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar iOS, Linux/BSD, agus macOS.

en: If [code]true[/code], the file is read with big-endian [url=https://en.wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the file is read with little-endian endianness. If in doubt, leave this to [code]false[/code] as most files are written with little-endian endianness.
    [b]Note:[/b] [member big_endian] is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written.
    [b]Note:[/b] This is always reset to [code]false[/code] whenever you open the file. Therefore, you must set [member big_endian] [i]after[/i] opening the file, not before.
ga: Más [code]true[/code], léitear an comhad le big-endian [url=https://en.wikipedia.org/wiki/Endianness]endianness[/url]. Má tá [code]false[/code], léitear an comhad gan mórán dua. Má tá amhras ort, fág é seo go [code]bréagach[/code] mar scríobhtar an chuid is mó de na comhaid gan mórán déine.
    [b]Nóta:[/b] ní bhaineann [member big_endian] ach le formáid an chomhaid, ní leis an gcineál LAP. Ní chuireann endianness an LAP isteach ar an deireadh réamhshocraithe do chomhaid scríofa.
    [b]Nóta:[/b] Athshocraítear é seo go [code]bréagach[/code] i gcónaí gach uair a osclaíonn tú an comhad. Mar sin, ní mór duit [member big_endian] [i]tar éis[/i] an comhad a oscailt a shocrú, ní roimhe sin.

en: Opens the file for read operations. The cursor is positioned at the beginning of the file.
ga: Osclaíonn sé an comhad le haghaidh oibríochtaí léite. Tá an cúrsóir suite ag tús an chomhaid.

en: Opens the file for write operations. The file is created if it does not exist, and truncated if it does.
    [b]Note:[/b] When creating a file it must be in an already existing directory. To recursively create directories for a file path, see [method DirAccess.make_dir_recursive].
ga: Osclaíonn sé an comhad le haghaidh oibríochtaí scríobh. Cruthaítear an comhad mura bhfuil sé ann, agus gearrtar é má bhíonn.
    [b]Nóta:[/b] Agus comhad á chruthú caithfidh sé a bheith in eolaire atá ann cheana féin. Chun eolairí a chruthú go hathchúrsach do chonair comhaid, féach [method DirAccess.make_dir_recursive].

en: Opens the file for read and write operations. Does not truncate the file. The cursor is positioned at the beginning of the file.
ga: Osclaíonn sé an comhad le haghaidh oibríochtaí léamh agus scríobh. Ní theascann sé an comhad. Tá an cúrsóir suite ag tús an chomhaid.

en: Opens the file for read and write operations. The file is created if it does not exist, and truncated if it does. The cursor is positioned at the beginning of the file.
    [b]Note:[/b] When creating a file it must be in an already existing directory. To recursively create directories for a file path, see [method DirAccess.make_dir_recursive].
ga: Osclaíonn sé an comhad le haghaidh oibríochtaí léamh agus scríobh. Cruthaítear an comhad mura bhfuil sé ann, agus gearrtar é má bhíonn. Tá an cúrsóir suite ag tús an chomhaid.
    [b]Nóta:[/b] Agus comhad á chruthú caithfidh sé a bheith in eolaire atá ann cheana féin. Chun eolairí a chruthú go hathchúrsach do chonair comhaid, féach [method DirAccess.make_dir_recursive].

en: Uses the [url=https://fastlz.org/]FastLZ[/url] compression method.
ga: Úsáideann sé an modh comhbhrú [url=https://fastlz.org/]FastLZ[/url].

en: Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression method.
ga: Úsáideann sé an modh comhbhrú [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url].

en: Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression method.
ga: Úsáideann sé an modh comhbhrú [url=https://facebook.github.io/zstd/]Zstandard[/url].

en: Uses the [url=https://www.gzip.org/]gzip[/url] compression method.
ga: Úsáideann sé an modh comhbhrú [url=https://www.gzip.org/]gzip[/url].

en: Uses the [url=https://github.com/google/brotli]brotli[/url] compression method (only decompression is supported).
ga: Úsáideann sé an modh comhbhrú [url=https://github.com/google/brotli]brotli[/url] (ní thacaítear ach le dí-chomhbhrú).

en: Read for owner bit.
ga: Léigh le haghaidh giotán úinéir.

en: Write for owner bit.
ga: Scríobh le haghaidh giotán úinéir.

en: Execute for owner bit.
ga: Rith le haghaidh giotán úinéir.

en: Read for group bit.
ga: Léigh le haghaidh giotán ghrúpa.

en: Write for group bit.
ga: Scríobh don ghrúpa giotán.

en: Execute for group bit.
ga: Rith le haghaidh giotán grúpa.

en: Read for other bit.
ga: Léigh le haghaidh giotán eile.

en: Write for other bit.
ga: Scríobh le haghaidh giotán eile.

en: Execute for other bit.
ga: Rith le haghaidh giotán eile.

en: Set user id on execution bit.
ga: Socraigh aitheantas úsáideora ar giotán forghníomhaithe.

en: Set group id on execution bit.
ga: Socraigh aitheantas grúpa ar ghiotán forghníomhaithe.

en: Restricted deletion (sticky) bit.
ga: Giotán scriosta srianta (greamaitheach).

en: A dialog for selecting files or directories in the filesystem.
ga: Dialóg chun comhaid nó eolairí a roghnú sa chóras comhad.

en: [FileDialog] is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. [FileDialog] automatically sets its window title according to the [member file_mode]. If you want to use a custom title, disable this by setting [member mode_overrides_title] to [code]false[/code].
ga: Is dialóg réamhshocraithe é [FileDialog] a úsáidtear chun comhaid agus eolairí a roghnú sa chóras comhad. Tacaíonn sé le maisc scagaire. Socraíonn [FileDialog] teideal na fuinneoige go huathoibríoch de réir an [member file_mode]. Más mian leat teideal saincheaptha a úsáid, díchumasaigh é seo trí [member mode_overrides_title] a shocrú go [code]bréagach[/code].

en: Adds a comma-delimited file name [param filter] option to the [FileDialog] with an optional [param description], which restricts what files can be picked.
    A [param filter] should be of the form [code]"filename.extension"[/code], where filename and extension can be [code]*[/code] to match any string. Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.
    For example, a [param filter] of [code]"*.png, *.jpg"[/code] and a [param description] of [code]"Images"[/code] results in filter text "Images (*.png, *.jpg)".
ga: Cuireann sé ainm comhaid le camóg-teoranta [param filter] leis an [FileDialog] le [param description] roghnach, a chuireann srian ar na comhaid is féidir a phiocadh.
    Ba cheart go mbeadh [param filter]den fhoirm [code]"filename.extension"[/code], áit ar féidir ainm comhaid agus iarmhír a bheith ina [code]*[/code] chun aon teaghrán a mheaitseáil. Ní cheadaítear scagairí a thosaíonn le [code].[/code] (i.e. comhaid fholmha).
    Mar shampla, tagann [param filter]de [code]"*.png, *.jpg"[/code] agus [param description] de [code]"Íomhánna"[/code] téacs scagaire "Íomhánna (* .png, *.jpg)".

en: Clear all the added filters in the dialog.
ga: Glan na scagairí breise go léir sa dialóg.

en: Clear all currently selected items in the dialog.
ga: Glan gach mír roghnaithe sa dialóg faoi láthair.

en: Returns the vertical box container of the dialog, custom controls can be added to it.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
    [b]Note:[/b] Changes to this node are ignored by native file dialogs, use [method add_option] to add custom elements to the dialog instead.
ga: Filleann an coimeádán bosca ingearach den dialóg, is féidir rialuithe saincheaptha a chur leis.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].
    [b]Nóta:[/b] Déanann dialóga comhaid dhúchasacha neamhaird ar athruithe ar an nód seo, bain úsáid as [method add_option] chun eilimintí saincheaptha a chur leis an dialóg ina ionad sin.

en: Invalidate and update the current dialog content list.
    [b]Note:[/b] This method does nothing on native file dialogs.
ga: Neamhbhailí agus nuashonraigh an liosta ábhar dialóige reatha.
    [b]Nóta:[/b] Ní dhéanann an modh seo faic ar dialóga comhaid dhúchais.

en: The file system access scope. See [enum Access] constants.
    [b]Warning:[/b] In Web builds, FileDialog cannot access the host file system. In sandboxed Linux and macOS environments, [member use_native_dialog] is automatically used to allow limited access to host file system.
ga: Raon feidhme rochtana an chórais comhad. Féach tairisigh [enum Access].
    [b]Rabhadh:[/b] I dtógálacha Gréasáin, ní féidir le FileDialog rochtain a fháil ar an gcóras comhad óstaigh. I dtimpeallachtaí Linux agus macOS bosca gainimh, úsáidtear [member use_native_dialog] go huathoibríoch chun rochtain theoranta a cheadú ar an gcóras comhad óstaigh.

en: The current working directory of the file dialog.
    [b]Note:[/b] For native file dialogs, this property is only treated as a hint and may not be respected by specific OS implementations.
ga: Eolaire oibre reatha an chomhaid dialóg.
    [b]Nóta:[/b] Maidir le dialóga comhaid dhúchasacha, ní láimhseáiltear an t-airí seo ach mar leid agus seans nach mbeidh meas ag feidhmeanna sonracha OS air.

en: The currently selected file of the file dialog.
ga: An comhad roghnaithe faoi láthair den dialóg comhaid.

en: The currently selected file path of the file dialog.
ga: Conair an chomhaid roghnaithe faoi láthair den dialóg comhaid.

en: If [code]true[/code], changing the [member file_mode] property will set the window title accordingly (e.g. setting [member file_mode] to [constant FILE_MODE_OPEN_FILE] will change the window title to "Open a File").
ga: Más rud é [code]true[/code], nuair a athraítear an t-airí [member file_mode], socrófar teideal na fuinneoige dá réir sin (m.sh. ag socrú [member file_mode] go [constant FILE_MODE_OPEN_FILE] athrófar teideal na fuinneoige go “Oscail Comhad”).

en: If non-empty, the given sub-folder will be "root" of this [FileDialog], i.e. user won't be able to go to its parent directory.
    [b]Note:[/b] This property is ignored by native file dialogs.
ga: Mura bhfuil sé folamh, beidh an fo-fhillteán a thugtar mar “fhréamh” den [FileDialog] seo, i.e. ní bheidh an t-úsáideoir in ann dul chuig a eolaire tuismitheora.
    [b]Nóta:[/b] Déanann dialóga comhaid dhúchasacha neamhaird ar an airí seo.

en: Emitted when the user selects a directory.
ga: Astaítear nuair a roghnaíonn an t-úsáideoir eolaire.

en: Emitted when the user selects a file by double-clicking it or pressing the [b]OK[/b] button.
ga: Astaítear nuair a roghnaíonn an t-úsáideoir comhad trí chliceáil faoi dhó air nó an cnaipe [b]OK[/b] a bhrú.

en: Emitted when the user selects multiple files.
ga: Astaítear nuair a roghnaíonn an t-úsáideoir comhaid iolracha.

en: The dialog allows selecting one, and only one file.
ga: Ceadaíonn an dialóg a roghnú comhad amháin, agus gan ach comhad amháin.

en: The dialog allows selecting multiple files.
ga: Ceadaíonn an dialóg a roghnú comhaid iolracha.

en: The dialog only allows selecting a directory, disallowing the selection of any file.
ga: Ní cheadaíonn an dialóg ach eolaire a roghnú, rud a dhícheadaítear roghnú aon chomhaid.

en: The dialog allows selecting one file or directory.
ga: Ceadaíonn an dialóg a roghnú comhad amháin nó eolaire.

en: The dialog will warn when a file exists.
ga: Tabharfaidh an dialóg foláireamh nuair a bhíonn comhad ann.

en: The dialog only allows accessing files under the [Resource] path ([code]res://[/code]).
ga: Ní cheadaíonn an dialóg ach comhaid a rochtain faoin gcosán [Acmhainn] ([code]res://[/code]).

en: The dialog only allows accessing files under user data path ([code]user://[/code]).
ga: Ní cheadaíonn an dialóg ach comhaid a rochtain faoi chonair sonraí an úsáideora ([code]úsáideoir: //[/code]).

en: The dialog allows accessing files on the whole file system.
ga: Ceadaíonn an dialóg rochtain a fháil ar chomhaid ar an gcóras comhad iomlán.

en: The color tint for disabled files (when the [FileDialog] is used in open folder mode).
ga: An tint datha do chomhaid díchumasaithe (nuair a úsáidtear an [FileDialog] i mód an fhillteáin oscailte).

en: The color modulation applied to the file icon.
ga: Cuireadh an modhnú datha i bhfeidhm ar dheilbhín an chomhaid.

en: The color modulation applied to the folder icon.
ga: Cuireadh an modhnú datha i bhfeidhm ar dheilbhín an fhillteáin.

en: Custom icon for the back arrow.
ga: Deilbhín saincheaptha don tsaighead chúl.

en: Custom icon for the create folder button.
ga: Deilbhín saincheaptha don chnaipe cruthaigh fillteán.

en: Custom icon for files.
ga: Deilbhín saincheaptha le haghaidh comhaid.

en: Custom icon for folders.
ga: Deilbhín saincheaptha le haghaidh fillteáin.

en: Custom icon for the forward arrow.
ga: Deilbhín saincheaptha don tsaighead chun tosaigh.

en: Custom icon for the parent folder arrow.
ga: Deilbhín saincheaptha don tsaighead fillteán tuismitheora.

en: Custom icon for the reload button.
ga: Deilbhín saincheaptha don chnaipe athlódála.

en: Custom icon for the toggle hidden button.
ga: Deilbhín saincheaptha don chnaipe folaithe scoránaigh.

en: Godot editor's dock for managing files in the project.
ga: Duga an eagarthóra Godot chun comhaid a bhainistiú sa tionscadal.

en: This class is available only in [EditorPlugin]s and can't be instantiated. You can access it using [method EditorInterface.get_file_system_dock].
    While [FileSystemDock] doesn't expose any methods for file manipulation, it can listen for various file-related signals.
ga: Níl an rang seo ar fáil ach i [EditorPlugin]s agus ní féidir é a chur ar an toirt. Is féidir leat é a rochtain trí úsáid a bhaint as [method EditorInterface.get_file_system_dock].
    Cé nach nochtar [FileSystemDock] aon mhodhanna chun comhaid a láimhseáil, is féidir leis éisteacht le haghaidh comharthaí éagsúla a bhaineann le comhaid.

en: Registers a new [EditorResourceTooltipPlugin].
ga: Cláraítear [EditorResourceTooltipPlugin] nua.

en: Sets the given [param path] as currently selected, ensuring that the selected file/directory is visible.
ga: Socraíonn sé an [cosán param] tugtha mar atá roghnaithe faoi láthair, ag cinntiú go bhfuil an comhad/eolaire roghnaithe le feiceáil.

en: Removes an [EditorResourceTooltipPlugin]. Fails if the plugin wasn't previously added.
ga: Baintear [EditorResourceTooltipPlugin]. Theipeann air murar cuireadh an breiseán leis roimhe seo.

en: Emitted when the user switches file display mode or split mode.
ga: Astaítear nuair a athraíonn an t-úsáideoir mód taispeána comhaid nó modh scoilte.

en: Emitted when the given [param file] was removed.
ga: Astaithe nuair a baineadh an [comhad param] tugtha.

en: Emitted when a file is moved from [param old_file] path to [param new_file] path.
ga: Astaítear é nuair a bhogtar comhad ó chonair [param old_file] go conair [param new_file].

en: Emitted when folders change color.
ga: Astaítear nuair a athraíonn fillteáin dath.

en: Emitted when a folder is moved from [param old_folder] path to [param new_folder] path.
ga: Astaítear nuair a bhogtar fillteán ó chonair [param old_folder] go dtí conair [param new_folder].

en: Emitted when the given [param folder] was removed.
ga: Astaithe nuair a baineadh an [fillteán param] tugtha.

en: Emitted when a new scene is created that inherits the scene at [param file] path.
ga: Astaítear nuair a chruthaítear radharc nua a fhaigheann an radharc ag cosán [param file] le hoidhreacht.

en: Emitted when the given scenes are being instantiated in the editor.
ga: Astaítear nuair a bhíonn na radhairc tugtha á gcur ar an toirt san eagarthóir.

en: Emitted when an external [param resource] had its file removed.
ga: Astaithe nuair a baineadh comhad seachtrach [param resource].

en: A built-in type for floating-point numbers.
ga: Cineál ionsuite le haghaidh uimhreacha snámhphointe.

en: The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code].
    Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code skip-lint]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]precision=double[/code] option.
    Math done using the [float] type is not guaranteed to be exact and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality.
ga: Is é atá sa chineál ionsuite [snámhphointe] ná uimhir snámhphointe 64-giotán cruinneas dúbailte, atá comhionann le [code]dúbailte[/code] in C++. Tá 14 dhigit dheachúil iontaofa ag an gcineál seo. Tá luach uasta [snámhphointe] thart ar [code]1.79769e308[/code], agus is é an t-íosmhéid thart ar [code]-1.79769e308[/code].
    Úsáideann go leor modhanna agus airíonna san inneall uimhreacha snámhphointe aonbheachtais 32-giotán ina ionad sin, arb ionann iad agus [cód scip-lint]snámhphointe[/code] in C++, a bhfuil 6 dhigit dheachúla chruinneas iontaofa acu. Maidir le struchtúir sonraí ar nós [Vector2] agus [Vector3], úsáideann Godot uimhreacha snámhphointe 32-giotán de réir réamhshocraithe, ach is féidir é a athrú chun dúbailtí 64-giotán a úsáid má tá Godot tiomsaithe leis an [code]beachtais = dúbailte[/code] rogha.
    Ní ráthaítear go mbeidh an mata a dhéantar ag baint úsáide as an gcineál [snámhphointe] cruinn agus is minic go mbeidh earráidí beaga mar thoradh air. Ba cheart duit na modhanna [method @GlobalScope.is_equal_approx] agus [method @GlobalScope.is_zero_approx] a úsáid de ghnáth in ionad [code]==[/code] chun luachanna [snámhphointe] a chur i gcomparáid le haghaidh comhionannais.

en: Wikipedia: Double-precision floating-point format
ga: Vicipéid: Formáid snámhphointe débheachtais

en: Wikipedia: Single-precision floating-point format
ga: Vicipéid: Formáid snámhphointe aon-chruinneas

en: Constructs a default-initialized [float] set to [code]0.0[/code].
ga: Tógann sé tacar [snámhphointe] a tionscnaíodh réamhshocraithe go [code]0.0[/code].

en: Constructs a [float] as a copy of the given [float].
ga: Tógtar [snámhphointe] mar chóip den [snámhphointe] a thugtar.

en: Converts a [String] to a [float], following the same rules as [method String.to_float].
ga: Athraíonn [Teaghrán] go [snámhán], ag leanúint na rialacha céanna le [method String.to_float].

en: Cast a [bool] value to a floating-point value, [code]float(true)[/code] will be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0.
ga: Teilg luach [bool] go luach snámhphointe, beidh [code] snámhphointe(fíor)[/code] cothrom le 1.0 agus beidh [code] snámhphointe(bréagach)[/code] cothrom le 0.0.

en: Cast an [int] value to a floating-point value, [code]float(1)[/code] will be equal to [code]1.0[/code].
ga: Teilg luach [int] go luach snámhphointe, beidh [code] snámhphointe(1)[/code] comhionann le [code]1.0[/code].

en: Returns [code]true[/code] if two floats are different from each other.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá dhá shnámhán difriúil óna chéile.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if the integer has different value than the float.
ga: Filleann sé [code]true[/code] má tá luach difriúil ag an tslánuimhir ná an tsnámhán.

en: Multiplies each component of the [Quaternion] by the given [float]. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
ga: Iolraíonn sé gach comhpháirt den [Ceathrún] faoin [snámhphointe] a thugtar. Níl brí leis an oibríocht seo ar a shon féin, ach is féidir é a úsáid mar chuid de léiriú níos mó.

en: Multiplies each component of the [Vector3] by the given [float].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir3] faoin [snámhphointe] a thugtar.

en: Multiplies each component of the [Vector4] by the given [float].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir4] faoin [snámhphointe] a thugtar.

en: Multiplies two [float]s.
ga: Iolraíonn sé dhá [snámhán]s.

en: Multiplies a [float] and an [int]. The result is a [float].
ga: Iolraíonn [snámhphointe] agus [int]. Is é an toradh ná [snámhphointe].

en: Raises a [float] to a power of a [float].
    [codeblock]
    print(39.0625**0.25) # 2.5
    [/codeblock]
ga: Ardaíonn sé [snámhphointe] go cumhacht [snámhphointe].
    [codeblock]
    cló(39.0625**0.25) # 2.5
    [/codeblock]

en: Raises a [float] to a power of an [int]. The result is a [float].
    [codeblock]
    print(0.9**3) # 0.729
    [/codeblock]
ga: Ardaíonn [snámh] go cumhacht [int]. Is é an toradh ná [snámhphointe].
    [codeblock]
    priontáil(0.9**3) # 0.729
    [/codeblock]

en: Adds two floats.
ga: Cuireann dhá snámhán.

en: Adds a [float] and an [int]. The result is a [float].
ga: Cuireann [snámhphointe] agus [int] leis. Is é an toradh ná [snámhphointe].

en: Subtracts a float from a float.
ga: Dealaigh snámhán ó shnámhán.

en: Subtracts an [int] from a [float]. The result is a [float].
ga: Dealaigh [int] ó [snámhán]. Is é an toradh ná [snámhphointe].

en: Divides two floats.
ga: Roinneann sé dhá snámhán.

en: Divides a [float] by an [int]. The result is a [float].
ga: Roinneann [snámhán] ar [int]. Is é an toradh ná [snámhphointe].

en: Returns [code]true[/code] if the left float is less than the right one.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá an snámhphointe ar chlé níos lú ná an ceann ar dheis.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if this [float] is less than the given [int].
ga: Filleann sé [code]true[/code] má tá an [snámhphointe] seo níos lú ná an [int] tugtha.

en: Returns [code]true[/code] if the left float is less than or equal to the right one.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá an snámhphointe ar chlé níos lú ná nó cothrom leis an gceann ar dheis.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if this [float] is less than or equal to the given [int].
ga: Filleann sé [code]true[/code] má tá an [snámhphointe] seo níos lú ná nó cothrom leis an [int] a thugtar.

en: Returns [code]true[/code] if both floats are exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method @GlobalScope.is_equal_approx] or [method @GlobalScope.is_zero_approx] instead, which are more reliable.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá an dá shnámhán díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method @GlobalScope.is_equal_approx] nó [method @GlobalScope.is_zero_approx] a úsáid ina ionad sin, atá níos iontaofa.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if the [float] and the given [int] are equal.
ga: Filleann sé [code]true[/code] más ionann an [snámhphointe] agus an [int] a thugtar.

en: Returns [code]true[/code] if the left float is greater than the right one.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá an snámhphointe ar chlé níos mó ná an ceann ar dheis.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if this [float] is greater than the given [int].
ga: Filleann sé [code]true[/code] má tá an [snámhphointe] seo níos mó ná an [int] tugtha.

en: Returns [code]true[/code] if the left float is greater than or equal to the right one.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá an snámhphointe ar chlé níos mó ná nó cothrom leis an gceann ar dheis.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if this [float] is greater than or equal to the given [int].
ga: Filleann sé [code]true[/code] má tá an [snámhphointe] seo níos mó ná nó cothrom leis an [int] a thugtar.

en: Returns the negative value of the [float]. If positive, turns the number negative. If negative, turns the number positive. With floats, the number zero can be either positive or negative.
ga: Filleann sé luach diúltach an [snámhphointe]. Más dearfach é, casann an uimhir diúltach. Más diúltach, iompaíonn an uimhir dearfach. Le snámháin, is féidir leis an uimhir náid a bheith dearfach nó diúltach.

en: A container that arranges its child controls horizontally or vertically and wraps them around at the borders.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach nó go hingearach agus fillteann sé iad ag na teorainneacha.

en: A container that arranges its child controls horizontally or vertically and wraps them around at the borders. This is similar to how text in a book wraps around when no more words can fit on a line.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach nó go hingearach agus fillteann sé iad ag na teorainneacha. Tá sé seo cosúil leis an gcaoi a dtéann téacs i leabhar thart nuair nach féidir a thuilleadh focail a chur ar líne.

en: Returns the current line count.
ga: Filleann sé an comhaireamh líne reatha.

en: The wrap behavior of the last, partially filled row or column (must be one of [constant LAST_WRAP_ALIGNMENT_INHERIT], [constant LAST_WRAP_ALIGNMENT_BEGIN], [constant LAST_WRAP_ALIGNMENT_CENTER], or [constant LAST_WRAP_ALIGNMENT_END]).
ga: Ní mór gur ceann de [LAST_WRAP_ALIGNMENT_INHERIT], [LAST_WRAP_ALIGNMENT_BEGIN leanúnach], [LAST_WRAP_ALIGNMENT_CENTER], nó [LAST_WRAP_ALIGNMENT_END] leanúnach é iompar fillte na sraithe nó na colún deiridh atá lánlíonta (LAST_WRAP_ALIGNMENT_INHERIT leanúnach]).

en: If [code]true[/code], reverses fill direction. Horizontal [FlowContainer]s will fill rows bottom to top, vertical [FlowContainer]s will fill columns right to left.
    When using a vertical [FlowContainer] with a right to left [member Control.layout_direction], columns will fill left to right instead.
ga: Más [code]true[/code], aisiompaítear treo an líonta. Líonfaidh [SreabhadhCoimeádán]s cothrománach sraitheanna ó bhun go barr, líonfaidh [SreabhadhCoimeádán]anna ingearach na colúin ar dheis ar chlé.
    Nuair a bheidh [FlowContainer] ingearach in úsáid le ceart ar chlé [ball Control.layout_direction], líonfaidh na colúin ó chlé go deas ina ionad sin.

en: If [code]true[/code], the [FlowContainer] will arrange its children vertically, rather than horizontally.
    Can't be changed when using [HFlowContainer] and [VFlowContainer].
ga: Más [code]true[/code], socróidh an [Sreabhadh Coimeádán] a pháistí go hingearach, seachas go cothrománach.
    Ní féidir é a athrú agus [HFlowContainer] agus [VFlowContainer] in úsáid.

en: The last partially filled row or column will wrap aligned to the previous row or column in accordance with [member alignment].
ga: Fillfidh an tsraith dheireanach nó an colún atá líonta go páirteach ailínithe leis an ró nó leis an gcolún roimhe sin de réir [ailíniú ball].

en: The last partially filled row or column will wrap aligned to the beginning of the previous row or column.
ga: Fillfidh an tsraith dheireanach nó an colún atá líonta go páirteach ailínithe le tús na sraithe nó an cholúin roimhe sin.

en: The last partially filled row or column will wrap aligned to the center of the previous row or column.
ga: Timfhilleadh an ró nó an colún deiridh atá líonta go páirteach ailínithe le lár an ró nó an cholúin roimhe sin.

en: The last partially filled row or column will wrap aligned to the end of the previous row or column.
ga: Fillfidh an tsraith dheireanach nó an colún atá líonta go páirteach ailínithe le deireadh na sraithe nó an cholúin roimhe sin.

en: The horizontal separation of child nodes.
ga: Scaradh cothrománach na nóid linbh.

en: The vertical separation of child nodes.
ga: Scaradh ingearach na nóid linbh.

en: A material that controls how volumetric fog is rendered, to be assigned to a [FogVolume].
ga: Ábhar a rialaíonn an chaoi a rindreáiltear ceo toirtmhéadrach, atá le sannadh do [FogVolume].

en: A [Material] resource that can be used by [FogVolume]s to draw volumetric effects.
    If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
ga: Acmhainn [Ábhar] is féidir le [FogVolume]s a úsáid chun éifeachtaí toirtmhéadracha a tharraingt.
    Má tá éifeachtaí níos forbartha ag teastáil uait, úsáid [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]scáthán ceo[/url] saincheaptha.

en: The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] is converted into single-scattering, which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo].
ga: Scaipeadh aon-[Color] an [FogVolume]. Go hinmheánach, tiontaítear [ball albedo] go scaiptear singil, a chumasctar go breise le [FogVolume]s eile agus an [member Environment.volumetric_fog_albedo].

en: The density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other [FogVolume]s or global volumetric fog.
    [b]Note:[/b] Due to limited precision, [member density] values between [code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/code]. This does not apply to [member Environment.volumetric_fog_density].
ga: Dlús an [FogVolume]. Tá rudaí níos dlúithe níos teimhneach, ach d'fhéadfadh go mbeadh orthu fo-shampláil déantáin a bhfuil cuma stríoca orthu. Is féidir luachanna diúltacha a úsáid chun ceo a bhaint as [FogVolume]s eile nó ceo toirtmhéadrach domhanda.
    [b]Nóta:[/b] De bharr beachtas teoranta, gníomhaíonn luachanna [dlús na mball] idir [code]-0.001[/code] agus [code]0.001[/code] (eisiach) mar [code]0.0[/code]. Ní bhaineann sé seo le [comhalta Environment.volumetric_fog_density].

en: The 3D texture that is used to scale the [member density] of the [FogVolume]. This can be used to vary fog density within the [FogVolume] with any kind of static pattern. For animated effects, consider using a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
ga: An uigeacht 3D a úsáidtear chun [dlús na mball] den [FogVolume] a scála. Is féidir é seo a úsáid chun dlús ceo a athrú laistigh den [FogVolume] le patrún statach de chineál ar bith. Le haghaidh éifeachtaí beoite, smaoinigh ar shaincheap [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]scáthán ceo[/url] a úsáid.

en: The hardness of the edges of the [FogVolume]. A higher value will result in softer edges, while a lower value will result in harder edges.
ga: Cruas imill an [FogVolume]. Beidh luach níos airde mar thoradh ar imill níos boige, agus beidh luach níos ísle mar thoradh ar imill níos deacra.

en: The [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources.
ga: [Color] an tsolais a astaíonn an [FogVolume]. Ní chuirfidh solas astaithe solas ná scáthanna ar réada eile, ach is féidir leis a bheith úsáideach chun [Color] an [FogVolume] a mhodhnú go neamhspleách ó fhoinsí solais.

en: The rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0.0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume].
ga: An ráta a laghdaíonn an ceo airde-bhunaithe i ndlús de réir mar a mhéadaíonn airde i spás an domhain. Beidh trasdul géar mar thoradh ar thitim ard, agus beidh trasdul níos rianúla mar thoradh ar thitim íseal. Bíonn ceo aonfhoirmeach-dlúis mar thoradh ar luach [code]0.0[/code]. Déantar an tairseach airde a chinneadh ag airde an [FogVolume] gaolmhar.

en: A region that contributes to the default volumetric fog from the world environment.
ga: Réigiún a chuireann le ceo toirtmhéadrach réamhshocraithe ó thimpeallacht an domhain.

en: [FogVolume]s are used to add localized fog into the global volumetric fog effect. [FogVolume]s can also remove volumetric fog from specific areas if using a [FogMaterial] with a negative [member FogMaterial.density].
    Performance of [FogVolume]s is directly related to their relative size on the screen and the complexity of their attached [FogMaterial]. It is best to keep [FogVolume]s relatively small and simple where possible.
    [b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be globally visible (but only within [FogVolume] nodes), set [member Environment.volumetric_fog_density] to [code]0.0[/code].
ga: Úsáidtear [FogVolume]s chun ceo logánta a chur leis an éifeacht domhanda ceo toirtmhéadrach. Is féidir le [FogVolume]s ceo toirtmhéadrach a bhaint as réimsí ar leith freisin má tá [FogMaterial] in úsáid le [comhalta FogMaterial.density] diúltach.
    Baineann feidhmíocht [FogVolume]s go díreach lena méid coibhneasta ar an scáileán agus le castacht an [FogMaterial] atá ceangailte leo. Is fearr [FogVolume]anna a choinneáil sách beag agus simplí nuair is féidir.
    [b]Nóta:[/b] níl éifeacht infheicthe ag [FogVolume]s ach amháin má tá [code]true[/code] ar [ball Environment.volumetric_fog_enabled]. Mura dteastaíonn uait go mbeadh ceo infheicthe go domhanda (ach laistigh de nóid [FogVolume] amháin), socraigh [member Environment.volumetric_fog_density] go [code]0.0[/code].

en: Volumetric fog and fog volumes
ga: Ceo toirtmhéadrach agus toirteanna ceo

en: The [Material] used by the [FogVolume]. Can be either a built-in [FogMaterial] or a custom [ShaderMaterial].
ga: An [Ábhar] a úsáideann an [FogVolume]. Is féidir leis a bheith ina [FogMaterial] nó ina shaincheap [ShaderMaterial].

en: The shape of the [FogVolume]. This can be set to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
ga: Cruth an [FogVolume]. Is féidir é seo a shocrú go dtí [RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [RenderingServer.FOG_VOLUME_SHAPE_CONE], [RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [RenderingServerst.FOG_VOLUME_SHAPE_CYLINDER] nó RenderingServerst .FOG_VOLUME_SHAPE_WORLD].

en: The size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
    [b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or rotates. This can be alleviated by increasing [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or by decreasing [member Environment.volumetric_fog_length] (at no performance cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can be made thicker and use a lower density in the [member material].
    [b]Note:[/b] If [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within the size. Non-uniform scaling of cone/cylinder shapes via the [member size] property is not supported, but you can scale the [FogVolume] node instead.
ga: Is é méid an [FogVolume] nuair a bhíonn [cruth ball] [renderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [RenderingServer.FOG_VOLUME_SHAPE_CONE], [RenderingServer.FOG_VOLUME_SHAPE_CONstant ].
    [b]Nóta:[/b] Is féidir go bhfeicfear go bhfuil toirteanna tanaí ceo ag caochaíl nuair a ghluaiseann nó a rothlaíonn an ceamara. Is féidir é seo a mhaolú trí mhéadú [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth] (ar chostas feidhmíochta) nó trí laghdú [comhalta Environment.volumetric_fog_length] (gan aon chostas feidhmíochta, ach ar chostas raon ceo níos ísle). Mar mhalairt air sin, is féidir an [FogVolume] a dhéanamh níos tibhe agus dlús níos ísle a úsáid san [ábhar ball].
    [b]Nóta:[/b] Más é [cruth na mball] [RenderingServer.FOG_VOLUME_SHAPE_CONE] nó [RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] leanúnach], déanfar an cón/sorcóir a choigeartú chun luí laistigh den mhéid. Ní thacaítear le scálaiú cruthanna cón/sorcóra nach bhfuil aonfhoirmeach tríd an airí [méid na mball], ach is féidir leat an nód [FogVolume] a scálaiú ina ionad sin.

en: Abstract base class for fonts and font variations.
ga: Bunrang teibí le haghaidh clónna agus éagsúlachtaí cló.

en: Abstract base class for different font types. It has methods for drawing text and font character introspection.
ga: Bunrang teibí le haghaidh cineálacha éagsúla cló. Tá modhanna ann chun téacs a tharraingt agus introspection carachtar cló.

en: Draw a single Unicode character [param char] into a canvas item using the font, at a given position, with [param modulate] color. [param pos] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
    [b]Note:[/b] Do not use this function to draw strings character by character, use [method draw_string] or [TextLine] instead.
ga: Tarraing carachtar amháin Unicode [param char] isteach i mír chanbhás ag baint úsáide as an gcló, ag suíomh ar leith, le dath [param modulate]. Sonraíonn [param pos] an bhunlíne, ní an barr. Chun tarraingt ón mbarr, ní mór [i]ascent[/i] a chur leis an ais Y.
    [b] Nóta:[/b] Ná húsáid an fheidhm seo chun teaghráin a tharraingt carachtar de réir carachtair, úsáid [method draw_string] nó [TextLine] ina ionad sin.

en: Draw a single Unicode character [param char] outline into a canvas item using the font, at a given position, with [param modulate] color and [param size] outline size. [param pos] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
    [b]Note:[/b] Do not use this function to draw strings character by character, use [method draw_string] or [TextLine] instead.
ga: Tarraing imlíne de charachtair Unicode amháin [param char] isteach i mír chanbhás agus úsáid á baint agat as an gcló, ag suíomh tugtha, le dath [param modulate] agus méid imlíne [param char]. Sonraíonn [param pos] an bhunlíne, ní an barr. Chun tarraingt ón mbarr, ní mór [i]ascent[/i] a chur leis an ais Y.
    [b] Nóta:[/b] Ná húsáid an fheidhm seo chun teaghráin a tharraingt carachtar de réir carachtair, úsáid [method draw_string] nó [TextLine] ina ionad sin.

en: Breaks [param text] into lines using rules specified by [param brk_flags] and draws it into a canvas item using the font, at a given position, with [param modulate] color, optionally clipping the width and aligning horizontally. [param pos] specifies the baseline of the first line, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
    See also [method CanvasItem.draw_multiline_string].
ga: Briseann sé [téacs param] ina línte ag úsáid rialacha arna sonrú ag [param brk_flags] agus tarraingíonn sé isteach i mír chanbhás é ag baint úsáide as an gcló, ag suíomh ar leith, le dath [param modulate], ag gearradh an leithead go roghnach agus ag ailíniú go cothrománach. Sonraíonn [param pos] bunlíne na chéad líne, ní an barr. Chun tarraingt ón mbarr, ní mór [i]ascent[/i] a chur leis an ais Y.
    Féach freisin [method CanvasItem.draw_multiline_string].

en: Breaks [param text] to the lines using rules specified by [param brk_flags] and draws text outline into a canvas item using the font, at a given position, with [param modulate] color and [param size] outline size, optionally clipping the width and aligning horizontally. [param pos] specifies the baseline of the first line, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
    See also [method CanvasItem.draw_multiline_string_outline].
ga: Briseann [téacs param] go dtí na línte agus úsáid á baint as rialacha atá sonraithe ag [param brk_flags] agus tarraingíonn sé imlíne téacs isteach i mír chanbhás ag baint úsáide as an gcló, ag suíomh ar leith, le dath [param modulate] agus [param size] imlíne méid, ag clipping go roghnach ar an leithead agus ailíniú go cothrománach. Sonraíonn [param pos] bunlíne na chéad líne, ní an barr. Chun tarraingt ón mbarr, ní mór [i]ascent[/i] a chur leis an ais Y.
    Féach freisin [method CanvasItem.draw_multiline_string_outline].

en: Draw [param text] into a canvas item using the font, at a given position, with [param modulate] color, optionally clipping the width and aligning horizontally. [param pos] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
    See also [method CanvasItem.draw_string].
ga: Tarraing [téacs param] isteach i mír chanbhás ag baint úsáide as an gcló, ag suíomh ar leith, le dath [param modulate], ag bearradh an leithead go roghnach agus ag ailíniú go cothrománach. Sonraíonn [param pos] an bhunlíne, ní an barr. Chun tarraingt ón mbarr, ní mór [i]ascent[/i] a chur leis an ais Y.
    Féach freisin [method CanvasItem.draw_string].

en: Draw [param text] outline into a canvas item using the font, at a given position, with [param modulate] color and [param size] outline size, optionally clipping the width and aligning horizontally. [param pos] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
    See also [method CanvasItem.draw_string_outline].
ga: Tarraing imlíne [param text] isteach i mír chanbhás ag baint úsáide as an gcló, ag suíomh ar leith, le dath [param modulate] agus méid imlíne [param size], ag bearradh an leithead go roghnach agus ag ailíniú go cothrománach. Sonraíonn [param pos] an bhunlíne, ní an barr. Chun tarraingt ón mbarr, ní mór [i]ascent[/i] a chur leis an ais Y.
    Féach freisin [method CanvasItem.draw_string_outline].

en: Returns [TextServer] RID of the font cache for specific variation.
ga: Filleann [TextServer] RID an taisce cló le haghaidh athrú sonrach.

en: Returns the average font ascent (number of pixels above the baseline).
    [b]Note:[/b] Real ascent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the ascent of empty line).
ga: Filleann sé an meán ascent cló (líon picteilín os cionn na bunlíne).
    [b]Nóta:[/b] Braitheann ardú réadúil na sreinge ar an gcomhthéacs agus féadann sé a bheith difriúil go suntasach leis an luach a thugann an fheidhm seo ar ais. Ná húsáid ach mar mheastachán garbh (m.sh. mar ardú líne folamh).

en: Returns the size of a character. Does not take kerning into account.
    [b]Note:[/b] Do not use this function to calculate width of the string character by character, use [method get_string_size] or [TextLine] instead. The height returned is the font height (see also [method get_height]) and has no relation to the glyph height.
ga: Filleann sé méid carachtar. Ní chuireann kerning san áireamh.
    [b] Nóta:[/b] Ná húsáid an fheidhm seo chun leithead an charachtair teaghrán a ríomh de réir carachtar, úsáid [method get_string_size] nó [TextLine] ina ionad sin. Is é an airde a thugtar ar ais airde an chló (féach freisin [method get_height]) agus níl gaol ar bith aige le hairde an glyph.

en: Returns the average font descent (number of pixels below the baseline).
    [b]Note:[/b] Real descent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the descent of empty line).
ga: Filleann sé an meán shliocht cló (líon picteilín faoi bhun na bunlíne).
    [b]Nóta:[/b] Braitheann fíorshliocht na sreinge ar an gcomhthéacs agus féadann sé a bheith difriúil go suntasach leis an luach a thugann an fheidhm seo ar ais. Ná húsáid ach mar mheastachán garbh (m.sh. mar shliocht líne fholamh).

en: Returns number of faces in the TrueType / OpenType collection.
ga: Filleann sé líon na n-aghaidheanna sa bhailiúchán TrueType / OpenType.

en: Returns font family name.
ga: Seoltar ainm teaghlaigh an chló ar ais.

en: Returns font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
ga: Tuairisceáin méid stráice cló, i gcomparáid le leithead gnáth. Luach céatadáin idir [code]50%[/code] agus [code]200%[/code].

en: Returns font style flags, see [enum TextServer.FontStyle].
ga: Filleann sé bratacha stíl chló, féach [enum TextServer.FontStyle].

en: Returns font style name.
ga: Seoltar ainm stíl an chló ar ais.

en: Returns weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
ga: Filleann meáchan (trom) an chló. Tá luach sa raon [code]100...999[/code], gnáthmheáchan cló [code]400[/code], is é meáchan cló trom [code]700[/code].

en: Returns the total average font height (ascent plus descent) in pixels.
    [b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the height of empty line).
ga: Filleann sé meánairde iomlán an chló (astú móide shliocht) i bpicteilíní.
    [b]Nóta:[/b] Braitheann airde réadúil na sreinge ar an gcomhthéacs agus féadann sé bheith difriúil go suntasach leis an luach a thugann an fheidhm seo ar ais. Ná húsáid ach mar mheastachán garbh (m.sh. mar airde na líne folamh).

en: Returns the size of a bounding box of a string broken into the lines, taking kerning and advance into account.
    See also [method draw_multiline_string].
ga: Filleann sé méid bhosca teorann de shreang briste isteach sna línte, ag cur kerning agus réamhleanúint san áireamh.
    Féach freisin [method draw_multiline_string].

en: Returns a set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
ga: Seoltar sraith clibeanna gné OpenType ar ais. Tuilleadh eolais: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]Clibeanna gné OpenType[/url].

en: Returns [Dictionary] with OpenType font name strings (localized font names, version, description, license information, sample text, etc.).
ga: Filleann [Foclóir] le teaghráin ainm cló OpenType (ainmneacha cló logánta, leagan, cur síos, faisnéis ceadúnais, téacs samplach, etc.).

en: Returns [Array] of valid [Font] [RID]s, which can be passed to the [TextServer] methods.
ga: Filleann [Eagar] de [Cló] [RID]s bailí, is féidir a chur ar aghaidh chuig na modhanna [TextServer].

en: Returns the spacing for the given [code]type[/code] (see [enum TextServer.SpacingType]).
ga: Seoltar ar ais an spásáil don [code]cineál[/code] tugtha (féach [enum TextServer.SpacingType]).

en: Returns the size of a bounding box of a single-line string, taking kerning, advance and subpixel positioning into account. See also [method get_multiline_string_size] and [method draw_string].
    For example, to get the string size as displayed by a single-line Label, use:
    [codeblocks]
    [gdscript]
    var string_size = $Label.get_theme_font("font").get_string_size($Label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size("font_size"))
    [/gdscript]
    [csharp]
    Label label = GetNode<Label>("Label");
    Vector2 stringSize = label.GetThemeFont("font").GetStringSize(label.Text, HorizontalAlignment.Left, -1, label.GetThemeFontSize("font_size"));
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] Since kerning, advance and subpixel positioning are taken into account by [method get_string_size], using separate [method get_string_size] calls on substrings of a string then adding the results together will return a different result compared to using a single [method get_string_size] call on the full string.
    [b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by [method get_height].
ga: Filleann sé méid bhosca teorann teaghrán aonlíne, ag cur san áireamh suíomh eithne, réamhbhac agus fo-phicteilín. Féach freisin [modh get_multiline_string_size] agus [modh draw_string].
    Mar shampla, chun méid na teaghrán a fháil mar atá léirithe ag Lipéad aonlíne, úsáid:
    [codeblocks]
    [gdscript]
    var string_size = $Label.get_theme_font("font").get_string_size($Label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size("font_size"))
    [/gdscript]
    [csharp]
    Label label = GetNode<Label>("Label");
    Vector2 stringSize = label.GetThemeFont("font").GetStringSize(label.Text, HorizontalAlignment.Left, -1, label.GetThemeFontSize("font_size"));
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Ós rud é go gcuireann [modh get_string_size] suíomh eithne, airleacain agus fophicteilín san áireamh, agus úsáid á baint as glaonna ar leithligh ar fhotheaghráin de theaghrán agus na torthaí á gcur le chéile beidh toradh difriúil ar fáil i gcomparáid le ag baint úsáide as [modh get_string_size] glao amháin ar an teaghrán iomlán.
    [b]Nóta:[/b] Braitheann airde réadúil na sreinge ar an gcomhthéacs agus féadann sé a bheith difriúil go mór ón luach a thugtar ar ais ag [modh faigh_airde].

en: Returns a string containing all the characters available in the font.
    If a given character is included in more than one font data source, it appears only once in the returned string.
ga: Filleann sé teaghrán ina bhfuil na carachtair go léir atá ar fáil sa chló.
    Má tá carachtar tugtha san áireamh i níos mó ná foinse sonraí cló amháin, ní fheictear é ach uair amháin sa teaghrán a sheoltar ar ais.

en: Returns list of OpenType features supported by font.
ga: Seoltar ar ais liosta de ghnéithe OpenType a dtacaíonn cló leo.

en: Returns list of supported [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code].
    Font variations allow for continuous change of glyph characteristics along some given design axis, such as weight, width or slant.
    To print available variation axes of a variable font:
    [codeblock]
    var fv = FontVariation.new()
    fv.base_font = load("res://RobotoFlex.ttf")
    var variation_list = fv.get_supported_variation_list()
    for tag in variation_list:
        var name = TextServerManager.get_primary_interface().tag_to_name(tag)
        var values = variation_list[tag]
        print("variation axis: %s (%d)\n\tmin, max, default: %s" % [name, tag, values])
    [/codeblock]
    [b]Note:[/b] To set and get variation coordinates of a [FontVariation], use [member FontVariation.variation_opentype].
ga: Seoltar ar ais liosta de na comhordanáidí athraithe[/url] a dtacaítear leo [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg], cuirtear gach comhordanáid ar ais mar [code] chlib: Vector3i(min_value, max_value, réamhshocraithe_value)[/code].
    Ligeann éagsúlachtaí cló athruithe leanúnacha ar shaintréithe glyph feadh roinnt ais deartha ar leith, amhail meáchan, leithead nó leataobh.
    Chun na haiseanna athraithe atá ar fáil de chló athróg a phriontáil:
    [codeblock]
    var fv = FontVariation.new()
    fv.base_font = luchtú ("res://RobotoFlex.ttf")
    var variation_list = fv.get_supported_variation_list()
    le haghaidh clib sa liosta_athrú:
        var name = TextServerManager.get_primary_interface().tag_to_name(tag)
        luachanna var = variation_list[tag]
        print("ais éagsúlachta: %s (%d)\n\tmin, max, réamhshocraithe: %s" % [ainm, clib, luachanna])
    [/codeblock]
    [b]Nóta:[/b] Chun comhordanáidí éagsúlachta [FontVariation] a shocrú agus a fháil, úsáid [comhalta FontVariation.variation_opentype].

en: Returns average pixel offset of the underline below the baseline.
    [b]Note:[/b] Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
ga: Filleann sé an meán-fhritháireamh picteilín den líne faoi bhun na bunlíne.
    [b]Nóta:[/b] Braitheann suíomh faoi líne réadach na sreinge ar an gcomhthéacs agus is féidir leis a bheith difriúil go suntasach leis an luach a thugann an fheidhm seo ar ais. Ná húsáid ach mar mheastachán garbh.

en: Returns average thickness of the underline.
    [b]Note:[/b] Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
ga: Tuairisceáin tiús meán na líne.
    [b]Nóta:[/b] Braitheann tiús fíorlíne na sreinge ar an gcomhthéacs agus is féidir leis a bheith difriúil go suntasach leis an luach a thugann an fheidhm seo ar ais. Ná húsáid ach mar mheastachán garbh.

en: Returns [code]true[/code] if a Unicode [param char] is available in the font.
ga: Filleann sé [code]true[/code] má tá Unicode [param char] ar fáil sa chló.

en: Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code).
ga: Filleann sé [code]true[/code], má thacaíonn an cló le teanga tugtha ([url=https://en.wikipedia.org/wiki/ISO_639-1]cód ISO 639[/url]).

en: Returns [code]true[/code], if font supports given script ([url=https://en.wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code).
ga: Filleann sé [code]true[/code], má thacaíonn an cló leis an script a thugtar ([url=https://en.wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code).

en: Sets LRU cache capacity for [code]draw_*[/code] methods.
ga: Socraíonn sé toilleadh taisce LRU do mhodhanna [code]draw_*[/code].

en: Array of fallback [Font]s to use as a substitute if a glyph is not found in this current [Font].
    If this array is empty in a [FontVariation], the [member FontVariation.base_font]'s fallbacks are used instead.
ga: Sraith de chúltaca [Cló] le húsáid mar ionadach mura bhfuil glyph le fáil sa sruth seo [Cló].
    Má tá an t-eagar seo folamh i [FontVariation], úsáidtear aisíocaíochtaí an [member FontVariation.base_font] ina ionad sin.

en: Holds font source data and prerendered glyph cache, imported from a dynamic or a bitmap font.
ga: Coinníonn sé sonraí foinse an chló agus taisce glyph réamhréite, a allmhairítear ó chló dinimiciúil nó ó chló giotánmap.

en: [FontFile] contains a set of glyphs to represent Unicode characters imported from a font file, as well as a cache of rasterized glyphs, and a set of fallback [Font]s to use.
    Use [FontVariation] to access specific OpenType variation of the font, create simulated bold / slanted version, and draw lines of text.
    For more complex text processing, use [FontVariation] in conjunction with [TextLine] or [TextParagraph].
    Supported font formats:
    - Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), Type 1 (.pfb, .pfm).
    - Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary (version 3) format variants.
    - Monospace image font importer: All supported image formats.
    [b]Note:[/b] A character is a symbol that represents an item (letter, digit etc.) in an abstract way.
    [b]Note:[/b] A glyph is a bitmap or a shape used to draw one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source.
    [b]Note:[/b] If none of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code.
    [codeblocks]
    [gdscript]
    var f = load("res://BarlowCondensed-Bold.ttf")
    $Label.add_theme_font_override("font", f)
    $Label.add_theme_font_size_override("font_size", 64)
    [/gdscript]
    [csharp]
    var f = ResourceLoader.Load<FontFile>("res://BarlowCondensed-Bold.ttf");
    GetNode("Label").AddThemeFontOverride("font", f);
    GetNode("Label").AddThemeFontSizeOverride("font_size", 64);
    [/csharp]
    [/codeblocks]
ga: Tá sraith glyphs i [FontFile] chun carachtair Unicode a iompórtáladh ó chlóchomhad a léiriú, chomh maith le taisce de glyphs rasterized, agus sraith de [Cló]anna cúltaca le húsáid.
    Úsáid [FontVariation] chun teacht ar shainathrú OpenType den chló, cruthaigh leagan insamhlaithe trom / claonta, agus tarraing línte téacs.
    Le haghaidh próiseála téacs níos casta, úsáid [FontVariation] in éineacht le [TextLine] nó [TextParagraph].
    Formáidí cló tacaithe:
    - Allmhaireoir cló dinimiciúil: TrueType (.ttf), bailiúchán TrueType (.ttc), OpenType (.otf), bailiúchán OpenType (.otc), WOFF (.woff), WOFF2 (.woff2), Cineál 1 (.pfb, . pfm).
    - Allmhaireoir cló bitmap: Leaganacha formáid AngelCode BMFont (.fnt, .font), téacs agus dénártha (leagan 3).
    - Iompórtálaí cló íomhá monospáis: gach formáid íomhá tacaithe.
    [b]Nóta:[/b] Is siombail é carachtar a sheasann do mhír (litir, digit etc.) ar bhealach teibí.
    [b]Nóta:[/b] Is éard atá i glyph ná léarscáil ghiotán nó cruth a úsáidtear chun carachtar amháin nó níos mó a tharraingt ar bhealach a bhraitheann ar an gcomhthéacs. Tá innéacsanna glyph ceangailte leis an bhfoinse sonraí cló ar leith.
    [b]Nóta:[/b] Mura bhfuil glyphs do charachtar a úsáidtear i téad in aon cheann de na foinsí sonraí cló, cuirfear bosca a thaispeánann a code heicsidheachúil in ionad an charachtair atá i gceist.
    [codeblocks]
    [gdscript]
    var f = load("res://BarlowCondensed-Bold.ttf")
    $Label.add_theme_font_override("font", f)
    $Label.add_theme_font_size_override("font_size", 64)
    [/gdscript]
    [csharp]
    var f = ResourceLoader.Load<FontFile>("res://BarlowCondensed-Bold.ttf");
    GetNode("Label").AddThemeFontOverride("font", f);
    GetNode("Label").AddThemeFontSizeOverride("font_size", 64);
    [/csharp]
    [/codeblocks]

en: Removes all font cache entries.
ga: Baintear gach iontráil taisce cló.

en: Removes all rendered glyph information from the cache entry.
    [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually.
ga: Baintear gach faisnéis glyph rindreáilte den iontráil taisce.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo uigeachtaí a bhaineann leis na glyphs, úsáid [method remove_texture] chun iad a bhaint de láimh.

en: Removes all kerning overrides.
ga: Baintear gach sáruithe eithne.

en: Removes all font sizes from the cache entry.
ga: Baintear gach clómhéid den iontráil taisce.

en: Removes all textures from font cache entry.
    [b]Note:[/b] This function will not remove glyphs associated with the texture, use [method remove_glyph] to remove them manually.
ga: Baineann sé gach uigeacht ó iontráil taisce cló.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo glyphs a bhaineann leis an uigeacht, úsáid [method remove_glyph] chun iad a bhaint de láimh.

en: Returns the font ascent (number of pixels above the baseline).
ga: Filleann sé an t-ardú cló (líon picteilín os cionn na bunlíne).

en: Returns number of the font cache entries.
ga: Tuairisceáin uimhir na n-iontrálacha taisce cló.

en: Returns the font descent (number of pixels below the baseline).
ga: Filltear ar shliocht an chló (líon picteilín faoin mbunlíne).

en: Returns scaling factor of the color bitmap font.
ga: Tuairisceáin fachtóir scálaithe an chló dathma léarscáile.

en: Returns pixel offset of the underline below the baseline.
ga: Filleann sé fritháireamh picteilín na folíne faoin mbunlíne.

en: Returns thickness of the underline in pixels.
ga: Filleann tiús na líne i bpicteilíní.

en: Returns character code associated with [param glyph_index], or [code]0[/code] if [param glyph_index] is invalid. See [method get_glyph_index].
ga: Filleann sé cód carachtar a bhaineann le [param glyph_index], nó [code]0[/code] má tá [param glyph_index] neamhbhailí. Féach ar [method get_glyph_index].

en: Returns embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
ga: Tuairisceáin neart embolden, mura bhfuil sé cothrom le nialas, emboldens imlíne an chló. Laghdaíonn luachanna diúltacha an tiús imlíne.

en: Returns extra baseline offset (as a fraction of font height).
ga: Filleann sé fritháireamh bunlíne breise (mar chodán d'airde an chló).

en: Returns spacing for [param spacing] (see [enum TextServer.SpacingType]) in pixels (not relative to the font size).
ga: Filleann spásáil do [spásáil param] (féach [enum TextServer.SpacingType]) i bpicteilíní (gan a bheith i gcoibhneas le méid an chló).

en: Returns an active face index in the TrueType / OpenType collection.
ga: Filleann sé innéacs aghaidhe gníomhach sa bhailiúchán TrueType / OpenType.

en: Returns glyph advance (offset of the next glyph).
    [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
ga: Filleann sé roimh ré glyph (fritháireamh an chéad glyph eile).
    [b]Nóta:[/b] Tá réamhíocaíocht le haghaidh imlíne glyphs mar an gcéanna leis an mbunleacan glyph agus ní shábháiltear é.

en: Returns the glyph index of a [param char], optionally modified by the [param variation_selector].
ga: Filleann sé an t-innéacs glyph de [param char], arna mhodhnú go roghnach ag an [param variation_selector].

en: Returns list of rendered glyphs in the cache entry.
ga: Seoltar ar ais liosta de na glyphs rindreáilte san iontráil taisce.

en: Returns glyph offset from the baseline.
ga: Filleann sé fritháireamh glyph ón mbunlíne.

en: Returns glyph size.
ga: Tuairisceáin méid glyph.

en: Returns index of the cache texture containing the glyph.
ga: Innéacs tuairisceáin d'uigeacht an taisce ina bhfuil an glyph.

en: Returns rectangle in the cache texture containing the glyph.
ga: Filleann dronuilleog san uigeacht taisce ina bhfuil an glyph.

en: Returns kerning for the pair of glyphs.
ga: Filleann kerning don péire glyphs.

en: Returns list of the kerning overrides.
ga: Liosta tuairisceáin de na kerning overrides.

en: Returns [code]true[/code] if support override is enabled for the [param language].
ga: Filleann sé [code]true[/code] má tá sáraithe tacaíochta cumasaithe don [teanga param].

en: Returns list of language support overrides.
ga: Tuairisceáin liosta sáruithe tacaíochta teanga.

en: Returns [code]true[/code] if support override is enabled for the [param script].
ga: Filleann sé [code]true[/code] má tá sáraithe tacaíochta cumasaithe don [param script].

en: Returns list of script support overrides.
ga: Sáraítear an liosta tuairisceáin de thacaíocht scripteanna.

en: Returns list of the font sizes in the cache. Each size is [Vector2i] with font size and outline size.
ga: Seoltar liosta ar ais de na méideanna cló sa taisce. Tá gach méid [Vector2i] le clómhéid agus imlíne.

en: Returns number of textures used by font cache entry.
ga: Tuairisceáin líon na n-uigeachtaí a úsáidtear ag iontráil taisce cló.

en: Returns a copy of the font cache texture image.
ga: Filleann sé cóip den íomhá uigeachta taisce cló.

en: Returns a copy of the array containing glyph packing data.
ga: Filleann sé cóip den eagar ina bhfuil sonraí pacála glyph.

en: Returns 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
ga: Is féidir claochlú tuairisceáin 2D, a chuirtear ar imlíne an chló, a úsáid le haghaidh glioifí slanting, smeach agus rothlaithe.

en: Returns variation coordinates for the specified font cache entry. See [method Font.get_supported_variation_list] for more info.
ga: Tuairisceáin comhordanáidí athraithe don iontráil taisce cló sonraithe. Féach ar [method Font.get_supported_variation_list] le haghaidh tuilleadh eolais.

en: Loads an AngelCode BMFont (.fnt, .font) bitmap font from file [param path].
    [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the [code]user://[/code] directory.
ga: Lódálann sé cló giotánmap AngelCode BMFont (.fnt, .font) ón gcomhad [cosán param].
    [b]Rabhadh:[/b] Níor cheart an modh seo a úsáid ach amháin san eagarthóir nó i gcásanna nuair is gá duit clónna seachtracha a lódáil ag am rite, amhail clónna atá suite ag an [code]úsáideoir:://[/code] eolaire.

en: Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) or Type 1 (.pfb, .pfm) dynamic font from file [param path].
    [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the [code]user://[/code] directory.
ga: Luchtaíonn cló dinimiciúil TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) nó Cineál 1 (.pfb, .pfm) ón gcomhad [cosán param].
    [b]Rabhadh:[/b] Níor cheart an modh seo a úsáid ach amháin san eagarthóir nó i gcásanna nuair is gá duit clónna seachtracha a lódáil ag am rite, amhail clónna atá suite ag an [code]úsáideoir:://[/code] eolaire.

en: Removes specified font cache entry.
ga: Baintear an iontráil taisce cló sonraithe.

en: Removes specified rendered glyph information from the cache entry.
    [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually.
ga: Baineann sé faisnéis glyph rindreáilte sonraithe ón iontráil taisce.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo uigeachtaí a bhaineann leis na glyphs, úsáid [method remove_texture] chun iad a bhaint de láimh.

en: Removes kerning override for the pair of glyphs.
ga: Cuireann sé deireadh le sárú eithne don phéire glyphs.

en: Remove language support override.
ga: Bain an sárú tacaíochta teanga.

en: Removes script support override.
ga: Baintear an sárú tacaíochta scripte.

en: Removes specified font size from the cache entry.
ga: Baintear clómhéid sonraithe den iontráil taisce.

en: Removes specified texture from the cache entry.
    [b]Note:[/b] This function will not remove glyphs associated with the texture. Remove them manually using [method remove_glyph].
ga: Baineann sé uigeacht sonraithe as an iontráil taisce.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo glyphs a bhaineann leis an uigeacht. Bain iad de láimh ag baint úsáide as [method remove_glyph].

en: Renders specified glyph to the font cache texture.
ga: Rindreáil glyph sonraithe d'uigeacht an taisce chló.

en: Renders the range of characters to the font cache texture.
ga: Rindreáil raon na gcarachtar chuig uigeacht an taisce chló.

en: Sets the font ascent (number of pixels above the baseline).
ga: Socraíonn sé an t-ardú cló (líon picteilín os cionn na bunlíne).

en: Sets the font descent (number of pixels below the baseline).
ga: Socraíonn sé bunlíne an chló (líon picteilín faoin mbunlíne).

en: Sets scaling factor of the color bitmap font.
ga: Socraíonn sé fachtóir scálaithe an chló dathmamapa.

en: Sets pixel offset of the underline below the baseline.
ga: Socraíonn sé fritháireamh picteilín na folíne faoin mbunlíne.

en: Sets thickness of the underline in pixels.
ga: Socraíonn sé tiús na líne i bpicteilíní.

en: Sets embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
ga: Socraíonn sé neart embolden, mura bhfuil sé cothrom le nialas, emboldens imlíne an chló. Laghdaíonn luachanna diúltacha an tiús imlíne.

en: Sets extra baseline offset (as a fraction of font height).
ga: Socraíonn sé fritháireamh bunlíne breise (mar chodán d'airde an chló).

en: Sets the spacing for [param spacing] (see [enum TextServer.SpacingType]) to [param value] in pixels (not relative to the font size).
ga: Socraíonn sé an spásáil do [spásáil param] (féach [enum TextServer.SpacingType]) go [param value] i bpicteilíní (gan a bheith i gcoibhneas le méid an chló).

en: Sets an active face index in the TrueType / OpenType collection.
ga: Socraíonn sé innéacs aghaidh gníomhach sa bhailiúchán TrueType / OpenType.

en: Sets glyph advance (offset of the next glyph).
    [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
ga: Socraíonn sé dul chun cinn glyph (fritháireamh an chéad glyph eile).
    [b]Nóta:[/b] Tá réamhíocaíocht le haghaidh imlíne glyphs mar an gcéanna leis an mbunleacan glyph agus ní shábháiltear é.

en: Sets glyph offset from the baseline.
ga: Socraíonn sé fritháireamh glyph ón mbunlíne.

en: Sets glyph size.
ga: Socraíonn sé méid glyph.

en: Sets index of the cache texture containing the glyph.
ga: Socraíonn sé innéacs d'uigeacht an taisce ina bhfuil an glyph.

en: Sets rectangle in the cache texture containing the glyph.
ga: Socraíonn sé dronuilleog san uigeacht taisce ina bhfuil an glyph.

en: Sets kerning for the pair of glyphs.
ga: Socraíonn kerning don péire glyphs.

en: Adds override for [method Font.is_language_supported].
ga: Cuireann sé sáraíocht leis le haghaidh [method Font.is_language_supported].

en: Adds override for [method Font.is_script_supported].
ga: Cuirtear sáraíocht leis le haghaidh [method Font.is_script_supported].

en: Sets font cache texture image.
ga: Socraíonn íomhá uigeachta taisce cló.

en: Sets array containing glyph packing data.
ga: Socraíonn sé eagar ina bhfuil sonraí pacála glyph.

en: Sets 2D transform, applied to the font outlines, can be used for slanting, flipping, and rotating glyphs.
ga: Is féidir tacair chlaochlaithe 2D, a chuirtear i bhfeidhm ar imlíne an chló, a úsáid le haghaidh slanting, flipping, agus glyphs rothlach.

en: Sets variation coordinates for the specified font cache entry. See [method Font.get_supported_variation_list] for more info.
ga: Socraíonn sé comhordanáidí éagsúlachta don iontráil taisce cló sonraithe. Féach ar [method Font.get_supported_variation_list] le haghaidh tuilleadh eolais.

en: If set to [code]true[/code], system fonts can be automatically used as fallbacks.
ga: Má tá sé socraithe go [code]true[/code], is féidir clónna córais a úsáid go huathoibríoch mar chúltacaí.

en: Font anti-aliasing mode.
ga: Mód frith-ailiasála cló.

en: Contents of the dynamic font source file.
ga: Ábhar an bhunchomhaid chló dinimiciúil.

en: Font size, used only for the bitmap fonts.
ga: Clómhéid, a úsáidtear le haghaidh na gclónna giotáin amháin.

en: Scaling mode, used only for the bitmap fonts with [member fixed_size] greater than zero.
ga: Modh scálaithe, a úsáidtear le haghaidh na gclónna giotáin amháin a bhfuil [member fixed_size] níos mó ná nialas acu.

en: Font family name.
ga: Ainm teaghlaigh cló.

en: Font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
ga: Méid stráice cló, i gcomparáid le leithead gnáth. Luach céatadáin idir [code]50%[/code] agus [code]200%[/code].

en: Font style flags, see [enum TextServer.FontStyle].
ga: Bratacha stíl chló, féach [enum TextServer.FontStyle].

en: Weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
ga: Meáchan (trom) an chló. Tá luach sa raon [code]100...999[/code], gnáthmheáchan cló [code]400[/code], is é meáchan cló trom [code]700[/code].

en: If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only (MSDF fonts don't support hinting).
ga: Má tá sé socraithe go [code]true[/code], tacaítear le huathleideanna agus b’fhearr é seachas leid cló ionsuite. Úsáidte ag clónna dinimiciúla amháin (ní thacaíonn clónna MSDF le leid).

en: If set to [code]true[/code], generate mipmaps for the font textures.
ga: Má tá sé socraithe go [code]true[/code], gin mipmaps do na huigeachtaí cló.

en: Font hinting mode. Used by dynamic fonts only.
ga: Mód leide cló. Úsáidte ag clónna dinimiciúla amháin.

en: The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline. The default [member msdf_pixel_range] value of [code]16[/code] allows outline sizes up to [code]8[/code] to look correct.
ga: Leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus uasta inléirithe. Má tá imlíne an chló in úsáid, ní mór [comhalta msdf_pixel_range] a shocrú go dtí ar a laghad [i] faoi dhó[/i] méid an imlíne cló is mó. Ceadaíonn an réamhshocrú [comhalta msdf_pixel_range] luach [code]16[/code] méideanna imlíne suas go dtí [code]8[/code] chun breathnú i gceart.

en: Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering.
ga: Foinse clómhéid a úsáidtear chun uigeachtaí MSDF a ghiniúint. Ligeann luachanna níos airde do bheachtais níos mó, ach tá siad níos moille le rindreáil agus teastaíonn níos mó cuimhne. Méadaigh an luach seo ach amháin má thugann tú faoi deara go bhfuil easpa infheicthe cruinnis i rindreáil glyph.

en: If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field (MSDF) generated from the dynamic font vector data. Since this approach does not rely on rasterizing the font every time its size changes, this allows for resizing the font in real-time without any performance penalty. Text will also not look grainy for [Control]s that are scaled down (or for [Label3D]s viewed from a long distance). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.
    [b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline.
    [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.
ga: Má tá sé socraithe go [code]true[/code], rindreáiltear glyphs de gach méid ag baint úsáide as réimse faid sínithe ilchainéil aonair (MSDF) a ghintear ó shonraí dinimiciúil veicteoir an chló. Ós rud é nach mbíonn an cur chuige seo ag brath ar an gcló a rasteráil gach uair a athraíonn a mhéid, ceadaíonn sé seo an cló a athrú i bhfíor-am gan aon phionós feidhmíochta. Ní bheidh cuma ghráinne ar an téacs ach an oiread do [rialuithe] atá de réir scála síos (nó do [Lipéad3D]anna a bhreathnaítear orthu ó achar fada). Mar bhuntáiste, níl leid cló ar fáil le MSDF. D’fhéadfadh go mbeadh clónna nach bhfuil chomh brioscach agus nach bhfuil chomh inléite ag méideanna beaga mar thoradh ar easpa leid cló.
    [b]Nóta:[/b] Má tá imlíne an chló in úsáid, ní mór [comhalta msdf_pixel_range] a shocrú go dtí ar a laghad [i] faoi dhó[/i] méid an imlíne cló is mó.
    [b]Nóta:[/b] Ní fhágann rindreáil cló MSDF glyphs le cruthanna forluiteacha i gceart. Níl cruthanna forluiteacha bailí de réir an chaighdeáin OpenType, ach tá siad fós le fáil go coitianta i go leor comhad cló, go háirithe iad siúd a thiontaíonn Google Fonts. Chun fadhbanna a bhaineann le glyphs forluiteacha a sheachaint, smaoinigh ar an gclóchomhad a íoslódáil go díreach ón teilgcheárta cineáil in ionad a bheith ag brath ar Chlónna Google.

en: Font OpenType feature set override.
ga: Sáraítear an tacar gné Cló OpenType.

en: Font oversampling factor. If set to [code]0.0[/code], the global oversampling factor is used instead. Used by dynamic fonts only (MSDF fonts ignore oversampling).
ga: Fachtóir róshamplála cló. Má tá sé socraithe go [code]0.0[/code], úsáidtear an fachtóir forshamplála domhanda ina ionad sin. Úsáidte ag clónna dinimiciúla amháin (Déanann clónna MSDF neamhaird ar róshampláil).

en: Font style name.
ga: Ainm stíl cló.

en: Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of higher memory usage and lower font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
ga: Cló glyph modh suite subpixel. Soláthraíonn suíomh subpixel téacs shaper agus kerning níos fearr do mhéideanna cló níos lú, ar chostas úsáide cuimhne níos airde agus luas rasterization cló níos ísle. Úsáid [Constant TextServer.SUBPIXEL_POSITIONING_AUTO] chun é a chumasú go huathoibríoch bunaithe ar mhéid an chló.

en: A variation of a font with additional settings.
ga: Athrú cló le socruithe breise.

en: Provides OpenType variations, simulated bold / slant, and additional font settings like OpenType features and extra spacing.
    To use simulated bold font variant:
    [codeblocks]
    [gdscript]
    var fv = FontVariation.new()
    fv.base_font = load("res://BarlowCondensed-Regular.ttf")
    fv.variation_embolden = 1.2
    $Label.add_theme_font_override("font", fv)
    $Label.add_theme_font_size_override("font_size", 64)
    [/gdscript]
    [csharp]
    var fv = new FontVariation();
    fv.SetBaseFont(ResourceLoader.Load<FontFile>("res://BarlowCondensed-Regular.ttf"));
    fv.SetVariationEmbolden(1.2);
    GetNode("Label").AddThemeFontOverride("font", fv);
    GetNode("Label").AddThemeFontSizeOverride("font_size", 64);
    [/csharp]
    [/codeblocks]
    To set the coordinate of multiple variation axes:
    [codeblock]
    var fv = FontVariation.new();
    var ts = TextServerManager.get_primary_interface()
    fv.base_font = load("res://BarlowCondensed-Regular.ttf")
    fv.variation_opentype = { ts.name_to_tag("wght"): 900, ts.name_to_tag("custom_hght"): 900 }
    [/codeblock]
ga: Soláthraíonn sé éagsúlachtaí OpenType, cló trom / leataobhach insamhlaithe, agus socruithe cló breise cosúil le gnéithe OpenType agus spásáil bhreise.
    Chun leagan cló trom insamhlaithe a úsáid:
    [codeblocks]
    [gdscript]
    var fv = FontVariation.new()
    fv.base_font = load("res://BarlowCondensed-Regular.ttf")
    fv.variation_embolden = 1.2
    $Label.add_theme_font_override("font", fv)
    $Label.add_theme_font_size_override("font_size", 64)
    [/gdscript]
    [csharp]
    var fv = new FontVariation();
    fv.SetBaseFont(ResourceLoader.Load<FontFile>("res://BarlowCondensed-Regular.ttf"));
    fv.SetVariationEmbolden(1.2);
    GetNode("Label").AddThemeFontOverride("font", fv);
    GetNode("Label").AddThemeFontSizeOverride("font_size", 64);
    [/csharp]
    [/codeblocks]
    Chun comhordanáid na n-aiseanna éagsúlachta iolracha a shocrú:
    [codeblock]
    var fv = FontVariation.new();
    var ts = TextServerManager.get_primary_interface()
    fv.base_font = load("res://BarlowCondensed-Regular.ttf")
    fv.variation_opentype = { ts.name_to_tag("wght"): 900, ts.name_to_tag("custom_hght"): 900 }
    [/codeblock]

en: Base font used to create a variation. If not set, default [Theme] font is used.
ga: Bunchló a úsáidtear chun athrú a chruthú. Mura bhfuil sé socraithe, úsáidtear cló réamhshocraithe [Téama].

en: Extra baseline offset (as a fraction of font height).
ga: Fritháireamh breise bunlíne (mar chodán d'airde an chló).

en: A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
ga: Sraith de chlibeanna gné OpenType. Tuilleadh eolais: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]Clibeanna gné OpenType[/url].

en: Extra spacing at the bottom of the line in pixels.
ga: Spásáil bhreise ag bun na líne i bpicteilíní.

en: Extra spacing between graphical glyphs.
ga: Spás breise idir glyphs grafacha.

en: Extra width of the space glyphs.
ga: Leithead breise na glyphs spáis.

en: Extra spacing at the top of the line in pixels.
ga: Spásáil bhreise ag barr na líne i bpicteilíní.

en: If is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
    [b]Note:[/b] Emboldened fonts might have self-intersecting outlines, which will prevent MSDF fonts and [TextMesh] from working correctly.
ga: Mura bhfuil sé cothrom le nialas, emboldens imlíne an chló. Laghdaíonn luachanna diúltacha an tiús imlíne.
    [b]Nóta:[/b] D’fhéadfadh go mbeadh imlíne féin-thrasnacha ag clónna tiontaithe, rud a chuirfeadh cosc ar chlónna MSDF agus [TextMesh] oibriú i gceart.

en: Active face index in the TrueType / OpenType collection file.
ga: Innéacs aghaidh gníomhach sa chomhad bailiúcháin TrueType / OpenType.

en: Font OpenType variation coordinates. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]OpenType variation tags[/url].
    [b]Note:[/b] This [Dictionary] uses OpenType tags as keys. Variation axes can be identified both by tags ([int], e.g. [code]0x77678674[/code]) and names ([String], e.g. [code]wght[/code]). Some axes might be accessible by multiple names. For example, [code]wght[/code] refers to the same axis as [code]weight[/code]. Tags on the other hand are unique. To convert between names and tags, use [method TextServer.name_to_tag] and [method TextServer.tag_to_name].
    [b]Note:[/b] To get available variation axes of a font, use [method Font.get_supported_variation_list].
ga: Comhordanáidí éagsúlachta Cló OpenType. Tuilleadh eolais: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]Clibeanna éagsúlachta OpenType[/url].
    [b]Nóta:[/b] Úsáideann an [Foclóir] seo clibeanna OpenType mar eochracha. Is féidir aiseanna athraithe a shainaithint trí chlibeanna ([int], m.sh. [code]0x77678674[/code]) agus ainmneacha ([Teaghrán], m.sh. [code]wght[/code]). D’fhéadfadh go mbeadh teacht ar roinnt haiseanna trí ainmneacha iolracha. Mar shampla, tagraíonn [code]wght[/code] don ais chéanna le [code]meáchan[/code]. Ar an láimh eile, tá clibeanna uathúil. Chun tiontú idir ainmneacha agus clibeanna, úsáid [method TextServer.name_to_tag] agus [method TextServer.tag_to_name].
    [b]Nóta:[/b] Chun aiseanna athraithe cló atá ar fáil a fháil, úsáid [method Font.get_supported_variation_list].

en: 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
    For example, to simulate italic typeface by slanting, apply the following transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code].
ga: Is féidir claochlú 2T, a chuirtear ar imlíne an chló, a úsáid le haghaidh glyphs slanting, smeach agus rothlach.
    Mar shampla, chun cló iodálach a insamhladh le slanting, cuir an claochlú seo a leanas i bhfeidhm [code]Transform2D(1.0, leataobhach, 0.0, 1.0, 0.0, 0.0)[/code].

en: Framebuffer cache manager for Rendering Device based renderers.
ga: Bainisteoir taisce Framebuffer le haghaidh rindreálaithe atá bunaithe ar Ghléas Rindreála.

en: Framebuffer cache manager for Rendering Device based renderers. Provides a way to create a framebuffer and reuse it in subsequent calls for as long as the used textures exists. Framebuffers will automatically be cleaned up when dependent objects are freed.
ga: Bainisteoir taisce Framebuffer le haghaidh rindreálaithe atá bunaithe ar Ghléas Rindreála. Soláthraíonn sé bealach chun maolán fráma a chruthú agus é a athúsáid i nglaonna ina dhiaidh sin chomh fada agus a bhíonn na huigeachtaí úsáidte ann. Glanfar frámaí maoláin go huathoibríoch nuair a scaoiltear rudaí cleithiúnacha.

en: Creates, or obtains a cached, framebuffer. [param textures] lists textures accessed. [param passes] defines the subpasses and texture allocation, if left empty a single pass is created and textures are allocated depending on their usage flags. [param views] defines the number of views used when rendering.
ga: Cruthaíonn, nó faigheann sé maolán fráma i dtaisce. liostaíonn [uigeachtaí param] na huigeachtaí a bhfuarthas rochtain orthu. Sainmhíníonn [pasanna param] na fobhealaí agus an leithdháileadh uigeachta, má fhágtar pas folamh cruthaítear pas amháin agus leithdháiltear uigeachtaí ag brath ar a mbratach úsáide. Sainmhíníonn [param views] líon na n-amharc a úsáidtear nuair a rindreáil.

en: A native library for GDExtension.
ga: Leabharlann dhúchais le haghaidh GDEExtension.

en: The [GDExtension] resource type represents a [url=https://en.wikipedia.org/wiki/Shared_library]shared library[/url] which can expand the functionality of the engine. The [GDExtensionManager] singleton is responsible for loading, reloading, and unloading [GDExtension] resources.
    [b]Note:[/b] GDExtension itself is not a scripting language and has no relation to [GDScript] resources.
ga: Is ionann an cineál acmhainne [GDExtension] agus [url=https://en.wikipedia.org/wiki/Shared_library]leabharlann roinnte[/url] ar féidir léi feidhmiúlacht an innill a leathnú. Tá an duine aonair [GDExtensionManager] freagrach as acmhainní [GDExtension] a lódáil, a athlódáil agus a dhíluchtú.
    [b]Nóta:[/b] Ní teanga scriptithe é Síneadh GDE féin agus níl aon bhaint aige le hacmhainní [GDScript].

en: GDExtension overview
ga: Forbhreathnú ar an síneadh GDE

en: GDExtension example in C++
ga: Sampla síneadh GDE in C++

en: Returns the lowest level required for this extension to be properly initialized (see the [enum InitializationLevel] enum).
ga: Filleann sé an leibhéal is ísle a theastaíonn chun an síneadh seo a thúsú i gceart (féach an [enum initializationLevel] enum).

en: Returns [code]true[/code] if this extension's library has been opened.
ga: Filleann sé [code]true[/code] má osclaíodh leabharlann an bhreiseáin seo.

en: The library is initialized at the same time as the core features of the engine.
ga: Cuirtear tús leis an leabharlann ag an am céanna le gnéithe lárnacha an innill.

en: The library is initialized at the same time as the engine's servers (such as [RenderingServer] or [PhysicsServer3D]).
ga: Cuirtear tús leis an leabharlann ag an am céanna le freastalaithe an innill (amhail [RenderingServer] nó [PhysicsServer3D]).

en: The library is initialized at the same time as the engine's scene-related classes.
ga: Cuirtear tús leis an leabharlann ag an am céanna le ranganna an innill a bhaineann le radharc.

en: The library is initialized at the same time as the engine's editor classes. Only happens when loading the GDExtension in the editor.
ga: Cuirtear tús leis an leabharlann ag an am céanna le ranganna eagarthóir an innill. Ní tharlaíonn sé ach nuair a bhíonn an GDEExtension á luchtú san eagarthóir.

en: Provides access to GDExtension functionality.
ga: Soláthraíonn sé rochtain ar fheidhmiúlacht GDEExtension.

en: The GDExtensionManager loads, initializes, and keeps track of all available [GDExtension] libraries in the project.
    [b]Note:[/b] Do not worry about GDExtension unless you know what you are doing.
ga: Déanann an GDExtensionManager lódáil, tosaigh, agus coimeádann súil ar na leabharlanna go léir atá ar fáil sa tionscadal [GDExtension].
    [b]Nóta:[/b] Ná bíodh imní ort maidir le Síneadh GDE mura bhfuil a fhios agat cad atá á dhéanamh agat.

en: Returns the [GDExtension] at the given file [param path], or [code]null[/code] if it has not been loaded or does not exist.
ga: Seoltar ar ais an [GDE Síneadh] ag an gcomhad tugtha [param path], nó [code]null[/code] murar lódaíodh é nó mura bhfuil sé ann.

en: Returns the file paths of all currently loaded extensions.
ga: Filleann sé cosáin chomhad na n-eisínteachtaí go léir atá lódáilte faoi láthair.

en: Returns [code]true[/code] if the extension at the given file [param path] has already been loaded successfully. See also [method get_loaded_extensions].
ga: Filleann sé [code]true[/code] má tá an síneadh ag an gcomhad tugtha [cosán param] lódáilte cheana féin. Féach freisin [method get_loaded_extensions].

en: Loads an extension by absolute file path. The [param path] needs to point to a valid [GDExtension]. Returns [constant LOAD_STATUS_OK] if successful.
ga: Íoslódáil an síneadh ar chonair iomlán comhad. Ní mór do [chonair pharam] pointe a dhéanamh ar [Síneadh GDE] bailí. Filleann sé [LOAD_STATUS_OK leanúnach] má éiríonn leis.

en: Reloads the extension at the given file path. The [param path] needs to point to a valid [GDExtension], otherwise this method may return either [constant LOAD_STATUS_NOT_LOADED] or [constant LOAD_STATUS_FAILED].
    [b]Note:[/b] You can only reload extensions in the editor. In release builds, this method always fails and returns [constant LOAD_STATUS_FAILED].
ga: Athlódálann sé an síneadh ag an gcosán comhaid a thugtar. Ní mór don [chonair pharam] pointe a dhéanamh ar [Síneadh GDE] bailí, nó d'fhéadfadh an modh seo a bheith ar ais [LOAD_STATUS_NOT_LOADED] nó [LOAD_STATUS_FAILED seasmhach].
    [b]Nóta:[/b] Ní féidir leat ach síntí a athlódáil san eagarthóir. I dtógálacha eisithe, teipeann ar an modh seo i gcónaí agus filleann sé [LOAD_STATUS_FAILED leanúnach].

en: Unloads an extension by file path. The [param path] needs to point to an already loaded [GDExtension], otherwise this method returns [constant LOAD_STATUS_NOT_LOADED].
ga: Díluchtaítear síneadh de réir cosán comhaid. Caithfidh an [cosán param] pointe a chur ar [GDE Síneadh] atá lódáilte cheana féin, nó filleann an modh seo ar ais [LOAD_STATUS_NOT_LOADED] leanúnach.

en: Emitted after the editor has finished reloading one or more extensions.
ga: Astaithe tar éis don eagarthóir athlódáil a dhéanamh ar shíneadh amháin nó níos mó.

en: The extension has loaded successfully.
ga: D'éirigh leis an síneadh a lódáil.

en: The extension has failed to load, possibly because it does not exist or has missing dependencies.
ga: Theip ar an síneadh a luchtú, b'fhéidir toisc nach bhfuil sé ann nó go bhfuil spleáchais in easnamh air.

en: The extension has already been loaded.
ga: Tá an breiseán luchtaithe cheana féin.

en: The extension has not been loaded.
ga: Níl an síneadh lódáilte.

en: The extension requires the application to restart to fully load.
ga: Éilíonn an síneadh an feidhmchlár a atosú chun a luchtú go hiomlán.

en: A script implemented in the GDScript programming language.
ga: Script curtha i bhfeidhm sa teanga ríomhchlárúcháin GDScript.

en: A script implemented in the GDScript programming language, saved with the [code].gd[/code] extension. The script extends the functionality of all objects that instantiate it.
    Calling [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
    If you are looking for GDScript's built-in functions, see [@GDScript] instead.
ga: Script curtha i bhfeidhm sa teanga ríomhchlárúcháin GDScript, arna sábháil leis an síneadh [code].gd[/code]. Leathnaíonn an script feidhmiúlacht na n-oibiachtaí go léir a chuireann ar an toirt é.
    Cruthaíonn glaoch [method nua] sampla nua den script. Leathnaíonn [method Object.set_script] réad atá ann cheana féin, má mheaitseálann rang an oibiachta sin le ceann de bhunranganna an script.
    Má tá feidhmeanna ionsuite GDScript á lorg agat, féach ar [@GDScript] ina ionad sin.

en: GDScript documentation index
ga: Innéacs doiciméadú GDScript

en: A physics joint that allows for complex movement and rotation between two 3D physics bodies.
ga: Alt fisice a cheadaíonn gluaiseacht agus rothlú casta idir dhá chomhlacht fisice 3D.

en: The [Generic6DOFJoint3D] (6 Degrees Of Freedom) joint allows for implementing custom types of joints by locking the rotation and translation of certain axes.
    The first 3 DOF represent the linear motion of the physics bodies and the last 3 DOF represent the angular motion of the physics bodies. Each axis can be either locked, or limited.
ga: Ceadaíonn an comhpháirteach [Generic6DOFJoint3D] (6 Chéim Saoirse) cineálacha saincheaptha alt a chur i bhfeidhm trí rothlú agus aistriúchán aiseanna áirithe a ghlasáil.
    Seasann an chéad 3 DOF do ghluaisne líneach na gcorp fisice agus seasann an 3 DOF deiridh do ghluaisne uilleach na gcorp fisice. Is féidir le gach ais a bheith faoi ghlas, nó teoranta.

en: The amount of rotational damping across the X axis.
    The lower, the longer an impulse from one side takes to travel to the other side.
ga: Méid an mhaolaithe rothlacha trasna na hais X.
    Dá ísle, is ea is faide a thógann sé ar thaisteal ó thaobh amháin taisteal go dtí an taobh eile.

en: If [code]true[/code], rotation across the X axis is limited.
ga: Más [code]true[/code], tá an rothlú trasna na hais X teoranta.

en: When rotating across the X axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
ga: Nuair a rothlaíonn sé trasna an ais X, sainmhíníonn an fachtóir lamháltais earráide seo cé mhéad a mhoillítear an ceartúchán. An níos ísle, an níos moille.

en: The maximum amount of force that can occur, when rotating around the X axis.
ga: An méid fórsa uasta is féidir a tharlaíonn, nuair a rothlaíonn timpeall an ais X.

en: The minimum rotation in negative direction to break loose and rotate around the X axis.
ga: An rothlú íosta i dtreo diúltach a bhriseadh scaoilte agus rothlú timpeall an ais X.

en: The amount of rotational restitution across the X axis. The lower, the more restitution occurs.
ga: Méid an aischuir rothlaithe trasna na hais X. Dá ísle, is amhlaidh is mó a tharlaíonn cúiteamh.

en: The speed of all rotations across the X axis.
ga: Luas gach rothlaithe trasna an X-ais.

en: The minimum rotation in positive direction to break loose and rotate around the X axis.
ga: An rothlú íosta i dtreo dearfach a bhriseadh scaoilte agus rothlú timpeall an ais X.

en: The amount of rotational damping across the Y axis. The lower, the more damping occurs.
ga: An méid damping rothlach trasna an ais Y. An níos ísle, is amhlaidh is mó damping a tharlaíonn.

en: If [code]true[/code], rotation across the Y axis is limited.
ga: Más [code]true[/code], tá an rothlú trasna na hais Y teoranta.

en: When rotating across the Y axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
ga: Nuair a rothlaíonn sé trasna an ais Y, sainmhíníonn an fachtóir lamháltais earráide seo cé mhéad a mhoillítear an ceartúchán. An níos ísle, an níos moille.

en: The maximum amount of force that can occur, when rotating around the Y axis.
ga: An méid fórsa uasta is féidir a tharlaíonn, nuair a rothlaíonn timpeall an ais Y.

en: The minimum rotation in negative direction to break loose and rotate around the Y axis.
ga: An rothlú íosta i dtreo diúltach a bhriseadh scaoilte agus rothlú timpeall an ais Y.

en: The amount of rotational restitution across the Y axis. The lower, the more restitution occurs.
ga: Méid an aisíocaíocht rothlach trasna na hais Y. Dá ísle, is amhlaidh is mó a tharlaíonn cúiteamh.

en: The speed of all rotations across the Y axis.
ga: Luas gach rothlaithe trasna na hais Y.

en: The minimum rotation in positive direction to break loose and rotate around the Y axis.
ga: An rothlú íosta i dtreo dearfach a bhriseadh scaoilte agus rothlú timpeall an ais Y.

en: The amount of rotational damping across the Z axis. The lower, the more damping occurs.
ga: An méid damping rothlach trasna na hais Z. An níos ísle, is amhlaidh is mó damping a tharlaíonn.

en: If [code]true[/code], rotation across the Z axis is limited.
ga: Más [code]true[/code], tá an rothlú trasna an ais Z teoranta.

en: When rotating across the Z axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
ga: Nuair a rothlaíonn sé trasna an ais Z, sainmhíníonn an fachtóir lamháltais earráide seo cé mhéad a mhoillítear an ceartúchán. An níos ísle, an níos moille.

en: The maximum amount of force that can occur, when rotating around the Z axis.
ga: An t-uasmhéid fórsa is féidir a tharlaíonn, nuair a rothlaíonn timpeall an ais Z.

en: The minimum rotation in negative direction to break loose and rotate around the Z axis.
ga: An uainíocht íosta i dtreo diúltach a bhriseadh scaoilte agus rothlú timpeall an ais Z.

en: The amount of rotational restitution across the Z axis. The lower, the more restitution occurs.
ga: Méid an aisíocaíocht rothlach trasna na hais Z. Dá ísle, is amhlaidh is mó a tharlaíonn cúiteamh.

en: The speed of all rotations across the Z axis.
ga: Luas gach rothlaithe trasna an ais Z.

en: The minimum rotation in positive direction to break loose and rotate around the Z axis.
ga: An rothlú íosta i dtreo dearfach a bhriseadh scaoilte agus rothlú timpeall an ais Z.

en: If [code]true[/code], a rotating motor at the X axis is enabled.
ga: Más [code]true[/code], tá mótar rothlach ag an ais X cumasaithe.

en: Maximum acceleration for the motor at the X axis.
ga: An luasghéarú uasta don mhótar ag an X ais.

en: Target speed for the motor at the X axis.
ga: Luas sprice don mhótar ag an X ais.

en: If [code]true[/code], a rotating motor at the Y axis is enabled.
ga: Más [code]true[/code], tá mótar rothlach ag an ais Y cumasaithe.

en: Maximum acceleration for the motor at the Y axis.
ga: An luasghéarú uasta don mhótar ag an ais Y.

en: Target speed for the motor at the Y axis.
ga: Luas sprice don mhótar ag an ais Y.

en: If [code]true[/code], a rotating motor at the Z axis is enabled.
ga: Más [code]true[/code], tá mótar rothlach ag an ais Z cumasaithe.

en: Maximum acceleration for the motor at the Z axis.
ga: An luasghéarú uasta don mhótar ag an ais Z.

en: Target speed for the motor at the Z axis.
ga: Luas sprice don mhótar ag an ais Z.

en: The amount of damping that happens at the X motion.
ga: An méid taise a tharlaíonn ag gluaisne X.

en: If [code]true[/code], the linear motion across the X axis is limited.
ga: Más [code]true[/code], tá an ghluaisne líneach trasna na hais X teoranta.

en: The minimum difference between the pivot points' X axis.
ga: An difríocht íosta idir ais X na bpointí maighde.

en: The amount of restitution on the X axis movement. The lower, the more momentum gets lost.
ga: An méid cúitimh ar an ngluaiseacht X-ais. Dá ísle, is amhlaidh a chailltear móiminteam.

en: A factor applied to the movement across the X axis. The lower, the slower the movement.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna na hais X. An níos ísle, an níos moille an ghluaiseacht.

en: The maximum difference between the pivot points' X axis.
ga: An difríocht uasta idir ais X na bpointí maighde.

en: The amount of damping that happens at the Y motion.
ga: Méid an taise a tharlaíonn ag gluaisne Y.

en: If [code]true[/code], the linear motion across the Y axis is limited.
ga: Más [code]true[/code], tá an ghluaisne líneach trasna na hais Y teoranta.

en: The minimum difference between the pivot points' Y axis.
ga: An difríocht íosta idir ais Y pointí maighdeog.

en: The amount of restitution on the Y axis movement. The lower, the more momentum gets lost.
ga: An méid cúitimh ar ghluaiseacht ais Y. Dá ísle, is amhlaidh a chailltear móiminteam.

en: A factor applied to the movement across the Y axis. The lower, the slower the movement.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna na hais Y. An níos ísle, an níos moille an ghluaiseacht.

en: The maximum difference between the pivot points' Y axis.
ga: An difríocht uasta idir an ais Y pointí maighdeog.

en: The amount of damping that happens at the Z motion.
ga: An méid taise a tharlaíonn ag an tairiscint Z.

en: If [code]true[/code], the linear motion across the Z axis is limited.
ga: Más [code]true[/code], tá an ghluaisne líneach trasna na hais Z teoranta.

en: The minimum difference between the pivot points' Z axis.
ga: An difríocht íosta idir ais Z na bpointí maighdeogacha.

en: The amount of restitution on the Z axis movement. The lower, the more momentum gets lost.
ga: An méid cúitimh ar ghluaiseacht ais Z. Dá ísle, is amhlaidh a chailltear móiminteam.

en: A factor applied to the movement across the Z axis. The lower, the slower the movement.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna an ais Z. An níos ísle, an níos moille an ghluaiseacht.

en: The maximum difference between the pivot points' Z axis.
ga: An difríocht uasta idir na pointí maighdeog 'Z ais.

en: If [code]true[/code], then there is a linear motor on the X axis. It will attempt to reach the target velocity while staying within the force limits.
ga: Más [code]true[/code], tá mótar líneach ar an X ais. Déanfaidh sé iarracht an sprioc-treoluas a bhaint amach agus é ag fanacht laistigh de theorainneacha an fhórsa.

en: The maximum force the linear motor can apply on the X axis while trying to reach the target velocity.
ga: An fórsa uasta is féidir leis an mótar líneach a chur i bhfeidhm ar an ais X agus é ag iarraidh an sprioc-treoluas a bhaint amach.

en: The speed that the linear motor will attempt to reach on the X axis.
ga: An luas a dhéanfaidh an mótar líneach iarracht a bhaint amach ar an X ais.

en: If [code]true[/code], then there is a linear motor on the Y axis. It will attempt to reach the target velocity while staying within the force limits.
ga: Más [code]true[/code], tá mótar líneach ar an ais Y. Déanfaidh sé iarracht an sprioc-treoluas a bhaint amach agus é ag fanacht laistigh de theorainneacha an fhórsa.

en: The maximum force the linear motor can apply on the Y axis while trying to reach the target velocity.
ga: An fórsa uasta is féidir leis an mótar líneach a chur i bhfeidhm ar an ais Y agus é ag iarraidh an sprioc-treoluas a bhaint amach.

en: The speed that the linear motor will attempt to reach on the Y axis.
ga: An luas a dhéanfaidh an mótar líneach iarracht a bhaint amach ar an ais Y.

en: If [code]true[/code], then there is a linear motor on the Z axis. It will attempt to reach the target velocity while staying within the force limits.
ga: Más [code]true[/code], tá mótar líneach ar an ais Z. Déanfaidh sé iarracht an sprioc-treoluas a bhaint amach agus é ag fanacht laistigh de theorainneacha an fhórsa.

en: The maximum force the linear motor can apply on the Z axis while trying to reach the target velocity.
ga: An fórsa uasta is féidir leis an mótar líneach a chur i bhfeidhm ar an ais Z agus é ag iarraidh an sprioc-treoluas a bhaint amach.

en: The speed that the linear motor will attempt to reach on the Z axis.
ga: An luas a dhéanfaidh an mótar líneach iarracht a bhaint amach ar an ais Z.

en: The minimum difference between the pivot points' axes.
ga: An difríocht íosta idir aiseanna na bpointí maighdeogacha.

en: The maximum difference between the pivot points' axes.
ga: An difríocht uasta idir aiseanna na bpointí maighdeogacha.

en: A factor applied to the movement across the axes. The lower, the slower the movement.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna na haiseanna. An níos ísle, an níos moille an ghluaiseacht.

en: The amount of restitution on the axes' movement. The lower, the more momentum gets lost.
ga: An méid cúitimh ar ghluaiseacht na n-aiseanna. Dá ísle, is amhlaidh a chailltear móiminteam.

en: The amount of damping that happens at the linear motion across the axes.
ga: An méid taise a tharlaíonn ag an tairiscint líneach trasna na haiseanna.

en: The velocity the linear motor will try to reach.
ga: An treoluas a dhéanfaidh an mótar líneach iarracht a bhaint amach.

en: The maximum force the linear motor will apply while trying to reach the velocity target.
ga: Is é an fórsa uasta a bheidh ag an mótar líneach agus é ag iarraidh an sprioc treoluas a bhaint amach.

en: The minimum rotation in negative direction to break loose and rotate around the axes.
ga: An rothlú íosta i dtreo diúltach a bhriseadh scaoilte agus rothlú timpeall na haiseanna.

en: The minimum rotation in positive direction to break loose and rotate around the axes.
ga: An rothlú íosta i dtreo dearfach a bhriseadh scaoilte agus rothlú timpeall na haiseanna.

en: The speed of all rotations across the axes.
ga: Luas gach rothlaithe trasna na haiseanna.

en: The amount of rotational damping across the axes. The lower, the more damping occurs.
ga: An méid taise rothlach trasna na haiseanna. An níos ísle, is amhlaidh is mó damping a tharlaíonn.

en: The amount of rotational restitution across the axes. The lower, the more restitution occurs.
ga: Méid an chúitimh rothlach trasna na n-aiseanna. Dá ísle, is amhlaidh is mó a tharlaíonn cúiteamh.

en: The maximum amount of force that can occur, when rotating around the axes.
ga: An t-uasmhéid fórsa is féidir a tharlaíonn, nuair a rothlú timpeall na haiseanna.

en: When rotating across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
ga: Nuair a bhíonn rothlú trasna na n-aiseanna, sainmhíníonn an fachtóir lamháltais earráide seo cé mhéad a mhoillítear an ceartúchán. An níos ísle, an níos moille.

en: Target speed for the motor at the axes.
ga: Luas sprice don mhótar ag na haiseanna.

en: Maximum acceleration for the motor at the axes.
ga: An luasghéarú uasta don mhótar ag na haiseanna.

en: If enabled, linear motion is possible within the given limits.
ga: Má tá sé cumasaithe, is féidir gluaisne líneach a dhéanamh laistigh de na teorainneacha a thugtar.

en: If enabled, rotational motion is possible within the given limits.
ga: Má tá sé cumasaithe, is féidir gluaisne rothlach a dhéanamh laistigh de na teorainneacha a thugtar.

en: If enabled, there is a rotational motor across these axes.
ga: Má tá sé cumasaithe, tá mótar rothlach trasna na haiseanna seo.

en: If enabled, there is a linear motor across these axes.
ga: Má tá sé cumasaithe, tá mótar líneach trasna na haiseanna seo.

en: Represents the size of the [enum Flag] enum.
ga: Léiríonn sé méid an [enum Flag] enum.

en: Provides methods for some common 2D geometric operations.
ga: Soláthraíonn sé Modhanna le haghaidh roinnt oibríochtaí geoiméadracha 2T coitianta.

en: Provides a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations in 2D.
ga: Soláthraíonn sé sraith feidhmeanna cúntóra chun cruthanna geoiméadracha a chruthú, chun crosbhealaí idir cruthanna a ríomh, agus chun Oibríochtaí geoiméadracha éagsúla eile a phróiseáil i 2T.

en: Clips [param polygon_a] against [param polygon_b] and returns an array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] between polygons. Returns an empty array if [param polygon_b] completely overlaps [param polygon_a].
    If [param polygon_b] is enclosed by [param polygon_a], returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling [method is_polygon_clockwise].
ga: Gearrtar [param polygon_a] in aghaidh [param polygon_b] agus filleann sé sraith de pholagáin ghearrtha. Feidhmíonn sé seo [OPERATION_DIFFERENCE leanúnach] idir pholagáin. Filleann sé eagar folamh má fhorluíonn [param polygon_b] go hiomlán [param polygon_a].
    Má tá [param polygon_b] faoi iamh ag [param polygon_a], filleann sé polagán seachtrach (teorainn) agus polagán inmheánach (poll) a d'fhéadfaí a aithint trí ghlaoch a chur ar [method is_polygon_deiseal].

en: Clips [param polyline] against [param polygon] and returns an array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.
ga: Gearrtar [param polyline] in aghaidh [param polagán] agus cuireann sé sraith de pholailín gearrtha ar ais. Feidhmíonn sé seo [OPERATION_DIFFERENCE leanúnach] idir an pholalíne agus an polagán. Is féidir smaoineamh ar an oibríocht seo mar ghearradh líne le cruth dúnta.

en: Given an array of [Vector2]s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.
ga: Nuair a thugtar raon [Veicteoir2]s, seolann an cabhlach dronnach ar ais mar liosta pointí in ord tuathalach. Tá an pointe deireanach mar an gcéanna leis an gcéad cheann.

en: Decomposes the [param polygon] into multiple convex hulls and returns an array of [PackedVector2Array].
ga: Díscaoileann an [param polagán] isteach i gcabhlacha dronnach iolracha agus cuireann sé raon [PackedVector2Array] ar ais.

en: Mutually excludes common area defined by intersection of [param polygon_a] and [param polygon_b] (see [method intersect_polygons]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons.
    The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
ga: Eisiatar comhlimistéar a shainmhínítear trí thrasnú [param polygon_a] agus [param polygon_b] (féach [method intersect_polygons]) agus cuireann sé sraith de pholagáin eisiata ar ais. Feidhmíonn sé seo [OPERATION_XOR leanúnach] idir pholagáin. I bhfocail eile, filleann sé ar fad ach an limistéar coitianta idir polagáin.
    D’fhéadfadh go mbeadh polagán seachtrach (teorainn) agus polagán inmheánach (poll) mar thoradh ar an oibríocht a d’fhéadfaí a aithint trí ghlao a chur ar [method is_polygon_deiseal].

en: Returns the 2D point on the 2D segment ([param s1], [param s2]) that is closest to [param point]. The returned point will always be inside the specified segment.
ga: Filleann sé seo an pointe 2T ar an mír 2T ([param s1], [param s2]) is gaire do [param point]. Beidh an pointe ar ais laistigh den deighleog shonraithe i gcónaí.

en: Returns the 2D point on the 2D line defined by ([param s1], [param s2]) that is closest to [param point]. The returned point can be inside the segment ([param s1], [param s2]) or outside of it, i.e. somewhere on the line extending from the segment.
ga: Filleann sé seo an pointe 2T ar an líne 2T atá sainmhínithe ag ([param s1], [param s2]) is gaire do [paraiméad]. Is féidir leis an bpointe fillte a bheith laistigh den mhír ([param s1], [param s2]) nó lasmuigh de, i.e. áit éigin ar an líne a shíneann ón mírlíne.

en: Given the two 2D segments ([param p1], [param q1]) and ([param p2], [param q2]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector2Array] that contains this point on ([param p1], [param q1]) as well the accompanying point on ([param p2], [param q2]).
ga: I bhfianaise an dá mhír 2T ([param p1], [param q1]) agus ([param p2], [param q2]), aimsítear an dá phointe sin ar an dá mhír is gaire dá chéile. Filleann sé [PackedVector2Array] ina bhfuil an pointe seo ar ([param p1], [param q1]) chomh maith leis an bpointe a théann leis ar ([param p2], [param q2]).

en: Intersects [param polygon_a] with [param polygon_b] and returns an array of intersected polygons. This performs [constant OPERATION_INTERSECTION] between polygons. In other words, returns common area shared by polygons. Returns an empty array if no intersection occurs.
    The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
ga: Trasnaíonn sé [param polygon_a] le [param polygon_b] agus cuireann sé raon de pholagáin trasnaithe ar ais. Feidhmíonn sé seo [OPERATION_INTERSECTION leanúnach] idir pholagáin. I bhfocail eile, tuairisceáin limistéar coitianta roinnte ag polagáin. Filleann sé eagar folamh mura dtarlaíonn trasnaíocht.
    D’fhéadfadh go dtáirgfí polagán seachtrach (teorainn) agus polagán inmheánach (poll) as an oibríocht a d’fhéadfaí a aithint trí ghlao a chur ar [method is_polygon_deiseal].

en: Intersects [param polyline] with [param polygon] and returns an array of intersected polylines. This performs [constant OPERATION_INTERSECTION] between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.
ga: Trasnaíonn sé [param polyline] le [param polagán] agus cuireann sé sraith de pholailín trasnaithe ar ais. Feidhmíonn sé seo [OPERATION_INTERSECTION leanúnach] idir an pholalíne agus an polagán. Is féidir smaoineamh ar an oibríocht seo mar líne a ghearradh le cruth dúnta.

en: Returns [code]true[/code] if [param point] is inside the circle or if it's located exactly [i]on[/i] the circle's boundary, otherwise returns [code]false[/code].
ga: Filleann sé [code]true[/code] má tá [paraphointe] laistigh den chiorcal nó má tá sé suite go díreach [i]ar[/i] teorainn an chiorcail, nó filleann sé ar ais [code]bréagach[/code].

en: Returns [code]true[/code] if [param point] is inside [param polygon] or if it's located exactly [i]on[/i] polygon's boundary, otherwise returns [code]false[/code].
ga: Filleann sé [code]true[/code] má tá [para-phointe] taobh istigh de [param polagán] nó má tá sé suite go díreach [i]ar[/i] teorainn an pholagán, nó filleann sé [code]bréagach[/code].

en: Returns [code]true[/code] if [param polygon]'s vertices are ordered in clockwise order, otherwise returns [code]false[/code].
    [b]Note:[/b] Assumes a Cartesian coordinate system where [code]+x[/code] is right and [code]+y[/code] is up. If using screen coordinates ([code]+y[/code] is down), the result will need to be flipped (i.e. a [code]true[/code] result will indicate counter-clockwise).
ga: Filleann sé [code]true[/code] má ordaítear rinn [param polagán] in ord deiseal, nó má sheolann sé ar ais [code]bréagach[/code].
    [b]Nóta:[/b] Glactar leis go bhfuil córas comhordanáidí Cairtéiseach ina bhfuil [code]+x[/code] ar dheis agus [code]+y[/code] ar bun. Má tá úsáid á baint as comhordanáidí scáileáin ([code]+y[/code] thíos), beidh gá an toradh a smeach (i.e. léireoidh toradh [code]true[/code] tuathalach).

en: Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a [PackedVector2Array] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2i].
ga: Nuair a thugtar raon [Veicteoir2]anna a sheasann do tíleanna, tógann sé atlas. Tá dhá eochair ag an bhfoclóir ar ais: [code]pointí[/code] is [PackedVector2Array] a shonraíonn suíomhanna gach tíl, cuimsíonn [code]méid[/code] méid iomlán an atlais ar fad mar [Vector2i].

en: Merges (combines) [param polygon_a] and [param polygon_b] and returns an array of merged polygons. This performs [constant OPERATION_UNION] between polygons.
    The operation may result in an outer polygon (boundary) and multiple inner polygons (holes) produced which could be distinguished by calling [method is_polygon_clockwise].
ga: Cumaisc (le chéile) [param polygon_a] agus [param polygon_b] agus cuireann sé raon de pholagáin chumaisc ar ais. Feidhmíonn sé seo [OPERATION_UNION leanúnach] idir pholagáin.
    D’fhéadfadh go dtáirgfí polagán seachtrach (teorainn) agus ilpholagáin inmheánacha (poill) mar thoradh ar an oibríocht a d’fhéadfaí a aithint trí ghlao a chur ar [method is_polygon_deiseal].

en: Inflates or deflates [param polyline] by [param delta] units (pixels), producing polygons. If [param delta] is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If [param delta] is negative, returns an empty array.
    Each polygon's vertices will be rounded as determined by [param join_type], see [enum PolyJoinType].
    Each polygon's endpoints will be rounded as determined by [param end_type], see [enum PolyEndType].
    The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
ga: Inflates nó deflates [param polyline] trí aonaid [param delta] (picteilín), ag táirgeadh polagán. Má tá [param delta] dearfach, cuireann sé sin ar an bpollíne fás amach. Filleann sé raon de pholagán mar go bhféadfadh il-pholagáin scoite a bheith mar thoradh ar boilsciú/díbhoilsciú. Má tá [param delta] diúltach, filleann sé eagar folamh.
    Déanfar rinn gach polagán a shlánú mar a chinntear ag [param join_type], féach [enum PolyJoinType].
    Déanfar críochphointí gach polagán a shlánú mar a chinntear ag [param end_type], féach [enum PolyEndType].
    D’fhéadfadh go dtáirgfí polagán seachtrach (teorainn) agus polagán inmheánach (poll) as an oibríocht a d’fhéadfaí a aithint trí ghlao a chur ar [method is_polygon_deiseal].

en: Returns if [param point] is inside the triangle specified by [param a], [param b] and [param c].
ga: Filleann sé má tá [paramphointe] taobh istigh den triantán atá sonraithe ag [param a], [param b] agus [param c].

en: Given the 2D segment ([param segment_from], [param segment_to]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [param circle_position] and has radius [param circle_radius]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not).
ga: Agus an mhír 2T ([param segment_from], [param segment_to]) á gcur san áireamh), filleann sé suíomh na míre (mar uimhir idir 0 agus 1) ag a mbuaileann an teascán an ciorcal atá suite ag suíomh [param circle_position] agus a bhfuil ga aige [param circle_radius]. Mura dtrasnaíonn an teascán an ciorcal, cuirtear -1 ar ais (is é seo an cás freisin dá dtrasnaíonn an líne a shíneann an deighleog an ciorcal, ach ní dhéanann an deighleog).

en: Checks if the two segments ([param from_a], [param to_a]) and ([param from_b], [param to_b]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns [code]null[/code].
ga: Seiceálann sé an dtrasnaíonn an dá mhír ([param from_a], [param to_a]) agus ([param from_b], [param to_b]). Má tá, cuir an pointe trasnaithe ar ais mar [Vector2]. Mura dtarlaíonn trasnaíocht, seolann [code]null[/code] ar ais.

en: Triangulates the area specified by discrete set of [param points] such that no point is inside the circumcircle of any resulting triangle. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [param points] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
ga: Triantán é an t-achar atá sonraithe le sraith scoite de [paraphointí] ionas nach bhfuil aon phointe taobh istigh d'imchiorcal aon triantáin dá bharr. Filleann sé [PackedInt32Eagar] ina bhfuil gach triantán comhdhéanta de thrí innéacs pointe as a chéile ina [paraimphointí] (i.e. beidh [code]n * 3[/code] eilimintí san eagar a cuireadh ar ais, agus is é [code]n[/code] an uimhir. de thriantáin aimsithe). Mura n-éireodh leis an triantánú, cuirtear [PackedInt32Array] folamh ar ais.

en: Triangulates the polygon specified by the points in [param polygon]. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [param polygon] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). Output triangles will always be counter clockwise, and the contour will be flipped if it's clockwise. If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
ga: Triantán é an polagán atá sonraithe ag na pointí i [param polagán]. Filleann sé [PackedInt32Eagar] ina bhfuil gach triantán comhdhéanta de thrí innéacs pointe as a chéile isteach i [param polagán] (i.e. beidh [code]n * 3[/code] eilimintí san eagar a cuireadh ar ais, agus is é [code]n[/code] an uimhir. de thriantáin aimsithe). Beidh triantáin aschuir i gcónaí gcuntar deiseal, agus déanfar an contour a smeach má tá sé deiseal. Mura n-éireodh leis an triantánú, cuirtear [PackedInt32Array] folamh ar ais.

en: Create regions where either subject or clip polygons (or both) are filled.
ga: Cruthaigh réigiúin ina líontar polagán ábhair nó gearrthóg (nó an dá cheann).

en: Create regions where subject polygons are filled except where clip polygons are filled.
ga: Cruthaigh réigiúin ina líontar polagáin ábhair ach amháin sa chás go líontar polagáin gearrthóg.

en: Create regions where both subject and clip polygons are filled.
ga: Cruthaigh réigiúin ina líontar polagáin ábhair agus gearrthóg araon.

en: Create regions where either subject or clip polygons are filled but not where both are filled.
ga: Cruthaigh réigiúin ina líontar polagáin ábhair nó gearrthóga ach nach bhfuil an dá cheann líonta.

en: Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/code].
ga: Cuirtear cearnóga i bhfeidhm go haonfhoirmeach ar gach imeall dronnach ag [code]1 * deilt[/code].

en: While flattened paths can never perfectly trace an arc, they are approximated by a series of arc chords.
ga: Cé nach féidir le cosáin leacaithe stua a rianú go foirfe, déantar iad a chomhfhogasú le sraith de chords stua.

en: There's a necessary limit to mitered joins since offsetting edges that join at very acute angles will produce excessively long and narrow "spikes". For any given edge join, when miter offsetting would exceed that maximum distance, "square" joining is applied.
ga: Tá teorainn riachtanach le ceangail mhiotail ós rud é go gcruthófar "spikes" rófhada agus ró-chaol le himill fhritháireamh a cheanglaíonn uillinneacha an-ghéar. Maidir le haon cheangal ciumhais ar bith, nuair a sháródh an fritháireamh miter an t-uasfhad sin, cuirtear nascadh "cearnach" i bhfeidhm.

en: Endpoints are joined using the [enum PolyJoinType] value and the path filled as a polygon.
ga: Nasctar críochphointí ag baint úsáide as an luach [enum PolyJoinType] agus líontar an chonair mar pholagán.

en: Endpoints are joined using the [enum PolyJoinType] value and the path filled as a polyline.
ga: Nasctar críochphointí ag baint úsáide as an luach [enum PolyJoinType] agus líontar an chonair mar pholalíne.

en: Endpoints are squared off with no extension.
ga: Tá críochphointí cearnaithe gan aon síneadh.

en: Endpoints are squared off and extended by [code]delta[/code] units.
ga: Déantar críochphointí a chearnú agus a shíneadh le haonaid [code]delta[/code].

en: Endpoints are rounded off and extended by [code]delta[/code] units.
ga: Déantar críochphointí a shlánú agus a shíneadh le haonaid [code]delta[/code].

en: Provides methods for some common 3D geometric operations.
ga: Soláthraíonn sé modhanna le haghaidh roinnt oibríochtaí geoiméadracha 3D coitianta.

en: Provides a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations in 3D.
ga: Soláthraíonn sé sraith feidhmeanna cúntóra chun cruthanna geoiméadracha a chruthú, chun crosbhealaí idir cruthanna a ríomh, agus chun Oibríochtaí Geoiméadracha éagsúla eile a phróiseáil i 3D.

en: Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [param extents], which represents one (positive) corner of the box (i.e. half its actual size).
ga: Filleann eagar ar a bhfuil 6 [Plána]s a chuireann síos ar na sleasa de bhosca atá dírithe ar an mbunús. Sainmhínítear méid an bhosca ag [param extents], a léiríonn cúinne amháin (dearfach) den bhosca (i.e. leath a mhéid iarbhír).

en: Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [param radius] and height [param height]. The parameter [param sides] defines how many planes will be generated for the side part of the capsule, whereas [param lats] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [param axis] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).
ga: Filleann sé sraith de [Plána]anna atá dlúth-theoranta le capsúl ilghnéitheach agus é dírithe ar an mbunús le ga [param radius] agus airde [param height]. Sainmhíníonn an paraiméadar [taobhanna param] cé mhéad eitleán a ghinfear don chuid taoibh den chapsúl, ach tugann [param lats] líon na gcéimeanna domhanleithid ag bun agus barr an chapsúil. Déanann an paraiméadar [paramais] cur síos ar an ais a bhfuil an capsule dírithe uirthi (0 le haghaidh X, 1 do Y, 2 do Z).

en: Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [param radius] and height [param height]. The parameter [param sides] defines how many planes will be generated for the round part of the cylinder. The parameter [param axis] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).
ga: Filleann sé sraith de [Plána]anna atá dlúth-theoranta le sorcóir ilghnéitheach agus é dírithe ar an mbunús le ga [param radius] agus airde [param height]. Sainmhíníonn an paraiméadar [taobhanna param] cé mhéad plána a ghinfear don chuid chruinn den sorcóir. Déanann an paraiméadar [paramais] cur síos ar an ais a bhfuil an sorcóir treoshuite uirthi (0 le haghaidh X, 1 do Y, 2 do Z).

en: Clips the polygon defined by the points in [param points] against the [param plane] and returns the points of the clipped polygon.
ga: Gearrtar an polagán atá sainmhínithe ag na pointí i [parampointí] in aghaidh an [phlána param] agus filleann sé pointí an pholagáin ghearrtha.

en: Calculates and returns all the vertex points of a convex shape defined by an array of [param planes].
ga: Ríomhann agus aischuireann na pointí rinn uile de chruth dronnach arna sainiú ag sraith [phlánaí param].

en: Returns the 3D point on the 3D segment ([param s1], [param s2]) that is closest to [param point]. The returned point will always be inside the specified segment.
ga: Filleann sé an pointe 3T ar an mír 3D ([param s1], [param s2]) is gaire do [paramar point]. Beidh an pointe ar ais laistigh den deighleog shonraithe i gcónaí.

en: Returns the 3D point on the 3D line defined by ([param s1], [param s2]) that is closest to [param point]. The returned point can be inside the segment ([param s1], [param s2]) or outside of it, i.e. somewhere on the line extending from the segment.
ga: Filleann sé seo an pointe 3D ar an líne 3D atá sainmhínithe ag ([param s1], [param s2]) is gaire do [paraiméad]. Féadfaidh an pointe fillte a bheith taobh istigh den mhír ([param s1], [param s2]) nó lasmuigh de, i.e. áit éigin ar an líne a shíneann ón mírlíne.

en: Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param q2]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([param p1], [param p2]) as well the accompanying point on ([param q1], [param q2]).
ga: I bhfianaise an dá mhír 3D ([param p1], [param p2]) agus ([param q1], [param q2]), aimsítear an dá phointe sin ar an dá mhír is gaire dá chéile. Filleann sé [PackedVector3Array] ina bhfuil an pointe seo ar ([param p1], [param p2]) chomh maith leis an bpointe a théann leis ar ([param q1], [param q2]).

en: Returns a [Vector3] containing weights based on how close a 3D position ([param point]) is to a triangle's different vertices ([param a], [param b] and [param c]). This is useful for interpolating between the data of different vertices in a triangle. One example use case is using this to smoothly rotate over a mesh instead of relying solely on face normals.
    [url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]Here is a more detailed explanation of barycentric coordinates.[/url]
ga: Filleann sé [Veicteoir3] ina bhfuil meáchain bunaithe ar chomh gar agus atá suíomh 3D ([paraiméad]) do rinn éagsúla triantáin ([param a], [mír b] agus [param c]). Tá sé seo úsáideach chun sonraí na rinn éagsúla i dtriantán a idirshuíomh. Sampla amháin de chás úsáide is ea é seo a úsáid chun rothlú go réidh thar mhogalra in ionad a bheith ag brath go hiomlán ar ghnásanna aghaidhe.
    [url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]Seo duit míniú níos mionsonraithe ar chomhordanáidí barycentric.[/url]

en: Tests if the 3D ray starting at [param from] with the direction of [param dir] intersects the triangle specified by [param a], [param b] and [param c]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, returns [code]null[/code].
ga: Tástáil an dtrasnaíonn an ga 3D ag tosú ag [param ó] leis an treo [param dir] an triantán atá sonraithe ag [param a], [param b] agus [param c]. Má tá, seol an pointe trasnaithe ar ais mar [Vector3]. Mura dtarlaíonn trasnaíocht, seolann [code]null[/code] ar ais.

en: Given a convex hull defined though the [Plane]s in the array [param planes], tests if the segment ([param from], [param to]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. Otherwise, returns an empty array.
ga: Nuair a thugtar cabhlach dronnach a shainmhínítear trí na [Plána]anna san eagar [paramplanes], déantar tástáil an dtrasnaíonn an mhír ([param ó], [param go]) an chabhail sin. Má aimsítear crosbhealach, seolfaidh [PackedVector3Array] ar ais ina bhfuil an pointe trasnaithe agus gnáthshamhail an chabhail. Seachas sin, filleann sraith folamh.

en: Checks if the segment ([param from], [param to]) intersects the cylinder with height [param height] that is centered at the origin and has radius [param radius]. If no, returns an empty [PackedVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection.
ga: Seiceálann sé an dtrasnaíonn an mhír ([param ó], [param go]) an sorcóir le hairde [param height] atá dírithe ar an mbunús agus a bhfuil ga [param radius] aige. Mura bhfuil, seol ar ais [PackedVector3Array] folamh. Má tharlaíonn trasnú, tá an pointe trasnaithe agus gnáth an tsorcóra ag an bpointe trasnaithe san eagar aischurtha.

en: Checks if the segment ([param from], [param to]) intersects the sphere that is located at [param sphere_position] and has radius [param sphere_radius]. If no, returns an empty [PackedVector3Array]. If yes, returns a [PackedVector3Array] containing the point of intersection and the sphere's normal at the point of intersection.
ga: Seiceálann sé an dtrasnaíonn an mhír ([param ó], [param go]) an sféar atá suite ag [suíomh sféar_param] agus a bhfuil ga [param sféar_radius] aige. Mura bhfuil, seol ar ais [PackedVector3Array] folamh. Má tá, seol ar ais [PackedVector3Array] ina bhfuil an pointe trasnaithe agus gnáth an sféir ag an bpointe trasnaithe.

en: Tests if the segment ([param from], [param to]) intersects the triangle [param a], [param b], [param c]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, returns [code]null[/code].
ga: Tástáil an dtrasnaíonn an mhír ([param ó], [param go]) an triantán [param a], [param b], [param c]. Má tá, seol an pointe trasnaithe ar ais mar [Vector3]. Mura dtarlaíonn trasnaíocht, seolann [code]null[/code] ar ais.

en: Tetrahedralizes the volume specified by a discrete set of [param points] in 3D space, ensuring that no point lies within the circumsphere of any resulting tetrahedron. The method returns a [PackedInt32Array] where each tetrahedron consists of four consecutive point indices into the [param points] array (resulting in an array with [code]n * 4[/code] elements, where [code]n[/code] is the number of tetrahedra found). If the tetrahedralization is unsuccessful, an empty [PackedInt32Array] is returned.
ga: Déanann Tetrahedralizes an toirt a shonraítear ag tacar scoite de [pointí param] i spás 3D, ag cinntiú nach bhfuil aon phointe suite laistigh d'imlíne aon teitrihéadron dá bharr. Tugann an modh ar ais [PackedInt32Array] áit a bhfuil gach tetrahedron comhdhéanta de cheithre innéacs pointe as a chéile isteach san eagar [paraimphointí] (mar thoradh ar eagar le [code] n * 4[/code] eilimintí, áit a bhfuil [code] n[/code] an líon tetrahedra a fuarthas). Mura n-éiríonn leis an teitrihéadrú, cuirtear [PackedInt32Array] folamh ar ais.

en: Base node for geometry-based visual instances.
ga: Bunnóid le haghaidh cásanna amhairc bunaithe ar chéimseata.

en: Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials.
ga: Bunnóid le haghaidh cásanna amhairc bunaithe ar chéimseata. Roinntear feidhmiúlacht choitianta amhail infheictheacht agus ábhair shaincheaptha.

en: Visibility ranges (HLOD)
ga: Raonta infheictheachta (HLOD)

en: The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
ga: An bhratach réitigh scáth roghnaithe. Féach [enum ShadowCastingSetting] le haghaidh luachanna féideartha.

en: Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive [AABB] recalculation that happens when a skeleton is used with a [MeshInstance3D] or to have precise control over the [MeshInstance3D]'s bounding box. To use the default AABB, set value to an [AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set [member custom_aabb] to a very large AABB that covers your entire game world such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To disable all forms of culling (including occlusion culling), call [method RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s [RID].
ga: Sáraíonn sé bosca teorann an nód seo le ceann saincheaptha. Is féidir é seo a úsáid chun an t-athríomh costasach [AABB] a tharlaíonn nuair a úsáidtear creatlach le [MeshInstance3D] a sheachaint nó chun smacht beacht a bheith agat ar bhosca teorann [MeshInstance3D]. Chun an AABB réamhshocraithe a úsáid, socraigh luach chuig [AABB] agus gach réimse socraithe go [code]0.0[/code]. Chun marú frustum a sheachaint, socraigh [ball custom_aabb] chuig AABB an-mhór a chlúdaíonn do shaol cluiche ar fad mar [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. Chun gach cineál maraithe a dhíchumasú (lena n-áirítear marú occlusion), cuir glaoch ar [method RenderingServer.instance_set_ignore_culling] ar [GeometryInstance3D]'s [RID].

en: The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
ga: An t-achar breise a cuireadh le bosca teorann GeometryInstance3D ([AABB]) chun a bhosca maraithe a mhéadú.

en: The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
    [b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
ga: An modh soilsithe domhanda le húsáid don chéimseata iomlán. Chun torthaí neamhréireacha a sheachaint, bain úsáid as mód a thagann le cuspóir an mhogalra le linn na gcluichí (statach/dinimiciúil).
    [b]Nóta:[/b] Beidh tionchar freisin ag modh bácála na soilse ar an rindreáil soilsithe domhanda. Féach [comhalta Light3D.light_bake_mode].

en: If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
    [b]Note:[/b] [member ignore_occlusion_culling] does not affect frustum culling (which is what happens when an object is not visible given the camera's angle). To avoid frustum culling, set [member custom_aabb] to a very large AABB that covers your entire game world such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code].
ga: Más rud é go bhfuil [code]true[/code], díchumasaítear marú occlusion don chás seo. Úsáideach le haghaidh gizmos nach mór a sholáthar fiú nuair a bhíonn an marú occlusion in úsáid.
    [b]Nóta:[/b] ní chuireann [comhalta neamhaird_occlusion_culling] isteach ar marú frustum (is é sin an rud a tharlaíonn nuair nach bhfuil rud le feiceáil i bhfianaise uillinn an cheamara). Chun marú frustum a sheachaint, socraigh [ball custom_aabb] chuig AABB an-mhór a chlúdaíonn do shaol cluiche ar fad mar [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code].

en: Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
    Useful for testing level of detail transitions in the editor.
ga: Athraítear cé chomh tapa agus a aistríonn an mogalra chuig leibhéal níos ísle mionsonraí. Cuirfidh luach 0 iallach ar an mogalra chuig an leibhéal sonraí is ísle, úsáidfidh luach 1 na socruithe réamhshocraithe, agus coimeádfaidh luachanna níos mó an mogalra ar leibhéal níos airde mionsonraí agus achair níos faide.
    Úsáideach chun leibhéal na n-aistrithe sonraí san eagarthóir a thástáil.

en: The material overlay for the whole geometry.
    If a material is assigned to this property, it will be rendered on top of any other active material for all the surfaces.
ga: Forleagan ábhar don chéimseata iomlán.
    Má shanntar ábhar don airí seo, déanfar é a rindreáil ar bharr aon ábhar gníomhach eile do na dromchlaí go léir.

en: The material override for the whole geometry.
    If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
ga: Sáraíonn an t-ábhar don chéimseata iomlán.
    Má shanntar ábhar don mhaoin seo, úsáidfear é in ionad aon ábhar a leagtar in aon sliotán ábhartha den mhogalra.

en: The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
    In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
    [b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
    [b]Note:[/b] Only supported when using the Forward+ rendering method. When using the Mobile or Compatibility rendering method, [member transparency] is ignored and is considered as always being [code]0.0[/code].
ga: An trédhearcacht a chuirtear i bhfeidhm ar an gcéimseata iomlán (mar iolraitheoir ar thrédhearcacht reatha na n-ábhar). Tá [code]0.0[/code] go hiomlán teimhneach, agus tá [code]1.0[/code] go hiomlán trédhearcach. Cuirfidh luachanna níos mó ná [code]0.0[/code] (eisiach) iallach ar ábhair na céimseata dul tríd an bpíblíne thrédhearcach, atá níos moille le rindreáil agus is féidir le saincheisteanna rindreála a léiriú mar gheall ar shórtáil mícheart trédhearcachta. Murab ionann agus ábhar trédhearcach a úsáid, áfach, má shocraítear [trédhearcacht na mball] go luach níos mó ná [code]0.0[/code] (eisiach) [i]ní[/i] rindreáil scátha a dhíchumasú.
    I scáthaitheoirí spáis, socraítear [code]1.0 - trédhearcacht[/code] mar luach réamhshocraithe an [code]ALPHA[/code] ionsuite.
    [b]Nóta:[/b] tá [trédhearcacht na mball] clampáilte idir [code]0.0[/code] agus [code]1.0[/code], mar sin ní féidir an t-airí seo a úsáid chun ábhair thrédhearcacha a dhéanamh níos teimhneach ná mar a bhí siad ar dtús .
    [b]Nóta:[/b] Ní thacaítear leis ach amháin nuair atá an modh rindreála Ar Aghaidh+ in úsáid. Agus an modh rindreála Móibíleach nó Comhoiriúnachta á n-úsáid, déantar neamhaird de [trédhearcacht na mball] agus meastar gur [code]0.0[/code] é i gcónaí.

en: Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check.
ga: An t-achar tosaigh óna mbeidh an GeometryInstance3D le feiceáil, ag cur [member visibility_range_begin_margin] san áireamh freisin. Úsáidtear an luach réamhshocraithe 0 chun an seiceáil raoin a dhíchumasú.

en: Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount.
    If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
ga: Corrlach don tairseach [member visibility_range_begin]. Ní athróidh an GeometryInstance3D a staid infheictheachta ach amháin nuair a théann sé thar nó faoin tairseach [member visibility_range_begin] faoin méid seo.
    Má tá [visibility_range_fade_mode ball] ina [VISIBILITY_RANGE_FADE_DISABLED] leanúnach, feidhmíonn sé seo mar achar hysteresis. Más [visibility_range_fade_mode ball] é [VISIBILITY_RANGE_FADE_SELF] nó [seasmhach VISIBILITY_RANGE_FADE_DEPENDENCIES], feidhmíonn sé seo mar fhad trasdulta céimnithe agus ní mór é a shocrú go luach níos mó ná [code]0.0[/code] chun an éifeacht a bheith le feiceáil.

en: Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check.
ga: An fad óna mbeidh an GeometryInstance3D i bhfolach, ag cur [member visibility_range_end_margin] san áireamh freisin. Úsáidtear an luach réamhshocraithe 0 chun an seiceáil raoin a dhíchumasú.

en: Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount.
    If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
ga: Corrlach don tairseach [member visibility_range_end]. Ní athróidh an GeometryInstance3D a staid infheictheachta ach amháin nuair a théann sé thar nó faoin tairseach [member visibility_range_end] faoin méid seo.
    Má tá [visibility_range_fade_mode ball] ina [VISIBILITY_RANGE_FADE_DISABLED] leanúnach, feidhmíonn sé seo mar achar hysteresis. Más [visibility_range_fade_mode ball] é [VISIBILITY_RANGE_FADE_SELF] nó [seasmhach VISIBILITY_RANGE_FADE_DEPENDENCIES], feidhmíonn sé seo mar fhad trasdulta céimnithe agus ní mór é a shocrú go luach níos mó ná [code]0.0[/code] chun an éifeacht a bheith le feiceáil.

en: Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values.
ga: Rialuithe ar na cásanna a bheidh fadaithe agus tú ag druidim le teorainneacha an raoin infheictheachta. Féach [enum VisibilityRangeFadeMode] le haghaidh luachanna féideartha.

en: Will not cast any shadows. Use this to improve performance for small geometry that is unlikely to cast noticeable shadows (such as debris).
ga: Ní chaithfear aon scáthanna. Bain úsáid as seo chun feidhmíocht a fheabhsú do chéimseata beag nach dócha go gcaithfí scáthanna suntasacha (cosúil le smionagar).

en: Will cast shadows from all visible faces in the GeometryInstance3D.
    Will take culling into account, so faces not being rendered will not be taken into account when shadow casting.
ga: An mbeidh scáthanna á gcaitheamh ó gach aghaidh infheicthe sa GeometryInstance3D.
    Cuirfear marú san áireamh, ionas nach gcuirfear aghaidheanna nach bhfuil rindreáilte san áireamh agus scáth-theilgthe.

en: Will cast shadows from all visible faces in the GeometryInstance3D.
    Will not take culling into account, so all faces will be taken into account when shadow casting.
ga: An mbeidh scáthanna á gcaitheamh ó gach aghaidh infheicthe sa GeometryInstance3D.
    Ní chuirfear san áireamh marú, mar sin cuirfear san áireamh gach aghaidh nuair a bheidh scáth-theilgthe.

en: Will only show the shadows casted from this object.
    In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
ga: Ní thaispeánfar ach na scáthanna a caitheadh ón réad seo.
    I bhfocail eile, ní bheidh an mogalra iarbhír le feiceáil, ní bheidh ach na scáthanna a chaitear as an mogalra.

en: Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using [VoxelGI] and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections but the geometry will not be considered in GI baking.
ga: Modh soilsithe domhanda faoi mhíchumas. Úsáid le haghaidh rudaí dinimiciúla nach gcuireann le soilsiú domhanda (amhail carachtair). Nuair a bheidh [VoxelGI] agus SDFGI in úsáid, gheobhaidh an chéimseata [i][/i] soilsiú indíreach agus frithchaitheamh ach ní dhéanfar an chéimseata a mheas i mbácáil GI.

en: Baked global illumination mode. Use for static objects that contribute to global illumination (such as level geometry). This GI mode is effective when using [VoxelGI], SDFGI and [LightmapGI].
ga: Modh soilsithe domhanda bácáilte. Úsáid le haghaidh rudaí statacha a chuireann le soilsiú domhanda (cosúil le céimseata leibhéal). Tá an modh GI seo éifeachtach nuair a úsáidtear [VoxelGI], SDFGI agus [LightmapGI].

en: Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using [VoxelGI], but it has a higher performance impact than [constant GI_MODE_STATIC]. When using other GI methods, this will act the same as [constant GI_MODE_DISABLED]. When using [LightmapGI], the object will receive indirect lighting using lightmap probes instead of using the baked lightmap texture.
ga: Modh soilsithe domhanda dinimiciúil. Úsáid le haghaidh rudaí dinimiciúla a chuireann le soilsiú domhanda. Níl an modh GI seo éifeachtach ach amháin nuair a bhíonn [VoxelGI] á úsáid, ach tá tionchar feidhmíochta níos airde aige ná [GI_MODE_STATIC leanúnach]. Agus modhanna GI eile á n-úsáid, gníomhóidh sé seo mar an gcéanna le [GI_MODE_DISABLED leanúnach]. Agus [LightmapGI] á úsáid, gheobhaidh an réad soilsiú indíreach ag baint úsáide as tóireadóirí lightmap in ionad úsáid a bhaint as uigeacht léarscáile solais bácáilte.

en: The standard texel density for lightmapping with [LightmapGI].
ga: An dlús caighdeánach texel le haghaidh mapála solais le [LightmapGI].

en: Multiplies texel density by 2× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor between 1.5 and 3.0.
ga: Iolraítear dlús texel faoi 2 × le haghaidh mapála solais le [LightmapGI]. Chun comhsheasmhacht i ndlús texel a chinntiú, bain úsáid as seo agus mogalra á scála ag fachtóir idir 1.5 agus 3.0.

en: Multiplies texel density by 4× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor between 3.0 and 6.0.
ga: Iolraítear dlús texel faoi 4 × le haghaidh mapála solais le [LightmapGI]. Chun comhsheasmhacht i ndlús texel a chinntiú, bain úsáid as seo agus mogalra á scála ag fachtóir idir 3.0 agus 6.0.

en: Multiplies texel density by 8× for lightmapping with [LightmapGI]. To ensure consistency in texel density, use this when scaling a mesh by a factor greater than 6.0.
ga: Iolraítear dlús texel faoi 8 × le haghaidh mapála solais le [LightmapGI]. Chun comhsheasmhacht i ndlús texel a chinntiú, bain úsáid as seo agus mogalra á scála ag fachtóir níos mó ná 6.0.

en: Represents the size of the [enum LightmapScale] enum.
ga: Léiríonn sé méid an [enum LightmapScale] enum.

en: Will not fade itself nor its visibility dependencies, hysteresis will be used instead. This is the fastest approach to manual LOD, but it can result in noticeable LOD transitions depending on how the LOD meshes are authored. See [member visibility_range_begin] and [member Node3D.visibility_parent] for more information.
ga: Ní bheidh sé céimnithe féin ná a spleáchais infheictheachta, beidh hysteresis a úsáid ina ionad. Is é seo an cur chuige is tapúla maidir le LOD láimhe, ach d’fhéadfadh aistrithe LOD suntasach a bheith mar thoradh air ag brath ar an gcaoi a n-údaraítear na mogaill LOD. Féach [member visibility_range_begin] agus [member Node3D.visibility_parent] le haghaidh tuilleadh faisnéise.

en: Will fade-out itself when reaching the limits of its own visibility range. This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can provide smoother transitions. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin].
    [b]Note:[/b] Only supported when using the Forward+ rendering method. When using the Mobile or Compatibility rendering method, this mode acts like [constant VISIBILITY_RANGE_FADE_DISABLED] but with hysteresis disabled.
ga: Céimnithe amach é féin nuair a shroichfidh sé teorainneacha a raon infheictheachta féin. Tá sé seo níos moille ná [VISIBILITY_RANGE_FADE_DISABLED], ach is féidir leis aistrithe níos míne a sholáthar. Cinntear an raon fading ag [comhalta visibility_range_begin_margin] agus [member visibility_range_end_margin].
    [b]Nóta:[/b] Ní thacaítear leis ach amháin nuair atá an modh rindreála Ar Aghaidh+ in úsáid. Agus an modh rindreála Móibíleach nó Comhoiriúnachta in úsáid, feidhmíonn an mód seo mar [ VISIBILITY_RANGE_FADE_DISABLED ] ach díchumasaítear an hysteresis.

en: Will fade-in its visibility dependencies (see [member Node3D.visibility_parent]) when reaching the limits of its own visibility range. This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can provide smoother transitions. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin].
    [b]Note:[/b] Only supported when using the Forward+ rendering method. When using the Mobile or Compatibility rendering method, this mode acts like [constant VISIBILITY_RANGE_FADE_DISABLED] but with hysteresis disabled.
ga: Céimnithe ina spleáchais infheictheachta (féach [member Node3D.visibility_parent]) nuair a shroichfidh sé teorainneacha a raon infheictheachta féin. Tá sé seo níos moille ná [VISIBILITY_RANGE_FADE_DISABLED], ach is féidir leis aistrithe níos míne a sholáthar. Cinntear an raon fading ag [comhalta visibility_range_begin_margin] agus [member visibility_range_end_margin].
    [b]Nóta:[/b] Ní thacaítear leis ach amháin nuair atá an modh rindreála Ar Aghaidh+ in úsáid. Agus an modh rindreála Móibíleach nó Comhoiriúnachta in úsáid, feidhmíonn an mód seo mar [ VISIBILITY_RANGE_FADE_DISABLED ] ach díchumasaítear an hysteresis.

en: Buffers, BufferViews, and Accessors in Khronos glTF specification
ga: Maoláin, BufferViews, agus Rochtana i sonraíocht Khronos glTF

en: The index of the buffer view this accessor is referencing. If [code]-1[/code], this accessor is not referencing any buffer view.
ga: Innéacs an dearcadh maoláin atá an accessor seo ag tagairt. Más rud é [code]-1[/code], níl an accessor seo ag tagairt d'aon amharc maoláin.

en: The offset relative to the start of the buffer view in bytes.
ga: An fritháireamh i gcoibhneas le tús an amhairc mhaoláin i mbearta.

en: The number of elements referenced by this accessor.
ga: Líon na n-eilimintí dá dtagraítear ag an accessor seo.

en: Maximum value of each component in this accessor.
ga: Uasluach gach comhpháirte sa chúlpháirtí seo.

en: Minimum value of each component in this accessor.
ga: Íosluach gach comhpháirte sa chúlpháirtí seo.

en: Specifies whether integer data values are normalized before usage.
ga: Sonraítear an bhfuil luachanna sonraí slánuimhreacha normalaithe roimh úsáid.

en: Number of deviating accessor values stored in the sparse array.
ga: Líon na luachanna cúlpháirtí claonta atá stóráilte san eagar gann.

en: The index of the buffer view with sparse indices. The referenced buffer view MUST NOT have its target or byteStride properties defined. The buffer view and the optional byteOffset MUST be aligned to the componentType byte length.
ga: Innéacs an amhairc mhaoláin le hinnéacsanna tanaí. NÍ MÓR NACH bhfuil a sprioc nó airíonna byteStride sainithe ag an radharc maolánach tagartha. NÍ MÓR an radharc maoláin agus an byteOffset roghnach a ailíniú le fad beart an chomhpháirtType.

en: The indices component data type as an enum. Possible values are 5121 for "UNSIGNED_BYTE", 5123 for "UNSIGNED_SHORT", and 5125 for "UNSIGNED_INT".
ga: Cineál sonraí comhpháirte na n-innéacsanna mar enum. Is iad na luachanna féideartha 5121 le haghaidh "UNSIGNED_BYTE", 5123 le haghaidh "UNSIGNED_SHORT", agus 5125 le haghaidh "UNSIGNED_INT".

en: The index of the bufferView with sparse values. The referenced buffer view MUST NOT have its target or byteStride properties defined.
ga: Innéacs an maoláin a bhfuil luachanna tearca aige. NÍ MÓR NACH bhfuil a sprioc nó airíonna byteStride sainithe ag an radharc maolánach tagartha.

en: The offset relative to the start of the bufferView in bytes.
ga: An fhritháireamh i gcoibhneas le tús an mhaoláinView in bytes.

en: Use [member accessor_type] instead.
ga: Úsáid [member accessor_type] ina ionad sin.

en: Accessor type "SCALAR". For the glTF object model, this can be used to map to a single float, int, or bool value, or a float array.
ga: Cineál accessor "SCALAR". Maidir leis an tsamhail oibiachta glTF, is féidir é seo a úsáid chun snámhphointe, slánuimhir, nó luach bool amháin, nó eagar snámhphointe a mhapáil.

en: Accessor type "VEC2". For the glTF object model, this maps to "float2", represented in the glTF JSON as an array of two floats.
ga: Cineál accessor "VEC2". Maidir leis an tsamhail oibiachta glTF, mapálann sé seo go "float2", a léirítear sa glTF JSON mar raon de dhá shnámhán.

en: Accessor type "VEC3". For the glTF object model, this maps to "float3", represented in the glTF JSON as an array of three floats.
ga: Cineál accessor "VEC3". Maidir leis an tsamhail oibiachta glTF, mapálann sé seo go "float3", a léirítear sa glTF JSON mar raon de thrí shnámhán.

en: Accessor type "VEC4". For the glTF object model, this maps to "float4", represented in the glTF JSON as an array of four floats.
ga: Cineál accessor "VEC4". Maidir leis an tsamhail oibiachta glTF, mapálann sé seo go "float4", a léirítear sa glTF JSON mar raon de cheithre shnámhán.

en: Accessor type "MAT2". For the glTF object model, this maps to "float2x2", represented in the glTF JSON as an array of four floats.
ga: Cineál cúlpháirtí "MAT2". Maidir leis an tsamhail oibiachta glTF, mapálann sé seo go "float2x2", a léirítear sa glTF JSON mar raon de cheithre shnámhán.

en: Accessor type "MAT3". For the glTF object model, this maps to "float3x3", represented in the glTF JSON as an array of nine floats.
ga: Cineál cúlpháirtí "MAT3". Maidir leis an tsamhail oibiachta glTF, mapálann sé seo go "float3x3", a léirítear sa glTF JSON mar raon de naoi snámhán.

en: Accessor type "MAT4". For the glTF object model, this maps to "float4x4", represented in the glTF JSON as an array of sixteen floats.
ga: Cineál cúlpháirtí "MAT4". Maidir leis an tsamhail oibiachta glTF, mapálann sé seo go "float4x4", a léirítear sa glTF JSON mar raon de shé snámhán déag.

en: The original name of the animation.
ga: Bunainm an bheochana.

en: Loads the buffer view data from the buffer referenced by this buffer view in the given [GLTFState]. Interleaved data with a byte stride is not yet supported by this method. The data is returned as a [PackedByteArray].
ga: Lódálann sé na sonraí radhairc maoláin ón maolán dá dtagraítear san amharc maolánach seo sa [GLTFState] a thugtar. Ní thacaítear leis an modh seo go fóill sonraí idirdhuilleacha agus beart beart. Seoltar na sonraí ar ais mar [PackedByteArray].

en: The index of the buffer this buffer view is referencing. If [code]-1[/code], this buffer view is not referencing any buffer.
ga: Tá tagairt d'innéacs an mhaoláin don radharc maolánach seo. Más rud é [code]-1[/code], níl an t-amharc maoláin seo ag tagairt d'aon mhaolán.

en: The length, in bytes, of this buffer view. If [code]0[/code], this buffer view is empty.
ga: Fad, i mbearta, an radharc maoláin seo. Má tá [code]0[/code], tá an t-amharc maoláin seo folamh.

en: The offset, in bytes, from the start of the buffer to the start of this buffer view.
ga: An fritháireamh, i mbearta, ó thús an mhaoláin go dtí tús an amhairc mhaoláin seo.

en: The stride, in bytes, between interleaved data. If [code]-1[/code], this buffer view is not interleaved.
ga: An dul chun cinn, i mbearta, idir sonraí idirdhuilleacha. Más rud é [code]-1[/code], níl an t-amharc maoláin seo idirdhuilleach.

en: Creates a new GLTFCamera instance by parsing the given [Dictionary].
ga: Cruthaítear sampla nua GLTFCamera tríd an [Foclóir] a thugtar a pharsáil.

en: Create a new GLTFCamera instance from the given Godot [Camera3D] node.
ga: Cruthaigh sampla GLTFCamera nua ón nód Godot [Camera3D] a tugadh.

en: Serializes this GLTFCamera instance into a [Dictionary].
ga: Déantar an cás GLTFCamera seo a shraithiú i [Foclóir].

en: Converts this GLTFCamera instance into a Godot [Camera3D] node.
ga: Tiontaíonn an cás GLTFCamera seo go nód Godot [Camera3D].

en: Class for importing and exporting glTF files in and out of Godot.
ga: Aicme chun comhaid glTF a allmhairiú agus a onnmhairiú isteach agus amach as Godot.

en: glTF 'What the duck?' guide
ga: glTF 'Cad é an lacha?' treoir

en: Khronos glTF specification
ga: Sonraíocht Khronos glTF

en: Takes a Godot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter.
ga: Glacann sé nód radhairc Inneall Godot agus easpórtálann sé é agus a shliocht chuig an réad [GLTFState] tugtha tríd an bparaiméadar [staid pharam].

en: Takes a [GLTFState] object through the [param state] parameter and returns a Godot Engine scene node.
    The [param bake_fps] parameter overrides the bake_fps in [param state].
ga: Glacann sé réad [GLTFState] tríd an bparaiméadar [staid pharam] agus cuireann sé nód radharc Inneall Godot ar ais.
    Sáraíonn an paraiméadar [param bake_fps] an bake_fps i [staid pharam].

en: Unregisters the given [GLTFDocumentExtension] instance.
ga: Díchláraítear an ásc tugtha [GLTFDocumentExtension].

en: Takes a [GLTFState] object through the [param state] parameter and writes a glTF file to the filesystem.
    [b]Note:[/b] The extension of the glTF file determines if it is a .glb binary file or a .gltf text file.
ga: Glacann sé réad [GLTFState] tríd an bparaiméadar [staid pharam] agus scríobhann sé comhad glTF chuig an gcóras comhad.
    [b]Nóta:[/b] Cinneann an síneadh ar an gcomhad glTF an comhad dénártha .glb nó comhad téacs .gltf é.

en: If [member image_format] is a lossy image format, this determines the lossy quality of the image. On a range of [code]0.0[/code] to [code]1.0[/code], where [code]0.0[/code] is the lowest quality and [code]1.0[/code] is the highest quality. A lossy quality of [code]1.0[/code] is not the same as lossless.
ga: Más formáid íomhá chaillteanas é [member image_format], cinneann sé seo cáilíocht chaillteanais na híomhá. Ar raon [code]0.0[/code] go [code]1.0[/code], áit a bhfuil [code]0.0[/code] ar an gcaighdeán is ísle agus [code]1.0[/code] ar an gcaighdeán is airde. Níl cáilíocht chaillteanais de [code]1.0[/code] mar an gcéanna agus gan chailliúint.

en: How to process the root node during export. See [enum RootNodeMode] for details. The default and recommended value is [constant ROOT_NODE_MODE_SINGLE_ROOT].
    [b]Note:[/b] Regardless of how the glTF file is exported, when importing, the root node type and name can be overridden in the scene import settings tab.
ga: Conas an nód fréimhe a phróiseáil le linn onnmhairithe. Féach [enum RootNodeMode] le haghaidh sonraí. Is é an luach réamhshocraithe agus molta [ROOT_NODE_MODE_SINGLE_ROOT].
    [b]Nóta:[/b] Is cuma conas a easpórtáiltear an comhad glTF, agus é á iompórtáil, is féidir cineál an nóid fhréamh agus an t-ainm a shárú i gcluaisín na socruithe iompórtála radharc.

en: Treat the Godot scene's root node as the root node of the glTF file, and mark it as the single root node via the [code]GODOT_single_root[/code] glTF extension. This will be parsed the same as [constant ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support [code]GODOT_single_root[/code].
ga: Déan fréamhnóid radharc Godot a chóireáil mar bhunnóid an chomhaid glTF, agus marcáil mar an nód fréimhe aonair é tríd an síneadh glTF [code]GODOT_single_root[/code]. Déanfar é seo a pharsáil mar an gcéanna le [ROOT_NODE_MODE_KEEP_ROOT leanúnach] mura dtacaíonn an cur chun feidhme le [code]GODOT_single_root[/code].

en: Treat the Godot scene's root node as the root node of the glTF file, but do not mark it as anything special. An extra root node will be generated when importing into Godot. This uses only vanilla glTF features. This is equivalent to the behavior in Godot 4.1 and earlier.
ga: Déan fréamhnóid radharc Godot mar bhunnóid an chomhaid glTF, ach ná marcáil é mar aon rud speisialta. Ginfear nód fréimhe breise agus é á allmhairiú isteach i Godot. Ní úsáideann sé seo ach gnéithe glTF fanaile. Tá sé seo comhionann leis an iompar i Godot 4.1 agus níos luaithe.

en: Treat the Godot scene's root node as the name of the glTF scene, and add all of its children as root nodes of the glTF file. This uses only vanilla glTF features. This avoids an extra root node, but only the name of the Godot scene's root node will be preserved, as it will not be saved as a node.
ga: Déan fréamh nód radharc Godot a chóireáil mar ainm an radharc glTF, agus cuir a leanaí go léir mar bhunnóid den chomhad glTF. Ní úsáideann sé seo ach gnéithe glTF fanaile. Seachnaíonn sé seo nód fréimhe breise, ach ní dhéanfar ach ainm nód fhréamh radharc Godot a chaomhnú, mar ní shábhálfar é mar nód.

en: [GLTFDocument] extension class.
ga: [GLTFDocument] rang síntí.

en: Returns the file extension to use for saving image data into, for example, [code]".png"[/code]. If defined, when this extension is used to handle images, and the images are saved to a separate file, the image bytes will be copied to a file with this extension. If this is set, there should be a [ResourceImporter] class able to import the file. If not defined or empty, Godot will save the image into a PNG file.
ga: Filleann sé an síneadh comhad le húsáid chun sonraí íomhá a shábháil isteach, mar shampla, [code].png"[/code]. Má shainítear é, nuair a úsáidtear an síneadh seo chun íomhánna a láimhseáil, agus nuair a shábhálfar na híomhánna i gcomhad ar leith, déanfar na bearta íomhá a chóipeáil chuig comhad leis an síneadh seo. Má tá sé seo socraithe, ba cheart go mbeadh rang [ResourceIporter] in ann an comhad a iompórtáil. Mura bhfuil sé sainithe nó folamh, sábhálfaidh Godot an íomhá i gcomhad PNG.

en: Part of the export process. This method is run after [method _convert_scene_node] and before [method _export_node].
    Returns an array of the image formats that can be saved/exported by this extension. This extension will only be selected as the image exporter if the [GLTFDocument]'s [member GLTFDocument.image_format] is in this array. If this [GLTFDocumentExtension] is selected as the image exporter, one of the [method _save_image_at_path] or [method _serialize_image_to_bytes] methods will run next, otherwise [method _export_node] will run next. If the format name contains [code]"Lossy"[/code], the lossy quality slider will be displayed.
ga: Cuid den phróiseas easpórtála. Reáchtáiltear an modh seo tar éis [method _convert_scene_node] agus roimh [method _export_node].
    Filleann sé sraith de na formáidí íomhá is féidir a shábháil/easpórtáil leis an breiseán seo. Ní roghnófar an breiseán seo mar easpórtálaí íomhá ach amháin má tá an [GLTFDocument]'s [member GLTFDocument.image_format] san eagar seo. Má roghnaítear an [GLTFDocumentExtension] seo mar easpórtálaí na híomhá, rithfidh ceann de na modhanna [method _save_image_at_path] nó [method _serialize_image_to_bytes] eile, nó rithfidh [method _export_node] an chéad cheann eile. Má tá [code]"Lossy"[/code] san ainm formáide, taispeánfar an sleamhnán cáilíochta caillte.

en: Part of the import process. This method is run after [method _generate_scene_node] and before [method _import_post].
    This method can be used to make modifications to each of the generated Godot scene nodes.
ga: Cuid den phróiseas allmhairithe. Reáchtáiltear an modh seo tar éis [method _generate_scene_node] agus roimh [method _import_post].
    Is féidir an modh seo a úsáid chun modhnuithe a dhéanamh ar gach ceann de na nóid radharc Godot ginte.

en: Part of the import process. This method is run last, after all other parts of the import process.
    This method can be used to modify the final Godot scene generated by the import process.
ga: Cuid den phróiseas allmhairithe. Reáchtáiltear an modh seo go deireanach, tar éis gach cuid eile den phróiseas allmhairithe.
    Is féidir an modh seo a úsáid chun an radharc deiridh Godot a ghineann an próiseas allmhairithe a mhodhnú.

en: Part of the import process. This method is run after [method _get_supported_extensions] and before [method _import_post_parse].
    Runs when parsing the node extensions of a GLTFNode. This method can be used to process the extension JSON data into a format that can be used by [method _generate_scene_node]. The return value should be a member of the [enum Error] enum.
ga: Cuid den phróiseas allmhairithe. Reáchtáiltear an modh seo tar éis [method _get_supported_extensions] agus roimh [method _import_post_parse].
    Ritheann sé nuair a pharsáil síntí nód GLTFNode. Is féidir an modh seo a úsáid chun na sonraí síneadh JSON a phróiseáil i bhformáid is féidir le [method _generate_scene_node] a úsáid. Ba cheart go mbeadh an luach tuairisceáin ina bhall den [Earráid enum] enum.

en: Part of the export process. This method is run after [method _save_image_at_path] or [method _serialize_image_to_bytes], and before [method _export_node]. Note that this method only runs when this [GLTFDocumentExtension] is selected as the image exporter.
    This method can be used to set up the extensions for the texture JSON by editing [param texture_json]. The extension must also be added as used extension with [method GLTFState.add_used_extension], be sure to set [code]required[/code] to [code]true[/code] if you are not providing a fallback.
ga: Cuid den phróiseas easpórtála. Tá an modh seo á reáchtáil tar éis [method _save_image_at_path] nó [method _serialize_image_to_bytes], agus roimh [method _export_node]. Tabhair faoi deara nach n-oibríonn an modh seo ach amháin nuair a roghnaítear an [GLTFDocumentExtension] seo mar onnmhaireoir íomhá.
    Is féidir an modh seo a úsáid chun na síntí don uigeacht JSON a shocrú trí [param texture_json] a chur in eagar. Ní mór an síneadh a chur leis mar iarmhír úsáidte le [method GLTFState.add_used_extension], bí cinnte go socróidh tú [code]riachtanach[/code] go [code]true[/code] mura bhfuil cúl-ais á sholáthar agat.

en: Creates a new GLTFLight instance by parsing the given [Dictionary].
ga: Cruthaítear sampla nua GLTFLlight tríd an [Foclóir] a thugtar a pharsáil.

en: Create a new GLTFLight instance from the given Godot [Light3D] node.
ga: Cruthaigh sampla GLTFLlight nua ón nód Godot [Light3D] a tugadh.

en: Serializes this GLTFLight instance into a [Dictionary].
ga: Déantar an cás GLTFLlight seo a shealú isteach i [Foclóir].

en: Converts this GLTFLight instance into a Godot [Light3D] node.
ga: Athraíonn an t-ásc GLTFLlight seo ina nód Godot [Light3D].

en: The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
ga: [Color] an tsolais. Réamhshocruithe go bán. Is cúis le dath dubh nach bhfuil aon éifeacht ag an solas.

en: The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
    Within this angle, the light is at full brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. When creating a Godot [SpotLight3D], the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
ga: Uillinn inmheánach an chóin i spotsolas. Caithfidh sé a bheith níos lú ná nó cothrom leis an uillinn cón seachtrach.
    Laistigh den uillinn seo, tá an solas ag gile iomlán. Idir na huillinneacha cón laistigh agus lasmuigh, tá aistriú ó ghile iomlán go gile nialasach. Agus Godot [SpotLight3D] á chruthú, baintear úsáid as an gcóimheas idir uillinneacha an chóin inmheánaigh agus sheachtraigh chun caolú an tsolais a ríomh.

en: The intensity of the light. This is expressed in candelas (lumens per steradian) for point and spot lights, and lux (lumens per m²) for directional lights. When creating a Godot light, this value is converted to a unitless multiplier.
ga: Déine an tsolais. Cuirtear é seo in iúl i gcoinnle (lumens in aghaidh an steradian) le haghaidh soilse pointe agus spotsolas, agus lux (lumens in aghaidh an m²) le haghaidh soilse treorach. Nuair a chruthaítear solas Godot, déantar an luach seo a thiontú go iolraitheoir gan aonad.

en: The type of the light. The values accepted by Godot are "point", "spot", and "directional", which correspond to Godot's [OmniLight3D], [SpotLight3D], and [DirectionalLight3D] respectively.
ga: An cineál an tsolais. Is iad na luachanna a nglacann Godot leo ná "pointe", "spot", agus "directional", a fhreagraíonn do [OmniLight3D], [SpotLight3D], agus [DirectionalLight3D] faoi seach Godot.

en: The outer angle of the cone in a spotlight. Must be greater than or equal to the inner angle.
    At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot [SpotLight3D], the outer cone angle is used as the angle of the spotlight.
ga: Uillinn sheachtrach an chóin i spotsolas. Caithfidh sé a bheith níos mó ná nó cothrom leis an uillinn inmheánach.
    Ag an uillinn seo, titeann an solas go nialas gile. Idir na huillinneacha cón laistigh agus lasmuigh, tá aistriú ó ghile iomlán go gile nialasach. Más leathcheal an uillinn seo, astaíonn an spotsolas i ngach treo. Nuair a bhíonn Godot [SpotLight3D] á chruthú, úsáidtear an uillinn cón seachtrach mar uillinn an spotsolas.

en: An array of floats representing the blend weights of the mesh.
ga: Sraith de shnámháin a sheasann do mheáchain chumaisc an mhogalra.

en: An array of Material objects representing the materials used in the mesh.
ga: Réimse Rudaí Ábhartha a léiríonn na hábhair a úsáidtear sa mhogalra.

en: The [ImporterMesh] object representing the mesh itself.
ga: An réad [ImporterMesh] a sheasann don mhogalra féin.

en: The original name of the mesh.
ga: Ainm bunaidh an mhogalra.

en: How deep into the node hierarchy this node is. A root node will have a height of 0, its children will have a height of 1, and so on. If -1, the height has not been calculated.
ga: Cé chomh domhain isteach san ordlathas nód atá an nód seo. Beidh airde 0 ag nód fréimhe, beidh airde 1 ag a leanaí, agus mar sin de. Más rud é -1, níor ríomhadh an airde.

en: The original name of the node.
ga: Ainm bunaidh an nód.

en: The index of the parent node in the [GLTFState]. If -1, this node is a root node.
ga: Innéacs an nód tuismitheora sa [GLTFState]. Más rud é -1, is nód fréimhe é an nód seo.

en: Creates a new GLTFPhysicsBody instance from the given Godot [CollisionObject3D] node.
ga: Cruthaíonn sé sampla nua GLTFPhysicsBody ón nód Godot [CollisionObject3D] a tugadh.

en: Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node.
ga: Tiontaíonn an t-ásc GLTFPhysicsBody seo go nód Godot [CollisionObject3D].

en: The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
ga: Treoluas uilleach an choirp fisice, ina raidian sa soicind. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp "docht" nó "feithicil".

en: The type of the body. When importing, this controls what type of [CollisionObject3D] node Godot should generate. Valid values are "static", "animatable", "character", "rigid", "vehicle", and "trigger". When exporting, this will be squashed down to one of "static", "kinematic", or "dynamic" motion types, or the "trigger" property.
ga: An cineál an chomhlachta. Nuair atáthar ag iompórtáil, rialaíonn sé seo cén cineál nód [CollisionObject3D] ba cheart do Godot a ghiniúint. Is iad na luachanna bailí "statacha", "beochana", "carachtar", "docht", "feithicil", agus "truicear". Nuair a bheidh sé ag onnmhairiú, déanfar é seo a bhrú síos go dtí ceann de na cineálacha gluaisne "statach", "cinéamacha", nó "dinimiciúil", nó an mhaoin "truicear".

en: The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body's origin.
ga: Lár mais an choirp, i méadair. Tá sé seo sa spás áitiúil i gcoibhneas leis an gcorp. De réir réamhshocraithe, is é lár na masa bunús an chomhlachta.

en: The inertia strength of the physics body, in kilogram meter squared (kg⋅m²). This represents the inertia around the principle axes, the diagonal of the inertia tensor matrix. This is only used when the body type is "rigid" or "vehicle".
    When converted to a Godot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
ga: Neart táimhe an chomhlachta fisice, i gcileagram méadar cearnach (kg⋅m²). Léiríonn sé seo an táimhe timpeall na bpríomhaiseanna, trasnánach na táimhe tensor mhaitrís. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp "docht" nó "feithicil".
    Nuair a dhéantar é a thiontú go nód Godot [RigidBody3D], más é an luach seo náid, déanfar an táimhe a ríomh go huathoibríoch.

en: The inertia orientation of the physics body. This defines the rotation of the inertia's principle axes relative to the object's local axes. This is only used when the body type is "rigid" or "vehicle" and [member inertia_diagonal] is set to a non-zero value.
ga: Treoshuíomh táimhe an chomhlachta fisice. Sainmhíníonn sé seo rothlú phríomh-aiseanna na táimhe i gcoibhneas le haiseanna áitiúla an réada. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp "docht" nó "feithicil" agus [member inertia_diagonal] socraithe go luach neamh-nialas.

en: The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). This is only used when the body type is "rigid" or "vehicle".
    When converted to a Godot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
ga: An teannasóir táimhe an choirp fisice, i gcileagraim méadar cearnach (kg⋅m²). Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp "docht" nó "feithicil".
    Nuair a dhéantar é a thiontú go nód Godot [RigidBody3D], más é an luach seo náid, déanfar an táimhe a ríomh go huathoibríoch.

en: The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".
ga: Treoluas líneach chorp na fisice, i méadair in aghaidh an tsoicind. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp "docht" nó "feithicil".

en: The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".
ga: Mais an choirp fisice, i gcileagraim. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál coirp "docht" nó "feithicil".

en: Creates a new GLTFPhysicsShape instance by parsing the given [Dictionary].
ga: Cruthaítear sampla nua GLTFPfisicsShape tríd an [Foclóir] a thugtar a pharsáil.

en: Creates a new GLTFPhysicsShape instance from the given Godot [CollisionShape3D] node.
ga: Cruthaíonn sé sampla GLTFPhysicsShape nua ón nód Godot [CollisionShape3D] a tugadh.

en: Creates a new GLTFPhysicsShape instance from the given Godot [Shape3D] resource.
ga: Cruthaíonn sé sampla GLTFPhysicsShape nua ón acmhainn Godot [Shape3D] a tugadh.

en: Serializes this GLTFPhysicsShape instance into a [Dictionary] in the format defined by [code]OMI_physics_shape[/code].
ga: Serialaíonn an t-úsc GLTFfisicsShape seo go [Foclóir] san fhormáid atá sainmhínithe ag [code]OMI_physics_shape[/code].

en: Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node.
ga: Tiontaítear an t-ásc GLTFPhysicsShape seo ina nód Godot [CollisionShape3D].

en: Converts this GLTFPhysicsShape instance into a Godot [Shape3D] resource.
ga: Tiontaíonn an sampla GLTFPhysicsShape seo ina acmhainn Godot [Shape3D].

en: The height of the shape, in meters. This is only used when the shape type is "capsule" or "cylinder". This value should not be negative, and for "capsule" it should be at least twice the radius.
ga: Airde an chruth, i méadair. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál cruth "capsule" nó "sorcóir". Níor cheart go mbeadh an luach seo diúltach, agus i gcás "capsúl" ba cheart go mbeadh sé dhá uair an ga ar a laghad.

en: The [ImporterMesh] resource of the shape. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
ga: Acmhainn [ImporterMesh] an chrutha. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál cruth "hull"(convex hull) nó "trimesh" (concave trimesh).

en: If [code]true[/code], indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an Area3D node.
    This is the only variable not used in the [method to_node] method, it's intended to be used alongside when deciding where to add the generated node as a child.
ga: Má thugann [code]true[/code] le fios gur truicear é an cruth seo. Do Godot, ciallaíonn sé seo gur chóir go mbeadh an cruth ina leanbh nód Area3D.
    Is é seo an t-aon athróg nach n-úsáidtear sa mhodh [method to_node], tá sé i gceist í a úsáid taobh leis agus cinneadh á dhéanamh cén áit ar cheart an nód ginte a chur leis mar leanbh.

en: The radius of the shape, in meters. This is only used when the shape type is "capsule", "cylinder", or "sphere". This value should not be negative.
ga: Ga an chrutha, ina mhéadair. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál cruth "capsule", "sorcóir", nó "sféar". Níor cheart go mbeadh an luach seo diúltach.

en: The type of shape this shape represents. Valid values are "box", "capsule", "cylinder", "sphere", "hull", and "trimesh".
ga: An cineál crutha a léiríonn an cruth seo. Is iad na luachanna bailí ná "bosca", "capsúl", "sorcóir", "sféar", "cabhail", agus "trimesh".

en: The size of the shape, in meters. This is only used when the shape type is "box", and it represents the "diameter" of the box. This value should not be negative.
ga: Méid an chruth, i méadair. Ní úsáidtear é seo ach amháin nuair a bhíonn an cineál cruth "bosca", agus léiríonn sé "trastomhas" an bhosca. Níor cheart go mbeadh an luach seo diúltach.

en: The reflected diffuse factor of the material.
ga: Fachtóir idirleata frithchaite an ábhair.

en: The diffuse texture.
ga: An uigeacht idirleata.

en: The glossiness or smoothness of the material.
ga: Snasúlacht nó réidh an ábhair.

en: The specular-glossiness texture.
ga: An uigeacht specular-glossiness.

en: The specular RGB color of the material. The alpha channel is unused.
ga: Dath RGB specular an ábhair. Níl an cainéal alfa gan úsáid.

en: Returns the index of the [GLTFNode] corresponding to this Godot scene node. This is the inverse of [method get_scene_node]. Useful during the export process.
    [b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], and not every [GLTFNode] will have a scene node generated. If there is no [GLTFNode] index for this scene node, [code]-1[/code] is returned.
ga: Filleann sé innéacs an [GLTFNode] a fhreagraíonn don nód radharc Godot seo. Is é seo inbhéartach [method get_scene_node]. Úsáideach le linn an phróisis onnmhairithe.
    [b]Nóta:[/b] Ní bheidh [GLTFNode] comhfhreagrach ag gach nód radhairc Godot, agus ní bheidh nód radhairc ginte ag gach [GLTFNode]. Mura bhfuil aon innéacs [GLTFNode] ann don nód radhairc seo, cuirtear [code]-1[/code] ar ais.

en: Returns the Godot scene node that corresponds to the same index as the [GLTFNode] it was generated from. This is the inverse of [method get_node_index]. Useful during the import process.
    [b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not every generated scene node will have a corresponding [GLTFNode]. If there is no scene node for this [GLTFNode] index, [code]null[/code] is returned.
ga: Filleann sé nód radharc Godot a fhreagraíonn don innéacs céanna leis an [GLTFNode] a gineadh uaidh. Is é seo an inbhéartach de [method get_node_index]. Úsáideach le linn an phróisis allmhairithe.
    [b]Nóta:[/b] Ní bheidh nód radhairc ginte ag gach [GLTFNode], agus ní bheidh [GLTFNode] comhfhreagrach ag gach nód radhairc. Mura bhfuil nód radhairc ann don innéacs [GLTFNode] seo, cuirtear [code]null[/code] ar ais.

en: Returns an array of unique animation names. This is only used during the import process.
ga: Filleann sé raon d'ainmneacha beochana uathúla. Ní úsáidtear é seo ach le linn an phróisis allmhairithe.

en: Returns an array of unique node names. This is used in both the import process and export process.
ga: Filleann sé sraith ainmneacha nód uathúla. Úsáidtear é seo sa phróiseas allmhairithe agus onnmhairithe araon.

en: Sets the [GLTFAnimation]s in the state. When importing, these will be generated as animations in an [AnimationPlayer] node. When exporting, these will be generated from Godot [AnimationPlayer] nodes.
ga: Socraíonn sé na [GLTFAnimation]s sa stát. Nuair a bheidh siad á n-iompórtáil, ginfear iad seo mar bheochan i nód [AnimationPlayer]. Nuair a bheidh siad á n-easpórtáil, ginfear iad seo ó nóid Godot [AnimationPlayer].

en: Sets the [GLTFCamera]s in the state. These are the cameras that the [member GLTFNode.camera] index refers to.
ga: Socraíonn sé na [GLTFCamera]s sa stát. Is iad seo na ceamaraí a dtagraíonn an t-innéacs [comhalta GLTFNode.camera] dóibh.

en: Sets the images in the state stored as an array of [Texture2D]s. This can be used during export. These are the images that the [member GLTFTexture.src_image] index refers to.
ga: Socraíonn sé na híomhánna sa stát stóráilte mar raon de [Texture2D]s. Is féidir é seo a úsáid le linn onnmhairithe. Seo iad na híomhánna a dtagraíonn an t-innéacs [member GLTFTexture.src_image] dóibh.

en: Sets the [GLTFLight]s in the state. These are the lights that the [member GLTFNode.light] index refers to.
ga: Socraíonn sé na [GLTFLlight]s sa stát. Is iad seo na soilse a dtagraíonn an t-innéacs [comhalta GLTFNode.light] dóibh.

en: Sets the [GLTFMesh]es in the state. These are the meshes that the [member GLTFNode.mesh] index refers to.
ga: Socraíonn sé na [GLTFMesh]es sa stát. Is iad seo na mogaill a dtagraíonn an t-innéacs [comhalta GLTFNode.mesh] dóibh.

en: Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. Some of the nodes set here may not be generated in the Godot scene, or may generate multiple Godot scene nodes.
ga: Socraíonn sé na [GLTFNode]s sa stát. Is iad seo na nóid a dtagraíonn [ball GLTFNode.children] agus [member root_nodes]. D’fhéadfadh sé nach ngintear cuid de na nóid atá leagtha síos anseo i radharc Godot, nó d’fhéadfaidís nóid radhairc Godot iolracha a ghiniúint.

en: Sets the [GLTFSkeleton]s in the state. These are the skeletons that the [member GLTFNode.skeleton] index refers to.
ga: Socraíonn sé na [GLTFskeleton]s sa stát. Seo iad na cnámharlaigh a dtagraíonn an t-innéacs [comhalta GLTFNode.skeleton] dóibh.

en: Sets the [GLTFSkin]s in the state. These are the skins that the [member GLTFNode.skin] index refers to.
ga: Socraíonn sé na [GLTFSkin]s sa stát. Is iad seo na craicne a dtagraíonn an t-innéacs [comhalta GLTFNode.skin] dóibh.

en: Sets the unique animation names in the state. This is only used during the import process.
ga: Socraíonn sé na hainmneacha beochana uathúla sa stát. Ní úsáidtear é seo ach le linn an phróisis allmhairithe.

en: Sets the unique node names in the state. This is used in both the import process and export process.
ga: Socraíonn sé na hainmneacha nód uathúla sa stát. Úsáidtear é seo sa phróiseas allmhairithe agus onnmhairithe araon.

en: The baking fps of the animation for either import or export.
ga: Fps bácála na beochana le haghaidh allmhairiú nó onnmhairiú.

en: The binary buffer attached to a .glb file.
ga: An maolán dénártha ceangailte le comhad .glb.

en: The original raw JSON document corresponding to this GLTFState.
ga: An bundoiciméad JSON amh a fhreagraíonn don GLTFState seo.

en: Discards all embedded textures and uses untextured materials.
ga: Caitheann sé gach uigeacht leabaithe agus úsáideann ábhair neamh-uigeachta.

en: Extracts embedded textures to be reimported and compressed. Editor only. Acts as uncompressed at runtime.
ga: Sleachta as uigeachtaí leabaithe a ath-allmhairiú agus a chomhbhrú. Eagarthóir amháin. Feidhmíonn sé mar neamh-chomhbhrúite ag am rite.

en: Embeds textures VRAM compressed with Basis Universal into the generated scene.
ga: Leabaíonn sé uigeachtaí VRAM comhbhrúite le Basis Universal isteach sa radharc ginte.

en: Embeds textures compressed losslessly into the generated scene, matching old behavior.
ga: Leabaíonn sé uigeachtaí comhbhrúite gan chailliúint isteach sa radharc ginte, ag meaitseáil sean-iompraíochta.

en: ID of the texture sampler to use when sampling the image. If -1, then the default texture sampler is used (linear filtering, and repeat wrapping in both axes).
ga: ID an tsamplálaí uigeachta le húsáid agus an íomhá á sampláil. Más rud é -1, ansin úsáidtear an samplóir réamhshocraithe uigeachta (scagadh líneach, agus fillte arís sa dá ais).

en: The index of the image associated with this texture, see [method GLTFState.get_images]. If -1, then this texture does not have an image assigned.
ga: Innéacs na híomhá a bhaineann leis an uigeacht seo, féach [method GLTFState.get_images]. Más rud é -1, ansin níl íomhá sannta don uigeacht seo.

en: Texture's magnification filter, used when texture appears larger on screen than the source image.
ga: Scagaire méadaithe uigeachta, a úsáidtear nuair a bhíonn an chuma ar an uigeacht níos mó ar an scáileán ná an bhuníomhá.

en: Texture's minification filter, used when the texture appears smaller on screen than the source image.
ga: Scagaire mionúcháin Uigeacht, a úsáidtear nuair a bhíonn an uigeacht le feiceáil níos lú ar an scáileán ná an íomhá foinse.

en: Wrapping mode to use for S-axis (horizontal) texture coordinates.
ga: Modh fillte le húsáid le haghaidh comhordanáidí uigeachta S-ais (cothrománach).

en: Wrapping mode to use for T-axis (vertical) texture coordinates.
ga: Modh fillte le húsáid le haghaidh comhordanáidí uigeachta T-ais (ingearach).

en: A 2D particle emitter.
ga: Astaitheoir cáithníní 2D.

en: 2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate.
    Use the [member process_material] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
    2D particles can optionally collide with [LightOccluder2D], but they don't collide with [PhysicsBody2D] nodes.
ga: Nód na gcáithníní 2T a úsáidtear chun éagsúlacht córas agus éifeachtaí cáithníní a chruthú. [GUParticles2D] gnéithe astaíre a ghineann roinnt cáithníní ag ráta ar leith.
    Úsáid an t-airí [member process_material] chun [ParticleProcessMaterial] a chur leis chun cuma agus iompar na gcáithníní a chumrú. Nó, is féidir leat [ShaderMaterial] a chur leis a chuirfear i bhfeidhm ar gach cáithnín.
    Is féidir le cáithníní 2T imbhualadh go roghnach le [LightOccluder2D], ach ní imbhuaileann siad le nóid [PhysicsBody2D].

en: 2D Particles Demo
ga: Taispeántas Cáithníní 2D

en: 2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)
ga: 2D Dodge The Creeps Demo (úsáideann GPUParticles2D don rian taobh thiar den imreoir)

en: Returns a rectangle containing the positions of all existing particles.
    [b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
ga: Filleann dronuilleog ina bhfuil suímh na gcáithníní go léir atá ann cheana féin.
    [b]Nóta:[/b] Nuair a bhíonn rindreáil snáithithe á úsáid, déantar an snáithe rindreála a shioncronú leis an modh seo. Is féidir go mbeadh tionchar diúltach ar fheidhmíocht má ghlaoitear air go minic.

en: Sets this node's properties to match a given [CPUParticles2D] node.
ga: Socraíonn sé airíonna an nód seo chun nód [CUParticles2D] tugtha a mheaitseáil.

en: The number of particles to emit in one emission cycle. The effective emission rate is [code](amount * amount_ratio) / lifetime[/code] particles per second. Higher values will increase GPU requirements, even if not all particles are visible at a given time or if [member amount_ratio] is decreased.
    [b]Note:[/b] Changing this value will cause the particle system to restart. To avoid this, change [member amount_ratio] instead.
ga: Líon na gcáithníní atá le hastú i dtimthriall astaíochta amháin. Is é an ráta astaíochta éifeachtach ná [code] (méid * amount_ratio) / saolré[/code] cáithníní in aghaidh an tsoicind. Méadóidh luachanna níos airde riachtanais GPU, fiú mura bhfuil na cáithníní go léir le feiceáil ag am ar leith nó má laghdaítear [coimheas_comhaltaí].
    [b]Nóta:[/b] Má athraítear an luach seo, déanfar córas na gcáithníní a atosú. Chun é seo a sheachaint, athraigh [member amount_ratio] ina ionad sin.

en: The ratio of particles that should actually be emitted. If set to a value lower than [code]1.0[/code], this will set the amount of emitted particles throughout the lifetime to [code]amount * amount_ratio[/code]. Unlike changing [member amount], changing [member amount_ratio] while emitting does not affect already-emitted particles and doesn't cause the particle system to restart. [member amount_ratio] can be used to create effects that make the number of emitted particles vary over time.
    [b]Note:[/b] Reducing the [member amount_ratio] has no performance benefit, since resources need to be allocated and processed for the total [member amount] of particles regardless of the [member amount_ratio]. If you don't intend to change the number of particles emitted while the particles are emitting, make sure [member amount_ratio] is set to [code]1[/code] and change [member amount] to your liking instead.
ga: Cóimheas na gcáithníní ba cheart a astú i ndáiríre. Má shocraítear é ar luach níos ísle ná [code]1.0[/code], socróidh sé seo méid na gcáithníní a astaítear ar feadh an tsaoil go [code]amount * amount_ratio[/code]. Murab ionann agus [member amount] a athrú, ní chuireann athrú ar [member amount_ratio] agus astaithe isteach ar cháithníní a astaítear cheana féin agus ní bheidh sé ina chúis le córas na gcáithníní a atosú. Is féidir [member amount_ratio] a úsáid chun éifeachtaí a chruthú a fhágann go n-athraíonn líon na gcáithníní astaithe le himeacht ama.
    [b]Nóta:[/b] Níl aon tairbhe feidhmíochta ag laghdú [member amount_ratio], toisc gur gá acmhainní a leithdháileadh agus a phróiseáil le haghaidh [member amount] iomlán na gcáithníní beag beann ar [member amount_ratio]. Mura bhfuil sé i gceist agat líon na gcáithníní a astaítear agus na cáithníní ag astaíocht a athrú, cinntigh go bhfuil [member amount_ratio]socraithe go [code]1[/code] agus athraigh [méid na mball] de réir mar is maith leat.

en: Multiplier for particle's collision radius. [code]1.0[/code] corresponds to the size of the sprite. If particles appear to sink into the ground when colliding, increase this value. If particles appear to float when colliding, decrease this value. Only effective if [member ParticleProcessMaterial.collision_mode] is [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT].
    [b]Note:[/b] Particles always have a spherical collision shape.
ga: Iolraitheoir do gha imbhuailte na gcáithníní. Freagraíonn [code]1.0[/code] do mhéid an sprite. Má tá an chuma ar cháithníní dul isteach sa talamh agus iad ag imbhualadh, cuir leis an luach seo. Más dealraitheach go snámhann cáithníní agus iad ag imbhualadh, laghdaigh an luach seo. I bhfeidhm ach amháin más rud é [comhalta ParticleProcessMaterial.collision_mode] [comhalta ParticleProcessMaterial.COLLISION_RIGID] nó [ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT leanúnach].
    [b]Nóta:[/b] Bíonn cruth imbhuailte sféarúil ag cáithníní i gcónaí.

en: If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle unless all active particles have finished processing. Use the [signal finished] signal to be notified once all active particles finish processing.
    [b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the [signal finished] signal during which setting this to [code]true[/code] will not restart the emission cycle.
    [b]Tip:[/b] If your [member one_shot] emitter needs to immediately restart emitting particles once [signal finished] signal is received, consider calling [method restart] instead of setting [member emitting].
ga: Más [code]true[/code], tá cáithníní á n-astú. Is féidir [astú ball] a úsáid chun cáithníní a thosú agus a stopadh ó astú. Mar sin féin, má tá [member one_shot] [code]true[/code] ag socrú [astú ball] go [code]true[/code], ní atosóidh sé an timthriall astaíochta mura bhfuil próiseáil críochnaithe ag na cáithníní gníomhacha go léir. Úsáid an comhartha [signal finished] chun fógra a thabhairt duit nuair a chríochnaíonn na cáithníní gníomhacha go léir a phróiseáil.
    [b]Nóta:[/b] I gcás astaitheoirí [member one_shot], de bharr na gcáithníní a bheith á ríomh ar an GPU, d'fhéadfadh go mbeadh tréimhse ghairid tar éis an comhartha [signal finished] a fháil agus é seo á shocrú go [code]fíor[/code] ní atosóidh sé an timthriall astaíochta.
    [b]Leid:[/b] Más gá d’astaír [member one_shot] cáithníní astaithe a atosú láithreach nuair a fhaightear an comhartha [signal finished], smaoinigh ar [method atosú] a ghlaoch in ionad [astú ball] a shocrú.

en: Causes all the particles in this node to interpolate towards the end of their lifetime.
    [b]Note:[/b] This only works when used with a [ParticleProcessMaterial]. It needs to be manually implemented for custom process shaders.
ga: Is cúis le hidirshuíomh na gcáithníní go léir sa nód seo i dtreo dheireadh a saolré.
    [b]Nóta:[/b] Ní oibríonn sé seo ach amháin nuair a úsáidtear é le [Ábhar Próiseála Particle]. Ní mór é a chur i bhfeidhm de láimh le haghaidh shaders próiseas saincheaptha.

en: Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
ga: Cumasaíonn sé idirshuíomh na gcáithníní, rud a fhágann go bhfuil gluaiseacht na gcáithníní níos míne nuair a bhíonn a [ball fixed_fps] níos ísle ná an ráta athnuachana scáileáin.

en: The amount of time each particle will exist (in seconds). The effective emission rate is [code](amount * amount_ratio) / lifetime[/code] particles per second.
ga: An méid ama a bheidh gach cáithnín ann (i soicindí). Is é an ráta astaíochta éifeachtach ná [code] (méid * amount_ratio) / saolré[/code] cáithníní in aghaidh an tsoicind.

en: If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated.
ga: Más [code]true[/code], úsáideann cáithníní spás comhordanáidí an mháthair-nóid (ar a dtugtar comhordanáidí áitiúla). Cuirfidh sé seo faoi deara go mbeidh cáithníní ag gluaiseacht agus ag rothlú feadh an nód [GPUParticles2D] (agus a thuismitheoirí) nuair a bhogtar nó nuair a rothlaíonn sé. Más [code]bréagach[/code] é, úsáideann cáithníní comhordanáidí domhanda; ní ghluaisfidh nó ní rothlóidh siad feadh an nód [GPUParticles2D] (agus a thuismitheoirí) nuair a bhogtar nó nuair a rothlaíonn sé.

en: [Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial].
ga: [Ábhar] chun cáithníní a phróiseáil. Is féidir leis a bheith ina [ParticleProcessMaterial] nó ina [ShaderMaterial].

en: Path to another [GPUParticles2D] node that will be used as a subemitter (see [member ParticleProcessMaterial.sub_emitter_mode]). Subemitters can be used to achieve effects such as fireworks, sparks on collision, bubbles popping into water drops, and more.
    [b]Note:[/b] When [member sub_emitter] is set, the target [GPUParticles2D] node will no longer emit particles on its own.
ga: Conair chuig nód eile [GPUParticles2D] a úsáidfear mar fho-eagraí (féach [member ParticleProcessMaterial.sub_emitter_mode]). Is féidir úsáid a bhaint as fo-imitheoirí chun éifeachtaí a bhaint amach mar thinte ealaíne, spréacha ar imbhualadh, boilgeoga ag titim isteach i braon uisce, agus go leor eile.
    [b]Nóta:[/b] Nuair a shocraítear [ball sub_emitter], ní astóidh an nód sprice [GPUParticles2D] cáithníní leis féin a thuilleadh.

en: Particle texture. If [code]null[/code], particles will be squares with a size of 1×1 pixels.
    [b]Note:[/b] To use a flipbook texture, assign a new [CanvasItemMaterial] to the [GPUParticles2D]'s [member CanvasItem.material] property, then enable [member CanvasItemMaterial.particles_animation] and set [member CanvasItemMaterial.particles_anim_h_frames], [member CanvasItemMaterial.particles_anim_v_frames], and [member CanvasItemMaterial.particles_anim_loop] to match the flipbook texture.
ga: Uigeacht na gcáithníní. Más rud é [code]null[/code], cearnóga a bheidh i gcáithníní le méid 1 × 1 picteilín.
    [b]Nóta:[/b] Chun uigeacht smeachleabhar a úsáid, sann [CanvasItemMaterial] nua d'airí [GPUParticles2D] [comhalta CanvasItem.material], ansin cumasaigh [member CanvasItemMaterial.particles_animation] agus socraigh [member CanvasItemMaterial. cáithníní_anim_h_frames], [comhalta CanvasItemMaterial.particles_anim_v_frames], agus [comhalta CanvasItemMaterial.particles_anim_loop] a mheaitseáil leis an uigeacht smeachleabhar.

en: If [code]true[/code], enables particle trails using a mesh skinning system.
    [b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties.
ga: Más rud é [code]true[/code], cumasaítear rianta cáithníní ag baint úsáide as córas feannadh mogaill.
    [b]Nóta:[/b] Murab ionann agus [GPUParticles3D], socraítear líon na gcodanna rian agus na bhfo-ranna leis na hairíonna [member trail_sections] agus [member trail_section_subdivisions].

en: The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
ga: An méid ama ba cheart go mbeadh rian na gcáithníní in iúl (i soicindí). Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [code].

en: The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code].
ga: Líon na bhforanna atá le húsáid do rindreáil rian na gcáithníní. D'fhéadfadh cuair rian níos míne a bheith mar thoradh ar luachanna níos airde, ar chostas feidhmíochta mar gheall ar chastacht mhéadaithe mogalra. Féach freisin [member trail_sections]. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [code].

en: The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
ga: Líon na gcodanna atá le húsáid do rindreáil rian na gcáithníní. D'fhéadfadh cuair rian níos míne a bheith mar thoradh ar luachanna níos airde, ar chostas feidhmíochta mar gheall ar chastacht mhéadaithe mogalra. Féach freisin [member trail_section_subdivisions]. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [code].

en: The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
    Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
ga: An [Rect2] a chinneann réigiún an nóid a chaithfidh a bheith le feiceáil ar an scáileán le go mbeidh córas na gcáithníní gníomhach.
    Fás an ceart má thagann cáithníní chun solais/go n-imíonn siad go tobann nuair a théann an nód isteach/amach as an scáileán. Is féidir an [Rect2] a fhás trí chód nó leis an uirlis eagarthóireachta [b]Cáithníní → Generate Visibility Rect[/b].

en: Particles are drawn in reverse order of remaining lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
ga: Tarraingítear cáithníní in ord droim ar ais don saolré atá fágtha. I bhfocail eile, tarraingítear an cáithnín leis an saolré is ísle ag an tosaigh.

en: Particle starts at the specified position.
ga: Tosaíonn cáithnín ag an suíomh sonraithe.

en: Particle starts with specified rotation and scale.
ga: Tosaíonn cáithnín le rothlú agus scála sonraithe.

en: Particle starts with the specified velocity vector, which defines the emission direction and speed.
ga: Tosaíonn an cháithnín leis an veicteoir treoluas sonraithe, a shainíonn treo agus luas astaíochta.

en: Particle starts with specified color.
ga: Tosaíonn cáithnín le dath sonraithe.

en: Particle starts with specified [code]CUSTOM[/code] data.
ga: Tosaíonn an cháithnín le sonraí sonraithe [code]CUSTOM[/code].

en: A 3D particle emitter.
ga: Aistritheoir cáithníní 3D.

en: 3D particle node used to create a variety of particle systems and effects. [GPUParticles3D] features an emitter that generates some number of particles at a given rate.
    Use [member process_material] to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
ga: Nód na gcáithníní 3D a úsáidtear chun éagsúlacht córas agus éifeachtaí cáithníní a chruthú. [GUParticles3D] gnéithe astaíre a ghineann roinnt cáithníní ag ráta ar leith.
    Úsáid [member process_material] chun [ParticleProcessMaterial] a chur leis chun cuma agus iompar na gcáithníní a chumrú. Mar mhalairt air sin, is féidir leat [ShaderMaterial] a chur leis a chuirfear i bhfeidhm ar gach cáithnín.

en: Controlling thousands of fish with Particles
ga: Na mílte iasc a rialú le Cáithníní

en: Sets this node's properties to match a given [CPUParticles3D] node.
ga: Socraíonn sé airíonna an nód seo chun nód [CUParticles3D] tugtha a mheaitseáil.

en: Returns the [Mesh] that is drawn at index [param pass].
ga: Filleann sé an [mogall] atá tarraingthe ag innéacs [param pas].

en: Sets the [Mesh] that is drawn at index [param pass].
ga: Socraíonn sé an [mogalra] a tharraingítear ag innéacs [param pass].

en: The base diameter for particle collision in meters. If particles appear to sink into the ground when colliding, increase this value. If particles appear to float when colliding, decrease this value. Only effective if [member ParticleProcessMaterial.collision_mode] is [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT].
    [b]Note:[/b] Particles always have a spherical collision shape.
ga: Trastomhas an bonn le haghaidh imbhualadh cáithníní i méadair. Má tá an chuma ar cháithníní dul isteach sa talamh agus iad ag imbhualadh, cuir leis an luach seo. Más dealraitheach go snámhann cáithníní agus iad ag imbhualadh, laghdaigh an luach seo. I bhfeidhm ach amháin más rud é [comhalta ParticleProcessMaterial.collision_mode] [comhalta ParticleProcessMaterial.COLLISION_RIGID] nó [ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT leanúnach].
    [b]Nóta:[/b] Bíonn cruth imbhuailte sféarúil ag cáithníní i gcónaí.

en: Particle draw order. Uses [enum DrawOrder] values.
    [b]Note:[/b] [constant DRAW_ORDER_INDEX] is the only option that supports motion vectors for effects like TAA. It is suggested to use this draw order if the particles are opaque to fix ghosting artifacts.
ga: Ordú tarraingt cáithníní. Úsáideann [enum DrawOrder] luachanna.
    [b]Nóta:[/b] Is é [DRAW_ORDER_INDEX leanúnach] an t-aon rogha a thacaíonn le veicteoirí gluaisne le haghaidh éifeachtaí ar nós TAA. Moltar an t-ord tarraingthe seo a úsáid má tá na cáithníní teimhneach chun déantáin thaibhseacha a shocrú.

en: [Mesh] that is drawn for the first draw pass.
ga: [mogalra] a tharraingítear don chéad phas tarraingthe.

en: [Mesh] that is drawn for the second draw pass.
ga: [mogalra] a tharraingítear don dara pas tarraingthe.

en: [Mesh] that is drawn for the third draw pass.
ga: [mogalra] a tharraingítear don tríú pas tarraingthe.

en: [Mesh] that is drawn for the fourth draw pass.
ga: [mogalra] a tharraingítear don cheathrú pas tarraingthe.

en: The number of draw passes when rendering particles.
ga: Gabhann líon na n-tarraingtí agus cáithníní á rindreáil.

en: Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
ga: Cóimheas ama idir gach astaíocht. Más [code]0[/code], astaítear cáithníní go leanúnach. Más [code]1[/code], astaítear na cáithníní go léir ag an am céanna.

en: If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated.
ga: Más [code]true[/code], úsáideann cáithníní spás comhordanáidí an mháthair-nóid (ar a dtugtar comhordanáidí áitiúla). Cuirfidh sé seo faoi deara go mbeidh cáithníní ag gluaiseacht agus ag rothlú feadh an nód [GPUParticles3D] (agus a thuismitheoirí) nuair a bhogtar nó nuair a rothlaíonn sé. Más [code]bréagach[/code], úsáideann cáithníní comhordanáidí domhanda; ní ghluaisfidh siad ná ní rothlóidh siad feadh an nód [GPUParticles3D] (agus a thuismitheoirí) nuair a bhogtar nó nuair a rothlaíonn sé.

en: If [code]true[/code], only the number of particles equal to [member amount] will be emitted.
ga: Más [code]true[/code], ní astaítear ach líon na gcáithníní atá comhionann le [méid na mball].

en: Emission randomness ratio.
ga: Cóimheas randamacht astaithe.

en: Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
ga: Cóimheas luasscála. Is féidir luach [code]0[/code] a úsáid chun na cáithníní a chur ar sos.

en: Path to another [GPUParticles3D] node that will be used as a subemitter (see [member ParticleProcessMaterial.sub_emitter_mode]). Subemitters can be used to achieve effects such as fireworks, sparks on collision, bubbles popping into water drops, and more.
    [b]Note:[/b] When [member sub_emitter] is set, the target [GPUParticles3D] node will no longer emit particles on its own.
ga: Conair chuig nód eile [GPUParticles3D] a úsáidfear mar fho-eagraí (féach [member ParticleProcessMaterial.sub_emitter_mode]). Is féidir úsáid a bhaint as fo-imitheoirí chun éifeachtaí a bhaint amach mar thinte ealaíne, spréacha ar imbhualadh, boilgeoga ag titim isteach i braon uisce, agus go leor eile.
    [b]Nóta:[/b] Nuair a shocraítear [ball sub_emitter], ní astóidh an nód sprice [GPUParticles3D] cáithníní leis féin a thuilleadh.

en: If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].
    [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect.
    [b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties.
ga: Más rud é [code]true[/code], cumasaítear rianta cáithníní ag baint úsáide as córas feannadh mogaill. Deartha chun oibriú le [RibbonTrailMesh] agus [TubeTrailMesh].
    [b]Nóta:[/b] Ní mór [comhalta BaseMaterial3D.use_particle_trails] a chumasú freisin ar ábhar mogalra na gcáithníní. Seachas sin, ní bheidh aon éifeacht ag socrú [member trail_enabled] go [code]true[/code].
    [b]Nóta:[/b] Murab ionann agus [GPUParticles2D], tá líon na gcodanna agus na bhfo-ranna conairí socraithe in airíonna [RibbonTrailMesh] nó [TubeTrailMesh].

en: The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active. [member GeometryInstance3D.extra_cull_margin] is added on each of the AABB's axes. Particle collisions and attraction will only occur within this area.
    Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
    [b]Note:[/b] [member visibility_aabb] is overridden by [member GeometryInstance3D.custom_aabb] if that property is set to a non-default value.
ga: An [AABB] a chinneann réigiún an nóid a chaithfidh a bheith le feiceáil ar an scáileán le go mbeidh córas na gcáithníní gníomhach. Cuirtear [member GeometryInstance3D.extra_cull_margin] ar gach ceann d’aiseanna an AABB. Ní tharlóidh imbhuailtí agus tarraingt cáithníní ach amháin laistigh den limistéar seo.
    Fás an bosca má thagann cáithníní chun solais/go n-imíonn siad go tobann nuair a théann an nód isteach/amach as an scáileán. Is féidir an [AABB] a fhás trí chód nó leis an uirlis eagarthóireachta [b]Cáithníní → Generate AABB[/b].
    [b]Nóta:[/b] tá [member visibility_aabb] sáraithe ag [member GeometryInstance3D.custom_aabb] má tá an t-airí sin socraithe chuig luach neamh-réamhshocraithe.

en: Maximum number of draw passes supported.
ga: Tacaítear le huaslíon na bpasanna tarraingthe.

en: Abstract base class for 3D particle attractors.
ga: Bunrang teibí le haghaidh tarraingeoirí cáithníní 3D.

en: Particle attractors can be used to attract particles towards the attractor's origin, or to push them away from the attractor's origin.
    Particle attractors work in real-time and can be moved, rotated and scaled during gameplay. Unlike collision shapes, non-uniform scaling of attractors is also supported.
    Attractors can be temporarily disabled by hiding them, or by setting their [member strength] to [code]0.0[/code].
    [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
ga: Is féidir mealltaí cáithníní a úsáid chun cáithníní a mhealladh i dtreo bhunús an mhealltóra, nó chun iad a bhrú amach ó bhunús an mhealltóra.
    Oibríonn mealltaí cáithníní i bhfíor-am agus is féidir iad a bhogadh, a rothlú agus a scála le linn an chluiche. Murab ionann agus cruthanna imbhuailte, tacaítear freisin le scálú neamhionanna ar mhealltóirí.
    Is féidir mealltaí a dhíchumasú go sealadach trína gcur i bhfolach, nó trína [neart ball] a shocrú go [code]0.0[/code].
    [b]Nóta:[/b] Ní dhéanann tarraingtí cáithníní difear ach do [GPUParticles3D], ní ar [CPUParticles3D].

en: The particle attractor's attenuation. Higher values result in more gradual pushing of particles as they come closer to the attractor's origin. Zero or negative values will cause particles to be pushed very fast as soon as the touch the attractor's edges.
ga: Laghdú ar mhealltóir na gcáithníní. Is é an toradh a bhíonn ar luachanna níos airde ná cáithníní a bhrú de réir a chéile de réir mar a thagann siad níos gaire do bhunús an mhealltóra. Beidh luachanna nialais nó diúltacha ina chúis le cáithníní a bhrú go han-tapa chomh luath agus a dteagmháil le himill an mhealltóra.

en: The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the attractor. By default, all particles are affected by an attractor.
    After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.
    Particle attraction can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node.
ga: Na sraitheanna rindreála cáithníní ([comhalta VisualInstance3D.layers]) a mbeidh tionchar ag an mhealltóir orthu. De réir réamhshocraithe, bíonn tionchar ag gach cáithnín ar mhealltóir.
    Tar éis nóid na gcáithníní a chumrú dá réir sin, is féidir sraitheanna sonracha a dhíchóimeáil chun cosc a chur ar cháithníní áirithe a bheith buailte ag mealltóirí. Mar shampla, is féidir é seo a úsáid má tá tú ag baint úsáide as mealltóir mar chuid d'iarmhairt litrithe ach mura dteastaíonn uait go gcuirfeadh an t-aisitheoir isteach ar cháithníní aimsire neamhghaolmhara ag an suíomh céanna.
    Is féidir tarraingt cáithníní a dhíchumasú freisin ar bhonn ábhar in aghaidh an phróisis trí [member ParticleProcessMaterial.attractor_interaction_enabled] a shocrú ar an nód [GPUParticles3D].

en: Adjusts how directional the attractor is. At [code]0.0[/code], the attractor is not directional at all: it will attract particles towards its center. At [code]1.0[/code], the attractor is fully directional: particles will always be pushed towards local -Z (or +Z if [member strength] is negative).
    [b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], the direction in which particles are pushed can be changed by rotating the [GPUParticlesAttractor3D] node.
ga: Coigeartaíonn sé cé chomh treo agus atá an mealltóir. Ag [code]0.0[/code], ní treo ar chor ar bith é an t-aimsitheoir: tarraingeoidh sé cáithníní i dtreo a lár. Ag [code]1.0[/code], tá treo iomlán an mhealltóra: déanfar cáithníní a bhrú i gcónaí i dtreo -Z áitiúil (nó + Z má tá [neart na mball] diúltach).
    [b]Nóta:[/b] Más mó [treoiriúlacht na mball] ná [code]0.0[/code], is féidir an treo ina ndéantar cáithníní a bhrú a athrú tríd an nód [GPUParticlesAttractor3D] a rothlú.

en: Adjusts the strength of the attractor. If [member strength] is negative, particles will be pushed in the opposite direction. Particles will be pushed [i]away[/i] from the attractor's origin if [member directionality] is [code]0.0[/code], or towards local +Z if [member directionality] is greater than [code]0.0[/code].
ga: Coigeartaíonn neart an mhealltóra. Má tá [neart ball] diúltach, déanfar cáithníní a bhrú sa treo eile. Déanfar na cáithníní a bhrú [i]ar shiúl[/i] ó bhunús an mhealltóra más é [treoúlacht na mball] [code]0.0[/code], nó i dtreo +Z áitiúil má tá [treoúlacht na mball] níos mó ná [code]0.0[/code].

en: A box-shaped attractor that influences particles from [GPUParticles3D] nodes.
ga: Mealtóir bosca-chruthach a mbíonn tionchar aige ar cháithníní ó nóid [GPUParticles3D].

en: A box-shaped attractor that influences particles from [GPUParticles3D] nodes. Can be used to attract particles towards its origin, or to push them away from its origin.
    Particle attractors work in real-time and can be moved, rotated and scaled during gameplay. Unlike collision shapes, non-uniform scaling of attractors is also supported.
    [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
ga: Mealtóir bosca-chruthach a mbíonn tionchar aige ar cháithníní ó nóid [GPUParticles3D]. Is féidir é a úsáid chun cáithníní a mhealladh i dtreo a mbunús, nó chun iad a bhrú amach óna mbunús.
    Oibríonn mealltaí cáithníní i bhfíor-am agus is féidir iad a bhogadh, a rothlú agus a scála le linn an chluiche. Murab ionann agus cruthanna imbhuailte, tacaítear freisin le scálú neamhionanna ar mhealltóirí.
    [b]Nóta:[/b] Ní dhéanann tarraingtí cáithníní difear ach do [GPUParticles3D], ní ar [CPUParticles3D].

en: The attractor box's size in 3D units.
ga: Méid an bhosca tarraingthe in aonaid 3D.

en: A spheroid-shaped attractor that influences particles from [GPUParticles3D] nodes.
ga: Mealtóir sféaróideach a imríonn tionchar ar cháithníní ó nóid [GPUParticles3D].

en: A spheroid-shaped attractor that influences particles from [GPUParticles3D] nodes. Can be used to attract particles towards its origin, or to push them away from its origin.
    Particle attractors work in real-time and can be moved, rotated and scaled during gameplay. Unlike collision shapes, non-uniform scaling of attractors is also supported.
    [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
ga: Mealtóir sféaróideach a imríonn tionchar ar cháithníní ó nóid [GPUParticles3D]. Is féidir é a úsáid chun cáithníní a mhealladh i dtreo a mbunús, nó chun iad a bhrú amach óna mbunús.
    Oibríonn mealltaí cáithníní i bhfíor-am agus is féidir iad a bhogadh, a rothlú agus a scála le linn an chluiche. Murab ionann agus cruthanna imbhuailte, tacaítear freisin le scálú neamhionanna ar mhealltóirí.
    [b]Nóta:[/b] Ní dhéanann tarraingtí cáithníní difear ach do [GPUParticles3D], ní ar [CPUParticles3D].

en: The attractor sphere's radius in 3D units.
    [b]Note:[/b] Stretched ellipses can be obtained by using non-uniform scaling on the [GPUParticlesAttractorSphere3D] node.
ga: Ga sféar an mhealltóra in aonaid 3D.
    [b]Nóta:[/b] Is féidir éilipsí sínte a fháil trí scálú neamhéide a úsáid ar an nód [GPUParticlesAttractorSphere3D].

en: A box-shaped attractor with varying directions and strengths defined in it that influences particles from [GPUParticles3D] nodes.
ga: Mealtóir bosca-chruthach a bhfuil treoracha agus láidreachtaí éagsúla sainithe ann a mbíonn tionchar aige ar cháithníní ó nóid [GPUParticles3D].

en: A box-shaped attractor with varying directions and strengths defined in it that influences particles from [GPUParticles3D] nodes.
    Unlike [GPUParticlesAttractorBox3D], [GPUParticlesAttractorVectorField3D] uses a [member texture] to affect attraction strength within the box. This can be used to create complex attraction scenarios where particles travel in different directions depending on their location. This can be useful for weather effects such as sandstorms.
    Particle attractors work in real-time and can be moved, rotated and scaled during gameplay. Unlike collision shapes, non-uniform scaling of attractors is also supported.
    [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
ga: Mealtóir bosca-chruthach a bhfuil treoracha agus láidreachtaí éagsúla sainithe ann a mbíonn tionchar aige ar cháithníní ó nóid [GPUParticles3D].
    Murab ionann agus [GPUParticlesAttractorBox3D], úsáideann [GPUParticlesAttractorVectorField3D] [uigeacht ball] chun tionchar a imirt ar neart an mhealladh laistigh den bhosca. Is féidir é seo a úsáid chun cásanna mealltacha casta a chruthú ina dtaistealaíonn cáithníní i dtreonna difriúla ag brath ar a suíomh. Féadfaidh sé seo a bheith úsáideach le haghaidh éifeachtaí aimsire ar nós stoirmeacha gainimh.
    Oibríonn mealltaí cáithníní i bhfíor-am agus is féidir iad a bhogadh, a rothlú agus a scála le linn an chluiche. Murab ionann agus cruthanna imbhuailte, tacaítear freisin le scálú neamhionanna ar mhealltóirí.
    [b]Nóta:[/b] Ní dhéanann tarraingtí cáithníní difear ach do [GPUParticles3D], ní ar [CPUParticles3D].

en: The size of the vector field box in 3D units.
ga: Méid an bhosca réimse veicteora in aonaid 3D.

en: The 3D texture to be used. Values are linearly interpolated between the texture's pixels.
    [b]Note:[/b] To get better performance, the 3D texture's resolution should reflect the [member size] of the attractor. Since particle attraction is usually low-frequency data, the texture can be kept at a low resolution such as 64×64×64.
ga: An uigeacht 3D atá le húsáid. Déantar luachanna a idirshuíomh go líneach idir picteilíní an uigeachta.
    [b]Nóta:[/b] Chun feidhmíocht níos fearr a fháil, ba cheart go léireodh taifeach an uigeachta 3D [méid na mball] den mhealltóir. Ós rud é gur sonraí ar mhinicíocht íseal a bhíonn i dtarraingt na gcáithníní de ghnáth, is féidir an uigeacht a choinneáil ar thaifeach íseal mar 64×64×64.

en: Abstract base class for 3D particle collision shapes affecting [GPUParticles3D] nodes.
ga: Bunrang teibí do chruthanna imbhuailte cáithníní 3D a dhéanann difear do nóid [GPUParticles3D].

en: Particle collision shapes can be used to make particles stop or bounce against them.
    Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported.
    Particle collision shapes can be temporarily disabled by hiding them.
    [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
    [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
    [b]Note:[/b] Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value that matches or exceeds the target framerate.
ga: Is féidir cruthanna imbhuailte cáithníní a úsáid chun cáithníní a stopadh nó preabadh ina gcoinne.
    Oibríonn cruthanna imbhuailte cáithníní i bhfíor-am agus is féidir iad a bhogadh, a rothlú agus a scála le linn an chluiche. Murab ionann agus mealltaí, ní thacaítear [i][/i] le scálú neamhionann de chruthanna imbhuailte.
    Is féidir cruthanna imbhuailte cáithníní a dhíchumasú go sealadach trí iad a cheilt.
    [b]Nóta:[/b] caithfidh [comhalta ParticleProcessMaterial.collision_mode] a bheith ina [ParticleProcessMaterial.COLLISION_RIGID leanúnach] nó [ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] ar phróiseáil [GPUParticles3D] ar ábhar próiseála an imbhuailte chun oibre.
    [b]Nóta:[/b] Ní bhíonn tionchar ag imbhualadh cáithníní ach ar [GPUParticles3D], ní ar [CPUParticles3D].
    [b]Nóta:[/b] Ní dhéanfar cáithníní a bhrúigh imbhuailteoir atá á n-aistriú idirshuite, rud a d’fhéadfadh stuttering infheicthe a bheith mar thoradh air. Is féidir é seo a mhaolú trí [ball GPUParticles3D.fixed_fps] a shocrú go [code]0[/code] nó luach a mheaitseálann nó a sháraíonn an spriocráta fráma.

en: A box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
ga: Cruth imbhuailte cáithnín 3D bosca-chruthach a dhéanann difear do nóid [GPUParticles3D].

en: A box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
    Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported.
    [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
    [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
ga: Cruth imbhuailte cáithnín 3D bosca-chruthach a dhéanann difear do nóid [GPUParticles3D].
    Oibríonn cruthanna imbhuailte cáithníní i bhfíor-am agus is féidir iad a bhogadh, a rothlú agus a scála le linn an chluiche. Murab ionann agus mealltaí, ní thacaítear [i][/i] le scálú neamhionann de chruthanna imbhuailte.
    [b]Nóta:[/b] caithfidh [comhalta ParticleProcessMaterial.collision_mode] a bheith ina [ParticleProcessMaterial.COLLISION_RIGID leanúnach] nó [ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] ar phróiseáil [GPUParticles3D] ar ábhar próiseála an imbhuailte chun oibre.
    [b]Nóta:[/b] Ní bhíonn tionchar ag imbhualadh cáithníní ach ar [GPUParticles3D], ní ar [CPUParticles3D].

en: The collision box's size in 3D units.
ga: Méid an bhosca imbhuailte in aonaid 3D.

en: A real-time heightmap-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
ga: Cruth imbhuailte cáithníní 3D fíor-ama ar léarscáil airde a dhéanann difear do nóid [GPUParticles3D].

en: A real-time heightmap-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
    Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step.
    [GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, this class is limited since heightmaps cannot represent overhangs (e.g. indoors or caves).
    [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
    [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
ga: Cruth imbhuailte cáithníní 3D fíor-ama ar léarscáil airde a dhéanann difear do nóid [GPUParticles3D].
    Ligeann cruthanna léarscáileanna airde imbhuailtí a léiriú go héifeachtach do réada dronnach agus cuasach le "urlár" amháin (amhail tír-raon). Níl sé seo chomh solúbtha ná [GPUParticlesCollisionSDF3D], ach níl céim bácála ag teastáil uaidh.
    Is féidir [GPUParticlesCollisionHeightField3D] a athghiniúint freisin i bhfíor-am nuair a bhogtar é, nuair a ghluaiseann an ceamara, nó fiú go leanúnach. Déanann sé seo [GPUParticlesCollisionHeightField3D] rogha mhaith le haghaidh éifeachtaí aimsire cosúil le báisteach agus sneachta agus cluichí le céimseata an-dinimiciúil. Mar sin féin, tá an aicme seo teoranta ós rud é nach féidir le léarscáileanna airde forchostais a léiriú (m.sh. laistigh nó phluais).
    [b]Nóta:[/b] Ní mór [code]true[/code] a bheith ar [comhalta ParticleProcessMaterial.collision_mode] ar ábhar próisis [GPUParticles3D] le go n-oibreoidh an t-imbhualadh.
    [b]Nóta:[/b] Ní bhíonn tionchar ag imbhualadh cáithníní ach ar [GPUParticles3D], ní ar [CPUParticles3D].

en: If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow the current camera in global space. The [GPUParticlesCollisionHeightField3D] does not need to be a child of the [Camera3D] node for this to work.
    Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering [member resolution] to improve performance if [member follow_camera_enabled] is [code]true[/code].
ga: Más [code]true[/code], leanfaidh an [GPUParticlesCollisionHeightField3D] an ceamara reatha sa spás domhanda. Ní gá go mbeadh an [GPUParticlesCollisionHeightField3D] ina leanbh den nód [Camera3D] le go n-oibreoidh sé seo.
    Tar éis an ceamara tá costas feidhmíochta, mar beidh sé iallach ar an léarscáil airde a thabhairt cothrom le dáta aon uair a bhogann an ceamara. Smaoinigh ar [taifeach ball] a ísliú chun feidhmíocht a fheabhsú má tá [code]true[/code] ar [comhalta follow_camera_enabled].

en: Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If [member update_mode] is [constant UPDATE_MODE_ALWAYS], consider using the lowest resolution possible.
ga: Is féidir le rúin níos airde sonraí beaga a léiriú níos cruinne i radhairc mhóra, ar chostas feidhmíochta níos ísle. Más é [member update_mode] [seasmhach UPDATE_MODE_ALWAYS], smaoinigh ar an taifeach is ísle is féidir a úsáid.

en: The collision heightmap's size in 3D units. To improve heightmap quality, [member size] should be set as small as possible while covering the parts of the scene you need.
ga: Méid na léarscáile airde imbhuailte in aonaid 3D. Chun cáilíocht an léarscáil airde a fheabhsú, ba cheart [méid na mball] a shocrú chomh beag agus is féidir agus na codanna den radharc atá uait a chlúdach.

en: The update policy to use for the generated heightmap.
ga: An polasaí nuashonraithe le húsáid don léarscáil airde ginte.

en: Generate a 256×256 heightmap. Intended for small-scale scenes, or larger scenes with no distant particles.
ga: Gin mapa airde 256×256. Tá sé beartaithe le haghaidh radhairc ar scála beag, nó radhairc níos mó gan aon cháithníní i bhfad i gcéin.

en: Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger scenes with no distant particles.
ga: Gin mapa airde 512×512. Tá sé beartaithe radhairc mheánscála, nó radhairc níos mó gan aon cháithníní i bhfad i gcéin.

en: Generate a 1024×1024 heightmap. Intended for large scenes with distant particles.
ga: Gin mapa airde 1024×1024. Tá sé beartaithe le haghaidh radhairc mhóra le cáithníní i bhfad i gcéin.

en: Generate a 2048×2048 heightmap. Intended for very large scenes with distant particles.
ga: Gin mapa airde 2048×2048. Tá sé beartaithe le haghaidh radhairc an-mhór le cáithníní i bhfad i gcéin.

en: Generate a 4096×4096 heightmap. Intended for huge scenes with distant particles.
ga: Gin mapa airde 4096×4096. Tá sé beartaithe le haghaidh radhairc ollmhóra le cáithníní i bhfad i gcéin.

en: Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant particles.
ga: Gin mapa airde 8192×8192. Tá sé beartaithe le haghaidh radhairc ollmhóra le cáithníní i bhfad i gcéin.

en: Represents the size of the [enum Resolution] enum.
ga: Léiríonn sé méid an [enum Taifeach] enum.

en: Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node is moved, or when the camera moves if [member follow_camera_enabled] is [code]true[/code]. An update can be forced by slightly moving the [GPUParticlesCollisionHeightField3D] in any direction, or by calling [method RenderingServer.particles_collision_height_field_update].
ga: Ná nuashonraigh an léarscáil airde ach amháin nuair a bhogtar an nód [GPUParticlesCollisionHeightField3D], nó nuair a bhogann an ceamara má tá [code]true[/code] ar [comhalta follow_camera_enabled]. Is féidir iallach a chur ar nuashonrú tríd an [GPUParticlesCollisionHeightField3D] a bhogadh beagán i dtreo ar bith, nó trí ghlaoch a chur ar [method RenderingServer.particles_collision_height_field_update].

en: Update the heightmap every frame. This has a significant performance cost. This update should only be used when geometry that particles can collide with changes significantly during gameplay.
ga: Nuashonraigh an léarscáil airde gach fráma. Tá costas feidhmíochta suntasach ag baint leis seo. Níor cheart an nuashonrú seo a úsáid ach amháin nuair a bhíonn an geoiméadracht is féidir le cáithníní imbhualadh le hathruithe go suntasach le linn gameplay.

en: A baked signed distance field 3D particle collision shape affecting [GPUParticles3D] nodes.
ga: Réimse achar sínithe bácáilte Cruth imbhuailte cáithníní 3D a dhéanann difear do nóid [GPUParticles3D].

en: A baked signed distance field 3D particle collision shape affecting [GPUParticles3D] nodes.
    Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking step.
    [b]Baking:[/b] The signed distance field texture can be baked by selecting the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s within the [member size] will be taken into account for baking, regardless of their [member GeometryInstance3D.gi_mode].
    [b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked [Texture3D]s into its [member texture] property in an exported project.
    [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
    [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
ga: Réimse achar sínithe bácáilte Cruth imbhuailte cáithníní 3D a dhéanann difear do nóid [GPUParticles3D].
    Ceadaíonn réimsí faid sínithe (SDF) cruthanna imbhuailte a léiriú go héifeachtach do réada dronnach agus cuasach d'aon chruth. Tá sé seo níos solúbtha ná [GPUParticlesCollisionHeightField3D], ach teastaíonn céim bácála uaidh.
    [b]Bácáil:[/b] Is féidir uigeacht an achair sínithe a bhácáil tríd an nód [GPUParticlesCollisionSDF3D] a roghnú san eagarthóir, ansin cliceáil ar [b]Bácáil SDF[/b] ag barr an amhairc 3D. Cuirfear aon [i] infheicthe[/i] [MeshInstance3D] laistigh den [meánmhéid] san áireamh le haghaidh bácála, beag beann ar a [member GeometryInstance3D.gi_mode].
    [b]Nóta:[/b] Ní féidir [GPUParticlesCollisionSDF3D] [uigeacht na mball] a bhácáil ach amháin laistigh den eagarthóir, toisc nach bhfuil aon mhodh bácála nochta le húsáid i dtionscadail easpórtála. Mar sin féin, is féidir fós [Texture3D]s réamhbhácáilte a lódáil isteach ina airí [ball uigeacht] i dtionscadal easpórtála.
    [b]Nóta:[/b] caithfidh [comhalta ParticleProcessMaterial.collision_mode] a bheith ina [ParticleProcessMaterial.COLLISION_RIGID leanúnach] nó [ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] ar phróiseáil [GPUParticles3D] ar ábhar próiseála an imbhuailte chun oibre.
    [b]Nóta:[/b] Ní bhíonn tionchar ag imbhualadh cáithníní ach ar [GPUParticles3D], ní ar [CPUParticles3D].

en: Returns whether or not the specified layer of the [member bake_mask] is enabled, given a [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member bake_mask] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Based on [param value], enables or disables the specified layer in the [member bake_mask], given a [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaítear an ciseal sonraithe sa [member bake_mask], nuair a thugtar [uimhir pharam layer_number] idir 1 agus 32.

en: The visual layers to account for when baking the particle collision SDF. Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with this [member bake_mask] will be included in the generated particle collision SDF. By default, all objects are taken into account for the particle collision SDF baking.
ga: Na sraitheanna amhairc le cuntas a thabhairt nuair a bhácáil an SDF imbhualadh cáithníní. Ní áireofar ach [MeshInstance3D]s a bhfuil [comhaltaí VisualInstance3D.layers] acu leis an [member bake_mask] seo san SDF imbhuailte cáithníní ginte. De réir réamhshocraithe, cuirtear gach réad san áireamh le haghaidh bácála SDF imbhuailte na gcáithníní.

en: The bake resolution to use for the signed distance field [member texture]. The texture must be baked again for changes to the [member resolution] property to be effective. Higher resolutions have a greater performance cost and take more time to bake. Higher resolutions also result in larger baked textures, leading to increased VRAM and storage space requirements. To improve performance and reduce bake times, use the lowest resolution possible for the object you're representing the collision of.
ga: An taifeach bácála le húsáid don réimse achar sínithe [uigeacht na mball]. Ní mór an uigeacht a bhácáil arís le go mbeidh athruithe ar an airí [taifeach ball] éifeachtach. Tá costas feidhmíochta níos mó ag rúin níos airde agus tógann sé níos mó ama le bácáil. Bíonn uigeachtaí bácáilte níos mó mar thoradh ar rúin níos airde freisin, rud a fhágann go dtiocfaidh méadú ar riachtanais VRAM agus spás stórála. Chun feidhmíocht a fheabhsú agus amanna bácála a laghdú, bain úsáid as an taifeach is ísle agus is féidir don réad a bhfuil tú ag léiriú an imbhuailte dó.

en: The collision SDF's size in 3D units. To improve SDF quality, the [member size] should be set as small as possible while covering the parts of the scene you need.
ga: Méid an imbhuailte SDF in aonaid 3D. Chun cáilíocht SDF a fheabhsú, ba cheart an [méid ball] a shocrú chomh beag agus is féidir agus na codanna den radharc a theastaíonn uait a chlúdach.

en: The 3D texture representing the signed distance field.
ga: An uigeacht 3D a léiríonn réimse an achair sínithe.

en: The collision shape's thickness. Unlike other particle colliders, [GPUParticlesCollisionSDF3D] is actually hollow on the inside. [member thickness] can be increased to prevent particles from tunneling through the collision shape at high speeds, or when the [GPUParticlesCollisionSDF3D] is moved.
ga: Tiús an chruth imbhuailte. Murab ionann agus imbhuailteoirí cáithníní eile, tá [GPUParticlesCollisionSDF3D] i ndáiríre log ar an taobh istigh. is féidir [tiús ball] a mhéadú chun cáithníní a chosc ó thollánú tríd an gcruth imbhuailte ag luasanna ard, nó nuair a bhogtar an [GPUParticlesCollisionSDF3D].

en: Bake a 16×16×16 signed distance field. This is the fastest option, but also the least precise.
ga: Bácáil achar sínithe 16×16×16. Is é seo an rogha is tapúla, ach freisin an ceann is lú beacht.

en: Bake a 32×32×32 signed distance field.
ga: Bácáil achar sínithe 32×32×32.

en: Bake a 64×64×64 signed distance field.
ga: Bácáil achar sínithe 64×64×64.

en: Bake a 128×128×128 signed distance field.
ga: Bácáil achar sínithe 128×128×128.

en: Bake a 256×256×256 signed distance field.
ga: Bácáil achar sínithe 256×256×256.

en: Bake a 512×512×512 signed distance field. This is the slowest option, but also the most precise.
ga: Bácáil achar sínithe 512×512×512. Is é seo an rogha is moille, ach freisin an ceann is cruinne.

en: A sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
ga: Cruth imbhuailte 3D cáithníní sféar-chruthach a dhéanann difear do nóid [GPUParticles3D].

en: A sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
    Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported.
    [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
    [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
ga: Cruth imbhuailte 3D cáithníní sféar-chruthach a dhéanann difear do nóid [GPUParticles3D].
    Oibríonn cruthanna imbhuailte cáithníní i bhfíor-am agus is féidir iad a bhogadh, a rothlú agus a scála le linn an chluiche. Murab ionann agus mealltaí, ní thacaítear [i][/i] le scálú neamhionann de chruthanna imbhuailte.
    [b]Nóta:[/b] caithfidh [comhalta ParticleProcessMaterial.collision_mode] a bheith ina [ParticleProcessMaterial.COLLISION_RIGID leanúnach] nó [ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] ar phróiseáil [GPUParticles3D] ar ábhar próiseála an imbhuailte chun oibre.
    [b]Nóta:[/b] Ní bhíonn tionchar ag imbhualadh cáithníní ach ar [GPUParticles3D], ní ar [CPUParticles3D].

en: The collision sphere's radius in 3D units.
ga: Ga sféar an imbhuailte in aonaid 3D.

en: A color transition.
ga: Aistriú datha.

en: This resource describes a color transition by defining a set of colored points and how to interpolate between them.
    See also [Curve] which supports more complex easing methods, but does not support colors.
ga: Déanann an acmhainn seo cur síos ar thrasdulta datha trí thacar pointí daite a shainiú agus conas iad a idirshuíomh.
    Féach freisin [Cuar] a thacaíonn le modhanna éascaithe níos casta, ach nach dtacaíonn le dathanna.

en: Adds the specified color to the gradient, with the specified offset.
ga: Cuireann sé an dath sonraithe leis an grádán, leis an bhfritháireamh sonraithe.

en: Returns the color of the gradient color at index [param point].
ga: Filleann dath an ghrádáin ag innéacs [paraphointe].

en: Returns the offset of the gradient color at index [param point].
ga: Filleann sé fritháireamh dath an ghrádáin ag innéacs [paraphointe].

en: Returns the number of colors in the gradient.
ga: Filleann sé líon na dathanna sa ghrádán.

en: Removes the color at index [param point].
ga: Baintear an dath ag an innéacs [param point].

en: Reverses/mirrors the gradient.
    [b]Note:[/b] This method mirrors all points around the middle of the gradient, which may produce unexpected results when [member interpolation_mode] is set to [constant GRADIENT_INTERPOLATE_CONSTANT].
ga: Aisiompaíonn/scátháin an grádán.
    [b]Nóta:[/b] Is scáthán é an modh seo ar gach pointe timpeall lár an ghrádáin, rud a d'fhéadfadh torthaí gan choinne a thabhairt nuair a shocraítear [member interpolation_mode] go [GRADIENT_INTERPOLATE_CONSTANT leanúnach].

en: Returns the interpolated color specified by [param offset].
ga: Filleann sé an dath idirshuite sonraithe ag [fritháireamh param].

en: Sets the color of the gradient color at index [param point].
ga: Socraíonn sé dath an ghrádáin ag innéacs [paraphointe].

en: Sets the offset for the gradient color at index [param point].
ga: Socraíonn sé an fritháireamh don dath grádáin ag an innéacs [paramphointe].

en: Gradient's colors as a [PackedColorArray].
    [b]Note:[/b] Setting this property updates all colors at once. To update any color individually use [method set_color].
ga: Dathanna grádán mar [PackedColorArray].
    [b]Nóta:[/b] Nuair a shocraítear an t-airí seo, nuashonraítear gach dath láithreach. Úsáid [method set_color] chun dath ar bith a nuashonrú ina aonar.

en: The color space used to interpolate between points of the gradient. It does not affect the returned colors, which will always be in sRGB space. See [enum ColorSpace] for available modes.
    [b]Note:[/b] This setting has no effect when [member interpolation_mode] is set to [constant GRADIENT_INTERPOLATE_CONSTANT].
ga: An spás datha a úsáidtear chun idirshuíomh a dhéanamh idir pointí den ghrádán. Ní chuireann sé isteach ar na dathanna ar ais, a bheidh i gcónaí i spás sRGB. Féach [enum ColorSpace] le haghaidh modhanna atá ar fáil.
    [b]Nóta:[/b] Níl aon éifeacht ag an socrú seo nuair a shocraítear [mode_idirshuíomh na mball] go [GRADIENT_INTERPOLATE_CONSTANT leanúnach].

en: The algorithm used to interpolate between points of the gradient. See [enum InterpolationMode] for available modes.
ga: An t-algartam a úsáidtear chun idirshuíomh a dhéanamh idir pointí den ghrádán. Féach [enum InterpolationMode] le haghaidh na modhanna atá ar fáil.

en: Gradient's offsets as a [PackedFloat32Array].
    [b]Note:[/b] Setting this property updates all offsets at once. To update any offset individually use [method set_offset].
ga: Fritháireamh an grádán mar [PackedFloat32Array].
    [b]Nóta:[/b] Nuair a shocraítear an t-airí seo, nuashonraítear gach fritháirimh láithreach. Úsáid [method set_offset] chun aon fhritháireamh a nuashonrú.

en: Constant interpolation, color changes abruptly at each point and stays uniform between. This might cause visible aliasing when used for a gradient texture in some cases.
ga: Idirshuíomh tairiseach, athraíonn dath go tobann ag gach pointe agus fanann sé aonfhoirmeach idir. D'fhéadfadh sé seo a bheith ina chúis le hailiasú sofheicthe nuair a úsáidtear é le haghaidh uigeacht grádáin i gcásanna áirithe.

en: Cubic interpolation.
ga: Idirshuíomh ciúbach.

en: sRGB color space.
ga: spás datha sRGB.

en: Linear sRGB color space.
ga: Spás datha sRGB líneach.

en: [url=https://bottosson.github.io/posts/oklab/]Oklab[/url] color space. This color space provides a smooth and uniform-looking transition between colors.
ga: [url=https://bottosson.github.io/posts/oklab/]Oklab[/url] spás datha. Soláthraíonn an spás datha seo trasdul réidh agus aonfhoirmeach idir dathanna.

en: A 1D texture that uses colors obtained from a [Gradient].
ga: Uigeacht 1T a úsáideann dathanna a fhaightear ó [ghrádán].

en: A 1D texture that obtains colors from a [Gradient] to fill the texture data. The texture is filled by sampling the gradient for each pixel. Therefore, the texture does not necessarily represent an exact copy of the gradient, as it may miss some colors if there are not enough pixels. See also [GradientTexture2D], [CurveTexture] and [CurveXYZTexture].
ga: Uigeacht 1T a fhaigheann dathanna ó [ghrádán] chun na sonraí uigeachta a líonadh. Líontar an uigeacht tríd an ngrádán do gach picteilín a shampláil. Dá bhrí sin, ní gá go léiríonn an uigeacht cóip bheacht den ghrádán, toisc go bhféadfadh sé roinnt dathanna a chailleann mura bhfuil go leor picteilín ann. Féach freisin [GradientTexture2D], [CurveTexture] agus [CurveXYZTexture].

en: The [Gradient] used to fill the texture.
ga: An [grádán] a úsáidtear chun an uigeacht a líonadh.

en: If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
ga: Más [code]true[/code], tacóidh an uigeacht a ghintear le raon ard dinimiciúil (formáid [Constant Image.FORMAT_RGBAF]). Ligeann sé seo d’éifeachtaí glow oibriú má tá [ball Environment.glow_enabled] [code]true[/code]. Má tá [code]false[/code], úsáidfidh an uigeacht a ghintear raon dinimiciúil íseal; déanfar dathanna geala a chlampáil (formáid [Constant Image.FORMAT_RGBA8]).

en: The number of color samples that will be obtained from the [Gradient].
ga: Líon na samplaí datha a gheofar ón [Grádán].

en: A 2D texture that creates a pattern with colors obtained from a [Gradient].
ga: Uigeacht 2T a chruthaíonn patrún le dathanna a fhaightear ó [ghrádán].

en: A 2D texture that obtains colors from a [Gradient] to fill the texture data. This texture is able to transform a color transition into different patterns such as a linear or a radial gradient. The gradient is sampled individually for each pixel so it does not necessarily represent an exact copy of the gradient(see [member width] and [member height]). See also [GradientTexture1D], [CurveTexture] and [CurveXYZTexture].
ga: Uigeacht 2T a fhaigheann dathanna ó [ghrádán] chun na sonraí uigeachta a líonadh. Tá an uigeacht seo in ann trasdul datha a athrú go patrúin éagsúla cosúil le grádán líneach nó gathach. Déantar an grádán a shampláil ina aonar do gach picteilín agus mar sin ní gá go léiríonn sé cóip bheacht den ghrádán (féach [leithead na mball] agus [airde na mball]). Féach freisin [GradientTexture1D], [CurveTexture] agus [CurveXYZTexture].

en: The gradient fill type, one of the [enum Fill] values. The texture is filled by interpolating colors starting from [member fill_from] to [member fill_to] offsets.
ga: An cineál líonadh grádáin, ceann de na luachanna [enum Fill]. Comhlánaítear an uigeacht trí dathanna a idirshuíomh ag tosú ó [member fill_from] go [member fill_to] offsets.

en: The initial offset used to fill the texture specified in UV coordinates.
ga: An fritháireamh tosaigh a úsáidtear chun an uigeacht a shonraítear i gcomhordanáidí UV a líonadh.

en: The final offset used to fill the texture specified in UV coordinates.
ga: An fhritháireamh deiridh a úsáidtear chun an uigeacht a shonraítear i gcomhordanáidí UV a líonadh.

en: The number of vertical color samples that will be obtained from the [Gradient], which also represents the texture's height.
ga: Líon na samplaí dath ingearach a gheofar ón [Grádán], rud a léiríonn airde an uigeachta freisin.

en: The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture.
ga: Cineál atriartha an ghrádáin, ceann de na luachanna [enum Athdhéanta]. Líontar an uigeacht ag tosú ó [member fill_from] go [member fill_to] fritháireamh de réir réamhshocraithe, ach is féidir an líonadh grádán a athdhéanamh chun an uigeacht iomlán a chlúdach.

en: The number of horizontal color samples that will be obtained from the [Gradient], which also represents the texture's width.
ga: Líon na samplaí dath cothrománach a gheofar ón [Grádán], a léiríonn leithead an uigeachta freisin.

en: The colors are linearly interpolated in a straight line.
ga: Tá na dathanna idirshuite go líneach i líne dhíreach.

en: The colors are linearly interpolated in a circular pattern.
ga: Tá na dathanna idirshuite go líneach i bpatrún ciorclach.

en: The colors are linearly interpolated in a square pattern.
ga: Tá na dathanna idirshuite go líneach i bpatrún cearnach.

en: The gradient fill is restricted to the range defined by [member fill_from] to [member fill_to] offsets.
ga: Tá an líonadh grádáin teoranta don raon atá sainmhínithe ag [member fill_from] go [member fill_to] offsets.

en: The texture is filled starting from [member fill_from] to [member fill_to] offsets, repeating the same pattern in both directions.
ga: Líontar an uigeacht ag tosú ó [ball fill_from] go [member fill_to] offsets, ag athrá an patrún céanna sa dá threo.

en: The texture is filled starting from [member fill_from] to [member fill_to] offsets, mirroring the pattern in both directions.
ga: Líontar an uigeacht ag tosú ó [ball fill_from] go [member fill_to] offsets, ag scáthánú an patrún sa dá threo.

en: An editor for graph-like structures, using [GraphNode]s.
ga: Eagarthóir do struchtúir cosúil le graif, ag baint úsáide as [GraphNode]s.

en: [GraphEdit] provides tools for creation, manipulation, and display of various graphs. Its main purpose in the engine is to power the visual programming systems, such as visual shaders, but it is also available for use in user projects.
    [GraphEdit] by itself is only an empty container, representing an infinite grid where [GraphNode]s can be placed. Each [GraphNode] represents a node in the graph, a single unit of data in the connected scheme. [GraphEdit], in turn, helps to control various interactions with nodes and between nodes. When the user attempts to connect, disconnect, or delete a [GraphNode], a signal is emitted in the [GraphEdit], but no action is taken by default. It is the responsibility of the programmer utilizing this control to implement the necessary logic to determine how each request should be handled.
    [b]Performance:[/b] It is greatly advised to enable low-processor usage mode (see [member OS.low_processor_usage_mode]) when using GraphEdits.
    [b]Note:[/b] Keep in mind that [method Node.get_children] will also return the connection layer node named [code]_connection_layer[/code] due to technical limitations. This behavior may change in future releases.
ga: Soláthraíonn [GraphEdit] uirlisí chun graif éagsúla a chruthú, a láimhseáil agus a thaispeáint. Is é a phríomhchuspóir san inneall ná na córais ríomhchláraithe amhairc a chumhachtú, mar scáthaitheoirí amhairc, ach tá sé ar fáil freisin le húsáid i dtionscadail úsáideoirí.
    Níl i [GraphEdit] leis féin ach coimeádán folamh, a léiríonn eangach gan teorainn inar féidir [GraphNode]s a chur. Léiríonn gach [GraphNóid] nód sa ghraf, aonad sonraí amháin sa scéim nasctha. Cuidíonn [GraphEdit], ina dhiaidh sin, chun idirghníomhaíochtaí éagsúla le nóid agus idir nóid a rialú. Nuair a dhéanann an t-úsáideoir iarracht [GraphNode] a nascadh, a dhínascadh nó a scriosadh, astaítear comhartha sa [GraphEdit], ach ní dhéantar aon ghníomh de réir réamhshocraithe. Tá an ríomhchláraitheoir a bhaineann úsáid as an rialú seo freagrach as an loighic riachtanach a chur i bhfeidhm chun a chinneadh conas ba cheart gach iarratas a láimhseáil.
    [b]Feidhmíocht:[/b] Moltar go mór modh úsáide próiseálaí íseal a chumasú (féach [comhalta OS.low_processor_usage_mode]) agus GraphEdits in úsáid.
    [b] Nóta:[/b] Coinnigh i gcuimhne go dtabharfaidh [method Node.get_children] an nód ciseal nasc darb ainm [code]_connection_layer[/code] ar ais freisin mar gheall ar theorainneacha teicniúla. D’fhéadfadh go n-athróidh an t-iompar seo i eisiúintí amach anseo.

en: Virtual method which can be overridden to customize how connections are drawn.
ga: Modh fíorúil ar féidir é a shárú chun an chaoi a dtarraingítear naisc a shaincheapadh.

en: This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port.
    Return [code]true[/code] if the connection is indeed valid or return [code]false[/code] if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen.
    In this example a connection to same node is suppressed:
    [codeblocks]
    [gdscript]
    func _is_node_hover_valid(from, from_port, to, to_port):
        return from != to
    [/gdscript]
    [csharp]
    public override bool _IsNodeHoverValid(StringName fromNode, int fromPort, StringName toNode, int toPort)
    {
        return fromNode != toNode;
    }
    [/csharp]
    [/codeblocks]
ga: Is féidir an modh fíorúil seo a úsáid chun braite earráide breise a chur isteach agus an t-úsáideoir ag tarraingt nasc thar phort bailí.
    Seol ar ais [code]true[/code] má tá an nasc bailí go deimhin nó cuir ar ais [code]bréagach[/code] má tá an nasc dodhéanta. Mura bhfuil an nasc dodhéanta, ní dhéanfar aon sciobadh chuig an gcalafort agus mar sin ní dhéanfar iarratas ar nascadh leis an gcalafort sin.
    Sa sampla seo tá nasc leis an nód céanna faoi chois:
    [codeblocks]
    [gdscript]
    func _is_node_hover_valid(ó, ó_port, go, go_port):
        filleadh ó!= go
    [/gdscript]
    [csharp]
    bool sáraithe poiblí _IsNodeHoverValid(StringName fromNode, isteach fromPort, StringName toNode, in toPort)
    {
        filleadh fromNode != toNode;
    }
    [/csharp]
    [/codeblocks]

en: Allows the connection between two different port types. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method.
    See also [method is_valid_connection_type] and [method remove_valid_connection_type].
ga: Ceadaíonn an nasc idir dhá chineál calafoirt éagsúla. Sainmhínítear an cineál calafoirt ina n-aonar le haghaidh clé agus port ceart gach sliotán leis an modh [method GraphNode.set_slot].
    Féach freisin [method is_valid_connection_type] agus [method remove_valid_connection_type].

en: Allows to disconnect nodes when dragging from the left port of the [GraphNode]'s slot if it has the specified type. See also [method remove_valid_left_disconnect_type].
ga: Ligeann sé do nóid a dhícheangal agus tú ag tarraingt ón gcalafort clé de shliotán [GraphNode] má tá an cineál sonraithe aige. Féach freisin [method remove_valid_left_disconnect_type].

en: Allows to disconnect nodes when dragging from the right port of the [GraphNode]'s slot if it has the specified type. See also [method remove_valid_right_disconnect_type].
ga: Is féidir nóid a dhínascadh agus tú ag tarraingt ón gcalafort ar dheis de shliotán [GraphNode] má tá an cineál sonraithe aige. Féach freisin [method remove_valid_right_disconnect_type].

en: Rearranges selected nodes in a layout with minimum crossings between connections and uniform horizontal and vertical gap between nodes.
ga: Athshocraítear nóid roghnaithe i leagan amach le trasrianta íosta idir naisc agus bearna aonfhoirmeach chothrománach agus ingearach idir na nóid.

en: Attaches the [param element] [GraphElement] to the [param frame] [GraphFrame].
ga: Ceangail an [eilimint param] [GraphElement] leis an [fráma param] [GraphFrame].

en: Removes all connections between nodes.
ga: Baintear gach nasc idir nóid.

en: Detaches the [param element] [GraphElement] from the [GraphFrame] it is currently attached to.
ga: Dícheangail an [eilimint param] [GraphElement] ón [GraphFrame] a bhfuil sé ceangailte leis faoi láthair.

en: Removes the connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If the connection does not exist, no connection is removed.
ga: Baintear an nasc idir an [param from_port] den [param from_node] [GraphNode] agus an [param to_port] den [param to_node] [GraphNode]. Mura bhfuil an nasc ann, ní bhaintear aon nasc.

en: Ends the creation of the current connection. In other words, if you are dragging a connection you can use this method to abort the process and remove the line that followed your cursor.
    This is best used together with [signal connection_drag_started] and [signal connection_drag_ended] to add custom behavior like node addition through shortcuts.
    [b]Note:[/b] This method suppresses any other connection request signals apart from [signal connection_drag_ended].
ga: Críochnaíonn cruthú an naisc reatha. I bhfocail eile, má tá tú ag tarraingt nasc is féidir leat an modh seo a úsáid chun deireadh a chur leis an bpróiseas agus an líne a lean do chúrsóir a bhaint.
    Is fearr é seo a úsáid in éineacht le [signal connection_drag_started] agus [signal connection_drag_ended] chun iompar saincheaptha ar nós suimiú nód a chur leis trí aicearraí.
    [b]Nóta:[/b] Sochtann an modh seo aon chomharthaí iarratais ceangail eile seachas [signal connection_drag_ended].

en: Returns an array of node names that are attached to the [GraphFrame] with the given name.
ga: Filleann sé raon ainmneacha nód atá ceangailte den [GraphFrame] leis an ainm tugtha.

en: Returns the points which would make up a connection between [param from_node] and [param to_node].
ga: Filleann sé na pointí a dhéanfadh nasc idir [param from_node] agus [param to_node].

en: Returns the [GraphFrame] that contains the [GraphElement] with the given name.
ga: Filleann sé an [GraphFrame] ina bhfuil an [GraphElement] leis an ainm tugtha.

en: Gets the [HBoxContainer] that contains the zooming and grid snap controls in the top left of the graph. You can use this method to reposition the toolbar or to add your own custom controls to it.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Faightear an [HBoxContainer] ina bhfuil na rialtáin súmáil agus léim eangaí i mbarr na láimhe clé den ghraf. Is féidir leat an modh seo a úsáid chun an barra uirlisí a athshuí nó chun do rialuithe saincheaptha féin a chur leis.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Returns [code]true[/code] if the [param from_port] of the [param from_node] [GraphNode] is connected to the [param to_port] of the [param to_node] [GraphNode].
ga: Filleann sé [code]true[/code] má tá an [param from_port] den [param from_node] [GraphNode] ceangailte leis an [param to_port] den [param to_node] [GraphNode].

en: Returns whether it's possible to make a connection between two different port types. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method.
    See also [method add_valid_connection_type] and [method remove_valid_connection_type].
ga: Filleann sé cibé an bhfuil sé indéanta nasc a dhéanamh idir dhá chineál calafoirt éagsúla. Sainmhínítear an cineál calafoirt ina n-aonar le haghaidh clé agus port ceart gach sliotán leis an modh [method GraphNode.set_slot].
    Féach freisin [method add_valid_connection_type] agus [method remove_valid_connection_type].

en: Disallows the connection between two different port types previously allowed by [method add_valid_connection_type]. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method.
    See also [method is_valid_connection_type].
ga: Dícheadaítear an nasc idir dhá chineál poirt éagsúla a ceadaíodh roimhe seo ag [method add_valid_connection_type]. Sainmhínítear an cineál calafoirt ina n-aonar le haghaidh clé agus port ceart gach sliotán leis an modh [method GraphNode.set_slot].
    Féach freisin [method is_valid_connection_type].

en: Disallows to disconnect nodes when dragging from the left port of the [GraphNode]'s slot if it has the specified type. Use this to disable disconnection previously allowed with [method add_valid_left_disconnect_type].
ga: Ní cheadaítear nóid a dhínascadh agus tú ag tarraingt ón bport clé de shliotán [GraphNode] má tá an cineál sonraithe aige. Úsáid é seo chun dínascadh ceadaithe roimhe seo a dhíchumasú le [method add_valid_left_disconnect_type].

en: Disallows to disconnect nodes when dragging from the right port of the [GraphNode]'s slot if it has the specified type. Use this to disable disconnection previously allowed with [method add_valid_right_disconnect_type].
ga: Ní cheadaítear nóid a dhínascadh agus tú ag tarraingt ón gcalafort ar dheis de shliotán [GraphNode] má tá an cineál sonraithe aige. Úsáid é seo chun dínascadh ceadaithe roimhe seo a dhíchumasú le [method add_valid_right_disconnect_type].

en: Sets the coloration of the connection between [param from_node]'s [param from_port] and [param to_node]'s [param to_port] with the color provided in the [theme_item activity] theme property. The color is linearly interpolated between the connection color and the activity color using [param amount] as weight.
ga: Socraíonn sé dathú an naisc idir [param from_node]'s [param from_port] agus [param to_node]'s [param to_port] leis an dath a chuirtear ar fáil i airí an téama [theme_item activity]. Déantar an dath a idirshuíomh go líneach idir an dath ceangail agus an dath gníomhaíochta agus [méid param] á úsáid mar mheáchan.

en: Sets the specified [param node] as the one selected.
ga: Socraíonn sé an [param node] sonraithe mar an ceann roghnaithe.

en: If [code]true[/code], the lines between nodes will use antialiasing.
ga: Más [code]true[/code], úsáidfidh na línte idir na nóid frithailiasú.

en: The curvature of the lines between the nodes. 0 results in straight lines.
ga: Cuaire na línte idir na nóid. 0 toradh i línte díreacha.

en: The thickness of the lines between the nodes.
ga: Tiús na línte idir na nóid.

en: The pattern used for drawing the grid.
ga: An patrún a úsáidtear chun an eangach a tharraingt.

en: If [code]true[/code], the minimap is visible.
ga: Más [code]true[/code], tá an t-íosmhapa le feiceáil.

en: The opacity of the minimap rectangle.
ga: Teimhneacht na dronuilleoige minimap.

en: The size of the minimap rectangle. The map itself is based on the size of the grid area and is scaled to fit this rectangle.
ga: Méid an dronuilleog minimap. Tá an léarscáil féin bunaithe ar mhéid an achair ghreille agus tá sé scálaithe chun an dronuilleog seo a fheistiú.

en: Defines the control scheme for panning with mouse wheel.
ga: Sainmhíníonn sé an scéim rialaithe le haghaidh panning le roth luiche.

en: If [code]true[/code], enables disconnection of existing connections in the GraphEdit by dragging the right end.
ga: Más rud é [code]true[/code], cumasaíonn dínascadh na naisc atá ann cheana féin sa GraphEdit trí tharraingt ar an foirceann ar dheis.

en: The scroll offset.
ga: An scrollbharra fritháireamh.

en: If [code]true[/code], the button to automatically arrange graph nodes is visible.
ga: Más [code]true[/code], tá an cnaipe chun nóid ghraif a shocrú go huathoibríoch le feiceáil.

en: If [code]true[/code], the grid is visible.
ga: Más [code]true[/code], tá an eangach le feiceáil.

en: If [code]true[/code], buttons that allow to configure grid and snapping options are visible.
ga: Más [code]true[/code], tá cnaipí le feiceáil a cheadaíonn roghanna greille agus snapping a chumrú.

en: If [code]true[/code], the menu toolbar is visible.
ga: Más [code]true[/code], tá an barra uirlisí roghchláir le feiceáil.

en: If [code]true[/code], the button to toggle the minimap is visible.
ga: Más [code]true[/code], tá an cnaipe chun an t-íosmhap a scoránaigh le feiceáil.

en: If [code]true[/code], buttons that allow to change and reset the zoom level are visible.
ga: Más [code]true[/code], tá cnaipí le feiceáil a cheadaíonn an leibhéal súmáil isteach a athrú agus a athshocrú.

en: If [code]true[/code], the label with the current zoom level is visible. The zoom level is displayed in percents.
ga: Más [code]true[/code], tá an lipéad leis an leibhéal súmáil reatha le feiceáil. Taispeántar an leibhéal súmála ina chéatadáin.

en: The snapping distance in pixels, also determines the grid line distance.
ga: Cinneann an t-achar snapping i picteilíní, freisin an t-achar líne greille.

en: If [code]true[/code], enables snapping.
ga: Más rud é [code]true[/code], cumasaítear snapping.

en: The current zoom value.
ga: An luach súmáil reatha.

en: The upper zoom limit.
ga: An uasteorainn súmáil isteach.

en: The lower zoom limit.
ga: An teorainn súmáil níos ísle.

en: The step of each zoom level.
ga: An chéim de gach leibhéal súmáil.

en: Emitted at the beginning of a [GraphElement]'s movement.
ga: Astaítear ag tús ghluaiseacht [GraphElement].

en: Emitted at the end of a connection drag.
ga: Astaithe ag deireadh tarraing nasc.

en: Emitted at the beginning of a connection drag.
ga: Astaítear ag tús tarraing nasc.

en: Emitted when user drags a connection from an input port into the empty space of the graph.
ga: Astaítear nuair a tharraingíonn úsáideoir nasc ó phort ionchuir isteach i spás folamh an ghraif.

en: Emitted to the GraphEdit when the connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode] is attempted to be created.
ga: Astaítear chuig an GraphEdit nuair a dhéantar iarracht an nasc idir an [param from_port] den [param from_node] [GraphNode] agus [param to_port] den [param to_node] [GraphNode] a chruthú.

en: Emitted when user drags a connection from an output port into the empty space of the graph.
ga: Astaítear nuair a tharraingíonn úsáideoir nasc ó phort aschuir isteach i spás folamh an ghraif.

en: Emitted when this [GraphEdit] captures a [code]ui_copy[/code] action ([kbd]Ctrl + C[/kbd] by default). In general, this signal indicates that the selected [GraphElement]s should be copied.
ga: Astaítear nuair a ghlacann an [GraphEdit] seo gníomh [code]ui_copy[/code] ([kbd]Ctrl + C[/kbd] de réir réamhshocraithe). Go ginearálta, léiríonn an comhartha seo gur cheart na [GraphElement]s roghnaithe a chóipeáil.

en: Emitted when this [GraphEdit] captures a [code]ui_graph_delete[/code] action ([kbd]Delete[/kbd] by default).
    [param nodes] is an array of node names that should be removed. These usually include all selected nodes.
ga: Astaítear nuair a ghabhfaidh an [GraphEdit] seo gníomh [code]ui_graph_delete[/code] ([kbd]Scrios[/kbd] de réir réamhshocraithe).
    Is éard atá i gceist le [nóid pharam] ná sraith ainmneacha nód ar chóir iad a bhaint. Áirítear orthu seo gach nóid roghnaithe de ghnáth.

en: Emitted to the GraphEdit when the connection between [param from_port] of [param from_node] [GraphNode] and [param to_port] of [param to_node] [GraphNode] is attempted to be removed.
ga: Astaítear chuig an GraphEdit nuair a dhéantar iarracht an nasc idir [param from_port] de [param from_node] [GraphNode] agus [param to_port] de [param to_node] [GraphNode] a bhaint.

en: Emitted when this [GraphEdit] captures a [code]ui_graph_duplicate[/code] action ([kbd]Ctrl + D[/kbd] by default). In general, this signal indicates that the selected [GraphElement]s should be duplicated.
ga: Astaítear nuair a ghlacann an [GraphEdit] seo gníomh [code]ui_graph_duplicate[/code] ([kbd]Ctrl + D[/kbd] de réir réamhshocraithe). Go ginearálta, léiríonn an comhartha seo gur cheart na [GraphElement]s roghnaithe a mhacasamhlú.

en: Emitted at the end of a [GraphElement]'s movement.
ga: Astaithe ag deireadh gluaiseachta [GraphElement].

en: Emitted when the [GraphFrame] [param frame] is resized to [param new_rect].
ga: Astaítear é nuair a athraítear méid an [GraphFrame] [param frame] go [param new_rect].

en: Emitted when one or more [GraphElement]s are dropped onto the [GraphFrame] named [param frame], when they were not previously attached to any other one.
    [param elements] is an array of [GraphElement]s to be attached.
ga: Astaítear nuair a scaoiltear ceann amháin nó níos mó [GraphElement]s ar an [GraphFrame] ainmnithe [fráma param], nuair nach raibh siad ceangailte le haon cheann eile roimhe seo.
    Is éard atá i [parameilimintí] ná sraith de [Eilimint Ghrafach] atá le ceangal.

en: Emitted when the given [GraphElement] node is deselected.
ga: Astaithe nuair a dhíroghnaítear an nód [GraphElement] a tugadh.

en: Emitted when the given [GraphElement] node is selected.
ga: Astaithe nuair a roghnaítear an nód [GraphElement] tugtha.

en: Emitted when this [GraphEdit] captures a [code]ui_paste[/code] action ([kbd]Ctrl + V[/kbd] by default). In general, this signal indicates that previously copied [GraphElement]s should be pasted.
ga: Astaítear nuair a ghlacann an [GraphEdit] seo gníomh [code] ui_paste[/code] ([kbd]Ctrl + V[/kbd] de réir réamhshocraithe). Go ginearálta, tugann an comhartha seo le fios gur chóir [GraphElement]s a chóipeáileadh roimhe seo a ghreamú.

en: Emitted when a popup is requested. Happens on right-clicking in the GraphEdit. [param at_position] is the position of the mouse pointer when the signal is sent.
ga: Astaithe nuair a iarrtar preabfhuinneog. Tarlaíonn sé nuair a chliceáiltear ar dheis sa GraphEdit. [param at_position] suíomh an phointeora luiche nuair a sheoltar an comhartha.

en: Emitted when the scroll offset is changed by the user. It will not be emitted when changed in code.
ga: Astaítear nuair a athraítear an fritháireamh scrollbharra ag an úsáideoir. Ní astaítear é nuair a athraítear é sa chód.

en: [kbd]Mouse Wheel[/kbd] will zoom, [kbd]Ctrl + Mouse Wheel[/kbd] will move the view.
ga: Déanfaidh [kbd]Roth Luiche[/kbd] súmáil isteach, bogfaidh [kbd]Ctrl + Mouse Wheel[/kbd] an t-amharc.

en: [kbd]Mouse Wheel[/kbd] will move the view, [kbd]Ctrl + Mouse Wheel[/kbd] will zoom.
ga: [kbd]Déanfaidh Roth Luiche[/kbd] an t-amharc a bhogadh, zúmáil [kbd]Ctrl + Mouse Wheel[/kbd] isteach.

en: Draw the grid using solid lines.
ga: Tarraing an eangach ag baint úsáide as línte soladacha.

en: Draw the grid using dots.
ga: Tarraing an eangach ag baint úsáide as poncanna.

en: Color the connection line is interpolated to based on the activity value of a connection (see [method set_connection_activity]).
ga: Dath a bhfuil an líne nasctha idirshuite leis bunaithe ar luach gníomhaíochta naisc (féach [method set_connection_activity]).

en: Color which is blended with the connection line when the mouse is hovering over it.
ga: Dath a chumasc leis an líne nasctha nuair a bhíonn an luch ag foluain os a chionn.

en: Color of the rim around each connection line used for making intersecting lines more distinguishable.
ga: Dath an imeall timpeall gach líne naisc a úsáidtear chun línte trasnaithe a dhéanamh níos so-aitheanta.

en: Color which is blended with the connection line when the currently dragged connection is hovering over a valid target port.
ga: Dath a chumasc leis an líne naisc nuair a bhíonn an nasc tarraingthe faoi láthair ag foluain thar spriocphort bailí.

en: Color of major grid lines/dots.
ga: Dath na mórlínte eangaí/poncanna.

en: Color of minor grid lines/dots.
ga: Dath mionlínte greille/poncanna.

en: The fill color of the selection rectangle.
ga: Dath líonadh an dronuilleog roghnúcháin.

en: The outline color of the selection rectangle.
ga: Dath imlíne an dronuilleog roghnúcháin.

en: The horizontal range within which a port can be grabbed (inner side).
ga: An raon cothrománach inar féidir port a ghabháil (taobh istigh).

en: The horizontal range within which a port can be grabbed (outer side).
ga: An raon cothrománach inar féidir port a ghabháil (an taobh amuigh).

en: The icon for the grid toggle button.
ga: An deilbhín don chnaipe scoránaigh ghreille.

en: The icon for the layout button for auto-arranging the graph.
ga: An deilbhín don chnaipe leagan amach chun an graf a shocrú go huathoibríoch.

en: The icon for the minimap toggle button.
ga: An deilbhín don chnaipe scoránaigh íostap.

en: The icon for the snapping toggle button.
ga: An deilbhín don chnaipe scoránaigh snapping.

en: The icon for the zoom in button.
ga: An deilbhín don chnaipe súmáil isteach.

en: The icon for the zoom out button.
ga: An deilbhín don chnaipe zúmála amach.

en: The icon for the zoom reset button.
ga: An deilbhín don chnaipe athshocraithe súmáil.

en: The background drawn under the grid.
ga: An cúlra arna tharraingt faoin eangach.

en: A container that represents a basic element that can be placed inside a [GraphEdit] control.
ga: Coimeádán a sheasann d’eilimint bhunúsach is féidir a chur laistigh de rialtán [GraphEdit].

en: [GraphElement] allows to create custom elements for a [GraphEdit] graph. By default such elements can be selected, resized, and repositioned, but they cannot be connected. For a graph element that allows for connections see [GraphNode].
ga: Ceadaíonn [GraphElement] eilimintí saincheaptha a chruthú do ghraf [GraphEdit]. De réir réamhshocraithe is féidir na heilimintí sin a roghnú, a athrú méide agus a athshuíomh, ach ní féidir iad a nascadh. Le haghaidh eilimint ghraif a cheadaíonn naisc féach [GraphNode].

en: If [code]true[/code], the user can drag the GraphElement.
ga: Más [code]true[/code], is féidir leis an úsáideoir an GraphElement a tharraingt.

en: The offset of the GraphElement, relative to the scroll offset of the [GraphEdit].
ga: Fritháireamh an GraphElement, i gcoibhneas le scrollbharra an fhritháireamh [GraphEdit].

en: If [code]true[/code], the user can resize the GraphElement.
    [b]Note:[/b] Dragging the handle will only emit the [signal resize_request] and [signal resize_end] signals, the GraphElement needs to be resized manually.
ga: Más [code]true[/code], is féidir leis an úsáideoir an GraphElement a athrú méid.
    [b]Nóta:[/b] Má tharraingítear an hanla, ní scaoilfidh sé ach na comharthaí [signal resize_request] agus [signal resize_end], ní mór méid an Ghrafeilim a athrú de láimh.

en: If [code]true[/code], the user can select the GraphElement.
ga: Más [code]true[/code], is féidir leis an úsáideoir an GraphElement a roghnú.

en: If [code]true[/code], the GraphElement is selected.
ga: Más [code]true[/code], roghnaítear an eilimint Ghraf.

en: Emitted when removing the GraphElement is requested.
ga: Astaítear nuair a iarrtar an GraphElement a bhaint.

en: Emitted when the GraphElement is dragged.
ga: Astaítear nuair a tharraingítear an GraphElement.

en: Emitted when the GraphElement is deselected.
ga: Astaithe nuair a dhíroghnaítear an GraphElement.

en: Emitted when the GraphElement is selected.
ga: Astaítear nuair a roghnaítear an GraphElement.

en: Emitted when the GraphElement is moved.
ga: Astaítear nuair a bhogtar an GraphElement.

en: Emitted when displaying the GraphElement over other ones is requested. Happens on focusing (clicking into) the GraphElement.
ga: Iarrtar astaítear nuair a thaispeánfar an GraphElement thar cinn eile. Tarlaíonn sé ar an nGrafeilimint a dhíriú (cliceáil isteach).

en: Emitted when releasing the mouse button after dragging the resizer handle (see [member resizable]).
ga: Astaítear nuair a scaoiltear an cnaipe luiche tar éis an láimhseáil resizer a tharraingt (féach [comhalta athmhéadaithe]).

en: Emitted when resizing the GraphElement is requested. Happens on dragging the resizer handle (see [member resizable]).
ga: Astaítear nuair a iarrtar méid an GraphElement a athrú. Tarlaíonn sé nuair a tharraingítear hanla an athmhéadair (féach [ball in-athmhéadaithe]).

en: The icon used for the resizer, visible when [member resizable] is enabled.
ga: An deilbhín a úsáidtear don athmhóir, le feiceáil nuair atá [ball inathraithe] cumasaithe.

en: GraphFrame is a special [GraphElement] that can be used to organize other [GraphElement]s inside a [GraphEdit].
ga: Is [GraphElement] speisialta é GraphFrame is féidir a úsáid chun [GraphElement]s eile a eagrú laistigh de [GraphEdit].

en: GraphFrame is a special [GraphElement] to which other [GraphElement]s can be attached. It can be configured to automatically resize to enclose all attached [GraphElement]s. If the frame is moved, all the attached [GraphElement]s inside it will be moved as well.
    A GraphFrame is always kept behind the connection layer and other [GraphElement]s inside a [GraphEdit].
ga: Is [GraphElement] speisialta é GraphFrame ar féidir [GraphElement]s eile a cheangal leis. Is féidir é a chumrú chun méid a athrú go huathoibríoch chun gach [GraphElement] atá ceangailte leis a chur faoi iamh. Má bhogtar an fráma, bogfar na [GraphElement]anna atá ceangailte ann freisin.
    Coinnítear GraphFrame i gcónaí taobh thiar den chiseal naisc agus [GraphElement]s eile taobh istigh de [GraphEdit].

en: Returns the [HBoxContainer] used for the title bar, only containing a [Label] for displaying the title by default.
    This can be used to add custom controls to the title bar such as option or close buttons.
ga: Seoltar ar ais an [HBoxContainer] a úsáidtear don bharra teidil, nach bhfuil ann ach [Lipéad] chun an teideal a thaispeáint de réir réamhshocraithe.
    Is féidir é seo a úsáid chun rialuithe saincheaptha a chur leis an mbarra teidil mar rogha nó cnaipí dúnta.

en: If [code]true[/code], the frame's rect will be adjusted automatically to enclose all attached [GraphElement]s.
ga: Más [code]true[/code], déanfar ceart an fhráma a choigeartú go huathoibríoch chun gach [GraphElement] atá ceangailte leis a chur faoi iamh.

en: The margin around the attached nodes that is used to calculate the size of the frame when [member autoshrink_enabled] is [code]true[/code].
ga: Is é [code]true[/code] an corrlach thart ar na nóid cheangailte a úsáidtear chun méid an fhráma a ríomh nuair a bhíonn [comhalta autoshrink_enabled].

en: The margin inside the frame that can be used to drag the frame.
ga: An corrlach taobh istigh den fhráma is féidir a úsáid chun an fráma a tharraingt.

en: The color of the frame when [member tint_color_enabled] is [code]true[/code].
ga: Is é [code]true[/code] dath an fhráma nuair a bhíonn [ball tint_color_enabled].

en: If [code]true[/code], the tint color will be used to tint the frame.
ga: Más rud é [code]true[/code], úsáidfear an dath tint chun an fráma a dhathú.

en: Title of the frame.
ga: Teideal an fhráma.

en: Emitted when [member autoshrink_enabled] or [member autoshrink_margin] changes.
ga: Astaítear nuair a athraíonn [comhalta autoshrink_enabled] nó [comhalta autoshrink_margin].

en: The color modulation applied to the resizer icon.
ga: Cuireadh an modhnú datha ar an deilbhín resizer.

en: The default [StyleBox] used for the background of the [GraphFrame].
ga: An réamhshocrú [StyleBox] a úsáidtear le haghaidh chúlra an [GraphFrame].

en: The [StyleBox] used for the background of the [GraphFrame] when it is selected.
ga: An [StyleBox] a úsáidtear do chúlra an [GraphFrame] nuair a roghnaítear é.

en: The [StyleBox] used for the title bar of the [GraphFrame].
ga: An [StyleBox] a úsáidtear le haghaidh barra teidil an [GraphFrame].

en: The [StyleBox] used for the title bar of the [GraphFrame] when it is selected.
ga: An [StyleBox] a úsáidtear do bharra teidil an [GraphFrame] nuair a roghnaítear é.

en: A container with connection ports, representing a node in a [GraphEdit].
ga: Coimeádán le poirt nasctha, a ionadaíonn nód i [GraphEdit].

en: [GraphNode] allows to create nodes for a [GraphEdit] graph with customizable content based on its child controls. [GraphNode] is derived from [Container] and it is responsible for placing its children on screen. This works similar to [VBoxContainer]. Children, in turn, provide [GraphNode] with so-called slots, each of which can have a connection port on either side.
    Each [GraphNode] slot is defined by its index and can provide the node with up to two ports: one on the left, and one on the right. By convention the left port is also referred to as the [b]input port[/b] and the right port is referred to as the [b]output port[/b]. Each port can be enabled and configured individually, using different type and color. The type is an arbitrary value that you can define using your own considerations. The parent [GraphEdit] will receive this information on each connect and disconnect request.
    Slots can be configured in the Inspector dock once you add at least one child [Control]. The properties are grouped by each slot's index in the "Slot" section.
    [b]Note:[/b] While GraphNode is set up using slots and slot indices, connections are made between the ports which are enabled. Because of that [GraphEdit] uses the port's index and not the slot's index. You can use [method get_input_port_slot] and [method get_output_port_slot] to get the slot index from the port index.
ga: Ceadaíonn [GraphNode] nóid a chruthú do ghraf [GraphEdit] le hábhar inoiriúnaithe bunaithe ar a rialuithe leanbh. Díorthaítear [GraphNode] ó [Coimeádán] agus tá sé freagrach as a leanaí a chur ar an scáileán. Oibríonn sé seo cosúil le [VBoxContainer]. Soláthraíonn leanaí, ina dhiaidh sin, [GraphNode] le sliotáin mar a thugtar orthu, agus is féidir le calafort nasctha a bheith ag gach ceann acu ar an dá thaobh.
    Tá gach sliotán [GraphNode] sainmhínithe ag a innéacs agus is féidir leis an nód suas le dhá phort a sholáthar: ceann ar chlé, agus ceann ar dheis. De réir an ghnáis, tagraítear freisin don chalafort clé mar an [b]port ionchuir[/b] agus tagraítear don chalafort ar dheis mar [b]port aschuir[/b]. Is féidir gach calafort a chumasú agus a chumrú ina n-aonar, ag baint úsáide as cineál agus dath difriúil. Is luach treallach é an cineál is féidir leat a shainiú ag baint úsáide as do bhreithnithe féin. Gheobhaidh an tuismitheoir [GraphEdit] an fhaisnéis seo ar gach iarratas ceangail agus dínasctha.
    Is féidir sliotáin a chumrú sa duga Cigire nuair a chuireann tú leanbh amháin ar a laghad [Rialú] leis. Déantar na hairíonna a ghrúpáil de réir innéacs gach sliotán sa chuid "Sliotán".
    [b]Nóta:[/b] Cé go bhfuil GraphNode socraithe ag baint úsáide as sliotáin agus innéacsanna sliotán, déantar naisc idir na poirt atá cumasaithe. Mar gheall air sin úsáideann [GraphEdit] innéacs an phoirt agus ní innéacs na sliotán. Is féidir leat [method get_input_port_slot] agus [method get_output_port_slot] a úsáid chun an t-innéacs sliotán a fháil ón innéacs poirt.

en: Disables all slots of the GraphNode. This will remove all input/output ports from the GraphNode.
ga: Díchumasaítear gach sliotán den GraphNode. Bainfidh sé seo gach calafort ionchuir/aschuir ón GraphNode.

en: Disables the slot with the given [param slot_index]. This will remove the corresponding input and output port from the GraphNode.
ga: Díchumasaítear an sliotán leis an [param slot_index] tugtha. Bainfidh sé seo an calafort ionchuir agus aschuir comhfhreagrach ón GraphNode.

en: Returns the [Color] of the input port with the given [param port_idx].
ga: Filleann [Color] an phort ionchuir leis an [param port_idx] tugtha.

en: Returns the number of slots with an enabled input port.
ga: Filleann sé líon na sliotán le port ionchuir cumasaithe.

en: Returns the position of the input port with the given [param port_idx].
ga: Filleann sé suíomh an phoirt ionchuir leis an [param port_idx] tugtha.

en: Returns the corresponding slot index of the input port with the given [param port_idx].
ga: Filleann sé an t-innéacs sliotán comhfhreagrach den phort ionchuir leis an [param port_idx] tugtha.

en: Returns the type of the input port with the given [param port_idx].
ga: Filleann sé cineál an phoirt ionchuir leis an [param port_idx] tugtha.

en: Returns the [Color] of the output port with the given [param port_idx].
ga: Filleann [Color] an phort aschuir leis an [param port_idx] tugtha.

en: Returns the number of slots with an enabled output port.
ga: Filleann sé líon na sliotán le port aschuir cumasaithe.

en: Returns the position of the output port with the given [param port_idx].
ga: Filleann sé suíomh an phoirt aschuir leis an [param port_idx] tugtha.

en: Returns the corresponding slot index of the output port with the given [param port_idx].
ga: Filleann sé an t-innéacs sliotán comhfhreagrach den phort aschuir leis an [param port_idx] tugtha.

en: Returns the type of the output port with the given [param port_idx].
ga: Filleann sé cineál an phoirt aschuir leis an [param port_idx] tugtha.

en: Returns the left (input) [Color] of the slot with the given [param slot_index].
ga: Filleann sé ar chlé (ionchur) [Color] den sliotán leis an [param slot_index] tugtha.

en: Returns the right (output) [Color] of the slot with the given [param slot_index].
ga: Filleann sé ar dheis (aschur) [Color] na sliotán leis an [param slot_index] tugtha.

en: Returns the left (input) custom [Texture2D] of the slot with the given [param slot_index].
ga: Filleann sé saincheaptha ar chlé (ionchur) [Texture2D] den sliotán leis an [param slot_index] tugtha.

en: Returns the right (output) custom [Texture2D] of the slot with the given [param slot_index].
ga: Filleann sé saincheaptha ceart (aschur) [Texture2D] den sliotán leis an [param slot_index] a thugtar.

en: Returns the left (input) type of the slot with the given [param slot_index].
ga: Filleann sé an cineál clé (ionchur) den sliotán leis an [param slot_index] tugtha.

en: Returns the right (output) type of the slot with the given [param slot_index].
ga: Filleann sé an cineál ceart (aschur) den sliotán leis an [param slot_index] tugtha.

en: Returns the [HBoxContainer] used for the title bar, only containing a [Label] for displaying the title by default. This can be used to add custom controls to the title bar such as option or close buttons.
ga: Seoltar ar ais an [HBoxContainer] a úsáidtear don bharra teidil, nach bhfuil ann ach [Lipéad] chun an teideal a thaispeáint de réir réamhshocraithe. Is féidir é seo a úsáid chun rialuithe saincheaptha a chur leis an mbarra teidil mar rogha nó cnaipí dúnta.

en: Returns [code]true[/code] if left (input) side of the slot with the given [param slot_index] is enabled.
ga: Filleann sé [code]true[/code] má tá taobh clé (ionchur) den sliotán leis an [param slot_index] tugtha cumasaithe.

en: Returns [code]true[/code] if right (output) side of the slot with the given [param slot_index] is enabled.
ga: Filleann sé [code]true[/code] má tá an taobh dheis (aschur) den sliotán leis an [param slot_index] tugtha cumasaithe.

en: Sets properties of the slot with the given [param slot_index].
    If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a port will appear and the slot will be able to be connected from this side.
    With [param type_left]/[param type_right] an arbitrary type can be assigned to each port. Two ports can be connected if they share the same type, or if the connection between their types is allowed in the parent [GraphEdit] (see [method GraphEdit.add_valid_connection_type]). Keep in mind that the [GraphEdit] has the final say in accepting the connection. Type compatibility simply allows the [signal GraphEdit.connection_request] signal to be emitted.
    Ports can be further customized using [param color_left]/[param color_right] and [param custom_icon_left]/[param custom_icon_right]. The color parameter adds a tint to the icon. The custom icon can be used to override the default port dot.
    Additionally, [param draw_stylebox] can be used to enable or disable drawing of the background stylebox for each slot. See [theme_item slot].
    Individual properties can also be set using one of the [code]set_slot_*[/code] methods.
    [b]Note:[/b] This method only sets properties of the slot. To create the slot itself, add a [Control]-derived child to the GraphNode.
ga: Socraíonn sé airíonna na sliotán leis an [param slot_index] a thugtar.
    Má tá [param enable_left_port]/[param enable_right_port] [code]true[/code], beidh port le feiceáil agus beidh an sliotán in ann a nascadh ón taobh seo.
    Le [param type_left]/[param type_right] is féidir cineál treallach a shannadh do gach calafort. Is féidir dhá phort a nascadh má roinneann siad an cineál céanna, nó má cheadaítear an nasc idir a gcineálacha sa tuismitheoir [GraphEdit] (féach [method GraphEdit.add_valid_connection_type]). Coinnigh i gcuimhne go bhfuil an focal deiridh ag an [GraphEdit] maidir le glacadh leis an gceangal. Ní cheadaíonn comhoiriúnacht cineáil ach an comhartha [signal GraphEdit.connection_request] a astú.
    Is féidir poirt a shaincheapadh tuilleadh trí úsáid a bhaint as [param color_left]/[param color_right] agus [param custom_icon_left]/[param custom_icon_right]. Cuireann an paraiméadar datha tint leis an deilbhín. Is féidir an deilbhín saincheaptha a úsáid chun an ponc port réamhshocraithe a shárú.
    Ina theannta sin, is féidir [param draw_stylebox] a úsáid chun líníocht den bhosca stíl chúlra do gach sliotán a chumasú nó a dhíchumasú. Féach ar [sliotán theme_item].
    Is féidir airíonna aonair a shocrú freisin trí úsáid a bhaint as ceann de na modhanna [code]set_slot_*[/code].
    [b]Nóta:[/b] Ní shocraítear leis an modh seo ach airíonna na sliotán. Chun an sliotán féin a chruthú, cuir leanbh [Control]-díorthaithe leis an GraphNode.

en: Sets the [Color] of the left (input) side of the slot with the given [param slot_index] to [param color].
ga: Socraíonn sé an [Color] den taobh clé (ionchur) den sliotán leis an [param slot_index] a thugtar do [dath param].

en: Sets the [Color] of the right (output) side of the slot with the given [param slot_index] to [param color].
ga: Socraíonn sé an [Color] den taobh dheis (aschur) den sliotán leis an [param slot_index] a thugtar do [dath param].

en: Sets the custom [Texture2D] of the left (input) side of the slot with the given [param slot_index] to [param custom_icon].
ga: Socraíonn sé an saincheaptha [Texture2D] den taobh clé (ionchur) den sliotán leis an [param slot_index] a thugtar do [param custom_icon].

en: Sets the custom [Texture2D] of the right (output) side of the slot with the given [param slot_index] to [param custom_icon].
ga: Socraíonn sé an saincheaptha [Texture2D] ar thaobh na láimhe deise (aschur) den sliotán leis an [param slot_index] a thugtar do [param custom_icon].

en: Toggles the background [StyleBox] of the slot with the given [param slot_index].
ga: Scoránaigh cúlra [StyleBox] na sliotán leis an [param slot_index] a thugtar.

en: Toggles the left (input) side of the slot with the given [param slot_index]. If [param enable] is [code]true[/code], a port will appear on the left side and the slot will be able to be connected from this side.
ga: Scoránaigh an taobh clé (ionchur) den sliotán leis an [param slot_index] a thugtar. Má tá [param enable] [code]true[/code], feicfear port ar an taobh clé agus beifear in ann an sliotán a nascadh ón taobh seo.

en: Toggles the right (output) side of the slot with the given [param slot_index]. If [param enable] is [code]true[/code], a port will appear on the right side and the slot will be able to be connected from this side.
ga: Scoránaigh an taobh deas (aschur) den sliotán leis an [param slot_index] a thugtar. Má tá [param enable] [code]true[/code], beidh port le feiceáil ar an taobh deas agus beidh an sliotán in ann a nascadh ón taobh seo.

en: Sets the left (input) type of the slot with the given [param slot_index] to [param type]. If the value is negative, all connections will be disallowed to be created via user inputs.
ga: Socraíonn sé an cineál clé (ionchuir) den sliotán leis an [param slot_index] a thugtar do [cineál param]. Má tá an luach diúltach, dícheadófar gach nasc a chruthú trí ionchur úsáideora.

en: Sets the right (output) type of the slot with the given [param slot_index] to [param type]. If the value is negative, all connections will be disallowed to be created via user inputs.
ga: Socraíonn sé an cineál ceart (aschur) den sliotán leis an [param slot_index] a thugtar do [cineál param]. Má tá an luach diúltach, dícheadófar gach nasc a chruthú trí ionchur úsáideora.

en: If [code]true[/code], you can connect ports with different types, even if the connection was not explicitly allowed in the parent [GraphEdit].
ga: Más [code]true[/code], is féidir leat poirt a nascadh le cineálacha éagsúla, fiú murar ceadaíodh an nasc go sainráite sa tuismitheoir [GraphEdit].

en: The text displayed in the GraphNode's title bar.
ga: An téacs ar taispeáint i mbarra teidil an GraphNode.

en: Emitted when any GraphNode's slot is updated.
ga: Astaítear nuair a dhéantar aon sliotán GraphNode a nuashonrú.

en: Horizontal offset for the ports.
ga: Fritháireamh cothrománach do na calafoirt.

en: The vertical distance between ports.
ga: An fad ingearach idir calafoirt.

en: The icon used for representing ports.
ga: An deilbhín a úsáidtear chun calafoirt a léiriú.

en: The default background for the slot area of the [GraphNode].
ga: An cúlra réamhshocraithe le haghaidh limistéar sliotán an [GraphNode].

en: The [StyleBox] used for the slot area when selected.
ga: An [StyleBox] a úsáidtear don limistéar sliotán nuair a roghnaítear é.

en: The [StyleBox] used for each slot of the [GraphNode].
ga: An [StyleBox] a úsáidtear le haghaidh gach sliotán den [GraphNode].

en: The [StyleBox] used for the title bar of the [GraphNode].
ga: An [StyleBox] a úsáidtear le haghaidh barra teidil an [GraphNode].

en: The [StyleBox] used for the title bar of the [GraphNode] when it is selected.
ga: An [StyleBox] a úsáidtear do bharra teidil an [GraphNode] nuair a roghnaítear é.

en: A container that arranges its child controls in a grid layout.
ga: Rialaíonn coimeádán a eagraíonn a leanbh i leagan amach greille.

en: [GridContainer] arranges its child controls in a grid layout. The number of columns is specified by the [member columns] property, whereas the number of rows depends on how many are needed for the child controls. The number of rows and columns is preserved for every size of the container.
    [b]Note:[/b] [GridContainer] only works with child nodes inheriting from [Control]. It won't rearrange child nodes inheriting from [Node2D].
ga: Socraíonn [GridContainer] a rialuithe leanaí i leagan amach greille. Sonraítear líon na gcolún ag an airí [colúin bhall], ach braitheann líon na sraitheanna ar cé mhéad atá ag teastáil le haghaidh rialuithe an linbh. Caomhnaítear líon na sraitheanna agus na gcolún do gach méid den choimeádán.
    [b]Nóta:[/b] Ní oibríonn [GridContainer] ach amháin le nóid linbh a fhaigheann oidhreacht ó [Rialú]. Ní atheagróidh sé nóid linbh a fhaigheann oidhreacht ó [Node2D].

en: The number of columns in the [GridContainer]. If modified, [GridContainer] reorders its Control-derived children to accommodate the new layout.
ga: Líon na gcolún sa [GreilleCoimeádán]. Má athraítear é, athordaíonn [GridContainer] a leanaí atá díorthaithe Rialaithe chun freastal ar an leagan amach nua.

en: Node for 3D tile-based maps.
ga: Nód le haghaidh léarscáileanna tíleanna-bhunaithe 3D.

en: GridMap lets you place meshes on a grid interactively. It works both from the editor and from scripts, which can help you create in-game level editors.
    GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes.
    A GridMap contains a collection of cells. Each grid cell refers to a tile in the [MeshLibrary]. All cells in the map have the same dimensions.
    Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells.
    [b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be hidden or cull masked based on [member VisualInstance3D.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
ga: Ligeann GridMap duit mogaill a chur ar ghreille go hidirghníomhach. Oibríonn sé ón eagarthóir agus ó scripteanna, ar féidir leo cabhrú leat eagarthóirí leibhéal in-chluiche a chruthú.
    Úsáideann GridMaps [MeshLibrary] ina bhfuil liosta tíleanna. Is mogalra é gach tíl le hábhair chomh maith le cruthanna imbhuailte agus loingseoireachta roghnach.
    Tá bailiúchán cealla i GridMap. Tagraíonn gach cill eangaí do leac sa [MeshLibrary]. Tá na toisí céanna ag gach cill sa léarscáil.
    Go hinmheánach, roinntear GridMap ina bhailiúchán gann d’ochtáin le haghaidh rindreála éifeachtach agus próiseáil fisice. Tá na toisí céanna ag gach ochtant agus féadann roinnt cealla a bheith ann.
    [b]Nóta:[/b] Ní shíneann GridMap [VisualInstance3D] agus mar sin ní féidir é a chur i bhfolach nó a chumhdach mar gheall ar [comhaltaí VisualInstance3D.layers]. Má dhéanann tú solas nach gcuireann sé isteach ar an gcéad chiseal, ní bheidh an GridMap iomlán lasadh ag an solas atá i gceist.

en: Using gridmaps
ga: Ag baint úsáide as léarscáileanna greille

en: Clear all cells.
ga: Glan gach cealla.

en: Clears all baked meshes. See [method make_baked_meshes].
ga: Glanann gach mogaill bhácáilte. Féach ar [method make_baked_meshes].

en: Returns [RID] of a baked mesh with the given [param idx].
ga: Filleann [RID] de mhogall bácáilte leis an [param idx] tugtha.

en: Returns an array of [ArrayMesh]es and [Transform3D] references of all bake meshes that exist within the current GridMap.
ga: Filleann sé raon de [ArrayMesh]es agus [Transform3D] tagairtí de gach mogaill bhácáil atá laistigh den GridMap reatha.

en: Returns one of 24 possible rotations that lie along the vectors (x,y,z) with each component being either -1, 0, or 1. For further details, refer to the Godot source code.
ga: Filleann sé ceann amháin de 24 rothlú féideartha atá suite feadh na veicteoirí (x,y,z) le gach comhpháirt -1, 0, nó 1. Le haghaidh tuilleadh sonraí, déan tagairt do chód foinse Godot.

en: The [MeshLibrary] item index located at the given grid coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be returned.
ga: An t-innéacs míreanna [MeshLibrary] atá suite ag na comhordanáidí greille a thugtar. Má tá an chill folamh, seolfar [inVALID_CELL_ITEM] ar ais.

en: Returns the basis that gives the specified cell its orientation.
ga: Filleann sé an bonn a thugann a treoshuíomh don chill shonraithe.

en: The orientation of the cell at the given grid coordinates. [code]-1[/code] is returned if the cell is empty.
ga: Treoshuíomh na cille ag na comhordanáidí greille tugtha. Cuirtear [code] -1[/code] ar ais má tá an chill folamh.

en: Returns an array of [Transform3D] and [Mesh] references corresponding to the non-empty cells in the grid. The transforms are specified in local space.
ga: Filleann sé sraith de thagairtí [Transform3D] agus [Mogalra] a fhreagraíonn do na cealla neamhfholamh sa ghreille. Sonraítear na trasfhoirmeacha sa spás áitiúil.

en: Returns the [RID] of the navigation map this GridMap node uses for its cell baked navigation meshes.
    This function returns always the map set on the GridMap node and not the map on the NavigationServer. If the map is changed directly with the NavigationServer API the GridMap node will not be aware of the map change.
ga: Filleann sé [RID] den léarscáil nascleanúna a úsáideann an nód GridMap seo dá mhogaill nascleanúna bácáilte cille.
    Tugann an fheidhm seo ar ais i gcónaí an léarscáil atá socraithe ar an nód GridMap agus ní an léarscáil ar an NavigationServer. Má athraítear an léarscáil go díreach leis an NavigationServer API ní bheidh an nód GridMap ar an eolas faoin athrú léarscáile.

en: This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index (in the range from 0 to 23) of the point best representing the orientation of the object. For further details, refer to the Godot source code.
ga: Féachann an fheidhm seo le discréidiú rothlaithe go 24 pointe ar aonad sféar, suite feadh na veicteoirí (x,y,z) agus -1, 0, nó 1 ag gach comhpháirt, agus filleann sé an t-innéacs (sa raon ó 0 go 23 ) den phointe is fearr a léiríonn treoshuíomh an ruda. Le haghaidh tuilleadh sonraí, féach ar chód foinse Godot.

en: Returns an array of [Vector3] with the non-empty cell coordinates in the grid map.
ga: Filleann sé raon [Vector3] leis na comhordanáidí cille neamhfholamh ar léarscáil na greille.

en: Returns an array of all cells with the given item index specified in [param item].
ga: Filleann sé sraith de na cealla go léir leis an innéacs míreanna tugtha atá sonraithe i [param item].

en: Returns the map coordinates of the cell containing the given [param local_position]. If [param local_position] is in global coordinates, consider using [method Node3D.to_local] before passing it to this method. See also [method map_to_local].
ga: Filleann sé seo comhordanáidí léarscáile na cille ina bhfuil an [param local_position] tugtha. Má tá [param local_position] i gcomhordanáidí domhanda, smaoinigh ar [method Node3D.to_local] a úsáid sula gcuirfidh tú chuig an modh seo é. Féach freisin [method map_to_local].

en: Bakes lightmap data for all meshes in the assigned [MeshLibrary].
ga: Bácáil sé sonraí lightmap do gach mogaill sa [Mogallleabharlann] sannta.

en: Returns the position of a grid cell in the GridMap's local coordinate space. To convert the returned value into global coordinates, use [method Node3D.to_global]. See also [method local_to_map].
ga: Filleann sé suíomh cille eangaí i spás comhordanáidí áitiúil GridMap. Chun an luach aischurtha a thiontú ina chomhordanáidí domhanda, úsáid [method Node3D.to_global]. Féach freisin [method local_to_map].

en: Sets the mesh index for the cell referenced by its grid coordinates.
    A negative item index such as [constant INVALID_CELL_ITEM] will clear the cell.
    Optionally, the item's orientation can be passed. For valid orientation values, see [method get_orthogonal_index_from_basis].
ga: Socraíonn sé an t-innéacs mogaill don chill dá dtagraítear ag a comhordanáidí eangaí.
    Glanfaidh innéacs míre diúltach ar nós [INVALID_CELL_ITEM] an chill.
    Roghnach, is féidir treoshuíomh na míre a rith. Le haghaidh luachanna treoshuímh bailí, féach [method get_orthogonal_index_from_basis].

en: Sets the [RID] of the navigation map this GridMap node should use for its cell baked navigation meshes.
ga: Socraíonn sé [RID] den léarscáil nascleanúna ba cheart don nód GridMap seo a úsáid dá mhogaill loingseoireachta bácáilte cill.

en: If [code]true[/code], this GridMap creates a navigation region for each cell that uses a [member mesh_library] item with a navigation mesh. The created navigation region will use the navigation layers bitmask assigned to the [MeshLibrary]'s item.
ga: Más [code]true[/code], cruthaíonn an GridMap seo réigiún nascleanúna do gach cill a úsáideann mír [member mesh_library] le mogalra nascleanúna. Úsáidfidh an réigiún nascleanúna cruthaithe na sraitheanna nascleanúna atá sannta don mhír [MeshLibrary].

en: If [code]true[/code], grid items are centered on the X axis.
ga: Más [code]true[/code], tá míreanna greille dírithe ar an X ais.

en: If [code]true[/code], grid items are centered on the Y axis.
ga: Más [code]true[/code], tá míreanna greille dírithe ar an ais Y.

en: If [code]true[/code], grid items are centered on the Z axis.
ga: Más [code]true[/code], tá míreanna greille dírithe ar an ais Z.

en: The size of each octant measured in number of cells. This applies to all three axis.
ga: Méid gach ochtant tomhaiste i líon na gceall. Baineann sé seo le gach ceann de na trí ais.

en: The scale of the cell items.
    This does not affect the size of the grid cells themselves, only the items in them. This can be used to make cell items overlap their neighbors.
ga: Scála na míreanna cille.
    Ní chuireann sé seo isteach ar mhéid na gcealla greille iad féin, ach na míreanna iontu. Is féidir é seo a úsáid chun míreanna cille a fhorluí lena gcomharsana.

en: The dimensions of the grid's cells.
    This does not affect the size of the meshes. See [member cell_scale].
ga: Toisí cealla an ghreille.
    Ní chuireann sé seo isteach ar mhéid na mogaill. Féach ar [ball cell_scale].

en: The physics layers this GridMap is in.
    GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.
ga: Na sraitheanna fisice ina bhfuil an GridMap seo.
    Feidhmíonn GridMaps mar chomhlachtaí statacha, rud a chiallaíonn nach gcuireann an domhantarraingt ná fórsaí eile isteach orthu. Ní dhéanann siad difear ach do chomhlachtaí fisice eile a imbhuaileann leo.

en: The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Na sraitheanna fisice a bhraitheann an GridMap seo imbhuailtí isteach. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sna doiciméid le haghaidh tuilleadh eolais.

en: The assigned [MeshLibrary].
ga: An [MeshLibrary] sannta.

en: Overrides the default friction and bounce physics properties for the whole [GridMap].
ga: Sáraítear airíonna réamhshocraithe na fisice frithchuimilte agus preab don iomlán [GridMap].

en: Emitted when [member cell_size] changes.
ga: Astaithe nuair a athraíonn [member cell_size].

en: Emitted when the [MeshLibrary] of this GridMap changes.
ga: Astaítear nuair a athraíonn [MeshLibrary] den GridMap seo.

en: Invalid cell item that can be used in [method set_cell_item] to clear cells (or represent an empty cell in [method get_cell_item]).
ga: Mír cille neamhbhailí is féidir a úsáid i [method set_cell_item] chun cealla a ghlanadh (nó cill fholamh a léiriú i [method get_cell_item]).

en: A physics joint that restricts the movement of two 2D physics bodies to a fixed axis.
ga: Alt fisice a chuireann srian le gluaiseacht dhá chorp fisice 2T go dtí ais fhosaithe.

en: A physics joint that restricts the movement of two 2D physics bodies to a fixed axis. For example, a [StaticBody2D] representing a piston base can be attached to a [RigidBody2D] representing the piston head, moving up and down.
ga: Alt fisice a chuireann srian le gluaiseacht dhá chorp fisice 2T go dtí ais fhosaithe. Mar shampla, is féidir [StaticBody2D] a sheasann do bhonn loine a cheangal de [RigidBody2D] a sheasann don cheann loine, ag gluaiseacht suas agus síos.

en: The body B's initial anchor position defined by the joint's origin and a local offset [member initial_offset] along the joint's Y axis (along the groove).
ga: Seasamh ancaire tosaigh an chomhlachta B arna shainiú ag bunús an chomhpháirteach agus fritháireamh áitiúil [ball initial_offset] feadh ais Y an chomhpháirteach (ar feadh an groove).

en: The groove's length. The groove is from the joint's origin towards [member length] along the joint's local Y axis.
ga: Fad an groove. Tá an groove ó bhunús an ailt i dtreo [fad na mball] feadh ais Y áitiúil an alt.

en: Provides functionality for computing cryptographic hashes chunk by chunk.
ga: Soláthraíonn feidhmiúlacht le haghaidh ríomhaireachta hashes cryptographic smután ag smután....

en: The HashingContext class provides an interface for computing cryptographic hashes over multiple iterations. Useful for computing hashes of big files (so you don't have to load them all in memory), network streams, and data streams in general (so you don't have to hold buffers).
    The [enum HashType] enum shows the supported hashing algorithms.
    [codeblocks]
    [gdscript]
    const CHUNK_SIZE = 1024
    
    func hash_file(path):
        # Check that file exists.
        if not FileAccess.file_exists(path):
            return
        # Start an SHA-256 context.
        var ctx = HashingContext.new()
        ctx.start(HashingContext.HASH_SHA256)
        # Open the file to hash.
        var file = FileAccess.open(path, FileAccess.READ)
        # Update the context after reading each chunk.
        while file.get_position() < file.get_length():
            var remaining = file.get_length() - file.get_position()
            ctx.update(file.get_buffer(min(remaining, CHUNK_SIZE)))
        # Get the computed hash.
        var res = ctx.finish()
        # Print the result as hex string and array.
        printt(res.hex_encode(), Array(res))
    [/gdscript]
    [csharp]
    public const int ChunkSize = 1024;
    
    public void HashFile(string path)
    {
        // Check that file exists.
        if (!FileAccess.FileExists(path))
        {
            return;
        }
        // Start an SHA-256 context.
        var ctx = new HashingContext();
        ctx.Start(HashingContext.HashType.Sha256);
        // Open the file to hash.
        using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
        // Update the context after reading each chunk.
        while (file.GetPosition() < file.GetLength())
        {
            int remaining = (int)(file.GetLength() - file.GetPosition());
            ctx.Update(file.GetBuffer(Mathf.Min(remaining, ChunkSize)));
        }
        // Get the computed hash.
        byte[] res = ctx.Finish();
        // Print the result as hex string and array.
        GD.PrintT(res.HexEncode(), (Variant)res);
    }
    [/csharp]
    [/codeblocks]
ga: Soláthraíonn an rang HashingContext comhéadan chun hashes cripteagrafach a ríomh thar atriallta iolracha. Úsáideach le haghaidh hashes de chomhaid mhóra a ríomh (mar sin ní gá duit iad go léir a luchtú sa chuimhne), sruthanna líonra, agus sruthanna sonraí i gcoitinne (mar sin ní gá duit maoláin a choinneáil).
    Léiríonn an [enum HashType] na halgartaim hashing tacaithe.
    [codeblocks]
    [gdscript]
    const CHUNK_SIZE = 1024
    
    func hash_file(path):
     # Seiceáil go bhfuil an comhad ann.
        if not FileAccess.file_exists(path):
            return
     # Cuir tús le comhthéacs SHA-256.
     var ctx = HashingContext.new()
     ctx.start(HashingContext.HASH_SHA256)
     # Oscail an comhad go hais.
        var file = FileAccess.open(path, FileAccess.READ)
     # Nuashonraigh an comhthéacs tar éis gach smután a léamh.
        while file.get_position() < file.get_length():
            var remaining = file.get_length() - file.get_position()
            ctx.update(file.get_buffer(min(remaining, CHUNK_SIZE)))
     # Faigh an hash ríofa.
     var res = ctx.finish()
     # Priontáil an toradh mar theaghrán heicsidheachúlach agus mar eagar.
        printt(res.hex_encode(), Array(res))
    [/gdscript]
    [csharp]
    public const int ChunkSize = 1024;
    
    public void HashFile(string path)
    {
     // Seiceáil go bhfuil an comhad ann.
        if (!FileAccess.FileExists(path))
     {
            return;
     }
     // Cuir tús le comhthéacs SHA-256.
     var ctx = HashingContext nua();
     ctx.Start(HashingContext.HashType.Sha256);
     // Oscail an comhad go hash.
        using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
     // Nuashonraigh an comhthéacs tar éis gach smután a léamh.
        while (file.GetPosition() < file.GetLength())
     {
            int remaining = (int)(file.GetLength() - file.GetPosition());
            ctx.Update(file.GetBuffer(Mathf.Min(remaining, ChunkSize)));
     }
     // Faigh an hash ríomh.
        byte[] res = ctx.Finish();
     // Priontáil an toradh mar theaghrán heicsidheachúlach agus eagar.
        GD.PrintT(res.HexEncode(), (Variant)res);
    }
    [/csharp]
    [/codeblocks]

en: Closes the current context, and return the computed hash.
ga: Dúnann an comhthéacs reatha, agus seol ar ais an hash ríomh.

en: Starts a new hash computation of the given [param type] (e.g. [constant HASH_SHA256] to start computation of an SHA-256).
ga: Cuirtear tús le ríomh hash nua den [cineál param] tugtha (m.sh. [HASH_SHA256] leanúnach chun ríomh SHA-256 a thosú).

en: Updates the computation with the given [param chunk] of data.
ga: Nuashonraíonn sé an ríomh leis an [smután param] sonraí a tugadh.

en: Hashing algorithm: MD5.
ga: Algartam hashing: MD5.

en: Hashing algorithm: SHA-1.
ga: Algartam hashing: SHA-1.

en: Hashing algorithm: SHA-256.
ga: Algartam hashing: SHA-256.

en: A container that arranges its child controls horizontally.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach.

en: A variant of [BoxContainer] that can only arrange its child controls horizontally. Child controls are rearranged automatically when their minimum size changes.
ga: Athróg de [BoxContainer] nach féidir a rialuithe leanbh a shocrú ach go cothrománach. Déantar rialuithe leanaí a atheagrú go huathoibríoch nuair a athraíonn a n-íosmhéid.

en: A 3D height map shape used for physics collision.
ga: Cruth léarscáil airde 3D a úsáidtear le haghaidh imbhualadh san fhisic.

en: Returns the largest height value found in [member map_data]. Recalculates only when [member map_data] changes.
ga: Filleann sé an luach airde is mó a aimsíodh i [member map_data]. Ní athríomh ach amháin nuair a athraíonn [member map_data].

en: Returns the smallest height value found in [member map_data]. Recalculates only when [member map_data] changes.
ga: Filleann sé seo an luach airde is lú a aimsíodh i [member map_data]. Ní athríomh ach amháin nuair a athraíonn [member map_data].

en: Updates [member map_data] with data read from an [Image] reference. Automatically resizes heightmap [member map_width] and [member map_depth] to fit the full image width and height.
    The image needs to be in either [constant Image.FORMAT_RF] (32 bit), [constant Image.FORMAT_RH] (16 bit), or [constant Image.FORMAT_R8] (8 bit).
    Each image pixel is read in as a float on the range from [code]0.0[/code] (black pixel) to [code]1.0[/code] (white pixel). This range value gets remapped to [param height_min] and [param height_max] to form the final height value.
ga: Nuashonruithe [member map_data] le sonraí arna léamh ó thagairt [Íomhá]. Athraítear méid na léarscáile airde go huathoibríoch [member map_width] agus [member map_depth] chun leithead agus airde iomlán na híomhá a oiriúnú.
    Ní mór don íomhá a bheith i gceachtar [Image leanúnach.FORMAT_RF] (32 giotán), [Image leanúnach.FORMAT_RH] (16 giotán), nó [Image leanúnach.FORMAT_R8] (8 giotán).
    Léitear isteach gach picteilín íomhá mar shnámhán ar an raon ó [code]0.0[/code] (picteilín dubh) go [code]1.0[/code] (picteilín bán). Déantar an luach raon seo a athmhúnlú go [param height_min] agus [param height_max] chun an luach airde deiridh a fhoirmiú.

en: Height map data. The array's size must be equal to [member map_width] multiplied by [member map_depth].
ga: Sonraí léarscáil airde. Caithfidh méid an eagar a bheith comhionann le [member map_width] iolraithe faoi [member map_depth].

en: Number of vertices in the depth of the height map. Changing this will resize the [member map_data].
ga: Líon na rinn i doimhneacht an léarscáil airde. Má athraítear é seo, athrófar méid an [member map_data].

en: Number of vertices in the width of the height map. Changing this will resize the [member map_data].
ga: Líon na rinn i leithead an léarscáil airde. Má athraítear é seo, athrófar méid an [member map_data].

en: A container that arranges its child controls horizontally and wraps them around at the borders.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach agus fillteann sé timpeall orthu ag na teorainneacha.

en: A variant of [FlowContainer] that can only arrange its child controls horizontally, wrapping them around at the borders. This is similar to how text in a book wraps around when no more words can fit on a line.
ga: Leagan de [FlowContainer] nach féidir ach a rialuithe leanbh a shocrú go cothrománach, agus iad á gcur timpeall ag na teorainneacha. Tá sé seo cosúil leis an gcaoi a dtéann téacs i leabhar thart nuair nach mbíonn níos mó focal in oiriúint do líne.

en: A physics joint that restricts the rotation of a 3D physics body around an axis relative to another physics body.
ga: Alt fisice a chuireann srian le rothlú coirp fisice 3D thart ar ais i gcoibhneas le corp fisice eile.

en: A physics joint that restricts the rotation of a 3D physics body around an axis relative to another physics body. For example, Body A can be a [StaticBody3D] representing a door hinge that a [RigidBody3D] rotates around.
ga: Alt fisice a chuireann srian le rothlú coirp fisice 3D thart ar ais i gcoibhneas le corp fisice eile. Mar shampla, is féidir le Corp A a bheith ina [StaticBody3D] a léiríonn hinge dorais a rothlaíonn [RigidBody3D] timpeall air.

en: Returns the value of the specified flag.
ga: Filleann sé luach na brataí sonraithe.

en: If [code]true[/code], enables the specified flag.
ga: Más [code]true[/code], cumasaítear an bhratach sonraithe.

en: The speed with which the rotation across the axis perpendicular to the hinge gets corrected.
ga: An luas lena gceartaítear an rothlú trasna na haise ingearach leis an inse.

en: If [code]true[/code], the hinges maximum and minimum rotation, defined by [member angular_limit/lower] and [member angular_limit/upper] has effects.
ga: Más rud é [code]true[/code], beidh éifeachtaí ag na hingeacha uainíochta uasta agus íosta, arna sainiú ag [member angular_limit/lower] agus [member angular_limit/upper].

en: The minimum rotation. Only active if [member angular_limit/enable] is [code]true[/code].
ga: An uainíocht íosta. Gníomhach ach amháin má tá [code]true[/code] ar [ball angular_limit/enable].

en: The lower this value, the more the rotation gets slowed down.
ga: Dá ísle an luach seo, is amhlaidh is mó a mhoillítear an rothlú.

en: This property is never set by the engine and is kept for compatibility purposes.
ga: Ní shocraíonn an t-inneall an mhaoin seo riamh agus coimeádtar é chun críocha comhoiriúnachta.

en: The maximum rotation. Only active if [member angular_limit/enable] is [code]true[/code].
ga: An rothlú uasta. Gníomhach ach amháin má tá [code]true[/code] ar [ball angular_limit/enable].

en: When activated, a motor turns the hinge.
ga: Nuair a bhíonn sé i ngníomh, casann mótar an hinge.

en: Maximum acceleration for the motor.
ga: Luasghéarú uasta don mhótar.

en: Target speed for the motor.
ga: Luas sprice don mhótar.

en: The speed with which the two bodies get pulled together when they move in different directions.
ga: An luas a fhaigheann an dá chorp le chéile nuair a bhogann siad i dtreonna difriúla.

en: This property is never used by the engine and is kept for compatibility purpose.
ga: Ní úsáideann an t-inneall an mhaoin seo riamh agus coimeádtar é chun críche comhoiriúnachta.

en: Used to create an HMAC for a message using a key.
ga: Úsáidtear é chun HMAC a chruthú le haghaidh teachtaireachta ag baint úsáide as eochair.

en: The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once.
    [codeblocks]
    [gdscript]
    extends Node
    var ctx = HMACContext.new()
    
    func _ready():
        var key = "supersecret".to_utf8_buffer()
        var err = ctx.start(HashingContext.HASH_SHA256, key)
        assert(err == OK)
        var msg1 = "this is ".to_utf8_buffer()
        var msg2 = "super duper secret".to_utf8_buffer()
        err = ctx.update(msg1)
        assert(err == OK)
        err = ctx.update(msg2)
        assert(err == OK)
        var hmac = ctx.finish()
        print(hmac.hex_encode())
    
    [/gdscript]
    [csharp]
    using Godot;
    using System.Diagnostics;
    
    public partial class MyNode : Node
    {
        private HmacContext _ctx = new HmacContext();
    
        public override void _Ready()
        {
            byte[] key = "supersecret".ToUtf8Buffer();
            Error err = _ctx.Start(HashingContext.HashType.Sha256, key);
            Debug.Assert(err == Error.Ok);
            byte[] msg1 = "this is ".ToUtf8Buffer();
            byte[] msg2 = "super duper secret".ToUtf8Buffer();
            err = _ctx.Update(msg1);
            Debug.Assert(err == Error.Ok);
            err = _ctx.Update(msg2);
            Debug.Assert(err == Error.Ok);
            byte[] hmac = _ctx.Finish();
            GD.Print(hmac.HexEncode());
        }
    }
    [/csharp]
    [/codeblocks]
ga: Tá an rang HMAContext úsáideach do chásanna úsáide HMAC chun cinn, mar shampla an teachtaireacht a shruthú mar go dtacaíonn sé le cruthú na teachtaireachta le himeacht ama seachas é a sholáthar go léir ag an am céanna.
    [codeblocks]
    [gdscript]
    leathnaíonn Nód
    var ctx = HMAContext.new()
    
    func _réidh():
        eochair var = "supersecret".to_utf8_buffer()
        var err = ctx.start(HashingContext.HASH_SHA256, eochair)
        dearbhaigh(earráid == OK)
        var msg1 = "seo é ".to_utf8_buffer()
        var msg2 = "super duper secret".to_utf8_buffer()
        earráid = ctx.update(msg1)
        dearbhaigh(earráid == OK)
        earráid = ctx.update(msg2)
        dearbhaigh(earráid == OK)
        var hmac = ctx.finish()
        priontáil(hmac.hex_ionchód())
    
    [/gdscript]
    [csharp]
    ag baint úsáide as Godot;
    ag baint úsáide as System.Diagnostics;
    
    páirt-aicme poiblí MyNode : Nód
    {
        príobháideach HmacContext _ctx = HmacContext nua();
    
        poiblí a shárú ar neamhní _Ready()
        {
            beart[] key = "supersecret".ToUtf8Buffer();
            Earráid err = _ctx.Start(HashingContext.HashType.Sha256, eochair);
            Debug.Assert(err == Earráid.Ok);
            beart[] msg1 = "seo ".ToUtf8Buffer();
            beart[] msg2 = "super duper secret".ToUtf8Buffer();
            err = _ctx.Update(msg1);
            Debug.Assert(err == Earráid.Ok);
            err = _ctx.Update(msg2);
            Debug.Assert(err == Earráid.Ok);
            beart[] hmac = _ctx.Críoch();
            GD.Print(hmac.HexEncode());
        }
    }
    [/csharp]
    [/codeblocks]

en: Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] is returned.
ga: Tuairisceáin an HMAC mar thoradh air. Má theip ar an HMAC, cuirtear [PackedByteArray] folamh ar ais.

en: Initializes the HMACContext. This method cannot be called again on the same HMACContext until [method finish] has been called.
ga: Cuireann sé tús leis an HMAContext. Ní féidir an modh seo a ghlaoch arís ar an HMAContext céanna go dtí go mbeidh glao ar [críochnú modha].

en: Updates the message to be HMACed. This can be called multiple times before [method finish] is called to append [param data] to the message, but cannot be called until [method start] has been called.
ga: Nuashonraítear an teachtaireacht le bheith HMACed. Is féidir é seo a ghlaoch go minic sula nglaofar [bailchríoch ar an modh] chun [sonraí param] a chur i gceangal leis an teachtaireacht, ach ní féidir é a ghlaoch go dtí go mbeidh glao ar [tús an mhodha].

en: A horizontal scrollbar that goes from left (min) to right (max).
ga: Scrollbharra cothrománach a théann ó chlé (nóiméad) go deas (uas).

en: A horizontal scrollbar, typically used to navigate through content that extends beyond the visible width of a control. It is a [Range]-based control and goes from left (min) to right (max).
ga: Scrollbharra cothrománach, a úsáidtear de ghnáth chun nascleanúint a dhéanamh trí ábhar a shíneann thar leithead infheicthe rialtáin. Is rialú [Raon]-bhunaithe é agus téann sé ó chlé (nóiméad) go deas (uas).

en: A horizontal line used for separating other controls.
ga: Líne chothrománach a úsáidtear chun rialtáin eile a scaradh.

en: A horizontal separator used for separating other controls that are arranged [b]vertically[/b]. [HSeparator] is purely visual and normally drawn as a [StyleBoxLine].
ga: Deighilteoir cothrománach a úsáidtear chun rialtáin eile atá eagraithe [b]go hingearach[/b] a scaradh. Is éard atá i [HSeparator] amháin amhairc agus de ghnáth tarraingítear é mar [StyleBoxLine].

en: A horizontal slider that goes from left (min) to right (max).
ga: Sleamhnán cothrománach a théann ó chlé (nóiméad) go deas (uas).

en: A horizontal slider, used to adjust a value by moving a grabber along a horizontal axis. It is a [Range]-based control and goes from left (min) to right (max).
ga: Sleamhnán cothrománach, a úsáidtear chun luach a choigeartú trí ghreamair a bhogadh feadh ais chothrománach. Is rialú [Raon]-bhunaithe é agus téann sé ó chlé (nóiméad) go deas (uas).

en: A container that splits two child controls horizontally and provides a grabber for adjusting the split ratio.
ga: Rialaíonn coimeádán a scoilteann beirt leanbh go cothrománach agus soláthraíonn sé grabber chun an cóimheas scoilte a choigeartú.

en: A container that accepts only two child controls, then arranges them horizontally and creates a divisor between them. The divisor can be dragged around to change the size relation between the child controls.
ga: Rialaíonn coimeádán nach nglacann ach dhá leanbh, ansin iad a shocrú go cothrománach agus cruthaíonn sé roinnteoir eatarthu. Is féidir an roinnteoir a tharraingt timpeall chun an coibhneas méide idir rialuithe an linbh a athrú.

en: Low-level hyper-text transfer protocol client.
ga: Cliant prótacal aistrithe hipertéacs íseal-leibhéil.

en: HTTP client class
ga: Aicme cliant HTTP

en: TLS certificates
ga: Deimhnithe TLS

en: Closes the current connection, allowing reuse of this [HTTPClient].
ga: Dúnann sé an nasc reatha, rud a cheadaíonn an [HTTPClient] seo a athúsáid.

en: Connects to a host. This needs to be done before any requests are sent.
    If no [param port] is specified (or [code]-1[/code] is used), it is automatically set to 80 for HTTP and 443 for HTTPS. You can pass the optional [param tls_options] parameter to customize the trusted certification authorities, or the common name verification when using HTTPS. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
ga: Nascann sé le hóstach. Ní mór é seo a dhéanamh sula seoltar aon iarratais.
    Mura bhfuil [port param] sonraithe (nó [code] -1[/code]), socraítear é go huathoibríoch chuig 80 do HTTP agus 443 do HTTPS. Is féidir leat pas a fháil sa pharaiméadar roghnach [param tls_options] chun na húdaráis deimhniúcháin iontaofa a shaincheapadh, nó an fíorú ainm coitianta agus HTTPS á úsáid. Féach ar [method TLSOptions.client] agus [method TLSOptions.client_unsafe].

en: Returns the response's body length.
    [b]Note:[/b] Some Web servers may not send a body length. In this case, the value returned will be [code]-1[/code]. If using chunked transfer encoding, the body length will also be [code]-1[/code].
    [b]Note:[/b] This function always returns [code]-1[/code] on the Web platform due to browsers limitations.
ga: Filleann sé fad coirp an fhreagra.
    [b]Nóta:[/b] Seans nach seolfaidh roinnt freastalaithe Gréasáin fad coirp. Sa chás seo, is é [code]-1[/code] an luach a thabharfar ar ais. Má úsáidtear ionchódú aistrithe smutánaithe, is é [code]-1[/code] fad an choirp freisin.
    [b]Nóta:[/b] Tugann an fheidhm seo ar ais [code]-1[/code] ar an ardán Gréasáin i gcónaí mar gheall ar theorainneacha na mbrabhsálaithe.

en: Returns the response's HTTP status code.
ga: Seoltar ar ais cód stádais HTTP an fhreagra.

en: Returns the response headers.
ga: Seoltar ar ais na ceanntásca freagartha.

en: Returns a [enum Status] constant. Need to call [method poll] in order to get status updates.
ga: Filleann tairiseach [Stádas enum]. Is gá glaoch a chur ar [vótaíocht modh] chun nuashonruithe stádais a fháil.

en: If [code]true[/code], this [HTTPClient] has a response available.
ga: Más [code]true[/code], tá freagra ar fáil don [HTTPClient] seo.

en: If [code]true[/code], this [HTTPClient] has a response that is chunked.
ga: Más [code]true[/code], tá freagra ag an [HTTPClient] seo atá smuáilte.

en: This needs to be called in order to have any request processed. Check results with [method get_status].
ga: Ní mór é seo a ghlaoch chun aon iarratas a phróiseáil. Seiceáil na torthaí le [method get_status].

en: Generates a GET/POST application/x-www-form-urlencoded style query string from a provided dictionary, e.g.:
    [codeblocks]
    [gdscript]
    var fields = {"username": "user", "password": "pass"}
    var query_string = http_client.query_string_from_dict(fields)
    # Returns "username=user&password=pass"
    [/gdscript]
    [csharp]
    var fields = new Godot.Collections.Dictionary { { "username", "user" }, { "password", "pass" } };
    string queryString = httpClient.QueryStringFromDict(fields);
    // Returns "username=user&password=pass"
    [/csharp]
    [/codeblocks]
    Furthermore, if a key has a [code]null[/code] value, only the key itself is added, without equal sign and value. If the value is an array, for each value in it a pair with the same key is added.
    [codeblocks]
    [gdscript]
    var fields = {"single": 123, "not_valued": null, "multiple": [22, 33, 44]}
    var query_string = http_client.query_string_from_dict(fields)
    # Returns "single=123&not_valued&multiple=22&multiple=33&multiple=44"
    [/gdscript]
    [csharp]
    var fields = new Godot.Collections.Dictionary
    {
        { "single", 123 },
        { "notValued", default },
        { "multiple", new Godot.Collections.Array { 22, 33, 44 } },
    };
    string queryString = httpClient.QueryStringFromDict(fields);
    // Returns "single=123&not_valued&multiple=22&multiple=33&multiple=44"
    [/csharp]
    [/codeblocks]
ga: Gintear teaghrán ceiste stíle GET/POST/x-www-form-urlencoded as foclóir a cuireadh ar fáil, m.sh.:
    [codeblocks]
    [gdscript]
    var fields = { "ainm úsáideora": "úsáideoir", "focal faire": "pas"}
    var query_string = http_client.query_string_from_dict(réimsí)
    # Filleann "ainm úsáideora=úsáideoir&pasfhocal=pas"
    [/gdscript]
    [csharp]
    var fields = nua Godot.Collections.Dictionary { { "ainm úsáideora", "úsáideoir" }, { "focal faire", "pas" } };
    string queryString = httpClient.QueryStringFromDict(fields);
    // Filleann "ainm úsáideora=úsáideoir&pasfhocal=pas"
    [/csharp]
    [/codeblocks]
    Ina theannta sin, má tá luach [code]null[/code] ag eochair, ní chuirtear ach an eochair féin leis, gan comhartha ná luach comhionann. Más eagar é an luach, cuirtear péire leis an eochair chéanna leis do gach luach atá ann.
    [codeblocks]
    [gdscript]
    var fields = {"single": 123, "not_valued": null, "multiple": [22, 33, 44]}
    var query_string = http_client.query_string_from_dict(fields)
    # Filleann "single=123&not_valued&multiple=22&multiple=33&multiple=44"
    [/gdscript]
    [csharp]
    var fields = new Godot.Collections.Dictionary
    {
        { "single", 123 },
        { "notValued", default },
        { "multiple", new Godot.Collections.Array { 22, 33, 44 } },
    };
    string queryString = httpClient.QueryStringFromDict(fields);
    // Filleann "singil=123&not_valued&multiple=22&multiple=33&multiple=44"
    [/csharp]
    [/codeblocks]

en: Reads one chunk from the response.
ga: Léann sé smután amháin ón bhfreagra.

en: Sets the proxy server for HTTP requests.
    The proxy server is unset if [param host] is empty or [param port] is -1.
ga: Socraíonn sé an seachfhreastalaí le haghaidh iarratais HTTP.
    Níl an seachfhreastalaí socraithe má tá [param host] folamh nó má tá [param port] -1.

en: Sets the proxy server for HTTPS requests.
    The proxy server is unset if [param host] is empty or [param port] is -1.
ga: Socraíonn sé an seachfhreastalaí le haghaidh iarratais HTTPS.
    Níl an seachfhreastalaí socraithe má tá [param host] folamh nó má tá [param port] -1.

en: If [code]true[/code], execution will block until all data is read from the response.
ga: Más [code]true[/code], cuirfear bac ar fhorghníomhú go dtí go léifear na sonraí go léir ón bhfreagra.

en: The connection to use for this client.
ga: An nasc le húsáid don chliant seo.

en: The size of the buffer used and maximum bytes to read per iteration. See [method read_response_body_chunk].
ga: Méid an mhaoláin a úsáidtear agus uasmhéid beart le léamh in aghaidh an atriallta. Féach ar [method read_response_body_chunk].

en: HTTP GET method. The GET method requests a representation of the specified resource. Requests using GET should only retrieve data.
ga: Modh HTTP GET. Iarrann an modh GET léiriú ar an acmhainn sonraithe. Níor cheart d'iarratais a úsáideann GET ach sonraí a aisghabháil.

en: HTTP HEAD method. The HEAD method asks for a response identical to that of a GET request, but without the response body. This is useful to request metadata like HTTP headers or to check if a resource exists.
ga: Modh HTTP HEAD. Iarrtar ar mhodh HEAD freagra atá comhionann le hiarratas GET, ach gan an comhlacht freagartha. Tá sé seo úsáideach meiteashonraí cosúil le ceanntásca HTTP a iarraidh nó chun seiceáil an bhfuil acmhainn ann.

en: HTTP POST method. The POST method is used to submit an entity to the specified resource, often causing a change in state or side effects on the server. This is often used for forms and submitting data or uploading files.
ga: Modh HTTP POST. Úsáidtear an modh POST chun eintiteas a chur isteach chuig an acmhainn shonraithe, rud a fhágann go n-athraítear staid nó fo-iarmhairtí ar an bhfreastalaí go minic. Is minic a úsáidtear é seo le haghaidh foirmeacha agus sonraí a chur isteach nó comhaid a uaslódáil.

en: HTTP PUT method. The PUT method asks to replace all current representations of the target resource with the request payload. (You can think of POST as "create or update" and PUT as "update", although many services tend to not make a clear distinction or change their meaning).
ga: Modh HTTP PUT. Iarrtar sa mhodh PUT an pálasta iarratais a chur in ionad gach léiriú reatha ar an sprioc-acmhainn. (Is féidir leat smaoineamh ar POST mar "cruthaigh nó nuashonraigh" agus PUT mar "nuashonrú", cé go mbíonn claonadh ag go leor seirbhísí gan idirdhealú soiléir a dhéanamh nó a gciall a athrú).

en: HTTP DELETE method. The DELETE method requests to delete the specified resource.
ga: Modh HTTP DELETE. Iarrann an modh DELETE an acmhainn sonraithe a scriosadh.

en: HTTP OPTIONS method. The OPTIONS method asks for a description of the communication options for the target resource. Rarely used.
ga: Modh HTTP OPTIONS. Iarrtar sa mhodh OPTIONS cur síos ar na roghanna cumarsáide don sprioc-acmhainn. Is annamh a úsáidtear.

en: HTTP TRACE method. The TRACE method performs a message loop-back test along the path to the target resource. Returns the entire HTTP request received in the response body. Rarely used.
ga: Modh HTTP Trace. Déanann modh TRACE tástáil lúb-ais teachtaireachtaí feadh an chosáin go dtí an sprioc-acmhainn. Seoltar ar ais an t-iarratas HTTP iomlán a fuarthas sa chomhlacht freagartha. Is annamh a úsáidtear.

en: HTTP CONNECT method. The CONNECT method establishes a tunnel to the server identified by the target resource. Rarely used.
ga: Modh HTTP CONNECT. Bunaítear leis an modh CONNECT tollán chuig an bhfreastalaí a shainaithníonn an sprioc-acmhainn. Is annamh a úsáidtear.

en: HTTP PATCH method. The PATCH method is used to apply partial modifications to a resource.
ga: Modh HTTP PATCH. Úsáidtear an modh PATCH chun mionathruithe a chur i bhfeidhm ar acmhainn.

en: Represents the size of the [enum Method] enum.
ga: Léiríonn sé méid an [Modh enum] enum.

en: Status: Disconnected from the server.
ga: Stádas: Dícheangailte ón bhfreastalaí.

en: Status: Currently resolving the hostname for the given URL into an IP.
ga: Stádas: Ag réiteach an óstainm don URL tugtha isteach i IP faoi láthair.

en: Status: DNS failure: Can't resolve the hostname for the given URL.
ga: Stádas: Teip DNS: Ní féidir an t-óstainm don URL tugtha a réiteach.

en: Status: Currently connecting to server.
ga: Stádas: Ag nascadh leis an bhfreastalaí faoi láthair.

en: Status: Can't connect to the server.
ga: Stádas: Ní féidir ceangal leis an bhfreastalaí.

en: Status: Connection established.
ga: Stádas: Ceangal bunaithe.

en: Status: Currently sending request.
ga: Stádas: Iarratas á sheoladh faoi láthair.

en: Status: HTTP body received.
ga: Stádas: Comhlacht HTTP faighte.

en: Status: Error in HTTP connection.
ga: Stádas: Earráid sa nasc HTTP.

en: Status: Error in TLS handshake.
ga: Stádas: Earráid le croitheadh láimhe TLS.

en: HTTP status code [code]100 Continue[/code]. Interim response that indicates everything so far is OK and that the client should continue with the request (or ignore this status if already finished).
ga: Cód stádais HTTP [code]100 Leanúint ar aghaidh[/code]. Freagra eatramhach a léiríonn go bhfuil gach rud ceart go leor go dtí seo agus gur cheart don chliant leanúint leis an iarratas (nó neamhaird a dhéanamh den stádas seo má tá sé críochnaithe cheana féin).

en: HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an [code]Upgrade[/code] request header by the client. Indicates the protocol the server is switching to.
ga: Cód stádais HTTP [code]101 Prótacal Aistrithe[/code]. Seolta mar fhreagra ar cheanntásc iarratais [code]Uasghrádú[/code] ag an gcliant. Léiríonn sé an prótacal a bhfuil an freastalaí ag aistriú chuige.

en: HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the server has received and is processing the request, but no response is available yet.
ga: Cód stádais HTTP [code]102 Próiseáil[/code] (WebDAV). Tugann sé le fios go bhfuil an t-iarratas faighte agus á phróiseáil ag an bhfreastalaí, ach níl aon fhreagra ar fáil fós.

en: HTTP status code [code]201 Created[/code]. The request has succeeded and a new resource has been created as a result of it. This is typically the response sent after a PUT request.
ga: Cód stádais HTTP [code]201 Cruthaithe[/code]. D’éirigh leis an iarratas agus cruthaíodh acmhainn nua mar thoradh air. De ghnáth is é seo an freagra a sheoltar tar éis iarratas PUT.

en: HTTP status code [code]202 Accepted[/code]. The request has been received but not yet acted upon. It is non-committal, meaning that there is no way in HTTP to later send an asynchronous response indicating the outcome of processing the request. It is intended for cases where another process or server handles the request, or for batch processing.
ga: Cód stádais HTTP [code]202 Glactha[/code]. Tá an t-iarratas faighte ach níor gníomhaíodh ina leith go fóill. Tá sé neamhchimiteach, rud a chiallaíonn nach bhfuil aon bhealach i HTTP freagra asincrónach a sheoladh níos déanaí ag léiriú toradh phróiseáil an iarratais. Tá sé beartaithe do chásanna ina láimhseálann próiseas nó freastalaí eile an t-iarratas, nó do phróiseáil bhaisc.

en: HTTP status code [code]203 Non-Authoritative Information[/code]. This response code means returned meta-information set is not exact set as available from the origin server, but collected from a local or a third party copy. Except this condition, 200 OK response should be preferred instead of this response.
ga: Cód stádais HTTP [code]203 Faisnéis Neamhúdaraithe[/code]. Ciallaíonn an cód freagartha seo nach bhfuil an tacar meiteaisnéis a sheoltar ar ais socraithe go beacht mar atá ar fáil ón bhfreastalaí tionscnaimh, ach go mbailítear é ó chóip áitiúil nó ó chóip tríú páirtí. Seachas an coinníoll seo, is fearr freagra 200 OK in ionad an fhreagra seo.

en: HTTP status code [code]204 No Content[/code]. There is no content to send for this request, but the headers may be useful. The user-agent may update its cached headers for this resource with the new ones.
ga: Cód stádais HTTP [code]204 Gan Ábhar[/code]. Níl aon ábhar le seoladh don iarratas seo, ach d’fhéadfadh na ceanntásca a bheith úsáideach. Féadfaidh an gníomhaire úsáideora a cheanntásca taiscthe don acmhainn seo a nuashonrú leis na cinn nua.

en: HTTP status code [code]205 Reset Content[/code]. The server has fulfilled the request and desires that the client resets the "document view" that caused the request to be sent to its original state as received from the origin server.
ga: Cód stádais HTTP [code]205 Athshocraigh Ábhar[/code]. Tá an t-iarratas comhlíonta ag an bhfreastalaí agus tá sé ag iarraidh go n-athshocraíonn an cliant an "amharc doiciméad" ba chúis leis an iarratas a sheoladh chuig a staid bhunaidh mar a fuarthas ón bhfreastalaí tionscnaimh.

en: HTTP status code [code]206 Partial Content[/code]. This response code is used because of a range header sent by the client to separate download into multiple streams.
ga: Cód stádais HTTP [code]206 Ábhar Páirt[/code]. Úsáidtear an cód freagartha seo mar gheall ar cheanntásc raoin a sheol an cliant chun íoslódáil a dheighilt ina iliomad sruthanna.

en: HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status response conveys information about multiple resources in situations where multiple status codes might be appropriate.
ga: Cód stádais HTTP [code]207 Il-stádas[/code] (WebDAV). Tugann freagra Il-stádas faisnéis faoi acmhainní iolracha i gcásanna ina bhféadfadh cóid il-stádas a bheith oiriúnach.

en: HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a DAV: propstat response element to avoid enumerating the internal members of multiple bindings to the same collection repeatedly.
ga: Cód stádais HTTP [code]208 Tuairiscithe Cheana[/code] (WebDAV). Úsáidtear é taobh istigh de DAV: eilimint freagartha próstatach chun baill inmheánacha na gceangaltas iolrach leis an mbailiúchán céanna a sheachaint arís agus arís eile.

en: HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled a GET request for the resource, and the response is a representation of the result of one or more instance-manipulations applied to the current instance.
ga: Cód stádais HTTP [code]226 IM Úsáidte[/code] (WebDAV). Tá iarratas GET ar an acmhainn comhlíonta ag an bhfreastalaí, agus is léiriú é an freagra ar thoradh ar ionramháil ásc amháin nó níos mó a cuireadh i bhfeidhm ar an ásc reatha.

en: HTTP status code [code]300 Multiple Choice[/code]. The request has more than one possible responses and there is no standardized way to choose one of the responses. User-agent or user should choose one of them.
ga: Cód stádais HTTP [code]300 Ilroghnacha[/code]. Tá níos mó ná freagra féideartha amháin ag an iarratas agus níl aon bhealach caighdeánaithe le ceann de na freagraí a roghnú. Ba cheart don úsáideoir-ghníomhaire nó don úsáideoir ceann acu a roghnú.

en: HTTP status code [code]301 Moved Permanently[/code]. Redirection. This response code means the URI of requested resource has been changed. The new URI is usually included in the response.
ga: Cód stádais HTTP [code]301 Ar athraíodh a ionad go buan[/code]. Atreorú. Ciallaíonn an cód freagartha seo go bhfuil URI na hacmhainne iarrtha athraithe. Cuirtear an URI nua san áireamh sa fhreagra de ghnáth.

en: HTTP status code [code]302 Found[/code]. Temporary redirection. This response code means the URI of requested resource has been changed temporarily. New changes in the URI might be made in the future. Therefore, this same URI should be used by the client in future requests.
ga: Cód stádais HTTP [code]302 Aimsíodh[/code]. Atreorú sealadach. Ciallaíonn an cód freagartha seo go bhfuil URI na hacmhainne iarrtha athraithe go sealadach. Seans go ndéanfar athruithe nua ar an URI amach anseo. Mar sin, ba cheart don chliant an URI céanna seo a úsáid in iarratais amach anseo.

en: HTTP status code [code]303 See Other[/code]. The server is redirecting the user agent to a different resource, as indicated by a URI in the Location header field, which is intended to provide an indirect response to the original request.
ga: Cód stádais HTTP [code]303 Féach Eile[/code]. Tá an freastalaí ag atreorú an ghníomhaire úsáideora chuig acmhainn eile, mar atá léirithe ag URI sa réimse header Suímh, a bhfuil sé mar aidhm leis freagra indíreach a sholáthar ar an mbuniarratas.

en: HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD request has been received and would have resulted in a 200 OK response if it were not for the fact that the condition evaluated to [code]false[/code].
ga: Cód stádais HTTP [code]304 Gan Athraithe[/code]. Tá iarratas coinníollach GET nó HEAD faighte agus bheadh freagra 200 OK mar thoradh air murab é go [code]bréagach[/code] an coinníoll a measúnaíodh.

en: Many clients ignore this response code for security reasons. It is also deprecated by the HTTP standard.
ga: Déanann go leor cliant neamhaird ar an gcód freagartha seo ar chúiseanna slándála. Tá sé i léig freisin ag an gcaighdeán HTTP.

en: HTTP status code [code]305 Use Proxy[/code].
ga: Cód stádais HTTP [code]305 Úsáid Seachfhreastalaí[/code].

en: HTTP status code [code]306 Switch Proxy[/code].
ga: Cód stádais HTTP [code]306 Switch Proxy[/code].

en: HTTP status code [code]307 Temporary Redirect[/code]. The target resource resides temporarily under a different URI and the user agent MUST NOT change the request method if it performs an automatic redirection to that URI.
ga: Cód stádais HTTP [code]307 Atreorú Sealadach[/code]. Cónaíonn an sprioc-acmhainn go sealadach faoi URI eile agus NÍ MÓR don ghníomhaire úsáideora an modh iarratais a athrú má dhéanann sé atreorú uathoibríoch chuig an URI sin.

en: HTTP status code [code]308 Permanent Redirect[/code]. The target resource has been assigned a new permanent URI and any future references to this resource ought to use one of the enclosed URIs.
ga: Cód stádais HTTP [code]308 Atreorú Buan[/code]. Sannadh URI buan nua don sprioc-acmhainn agus ba cheart go n-úsáidfí aon tagairtí don acmhainn seo amach anseo ar cheann de na URIanna iniata.

en: HTTP status code [code]400 Bad Request[/code]. The request was invalid. The server cannot or will not process the request due to something that is perceived to be a client error (e.g., malformed request syntax, invalid request message framing, invalid request contents, or deceptive request routing).
ga: Cód stádais HTTP [code]400 Drochiarratas[/code]. Bhí an t-iarratas neamhbhailí. Ní féidir leis an bhfreastalaí nó ní dhéanfaidh sé an t-iarratas a phróiseáil mar gheall ar rud a bhraitear gur earráid chliaint é (m.sh., comhréir iarratais mhíchumtha, fráma teachtaireachta iarratais neamhbhailí, inneachar neamhbhailí an iarratais, nó ródú iarratais mheabhlach).

en: HTTP status code [code]401 Unauthorized[/code]. Credentials required. The request has not been applied because it lacks valid authentication credentials for the target resource.
ga: Cód stádais HTTP [code]401 Neamhúdaraithe[/code]. Dintiúir ag teastáil. Níor cuireadh an t-iarratas i bhfeidhm toisc nach bhfuil dintiúirí fíordheimhnithe bailí ann don sprioc acmhainn.

en: HTTP status code [code]402 Payment Required[/code]. This response code is reserved for future use. Initial aim for creating this code was using it for digital payment systems, however this is not currently used.
ga: Cód stádais HTTP [code]402 Íocaíocht de dhíth[/code]. Tá an cód freagartha seo curtha in áirithe lena úsáid sa todhchaí. Ba í an aidhm tosaigh chun an cód seo a chruthú ná é a úsáid le haghaidh córais íocaíochta digiteacha, ach ní úsáidtear é seo faoi láthair.

en: HTTP status code [code]403 Forbidden[/code]. The client does not have access rights to the content, i.e. they are unauthorized, so server is rejecting to give proper response. Unlike [code]401[/code], the client's identity is known to the server.
ga: Cód stádais HTTP [code]403 Toirmiscthe[/code]. Níl cearta rochtana ag an gcliant ar an ábhar, i.e. tá siad neamhúdaraithe, mar sin tá an freastalaí ag diúltú freagra cuí a thabhairt. Murab ionann agus [code]401[/code], tá aitheantas an chliaint ar eolas ag an bhfreastalaí.

en: HTTP status code [code]404 Not Found[/code]. The server can not find requested resource. Either the URL is not recognized or the endpoint is valid but the resource itself does not exist. May also be sent instead of 403 to hide existence of a resource if the client is not authorized.
ga: Cód stádais HTTP [code]404 Gan Aimsiú[/code]. Ní féidir leis an bhfreastalaí an acmhainn iarrtha a aimsiú. Ní aithnítear an URL nó tá an críochphointe bailí ach níl an acmhainn féin ann. Féadfar é a sheoladh freisin in ionad 403 chun acmhainn acmhainne a cheilt mura bhfuil an cliant údaraithe.

en: HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP method is known by the server but has been disabled and cannot be used. For example, an API may forbid DELETE-ing a resource. The two mandatory methods, GET and HEAD, must never be disabled and should not return this error code.
ga: Cód stádais HTTP [code]405 Modh Gan Cheadú[/code]. Tá modh HTTP an iarratais ar eolas ag an bhfreastalaí ach tá sé díchumasaithe agus ní féidir é a úsáid. Mar shampla, féadfaidh API cosc a chur ar acmhainn a scriosadh. Níor cheart an dá mhodh éigeantacha, GET agus HEAD, a dhíchumasú choíche agus níor cheart an cód earráide seo a thabhairt ar ais.

en: HTTP status code [code]406 Not Acceptable[/code]. The target resource does not have a current representation that would be acceptable to the user agent, according to the proactive negotiation header fields received in the request. Used when negotiation content.
ga: Cód stádais HTTP [code]406 Neamh-inghlactha[/code]. Níl ionadaíocht reatha ag an sprioc-acmhainn a bheadh inghlactha ag an ngníomhaire úsáideora, de réir na réimsí ceannteidil idirbheartaíochta réamhghníomhacha a fuarthas san iarratas. Úsáidtear é nuair a bhíonn ábhar á chaibidil.

en: HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to 401 Unauthorized, but it indicates that the client needs to authenticate itself in order to use a proxy.
ga: Cód stádais HTTP [code]407 Fíordheimhniú Seachfhreastalaí de dhíth[/code]. Cosúil le 401 Neamhúdaraithe, ach léiríonn sé go gcaithfidh an cliant é féin a fhíordheimhniú chun seachfhreastalaí a úsáid.

en: HTTP status code [code]408 Request Timeout[/code]. The server did not receive a complete request message within the time that it was prepared to wait.
ga: Cód stádais HTTP [code]408 Iarratas Teorainn Ama[/code]. Ní bhfuair an freastalaí teachtaireacht iarratais iomlán laistigh den am a bhí sé sásta fanacht.

en: HTTP status code [code]409 Conflict[/code]. The request could not be completed due to a conflict with the current state of the target resource. This code is used in situations where the user might be able to resolve the conflict and resubmit the request.
ga: Cód stádais HTTP [code]409 Coimhlint[/code]. Níorbh fhéidir an t-iarratas a chomhlánú mar gheall ar choimhlint le staid reatha na hacmhainne sprice. Úsáidtear an cód seo i gcásanna ina bhféadfadh an t-úsáideoir a bheith in ann an choinbhleacht a réiteach agus an t-iarratas a chur isteach arís.

en: HTTP status code [code]410 Gone[/code]. The target resource is no longer available at the origin server and this condition is likely permanent.
ga: Cód stádais HTTP [code]410 imithe[/code]. Níl an sprioc-acmhainn ar fáil a thuilleadh ag an bhfreastalaí tionscnaimh agus is dócha go mbeidh an coinníoll seo buan.

en: HTTP status code [code]411 Length Required[/code]. The server refuses to accept the request without a defined Content-Length header.
ga: Cód stádais HTTP [code]411 Fad Teasta[/code]. Diúltaíonn an freastalaí glacadh leis an iarratas gan ceanntásc sainithe Inneachar-Fad.

en: HTTP status code [code]412 Precondition Failed[/code]. One or more conditions given in the request header fields evaluated to [code]false[/code] when tested on the server.
ga: Cód stádais HTTP [code]Theip ar 412 Réamhchoinníoll[/code]. Coinníollacha amháin nó níos mó a thugtar i réimsí ceanntásca na n-iarratas a mheas go [code]bréagach[/code] nuair a dhéantar tástáil orthu ar an bhfreastalaí.

en: HTTP status code [code]413 Entity Too Large[/code]. The server is refusing to process a request because the request payload is larger than the server is willing or able to process.
ga: Cód stádais HTTP [code]413 Aonán Ró Mhór[/code]. Tá an freastalaí ag diúltú iarratas a phróiseáil toisc go bhfuil pálasta an iarratais níos mó ná mar atá an freastalaí sásta nó in ann a phróiseáil.

en: HTTP status code [code]414 Request-URI Too Long[/code]. The server is refusing to service the request because the request-target is longer than the server is willing to interpret.
ga: Cód stádais HTTP [code]414 Iarratas-URI Rófhada[/code]. Tá an freastalaí ag diúltú an t-iarratas a sheirbheáil toisc go bhfuil an sprioc-iarratas níos faide ná mar atá an freastalaí sásta a léirmhíniú.

en: HTTP status code [code]415 Unsupported Media Type[/code]. The origin server is refusing to service the request because the payload is in a format not supported by this method on the target resource.
ga: Cód stádais HTTP [code]415 Cineál Meán Gan Thacaíocht[/code]. Tá an freastalaí tionscnaimh ag diúltú an t-iarratas a sheirbhísiú toisc go bhfuil an pálasta i bhformáid nach dtacaíonn an modh seo léi ar an sprioc acmhainn.

en: HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of the ranges in the request's Range header field overlap the current extent of the selected resource or the set of ranges requested has been rejected due to invalid ranges or an excessive request of small or overlapping ranges.
ga: Cód stádais HTTP [code]416 Raon Iarrtha Neamhshásúil[/code]. Níl aon cheann de na raonta i réimse ceanntásc Raon na hiarrata ag forluí ar mhéid reatha na hacmhainne roghnaithe nó níor diúltaíodh don tsraith raonta a iarradh mar gheall ar raonta neamhbhailí nó iarratais iomarcacha ar raonta beaga nó forluiteacha.

en: HTTP status code [code]417 Expectation Failed[/code]. The expectation given in the request's Expect header field could not be met by at least one of the inbound servers.
ga: Cód stádais HTTP [code]417 Theip ar Ionchas[/code]. Níorbh fhéidir le ceann amháin ar a laghad de na freastalaithe isteach an t-ionchas atá tugtha i réimse ceanntásc Expect an iarratais a chomhlíonadh.

en: HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee with a teapot should result in the error code "418 I'm a teapot". The resulting entity body MAY be short and stout.
ga: Cód stádais HTTP [code]418 Is Teapot Mé[/code]. Ba cheart go mbeadh an cód earráide "418 I'm teapot" mar thoradh ar aon iarracht caife a ghrúdlann. FÉIDIR go mbeadh an comhlacht eintitis mar thoradh air sin gearr agus láidir.

en: HTTP status code [code]421 Misdirected Request[/code]. The request was directed at a server that is not able to produce a response. This can be sent by a server that is not configured to produce responses for the combination of scheme and authority that are included in the request URI.
ga: Cód stádais HTTP [code]421 Iarratas Míthreorach[/code]. Díríodh an t-iarratas ar fhreastalaí nach bhfuil in ann freagra a thabhairt. Is féidir é seo a sheoladh trí fhreastalaí nach bhfuil cumraithe chun freagraí a sholáthar don chomhcheangal de scéim agus údarás atá san áireamh san URI iarratais.

en: HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server understands the content type of the request entity (hence a 415 Unsupported Media Type status code is inappropriate), and the syntax of the request entity is correct (thus a 400 Bad Request status code is inappropriate) but was unable to process the contained instructions.
ga: Cód stádais HTTP [code]422 Aonán Neamhphróiseáilte[/code] (WebDAV). Tuigeann an freastalaí cineál ábhair an aonáin iarratais (mar sin tá cód stádais de Chineál Meáin Gan Thacaíocht 415 míchuí), agus tá comhréir an aonáin iarratais i gceart (mar sin tá cód stádais 400 Drochiarratas míchuí) ach ní raibh sé in ann an t-ábhar a phróiseáil treoracha.

en: HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination resource of a method is locked.
ga: Cód stádais HTTP [code]423 Faoi ghlas[/code] (WebDAV). Tá foinse nó acmhainn ceann scríbe modha faoi ghlas.

en: HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method could not be performed on the resource because the requested action depended on another action and that action failed.
ga: Cód stádais HTTP [code]424 Cleithiúnas Theip[/code] (WebDAV). Níorbh fhéidir an modh a dhéanamh ar an acmhainn toisc go raibh an gníomh iarrtha ag brath ar ghníomh eile agus theip ar an ngníomh sin.

en: HTTP status code [code]426 Upgrade Required[/code]. The server refuses to perform the request using the current protocol but might be willing to do so after the client upgrades to a different protocol.
ga: Cód stádais HTTP [code]426 Uasghrádú de dhíth[/code]. Diúltaíonn an freastalaí an t-iarratas a dhéanamh ag baint úsáide as an bprótacal reatha ach b'fhéidir go mbeadh sé sásta é sin a dhéanamh tar éis don chliant uasghráduithe a dhéanamh ar phrótacal eile.

en: HTTP status code [code]428 Precondition Required[/code]. The origin server requires the request to be conditional.
ga: Cód stádais HTTP [code]428 Réamhchoinníoll de dhíth[/code]. Éilíonn an freastalaí tionscnaimh go bhfuil an t-iarratas coinníollach.

en: HTTP status code [code]429 Too Many Requests[/code]. The user has sent too many requests in a given amount of time (see "rate limiting"). Back off and increase time between requests or try again later.
ga: Cód stádais HTTP [code]429 An Iomarca Iarratas[/code]. Tá an iomarca iarratas seolta ag an úsáideoir i dtréimhse ama áirithe (féach "teorannú rátaí"). Siar as agus cuir leis an am idir iarratais nó bain triail eile as ar ball.

en: HTTP status code [code]431 Request Header Fields Too Large[/code]. The server is unwilling to process the request because its header fields are too large. The request MAY be resubmitted after reducing the size of the request header fields.
ga: Cód stádais HTTP [code]431 Iarratas Ceanntásc Réimsí Rómhór[/code]. Níl an freastalaí toilteanach an t-iarratas a phróiseáil toisc go bhfuil a réimsí ceanntásca rómhór. FÉIDIR an t-iarratas a chur isteach arís tar éis méid réimsí ceanntásc an iarratais a laghdú.

en: HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. The server is denying access to the resource as a consequence of a legal demand.
ga: Cód stádais HTTP [code]451 Freagra Níl ar fáil ar Chúiseanna Dlí[/code]. Tá rochtain ar an acmhainn á dhiúltú ag an bhfreastalaí mar thoradh ar éileamh dlíthiúil.

en: HTTP status code [code]500 Internal Server Error[/code]. The server encountered an unexpected condition that prevented it from fulfilling the request.
ga: Cód stádais HTTP [code]Earráid Freastalaí Inmheánach 500[/code]. Tháinig an freastalaí ar riocht gan choinne a chuir cosc air an t-iarratas a chomhlíonadh.

en: HTTP status code [code]501 Not Implemented[/code]. The server does not support the functionality required to fulfill the request.
ga: Cód stádais HTTP [code]501 Gan Chur i bhFeidhm[/code]. Ní thacaíonn an freastalaí leis an bhfeidhmiúlacht atá riachtanach chun an t-iarratas a chomhlíonadh.

en: HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a gateway or proxy, received an invalid response from an inbound server it accessed while attempting to fulfill the request. Usually returned by load balancers or proxies.
ga: Cód stádais HTTP [code]502 Bad Gateway[/code]. Agus é ag gníomhú mar thairseach nó seachfhreastalaí, fuair an freastalaí freagra neamhbhailí ó fhreastalaí isteach a fuair sé rochtain agus iarracht á déanamh aige an t-iarratas a chomhlíonadh. Go hiondúil cuireann comhardóirí ualaigh nó seachvótálaithe ar ais iad.

en: HTTP status code [code]503 Service Unavailable[/code]. The server is currently unable to handle the request due to a temporary overload or scheduled maintenance, which will likely be alleviated after some delay. Try again later.
ga: Cód stádais HTTP [code] Seirbhís 503 Níl ar fáil[/code]. Ní féidir leis an bhfreastalaí an t-iarratas a láimhseáil faoi láthair mar gheall ar ró-ualú sealadach nó cothabháil sceidealta, rud a mhaolófar tar éis roinnt moille. Bain triail eile as ar ball.

en: HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting as a gateway or proxy, did not receive a timely response from an upstream server it needed to access in order to complete the request. Usually returned by load balancers or proxies.
ga: Cód stádais HTTP [code]Am istigh Geata 504[/code]. Agus an freastalaí ag feidhmiú mar thairseach nó seachfhreastalaí, ní bhfuair sé freagra tráthúil ó fhreastalaí réamhtheachtacha a raibh sé de dhíth air chun an t-iarratas a chomhlánú. Go hiondúil cuireann comhardóirí ualaigh nó seachvótálaithe ar ais iad.

en: HTTP status code [code]505 HTTP Version Not Supported[/code]. The server does not support, or refuses to support, the major version of HTTP that was used in the request message.
ga: Cód stádais HTTP [code]505 Leagan HTTP Gan Tacaíocht[/code]. Ní thacaíonn an freastalaí leis an mórleagan de HTTP a úsáideadh sa teachtaireacht iarratais, nó ní thacaíonn sé leis.

en: HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an internal configuration error: the chosen variant resource is configured to engage in transparent content negotiation itself, and is therefore not a proper end point in the negotiation process.
ga: Cód stádais HTTP [code]506 Leagan Idirbheartaíochta freisin[/code]. Tá earráid chumraíochta inmheánach ag an bhfreastalaí: tá an acmhainn athraitheach roghnaithe cumraithe chun dul i mbun caibidlíochta ábhair thrédhearcaigh féin, agus mar sin ní críochphointe ceart í sa phróiseas caibidlíochta.

en: HTTP status code [code]507 Insufficient Storage[/code]. The method could not be performed on the resource because the server is unable to store the representation needed to successfully complete the request.
ga: Cód stádais HTTP [code]507 Stóráil Neamhleor[/code]. Níorbh fhéidir an modh a dhéanamh ar an acmhainn toisc nach bhfuil an freastalaí in ann an léiriú a theastaíonn chun an t-iarratas a chomhlánú go rathúil a stóráil.

en: HTTP status code [code]508 Loop Detected[/code]. The server terminated an operation because it encountered an infinite loop while processing a request with "Depth: infinity". This status indicates that the entire operation failed.
ga: Cód stádais HTTP [code]Lúb 508 Braitheadh[/code]. Chuir an freastalaí deireadh le hoibríocht toisc gur tháinig sé ar lúb gan teorainn agus é ag próiseáil iarratas le "Depth: Infinity". Léiríonn an stádas seo gur theip ar an oibríocht iomlán.

en: HTTP status code [code]510 Not Extended[/code]. The policy for accessing the resource has not been met in the request. The server should send back all the information necessary for the client to issue an extended request.
ga: Cód stádais HTTP [code]510 Gan síneadh[/code]. Níor comhlíonadh an polasaí maidir le rochtain a fháil ar an acmhainn san iarratas. Ba cheart don fhreastalaí an fhaisnéis go léir atá riachtanach chun go n-eiseoidh an cliant iarratas sínte a sheoladh ar ais.

en: HTTP status code [code]511 Network Authentication Required[/code]. The client needs to authenticate to gain network access.
ga: Cód stádais HTTP [code]511 Fíordheimhniú Líonra de dhíth[/code]. Ní mór don chliant fíordheimhniú a dhéanamh chun rochtain líonra a fháil.

en: A node with the ability to send HTTP(S) requests.
ga: Nód a bhfuil an cumas aige iarratais HTTP(S) a sheoladh.

en: Making HTTP requests
ga: Iarratais HTTP a dhéanamh

en: Cancels the current request.
ga: Cealaítear an t-iarratas reatha.

en: Returns the response body length.
    [b]Note:[/b] Some Web servers may not send a body length. In this case, the value returned will be [code]-1[/code]. If using chunked transfer encoding, the body length will also be [code]-1[/code].
ga: Filleann sé fad coirp an fhreagra.
    [b]Nóta:[/b] Seans nach seolfaidh roinnt freastalaithe Gréasáin fad coirp. Sa chás seo, is é [code]-1[/code] an luach a thabharfar ar ais. Má úsáidtear ionchódú aistrithe smutánaithe, is é [code]-1[/code] fad an choirp freisin.

en: Returns the number of bytes this HTTPRequest downloaded.
ga: Filleann sé líon na mbeart a íoslódáladh an Iarratas HTTP seo.

en: Returns the current status of the underlying [HTTPClient]. See [enum HTTPClient.Status].
ga: Tugann sé ar ais stádas reatha an bhunaigh [HTTPClient]. Féach [enum HTTPClient.Status].

en: Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request].
    Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host.
    [b]Note:[/b] When [param method] is [constant HTTPClient.METHOD_GET], the payload sent via [param request_data] might be ignored by the server or even cause the server to reject the request (check [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more details). As a workaround, you can send data as a query string in the URL (see [method String.uri_encode] for an example).
    [b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.
ga: Cruthaíonn sé iarratas ar an mbun [HTTPClient]. Mura bhfuil aon earráidí cumraíochta ann, déanann sé iarracht ceangal trí úsáid a bhaint as [method HTTPClient.connect_to_host] agus cuireann sé paraiméadair ar aghaidh chuig [method HTTPClient.request].
    Filleann sé [constant go leor] má chruthaítear an t-iarratas go rathúil. (Ní thugann sé le tuiscint gur fhreagair an freastalaí), [ERR_UNCONFIGURED leanúnach] mura bhfuil sa chrann, [ERR_BUSY leanúnach] má tá an t-iarratas roimhe seo fós á phróiseáil, [ERR_INVALID_PARAMETER leanúnach] mura bhfuil formáid URL bailí ag an teaghrán, nó [ERR_CANT_CONNECT leanúnach] mura n-úsáidtear snáithe agus ní féidir leis an [HTTPClient] ceangal leis an óstach.
    [b]Nóta:[/b] Nuair a bhíonn [param method] [seasmhach HTTPClient.METHOD_GET], d'fhéadfadh an freastalaí neamhaird a dhéanamh den pálasta a sheoltar trí [param request_data] nó fiú a chur faoi deara don fhreastalaí an t-iarratas a dhiúltú (seiceáil [url= https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1] RFC 7231 roinn 4.3.1[/url] le haghaidh tuilleadh sonraí). Mar réiteach oibre, is féidir leat sonraí a sheoladh mar theaghrán fiosrúcháin san URL (féach [method String.uri_encode] mar shampla).
    [b] Nóta:[/b] Moltar úsáid a bhaint as criptiú iompair (TLS) agus chun faisnéis íogair (cosúil le dintiúir logáil isteach) i bparaiméadar URL HTTP GET a sheachaint. Smaoinigh ar iarratais HTTP POST nó ceanntásca HTTP a úsáid le haghaidh faisnéise den sórt sin ina ionad sin.

en: Creates request on the underlying [HTTPClient] using a raw array of bytes for the request body. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request].
    Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host.
ga: Cruthaíonn sé iarratas ar an mbun [HTTPClient] ag baint úsáide as raon amha beart don chomhlacht iarratais. Mura bhfuil aon earráidí cumraíochta ann, déanann sé iarracht ceangal trí úsáid a bhaint as [method HTTPClient.connect_to_host] agus cuireann sé paraiméadair ar aghaidh chuig [method HTTPClient.request].
    Filleann sé [constant go leor] má chruthaítear an t-iarratas go rathúil. (Ní thugann sé le tuiscint gur fhreagair an freastalaí), [ERR_UNCONFIGURED leanúnach] mura bhfuil sa chrann, [ERR_BUSY leanúnach] má tá an t-iarratas roimhe seo fós á phróiseáil, [ERR_INVALID_PARAMETER leanúnach] mura bhfuil formáid URL bailí ag an teaghrán, nó [ERR_CANT_CONNECT leanúnach] mura n-úsáidtear snáithe agus ní féidir leis an [HTTPClient] ceangal leis an óstach.

en: Sets the [TLSOptions] to be used when connecting to an HTTPS server. See [method TLSOptions.client].
ga: Socraíonn sé na [TLSOptions] le húsáid agus tú ag nascadh le freastalaí HTTPS. Féach [method TLSOptions.client].

en: If [code]true[/code], this header will be added to each request: [code]Accept-Encoding: gzip, deflate[/code] telling servers that it's okay to compress response bodies.
    Any Response body declaring a [code]Content-Encoding[/code] of either [code]gzip[/code] or [code]deflate[/code] will then be automatically decompressed, and the uncompressed bytes will be delivered via [signal request_completed].
    If the user has specified their own [code]Accept-Encoding[/code] header, then no header will be added regardless of [member accept_gzip].
    If [code]false[/code] no header will be added, and no decompression will be performed on response bodies. The raw bytes of the response body will be returned via [signal request_completed].
ga: Más [code]true[/code], cuirfear an ceanntásc seo le gach iarratas: [code]Glac le hionchódú: gzip, díbhoilscithe[/code] ag insint do na freastalaithe go bhfuil sé ceart go leor comhlachtaí freagartha a chomhbhrú.
    Déanfar aon chomhlacht Freagartha a dhearbhaíonn [code]Ionchódú Ábhar[/code] de [code]gzip[/code] nó [code]deflate[/code] a dhí-chomhbhrú go huathoibríoch ansin, agus seolfar na bearta neamh-chomhbhrúite trí [comhartha iarratas_críochnaithe].
    Má tá a gceanntásc [code]Glac le hIonchódú[/code] féin sonraithe ag an úsáideoir, ní chuirfear aon cheanntásc leis beag beann ar [comhalta glacadh_gzip].
    Mura gcuirfear [code]bréagach[/code] isteach ceanntásc ar bith, agus ní dhéanfar aon dí-chomhbhrú ar chomhlachtaí freagartha. Seolfar bearta amh an chomhlachta freagartha ar ais trí [signal request_completed].

en: Maximum allowed size for response bodies. If the response body is compressed, this will be used as the maximum allowed size for the decompressed body.
ga: Uasmhéid ceadaithe do chomhlachtaí freagartha. Má tá an comhlacht freagartha comhbhrúite, úsáidfear é seo mar an t-uasmhéid ceadaithe don chomhlacht dí-chomhbhrúite.

en: The size of the buffer used and maximum bytes to read per iteration. See [member HTTPClient.read_chunk_size].
    Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files to decrease memory usage at the cost of download speeds.
ga: Méid an mhaoláin a úsáidtear agus uasmhéid beart le léamh in aghaidh an atriallta. Féach [comhalta HTTPClient.read_chunk_size].
    Socraigh é seo chuig luach níos ísle (m.sh. 4096 le haghaidh 4 KiB) agus comhaid bheaga á n-íoslódáil chun úsáid cuimhne a laghdú ar chostas luasanna íoslódála.

en: The file to download into. Will output any received file into it.
ga: An comhad a íoslódáil isteach. An mbeidh aschur aon chomhad faighte isteach ann.

en: Maximum number of allowed redirects.
ga: Líon uasta na n-atreoruithe ceadaithe.

en: The duration to wait in seconds before a request times out. If [member timeout] is set to [code]0.0[/code] then the request will never time out. For simple requests, such as communication with a REST API, it is recommended that [member timeout] is set to a value suitable for the server response time (e.g. between [code]1.0[/code] and [code]10.0[/code]). This will help prevent unwanted timeouts caused by variation in server response times while still allowing the application to detect when a request has timed out. For larger requests such as file downloads it is suggested the [member timeout] be set to [code]0.0[/code], disabling the timeout functionality. This will help to prevent large transfers from failing due to exceeding the timeout value.
ga: Tá an tréimhse fanachta i soicindí roimh iarratas imithe i léig. Má shocraítear [tráth ama na mball] go [code]0.0[/code], ní bheidh an t-am istigh don iarratas choíche. I gcás iarratais shimplí, mar chumarsáid le REST API, moltar [tráth ama na mball] a shocrú go luach atá oiriúnach d’am freagartha an fhreastalaí (m.sh. idir [code]1.0[/code] agus [code]10.0[/code] ]). Cabhróidh sé seo le sosanna ama gan iarraidh a chosc de bharr éagsúlachtaí in amanna freagartha an fhreastalaí agus ag an am céanna ligean don fheidhmchlár a bhrath nuair a bhíonn an t-am istigh. I gcás iarratais níos mó ar nós íoslódálacha comhad, moltar an [teagmháil ama ball] a shocrú go [code]0.0[/code], rud a dhíchumasaítear an fheidhmiúlacht am istigh. Cabhróidh sé seo le haistrithe móra a chosc ó theip mar gheall ar an luach teorainn ama a shárú.

en: If [code]true[/code], multithreading is used to improve performance.
ga: Más [code]true[/code], úsáidtear ilshnáithe chun feidhmíocht a fheabhsú.

en: Emitted when a request is completed.
ga: Astaítear nuair a chuirtear iarratas i gcrích.

en: Request successful.
ga: D'éirigh leis an iarratas.

en: Request failed while connecting.
ga: Theip ar an iarratas agus nascadh.

en: Request failed while resolving.
ga: Theip ar an iarratas agus é á réiteach.

en: Request failed due to connection (read/write) error.
ga: Theip ar an iarratas mar gheall ar earráid cheangail (léamh/scríobh).

en: Request failed on TLS handshake.
ga: Theip ar an iarratas ar chroitheadh láimhe TLS.

en: Request does not have a response (yet).
ga: Níl freagra ag an iarratas (fós).

en: Request exceeded its maximum size limit, see [member body_size_limit].
ga: Sháraigh an t-iarratas an t-uasteorainn mhéide, féach [ball body_size_limit].

en: Request failed (currently unused).
ga: Theip ar an iarratas (gan úsáid faoi láthair).

en: HTTPRequest couldn't open the download file.
ga: Níorbh fhéidir le HTTPRequest an comhad íoslódála a oscailt.

en: HTTPRequest couldn't write to the download file.
ga: Níorbh fhéidir le HTTPRequest scríobh chuig an gcomhad íoslódála.

en: Request reached its maximum redirect limit, see [member max_redirects].
ga: Shroich an t-iarratas a uasteorainn atreoraithe, féach [comhalta max_redirects].

en: Request failed due to a timeout. If you expect requests to take a long time, try increasing the value of [member timeout] or setting it to [code]0.0[/code] to remove the timeout completely.
ga: Theip ar an iarratas mar gheall ar am istigh. Má tá tú ag súil go dtógfaidh iarratais go leor ama, déan iarracht luach [am istigh ball] a mhéadú nó é a shocrú go [code]0.0[/code] chun an teorainn ama a bhaint go hiomlán.

en: Image datatype.
ga: Cineál sonraí íomhá.

en: Native image datatype. Contains image data which can be converted to an [ImageTexture] and provides commonly used [i]image processing[/i] methods. The maximum width and height for an [Image] are [constant MAX_WIDTH] and [constant MAX_HEIGHT].
    An [Image] cannot be assigned to a texture property of an object directly (such as [member Sprite2D.texture]), and has to be converted manually to an [ImageTexture] first.
    [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
ga: Cineál sonraí íomhá dúchasach. Tá sonraí íomhá ann ar féidir iad a thiontú go [ImageTexture] agus soláthraíonn sé modhanna [i]phróiseála íomhá[/i] a úsáidtear go coitianta. Is iad an uasleithead agus airde do [Íomhá] ná [MAX_WIDTH leanúnach] agus [MAX_HEIGHT leanúnach].
    Ní féidir [Íomhá] a shannadh go díreach do airí uigeachta ruda (amhail [member Sprite2D.texture]), agus ní mór é a thiontú de láimh go [ImageTexture] ar dtús.
    [b]Nóta:[/b] Is é 16384 × 16384 picteilín uasmhéid na híomhá de bharr srianta crua-earraí grafaice. Seans go dteipfidh ar íomhánna níos mó a iompórtáil.

en: Importing images
ga: Íomhánna á n-iompórtáil

en: Adjusts this image's [param brightness], [param contrast], and [param saturation] by the given values. Does not work if the image is compressed (see [method is_compressed]).
ga: Coigeartaítear [gile param], [codarsnacht param], agus [sáithiú param] na híomhá seo de réir na luachanna a thugtar. Ní oibríonn sé má tá an íomhá comhbhrúite (féach [method is_compressed]).

en: Alpha-blends [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with non-positive size is treated as empty.
ga: Cumascann alfa [param src_rect] ón íomhá [param src] go dtí an íomhá seo ag comhordanáidí [param dst], bearrtha dá réir sin don dá theorainn íomhá. Caithfidh an fhormáid chéanna a bheith ag an íomhá seo agus [param src] [b][/b]. [param src_rect] le méid neamhdhearfach glactar leis mar folamh.

en: Alpha-blends [param src_rect] from [param src] image to this image using [param mask] image at coordinates [param dst], clipped accordingly to both image bounds. Alpha channels are required for both [param src] and [param mask]. [param dst] pixels and [param src] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty.
ga: Déanann alfa-mheascán [param src_rect] ón íomhá [param src] go dtí an íomhá seo agus úsáid á baint as íomhá [param masc] ag comhordanáidí [param dst], bearrtha dá réir sin don dá theorainn íomhá. Tá cainéil alfa ag teastáil le haghaidh [param src] agus [param masc] araon. Déanfaidh [param dst] picteilín agus [param src] picteilíní a chumasc mura bhfuil luach alfa an masc-phicteilín comhfhreagracha 0. Caithfidh an fhormáid chéanna a bheith ag an íomhá seo agus [param src] íomhá [b][/b]. Ní mór go mbeadh an méid céanna (leithead agus airde) ag íomhá [param src] agus íomhá [param masc] [b][/b] ach is féidir formáidí éagsúla a bheith acu. [param src_rect] le méid neamhdhearfach glactar leis mar folamh.

en: Blits [param src_rect] area from [param src] image to this image at the coordinates given by [param dst], clipped accordingly to both image bounds. [param src] pixel is copied onto [param dst] if the corresponding [param mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty.
ga: Blits [param src_rect] achar ón íomhá [param src] go dtí an íomhá seo ag na comhordanáidí a thugann [param dst], bearrtha dá réir sin chuig an dá theorainn íomhá. Déantar picteilín [param src] a chóipeáil ar [param dst] má tá luach alfa picteilín comhfhreagrach [param mask] difriúil ó 0. Caithfidh formáid chéanna a bheith ag an íomhá seo agus ag íomhá [param src] [b]Ní mór[/b]. Caithfidh an méid céanna (leithead agus airde) a bheith ag íomhá [param src] agus ag íomhá [param mask] [b]Ní mór[/b], ach is féidir formáidí éagsúla a bheith acu. Meastar go bhfuil [param src_rect] le méid neamhdhearfach folamh.

en: Converts a bump map to a normal map. A bump map provides a height offset per-pixel, while a normal map provides a normal direction per pixel.
ga: Athraíonn cnapléarscáil go gnáthléarscáil. Soláthraíonn bump léarscáil fritháireamh airde in aghaidh an picteilín, agus soláthraíonn gnáthléarscáil treo gnáth in aghaidh an picteilín.

en: Removes the image's mipmaps.
ga: Baintear mipmaps na híomhá.

en: Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available.
    The [param source] parameter helps to pick the best compression method for DXT and ETC2 formats. It is ignored for ASTC compression.
    For ASTC compression, the [param astc_format] parameter must be supplied.
ga: Comhbhrúigh an íomhá chun níos lú cuimhne a úsáid. Ní féidir rochtain dhíreach a fháil ar shonraí picteilín agus an íomhá comhbhrúite. Earráid tuairisceáin mura bhfuil an modh comhbhrúite roghnaithe ar fáil.
    Cuidíonn an paraiméadar [foinse param] leis an modh comhbhrú is fearr a roghnú le haghaidh formáidí DXT agus ETC2. Déantar neamhaird de maidir le comhbhrú ASTC.
    Le haghaidh comhbhrú ASTC, ní mór an paraiméadar [param astc_format] a sholáthar.

en: Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available.
    This is an alternative to [method compress] that lets the user supply the channels used in order for the compressor to pick the best DXT and ETC2 formats. For other formats (non DXT or ETC2), this argument is ignored.
    For ASTC compression, the [param astc_format] parameter must be supplied.
ga: Comhbhrúigh an íomhá chun níos lú cuimhne a úsáid. Ní féidir rochtain dhíreach a fháil ar shonraí picteilín agus an íomhá comhbhrúite. Earráid tuairisceáin mura bhfuil an modh comhbhrúite roghnaithe ar fáil.
    Is rogha eile é seo ar [method compress] a ligeann don úsáideoir na cainéil a úsáidtear a sholáthar chun go bhféadfaidh an comhbhrúiteoir na formáidí DXT agus ETC2 is fearr a roghnú. I gcás formáidí eile (neamh DXT nó ETC2), ní thugtar aird ar an argóint seo.
    Le haghaidh comhbhrú ASTC, ní mór an paraiméadar [param astc_format] a sholáthar.

en: Compute image metrics on the current image and the compared image.
    The dictionary contains [code]max[/code], [code]mean[/code], [code]mean_squared[/code], [code]root_mean_squared[/code] and [code]peak_snr[/code].
ga: Ríomh méadracht íomhá ar an íomhá reatha agus ar an íomhá chomparáideach.
    Tá [code]max[/code], [code]meán[/code], [code]mean_cearnógach[/code], [code]root_mean_squared[/code] agus [code]buaic_snr[/code] san fhoclóir.

en: Converts the image's format. See [enum Format] constants.
ga: Athraíonn formáid an íomhá. Féach [enum Formáid] tairisigh.

en: Copies [param src] image to this image.
ga: Cóipeáil [param src] íomhá don íomhá seo.

en: Use [method create_empty].
ga: Úsáid [method create_empty].

en: Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this image. See the [method generate_mipmaps].
ga: Cruthaíonn sé íomhá folamh de mhéid agus formáid tugtha. Féach [enum Formáid] tairisigh. Má tá [param use_mipmaps] [code]true[/code], ansin gin mipmaps don íomhá seo. Féach ar an [method Generation_mipmaps].

en: Creates a new image of given size and format. See [enum Format] constants. Fills the image with the given raw data. If [param use_mipmaps] is [code]true[/code] then loads mipmaps for this image from [param data]. See [method generate_mipmaps].
ga: Cruthaíonn sé íomhá nua de mhéid agus formáid tugtha. Féach [enum Formáid] tairisigh. Líonann sé an íomhá leis na sonraí amh a thugtar. Má tá [param use_mipmaps] [code]true[/code] lódálann sé mipmaps don íomhá seo ó [sonraí param]. Féach [method giniúint_mipmaps].

en: Crops the image to the given [param width] and [param height]. If the specified size is larger than the current size, the extra area is filled with black pixels.
ga: Bearr an íomhá go dtí an [leithead param] agus [airde param] a thugtar. Má tá an méid sonraithe níos mó ná an méid reatha, líontar an limistéar breise le picteilíní dubha.

en: Decompresses the image if it is VRAM compressed in a supported format. Returns [constant OK] if the format is supported, otherwise [constant ERR_UNAVAILABLE].
    [b]Note:[/b] The following formats can be decompressed: DXT, RGTC, BPTC. The formats ETC1 and ETC2 are not supported.
ga: Dí-chomhbhrúigh an íomhá má tá sé comhbhrúite VRAM i bhformáid tacaithe. Seoltar ar ais é [ tairiseach OK ] má thacaítear leis an bhformáid, mura dtacaítear leis [ tairiseach ERR_UNAVAILABLE ].
    [b]Nóta:[/b] Is féidir na formáidí seo a leanas a dhí-chomhbhrú: DXT, RGTC, BPTC. Ní thacaítear leis na formáidí ETC1 agus ETC2.

en: Returns [constant ALPHA_BLEND] if the image has data for alpha values. Returns [constant ALPHA_BIT] if all the alpha values are stored in a single bit. Returns [constant ALPHA_NONE] if no data for alpha values is found.
ga: Filleann [ALPHA_BLEND] leanúnach má tá sonraí le haghaidh luachanna alfa san íomhá. Filleann sé [ALPHA_BIT leanúnach] má tá na luachanna alfa go léir stóráilte in aon ghiotán amháin. Filleann sé [ALPHA_NONE leanúnach] mura bhfuil aon sonraí le haghaidh luachanna alfa aimsithe.

en: Returns the color channels used by this image, as one of the [enum UsedChannels] constants. If the image is compressed, the original [param source] must be specified.
ga: Filleann sé na cainéil datha a úsáideann an íomhá seo, mar cheann de na tairisigh [enum UsedChannels]. Má tá an íomhá comhbhrúite, ní mór an [foinse param] bunaidh a shonrú.

en: Fills the image with [param color].
ga: Líonann an íomhá le [dath param].

en: Fills [param rect] with [param color].
ga: Líonann [param rect] le [dath param].

en: Blends low-alpha pixels with nearby pixels.
ga: Cumasc picteilíní íseal-alfa le picteilíní in aice láimhe.

en: Flips the image horizontally.
ga: Smeach an íomhá go cothrománach.

en: Flips the image vertically.
ga: Smeach an íomhá go hingearach.

en: Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is [code]0[/code]. Enabling [param renormalize] when generating mipmaps for normal map textures will make sure all resulting vector values are normalized.
    It is possible to check if the image has mipmaps by calling [method has_mipmaps] or [method get_mipmap_count]. Calling [method generate_mipmaps] on an image that already has mipmaps will replace existing mipmaps in the image.
ga: Gineann mipmaps don íomhá. Is cóipeanna réamh-ríomh den íomhá iad mipmaps agus úsáidtear iad go huathoibríoch más gá an íomhá a laghdú de réir a chéile nuair a dhéantar í. Cuidíonn siad le cáilíocht íomhá agus feidhmíocht a fheabhsú agus iad ag rindreáil. Filleann an modh seo earráid má tá an íomhá comhbhrúite, i bhformáid shaincheaptha, nó más é [code]0[/code] leithead/airde na híomhá. Má dhéantar [param a athnormalú] a chumasú agus mipmaps á nginiúint do ghnáth-uigeachtaí léarscáile, cinnteofar go ndéanfar na luachanna veicteora go léir a thagann as a ghnáthú.
    Is féidir a sheiceáil an bhfuil mipmaps san íomhá trí ghlao a chur ar [method has_mipmaps] nó [method get_mipmap_count]. Má ghlaoimid [method Generation_mipmaps] ar íomhá a bhfuil mipmaps uirthi cheana féin, cuirfear in ionad mipmaps atá san íomhá.

en: Returns a copy of the image's raw data.
ga: Filleann sé cóip de shonraí amh na híomhá.

en: Returns size (in bytes) of the image's raw data.
ga: Tuairisceáin méid (i mbeart) de shonraí amh na híomhá.

en: Returns the image's format. See [enum Format] constants.
ga: Filleann sé formáid na híomhá. Féach [enum Formáid] tairisigh.

en: Returns the image's height.
ga: Filleann sé airde na híomhá.

en: Returns the number of mipmap levels or 0 if the image has no mipmaps. The largest main level image is not counted as a mipmap level by this method, so if you want to include it you can add 1 to this count.
ga: Filleann sé líon na leibhéil mipmap nó 0 mura bhfuil mipmaps san íomhá. Ní áirítear an íomhá príomhleibhéil is mó mar leibhéal mipmap tríd an modh seo, mar sin más mian leat é a chur san áireamh is féidir leat 1 a chur leis an gcomhaireamh seo.

en: Returns the offset where the image's mipmap with index [param mipmap] is stored in the [member data] dictionary.
ga: Filleann sé an fritháireamh ina bhfuil mipmap na híomhá le hinnéacs [param mipmap] stóráilte san fhoclóir [sonraí ball].

en: Returns the color of the pixel at [code](x, y)[/code].
    This is the same as [method get_pixelv], but with two integer arguments instead of a [Vector2i] argument.
ga: Filleann sé dath an picteilín ag [code](x, y)[/code].
    Tá sé seo mar an gcéanna le [method get_pixelv], ach le dhá argóint slánuimhir in ionad argóint [Vector2i].

en: Returns the color of the pixel at [param point].
    This is the same as [method get_pixel], but with a [Vector2i] argument instead of two integer arguments.
ga: Filleann sé dath an picteilín ag [paramphointe].
    Tá sé seo mar an gcéanna le [method get_pixel], ach le argóint [Vector2i] in ionad dhá argóint slánuimhir.

en: Returns a new [Image] that is a copy of this [Image]'s area specified with [param region].
ga: Filleann sé [Íomhá] nua ar cóip í den limistéar [Íomhá] seo atá sonraithe le [réigiún param].

en: Returns the image's size (width and height).
ga: Filleann sé méid na híomhá (leithead agus airde).

en: Returns a [Rect2i] enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.
ga: Filleann sé [Rect2i] ina bhfuil an chuid infheicthe den íomhá faoi iamh, ag cur san áireamh gach picteilín le cainéal alfa neamh-nialasach mar infheicthe.

en: Returns the image's width.
ga: Filleann sé leithead na híomhá.

en: Returns [code]true[/code] if the image has generated mipmaps.
ga: Filleann sé [code]true[/code] má ghin an íomhá mipmaps.

en: Returns [code]true[/code] if the image is compressed.
ga: Filleann sé [code]true[/code] má tá an íomhá comhbhrúite.

en: Returns [code]true[/code] if the image has no data.
ga: Filleann sé [code]true[/code] mura bhfuil aon sonraí san íomhá.

en: Returns [code]true[/code] if all the image's pixels have an alpha value of 0. Returns [code]false[/code] if any pixel has an alpha value higher than 0.
ga: Filleann sé [code]true[/code] má tá luach alfa 0 ag picteilíní uile na híomhá. Filleann sé [code]bréagach[/code] má tá luach alfa níos airde ná 0 ag picteilín ar bith.

en: Loads an image from file [param path]. See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
    [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects.
    See also [ImageTexture] description for usage examples.
ga: Luchtaíonn sé íomhá ó chomhad [param path]. Féach ar [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#supported-image-formats]Formáidí íomhánna tacaithe[/url] le haghaidh liosta de na formáidí agus na srianta íomhá a dtacaítear leo.
    [b]Rabhadh:[/b] Níor cheart an modh seo a úsáid ach amháin san eagarthóir nó i gcásanna inar gá duit íomhánna seachtracha a lódáil ag am rite, amhail íomhánna atá lonnaithe ag an [code]úsáideoir:://[/code] eolaire, agus seans nach n-oibreoidh siad i dtionscadail easpórtáilte.
    Féach freisin [ImageTexture] cur síos le haghaidh samplaí úsáide.

en: Loads an image from the binary contents of a BMP file.
    [b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.
    [b]Note:[/b] This method is only available in engine builds with the BMP module enabled. By default, the BMP module is enabled, but it can be disabled at build-time using the [code]module_bmp_enabled=no[/code] SCons option.
ga: Lódálann sé íomhá ón ábhar dénártha i gcomhad BMP.
    [b] Nóta:[/b] Ní thacaíonn modúl BMP Godot le 16-giotán in aghaidh na n-íomhánna picteilín. Ní thacaítear ach le híomhánna 1-giotán, 4-giotán, 8-giotán, 24-giotán, agus 32-giotán in aghaidh an picteilín.
    [b]Nóta:[/b] Níl an modh seo ar fáil ach amháin i dtógálacha inneall a bhfuil an modúl BMP cumasaithe acu. De réir réamhshocraithe, tá an modúl BMP cumasaithe, ach is féidir é a dhíchumasú ag am tógála ag baint úsáide as an rogha [code]module_bmp_enabled=no[/code] SCons.

en: Creates a new [Image] and loads data from the specified file.
ga: Cruthaítear [Íomhá] nua agus lódálann sé sonraí ón gcomhad sonraithe.

en: Loads an image from the binary contents of a JPEG file.
ga: Lódálann sé íomhá ón ábhar dénártha i gcomhad JPEG.

en: Loads an image from the binary contents of a [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can store VRAM-compressed data and embed mipmaps.
    [b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, texture arrays, and de-padding are not supported.
    [b]Note:[/b] This method is only available in engine builds with the KTX module enabled. By default, the KTX module is enabled, but it can be disabled at build-time using the [code]module_ktx_enabled=no[/code] SCons option.
ga: Luchtaítear íomhá ón inneachar dénártha i gcomhad [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url]. Murab ionann agus formhór na bhformáidí íomhá, is féidir le KTX sonraí comhbhrúite VRAM a stóráil agus mipmaps a leabú.
    [b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm libktx Godot ach le híomhánna 2T. Ní thacaítear le léarscáileanna ciúbanna, eagair uigeachta ná dí-stuáil.
    [b]Nóta:[/b] Níl an modh seo ar fáil ach amháin i dtógálacha inneall a bhfuil an modúl KTX cumasaithe acu. De réir réamhshocraithe, tá an modúl KTX cumasaithe, ach is féidir é a dhíchumasú ag am tógála ag baint úsáide as an rogha [code]module_ktx_enabled=no[/code] SCons.

en: Loads an image from the binary contents of a PNG file.
ga: Lódálann sé íomhá ón ábhar dénártha i gcomhad PNG.

en: Loads an image from the UTF-8 binary contents of an [b]uncompressed[/b] SVG file ([b].svg[/b]).
    [b]Note:[/b] Beware when using compressed SVG files (like [b].svgz[/b]), they need to be [code]decompressed[/code] before loading.
    [b]Note:[/b] This method is only available in engine builds with the SVG module enabled. By default, the SVG module is enabled, but it can be disabled at build-time using the [code]module_svg_enabled=no[/code] SCons option.
ga: Lódálann sé íomhá ón inneachar dhénártha UTF-8 de chomhad SVG [b] neamh-chomhbhrúite[/b] ([b].svg[/b]).
    [b]Nóta:[/b] Bí ar an airdeall agus comhaid SVG comhbhrúite á n-úsáid (cosúil le [b].svgz[/b]), ní mór iad a bheith [code]dí-chomhbhrúite[/code] roimh luchtú.
    [b]Nóta:[/b] Níl an modh seo ar fáil ach amháin i dtógáil innill a bhfuil an modúl SVG cumasaithe. De réir réamhshocraithe, tá an modúl SVG cumasaithe, ach is féidir é a dhíchumasú ag am tógála ag baint úsáide as an rogha [code]module_svg_enabled=no[/code] SCons.

en: Loads an image from the string contents of an SVG file ([b].svg[/b]).
    [b]Note:[/b] This method is only available in engine builds with the SVG module enabled. By default, the SVG module is enabled, but it can be disabled at build-time using the [code]module_svg_enabled=no[/code] SCons option.
ga: Lódálann sé íomhá ón ábhar teaghrán i gcomhad SVG ([b].svg[/b]).
    [b]Nóta:[/b] Níl an modh seo ar fáil ach amháin i dtógáil innill a bhfuil an modúl SVG cumasaithe. De réir réamhshocraithe, tá an modúl SVG cumasaithe, ach is féidir é a dhíchumasú ag am tógála ag baint úsáide as an rogha [code]module_svg_enabled=no[/code] SCons.

en: Loads an image from the binary contents of a TGA file.
    [b]Note:[/b] This method is only available in engine builds with the TGA module enabled. By default, the TGA module is enabled, but it can be disabled at build-time using the [code]module_tga_enabled=no[/code] SCons option.
ga: Lódálann sé íomhá ón ábhar dénártha i gcomhad TGA.
    [b]Nóta:[/b] Níl an modh seo ar fáil ach amháin i dtógálacha inneall a bhfuil an modúl TGA cumasaithe. De réir réamhshocraithe, tá an modúl TGA cumasaithe, ach is féidir é a dhíchumasú ag am tógála ag baint úsáide as an rogha [code]module_tga_enabled=no[/code] SCons.

en: Loads an image from the binary contents of a WebP file.
ga: Lódálann sé íomhá ón ábhar dénártha i gcomhad WebP.

en: Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normal map. A normal map can add lots of detail to a 3D surface without increasing the polygon count.
ga: Tiontaíonn sé sonraí na híomhá chun comhordanáidí a léiriú ar phlána 3D. Úsáidtear é seo nuair a sheasann an íomhá do ghnáthléarscáil. Is féidir le gnáthléarscáil go leor sonraí a chur le dromchla 3D gan an t-áireamh polagán a mhéadú.

en: Multiplies color values with alpha values. Resulting color values for a pixel are [code](color * alpha)/256[/code]. See also [member CanvasItemMaterial.blend_mode].
ga: Iolraíonn sé luachanna datha le luachanna alfa. Is iad na luachanna datha do phicteilín ná [code] (dath * alfa)/256[/code]. Féach freisin [comhalta CanvasItemMaterial.blend_mode].

en: Resizes the image to the given [param width] and [param height]. New pixels are calculated using the [param interpolation] mode defined via [enum Interpolation] constants.
ga: Athmhéadaigh sé an íomhá go dtí an [leithead param] agus [airde param] a thugtar. Ríomhtar picteilíní nua ag baint úsáide as an mód [idirshuíomh param] a shainmhínítear trí tairisigh [Idirshuíomh enum].

en: Resizes the image to the nearest power of 2 for the width and height. If [param square] is [code]true[/code] then set width and height to be the same. New pixels are calculated using the [param interpolation] mode defined via [enum Interpolation] constants.
ga: Athmhéadaigh sé an íomhá go dtí an chumhacht is gaire de 2 don leithead agus don airde. Má tá [param cearnach] [code]true[/code] socraigh an leithead agus an airde le bheith mar an gcéanna. Ríomhtar picteilíní nua ag baint úsáide as an mód [idirshuíomh param] a shainmhínítear trí tairisigh [Idirshuíomh enum].

en: Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.
ga: Athraíonn sé íomhá chaighdeánach RGBE (Red Green Blue Exponent) go híomhá sRGB.

en: Rotates the image in the specified [param direction] by [code]90[/code] degrees. The width and height of the image must be greater than [code]1[/code]. If the width and height are not equal, the image will be resized.
ga: Rothlaíonn sé an íomhá sa [treo param] sonraithe de réir [code]90[/code] céim. Caithfidh leithead agus airde na híomhá a bheith níos mó ná [code]1[/code]. Mura bhfuil an leithead agus an airde cothrom, déanfar méid an íomhá a athrú.

en: Rotates the image by [code]180[/code] degrees. The width and height of the image must be greater than [code]1[/code].
ga: Rothlaíonn sé an íomhá de réir [code]180[/code] céim. Caithfidh leithead agus airde na híomhá a bheith níos mó ná [code]1[/code].

en: Saves the image as an EXR file to [param path]. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module.
    [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is called from an exported project.
ga: Sábhálann sé an íomhá mar chomhad EXR chuig [cosán param]. Má tá [param liathscála] [code]true[/code] agus nach bhfuil ach cainéal amháin san íomhá, déanfar é a shábháil go sainráite mar chainéal monacrómach seachas mar chainéal dearg amháin. Fillfidh an fheidhm seo [ERR_UNAVAILABLE seasmhach] má tiomsaíodh Godot gan modúl TinyEXR.
    [b]Nóta:[/b] Tá modúl TinyEXR díchumasaithe i bhfoirgnimh neamheagarthóra, rud a chiallaíonn go dtiocfaidh [method save_exr] ar ais [ tairiseach ERR_UNAVAILABLE] nuair a ghlaoitear air ó thionscadal easpórtáilte.

en: Saves the image as an EXR file to a byte array. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Godot was compiled without the TinyEXR module.
    [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return an empty byte array when it is called from an exported project.
ga: Sábhálann an íomhá mar chomhad EXR le sraith beart. Má tá [param liathscála] [code]true[/code] agus nach bhfuil ach cainéal amháin san íomhá, déanfar é a shábháil go sainráite mar chainéal monacrómach seachas mar chainéal dearg amháin. Tabharfaidh an fheidhm seo ar ais eagar beart folamh má tiomsaíodh Godot gan modúl TinyEXR.
    [b]Nóta:[/b] Tá modúl TinyEXR díchumasaithe i bhfoirgnimh neamheagarthóra, rud a chiallaíonn go dtabharfaidh [method save_exr] eagar beart folamh ar ais nuair a ghlaoitear air ó thionscadal easpórtáilte.

en: Saves the image as a JPEG file to [param path] with the specified [param quality] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [param quality] values result in better-looking output at the cost of larger file sizes. Recommended [param quality] values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression remains lossy.
    [b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an alpha channel, the image will still be saved, but the resulting JPEG file won't contain the alpha channel.
ga: Sábhálann sé an íomhá mar chomhad JPEG go [cosán param] leis an [cáilíocht param] sonraithe idir [code]0.01[/code] agus [code]1.0[/code] (san áireamh). Is é an toradh a bhíonn ar luachanna níos airde [caighdeán param] ná aschur atá ag breathnú níos fearr ar chostas méideanna comhaid níos mó. Tá na luachanna molta [cáilíochta param] idir [code]0.75[/code] agus [code]0.90[/code]. Fiú ag cáilíocht [code]1.00[/code], tá comhbhrú JPEG caillte i gcónaí.
    [b]Nóta:[/b] Ní shábhálann JPEG cainéal alfa. Má tá cainéal alfa san [Íomhá], déanfar an íomhá a shábháil fós, ach ní bheidh an cainéal alfa sa chomhad JPEG a bheidh mar thoradh air.

en: Saves the image as a JPEG file to a byte array with the specified [param quality] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [param quality] values result in better-looking output at the cost of larger byte array sizes (and therefore memory usage). Recommended [param quality] values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression remains lossy.
    [b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an alpha channel, the image will still be saved, but the resulting byte array won't contain the alpha channel.
ga: Sábhálann sé an íomhá mar chomhad JPEG in eagar beart leis an [cáilíocht param] sonraithe idir [code]0.01[/code] agus [code]1.0[/code] (san áireamh). Is é an toradh a bhíonn ar luachanna níos airde [caighdeán param] ná aschur atá ag breathnú níos fearr ar chostas méideanna eagair beart níos mó (agus dá bhrí sin úsáid cuimhne). Tá na luachanna molta [cáilíochta param] idir [code]0.75[/code] agus [code]0.90[/code]. Fiú ag cáilíocht [code]1.00[/code], tá comhbhrú JPEG caillte i gcónaí.
    [b]Nóta:[/b] Ní shábhálann JPEG cainéal alfa. Má tá cainéal alfa san [Íomhá], déanfar an íomhá a shábháil fós, ach ní bheidh an cainéal alfa san eagar beart a bheidh mar thoradh air.

en: Saves the image as a PNG file to the file at [param path].
ga: Sábháiltear an íomhá mar chomhad PNG sa chomhad ag [param path].

en: Saves the image as a PNG file to a byte array.
ga: Sábhálann sé an íomhá mar chomhad PNG in eagar beart.

en: Overwrites data of an existing [Image]. Non-static equivalent of [method create_from_data].
ga: Forscríobhann sé sonraí [Íomhá] atá ann cheana. Coibhéis neamhstatach de [method create_from_data].

en: Shrinks the image by a factor of 2 on each axis (this divides the pixel count by 4).
ga: Laghdaíonn sé an íomhá faoi fhachtóir 2 ar gach ais (roinneann sé seo an t-áireamh picteilín ar 4).

en: Holds all the image's color data in a given format. See [enum Format] constants.
ga: Coinníonn sé sonraí dathanna uile na híomhá i bhformáid ar leith. Féach [enum Formáid] tairisigh.

en: The maximal width allowed for [Image] resources.
ga: An leithead uasta a cheadaítear d'acmhainní [Íomhá].

en: The maximal height allowed for [Image] resources.
ga: An airde uasta a cheadaítear d'acmhainní [Íomhá].

en: Texture format with a single 8-bit depth representing luminance.
ga: Formáid uigeachta le doimhneacht amháin 8-giotán a léiríonn luminance.

en: OpenGL texture format with two values, luminance and alpha each stored with 8 bits.
ga: Formáid uigeachta OpenGL le dhá luach, luminance agus alfa gach ceann acu stóráilte le 8 ngiotán.

en: OpenGL texture format [code]RED[/code] with a single component and a bitdepth of 8.
ga: Formáid uigeachta OpenGL [code]RED[/code] le comhpháirt amháin agus doimhneacht ghiotán 8.

en: OpenGL texture format [code]RG[/code] with two components and a bitdepth of 8 for each.
ga: Formáid uigeachta OpenGL [code]RG[/code] le dhá chomhpháirt agus doimhneacht giotán 8 do gach ceann acu.

en: OpenGL texture format [code]RGB[/code] with three components, each with a bitdepth of 8.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: Formáid uigeachta OpenGL [code]RGB[/code] le trí chomhpháirt, agus doimhneacht 8 ag gach ceann acu.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: OpenGL texture format [code]RGBA[/code] with four components, each with a bitdepth of 8.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: Formáid uigeachta OpenGL [code]RGBA[/code] le ceithre chomhpháirt, agus doimhneacht 8 ag gach ceann acu.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: OpenGL texture format [code]RGBA[/code] with four components, each with a bitdepth of 4.
ga: Formáid uigeachta OpenGL [code]RGBA[/code] le ceithre chomhpháirt, agus doimhneacht 4 ag gach ceann acu.

en: OpenGL texture format [code]RGB[/code] with three components. Red and blue have a bitdepth of 5, and green has a bitdepth of 6.
ga: Formáid uigeachta OpenGL [code]RGB[/code] le trí chomhpháirt. Tá doimhneacht ghiotáin de 5 ag dearg agus gorm, agus tá doimhneacht ghiotán 6 ag glas.

en: OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-bit floating-point value.
ga: Formáid uigeachta OpenGL [code]GL_R32F[/code] áit a bhfuil comhpháirt amháin, luach snámhphointe 32-giotán.

en: OpenGL texture format [code]GL_RG32F[/code] where there are two components, each a 32-bit floating-point values.
ga: Formáid uigeachta OpenGL [code]GL_RG32F[/code] áit a bhfuil dhá chomhpháirt, luachanna snámhphointe 32-giotán gach ceann acu.

en: OpenGL texture format [code]GL_RGB32F[/code] where there are three components, each a 32-bit floating-point values.
ga: Formáid uigeachta OpenGL [code]GL_RGB32F[/code] ina bhfuil trí chomhpháirt, agus luachanna snámhphointe 32-giotán ag gach ceann díobh.

en: OpenGL texture format [code]GL_RGBA32F[/code] where there are four components, each a 32-bit floating-point values.
ga: Formáid uigeachta OpenGL [code]GL_RGBA32F[/code] áit a bhfuil ceithre chomhpháirt, agus luachanna snámhphointe 32-giotán ag gach ceann díobh.

en: OpenGL texture format [code]GL_R16F[/code] where there's one component, a 16-bit "half-precision" floating-point value.
ga: Formáid uigeachta OpenGL [code]GL_R16F[/code] áit a bhfuil comhpháirt amháin, luach snámhphointe 16-giotán “leathchruinneas”.

en: OpenGL texture format [code]GL_RG16F[/code] where there are two components, each a 16-bit "half-precision" floating-point value.
ga: Formáid uigeachta OpenGL [code]GL_RG16F[/code] áit a bhfuil dhá chomhpháirt, gach ceann acu ar luach snámhphointe 16-giotán “leathchruinneas”.

en: OpenGL texture format [code]GL_RGB16F[/code] where there are three components, each a 16-bit "half-precision" floating-point value.
ga: Formáid uigeachta OpenGL [code]GL_RGB16F[/code] áit a bhfuil trí chomhpháirt, agus luach snámhphointe 16-giotán “leathchruinneas” ag gach ceann díobh.

en: OpenGL texture format [code]GL_RGBA16F[/code] where there are four components, each a 16-bit "half-precision" floating-point value.
ga: Formáid uigeachta OpenGL [code]GL_RGBA16F[/code] áit a bhfuil ceithre chomhpháirt, agus luach snámhphointe 16-giotán “leathchruinneas” ag gach ceann díobh.

en: A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single 5-bit exponent.
ga: Formáid uigeachta speisialta OpenGL ina bhfuil 9 ngiotán beachtas ag na trí chomhpháirt datha agus ina bhfuil easpónant amháin 5-giotán ag na trí cinn.

en: The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: An fhormáid uigeachta [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] a úsáideann Block Compression 1, agus arb é an t-athrú is lú de S3TC é, ag soláthar 1 ghiotán amháin de shonraí alfa agus datha á réamhiolrú le alfa.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: Léirmhínítear an fhormáid uigeachta [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] a úsáideann Block Compression 2, agus sonraí datha mar nach bhfuil siad réamhiolraithe ag alfa. Oiriúnach go maith le haghaidh íomhánna le haistrithe géara alfa idir limistéir thréshoilseach agus teimhneach.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparent gradients compared to DXT3.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: An fhormáid uigeachta [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] ar a dtugtar freisin Block Compression 3 nó BC3 ina bhfuil 64 giotán de shonraí cainéal alfa agus 64 giotán de dhath ionchódaithe DXT1 ina dhiaidh sonraí. Ní dhéantar sonraí datha a réamhiolrú faoi alfa, mar an gcéanna le DXT3. De ghnáth cuireann DXT5 torthaí níos fearr ar fáil do ghrádáin thrédhearcacha i gcomparáid le DXT3.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: Texture format that uses [url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]Red Green Texture Compression[/url], normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel.
ga: Formáid uigeachta a úsáideann [url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]Comhbhrú Uigeacht Dearg Uaine[/url], ag normalú sonraí an chainéil dhearg ag baint úsáide as an algartam comhbhrú céanna a úsáideann DXT5 don chainéal alfa.

en: Texture format that uses [url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]Red Green Texture Compression[/url], normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
ga: Formáid uigeachta a úsáideann [url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]Comhbhrú Uigeacht Dearg Uaine[/url], ag normalú na sonraí cainéal dearg agus glas ag baint úsáide as an algartam comhbhrú céanna a úsáideann DXT5 don alfa cainéal.

en: Texture format that uses [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized RGBA components.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: Formáid uigeachta a úsáideann comhbhrú [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] le comhpháirteanna RGBA normalaithe gan síniú.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: Texture format that uses [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point RGB components.
ga: Formáid uigeachta a úsáideann [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] comhbhrú le comhpháirteanna RGB snámhphointe sínithe.

en: Texture format that uses [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point RGB components.
ga: Formáid uigeachta a úsáideann [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] comhbhrú le comhpháirteanna RGB snámhphointe gan síniú.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/url], also referred to as "ETC1", and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel.
ga: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson Formáid Comhbhrú Uigeacht 1[/url], dá ngairtear "ETC1" freisin, agus is cuid de chaighdeán grafaice OpenGL ES é. Ní féidir leis an bhformáid seo cainéal alfa a stóráil.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of unsigned data.
ga: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrúite Uigeacht 2[/url] ([code]R11_EAC[/code] leagan), a sholáthraíonn cainéal amháin de shonraí gan síniú.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of signed data.
ga: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrú Uigeacht 2[/url] ([code]SIGNED_R11_EAC[/code] leagan), a sholáthraíonn cainéal amháin de shonraí sínithe.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of unsigned data.
ga: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrú Uigeacht 2[/url] ([code]RG11_EAC[/code] leagan), a sholáthraíonn dhá chainéal de shonraí gan síniú.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels of signed data.
ga: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrú Uigeacht 2[/url] ([code]SIGNED_RG11_EAC[/code] leagan), a sholáthraíonn dhá chainéal de shonraí sínithe.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and compresses RGB888 data.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrú Uigeacht 2[/url] ([code]RGB8[/code] athraitheach), atá ina athróg de ETC1 agus a chomhbhrú Sonraí RGB888.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full alpha support.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: [url=https://ga.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrú Uigeacht 2[/url] ([code]RGBA8[/code]athraitheach), a chomhbhrúigh sonraí RGBA8888 le tacaíocht iomlán alfa.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses RGBA data to make alpha either fully transparent or fully opaque.
    [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
ga: [url=https://ga.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrú Uigeacht 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] mhalairte), a chomhbhrúigh sonraí RGBA chun alfa a dhéanamh go hiomlán trédhearcach nó go hiomlán teimhneach.
    [b]Nóta:[/b] Nuair a chruthaítear [ImageTexture], déantar sRGB go spás datha líneach a chomhshó.

en: [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGBA8[/code] variant), which compresses RA data and interprets it as two channels (red and green). See also [constant FORMAT_ETC2_RGBA8].
ga: [url=https://ga.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Formáid Comhbhrú Uigeacht 2[/url] ([code]RGBA8[/code] athraitheach), a chomhbhrúigh sonraí RA agus a léirmhíníonn mar dhá chainéal iad (dearg agus glas). Féach freisin [FORMAT_ETC2_RGBA8 leanúnach].

en: The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] texture format also known as Block Compression 3 or BC3, which compresses RA data and interprets it as two channels (red and green). See also [constant FORMAT_DXT5].
ga: An fhormáid uigeachta [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] ar a dtugtar freisin Block Compression 3 nó BC3, a chomhbhrúíonn sonraí RA agus a léirmhíníonn sé mar dhá chainéal (dearg agus glas). Féach freisin [FORMAT_DXT5 leanúnach].

en: [url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 4×4 (high quality) mode.
ga: [url=https://ga.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Comhbhrú Uigeacht Inscálaithe Oiriúnaithe[/url]. Cuireann sé seo an modh 4×4 (ardchaighdeán) i bhfeidhm.

en: Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU know it is used for HDR.
ga: An fhormáid chéanna le [formáid leanúnach FORMAT_ASTC_4x4], ach leis an leid a chur in iúl don GPU úsáidtear é le haghaidh HDR.

en: [url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 8×8 (low quality) mode.
ga: [url=https://ga.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Comhbhrú Uigeacht Inscálaithe Oiriúnaithe[/url]. Cuireann sé seo an modh 8×8 (chaighdeán íseal) i bhfeidhm.

en: Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU know it is used for HDR.
ga: An fhormáid chéanna le [formáid leanúnach FORMAT_ASTC_8x8], ach leis an leid a chur in iúl don GPU úsáidtear é le haghaidh HDR.

en: Represents the size of the [enum Format] enum.
ga: Léiríonn sé méid an [enum Formáid] enum.

en: Performs nearest-neighbor interpolation. If the image is resized, it will be pixelated.
ga: Feidhmíonn sé idirshuíomh comharsa is gaire. Má dhéantar méid na híomhá a athrú, cuirfear picteilín ar fáil di.

en: Performs bilinear interpolation. If the image is resized, it will be blurry. This mode is faster than [constant INTERPOLATE_CUBIC], but it results in lower quality.
ga: Feidhmíonn idirshuíomh délíneach. Má athraítear méid an íomhá, beidh sé doiléir. Tá an mód seo níos tapúla ná [InterPOLATE_CUBIC leanúnach], ach bíonn cáilíocht níos ísle mar thoradh air.

en: Performs cubic interpolation. If the image is resized, it will be blurry. This mode often gives better results compared to [constant INTERPOLATE_BILINEAR], at the cost of being slower.
ga: Feidhmíonn idirshuíomh ciúbach. Má athraítear méid an íomhá, beidh sé doiléir. Is minic a thugann an modh seo torthaí níos fearr i gcomparáid le [InterPOLATE_BILINEAR leanúnach], ar chostas a bheith níos moille.

en: Performs bilinear separately on the two most-suited mipmap levels, then linearly interpolates between them.
    It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-quality results with far fewer aliasing artifacts.
    If the image does not have mipmaps, they will be generated and used internally, but no mipmaps will be generated on the resulting image.
    [b]Note:[/b] If you intend to scale multiple copies of the original image, it's better to call [method generate_mipmaps]] on it in advance, to avoid wasting processing power in generating them again and again.
    On the other hand, if the image already has mipmaps, they will be used, and a new set will be generated for the resulting image.
ga: Feidhmíonn sé délíneach go leithleach ar an dá leibhéal mipmap is oiriúnaí, ansin idirshuíomh líneach eatarthu.
    Tá sé níos moille ná [InterPOLATE_BILINEAR leanúnach], ach táirgeann sé torthaí ar chaighdeán níos airde le i bhfad níos lú déantúsáin ailiasacha.
    Mura bhfuil mipmaps san íomhá, déanfar iad a ghiniúint agus a úsáid go hinmheánach, ach ní ghinfear mipmaps ar an íomhá a bheidh mar thoradh air.
    [b]Nóta:[/b] Má tá sé ar intinn agat ilchóipeanna den bhuníomhá a scála, is fearr glaoch a chur ar [method giniúint_mipmaps]] air roimh ré, chun cumhacht próiseála a sheachaint agus iad á nginiúint arís agus arís eile.
    Ar an láimh eile, má tá mipmaps ag an íomhá cheana féin, úsáidfear iad, agus ginfear sraith nua don íomhá mar thoradh air.

en: Performs Lanczos interpolation. This is the slowest image resizing mode, but it typically gives the best results, especially when downscaling images.
ga: Feidhmíonn idirshuíomh Lanczos. Is é seo an modh is moille maidir le méid na híomhá a athrú, ach de ghnáth tugann sé na torthaí is fearr, go háirithe agus íomhánna á ísliú.

en: Image does not have alpha.
ga: Níl alfa ag an íomhá.

en: Image stores alpha in a single bit.
ga: Stórálann an íomhá alfa i giotán amháin.

en: Image uses alpha.
ga: Úsáideann an íomhá alfa.

en: Use S3TC compression.
ga: Úsáid comhbhrú S3TC.

en: Use ETC compression.
ga: Bain úsáid as comhbhrú ETC.

en: Use ETC2 compression.
ga: Úsáid comhbhrú ETC2.

en: Use BPTC compression.
ga: Bain úsáid as comhbhrú BPTC.

en: Use ASTC compression.
ga: Bain úsáid as comhbhrú ASTC.

en: Represents the size of the [enum CompressMode] enum.
ga: Léiríonn sé méid an [enum CompressMode] enum.

en: The image only uses one channel for luminance (grayscale).
ga: Ní úsáideann an íomhá ach cainéal amháin le haghaidh luminance (scála liath).

en: The image uses two channels for luminance and alpha, respectively.
ga: Úsáideann an íomhá dhá chainéal le haghaidh luminance agus alfa, faoi seach.

en: The image only uses the red channel.
ga: Ní úsáideann an íomhá ach an cainéal dearg.

en: The image uses two channels for red and green.
ga: Úsáideann an íomhá dhá chainéal le haghaidh dearg agus glas.

en: The image uses three channels for red, green, and blue.
ga: Úsáideann an íomhá trí chainéal le haghaidh dearg, glas agus gorm.

en: The image uses four channels for red, green, blue, and alpha.
ga: Úsáideann an íomhá ceithre chainéal le haghaidh dearg, glas, gorm, agus alfa.

en: Source texture (before compression) is a regular texture. Default for all textures.
ga: Is uigeacht rialta é uigeacht foinse (roimh chomhbhrú). Réamhshocrú do gach uigeacht.

en: Source texture (before compression) is in sRGB space.
ga: Tá uigeacht foinse (roimh chomhbhrú) sa spás sRGB.

en: Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels).
ga: Is gnáthuigeacht í an bhunuigeacht (roimh chomhbhrú) (m.sh. is féidir é a chomhbhrú ina dhá chainéal).

en: Hint to indicate that the high quality 4×4 ASTC compression format should be used.
ga: Leid a chur in iúl gur cheart an fhormáid comhbhrú ASTC 4×4 ardchaighdeáin a úsáid.

en: Hint to indicate that the low quality 8×8 ASTC compression format should be used.
ga: Leid a chur in iúl gur cheart formáid íseal-chomhbhrú 8×8 ASTC a úsáid.

en: Base class to add support for specific image formats.
ga: Bunrang chun tacaíocht a chur leis le haghaidh formáidí íomhá ar leith.

en: The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending [ImageFormatLoaderExtension].
ga: Tacaíonn an t-inneall le formáidí éagsúla íomhá as an mbosca (PNG, SVG, JPEG, WebP chun cúpla a ainmniú), ach is féidir leat rogha a dhéanamh tacaíocht a chur i bhfeidhm le haghaidh formáidí íomhá breise trí [ImageFormatLoaderExtension] a leathnú.

en: Base class for creating [ImageFormatLoader] extensions (adding support for extra image formats).
ga: Bunrang chun síntí [ImageFormatLoader] a chruthú (ag cur tacaíocht le formáidí íomhá breise).

en: The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending this class.
    Be sure to respect the documented return types and values. You should create an instance of it, and call [method add_format_loader] to register that loader during the initialization phase.
ga: Tacaíonn an t-inneall le formáidí éagsúla íomhá as an mbosca (PNG, SVG, JPEG, WebP chun cúpla a ainmniú), ach is féidir leat rogha a dhéanamh tacaíocht a chur i bhfeidhm le haghaidh formáidí íomhá breise tríd an rang seo a leathnú.
    Bí cinnte go bhfuil meas agat ar na cineálacha tuairisceáin agus na luachanna tuairiscithe. Ba cheart duit sampla de a chruthú, agus glaoch ar [method add_format_loader] chun an lódóir sin a chlárú le linn na céime tosaigh.

en: Returns the list of file extensions for this image format. Files with the given extensions will be treated as image file and loaded using this class.
ga: Seoltar ar ais liosta na síntí comhad don fhormáid íomhá seo. Déileálfar le comhaid leis na síntí tugtha mar chomhad íomhá agus lódálfar iad leis an rang seo.

en: Loads the content of [param fileaccess] into the provided [param image].
ga: Lódálann sé inneachar [param fileaccess] isteach san [íomhá param] a sholáthraítear.

en: Add this format loader to the engine, allowing it to recognize the file extensions returned by [method _get_recognized_extensions].
ga: Cuir an lódóir formáide seo leis an inneall, rud a ligeann dó na síntí comhaid a sheol [method _get_recognized_extensions] a aithint.

en: Remove this format loader from the engine.
ga: Bain an lódóir formáide seo den inneall.

en: A [Texture2D] based on an [Image].
ga: A [Uigeacht2D] bunaithe ar [Íomhá].

en: Creates a new [ImageTexture] and initializes it by allocating and setting the data from an [Image].
ga: Cruthaítear [ImageTexture] nua agus cuireann sé tús leis trí na sonraí ó [Íomhá] a leithdháileadh agus a shocrú.

en: Returns the format of the texture, one of [enum Image.Format].
ga: Filleann sé formáid na huigeachta, ceann de [enum Image.Format].

en: Replaces the texture's data with a new [Image]. This will re-allocate new memory for the texture.
    If you want to update the image, but don't need to change its parameters (format, size), use [method update] instead for better performance.
ga: Cuirtear [Íomhá] nua in ionad sonraí an uigeachta. Déanfaidh sé seo cuimhne nua a athdháileadh don uigeacht.
    Más mian leat an íomhá a nuashonrú, ach nach gá duit a paraiméadair (formáid, méid) a athrú, bain úsáid as [nuashonrú modh] ina ionad sin le haghaidh feidhmíochta níos fearr.

en: Resizes the texture to the specified dimensions.
ga: Athraíonn sé an uigeacht go dtí na toisí sonraithe.

en: Replaces the texture's data with a new [Image].
    [b]Note:[/b] The texture has to be created using [method create_from_image] or initialized first with the [method set_image] method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration.
    Use this method over [method set_image] if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.
ga: Cuirtear [Íomhá] nua in ionad sonraí an uigeachta.
    [b] Nóta:[/b] Ní mór an uigeacht a chruthú ag baint úsáide as [method create_from_image] nó é a thúsú ar dtús leis an modh [method set_image] sular féidir é a nuashonrú. Ba cheart go mbeadh toisí nua na híomhá, an fhormáid agus an chumraíocht mipmaps ag teacht le cumraíocht íomhá an uigeachta atá ann cheana féin.
    Bain úsáid as an modh seo thar [method set_image] más gá duit an uigeacht a nuashonrú go minic, rud atá níos tapúla ná cuimhne breise a leithdháileadh le haghaidh uigeacht nua gach uair.

en: Texture with 3 dimensions.
ga: Uigeacht le 3 thoise.

en: [ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, and depth. See also [ImageTextureLayered].
    3D textures are typically used to store density maps for [FogMaterial], color correction LUTs for [Environment], vector fields for [GPUParticlesAttractorVectorField3D] and collision maps for [GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders.
ga: Is [ImageTexture] tríthoiseach é [ImageTexture3D] a bhfuil leithead, airde agus doimhneacht aige. Féach freisin [ImageTextureLayered].
    Úsáidtear uigeachtaí 3D go hiondúil chun léarscáileanna dlúis a stóráil le haghaidh [FogMaterial], LUTanna um cheartú datha don [Timpeallacht], réimsí veicteora do [GPUParticlesAttractorVectorField3D] agus léarscáileanna imbhuailte do [GPUParticlesCollisionSDF3D]. Is féidir uigeachtaí 3D a úsáid freisin i scáthaitheoirí saincheaptha.

en: Creates the [ImageTexture3D] with specified [param width], [param height], and [param depth]. See [enum Image.Format] for [param format] options. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for the [ImageTexture3D].
ga: Cruthaítear an [ImageTexture3D] le [leithead param], [airde param], agus [doimhneacht param]. Féach [enum Image.Format] le haghaidh [formáid param] roghanna. Má tá [param use_mipmaps] [code]true[/code], ansin gin mipmaps don [ImageTexture3D].

en: Replaces the texture's existing data with the layers specified in [param data]. The size of [param data] must match the parameters that were used for [method create]. In other words, the texture cannot be resized or have its format changed by calling [method update].
ga: Cuirtear na sraitheanna atá sonraithe i [sonraí param] in ionad sonraí reatha na huigeachta. Caithfidh méid [sonraí param] teacht leis na paraiméadair a úsáideadh le haghaidh [method cruthaigh]. Is é sin le rá, ní féidir méid na huigeachta a athrú nó a fhormáid a athrú trí ghlaoch a chur ar [mhodh nuashonraithe].

en: Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format.
ga: Bunrang do chineálacha uigeachta ina bhfuil sonraí iolraí [ImageTexture]s. Tá gach íomhá den mhéid agus den fhormáid chéanna.

en: Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
ga: Bunrang do [Texture2DArray], [Cubemap] agus [CubemapArray]. Ní féidir é a úsáid go díreach, ach tá na feidhmeanna go léir ann atá riachtanach chun rochtain a fháil ar na cineálacha acmhainní díorthaithe. Féach freisin [Uigeacht3D].

en: Replaces the existing [Image] data at the given [param layer] with this new image.
    The given [Image] must have the same width, height, image format, and mipmapping flag as the rest of the referenced images.
    If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
    The update is immediate: it's synchronized with drawing.
ga: Cuirtear an íomhá nua seo in ionad na sonraí [Íomhá] atá ann cheana féin ag an [param layer] a tugadh.
    Ní mór go mbeadh an leithead céanna, airde, formáid íomhá, agus bratach mipmapping ag an [Íomhá] a thugtar agus atá sa chuid eile de na híomhánna tagartha.
    Mura dtacaítear leis an bhformáid íomhá, déanfar í a dhí-chomhbhrú agus a thiontú go formáid íomhá chomhchosúil agus a thacaítear leis [enum Image.Format].
    Tá an nuashonrú láithreach: tá sé sioncronaithe le líníocht.

en: Mesh optimized for creating geometry manually.
ga: Mogalra optamaithe chun céimseata a chruthú de láimh.

en: A mesh type optimized for creating geometry manually, similar to OpenGL 1.x immediate mode.
    Here's a sample on how to generate a triangular face:
    [codeblocks]
    [gdscript]
    var mesh = ImmediateMesh.new()
    mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
    mesh.surface_add_vertex(Vector3.LEFT)
    mesh.surface_add_vertex(Vector3.FORWARD)
    mesh.surface_add_vertex(Vector3.ZERO)
    mesh.surface_end()
    [/gdscript]
    [csharp]
    var mesh = new ImmediateMesh();
    mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
    mesh.SurfaceAddVertex(Vector3.Left);
    mesh.SurfaceAddVertex(Vector3.Forward);
    mesh.SurfaceAddVertex(Vector3.Zero);
    mesh.SurfaceEnd();
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly inefficient. Instead, it is designed to generate simple geometry that changes often.
ga: Cineál mogaill optamaithe chun céimseata a chruthú de láimh, cosúil le mód láithreach OpenGL 1.x.
    Seo sampla ar conas aghaidh triantánach a ghiniúint:
    [codeblocks]
    [gdscript]
    var mogalra = ImmediateMesh.new()
    mesh.surface_begin(mogalra.PRIMITIVE_TRIANGLES)
    mesh.surface_add_vertex(Vector3.LEFT)
    mesh.surface_add_vertex(Vector3.FORWARD)
    mesh.surface_add_vertex(Vector3.ZERO)
    mogalra.surface_deireadh()
    [/gdscript]
    [csharp]
    var mogalra = nua ImmediateMesh();
    mogall.SurfaceBegin(Mogall.Type.Primitive.Triantáin);
    mesh.SurfaceAddVertex(Vector3.Left);
    mesh.SurfaceAddVertex(Vector3.Forward);
    mesh.SurfaceAddVertex(Vector3.Zero);
    mogalra.SurfaceEnd();
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Tá sé an-neamhéifeachtúil céimseata casta a ghiniúint le [ImmediateMesh]. Ina áit sin, tá sé deartha chun céimseata simplí a ghiniúint a athraíonn go minic.

en: Using ImmediateMesh
ga: Ag baint úsáide as ImmediateMesh

en: Clear all surfaces.
ga: Glan gach dromchla.

en: Add a 3D vertex using the current attributes previously set.
ga: Cuir rinn 3D leis ag baint úsáide as na tréithe reatha a socraíodh roimhe seo.

en: Add a 2D vertex using the current attributes previously set.
ga: Cuir rinn 2T leis ag baint úsáide as na tréithe reatha a socraíodh roimhe seo.

en: Begin a new surface.
ga: Tosaigh dromchla nua.

en: End and commit current surface. Note that surface being created will not be visible until this function is called.
ga: Cuir deireadh leis an dromchla reatha agus é a cheangal. Tabhair faoi deara nach mbeidh an dromchla atá á chruthú le feiceáil go dtí go dtugtar an fheidhm seo.

en: Set the color attribute that will be pushed with the next vertex.
ga: Socraigh an tréith datha a bhrúfar leis an gcéad rinn eile.

en: Set the normal attribute that will be pushed with the next vertex.
ga: Socraigh an gnáth-tréith a bhrúfar leis an gcéad rinn eile.

en: Set the tangent attribute that will be pushed with the next vertex.
ga: Socraigh an tréith tadhlaí a bhrúfar leis an gcéad rinn eile.

en: Set the UV attribute that will be pushed with the next vertex.
ga: Socraigh an tréith UV a bhrúfar leis an gcéad rinn eile.

en: Set the UV2 attribute that will be pushed with the next vertex.
ga: Socraigh an tréith UV2 a bhrúfar leis an gcéad rinn eile.

en: A [Resource] that contains vertex array-based geometry during the import process.
ga: A [Acmhainn] ina bhfuil céimseata rinn eagar-bhunaithe le linn an phróisis iompórtála.

en: ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
    Unlike its runtime counterpart, [ImporterMesh] contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling [method clear], followed by [method add_surface] for each surface.
ga: Is cineál [Acmhainn] é ImporterMesh atá cosúil le [ArrayMesh]. Tá céimseata rinn-eagair-bhunaithe ann, roinnte ina [i]dhromchla[/i]. Tá eagar iomlán ar leith ar gach dromchla agus ábhar a úsáidtear chun é a tharraingt. Ó thaobh an dearadh de, is fearr mogalra le dromchlaí iolracha ná aon dromchla amháin, toisc go mbíonn ábhair iolracha sna réada a chruthaítear i mbogearraí eagarthóireachta 3D.
    Murab ionann agus a chomhghleacaí am rite, tá sonraí mogaill ag [ImporterMesh] sular tharla céimeanna éagsúla iompórtála, amhail giniúint lóiste agus scáthmhogaill. Mionathraigh sonraí dromchla trí ghlaoch a chur ar [method soiléir], agus ansin [method add_surface] do gach dromchla.

en: Adds name for a blend shape that will be added with [method add_surface]. Must be called before surface is added.
ga: Cuirtear ainm leis ar chruth cumaisc a chuirfear leis le [method add_surface]. Ní mór é a ghlaoch sula gcuirtear dromchla leis.

en: Removes all surfaces and blend shapes from this [ImporterMesh].
ga: Baintear gach dromchla agus cruthanna cumasc as seo [ImporterMesh].

en: Returns the number of blend shapes that the mesh holds.
ga: Filleann sé líon na gcruthanna cumaisc atá sa mhogalra.

en: Returns the blend shape mode for this Mesh.
ga: Filleann sé modh cruth an chumaisc don Mogall seo.

en: Returns the size hint of this mesh for lightmap-unwrapping in UV-space.
ga: Filleann sé leid mhéid an mhogalra seo le haghaidh mapaí solais a dhífhilleadh i spás UV.

en: Returns the mesh data represented by this [ImporterMesh] as a usable [ArrayMesh].
    This method caches the returned mesh, and subsequent calls will return the cached data until [method clear] is called.
    If not yet cached and [param base_mesh] is provided, [param base_mesh] will be used and mutated.
ga: Filleann sé na sonraí mogaill arna léiriú ag an [ImporterMesh] seo mar [ArrayMesh] inúsáidte.
    Déanann an modh seo an mogalra ar ais a thaisceadh, agus cuirfidh glaonna ina dhiaidh sin na sonraí i dtaisce ar ais go dtí go dtugtar [method soiléir].
    Mura bhfuil sé i dtaisce go fóill agus má chuirtear [param base_mesh] ar fáil, úsáidfear [param base_mesh] agus déanfar é a athrú.

en: Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface. See [method add_surface].
ga: Tugann sé ar ais na eagair do na rinn, do na normanna, do na UVanna, etc. a chomhdhéanann an dromchla iarrtha. Féach ar [method add_surface].

en: Returns a single set of blend shape arrays for the requested blend shape index for a surface.
ga: Filltear sraith amháin d'eagair de chruthanna cumaisc don innéacs crutha cumaisc a iarrtar le haghaidh dromchla.

en: Returns the number of surfaces that the mesh holds.
ga: Filleann sé líon na dromchlaí a choinníonn an mogalra.

en: Returns the format of the surface that the mesh holds.
ga: Filleann sé formáid an dromchla a choinníonn an mogalra.

en: Returns the number of lods that the mesh holds on a given surface.
ga: Filleann sé líon na lóistí a choinníonn an mogalra ar dhromchla ar leith.

en: Returns the index buffer of a lod for a surface.
ga: Filleann maolán innéacs lóiste le haghaidh dromchla.

en: Returns the screen ratio which activates a lod for a surface.
ga: Filleann sé an cóimheas scáileáin a ghníomhaíonn lóiste le haghaidh dromchla.

en: Returns a [Material] in a given surface. Surface is rendered using this material.
ga: Filleann [Ábhar] ar dhromchla ar leith. Tá dromchla rindreáilte ag baint úsáide as an ábhar seo.

en: Returns the primitive type of the requested surface (see [method add_surface]).
ga: Filleann sé cineál primitive an dromchla iarrtha (féach [method add_surface]).

en: Sets the size hint of this mesh for lightmap-unwrapping in UV-space.
ga: Socraíonn sé leid mhéid an mhogalra seo chun mapaí solais a dhífhilleadh i spás UV.

en: Sets a [Material] for a given surface. Surface will be rendered using this material.
ga: Socraíonn sé [Ábhar] do dhromchla ar leith. Déanfar dromchla a rindreáil ag baint úsáide as an ábhar seo.

en: A singleton for handling inputs.
ga: A singleton chun ionchuir a láimhseáil.

en: The [Input] singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the [InputMap] class.
    [b]Note:[/b] [Input]'s methods reflect the global input state and are not affected by [method Control.accept_event] or [method Viewport.set_input_as_handled], as those methods only deal with the way input is propagated in the [SceneTree].
ga: Láimhseálann an singil [Input] príomhbhrúnna, cnaipí luiche agus gluaiseacht, ceapacha cluiche agus gníomhartha ionchuir. Is féidir gníomhartha agus a n-imeachtaí a shocrú sa chluaisín [b]Input Map[/b] i [b]Tionscadal > Socruithe an Tionscadail[/b], nó leis an rang [InputMap].
    [b]Nóta:[/b] Léiríonn modhanna [Input]'s an staid ionchuir dhomhanda agus níl tionchar ag [method Control.accept_event] nó [method Viewport.set_input_as_handled] orthu, toisc nach ndéileálann na modhanna sin ach leis an mbealach a iomadaítear ionchur sa [SceneTree].

en: Inputs documentation index
ga: Innéacs doiciméadaithe ionchuir

en: This will simulate pressing the specified action.
    The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
    [b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead.
ga: Insamhladh é seo an gníomh sonraithe a bhrú.
    Is féidir an neart a úsáid le haghaidh gníomhartha neamh- Boole, tá sé sa raon idir 0 agus 1 a léiríonn déine na gníomhaíochta tugtha.
    [b]Nóta:[/b] Ní bheidh an modh seo ina chúis le haon ghlaonna [method Node._input]. Tá sé beartaithe é a úsáid le [method is_action_pressed] agus [method is_action_just_pressed]. Más mian leat [code]_input[/code] a insamhail, úsáid [method parse_input_event] ina ionad sin.

en: If the specified action is already pressed, this will release it.
ga: Má tá an gníomh sonraithe brúite cheana féin, scaoilfidh sé seo é.

en: Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
ga: Cuirtear iontráil léarscáilithe nua (i bhformáid SDL2) leis an mbunachar sonraí mapála. Nuashonraigh go roghnach gléasanna atá nasctha cheana féin.

en: Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([member use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
    The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
ga: Seoltar gach imeacht ionchuir atá sa mhaolán reatha chuig an lúb cluiche. Seans gur maolánaíodh na teagmhais seo mar thoradh ar ionchur carntha ([member use_accumulated_input]) nó ar shruthlú ionchuir lúfar ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
    Déanfaidh an t-inneall é seo é féin cheana féin ag príomhphointí forghníomhaithe (uair amháin in aghaidh an fhráma ar a laghad). Mar sin féin, is féidir é seo a bheith úsáideach i gcásanna ardchéime nuair is mian leat smacht beacht a bheith agat ar uainiú láimhseáil imeachtaí.

en: Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use [method get_action_strength] instead.
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
ga: Filleann sé luach idir 0 agus 1 a léiríonn déine amh an ghnímh tugtha, gan aird a thabhairt ar chrios marbh na gníomhaíochta. I bhformhór na gcásanna, ba cheart duit [method get_action_strength] a úsáid ina ionad sin.
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].

en: Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis such as the keyboard, the value returned will be 0 or 1.
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
ga: Filleann sé luach idir 0 agus 1 a léiríonn déine an ghnímh tugtha. I luamhán stiúrtha, mar shampla, dá fhaide ar shiúl atá an ais (bataí analógacha nó truicear L2, R2) ón gcrios marbh, is amhlaidh is gaire an luach do 1. Má dhéantar an gníomh a mhapáil chuig rialtán nach bhfuil aon ais ann, mar shampla an méarchlár, beidh an luach ar ais 0 nó 1.
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].

en: Get axis input by specifying two actions, one negative and one positive.
    This is a shorthand for writing [code]Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action")[/code].
ga: Faigh ionchur aise trí dhá ghníomh a shonrú, ceann diúltach agus ceann dearfach.
    Is gearrscríbhinn é seo chun [code]Input.get_action_strength ("dearfach_action") a scríobh - Input.get_action_strength("negative_action")[/code].

en: Returns an [Array] containing the device IDs of all currently connected joypads.
ga: Seoltar ar ais [Eagar] ina bhfuil aitheantais an ghléis ar gach eochaircheap luamhánaithe atá nasctha faoi láthair.

en: Returns the currently assigned cursor shape (see [enum CursorShape]).
ga: Seoltar ar ais an cruth cúrsóra atá sannta faoi láthair (féach [enum CursorShape]).

en: Returns the current value of the joypad axis at given index (see [enum JoyAxis]).
ga: Filleann sé luach reatha na haise luamhán stiúrtha ag an innéacs tugtha (féach [enum JoyAxis]).

en: Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names.
ga: Filleann sé ainm an luamháin stiúrtha ag innéacs na ngléasanna sonraithe, e.g. [code]Rialaitheoir PS4[/code]. Úsáideann Godot an [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 rialaitheoirí bunachar sonraí[/url] chun ainmneacha gamepad a chinneadh.

en: Returns the duration of the current vibration effect in seconds.
ga: Filleann sé fad an éifeacht tonnchrith reatha i soicindí.

en: Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
ga: Tugann sé ar ais neart an chreathadh joypad: is é x neart an mhótair lag, agus is é y neart an mhótair láidir.

en: Returns the last mouse velocity in screen coordinates. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.
ga: Filleann an treoluas luiche deiridh i gcomhordanáidí an scáileáin. Chun treoluas beacht agus saor ó ghiodam a sholáthar, ní ríomhtar treoluas luiche ach amháin gach 0.1s. Mar sin, beidh moill ar ghluaiseachtaí luiche ag treoluas luiche.

en: Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.
ga: Tuairisceáin an treoluas luch deiridh. Chun treoluas beacht agus saor ó ghiodam a sholáthar, ní ríomhtar treoluas luiche ach amháin gach 0.1s. Mar sin, beidh moill ar ghluaiseachtaí luiche ag treoluas luiche.

en: Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method DisplayServer.mouse_get_button_state].
ga: Filleann cnaipí luiche mar ghiotán. Má bhrúitear cnaipí luiche iolracha ag an am céanna, cuirtear na giotán le chéile. Comhionann le [method DisplayServer.mouse_get_button_state].

en: Gets an input vector by specifying four actions for the positive and negative X and Y axes.
    This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.
    By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).
ga: Faigheann sé veicteoir ionchuir trí cheithre ghníomh a shonrú do na haiseanna dearfacha agus diúltacha X agus Y.
    Tá an modh seo úsáideach agus ionchur veicteora á fháil, mar shampla ó luamhán stiúrtha, eochaircheap treorach, saigheada, nó WASD. Tá a fhad teoranta do 1 ag an veicteoir agus tá crios marbh ciorclach aige, atá úsáideach chun ionchur veicteora a úsáid mar ghluaiseacht.
    De réir réamhshocraithe, ríomhtar an crios marbh go huathoibríoch ó mheán na criosanna marbha gníomhaíochta. Mar sin féin, is féidir leat an crios marbh a shárú le bheith cibé rud is mian leat (ar an raon 0 go 1).

en: Returns [code]true[/code] when the user has [i]started[/i] pressing the action event in the current frame or physics tick. It will only return [code]true[/code] on the frame or tick that the user pressed down the button.
    This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
    [b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] pressed. An action can be pressed and released again rapidly, and [code]true[/code] will still be returned so as not to miss input.
    [b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
    [b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_pressed] instead to query the action state of the current event.
ga: Filleann sé [code]true[/code] nuair a [i]thosaigh an t-úsáideoir[/i] an t-imeacht gníomhaíochta a bhrú sa fhráma reatha nó tic fisice. Ní thabharfaidh sé ar ais ach [code]true[/code] ar an bhfráma nó cuir tic leis gur bhrúigh an t-úsáideoir síos an cnaipe.
    Tá sé seo úsáideach le haghaidh cód nach mór a rith ach uair amháin nuair a bhíonn gníomh brúite, in ionad gach fráma agus é brúite.
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].
    [b]Nóta:[/b] Má sheoltar ar ais [code]true[/code], ní thugtar le tuiscint go bhfuil an gníomh [i]fós[/i] brúite. Is féidir gníomh a bhrú agus a scaoileadh arís go tapa, agus cuirfear [code]true[/code] ar ais go fóill ionas nach gcaillfear ionchur.
    [b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method is_action_just_pressed] [code]false[/code] a thabhairt ar ais fiú má tá ceann d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le haghaidh tuilleadh faisnéise.
    [b]Nóta:[/b] Le linn láimhsiú ionchuir (m.sh. [method Node._input]), úsáid [method InputEvent.is_action_pressed] ina ionad sin chun staid gníomhaíochta an imeachta reatha a cheistiú.

en: Returns [code]true[/code] when the user [i]stops[/i] pressing the action event in the current frame or physics tick. It will only return [code]true[/code] on the frame or tick that the user releases the button.
    [b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] not pressed. An action can be released and pressed again rapidly, and [code]true[/code] will still be returned so as not to miss input.
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
    [b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_released] instead to query the action state of the current event.
ga: Filleann sé [code]true[/code] nuair a stopann an t-úsáideoir [i][/i] ag brú ar an imeacht gníomhaíochta sa fhráma reatha nó san fhisic tic. Ní thabharfaidh sé ar ais ach [code]true[/code] ar an bhfráma nó cuir tic le go scaoileann an t-úsáideoir an cnaipe.
    [b]Nóta:[/b] Má sheoltar ar ais [code]true[/code], ní thugtar le tuiscint nach bhfuil an gníomh [i]fós[/i] brúite. Is féidir gníomh a scaoileadh agus a bhrú arís go tapa, agus cuirfear [code]true[/code] ar ais fós ionas nach gcaillfear ionchur.
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].
    [b]Nóta:[/b] Le linn láimhsiú ionchuir (m.sh. [method Node._input]), úsáid [method InputEvent.is_action_released] ina ionad sin chun staid gníomhaíochta an imeachta reatha a cheistiú.

en: Returns [code]true[/code] if you are pressing the action event.
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
    [b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
ga: Filleann sé [code]true[/code] má tá tú ag brú ar an imeacht gníomhaíochta.
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].
    [b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method is_action_pressed] [code]false[/code] a thabhairt ar ais fiú má tá ceann d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le haghaidh tuilleadh faisnéise.

en: Returns [code]true[/code] if any action, key, joypad button, or mouse button is being pressed. This will also return [code]true[/code] if any action is simulated via code by calling [method action_press].
ga: Filleann sé [code]true[/code] má tá aon ghníomh, eochair, cnaipe luiche nó cnaipe luiche á bhrú. Tabharfaidh sé seo ar ais freisin [code]true[/code] má insamhladh aon ghníomh trí chód trí ghlaoch ar [method action_press].

en: Returns [code]true[/code] if you are pressing the joypad button (see [enum JoyButton]).
ga: Filleann sé [code]true[/code] má tá tú ag brú an cnaipe luamhán stiúrtha (féach [enum JoyButton]).

en: Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
ga: Filleann sé [code]true[/code] má tá an gléas sonraithe ar eolas ag an gcóras. Ciallaíonn sé seo go socraíonn sé gach innéacs cnaipe agus ais. Níltear ag súil go mbeidh pads luamháin anaithnid ag teacht leis na tairisigh seo, ach is féidir leat imeachtaí a aisghabháil uathu fós.

en: Returns [code]true[/code] if you are pressing the key with the [param keycode] printed on it. You can pass a [enum Key] constant or any Unicode character code.
ga: Filleann [code]true[/code] má tá an eochair á bhrú agat agus an [eochairchód param] priontáilte air. Is féidir leat tairiseach [enum Key] nó cód carachtair Unicode ar bith a chur ar aghaidh.

en: Returns [code]true[/code] if you are pressing the Latin key in the current keyboard layout. You can pass a [enum Key] constant.
    [method is_key_pressed] is only recommended over [method is_physical_key_pressed] in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use [method is_physical_key_pressed].
    [b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
ga: Filleann sé [code]true[/code] má tá tú ag brú ar an eochair Laidine i leagan amach reatha an mhéarchláir. Is féidir leat tairiseach [Eochair enum] a rith.
    Ní mholtar [method is_key_pressed] ach amháin thar [method is_physical_key_pressed] i bhfeidhmchláir nach mbaineann le cluiche. Cinntíonn sé seo go n-iompraíonn eochracha aicearra mar a bhíothas ag súil leis ag brath ar leagan amach méarchláir an úsáideora, toisc go mbraitheann aicearraí méarchláir go ginearálta ar leagan amach an mhéarchláir in iarratais neamhchluiche. Má tá amhras ort, úsáid [method is_physical_key_pressed].
    [b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method is_key_pressed] [code]false[/code] a thabhairt ar ais fiú má tá ceann d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le haghaidh tuilleadh faisnéise.

en: Returns [code]true[/code] if you are pressing the mouse button specified with [enum MouseButton].
ga: Filleann sé [code]true[/code] má tá tú ag brú an cnaipe luiche sonraithe le [enum MouseButton].

en: Returns [code]true[/code] if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a [enum Key] constant.
    [method is_physical_key_pressed] is recommended over [method is_key_pressed] for in-game actions, as it will make [kbd]W[/kbd]/[kbd]A[/kbd]/[kbd]S[/kbd]/[kbd]D[/kbd] layouts work regardless of the user's keyboard layout. [method is_physical_key_pressed] will also ensure that the top row number keys work on any keyboard layout. If in doubt, use [method is_physical_key_pressed].
    [b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
ga: Filleann sé [code]true[/code] má tá tú ag brú ar an eochair sa suíomh fisiceach ar an méarchlár 101/102-eochair US QWERTY. Is féidir leat tairiseach [enum Key] a rith.
    Moltar [method is_physical_key_pressed] thar [method is_key_pressed] le haghaidh gníomhartha sa chluiche, mar go ndéanfaidh sé [kbd]W[/kbd]/[kbd]A[/kbd]/[kbd]S[/kbd]/[kbd]D[/kbd] leagan amach a oibríonn beag beann ar leagan amach méarchláir an úsáideora. Cinnteoidh [method is_physical_key_pressed] freisin go n-oibreoidh na heochracha uimhreacha barr ar aon leagan amach méarchláir. Má tá amhras ort, úsáid [method is_physical_key_pressed].
    [b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method is_physical_key_pressed] [code]false[/code] a thabhairt ar ais fiú má tá ceann d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le haghaidh tuilleadh faisnéise.

en: Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
    [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
ga: Socraíonn sé luach luasghéaraithe an bhraiteora méadair luasghéaraithe. Is féidir é a úsáid le haghaidh dífhabhtaithe ar fheistí gan braiteoir crua-earraí, mar shampla in eagarthóir ar ríomhaire.
    [b]Nóta:[/b] Is féidir an luach seo a fhorscríobh láithreach bonn leis an luach braite crua-earraí ar Android agus iOS.

en: Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing [code]null[/code] to the image parameter resets to the system cursor. See [enum CursorShape] for the list of shapes.
    [param image] can be either [Texture2D] or [Image] and its size must be lower than or equal to 256×256. To avoid rendering issues, sizes lower than or equal to 128×128 are recommended.
    [param hotspot] must be within [param image]'s size.
    [b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If using an [AnimatedTexture], only the first frame will be displayed.
    [b]Note:[/b] The [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] compression modes are recommended. The [b]Video RAM[/b] compression mode can be used, but it will be decompressed on the CPU, which means loading times are slowed down and no memory is saved compared to lossless modes.
    [b]Note:[/b] On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for [url=https://chromestatus.com/feature/5825971391299584]security reasons[/url].
ga: Socraíonn sé íomhá cúrsóra luiche saincheaptha, nach bhfuil le feiceáil ach taobh istigh den fhuinneog cluiche. Is féidir an hotspot a shonrú freisin. Má chuirtear [code]null[/code] ar aghaidh chuig an bparaiméadar íomhá, athshocraítear chuig cúrsóir an chórais é. Féach [enum CursorShape] le haghaidh liosta na gcruthanna.
    Is féidir le [íomhá param] a bheith [Uigeacht2D] nó [Íomhá] agus caithfidh a méid a bheith níos ísle ná nó cothrom le 256×256. Chun saincheisteanna rindreála a sheachaint, moltar méideanna níos ísle ná nó cothrom le 128 × 128.
    Ní mór [param hotspot] a bheith laistigh de mhéid [íomhá param].
    [b]Nóta:[/b] Ní thacaítear le [AnimatedTexture]s mar chúrsóirí saincheaptha luiche. Má tá [Uigeacht Bheoite in úsáid], ní thaispeánfar ach an chéad fhráma.
    [b]Nóta:[/b] Moltar na modhanna comhbhrú [b]Lossless[/b], [b]Lossy[/b] nó [b]neamh-chomhbhrúite[/b]. Is féidir an modh comhbhrú [b] Video RAM[/b] a úsáid, ach déanfar é a dhí-chomhbhrú ar an LAP, rud a chiallaíonn go gcuirtear moill ar amanna luchtaithe agus nach sábhálfar aon chuimhne i gcomparáid le modhanna gan chailliúint.
    [b]Nóta:[/b] Ar an ardán gréasáin, is é 128×128 an t-uasmhéid atá ceadaithe don íomhá cúrsóra. Ní thaispeánfar íomhánna cúrsóra níos mó ná 32×32 ach amháin má tá íomhá cúrsóir na luiche suite go hiomlán laistigh den leathanach le haghaidh [url=https://chromestatus.com/feature/5825971391299584]cúiseanna slándála[/url].

en: Sets the default cursor shape to be used in the viewport instead of [constant CURSOR_ARROW].
    [b]Note:[/b] If you want to change the default cursor shape for [Control]'s nodes, use [member Control.mouse_default_cursor_shape] instead.
    [b]Note:[/b] This method generates an [InputEventMouseMotion] to update cursor immediately.
ga: Socraíonn sé cruth réamhshocraithe an chúrsóra atá le húsáid sa radharc amharc in ionad [CURSOR_ARROW leanúnach].
    [b]Nóta:[/b] Más mian leat cruth réamhshocraithe an chúrsóra do nóid [Control] a athrú, úsáid [member Control.mouse_default_cursor_shape] ina ionad sin.
    [b]Nóta:[/b] Gineann an modh seo [InputEventMouseMotion] chun an cúrsóir a nuashonrú láithreach.

en: Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
    [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
ga: Socraíonn sé luach domhantarraingthe an bhraiteora méadair luasghéaraithe. Is féidir é a úsáid le haghaidh dífhabhtaithe ar fheistí gan braiteoir crua-earraí, mar shampla in eagarthóir ar ríomhaire.
    [b]Nóta:[/b] Is féidir an luach seo a fhorscríobh láithreach bonn leis an luach braite crua-earraí ar Android agus iOS.

en: Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
    [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
ga: Socraíonn sé luach ráta uainíochta an bhraiteora gyroscóp. Is féidir é a úsáid le haghaidh dífhabhtaithe ar fheistí gan braiteoir crua-earraí, mar shampla in eagarthóir ar ríomhaire.
    [b]Nóta:[/b] Is féidir an luach seo a fhorscríobh láithreach bonn leis an luach braite crua-earraí ar Android agus iOS.

en: Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
    [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
ga: Socraíonn sé luach réimse maighnéadach an bhraiteora maighnéadiméadar. Is féidir é a úsáid le haghaidh dífhabhtaithe ar fheistí gan braiteoir crua-earraí, mar shampla in eagarthóir ar ríomhaire.
    [b]Nóta:[/b] Is féidir an luach seo a fhorscríobh láithreach bonn leis an luach braite crua-earraí ar Android agus iOS.

en: Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable [code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Read the [url=https://wiki.libsdl.org/SDL2]SDL documentation[/url] for more information.
    [b]Note:[/b] Some 3rd party tools can contribute to the list of ignored devices. For example, [i]SteamInput[/i] creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.
ga: Ceistítear cé acu ar cheart nó nár cheart neamhaird a dhéanamh ar ghléas ionchuir. Is féidir neamhaird a dhéanamh de ghléasanna tríd an athróg timpeallachta a shocrú [code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Léigh an doiciméadú [url=https://wiki.libsdl.org/SDL2]SDL[/url] le haghaidh tuilleadh eolais.
    [b]Nóta:[/b] Is féidir le roinnt uirlisí tríú páirtí cur le liosta na ngléasanna a ndéantar neamhaird orthu. Mar shampla, cruthaíonn [i]SteamInput[/i] gléasanna fíorúla ó ghléasanna fisiceacha chun críocha athmhapála. Chun an gléas ionchuir céanna a sheachaint faoi dhó, cuirtear an gléas bunaidh leis an liosta neamhairde.

en: Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [param weak_magnitude] is the strength of the weak motor (between 0 and 1) and [param strong_magnitude] is the strength of the strong motor (between 0 and 1). [param duration] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling [method stop_joy_vibration].
    [b]Note:[/b] Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.
    [b]Note:[/b] For macOS, vibration is only supported in macOS 11 and later.
ga: Tosaíonn sé ag creathadh an luamhán stiúrtha. Is gnách go mbíonn dhá mhótar tormáin ag luamháin, ceann láidir agus ceann lag. Is é [param weak_magnitude] neart an mhótair lag (idir 0 agus 1) agus is é [param strong_magnitude] neart an mhótair láidir (idir 0 agus 1). Is é [fad param] fad na héifeachta i soicindí (déanfaidh ré 0 iarracht an tonnchrith a imirt ar feadh tréimhse éiginnte). Is féidir an tonnchrith a stopadh go luath ach glaoch a chur ar [method stop_joy_vibration].
    [b]Nóta:[/b] Níl gach crua-earraí comhoiriúnach le tréimhsí fada éifeacht; moltar éifeacht a atosú má tá sé le himirt ar feadh níos mó ná cúpla soicind.
    [b] Nóta:[/b] I gcás macOS, ní thacaítear le tonnchrith ach amháin i macOS 11 agus níos déanaí.

en: Stops the vibration of the joypad started with [method start_joy_vibration].
ga: Stopann creathadh an luamháin tosaithe le [method start_joy_vibration].

en: Vibrate the handheld device for the specified duration in milliseconds.
    [param amplitude] is the strength of the vibration, as a value between [code]0.0[/code] and [code]1.0[/code]. If set to [code]-1.0[/code], the default vibration strength of the device is used.
    [b]Note:[/b] This method is implemented on Android, iOS, and Web. It has no effect on other platforms.
    [b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the [code]VIBRATE[/code] permission in the export preset. Otherwise, [method vibrate_handheld] will have no effect.
    [b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and later.
    [b]Note:[/b] For Web, the amplitude cannot be changed.
    [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support [method vibrate_handheld].
ga: Creathadh an fheiste ríomhaire boise ar feadh na tréimhse sonraithe i milleasoicindí.
    Is é [aimplitiúid param] neart an chreathadh, mar luach idir [code]0.0[/code] agus [code]1.0[/code]. Má tá sé socraithe go [code] -1.0[/code], úsáidtear neart creathadh réamhshocraithe an ghléis.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, agus Gréasáin. Níl aon éifeacht aige ar ardáin eile.
    [b]Nóta:[/b] Le haghaidh Android, éilíonn [method vibrate_handheld] an cead [code]VIBRATE[/code] a chumasú sa réamhshocrú easpórtála. Seachas sin, ní bheidh aon éifeacht ag [method vibrate_handheld].
    [b]Nóta:[/b] I gcás iOS, ní thacaítear leis an ré a shonrú ach amháin i iOS 13 agus níos déanaí.
    [b]Nóta:[/b] I gcás Gréasáin, ní féidir an aimplitiúid a athrú.
    [b]Nóta:[/b] Ní thacaíonn roinnt brabhsálaithe gréasáin ar nós Safari agus Firefox do Android le [method vibrate_handheld].

en: Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.
    Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN].
    [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
ga: Socraíonn sé suíomh na luiche go dtí an veicteoir sonraithe, curtha ar fáil i bpicteilíní agus i gcoibhneas le tionscnamh ag an gcúinne uachtarach ar chlé den fhuinneog cluiche Bainisteoir Fuinneog atá dírithe faoi láthair.
    Gearrtar suíomh na luiche go dtí teorainneacha taifeach an scáileáin, nó go dtí teorainneacha na fuinneoige cluiche má tá [enum MouseMode] socraithe go [MOUSE_MODE_CONFINED leanúnach] nó [MOUSE_MODE_CONFINED_HIDDEN].
    [b] Nóta:[/b] ní thacaítear le [method warp_mouse] ach ar Windows, macOS agus Linux. Níl aon éifeacht aige ar Android, iOS agus Gréasáin.

en: If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen. See also [member ProjectSettings.input_devices/pointing/emulate_mouse_from_touch].
ga: Más [code]true[/code], seolann sé imeachtaí ionchuir luiche nuair a bhíonn tú ag cnagadh nó ag svaidhpeáil ar an scáileán tadhaill. Féach freisin [comhalta ProjectSettings.input_devices/pointing/emulate_mouse_from_touch].

en: If [code]true[/code], sends touch input events when clicking or dragging the mouse. See also [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].
ga: Más [code]true[/code], seolann sé imeachtaí ionchuir tadhaill nuair a chliceálann tú nó nuair a tharraingíonn tú an luch. Féach freisin [comhalta ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].

en: Controls the mouse mode. See [enum MouseMode] for more information.
ga: Rialaíonn an modh luch. Féach [enum MouseMode] le haghaidh tuilleadh eolais.

en: If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
    Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.
    [b]Note:[/b] Input accumulation is [i]enabled[/i] by default.
ga: Más [code]true[/code], carntar teagmhais ionchuir cosúla a sheol an córas oibriúcháin. Nuair a chumasaítear carnadh ionchuir, déanfar gach imeacht ionchuir a ghintear le linn fráma a chumasc agus a astú nuair a bheidh an fráma déanta. Dá bhrí sin, cuireann sé seo teorainn le líon na nglaonna modhanna ionchuir in aghaidh an tsoicind chuig an CCT rindreála.
    Is féidir carnadh ionchuir a dhíchumasú chun ionchur beagán níos cruinne/imoibríoch a fháil ar chostas méadaithe úsáide LAP. I bhfeidhmchláir ina bhfuil gá le línte saorláimhe a tharraingt, ba cheart carnadh ionchuir a dhíchumasú go ginearálta agus an t-úsáideoir ag tarraingt na líne chun torthaí a fháil a leanann go dlúth leis an ionchur iarbhír.
    [b]Nóta:[/b] Tá carnadh ionchuir [i]cumasaithe[/i] de réir réamhshocraithe.

en: Emitted when a joypad device has been connected or disconnected.
ga: Astaithe nuair a nasctar nó nuair a dhícheanglaítear gléas luamhán stiúrtha.

en: Arrow cursor. Standard, default pointing cursor.
ga: Cúrsóir arrow. Cúrsóir pointeála caighdeánach, réamhshocraithe.

en: I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.
ga: cúrsóir I-beam. De ghnáth úsáidtear é chun a thaispeáint cá mbeidh an cúrsóir téacs le feiceáil nuair a chliceáiltear ar an luch.

en: Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.
ga: Cúrsóir láimhe dírithe. De ghnáth a úsáidtear chun a chur in iúl go bhfuil an pointeoir thar nasc nó mír idirghníomhaithe eile.

en: Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.
ga: Cúrsóir tras. De ghnáth bíonn sé le feiceáil thar réigiúin inar féidir oibríocht líníochta a dhéanamh nó le haghaidh roghnúcháin.

en: Wait cursor. Indicates that the application is busy performing an operation, and that it cannot be used during the operation (e.g. something is blocking its main thread).
ga: Fan cúrsóir. Tugann sé le fios go bhfuil an feidhmchlár gnóthach ag déanamh oibríochta, agus nach féidir é a úsáid le linn na hoibríochta (m.sh. tá rud éigin ag cur bac ar a phríomhshnáithe).

en: Busy cursor. Indicates that the application is busy performing an operation, and that it is still usable during the operation.
ga: Cúrsóir gnóthach. Léiríonn sé go bhfuil an t-iarratas gnóthach ag feidhmiú oibríochta, agus go bhfuil sé fós inúsáidte le linn na hoibríochta.

en: Drag cursor. Usually displayed when dragging something.
    [b]Note:[/b] Windows lacks a dragging cursor, so [constant CURSOR_DRAG] is the same as [constant CURSOR_MOVE] for this platform.
ga: Tarraing cúrsóir. De ghnáth ar taispeáint nuair a tharraingt rud éigin.
    [b]Nóta:[/b] Níl cúrsóir tarraingthe in easnamh ar Windows, mar sin tá [CURSOR_DRAG leanúnach] mar an gcéanna le [CURSOR_MOVE leanúnach] don ardán seo.

en: Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.
ga: Is féidir an cúrsóir a ísliú. Taispeántar go hiondúil nuair a tharraingítear rud éigin chun a chur in iúl gur féidir é a ísliú ag an suíomh reatha.

en: Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.
ga: Cúrsóir toirmiscthe. Léiríonn sé go bhfuil an gníomh reatha toirmiscthe (mar shampla, nuair a tharraingítear rud éigin) nó go bhfuil an rialú ag suíomh díchumasaithe.

en: Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.
ga: Cúrsóir luiche ingearach a athrú. Saighead ingearach le ceann dúbailte. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go hingearach.

en: Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
ga: Cúrsóir luch cothrománach a athrú. Saighead chothrománach le ceann dúbailte. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go cothrománach.

en: Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
ga: Cúrsóir luiche a athrú méid na fuinneoige. Is saighead ceann dúbailte é an cúrsóir a théann ón mbun ar chlé go dtí an barr ar dheis. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go cothrománach agus go hingearach.

en: Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel both horizontally and vertically.
ga: Cúrsóir luiche a athrú méid na fuinneoige. Is saighead ceann dúbailte é an cúrsóir a théann ón mbarr ar chlé go dtí an bun ar dheis, a mhalairt de [CURSOR_BDIAGSIZE seasmhach]. Insíonn sé don úsáideoir gur féidir leo an fhuinneog nó an painéal a athrú go cothrománach agus go hingearach.

en: Move cursor. Indicates that something can be moved.
ga: Bog cúrsóir. Léiríonn sé gur féidir rud éigin a bhogadh.

en: Vertical split mouse cursor. On Windows, it's the same as [constant CURSOR_VSIZE].
ga: Cúrsóir luiche scoilte ingearach. Ar Windows, tá sé mar an gcéanna le [CURSOR_VSIZE tairiseach].

en: Horizontal split mouse cursor. On Windows, it's the same as [constant CURSOR_HSIZE].
ga: Cúrsóir luch cothrománach scoilte. Ar Windows, tá sé mar an gcéanna le [CURSOR_HSIZE tairiseach].

en: Help cursor. Usually a question mark.
ga: Cabhair cúrsóir. De ghnáth comhartha ceiste.

en: Abstract base class for input events.
ga: Bunrang teibí le haghaidh imeachtaí ionchuir.

en: Abstract base class of all types of input events. See [method Node._input].
ga: Bunrang teibí de gach cineál imeachtaí ionchuir. Féach ar [method Nód._input].

en: Using InputEvent
ga: Ag baint úsáide as InputEvent

en: Returns [code]true[/code] if the given input event and this input event can be added together (only for events of type [InputEventMouseMotion]).
    The given input event's position, global position and speed will be copied. The resulting [code]relative[/code] is a sum of both events. Both events' modifiers have to be identical.
ga: Filleann sé [code]true[/code] más féidir an t-imeacht ionchuir tugtha agus an teagmhas ionchuir seo a chur le chéile (ach amháin le haghaidh imeachtaí den chineál [InputEventMouseMotion]).
    Déanfar suíomh, suíomh domhanda agus luas an imeachta ionchuir a thugtar a chóipeáil. Is é atá sa [code]gaol[/code] mar thoradh air sin suim an dá imeacht. Caithfidh modhnóirí an dá imeacht a bheith comhionann.

en: Returns a [String] representation of the event.
ga: Filleann sé léiriú [Teaghrán] den imeacht.

en: Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
ga: Filleann sé luach idir 0.0 agus 1.0 ag brath ar staid na ngníomhartha tugtha. Úsáideach chun luach imeachtaí den chineál a fháil [InputEventJoypadMotion].
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].

en: Returns [code]true[/code] if this input event matches a pre-defined action of any type.
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
ga: Filleann sé [code]true[/code] má mheaitseálann an teagmhas ionchuir seo gníomh réamhshainithe d'aon chineál.
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].

en: Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [param allow_echo] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
    [b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
ga: Filleann sé [code]true[/code] má tá an gníomh tugtha á bhrú (agus nach teagmhas macalla é d’imeachtaí [InputEventKey], ach amháin má tá [param allow_echo] [code]true[/code]). Níl sé ábhartha d'imeachtaí den chineál [InputEventMouseMotion] nó [InputEventScreenDrag].
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].
    [b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method is_action_pressed] [code]false[/code] a thabhairt ar ais fiú má tá ceann d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le haghaidh tuilleadh faisnéise.

en: Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
ga: Filleann sé [code]true[/code] má scaoiltear an gníomh a tugadh (i.e. gan a bheith brúite). Níl sé ábhartha d'imeachtaí den chineál [InputEventMouseMotion] nó [InputEventScreenDrag].
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].

en: Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
ga: Filleann sé [code]true[/code] más cineál an teagmhais ionchuir seo ceann is féidir a shannadh do ghníomh ionchuir.

en: Returns [code]true[/code] if this input event has been canceled.
ga: Filleann sé [code]true[/code] má tá an teagmhas ionchuir seo curtha ar ceal.

en: Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]). An echo event is a repeated key event sent when the user is holding down the key. Any other event type returns [code]false[/code].
    [b]Note:[/b] The rate at which echo events are sent is typically around 20 events per second (after holding down the key for roughly half a second). However, the key repeat delay/speed can be changed by the user or disabled entirely in the operating system settings. To ensure your project works correctly on all configurations, do not assume the user has a specific key repeat configuration in your project's behavior.
ga: Filleann sé [code]true[/code] más teagmhas macalla é an t-imeacht ionchuir seo (le haghaidh imeachtaí den chineál [InputEventKey] amháin). Is teagmhas eochrach é eachtra macalla a sheoltar nuair a bhíonn an eochair á coinneáil síos ag an úsáideoir. Filleann aon chineál teagmhais eile [code]bréagach[/code].
    [b]Nóta:[/b] Is é an ráta a sheoltar teagmhais macalla go hiondúil ná timpeall 20 imeacht in aghaidh an tsoicind (tar éis an eochair a choinneáil síos ar feadh thart ar leath soicind). Mar sin féin, is féidir leis an úsáideoir an eochairmhoill/luas athuair a athrú nó a dhíchumasú go hiomlán i socruithe an chórais oibriúcháin. Chun a chinntiú go n-oibríonn do thionscadal i gceart ar gach cumraíocht, ná glac leis go bhfuil eochairchumraíocht athuair ar leith ag an úsáideoir in iompar do thionscadail.

en: Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
    [b]Note:[/b] Due to keyboard ghosting, [method is_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
ga: Filleann sé [code]true[/code] má tá an teagmhas ionchuir seo brúite. Níl sé ábhartha d'imeachtaí den chineál [InputEventMouseMotion] nó [InputEventScreenDrag].
    [b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method is_brú] [code]bréagach[/code] a thabhairt ar ais fiú má tá ceann d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le haghaidh tuilleadh faisnéise.

en: Returns [code]true[/code] if this input event is released. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
ga: Filleann sé [code]true[/code] má scaoiltear leis an teagmhas ionchuir seo. Níl sé ábhartha d'imeachtaí den chineál [InputEventMouseMotion] nó [InputEventScreenDrag].

en: Returns a copy of the given input event which has been offset by [param local_ofs] and transformed by [param xform]. Relevant for events of type [InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture].
ga: Filleann sé seo cóip den teagmhas ionchuir tugtha atá fritháirithe ag [param local_ofs] agus arna chlaochlú ag [param xform]. Ábhartha le haghaidh imeachtaí den chineál [InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] agus [InputEventPanGesture].

en: The event's device ID.
    [b]Note:[/b] [member device] can be negative for special use cases that don't refer to devices physically present on the system. See [constant DEVICE_ID_EMULATION].
ga: Aitheantas gléis an imeachta.
    [b]Nóta:[/b] is féidir le [ballfheiste] a bheith diúltach i gcásanna úsáide speisialta nach dtagraíonn d’fheistí atá i láthair go fisiciúil ar an gcóras. Féach ar [DEVICE_ID_EMULATION leanúnach].

en: Device ID used for emulated mouse input from a touchscreen, or for emulated touch input from a mouse. This can be used to distinguish emulated mouse input from physical mouse input, or emulated touch input from physical touch input.
ga: Aitheantas an ghléis a úsáidtear le haghaidh ionchur luiche aithrise ó scáileán tadhaill, nó le haghaidh ionchur tadhaill aithrise ó luch. Is féidir é seo a úsáid chun ionchur luiche aithrise a idirdhealú ó ionchur luch fisiciúil, nó ionchur tadhaill aithrise ó ionchur tadhaill fhisiciúil.

en: An input event type for actions.
ga: Cineál teagmhais ionchuir le haghaidh gníomhartha.

en: Contains a generic action which can be targeted from several types of inputs. Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the [InputMap] class.
    [b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with [method Input.parse_input_event], which are then received in [method Node._input]. To check if a physical event matches an action from the Input Map, use [method InputEvent.is_action] and [method InputEvent.is_action_pressed].
ga: Tá gníomh cineálach ann ar féidir díriú air ó roinnt cineálacha ionchuir. Is féidir gníomhartha agus a n-imeachtaí a shocrú sa chluaisín [b]Input Map[/b] i [b]Tionscadal > Socruithe an Tionscadail[/b], nó leis an rang [InputMap].
    [b]Nóta:[/b] Murab ionann agus na fo-aicmí eile [InputEvent] a mhapálann d’imeachtaí fisiceacha uathúla, ní astaíonn an t-inneall an ceann fíorúil seo. Tá an rang seo úsáideach chun gníomhartha a astú de láimh le [method Input.parse_input_event], a fhaightear ansin i [method Node._input]. Chun seiceáil an meaitseálann teagmhas fisiciúil gníomh ón Léarscáil Ionchuir, úsáid [method InputEvent.is_action] agus [method InputEvent.is_action_pressed].

en: Using InputEvent: Actions
ga: Ag baint úsáide as InputEvent: Gníomhartha

en: The action's name. Actions are accessed via this [String].
ga: Ainm an ghnímh. Tá rochtain ar ghníomhartha tríd an [Teaghrán] seo.

en: The real event index in action this event corresponds to (from events defined for this action in the [InputMap]). If [code]-1[/code], a unique ID will be used and actions pressed with this ID will need to be released with another [InputEventAction].
ga: Innéacs na bhfíor-imeachtaí i ngníomh a gcomhfhreagraíonn an teagmhas seo dó (ó imeachtaí atá sainithe don ghníomh seo sa [InputMap]). Más [code]-1[/code], úsáidfear aitheantas uathúil agus beidh gá gníomhartha a bhrúitear leis an ID seo a scaoileadh le [InputEventAction] eile.

en: If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
ga: Más [code]true[/code], brúitear staid an ghnímh. Má tá [code]false[/code], scaoiltear staid an ghnímh.

en: The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.
ga: Tá neart an ghnímh idir 0 agus 1. Meastar an luach seo a bheith comhionann le 0 má tá [code]bréagach[/code] brúite air. Ligeann neart na hócáide imeachtaí tairiscint luamhán stiúrtha analógacha a bhréagnú, trína shonrú cé chomh láidir is atá an ais joypad lúbtha nó brúite.

en: Abstract base class for [Viewport]-based input events.
ga: Bunrang teibí le haghaidh imeachtaí ionchuir bunaithe ar [Viewport].

en: InputEventFromWindow represents events specifically received by windows. This includes mouse events, keyboard events in focused windows or touch screen actions.
ga: Léiríonn InputEventFromWindow imeachtaí a fhaigheann fuinneoga go sonrach. Áirítear leis seo imeachtaí luiche, imeachtaí méarchláir i bhfuinneoga dírithe nó gníomhartha scáileáin tadhaill.

en: The ID of a [Window] that received this event.
ga: Aitheantas [fuinneog] a fuair an t-imeacht seo.

en: Abstract base class for touch gestures.
ga: Bunrang teibí le haghaidh gothaí tadhaill.

en: InputEventGestures are sent when a user performs a supported gesture on a touch screen. Gestures can't be emulated using mouse, because they typically require multi-touch.
ga: Seoltar InputEventGestures nuair a dhéanann úsáideoir gotha tacaithe ar scáileán tadhaill. Ní féidir gothaí a aithris le luch, mar is gnách go mbíonn il-dteagmháil ag teastáil uathu.

en: The local gesture position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] that received this gesture.
ga: An suíomh gotha áitiúil i gcoibhneas leis an [Viewport]. Má úsáidtear é i [method Control._gui_input], tá an suíomh i gcoibhneas leis an [Rialú] reatha a fuair an comhartha seo.

en: Represents a gamepad button being pressed or released.
ga: Léiríonn sé seo cnaipe gamepad á bhrú nó á scaoileadh.

en: Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
ga: Cineál imeachta ionchuir le haghaidh cnaipí gamepad. Le haghaidh maidí analógacha gamepad agus luamhán stiúrtha, féach [InputEventJoypadMotion].

en: Button identifier. One of the [enum JoyButton] button constants.
ga: Aitheantóir cnaipe. Ceann de na tairisigh cnaipe [enum JoyButton].

en: If [code]true[/code], the button's state is pressed. If [code]false[/code], the button's state is released.
ga: Má tá [code]true[/code], brúitear staid an chnaipe. Má tá [code]false[/code], scaoiltear staid an chnaipe.

en: This property is never set by the engine and is always [code]0[/code].
ga: Ní shocraíonn an t-inneall an t-airí seo riamh agus is [code]0[/code] i gcónaí é.

en: Represents axis motions (such as joystick or analog triggers) from a gamepad.
ga: Léiríonn sé gluaiseachtaí aise (cosúil le luamhán stiúrtha nó truicear analógach) ó gamepad.

en: Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. For gamepad buttons, see [InputEventJoypadButton].
ga: Stórálann sé faisnéis faoi ghluaiseachtaí luamhán stiúrtha. Léiríonn [InputEventJoypadMotion] ais amháin ag an am céanna. Le haghaidh cnaipí gamepad, féach [InputEventJoypadButton].

en: Axis identifier. Use one of the [enum JoyAxis] axis constants.
ga: Aitheantóir aise. Úsáid ceann de na tairisigh ais [enum JoyAxis].

en: Current position of the joystick on the given axis. The value ranges from [code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the axis is in its resting position.
ga: Suíomh reatha an luamháin stiúrtha ar an ais tugtha. Téann an luach ó [code]-1.0[/code] go [code]1.0[/code]. Ciallaíonn luach [code]0[/code] go bhfuil an ais ina seasamh scíthe.

en: Represents a key on a keyboard being pressed or released.
ga: Léiríonn sé eochair ar mhéarchlár atá á brú nó á scaoileadh.

en: An input event for keys on a keyboard. Supports key presses, key releases and [member echo] events. It can also be received in [method Node._unhandled_key_input].
    [b]Note:[/b] Events received from the keyboard usually have all properties set. Event mappings should have only one of the [member keycode], [member physical_keycode] or [member unicode] set.
    When events are compared, properties are checked in the following priority - [member keycode], [member physical_keycode] and [member unicode]. Events with the first matching value will be considered equal.
ga: Imeacht ionchuir le haghaidh eochracha ar mhéarchlár. Tacaíonn sé le heochairbhrúnna, príomheisiúintí agus imeachtaí [macalla na mball]. Is féidir é a fháil freisin i [method Node._unhandled_key_input].
    [b]Nóta:[/b] Is gnách go mbíonn na hairíonna uile socraithe ag imeachtaí a fhaightear ón méarchlár. Níor cheart go mbeadh ach ceann amháin de na [ball-eochairchód], [member physical_keycode] nó [member unicode] ag mapáil imeachtaí.
    Nuair a dhéantar imeachtaí a chur i gcomparáid, déantar airíonna a sheiceáil sa tosaíocht seo a leanas - [eochairchód ball], [ball-chód fhisiciúil_key] agus [comhalta unicode]. Measfar imeachtaí a bhfuil an chéad luach meaitseála orthu cothrom.

en: Returns a [String] representation of the event's [member key_label] and modifiers.
ga: Seoltar ar ais léiriú [Teaghrán] de [member key_label] agus modhnóirí an imeachta.

en: Returns a [String] representation of the event's [member keycode] and modifiers.
ga: Seoltar ar ais léiriú [Teaghrán] de [eochairchód ball] agus mionathraithe an imeachta.

en: Returns a [String] representation of the event's [member location]. This will be a blank string if the event is not specific to a location.
ga: Filleann sé léiriú [Teaghrán] de [suíomh na mball] an imeachta. Teaghrán bán a bheidh anseo mura mbaineann an t-imeacht go sonrach le suíomh.

en: Returns a [String] representation of the event's [member physical_keycode] and modifiers.
ga: Seoltar ar ais léiriú [Teaghrán] de [member physical_keycode] agus modhnóirí an imeachta.

en: Returns the localized key label combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].
    To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey].
ga: Filleann sé an lipéad logánta eochrach in éineacht le heochracha mionathraithe mar [kbd]Shift[/kbd] nó [kbd]Alt[/kbd]. Féach freisin [InputEventWithModifiers].
    Chun léiriú daonna-inléite den [InputEventKey] a fháil le modhnóirí, úsáid [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] áit arb é [code]imeacht[/code] an [InputEventKey].

en: Returns the Latin keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].
    To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey].
ga: Seoltar ar ais an eochairchód Laidine in éineacht le heochracha mionathraithe mar [kbd]Shift[/kbd] nó [kbd]Alt[/kbd]. Féach freisin [InputEventWithModifiers].
    Chun léiriú daonna-inléite a fháil den [InputEventKey] le modhnóirí, úsáid [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] áit arb é [code]imeacht[/code] an [InputEventKey].

en: Returns the physical keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].
    To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey].
ga: Seoltar ar ais an eochairchód fisiceach in éineacht le heochracha mionathraithe mar [kbd]Shift[/kbd] nó [kbd]Alt[/kbd]. Féach freisin [InputEventWithModifiers].
    Chun léiriú daonna-inléite a fháil den [InputEventKey] le modhnóirí, úsáid [code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/code] áit arb é [code]imeacht[/code] an [InputEventKey].

en: If [code]true[/code], the key was already pressed before this event. An echo event is a repeated key event sent when the user is holding down the key.
    [b]Note:[/b] The rate at which echo events are sent is typically around 20 events per second (after holding down the key for roughly half a second). However, the key repeat delay/speed can be changed by the user or disabled entirely in the operating system settings. To ensure your project works correctly on all configurations, do not assume the user has a specific key repeat configuration in your project's behavior.
ga: Más [code]true[/code], bhí an eochair brúite roimh an imeacht seo cheana féin. Is teagmhas eochrach é eachtra macalla a sheoltar nuair a bhíonn an eochair á coinneáil síos ag an úsáideoir.
    [b]Nóta:[/b] Is é an ráta a sheoltar teagmhais macalla go hiondúil ná timpeall 20 imeacht in aghaidh an tsoicind (tar éis an eochair a choinneáil síos ar feadh thart ar leath soicind). Mar sin féin, is féidir leis an úsáideoir an eochairmhoill/luas athuair a athrú nó a dhíchumasú go hiomlán i socruithe an chórais oibriúcháin. Chun a chinntiú go n-oibríonn do thionscadal i gceart ar gach cumraíocht, ná glac leis go bhfuil eochairchumraíocht athuair ar leith ag an úsáideoir in iompar do thionscadail.

en: Represents the localized label printed on the key in the current keyboard layout, which corresponds to one of the [enum Key] constants or any valid Unicode character.
    For keyboard layouts with a single label on the key, it is equivalent to [member keycode].
    To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.key_label)[/code] where [code]event[/code] is the [InputEventKey].
    [codeblock lang=text]
        +-----+ +-----+
        | Q   | | Q   | - "Q" - keycode
        |   Й | |  ض | - "Й" and "ض" - key_label
        +-----+ +-----+
    [/codeblock]
ga: Léiríonn sé an lipéad logánta atá priontáilte ar an eochair i leagan amach reatha an mhéarchláir, a fhreagraíonn do cheann de na tairisigh [Eochair enum] nó aon charachtar Unicode bailí.
    I gcás leagan amach méarchláir le lipéad amháin ar an eochair, tá sé comhionann le [eochairchód ball].
    Chun léiriú daonna-inléite den [InputEventKey] a fháil, úsáid [code]OS.get_keycode_string(event.key_label)[/code] áit arb é [code]imeacht[/code] an [InputEventKey].
    [codeblock lang=text]
        +-----+ +----+
        | Q | | Q | - "Q" - eochairchód
        |   Й | |  ض | - "Й" agus "ض" - key_label
        +-----+ +----+
    [/codeblock]

en: Latin label printed on the key in the current keyboard layout, which corresponds to one of the [enum Key] constants.
    To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is the [InputEventKey].
    [codeblock lang=text]
        +-----+ +-----+
        | Q   | | Q   | - "Q" - keycode
        |   Й | |  ض | - "Й" and "ض" - key_label
        +-----+ +-----+
    [/codeblock]
ga: Lipéad Laidine clóite ar an eochair i leagan amach reatha an mhéarchláir, a fhreagraíonn do cheann de na tairisigh [Eochair enum].
    Chun léiriú daonna-inléite den [InputEventKey] a fháil, úsáid [code]OS.get_keycode_string(event.keycode)[/code] áit arb é [code]imeacht[/code] an [InputEventKey].
    [codeblock lang=text]
        +-----+ +----+
        | Q | | Q | - "Q" - eochairchód
        |   Й | |  ض | - "Й" agus "ض" - key_label
        +-----+ +----+
    [/codeblock]

en: Represents the location of a key which has both left and right versions, such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd].
ga: Léiríonn sé suíomh eochrach a bhfuil an dá leagan ar chlé agus ar dheis, mar [kbd]Shift[/kbd] nó [kbd]Alt[/kbd].

en: Represents the physical location of a key on the 101/102-key US QWERTY keyboard, which corresponds to one of the [enum Key] constants.
    To get a human-readable representation of the [InputEventKey], use [method OS.get_keycode_string] in combination with [method DisplayServer.keyboard_get_keycode_from_physical]:
    [codeblocks]
    [gdscript]
    func _input(event):
        if event is InputEventKey:
            var keycode = DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)
            print(OS.get_keycode_string(keycode))
    [/gdscript]
    [csharp]
    public override void _Input(InputEvent @event)
    {
        if (@event is InputEventKey inputEventKey)
        {
            var keycode = DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);
            GD.Print(OS.GetKeycodeString(keycode));
        }
    }
    [/csharp]
    [/codeblocks]
ga: Léiríonn sé suíomh fisiceach eochair ar mhéarchlár 101/102-eochair US QWERTY, a fhreagraíonn do cheann de na tairisigh [enum Key].
    Chun léiriú daonna-inléite den [InputEventKey] a fháil, úsáid [method OS.get_keycode_string] in éineacht le [method DisplayServer.keyboard_get_keycode_from_physical]:
    [codeblocks]
    [gdscript]
    func _ionchur(imeacht):
        más imeacht é InputEventKey:
            var keycode = DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)
            print(OS.get_keycode_string(keycode))
    [/gdscript]
    [csharp]
    sáraigh poiblí ar neamhní _Input(InputEvent @event)
    {
        más rud é (@event is InputEventKey inputEventKey)
        {
            var keycode = DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);
            GD.Print(OS.GetKeycodeString(keycode));
        }
    }
    [/csharp]
    [/codeblocks]

en: If [code]true[/code], the key's state is pressed. If [code]false[/code], the key's state is released.
ga: Más [code]true[/code], tá staid na heochrach brúite. Má tá [code]false[/code], scaoiltear staid na heochrach.

en: The key Unicode character code (when relevant), shifted by modifier keys. Unicode character codes for composite characters and complex scripts may not be available unless IME input mode is active. See [method Window.set_ime_active] for more information.
ga: An eochairchód carachtair Unicode (nuair is ábhartha), aistrithe ag eochracha mionathraithe. Seans nach mbeidh cóid charachtair Unicode do charachtair ilchodacha agus scripteanna casta ar fáil mura bhfuil mód ionchuir IME gníomhach. Féach ar [method Window.set_ime_active] le haghaidh tuilleadh eolais.

en: Represents a magnifying touch gesture.
ga: Is comhartha tadhaill formhéadúcháin é.

en: Stores the factor of a magnifying touch gesture. This is usually performed when the user pinches the touch screen and used for zooming in/out.
    [b]Note:[/b] On Android, this requires the [member ProjectSettings.input_devices/pointing/android/enable_pan_and_scale_gestures] project setting to be enabled.
ga: Stórálann sé an fachtóir de chomhartha tadhaill formhéadúcháin. De ghnáth déantar é seo nuair a phionnálann an t-úsáideoir an scáileán tadhaill agus nuair a úsáidtear é chun zúmáil isteach/amach.
    [b]Nóta:[/b] Ar Android, ní mór an socrú tionscadail [member ProjectSettings.input_devices/pointing/android/enable_pan_and_scale_gestures] a chumasú.

en: The amount (or delta) of the event. This value is closer to [code]1.0[/code] the slower the gesture is performed.
ga: Méid (nó deilt) an imeachta. Tá an luach seo níos gaire do [code]1.0[/code] dá moille a dhéantar an gotha.

en: Represents a MIDI message from a MIDI device, such as a musical keyboard.
ga: Is ionann é agus teachtaireacht MIDI ó ghléas MIDI, cosúil le méarchlár ceoil.

en: MIDI Message Status Byte List
ga: Liosta Beart Stádas Teachtaireachta MIDI

en: Wikipedia General MIDI Instrument List
ga: Vicipéid Liosta Ginearálta Uirlisí MIDI

en: Wikipedia Piano Key Frequencies List
ga: Vicipéid Liosta Príomhmhinicíochtaí Pianó

en: The MIDI channel of this message, ranging from [code]0[/code] to [code]15[/code]. MIDI channel [code]9[/code] is reserved for percussion instruments.
ga: Cainéal MIDI na teachtaireachta seo, ó [code]0[/code] go [code]15[/code]. Tá cainéal MIDI [code]9[/code] forchoimeádta le haghaidh cnaguirlisí.

en: The unique number of the controller, if [member message] is [constant MIDI_MESSAGE_CONTROL_CHANGE], otherwise this is [code]0[/code]. This value can be used to identify sliders for volume, balance, and panning, as well as switches and pedals on the MIDI device. See the [url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General MIDI specification[/url] for a small list.
ga: Uimhir uathúil an rialtóra, más é [teachtaireacht ball] é [MIDI_MESSAGE_CONTROL_CHANGE], nó is é seo [code]0[/code]. Is féidir an luach seo a úsáid chun sleamhnáin a aithint le haghaidh toirte, cothromaíochta agus panning, chomh maith le lasca agus pedals ar an bhfeiste MIDI. Féach ar an [url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]sonraíocht ghinearálta MIDI[/url] le haghaidh liosta beag.

en: The value applied to the controller. If [member message] is [constant MIDI_MESSAGE_CONTROL_CHANGE], this value ranges from [code]0[/code] to [code]127[/code], otherwise it is [code]0[/code]. See also [member controller_value].
ga: An luach a chuirtear i bhfeidhm ar an rialtóir. Más é [teachtaireacht ball] [MIDI_MESSAGE_CONTROL_CHANGE leanúnach], raonta an luach seo ó [code]0[/code] go [code]127[/code], nó is é [code]0[/code] é. Féach freisin [member controller_value].

en: The instrument (also called [i]program[/i] or [i]preset[/i]) used on this MIDI message. This value ranges from [code]0[/code] to [code]127[/code].
    To see what each value means, refer to the [url=https://en.wikipedia.org/wiki/General_MIDI#Program_change_events]General MIDI's instrument list[/url]. Keep in mind that the list is off by 1 because it does not begin from 0. A value of [code]0[/code] corresponds to the acoustic grand piano.
ga: An ionstraim (ar a dtugtar freisin [i]clár[/i] nó [i]réamhshocraithe[/i]) a úsáidtear ar an teachtaireacht MIDI seo. Téann an luach seo ó [code]0[/code] go [code]127[/code].
    Chun a fheiceáil cad a chiallaíonn gach luach, féach ar an [url=https://en.wikipedia.org/wiki/General_MIDI#Program_change_events]Liosta uirlisí ginearálta MIDI[/url]. Coinnigh i gcuimhne go bhfuil an liosta múchta le 1 toisc nach dtosaíonn sé ó 0. Freagraíonn luach [code]0[/code] don mhórphianó fuaimiúil.

en: Represents the type of MIDI message (see the [enum MIDIMessage] enum).
    For more information, see the [url=https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes]MIDI message status byte list chart[/url].
ga: Is ionann é agus an cineál teachtaireachta MIDI (féach an [enum MIDIMessage] enum).
    Le haghaidh tuilleadh faisnéise, féach ar an [url=https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes]chairt liosta beart um stádas teachtaireachta MIDI[/url].

en: The pitch index number of this MIDI message. This value ranges from [code]0[/code] to [code]127[/code].
    On a piano, the [b]middle C[/b] is [code]60[/code], followed by a [b]C-sharp[/b] ([code]61[/code]), then a [b]D[/b] ([code]62[/code]), and so on. Each octave is split in offsets of 12. See the "MIDI note number" column of the [url=https://en.wikipedia.org/wiki/Piano_key_frequencies]piano key frequency chart[/url] a full list.
ga: Uimhir innéacs pitch na teachtaireachta MIDI seo. Téann an luach seo ó [code]0[/code] go [code]127[/code].
    Ar phianó, is é [b]lár C[/b] [code]60[/code], agus [b]C-géar[/b] ([code]61[/code]) ina dhiaidh sin, a [b]D[/b] ([code]62[/code]), agus mar sin de. Roinntear gach ochtáve ina fhritháireamh de 12. Féach ar an gcolún "uimhir nóta MIDI" den [url=https://en.wikipedia.org/wiki/Piano_key_frequencies]chairt minicíochta eochrach phianó[/url] liosta iomlán.

en: The strength of the key being pressed. This value ranges from [code]0[/code] to [code]127[/code].
    [b]Note:[/b] For many devices, this value is always [code]0[/code]. Other devices such as musical keyboards may simulate pressure by changing the [member velocity], instead.
ga: Neart an eochair atá á bhrú. Téann an luach seo ó [code]0[/code] go [code]127[/code].
    [b]Nóta:[/b] I gcás go leor gléasanna, is é [code]0[/code] an luach seo i gcónaí. Féadfaidh gléasanna eile cosúil le méarchláir cheoil brú a insamhail trí [luas ball] a athrú ina ionad sin.

en: The velocity of the MIDI message. This value ranges from [code]0[/code] to [code]127[/code]. For a musical keyboard, this corresponds to how quickly the key was pressed, and is rarely above [code]110[/code] in practice.
    [b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] message with [code]0[/code] velocity and expect it to be treated the same as a [constant MIDI_MESSAGE_NOTE_OFF] message. If necessary, this can be handled with a few lines of code:
    [codeblock]
    func _input(event):
        if event is InputEventMIDI:
            if event.message == MIDI_MESSAGE_NOTE_ON and event.velocity > 0:
                print("Note pressed!")
    [/codeblock]
ga: Treoluas na teachtaireachta MIDI. Téann an luach seo ó [code]0[/code] go [code]127[/code]. Maidir le méarchlár ceoil, comhfhreagraíonn sé seo do chomh tapa agus a brúdh an eochair, agus is annamh a bhíonn sé os cionn [code]110[/code] go praiticiúil.
    [b]Nóta:[/b] Is féidir le roinnt gléasanna MIDI teachtaireacht [MIDI_MESSAGE_NOTE_ON] a sheoladh le treoluas [code]0[/code] agus a bheith ag súil go gcaithfear leis mar an gcéanna le teachtaireacht [MIDI_MESSAGE_NOTE_OFF] leanúnach. Más gá, is féidir é seo a láimhseáil le cúpla líne cód:
    [codeblock]
    func _input(event):
        if event is InputEventMIDI:
            if event.message == MIDI_MESSAGE_NOTE_ON and event.velocity > 0:
                print("Note pressed!")
    [/codeblock]

en: Base input event type for mouse events.
ga: Cineál teagmhais ionchuir bonn le haghaidh imeachtaí luiche.

en: Stores general information about mouse events.
ga: Stores eolas ginearálta faoi imeachtaí luch....

en: The mouse button mask identifier, one of or a bitwise combination of the [enum MouseButton] button masks.
ga: Aitheantóir maisc an chnaipe luiche, ceann de na maisc cnaipe [enum MouseButton] nó meascán de réir a chéile.

en: When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the root [Viewport] using the coordinate system of the root [Viewport].
    When received in [method Control._gui_input], returns the mouse's position in the [CanvasLayer] that the [Control] is in using the coordinate system of the [CanvasLayer].
ga: Nuair a fhaightear é i [method Node._input] nó [method Node._unhandled_input], filleann sé suíomh na luiche sa fhréamh [Viewport] ag baint úsáide as córas comhordanáidí na fréimhe [Viewport].
    Nuair a fhaightear é sa [method Control._gui_input], filleann sé suíomh na luiche sa [CanvasLayer] ina bhfuil an [Rialú] in úsáid chóras comhordanáidí an [CanvasLayer].

en: When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the [Viewport] this [Node] is in using the coordinate system of this [Viewport].
    When received in [method Control._gui_input], returns the mouse's position in the [Control] using the local coordinate system of the [Control].
ga: Nuair a fhaightear é i [method Node._input] nó [method Node._unhandled_input], filleann sé suíomh na luiche sa [Viewport] tá an [Node] seo in úsáid an chórais chomhordanáidí seo [Viewport].
    Nuair a fhaightear é i [method Control._gui_input], filleann sé suíomh na luiche sa [Rialú] ag baint úsáide as an gcóras comhordanáidí áitiúil an [Control].

en: Represents a mouse button being pressed or released.
ga: Léiríonn sé seo cnaipe luiche á bhrú nó á scaoileadh.

en: Stores information about mouse click events. See [method Node._input].
    [b]Note:[/b] On Wear OS devices, rotary input is mapped to [constant MOUSE_BUTTON_WHEEL_UP] and [constant MOUSE_BUTTON_WHEEL_DOWN]. This can be changed to [constant MOUSE_BUTTON_WHEEL_LEFT] and [constant MOUSE_BUTTON_WHEEL_RIGHT] with the [member ProjectSettings.input_devices/pointing/android/rotary_input_scroll_axis] setting.
ga: Stórálann eolas faoi imeachtaí cliceáil luiche. Féach ar [method Nód._input].
    [b]Nóta:[/b] Ar ghléasanna Wear OS, déantar ionchur rothlach a mhapáil chuig [MOUSE_BUTTON_WHEEL_UP leanúnach] agus [MOUSE_BUTTON_WHEEL_DOWN]. Is féidir é seo a athrú go [MOUSE_BUTTON_WHEEL_LEFT] agus [constant MOUSE_BUTTON_WHEEL_RIGHT] leis an socrú [member ProjectSettings.input_devices/pointing/android/rotary_input_scroll_axis].

en: Mouse and input coordinates
ga: Comhordanáidí luch agus ionchuir

en: The mouse button identifier, one of the [enum MouseButton] button or button wheel constants.
ga: Aitheantóir an chnaipe luiche, ceann de na tairisigh cnaipe [enum MouseButton] nó roth an chnaipe.

en: If [code]true[/code], the mouse button event has been canceled.
ga: Más [code]true[/code], tá imeacht na gcnaipe luiche curtha ar ceal.

en: If [code]true[/code], the mouse button's state is a double-click.
ga: Más [code]true[/code], is cliceáil faoi dhó ar staid an chnaipe luiche.

en: The amount (or delta) of the event. When used for high-precision scroll events, this indicates the scroll amount (vertical or horizontal). This is only supported on some platforms; the reported sensitivity varies depending on the platform. May be [code]0[/code] if not supported.
ga: Méid (nó deilt) an imeachta. Nuair a úsáidtear é le haghaidh imeachtaí scrollaithe ardchruinneas, léiríonn sé seo méid an scrolla (ingearach nó cothrománach). Ní thacaítear leis seo ach ar roinnt ardán; athraíonn an íogaireacht tuairiscithe ag brath ar an ardán. D'fhéadfadh sé a bheith ina [code]0[/code] mura dtacaítear leis.

en: If [code]true[/code], the mouse button's state is pressed. If [code]false[/code], the mouse button's state is released.
ga: Más [code]true[/code], brúitear staid an chnaipe luiche. Má tá [code]false[/code], scaoiltear staid an chnaipe luiche.

en: Represents a mouse or a pen movement.
ga: Is ionann é agus luch nó gluaiseacht peann.

en: Returns [code]true[/code] when using the eraser end of a stylus pen.
    [b]Note:[/b] This property is implemented on Linux, macOS and Windows.
ga: Filleann sé [code]true[/code] nuair a úsáidtear deireadh scriosáin peann stílis.
    [b]Nóta:[/b] Cuirtear an t-airí seo i bhfeidhm ar Linux, macOS agus Windows.

en: Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
ga: Léiríonn sé an brú a chuireann an t-úsáideoir ar an peann. Raonta ó [code]0.0[/code] go [code]1.0[/code].

en: The unscaled mouse velocity in pixels per second in screen coordinates. This velocity is [i]not[/i] scaled according to the content scale factor or calls to [method InputEvent.xformed_by]. This should be preferred over [member velocity] for mouse aiming when using the [constant Input.MOUSE_MODE_CAPTURED] mouse mode, regardless of the project's stretch mode.
ga: An treoluas neamhscála luiche i bpicteilíní in aghaidh an tsoicind i gcomhordanáidí scáileáin. [i]ní[/i] an treoluas seo de réir scála an ábhair nó glaonna chuig [method InputEvent.xformed_by]. Ba cheart go mbeadh sé seo níos fearr ná [treoluas na mball] don luch a bhfuil sé mar aidhm aige agus an modh luiche [constant Input.MOUSE_MODE_CAPTURED] á úsáid, beag beann ar mhodh síneadh an tionscadail.

en: Represents the angles of tilt of the pen. Positive X-coordinate value indicates a tilt to the right. Positive Y-coordinate value indicates a tilt toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both axes.
ga: Is ionann é agus uillinneacha tilt an phinn. Léiríonn luach comhordanáidí X dearfach claonadh ar dheis. Léiríonn luach comhordanáidí Y dearfach claonadh i dtreo an úsáideora. Raonta ó [code]-1.0[/code] go [code]1.0[/code] don dá ais.

en: The mouse velocity in pixels per second.
    [b]Note:[/b] [member velocity] is automatically scaled according to the content scale factor, which is defined by the project's stretch mode settings. This means mouse sensitivity will appear different depending on resolution when using [member velocity] in a script that handles mouse aiming with the [constant Input.MOUSE_MODE_CAPTURED] mouse mode. To avoid this, use [member screen_velocity] instead.
ga: Treoluas na luiche i bpicteilíní in aghaidh an tsoicind.
    [b]Nóta:[/b] déantar [treoluas na mball] a scála go huathoibríoch de réir fachtóir scála an ábhair, atá sainmhínithe ag socruithe mód stráice an tionscadail. Ciallaíonn sé seo go mbeidh íogaireacht luiche le feiceáil difriúil ag brath ar an taifeach nuair a úsáidtear [treoluas comhalta] i script a láimhseálann a bhfuil sé mar aidhm ag luch leis an mód luiche [Input.MOUSE_MODE_CAPTURED] leanúnach. Chun é seo a sheachaint, úsáid [member screen_velocity] ina ionad sin.

en: Represents a panning touch gesture.
ga: Is comhartha tadhaill panning é.

en: Stores information about pan gestures. A pan gesture is performed when the user swipes the touch screen with two fingers. It's typically used for panning/scrolling.
    [b]Note:[/b] On Android, this requires the [member ProjectSettings.input_devices/pointing/android/enable_pan_and_scale_gestures] project setting to be enabled.
ga: Stórálann faisnéis faoi gothaí uile. Déantar gotha uile nuair a swipeálann an t-úsáideoir an scáileán tadhaill le dhá mhéar. Úsáidtear é de ghnáth le haghaidh panning / scrollaigh.
    [b]Nóta:[/b] Ar Android, ní mór an socrú tionscadail [member ProjectSettings.input_devices/pointing/android/enable_pan_and_scale_gestures] a chumasú.

en: Panning amount since last pan event.
ga: Méid paning ón imeacht pana deiridh.

en: Represents a screen drag event.
ga: Is ionann é agus imeacht tarraing scáileáin.

en: Stores information about screen drag events. See [method Node._input].
ga: Stórálann sé faisnéis faoi imeachtaí tarraingthe scáileáin. Féach [method Nód._input].

en: The drag event index in the case of a multi-drag event.
ga: An t-innéacs teagmhais tarraingthe i gcás teagmhais iltharraingt.

en: Returns [code]true[/code] when using the eraser end of a stylus pen.
ga: Filleann sé [code]true[/code] nuair a úsáidtear deireadh scriosáin peann stílis.

en: The drag position in the viewport the node is in, using the coordinate system of this viewport.
ga: An suíomh tarraingthe sa radharcphort a bhfuil an nód ann, ag baint úsáide as córas comhordanáidí an amhairc seo.

en: The drag position relative to the previous position (position at the last frame).
    [b]Note:[/b] [member relative] is automatically scaled according to the content scale factor, which is defined by the project's stretch mode settings. This means touch sensitivity will appear different depending on resolution when using [member relative] in a script that handles touch aiming. To avoid this, use [member screen_relative] instead.
ga: An suíomh tarraingthe i gcoibhneas leis an suíomh roimhe seo (suíomh ag an bhfráma deiridh).
    [b]Nóta:[/b] déantar [coibhneas comhalta] a scála go huathoibríoch de réir fachtóir scála an ábhair, atá sainmhínithe ag socruithe mód stráice an tionscadail. Ciallaíonn sé seo go mbeidh an chuma ar íogaireacht tadhaill difriúil ag brath ar an taifeach nuair a úsáidtear [coibhneas comhalta] i script a láimhseálann an t-aidhm tadhaill. Chun é seo a sheachaint, úsáid [member screen_relative] ina ionad sin.

en: The unscaled drag position relative to the previous position in screen coordinates (position at the last frame). This position is [i]not[/i] scaled according to the content scale factor or calls to [method InputEvent.xformed_by]. This should be preferred over [member relative] for touch aiming regardless of the project's stretch mode.
ga: An suíomh tarraingthe neamhscála i gcoibhneas leis an suíomh roimhe seo i gcomhordanáidí an scáileáin (suíomh ag an bhfráma deiridh). [i]ní[/i] an suíomh seo de réir scála de réir fachtóir scála an ábhair nó glaonna chuig [method InputEvent.xformed_by]. Ba chóir go mbeadh sé seo níos fearr ná [coibhneas ball] i gcás tadhaill dírithe beag beann ar mhodh sínte an tionscadail.

en: The unscaled drag velocity in pixels per second in screen coordinates. This velocity is [i]not[/i] scaled according to the content scale factor or calls to [method InputEvent.xformed_by]. This should be preferred over [member velocity] for touch aiming regardless of the project's stretch mode.
ga: An treoluas tarraingthe neamhscála i bpicteilíní sa soicind i gcomhordanáidí scáileáin. [i]ní[/i] an treoluas seo de réir scála an ábhair nó glaonna chuig [method InputEvent.xformed_by]. Ba chóir go mbeadh sé seo níos fearr ná [treoluas na mball] le haghaidh tadhaill dírithe beag beann ar mhodh sínte an tionscadail.

en: The drag velocity.
    [b]Note:[/b] [member velocity] is automatically scaled according to the content scale factor, which is defined by the project's stretch mode settings. This means touch sensitivity will appear different depending on resolution when using [member velocity] in a script that handles touch aiming. To avoid this, use [member screen_velocity] instead.
ga: An treoluas tarraingthe.
    [b]Nóta:[/b] déantar [treoluas na mball] a scála go huathoibríoch de réir fachtóir scála an ábhair, atá sainmhínithe ag socruithe mód stráice an tionscadail. Ciallaíonn sé seo go mbeidh an chuma ar íogaireacht tadhaill difriúil ag brath ar an taifeach nuair a úsáidtear [treoluas na mball] i script a láimhseálann an t-aidhm tadhaill. Chun é seo a sheachaint, úsáid [member screen_velocity] ina ionad sin.

en: Represents a screen touch event.
ga: Is ionann é agus imeacht tadhaill scáileáin.

en: Stores information about multi-touch press/release input events. Supports touch press, touch release and [member index] for multi-touch count and order.
ga: Stórálann sé faisnéis faoi imeachtaí ionchuir preas/eisiúint il-dteagmhála. Tacaíonn sé le preas tadhaill, scaoileadh tadhaill agus [innéacs ball] le haghaidh comhaireamh agus ordú il-dteagmháil.

en: If [code]true[/code], the touch event has been canceled.
ga: Más [code]true[/code], tá an teagmhas tadhaill curtha ar ceal.

en: If [code]true[/code], the touch's state is a double tap.
ga: Más [code]true[/code], is sconna dúbailte é staid na tadhaill.

en: The touch index in the case of a multi-touch event. One index = one finger.
ga: An t-innéacs dteagmháil i gcás imeacht il-dteagmháil. Innéacs amháin = méar amháin.

en: The touch position in the viewport the node is in, using the coordinate system of this viewport.
ga: An suíomh tadhaill sa radharcphort ina bhfuil an nód, ag baint úsáide as córas comhordanáidí an amhairc seo.

en: If [code]true[/code], the touch's state is pressed. If [code]false[/code], the touch's state is released.
ga: Má tá [code]true[/code], tá staid an tadhaill brúite. Má tá [code]false[/code], scaoiltear staid an tadhaill.

en: Represents a triggered keyboard [Shortcut].
ga: Is ionann é agus méarchlár truicearaithe [Aicearra].

en: InputEventShortcut is a special event that can be received in [method Node._input], [method Node._shortcut_input], and [method Node._unhandled_input]. It is typically sent by the editor's Command Palette to trigger actions, but can also be sent manually using [method Viewport.push_input].
ga: Is imeacht speisialta é InputEventShortcut is féidir a fháil i [method Node._input], [method Node._shortcut_input], agus [method Node._unhandled_input]. Is gnách é a sheoladh ó Phailéad Ordú an eagarthóra chun gníomhartha a spreagadh, ach is féidir é a sheoladh de láimh freisin ag baint úsáide as [method Viewport.push_input].

en: The [Shortcut] represented by this event. Its [method Shortcut.matches_event] method will always return [code]true[/code] for this event.
ga: An [Aicearra] arna léiriú ag an imeacht seo. Tabharfaidh a [method Shortcut.matches_event] modh ar ais [code]true[/code] don imeacht seo i gcónaí.

en: Abstract base class for input events affected by modifier keys like [kbd]Shift[/kbd] and [kbd]Alt[/kbd].
ga: Bunrang teibí le haghaidh teagmhais ionchuir a bhfuil tionchar ag eochracha mionathraithe amhail [kbd]Shift[/kbd] agus [kbd]Alt[/kbd].

en: Returns the keycode combination of modifier keys.
ga: Filleann an teaglaim eochairchód d'eochracha mionathraithe.

en: On macOS, returns [code]true[/code] if [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) is pressed.
    On other platforms, returns [code]true[/code] if [kbd]Ctrl[/kbd] is pressed.
ga: Ar macOS, filleann sé [code]true[/code] má tá [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) brúite.
    Ar ardáin eile, filleann sé [code]true[/code] má tá [kbd]Ctrl[/kbd] brúite.

en: State of the [kbd]Alt[/kbd] modifier.
ga: Staid an mhodhnóra [kbd]Alt[/kbd].

en: Automatically use [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) on macOS and [kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and [member meta_pressed] cannot be set.
ga: Úsáid [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) go huathoibríoch ar macOS agus [kbd] Ctrl[/kbd] ar ardáin eile. Mura féidir [code]true[/code], [comhalta ctrl_pressed] agus [meta_brúite ball] a shocrú.

en: State of the [kbd]Ctrl[/kbd] modifier.
ga: Staid an mhodhnóra [kbd]Ctrl[/kbd].

en: State of the [kbd]Meta[/kbd] modifier. On Windows and Linux, this represents the Windows key (sometimes called "meta" or "super" on Linux). On macOS, this represents the Command key.
ga: Staid an mhodhnóra [kbd]Meta[/kbd]. Ar Windows agus Linux, is ionann é seo agus eochair Windows (ar a dtugtar "meta" nó "super" ar Linux uaireanta). Ar macOS, seasann sé seo don eochair Ordú.

en: State of the [kbd]Shift[/kbd] modifier.
ga: Staid an mhodhnóra [kbd]Shift[/kbd].

en: A singleton that manages all [InputEventAction]s.
ga: Singil a bhainistíonn gach [InputEventAction]s.

en: Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
ga: Bainistíonn sé gach [InputEventAction] is féidir a chruthú / a mhodhnú ó roghchlár socruithe an tionscadail [b] Tionscadal > Socruithe an Tionscadail > Input Map[/b] nó i gcód le [method add_action] agus [method action_add_event]. Féach [method Nód._input].

en: Using InputEvent: InputMap
ga: Ag baint úsáide as InputEvent: InputMap

en: Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
ga: Cuireann [InputEvent] le gníomh. Cuirfidh an [InputEvent] seo tús leis an ngníomh.

en: Removes an [InputEvent] from an action.
ga: Baintear [InputEvent] de ghníomh.

en: Removes all events from an action.
ga: Baineann sé gach imeacht as gníomh.

en: Returns a deadzone value for the action.
ga: Tugann sé ar ais luach crios marbh don ghníomh.

en: Returns an array of [InputEvent]s associated with a given action.
    [b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the [code]input/*[/code] settings from [ProjectSettings].
ga: Filleann sé raon [IonputEvent]anna a bhaineann le gníomh ar leith.
    [b]Nóta:[/b] Nuair a úsáidtear é san eagarthóir (m.sh. script uirlisí nó [EditorPlugin]), cuirfidh an modh seo imeachtaí ar ais don ghníomh eagarthóra. Más mian leat naisc ionchuir do thionscadail a rochtain ón eagarthóir, léigh na socruithe [code]ionchuir/*[/code] ó [ProjectSettings].

en: Returns [code]true[/code] if the action has the given [InputEvent] associated with it.
ga: Filleann sé [code]true[/code] má tá an [InputEvent] tugtha ag an ngníomh a bhaineann leis.

en: Sets a deadzone value for the action.
ga: Socraíonn sé luach crios marbh don ghníomhaíocht.

en: Adds an empty action to the [InputMap] with a configurable [param deadzone].
    An [InputEvent] can then be added to this action with [method action_add_event].
ga: Cuireann sé gníomh folamh leis an [InputMap] le [param deadzone] inchumraithe.
    Is féidir [InputEvent] a chur leis an ngníomh seo ansin le [method action_add_event].

en: Removes an action from the [InputMap].
ga: Baineann sé gníomh ón [InputMap].

en: Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
    If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
ga: Filleann sé [code]true[/code] má tá an t-imeacht tugtha mar chuid de ghníomh atá ann cheana féin. Déanann an modh seo neamhaird ar mhodhnóirí méarchláir mura bhfuil an [InputEvent] tugtha brúite (le haghaidh scaoileadh ceart a bhrath). Féach ar [method action_has_event] mura bhfuil an t-iompar seo uait.
    Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus [InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].

en: Returns an array of all actions in the [InputMap].
ga: Filleann sé raon de gach gníomh sa [InputMap].

en: Returns [code]true[/code] if the [InputMap] has a registered action with the given name.
ga: Filleann sé [code]true[/code] má tá gníomh cláraithe ag an [InputMap] leis an ainm tugtha.

en: Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].
ga: Glanann sé gach [InputEventAction] sa [InputMap] agus lódáil as an nua é ó [ProjectSettings].

en: Placeholder for the root [Node] of a [PackedScene].
ga: Sealbhóir ionaid don fhréamh [Nóid] de [PackedScene].

en: Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in the editor causes it to be replaced by an [InstancePlaceholder] when running the game, this will not replace the node in the editor. This makes it possible to delay actually loading the scene until calling [method create_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
    The [InstancePlaceholder] does not have a transform. This causes any child nodes to be positioned relatively to the [Viewport] from point (0,0), rather than their parent as displayed in the editor. Replacing the placeholder with a scene with a transform will transform children relatively to their parent again.
ga: Nuair a chuirtear an rogha [b]Lódáil Mar Shealbhóir Áite[/b] ar radharc meandarach san eagarthóir ar siúl is cúis le [InstancePlaceholder] a chur ina ionad agus an cluiche á rith, ní thiocfaidh sé seo in ionad an nód san eagarthóir. Fágann sé seo gur féidir moill a chur ar an radharc a luchtú go dtí go nglaoitear [method create_instance]. Tá sé seo úsáideach chun radhairc mhóra a luchtú go léir ag an am céanna a sheachaint trí chodanna de a luchtú go roghnach.
    Níl claochlú ag an [InstancePlaceholder]. Fágann sé seo go mbíonn aon nóid linbh suite go cuíosach leis an [Viewport] ó phointe (0,0), seachas lena thuismitheoir mar a thaispeántar san eagarthóir. Má chuirtear radharc in áit an tsealbhóra áitribh le claochlú, claochlófar leanaí i gcoibhneas lena dtuismitheoir arís.

en: Call this method to actually load in the node. The created node will be placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene tree. The [Node]'s reference is also returned for convenience.
    [b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object.call_deferred] if calling from a thread.
ga: Glaoigh ar an modh seo chun an nód a luchtú i ndáiríre. Cuirfear an nód cruthaithe mar dheirfiúr [i]os cionn[/i] an [InstancePlaceholder] sa chrann radhairc. Cuirtear tagairt an [Nóid] ar ais freisin mar áis.
    [b]Nóta:[/b] Níl [method create_instance] sábháilte ó thaobh snáitheanna de. Úsáid [method Object.call_deferred] má tá tú ag glaoch ó snáithe.

en: Gets the path to the [PackedScene] resource file that is loaded by default when calling [method create_instance]. Not thread-safe. Use [method Object.call_deferred] if calling from a thread.
ga: Faigheann sé an cosán chuig an gcomhad acmhainne [PackedScene] a luchtaítear de réir réamhshocraithe nuair a ghlaonn tú ar [method create_instance]. Gan snáithe-sábháilte. Úsáid [method Object.call_deferred] má tá tú ag glaoch ó snáithe.

en: Returns the list of properties that will be applied to the node when [method create_instance] is called.
    If [param with_order] is [code]true[/code], a key named [code].order[/code] (note the leading period) is added to the dictionary. This [code].order[/code] key is an [Array] of [String] property names specifying the order in which properties will be applied (with index 0 being the first).
ga: Seoltar ar ais liosta na n-airíonna a chuirfear i bhfeidhm ar an nód nuair a ghlaoitear [method create_instance].
    Má tá [param with_order] [code]true[/code], cuirtear eochair darb ainm [code].ord[/code] (tabhair faoi deara an tréimhse tosaigh) leis an bhfoclóir. Is éard atá san eochair [code].ordú[/code] seo ná [Eagar] d'ainmneacha maoine [Teaghrán] a shonraíonn an t-ord ina gcuirfear airíonna i bhfeidhm (agus innéacs 0 ar an gcéad cheann).

en: A built-in type for integers.
ga: Cineál ionsuite le haghaidh slánuimhreacha.

en: Signed 64-bit integer type. This means that it can take values from [code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from [code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When it exceeds these bounds, it will wrap around.
    [int]s can be automatically converted to [float]s when necessary, for example when passing them as arguments in functions. The [float] will be as close to the original integer as possible.
    Likewise, [float]s can be automatically converted into [int]s. This will truncate the [float], discarding anything after the floating-point.
    [b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/code] if it equals [code]0[/code], and to [code]true[/code] otherwise.
    [codeblocks]
    [gdscript]
    var x: int = 1 # x is 1
    x = 4.2 # x is 4, because 4.2 gets truncated
    var max_int = 9223372036854775807 # Biggest value an int can store
    max_int += 1 # max_int is -9223372036854775808, because it wrapped around
    [/gdscript]
    [csharp]
    int x = 1; // x is 1
    x = (int)4.2; // x is 4, because 4.2 gets truncated
    // We use long below, because GDScript's int is 64-bit while C#'s int is 32-bit.
    long maxLong = 9223372036854775807; // Biggest value a long can store
    maxLong++; // maxLong is now -9223372036854775808, because it wrapped around.
    
    // Alternatively with C#'s 32-bit int type, which has a smaller maximum value.
    int maxInt = 2147483647; // Biggest value an int can store
    maxInt++; // maxInt is now -2147483648, because it wrapped around
    [/csharp]
    [/codeblocks]
    You can use the [code]0b[/code] literal for binary representation, the [code]0x[/code] literal for hexadecimal representation, and the [code]_[/code] symbol to separate long numbers and improve readability.
    [codeblocks]
    [gdscript]
    var x = 0b1001 # x is 9
    var y = 0xF5 # y is 245
    var z = 10_000_000 # z is 10000000
    [/gdscript]
    [csharp]
    int x = 0b1001; // x is 9
    int y = 0xF5; // y is 245
    int z = 10_000_000; // z is 10000000
    [/csharp]
    [/codeblocks]
ga: Cineál slánuimhir 64-giotán sínithe. Ciallaíonn sé seo gur féidir leis luachanna a thógáil ó [code]-2^63[/code] go [code]2^63 - 1[/code], i.e. ó [code]-9223372036854775808[/code] go [code]9223372036854775807[/code]. Nuair a sháraíonn sé na teorainneacha seo, timfidh sé timpeall.
    Is féidir [int]s a thiontú go huathoibríoch go [snámh]s nuair is gá, mar shampla agus iad á rith mar argóintí i bhfeidhmeanna. Beidh an [snámhphointe] chomh gar don tslánuimhir bhunaidh agus is féidir.
    Mar an gcéanna, is féidir [snámhán]s a thiontú go huathoibríoch ina [int]s. Teascóidh sé seo an [snámhphointe], ag caitheamh aon rud i ndiaidh an tsnámhphointe.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanfaidh [int] luacháil go [code]false[/code] más ionann é agus [code]0[/code], agus go dtí [code]true[/code] a mhalairt.
    [codeblocks]
    [gdscript]
    var x: int = 1 # x é 1
    x = 4.2 Is é # x ná 4, toisc go laghdaítear 4.2
    var max_int = 9223372036854775807 # An luach is mó is féidir le slánuimhir a stóráil
    max_int += 1 # max_int is -9223372036854775808, toisc go raibh sé fillte
    [/gdscript]
    [csharp]
    int x = 1; // Tá x 1
    x = (int)4.2; // Is é 4 x, toisc go laghdaítear 4.2
    // Bainimid úsáid as fada thíos, toisc go bhfuil slánuimhir GDScript 64-giotán agus tá slánuimhir C# 32-giotán.
    fada maxLong = 9223372036854775807; // An luach is mó is féidir le fada a stóráil
    maxLong++; // Tá maxLong anois -9223372036854775808, toisc go raibh sé fillte timpeall.
    
    // Nó le cineál slánuimhir 32-giotán C#, a bhfuil uasluach níos lú aige.
    int maxInt = 2147483647; // An luach is mó is féidir le slánuimhir a stóráil
    maxInt++; // maxInt anois -2147483648, toisc go fillte sé thart
    [/csharp]
    [/codeblocks]
    Is féidir leat an [code] 0b[/code] litriúil a úsáid le haghaidh léiriú dénártha, an [code]0x[/code] litriúil le haghaidh ionadaíochta heicsidheachúlach, agus an tsiombail [code]_[/code] chun uimhreacha fada a scaradh agus inléiteacht a fheabhsú.
    [codeblocks]
    [gdscript]
    var x = 0b1001 # x é 9
    Is é var y = 0xF5 # y ná 245
    var z = 10_000_000 # z é 10000000
    [/gdscript]
    [csharp]
    int x = 0b1001; Tá // x ag 9
    int y = 0xF5; //y tá 245
    int z = 10_000_000; //z é 10000000
    [/csharp]
    [/codeblocks]

en: Constructs an [int] set to [code]0[/code].
ga: Tógann sé tacar [int] chuig [code]0[/code].

en: Constructs an [int] as a copy of the given [int].
ga: Tógtar [int] mar chóip den [int] a thugtar.

en: Constructs a new [int] from a [String], following the same rules as [method String.to_int].
ga: Tógann sé [int] nua ó [Teaghrán], ag leanúint na rialacha céanna le [method String.to_int].

en: Constructs a new [int] from a [bool]. [code]true[/code] is converted to [code]1[/code] and [code]false[/code] is converted to [code]0[/code].
ga: Tógann sé [int] nua ó [bool]. Tiontaítear [code]true[/code] go [code]1[/code] agus tiontaítear [code]bréagach[/code] go [code]0[/code].

en: Constructs a new [int] from a [float]. This will truncate the [float], discarding anything after the floating point.
ga: Tógann sé [int] nua ó [snámhán]. Teasscóidh sé seo an [snámhphointe], ag caitheamh aon rud i ndiaidh an tsnámhphointe.

en: Returns [code]true[/code] if the [int] is not equivalent to the [float].
ga: Filleann sé [code]true[/code] mura bhfuil an [int] comhionann leis an [snámhphointe].

en: Returns [code]true[/code] if the [int]s are not equal.
ga: Filleann sé [code]true[/code] mura bhfuil na [int]s comhionann.

en: Returns the remainder after dividing two [int]s. Uses truncated division, which returns a negative number if the dividend is negative. If this is not desired, consider using [method @GlobalScope.posmod].
    [codeblock]
    print(6 % 2) # Prints 0
    print(11 % 4) # Prints 3
    print(-5 % 3) # Prints -2
    [/codeblock]
ga: Filleann sé an chuid eile tar éis dhá [int]s a roinnt. Úsáideann sé deighilt teasctha, a thugann uimhir dhiúltach ar ais má tá an díbhinn diúltach. Mura bhfuil sé seo inmhianaithe, smaoinigh ar [method @GlobalScope.posmod] a úsáid.
    [codeblock]
    print(6 % 2) # Priontála 0
    print(11 % 4) # Priontála 3
    prionta(-5 % 3) # Priontála -2
    [/codeblock]

en: Performs the bitwise [code]AND[/code] operation.
    [codeblock]
    print(0b1100 & 0b1010) # Prints 8 (binary 1000)
    [/codeblock]
    This is useful for retrieving binary flags from a variable.
    [codeblock]
    var flags = 0b101
    # Check if the first or second bit are enabled.
    if flags & 0b011:
        do_stuff() # This line will run.
    [/codeblock]
ga: Déanann sé an oibríocht bitwise [code]AND[/code].
    [codeblock]
    print(0b1100 & 0b1010) # Prints 8 (binary 1000)
    [/codeblock]
    Tá sé seo úsáideach chun bratacha dhénártha a aisghabháil ó athróg.
    [codeblock]
    var flags = 0b101
    # Seiceáil an bhfuil an chéad nó an dara giotán cumasaithe.
    if flags & 0b011:
        do_stuff() # This line will run.
    [/codeblock]

en: Multiplies each component of the [Color] by the [int].
ga: Iolraíonn sé gach comhpháirt den [Color] faoin [int].

en: Multiplies each component of the [Quaternion] by the [int]. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
ga: Iolraíonn sé gach comhpháirt den [Ceathrún] faoin [int]. Níl brí leis an oibríocht seo ar a shon féin, ach is féidir é a úsáid mar chuid de léiriú níos mó.

en: Multiplies each component of the [Vector2] by the [int].
    [codeblock]
    print(2 * Vector2(1, 4)) # Prints (2, 8)
    [/codeblock]
ga: Iolraíonn sé gach comhpháirt den [Veicteoir2] faoin [int].
    [codeblock]
    prionta(2 * Veicteoir2(1, 4)) # Priontála (2, 8)
    [/codeblock]

en: Multiplies each component of the [Vector2i] by the [int].
ga: Iolraíonn sé gach comhpháirt den [Vector2i] faoin [int].

en: Multiplies each component of the [Vector3] by the [int].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir3] faoin [int].

en: Multiplies each component of the [Vector3i] by the [int].
ga: Iolraíonn sé gach comhpháirt den [Vector3i] faoin [int].

en: Multiplies each component of the [Vector4] by the [int].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir4] faoin [int].

en: Multiplies each component of the [Vector4i] by the [int].
ga: Iolraíonn sé gach comhpháirt den [Vector4i] faoin [int].

en: Multiplies the [float] by the [int]. The result is a [float].
ga: Iolraíonn sé an [snámhphointe] faoin [int]. Is é an toradh ná [snámhphointe].

en: Multiplies the two [int]s.
ga: Iolraíonn sé an dá [int]s.

en: Raises an [int] to a power of a [float]. The result is a [float].
    [codeblock]
    print(2 ** 0.5) # Prints 1.4142135623731
    [/codeblock]
ga: Ardaíonn sé [int] go cumhacht [snámhphointe]. Is é an toradh ná [snámhphointe].
    [codeblock]
    prionta(2 ** 0.5) # Priontála 1.4142135623731
    [/codeblock]

en: Raises the left [int] to a power of the right [int].
    [codeblock]
    print(3 ** 4) # Prints 81
    [/codeblock]
ga: Ardaíonn sé an chlé [int] go cumhacht na láimhe deise [int].
    [codeblock]
    prionta(3 ** 4) # Priontála 81
    [/codeblock]

en: Adds the [int] and the [float]. The result is a [float].
ga: Cuireann sé an [int] agus an [snámhphointe] leis. Is é an toradh ná [snámhphointe].

en: Adds the two [int]s.
ga: Cuirtear an dá [int]s leis.

en: Subtracts the [float] from the [int]. The result is a [float].
ga: Dealaigh an [snámhphointe] ón [int]. Is é an toradh ná [snámhphointe].

en: Subtracts the two [int]s.
ga: Dealaigh an dá [int]s.

en: Divides the [int] by the [float]. The result is a [float].
    [codeblock]
    print(10 / 3.0) # Prints 3.33333333333333
    [/codeblock]
ga: Roinneann an [int] ar an [snámhán]. Is é an toradh ná [snámhphointe].
    [codeblock]
    cló(10 / 3. 0) # Priontála 3.3333333333333
    [/codeblock]

en: Divides the two [int]s. The result is an [int]. This will truncate the [float], discarding anything after the floating point.
    [codeblock]
    print(6 / 2) # Prints 3
    print(5 / 3) # Prints 1
    [/codeblock]
ga: Roinneann sé an dá [int]s. Is é an toradh ná [int]. Teasscóidh sé seo an [snámhphointe], ag caitheamh aon rud i ndiaidh an tsnámhphointe.
    [codeblock]
    prionta(6/2) # Priontála 3
    prionta(5/3) # Priontála 1
    [/codeblock]

en: Returns [code]true[/code] if the [int] is less than the [float].
ga: Filleann sé [code]true[/code] má tá an [int] níos lú ná an [snámhphointe].

en: Returns [code]true[/code] if the left [int] is less than the right [int].
ga: Filleann sé [code]true[/code] má tá an [int] clé níos lú ná an ceart [int].

en: Performs the bitwise shift left operation. Effectively the same as multiplying by a power of 2.
    [codeblock]
    print(0b1010 << 1) # Prints 20 (binary 10100)
    print(0b1010 << 3) # Prints 80 (binary 1010000)
    [/codeblock]
ga: Déanann sé an oibríocht shiftwise ar chlé. Mar an gcéanna go héifeachtach agus é a iolrú faoi chumhacht 2.
    [codeblock]
    print(0b1010 << 1) # Priontála 20 (dénártha 10100)
    print(0b1010 << 3) # Priontaí 80 (dénártha 1010000)
    [/codeblock]

en: Returns [code]true[/code] if the [int] is less than or equal to the [float].
ga: Filleann sé [code]true[/code] má tá an [int] níos lú ná nó cothrom leis an [snámhphointe].

en: Returns [code]true[/code] if the left [int] is less than or equal to the right [int].
ga: Filleann sé [code]true[/code] má tá an [int] clé níos lú ná nó cothrom leis an gceart [int].

en: Returns [code]true[/code] if the [int] is equal to the [float].
ga: Filleann sé [code]true[/code] má tá an [int] cothrom leis an [snámhphointe].

en: Returns [code]true[/code] if the two [int]s are equal.
ga: Filleann sé [code]true[/code] más ionann an dá [int]s.

en: Returns [code]true[/code] if the [int] is greater than the [float].
ga: Filleann sé [code]true[/code] má tá an [int] níos mó ná an [snámhphointe].

en: Returns [code]true[/code] if the left [int] is greater than the right [int].
ga: Filleann sé [code]true[/code] má tá an [int] clé níos mó ná an ceart [int].

en: Returns [code]true[/code] if the [int] is greater than or equal to the [float].
ga: Filleann sé [code]true[/code] má tá an [int] níos mó ná nó cothrom leis an [snámhphointe].

en: Returns [code]true[/code] if the left [int] is greater than or equal to the right [int].
ga: Filleann sé [code]true[/code] má tá an [int] clé níos mó ná nó cothrom leis an gceart [int].

en: Performs the bitwise shift right operation. Effectively the same as dividing by a power of 2.
    [codeblock]
    print(0b1010 >> 1) # Prints 5 (binary 101)
    print(0b1010 >> 2) # Prints 2 (binary 10)
    [/codeblock]
ga: Déanann sé an oibríocht cheart shiftwise. Mar an gcéanna go héifeachtach le roinnt ar chumhacht 2.
    [codeblock]
    print(0b1010 >> 1) # Priontála 5 (dénártha 101)
    print(0b1010 >> 2) # Priontála 2 (dénártha 10)
    [/codeblock]

en: Performs the bitwise [code]XOR[/code] operation.
    [codeblock]
    print(0b1100 ^ 0b1010) # Prints 6 (binary 110)
    [/codeblock]
ga: Déanann sé an oibríocht bitwise [code]XOR[/code].
    [codeblock]
    priontáil(0b1100 ^ 0b1010) # Priontaí 6 (dénártha 110)
    [/codeblock]

en: Returns the negated value of the [int]. If positive, turns the number negative. If negative, turns the number positive. If zero, does nothing.
ga: Filleann sé luach diúltach an [int]. Más dearfach é, casann an uimhir diúltach. Más diúltach, iompaíonn an uimhir dearfach. Más rud é náid, ní dhéanann aon rud.

en: Performs the bitwise [code]OR[/code] operation.
    [codeblock]
    print(0b1100 | 0b1010) # Prints 14 (binary 1110)
    [/codeblock]
    This is useful for storing binary flags in a variable.
    [codeblock]
    var flags = 0
    flags |= 0b101 # Turn the first and third bits on.
    [/codeblock]
ga: Déanann sé an oibríocht bitwise [code]NÓ[/code].
    [codeblock]
    cló(0b1100 | 0b1010) # Priontaí 14 (dénártha 1110)
    [/codeblock]
    Tá sé seo úsáideach chun bratacha dénártha a stóráil in athróg.
    [codeblock]
    bratacha var = 0
    bratacha |= 0b101 # Cuir an chéad agus an tríú giotán ar siúl.
    [/codeblock]

en: Performs the bitwise [code]NOT[/code] operation on the [int]. Due to [url=https://en.wikipedia.org/wiki/Two%27s_complement]2's complement[/url], it's effectively equal to [code]-(int + 1)[/code].
    [codeblock]
    print(~4) # Prints -5
    print(~(-7)) # Prints 6
    [/codeblock]
ga: Déanann sé an oibríocht bitwise [code] NOT[/code] ar an [int]. Mar gheall ar chomhlánú [url=https://en.wikipedia.org/wiki/Two%27s_complement]2[/url], tá sé comhionann go héifeachtach le [code]-(int + 1)[/code].
    [codeblock]
    prionta(~4) # Priontála -5
    prionta(~(-7)) # Priontála 6
    [/codeblock]

en: Creates an idle interval in a [Tween] animation.
ga: Cruthaíonn sé eatramh díomhaoin i mbeochan [Tween].

en: [IntervalTweener] is used to make delays in a tweening sequence. See [method Tween.tween_interval] for more usage information.
    [b]Note:[/b] [method Tween.tween_interval] is the only correct way to create [IntervalTweener]. Any [IntervalTweener] created manually will not function correctly.
ga: Úsáidtear [IntervalTweener] chun moill a chur ar sheicheamh tweener. Féach ar [method Tween.tween_interval] le haghaidh tuilleadh faisnéise úsáide.
    [b]Nóta:[/b] Is é [method Tween.tween_interval] an t-aon bhealach ceart chun [IntervalTweener] a chruthú. Ní fheidhmeoidh aon [IntervalTweener] a chruthaítear de láimh i gceart.

en: Internet protocol (IP) support functions such as DNS resolution.
ga: Feidhmeanna tacaíochta prótacail idirlín (IP) cosúil le réiteach DNS.

en: IP contains support functions for the Internet Protocol (IP). TCP/IP support is in different classes (see [StreamPeerTCP] and [TCPServer]). IP provides DNS hostname resolution support, both blocking and threaded.
ga: Tá feidhmeanna tacaíochta ag IP don Phrótacal Idirlín (IP). Tá tacaíocht TCP/IP in aicmí éagsúla (féach [StreamPeerTCP] agus [TCPServer]). Soláthraíonn IP tacaíocht réitigh óstainm DNS, idir bhlocáil agus snáithithe.

en: Removes all of a [param hostname]'s cached references. If no [param hostname] is given, all cached IP addresses are removed.
ga: Baintear gach ceann de na tagairtí i dtaisce [param óstainm]. Mura dtugtar [param óstainm], baintear gach seoladh IP atá i dtaisce.

en: Removes a given item [param id] from the queue. This should be used to free a queue after it has completed to enable more queries to happen.
ga: Baineann sé mír tugtha [param id] as an scuaine. Ba cheart é seo a úsáid chun scuaine a shaoradh tar éis dó a bheith críochnaithe le gur féidir tuilleadh fiosrúchán a dhéanamh.

en: Returns all the user's current IPv4 and IPv6 addresses as an array.
ga: Seoltaí IPv4 agus IPv6 reatha an úsáideora ar ais mar eagar.

en: Returns all network adapters as an array.
    Each adapter is a dictionary of the form:
    [codeblock]
    {
        "index": "1", # Interface index.
        "name": "eth0", # Interface name.
        "friendly": "Ethernet One", # A friendly name (might be empty).
        "addresses": ["192.168.1.101"], # An array of IP addresses associated to this interface.
    }
    [/codeblock]
ga: Filleann sé gach cuibheoir líonra mar eagar.
    Is foclóir den fhoirm é gach cuibheoir:
    [codeblock]
    {
        " innéacs " : " 1 " , # Innéacs Comhéadain.
        " name " : " eth0 " , # Interface name.
        " gyfeillgar " : " Ethernet a hAon " , # Ainm cairdiúil (d'fhéadfadh a bheith folamh).
        "seoltaí": ["192.168.1.101"], # Sraith de sheoltaí IP a bhaineann leis an gcomhéadan seo.
    }
    [/codeblock]

en: Returns a queued hostname's IP address, given its queue [param id]. Returns an empty string on error or if resolution hasn't happened yet (see [method get_resolve_item_status]).
ga: Seoltar ar ais óstainm ciúáilte seoladh IP, ag cur a scuaine [param id]. Filltear teaghrán folamh de bharr earráide nó murar tharla an réiteach go fóill (féach [method get_resolve_item_status]).

en: Returns resolved addresses, or an empty array if an error happened or resolution didn't happen yet (see [method get_resolve_item_status]).
ga: Seoltaí ar ais réitithe, nó eagar folamh má tharla earráid nó murar tharla réiteach fós (féach [method get_resolve_item_status]).

en: Returns a queued hostname's status as a [enum ResolverStatus] constant, given its queue [param id].
ga: Tugann sé ar ais stádas óstainm scuaine mar tairiseach [enum ResolverStatus], i bhfianaise a scuaine [param id].

en: Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type method). The address type returned depends on the [enum Type] constant given as [param ip_type].
ga: Seoltar seoladh IPv4 nó IPv6 óstainm tugtha ar ais nuair a réitítear é (modh cineál blocála). Braitheann an cineál seoltaí ar ais ar an tairiseach [Cineál enum] a thugtar mar [param ip_type].

en: Resolves a given hostname in a blocking way. Addresses are returned as an [Array] of IPv4 or IPv6 addresses depending on [param ip_type].
ga: Réitíonn óstainm tugtha ar bhealach blocála. Seoltar ar ais mar [Eagar] de sheoltaí IPv4 nó IPv6 ag brath ar [param ip_type].

en: Creates a queue item to resolve a hostname to an IPv4 or IPv6 address depending on the [enum Type] constant given as [param ip_type]. Returns the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error.
ga: Cruthaítear mír scuaine chun óstainm a réiteach chuig seoladh IPv4 nó IPv6 ag brath ar an tairiseach [Cineál enum] a thugtar mar [param ip_type]. Seoltar aitheantas na scuaine ar ais má éiríonn leis, nó [RESOLVER_INVALID_ID leanúnach] de bharr earráid.

en: DNS hostname resolver status: No status.
ga: Stádas réititheora óstainm DNS: Gan stádas.

en: DNS hostname resolver status: Waiting.
ga: Stádas réititheora óstainm DNS: Ar feitheamh.

en: DNS hostname resolver status: Done.
ga: Stádas réititheora ainm óstaigh DNS: Críochnaithe.

en: DNS hostname resolver status: Error.
ga: Stádas réititheora ainm óstaigh DNS: Earráid.

en: Maximum number of concurrent DNS resolver queries allowed, [constant RESOLVER_INVALID_ID] is returned if exceeded.
ga: Uaslíon na bhfiosrúchán réitigh DNS comhthráthacha a cheadaítear, cuirtear [RESOLVER_INVALID_ID_ID seasmhach] ar ais má sháraítear é.

en: Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded.
ga: Tairiseach aitheantais neamhbhailí. Seolta ar ais má sháraítear [RESOLVER_MAX_QUERIES leanúnach].

en: Address type: None.
ga: Cineál seolta: Dada.

en: Address type: Internet protocol version 4 (IPv4).
ga: Cineál seolta: Prótacal Idirlín leagan 4 (IPv4).

en: Address type: Internet protocol version 6 (IPv6).
ga: Cineál seolta: Prótacal Idirlín leagan 6 (IPv6).

en: Address type: Any.
ga: Cineál seoladh: Aon.

en: A vertical list of selectable items with one or multiple columns.
ga: Tá liosta ingearach de mhíreanna selectable le colún amháin nó níos mó.

en: This control provides a vertical list of selectable items that may be in a single or in multiple columns, with each item having options for text and an icon. Tooltips are supported and may be different for every item in the list.
    Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be "activated" by double-clicking them or by pressing [kbd]Enter[/kbd].
    Item text only supports single-line strings. Newline characters (e.g. [code]\n[/code]) in the string won't produce a newline. Text wrapping is enabled in [constant ICON_MODE_TOP] mode, but the column's width is adjusted to fully fit its content by default. You need to set [member fixed_column_width] greater than zero to wrap the text.
    All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/code] to access the last item, [code]-2[/code] to select the second-to-last item, and so on.
    [b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
ga: Soláthraíonn an rialú seo liosta ingearach de na míreanna inroghnaithe a d'fhéadfadh a bheith i gcolún amháin nó i gcolún iolrach, agus tá roghanna le haghaidh téacs agus deilbhín ag gach mír. Tacaítear le leideanna uirlisí agus féadfaidh siad a bheith difriúil do gach mír ar an liosta.
    Seans go roghnófar nó go ndíroghnófar míreanna in-roghnaithe ar an liosta agus seans go mbeidh rogha iolrach cumasaithe. Seans go mbeifear in ann rogha a dhéanamh le cnaipe deas na luiche freisin chun úsáid a bhaint as roghchláir chomhthéacs aníos. Is féidir míreanna a "ghníomhachtú" freisin trí chliceáil faoi dhó orthu nó trí [kbd]Enter[/kbd] a bhrú.
    Ní thacaíonn téacs míre ach le teaghráin aonlíne. Ní thairgfidh carachtair nualíne (m.sh. [code]\n[/code]) sa teaghrán líne nua. Tá cumhdach téacs cumasaithe sa mhód [ICON_MODE_TOP], ach déantar leithead an cholúin a choigeartú chun a ábhar a chur in oiriúint go hiomlán de réir réamhshocraithe. Ní mór duit [member fixed_column_width] a shocrú níos mó ná nialas chun an téacs a chuimilt.
    Ligeann gach modh [code] set_*[/code] innéacsanna míre diúltacha, i.e. [code] -1[/code] rochtain a fháil ar an mír dheiridh, [code] -2[/code] chun an dara mír go dtí an ceann deireanach a roghnú , agus mar sin de.
    [b] Cuardach incriminteach:[/b] Cosúil le [PopupMenu] agus [Tree], tacaíonn [ItemList] le cuardach laistigh den liosta agus an rialú dírithe. Brúigh eochair a mheaitseálann an chéad litir d’ainm míre chun an chéad mhír a roghnú ag tosú leis an litir a thugtar. Tar éis an phointe sin, tá dhá bhealach le cuardach incriminteach a dhéanamh: 1) Brúigh an eochair chéanna arís roimh an am istigh chun an chéad mhír eile a roghnú ag tosú leis an litir chéanna. 2) Brúigh eochracha litreach a mheaitseálann an chuid eile den fhocal roimh an am istigh le meaitseáil chun an mhír atá i gceist a roghnú go díreach. Athshocrófar an dá ghníomh seo go dtí tús an liosta má tá an teorainn ama caite ó cláraíodh an eochairbhuille deiridh. Is féidir leat an t-am istigh a choigeartú trí [comhalta ProjectSettings.gui/timers/increment_search_max_interval_msec] a athrú.

en: Adds an item to the item list with no text, only an icon. Returns the index of an added item.
ga: Cuireann sé mír le liosta na n-earraí gan téacs, gan ach deilbhín. Filleann sé innéacs míre breise.

en: Removes all items from the list.
ga: Baintear gach mír den liosta.

en: Ensures the item associated with the specified index is not selected.
ga: Cinntíonn sé nach roghnaítear an mhír a bhaineann leis an innéacs sonraithe.

en: Ensures there are no items selected.
ga: Cinntíonn sé nach bhfuil aon míreanna roghnaithe.

en: Ensure current selection is visible, adjusting the scroll position as necessary.
ga: Cinntigh go bhfuil an roghnú reatha le feiceáil, agus coigeartaigh suíomh an scrolla de réir mar is gá.

en: Forces an update to the list size based on its items. This happens automatically whenever size of the items, or other relevant settings like [member auto_height], change. The method can be used to trigger the update ahead of next drawing pass.
ga: Cuireann sé iallach air nuashonrú ar mhéid an liosta bunaithe ar a míreanna. Tarlaíonn sé seo go huathoibríoch nuair a athraíonn méid na míreanna, nó socruithe ábhartha eile ar nós [comhalta auto_height]. Is féidir an modh a úsáid chun an nuashonrú a spreagadh roimh an gcéad phas tarraingthe eile.

en: Returns the item index at the given [param position].
    When there is no item at that point, -1 will be returned if [param exact] is [code]true[/code], and the closest item index will be returned otherwise.
    [b]Note:[/b] The returned value is unreliable if called right after modifying the [ItemList], before it redraws in the next frame.
ga: Filleann sé an t-innéacs míreanna ag an [suíomh param] a thugtar.
    Nuair nach bhfuil aon mhír ann ag an bpointe sin, cuirfear -1 ar ais má tá [param beacht] [code]true[/code], agus cuirfear an t-innéacs míreanna is gaire ar ais ar shlí eile.
    [b]Nóta:[/b] Tá an luach ar ais neamhiontaofa má ghlaoitear air díreach tar éis an [ItemList] a mhodhnú, sula n-atarraingíonn sé sa chéad fhráma eile.

en: Returns the custom background color of the item specified by [param idx] index.
ga: Seoltar ar ais dath cúlra saincheaptha na míre atá sonraithe ag innéacs [param idx].

en: Returns the custom foreground color of the item specified by [param idx] index.
ga: Filleann sé dath tulra saincheaptha na míre atá sonraithe ag innéacs [param idx].

en: Returns the icon associated with the specified index.
ga: Filleann sé an deilbhín a bhaineann leis an innéacs sonraithe.

en: Returns a [Color] modulating item's icon at the specified index.
ga: Filltear deilbhín míre modhnaithe [Color] ag an innéacs sonraithe.

en: Returns the region of item's icon used. The whole icon will be used if the region has no area.
ga: Filleann sé réigiún deilbhín na míre a úsáideadh. Úsáidfear an deilbhín iomlán mura bhfuil aon limistéar ag an réigiún.

en: Returns item's text language code.
ga: Seoltar cód teanga téacs na míre ar ais.

en: Returns the metadata value of the specified index.
ga: Filleann sé luach meiteashonraí an innéacs sonraithe.

en: Returns the position and size of the item with the specified index, in the coordinate system of the [ItemList] node. If [param expand] is [code]true[/code] the last column expands to fill the rest of the row.
    [b]Note:[/b] The returned value is unreliable if called right after modifying the [ItemList], before it redraws in the next frame.
ga: Filleann sé suíomh agus méid na míre leis an innéacs sonraithe, i gcóras comhordanáidí an nód [ItemList]. Má tá [param expand] [code]true[/code] leathnaítear an colún deiridh chun an chuid eile den ró a líonadh.
    [b]Nóta:[/b] Tá an luach ar ais neamhiontaofa má ghlaoitear air díreach tar éis an [ItemList] a mhodhnú, sula n-atarraingíonn sé sa chéad fhráma eile.

en: Returns the text associated with the specified index.
ga: Filleann sé an téacs a bhaineann leis an innéacs sonraithe.

en: Returns item's text base writing direction.
ga: Seoltar treoir scríbhneoireachta bonn téacs na míre ar ais.

en: Returns the tooltip hint associated with the specified index.
ga: Filleann sé an leid leideanna uirlisí a bhaineann leis an innéacs sonraithe.

en: Returns an array with the indexes of the selected items.
ga: Filleann sé eagar le hinnéacsanna na míreanna roghnaithe.

en: Returns the vertical scrollbar.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann sé an scrollbharra ingearach.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Returns [code]true[/code] if one or more items are selected.
ga: Filleann sé [code]true[/code] má roghnaítear mír amháin nó níos mó.

en: Returns [code]true[/code] if the item at the specified index is disabled.
ga: Filleann sé [code]true[/code] má tá an mhír ag an innéacs sonraithe díchumasaithe.

en: Returns [code]true[/code] if the item icon will be drawn transposed, i.e. the X and Y axes are swapped.
ga: Filleann sé [code]true[/code] má tharraingítear deilbhín na míre a thrasuíomh, i.e. déantar na haiseanna X agus Y a mhalartú.

en: Returns [code]true[/code] if the item at the specified index is selectable.
ga: Seoltar ar ais [code]true[/code] más féidir an mhír ag an innéacs sonraithe a roghnú.

en: Returns [code]true[/code] if the tooltip is enabled for specified item index.
ga: Filleann sé [code]true[/code] má tá an leid uirlisí cumasaithe le haghaidh innéacs sonraithe míreanna.

en: Returns [code]true[/code] if the item at the specified index is currently selected.
ga: Filleann sé [code]true[/code] má tá an mhír ag an innéacs sonraithe roghnaithe faoi láthair.

en: Moves item from index [param from_idx] to [param to_idx].
ga: Bogtar an mhír ón innéacs [param from_idx] go [param to_idx].

en: Removes the item specified by [param idx] index from the list.
ga: Baintear an mhír atá sonraithe ag innéacs [param idx] den liosta.

en: Select the item at the specified index.
    [b]Note:[/b] This method does not trigger the item selection signal.
ga: Roghnaigh an mhír ag an innéacs sonraithe.
    [b]Nóta:[/b] Ní thionscnaíonn an modh seo an comhartha roghnúcháin earra.

en: Sets the background color of the item specified by [param idx] index to the specified [Color].
ga: Socraíonn sé dath cúlra na míre atá sonraithe ag innéacs [param idx] go dtí an [Color] sonraithe.

en: Sets the foreground color of the item specified by [param idx] index to the specified [Color].
ga: Socraíonn sé dath tulra na míre atá sonraithe ag innéacs [param idx] go dtí an [Color] sonraithe.

en: Disables (or enables) the item at the specified index.
    Disabled items cannot be selected and do not trigger activation signals (when double-clicking or pressing [kbd]Enter[/kbd]).
ga: Díchumasaítear (nó cumasaíonn) an mhír ag an innéacs sonraithe.
    Ní féidir míreanna míchumasaithe a roghnú agus ní spreagann siad comharthaí gníomhachtaithe (nuair a dhéantar cliceáil faoi dhó nó nuair a bhrúlann tú [kbd]Iontráil[/kbd]).

en: Sets (or replaces) the icon's [Texture2D] associated with the specified index.
ga: Socraíonn sé (nó cuirtear in ionad) [Texture2D] an deilbhín a bhaineann leis an innéacs sonraithe.

en: Sets a modulating [Color] of the item associated with the specified index.
ga: Socraíonn sé modhnú [Color] den mhír a bhaineann leis an innéacs sonraithe.

en: Sets the region of item's icon used. The whole icon will be used if the region has no area.
ga: Socraíonn sé réigiún deilbhín na míre a úsáidtear. Úsáidfear an deilbhín iomlán mura bhfuil aon limistéar ag an réigiún.

en: Sets whether the item icon will be drawn transposed.
ga: Socraíonn sé cé acu an dtarraingeofar deilbhín na míre a thrasuíomh.

en: Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
ga: Socraíonn sé cód teanga téacs na míre a úsáidtear le haghaidh halgartaim briseadh líne agus múnlú téacs, má fhágtar an logán reatha folamh ina ionad sin.

en: Sets a value (of any type) to be stored with the item associated with the specified index.
ga: Socraíonn sé luach (d'aon chineál) le stóráil leis an mír a bhaineann leis an innéacs sonraithe.

en: Allows or disallows selection of the item associated with the specified index.
ga: Ceadaíonn nó dícheadaítear roghnú na míre a bhaineann leis an innéacs sonraithe.

en: Sets text of the item associated with the specified index.
ga: Socraíonn sé téacs na míre a bhaineann leis an innéacs sonraithe.

en: Sets item's text base writing direction.
ga: Socraíonn sé treoir scríbhneoireachta bonn téacs na míre.

en: Sets the tooltip hint for the item associated with the specified index.
ga: Socraíonn sé an leid leideanna uirlisí don mhír a bhaineann leis an innéacs sonraithe.

en: Sets whether the tooltip hint is enabled for specified item index.
ga: Socraíonn sé cé acu an bhfuil nó nach bhfuil an leid leideanna uirlisí cumasaithe le haghaidh innéacs sonraithe míreanna.

en: Sorts items in the list by their text.
ga: Sórtáil sé míreanna sa liosta de réir a dtéacs.

en: If [code]true[/code], the currently selected item can be selected again.
ga: Más [code]true[/code], is féidir an mhír roghnaithe faoi láthair a roghnú arís.

en: If [code]true[/code], right mouse button click can select items.
ga: Más [code]true[/code], is féidir le cliceáil ar chnaipe deas na luiche míreanna a roghnú.

en: If [code]true[/code], allows navigating the [ItemList] with letter keys through incremental search.
ga: Má cheadaíonn [code]true[/code] an [ItemList] a nascleanúint le heochracha litreach trí chuardach incriminteach.

en: If [code]true[/code], the control will automatically resize the height to fit its content.
ga: Más rud é [code]true[/code], athróidh an rialtán an airde go huathoibríoch lena ábhar a chur in oiriúint.

en: The width all columns will be adjusted to.
    A value of zero disables the adjustment, each item will have a width equal to the width of its content and the columns will have an uneven width.
ga: Coigeartófar leithead na gcolún go léir.
    Déanann luach nialasach an coigeartú a dhíchumasú, beidh leithead comhionann le leithead a ábhar ag gach mír agus beidh leithead míchothrom ag na colúin.

en: The size all icons will be adjusted to.
    If either X or Y component is not greater than zero, icon size won't be affected.
ga: Coigeartófar an méid go léir deilbhíní.
    Mura bhfuil ceachtar comhpháirt X nó Y níos mó ná nialas, ní bheidh aon tionchar ar mhéid an deilbhín.

en: The icon position, whether above or to the left of the text. See the [enum IconMode] constants.
ga: Suíomh an deilbhín, cibé acu thuas nó ar chlé den téacs. Féach ar na tairisigh [enum IconMode].

en: The scale of icon applied after [member fixed_icon_size] and transposing takes effect.
ga: Tagann scála an íocón a chuirtear i bhfeidhm tar éis [comhalta seasta_icon_size] agus trasuíomh i bhfeidhm.

en: The number of items currently in the list.
ga: Líon na míreanna ar an liosta faoi láthair.

en: Maximum columns the list will have.
    If greater than zero, the content will be split among the specified columns.
    A value of zero means unlimited columns, i.e. all items will be put in the same row.
ga: Colúin uasta a bheidh ar an liosta.
    Más mó ná náid, scoiltfear an t-ábhar i measc na gcolún sonraithe.
    Ciallaíonn luach nialais colúin neamhtheoranta, i.e. cuirfear gach earra sa tsraith chéanna.

en: Maximum lines of text allowed in each item. Space will be reserved even when there is not enough lines of text to display.
    [b]Note:[/b] This property takes effect only when [member icon_mode] is [constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] should be greater than zero.
ga: Línte uasta téacs a cheadaítear i ngach mír. Cuirfear spás in áirithe fiú nuair nach bhfuil go leor línte téacs le taispeáint.
    [b]Nóta:[/b] Ní thagann an t-airí seo i bhfeidhm ach amháin nuair atá [member icon_mode] [comhsheasmhach ICON_MODE_TOP]. Chun an clúdach téacs a dhéanamh, ba cheart go mbeadh [member fixed_column_width] níos mó ná nialas.

en: Whether all columns will have the same width.
    If [code]true[/code], the width is equal to the largest column width of all columns.
ga: Cibé an mbeidh an leithead céanna ag gach colún.
    Más rud é [code]true[/code], tá an leithead comhionann leis an leithead colún is mó de na colúin go léir.

en: Allows single or multiple item selection. See the [enum SelectMode] constants.
ga: Ceadaíonn roghnú mír singil nó iolrach. Féach ar na tairisigh [enum SelectMode].

en: Sets the clipping behavior when the text exceeds an item's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
ga: Socraíonn sé an iompar bearrtha nuair a sháraíonn an téacs dronuilleog teorannach míre. Féach [enum TextServer.OverrunBehavior] le haghaidh cur síos ar gach modh.

en: Icon is drawn above the text.
ga: Tá deilbhín tarraingthe os cionn an téacs.

en: Icon is drawn to the left of the text.
ga: Tá deilbhín tarraingthe ar thaobh na láimhe clé den téacs.

en: Only allow selecting a single item.
ga: Ná ceadaigh ach mír amháin a roghnú.

en: Allows selecting multiple items by holding [kbd]Ctrl[/kbd] or [kbd]Shift[/kbd].
ga: Ceadaíonn sé míreanna iolracha a roghnú trí [kbd]Ctrl[/kbd] nó [kbd]Shift[/kbd] a shealbhú.

en: Default text [Color] of the item.
ga: Téacs réamhshocraithe [Color] na míre.

en: Text [Color] used when the item is hovered and not selected yet.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an mhír ainlithe agus nach bhfuil sé roghnaithe fós.

en: The tint of text outline of the item.
ga: Imlíne an earra le haghaidh imlíne an téacs.

en: [Color] of the guideline. The guideline is a line drawn between each row of items.
ga: [Color] den treoirlíne. Is é atá sa treoirlíne ná líne a tharraingítear idir gach sraith míreanna.

en: The horizontal spacing between items.
ga: An spásáil chothrománach idir míreanna.

en: The spacing between item's icon and text.
ga: An spásáil idir íocón na míre agus an téacs.

en: The vertical spacing between each line of text.
ga: An spásáil ingearach idir gach líne téacs.

en: The size of the item text outline.
    [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
ga: Méid imlíne an téacs míre.
    [b]Nóta:[/b] Má tá cló á úsáid le [member FontFile.multichannel_signed_distance_field] cumasaithe, ní mór a [comhalta FontFile.msdf_pixel_range] a shocrú go dtí [i] faoi dhó[/i] ar a laghad luach [theme_item outline_size] le haghaidh rindreála imlíne chun breathnú ceart. Seachas sin, d'fhéadfadh an chuma ar an imlíne a ghearradh amach níos luaithe ná mar a bhí beartaithe.

en: The vertical spacing between items.
ga: An spásáil ingearach idir míreanna.

en: [Font] of the item's text.
ga: [Cló] de théacs na míre.

en: Font size of the item's text.
ga: Clómhéid téacs na míre.

en: [StyleBox] used for the cursor, when the [ItemList] is being focused.
ga: [StyleBox] a úsáidtear don chúrsóir, nuair a bhíonn an [ItemList] á dhíriú.

en: [StyleBox] used for the cursor, when the [ItemList] is not being focused.
ga: [StyleBox] a úsáidtear don chúrsóir, nuair nach bhfuil an [ItemList] á dhíriú.

en: The focused style for the [ItemList], drawn on top of the background, but below everything else.
ga: An stíl dírithe don [ItemList], arna tarraingt ar bharr an chúlra, ach faoi bhun gach rud eile.

en: [StyleBox] for the hovered, but not selected items.
ga: [StyleBox] do na hearraí a bhfuil folús orthu, ach níl siad roghnaithe.

en: The background style for the [ItemList].
ga: An stíl chúlra don [ItemList].

en: [StyleBox] for the selected items, used when the [ItemList] is not being focused.
ga: [StyleBox] do na míreanna roghnaithe, a úsáidtear nuair nach bhfuil an [ItemList] á dhíriú.

en: [StyleBox] for the selected items, used when the [ItemList] is being focused.
ga: [StyleBox] do na míreanna roghnaithe, a úsáidtear nuair a bhíonn an [ItemList] á dhíriú.

en: Provides access to the Java Native Interface.
ga: Soláthraíonn rochtain ar an Java Dúchasach Chomhéadain....

en: Represents an object from the Java Native Interface.
ga: Is ionann é agus réad ón gComhéadan Dúchasach Java.

en: Singleton that connects the engine with the browser's JavaScript context in Web export.
ga: Singleton a nascann an t-inneall le comhthéacs JavaScript an bhrabhsálaí in easpórtáil Gréasáin.

en: The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
    [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/contributing/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
ga: Ní chuirtear an singleton JavaScriptBridge i bhfeidhm ach san easpórtáil Gréasáin. Úsáidtear é chun teacht ar chomhthéacs JavaScript an bhrabhsálaí. Ligeann sé seo idirghníomhú le leathanaigh a leabú nó glaoch ar APIanna JavaScript tríú páirtí.
    [b]Nóta:[/b] Is féidir an singleton seo a dhíchumasú ag am tógála chun slándáil a fheabhsú. De réir réamhshocraithe, tá an singleton JavaScriptBridge cumasaithe. Tá an singleton JavaScriptBridge cumasaithe ag teimpléid onnmhairithe oifigiúla freisin. Féach [url=$DOCS_URL/contributing/development/compiling/compiling_for_web.html]Tiomsú don Ghréasán[/url] sna doiciméid le haghaidh tuilleadh eolais.

en: Exporting for the Web: Calling JavaScript from script
ga: Onnmhairiú don Ghréasán: JavaScript a ghlaoch ón script

en: Creates a new JavaScript object using the [code]new[/code] constructor. The [param object] must a valid property of the JavaScript [code]window[/code]. See [JavaScriptObject] for usage.
ga: Cruthaíonn oibiacht JavaScript nua ag baint úsáide as an cruthaitheoir [code]nua[/code]. Caithfidh an [param object] airí bailí den [code]fhuinneog[/code]JavaScript. Féach [JavaScriptObject] le húsáid.

en: Prompts the user to download a file containing the specified [param buffer]. The file will have the given [param name] and [param mime] type.
    [b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/Media_type]MIME type[/url] provided based on the file [param name]'s extension.
    [b]Note:[/b] Browsers might block the download if [method download_buffer] is not being called from a user interaction (e.g. button click).
    [b]Note:[/b] Browsers might ask the user for permission or block the download if multiple download requests are made in a quick succession.
ga: Spreagann an t-úsáideoir comhad a íoslódáil ina bhfuil an [paramaolán] sonraithe. Beidh an cineál [param name] agus [param mime] tugtha ag an gcomhad.
    [b]Nóta:[/b] Féadfaidh an brabhsálaí an [url=https://en.wikipedia.org/wiki/Media_type]cineál MIME[/url] a cuireadh ar fáil a shárú bunaithe ar iarmhír an chomhaid [param name].
    [b]Nóta:[/b] Seans go gcuirfeadh brabhsálaithe bac ar an íoslódáil mura bhfuil [method download_buffer] á ghlaoch ó idirghníomhaíocht úsáideora (m.sh. cliceáil ar an gcnaipe).
    [b]Nóta:[/b] Seans go n-iarrfadh brabhsálaithe cead ar an úsáideoir nó go gcuirfí bac ar an íoslódáil má dhéantar iarratais íoslódála iolracha i ndiaidh a chéile.

en: Execute the string [param code] as JavaScript code within the browser window. This is a call to the actual global JavaScript function [code skip-lint]eval()[/code].
    If [param use_global_execution_context] is [code]true[/code], the code will be evaluated in the global execution context. Otherwise, it is evaluated in the execution context of a function within the engine's runtime environment.
ga: Rith an teaghrán [param code] mar chód JavaScript laistigh d'fhuinneog an bhrabhsálaí. Is glao é seo ar an bhfeidhm dhomhanda JavaScript iarbhír [code skip-lint]eval()[/code].
    Má tá [param use_global_execution_context] [code]true[/code], déanfar an cód a mheas i gcomhthéacs forghníomhaithe domhanda. Seachas sin, déantar é a mheas i gcomhthéacs forghníomhaithe feidhme laistigh de thimpeallacht ama rite an innill.

en: Force synchronization of the persistent file system (when enabled).
    [b]Note:[/b] This is only useful for modules or extensions that can't use [FileAccess] to write files.
ga: Cuir i bhfeidhm sioncrónú an chórais comhad leanúnach (nuair atá sé cumasaithe).
    [b]Nóta:[/b] Níl sé seo úsáideach ach do mhodúil nó eisínteachtaí nach féidir [FileAccess] a úsáid chun comhaid a scríobh.

en: Returns an interface to a JavaScript object that can be used by scripts. The [param interface] must be a valid property of the JavaScript [code]window[/code]. The callback must accept a single [Array] argument, which will contain the JavaScript [code]arguments[/code]. See [JavaScriptObject] for usage.
ga: Filleann sé comhéadan ar réad JavaScript is féidir le scripteanna a úsáid. Caithfidh an [comhéadan param] a bheith ina airí bailí den fhuinneog [code] JavaScript[/code]. Ní mór don aisghlao glacadh le argóint [Eagar] amháin, ina mbeidh na [code]hargóintí[/code]JavaScript . Féach [JavaScriptObject] le húsáid.

en: Returns [code]true[/code] if a new version of the progressive web app is waiting to be activated.
    [b]Note:[/b] Only relevant when exported as a Progressive Web App.
ga: Filleann sé [code]true[/code] má tá leagan nua den aip gréasáin fhorásach ag fanacht le bheith gníomhachtaithe.
    [b]Nóta:[/b] Ní bhaineann sé ach le heaspórtáil mar Aip Ghréasáin Fhorásach.

en: Performs the live update of the progressive web app. Forcing the new version to be installed and the page to be reloaded.
    [b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].
    [b]Note:[/b] Only relevant when exported as a Progressive Web App and [method pwa_needs_update] returns [code]true[/code].
ga: Déanann sé nuashonrú beo ar an aip gréasáin fhorásach. Cuireadh iachall ar an leagan nua a shuiteáil agus an leathanach a athlódáil.
    [b]Nóta:[/b] Déanfar d’iarratas a [b] a athlódáil i ngach cluaisín brabhsálaí[/b].
    [b]Nóta:[/b] Ní bhaineann le hábhar ach amháin nuair a easpórtáiltear é mar Aip Ghréasáin Fhorásach agus nuair a sheolann [method pwa_needs_update] ar ais [code]true[/code].

en: Emitted when an update for this progressive web app has been detected but is waiting to be activated because a previous version is active. See [method pwa_update] to force the update to take place immediately.
ga: Astaithe nuair a aimsítear nuashonrú don aip ghréasáin fhorásach seo ach tá sé ag fanacht le bheith gníomhachtaithe toisc go bhfuil leagan roimhe seo gníomhach. Féach ar [method pwa_update] chun iallach a chur ar an nuashonrú a dhéanamh láithreach.

en: A wrapper class for web native JavaScript objects.
ga: Rang fillteáin le haghaidh rudaí dúchasacha JavaScript.

en: Singleton that connects the engine with Android plugins to interface with native Android code.
ga: Singleton a nascann an t-inneall le forlíontáin Android chun comhéadan le cód dúchais Android.

en: The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information.
ga: Ní chuirtear an JNISingleton i bhfeidhm ach amháin san onnmhairiú Android. Úsáidtear é chun modhanna a ghlaoch agus chun comharthaí a nascadh ó bhreiseán Android atá scríofa i Java nó Kotlin. Is féidir modhanna agus comharthaí a ghlaoch agus a nascadh leis an JNISingleton amhail is gur Nód é. Féach [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Comhéadan Dúchasach Java - Vicipéid[/url] le haghaidh tuilleadh eolais.

en: Creating Android plugins
ga: Cruthú plugins Android

en: Abstract base class for all 2D physics joints.
ga: Bunrang teibí do gach joints 2d san fhisic.

en: Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint.
ga: Bunrang teibí do gach joints san fhisic 2d saor in aisce,. Ceanglaíonn hailt 2T dhá chorp fisice ([ball nód_a] agus [ball nód_b]) le chéile agus cuireann siad srian i bhfeidhm.

en: Returns the joint's internal [RID] from the [PhysicsServer2D].
ga: Filleann [RID] inmheánach an alt ón [FisicsServer2D].

en: When [member node_a] and [member node_b] move in different directions the [member bias] controls how fast the joint pulls them back to their original position. The lower the [member bias] the more the two bodies can pull on the joint.
    When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used.
ga: Nuair a ghluaiseann [ball nód_a] agus [ball nód_b] i dtreonna difriúla rialaíonn an [ball-chlaonadh] cé chomh tapa agus a tharraingíonn an t-alt ar ais chuig a suíomh bunaidh iad. Dá ísle an [claonadh ball] is ea is mó is féidir leis an dá chorp tarraingt ar an alt.
    Nuair atá sé socraithe go [code]0[/code], úsáidtear an luach réamhshocraithe ó [member ProjectSettings.physics/2d/solver/default_constraint_bias].

en: If [code]true[/code], the two bodies bound together do not collide with each other.
ga: Más [code]true[/code], ní imbhuaileann an dá chorp atá ceangailte le chéile.

en: Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D].
ga: Conair go dtí an chéad chorp (A) ceangailte leis an gcomhpháirteach. Caithfidh an nód oidhreacht [PhysicsBody2D].

en: Path to the second body (B) attached to the joint. The node must inherit [PhysicsBody2D].
ga: Conair go dtí an dara comhlacht (B) ceangailte leis an comhpháirteacha a dhéanamh. Caithfidh an nód oidhreacht [PhysicsBody2D].

en: Abstract base class for all 3D physics joints.
ga: Bunrang teibí le haghaidh gach joints san fhisic 3d saor in aisce,.

en: Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. If only one body is defined, it is attached to a fixed [StaticBody3D] without collision shapes.
ga: Bunrang teibí do gach joints san fhisic 3d saor in aisce,. Ceanglaíonn hailt 3D dhá chorp fisice ([ball nód_a] agus [ball nód_b]) le chéile agus cuireann siad srian i bhfeidhm. Mura bhfuil ach comhlacht amháin sainithe, tá sé ceangailte le seasta [StaticBody3D] gan cruthanna imbhuailte.

en: 3D Truck Town Demo
ga: Cluiche 3D Truck Town Taispeántas

en: Returns the joint's internal [RID] from the [PhysicsServer3D].
ga: Filleann [RID] inmheánach an alt ón [PhysicsServer3D].

en: Path to the first node (A) attached to the joint. The node must inherit [PhysicsBody3D].
    If left empty and [member node_b] is set, the body is attached to a fixed [StaticBody3D] without collision shapes.
ga: Conair go dtí an chéad nód (A) ceangailte leis an comhpháirteacha a dhéanamh. Caithfidh an nód oidhreacht [PhysicsBody3D].
    Má fhágtar folamh é agus [ball nód_b] socraithe, ceanglaítear an corp le fosaithe [StaticBody3D] gan cruthanna imbhuailte.

en: Path to the second node (B) attached to the joint. The node must inherit [PhysicsBody3D].
    If left empty and [member node_a] is set, the body is attached to a fixed [StaticBody3D] without collision shapes.
ga: Conair go dtí an dara nód (B) ceangailte leis an comhpháirteacha a dhéanamh. Caithfidh an nód oidhreacht [PhysicsBody3D].
    Má fhágtar folamh é agus [ball nód_a] socraithe, greamaítear an corp le fosaithe [StaticBody3D] gan cruthanna imbhuailte.

en: The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
ga: Is í an tosaíocht a úsáidtear chun a shainiú cé acu réiteoir a fhorghníomhaítear ar dtús le haghaidh altanna iolracha. Dá ísle an luach, is airde an tosaíocht.

en: Helper class for creating and parsing JSON data.
ga: Rang cúntóir chun sonraí JSON a chruthú agus a pharsáil.

en: Returns [code]0[/code] if the last call to [method parse] was successful, or the line number where the parse failed.
ga: Filleann sé [code]0[/code] má d'éirigh leis an nglao deiridh chuig [parsáil modh], nó uimhir na líne ar theip ar an bparsáil.

en: Returns an empty string if the last call to [method parse] was successful, or the error message if it failed.
ga: Filleann sé teaghrán folamh má d'éirigh leis an nglao deiridh chuig [parsáil modh], nó an teachtaireacht earráide má theip air.

en: Return the text parsed by [method parse] (requires passing [code]keep_text[/code] to [method parse]).
ga: Seol ar ais an téacs parsáil ag [parse modh] (is gá [code]keep_text[/code] a chur ar aghaidh chuig [parse modh]).

en: Attempts to parse the [param json_text] provided.
    Returns an [enum Error]. If the parse was successful, it returns [constant OK] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] to identify the source of the failure.
    Non-static variant of [method parse_string], if you want custom error handling.
    The optional [param keep_text] argument instructs the parser to keep a copy of the original text. This text can be obtained later by using the [method get_parsed_text] function and is used when saving the resource (instead of generating new text from [member data]).
ga: Iarrachtaí ar an [param json_text] arna sholáthar a pharsáil.
    Filleann sé [Earráid enum]. Má d'éirigh leis an bparsáil, filleann sé [constant go leor] agus is féidir an toradh a aisghabháil trí úsáid a bhaint as [sonraí ball]. Mura n-éiríonn leo, úsáid [method get_error_line] agus [method get_error_message] chun foinse na teipe a aithint.
    Leagan neamhstatach de [method parse_string], más mian leat láimhseáil earráide saincheaptha.
    Tugann an argóint roghnach [param keep_text] treoir don pharsálaí cóip den bhuntéacs a choinneáil. Is féidir an téacs seo a fháil níos déanaí tríd an bhfeidhm [method get_parsed_text] a úsáid agus úsáidtear é nuair a shábhálann tú an acmhainn (in ionad téacs nua a ghiniúint ó [sonraí ball]).

en: Attempts to parse the [param json_string] provided and returns the parsed data. Returns [code]null[/code] if parse failed.
ga: Déantar iarracht an [param json_string] a sholáthraítear a pharsáil agus seolann sé na sonraí parsáilte ar ais. Seoltar ar ais [code]null[/code] má theip ar pharsáil.

en: Converts a [Variant] var to JSON text and returns the result. Useful for serializing data to store or send over the network.
    [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, converting a Variant to JSON text will convert all numerical values to [float] types.
    [b]Note:[/b] If [param full_precision] is [code]true[/code], when stringifying floats, the unreliable digits are stringified in addition to the reliable digits to guarantee exact decoding.
    The [param indent] parameter controls if and how something is indented; its contents will be used where there should be an indent in the output. Even spaces like [code]"   "[/code] will work. [code]\t[/code] and [code]\n[/code] can also be used for a tab indent, or to make a newline for each indent respectively.
    [b]Example output:[/b]
    [codeblock]
    ## JSON.stringify(my_dictionary)
    {"name":"my_dictionary","version":"1.0.0","entities":[{"name":"entity_0","value":"value_0"},{"name":"entity_1","value":"value_1"}]}
    
    ## JSON.stringify(my_dictionary, "\t")
    {
        "name": "my_dictionary",
        "version": "1.0.0",
        "entities": [
            {
                "name": "entity_0",
                "value": "value_0"
            },
            {
                "name": "entity_1",
                "value": "value_1"
            }
        ]
    }
    
    ## JSON.stringify(my_dictionary, "...")
    {
    ..."name": "my_dictionary",
    ..."version": "1.0.0",
    ..."entities": [
    ......{
    ........."name": "entity_0",
    ........."value": "value_0"
    ......},
    ......{
    ........."name": "entity_1",
    ........."value": "value_1"
    ......}
    ...]
    }
    [/codeblock]
ga: Athraíonn [athraitheach] var go téacs JSON agus seolann sé an toradh ar ais. Úsáideach le haghaidh sraitheach sonraí a stóráil nó a sheoladh thar an líonra.
    [b]Nóta:[/b] Ní shainíonn sonraíocht JSON cineálacha slánuimhir nó snámhphointe, ach cineál [i]uimhir[/i] amháin. Mar sin, má dhéantar Athrú go téacs JSON a thiontú, déanfar gach luach uimhriúil a thiontú go cineálacha [snámhphointe].
    [b]Nóta:[/b] Má tá [param full_precision] [code]true[/code], nuair a bhíonn snámháin á sreangú, déantar na digití neamhiontaofa a theannadh i dteannta leis na digití iontaofa chun díchódú beacht a ráthú.
    Rialaíonn an [paraiméadar fleasc] an bhfuil agus conas a dhéantar rud éigin a eangú; úsáidfear a bhfuil ann i gcás inar cheart fleasc a bheith san aschur. Oibreoidh fiú spásanna cosúil le [code] "" [/code]. Is féidir [code]\t[/code] agus [code]\n[/code] a úsáid freisin le haghaidh fleasc cluaisíní, nó chun líne nua a dhéanamh do gach fleasc faoi seach.
    [b]Aschur samplach:[/b]
    [codeblock]
    ## JSON.stringify(mo_fhoclóir)
    {"name": "mo_foclóir", "leagan":" 1.0.0 "," aonáin ":[{ "name" : " eintiteas_0", "value": "value_0"},{ "name":: "eintiteas_1" , "value": "value_1" }]}
    
    ## JSON.stringify(mo_fhoclóir, "\t")
    {
        "name": "mo_foclóir",
        "leagan": "1.0.0",
        "eintitis": [
            {
                "name": "eintiteas_0",
                "value": "luach_0"
            },
            {
                "name": "aonán_1",
                "value": "luach_1"
            }
        ]
    }
    
    ## JSON.stringify(mo_foclóir, "...")
    {
    ..."name": "mo_foclóir",
    ..."leagan": "1.0.0",
    ..."eintitis": [
    ......{
    ........."ainm": "aonán_0",
    ........."luach": "luach_0"
    ......},
    ......{
    ........."ainm": "aonán_1",
    ........."luach": "luach_1"
    ......}
    ...]
    }
    [/codeblock]

en: Contains the parsed JSON data in [Variant] form.
ga: Tá na sonraí JSON parsáilte san fhoirm [Athraíonn].

en: A helper to handle dictionaries which look like JSONRPC documents.
ga: Cúntóir chun foclóirí atá cosúil le doiciméid JSONRPC a láimhseáil.

en: [url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a method call in a [JSON] object. The object has a particular structure and identifies which method is called, the parameters to that function, and carries an ID to keep track of responses. This class implements that standard on top of [Dictionary]; you will have to convert between a [Dictionary] and [JSON] with other functions.
ga: [url=https://www.jsonrpc.org/]Is caighdeán é JSON-RPC[/url] a chumhdaíonn glao modha i réad [JSON]. Tá struchtúr ar leith ag an réad agus sainaithníonn sé cén modh ar a dtugtar, paraiméadair na feidhme sin, agus iompraíonn sé ID chun súil a choinneáil ar fhreagraí. Cuireann an rang seo an caighdeán sin i bhfeidhm ar bharr [Foclóir]; beidh ort aistriú idir [Foclóir] agus [JSON] le feidhmeanna eile.

en: Returns a dictionary in the form of a JSON-RPC notification. Notifications are one-shot messages which do not expect a response.
    - [param method]: Name of the method being called.
    - [param params]: An array or dictionary of parameters being passed to the method.
ga: Seoltar foclóir ar ais i bhfoirm fógra JSON-RPC. Is éard atá i bhfógraí ná teachtaireachtaí aon lámhaigh nach mbíonn siad ag súil le freagra.
    - [param method]: Ainm an mhodha atá á thabhairt.
    - [paraimís]: Eagar nó foclóir paraiméadair á gcur ar aghaidh chuig an modh.

en: Returns a dictionary in the form of a JSON-RPC request. Requests are sent to a server with the expectation of a response. The ID field is used for the server to specify which exact request it is responding to.
    - [param method]: Name of the method being called.
    - [param params]: An array or dictionary of parameters being passed to the method.
    - [param id]: Uniquely identifies this request. The server is expected to send a response with the same ID.
ga: Seoltar foclóir ar ais i bhfoirm iarratais JSON-RPC. Seoltar iarratais chuig freastalaí agus táthar ag súil le freagra. Úsáidtear an réimse aitheantais don fhreastalaí chun an t-iarratas beacht a bhfuil sé ag freagairt dó a shonrú.
    - [param method]: Ainm an mhodha atá á thabhairt.
    - [paraimeanna param]: Sraith nó foclóir paraiméadair á gcur ar aghaidh chuig an modh.
    - [param id]: Sainaithnítear an t-iarratas seo go uathúil. Táthar ag súil go seolfaidh an freastalaí freagra leis an aitheantas céanna.

en: When a server has received and processed a request, it is expected to send a response. If you did not want a response then you need to have sent a Notification instead.
    - [param result]: The return value of the function which was called.
    - [param id]: The ID of the request this response is targeted to.
ga: Nuair a bhíonn iarratas faighte agus próiseáilte ag freastalaí, táthar ag súil go seolfaidh sé freagra. Mura raibh freagra uait ní mór go mbeadh Fógra seolta agat ina ionad sin.
    - [toradh param]: Luach aischuir na feidhme ar a dtugtar.
    - [param id]: ID an iarratais ar a bhfuil an freagra seo dírithe.

en: Creates a response which indicates a previous reply has failed in some way.
    - [param code]: The error code corresponding to what kind of error this is. See the [enum ErrorCode] constants.
    - [param message]: A custom message about this error.
    - [param id]: The request this error is a response to.
ga: Cruthaítear freagra a thugann le fios gur theip ar fhreagra roimhe seo ar bhealach éigin.
    - [cód param]: An cód earráide a fhreagraíonn do cén cineál earráide é seo. Féach ar na tairisigh [enum ErrorCode].
    - [param message]: Teachtaireacht shaincheaptha faoin earráid seo.
    - [param id]: An t-iarratas is freagra é an earráid seo.

en: Given a Dictionary which takes the form of a JSON-RPC request: unpack the request and run it. Methods are resolved by looking at the field called "method" and looking for an equivalently named function in the JSONRPC object. If one is found that method is called.
    To add new supported methods extend the JSONRPC class and call [method process_action] on your subclass.
    [param action]: The action to be run, as a Dictionary in the form of a JSON-RPC request or notification.
ga: Nuair a thugtar Foclóir atá i bhfoirm iarratais JSON-RPC: díphacáil an t-iarratas agus rith é. Réitítear modhanna trí bhreathnú ar an réimse ar a dtugtar "modh" agus feidhm chomhainmnithe a lorg i réad JSONRPC. Má aimsítear ceann tugtar an modh sin.
    Chun modhanna nua tacaithe a chur leis leathnaigh an rang JSONRPC agus cuir glaoch ar [method process_action] ar d’fho-aicme.
    [param action]: An gníomh atá le rith, mar Fhoclóir i bhfoirm iarratais nó fógra JSON-RPC.

en: The request could not be parsed as it was not valid by JSON standard ([method JSON.parse] failed).
ga: Níorbh fhéidir an t-iarratas a pharsáil mar ní raibh sé bailí de réir chaighdeán JSON (theip ar [method JSON.parse]).

en: A method call was requested but the request's format is not valid.
ga: Iarradh glao modha ach níl formáid an iarratais bailí.

en: A method call was requested but no function of that name existed in the JSONRPC subclass.
ga: Iarradh glao modha ach ní raibh aon fheidhm den ainm sin i bhfo-aicme JSONRPC.

en: A method call was requested but the given method parameters are not valid. Not used by the built-in JSONRPC.
ga: Iarradh glao modha ach níl paraiméadair an mhodha tugtha bailí. Nach bhfuil in úsáid ag an JSONRPC ionsuite.

en: An internal error occurred while processing the request. Not used by the built-in JSONRPC.
ga: Tharla earráid inmheánach agus an t-iarratas á phróiseáil. Nach bhfuil in úsáid ag an JSONRPC ionsuite.

en: Holds collision data from the movement of a [PhysicsBody2D].
ga: Coinníonn sé sonraí imbhuailte ó ghluaiseacht [FisicsBody2D].

en: Holds collision data from the movement of a [PhysicsBody2D], usually from [method PhysicsBody2D.move_and_collide]. When a [PhysicsBody2D] is moved, it stops if it detects a collision with another body. If a collision is detected, a [KinematicCollision2D] object is returned.
    The collision data includes the colliding object, the remaining motion, and the collision position. This data can be used to determine a custom response to the collision.
ga: Coinníonn sé sonraí imbhuailte ó ghluaiseacht [PhysicsBody2D], de ghnáth ó [method PhysicsBody2D.move_and_collide]. Nuair a bhogtar [FisicsBody2D], stopann sé má aimsíonn sé imbhualadh le corp eile. Má aimsítear imbhualadh, cuirtear réad [KinematicCollision2D] ar ais.
    Áirítear leis na sonraí imbhuailte an réad imbhuailte, an tairiscint atá fágtha, agus an suíomh imbhuailte. Is féidir na sonraí seo a úsáid chun freagra saincheaptha ar an imbhualadh a chinneadh.

en: Returns the collision angle according to [param up_direction], which is [constant Vector2.UP] by default. This value is always positive.
ga: Filleann sé an uillinn imbhuailte de réir [param up_direction], is é sin [Vector2.UP leanúnach] de réir réamhshocraithe. Tá an luach seo dearfach i gcónaí.

en: Returns the colliding body's attached [Object].
ga: Filleann [Réad] ceangailte an choirp imbhuailte.

en: Returns the unique instance ID of the colliding body's attached [Object]. See [method Object.get_instance_id].
ga: Tugann sé ar ais an t-aitheantas sampla uathúil de chuid [Réad] an chomhlachta imbhuailte a ghabhann leis. Féach ar [method Object.get_instance_id].

en: Returns the colliding body's [RID] used by the [PhysicsServer2D].
ga: Filleann sé [RID] an choirp imbhuailte a úsáideann an [FisicsServer2D].

en: Returns the colliding body's shape.
ga: Filleann cruth an choirp imbhuailte.

en: Returns the colliding body's shape index. See [CollisionObject2D].
ga: Filleann sé innéacs cruth an choirp imbhuailte. Féach [CollisionObject2D].

en: Returns the colliding body's velocity.
ga: Tugann sé ar ais treoluas an chomhlachta imbhuailte.

en: Returns the colliding body's length of overlap along the collision normal.
ga: Filleann sé fad forluí an choirp imbhuailte feadh an ghnáth-imbhuailte.

en: Returns the moving object's colliding shape.
ga: Filleann sé cruth imbhuailte an ruda atá ag gluaiseacht.

en: Returns the colliding body's shape's normal at the point of collision.
ga: Filleann sé gnáthchruth an choirp imbhuailte ag pointe an imbhuailte.

en: Returns the point of collision in global coordinates.
ga: Filleann sé pointe an imbhuailte i gcomhordanáidí domhanda.

en: Returns the moving object's remaining movement vector.
ga: Filleann an veicteoir gluaiseachta atá fágtha ag an réad atá ag gluaiseacht.

en: Returns the moving object's travel before collision.
ga: Filleann sé taisteal an réad atá ag gluaiseacht roimh imbhualadh.

en: Holds collision data from the movement of a [PhysicsBody3D].
ga: Coinníonn sé sonraí imbhuailte ó ghluaiseacht [FisicsBody3D].

en: Holds collision data from the movement of a [PhysicsBody3D], usually from [method PhysicsBody3D.move_and_collide]. When a [PhysicsBody3D] is moved, it stops if it detects a collision with another body. If a collision is detected, a [KinematicCollision3D] object is returned.
    The collision data includes the colliding object, the remaining motion, and the collision position. This data can be used to determine a custom response to the collision.
ga: Coinníonn sé sonraí imbhuailte ó ghluaiseacht [PhysicsBody3D], de ghnáth ó [method PhysicsBody3D.move_and_collide]. Nuair a bhogtar [FisicBody3D], stopann sé má aimsíonn sé imbhualadh le corp eile. Má aimsítear imbhualadh, cuirtear réad [KinematicCollision3D] ar ais.
    Áirítear leis na sonraí imbhuailte an réad imbhuailte, an tairiscint atá fágtha, agus an suíomh imbhuailte. Is féidir na sonraí seo a úsáid chun freagra saincheaptha ar an imbhualadh a chinneadh.

en: Returns the collision angle according to [param up_direction], which is [constant Vector3.UP] by default. This value is always positive.
ga: Filleann sé an uillinn imbhuailte de réir [param up_direction], is é sin [Vector3.UP leanúnach] de réir réamhshocraithe. Tá an luach seo dearfach i gcónaí.

en: Returns the colliding body's attached [Object] given a collision index (the deepest collision by default).
ga: Tugann sé ar ais [Réad] ceangailte an chomhlachta imbhuailte ar a dtugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe).

en: Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default). See [method Object.get_instance_id].
ga: Tugann sé ar ais an t-aitheantas sampla uathúil de [Réad] an chomhlachta imbhuailte a ghabhann leis agus innéacs imbhuailte aige (an t-imbhualadh is doimhne de réir réamhshocraithe). Féach ar [method Object.get_instance_id].

en: Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default).
ga: Tugann sé ar ais [RID] an chomhlachta imbhuailte a úsáideann an [PhysicsServer3D] innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe).

en: Returns the colliding body's shape given a collision index (the deepest collision by default).
ga: Tugann sé ar ais cruth an choirp imbhuailte nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe).

en: Returns the colliding body's shape index given a collision index (the deepest collision by default). See [CollisionObject3D].
ga: Tugann sé innéacs crutha an choirp imbhuailte ar ais nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe). Féach [CollisionObject3D].

en: Returns the colliding body's velocity given a collision index (the deepest collision by default).
ga: Tugann sé ar ais treoluas an chomhlachta imbhuailte nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe).

en: Returns the number of detected collisions.
ga: Filleann sé líon na n-imbhuailtí braite.

en: Returns the moving object's colliding shape given a collision index (the deepest collision by default).
ga: Filleann sé cruth imbhuailte an réad atá ag gluaiseacht nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe).

en: Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default).
ga: Filleann sé gnáthchruth an choirp imbhuailte ag pointe an imbhuailte nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe).

en: Returns the point of collision in global coordinates given a collision index (the deepest collision by default).
ga: Filleann sé pointe an imbhuailte i gcomhordanáidí domhanda nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe).

en: A control for displaying plain text.
ga: Rialú chun gnáth-théacs a thaispeáint.

en: A control for displaying plain text. It gives you control over the horizontal and vertical alignment and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics, or other rich text formatting. For that, use [RichTextLabel] instead.
ga: Rialú chun gnáth-théacs a thaispeáint. Tugann sé smacht duit ar an ailíniú cothrománach agus ingearach agus is féidir leis an téacs a fhilleadh taobh istigh de dhronuilleog teorann an nód. Ní thacaíonn sé le cló trom, i gcló iodálach ná le formáidiú téacs saibhir eile. Chun sin, bain úsáid as [RichTextLabel] ina ionad sin.

en: Returns the number of lines of text the Label has.
ga: Filleann sé líon na línte téacs atá ar an Lipéad.

en: Returns the height of the line [param line].
    If [param line] is set to [code]-1[/code], returns the biggest line height.
    If there are no lines, returns font size in pixels.
ga: Filleann sé airde na líne [paramlíne].
    Má tá [param line] socraithe go [code]-1[/code], filleann sé an airde líne is mó.
    Mura bhfuil aon línte ann, filleann clómhéid i bpicteilíní.

en: Returns the total number of printable characters in the text (excluding spaces and newlines).
ga: Filleann sé líon iomlán na gcarachtar inphriontáilte sa téacs (gan spásanna agus línte nua a áireamh).

en: Returns the number of lines shown. Useful if the [Label]'s height cannot currently display all lines.
ga: Filleann sé líon na línte a thaispeántar. Úsáideach murar féidir le hairde [Lipéad] gach líne a thaispeáint faoi láthair.

en: If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum TextServer.AutowrapMode].
ga: Má tá sé socraithe chuig rud éigin eile seachas [TextServer.AUTOWRAP_OFF leanúnach], filltear an téacs taobh istigh de dhronuilleog teorann an nód. Má athróidh tú an nód, athróidh sé a airde go huathoibríoch chun an téacs ar fad a thaispeáint. Chun a fheiceáil conas a iompraíonn gach modh, féach [enum TextServer.AutowrapMode].

en: If [code]true[/code], the Label only shows the text that fits inside its bounding rectangle and will clip text horizontally.
ga: Más [code]true[/code], ní thaispeánann an Lipéad ach an téacs a luíonn laistigh dá dhronuilleog teorann agus gearrfaidh sé téacs go cothrománach.

en: Ellipsis character used for text clipping.
ga: Carachtar éilips a úsáidtear chun téacs a ghearradh.

en: Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
ga: Rialaíonn sé ailíniú cothrománach an téacs. Tacaíochtaí clé, lár, ar dheis, agus líonadh, nó údar. Socraigh é ar cheann de na tairisigh [enum Cothrománach Ailíniú].

en: A [LabelSettings] resource that can be shared between multiple [Label] nodes. Takes priority over theme properties.
ga: Acmhainn [LabelSettings] is féidir a roinnt idir nóid iolracha [Lipéad]. Bíonn tosaíocht aige thar airíonna téama.

en: The number of the lines ignored and not displayed from the start of the [member text] value.
ga: Líon na línte a ndearnadh neamhaird orthu agus nach bhfuil ar taispeáint ó thús an luach [member text].

en: Limits the lines of text the node shows on screen.
ga: Cuireann sé teorainn leis na línte téacs a thaispeánann an nód ar an scáileán.

en: Set BiDi algorithm override for the structured text.
ga: Socraigh sárú algartam BiDi don téacs struchtúrtha.

en: Set additional options for BiDi override.
ga: Socraigh roghanna breise do shárú BiDi.

en: Aligns text to the given tab-stops.
ga: Ailínigh an téacs leis na stadanna cluaisíní a thugtar.

en: The text to display on screen.
ga: Íoslódáil an téacs a thaispeáint ar an scáileán.

en: If [code]true[/code], all the text displays as UPPERCASE.
ga: Más [code]true[/code], taispeántar an téacs ar fad mar UPPERCASE.

en: Controls the text's vertical alignment. Supports top, center, bottom, and fill. Set it to one of the [enum VerticalAlignment] constants.
ga: Rialaíonn sé ailíniú ingearach an téacs. Tacaíochtaí barr, lár, bun, agus líonadh. Socraigh é ar cheann de na tairisigh [enum IngearachAilíniú].

en: The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box.
    [b]Note:[/b] Setting this property updates [member visible_ratio] accordingly.
ga: Líon na gcarachtar le taispeáint. Má tá sé socraithe go [code]-1[/code], taispeántar na carachtair go léir. Is féidir é seo a bheith úsáideach agus an téacs atá le feiceáil i mbosca dialóige á bheochan.
    [b]Nóta:[/b] Ag socrú an airí seo nuashonraithe [member visible_cóimheas] dá réir.

en: Sets the clipping behavior when [member visible_characters] or [member visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
ga: Socraíonn sé an t-iompar bearrtha nuair a shocraítear [comhaltaí infheicthe_characters] nó [member visible_ratio]. Féach [enum TextServer.VisibleCharactersBehavior] le haghaidh tuilleadh eolais.

en: The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
    [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
ga: An codán de charachtair le taispeáint, i gcoibhneas le líon iomlán na gcarachtar (féach [method get_total_character_count]). Má tá sé socraithe go [code]1.0[/code], taispeántar gach carachtar. Má tá sé socraithe go [code]0.5[/code], ní thaispeánfar ach leath de na carachtair. Is féidir é seo a bheith úsáideach agus an téacs atá le feiceáil i mbosca dialóige á bheochan.
    [b]Nóta:[/b] nuashonraítear an t-airí seo [member visible_characters] dá réir.

en: Default text [Color] of the [Label].
ga: Téacs réamhshocraithe [Color] den [Lipéad].

en: The color of text outline.
ga: Dath imlíne an téacs.

en: [Color] of the text's shadow effect.
ga: [Color] d’éifeacht scáth an téacs.

en: Text outline size.
    [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
    [b]Note:[/b] Using a value that is larger than half the font size is not recommended, as the font outline may fail to be fully closed in this case.
ga: Méid imlíne an téacs.
    [b]Nóta:[/b] Má tá cló á úsáid le [member FontFile.multichannel_signed_distance_field] cumasaithe, ní mór a [comhalta FontFile.msdf_pixel_range] a shocrú go dtí [i] faoi dhó[/i] ar a laghad luach [theme_item outline_size] le haghaidh rindreála imlíne chun breathnú ceart. Seachas sin, d'fhéadfadh an chuma ar an imlíne a ghearradh amach níos luaithe ná mar a bhí beartaithe.
    [b]Nóta:[/b] Ní mholtar luach atá níos mó ná leath an chlómhéid a úsáid, mar seans go dteipfidh ar imlíne an chló a dhúnadh go hiomlán sa chás seo.

en: The horizontal offset of the text's shadow.
ga: Fritháireamh cothrománach scáth an téacs.

en: The vertical offset of the text's shadow.
ga: Fritháireamh ingearach scáth an téacs.

en: The size of the shadow outline.
ga: Méid imlíne an scáth.

en: [Font] used for the [Label]'s text.
ga: [Cló] a úsáidtear do théacs [Lipéad].

en: Font size of the [Label]'s text.
ga: Clómhéid an téacs [Lipéad].

en: Background [StyleBox] for the [Label].
ga: Cúlra [StyleBox] don [Lipéad].

en: A node for displaying plain text in 3D space.
ga: Nód chun gnáth-théacs a thaispeáint i spás 3D.

en: A node for displaying plain text in 3D space. By adjusting various properties of this node, you can configure things such as the text's appearance and whether it always faces the camera.
ga: Nód chun gnáth-théacs a thaispeáint i spás 3D. Trí airíonna éagsúla an nód seo a choigeartú, is féidir leat rudaí cosúil le cuma an téacs a chumrú agus an dtugann sé aghaidh ar an gceamara i gcónaí.

en: 3D text
ga: Téacs 3d saor in aisce,

en: Returns a [TriangleMesh] with the label's vertices following its current configuration (such as its [member pixel_size]).
ga: Filleann sé [TriangleMesh] le rinn an lipéid tar éis a chumraíocht reatha (amhail a [member pixel_size]).

en: If [code]true[/code], the specified flag will be enabled. See [enum Label3D.DrawFlags] for a list of flags.
ga: Más [code]true[/code], beidh an bhratach sonraithe cumasaithe. Féach [enum Label3D.DrawFlags] le haghaidh liosta bratacha.

en: The type of alpha antialiasing to apply. See [enum BaseMaterial3D.AlphaAntiAliasing].
ga: An cineál antialiasing alfa a chur i bhfeidhm. Féach [enum BaseMaterial3D.AlphaAntiAliasing].

en: The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values.
ga: An modh gearrtha alfa le húsáid don sprite. Féach [enum AlphaCutMode] le haghaidh luachanna féideartha.

en: Threshold at which the alpha scissor will discard values.
ga: Tairseach ag a ndéanfaidh an siosúr alfa luachanna a chaitheamh siar.

en: The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values.
ga: An mód clár fógraí le húsáid don lipéad. Féach [enum BaseMaterial3D.BillboardMode] le haghaidh luachanna féideartha.

en: If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
ga: Más [code]true[/code], is féidir téacs a fheiceáil ón gcúl freisin, más rud é go bhfuil [code]false[/code], tá sé dofheicthe agus é ag féachaint air ón taobh thiar.

en: If [code]true[/code], the label is rendered at the same size regardless of distance.
ga: Más [code]true[/code], rindreáiltear an lipéad ar an méid céanna beag beann ar achar.

en: Font configuration used to display text.
ga: Cumraíocht chló a úsáidtear chun téacs a thaispeáint.

en: Font size of the [Label3D]'s text. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time.
    Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.
ga: Clómhéid an téacs [Label3D]. Chun go mbeidh cuma níos mionsonraithe ar an gcló agus é in aice leis, méadaigh [member font_size] agus laghdaigh [member pixel_size] ag an am céanna.
    Éilíonn clómhéideanna níos airde níos mó ama chun carachtair nua a sholáthar, rud a d'fhéadfadh a bheith ina chúis le stuttering le linn gameplay.

en: Text [Color] of the [Label3D].
ga: Téacs [Color] den [Lipéad3D].

en: The text drawing offset (in pixels).
ga: Fritháireamh an líníocht téacs (i bpicteilíní).

en: The tint of text outline.
ga: An tint imlíne téacs.

en: Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.
    [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
    [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
ga: Socraíonn sé an tosaíocht rindreála don imlíne téacs. Déanfar rudaí tosaíochta níos airde a shórtáil os comhair rudaí tosaíochta níos ísle.
    [b]Nóta:[/b] Ní bhaineann sé seo ach amháin má tá [member alpha_cut] socraithe go [ALPHA_CUT_DISABLED] (luach réamhshocraithe).
    [b]Nóta:[/b] Ní bhaineann sé seo ach le sórtáil réad trédhearcach. Ní bheidh tionchar aige seo ar an gcaoi a ndéantar rudaí trédhearcacha a shórtáil i gcoibhneas le rudaí teimhneach. Tá sé seo amhlaidh toisc nach ndéantar rudaí teimhneacha a shórtáil, agus rudaí trédhearcacha a shórtáil ó chúl go dtí tosaigh (faoi réir tosaíochta).

en: Text outline size.
ga: Méid imlíne an téacs.

en: The size of one pixel's width on the label to scale it in 3D. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time.
ga: Méid leithead picteilín amháin ar an lipéad chun é a scála i 3D. Chun go mbeidh cuma níos mionsonraithe ar an gcló agus é in aice leis, méadaigh [member font_size] agus laghdaigh [member pixel_size] ag an am céanna.

en: Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
    [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
    [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
ga: Socraíonn sé an tosaíocht rindreála don téacs. Déanfar rudaí tosaíochta níos airde a shórtáil os comhair rudaí tosaíochta níos ísle.
    [b]Nóta:[/b] Ní bheidh feidhm aige seo ach amháin má tá [member alpha_cut] socraithe go [ALPHA_CUT_DISABLED] (luach réamhshocraithe).
    [b]Nóta:[/b] Ní bhaineann sé seo ach le sórtáil réad trédhearcach. Ní bheidh tionchar aige seo ar an gcaoi a ndéantar rudaí trédhearcacha a shórtáil i gcoibhneas le rudaí teimhneach. Tá sé seo amhlaidh toisc nach ndéantar rudaí teimhneacha a shórtáil, agus rudaí trédhearcacha a shórtáil ó chúl go dtí tosaigh (faoi réir tosaíochta).

en: If [code]true[/code], the [Light3D] in the [Environment] has effects on the label.
ga: Más [code]true[/code], beidh éifeachtaí ag an [Light3D] sa [Timpeallacht] ar an lipéad.

en: Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options.
ga: Scag bratacha don uigeacht. Féach [enum BaseMaterial3D.TextureFilter] le haghaidh roghanna.

en: Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the [enum VerticalAlignment] constants.
ga: Rialaíonn sé ailíniú ingearach an téacs. Tacaíonn barr, lár, bun. Socraigh é ar cheann de na tairisigh [enum IngearachAilíniú].

en: Text width (in pixels), used for autowrap and fill alignment.
ga: Leithead an téacs (i bpicteilíní), a úsáidtear le haghaidh autowrap agus ailíniú líonadh.

en: If set, lights in the environment affect the label.
ga: Má tá sé socraithe, bíonn tionchar ag soilse sa timpeallacht ar an lipéad.

en: If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind.
ga: Má tá sé socraithe, is féidir téacs a fheiceáil ón gcúl freisin. Mura bhfuil, tá an téacs dofheicthe agus é ag féachaint air ón taobh thiar.

en: Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
ga: Díchumasaítear an tástáil doimhneachta, mar sin tarraingítear an réad seo ar bharr gach rud eile. Mar sin féin, féadfaidh rudaí a tharraingítear ina dhiaidh san ord tarraingthe é a chlúdach.

en: Label is scaled by depth so that it always appears the same size on screen.
ga: Déantar an lipéad a scála de réir doimhneachta ionas go mbeidh an chuma air i gcónaí ar an scáileán ar an méid céanna.

en: Represents the size of the [enum DrawFlags] enum.
ga: Léiríonn sé méid an [enum DrawFlags] enum.

en: This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. [member GeometryInstance3D.cast_shadow] has no effect when this transparency mode is used; the [Label3D] will never cast shadows.
ga: Déanann an modh seo cumasc caighdeánach alfa. Is féidir leis achair thréshoilseach a thaispeáint, ach d’fhéadfadh saincheisteanna sórtála trédhearcachta a bheith le feiceáil nuair a bhíonn ábhair thrédhearcacha iolracha ag forluí. [member GeometryInstance3D.cast_shadow] níl aon éifeacht nuair a úsáidtear an modh trédhearcachta seo; ní chaithfidh an [Lipéad3D] scáthanna choíche.

en: This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].
    [b]Note:[/b] This mode might have issues with anti-aliased fonts and outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font.
    [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
ga: Ní cheadaíonn an mód seo ach picteilíní atá go hiomlán trédhearcach nó go hiomlán teimhneach. Beidh imill gharbh le feiceáil ach amháin má tá cineál éigin frithaliasaithe spáis scáileáin cumasaithe (féach [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). Tugtar [i]tástáil alfa[/i] nó [i]trédhearcacht 1 ghiotán[/i] ar an mód seo freisin.
    [b]Nóta:[/b] Seans go bhfuil fadhbanna ag an mód seo le clónna agus imlínte frith-ailiasaithe, bain triail as [member alpha_scissor_threshold] a choigeartú nó cló MSDF a úsáid.
    [b]Nóta:[/b] Nuair a úsáidtear téacs le glyphs forluiteacha (m.sh., scripteanna cursúla), d’fhéadfadh go mbeadh saincheisteanna sórtála trédhearcachta ag baint leis an modh seo idir an príomhthéacs agus an t-imlíne.

en: This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.
    [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
ga: Tarraingíonn an mód seo picteilíní atá go hiomlán teimhneach sa réamhbhealach doimhneacht. Tá sé seo níos moille ná [ALPHA_CUT_DISABLED] nó [ALPHA_CUT_DISCARD leanúnach], ach ceadaíonn sé achair thréshoilseacha agus imill mhíne a thaispeáint agus an sórtáil chuí á úsáid.
    [b]Nóta:[/b] Nuair a úsáidtear téacs le glyphs forluiteacha (m.sh., scripteanna cursúla), d’fhéadfadh go mbeadh saincheisteanna sórtála trédhearcachta ag baint leis an modh seo idir an príomhthéacs agus an t-imlíne.

en: This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.
ga: Tarraingíonn an modh seo ciorruithe as gach luach faoi thairseach spásúlachta cinntitheach, fanfaidh an chuid eile teimhneach.

en: Provides common settings to customize the text in a [Label].
ga: Soláthraíonn sé socruithe coitianta chun an téacs a shaincheapadh i [Lipéad].

en: [LabelSettings] is a resource that provides common settings to customize the text in a [Label]. It will take priority over the properties defined in [member Control.theme]. The resource can be shared between multiple labels and changed on the fly, so it's convenient and flexible way to setup text style.
ga: Is acmhainn é [LabelSettings] a sholáthraíonn socruithe comónta chun an téacs a shaincheapadh i [Lipéad]. Tabharfar tús áite dó thar na hairíonna atá sainmhínithe i [member Control.theme]. Is féidir an acmhainn a roinnt idir lipéid iolracha agus a athrú ar an eitilt, mar sin tá sé áisiúil agus solúbtha ar bhealach a shocrú stíl téacs.

en: [Font] used for the text.
ga: [Cló] a úsáidtear don téacs.

en: Color of the text.
ga: Dath an téacs.

en: Size of the text.
ga: Méid an téacs.

en: The color of the outline.
ga: Dath an imlíne.

en: Color of the shadow effect. If alpha is [code]0[/code], no shadow will be drawn.
ga: Dath an éifeacht scáth. Más é [code]0[/code] alfa, ní tharraingeofar scáth.

en: Offset of the shadow effect, in pixels.
ga: Fritháireamh na héifeachta scátha, i bpicteilíní.

en: Size of the shadow effect.
ga: Méid an éifeacht scáth.

en: Casts light in a 2D environment.
ga: Caitear solas i dtimpeallacht 2D.

en: Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
ga: Caitear solas i dtimpeallacht 2D. Sainmhínítear solas mar dhath, luach fuinnimh, modh (féach tairisigh), agus paraiméadair éagsúla eile (réimse agus scáthanna).

en: Returns the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
ga: Filleann sé airde an tsolais, a úsáidtear i mapáil gnáth 2D. Féach [comhalta PointLight2D.height] agus [comhalta DirectionalLight2D.height].

en: Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
ga: Socraítear airde an tsolais, a úsáidtear i ngnáthmhapáil 2D. Féach [comhalta PointLight2D.height] agus [comhalta DirectionalLight2D.height].

en: The Light2D's blend mode. See [enum BlendMode] constants for values.
ga: Modh cumaisc an Light2D. Féach tairisigh [enum BlendMode] le haghaidh luachanna.

en: The Light2D's [Color].
ga: [Color] an Light2D.

en: If [code]true[/code], Light2D will only appear when editing the scene.
ga: Más rud é [code]true[/code], ní bheidh Light2D le feiceáil ach amháin nuair a bheidh an radharc á eagarthóireacht.

en: If [code]true[/code], Light2D will emit light.
ga: Más [code]true[/code] é, scaoilfidh Light2D solas.

en: The Light2D's energy value. The larger the value, the stronger the light.
ga: Luach fuinnimh an Light2D. Dá mhéad an luach, is amhlaidh is láidre an solas.

en: The layer mask. Only objects with a matching [member CanvasItem.light_mask] will be affected by the Light2D. See also [member shadow_item_cull_mask], which affects which objects can cast shadows.
    [b]Note:[/b] [member range_item_cull_mask] is ignored by [DirectionalLight2D], which will always light a 2D node regardless of the 2D node's [member CanvasItem.light_mask].
ga: An masc ciseal. Ní bheidh tionchar ag Light2D ach ar réada a bhfuil [comhalta CanvasItem.light_mask] orthu. Féach freisin [ball shadow_item_cull_mask], a chuireann isteach ar na rudaí ar féidir leo scáthanna a chaitheamh.
    [b]Nóta:[/b] Déanann [DirectionalLight2D] neamhaird ar [member range_item_cull_mask], a lasfaidh nód 2D i gcónaí beag beann ar [member CanvasItem.light_mask] an nód 2D.

en: Maximum layer value of objects that are affected by the Light2D.
ga: Luach ciseal uasta na rudaí a bhfuil tionchar ag an Light2D orthu.

en: Minimum layer value of objects that are affected by the Light2D.
ga: Íosluach ciseal rudaí a bhfuil tionchar ag an Light2D orthu.

en: Maximum [code]z[/code] value of objects that are affected by the Light2D.
ga: Uasluach [code]z[/code] réada a bhfuil tionchar ag an Light2D orthu.

en: Minimum [code]z[/code] value of objects that are affected by the Light2D.
ga: Íosluach [code]z[/code] réada a bhfuil tionchar ag an Light2D orthu.

en: [Color] of shadows cast by the Light2D.
ga: [Color] na scáthanna arna gcaitheamh ag an Light2D.

en: If [code]true[/code], the Light2D will cast shadows.
ga: Más [code]true[/code], caithfidh an Light2D scáthanna.

en: Shadow filter type. See [enum ShadowFilter] for possible values.
ga: Cineál scagaire scáth. Féach [enum ShadowFilter] le haghaidh luachanna féideartha.

en: Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13].
ga: Luach réidh le haghaidh scáthanna. Beidh scáthanna níos boige mar thoradh ar luachanna níos airde, ar chostas stríoca infheicthe a d’fhéadfadh a bheith le feiceáil i rindreáil scáthanna. Ní bhíonn éifeacht ag [ball shadow_filter_smooth] ach amháin más rud é go bhfuil [ball shadow_filter] [SHADOW_FILTER_PCF5] nó [SHADOW_FILTER_PCF13 seasmhach].

en: The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching [member CanvasItem.light_mask] will cast shadows. See also [member range_item_cull_mask], which affects which objects can [i]receive[/i] the light.
ga: An masc scáth. Úsáidtear é le [LightOccluder2D] chun scáthanna a chaitheamh. Ní chaithfidh scáthanna ach occluders a bhfuil meaitseáil acu [comhalta CanvasItem.light_mask]. Féach freisin [member range_item_cull_mask], a chuireann isteach ar na réada is féidir [i]a fháil[/i] an solas.

en: No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See [member shadow_filter].
ga: Ní bhaineann aon scagaire leis an scáthléarscáil. Soláthraíonn sé seo imill chrua scáth agus is é an ceann is tapúla le rindreáil. Féach [comhalta shadow_filter].

en: Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter].
ga: Baineann céatadán scagtha níos dlúithe (5 shampla) leis an scáthléarscáil. Tá sé seo níos moille i gcomparáid le rindreáil scáth crua. Féach [comhalta shadow_filter].

en: Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See [member shadow_filter].
ga: Baineann céatadán de scagadh níos dlúithe (13 shampla) leis an scáthléarscáil. Is é seo an modh scagtha scáth is moille, agus ba chóir é a úsáid go coigilteach. Féach [comhalta shadow_filter].

en: Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
ga: Cuireann sé luach na bpicteilín a fhreagraíonn don Light2D le luachanna na bpicteilín faoi. Is é seo an iompar coitianta de solas.

en: Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
ga: Dealaigh luach na bpicteilín a fhreagraíonn don Light2D go luachanna na bpicteilín faoi, agus bíonn éifeacht solais inbhéartach mar thoradh air.

en: Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
ga: Measc luach na bpicteilín a fhreagraíonn don Light2D le luachanna na bpicteilín faoi trí idirshuíomh líneach.

en: Provides a base class for different kinds of light nodes.
ga: Soláthraíonn sé bunrang do chineálacha éagsúla nóid solais.

en: Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
ga: Is é Light3D an bunrang [i]teibí[/i] do nóid solais. Toisc nach féidir é a chur ar an toirt, níor cheart é a úsáid go díreach. Tá cineálacha eile nóid solais le hoidhreacht uaidh. Tá na hathróga agus na paraiméadair choitianta a úsáidtear le haghaidh soilsiú i Light3D.

en: Returns the [Color] of an idealized blackbody at the given [member light_temperature]. This value is calculated internally based on the [member light_temperature]. This [Color] is multiplied by [member light_color] before being sent to the [RenderingServer].
ga: Filleann sé [Color] de chorp dubh idéalach ag an [member light_temperature] a thugtar. Ríomhtar an luach seo go hinmheánach bunaithe ar an [member light_temperature]. Méadaítear an [Color] seo faoi [member light_color] sula seoltar chuig an [RenderingServer] é.

en: Returns the value of the specified [enum Light3D.Param] parameter.
ga: Tuairisceáin luach an pharaiméadar sonraithe [enum Light3D.Param].

en: Sets the value of the specified [enum Light3D.Param] parameter.
ga: Socraíonn sé luach an pharaiméadar sonraithe [enum Light3D.Param].

en: The distance from the camera at which the light begins to fade away (in 3D units).
    [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
ga: An fad ón gceamara ag a dtosaíonn an solas ag dul i léig (in aonaid 3D).
    [b]Nóta:[/b] Níl éifeacht leis ach i gcás [OmniLight3D] agus [SpotLight3D].

en: If [code]true[/code], the light will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. This acts as a form of level of detail (LOD). The light will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.
    [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
ga: Más [code]true[/code], beidh an solas céimnithe go réidh agus é i bhfad ón [Camera3D] gníomhach ag tosú ag [member distance_fade_begin]. Feidhmíonn sé seo mar chineál leibhéal sonraí (LOD). Scaipfidh an solas thar [member distance_fade_begin] + [member distance_fade_length], ina dhiaidh sin déanfar é a bhaint agus ní sheolfar chuig an scáthlán é ar chor ar bith. Bain úsáid as seo chun líon na soilse gníomhacha i radharc a laghdú agus mar sin feabhas a chur ar fheidhmíocht.
    [b]Nóta:[/b] Níl éifeacht leis ach i gcás [OmniLight3D] agus [SpotLight3D].

en: Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.
    [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
ga: An fad a théann an solas agus a scáth i léig. Laghdaítear fuinneamh an tsolais agus teimhneacht an scátha de réir a chéile thar an bhfad seo agus tá sé dofheicthe go hiomlán ag an deireadh.
    [b]Nóta:[/b] Níl éifeacht leis ach i gcás [OmniLight3D] agus [SpotLight3D].

en: The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself.
    [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code].
ga: An fad ón gceamara ag a ngearrann scáth an tsolais (in aonaid 3D). Socraigh é seo chuig luach níos ísle ná [ball distance_fade_begin] + [ball distance_fade_length] chun feidhmíocht a fheabhsú tuilleadh, mar is minic go mbíonn rindreáil scáthanna níos daoire ná rindreáil solais féin.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin i gcás [OmniLight3D] agus [SpotLight3D], agus go dtí go bhfuil [code]true[/code] ar [comhalta scáth_chumasaithe].

en: If [code]true[/code], the light only appears in the editor and will not be visible at runtime. If [code]true[/code], the light will never be baked in [LightmapGI] regardless of its [member light_bake_mode].
ga: Más [code]true[/code], ní thaispeántar an solas ach san eagarthóir agus ní bheidh sé le feiceáil ag am rite. Más [code]true[/code], ní bhácálfar an solas choíche in [LightmapGI] beag beann ar a [member light_bake_mode].

en: The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
    [b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
    [b]Note:[/b] PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.
ga: Méid uilleach an tsolais i gcéimeanna. Má mhéadaítear é seo, beidh scáthanna níos boige i bhfad níos faide (ar a dtugtar scáthanna boga níos dlúithe céatadáin, nó PCSS). Ar fáil do [DirectionalLight3D]s amháin. Mar thagairt, tá an Ghrian ón Domhan thart ar [code]0.5[/code]. Má mhéadaítear an luach seo os cionn [code]0.0[/code] do shoilse le scáthanna cumasaithe beidh costas feidhmíochta suntasach mar gheall ar PCSS.
    [b]Nóta:[/b] nach bhfuil [member light_angular_distance] tionchar ag [member Node3D.scale] (scála an tsolais nó scála a tuismitheora).
    [b]Nóta:[/b] Ní thacaítear le PCSS le haghaidh soilse treorach ach amháin sa mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht.

en: The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode].
    [b]Note:[/b] Meshes' global illumination mode will also affect the global illumination rendering. See [member GeometryInstance3D.gi_mode].
ga: Modh bácála an tsolais. Cuirfidh sé seo isteach ar na teicnící soilsithe domhanda a bhfuil tionchar acu ar rindreáil an tsolais. Féach [enum BakeMode].
    [b]Nóta:[/b] Beidh tionchar freisin ag modh soilsithe domhanda meshes ar rindreáil soilsithe domhanda. Féach [comhalta GeometryInstance3D.gi_mode].

en: The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
ga: Dath an tsolais. Is féidir dath [i]ró-gheal[/i] a úsáid chun toradh atá comhionann le [member light_energy] an tsolais a mhéadú.

en: The light will affect objects in the selected layers.
ga: Cuirfidh an solas isteach ar rudaí sna sraitheanna roghnaithe.

en: The light's strength multiplier (this is not a physical unit). For [OmniLight3D] and [SpotLight3D], changing this value will only change the light color's intensity, not the light's radius.
ga: Iolraitheoir neart an tsolais (ní aonad fisiceach é seo). Maidir le [OmniLight3D] agus [SpotLight3D], ní dhéanfaidh athrú ar an luach seo ach déine an dath solais a athrú, ní ga an tsolais.

en: Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]).
    [b]Note:[/b] This property is ignored if [member light_energy] is equal to [code]0.0[/code], as the light won't be present at all in the GI shader.
ga: Iolraitheoir tánaisteach a úsáidtear le solas indíreach (preabanna solais). Úsáidtear é le [VoxelGI] agus SDFGI (féach [member Environment.sdfgi_enabled]).
    [b]Nóta:[/b] Ní thugtar aird ar an airí seo má tá [member light_energy] cothrom le [code]0.0[/code], mar ní bheidh an solas i láthair ar chor ar bith sa scáthóir GI.

en: Used by positional lights ([OmniLight3D] and [SpotLight3D]) when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lumens. Lumens are a measure of luminous flux, which is the total amount of visible light emitted by a light source per unit of time.
    For [SpotLight3D]s, we assume that the area outside the visible cone is surrounded by a perfect light absorbing material. Accordingly, the apparent brightness of the cone area does not change as the cone increases and decreases in size.
    A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens.
ga: Úsáidtear é ag soilse suímh ([OmniLight3D] agus [SpotLight3D]) nuair a bhíonn [code]true[/code] ar [comhalta ProjectSettings.rendering/lights_and_shadows/use_physical_light_units]. Socraíonn sé déine na foinse solais arna thomhas i Lumens. Is tomhas de fhlosc lonrúil é lumens, arb é an méid iomlán solais infheicthe a astaítear ag foinse solais in aghaidh an aonaid ama.
    Maidir le [SpotLight3D]s, glacaimid leis go bhfuil an limistéar lasmuigh den chón infheicthe timpeallaithe ag ábhar foirfe ionsúcháin solais. Dá réir sin, ní athraíonn gile dealraitheach limistéar an chóin mar a mhéadaíonn agus a laghdaíonn an méid cón.
    Is féidir le bolgán solais tí tipiciúil a bheith ó thart ar 600 lumens go 1,200 lumens, tá coinneal thart ar 13 lumens, agus is féidir le solas sráide a bheith thart ar 60,000 lumens.

en: Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time.
    On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux.
ga: In úsáid ag [DirectionalLight3D]s nuair a bhíonn [code]true[/code] ar [comhalta ProjectSettings.rendering/lights_and_shadows/use_physical_light_units]. Socraíonn sé déine na foinse solais arna thomhas i Lux. Is tomhas de flux lonrúil é Lux in aghaidh an achair aonaid, tá sé comhionann le lumen amháin in aghaidh an mhéadair chearnaigh. Is é Lux an tomhas ar an méid solais a bhuaileann dromchla ag am ar leith.
    Ar lá gréine soiléir d'fhéadfadh dromchla faoi sholas díreach a bheith thart ar 100,000 lux, d'fhéadfadh seomra tipiciúil i dteach a bheith thart ar 50 lux, agus d'fhéadfadh go mbeadh an talamh gealaí thart ar 0.1 lux.

en: If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
ga: Más rud é [code]true[/code], déantar éifeacht an tsolais a aisiompú, ag dorchadas limistéir agus ag caitheamh scáthanna geala.

en: [Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
    [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
    [b]Note:[/b] Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
ga: [Uigeacht2D] réamh-mheasta ag solas. caithfidh [ball shadow_enabled] a bheith ar siúl le go n-oibreoidh an teilgeoir. Déanann teilgeoirí solais an solas a fheiceáil mar go bhfuil sé ag taitneamh trí rud daite ach trédhearcach, beagnach cosúil le solas ag taitneamh trí ghloine dhaite.
    [b]Nóta:[/b] Murab ionann agus [BaseMaterial3D] ar féidir a mód scagaire a choigeartú ar bhonn in aghaidh an ábhair, socraítear modh an scagaire le haghaidh uigeachtaí teilgeora solais ar bhonn domhanda le [member ProjectSettings.rendering/textures/light_projectors/filter].
    [b]Nóta:[/b] Ní thacaítear le huigeachtaí teilgeora solais ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.

en: The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
    [b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
    [b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
ga: Méid an tsolais in aonaid Godot. Ar fáil do [OmniLight3D]s agus [SpotLight3D]s amháin. Má mhéadaítear an luach seo, beidh an solas céimnithe níos moille agus beidh cuma níos doiléire ar na scáthanna (ar a dtugtar scáthanna boga céatadán-níos dlúithe, nó PCSS). Is féidir é seo a úsáid chun soilse limistéir a insamhail go pointe. Má mhéadaítear an luach seo os cionn [code]0.0[/code] do shoilse le scáthanna cumasaithe beidh costas feidhmíochta suntasach mar gheall ar PCSS.
    [b]Nóta:[/b] níl aon tionchar ag [member Node3D.scale] (scála an tsolais nó scála a thuismitheora) ar [member light_size].
    [b]Nóta:[/b] Ní thacaítear le PCSS le haghaidh soilse suite ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.

en: The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
ga: An déine an blob specular i rudaí tionchar ag an solas. Ag [code]0[/code], déantar solas idirleata íon den solas. Nuair nach ndéantar astú bácála, is féidir é seo a úsáid chun machnamh neamhréadúil a sheachaint agus soilse á gcur os cionn dromchla astaithe.

en: Sets the color temperature of the light source, measured in Kelvin. This is used to calculate a correlated color temperature which tints the [member light_color].
    The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it ranges to around 1850 Kelvin.
ga: Socraíonn sé teocht dath na foinse solais, arna thomhas i Kelvin. Úsáidtear é seo chun teocht datha chomhghaolaithe a ríomh a chlaonann an [ball solas_dath].
    Is é an ghrian ar lá scamallach ná thart ar 6500 Kelvin, ar lá soiléir tá sé idir 5500 go 6000 Kelvin, agus ar lá glan ag éirí gréine nó luí na gréine raonta sé go dtí thart ar 1850 Kelvin.

en: Secondary multiplier multiplied with [member light_energy] then used with the [Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], computing volumetric fog will be skipped for this light, which can improve performance for large amounts of lights when volumetric fog is enabled.
    [b]Note:[/b] To prevent short-lived dynamic light effects from poorly interacting with volumetric fog, lights used in those effects should have [member light_volumetric_fog_energy] set to [code]0.0[/code] unless [member Environment.volumetric_fog_temporal_reprojection_enabled] is disabled (or unless the reprojection amount is significantly lowered).
ga: Iolraitheoir tánaisteach arna iolrú le [member light_energy] a úsáideadh ansin le ceo toirtmhéadrach an [Comhshaoil] (má tá sé cumasaithe). Má shocraítear é go [code]0.0[/code], ní dhéanfar an ceo toirtmhéadrach a ríomh don solas seo, rud a d'fhéadfadh feabhas a chur ar fheidhmíocht do líon mór soilse nuair a bhíonn ceo toirtmhéadrach cumasaithe.
    [b]Nóta:[/b] Chun éifeachtaí solais dinimiciúla gearrshaolacha a chosc ó idirghníomhú go dona le ceo toirtmhéadrach, ba cheart go mbeadh [comhalta light_volumetric_fog_energy] socraithe chuig [code]0.0[/code] mura [comhalta Comhshaol]. toirtmhéadrach_fog_temporal_reprojection_enabled] díchumasaithe (nó mura laghdaítear méid an atáirgeadh go suntasach).

en: Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
ga: Úsáidtear é chun cuma scáth a choigeartú. Is é an toradh a bhíonn ar luach róbheag ná féinscáthfhoghlaim ("scáth-acainn"), agus is cúis le luach ró-mhór go scarann scáthanna ó casters ("peter-panning"). Coigeartaigh mar is gá.

en: Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
ga: Blurs imill an scáth. Is féidir é a úsáid chun déantáin picteilín a cheilt i scáthléarscáileanna ísealtaifigh. Is féidir le luach ard tionchar a imirt ar fheidhmíocht, cuma scáileanna a dhéanamh ar ghránna agus is féidir le déantáin eile nach dteastaíonn a chruthú. Déan iarracht an réamhshocrú a choinneáil chomh gar agus is féidir.

en: If [code]true[/code], the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using [member distance_fade_enabled] to hide the light when far away from the [Camera3D].
ga: Más rud é [code]true[/code], beidh an solas a chaitheamh scáthanna fíor-ama. Tá costas feidhmíochta suntasach ag baint leis seo. Ná cumasaigh rindreáil scátha ach amháin nuair a dhéanann sé difríocht shuntasach i gcuma an radhairc, agus smaoinigh ar [member distance_fade_enabled] a úsáid chun an solas a cheilt agus tú i bhfad ar shiúl ón [Camera3D].

en: Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
ga: Fritháiríonn sé an cuardach isteach sa scáthléarscáil de réir gnáth an réad. Is féidir é seo a úsáid chun artifacts féinscáthúcháin a laghdú gan [ball shadow_bias] a úsáid. Go praiticiúil, ba cheart an luach seo a tweaked in éineacht le [comhalta shadow_bias] chun artifacts a laghdú oiread agus is féidir.

en: The opacity to use when rendering the light's shadow map. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
ga: An teimhneacht le húsáid agus léarscáil scáth an tsolais á rindreáil. De bharr luachanna atá níos ísle ná [code]1.0[/code] feictear an solas trí scáthanna. Is féidir é seo a úsáid chun soilsiú domhanda falsa ar chostas íseal feidhmíochta.

en: If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
ga: Más rud é [code]true[/code], aisiompaíonn sé an marbhántacht ar chúl an mhogaill. Is féidir é seo a bheith úsáideach nuair a bhíonn mogalra cothrom agat a bhfuil solas taobh thiar de. Más gá duit scáth a chaitheamh ar an dá thaobh den mhogalra, socraigh an mogalra chun scáthanna déthaobhacha a úsáid le [GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED].

en: Constant for accessing [member light_energy].
ga: Tairiseach chun rochtain a fháil ar [ball light_energy].

en: Constant for accessing [member light_indirect_energy].
ga: Tairiseach maidir le rochtain a fháil ar [ball light_indirect_energy].

en: Constant for accessing [member light_volumetric_fog_energy].
ga: Tairiseach chun rochtain a fháil ar [ball light_volumetric_fog_energy].

en: Constant for accessing [member light_specular].
ga: Tairiseach chun rochtain a fháil ar [member light_specular].

en: Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D.spot_range].
ga: Tairiseach chun rochtain a fháil ar [comhalta OmniLight3D.omni_range] nó [comhalta SpotLight3D.spot_range].

en: Constant for accessing [member light_size].
ga: Tairiseach chun rochtain a fháil ar [member light_size].

en: Constant for accessing [member OmniLight3D.omni_attenuation] or [member SpotLight3D.spot_attenuation].
ga: Tairiseach chun rochtain a fháil ar [comhalta OmniLight3D.omni_attenuation] nó [comhalta SpotLight3D.spot_attenuation].

en: Constant for accessing [member SpotLight3D.spot_angle].
ga: Tairiseach chun rochtain a fháil ar [ball SpotLight3D.spot_angle].

en: Constant for accessing [member SpotLight3D.spot_angle_attenuation].
ga: Tairiseach chun rochtain a fháil ar [ball SpotLight3D.spot_angle_attenuation].

en: Constant for accessing [member DirectionalLight3D.directional_shadow_max_distance].
ga: Tairiseach maidir le rochtain a fháil ar [ball DirectionalLight3D.directional_shadow_max_distance].

en: Constant for accessing [member DirectionalLight3D.directional_shadow_split_1].
ga: Tairiseach maidir le rochtain a fháil ar [ball DirectionalLight3D.directional_shadow_split_1].

en: Constant for accessing [member DirectionalLight3D.directional_shadow_split_2].
ga: Tairiseach maidir le rochtain a fháil ar [ball DirectionalLight3D.directional_shadow_split_2].

en: Constant for accessing [member DirectionalLight3D.directional_shadow_split_3].
ga: Tairiseach maidir le rochtain a fháil ar [ball DirectionalLight3D.directional_shadow_split_3].

en: Constant for accessing [member DirectionalLight3D.directional_shadow_fade_start].
ga: Tairiseach chun rochtain a fháil ar [ball DirectionalLight3D.directional_shadow_fade_start].

en: Constant for accessing [member shadow_normal_bias].
ga: Tairiseach chun rochtain a fháil ar [ball shadow_normal_bias].

en: Constant for accessing [member shadow_bias].
ga: Tairiseach chun rochtain a fháil ar [ball shadow_bias].

en: Constant for accessing [member DirectionalLight3D.directional_shadow_pancake_size].
ga: Tairiseach chun rochtain a fháil ar [ball DirectionalLight3D.directional_shadow_pancake_size].

en: Constant for accessing [member shadow_opacity].
ga: Tairiseach chun rochtain a fháil ar [ball shadow_opacity].

en: Constant for accessing [member shadow_blur].
ga: Tairiseach chun rochtain a fháil ar [ball shadow_blur].

en: Constant for accessing [member shadow_transmittance_bias].
ga: Tairiseach maidir le rochtain a fháil ar [ball shadow_transmittance_bias].

en: Constant for accessing [member light_intensity_lumens] and [member light_intensity_lux]. Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code].
ga: Tairiseach maidir le rochtain a fháil ar [comhalta light_intensity_lumens] agus [comhalta light_intensity_lux]. Ní úsáidtear é ach amháin nuair atá [code]true[/code] ar [ball ProjectSettings.rendering/lights_and_shadows/use_physical_light_units].

en: Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
    [b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]).
ga: Déantar neamhaird de sholas nuair a bhíonn sé ag bácáil. Is é seo an modh is tapúla, ach cuirfear an solas san áireamh nuair a bhíonn soilsiú domhanda á bhácáil. Ba cheart an modh seo a úsáid go ginearálta le haghaidh soilse dinimiciúla a athraíonn go tapa, toisc go bhfuil éifeacht an soilsithe domhanda níos lú faoi deara ar na soilse sin.
    [b]Nóta:[/b] Ní dhéanfaidh [i][/i] difear do bhácáil [LightmapGI] nuair a chuirtear solas i bhfolach. Beidh tionchar fós ag cur i bhfolach solais ar bhácáil [VoxelGI] agus SDFGI (féach [member Environment.sdfgi_enabled]).

en: Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
    [b]Note:[/b] The light is not baked in [LightmapGI] if [member editor_only] is [code]true[/code].
ga: Cuirtear solas san áireamh i mbácáil statach ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). Is féidir an solas a bhogadh timpeall nó a mhodhnú, ach ní nuashonróidh a soilsiú domhanda i bhfíor-am. Tá sé seo oiriúnach d'athruithe subtle (cosúil le tóirsí caochaíl), ach go ginearálta ní bhíonn athruithe móra ann, mar shampla solas a scoránú agus as.
    [b]Nóta:[/b] Níl an solas bácáilte i [LightmapGI] má tá [code]true[/code] ag [eagarthóir ball_amháin].

en: Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to [constant BAKE_STATIC]. This has a greater performance cost compared to [constant BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is affected by [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights].
ga: Cuirtear solas san áireamh i mbácáil dhinimiciúil ([VoxelGI] agus SDFGI ([member Environment.sdfgi_enabled]) amháin). Is féidir an solas a bhogadh timpeall nó a mhodhnú le soilsiú domhanda a nuashonrú i bhfíor-am. Beidh cuma soilsithe domhanda an tsolais beagán difriúil i gcomparáid le [BAKE_STATIC leanúnach]. Tá costas feidhmíochta níos mó aige seo i gcomparáid le [BAKE_STATIC leanúnach]. Nuair a bhíonn SDFGI in úsáid, bíonn tionchar ag [comhalta ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights] ar luas nuashonraithe na soilse dinimiciúla.

en: Computes and stores baked lightmaps for fast global illumination.
ga: Déanann sé léarscáileanna solais bácáilte a ríomh agus a stóráil le haghaidh soilsiú domhanda tapa.

en: Using Lightmap global illumination
ga: Ag baint úsáide as soilsiú domhanda Lightmap

en: The bias to use when computing shadows. Increasing [member bias] can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time [Light3D] shadows are not affected by this [member bias] property.
ga: An claonadh atá le húsáid agus scáthanna á ríomh. Is féidir le méadú [claonadh ball] scáth-acne a shocrú ar an mapa solais bácáilte a eascraíonn as, ach féadann sé peter-panning a thabhairt isteach (scáthanna nach bhfuil ag nascadh lena casters). Níl tionchar ag an airí [claonadh ball] seo ar scáthanna fíor-ama [Light3D].

en: The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of [code]1.0[/code] represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of [member bounces] then increasing [member bounce_indirect_energy].
    [b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member bounces] is set to a value greater than or equal to [code]1[/code].
ga: An t-iolraitheoir fuinnimh do gach preab. Déanfaidh luachanna níos airde soilsiú indíreach níos gile. Léiríonn luach [code]1.0[/code] iompar atá cruinn go fisiciúil, ach is féidir luachanna níos airde a úsáid chun soilsiú indíreach a iomadú níos sofheicthe nuair a úsáidtear líon íseal preabanna. Is féidir é seo a úsáid chun amanna bácála a bhrostú trí líon na [preabanna ball] a ísliú agus ansin [member preab_indirect_energy] a mhéadú.
    [b]Nóta:[/b] níl éifeacht ag [preabadh ball_indirect_energy] ach amháin má shocraítear [preabanna ball] ar luach atá níos mó ná nó cothrom le [code]1[/code].

en: Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to [code]0[/code], only environment lighting, direct light and emissive lighting is baked.
ga: Líon na bpreabanna solais a chuirtear san áireamh le linn bácála. Mar thoradh ar luachanna níos airde tá soilsiú níos gile, níos réadúla, ar chostas amanna bácála níos faide. Má tá sé socraithe go [code]0[/code], ní bhácáiltear ach soilsiú comhshaoil, solas díreach agus soilsiú emissive.

en: The [CameraAttributes] resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the [LightmapGI] will have banding artifacts or may have over-exposure artifacts.
ga: An acmhainn [CameraAttributes] a shonraíonn leibhéil nochta le bácáil ag. Ní thabharfar aird ar airíonna uathnochta agus neamhnochta. Ba cheart socruithe nochta a úsáid chun an raon dinimiciúil atá i láthair nuair a bhíonn sé ag bácáil a laghdú. Má tá an nochtadh ró-ard, beidh déantáin bhandála ag an [LightmapGI] nó d’fhéadfadh go mbeadh déantáin ró-nochta aige.

en: The distance in pixels from which the denoiser samples. Lower values preserve more details, but may give blotchy results if the lightmap quality is not high enough. Only effective if [member use_denoiser] is [code]true[/code] and [member ProjectSettings.rendering/lightmapping/denoising/denoiser] is set to JNLM.
ga: An fad i bpicteilín óna ndéanann an denoiser samplaí. Coimeádann luachanna níos ísle níos mó sonraí, ach d'fhéadfadh torthaí blotchy a thabhairt mura bhfuil cáilíocht an léarscáil solais ard go leor. I bhfeidhm ach amháin má tá [comhalta use_denoiser] [code]true[/code] agus [comhalta ProjectSettings.rendering/lightmapping/denoising/denoiser] socraithe chuig JNLM.

en: The strength of denoising step applied to the generated lightmaps. Only effective if [member use_denoiser] is [code]true[/code] and [member ProjectSettings.rendering/lightmapping/denoising/denoiser] is set to JNLM.
ga: Cuireadh neart na céime denoising i bhfeidhm ar na léarscáileanna solais ginte. I bhfeidhm ach amháin má tá [comhalta use_denoiser] [code]true[/code] agus [comhalta ProjectSettings.rendering/lightmapping/denoising/denoiser] socraithe chuig JNLM.

en: If [code]true[/code], bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that have their direct light baked ([member Light3D.light_bake_mode] set to [constant Light3D.BAKE_STATIC] and with [member Light3D.editor_only] set to [code]false[/code]). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes.
    [b]Note:[/b] The property's name has no relationship with [DirectionalLight3D]. [member directional] works with all light types.
ga: Más [code]true[/code], bhácáil sé léarscáileanna solais chun faisnéis threoch a chuimsiú mar armónaic sféarúil. Mar thoradh air seo tá cuma soilsithe níos réadúla, go háirithe le gnáthábhair léarscáilithe agus le haghaidh soilse a bhfuil a solas díreach bácáilte ([comhalta Light3D.light_bake_mode] socraithe go [Light3D.BAKE_STATIC leanúnach] agus le [comhalta Light3D.editor_only] socraithe go [code]). bréagach[/code]). Úsáidtear an fhaisnéis treorach freisin chun machnaimh gharbh a sholáthar do rudaí statacha agus dinimiciúla. Tá costas feidhmíochta beag ama rite ag baint leis seo toisc go gcaithfidh an scáthlánóir tuilleadh oibre a dhéanamh chun an fhaisnéis treo ón léarscáil solais a léirmhíniú. Tógann sé níos faide freisin léarscáileanna solais treo a bhácáil agus bíonn comhaid níos mó mar thoradh orthu.
    [b]Nóta:[/b] Níl gaol ar bith ag ainm an airí le [DirectionalLight3D]. Oibríonn [comhalta treorach] le gach cineál solais.

en: The color to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR].
ga: An dath a úsáid le haghaidh soilsiú comhshaoil. Ní bheidh sé i bhfeidhm ach amháin má tá [ball environment_mode] [seasmhach ENVIRONMENT_MODE_CUSTOM_COLOR].

en: The color multiplier to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR].
ga: An t-iolraitheoir datha le húsáid le haghaidh soilsiú comhshaoil. Ní bheidh sé i bhfeidhm ach amháin má tá [ball environment_mode] [seasmhach ENVIRONMENT_MODE_CUSTOM_COLOR].

en: The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY].
ga: An spéir a úsáid mar fhoinse soilsiú comhshaoil. Ní bheidh sé i bhfeidhm ach amháin má tá [ball environment_mode] [seasmhach ENVIRONMENT_MODE_CUSTOM_SKY].

en: The environment mode to use when baking lightmaps.
ga: An modh comhshaoil le húsáid nuair a bhíonn léarscáileanna solais á bhácáil.

en: The level of subdivision to use when automatically generating [LightmapProbe]s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes.
    [b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as nodes in the Scene tree dock, and cannot be modified this way after they are generated.
    [b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time.
ga: An leibhéal foroinnte le húsáid agus [LightmapProbe]s á nginiúint go huathoibríoch le haghaidh soilsiú dinimiciúil réad. Mar thoradh ar luachanna níos airde tá soilsiú indíreach níos cruinne ar rudaí dinimiciúla, ar chostas amanna bácála níos faide agus méideanna comhaid níos mó.
    [b]Nóta:[/b] Níl [LightmapProbe]s a ghintear go huathoibríoch le feiceáil mar nóid i nduga crann Radharc, agus ní féidir iad a mhodhnú mar seo tar éis iad a ghiniúint.
    [b]Nóta:[/b] Beag beann ar [member Generation_probes_subdiv], cuirtear soilsiú díreach i bhfeidhm ar réada dinimiciúla i gcónaí trí úsáid a bhaint as nóid [Light3D] i bhfíor-am.

en: If [code]true[/code], ignore environment lighting when baking lightmaps.
ga: Más [code]true[/code] é, déan neamhaird de soilsiú timpeallachta agus tú ag bácáil léarscáileanna solais.

en: The [LightmapGIData] associated to this [LightmapGI] node. This resource is automatically created after baking, and is not meant to be created manually.
ga: An [LightmapGIData] a bhaineann leis an nód seo [LightmapGI]. Cruthaítear an acmhainn seo go huathoibríoch tar éis bácála, agus níl sé i gceist é a chruthú de láimh.

en: The maximum texture size for the generated texture atlas. Higher values will result in fewer slices being generated, but may not work on all hardware as a result of hardware limitations on texture sizes. Leave [member max_texture_size] at its default value of [code]16384[/code] if unsure.
ga: An t-uasmhéid uigeachta don atlas uigeachta ginte. Cruthófar níos lú slisní mar thoradh ar luachanna níos airde, ach seans nach n-oibreoidh siad ar gach crua-earraí mar thoradh ar theorainneacha crua-earraí ar mhéideanna uigeachta. Fág [comhalta max_texture_size] ar a luach réamhshocraithe de [code]16384[/code] mura bhfuil tú cinnte.

en: If [code]true[/code], uses a GPU-based denoising algorithm on the generated lightmap. This eliminates most noise within the generated lightmap at the cost of longer bake times. File sizes are generally not impacted significantly by the use of a denoiser, although lossless compression may do a better job at compressing a denoised image.
ga: Má tá [code]true[/code], úsáideann algartam dínite GPU-bhunaithe ar an mapa solais ginte. Cuireann sé seo deireadh leis an torann is mó laistigh den léarscáil solais a ghintear ar chostas amanna bácála níos faide. Go hiondúil ní bhíonn tionchar suntasach ag úsáid díniseora ar mhéideanna comhaid, cé go bhféadfadh comhbhrú gan chaillteanais obair níos fearr a dhéanamh maidir le híomhá dhiúltaithe a chomhbhrú.

en: If [code]true[/code], a texture with the lighting information will be generated to speed up the generation of indirect lighting at the cost of some accuracy. The geometry might exhibit extra light leak artifacts when using low resolution lightmaps or UVs that stretch the lightmap significantly across surfaces. Leave [member use_texture_for_bounces] at its default value of [code]true[/code] if unsure.
    [b]Note:[/b] [member use_texture_for_bounces] only has an effect if [member bounces] is set to a value greater than or equal to [code]1[/code].
ga: Más [code]true[/code], ginfear uigeacht leis an bhfaisnéis soilsithe chun giniúint soilsiú indíreach a bhrostú ar chostas cruinnis éigin. D’fhéadfadh go léireodh an chéimseata déantáin sceite solais bhreise nuair a úsáidtear léarscáileanna solais ísealtaifeach nó UVanna a shíneann an léarscáil solais go suntasach thar dhromchlaí. Fág [comhalta use_texture_for_bounces] ar a luach réamhshocraithe de [code]true[/code] mura cinnte.
    [b]Nóta:[/b] níl éifeacht ag [member use_texture_for_bounces] ach amháin má shocraítear [preabanna ball] ar luach atá níos mó ná nó cothrom le [code]1[/code].

en: Low bake quality (fastest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_probe_ray_count].
ga: Cáilíocht bácála íseal (amanna bácála is tapúla). Is féidir cáilíocht an réamhshocruithe seo a choigeartú trí [ball ProjectSettings.rendering/lightmapping/bake_quality/low_quality_ray_count] agus [comhalta ProjectSettings.rendering/lightmapping/bake_quality/low_quality_probe_ray_count] a athrú.

en: Medium bake quality (fast bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_probe_ray_count].
ga: Caighdeán bácála meánach (amanna bácála tapa). Is féidir cáilíocht an réamhshocruithe seo a choigeartú trí [ball ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_ray_count] agus [comhalta ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_probe_ray_count] a athrú.

en: High bake quality (slow bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_probe_ray_count].
ga: Ardchaighdeán bácála (amanna bácála mall). Is féidir cáilíocht an réamhshocruithe seo a choigeartú trí [ball ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] agus [comhalta ProjectSettings.rendering/lightmapping/bake_quality/high_quality_probe_ray_count] a athrú.

en: Highest bake quality (slowest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count].
ga: An caighdeán bácála is airde (amanna bácála is moille). Is féidir cáilíocht an réamhshocruithe seo a choigeartú trí [ball ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_ray_count] agus [comhalta ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count] a athrú.

en: Don't generate lightmap probes for lighting dynamic objects.
ga: Ná giniúint taiscéalaithe léarscáile solais chun rudaí dinimiciúla a soilsiú.

en: Lowest level of subdivision (fastest bake times, smallest file sizes).
ga: An leibhéal foroinnte is ísle (amanna bácála is tapúla, méideanna comhaid is lú).

en: Low level of subdivision (fast bake times, small file sizes).
ga: Leibhéal íseal fo-roinnte (amanna bácála tapa, méideanna beaga comhaid).

en: High level of subdivision (slow bake times, large file sizes).
ga: Ardleibhéal foroinnte (amanna bácála mall, méideanna móra comhaid).

en: Highest level of subdivision (slowest bake times, largest file sizes).
ga: An leibhéal foroinnte is airde (amanna bácála is moille, méideanna comhaid is mó).

en: Lightmap baking was successful.
ga: D'éirigh le bácáil Lightmap.

en: Lightmap baking failed because the root node for the edited scene could not be accessed.
ga: Theip ar bhácáil Lightmap mar níorbh fhéidir rochtain a fháil ar an bhfréamhnóid don radharc curtha in eagar.

en: Lightmap baking failed as the lightmap data resource is embedded in a foreign resource.
ga: Theip ar bhácáil Lightmap mar go bhfuil an acmhainn sonraí lightmap leabaithe in acmhainn eachtrach.

en: Lightmap baking failed as there is no lightmapper available in this Godot build.
ga: Theip ar bhácáil Lightmap mar níl aon lightmapper ar fáil sa tógáil Godot seo.

en: Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource.
ga: Theip ar bhácáil Lightmap toisc nach bhfuil an chonair shábháil [LightmapGIData] cumraithe san acmhainn.

en: Lightmap baking failed as there are no meshes whose [member GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly.
ga: Theip ar bhácáil Lightmap mar níl aon mhogaill arb é [member GeometryInstance3D.gi_mode] [constant GeometryInstance3D.GI_MODE_STATIC] agus a bhfuil mapáil bailí UV2 acu sa radharc reatha. Seans go mbeidh ort radhairc 3D a roghnú sa duga Iompórtála agus a mód soilsithe domhanda a athrú dá réir.

en: Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking.
ga: Theip ar bhácáil Lightmap mar níor éirigh leis an mapálaí solais anailís a dhéanamh ar chuid de na mogaill a bhí marcáilte mar statach le haghaidh bácála.

en: Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved.
ga: Theip ar bhácáil Lightmap mar níorbh fhéidir le Godot an íomhá a bhí mar thoradh air a shábháil ná a iompórtáil tar éis í a shábháil.

en: The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog).
ga: Chuir an t-úsáideoir deireadh leis an oibríocht bácála lightmap (go hiondúil trí chliceáil ar an gcnaipe [b]Cealaigh[/b] sa dialóg dul chun cinn).

en: Lightmap baking failed as the maximum texture size is too small to fit some of the meshes marked for baking.
ga: Theip ar bhácáil Lightmap toisc go bhfuil an t-uasmhéid uigeachta ró-bheag chun cuid de na mogaill atá marcáilte le haghaidh bácála a fheistiú.

en: Lightmap baking failed as the lightmap is too small.
ga: Theip ar bhácáil Lightmap mar go bhfuil an léarscáil solais ró-bheag.

en: Lightmap baking failed as the lightmap was unable to fit into an atlas.
ga: Theip ar bhácáil Lightmap mar ní raibh an léarscáil solais in ann luí isteach in atlas.

en: Ignore environment lighting when baking lightmaps.
ga: Déan neamhaird de soilsiú timpeallachta agus tú ag bácáil léarscáileanna solais.

en: Use the scene's environment lighting when baking lightmaps.
    [b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking lightmaps.
ga: Bain úsáid as soilsiú timpeallachta an radhairc agus tú ag bácáil léarscáileanna solais.
    [b]Nóta:[/b] Más rud é ag bácáil léarscáileanna solais i radharc nach bhfuil nód [Comhshaoil Dhomhanda] ann, gníomhóidh sé seo mar [constant ENVIRONMENT_MODE_DISABLED]. Ní [i][/i] a chuireann [LightmapGI] san áireamh spéir agus grian réamhamhairc an eagarthóra agus mapaí solais á bhácáil.

en: Use [member environment_custom_sky] as a source of environment lighting when baking lightmaps.
ga: Úsáid [ball environment_custom_sky] mar fhoinse soilsithe timpeallachta agus tú ag bácáil léarscáileanna solais.

en: Use [member environment_custom_color] multiplied by [member environment_custom_energy] as a constant source of environment lighting when baking lightmaps.
ga: Úsáid [member environment_custom_color] arna iolrú faoi [member environment_custom_energy] mar fhoinse leanúnach soilsiú comhshaoil agus tú ag bácáil léarscáileanna solais.

en: Contains baked lightmap and dynamic object probe data for [LightmapGI].
ga: Tá léarscáil solais bhácáilte agus sonraí dinimiciúla oibiachta ar thaiscéalaí le haghaidh [LightmapGI].

en: [LightmapGIData] contains baked lightmap and dynamic object probe data for [LightmapGI]. It is replaced every time lightmaps are baked in [LightmapGI].
ga: Tá léarscáil solais bhácáilte agus sonraí dinimiciúla oibiachta le haghaidh [LightmapGI] i [LightmapGIData]. Déantar é a athsholáthar gach uair a bhácáiltear léarscáileanna solais i [LightmapGI].

en: Adds an object that is considered baked within this [LightmapGIData].
ga: Cuirtear leis rud a mheastar a bheith bácáilte laistigh den [LightmapGIData] seo.

en: Clear all objects that are considered baked within this [LightmapGIData].
ga: Glan gach réad a mheastar a bheith bácáilte laistigh den [LightmapGIData] seo.

en: Returns the number of objects that are considered baked within this [LightmapGIData].
ga: Filleann sé seo líon na réad a mheastar a bheith bácáilte laistigh den [LightmapGIData] seo.

en: Returns the [NodePath] of the baked object at index [param user_idx].
ga: Filleann sé [NodePath] den réad bácáilte ag innéacs [param user_idx].

en: If [code]true[/code], lightmaps were baked with directional information. See also [member LightmapGI.directional].
ga: Más [code]true[/code], bácáladh léarscáileanna solais le faisnéis threo. Féach freisin [comhalta LightmapGI.directional].

en: If [param uses_spherical_harmonics] is [code]true[/code], tells the engine to treat the lightmap data as if it was baked with directional information.
    [b]Note:[/b] Changing this value on already baked lightmaps will not cause them to be baked again. This means the material appearance will look incorrect until lightmaps are baked again, in which case the value set here is discarded as the entire [LightmapGIData] resource is replaced by the lightmapper.
ga: Má tá [param uses_spherical_harmonics] [code]true[/code], insíonn sé don inneall cóireáil a dhéanamh ar shonraí an mhapa solais amhail is dá mba bhácáilte le faisnéis treo iad.
    [b]Nóta:[/b] Má athraítear an luach seo ar léarscáileanna solais atá bácáilte cheana féin, ní dhéanfar iad a bhácáil arís. Ciallaíonn sé seo go mbeidh cuma an ábhair mícheart go dtí go mbeidh na mapaí solais bácáilte arís, agus sa chás sin caitear an luach atá leagtha síos anseo de réir mar a chuirtear an acmhainn iomlán [LightmapGIData] in ionad an léarscáil solais.

en: The lightmap atlas can now contain multiple textures. See [member lightmap_textures].
ga: Is féidir uigeachtaí iolracha a bheith san atlas lightmap anois. Féach [member lightmap_textures].

en: The lightmap atlas texture generated by the lightmapper.
ga: An uigeacht atlas lightmap ginte ag an lightmapper.

en: The lightmap atlas textures generated by the lightmapper.
ga: Uigeachtaí atlas an lightmap ginte ag an lightmapper.

en: Abstract class extended by lightmappers, for use in [LightmapGI].
ga: Aicme teibí leathnaithe ag lightmappers, le húsáid i [LightmapGI].

en: This class should be extended by custom lightmapper classes. Lightmappers can then be used with [LightmapGI] to provide fast baked global illumination in 3D.
    Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules.
ga: Ba chóir an rang seo a leathnú le ranganna saincheaptha lightmapper. Is féidir Lightmappers a úsáid ansin le [LightmapGI] chun soilsiú domhanda bácáilte tapa a sholáthar i 3D.
    Tá mapaí solais GPU-bhunaithe [LightmapperRD] ionsuite ag Godot a úsáideann scáthairí ríomh, ach is féidir le modúil C++ léarscáileanna solais saincheaptha a chur i bhfeidhm.

en: The built-in GPU-based lightmapper for use with [LightmapGI].
ga: An léarscáil solais GPU-bhunaithe ionsuite le húsáid le [LightmapGI].

en: Represents a single manually placed probe for dynamic object lighting with [LightmapGI].
ga: Léiríonn sé taiscéalaí amháin a chuirtear de láimh le haghaidh soilsiú réad dinimiciúil le [LightmapGI].

en: [LightmapProbe] represents the position of a single manually placed probe for dynamic object lighting with [LightmapGI]. Lightmap probes affect the lighting of [GeometryInstance3D]-derived nodes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_DYNAMIC].
    Typically, [LightmapGI] probes are placed automatically by setting [member LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI.GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking lightmaps, you can add more probes in specific areas for greater detail, or disable automatic generation and rely only on manually placed probes instead.
    [b]Note:[/b] [LightmapProbe] nodes that are placed after baking lightmaps are ignored by dynamic objects. You must bake lightmaps again after creating or modifying [LightmapProbe]s for the probes to be effective.
ga: Léiríonn [LightmapProbe] suíomh taiscéalaí aonair a chuirtear de láimh le haghaidh soilsiú réad dinimiciúil le [LightmapGI]. Bíonn tionchar ag taiscéalaithe Lightmap ar soilsiú [GeometryInstance3D] nóid díorthaithe a bhfuil a [comhalta GeometryInstance3D.gi_mode] socraithe chuig [GeometryInstance3D.GI_MODE_DYNAMIC].
    Go hiondúil, cuirtear tóireadóirí [LightmapGI] go huathoibríoch trí [comhalta LightmapGI.generate_probes_subdiv] a shocrú go luach seachas [LightmapGI.GENERATE_PROBES_DISABLED]. Trí nóid [LightmapProbe] a chruthú sula ndéantar léarscáileanna solais a bhácáil, is féidir leat tuilleadh tóireadóirí a chur isteach i réimsí sonracha le haghaidh sonraí níos fearr, nó giniúint uathoibríoch a dhíchumasú agus brath ar thaiscéalaithe a chuirtear de láimh amháin ina ionad sin.
    [b]Nóta:[/b] [LightmapProbe] nóid a chuirtear i ndiaidh léarscáileanna solais a bhácáil, ní dhéanann réada dinimiciúla neamhaird ar na nóid a chuirtear i ndiaidh léarscáileanna solais a bhácáil. Ní mór duit léarscáileanna solais a bhácáil arís tar éis duit [LightmapProbe]s a chruthú nó a mhodhnú le go mbeidh na taiscéalaithe éifeachtach.

en: Occludes light cast by a Light2D, casting shadows.
ga: Folaíonn sé solas arna chaitheamh ag Light2D, ag caitheamh scáthanna.

en: Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
ga: Folaíonn sé solas arna chaitheamh ag Light2D, ag caitheamh scáthanna. Ní mór [OccluderPolygon2D] a sholáthar don LightOccluder2D chun an scáth a ríomh.

en: The [OccluderPolygon2D] used to compute the shadow.
ga: An [OccluderPolygon2D] a úsáidtear chun an scáth a ríomh.

en: The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
ga: Masc solais occluder an LightOccluder2D. Ní chaithfidh an LightOccluder2D scáthanna ach ó Light2D(s) a bhfuil an masc(anna) solais céanna acu.

en: If enabled, the occluder will be part of a real-time generated signed distance field that can be used in custom shaders.
ga: Má tá sé cumasaithe, beidh an t-occluder mar chuid de réimse achair sínithe fíor-ama a ghintear ar féidir a úsáid i scáthaitheoirí saincheaptha.

en: A 2D polyline that can optionally be textured.
ga: Polalíne 2D ar féidir uigeacht a chur air go roghnach.

en: This node draws a 2D polyline, i.e. a shape consisting of several points connected by segments. [Line2D] is not a mathematical polyline, i.e. the segments are not infinitely thin. It is intended for rendering and it can be colored and optionally textured.
    [b]Warning:[/b] Certain configurations may be impossible to draw nicely, such as very sharp angles. In these situations, the node uses fallback drawing logic to look decent.
    [b]Note:[/b] [Line2D] is drawn using a 2D mesh.
ga: Tarraingíonn an nód seo polyline 2T, i.e. cruth ina bhfuil roinnt pointí nasctha le teascáin. Ní polyline matamaiticiúil é [Line2D], i.e. níl na codanna gan teorainn tanaí. Tá sé beartaithe le haghaidh rindreála agus is féidir é a dhathú agus a uigeacht go roghnach.
    [b]Rabhadh:[/b] D’fhéadfadh sé go mbeadh sé dodhéanta cumraíochtaí áirithe a tharraingt go deas, amhail uillinneacha an-ghéar. Sna cásanna seo, úsáideann an nód loighic tarraingthe siar chun breathnú réasúnta.
    [b]Nóta:[/b] Tarraingítear [Line2D] le mogalra 2T.

en: Adds a point with the specified [param position] relative to the polyline's own position. If no [param index] is provided, the new point will be added to the end of the points array.
    If [param index] is given, the new point is inserted before the existing point identified by index [param index]. The indices of the points after the new point get increased by 1. The provided [param index] must not exceed the number of existing points in the polyline. See [method get_point_count].
ga: Cuireann sé pointe leis an [suíomh param] sonraithe i gcoibhneas le suíomh an phóilín féin. Mura gcuirtear [innéacs param] ar fáil, cuirfear an pointe nua le deireadh an eagar pointí.
    Má thugtar [innéacs param], cuirtear an pointe nua isteach roimh an bpointe reatha a shainaithnítear le hinnéacs [param index]. Méadaítear innéacsanna na bpointí tar éis an phointe nua faoi 1. Ní ceadmhach don [paraminnéacs] a sholáthraítear dul thar líon na bpointí reatha sa phollíne. Féach ar [method get_point_count].

en: Removes all points from the polyline, making it empty.
ga: Baintear gach pointe as an polyline, rud a fhágann go bhfuil sé folamh.

en: Returns the number of points in the polyline.
ga: Filleann sé líon na bpointí sa phollíne.

en: Returns the position of the point at index [param index].
ga: Filleann sé suíomh an phointe ag innéacs [param index].

en: Removes the point at index [param index] from the polyline.
ga: Baineann sé an pointe ag innéacs [param index] as an pholalíne.

en: Overwrites the position of the point at the given [param index] with the supplied [param position].
ga: Forscríobhann sé suíomh an phointe ag an [innéacs param] a thugtar leis an [suíomh param] a soláthraíodh.

en: If [code]true[/code], the polyline's border will be anti-aliased.
    [b]Note:[/b] [Line2D] is not accelerated by batching when being anti-aliased.
ga: Más rud é [code]true[/code], déanfar teorainn an phollíne a fhrithailiasú.
    [b]Nóta:[/b] Ní luathaítear [Líne2D] trí bhaisc a dhéanamh agus í á frithailiasú.

en: The style of the beginning of the polyline, if [member closed] is [code]false[/code]. Use [enum LineCapMode] constants.
ga: Stíl thús an pholalíne, más [code]false[/code] é [ball dúnta]. Úsáid tairisigh [enum LineCapMode].

en: If [code]true[/code] and the polyline has more than 2 points, the last point and the first one will be connected by a segment.
    [b]Note:[/b] The shape of the closing segment is not guaranteed to be seamless if a [member width_curve] is provided.
    [b]Note:[/b] The joint between the closing segment and the first segment is drawn first and it samples the [member gradient] and the [member width_curve] at the beginning. This is an implementation detail that might change in a future version.
ga: Má tá níos mó ná 2 phointe ag [code]true[/code] agus ag an bpollíne, beidh an pointe deireanach agus an chéad cheann ceangailte le teascán.
    [b]Nóta:[/b] Ní ráthaítear cruth na míre deiridh a bheith gan uaim má chuirtear [comhalta leithead_cuar] ar fáil.
    [b]Nóta:[/b] Tarraingítear an t-alt idir an mhír dheiridh agus an chéad mhír ar dtús agus samplaíonn sé an [grádán ball] agus an [cuar leithead an bhaill] ag an tús. Is sonraí forfheidhmithe é seo a d’fhéadfadh athrú i leagan amach anseo.

en: The color of the polyline. Will not be used if a gradient is set.
ga: Dath an pholailín. Ní úsáidfear é má shocraítear grádán.

en: The style of the end of the polyline, if [member closed] is [code]false[/code]. Use [enum LineCapMode] constants.
ga: Stíl deireadh an pholalíne, más [code]false[/code] é [ball dúnta]. Úsáid tairisigh [enum LineCapMode].

en: The gradient is drawn through the whole line from start to finish. The [member default_color] will not be used if this property is set.
ga: Tarraingítear an grádán tríd an líne iomlán ó thús go deireadh. Ní úsáidfear an [member default_color] má tá an t-airí seo socraithe.

en: The style of the connections between segments of the polyline. Use [enum LineJointMode] constants.
ga: An stíl de na naisc idir codanna den polyline. Úsáid tairisigh [enum LineJointMode].

en: The points of the polyline, interpreted in local 2D coordinates. Segments are drawn between the adjacent points in this array.
ga: Pointí an pholalíne, arna léiriú i gcomhordanáidí 2T áitiúla. Tarraingítear deighleoga idir na pointí cóngaracha san eagar seo.

en: The smoothness used for rounded joints and caps. Higher values result in smoother corners, but are more demanding to render and update.
ga: An réidh a úsáidtear le haghaidh hailt chothromú agus caipíní. Bíonn coirnéil níos míne mar thoradh ar luachanna níos airde, ach bíonn siad níos déine le tabhairt agus le nuashonrú.

en: Determines the miter limit of the polyline. Normally, when [member joint_mode] is set to [constant LINE_JOINT_SHARP], sharp angles fall back to using the logic of [constant LINE_JOINT_BEVEL] joints to prevent very long miters. Higher values of this property mean that the fallback to a bevel joint will happen at sharper angles.
ga: Cinneann teorainn miter an pholalíne. Go hiondúil, nuair a shocraítear [member joint_mode] go [LINE_JOINT_SHARP leanúnach], titeann uillinneacha géara siar go dtí úsáid a bhaint as loighic na hailt [LINE_JOINT_BEVEL leanúnach] chun miter an-fhada a chosc. Ciallaíonn luachanna níos airde den airí seo go dtarlóidh an t-aischur chuig alt bevel ag uillinneacha níos géire.

en: The texture used for the polyline. Uses [member texture_mode] for drawing style.
ga: An uigeacht a úsáidtear le haghaidh an polyline. Úsáideann [member texture_mode] chun stíl líníochta.

en: The style to render the [member texture] of the polyline. Use [enum LineTextureMode] constants.
ga: An stíl chun [uigeacht bhall] an pholalíne a sholáthar. Úsáid tairisigh [enum LineTextureMode].

en: The polyline's width.
ga: Leithead an phóilín.

en: Makes the polyline's joints pointy, connecting the sides of the two segments by extending them until they intersect. If the rotation of a joint is too big (based on [member sharp_limit]), the joint falls back to [constant LINE_JOINT_BEVEL] to prevent very long miters.
ga: Déanann sé hailt an phollíne pointeach, ag nascadh taobhanna an dá dheighleog trína síneadh go dtí go dtrasnaíonn siad. Má tá rothlú alt ró-mhór (bunaithe ar [member sharp_limit]), titeann an t-alt ar ais go [LINE_JOINT_BEVEL leanúnach] chun mitters an-fhada a chosc.

en: Makes the polyline's joints bevelled/chamfered, connecting the sides of the two segments with a simple line.
ga: Déanann sé ailt an phollíne bevelled/seamfáilte, ag nascadh sleasa an dá dheighleog le líne shimplí.

en: Makes the polyline's joints rounded, connecting the sides of the two segments with an arc. The detail of this arc depends on [member round_precision].
ga: Déanann sé hailt an phóilín a shlánú, ag nascadh taobhanna an dá dheighleog le stua. Braitheann mionsonraí an stua seo ar [ball round_precision].

en: Draws no line cap.
ga: Ní tharraingíonn sé caipín líne.

en: Draws the line cap as a box, slightly extending the first/last segment.
ga: Tarraingíonn sé an caipín líne mar bhosca, ag síneadh beagán an chéad mhír / dheiridh.

en: Draws the line cap as a semicircle attached to the first/last segment.
ga: Tarraingíonn sé an caipín líne mar leathchiorcal atá ceangailte leis an gcéad mhír / an mhír dheiridh.

en: Takes the left pixels of the texture and renders them over the whole polyline.
ga: Glacann sé na picteilíní clé den uigeacht agus rindreáil iad thar an polyline iomlán.

en: Tiles the texture over the polyline. [member CanvasItem.texture_repeat] of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_ENABLED] or [constant CanvasItem.TEXTURE_REPEAT_MIRROR] for it to work properly.
ga: Tíleanna an uigeacht thar an polyline. Caithfidh [ball CanvasItem.texture_repeat] den nód [Line2D] a bheith ina [Constant CanvasItem.TEXTURE_REPEAT_ENABLED] nó [CanvasItem.TEXTURE_REPEAT_MIRROR] le go n-oibreoidh sé i gceart.

en: Stretches the texture across the polyline. [member CanvasItem.texture_repeat] of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_DISABLED] for best results.
ga: Síneann an uigeacht trasna an pholalíne. Ní mór [comhalta CanvasItem.texture_repeat] den nód [Line2D] a bheith [CanvasItem.TEXTURE_REPEAT_DISABLED] le haghaidh na dtorthaí is fearr.

en: An input field for single-line text.
ga: Réimse ionchuir le haghaidh téacs aon líne.

en: Closes the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME) if it is open. Any text in the IME will be lost.
ga: Dúnann an [url=https://en.wikipedia.org/wiki/Input_method]Eagarthóir Modh Ionchuir[/url] (IME) má tá sé oscailte. Caillfear aon téacs san GS.

en: Erases the [LineEdit]'s [member text].
ga: Scriosann sé [téacs ball] an [LineEdit].

en: Deletes one character at the caret's current position (equivalent to pressing [kbd]Delete[/kbd]).
ga: Scrios carachtar amháin ag suíomh reatha an fheighlí (cosúil le brúigh [kbd]Scrios[/kbd]).

en: Deletes a section of the [member text] going from position [param from_column] to [param to_column]. Both parameters should be within the text's length.
ga: Scrios sé cuid den [téacs ball] ag dul ó ionad [param from_column] go [param to_column]. Ba cheart go mbeadh an dá pharaiméadar laistigh d'fhad an téacs.

en: Clears the current selection.
ga: Glanann sé an rogha reatha.

en: Returns the [PopupMenu] of this [LineEdit]. By default, this menu is displayed when right-clicking on the [LineEdit].
    You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see [enum MenuItems]). For example:
    [codeblocks]
    [gdscript]
    func _ready():
        var menu = get_menu()
        # Remove all items after "Redo".
        menu.item_count = menu.get_item_index(MENU_REDO) + 1
        # Add custom items.
        menu.add_separator()
        menu.add_item("Insert Date", MENU_MAX + 1)
        # Connect callback.
        menu.id_pressed.connect(_on_item_pressed)
    
    func _on_item_pressed(id):
        if id == MENU_MAX + 1:
            insert_text_at_caret(Time.get_date_string_from_system())
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var menu = GetMenu();
        // Remove all items after "Redo".
        menu.ItemCount = menu.GetItemIndex(LineEdit.MenuItems.Redo) + 1;
        // Add custom items.
        menu.AddSeparator();
        menu.AddItem("Insert Date", LineEdit.MenuItems.Max + 1);
        // Add event handler.
        menu.IdPressed += OnItemPressed;
    }
    
    public void OnItemPressed(int id)
    {
        if (id == LineEdit.MenuItems.Max + 1)
        {
            InsertTextAtCaret(Time.GetDateStringFromSystem());
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
ga: Seoltar ar ais an [PopupMenu] den [LineEdit] seo. De réir réamhshocraithe, taispeántar an roghchlár seo nuair a chliceálann tú ar dheis ar an [LineEdit].
    Is féidir leat míreanna roghchláir saincheaptha a chur leis nó na cinn chaighdeánacha a bhaint. Cinntigh nach bhfuil d’aitheantais ag teacht salach ar na cinn chaighdeánacha (féach [enum MenuItems]). Mar shampla:
    [codeblocks]
    [gdscript]
    func _réidh():
        roghchlár var = get_menu()
        # Bain gach mír i ndiaidh "Athdhéan".
        menu.item_count = menu.get_item_index(MENU_REDO) + 1
        # Cuir míreanna saincheaptha leis.
        menu.add_separator()
        menu.add_item("Ionsáigh Dáta", MENU_MAX + 1)
        # Ceangail aisghlao.
        menu.id_pressed.connect(_on_item_pressed)
    
    feidhm _on_item_brúite(id):
        más id == MENU_MAX + 1:
            cuir isteach_text_at_caret(Time.get_date_string_from_system())
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        roghchlár var = GetMenu();
        // Bain gach mír tar éis "Athdhéan".
        menu.ItemCount = roghchlár.GetItemIndex(LineEdit.MenuItems.Redo) + 1;
        // Cuir míreanna saincheaptha leis.
        roghchlár.AddSeparator();
        menu.AddItem("Ionsáigh Dáta", LineEdit.MenuItems.Max + 1);
        // Cuir láimhseálaí imeachta leis.
        menu.IdPressed += OnItemPressed;
    }
    
    folús poiblí OnItemPressed(int id)
    {
        más rud é (id == LineEdit.MenuItems.Max + 1)
        {
            InsertTextAtCaret(Time.GetDateStringFromSystem());
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a chur i bhfolach, bain úsáid as a maoin [member Window.visible].

en: Returns the scroll offset due to [member caret_column], as a number of characters.
ga: Filleann sé an scrollbharra fritháireamh de bharr [member caret_column], mar líon carachtar.

en: Returns the text inside the selection.
ga: Filleann sé an téacs laistigh den roghnúchán.

en: Returns the selection begin column.
ga: Seoltar ar ais an colún tosaigh roghnaithe.

en: Returns the selection end column.
ga: Filleann an colún deiridh roghnaithe.

en: Returns [code]true[/code] if the user has text in the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME).
ga: Filleann sé [code]true[/code] má tá téacs ag an úsáideoir san [url=https://en.wikipedia.org/wiki/Input_method]Eagarthóir Modh Ionchuir[/url] (IME).

en: Returns [code]true[/code] if a "redo" action is available.
ga: Filleann sé [code]true[/code] má tá gníomh "athdhéan" ar fáil.

en: Returns [code]true[/code] if the user has selected text.
ga: Filleann sé [code]true[/code] má tá téacs roghnaithe ag an úsáideoir.

en: Returns [code]true[/code] if an "undo" action is available.
ga: Filleann sé [code]true[/code] má tá gníomh "Cealaigh" ar fáil.

en: Inserts [param text] at the caret. If the resulting value is longer than [member max_length], nothing happens.
ga: Ionsáigh [param text] ag an bhfeighil. Má tá an luach mar thoradh air níos faide ná [comhalta max_length], ní tharlaíonn aon rud.

en: Returns whether the menu is visible. Use this instead of [code]get_menu().visible[/code] to improve performance (so the creation of the menu is avoided).
ga: Filleann sé cibé an bhfuil an roghchlár le feiceáil. Úsáid é seo in ionad [code]get_menu().visible[/code] chun feidhmíocht a fheabhsú (mar sin seachnaítear cruthú an roghchláir).

en: Executes a given action as defined in the [enum MenuItems] enum.
ga: Déanann sé gníomh ar leith mar atá sainmhínithe sa [enum MenuItems] enum.

en: Selects characters inside [LineEdit] between [param from] and [param to]. By default, [param from] is at the beginning and [param to] at the end.
    [codeblocks]
    [gdscript]
    text = "Welcome"
    select() # Will select "Welcome".
    select(4) # Will select "ome".
    select(2, 5) # Will select "lco".
    [/gdscript]
    [csharp]
    Text = "Welcome";
    Select(); // Will select "Welcome".
    Select(4); // Will select "ome".
    Select(2, 5); // Will select "lco".
    [/csharp]
    [/codeblocks]
ga: Roghnaíonn sé carachtair taobh istigh de [LineEdit] idir [param ó] agus [param go]. De réir réamhshocraithe, tá [param ó] ag an tús agus [param go] ag an deireadh.
    [codeblocks]
    [gdscript]
    text = "Fáilte"
    roghnaigh() # Roghnóidh "Fáilte".
    roghnaigh(4) # Roghnóidh "ome".
    roghnaigh(2, 5) # Roghnóidh "lco".
    [/gdscript]
    [csharp]
    Téacs = "Fáilte";
    Roghnaigh(); // Roghnóidh "Fáilte".
    Roghnaigh(4); // Roghnóidh "ome".
    Roghnaigh(2, 5); // Roghnóidh "lco".
    [/csharp]
    [/codeblocks]

en: Selects the whole [String].
ga: Roghnaíonn sé an [Teaghrán] iomlán.

en: Text alignment as defined in the [enum HorizontalAlignment] enum.
ga: Ailíniú téacs mar a shainmhínítear é san [enum CothrománachAlignment] enum.

en: If [code]true[/code], makes the caret blink.
ga: Más rud é [code]true[/code], déanann an cúramaí blink.

en: The interval at which the caret blinks (in seconds).
ga: An t-eatramh ag a bhfuil an cúram blinks (i soicindí).

en: The caret's column position inside the [LineEdit]. When set, the text may scroll to accommodate it.
ga: Suíomh colún an fheighlí laistigh den [LineEdit]. Nuair a bheidh sé socraithe, féadfaidh an téacs scrollú chun freastal air.

en: Allow moving caret, selecting and removing the individual composite character components.
    [b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite character components.
ga: Ceadaigh cúramaí a bhogadh, ag roghnú agus ag baint na gcomhpháirteanna carachtar ilchodacha aonair.
    [b]Nóta:[/b] [kbd]Bíonn Backspace[/kbd] i gcónaí ag baint comhpháirteanna aonair carachtar ilchodacha.

en: If [code]true[/code], the [LineEdit] will show a clear button if [member text] is not empty, which can be used to clear the text quickly.
ga: Más [code]true[/code], taispeánfaidh an [LineEdit] cnaipe soiléir mura bhfuil [téacs ball] folamh, ar féidir é a úsáid chun an téacs a ghlanadh go tapa.

en: If [code]true[/code], the context menu will appear when right-clicked.
ga: Más [code]true[/code], beidh an roghchlár comhthéacs le feiceáil nuair a chliceáiltear ar dheis.

en: If [code]true[/code], the selected text will be deselected when focus is lost.
ga: Más [code]true[/code], díroghnófar an téacs roghnaithe nuair a chailltear fócas.

en: If [code]true[/code], allow drag and drop of selected text.
ga: Más [code]true[/code], lig do tharraingt agus scaoil an téacs roghnaithe.

en: If [code]true[/code], control characters are displayed.
ga: Más [code]true[/code], taispeántar carachtair rialaithe.

en: If [code]false[/code], existing text cannot be modified and new text cannot be added.
ga: Más rud é [code]false[/code], ní féidir an téacs atá ann cheana a mhodhnú agus ní féidir téacs nua a chur leis.

en: If [code]true[/code], the [LineEdit] width will increase to stay longer than the [member text]. It will [b]not[/b] compress if the [member text] is shortened.
ga: Más [code]true[/code], méadófar an leithead [LineEdit] chun fanacht níos faide ná an [member text]. [b]ní[/b] é a chomhbhrú má ghiorrú an [ballthéacs].

en: If [code]true[/code], the [LineEdit] doesn't display decoration.
ga: Más [code]true[/code], ní thaispeánann an [LineEdit] maisiú.

en: Language code used for line-breaking and text shaping algorithms. If left empty, current locale is used instead.
ga: Cód teanga a úsáidtear le haghaidh halgartaim a bhriseann línte agus chun téacs a mhúnlú. Má fhágtar folamh é, úsáidtear an locale reatha ina ionad sin.

en: If [code]false[/code], using middle mouse button to paste clipboard will be disabled.
    [b]Note:[/b] This method is only implemented on Linux.
ga: Má tá [code]false[/code], díchumasófar úsáid a bhaint as cnaipe lár na luiche chun an ghearrthaisce a ghreamú.
    [b]Nóta:[/b] Ní chuirtear an modh seo i bhfeidhm ach ar Linux.

en: Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s default value (see [member text]).
ga: Taispeántar an téacs nuair a bhíonn an [LineEdit] folamh. [b]ní[/b] é luach réamhshocraithe an [LineEdit] (féach [téacs ball]).

en: Sets the icon that will appear in the right end of the [LineEdit] if there's no [member text], or always, if [member clear_button_enabled] is set to [code]false[/code].
ga: Socraíonn sé an deilbhín a thaispeánfar ag deireadh deas an [LineEdit] mura bhfuil [téacs ball] ann, nó i gcónaí, má tá [member clear_button_enabled] socraithe go [code]bréagach[/code].

en: If [code]true[/code], every character is replaced with the secret character (see [member secret_character]).
ga: Más [code]true[/code], cuirtear an carachtar rúnda in ionad gach carachtar (féach [member secret_character]).

en: The character to use to mask secret input. Only a single character can be used as the secret character. If it is longer than one character, only the first one will be used. If it is empty, a space will be used instead.
ga: An carachtar a úsáid chun ionchur rúnda a cheilt. Ní féidir ach carachtar amháin a úsáid mar charachtar rúnda. Má tá sé níos faide ná carachtar amháin, ní úsáidfear ach an chéad cheann. Má tá sé folamh, úsáidfear spás ina ionad.

en: If [code]true[/code], the [LineEdit] will select the whole text when it gains focus.
ga: Más [code]true[/code], roghnóidh an [LineEdit] an téacs iomlán nuair a bheidh fócas bainte amach aige.

en: If [code]false[/code], it's impossible to select the text using mouse nor keyboard.
ga: Má tá [code]false[/code], tá sé dodhéanta an téacs a roghnú le luch nó méarchlár.

en: If [code]true[/code], shortcut keys for context menu items are enabled, even if the context menu is disabled.
ga: Más [code]true[/code], tá eochracha aicearra le haghaidh míreanna roghchláir comhthéacs cumasaithe, fiú má tá an roghchlár comhthéacs díchumasaithe.

en: String value of the [LineEdit].
    [b]Note:[/b] Changing text using this property won't emit the [signal text_changed] signal.
ga: Luach teaghrán an [LineEdit].
    [b]Nóta:[/b] Má athraítear téacs leis an airí seo, ní astóidh sé an comhartha [signal text_changed].

en: If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it.
ga: Más [code]true[/code], taispeántar an méarchlár fíorúil dúchais agus é dírithe ar ardáin a thacaíonn leis.

en: Specifies the type of virtual keyboard to show.
ga: Sonraíonn an cineál méarchlár fíorúil le taispeáint.

en: Emitted when appending text that overflows the [member max_length]. The appended text is truncated to fit [member max_length], and the part that couldn't fit is passed as the [param rejected_substring] argument.
ga: Astaítear nuair a chuirtear téacs i gceangal thar maoil an [comhalta max_length]. Teascaítear an téacs atá i gceangal le bheith oiriúnach do [member max_length], agus cuirtear an chuid nárbh fhéidir leis mar argóint [param rejected_substring].

en: Emitted when the text changes.
ga: Astaítear nuair a athraíonn an téacs.

en: Cuts (copies and clears) the selected text.
ga: Gearr (cóipeáil agus glan) an téacs roghnaithe.

en: Copies the selected text.
ga: Cóipeáil an téacs roghnaithe.

en: Pastes the clipboard text over the selected text (or at the caret's position).
    Non-printable escape characters are automatically stripped from the OS clipboard via [method String.strip_escapes].
ga: Greamaíonn sé an téacs gearrthaisce thar an téacs roghnaithe (nó ag suíomh an fheighlí).
    Baintear carachtair éalaithe neamhphriontáilte go huathoibríoch den ghearrthaisce OS trí [method String.strip_escapes].

en: Erases the whole [LineEdit] text.
ga: Scriosann sé an téacs iomlán [LineEdit].

en: Selects the whole [LineEdit] text.
ga: Roghnaíonn sé an téacs iomlán [LineEdit].

en: Undoes the previous action.
ga: Cealaigh an gníomh roimhe seo.

en: Reverse the last undo action.
ga: Cuir an gníomh Cealaigh deireanach ar ais.

en: ID of "Text Writing Direction" submenu.
ga: ID an fho-roghchlár "Text Writing Direction".

en: Sets text direction to inherited.
ga: Socraíonn sé treo an téacs don oidhreacht.

en: Sets text direction to automatic.
ga: Socraíonn sé treo an téacs go huathoibríoch.

en: Sets text direction to left-to-right.
ga: Socraíonn sé treo an téacs ó chlé go deas.

en: Sets text direction to right-to-left.
ga: Socraíonn sé treo an téacs ar dheis go clé.

en: Toggles control character display.
ga: Scoránaigh taispeáint carachtar rialaithe.

en: ID of "Insert Control Character" submenu.
ga: ID an fho-roghchlár "Ionsáigh Carachtar Rialaithe".

en: Inserts left-to-right mark (LRM) character.
ga: Ionsáigh carachtar marcanna clé go deas (LRM).

en: Inserts right-to-left mark (RLM) character.
ga: Ionsáigh carachtar an mhairc dheis go clé (RLM).

en: Inserts start of left-to-right embedding (LRE) character.
ga: Ionsáigh sé tús an charachtair leabaithe clé go deas (LRE).

en: Inserts start of right-to-left embedding (RLE) character.
ga: Ionsáigh sé tús an charachtair leabaithe ó dheas go clé (RLE).

en: Inserts start of left-to-right override (LRO) character.
ga: Ionsáigh sé tús carachtar sáraithe clé go deas (LRO).

en: Inserts start of right-to-left override (RLO) character.
ga: Ionsáigh sé tús an charachtair sáraithe ó dheas go clé (RLO).

en: Inserts pop direction formatting (PDF) character.
ga: Ionsáigh carachtar formáidiú pop-treo (PDF).

en: Inserts Arabic letter mark (ALM) character.
ga: Ionsáigh sé carachtar marc litreach Araibis (ALM).

en: Inserts left-to-right isolate (LRI) character.
ga: Ionsáigh carachtar aonraíoch clé go deas (LRI).

en: Inserts right-to-left isolate (RLI) character.
ga: Ionsáitear carachtar aonraíoch dheis go clé (RLI).

en: Inserts first strong isolate (FSI) character.
ga: Cuirtear isteach an chéad charachtar aonraíoch láidir (FSI).

en: Inserts pop direction isolate (PDI) character.
ga: Ionsáigh carachtar aonrú treo pop (PDI).

en: Inserts zero width joiner (ZWJ) character.
ga: Ionsáigh carachtar siúinéir leithead nialasach (ZWJ).

en: Inserts zero width non-joiner (ZWNJ) character.
ga: Ionsáigh carachtar neamh-síntíle leithead nialasach (ZWNJ).

en: Inserts word joiner (WJ) character.
ga: Ionsáigh carachtar siúinéir focal (WJ).

en: Inserts soft hyphen (SHY) character.
ga: Ionsáigh fleiscín bog (cúthail) carachtar.

en: Represents the size of the [enum MenuItems] enum.
ga: Léiríonn sé méid an [enum MenuItems] enum.

en: Color of the [LineEdit]'s caret (text cursor). This can be set to a fully transparent color to hide the caret entirely.
ga: Dath an aireagán [LineEdit] (cúrsóir téacs). Is féidir é seo a shocrú go dath iomlán trédhearcach chun an cúram a cheilt go hiomlán.

en: Color used as default tint for the clear button.
ga: Dath a úsáidtear mar tint réamhshocraithe don chnaipe soiléir.

en: Color used for the clear button when it's pressed.
ga: Dath a úsáidtear don chnaipe soiléir nuair a bhíonn sé brúite.

en: Default font color.
ga: Dath an chló réamhshocraithe.

en: The tint of text outline of the [LineEdit].
ga: Imlíne an téacs ar an [LineEdit].

en: Font color for [member placeholder_text].
ga: Dath cló le haghaidh [member placeholder_text].

en: Font color for selected text (inside the selection rectangle).
ga: Dath cló don téacs roghnaithe (taobh istigh den dronuilleog roghnúcháin).

en: Font color when editing is disabled.
ga: Dath an chló nuair atá an eagarthóireacht díchumasaithe.

en: Color of the selection rectangle.
ga: Dath an dronuilleog roghnúcháin.

en: The caret's width in pixels. Greater values can be used to improve accessibility by ensuring the caret is easily visible, or to ensure consistency with a large font size.
ga: Leithead an aireach i bpicteilíní. Is féidir luachanna níos mó a úsáid chun inrochtaineacht a fheabhsú trína chinntiú go bhfuil an feirm le feiceáil go héasca, nó chun comhsheasmhacht le clómhéid mór a chinntiú.

en: Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of 'M' characters (i.e. this number of 'M' characters can be displayed without scrolling).
ga: Íosmhéid spáis cothrománach don téacs (gan an cnaipe soiléir agus corrlaigh an ábhair a chomhaireamh). Tomhaistear an luach seo i gcomhaireamh na gcarachtar ‘M’ (i.e. is féidir an líon seo carachtar ‘M’ a thaispeáint gan scrollú).

en: Font used for the text.
ga: Cló a úsáidtear don téacs.

en: Font size of the [LineEdit]'s text.
ga: Clómhéid théacs [LineEdit].

en: Texture for the clear button. See [member clear_button_enabled].
ga: Uigeacht le haghaidh an cnaipe soiléir. Féach ar [ball clear_button_enabled].

en: Background used when [LineEdit] has GUI focus. The [theme_item focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
ga: Cúlra a úsáidtear nuair a bhíonn fócas GUI ag [LineEdit]. Taispeántar an [theme_item focus] [StyleBox] [i] os cionn [/i] an bonn [StyleBox], mar sin ba chóir [StyleBox] atá trédhearcach go páirteach a úsáid chun a chinntiú go bhfanann an bonn [StyleBox] le feiceáil. Feidhmíonn [StyleBox] a léiríonn imlíne nó líne go maith chun na críche seo. Chun an éifeacht amhairc fócasaithe a dhíchumasú, sann acmhainn [StyleBoxEmpty]. Tabhair faoi deara go ndéanfaidh díchumasú na héifeachta amhairc fócais dochar d'inúsáidteacht loingseoireachta méarchláir/rialtóra, mar sin ní mholtar é seo ar chúiseanna inrochtaineachta.

en: Default background for the [LineEdit].
ga: Cúlra réamhshocraithe don [LineEdit].

en: Background used when [LineEdit] is in read-only mode ([member editable] is set to [code]false[/code]).
ga: Cúlra a úsáidtear nuair a bhíonn [LineEdit] sa mhód inléite amháin ([code]bréagach[/code]) socraithe go [code].

en: A button that represents a link.
ga: Cnaipe a sheasann do nasc.

en: A button that represents a link. This type of button is primarily used for interactions that cause a context change (like linking to a web page).
    See also [BaseButton] which contains common properties and methods associated with this node.
ga: Cnaipe a sheasann do nasc. Úsáidtear an cineál seo de chnaipe go príomha le haghaidh idirghníomhaíochtaí is cúis le hathrú comhthéacs (cosúil le nascadh le leathanach gréasáin).
    Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a bhaineann leis an nód seo.

en: The underline mode to use for the text. See [enum LinkButton.UnderlineMode] for the available modes.
ga: An mód faoi líne le húsáid don téacs. Féach [enum LinkButton.UnderlineMode] le haghaidh na modhanna atá ar fáil.

en: The LinkButton will always show an underline at the bottom of its text.
ga: Taispeánfaidh an LinkButton líne ag bun a théacs i gcónaí.

en: The LinkButton will show an underline at the bottom of its text when the mouse cursor is over it.
ga: Taispeánfaidh an LinkButton líne ag bun a théacs nuair a bheidh cúrsóir na luiche os a chionn.

en: The LinkButton will never show an underline at the bottom of its text.
ga: Ní thaispeánfaidh an LinkButton líne ag bun a théacs choíche.

en: Default text [Color] of the [LinkButton].
ga: Téacs réamhshocraithe [Color] den [LinkButton].

en: Text [Color] used when the [LinkButton] is disabled.
ga: Téacs [Color] a úsáidtear nuair atá an [LinkButton] díchumasaithe.

en: Text [Color] used when the [LinkButton] is focused. Only replaces the normal text color of the button. Disabled, hovered, and pressed states take precedence over this color.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [LinkButton] dírithe. Ní chuirtear ach gnáth-dath téacs an chnaipe in áit. Tá tús áite ag stáit faoi mhíchumas, faoi bhoinn agus faoi bhrú ar an dath seo.

en: Text [Color] used when the [LinkButton] is being hovered.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [LinkButton] á ainliú.

en: Text [Color] used when the [LinkButton] is being hovered and pressed.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [LinkButton] á fholúsú agus á bhrú.

en: The tint of text outline of the [LinkButton].
ga: Imlíne an téacs ar an [LinkButton].

en: Text [Color] used when the [LinkButton] is being pressed.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an [LinkButton] á bhrú.

en: The vertical space between the baseline of text and the underline.
ga: An spás ingearach idir bunlíne an téacs agus an líne faoi.

en: [Font] of the [LinkButton]'s text.
ga: [Cló] de théacs [LinkButton].

en: Font size of the [LinkButton]'s text.
ga: Clómhéid théacs an [LinkButton].

en: [StyleBox] used when the [LinkButton] is focused. The [theme_item focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
ga: [StyleBox] a úsáidtear nuair a bhíonn an [LinkButton] dírithe. Taispeántar an [theme_item focus] [StyleBox] [i] os cionn [/i] an bonn [StyleBox], mar sin ba chóir [StyleBox] atá trédhearcach go páirteach a úsáid chun a chinntiú go bhfanann an bonn [StyleBox] le feiceáil. Feidhmíonn [StyleBox] a léiríonn imlíne nó líne go maith chun na críche seo. Chun an éifeacht amhairc fócasaithe a dhíchumasú, sann acmhainn [StyleBoxEmpty]. Tabhair faoi deara go ndéanfaidh díchumasú na héifeachta amhairc fócais dochar d'inúsáidteacht loingseoireachta méarchláir/rialtóra, mar sin ní mholtar é seo ar chúiseanna inrochtaineachta.

en: Abstract base class for the game's main loop.
ga: Bunrang teibí do phríomhlúb an chluiche.

en: Called before the program exits.
ga: Glaodh air sula scoireann an clár.

en: Called once during initialization.
ga: Glaodh uair amháin le linn thúsaithe.

en: Emitted when a user responds to a permission request.
ga: Astaítear nuair a fhreagraíonn úsáideoir iarratas ar chead.

en: Notification received from the OS when the application is exceeding its allocated memory.
    Specific to the iOS platform.
ga: Fógra faighte ón OS nuair a sháraíonn an feidhmchlár a chuimhne leithdháilte.
    Go sonrach leis an ardán iOS.

en: Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like [method Object.tr].
ga: Fógra faighte nuair is féidir aistriúcháin a bheith athraithe. Is féidir é a spreagadh nuair a athraíonn an t-úsáideoir an locale. Is féidir é a úsáid chun freagairt d'athruithe teanga, mar shampla chun na teaghráin Chomhéadain a athrú ar an eitilt. Úsáideach agus tú ag obair leis an tacaíocht aistriúcháin ionsuite, mar [method Object.tr].

en: Notification received from the OS when a request for "About" information is sent.
    Specific to the macOS platform.
ga: Fógra faighte ón OS nuair a sheoltar iarratas ar fhaisnéis "Maidir".
    Go sonrach don ardán macOS.

en: Notification received from Godot's crash handler when the engine is about to crash.
    Implemented on desktop platforms if the crash handler is enabled.
ga: Fógra faighte ó láimhseálaí tuairteála Godot agus an t-inneall ar tí tuairteála.
    Curtha i bhfeidhm ar ardáin deisce má tá an láimhseálaí tuairteála cumasaithe.

en: Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).
    Specific to the macOS platform.
ga: Fógra faighte ón OS nuair a dhéantar nuashonrú ar an Inneall Modh Ionchuir (m.sh. athrú ar shuíomh cúrsóra IME nó teaghrán comhdhéanamh).
    Go sonrach don ardán macOS.

en: Notification received from the OS when the application is resumed.
    Specific to the Android and iOS platforms.
ga: Fógra faighte ón OS nuair a atosófar an t-iarratas.
    Go sonrach do na hardáin Android agus iOS.

en: Notification received from the OS when the application is paused.
    Specific to the Android and iOS platforms.
    [b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it.
ga: Fógra faighte ón OS nuair a chuirtear an t-iarratas ar sos.
    Go sonrach do na hardáin Android agus iOS.
    [b]Nóta:[/b] Ar iOS, níl ach thart ar 5 soicind agat chun tasc a chuir an comhartha seo tús leis a chríochnú. Má théann tú thar an leithroinnt seo, maróidh iOS an aip seachas é a chur ar sos.

en: Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.
    Implemented on desktop and mobile platforms.
ga: Fógra a fuarthas ón OS nuair atá an feidhmchlár dírithe, i.e. nuair a athraítear an fócas ó dheasc an OS nó ó fheidhmchlár tríú páirtí go dtí aon fhuinneog oscailte den ásc Godot.
    Curtha i bhfeidhm ar ardáin deisce agus soghluaiste.

en: Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.
    Implemented on desktop and mobile platforms.
ga: Fógra a fuarthas ón OS nuair a bhíonn an feidhmchlár dífhócasaithe, i.e. nuair a athraítear an fócas ó aon fhuinneog oscailte den ásc Godot go dtí an deasc OS nó feidhmchlár tríú páirtí.
    Curtha i bhfeidhm ar ardáin deisce agus soghluaiste.

en: Notification received when text server is changed.
ga: Fógra faighte nuair a athraítear an freastalaí téacs.

en: A container that keeps a margin around its child controls.
ga: Rialaíonn coimeádán a choimeádann corrlach thart ar a leanbh.

en: [MarginContainer] adds an adjustable margin on each side of its child controls. The margins are added around all children, not around each individual one. To control the [MarginContainer]'s margins, use the [code]margin_*[/code] theme properties listed below.
    [b]Note:[/b] The margin sizes are theme overrides, not normal properties. This is an example of how to change them in code:
    [codeblocks]
    [gdscript]
    # This code sample assumes the current script is extending MarginContainer.
    var margin_value = 100
    add_theme_constant_override("margin_top", margin_value)
    add_theme_constant_override("margin_left", margin_value)
    add_theme_constant_override("margin_bottom", margin_value)
    add_theme_constant_override("margin_right", margin_value)
    [/gdscript]
    [csharp]
    // This code sample assumes the current script is extending MarginContainer.
    int marginValue = 100;
    AddThemeConstantOverride("margin_top", marginValue);
    AddThemeConstantOverride("margin_left", marginValue);
    AddThemeConstantOverride("margin_bottom", marginValue);
    AddThemeConstantOverride("margin_right", marginValue);
    [/csharp]
    [/codeblocks]
ga: Cuireann [MarginContainer] corrlach inchoigeartaithe ar gach taobh dá rialuithe leanbh. Cuirtear na himill thart timpeall ar na páistí go léir, ní thart ar gach leanbh aonair. Chun corrlaigh [MarginContainer] a rialú, úsáid airíonna an téama [code]margin_*[/code] atá liostaithe thíos.
    [b]Nóta:[/b] Is sáruithe téamaí iad na méideanna corrlaigh, ní gnáth-airíonna. Seo sampla de conas iad a athrú i gcód:
    [codeblocks]
    [gdscript]
    # Glacann an sampla cód seo leis go bhfuil an script reatha ag síneadh MarginContainer.
    var margin_value = 100
    add_theme_constant_override("margin_top", margin_value)
    add_theme_constant_override("margin_left", margin_value)
    add_theme_constant_override("margin_bottom", margin_value)
    add_theme_constant_override("margin_right", margin_value)
    [/gdscript]
    [csharp]
    // Glacann an sampla cód seo go bhfuil an script reatha ag síneadh MarginContainer.
    corrlach intLuach = 100;
    AddThemeConstantOverride("margin_top", marginValue);
    AddThemeConstantOverride ("margin_left", marginValue);
    AddThemeConstantOverride("margin_bottom", marginValue);
    AddThemeConstantOverride("margin_right", marginValue);
    [/csharp]
    [/codeblocks]

en: Offsets towards the inside direct children of the container by this amount of pixels from the bottom.
ga: Fritháireamh i dtreo na bpáistí díreacha laistigh den choimeádán leis an méid seo picteilíni ón mbun.

en: Offsets towards the inside direct children of the container by this amount of pixels from the left.
ga: Fritháireofar an méid seo picteilíní ón taobh clé i dtreo na bpáistí díreacha laistigh den choimeádán.

en: Offsets towards the inside direct children of the container by this amount of pixels from the right.
ga: Fritháireamh i dtreo na bpáistí díreacha laistigh den choimeádán leis an méid seo picteilíni ón taobh deas.

en: Offsets towards the inside direct children of the container by this amount of pixels from the top.
ga: Fritháireofar an méid seo picteilín ón mbarr i dtreo na bpáistí díreacha laistigh den choimeádán.

en: Generic 2D position hint for editing.
ga: Leid cineálach suímh 2D le haghaidh eagarthóireachta.

en: Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set the cross' visual size by using the gizmo in the 2D editor while the node is selected.
ga: Leid cineálach suímh 2D le haghaidh eagarthóireachta. Tá sé díreach cosúil le plain [Node2D], ach taispeánann sé mar chros san eagarthóir 2D i gcónaí. Is féidir leat méid amhairc na croise a shocrú trí úsáid a bhaint as an gizmo san eagarthóir 2D agus an nód roghnaithe.

en: Size of the gizmo cross that appears in the editor.
ga: Méid na croise gizmo atá le feiceáil san eagarthóir.

en: Generic 3D position hint for editing.
ga: Leideanna maidir le seasamh 3D cineálach le haghaidh eagarthóireachta.

en: Generic 3D position hint for editing. It's just like a plain [Node3D], but it displays as a cross in the 3D editor at all times.
ga: Leideanna maidir le seasamh 3D cineálach le haghaidh eagarthóireachta. Tá sé díreach cosúil le plain [Node3D], ach taispeánann sé mar chros san eagarthóir 3D i gcónaí.

en: Data transformation (marshaling) and encoding helpers.
ga: Claochlú sonraí (marshaling) agus cúntóirí ionchódaithe.

en: Provides data transformation and encoding utility functions.
ga: Soláthraíonn claochlú sonraí agus feidhmeanna fóntais ionchódú.

en: Returns a decoded [PackedByteArray] corresponding to the Base64-encoded string [param base64_str].
ga: Filleann sé [PackedByteArray] díchódaithe a fhreagraíonn don teaghrán ionchódaithe Base64 [param base64_str].

en: Returns a decoded string corresponding to the Base64-encoded string [param base64_str].
ga: Filleann sé teaghrán díchódaithe a fhreagraíonn don teaghrán ionchódaithe Base64 [param base64_str].

en: Returns a decoded [Variant] corresponding to the Base64-encoded string [param base64_str]. If [param allow_objects] is [code]true[/code], decoding objects is allowed.
    Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method.
    [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
ga: Filleann sé [Athróg] díchódaithe a fhreagraíonn don teaghrán ionchódaithe Base64 [param base64_str]. Má tá [param allow_objects] [code]true[/code], ceadaítear réada a dhíchódú.
    Go hinmheánach, úsáideann sé seo an mheicníocht díchódaithe céanna leis an modh [method @GlobalScope.bytes_to_var].
    [b]Rabhadh:[/b] Is féidir cód a bheith i réada dísriailithe a dhéantar a fhorghníomhú. Ná húsáid an rogha seo má thagann an réad sraitheach ó fhoinsí neamhiontaofa chun bagairtí slándála a d’fhéadfadh a bheith ann a sheachaint, amhail feidhmiú cianchóid.

en: Returns a Base64-encoded string of a given [PackedByteArray].
ga: Seoltar ar ais teaghrán ionchódaithe Base64 de [PackedByteArray] tugtha.

en: Returns a Base64-encoded string of the UTF-8 string [param utf8_str].
ga: Filleann sé teaghrán ionchódaithe Base64 den teaghrán UTF-8 [param utf8_str].

en: Returns a Base64-encoded string of the [Variant] [param variant]. If [param full_objects] is [code]true[/code], encoding objects is allowed (and can potentially include code).
    Internally, this uses the same encoding mechanism as the [method @GlobalScope.var_to_bytes] method.
ga: Seoltar ar ais teaghrán ionchódaithe Base64 den [Athróg] [athraitheach param]. Má tá [param full_objects] [code]true[/code], ceadaítear réada a ionchódú (agus d’fhéadfadh cód a bheith san áireamh).
    Go hinmheánach, úsáideann sé seo an meicníocht ionchódaithe céanna leis an modh [method @GlobalScope.var_to_bytes].

en: Virtual base class for applying visual properties to an object, such as color and roughness.
ga: Bunrang fíorúil chun airíonna amhairc a chur i bhfeidhm ar rud, amhail dath agus gairbhe.

en: [Material] is a base resource used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance3D] derived nodes carry a [Material]. A few flags and parameters are shared between all material types and are configured here.
    Importantly, you can inherit from [Material] to create your own custom material type in script or in GDExtension.
ga: Is acmhainn bhunúsach é [Ábhar] a úsáidtear le haghaidh céimseata dathúcháin agus scáthaithe. Tagann gach ábhar le hoidhreacht uaidh agus iompraíonn beagnach gach nód díorthaithe [VisualInstance3D] [Ábhar]. Roinntear roinnt bratacha agus paraiméadair idir gach cineál ábhar agus tá siad cumraithe anseo.
    Rud atá tábhachtach, is féidir leat oidhreacht ó [Ábhar] chun do chineál ábhair saincheaptha féin a chruthú i script nó in GDExtension.

en: Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if [member next_pass] should be shown in the editor or not.
ga: Nochtar ach amháin chun críche sáraithe. Ní féidir leat an fheidhm seo a ghlaoch go díreach. Úsáidtear go hinmheánach chun a chinneadh ar cheart [comhalta next_pass] a thaispeáint san eagarthóir nó nár cheart.

en: Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if [member render_priority] should be shown in the editor or not.
ga: Nochtar ach amháin chun críche sáraithe. Ní féidir leat glaoch ar an bhfeidhm seo go díreach. Úsáidtear go hinmheánach chun a chinneadh ar cheart [member render_priority] a thaispeáint san eagarthóir nó nár cheart.

en: Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools.
ga: Nochtar ach amháin chun críche sáraithe. Ní féidir leat an fheidhm seo a ghlaoch go díreach. Úsáidte go hinmheánach ag uirlisí eagarthóireachta éagsúla.

en: Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools. Used to access the RID of the [Material]'s [Shader].
ga: Nochtar ach amháin chun críche sáraithe. Ní féidir leat glaoch ar an bhfeidhm seo go díreach. Úsáidte go hinmheánach ag uirlisí eagarthóireachta éagsúla. Úsáidtear é chun RID an [Ábhar] [Scáthaitheoir] a rochtain.

en: Creates a placeholder version of this resource ([PlaceholderMaterial]).
ga: Cruthaíonn sé leagan áitsealbhóra den acmhainn seo ([PlaceholderMaterial]).

en: Sets the [Material] to be used for the next pass. This renders the object again using a different material.
    [b]Note:[/b] [member next_pass] materials are not necessarily drawn immediately after the source [Material]. Draw order is determined by material properties, [member render_priority], and distance to camera.
    [b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s with type "Spatial".
ga: Socraíonn sé an [Ábhar] a úsáidfear don chéad pas eile. Déanann sé seo an réad arís ag baint úsáide as ábhar difriúil.
    [b]Nóta:[/b] [ball next_pass] ní gá go dtarraingítear ábhair díreach i ndiaidh na foinse [Ábhar]. Cinntear ord na tarraingthe ag airíonna ábhair, [render_priority ball], agus an fad go dtí an ceamara.
    [b]Nóta:[/b] Ní bhaineann sé seo ach le [StandardMaterial3D]s agus [ShaderMaterial]s leis an gcineál "Spásúil".

en: Sets the render priority for objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. In other words, all objects with [member render_priority] [code]1[/code] will render before all objects with [member render_priority] [code]0[/code].
    [b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s with type "Spatial".
    [b]Note:[/b] This will not impact how transparent objects are sorted relative to opaque objects or how dynamic meshes will be sorted relative to other opaque meshes. This is because all transparent objects are drawn after all opaque objects and all dynamic opaque meshes are drawn before other opaque meshes.
ga: Socraíonn sé an tosaíocht rindreála do réada i radhairc 3D. Déanfar rudaí tosaíochta níos airde a shórtáil os comhair rudaí tosaíochta níos ísle. Is é sin le rá, déanfar gach réad a bhfuil [member render_priority] [code]1[/code] aige a rindreáil roimh gach réad le [member render_priority] [code] 0[/code].
    [b]Nóta:[/b] Ní bhaineann sé seo ach le [StandardMaterial3D]s agus [ShaderMaterial]s leis an gcineál "Spásúil".
    [b]Nóta:[/b] Ní bheidh tionchar aige seo ar an gcaoi a sórtáiltear rudaí trédhearcacha i gcoibhneas le réada teimhneacha nó ar an gcaoi a sórtálfar mogaill dhinimiciúla i gcoibhneas le mogaill teimhneacha eile. Tá sé seo amhlaidh toisc go dtarraingítear gach réad trédhearcach tar éis gach réad teimhneach agus go dtarraingítear gach mogaill dhinimiciúla teimhneacha roimh mogaill teimhneacha eile.

en: Maximum value for the [member render_priority] parameter.
ga: Uasluach don pharaiméadar [member render_priority].

en: Minimum value for the [member render_priority] parameter.
ga: Íosluach don pharaiméadar [member render_priority].

en: Returns number of menu items.
ga: Filleann líon na míreanna roghchláir.

en: Returns [PopupMenu] associated with menu item.
ga: Filleann [PopupMenu] a bhaineann leis an mír roghchláir.

en: Returns menu item title.
ga: Filleann teideal na míre roghchláir.

en: Returns menu item tooltip.
ga: Leid uirlisí mír roghchláir tuairisceáin.

en: Returns [code]true[/code], if menu item is disabled.
ga: Filleann sé [code]true[/code], má tá mír roghchláir díchumasaithe.

en: Returns [code]true[/code], if menu item is hidden.
ga: Filleann sé [code]true[/code], má tá an mhír roghchláir i bhfolach.

en: Returns [code]true[/code], if system global menu is supported and used by this [MenuBar].
ga: Filleann sé [code]true[/code], má tá an roghchlár córas domhanda tacaithe agus in úsáid ag an [Bar Roghchlár].

en: If [code]true[/code], shortcuts are disabled and cannot be used to trigger the button.
ga: Más [code]true[/code], tá aicearraí díchumasaithe agus ní féidir iad a úsáid chun an cnaipe a spreagadh.

en: If [code]true[/code], menu item is disabled.
ga: Más [code]true[/code], tá an mhír roghchláir díchumasaithe.

en: If [code]true[/code], menu item is hidden.
ga: Más [code]true[/code], tá an mhír roghchláir i bhfolach.

en: Sets menu item title.
ga: Socraíonn sé teideal na míre roghchláir.

en: Sets menu item tooltip.
ga: Socraíonn mír roghchláir leid.

en: Flat [MenuBar] don't display item decoration.
ga: Ní thaispeánann Maolán [Barra Roghchláir] maisiú na míre.

en: If [code]true[/code], when the cursor hovers above menu item, it will close the current [PopupMenu] and open the other one.
ga: Más rud é [code]true[/code], nuair a osclaítear an cúrsóir os cionn na míre roghchláir, dúnfaidh sé an [PopupMenu] reatha agus osclóidh sé an ceann eile.

en: Default text [Color] of the menu item.
ga: Téacs réamhshocraithe [Color] na míre roghchláir.

en: Text [Color] used when the menu item is disabled.
ga: Téacs [Color] a úsáidtear nuair atá an mhír roghchláir díchumasaithe.

en: Text [Color] used when the menu item is focused. Only replaces the normal text color of the menu item. Disabled, hovered, and pressed states take precedence over this color.
ga: Téacs [Color] a úsáidtear nuair atá an mhír roghchláir dírithe. Ní chuirtear ach dath gnáth-théacs na míre roghchláir in ionad é. Tá tosaíocht ag stáit faoi mhíchumas, faoi fholús agus faoi bhrú ar an dath seo.

en: Text [Color] used when the menu item is being hovered.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an mhír roghchláir á hovered.

en: Text [Color] used when the menu item is being hovered and pressed.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an mhír roghchláir á hovered agus á brú.

en: The tint of text outline of the menu item.
ga: Imlíne an téacs ar an mír roghchláir.

en: Text [Color] used when the menu item is being pressed.
ga: Téacs [Color] a úsáidtear nuair a bhíonn an mhír roghchláir á brú.

en: The horizontal space between menu items.
ga: An spás cothrománach idir míreanna roghchláir.

en: [Font] of the menu item's text.
ga: [Cló] de théacs na míre roghchláir.

en: Font size of the menu item's text.
ga: Clómhéid téacs na míre roghchláir.

en: [StyleBox] used when the menu item is disabled.
ga: [StyleBox] a úsáidtear nuair atá an mhír roghchláir díchumasaithe.

en: [StyleBox] used when the menu item is disabled (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair atá an mhír roghchláir díchumasaithe (le haghaidh leagan amach ó dheas go clé).

en: [StyleBox] used when the menu item is being hovered.
ga: [StyleBox] a úsáidtear nuair a bhíonn an mhír roghchláir á hovered.

en: [StyleBox] used when the menu item is being hovered (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair a bhíonn an mhír roghchláir á hovered (le haghaidh leagan amach ar dheis go clé).

en: [StyleBox] used when the menu item is being pressed and hovered at the same time.
ga: [StyleBox] a úsáidtear nuair a bhíonn an mhír roghchláir á brú agus á hovered ag an am céanna.

en: [StyleBox] used when the menu item is being pressed and hovered at the same time (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair a bhíonn an mhír roghchláir á bhrú agus á hovered ag an am céanna (le haghaidh leagan amach ar dheis go clé).

en: Default [StyleBox] for the menu item.
ga: Réamhshocrú [StyleBox] don mhír roghchláir.

en: Default [StyleBox] for the menu item (for right-to-left layouts).
ga: Réamhshocrú [StyleBox] don mhír roghchláir (le haghaidh leagan amach ceart go clé).

en: [StyleBox] used when the menu item is being pressed.
ga: [StyleBox] a úsáidtear nuair a bhíonn an mhír roghchláir á brú.

en: [StyleBox] used when the menu item is being pressed (for right-to-left layouts).
ga: [StyleBox] a úsáidtear nuair a bhíonn an mhír roghchláir á brú (le haghaidh leagan amach ar dheis go clé).

en: A button that brings up a [PopupMenu] when clicked.
ga: Cnaipe a thugann suas [PopupMenu] nuair a chliceáiltear air.

en: A button that brings up a [PopupMenu] when clicked. To create new items inside this [PopupMenu], use [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from Godot editor's inspector.
    See also [BaseButton] which contains common properties and methods associated with this node.
ga: Cnaipe a thugann suas [PopupMenu] nuair a chliceáiltear air. Chun míreanna nua a chruthú taobh istigh den [PopupMenu] seo, úsáid [code]get_popup().add_item("M'Ainm Míre")[/code]. Is féidir leat iad a chruthú go díreach freisin ó chigire an eagarthóra Godot.
    Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a bhaineann leis an nód seo.

en: Returns the [PopupMenu] contained in this button.
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
ga: Seoltar ar ais an [PopupMenu] atá sa chnaipe seo.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh timpiste a bheith ann dá mbainfí é agus dá scaoilfí é. Más mian leat é nó aon duine dá leanaí a chur i bhfolach, bain úsáid as a maoin [member Window.visible].

en: Adjusts popup position and sizing for the [MenuButton], then shows the [PopupMenu]. Prefer this over using [code]get_popup().popup()[/code].
ga: Coigeartaíonn suíomh aníos agus méid an [MenuButton], ansin taispeánann an [PopupMenu]. Is fearr é seo ná [code]get_popup().popup()[/code] a úsáid.

en: If [code]true[/code], when the cursor hovers above another [MenuButton] within the same parent which also has [member switch_on_hover] enabled, it will close the current [MenuButton] and open the other one.
ga: Má tá [code]true[/code], nuair a aistríonn an cúrsóir os cionn [MenuButton] eile laistigh den tuismitheoir céanna a bhfuil [ball switch_on_hover] cumasaithe aige freisin, dúnfaidh sé an [MenuButton] reatha agus osclóidh sé an ceann eile.

en: Emitted when the [PopupMenu] of this MenuButton is about to show.
ga: Astaítear nuair atá [PopupMenu] an Roghchlár Button seo ar tí a thaispeáint.

en: A [Resource] that contains vertex array-based geometry.
ga: A [Acmhainn] ina bhfuil céimseata rinn-eagair-bhunaithe.

en: Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. The maximum number of surfaces per mesh is [constant RenderingServer.MAX_MESH_SURFACES].
ga: Is cineál [Acmhainn] é mogalra ina bhfuil céimseata rinn-eagair-bhunaithe, roinnte ina [i]dhromchlaí[/i]. Tá eagar iomlán ar leith ar gach dromchla agus ábhar a úsáidtear chun é a tharraingt. Ó thaobh an dearadh de, is fearr mogalra le dromchlaí iolracha ná aon dromchla amháin, toisc go mbíonn ábhair iolracha sna réada a chruthaítear i mbogearraí eagarthóireachta 3D. Is é an t-uaslíon dromchlaí in aghaidh an mhogaill ná [RenderingServer.MAX_MESH_SURFACES].

en: Virtual method to override the [AABB] for a custom class extending [Mesh].
ga: Modh fíorúil chun an [AABB] a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the number of blend shapes for a custom class extending [Mesh].
ga: Modh fíorúil chun líon na gcruthanna cumaisc a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the retrieval of blend shape names for a custom class extending [Mesh].
ga: Modh fíorúil chun aisghabháil ainmneacha cruthanna cumaisc a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the surface count for a custom class extending [Mesh].
ga: Modh fíorúil chun an comhaireamh dromchla a shárú le haghaidh rang saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the names of blend shapes for a custom class extending [Mesh].
ga: Modh fíorúil chun ainmneacha cruthanna cumasc a shárú le haghaidh rang saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the surface array index length for a custom class extending [Mesh].
ga: Modh fíorúil chun fad innéacs an eagar dromchla a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the surface array length for a custom class extending [Mesh].
ga: Modh fíorúil chun fad an eagar dromchla a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the surface arrays for a custom class extending [Mesh].
ga: Modh fíorúil chun na eagair dromchla a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the blend shape arrays for a custom class extending [Mesh].
ga: Modh fíorúil chun na heagair chrutha chumasc a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the surface format for a custom class extending [Mesh].
ga: Modh fíorúil chun an fhormáid dromchla a shárú le haghaidh rang saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the surface LODs for a custom class extending [Mesh].
ga: Modh fíorúil chun na LODanna dromchla a shárú le haghaidh aicme saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the surface material for a custom class extending [Mesh].
ga: Modh fíorúil chun an t-ábhar dromchla a shárú le haghaidh rang saincheaptha ag leathnú [mogalra].

en: Virtual method to override the surface primitive type for a custom class extending [Mesh].
ga: Modh fíorúil chun an cineál dromchla primitive a shárú le haghaidh rang saincheaptha a leathnaíonn [mogalra].

en: Virtual method to override the setting of a [param material] at the given [param index] for a custom class extending [Mesh].
ga: Modh fíorúil chun socrú [ábhar param] a shárú ag an [innéacs param] a thugtar d’aicme saincheaptha a leathnaíonn [mogalra].

en: Calculate a [ConvexPolygonShape3D] from the mesh.
    If [param clean] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
    If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the number of vertices. Disabled by default.
ga: Ríomh [Cruth Dronnach 3D] as an mogalra.
    Má tá [param clean] [code]true[/code] (réamhshocraithe), baintear reanna dúblacha agus taobh istigh go huathoibríoch. Is féidir leat é a shocrú go [code]false[/code] chun an próiseas a dhéanamh níos tapúla mura bhfuil gá leis.
    Má tá [param simpligh] [code]true[/code], is féidir an chéimseata a shimpliú tuilleadh chun líon na rinn a laghdú. Díchumasaithe de réir réamhshocraithe.

en: Calculate an outline mesh at a defined offset (margin) from the original mesh.
    [b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
ga: Ríomh mogall imlíne ag fritháireamh sainithe (corrlach) ón mbunmhogal.
    [b]Nóta:[/b] De ghnáth cuireann an modh seo na rinn ar ais in ord droim ar ais (m.sh. deiseal go tuathalach).

en: Creates a placeholder version of this resource ([PlaceholderMesh]).
ga: Cruthaíonn sé leagan áitsealbhóra den acmhainn seo ([PlaceholderMesh]).

en: Calculate a [ConcavePolygonShape3D] from the mesh.
ga: Ríomh [Cruth Polagán cuasach 3D] ón mogalra.

en: Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant PRIMITIVE_TRIANGLE_STRIP].
ga: Gin [Mesh Triantán] as an mogalra. Ní chuirtear san áireamh ach dromchlaí a úsáideann ceann amháin de na cineálacha primitive seo: [primitive_TRIANGLES leanúnach], [primitive_TRIANGLE_STRIP leanúnach].

en: Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code].
    [b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
ga: Filleann sé an [AABB] is lú a chuireann an mogalra seo isteach sa spás áitiúil. Gan tionchar ag [code]custom_aabb[/code].
    [b]Nóta:[/b] Ní chuirtear é seo i bhfeidhm ach amháin i gcás [ArrayMesh] agus [PrimitiveMesh].

en: Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
ga: Filleann sé na rinn go léir a dhéanann suas aghaidheanna na mogaill. Is ionann gach trí rinn agus triantán amháin.

en: Returns the number of surfaces that the [Mesh] holds. This is equivalent to [method MeshInstance3D.get_surface_override_material_count].
ga: Filleann sé líon na dromchlaí a choinníonn an [mogalra]. Tá sé seo comhionann le [method MeshInstance3D.get_surface_override_material_count].

en: Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]).
ga: Filleann sé na eagair do na rinn, do na normanna, do na UVanna, etc. a chomhdhéanann an dromchla iarrtha (féach [method ArrayMesh.add_surface_from_arrays]).

en: Returns the blend shape arrays for the requested surface.
ga: Filleann sé na heagair chrutha chumasc don dromchla iarrtha.

en: Returns a [Material] in a given surface. Surface is rendered using this material.
    [b]Note:[/b] This returns the material within the [Mesh] resource, not the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties. To get the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, use [method MeshInstance3D.get_surface_override_material] instead.
ga: Filleann [Ábhar] ar dhromchla ar leith. Tá dromchla rindreáilte ag baint úsáide as an ábhar seo.
    [b]Nóta:[/b] Tugann sé seo an t-ábhar ar ais laistigh den acmhainn [mogalra], ní den [Ábhar] a bhaineann le hairíonna Sárú Ábhar Dromchla [MeshInstance3D]. Chun an [Ábhar] a bhaineann le hairíonna Sárú Ábhar Dromchla [MeshInstance3D] a fháil, úsáid [method MeshInstance3D.get_surface_override_material] ina ionad sin.

en: Sets a [Material] for a given surface. Surface will be rendered using this material.
    [b]Note:[/b] This assigns the material within the [Mesh] resource, not the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties. To set the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, use [method MeshInstance3D.set_surface_override_material] instead.
ga: Socraíonn sé [Ábhar] do dhromchla ar leith. Déanfar dromchla a rindreáil ag baint úsáide as an ábhar seo.
    [b]Nóta:[/b] Sannann sé seo an t-ábhar laistigh den acmhainn [mogalra], ní an [Ábhar] a bhaineann le hairíonna Sárú Ábhar Dromchla [MeshInstance3D]. Chun an [Ábhar] a bhaineann le hairíonna Sárú Ábhar Dromchla [MeshInstance3D] a shocrú, bain úsáid as [method MeshInstance3D.set_surface_override_material] ina ionad sin.

en: Sets a hint to be used for lightmap resolution.
ga: Socraíonn sé leid le húsáid le haghaidh réiteach léarscáile solais.

en: Render array as points (one vertex equals one point).
ga: Eagar rindreála mar phointí (is ionann rinn amháin agus pointe amháin).

en: Render array as lines (every two vertices a line is created).
ga: Eagar rindreála mar línte (gach dhá rinn cruthaítear líne).

en: Render array as line strip.
ga: Eagar rindreála mar stiall líne.

en: Render array as triangles (every three vertices a triangle is created).
ga: Eagar rindreála mar thriantáin (cruthaítear triantán i ngach trí rinn).

en: Render array as triangle strips.
ga: Eagar rindreála mar stiallacha triantáin.

en: [PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions.
ga: [PackedVector3Array], [PackedVector2Array], nó [Eagar] de shuímh rinn.

en: [PackedVector3Array] of vertex normals.
    [b]Note:[/b] The array has to consist of normal vectors, otherwise they will be normalized by the engine, potentially causing visual discrepancies.
ga: [PackedVector3Array] de ghnath rinn.
    [b]Nóta:[/b] Ní mór gnáthveicteora a bheith san eagar, nó déanfaidh an t-inneall iad a normalú, rud a d'fhéadfadh neamhréireachtaí amhairc a chruthú.

en: [PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
ga: [PackedFloat32Eagar] de thadhlaí rinn. Socraíonn gach eilimint i ngrúpaí de 4 snámhán, cinneann na chéad 3 shnámhán an tadhlaí, agus cinneann an ceann deireanach an treo dénormal mar -1 nó 1.

en: [PackedColorArray] of vertex colors.
ga: [PackedColorArray] de dhathanna rinn.

en: [PackedVector2Array] for UV coordinates.
ga: [PackedVector2Array] le haghaidh comhordanáidí UV.

en: [PackedVector2Array] for second UV coordinates.
ga: [PackedVector2Array] don dara comhordanáidí UV.

en: Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
ga: Tá cainéal datha saincheaptha 0 ann. Tá [PackedByteArray] más rud é [code] (formáid >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF], nó [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] ar shlí eile.

en: Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
ga: Tá cainéal datha saincheaptha 1 ann. Tá [PackedByteArray] más rud é [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] ina [ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF] , nó [constant ARRAY_CUSTOM_RGBA_HALF] . [PackedFloat32Array] ar shlí eile.

en: Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
ga: Tá cainéal datha saincheaptha 2 ann. Tá [PackedByteArray] más rud é [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF], nó [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] ar shlí eile.

en: Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
ga: Tá cainéal datha saincheaptha 3 ann. Tá [PackedByteArray] if [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], [constant ARRAY_CUSTOM_RG_HALF], nó [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] ar shlí eile.

en: [PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag.
ga: [PackedFloat32Array] nó [PackedInt32Array] d’innéacsanna cnámh. Tá idir 4 nó 8 uimhir in aghaidh an rinn ag brath ar láithreacht na brataí [ARRAY_FLAG_USE_8_BONE_WEIGHTS].

en: [PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range [code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag.
ga: [PackedFloat32Array] nó [PackedFloat64Array] de mheáchan cnámh sa raon [code]0.0[/code] go [code]1.0[/code] (san áireamh). Tá idir 4 nó 8 uimhir in aghaidh an rinn ag brath ar láithreacht na brataí [ARRAY_FLAG_USE_8_BONE_WEIGHTS].

en: [PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the [i]i[/i]'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
    For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
ga: [PackedInt32Array] de shlánuimhreacha a úsáidtear mar innéacsanna a thagraíonn do rinn, dathanna, normanna, tadhlaí, agus uigeachtaí. Caithfidh an líon céanna dúile a bheith sna eagair sin go léir agus atá san eagar rinn. Ní féidir le haon innéacs a bheith níos faide ná méid an eagar rinn. Nuair a bhíonn an t-eagar innéacs seo i láthair, cuireann sé an fheidhm i "mód innéacs," áit a roghnaíonn an t-innéacs an rinn [i]i[/i]'ú, gnáth, tadhlaí, dath, UV, etc. Ciallaíonn sé seo más mian leat bíodh normanna nó dathanna éagsúla ar imeall, caithfidh tú na rinn a dhúbailt.
    Maidir le triantáin, léirmhínítear an t-eagar innéacs mar thríaracha, ag tagairt d’ rinn gach triantáin. Maidir le línte, tá an t-eagar innéacs ina mbeirteanna ag léiriú tús agus deireadh gach líne.

en: Represents the size of the [enum ArrayType] enum.
ga: Léiríonn sé méid an [enum ArrayType] enum.

en: Indicates this custom channel contains unsigned normalized byte colors from 0 to 1, encoded as [PackedByteArray].
ga: Léiríonn an cainéal saincheaptha seo go bhfuil dathanna beart normalaithe neamhshínithe ó 0 go 1, ionchódaithe mar [PackedByteArray].

en: Indicates this custom channel contains signed normalized byte colors from -1 to 1, encoded as [PackedByteArray].
ga: Léiríonn an cainéal saincheaptha seo go bhfuil dathanna beart normalaithe sínithe ó -1 go 1, ionchódaithe mar [PackedByteArray].

en: Indicates this custom channel contains half precision float colors, encoded as [PackedByteArray]. Only red and green channels are used.
ga: Léiríonn an cainéal saincheaptha seo go bhfuil leath-dathanna snámhphointe beachtas, ionchódaithe mar [PackedByteArray]. Ní úsáidtear ach bealaí dearga agus glasa.

en: Indicates this custom channel contains half precision float colors, encoded as [PackedByteArray].
ga: Léiríonn an cainéal saincheaptha seo go bhfuil leath-dathanna snámhphointe beachtas, ionchódaithe mar [PackedByteArray].

en: Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only the red channel is used.
ga: Léiríonn sé seo go bhfuil dathanna iomlána snámhphointe sa chainéal saincheaptha seo, i [PackedFloat32Array]. Ní úsáidtear ach an cainéal dearg.

en: Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only red and green channels are used.
ga: Léiríonn sé seo go bhfuil dathanna iomlána snámhphointe sa chainéal saincheaptha seo, i [PackedFloat32Array]. Ní úsáidtear ach bealaí dearga agus glasa.

en: Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only red, green and blue channels are used.
ga: Léiríonn sé seo go bhfuil dathanna iomlána snámhphointe sa chainéal saincheaptha seo, i [PackedFloat32Array]. Ní úsáidtear ach bealaí dearg, glas agus gorm.

en: Indicates this custom channel contains full float colors, in a [PackedFloat32Array].
ga: Léiríonn sé seo go bhfuil dathanna iomlána snámhphointe sa chainéal saincheaptha seo, i [PackedFloat32Array].

en: Represents the size of the [enum ArrayCustomFormat] enum.
ga: Léiríonn sé méid an [enum ArrayCustomFormat] enum.

en: Mesh array contains vertices. All meshes require a vertex array so this should always be present.
ga: Tá rinn an eagar mogalra. Teastaíonn eagar rinn do gach mogaill mar sin ba chóir go mbeadh sé seo i láthair i gcónaí.

en: Mesh array contains normals.
ga: Tá normanna ag eagar mogalra.

en: Mesh array contains tangents.
ga: Tá tadhlaí in eagar mogalra.

en: Mesh array contains colors.
ga: Tá dathanna ag sraith mogalra.

en: Mesh array contains UVs.
ga: Tá UVanna in eagar mogalra.

en: Mesh array contains second UV.
ga: Tá an dara UV in eagar mogalra.

en: Mesh array contains custom channel index 0.
ga: Tá innéacs cainéal saincheaptha 0 in eagar mogalra.

en: Mesh array contains custom channel index 1.
ga: Tá innéacs cainéal saincheaptha 1 in eagar mogalra.

en: Mesh array contains custom channel index 2.
ga: Tá innéacs saincheaptha cainéal 2 in eagar mogalra.

en: Mesh array contains custom channel index 3.
ga: Tá innéacs cainéal saincheaptha 3 in eagar mogalra.

en: Mesh array contains bones.
ga: Tá cnámha in eagar mogalra.

en: Mesh array contains bone weights.
ga: Tá meáchain chnámh ag sraith mogalra.

en: Mesh array uses indices.
ga: Úsáideann eagar mogalra innéacsanna.

en: Mask of mesh channels permitted in blend shapes.
ga: Masc de chainéil mogaill ceadaithe i gcruthanna cumasc.

en: Shift of first custom channel.
ga: Aistriú an chéad chainéil saincheaptha.

en: Number of format bits per custom channel. See [enum ArrayCustomFormat].
ga: Líon na ngiotán formáide in aghaidh an chainéil saincheaptha. Féach [enum ArrayCustomFormat].

en: Amount to shift [enum ArrayCustomFormat] for custom channel index 0.
ga: Méid le haistriú [enum ArrayCustomFormat] le haghaidh innéacs cainéal saincheaptha 0.

en: Amount to shift [enum ArrayCustomFormat] for custom channel index 1.
ga: Méid le haistriú [enum ArrayCustomFormat] le haghaidh innéacs cainéal saincheaptha 1.

en: Amount to shift [enum ArrayCustomFormat] for custom channel index 2.
ga: Méid le haistriú [enum ArrayCustomFormat] le haghaidh innéacs cainéal saincheaptha 2.

en: Amount to shift [enum ArrayCustomFormat] for custom channel index 3.
ga: Méid le haistriú [enum ArrayCustomFormat] le haghaidh innéacs cainéal saincheaptha 3.

en: Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See [enum ArrayCustomFormat].
ga: Masc de ghiotán formáide saincheaptha in aghaidh an chainéil saincheaptha. Ní mór ceann de na tairisigh SHIFT a aistriú. Féach [enum ArrayCustomFormat].

en: Shift of first compress flag. Compress flags should be passed to [method ArrayMesh.add_surface_from_arrays] and [method SurfaceTool.commit].
ga: Athrú ar an gcéad bhratach comhbhrú. Ba cheart bratacha comhbhrúite a chur ar aghaidh chuig [method ArrayMesh.add_surface_from_arrays] agus [method SurfaceTool.commit].

en: Flag used to mark that the array contains 2D vertices.
ga: Bratach a úsáidtear chun a mharcáil go bhfuil rinn 2T san eagar.

en: Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on GLES. Unused on Vulkan.
ga: Innéacsanna bratach go n-úsáidfidh na sonraí mogaill [code]GL_DYNAMIC_DRAW[/code] ar GLES. Gan úsáid ar Vulkan.

en: Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] elements will have double length.
ga: Bratach a úsáidtear chun a mharcáil go bhfuil suas le 8 dtionchar cnámh sa rinn sa mhogall. Léiríonn an bhratach seo go mbeidh fad dúbailte ag eilimintí [ARRAY_BONES] agus [ARRAY_WEIGHTS leanúnach].

en: Flag used to mark that the mesh intentionally contains no vertex array.
ga: Bratach a úsáidtear chun a mharcáil nach bhfuil aon eagar rinn d’aon ghnó sa mhogall.

en: Flag used to mark that a mesh is using compressed attributes (vertices, normals, tangents, UVs). When this form of compression is enabled, vertex positions will be packed into an RGBA16UNORM attribute and scaled in the vertex shader. The normal and tangent will be packed into an RG16UNORM representing an axis, and a 16-bit float stored in the A-channel of the vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed floats. When using this compression mode you must use either vertices, normals, and tangents or only vertices. You cannot use normals without tangents. Importers will automatically enable this compression if they can.
ga: Bratach a úsáidtear chun a mharcáil go bhfuil mogaill ag baint úsáide as tréithe comhbhrúite (reanna, normanna, tadhlaí, UVanna). Nuair a bheidh an cineál seo comhbhrú cumasaithe, déanfar suíomhanna rinn a phacáil isteach i tréith RGBA16UNORM agus scálaithe sa scáthóir rinn. Déanfar an gnáth agus an tadhlaí a phacáil isteach i RG16UNORM a ionadaíonn ais, agus snámhphointe 16-giotán a stóráiltear i gcainéal A an rinn. Úsáidfidh UVanna snámháin normalaithe 16-giotán in ionad snámháin 32-giotán sínithe iomlána. Agus an modh comhbhrú seo á úsáid agat ní mór duit rinn, normanna, agus tadhlaí nó rinn amháin a úsáid. Ní féidir leat normanna a úsáid gan tadhlaí. Cumasóidh allmhaireoirí an comhbhrú seo go huathoibríoch más féidir leo.

en: Blend shapes are normalized.
ga: Déantar cruthanna cumaisc a ghnáthú.

en: Blend shapes are relative to base weight.
ga: Tá cruthanna cumaisc i gcoibhneas leis an mbunmheáchan.

en: Parameters to be used with a [Mesh] convex decomposition operation.
ga: Paraiméadair le húsáid le hoibríocht dianscaoilte [mogalra] dronnach.

en: If [code]true[/code], uses approximation for computing convex hulls.
ga: Más [code]true[/code], úsáidtear comhfhogasú chun cabhlacha dronnach a ríomh.

en: Controls the precision of the convex-hull generation process during the clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code].
ga: Rialaíonn sé beachtas an phróisis giniúna dronnach-chabhlach le linn na céime roghnaithe eitleáin clipping. Raonta ó [code]1[/code] go [code]16[/code].

en: Maximum concavity. Ranges from [code]0.0[/code] to [code]1.0[/code].
ga: Concavity uasta. Raonta ó [code]0.0[/code] go [code]1.0[/code].

en: The maximum number of convex hulls to produce from the merge operation.
ga: Uaslíon na gcabhlach dronnach atá le táirgeadh ón oibríocht chumaisc.

en: Controls the maximum number of triangles per convex-hull. Ranges from [code]4[/code] to [code]1024[/code].
ga: Rialaíonn sé uaslíon na dtriantán in aghaidh an chabhail dhronnach. Raonta ó [code]4[/code] go [code]1024[/code].

en: Controls the adaptive sampling of the generated convex-hulls. Ranges from [code]0.0[/code] to [code]0.01[/code].
ga: Rialaíonn sé sampláil oiriúnaitheach na gcabhlach dronnach ginte. Raonta ó [code]0.0[/code] go [code]0.01[/code].

en: Mode for the approximate convex decomposition.
ga: Modh don dianscaoileadh dronnach gar.

en: If [code]true[/code], normalizes the mesh before applying the convex decomposition.
ga: Más [code]true[/code], normalaíonn sé an mogalra sula gcuirtear an dianscaoileadh dronnach i bhfeidhm.

en: Controls the granularity of the search for the "best" clipping plane. Ranges from [code]1[/code] to [code]16[/code].
ga: Rialaíonn sé gráinneacht an chuardaigh don eitleán bearrtha "is fearr". Raonta ó [code]1[/code] go [code]16[/code].

en: If [code]true[/code], projects output convex hull vertices onto the original source mesh to increase floating-point accuracy of the results.
ga: Más [code]true[/code], aschuireann tionscadail rinn chabhail dronnach ar an mbunmhogal foinse chun cruinneas snámhphointe na dtorthaí a mhéadú.

en: Maximum number of voxels generated during the voxelization stage.
ga: An líon uasta voxel a ghintear le linn na céime voxelization.

en: Controls the bias toward clipping along revolution axes. Ranges from [code]0.0[/code] to [code]1.0[/code].
ga: Rialaíonn sé an claonadh i dtreo bearradh feadh aiseanna réabhlóide. Raonta ó [code]0.0[/code] go [code]1.0[/code].

en: Controls the bias toward clipping along symmetry planes. Ranges from [code]0.0[/code] to [code]1.0[/code].
ga: Rialaíonn sé an claonadh i dtreo clipping feadh plánaí siméadrachta. Raonta ó [code]0.0[/code] go [code]1.0[/code].

en: Constant for voxel-based approximate convex decomposition.
ga: Tairiseach do dhianscaoileadh gar do dhronnach bunaithe ar voxel.

en: Constant for tetrahedron-based approximate convex decomposition.
ga: Tairiseach maidir le neas-dianscaoileadh dronnach atá bunaithe ar theitrihéadrán.

en: Helper tool to access and edit [Mesh] data.
ga: Uirlis chúnta chun sonraí [mogall] a rochtain agus a chur in eagar.

en: MeshDataTool provides access to individual vertices in a [Mesh]. It allows users to read and edit vertex data of meshes. It also creates an array of faces and edges.
    To use MeshDataTool, load a mesh with [method create_from_surface]. When you are finished editing the data commit the data to a mesh with [method commit_to_surface].
    Below is an example of how MeshDataTool may be used.
    [codeblocks]
    [gdscript]
    var mesh = ArrayMesh.new()
    mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new().get_mesh_arrays())
    var mdt = MeshDataTool.new()
    mdt.create_from_surface(mesh, 0)
    for i in range(mdt.get_vertex_count()):
        var vertex = mdt.get_vertex(i)
        # In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
        vertex += mdt.get_vertex_normal(i)
        # Save your change.
        mdt.set_vertex(i, vertex)
    mesh.clear_surfaces()
    mdt.commit_to_surface(mesh)
    var mi = MeshInstance.new()
    mi.mesh = mesh
    add_child(mi)
    [/gdscript]
    [csharp]
    var mesh = new ArrayMesh();
    mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
    var mdt = new MeshDataTool();
    mdt.CreateFromSurface(mesh, 0);
    for (var i = 0; i < mdt.GetVertexCount(); i++)
    {
        Vector3 vertex = mdt.GetVertex(i);
        // In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
        vertex += mdt.GetVertexNormal(i);
        // Save your change.
        mdt.SetVertex(i, vertex);
    }
    mesh.ClearSurfaces();
    mdt.CommitToSurface(mesh);
    var mi = new MeshInstance();
    mi.Mesh = mesh;
    AddChild(mi);
    [/csharp]
    [/codeblocks]
    See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural geometry generation.
    [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
ga: Soláthraíonn MeshDataTool rochtain ar rinn aonair i [Mesh]. Ligeann sé d’úsáideoirí sonraí rinn na mogaill a léamh agus a chur in eagar. Cruthaíonn sé freisin sraith aghaidheanna agus imill.
    Chun MeshDataTool a úsáid, lódáil mogalra le [method create_from_surface]. Nuair a bheidh tú críochnaithe le heagarthóireacht a dhéanamh ar na sonraí, cuir na sonraí i mogalra le [method commit_to_surface].
    Seo thíos sampla de conas is féidir MeshDataTool a úsáid.
    [codeblocks]
    [gdscript]
    var mesh = ArrayMesh.new()
    mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new().get_mesh_arrays())
    var mdt = MeshDataTool.new()
    mdt.create_from_surface(mesh, 0)
    for i in range(mdt.get_vertex_count()):
        var vertex = mdt.get_vertex(i)
     # Sa sampla seo déanaimid an mogalra a shíneadh faoi aonad amháin, rud a fhágann go mbíonn aghaidheanna deighilte mar go bhfuil sé scáthaithe go cothrom.
        vertex += mdt.get_vertex_normal(i)
     # Sábháil do athrú.
        mdt.set_vertex(i, vertex)
    mesh.clear_surfaces()
    mdt.commit_to_surface(mesh)
    var mi = MeshInstance.new()
    mi.mesh = mesh
    add_child(mi)
    [/gdscript]
    [csharp]
    var mesh = new ArrayMesh();
    mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
    var mdt = new MeshDataTool();
    mdt.CreateFromSurface(mesh, 0);
    for (var i = 0; i < mdt.GetVertexCount(); i++)
    {
        Vector3 vertex = mdt.GetVertex(i);
     // Sa sampla seo déanaimid an mogalra a shíneadh faoi aonad amháin, rud a fhágann go mbíonn aghaidheanna deighilte mar go bhfuil sé scáthaithe cothrom.
        vertex += mdt.GetVertexNormal(i);
     // Sábháil do athrú.
        mdt.SetVertex(i, vertex);
    }
    mesh.ClearSurfaces();
    mdt.CommitToSurface(mesh);
    var mi = new MeshInstance();
    mi.Mesh = mesh;
    AddChild(mi);
    [/csharp]
    [/codeblocks]
    Féach freisin [ArrayMesh], [ImmediateMesh] agus [SurfaceTool] maidir le giniúint céimseata nós imeachta.
    [b]Nóta:[/b] Úsáideann Godot deiseal [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]ord foirceannadh[/url] le haghaidh aghaidheanna tosaigh na modhanna triantáin primitive.

en: Using the MeshDataTool
ga: Ag baint úsáide as an MeshDataTool

en: Clears all data currently in MeshDataTool.
ga: Glanann sé na sonraí go léir atá in MeshDataTool faoi láthair.

en: Adds a new surface to specified [Mesh] with edited data.
ga: Cuireann sé dromchla nua le [mogalra] sonraithe le sonraí curtha in eagar.

en: Uses specified surface of given [Mesh] to populate data for MeshDataTool.
    Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES].
ga: Úsáideann sé dromchla sonraithe [mogalra] tugtha chun sonraí a líonadh le haghaidh MeshDataTool.
    Teastaíonn [mogall] le cineál primitive [Mesh.PRIMITIVE_TRIANGLES seasmhach].

en: Returns the number of edges in this [Mesh].
ga: Filleann sé líon na n-imeall sa [mogalra] seo.

en: Returns array of faces that touch given edge.
ga: Filleann raon aghaidheanna a théann i dteagmháil le ciumhais tugtha.

en: Returns meta information assigned to given edge.
ga: Filleann sé meite-fhaisnéis a shanntar d'imeall tugtha.

en: Returns index of specified vertex connected to given edge.
    Vertex argument can only be 0 or 1 because edges are comprised of two vertices.
ga: Innéacs tuairisceáin den rinn sonraithe ceangailte leis an imeall tugtha.
    Ní féidir argóint rinn a bheith ach 0 nó 1 toisc go bhfuil imill comhdhéanta de dhá rinn.

en: Returns the number of faces in this [Mesh].
ga: Filleann sé líon na n-aghaidheanna sa [mogalra].

en: Returns specified edge associated with given face.
    Edge argument must be either 0, 1, or 2 because a face only has three edges.
ga: Filleann imeall sonraithe a bhaineann leis an aghaidh tugtha.
    Ní mór argóint imill a bheith 0, 1, nó 2 toisc nach bhfuil ach trí imeall ag aghaidh.

en: Returns the metadata associated with the given face.
ga: Filleann sé na meiteashonraí a bhaineann leis an aghaidh tugtha.

en: Calculates and returns the face normal of the given face.
ga: Ríomh agus aischuir gnáth aghaidh an aghaidh tugtha.

en: Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] flags. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code].
ga: Filleann sé formáid [mogalra] mar mheascán de na bratacha [enum Mesh.ArrayFormat]. Mar shampla, thabharfadh mogalra ina bhfuil an dá rinn agus na normanna formáid [code]3[/code] ar ais toisc gurb é [code]1[/code] agus leanúnach Mogall.ARRAY_FORMAT_VERTEX] agus [code] tairiseach Mogall.ARRAY_FORMAT_NORMAL] 2[/code].

en: Returns the material assigned to the [Mesh].
ga: Filleann sé an t-ábhar a shanntar don [mogalra].

en: Returns the position of the given vertex.
ga: Filleann sé suíomh an rinn tugtha.

en: Returns the bones of the given vertex.
ga: Filleann sé cnámha an rinn a thugtar.

en: Returns the color of the given vertex.
ga: Filleann sé dath an rinn a thugtar.

en: Returns the total number of vertices in [Mesh].
ga: Filleann sé líon iomlán na rinn i [mogalra].

en: Returns an array of edges that share the given vertex.
ga: Filleann sé raon imeall a roinneann an rinn a thugtar.

en: Returns an array of faces that share the given vertex.
ga: Filleann sé raon aghaidheanna a roinneann an rinn a thugtar.

en: Returns the metadata associated with the given vertex.
ga: Filleann sé na meiteashonraí a bhaineann leis an rinn a thugtar.

en: Returns the normal of the given vertex.
ga: Filleann sé gnáth an rinn a thugtar.

en: Returns the tangent of the given vertex.
ga: Filleann tadhlaí an rinn a thugtar.

en: Returns the UV of the given vertex.
ga: Tugann sé UV an rinn a thugtar ar ais.

en: Returns the UV2 of the given vertex.
ga: Filleann sé UV2 an rinn a thugtar.

en: Returns bone weights of the given vertex.
ga: Tugann sé ar ais meáchain cnámh an rinn a thugtar.

en: Sets the metadata of the given edge.
ga: Socraíonn meiteashonraí an chiumhais tugtha.

en: Sets the metadata of the given face.
ga: Socraíonn sé meiteashonraí an aghaidh tugtha.

en: Sets the material to be used by newly-constructed [Mesh].
ga: Socraíonn sé an t-ábhar a bheidh le húsáid ag [mogalra] nua-thógtha.

en: Sets the position of the given vertex.
ga: Socraíonn sé suíomh an rinn a thugtar.

en: Sets the bones of the given vertex.
ga: Socraíonn sé cnámha an rinn a thugtar.

en: Sets the color of the given vertex.
ga: Socraíonn sé dath an rinn a thugtar.

en: Sets the metadata associated with the given vertex.
ga: Socraíonn sé na meiteashonraí a bhaineann leis an rinn a thugtar.

en: Sets the normal of the given vertex.
ga: Socraíonn sé gnáth an rinn a thugtar.

en: Sets the tangent of the given vertex.
ga: Socraíonn sé tadhlaí an rinn a thugtar.

en: Sets the UV of the given vertex.
ga: Socraíonn sé UV an rinn a thugtar.

en: Sets the UV2 of the given vertex.
ga: Socraíonn sé UV2 an rinn a thugtar.

en: Sets the bone weights of the given vertex.
ga: Socraíonn sé meáchain chnámh an rinn a thugtar.

en: Node used for displaying a [Mesh] in 2D.
ga: Nód a úsáidtear chun [mogall] a thaispeáint i 2T.

en: Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
ga: Nód a úsáidtear chun [Mesh] a thaispeáint i 2T. Is féidir [MeshInstance2D] a chruthú go huathoibríoch ó [Sprite2D] atá ann cheana féin trí uirlis i mbarra uirlisí an eagarthóra. Roghnaigh an nód [Sprite2D], ansin roghnaigh [b]Sprite2D > Tiontaigh go MeshInstance2D[/b] ag barr radharc an eagarthóra 2D.

en: 2D meshes
ga: Mogaill 2D

en: The [Mesh] that will be drawn by the [MeshInstance2D].
ga: An [mogall] a tharraingeoidh an [MeshInstance2D].

en: The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
ga: An [Texture2D] a úsáidfear má tá an réamhshocrú [CanvasItemMaterial] in úsáid agat. Is féidir é a rochtain mar [code]TEXTURE[/code] i scáthóir CanvasItem.

en: Emitted when the [member texture] is changed.
ga: Astaítear nuair a athraítear [uigeacht na mball].

en: Node that instances meshes into a scenario.
ga: Nód a chuimsítear isteach i scéal.

en: MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
ga: Nód é MeshInstance3D a thógann acmhainn [mogalra] agus a chuireann leis an gcás reatha é trí shampla de a chruthú. Is é seo an rang céimseata rindreála 3D is minice a úsáidtear agus is féidir é a úsáid mar shampla [mogalra] amháin in go leor áiteanna. Ligeann sé seo céimseata a athúsáid, ar féidir acmhainní a shábháil. Nuair is gá [mogalra] a chur ar an toirt níos mó ná na mílte uair i gcóngaracht, smaoinigh ar [MultiMesh] a úsáid in [MultiMeshInstance3D] ina ionad sin.

en: Takes a snapshot from the current [ArrayMesh] with all blend shapes applied according to their current weights and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked and returned. Mesh surface materials are not copied.
    [b]Performance:[/b] [Mesh] data needs to be received from the GPU, stalling the [RenderingServer] in the process.
ga: Tógann sé pictiúr ón sruth [ArrayMesh] agus cuirtear gach cruth cumasc i bhfeidhm de réir a meáchain reatha agus bácálann sé go dtí an mogalra a sholáthraítear [param atá ann cheana] é. Mura gcuirtear mogalra [param atá ann cheana] ar fáil cruthaítear [ArrayMesh] nua, bácáiltear é agus cuirtear ar ais é. Ní dhéantar ábhair dromchla mogalra a chóipeáil.
    [b]Feidhmíocht:[/b] Ní mór sonraí [mogalra] a fháil ón GPU, rud a chuirfeadh stop leis an [RenderingServer] sa phróiseas.

en: This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
    If [param clean] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
    If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the number of vertices. Disabled by default.
ga: Cruthaíonn an cúntóir seo nód linbh [StaticBody3D] le cruth imbhuailte [ConvexPolygonShape3D] arna ríomh ón gcéimseata mogaill. Úsáidtear é go príomha le haghaidh tástála.
    Má tá [param clean] [code]true[/code] (réamhshocraithe), baintear reanna dúblacha agus taobh istigh go huathoibríoch. Is féidir leat é a shocrú go [code]false[/code] chun an próiseas a dhéanamh níos tapúla mura bhfuil gá leis.
    Má tá [param simpligh] [code]true[/code], is féidir an chéimseata a shimpliú tuilleadh chun líon na rinn a laghdú. Díchumasaithe de réir réamhshocraithe.

en: This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
ga: Cruthaíonn an cúntóir seo nód linbh [MeshInstance3D] le gizmos ag gach rinn arna ríomh ón gcéimseata mogaill. Úsáidtear é go príomha le haghaidh tástála.

en: This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. The convex decomposition operation can be controlled with parameters from the optional [param settings].
ga: Cruthaíonn an cúntóir seo nód linbh [StaticBody3D] le cruthanna imbhuailte iolracha [ConvexPolygonShape3D] arna ríomh ón gcéimseata mogaill trí dhianscaoileadh dronnach. Is féidir an oibríocht dianscaoilte dronnach a rialú le paraiméadair ó na socruithe roghnacha [param].

en: This helper creates a [StaticBody3D] child node with a [ConcavePolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
ga: Cruthaíonn an cúntóir seo nód linbh [StaticBody3D] le cruth imbhuailte [ConcavePolygonShape3D] arna ríomh ón gcéimseata mogaill. Úsáidtear é go príomha le haghaidh tástála.

en: Returns the index of the blend shape with the given [param name]. Returns [code]-1[/code] if no blend shape with this name exists, including when [member mesh] is [code]null[/code].
ga: Filleann innéacs chruth an chumaisc leis an [paraainm] a thugtar. Filleann sé [code]-1[/code] mura bhfuil cruth cumasc leis an ainm seo ann, lena n-áirítear nuair is [code] null[/code] é [cod mogall].

en: Returns the [Material] that will be used by the [Mesh] when drawing. This can return the [member GeometryInstance3D.material_override], the surface override [Material] defined in this [MeshInstance3D], or the surface [Material] defined in the [member mesh]. For example, if [member GeometryInstance3D.material_override] is used, all surfaces will return the override material.
    Returns [code]null[/code] if no material is active, including when [member mesh] is [code]null[/code].
ga: Filleann sé an [Ábhar] a úsáidfidh an [mogalra] agus é ag tarraingt. Is féidir leis seo an [comhalta GeometryInstance3D.material_override] a thabhairt ar ais, an t-ábhar sáraithe dromchla [Ábhar] a shainítear sa [MeshInstance3D] seo, nó an dromchla [Ábhar] atá sainmhínithe sa [mogalra ball]. Mar shampla, má úsáidtear [member GeometryInstance3D.material_override], cuirfidh gach dromchla an t-ábhar sáraithe ar ais.
    Seoltar ar ais [code]null[/code] mura bhfuil aon ábhar gníomhach, lena n-áirítear nuair is [code]null[/code] é [ball mogaill].

en: Returns the number of blend shapes available. Produces an error if [member mesh] is [code]null[/code].
ga: Filleann sé líon na gcruthanna cumaisc atá ar fáil. Cruthaíonn sé earráid más é [code] null[/code].

en: Returns the value of the blend shape at the given [param blend_shape_idx]. Returns [code]0.0[/code] and produces an error if [member mesh] is [code]null[/code] or doesn't have a blend shape at that index.
ga: Filleann sé luach cruth an chumaisc ag an [param blend_shape_idx] tugtha. Filleann [code]0.0[/code] agus cruthaíonn sé earráid más é [code]null[/code] é [cod mogaill] nó mura bhfuil cruth cumasc ag an innéacs sin.

en: Returns the internal [SkinReference] containing the skeleton's [RID] attached to this RID. See also [method Resource.get_rid], [method SkinReference.get_skeleton], and [method RenderingServer.instance_attach_skeleton].
ga: Filleann sé an [SkinReference] inmheánach ina bhfuil [RID] an chnámharlaigh atá ceangailte leis an RID seo. Féach freisin [method Resource.get_rid], [method SkinReference.get_skeleton], agus [method RenderingServer.instance_attach_skeleton].

en: Returns the override [Material] for the specified [param surface] of the [Mesh] resource. See also [method get_surface_override_material_count].
    [b]Note:[/b] This returns the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, not the material within the [Mesh] resource. To get the material within the [Mesh] resource, use [method Mesh.surface_get_material] instead.
ga: Filleann sé an sáraithe [Ábhar] don [paradhromchla] sonraithe den acmhainn [mogalra]. Féach freisin [method get_surface_override_material_count].
    [b]Nóta:[/b] Tugann sé seo an [Ábhar] a bhaineann le hairíonna Sárú Ábhar Dromchla [MeshInstance3D] ar ais, ní an t-ábhar laistigh den acmhainn [mogalra]. Chun an t-ábhar a fháil laistigh den acmhainn [mogalra], úsáid [method Mesh.surface_get_material] ina ionad sin.

en: Returns the number of surface override materials. This is equivalent to [method Mesh.get_surface_count]. See also [method get_surface_override_material].
ga: Filleann sé líon na n-ábhar sáraithe dromchla. Tá sé seo comhionann le [method Mesh.get_surface_count]. Féach freisin [method get_surface_override_material].

en: Sets the value of the blend shape at [param blend_shape_idx] to [param value]. Produces an error if [member mesh] is [code]null[/code] or doesn't have a blend shape at that index.
ga: Socraíonn sé luach cruth an chumaisc ag [param blend_shape_idx] go [param value]. Cruthaíonn sé earráid más [code]null[/code] é [mogalra ball] nó mura bhfuil cruth cumasc ag an innéacs sin.

en: The [Mesh] resource for the instance.
ga: An acmhainn [mogalra] mar shampla.

en: [NodePath] to the [Skeleton3D] associated with the instance.
ga: [NodePath] chuig an [Skeleton3D] a bhaineann leis an ásc.

en: The [Skin] to be used by this instance.
ga: An [Craiceann] a bheidh le húsáid ag an ásc seo.

en: Library of meshes.
ga: Leabharlann na mogaill.

en: A library of meshes. Contains a list of [Mesh] resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in [GridMap].
ga: Leabharlann de mogaill. Tá liosta acmhainní [mogalra] ann, agus ainm agus ID ar gach ceann díobh. Is féidir cruthanna imbhuailte agus loingseoireachta a áireamh i ngach mír freisin. Úsáidtear an acmhainn seo i [GridMap].

en: Clears the library.
ga: Glanann sé an leabharlann.

en: Creates a new item in the library with the given ID.
    You can get an unused ID from [method get_last_unused_item_id].
ga: Cruthaíonn sé mír nua sa leabharlann leis an aitheantas tugtha.
    Is féidir leat aitheantas neamhúsáidte a fháil ó [method get_last_unused_item_id].

en: Returns the first item with the given name, or [code]-1[/code] if no item is found.
ga: Seoltar ar ais an chéad mhír leis an ainm tugtha, nó [code]-1[/code] mura bhfuarthas aon mhír.

en: Returns the list of item IDs in use.
ga: Seoltar ar ais liosta na n-aitheantas míreanna atá in úsáid.

en: Returns the item's mesh.
ga: Filleann sé mogalra na míre.

en: Returns the transform applied to the item's mesh.
ga: Filleann sé an claochlú a chuirtear i bhfeidhm ar mhogalra na míre.

en: Returns the item's name.
ga: Seoltar ainm na míre ar ais.

en: Returns the item's navigation layers bitmask.
ga: Filleann sé sraitheanna nascleanúna na míre giotánmask.

en: Returns the item's navigation mesh.
ga: Seoltar ar ais mogalra nascleanúna na míre.

en: Returns the transform applied to the item's navigation mesh.
ga: Filleann sé an claochlú a cuireadh i bhfeidhm ar mhogalra nascleanúna na míre.

en: When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using [method set_item_preview]. Returns an empty [Texture2D] if no preview was manually set in a running project.
ga: Nuair a bheidh an t-eagarthóir ar siúl, seolann sé réamhamharc ar mhír ghinte (rindreáil 3D i bpeirspictíocht isiméadrach). Nuair a úsáidtear é i dtionscadal atá ar siúl, filleann sé an réamhamharc míre de láimh ar féidir é a shocrú le [method set_item_preview]. Filleann sé [Texture2D] folamh mura socraíodh aon réamhamharc de láimh i dtionscadal reatha.

en: Returns an item's collision shapes.
    The array consists of each [Shape3D] followed by its [Transform3D].
ga: Filleann sé cruthanna imbhuailte earra.
    Is éard atá san eagar ná gach [Cruth 3D] agus a [Transform3D] ina dhiaidh sin.

en: Gets an unused ID for a new item.
ga: Faigheann sé aitheantas neamhúsáidte le haghaidh earra nua.

en: Removes the item.
ga: Baineann sé an mhír.

en: Sets the item's mesh.
ga: Socraíonn sé mogalra na míre.

en: Sets the transform to apply to the item's mesh.
ga: Socraíonn sé an claochlú a chur i bhfeidhm ar mhogalra na míre.

en: Sets the item's name.
    This name is shown in the editor. It can also be used to look up the item later using [method find_item_by_name].
ga: Socraíonn sé ainm na míre.
    Taispeántar an t-ainm seo san eagarthóir. Is féidir é a úsáid freisin chun an mhír a chuardach níos déanaí trí úsáid a bhaint as [method find_item_by_name].

en: Sets the item's navigation layers bitmask.
ga: Socraíonn sé maisc ghiotán sraitheanna nascleanúna na míre.

en: Sets the item's navigation mesh.
ga: Socraíonn sé mogalra nascleanúna na míre.

en: Sets the transform to apply to the item's navigation mesh.
ga: Socraíonn sé an claochlú le cur i bhfeidhm ar mhogall loingseoireachta na míre.

en: Sets a texture to use as the item's preview icon in the editor.
ga: Socraíonn sé uigeacht le húsáid mar dheilbhín réamhamhairc na míre san eagarthóir.

en: Sets an item's collision shapes.
    The array should consist of [Shape3D] objects, each followed by a [Transform3D] that will be applied to it. For shapes that should not have a transform, use [constant Transform3D.IDENTITY].
ga: Socraíonn sé cruthanna imbhuailte earra.
    Ba chóir go mbeadh an t-eagar comhdhéanta de réada [Cruth 3D], agus [Transform3D] ina dhiaidh sin a chuirfear i bhfeidhm air. Le haghaidh cruthanna nár cheart go mbeadh claochlú orthu, úsáid [Transform3D.IDENTITY leanúnach].

en: Simple texture that uses a mesh to draw itself.
ga: Uigeacht shimplí a úsáideann mogalra chun é féin a tharraingt.

en: Simple texture that uses a mesh to draw itself. It's limited because flags can't be changed and region drawing is not supported.
ga: Uigeacht shimplí a úsáideann mogalra chun é féin a tharraingt. Tá sé teoranta toisc nach féidir bratacha a athrú agus ní thacaítear le líníocht réigiúin.

en: Sets the base texture that the Mesh will use to draw.
ga: Socraíonn sé an bunuigeacht a úsáidfidh an Mogall lena tharraingt.

en: Sets the size of the image, needed for reference.
ga: Socraíonn sé méid na híomhá, is gá le haghaidh tagartha.

en: Sets the mesh used to draw. It must be a mesh using 2D vertices.
ga: Socraíonn sé an mogalra a úsáidtear chun líníocht. Caithfidh sé a bheith ina mhogall ag baint úsáide as rinn 2D.

en: Interpolates an abstract value and supplies it to a method called over time.
ga: Idirshuíonn sé luach teibí agus soláthraíonn sé é do mhodh ar a dtugtar le himeacht ama.

en: [MethodTweener] is similar to a combination of [CallbackTweener] and [PropertyTweener]. It calls a method providing an interpolated value as a parameter. See [method Tween.tween_method] for more usage information.
    The tweener will finish automatically if the callback's target object is freed.
    [b]Note:[/b] [method Tween.tween_method] is the only correct way to create [MethodTweener]. Any [MethodTweener] created manually will not function correctly.
ga: Tá [MethodTweener] cosúil le meascán de [CallbackTweener] agus [PropertyTweener]. Glaonn sé ar mhodh a sholáthraíonn luach idirshuite mar pharaiméadar. Féach ar [method Tween.tween_method] le haghaidh tuilleadh faisnéise úsáide.
    Críochnóidh an tweener go huathoibríoch má scaoiltear cuspóir an aisghlao.
    [b]Nóta:[/b] Is é [method Tween.tween_method] an t-aon bhealach ceart chun [MethodTweener] a chruthú. Ní fheidhmeoidh aon [MethodTweener] a chruthaítear de láimh i gceart.

en: Sets the time in seconds after which the [MethodTweener] will start interpolating. By default there's no delay.
ga: Socraíonn sé an t-am i soicindí a dtosóidh an [MethodTweener] ag idirshuíomh ina dhiaidh sin. De réir réamhshocraithe, níl aon mhoill.

en: Sets the type of used easing from [enum Tween.EaseType]. If not set, the default easing is used from the [Tween] that contains this Tweener.
ga: Socraíonn sé an cineál maolú a úsáidtear ó [enum Tween.EaseType]. Mura bhfuil sé socraithe, úsáidtear an t-éascaíocht réamhshocraithe ón [Tween] ina bhfuil an Tweener seo.

en: Sets the type of used transition from [enum Tween.TransitionType]. If not set, the default transition is used from the [Tween] that contains this Tweener.
ga: Socraíonn sé an cineál trasdul úsáidte ó [enum Tween.TransitionType]. Mura bhfuil sé socraithe, úsáidtear an t-aistriú réamhshocraithe ón [Tween] ina bhfuil an Tweener seo.

en: An internal editor class intended for keeping the data of unrecognized nodes.
ga: Rang eagarthóireachta inmheánach atá ceaptha chun sonraí nóid neamhaitheanta a choinneáil.

en: This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in a scene.
    [b]Warning:[/b] Ignore missing nodes unless you know what you are doing. Existing properties on a missing node can be freely modified in code, regardless of the type they are intended to be.
ga: Is aicme inmheánach eagarthóireachta é seo atá ceaptha chun sonraí nóid de chineál anaithnid a choinneáil (is dócha gur soláthraíodh an cineál seo trí eisínteacht nach bhfuil luchtaithe a thuilleadh). Ní féidir é a chur ar an toirt de láimh ná a chur i radharc.
    [b]Rabhadh:[/b] Déan neamhaird de na nóid atá ar iarraidh mura bhfuil a fhios agat cad atá á dhéanamh agat. Is féidir na hairíonna atá ann cheana féin ar nód atá ar iarraidh a mhodhnú go saor i gcód, beag beann ar an gcineál a bhfuil siad beartaithe.

en: The name of the class this node was supposed to be (see [method Object.get_class]).
ga: Ainm an ranga a raibh an nód seo ceaptha a bheith (féach [method Object.get_class]).

en: Returns the path of the scene this node was instance of originally.
ga: Filleann an cosán ar an radharc a bhí an nód seo ar dtús.

en: If [code]true[/code], allows new properties to be set along with existing ones. If [code]false[/code], only existing properties' values can be set, and new properties cannot be added.
ga: Más [code]true[/code], ceadaítear airíonna nua a shocrú mar aon leis na cinn atá ann cheana. Más rud é [code]false[/code], ní féidir ach luachanna maoine atá ann cheana a shocrú, agus ní féidir airíonna nua a chur leis.

en: An internal editor class intended for keeping the data of unrecognized resources.
ga: Rang eagarthóireachta inmheánach atá ceaptha chun sonraí acmhainní neamhaitheanta a choinneáil.

en: This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in a scene.
    [b]Warning:[/b] Ignore missing resources unless you know what you are doing. Existing properties on a missing resource can be freely modified in code, regardless of the type they are intended to be.
ga: Is rang eagarthóireachta inmheánach é seo atá ceaptha chun sonraí acmhainní de chineál anaithnid a choinneáil (is dócha gur soláthraíodh an cineál seo trí eisínteacht nach bhfuil luchtaithe a thuilleadh). Ní féidir é a chur ar an toirt de láimh ná a chur i radharc.
    [b]Rabhadh:[/b] Déan neamhaird de na hacmhainní atá ar iarraidh mura bhfuil a fhios agat cad atá ar siúl agat. Is féidir airíonna reatha ar acmhainn atá ar iarraidh a mhodhnú go saor i gcód, beag beann ar an gcineál a bhfuil sé beartaithe iad a bheith.

en: The name of the class this resource was supposed to be (see [method Object.get_class]).
ga: Ainm an ranga a raibh an acmhainn seo ceaptha a bheith (féach [method Object.get_class]).

en: If set to [code]true[/code], allows new properties to be added on top of the existing ones with [method Object.set].
ga: Má tá sé socraithe go [code]true[/code], ceadaítear airíonna nua a chur leis ar bharr na cinn atá ann cheana le [method Object.set].

en: Generic mobile VR implementation.
ga: Cur i bhfeidhm cineálach VR soghluaiste.

en: The distance between the display and the lenses inside of the device in centimeters.
ga: An fad idir an taispeáint agus na lionsaí taobh istigh den fheiste i ceintiméadar.

en: The width of the display in centimeters.
ga: Leithead an taispeántais i ceintiméadar.

en: The height at which the camera is placed in relation to the ground (i.e. [XROrigin3D] node).
ga: An airde ag a gcuirtear an ceamara i gcoibhneas leis an talamh (i.e. nód [XROrigin3D]).

en: The interocular distance, also known as the interpupillary distance. The distance between the pupils of the left and right eye.
ga: An t-achar interocular, ar a dtugtar freisin mar an t-achar idirpulsive. An fad idir na daltaí an tsúil chlé agus dheis.

en: The k1 lens factor is one of the two constants that define the strength of the lens used and directly influences the lens distortion effect.
ga: Is é an fachtóir lionsa k1 ceann den dá thaisreach a shainíonn neart an lionsa a úsáidtear agus a mbíonn tionchar díreach aige ar éifeacht saobhadh an lionsa.

en: The k2 lens factor, see k1.
ga: An fachtóir lionsa k2, féach k1.

en: Set the offset rect relative to the area being rendered. A length of 1 represents the whole rendering area on that axis.
ga: Socraigh an fhritháireamh i gcoibhneas leis an limistéar atá á rindreáil. Seasann fad 1 don limistéar rindreála iomlán ar an ais sin.

en: The oversample setting. Because of the lens distortion we have to render our buffers at a higher resolution then the screen can natively handle. A value between 1.5 and 2.0 often provides good results but at the cost of performance.
ga: An socrú róshampla. Mar gheall ar shaobhadh an lionsa ní mór dúinn ár maoláin a sholáthar ar thaifeach níos airde agus ansin is féidir leis an scáileán láimhseáil ó dhúchas. Is minic a sholáthraíonn luach idir 1.5 agus 2.0 torthaí maithe ach ar chostas feidhmíochta.

en: The minimum radius around the focal point where full quality is guaranteed if VRS is used as a percentage of screen size.
    [b]Note:[/b] Mobile and Forward+ renderers only. Requires [member Viewport.vrs_mode] to be set to [constant Viewport.VRS_XR].
ga: An ga íosta timpeall an phointe fócasach ina bhfuil cáilíocht iomlán ráthaithe má úsáidtear VRS mar chéatadán de mhéid an scáileáin.
    [b]Nóta:[/b] Rindreálaithe Móibíleacha agus Ar Aghaidh+ amháin. Teastaíonn [comhalta Viewport.vrs_mode] a shocrú go [Constant Viewport.VRS_XR].

en: The strength used to calculate the VRS density map. The greater this value, the more noticeable VRS is. This improves performance at the cost of quality.
    [b]Note:[/b] Mobile and Forward+ renderers only. Requires [member Viewport.vrs_mode] to be set to [constant Viewport.VRS_XR].
ga: An neart a úsáidtear chun léarscáil dlúis VRS a ríomh. Dá mhéad an luach seo, is é an VRS is suntasaí. Feabhsaíonn sé seo feidhmíocht ar chostas cáilíochta.
    [b]Nóta:[/b] Rindreálaithe Móibíleacha agus Ar Aghaidh+ amháin. Teastaíonn [comhalta Viewport.vrs_mode] a shocrú go [Constant Viewport.VRS_XR].

en: Abstract class for non-real-time video recording encoders.
ga: Rang teibí le haghaidh ionchódóirí fístaifeadta neamh-fhíor-ama.

en: Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities.
    Godot has 2 built-in [MovieWriter]s:
    - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
    - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
    If you need to encode to a different format or pipe a stream through third-party software, you can extend the [MovieWriter] class to create your own movie writers. This should typically be done using GDExtension for performance reasons.
    [b]Editor usage:[/b] A default movie file path can be specified in [member ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running single scenes, a [code]movie_file[/code] metadata can be added to the root node, specifying the path to a movie file that will be used when recording that scene. Once a path is set, click the video reel icon in the top-right corner of the editor to enable Movie Maker mode, then run any scene as usual. The engine will start recording as soon as the splash screen is finished, and it will only stop recording when the engine quits. Click the video reel icon again to disable Movie Maker mode. Note that toggling Movie Maker mode does not affect project instances that are already running.
    [b]Note:[/b] MovieWriter is available for use in both the editor and exported projects, but it is [i]not[/i] designed for use by end users to record videos while playing. Players wishing to record gameplay videos should install tools such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www.maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead.
ga: Is féidir le Godot físeáin a thaifeadadh le insamhalta neamhfhíor-ama. Cosúil leis an [code] --fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint na líne ordaithe[/url], cuireann sé seo brú ar an [code]delta[/code] tuairiscithe i [/] modh Node._process] feidhmeanna a bheith comhionann trasna frámaí, is cuma cé chomh fada a thóg sé i ndáiríre chun an fráma a rindreáil. Is féidir é seo a úsáid chun físeáin ardcháilíochta a thaifeadadh le luas fráma foirfe beag beann ar chumas do chrua-earraí.
    Tá 2 [Scríbhneoir Scannán] ionsuite ag Godot:
    - Coimeádán AVI le MJPEG le haghaidh físe agus fuaime neamh-chomhbhrúite ([code].avi [/code] síneadh comhaid). Comhbhrú Lossy, meánmhéideanna comhaid, ionchódú tapa. Is féidir an caighdeán comhbhrú caillte a choigeartú trí [member ProjectSettings.editor/movie_writer/mjpeg_quality] a athrú. Is féidir an comhad mar thoradh air a fheiceáil i bhformhór na n-imreoirí físeáin, ach ní mór é a thiontú go formáid eile le breathnú ar an ngréasán nó le Godot le [VideoStreamPlayer]. Ní thacaíonn MJPEG le trédhearcacht. Tá aschur AVI teoranta faoi láthair do chomhad de 4 GB ar a mhéad.
    - Seicheamh íomhá PNG le haghaidh físeáin agus WAV le haghaidh fuaime ([code].png [/code] síneadh comhaid). Comhbhrú lossless, méideanna móra comhaid, ionchódú mall. Deartha le bheith ionchódaithe chuig físchomhad le huirlis eile mar [url=https://ffmpeg.org/]FFmpeg[/url] tar éis taifeadta. Ní thacaítear le trédhearcacht faoi láthair, fiú má tá radharc na fréimhe socraithe le bheith trédhearcach.
    Más gá duit ionchódú go formáid eile nó sruth a phíobáil trí bhogearraí tríú páirtí, is féidir leat an rang [MovieWriter] a leathnú chun do scríbhneoirí scannáin féin a chruthú. Ba cheart é seo a dhéanamh de ghnáth trí úsáid a bhaint as GDEExtension ar chúiseanna feidhmíochta.
    [b]Úsáid an eagarthóra:[/b] Is féidir cosán réamhshocraithe comhaid scannáin a shonrú i [member ProjectSettings.editor/movie_writer/movie_file]. Mar mhalairt air sin, chun radhairc aonair a rith, is féidir meiteashonraí [code]movie_file[/code] a chur leis an mbunnód, ag sonrú an chosáin chuig comhad scannáin a úsáidfear agus an radharc sin á thaifeadadh. Nuair atá cosán socraithe, cliceáil ar an deilbhín spól físeáin sa chúinne uachtarach ar dheis den eagarthóir chun modh Déantóir Scannán a chumasú, ansin rith aon radharc mar is gnách. Tosóidh an t-inneall ag taifeadadh a luaithe a bheidh an splancscáileán críochnaithe, agus ní stopfaidh sé ag taifeadadh ach amháin nuair a scoirfidh an t-inneall. Cliceáil ar an deilbhín spól físeáin arís chun mód Déantóir Scannán a dhíchumasú. Tabhair faoi deara nach ndéanann an modh scoránaithe Movie Maker difear do chásanna tionscadail atá ar siúl cheana féin.
    [b]Nóta:[/b] Tá MovieWriter ar fáil le húsáid sna tionscadail eagarthóireachta agus easpórtála araon, ach [i]ní[/i] é deartha le húsáid ag úsáideoirí deiridh chun físeáin a thaifeadadh agus iad ag imirt. Ba cheart d’imreoirí ar mian leo físeáin gameplay a thaifeadadh uirlisí a shuiteáil mar [url=https://obsproject.com/]OBS Studio[/url] nó [url=https://www.maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url ] ina ionad.

en: Called when the audio sample rate used for recording the audio is requested by the engine. The value returned must be specified in Hz. Defaults to 48000 Hz if [method _get_audio_mix_rate] is not overridden.
ga: Glaoitear air nuair a iarrann an t-inneall an ráta sampla fuaime a úsáidtear chun an fhuaim a thaifeadadh. Ní mór an luach a thugtar ar ais a shonrú in Hz. Réamhshocruithe go 48000 Hz mura bhfuil [method _get_audio_mix_rate] sáraithe.

en: Called when the audio speaker mode used for recording the audio is requested by the engine. This can affect the number of output channels in the resulting audio file/stream. Defaults to [constant AudioServer.SPEAKER_MODE_STEREO] if [method _get_audio_speaker_mode] is not overridden.
ga: Glaoitear air nuair a iarrann an t-inneall modh an chainteora fuaime a úsáidtear chun an fhuaim a thaifeadadh. Féadfaidh sé seo dul i bhfeidhm ar líon na gcainéal aschuir sa chomhad fuaime/sruth mar thoradh air. Réamhshocruithe chuig [Constant AudioServer.SPEAKER_MODE_STEREO] mura bhfuil [method _get_audio_speaker_mode] sáraithe.

en: Called when the engine determines whether this [MovieWriter] is able to handle the file at [param path]. Must return [code]true[/code] if this [MovieWriter] is able to handle the given file path, [code]false[/code] otherwise. Typically, [method _handles_file] is overridden as follows to allow the user to record a file at any path with a given file extension:
    [codeblock]
    func _handles_file(path):
        # Allows specifying an output file with a `.mkv` file extension (case-insensitive),
        # either in the Project Settings or with the `--write-movie <path>` command line argument.
        return path.get_extension().to_lower() == "mkv"
    [/codeblock]
ga: Glaoitear air nuair a chinneann an t-inneall an bhfuil an [Scríbhneoir Scannán seo] in ann an comhad a láimhseáil ag [param path]. Ní mór [code]true[/code] a thabhairt ar ais má tá an [Scríbhneoir Scannán seo] in ann an chonair chomhaid tugtha, [code]false[/code] a láimhseáil ar shlí eile. Go hiondúil, déantar [modh _handles_file] a shárú mar seo a leanas chun ligean don úsáideoir comhad a thaifeadadh ar aon chonair le síneadh comhaid tugtha:
    [codeblock]
    func _handles_file(path):
     # Ceadaíonn sé comhad aschuir a shonrú le síneadh comhaid `.mkv` (cás-íogair),
     # i Socruithe an Tionscadail nó leis an argóint ordaithe `--write-movie <path>`.
        return path.get_extension().to_lower() == "mkv"
    [/codeblock]

en: Called once before the engine starts writing video and audio data. [param movie_size] is the width and height of the video to save. [param fps] is the number of frames per second specified in the project settings or using the [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
ga: Glaodh air uair amháin sula dtosaíonn an t-inneall ag scríobh sonraí físe agus fuaime. Is é [param movie_size] leithead agus airde an fhíseáin atá le sábháil. Is é [param fps] an líon frámaí in aghaidh an tsoicind atá sonraithe i socruithe an tionscadail nó a úsáideann an [code] --fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]líne ordaithe argóint[/url].

en: Called when the engine finishes writing. This occurs when the engine quits by pressing the window manager's close button, or when [method SceneTree.quit] is called.
    [b]Note:[/b] Pressing [kbd]Ctrl + C[/kbd] on the terminal running the editor/project does [i]not[/i] result in [method _write_end] being called.
ga: Glaoitear air nuair a chríochnaíonn an t-inneall ag scríobh. Tarlaíonn sé seo nuair a scoireann an t-inneall trí chnaipe dúnta an bhainisteora fuinneoige a bhrú, nó nuair a ghlaoitear [method SceneTree.quit].
    [b]Nóta:[/b] Má bhrúnn tú [kbd]Ctrl + C[/kbd] ar an teirminéal a ritheann an t-eagarthóir/tionscadal ní [i][/i] a ghlaoitear [method _write_end] mar thoradh air.

en: Called at the end of every rendered frame. The [param frame_image] and [param audio_frame_block] function arguments should be written to.
ga: Glaoitear air ag deireadh gach fráma rindreáilte. Ba cheart na hargóintí feidhm [param frame_image] agus [param audio_frame_block] a scríobh.

en: Adds a writer to be usable by the engine. The supported file extensions can be set by overriding [method _handles_file].
    [b]Note:[/b] [method add_writer] must be called early enough in the engine initialization to work, as movie writing is designed to start at the same time as the rest of the engine.
ga: Cuireann sé leis scríbhneoir a bheidh inúsáidte ag an inneall. Is féidir na síntí comhaid tacaithe a shocrú trí [method _handles_file] a shárú.
    [b]Nóta:[/b] Ní mór [method add_writer] a ghlaoch luath go leor i dtosach feidhme an innill le go n-oibreoidh sé, mar go bhfuil an scríbhneoireacht scannáin deartha le tosú ag an am céanna leis an gcuid eile den inneall.

en: Provides high-performance drawing of a mesh multiple times using GPU instancing.
ga: Soláthraíonn sé líníocht ardfheidhmíochta de mhogalra go minic ag baint úsáide as instancing GPU.

en: MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually.
    MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
    As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
    Since instances may have any behavior, the AABB used for visibility must be provided by the user.
    [b]Note:[/b] A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will [b]not[/b] receive any lighting.
    [b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh.
ga: Soláthraíonn MultiMesh instancing mogalra íseal-leibhéil. Is féidir na mílte nóid [MeshInstance3D] a tharraingt go mall, ós rud é go gcuirtear gach réad faoi bhráid an GPU tarraingthe ina n-aonar.
    Tá MultiMesh i bhfad níos tapúla mar is féidir leis na mílte cásanna a tharraingt le glao tarraingthe amháin, rud a fhágann go mbeidh níos lú forchostais API ann.
    Mar mhíbhuntáiste, má tá na cásanna ró-fhada óna chéile, féadfar an fheidhmíocht a laghdú mar go mbeidh gach ásc amháin i gcónaí (tá siad innéacsaithe go spásúil mar cheann amháin, don réad iomlán).
    Ós rud é go bhféadfadh aon iompar a bheith i gcásanna, ní mór don úsáideoir an AABB a úsáidtear le haghaidh infheictheachta a sholáthar.
    [b]Nóta:[/b] Is réad amháin é Ilmhogra, mar sin tá feidhm ag an srianadh uasta soilse céanna in aghaidh an réada. Ciallaíonn sé seo, a luaithe a bheidh na soilse uasta caite faoi chás amháin nó níos mó, nach bhfaighidh [b][/b] soilsiú ar bith don chuid eile de na cásanna MultiMesh.
    [b]Nóta:[/b] Ní thabharfar aird ar chruthanna cumaisc má úsáidtear iad in Ilmhogra.

en: Using MultiMeshInstance
ga: Ag baint úsáide as MultiMeshInstance

en: Optimization using MultiMeshes
ga: Optamú ag baint úsáide as MultiMeshes

en: Animating thousands of fish with MultiMeshInstance
ga: Na mílte iasc a bheochan le MultiMeshInstance

en: Returns the visibility axis-aligned bounding box in local space.
ga: Filleann sé an bosca teorann aise-ailínithe sa spás áitiúil.

en: Gets a specific instance's color multiplier.
ga: Faigheann iolraitheoir datha shampla ar leith.

en: Returns the custom data that has been set for a specific instance.
ga: Filleann sé na sonraí saincheaptha atá socraithe do shampla ar leith.

en: Returns the [Transform3D] of a specific instance.
ga: Seoltar ar ais an [Transform3D] de shampla ar leith.

en: Returns the [Transform2D] of a specific instance.
ga: Seoltar ar ais an [Transform2D] de chás ar leith.

en: Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance.
    [b]Note:[/b] Each component is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.
    For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]).
ga: Socraíonn sé dath shampla ar leith trí [i]dathanna rinn an mhogalra atá ann faoi láthair a iolrú[/i]. Ligeann sé seo tintiú dathanna éagsúla in aghaidh na huaire.
    [b]Nóta:[/b] Stóráiltear gach comhpháirt i 32 ghiotán sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ach pacáiltear é i 16 ghiotán sa mhodh rindreála Comhoiriúnachta.
    Le go dtiocfaidh an dath i bhfeidhm, cinntigh go bhfuil [comhalta use_colors] [code]true[/code] ar an [MultiMesh] agus [comhalta BaseMaterial3D.vertex_color_use_as_albedo] [code]true[/code] ar an ábhar. Má tá sé ar intinn agat absalóideach dath a shocrú seachas tintiú, déan cinnte go bhfuil dath albedo an ábhair socraithe go bán íon ([code]Dath(1, 1, 1)[/code]).

en: Sets custom data for a specific instance. [param custom_data] is a [Color] type only to contain 4 floating-point numbers.
    [b]Note:[/b] Each number is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.
    For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code].
    This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code].
ga: Socraíonn sé sonraí saincheaptha do shampla ar leith. Is cineál [Color] é [param custom_data] ina bhfuil 4 uimhir snámhphointe amháin.
    [b]Nóta:[/b] Stóráiltear gach uimhir ina 32 ghiotán sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ach pacáilte i 16 ghiotán sa mhodh rindreála Comhoiriúnachta.
    Chun na sonraí saincheaptha a úsáid, cinntigh go bhfuil [ball use_custom_data] [code]true[/code].
    Ní mór na sonraí ásc saincheaptha seo a rochtain de láimh i do scáthóir saincheaptha trí úsáid a bhaint as [code]INSTANCE_CUSTOM[/code].

en: Sets the [Transform3D] for a specific instance.
ga: Socraíonn sé an [Transform3D] do chás ar leith.

en: Sets the [Transform2D] for a specific instance.
ga: Socraíonn sé an [Transform2D] do chás ar leith.

en: Accessing this property is very slow. Use [method set_instance_color] and [method get_instance_color] instead.
ga: Tá sé an-mhall rochtain a fháil ar an maoin seo. Úsáid [method set_instance_color] agus [method get_instance_color] ina ionad sin.

en: Array containing each [Color] used by all instances of this mesh.
ga: Eagar ina bhfuil gach [Color] a úsáideann gach cás den mhogalra seo.

en: Custom AABB for this MultiMesh resource. Setting this manually prevents costly runtime AABB recalculations.
ga: Saincheap AABB don acmhainn Ilmhogra seo. Má dhéantar é seo a shocrú de láimh, cuirtear cosc ar athríomhanna costasacha AABB am rite.

en: Accessing this property is very slow. Use [method set_instance_custom_data] and [method get_instance_custom_data] instead.
ga: Tá sé an-mhall rochtain a fháil ar an maoin seo. Úsáid [method set_instance_custom_data] agus [method get_instance_custom_data] ina ionad sin.

en: Array containing each custom data value used by all instances of this mesh, as a [PackedColorArray].
ga: Eagar ina bhfuil gach luach sonraí saincheaptha a úsáideann gach cás den mhogalra seo, mar [PackedColorArray].

en: Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
    By default, all instances are drawn but you can limit this with [member visible_instance_count].
ga: Líon na gcásanna a gheobhaidh tú tarraingt. Glanann sé seo agus (ath)méadaíonn sé na maoláin. Ní bheidh aon éifeacht ag socrú formáid na sonraí nó bratacha ina dhiaidh sin.
    De réir réamhshocraithe, tarraingítear gach cás ach is féidir é seo a theorannú le [member visible_instance_count].

en: [Mesh] resource to be instanced.
    The looks of the individual instances can be modified using [method set_instance_color] and [method set_instance_custom_data].
ga: [mogalra] acmhainn a shampla.
    Is féidir cuma na gcásanna aonair a mhodhnú trí úsáid a bhaint as [method set_instance_color] agus [method set_instance_custom_data].

en: Accessing this property is very slow. Use [method set_instance_transform_2d] and [method get_instance_transform_2d] instead.
ga: Tá sé an-mhall rochtain a fháil ar an maoin seo. Úsáid [method set_instance_transform_2d] agus [method get_instance_transform_2d] ina ionad sin.

en: Array containing each [Transform2D] value used by all instances of this mesh, as a [PackedVector2Array]. Each transform is divided into 3 [Vector2] values corresponding to the transforms' [code]x[/code], [code]y[/code], and [code]origin[/code].
ga: Eagar ina bhfuil gach luach [Transform2D] a úsáideann gach cás den mhogalra seo, mar [PackedVector2Array]. Roinntear gach claochlú ina 3 luach [Vector2] a fhreagraíonn do [code]x[/code], [code]y[/code], agus [code]tionscnaimh[/code] na gclaochluithe.

en: Accessing this property is very slow. Use [method set_instance_transform] and [method get_instance_transform] instead.
ga: Tá sé an-mhall rochtain a fháil ar an maoin seo. Úsáid [method set_instance_transform] agus [method get_instance_transform] ina ionad sin.

en: Array containing each [Transform3D] value used by all instances of this mesh, as a [PackedVector3Array]. Each transform is divided into 4 [Vector3] values corresponding to the transforms' [code]x[/code], [code]y[/code], [code]z[/code], and [code]origin[/code].
ga: Eagar ina bhfuil gach luach [Transform3D] a úsáideann gach cás den mhogalra seo, mar [PackedVector3Array]. Roinntear gach claochlú ina 4 luach [Veicteoir3] a fhreagraíonn do [code]x[/code], [code]y[/code], [code]z[/code], agus [code]bunaidh[/code] ].

en: Format of transform used to transform mesh, either 2D or 3D.
ga: Formáid an chlaochlaithe a úsáidtear chun mogalra a athrú, bíodh sé 2T nó 3T.

en: If [code]true[/code], the [MultiMesh] will use color data (see [method set_instance_color]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code].
ga: Más [code]true[/code], úsáidfidh an [MultiMesh] sonraí datha (féach [method set_instance_color]). Ní féidir é a shocrú ach amháin nuair atá [code] 0[/code] nó níos lú i gceist le [member instance_count]. Ciallaíonn sé seo go gcaithfidh tú glaoch ar an modh seo sula socróidh tú an comhaireamh ásc, nó é a athshocrú go sealadach go [code]0[/code].

en: If [code]true[/code], the [MultiMesh] will use custom data (see [method set_instance_custom_data]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code].
ga: Más [code]true[/code], úsáidfidh an [MultiMesh] sonraí saincheaptha (féach [method set_instance_custom_data]). Ní féidir é a shocrú ach amháin nuair atá [code] 0[/code] nó níos lú i gceist le [member instance_count]. Ciallaíonn sé seo go gcaithfidh tú glaoch ar an modh seo sula socróidh tú an comhaireamh ásc, nó é a athshocrú go sealadach go [code]0[/code].

en: Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
ga: Cuireann sé teorainn le líon na gcásanna a tharraingítear, tarraingíonn -1 gach cás. Ní athraíonn sé seo méideanna na maoláin.

en: Use this when using 2D transforms.
ga: Úsáid é seo agus claochluithe 2T á n-úsáid.

en: Use this when using 3D transforms.
ga: Bain úsáid as seo agus claochluithe 3D á n-úsáid.

en: Node that instances a [MultiMesh] in 2D.
ga: Nód a áiríonn [MultiMesh] i 2T.

en: [MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D.
    Usage is the same as [MultiMeshInstance3D].
ga: Nód speisialaithe é [MultiMeshInstance2D] chun acmhainn [MultiMesh] a úsáid in 2T mar shampla.
    Tá an úsáid mar an gcéanna le [MultiMeshInstance3D].

en: The [MultiMesh] that will be drawn by the [MultiMeshInstance2D].
ga: An [MultiMesh] a tharraingeoidh an [MultiMeshInstance2D].

en: Node that instances a [MultiMesh].
ga: Nód a chuireann isteach ar [MultiMesh].

en: [MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s based on a [MultiMesh] resource.
    This is useful to optimize the rendering of a high number of instances of a given mesh (for example trees in a forest or grass strands).
ga: Is nód speisialaithe é [MultiMeshInstance3D] mar shampla [GeometryInstance3D]s bunaithe ar acmhainn [MultiMesh].
    Tá sé seo úsáideach chun rindreáil líon ard cásanna de mhogalra ar leith a bharrfheabhsú (mar shampla crainn i bhforaois nó i snáitheanna féir).

en: The [MultiMesh] resource that will be used and shared among all instances of the [MultiMeshInstance3D].
ga: An acmhainn [MultiMesh] a úsáidfear agus a roinntear i measc gach cás den [MultiMeshInstance3D].

en: High-level multiplayer API interface.
ga: Comhéadan API il-imreora ardleibhéil.

en: Base class for high-level multiplayer API implementations. See also [MultiplayerPeer].
    By default, [SceneTree] has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
    It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the [method SceneTree.set_multiplayer] method, effectively allowing to run both client and server in the same scene.
    It is also possible to extend or replace the default implementation via scripting or native extensions. See [MultiplayerAPIExtension] for details about extensions, [SceneMultiplayer] for the details about the default implementation.
ga: Bunrang le haghaidh feidhmiúcháin API il-imreora ardleibhéil. Féach freisin [MultiplayerPeer].
    De réir réamhshocraithe, tá tagairt ag [SceneTree] do chur i bhfeidhm den aicme seo agus úsáideann sé é chun cumais il-imreora (i.e. RPCanna) a sholáthar ar fud an radhairc ar fad.
    Is féidir an cás MultiplayerAPI a úsáideann brainsí crann ar leith a shárú trí ghlao a chur ar an modh [method SceneTree.set_multiplayer], rud a fhágann gur féidir an cliant agus an freastalaí araon a reáchtáil sa radharc céanna.
    Is féidir freisin an cur i bhfeidhm réamhshocraithe a leathnú nó a athsholáthar trí scriptithe nó síntí dúchais. Féach ar [MultiplayerAPIE Extension] le haghaidh sonraí maidir le síntí, [SceneMultiplayer] le haghaidh sonraí maidir leis an gcur i bhfeidhm réamhshocraithe.

en: Returns a new instance of the default MultiplayerAPI.
ga: Filleann sé sampla nua den MultiplayerAPI réamhshocraithe.

en: Returns the default MultiplayerAPI implementation class name. This is usually [code]"SceneMultiplayer"[/code] when [SceneMultiplayer] is available. See [method set_default_interface].
ga: Seoltar ar ais an t-ainm ranga forfheidhmithe réamhshocraithe MultiplayerAPI. De ghnáth is é seo [code]"SceneMultiplayer"[/code] nuair a bhíonn [SceneMultiplayer] ar fáil. Féach ar [method set_default_interface].

en: Returns the peer IDs of all connected peers of this MultiplayerAPI's [member multiplayer_peer].
ga: Filleann sé aitheantais piaraí gach piaraí nasctha den MultiplayerAPI seo [member multiplayer_peer].

en: Returns the sender's peer ID for the RPC currently being executed.
    [b]Note:[/b] This method returns [code]0[/code] when called outside of an RPC. As such, the original peer ID may be lost when code execution is delayed (such as with GDScript's [code]await[/code] keyword).
ga: Filleann sé piaraitheantas an tseoltóra don RPC atá á fhorghníomhú faoi láthair.
    [b]Nóta:[/b] Filleann an modh seo [code]0[/code] nuair a ghlaoitear air lasmuigh de RPC. Mar sin, seans go gcaillfear an bunaitheantas piaraí nuair a chuirtear moill ar fhorghníomhú an chóid (amhail eochairfhocal [code]fan [/code] GDScript).

en: Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer].
ga: Filleann sé an t-aitheantas uathúil piaraí den MultiplayerAPI seo [member multiplayer_peer].

en: Returns [code]true[/code] if there is a [member multiplayer_peer] set.
ga: Filleann sé [code]true[/code] má tá tacar [member multiplayer_peer] ann.

en: Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] is valid and in server mode (listening for connections).
ga: Filleann sé [code]true[/code] má tá [member multiplayer_peer] an MultiplayerAPI seo bailí agus i mód an fhreastalaí (éisteacht le haghaidh naisc).

en: Notifies the MultiplayerAPI of a new [param configuration] for the given [param object]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and a valid [NodePath] as [param configuration]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it.
    [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].
ga: Cuireann sé seo in iúl don MultiplayerAPI faoi [chumraíocht param] nua don [param object] a thugtar. Úsáideann [SceneTree] an modh seo go hinmheánach chun an cosán fréimhe a chumrú don MultiplayerAPI seo (ag dul thar [code] null [/code] agus [NodePath] bailí mar [cumraíocht param]). Féadfaidh feidhmithe MultiplayerAPI an modh seo a úsáid tuilleadh chun gnéithe breise a sholáthar, déan tagairt do chur chun feidhme sonrach (m.sh. [SceneMultiplayer]) chun sonraí a fháil faoin gcaoi a n-úsáideann siad é.
    [b]Nóta:[/b] Tá an modh seo ábhartha den chuid is mó agus an t-iompar MultiplayerAPI á leathnú nó á shárú trí [Míniúchán MultiplayerAPIE].

en: Notifies the MultiplayerAPI to remove a [param configuration] for the given [param object]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and an empty [NodePath] as [param configuration]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it.
    [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].
ga: Tugann sé fógra don MultiplayerAPI chun [cumraíocht param] a bhaint don [param object] a tugadh. Úsáideann [SceneTree] an modh seo go hinmheánach chun an fhréamhchosán a chumrú don MultiplayerAPI seo (ag dul thar [code] null [/code] agus [NodePath] folamh mar [cumraíocht param]). Féadfaidh feidhmithe MultiplayerAPI an modh seo a úsáid tuilleadh chun gnéithe breise a sholáthar, déan tagairt do chur chun feidhme sonrach (m.sh. [SceneMultiplayer]) chun sonraí a fháil faoin gcaoi a n-úsáideann siad é.
    [b]Nóta:[/b] Tá an modh seo ábhartha den chuid is mó agus an t-iompar MultiplayerAPI á leathnú nó á shárú trí [Míniúchán MultiplayerAPIE].

en: Method used for polling the MultiplayerAPI. You only need to worry about this if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI(s) for you.
    [b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
ga: Modh a úsáidtear chun an MultiplayerAPI a vótáil. Ní gá duit a bheith buartha faoi seo ach má shocraíonn tú [member SceneTree.multiplayer_poll] go [code]bréagach[/code]. De réir réamhshocraithe, déanfaidh [SceneTree] a MultiplayerAPI(s) a vótaíocht duit.
    [b]Nóta:[/b] Is é an toradh a bhíonn ar an modh seo ná go nglaofar RPCanna, mar sin déanfar iad a fhorghníomhú sa chomhthéacs céanna den fheidhm seo (m.sh. [code]_process[/code], [code]fisic[/code], [ Snáithe]).

en: Sets the default MultiplayerAPI implementation class. This method can be used by modules and extensions to configure which implementation will be used by [SceneTree] when the engine starts.
ga: Socraíonn sé an rang forfheidhmithe MultiplayerAPI réamhshocraithe. Is féidir leis an modh seo a úsáid le modúil agus síntí a chumrú a chur i bhfeidhm a úsáidfidh [SceneTree] nuair a thosaíonn an t-inneall.

en: The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_server]) and will set root node's network mode to authority, or it will become a regular client peer. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.
ga: An réad piaraí chun an córas RPC a láimhseáil (líonrú a chumasú go héifeachtach nuair atá sé socraithe). Ag brath ar an bpiaraí féin, beidh an MultiplayerAPI ina fhreastalaí líonra (seiceáil le [method is_server]) agus socróidh sé modh líonra an nód fréimhe in údarás, nó beidh sé ina phiara cliant rialta. Tá gach nóid linbh socraithe chun an modh líonra a oidhreacht de réir réamhshocraithe. Déantar láimhseáil imeachtaí a bhaineann le líonrú (nasc, dícheangal, cliaint nua) trí nascadh le comharthaí MultiplayerAPI.

en: Emitted when this MultiplayerAPI's [member multiplayer_peer] successfully connected to a server. Only emitted on clients.
ga: Astaithe nuair a d'éirigh leis an MultiplayerAPI seo [member multiplayer_peer] ceangal le freastalaí. Astaítear ar chliaint amháin.

en: Emitted when this MultiplayerAPI's [member multiplayer_peer] fails to establish a connection to a server. Only emitted on clients.
ga: Astaithe nuair a theipeann ar [member multiplayer_peer] an MultiplayerAPI seo nasc a bhunú le freastalaí. Astaítear ar chliaint amháin.

en: Emitted when this MultiplayerAPI's [member multiplayer_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
ga: Astaithe nuair a nascann [member multiplayer_peer] an MultiplayerAPI seo le piaraí nua. ID piaraí an phiara nua is ea ID. Cuirtear cliaint ar an eolas nuair a nascann cliaint eile leis an bhfreastalaí céanna. Ar nascadh le freastalaí, faigheann cliant an comhartha seo don fhreastalaí freisin (agus ID 1).

en: Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
ga: Astaítear é nuair a dhícheanglaíonn [member multiplayer_peer] an MultiplayerAPI seo ó phiara. Cuirtear cliaint ar an eolas nuair a dhícheanglaíonn cliaint eile ón bhfreastalaí céanna.

en: Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from server. Only emitted on clients.
ga: Astaítear é nuair a dhícheanglaíonn [member multiplayer_peer] an MultiplayerAPI seo ón bhfreastalaí. Astaítear ar chliaint amháin.

en: Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
ga: Úsáidtear é le [method Node.rpc_config] chun modh nó airí a dhíchumasú le haghaidh gach glao RPC, rud a fhágann nach bhfuil sé ar fáil. Réamhshocrú do gach modh.

en: Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc("any_peer")[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
ga: Úsáidte le [method Node.rpc_config] chun modh a shocrú a bheidh inghlaoite go cianda ag piara ar bith. Ar aon dul leis an nóta [code]@rpc (“any_peer”)[/code]. Glactar le glaonna ó gach piaraí iargúlta, is cuma an údarás nód iad nó nach bhfuil.

en: Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc("authority")[/code] annotation. See [method Node.set_multiplayer_authority].
ga: Úsáidte le [method Node.rpc_config] chun modh a shocrú a bheidh inghlaoite go cianda amháin ag an údarás il-imreora reatha (is é sin an freastalaí de réir réamhshocraithe). Ar aon dul leis an nóta [code]@rpc (“údarás”)[/code]. Féach ar [method Node.set_multiplayer_authority].

en: Base class used for extending the [MultiplayerAPI].
ga: Bunrang a úsáidtear chun an [MultiplayerAPI] a leathnú.

en: Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved.
ga: Glaoitear air nuair a dhéantar an [comhalta MultiplayerAPI.multiplayer_peer] a aisghabháil.

en: Callback for [method MultiplayerAPI.get_peers].
ga: Aisghlao do [method MultiplayerAPI.get_peers].

en: Callback for [method MultiplayerAPI.get_remote_sender_id].
ga: Aisghlao do [method MultiplayerAPI.get_remote_sender_id].

en: Callback for [method MultiplayerAPI.get_unique_id].
ga: Aisghlao do [method MultiplayerAPI.get_unique_id].

en: Callback for [method MultiplayerAPI.object_configuration_add].
ga: Aisghlao do [method MultiplayerAPI.object_configuration_add].

en: Callback for [method MultiplayerAPI.object_configuration_remove].
ga: Aisghlao do [method MultiplayerAPI.object_configuration_remove].

en: Callback for [method MultiplayerAPI.poll].
ga: Aisghlao do [method MultiplayerAPI.poll].

en: Callback for [method MultiplayerAPI.rpc].
ga: Aisghlao do [method MultiplayerAPI.rpc].

en: Called when the [member MultiplayerAPI.multiplayer_peer] is set.
ga: Glaoitear air nuair atá an [comhalta MultiplayerAPI.multiplayer_peer] socraithe.

en: Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI].
ga: Aicme teibí do [PacketPeer]s speisialaithe a úsáideann an [MultiplayerAPI].

en: Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI].
    [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Bainistíonn sé an nasc le piaraí iargúlta amháin nó níos mó a ghníomhaíonn mar fhreastalaí nó mar chliant agus ag sannadh aitheantais uathúla do gach ceann acu. Féach freisin [MultiplayerAPI].
    [b]Nóta:[/b] Is sonraí cur chun feidhme é an prótacal [MultiplayerAPI] agus níl sé i gceist go n-úsáidfidh freastalaithe neamh-Godot é. Féadfaidh sé athrú gan fógra.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Immediately close the multiplayer peer returning to the state [constant CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting [signal peer_disconnected].
ga: Dún láithreach an piara il-imreora atá ag filleadh ar an stát [CONNECTION_DISCONNECTED leanúnach]. Scriosfar piaraí nasctha gan astú [signal peer_disconnected].

en: Disconnects the given [param peer] from this host. If [param force] is [code]true[/code] the [signal peer_disconnected] signal will not be emitted for this peer.
ga: Dínascann sé an [param piara] tugtha ón óstach seo. Má tá [param force] [code]true[/code] ní bheidh an [comhartha peer_disconnected] comhartha astaithe don piara seo.

en: Returns a randomly generated integer that can be used as a network unique ID.
ga: Filleann sé slánuimhir a ghintear go randamach is féidir a úsáid mar aitheantas líonra uathúil.

en: Returns the current state of the connection. See [enum ConnectionStatus].
ga: Filleann sé staid reatha an naisc. Féach [enum ConnectionStatus].

en: Returns the channel over which the next available packet was received. See [method PacketPeer.get_available_packet_count].
ga: Filleann sé an cainéal ar a bhfuarthas an chéad phaicéad eile atá ar fáil. Féach ar [method PacketPeer.get_available_packet_count].

en: Returns the transfer mode the remote peer used to send the next available packet. See [method PacketPeer.get_available_packet_count].
ga: Filleann sé seo an modh aistrithe a d'úsáid an piaraí cianda chun an chéad phaicéad eile atá ar fáil a sheoladh. Féach ar [method PacketPeer.get_available_packet_count].

en: Returns the ID of the [MultiplayerPeer] who sent the next available packet. See [method PacketPeer.get_available_packet_count].
ga: Seoltar ar ais ID an [MultiplayerPeer] a sheol an chéad phaicéad eile a bhí ar fáil. Féach ar [method PacketPeer.get_available_packet_count].

en: Returns the ID of this [MultiplayerPeer].
ga: Seoltar ar ais aitheantas an [MultiplayerPeer] seo.

en: Waits up to 1 second to receive a new network event.
ga: Fanann suas le 1 soicind chun imeacht líonra nua a fháil.

en: Sets the peer to which packets will be sent.
    The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. By default, the target peer is [constant TARGET_PEER_BROADCAST].
ga: Socraíonn sé an piara chuig a seolfar paicéid.
    Is féidir leis an [param id] a bheith mar cheann de: [targóid leanúnach TARGET_PEER_BROADCAST] le seoladh chuig gach piaraí nasctha, [TARGET_PEER_SERVER leanúnach] le seoladh chuig an gcomhghleacaí atá ag gníomhú mar fhreastalaí, ID piaraí bailí le seoladh chuig an bpiaraí sonrach sin, aitheantas piara diúltach chuig seol chuig gach piaraí seachas an ceann sin. De réir réamhshocraithe, is é an piara sprice ná [TARGET_PEER_BROADCAST].

en: If [code]true[/code], this [MultiplayerPeer] refuses new connections.
ga: Más [code]true[/code], diúltaíonn an [MultiplayerPeer] seo do naisc nua.

en: The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send [b]different and independent[/b] state updates is a common way to optimize network usage and decrease latency in fast-paced games.
    [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
ga: An cainéal le húsáid chun paicéid a sheoladh. Ligeann go leor API líonra ar nós Enet agus WebRTC ilbhealaí neamhspleácha a chruthú a iompraíonn, ar bhealach, cosúil le naisc ar leith. Ciallaíonn sé seo nach gcuirfidh sonraí iontaofa bac ar sheachadadh paicéid eile ar an gcainéal sin amháin, agus ní dhéanfar ordú ach amháin maidir leis an gcainéal a bhfuil an paicéad á sheoladh air. Is bealach coitianta é úsáid a bhaint as cainéil éagsúla chun nuashonruithe stáit [b]difriúla neamhspleácha[/b] a sheoladh chun úsáid líonra a bharrfheabhsú agus chun foighne i gcluichí ar luas tapa a laghdú.
    [b]Nóta:[/b] Oibríonn an cainéal réamhshocraithe ([code]0[/code]) i ndáiríre mar 3 chainéal ar leith (ceann amháin do gach [enum TransferMode]) ionas nach ndéanann [ TRANSFER_MODE_RELIABLE] agus [ TRANSFER_MODE_UNRELIABLE_ORDERED] leanúnach idirghníomhú lena chéile de réir réamhshocraithe. Déan tagairt do dhoiciméadú API an líonra ar leith (m.sh. Enet nó WebRTC) chun foghlaim conas cainéil a shocrú i gceart.

en: The manner in which to send packets to the target peer. See [enum TransferMode], and the [method set_target_peer] method.
ga: An modh chun paicéid a sheoladh chuig an bpiaraí sprice. Féach ar [enum TransferMode], agus an modh [method set_target_peer].

en: Emitted when a remote peer connects.
ga: Astaithe nuair a nascann piaraí cianda.

en: Emitted when a remote peer has disconnected.
ga: Astaithe nuair a bhíonn piara cianda dícheangailte.

en: The MultiplayerPeer is disconnected.
ga: Tá an MultiplayerPeer dícheangailte.

en: The MultiplayerPeer is currently connecting to a server.
ga: Tá an MultiplayerPeer ag nascadh le freastalaí faoi láthair.

en: This MultiplayerPeer is connected.
ga: Tá an MultiplayerPeer seo ceangailte.

en: Packets are sent to all connected peers.
ga: Seoltar paicéid chuig gach piaraí nasctha.

en: Packets are sent to the remote peer acting as server.
ga: Seoltar paicéid chuig an gcomhghleacaí atá ag gníomhú mar fhreastalaí.

en: Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
ga: Ní admhaítear paicéid, ní dhéantar aon iarrachtaí athsheolta i gcás paicéid caillte. Féadfaidh paicéid teacht in aon ordú. D'fhéadfadh go mbeadh sé níos tapúla ná [transfer_MODE_UNRELIABLE_ORDERED]. Bain úsáid as le haghaidh sonraí neamhchriticiúil, agus breithnigh i gcónaí an bhfuil tábhacht leis an ordú.

en: Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
ga: Ní admhaítear paicéid, ní dhéantar aon iarrachtaí athsheolta i gcás paicéid caillte. Faightear paicéid san ord inar seoladh isteach iad. D’fhéadfadh go mbeadh siad níos tapúla ná [transstant TRANSFER_MODE_RELIABLE]. Úsáid le haghaidh sonraí neamhchriticiúil nó sonraí a bheadh as dáta dá bhfaighfí go déanach iad mar gheall ar iarracht(í) a athsheoladh ar aon nós, mar shampla sonraí gluaiseachta agus suímh.

en: Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
ga: Ní mór paicéid a fháil agus ba chóir iarrachtaí a sheoladh ar ais go dtí go n-admhaítear na paicéid. Ní mór paicéid a fháil san ord inar seoladh isteach iad. An modh aistrithe is iontaofa, ach b'fhéidir an ceann is moille mar gheall ar an lastuas. Bain úsáid as le haghaidh sonraí criticiúla nach mór a tharchur agus a shroicheadh in ord, mar shampla cumas á spreagadh nó teachtaireacht chomhrá. Smaoinigh go cúramach an bhfuil an fhaisnéis ríthábhachtach i ndáiríre, agus bain úsáid as go coigilteach.

en: Class that can be inherited to implement custom multiplayer API networking layers via GDExtension.
ga: Aicme is féidir a fháil le hoidhreacht chun sraitheanna líonraithe API il-imreora saincheaptha a chur i bhfeidhm trí GDExtension.

en: This class is designed to be inherited from a GDExtension plugin to implement custom networking layers for the multiplayer API (such as WebRTC). All the methods below [b]must[/b] be implemented to have a working custom multiplayer implementation. See also [MultiplayerAPI].
ga: Tá an rang seo deartha le bheith faighte le hoidhreacht ó bhreiseán GDEExtension chun sraitheanna líonraithe saincheaptha a chur i bhfeidhm don API il-imreora (ar nós WebRTC). Ní mór na modhanna go léir thíos [b][/b] a chur chun feidhme chun cur chun feidhme il-imreora saincheaptha oibre a bheith ann. Féach freisin [MultiplayerAPI].

en: Called when the multiplayer peer should be immediately closed (see [method MultiplayerPeer.close]).
ga: Glaodh air nuair ba chóir an piara il-imreora a dhúnadh láithreach (féach [method MultiplayerPeer.close]).

en: Called when the connected [param p_peer] should be forcibly disconnected (see [method MultiplayerPeer.disconnect_peer]).
ga: Glaoitear air nuair ba cheart an [param p_peer] ceangailte a dhínascadh go héigeantach (féach [method MultiplayerPeer.disconnect_peer]).

en: Called when the available packet count is internally requested by the [MultiplayerAPI].
ga: Glaoitear air nuair a iarrann an [MultiplayerAPI] an comhaireamh paicéad atá ar fáil go hinmheánach.

en: Called when the connection status is requested on the [MultiplayerPeer] (see [method MultiplayerPeer.get_connection_status]).
ga: Glaoitear air nuair a iarrtar an stádas naisc ar an [MultiplayerPeer] (féach [method MultiplayerPeer.get_connection_status]).

en: Called when the maximum allowed packet size (in bytes) is requested by the [MultiplayerAPI].
ga: Glaoitear air nuair a iarrann an [MultiplayerAPI] an t-uasmhéid paicéad atá ceadaithe (i mbeart).

en: Called when a packet needs to be received by the [MultiplayerAPI], with [param r_buffer_size] being the size of the binary [param r_buffer] in bytes.
ga: Glaoitear air nuair is gá don [MultiplayerAPI] paicéad a fháil, agus is é [param r_buffer_size] méid an dhénártha [param r_buffer] i mbearta.

en: Called to get the channel over which the next available packet was received. See [method MultiplayerPeer.get_packet_channel].
ga: Glaodh air chun an cainéal a fháil ar a bhfuarthas an chéad phaicéad eile atá ar fáil. Féach ar [method MultiplayerPeer.get_packet_channel].

en: Called to get the transfer mode the remote peer used to send the next available packet. See [method MultiplayerPeer.get_packet_mode].
ga: Glaodh air chun an modh aistrithe a fháil a d'úsáid an piaraí cianda chun an chéad phaicéad eile a bhí ar fáil a sheoladh. Féach ar [method MultiplayerPeer.get_packet_mode].

en: Called when the ID of the [MultiplayerPeer] who sent the most recent packet is requested (see [method MultiplayerPeer.get_packet_peer]).
ga: Glaoitear air nuair a iarrtar aitheantas an [MultiplayerPeer] a sheol an paicéad is déanaí (féach [method MultiplayerPeer.get_packet_peer]).

en: Called when a packet needs to be received by the [MultiplayerAPI], if [method _get_packet] isn't implemented. Use this when extending this class via GDScript.
ga: Glaodh air nuair is gá don [MultiplayerAPI] paicéad a fháil, mura gcuirtear [method _get_packet] i bhfeidhm. Bain úsáid as seo agus an rang seo á leathnú trí GDScript.

en: Called when the transfer channel to use is read on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_channel]).
ga: Glaoitear air nuair a léitear an cainéal aistrithe atá le húsáid ar an [MultiplayerPeer] seo (féach [member MultiplayerPeer.transfer_channel]).

en: Called when the transfer mode to use is read on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_mode]).
ga: Glaoitear air nuair a léitear an modh aistrithe atá le húsáid ar an [MultiplayerPeer] (féach [comhalta MultiplayerPeer.transfer_mode]).

en: Called when the unique ID of this [MultiplayerPeer] is requested (see [method MultiplayerPeer.get_unique_id]). The value must be between [code]1[/code] and [code]2147483647[/code].
ga: Glaoitear air nuair a iarrtar aitheantas uathúil an [MultiplayerPeer] seo (féach [method MultiplayerPeer.get_unique_id]). Caithfidh an luach a bheith idir [code]1[/code] agus [code]2147483647[/code].

en: Called when the "refuse new connections" status is requested on this [MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections]).
ga: Glaoitear air nuair a iarrtar an stádas "diúltaigh naisc nua" ar an [MultiplayerPeer] seo (féach [comhalta MultiplayerPeer.refuse_new_connections]).

en: Called when the "is server" status is requested on the [MultiplayerAPI]. See [method MultiplayerAPI.is_server].
ga: Glaoitear air nuair a iarrtar an stádas "is freastalaí" ar an [MultiplayerAPI]. Féach ar [method MultiplayerAPI.is_server].

en: Called to check if the server can act as a relay in the current configuration. See [method MultiplayerPeer.is_server_relay_supported].
ga: Glaodh air chun seiceáil an féidir leis an bhfreastalaí gníomhú mar athsheachadán sa chumraíocht reatha. Féach ar [method MultiplayerPeer.is_server_relay_supported].

en: Called when the [MultiplayerAPI] is polled. See [method MultiplayerAPI.poll].
ga: Glaoitear air nuair a dhéantar vótaíocht ar an [MultiplayerAPI]. Féach [method MultiplayerAPI.poll].

en: Called when a packet needs to be sent by the [MultiplayerAPI], with [param p_buffer_size] being the size of the binary [param p_buffer] in bytes.
ga: Glaoitear air nuair is gá don [MultiplayerAPI] paicéad a sheoladh, agus is é [param p_buffer_size] méid an dhénártha [param p_buffer] i mbearta.

en: Called when a packet needs to be sent by the [MultiplayerAPI], if [method _put_packet] isn't implemented. Use this when extending this class via GDScript.
ga: Glaoitear air nuair is gá don [MultiplayerAPI] paicéad a sheoladh, mura gcuirtear [method _put_packet] i bhfeidhm. Bain úsáid as seo agus an rang seo á leathnú trí GDScript.

en: Called when the "refuse new connections" status is set on this [MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections]).
ga: Glaoitear air nuair a shocraítear an stádas “diúltaigh naisc nua” ar seo [MultiplayerPeer] (féach [comhalta MultiplayerPeer.refuse_new_connections]).

en: Called when the target peer to use is set for this [MultiplayerPeer] (see [method MultiplayerPeer.set_target_peer]).
ga: Glaoitear air nuair atá an piara sprice atá le húsáid socraithe don [MultiplayerPeer] seo (féach [method MultiplayerPeer.set_target_peer]).

en: Called when the channel to use is set for this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_channel]).
ga: Glaoitear air nuair atá an cainéal le húsáid socraithe don [MultiplayerPeer] seo (féach [member MultiplayerPeer.transfer_channel]).

en: Called when the transfer mode is set on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_mode]).
ga: Glaoitear air nuair atá an modh aistrithe socraithe ar an [MultiplayerPeer] seo (féach [comhalta MultiplayerPeer.transfer_mode]).

en: Automatically replicates spawnable nodes from the authority to other multiplayer peers.
ga: Déanann sé nóid inscriosta a mhacasamhlú go huathoibríoch ón údarás chuig piaraí il-imreora eile.

en: Spawnable scenes can be configured in the editor or through code (see [method add_spawnable_scene]).
    Also supports custom node spawns through [method spawn], calling [member spawn_function] on all peers.
    Internally, [MultiplayerSpawner] uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way.
ga: Is féidir radhairc insleachta a chumrú san eagarthóir nó trí chód (féach [method add_spawnable_scene]).
    Chomh maith leis sin tacaíonn sé le sceith nód saincheaptha trí [sceite modh], ag glaoch ar [member spawn_function] ar gach piaraí.
    Go hinmheánach, úsáideann [MultiplayerSpawner] [method MultiplayerAPI.object_configuration_add] chun fógra a thabhairt do sceithirí atá ag dul thar an nód sceith mar an [code]réad[/code] agus é féin mar an [code]chumraíocht[/code], agus [method MultiplayerAPI.object_configuration_remove] chun fógra a thabhairt do despawns ar an mbealach céanna.

en: Adds a scene path to spawnable scenes, making it automatically replicated from the multiplayer authority to other peers when added as children of the node pointed by [member spawn_path].
ga: Cuireann sé cosán radhairc le radhairc insleachta, rud a fhágann go ndéantar é a mhacasamhlú go huathoibríoch ón údarás il-imreora chuig piaraí eile nuair a chuirtear leis mar leanaí an nód arna lua ag [member spawn_path].

en: Clears all spawnable scenes. Does not despawn existing instances on remote peers.
ga: Glanann sé gach radharc insileadh. Ní scarann sé cásanna reatha ar phiaraí cianda.

en: Returns the spawnable scene path by index.
ga: Filleann sé cosán an radhairc insleachta de réir innéacs.

en: Returns the count of spawnable scene paths.
ga: Filleann sé comhaireamh na gcosán radhairc insleachta.

en: Requests a custom spawn, with [param data] passed to [member spawn_function] on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by [member spawn_path].
    [b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is only needed for custom spawns.
ga: Iarrann sé sceith saincheaptha, agus cuirfear [sonraí param] ar aghaidh chuig [member spawn_function] ar gach piaraí. Filleann sé ar ais an shampla nód spawned go háitiúil cheana féin taobh istigh den chrann radharc, agus curtha leis mar leanbh an nód léirigh ag [member spawn_path].
    [b]Nóta:[/b] Sceitetar radhairc insleachta go huathoibríoch. [sceite modh] ag teastáil ach amháin le haghaidh sceite saincheaptha.

en: Method called on all peers when a custom [method spawn] is requested by the authority. Will receive the [code]data[/code] parameter, and should return a [Node] that is not in the scene tree.
    [b]Note:[/b] The returned node should [b]not[/b] be added to the scene with [method Node.add_child]. This is done automatically.
ga: Modh a dtugtar ar gach piaraí nuair a iarrann an t-údarás modh saincheaptha [method spawn]. Gheobhaidh sé an paraiméadar [code]data[/code], agus ba cheart dó [Node] nach bhfuil sa chrann radhairc a thabhairt ar ais.
    [b]Nóta:[/b] [b]Níor[/b] cheart an nód a cuireadh ar ais a chur leis an radharc le [method Node.add_child]. Déantar é seo go huathoibríoch.

en: Maximum number of nodes allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.
    When set to [code]0[/code] (the default), there is no limit.
ga: Uaslíon na nóid a cheadaíonn an sceithire seo. Áirítear leis an dá radhairc sceite agus sceith saincheaptha.
    Nuair atá sé socraithe go [code]0[/code] (an réamhshocrú), níl aon teorainn ann.

en: Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers.
ga: Conair go dtí an fhréamh sceith. Déantar radhairc insleachta a chuirtear mar leanaí díreacha a mhacasamhlú le piaraí eile.

en: Synchronizes properties from the multiplayer authority to the remote peers.
ga: Sioncrónaíonn sé airíonna ón údarás il-imreora go dtí na piaraí cianda.

en: By default, [MultiplayerSynchronizer] synchronizes configured properties to all peers.
    Visibility can be handled directly with [method set_visibility_for] or as-needed with [method add_visibility_filter] and [method update_visibility].
    [MultiplayerSpawner]s will handle nodes according to visibility of synchronizers as long as the node at [member root_path] was spawned by one.
    Internally, [MultiplayerSynchronizer] uses [method MultiplayerAPI.object_configuration_add] to notify synchronization start passing the [Node] at [member root_path] as the [code]object[/code] and itself as the [code]configuration[/code], and uses [method MultiplayerAPI.object_configuration_remove] to notify synchronization end in a similar way.
    [b]Note:[/b] Synchronization is not supported for [Object] type properties, like [Resource]. Properties that are unique to each peer, like the instance IDs of [Object]s (see [method Object.get_instance_id]) or [RID]s, will also not work in synchronization.
ga: De réir réamhshocraithe, sioncronaíonn [MultiplayerSynchronizer] airíonna cumraithe do gach piaraí.
    Is féidir infheictheacht a láimhseáil go díreach le [method set_visibility_for] nó de réir mar is gá le [method add_visibility_filter] agus [method update_visibility].
    Déanfaidh [MultiplayerSpawner]s nóid a láimhseáil de réir infheictheacht na sioncrónaithe, chomh fada agus a bhí an nód ag [member root_path] sceite ag ceann amháin.
    Go hinmheánach, úsáideann [MultiplayerSynchronizer] [method MultiplayerAPI.object_configuration_add] chun fógra a thabhairt don sioncrónú tosú ag dul thar an [Nód] ag [member root_path] mar an [code] réad[/code] agus é féin mar an [code]chumraíocht[/code], agus úsáideann [method MultiplayerAPI.object_configuration_remove] chun fógra a thabhairt don deireadh sioncrónaithe ar bhealach comhchosúil.
    [b]Nóta:[/b] Ní thacaítear le sioncrónú le haghaidh airíonna de chineál [Object], amhail [Acmhainn]. Ní oibreoidh airíonna atá uathúil do gach piaraí, cosúil leis na haitheantais ásc de [Object]s (féach [method Object.get_instance_id]) nó [RID]s, i sioncrónaithe ach an oiread.

en: Adds a peer visibility filter for this synchronizer.
    [param filter] should take a peer ID [int] and return a [bool].
ga: Cuirtear scagaire infheictheachta piaraí leis don sioncronaitheoir seo.
    Ba cheart do [param filter] piaraitheantas [int] a ghlacadh agus [bool] a thabhairt ar ais.

en: Queries the current visibility for peer [param peer].
ga: Ceistítear an infheictheacht reatha don phiaraí [param peer].

en: Removes a peer visibility filter from this synchronizer.
ga: Baintear scagaire infheictheachta piaraí den sioncronaitheoir seo.

en: Sets the visibility of [param peer] to [param visible]. If [param peer] is [code]0[/code], the value of [member public_visibility] will be updated instead.
ga: Socraíonn sé infheictheacht [param peer] go [param visible]. Más [code]0[/code] é [param piara], déanfar luach [member public_visibility] a nuashonrú ina ionad sin.

en: Updates the visibility of [param for_peer] according to visibility filters. If [param for_peer] is [code]0[/code] (the default), all peers' visibilties are updated.
ga: Nuashonraítear infheictheacht [param for_peer] de réir na scagairí infheictheachta. Más é [param for_peer] [code] 0[/code] (an réamhshocrú), déantar infheictheacht gach piaraí a nuashonrú.

en: Whether synchronization should be visible to all peers by default. See [method set_visibility_for] and [method add_visibility_filter] for ways of configuring fine-grained visibility options.
ga: Cibé ar cheart go mbeadh an sioncrónú le feiceáil ag gach piaraí de réir réamhshocraithe. Féach ar [method set_visibility_for] agus [method add_visibility_filter] le haghaidh bealaí chun roghanna infheictheachta míne a chumrú.

en: Resource containing which properties to synchronize.
ga: Acmhainn ina bhfuil na hairíonna atá le sioncronú.

en: Node path that replicated properties are relative to.
    If [member root_path] was spawned by a [MultiplayerSpawner], the node will be also be spawned and despawned based on this synchronizer visibility options.
ga: Cosán nód a bhfuil airíonna a mhacasamhlú i gcoibhneas leis.
    Más rud é [member root_path] a sceith [MultiplayerSpawner], déanfar an nód a sceite agus a dhíspreagadh freisin bunaithe ar na roghanna infheictheachta sioncronaithe seo.

en: Specifies when visibility filters are updated (see [enum VisibilityUpdateMode] for options).
ga: Sonraítear cathain a nuashonraítear scagairí infheictheachta (féach [enum VisibilityUpdateMode] le haghaidh roghanna).

en: Emitted when a new delta synchronization state is received by this synchronizer after the properties have been updated.
ga: Astaithe nuair a fhaigheann an sioncrónaithe seo staid sioncrónaithe deilte nua tar éis na hairíonna a nuashonrú.

en: Emitted when a new synchronization state is received by this synchronizer after the properties have been updated.
ga: Astaithe nuair a fhaigheann an sioncrónaithe seo staid sioncrónaithe nua tar éis na hairíonna a nuashonrú.

en: Emitted when visibility of [param for_peer] is updated. See [method update_visibility].
ga: Astaítear nuair a nuashonraítear infheictheacht [param for_peer]. Féach ar [method update_visibility].

en: Visibility filters are updated during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
ga: Déantar scagairí infheictheachta a nuashonrú le linn frámaí próisis (féach [Node.NOTIFICATION_INTERNAL_PROCESS]).

en: Visibility filters are updated during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
ga: Déantar scagairí infheictheachta a nuashonrú le linn frámaí fisice (féach [Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).

en: Visibility filters are not updated automatically, and must be updated manually by calling [method update_visibility].
ga: Ní dhéantar scagairí infheictheachta a nuashonrú go huathoibríoch, agus ní mór iad a nuashonrú de láimh trí ghlao a chur ar [method update_visibility].

en: A binary [Semaphore] for synchronization of multiple [Thread]s.
ga: [Semaphore] dhénártha chun il[Snáithe]anna a shioncronú.

en: A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can access a critical section at a time.
    This is a reentrant mutex, meaning that it can be locked multiple times by one thread, provided it also unlocks it as many times.
    [b]Warning:[/b] Mutexes must be used carefully to avoid deadlocks.
    [b]Warning:[/b] To ensure proper cleanup without crashes or deadlocks, the following conditions must be met:
    - When a [Mutex]'s reference count reaches zero and it is therefore destroyed, no threads (including the one on which the destruction will happen) must have it locked.
    - When a [Thread]'s reference count reaches zero and it is therefore destroyed, it must not have any mutex locked.
ga: Mutex sioncrónaithe (eisiamh frithpháirteach). Úsáidtear é seo chun [Snáithe]í iolracha a shioncronú, agus tá sé comhionann le [Seemaphore] dénártha. Cinntíonn sé nach féidir ach le snáithe amháin rochtain a fháil ar chuid ríthábhachtach ag an am.
    Is mutex athiontrála é seo, rud a chiallaíonn gur féidir é a ghlasáil arís agus arís eile le snáithe amháin, ar choinníoll go scaoileann sé arís é chomh maith.
    [b]Rabhadh:[/b] Ní mór Mutexes a úsáid go cúramach chun stop a chur leis.
    [b]Rabhadh:[/b] Chun glantachán ceart a áirithiú gan tuairteanna nó stopanna glasa, ní mór na coinníollacha seo a leanas a chomhlíonadh:
    - Nuair a shroicheann comhaireamh tagartha [Mutex] náid agus go scriostar é mar sin, ní gá go gcuirfí glas ar aon snáitheanna (lena n-áirítear an ceann ar a dtarlóidh an scrios).
    - Nuair a shroicheann comhaireamh tagartha [Snáithe] náid agus go scriostar é mar sin, ní féidir aon mutex a ghlasáil.

en: Using multiple threads
ga: Ag baint úsáide as snáitheanna iolracha

en: Thread-safe APIs
ga: API atá sábháilte do snáithe

en: Locks this [Mutex], blocks until it is unlocked by the current owner.
    [b]Note:[/b] This function returns without blocking if the thread already has ownership of the mutex.
ga: Glasáil é seo [Mutex], bacann sé go dtí go ndíghlasálann an t-úinéir reatha é.
    [b]Nóta:[/b] Filleann an fheidhm seo gan bac má tá úinéireacht ag an snáithe ar an mutex cheana féin.

en: Tries locking this [Mutex], but does not block. Returns [code]true[/code] on success, [code]false[/code] otherwise.
    [b]Note:[/b] This function returns [code]true[/code] if the thread already has ownership of the mutex.
ga: Déanann sé iarracht é seo a ghlasáil [Mutex], ach ní bhacann sé. Filleann sé [code]true[/code] ar rath, [code]bréagach[/code] ar shlí eile.
    [b]Nóta:[/b] Filleann an fheidhm seo [code]true[/code] má tá úinéireacht ag an snáithe ar an mutex cheana féin.

en: Unlocks this [Mutex], leaving it to other threads.
    [b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple times while already having ownership of the mutex, it must also call [method unlock] the same number of times in order to unlock it correctly.
    [b]Warning:[/b] Calling [method unlock] more times that [method lock] on a given thread, thus ending up trying to unlock a non-locked mutex, is wrong and may causes crashes or deadlocks.
ga: Díghlasáiltear é seo [Mutex], agus fág chuig snáitheanna eile é.
    [b]Nóta:[/b] Má tá snáithe ar a dtugtar [method lock] nó [method try_lock] iolraithe agus úinéireacht aige ar an mutex cheana féin, caithfidh sé glaoch a chur ar [díghlasáil modh] an líon céanna uaireanta chun é a dhíghlasáil i gceart.
    [b] Rabhadh:[/b] Tá sé mícheart glaoch a chur ar [díghlasáil modh] níos mó uaireanta ná [glais mhodha] ar shnáithe ar leith, rud a fhágann go bhfuiltear ag iarraidh mutex neamhghlasáilte a dhíghlasáil, agus d'fhéadfadh sé go mbeadh tuairteanna nó glas briste mar thoradh air.

en: A server interface for OS native menus.
ga: Comhéadan freastalaí le haghaidh biachláir dhúchasacha an OS.

en: [NativeMenu] handles low-level access to the OS native global menu bar and popup menus.
    [b]Note:[/b] This is low-level API, consider using [MenuBar] with [member MenuBar.prefer_global_menu] set to [code]true[/code], and [PopupMenu] with [member PopupMenu.prefer_native_menu] set to [code]true[/code].
    To create a menu, use [method create_menu], add menu items using [code]add_*_item[/code] methods. To remove a menu, use [method free_menu].
    [codeblock]
    var menu
    
    func _menu_callback(item_id):
        if item_id == "ITEM_CUT":
            cut()
        elif item_id == "ITEM_COPY":
            copy()
        elif item_id == "ITEM_PASTE":
            paste()
    
    func _enter_tree():
        # Create new menu and add items:
        menu = NativeMenu.create_menu()
        NativeMenu.add_item(menu, "Cut", _menu_callback, Callable(), "ITEM_CUT")
        NativeMenu.add_item(menu, "Copy", _menu_callback, Callable(), "ITEM_COPY")
        NativeMenu.add_separator(menu)
        NativeMenu.add_item(menu, "Paste", _menu_callback, Callable(), "ITEM_PASTE")
    
    func _on_button_pressed():
        # Show popup menu at mouse position:
        NativeMenu.popup(menu, DisplayServer.mouse_get_position())
    
    func _exit_tree():
        # Remove menu when it's no longer needed:
        NativeMenu.free_menu(menu)
    [/codeblock]
ga: Láimhseálann [NativeMenu] rochtain íseal-leibhéil ar bharra roghchláir domhanda dúchais OS agus ar roghchláir aníos.
    [b] Nóta:[/b] Is API leibhéal íseal é seo, smaoinigh ar [MenuBar] a úsáid le [comhalta MenuBar.prefer_global_menu] socraithe go [code]true[/code], agus [PopupMenu] le [comhalta PopupMenu.prefer_native_menu] socraithe go [code]true[/code].
    Chun roghchlár a chruthú, úsáid [method create_menu], cuir míreanna roghchláir leis ag baint úsáide as modhanna [code] cuir_*_item[/code] leis. Chun roghchlár a bhaint, úsáid [method free_menu].
    [codeblock]
    roghchlár var
    
    feidhm _menu_callback(item_id):
        má item_id == "ITEM_CUT":
            gearrtha ()
        elif item_id == "ITEM_COPY":
            cóip()
        elif item_id == "ITEM_PASTE":
            greamaigh()
    
    feidhm _enter_tree():
        # Cruthaigh roghchlár nua agus cuir míreanna leis:
        roghchlár = Menu Dúchais.create_menu()
        NativeMenu.add_item(roghchlár, "Gearr", _menu_callback, Inghlaoite(), "ITEM_CUT")
        NativeMenu.add_item(roghchlár, "Cóip", _menu_callback, Inghlaoite(), "ITEM_COPY")
        Menu Dúchasach.cuir_deighilteoir(roghchlár)
        NativeMenu.add_item(roghchlár, "Greamaigh", _menu_callback, Inghlaoite(), "ITEM_PASTE")
    
    feidhm _on_cnaipe_brúite():
        # Taispeáin roghchlár aníos ag suíomh na luiche:
        NativeMenu.popup(roghchlár, DisplayServer.mouse_get_position())
    
    feidhm _exit_tree():
        # Bain an roghchlár nuair nach bhfuil sé ag teastáil a thuilleadh:
        Roghchlár Dúchais.saor-roghchlár (roghchlár)
    [/codeblock]

en: Adds a new checkable item with text [param label] to the global menu [param rid].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] On Windows, [param accelerator] and [param key_callback] are ignored.
ga: Cuireann sé mír inseiceáilte nua le téacs [lipéad param] leis an roghchlár domhanda [param rid].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b]Nóta:[/b] Ar Windows, déantar neamhaird de [param luasaire] agus [param key_callback].

en: Adds a new checkable item with text [param label] and icon [param icon] to the global menu [param rid].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] On Windows, [param accelerator] and [param key_callback] are ignored.
ga: Cuireann sé mír inseiceáilte nua leis an téacs [lipéad param] agus deilbhín [param icon] leis an roghchlár domhanda [param rid].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b]Nóta:[/b] Ar Windows, déantar neamhaird de [param luasaire] agus [param key_callback].

en: Adds a new item with text [param label] and icon [param icon] to the global menu [param rid].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] On Windows, [param accelerator] and [param key_callback] are ignored.
ga: Cuireann sé mír nua le téacs [lipéad param] agus deilbhín [param icon] leis an roghchlár domhanda [param rid].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b]Nóta:[/b] Ar Windows, déantar neamhaird de [param luasaire] agus [param key_callback].

en: Adds a new radio-checkable item with text [param label] and icon [param icon] to the global menu [param rid].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] On Windows, [param accelerator] and [param key_callback] are ignored.
ga: Cuireann sé mír raidió-sheiceáil nua leis an téacs [lipéad param] agus deilbhín [param icon] leis an roghchlár domhanda [param rid].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní thaispeánann míreanna raidió-sheiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [chlib param].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b]Nóta:[/b] Ar Windows, déantar neamhaird de [param luasaire] agus [param key_callback].

en: Adds a new item with text [param label] to the global menu [param rid].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] On Windows, [param accelerator] and [param key_callback] are ignored.
ga: Cuireann sé mír nua le téacs [lipéad param] leis an roghchlár domhanda [param rid].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b]Nóta:[/b] Ar Windows, déantar neamhaird de [param luasaire] agus [param key_callback].

en: Adds a new item with text [param label] to the global menu [param rid].
    Contrarily to normal binary items, multistate items can have more than two states, as defined by [param max_states]. Each press or activate of the item will increase the state by one. The default value is defined by [param default_state].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] By default, there's no indication of the current item state, it should be changed manually.
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] On Windows, [param accelerator] and [param key_callback] are ignored.
ga: Cuireann sé mír nua le téacs [lipéad param] leis an roghchlár domhanda [param rid].
    Murab ionann agus gnáth-mhíreanna dénártha, is féidir go mbeadh níos mó ná dhá stát ag míreanna ilstáit, mar atá sainmhínithe ag [param max_states]. Méadóidh gach preas nó gníomhachtú na míre an stát ar cheann amháin. Sainmhínítear an luach réamhshocraithe ag [param default_state].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] De réir réamhshocraithe, níl aon léiriú ar staid reatha na míre, ba cheart é a athrú de láimh.
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b]Nóta:[/b] Ar Windows, déantar neamhaird de [param luasaire] agus [param key_callback].

en: Adds a new radio-checkable item with text [param label] to the global menu [param rid].
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    An [param accelerator] can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The [param accelerator] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
    [b]Note:[/b] The [param callback] and [param key_callback] Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to [param tag].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] On Windows, [param accelerator] and [param key_callback] are ignored.
ga: Cuireann sé mír raidió-sheiceáil nua le téacs [lipéad param] leis an roghchlár domhanda [param rid].
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    Is féidir [luasaireoir param] a shainiú go roghnach, ar aicearra méarchláir é is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Go ginearálta is teaglaim é an [param accelerator] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
    [b]Nóta:[/b] Ní thaispeánann míreanna raidió-sheiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.
    [b]Nóta:[/b] Ní mór don [param callback] agus [param key_callback] glacadh le paraiméadar Athróg amháin go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig na Rudaí Inghlao an luach a chuirtear ar aghaidh chuig [param tag].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b]Nóta:[/b] Ar Windows, déantar neamhaird de [param luasaire] agus [param key_callback].

en: Adds a separator between items to the global menu [param rid]. Separators also occupy an index.
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Cuireann sé deighilteoir idir míreanna leis an roghchlár domhanda [param rid]. Áitíonn deighilteoirí innéacs freisin.
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Adds an item that will act as a submenu of the global menu [param rid]. The [param submenu_rid] argument is the RID of the global menu that will be shown when the item is clicked.
    Returns index of the inserted item, it's not guaranteed to be the same as [param index] value.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Cuirtear leis mír a fheidhmeoidh mar fho-roghchlár den roghchlár domhanda [param rid]. Is é an argóint [param submenu_rid] ná RID an roghchláir dhomhanda a thaispeánfar nuair a chliceáiltear an mhír.
    Innéacs tuairisceáin na míre a cuireadh isteach, ní ráthaítear go mbeidh sé mar an gcéanna le luach [paraiméadair].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Removes all items from the global menu [param rid].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Baintear gach mír den roghchlár domhanda [param rid].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Creates a new global menu object.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Cruthaíonn oibiacht roghchlár domhanda nua.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the index of the item with the submenu specified by [param submenu_rid]. Indices are automatically assigned to each item by the engine, and cannot be set manually.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé innéacs na míre leis an bhfo-roghchlár sonraithe ag [param submenu_rid]. Sannann an t-inneall innéacsanna go huathoibríoch do gach mír, agus ní féidir iad a shocrú de láimh.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the index of the item with the specified [param tag]. Indices are automatically assigned to each item by the engine, and cannot be set manually.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé innéacs na míre leis an [chlib param] sonraithe. Sannann an t-inneall innéacsanna go huathoibríoch do gach mír, agus ní féidir iad a shocrú de láimh.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the index of the item with the specified [param text]. Indices are automatically assigned to each item by the engine, and cannot be set manually.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé innéacs na míre leis an [param text] sonraithe. Sannann an t-inneall innéacsanna go huathoibríoch do gach mír, agus ní féidir iad a shocrú de láimh.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Frees a global menu object created by this [NativeMenu].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Saorann sé oibiacht roghchláir dhomhanda a chruthaigh an [NativeMenu] seo.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the callback of the item at index [param idx].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé aisghlao na míre ag innéacs [param idx].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns number of items in the global menu [param rid].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé líon na míreanna sa roghchlár domhanda [param rid].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the icon of the item at index [param idx].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé deilbhín na míre ag innéacs [param idx].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns number of states of a multistate item. See [method add_multistate_item] for details.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Tuairisceáin líon staid earra ilstáit. Féach ar [method add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the state of a multistate item. See [method add_multistate_item] for details.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé staid earra ilstáit. Féach ar [method add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the submenu ID of the item at index [param idx]. See [method add_submenu_item] for more info on how to add a submenu.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé ID fho-roghchlár na míre ag innéacs [param idx]. Féach ar [method add_submenu_item] le haghaidh tuilleadh faisnéise maidir le conas fo-roghchlár a chur leis.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the metadata of the specified item, which might be of any type. You can set it with [method set_item_tag], which provides a simple way of assigning context data to items.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé meiteashonraí na míre sonraithe, a d'fhéadfadh a bheith d'aon chineál. Is féidir leat é a shocrú le [method set_item_tag], a sholáthraíonn bealach simplí chun sonraí comhthéacs a shannadh do mhíreanna.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns the text of the item at index [param idx].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé téacs na míre ag innéacs [param idx].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns global menu minimum width.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann íosleithead roghchláir dhomhanda.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns global menu size.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann méid an roghchláir dhomhanda.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns RID of a special system menu.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann RID de roghchlár córais speisialta.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns readable name of a special system menu.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé ainm inléite roghchlár córais speisialta.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the specified [param feature] is supported by the current [NativeMenu], [code]false[/code] otherwise.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé [code]true[/code] má tá an [gné param] sonraithe ag tacú leis an [NativeMenu] reatha, [code]bréagach[/code] ar shlí eile.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns [code]true[/code] if [param rid] is valid global menu.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Seoltar ar ais [code]true[/code] más roghchlár domhanda bailí é [param rid].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns [code]true[/code] if a special system menu is supported.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code] má thacaítear le roghchlár córais speisialta.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the item at index [param idx] is checkable in some way, i.e. if it has a checkbox or radio button.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] inseiceáilte ar bhealach éigin, i.e. má tá ticbhosca nó cnaipe raidió aige.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns [code]true[/code] if the item at index [param idx] is checked.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Seoltar ar ais [code]true[/code] má dhéantar an mhír ag an innéacs [param idx] a sheiceáil.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns [code]true[/code] if the item at index [param idx] is disabled. When it is disabled it can't be selected, or its action invoked.
    See [method set_item_disabled] for more info on how to disable an item.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] díchumasaithe. Nuair atá sé díchumasaithe ní féidir é a roghnú, nó a ghníomh a agairt.
    Féach ar [method set_item_disabled] le haghaidh tuilleadh faisnéise maidir le conas earra a dhíchumasú.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns [code]true[/code] if the item at index [param idx] is hidden.
    See [method set_item_hidden] for more info on how to hide an item.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] folaithe.
    Féach ar [method set_item_hidden] le haghaidh tuilleadh faisnéise maidir le conas mír a chur i bhfolach.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Returns [code]true[/code] if the item at index [param idx] has radio button-style checkability.
    [b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Filleann sé [code]true[/code] má tá inseiceáil ar stíl cnaipe raidió ag an mír ag innéacs [param idx].
    [b]Nóta:[/b] Is cosmaideacha amháin é seo; ní mór duit an loighic a chur leis chun míreanna a sheiceáil/dísheiceáil i ngrúpaí raidió.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Returns [code]true[/code] if the menu is currently opened.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Filleann sé [code]true[/code] má tá an roghchlár oscailte faoi láthair.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Return [code]true[/code] is global menu is a special system menu.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Is roghchlár córais speisialta é an roghchlár ar ais [code]true[/code].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Shows the global menu at [param position] in the screen coordinates.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Taispeánann sé an roghchlár domhanda ag [suíomh param] sna comhordanáidí scáileáin.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Removes the item at index [param idx] from the global menu [param rid].
    [b]Note:[/b] The indices of items after the removed item will be shifted by one.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Baineann sé an mhír ag innéacs [param idx] ón roghchlár domhanda [param rid].
    [b]Nóta:[/b] Aistreofar innéacsanna na n-ítimí tar éis na hítime a baineadh as ceann amháin.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the menu text layout direction from right-to-left if [param is_rtl] is [code]true[/code].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé treo leagan amach téacs an roghchláir ó dheis go clé má tá [param is_rtl] [code]true[/code].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the callback of the item at index [param idx]. Callback is emitted when an item is pressed.
    [b]Note:[/b] The [param callback] Callable needs to accept exactly one Variant parameter, the parameter passed to the Callable will be the value passed to the [code]tag[/code] parameter when the menu item was created.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé aisghlao na míre ag innéacs [param idx]. Astaítear aisghlao nuair a bhrúitear mír.
    [b]Nóta:[/b] Ní mór don [param callback] paraiméadar Athrúcháin amháin a ghlacadh go beacht, is é an paraiméadar a chuirfear ar aghaidh chuig an Inghlao an luach a cuireadh ar aghaidh chuig an bparaiméadar [code]chlib[/code] nuair a bhí an mhír roghchláir ann cruthaithe.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets whether the item at index [param idx] has a checkbox. If [code]false[/code], sets the type of the item to plain text.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé cé acu an bhfuil ticbhosca ag an mír ag innéacs [param idx]. Má tá [code]false[/code], socraítear cineál na míre mar ghnáth-théacs.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the checkstate status of the item at index [param idx].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé stádas seiceála na míre ag innéacs [param idx].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Enables/disables the item at index [param idx]. When it is disabled, it can't be selected and its action can't be invoked.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Cumasaítear/díchumasaítear an mhír ag innéacs [param idx]. Nuair atá sé díchumasaithe, ní féidir é a roghnú agus ní féidir a ghníomh a agairt.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Replaces the [Texture2D] icon of the specified [param idx].
    [b]Note:[/b] This method is implemented on macOS and Windows.
    [b]Note:[/b] This method is not supported by macOS Dock menu items.
ga: Cuirtear an deilbhín [Texture2D] in ionad an [param idx] sonraithe.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.
    [b] Nóta:[/b] Ní thacaíonn míreanna roghchláir macOS Duga leis an modh seo.

en: Sets number of state of a multistate item. See [method add_multistate_item] for details.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé líon staid mhír ilstáit. Féach ar [method add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the type of the item at the specified index [param idx] to radio button. If [code]false[/code], sets the type of the item to plain text.
    [b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé cineál na míre ag an innéacs sonraithe [param idx] go cnaipe raidió. Má tá [code]false[/code], socraítear cineál na míre mar ghnáth-théacs.
    [b]Nóta:[/b] Is cosmaideacha amháin é seo; ní mór duit an loighic a chur leis chun míreanna a sheiceáil/dísheiceáil i ngrúpaí raidió.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the state of a multistate item. See [method add_multistate_item] for details.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé staid mhír ilstáit. Féach ar [method add_multistate_item] le haghaidh sonraí.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the submenu RID of the item at index [param idx]. The submenu is a global menu that would be shown when the item is clicked.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé RID fo-roghchlár na míre ag innéacs [param idx]. Is roghchlár domhanda é an fo-roghchlár a thaispeánfaí nuair a chliceáiltear ar an mír.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the metadata of an item, which may be of any type. You can later get it with [method get_item_tag], which provides a simple way of assigning context data to items.
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé meiteashonraí míre, a fhéadfaidh a bheith d'aon chineál. Is féidir leat é a fháil ar ball le [method get_item_tag], a sholáthraíonn bealach simplí chun sonraí comhthéacs a shannadh do mhíreanna.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the text of the item at index [param idx].
    [b]Note:[/b] This method is implemented on macOS and Windows.
ga: Socraíonn sé téacs na míre ag innéacs [param idx].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar macOS agus Windows.

en: Sets the minimum width of the global menu.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Socraíonn sé íosleithead an roghchláir dhomhanda.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: Registers callable to emit after the menu is closed.
    [b]Note:[/b] This method is implemented only on macOS.
ga: Cláir is féidir a astú tar éis an roghchlár a dhúnadh.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an modh seo i bhfeidhm.

en: [NativeMenu] supports native global main menu.
ga: Tacaíonn [NativeMenu] le príomh-roghchlár domhanda dúchais.

en: [NativeMenu] supports native popup menus.
ga: Tacaíonn [NativeMenu] le roghchláir dhúchasacha aníos.

en: [NativeMenu] supports menu open and close callbacks.
ga: Tacaíonn [NativeMenu] le hathghlaonna a oscailt agus a dhúnadh.

en: [NativeMenu] supports menu item hover callback.
ga: Tacaíonn [NativeMenu] le haisghlao hover mír roghchláir.

en: [NativeMenu] supports menu item accelerator/key callback.
ga: Tacaíonn [NativeMenu] le luasaire mír roghchláir/aisghlaoch eochair.

en: Invalid special system menu ID.
ga: Aitheantas roghchláir córais speisialta neamhbhailí.

en: Global main menu ID.
ga: Aitheantas príomh-roghchlár domhanda.

en: Application (first menu after "Apple" menu on macOS) menu ID.
ga: Feidhmchlár (an chéad roghchlár tar éis an roghchláir "Apple" ar macOS) ID roghchláir.

en: "Window" menu ID (on macOS this menu includes standard window control items and a list of open windows).
ga: Aitheantas roghchláir "Fuinneog" (ar macOS cuimsíonn an roghchlár seo míreanna rialaithe fuinneog caighdeánach agus liosta d'fhuinneoga oscailte).

en: "Help" menu ID (on macOS this menu includes help search bar).
ga: Aitheantas roghchláir "Cabhair" (ar macOS cuimsíonn an roghchlár seo barra cuardaigh cabhrach).

en: Dock icon right-click menu ID (on macOS this menu include standard application control items and a list of open windows).
ga: ID roghchláir deaschliceáil deilbhín duga (ar macOS áiríonn an roghchlár seo míreanna rialaithe feidhmchláir chaighdeánacha agus liosta fuinneoga oscailte).

en: A 2D agent used to pathfind to a position while avoiding obstacles.
ga: Gníomhaire 2T a úsáidtear chun teacht ar shuíomh agus constaicí a sheachaint.

en: A 2D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.
    Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.
    [b]Note:[/b] After setting the [member target_position] property, the [method get_next_path_position] method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent's parent node.
ga: Gníomhaire 2D a úsáidtear chun cosán a aimsiú chuig suíomh agus constaicí statacha agus dinimiciúla á sheachaint. Féadfaidh an tuismitheoir nód an ríomh a úsáid chun é a bhogadh go dinimiciúil feadh an chosáin. Teastaíonn sonraí nascleanúna chun oibriú i gceart.
    Déantar constaicí dinimiciúla a sheachaint trí úsáid a bhaint as seachaint imbhuailte RVO. Déantar seachaint a ríomh roimh an bhfisic, mar sin is féidir an t-eolas braite a úsáid go sábháilte i gcéim na fisice.
    [b] Nóta:[/b] Tar éis an t-airí [member target_position] a shocrú, ní mór an modh [method get_next_path_position] a úsáid uair amháin gach fráma fisice chun loighic cosán inmheánach an ghníomhaire nascleanúna a nuashonrú. Ba cheart an suíomh veicteora a thugann sé ar ais a úsáid mar an chéad suíomh gluaiseachta eile do mháthairnóid an oibreáin.

en: Using NavigationAgents
ga: Ag baint úsáide as NavigationAgents

en: Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate.
ga: Filleann sé an fad go dtí an suíomh sprice, ag baint úsáide as suíomh domhanda an oibreáin. Ní mór don úsáideoir [member target_position] a shocrú le go mbeidh sé seo cruinn.

en: Returns whether or not the specified layer of the [member avoidance_layers] bitmask is enabled, given a [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member avoidance_layers] giotánmask cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Returns whether or not the specified mask of the [member avoidance_mask] bitmask is enabled, given a [param mask_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil masc sonraithe an [member avoidance_mask] bitmask] cumasaithe, nuair a thugtar [param mask_number] idir 1 agus 32.

en: Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
ga: Filleann sé cosán reatha an ghníomhaire seo ó thús go deireadh i gcomhordanáidí domhanda. Ní nuashonraítear an cosán ach amháin nuair a athraítear an suíomh sprice nó nuair a éilíonn an gníomhaire repath. Níl an t-eagar cosán beartaithe le húsáid i ngluaiseacht dhíreach cosáin toisc go bhfuil a loighic cosáin inmheánach féin ag an ngníomhaire a d'fhéadfadh a bheith truaillithe trí an t-eagar cosáin a athrú de láimh. Bain úsáid as an [method get_next_path_position] atá beartaithe uair amháin gach fráma fisice a fháil ar an pointe cosán eile do ghluaiseacht oibreán mar an fheidhm seo cothrom le dáta freisin ar an loighic cosán inmheánach.

en: Returns which index the agent is currently on in the navigation path's [PackedVector2Array].
ga: Filleann an t-innéacs a bhfuil an gníomhaire air faoi láthair i [PackedVector2Array] an chonair nascleanúna.

en: Returns the path query result for the path the agent is currently following.
ga: Filleann sé an toradh ceiste conaire don chosán atá á leanúint ag an ngníomhaire faoi láthair.

en: Returns the reachable final position of the current navigation path in global coordinates. This position can change if the agent needs to update the navigation path which makes the agent emit the [signal path_changed] signal.
ga: Filleann sé suíomh deiridh inrochtana an chonair loingseoireachta reatha i gcomhordanáidí domhanda. Féadfaidh an suíomh seo athrú má theastaíonn ón ngníomhaire an cosán nascleanúna a nuashonrú a fhágann go n-asaíonn an gníomhaire an comhartha [signal path_changed].

en: Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member navigation_layers] giotán masc cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.
ga: Filleann sé [RID] den léarscáil nascleanúna don nód NavigationAgent seo. Tugann an fheidhm seo ar ais i gcónaí an léarscáil atá socraithe ar an nód NavigationAgent agus ní léarscáil an oibreáin teibí ar an NavigationServer. Má athraítear léarscáil an ghníomhaire go díreach leis an API NavigationServer ní bheidh an nód NavigationAgent ar an eolas faoin athrú léarscáile. Úsáid [method set_navigation_map] chun an léarscáil nascleanúna don NavigationAgent a athrú agus chun an gníomhaire ar an NavigationServer a nuashonrú freisin.

en: Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
ga: Filleann sé an chéad suíomh eile i gcomhordanáidí domhanda is féidir a bhogadh chuige, ag cinntiú nach bhfuil aon rudaí statacha sa bhealach. Mura bhfuil cosán loingseoireachta ag an ngníomhaire, cuirfidh sé suíomh tuismitheora an ghníomhaire ar ais. Is gá an fheidhm seo a úsáid uair amháin gach fráma fisice chun loighic cosán inmheánach an NavigationAgent a nuashonrú.

en: Returns the [RID] of this agent on the [NavigationServer2D].
ga: Filleann sé [RID] an ghníomhaire seo ar an [NavigationServer2D].

en: Returns [code]true[/code] if the agent's navigation has finished. If the target is reachable, navigation ends when the target is reached. If the target is unreachable, navigation ends when the last waypoint of the path is reached.
    [b]Note:[/b] While [code]true[/code] prefer to stop calling update functions like [method get_next_path_position]. This avoids jittering the standing agent due to calling repeated path updates.
ga: Filleann sé [code]true[/code] má tá loingseoireacht an ghníomhaire críochnaithe. Má tá an sprioc insroichte, críochnaíonn an nascleanúint nuair a shroichtear an sprioc. Mura féidir teacht ar an sprioc, cuirfear deireadh leis an loingseoireacht nuair a shroichtear pointe bealaigh deiridh an chosáin.
    [b] Nóta:[/b] Cé gur fearr le [code]true[/code] stop a chur le glaoch ar fheidhmeanna nuashonraithe cosúil le [method get_next_path_position]. Seachnaíonn sé seo jittering an gníomhaire seasta mar gheall ar ghlaoch nuashonruithe cosáin arís agus arís eile.

en: Returns [code]true[/code] if [method get_final_position] is within [member target_desired_distance] of the [member target_position].
ga: Filleann sé [code]true[/code] má tá [method get_final_position] laistigh de [member target_desired_distance] den [member target_position].

en: Returns [code]true[/code] if the agent reached the target, i.e. the agent moved within [member target_desired_distance] of the [member target_position]. It may not always be possible to reach the target but it should always be possible to reach the final position. See [method get_final_position].
ga: Filleann sé [code]true[/code] má shroich an gníomhaire an sprioc, i.e. bhog an gníomhaire laistigh de [member target_desired_distance] den [member target_position]. B’fhéidir nach féidir an sprioc a bhaint amach i gcónaí ach ba cheart go mbeifí in ann an suíomh deiridh a bhaint amach i gcónaí. Féach ar [method get_final_position].

en: Based on [param value], enables or disables the specified layer in the [member avoidance_layers] bitmask, given a [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaíonn sé an ciseal sonraithe sa [member avoidance_layers] giotánmask, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Based on [param value], enables or disables the specified mask in the [member avoidance_mask] bitmask, given a [param mask_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaítear an masc sonraithe sa [member avoidance_mask] giotánmask, nuair a thugtar [param mask_number] idir 1 agus 32.

en: Based on [param value], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaíonn sé an ciseal sonraithe sa [member navigation_layers] giotánmask, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer.
ga: Socraíonn sé [RID] den léarscáil nascleanúna ba cheart don nód NavigationAgent seo a úsáid agus nuashonraíonn sé an [code]gníomhaire[/code] ar an NavigationServer.

en: Replaces the internal velocity in the collision avoidance simulation with [param velocity]. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.
ga: Cuirtear [treoluas param] in ionad an treoluas inmheánaigh san insamhalta seachanta imbhuailte. Nuair a dhéantar gníomhaire teleported go dtí suíomh nua ba chóir an fheidhm seo a úsáid sa fhráma céanna. Má ghlaoitear air go minic féadann an fheidhm seo gníomhairí a chur i bhfostú.

en: If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer2D]. When [member velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector2 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
ga: Más [code]true[/code] tá an gníomhaire cláraithe le haghaidh aisghlao seachanta RVO ar an [NavigationServer2D]. Nuair a úsáidtear [treoluas comhalta] agus nuair a chríochnaítear an phróiseáil faightear [code]safe_velocity[/code] Vector2 le nasc comhartha chuig [signal velocity_computed]. Tá costas feidhmíochta suntasach ag baint le próiseáil seachanta le go leor gníomhairí cláraithe agus níor cheart í a chumasú ach amháin ar ghníomhairí a bhfuil gá acu léi faoi láthair.

en: A bitfield determining the avoidance layers for this NavigationAgent. Other agents with a matching bit on the [member avoidance_mask] will avoid this agent.
ga: Bitfield lena gcinntear na sraitheanna seachanta don Ghníomhaire Nascleanúint seo. Seachnóidh gníomhairí eile a bhfuil giotán meaitseála acu ar an [member avoidance_mask] an gníomhaire seo.

en: A bitfield determining what other avoidance agents and obstacles this NavigationAgent will avoid when a bit matches at least one of their [member avoidance_layers].
ga: Bitfield lena gcinntear cad iad na gníomhairí agus na constaicí seachanta eile a sheachnóidh an NavigationAgent seo nuair a mheaitseálann beagán ar a laghad ceann amháin dá [member avoidance_layers].

en: The agent does not adjust the velocity for other agents that would match the [member avoidance_mask] but have a lower [member avoidance_priority]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
ga: Ní choigeartaíonn an gníomhaire an treoluas do oibreáin eile a bheadh ag teacht leis an [member avoidance_mask] ach a bhfuil [member avoidance_priority] níos ísle acu. Déanann sé seo ar a sheal na gníomhairí eile a bhfuil tosaíocht níos ísle acu a gcuid treoluas a choigeartú níos mó fós chun imbhualadh leis an ngníomhaire seo a sheachaint.

en: If [code]true[/code] shows debug visuals for this agent.
ga: Má thaispeánann [code]true[/code] amhairc dífhabhtaithe don ghníomhaire seo.

en: If [member debug_use_custom] is [code]true[/code] uses this color for this agent instead of global color.
ga: Má tá [ball debug_use_custom] [code]true[/code] úsáidí as an dath seo don oibreán seo in ionad datha domhanda.

en: If [member debug_use_custom] is [code]true[/code] uses this line width for rendering paths for this agent instead of global line width.
ga: Má tá [ball debug_use_custom] [code]true[/code] úsáidí as an leithead líne seo chun cosáin a rindreáil don ghníomhaire seo in ionad leithead líne domhanda.

en: If [member debug_use_custom] is [code]true[/code] uses this rasterized point size for rendering path points for this agent instead of global point size.
ga: Má tá [cod debug_use_custom] [code]true[/code] úsáid as an méid pointe rasterized seo chun pointí cosáin a rindreáil don oibreán seo in ionad an mhéid pointe domhanda.

en: If [code]true[/code] uses the defined [member debug_path_custom_color] for this agent instead of global color.
ga: Má úsáideann [code]true[/code] an [member debug_path_custom_color] sainithe don ghníomhaire seo in ionad datha domhanda.

en: The maximum number of neighbors for the agent to consider.
ga: An t-uaslíon comharsana le breithniú ag an ngníomhaire.

en: The maximum speed that an agent can move.
ga: An luas uasta is féidir le gníomhaire a bhogadh.

en: A bitfield determining which navigation layers of navigation regions this agent will use to calculate a path. Changing it during runtime will clear the current navigation path and generate a new one, according to the new navigation layers.
ga: Giotán lena gcinntear cé na sraitheanna loingseoireachta de réigiúin loingseoireachta a úsáidfidh an gníomhaire seo chun cosán a ríomh. Má dhéantar é a athrú le linn am rite, déanfar an cosán loingseoireachta reatha a ghlanadh agus ceann nua a ghiniúint, de réir na sraitheanna nua loingseoireachta.

en: The distance to search for other agents.
ga: An t-achar chun gníomhairí eile a chuardach.

en: The distance threshold before a path point is considered to be reached. This allows agents to not have to hit a path point on the path exactly, but only to reach its general area. If this value is set too high, the NavigationAgent will skip points on the path, which can lead to it leaving the navigation mesh. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot the distance to the next point on each physics frame update.
ga: Meastar go bhfuil an tairseach achair roimh phointe cosáin bainte amach. Ligeann sé seo do ghníomhairí gan a bheith acu pointe cosáin a bhualadh ar an gcosán go díreach, ach gan ach a limistéar ginearálta a bhaint amach. Má tá an luach seo socraithe ró-ard, scipfidh an NavigationAgent pointí ar an gcosán, rud a fhágann go bhfágfaidh sé an mogalra loingseoireachta. Má tá an luach seo socraithe ró-íseal, beidh an NavigationAgent i bhfostú i lúb repath toisc go mbeidh sé i gcónaí ag dul thar an fad go dtí an chéad phointe eile ar gach nuashonrú fráma fisice.

en: The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
ga: An t-achar uasta a cheadaítear don ghníomhaire ar shiúl ón gcosán idéalach go dtí an suíomh deiridh. Is féidir leis seo tarlú mar gheall ar iarracht imbhuailtí a sheachaint. Nuair a sháraítear an t-achar uasta, déanann sé an cosán idéalach a athríomh.

en: Additional information to return with the navigation path.
ga: Eolas breise le tabhairt ar ais leis an gcosán loingseoireachta.

en: The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm].
ga: Cuireadh iarphróiseáil an chosáin i bhfeidhm ar chonair an chosáin amh a fuair an [member pathfinding_algorithm].

en: The pathfinding algorithm used in the path query.
ga: An t-algartam lorg cosáin a úsáidtear sa cheist conaire.

en: The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]).
    Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
ga: Ga an ghníomhaire seachanta. Is é seo "comhlacht" an ghníomhaire seachanta agus ní ga tosaigh an ainlithe seachanta (atá á rialú ag [member neighbour_distance]).
    Ní chuireann sé isteach ar ghnáth-lorg cosáin. Chun ga pathfinding aisteoir a athrú bhácáil [NavigationMesh] acmhainní le maoin dhifriúil [comhalta NavigationMesh.agent_radius] agus bain úsáid as léarscáileanna loingseoireachta éagsúla do gach méid aisteoir.

en: The path simplification amount in worlds units.
ga: An méid simplithe cosán in aonaid an domhain.

en: If [code]true[/code] a simplified version of the path will be returned with less critical path points removed. The simplification amount is controlled by [member simplify_epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
    Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. "steering" agents or avoidance in "open fields".
ga: Más [code]true[/code] é seolfar leagan simplithe den chosán ar ais agus baintear níos lú pointí cosáin criticiúla. Tá an méid simpliúcháin á rialú ag [member simplify_epsilon]. Úsáideann an simpliú malairt algartam Ramer-Douglas-Peucker le haghaidh díothúchán pointe cuar.
    Is féidir le simpliú cosáin a bheith ina chuidiú chun cosáin éagsúla a mhaolú tar éis saincheisteanna a d’fhéadfadh teacht chun cinn maidir le cineálacha áirithe gníomhairí agus iompraíochtaí scripte. E.g. gníomhairí "stiúrtha" nó seachanta i "réimsí oscailte".

en: The distance threshold before the target is considered to be reached. On reaching the target, [signal target_reached] is emitted and navigation ends (see [method is_navigation_finished] and [signal navigation_finished]).
    You can make navigation end early by setting this property to a value greater than [member path_desired_distance] (navigation will end before reaching the last waypoint).
    You can also make navigation end closer to the target than each individual path position by setting this property to a value lower than [member path_desired_distance] (navigation won't immediately end when reaching the last waypoint). However, if the value set is too low, the agent will be stuck in a repath loop because it will constantly overshoot the distance to the target on each physics frame update.
ga: Meastar go bhfuil an tairseach achair roimh an sprioc bainte amach. Ar an sprioc a bhaint amach, astaítear [signal target_reached] agus críochnaíonn an nascleanúint (féach [method is_navigation_finished] agus [signal navigation_finished]).
    Is féidir leat an nascleanúint a chríochnú go luath tríd an airí seo a shocrú chuig luach níos mó ná [member path_desired_distance] (críochnóidh an loingseoireacht sula sroichfidh tú an pointe bealaigh deiridh).
    Is féidir leat críoch nascleanúna a dhéanamh níos gaire don sprioc freisin ná gach suíomh cosáin ar leith tríd an airí seo a shocrú chuig luach níos ísle ná [member path_desired_distance] (ní thiocfaidh deireadh leis an loingseoireacht láithreach nuair a shroicheann tú an pointe bealaigh deiridh). Mar sin féin, má tá an luach atá leagtha síos ró-íseal, beidh an gníomhaire i bhfostú i lúb repath toisc go mbeidh sé i gcónaí overshoot an t-achar go dtí an sprioc ar gach nuashonrú fráma fisice.

en: If set, a new navigation path from the current agent position to the [member target_position] is requested from the NavigationServer.
ga: Má tá sé socraithe, iarrtar cosán nua nascleanúna ón suíomh gníomhaire reatha go dtí an [member target_position] ón NavigationServer.

en: The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
ga: Is é an t-íosmhéid ama a bhfuil treoluasanna an ghníomhaire seo, a ríomhtar leis an algartam chun imbhualadh a sheachaint, sábháilte maidir le gníomhairí eile. Dá mhéad an uimhir, is luaithe a fhreagróidh an gníomhaire do ghníomhairí eile, ach is lú an tsaoirse i roghnú a luais. Cuirfidh luach ró-ard moill mhór ar ghluaiseacht gníomhairí. Ní mór a bheith dearfach.

en: The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
ga: Is é an t-íosmhéid ama a bhfuil treoluasanna an ghníomhaire seo, a ríomhtar leis an algartam seachanta imbhuailte, sábháilte maidir le constaicí seachanta statacha. Dá mhéad an uimhir, is luaithe a fhreagróidh an gníomhaire do chonstaicí seachanta statacha, ach is lú an tsaoirse i roghnú a treoluas. Cuirfidh luach ró-ard moill mhór ar ghluaiseacht gníomhairí. Ní mór a bheith dearfach.

en: Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agents and obstacles. When an agent is teleported to a new position, use [method set_velocity_forced] as well to reset the internal simulation velocity.
ga: Socraíonn sé an treoluas nua a theastaíonn don ghníomhaire. Déanfaidh an insamhalta seachanta iarracht an treoluas seo a chomhlíonadh más féidir ach modhnófar é chun imbhualadh le gníomhairí agus constaicí eile a sheachaint. Nuair a dhéantar gníomhaire a theileaistriú chuig suíomh nua, úsáid [method set_velocity_forced] chomh maith chun an treoluas insamhalta inmheánaigh a athshocrú.

en: Signals that the agent reached a navigation link. Emitted when the agent moves within [member path_desired_distance] of the next position of the path when that position is a navigation link.
    The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]:
    - [code]position[/code]: The start position of the link that was reached.
    - [code]type[/code]: Always [constant NavigationPathQueryResult2D.PATH_SEGMENT_TYPE_LINK].
    - [code]rid[/code]: The [RID] of the link.
    - [code]owner[/code]: The object which manages the link (usually [NavigationLink2D]).
    - [code]link_entry_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink2D], it will contain the global position of the link's point the agent is entering.
    - [code]link_exit_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink2D], it will contain the global position of the link's point which the agent is exiting.
ga: Comharthaí gur shroich an gníomhaire nasc nascleanúna. Astaítear nuair a bhogann an gníomhaire laistigh de [member path_desired_distance] den chéad áit eile den chonair nuair is nasc nascleanúna é an suíomh sin.
    Seans go mbeidh na heochracha seo a leanas san fhoclóir sonraí ag brath ar luach [member path_metadata_flags]:
    - [code]suíomh[/code]: Suíomh tosaigh an naisc ar thángthas air.
    - [code]cineál[/code]: [Constant NavigationPathQueryResult2D.PATH_SEGMENT_TYPE_LINK] i gcónaí.
    - [code]rid[/code]: [RID] an naisc.
    - [code]úinéir[/code]: An réad a bhainistíonn an nasc ([NavigationLink2D] de ghnáth).
    - [code]link_entry_position[/code]: Má tá [code]úinéir[/code] ar fáil agus más [NavigationLink2D] an t-úinéir, beidh suíomh domhanda phointe an naisc a bhfuil an gníomhaire ag dul isteach ann.
    - [code]link_exit_position[/code]: Má tá [code] úinéir[/code] ar fáil agus más [NavigationLink2D] an t-úinéir, beidh suíomh domhanda phointe an naisc a bhfuil an gníomhaire ag éirí as.

en: Signals that the agent's navigation has finished. If the target is reachable, navigation ends when the target is reached. If the target is unreachable, navigation ends when the last waypoint of the path is reached. This signal is emitted only once per loaded path.
    This signal will be emitted just after [signal target_reached] when the target is reachable.
ga: Comharthaí go bhfuil loingseoireacht an ghníomhaire críochnaithe. Má tá an sprioc insroichte, críochnaíonn an nascleanúint nuair a shroichtear an sprioc. Mura féidir teacht ar an sprioc, cuirfear deireadh leis an loingseoireacht nuair a shroichtear pointe bealaigh deiridh an chosáin. Ní astaítear an comhartha seo ach uair amháin in aghaidh an chosáin luchtaithe.
    Astófar an comhartha seo díreach tar éis [signal target_reached] nuair a bheidh an sprioc insroichte.

en: Emitted when the agent had to update the loaded path:
    - because path was previously empty.
    - because navigation map has changed.
    - because agent pushed further away from the current path segment than the [member path_max_distance].
ga: Astaithe nuair a bhí ar an ngníomhaire an chonair luchtaithe a nuashonrú:
    - toisc go raibh an cosán folamh roimhe seo.
    - toisc go bhfuil léarscáil nascleanúna athraithe.
    - toisc gur bhrúigh an gníomhaire níos faide ar shiúl ón gcuid den chonair reatha ná an [member path_max_distance].

en: Signals that the agent reached the target, i.e. the agent moved within [member target_desired_distance] of the [member target_position]. This signal is emitted only once per loaded path.
    This signal will be emitted just before [signal navigation_finished] when the target is reachable.
    It may not always be possible to reach the target but it should always be possible to reach the final position. See [method get_final_position].
ga: Comharthaí gur shroich an gníomhaire an sprioc, i.e. bhog an gníomhaire laistigh de [member target_desired_distance] den [member target_position]. Ní astaítear an comhartha seo ach uair amháin in aghaidh an chosáin luchtaithe.
    Astófar an comhartha seo díreach roimh [signal navigation_finished] nuair a bheidh an sprioc insroichte.
    B’fhéidir nach féidir an sprioc a bhaint amach i gcónaí ach ba cheart go mbeifí in ann an suíomh deiridh a bhaint amach i gcónaí. Féach ar [method get_final_position].

en: Notifies when the collision avoidance velocity is calculated. Emitted every update as long as [member avoidance_enabled] is [code]true[/code] and the agent has a navigation map.
ga: Tugtar fógra nuair a ríomhtar an treoluas seachanta imbhuailte. Astaítear gach nuashonrú chomh fada agus go bhfuil [code]true[/code] agus go bhfuil léarscáil nascleanúna ag an ngníomhaire.

en: Signals that the agent reached a waypoint. Emitted when the agent moves within [member path_desired_distance] of the next position of the path.
    The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]:
    - [code]position[/code]: The position of the waypoint that was reached.
    - [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint.
    - [code]rid[/code]: The [RID] of the containing navigation primitive (region or link).
    - [code]owner[/code]: The object which manages the containing navigation primitive (region or link).
ga: Comharthaí gur shroich an gníomhaire slíbhealaigh. Astaítear nuair a bhogann an gníomhaire laistigh de [member path_desired_distance] den chéad áit eile den chosán.
    Seans go mbeidh na heochracha seo a leanas san fhoclóir sonraí ag brath ar luach [member path_metadata_flags]:
    - [code]suíomh[/code]: Suíomh an phointe bealaigh ar baineadh amach é.
    - [code]cineál[/code]: An cineál loingseoireachta primitive (réigiún nó nasc) ina bhfuil an pointe bealaigh seo.
    - [code]rid[/code]: [RID] an loingseoireacht primitive (réigiún nó nasc) ina bhfuil.
    - [code]úinéir[/code]: An réad a bhainistíonn an loingseoireacht primitive ina bhfuil (réigiún nó nasc).

en: A 3D agent used to pathfind to a position while avoiding obstacles.
ga: Gníomhaire 3D a úsáidtear chun teacht ar shuíomh agus constaicí a sheachaint.

en: A 3D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.
    Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.
    [b]Note:[/b] After setting the [member target_position] property, the [method get_next_path_position] method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent's parent node.
ga: Gníomhaire 3D a úsáidtear chun teacht ar shuíomh agus constaicí statacha agus dinimiciúla a sheachaint. Féadfaidh an tuismitheoir nód an ríomh a úsáid chun é a bhogadh go dinimiciúil feadh an chosáin. Teastaíonn sonraí nascleanúna chun oibriú i gceart.
    Déantar constaicí dinimiciúla a sheachaint trí úsáid a bhaint as seachaint imbhuailte RVO. Déantar seachaint a ríomh roimh an bhfisic, mar sin is féidir an t-eolas braite a úsáid go sábháilte i gcéim na fisice.
    [b] Nóta:[/b] Tar éis an t-airí [member target_position] a shocrú, ní mór an modh [method get_next_path_position] a úsáid uair amháin gach fráma fisice chun loighic cosán inmheánach an ghníomhaire nascleanúna a nuashonrú. Ba cheart an suíomh veicteora a thugann sé ar ais a úsáid mar an chéad suíomh gluaiseachta eile do mháthairnóid an oibreáin.

en: Returns which index the agent is currently on in the navigation path's [PackedVector3Array].
ga: Filleann an t-innéacs a bhfuil an gníomhaire air faoi láthair sa chonair loingseoireachta [PackedVector3Array].

en: Returns the [RID] of this agent on the [NavigationServer3D].
ga: Filleann sé [RID] an ghníomhaire seo ar an [NavigationServer3D].

en: If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer3D]. When [member velocity] is set and the processing is completed a [code]safe_velocity[/code] Vector3 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
ga: Más [code]true[/code] tá an gníomhaire cláraithe le haghaidh aisghlao seachanta RVO ar an [NavigationServer3D]. Nuair a shocraítear [treoluas na mball] agus nuair a chríochnaítear an phróiseáil faightear [code]safe_velocity[/code] Vector3 le nasc comhartha chuig [signal velocity_computed]. Tá costas feidhmíochta suntasach ag baint le próiseáil seachanta le go leor gníomhairí cláraithe agus níor cheart í a chumasú ach amháin ar ghníomhairí a bhfuil gá acu léi faoi láthair.

en: The height of the avoidance agent. Agents will ignore other agents or obstacles that are above or below their current position + height in 2D avoidance. Does nothing in 3D avoidance which uses radius spheres alone.
ga: Airde an ghníomhaire seachanta. Déanfaidh gníomhairí neamhaird ar ghníomhairí nó constaicí eile atá os cionn nó faoi bhun a seasamh reatha + airde i seachaint 2D. Ní dhéanann sé faic i seachaint 3D a úsáideann sféir ga amháin.

en: If [code]true[/code], and the agent uses 2D avoidance, it will remember the set y-axis velocity and reapply it after the avoidance step. While 2D avoidance has no y-axis and simulates on a flat plane this setting can help to soften the most obvious clipping on uneven 3D geometry.
ga: Más rud é [code]true[/code], agus go n-úsáideann an gníomhaire seachaint 2D, meabhróidh sé an treoluas y-ais socraithe agus cuirfidh sé i bhfeidhm arís é tar éis na céime seachanta. Cé nach bhfuil y-ais ag seachaint 2T agus go ndéanann sé ionsamhladh ar eitleán cothrom, is féidir leis an socrú seo cabhrú leis an ngearrtháil is soiléire ar chéimseata 3D míchothrom a mhaolú.

en: The height offset is subtracted from the y-axis value of any vector path position for this NavigationAgent. The NavigationAgent height offset does not change or influence the navigation mesh or pathfinding query result. Additional navigation maps that use regions with navigation meshes that the developer baked with appropriate agent radius or height values are required to support different-sized agents.
ga: Baintear an fhritháireamh airde ó luach y-ais aon suíomh conair veicteora don Ghníomhaire Nascleanúna seo. Ní athraíonn ná ní imríonn tionchar ar fhritháireamh airde NavigationAgent ar an mogalra loingseoireachta nó ar thoradh fiosrúcháin lorg cosáin. Tá gá le léarscáileanna loingseoireachta breise a úsáideann réigiúin le mogaill loingseoireachta a bhácáil an forbróir le ga oibreán cuí nó luachanna airde chun tacú le gníomhairí de mhéideanna éagsúla.

en: If [code]true[/code], the agent calculates avoidance velocities in 3D omnidirectionally, e.g. for games that take place in air, underwater or space. Agents using 3D avoidance only avoid other agents using 3D avoidance, and react to radius-based avoidance obstacles. They ignore any vertex-based obstacles.
    If [code]false[/code], the agent calculates avoidance velocities in 2D along the x and z-axes, ignoring the y-axis. Agents using 2D avoidance only avoid other agents using 2D avoidance, and react to radius-based avoidance obstacles or vertex-based avoidance obstacles. Other agents using 2D avoidance that are below or above their current position including [member height] are ignored.
ga: Más [code]true[/code], ríomhann an gníomhaire treoluas seachanta i 3T go omnidirectional, m.sh. le haghaidh cluichí a bhíonn ar siúl san aer, faoi uisce nó sa spás. Ní sheachnaíonn gníomhairí a úsáideann seachaint 3D ach gníomhairí eile a úsáideann seachaint 3D, agus imoibríonn siad le constaicí seachanta atá bunaithe ar gha. Déanann siad neamhaird ar aon bhacainní atá bunaithe ar rinn.
    Má tá [code]false[/code], ríomhann an oibreán treoluas seachanta in 2T feadh na haiseanna x agus z, gan aird ar an y-ais. Ní sheachnaíonn gníomhairí a úsáideann seachaint 2D ach gníomhairí eile a úsáideann seachaint 2D, agus imoibríonn siad le constaicí seachanta atá bunaithe ar gha nó bacainní seachanta atá bunaithe ar rinn. Ní thugtar aird ar ghníomhairí eile a úsáideann seachaint 2D atá faoi bhun nó os cionn a suíomh reatha lena n-áirítear [airde na mball].

en: Signals that the agent reached a navigation link. Emitted when the agent moves within [member path_desired_distance] of the next position of the path when that position is a navigation link.
    The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]:
    - [code]position[/code]: The start position of the link that was reached.
    - [code]type[/code]: Always [constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK].
    - [code]rid[/code]: The [RID] of the link.
    - [code]owner[/code]: The object which manages the link (usually [NavigationLink3D]).
    - [code]link_entry_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink3D], it will contain the global position of the link's point the agent is entering.
    - [code]link_exit_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink3D], it will contain the global position of the link's point which the agent is exiting.
ga: Comharthaí gur shroich an gníomhaire nasc nascleanúna. Astaítear nuair a bhogann an gníomhaire laistigh de [member path_desired_distance] den chéad áit eile den chonair nuair is nasc nascleanúna é an suíomh sin.
    Seans go mbeidh na heochracha seo a leanas san fhoclóir sonraí ag brath ar luach [member path_metadata_flags]:
    - [code]suíomh[/code]: Suíomh tosaigh an naisc ar thángthas air.
    - [code]cineál[/code]: [Constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK] i gcónaí.
    - [code]rid[/code]: [RID] an naisc.
    - [code]úinéir[/code]: An réad a bhainistíonn an nasc ([NavigationLink3D] de ghnáth).
    - [code]link_entry_position[/code]: Má tá [code]úinéir[/code] ar fáil agus más [NavigationLink3D] an t-úinéir, beidh suíomh domhanda phointe an naisc a bhfuil an gníomhaire ag dul isteach ann.
    - [code]link_exit_position[/code]: Má tá [code]úinéir[/code] ar fáil agus más [NavigationLink3D] an t-úinéir, beidh suíomh domhanda phointe an naisc a bhfuil an gníomhaire ag éirí as.

en: A link between two positions on [NavigationRegion2D]s that agents can be routed through.
ga: Nasc idir dhá shuíomh ar [NavigationRegion2D]s ar féidir gníomhairí a chur tríd.

en: A link between two positions on [NavigationRegion2D]s that agents can be routed through. These positions can be on the same [NavigationRegion2D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation polygon, such as ziplines, teleporters, or gaps that can be jumped across.
ga: Nasc idir dhá shuíomh ar [NavigationRegion2D]s ar féidir gníomhairí a chur tríd. Féadfaidh na suíomhanna seo a bheith ar an gcéanna [NavigationRegion2D] nó ar dhá shuíomh dhifriúla. Tá naisc úsáideach chun modhanna loingseoireachta a chur in iúl seachas taisteal feadh dhromchla an pholagán loingseoireachta, amhail ziplines, teleporters, nó bearnaí ar féidir léim trasna orthu.

en: Using NavigationLinks
ga: NavigationLinks a úsáid

en: Returns the [member end_position] that is relative to the link as a global position.
ga: Filleann sé an [member end_position] atá i gcoibhneas leis an nasc mar shuíomh domhanda.

en: Returns the [member start_position] that is relative to the link as a global position.
ga: Filleann sé an [member start_position] atá i gcoibhneas leis an nasc mar shuíomh domhanda.

en: Returns the current navigation map [RID] used by this link.
ga: Filleann sé seo an léarscáil nascleanúna reatha [RID] a úsáideann an nasc seo.

en: Returns the [RID] of this link on the [NavigationServer2D].
ga: Filleann sé [RID] den nasc seo ar an [NavigationServer2D].

en: Sets the [member end_position] that is relative to the link from a global [param position].
ga: Socraíonn sé an [comhalta deiridh_suíomh] atá i gcoibhneas leis an nasc ó [suíomh param] domhanda.

en: Sets the [member start_position] that is relative to the link from a global [param position].
ga: Socraíonn sé an [member start_position] atá i gcoibhneas leis an nasc ó [suíomh param] domhanda.

en: Sets the [RID] of the navigation map this link should use. By default the link will automatically join the [World2D] default navigation map so this function is only required to override the default map.
ga: Socraíonn sé [RID] den léarscáil nascleanúna ba cheart don nasc seo a úsáid. De réir réamhshocraithe beidh an nasc ceangailte go huathoibríoch leis an léarscáil réamhshocraithe nascleanúna [World2D] agus mar sin níl ag teastáil ach an fheidhm seo chun an léarscáil réamhshocraithe a shárú.

en: Whether this link can be traveled in both directions or only from [member start_position] to [member end_position].
ga: Cibé an féidir an nasc seo a thaisteal sa dá threo nó ó [member start_position] go [member end_position] amháin.

en: Whether this link is currently active. If [code]false[/code], [method NavigationServer2D.map_get_path] will ignore this link.
ga: Cibé an bhfuil an nasc seo gníomhach faoi láthair. Má tá [code]false[/code], déanfaidh [method NavigationServer2D.map_get_path] neamhaird ar an nasc seo.

en: Ending position of the link.
    This position will search out the nearest polygon in the navigation mesh to attach to.
    The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
ga: Suíomh deiridh an naisc.
    Déanfaidh an suíomh seo cuardach ar an bpolagán is gaire sa mhogall loingseoireachta le ceangal leis.
    Tá an fad a chuardóidh an nasc á rialú ag [method NavigationServer2D.map_set_link_connection_radius].

en: When pathfinding enters this link from another regions navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
ga: Nuair a théann lorg beanna isteach sa nasc seo ó mhogalra nascleanúna réigiún eile cuirtear an luach [member enter_cost] leis an achar cosáin chun an cosán is giorra a chinneadh.

en: A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path].
ga: Bitfield lena gcinntear na sraitheanna loingseoireachta go léir a mbaineann an nasc leo. Seiceálfar na sraitheanna nascleanúna seo nuair a iarrtar conair le [method NavigationServer2D.map_get_path].

en: Starting position of the link.
    This position will search out the nearest polygon in the navigation mesh to attach to.
    The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
ga: Suíomh tosaigh an naisc.
    Déanfaidh an suíomh seo cuardach ar an bpolagán is gaire sa mhogall loingseoireachta le ceangal leis.
    Tá an fad a chuardóidh an nasc á rialú ag [method NavigationServer2D.map_set_link_connection_radius].

en: When pathfinding moves along the link the traveled distance is multiplied with [member travel_cost] for determining the shortest path.
ga: Nuair a ghluaiseann lorg conartha feadh an naisc iolraítear an t-achar taistil le [member travel_cost] chun an cosán is giorra a chinneadh.

en: A link between two positions on [NavigationRegion3D]s that agents can be routed through.
ga: Nasc idir dhá shuíomh ar [NavigationRegion3D]s ar féidir gníomhairí a chur tríd.

en: A link between two positions on [NavigationRegion3D]s that agents can be routed through. These positions can be on the same [NavigationRegion3D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across.
ga: Nasc idir dhá shuíomh ar [NavigationRegion3D]s ar féidir gníomhairí a chur tríd. Is féidir leis na suíomhanna seo a bheith ar an gcéanna [NavigationRegion3D] nó ar dhá shuíomh dhifriúla. Tá naisc úsáideach chun modhanna loingseoireachta a chur in iúl seachas taisteal feadh dhromchla an mhogalra loingseoireachta, amhail ziplines, teleporters, nó bearnaí ar féidir léim trasna orthu.

en: Returns the [RID] of this link on the [NavigationServer3D].
ga: Filleann sé [RID] den nasc seo ar an [NavigationServer3D].

en: Sets the [RID] of the navigation map this link should use. By default the link will automatically join the [World3D] default navigation map so this function is only required to override the default map.
ga: Socraíonn sé [RID] den léarscáil nascleanúna ba cheart don nasc seo a úsáid. De réir réamhshocraithe beidh an nasc ceangailte go huathoibríoch leis an léarscáil réamhshocraithe nascleanúna [World3D] agus mar sin níl ag teastáil ach an fheidhm seo chun an léarscáil réamhshocraithe a shárú.

en: Whether this link is currently active. If [code]false[/code], [method NavigationServer3D.map_get_path] will ignore this link.
ga: Cibé an bhfuil an nasc seo gníomhach faoi láthair. Má tá [code]false[/code], déanfaidh [method NavigationServer3D.map_get_path] neamhaird ar an nasc seo.

en: Ending position of the link.
    This position will search out the nearest polygon in the navigation mesh to attach to.
    The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
ga: Suíomh deiridh an naisc.
    Déanfaidh an suíomh seo cuardach ar an bpolagán is gaire sa mhogall loingseoireachta le ceangal leis.
    Tá an fad a chuardóidh an nasc á rialú ag [method NavigationServer3D.map_set_link_connection_radius].

en: A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path].
ga: Bitfield lena gcinntear na sraitheanna loingseoireachta go léir a mbaineann an nasc leo. Seiceálfar na sraitheanna nascleanúna seo nuair a iarrtar conair le [method NavigationServer3D.map_get_path].

en: Starting position of the link.
    This position will search out the nearest polygon in the navigation mesh to attach to.
    The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
ga: Suíomh tosaigh an naisc.
    Déanfaidh an suíomh seo cuardach ar an bpolagán is gaire sa mhogall loingseoireachta le ceangal leis.
    Tá an fad a chuardóidh an nasc á rialú ag [method NavigationServer3D.map_set_link_connection_radius].

en: A navigation mesh that defines traversable areas and obstacles.
ga: Mogall loingseoireachta a shainíonn limistéir agus constaicí intraversable.

en: A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.
ga: Is éard atá i mogaill loingseoireachta ná bailiúchán polagáin a shainíonn na réimsí timpeallachta is féidir a thrasnú chun cabhrú le gníomhairí chun bealaí a aimsiú trí spásanna casta.

en: Using NavigationMeshes
ga: Ag baint úsáide as NavigationMeshes

en: 3D Navigation Demo
ga: Taispeántas 3D Nascleanúint

en: Adds a polygon using the indices of the vertices you get when calling [method get_vertices].
ga: Cuireann sé polagán leis ag baint úsáide as innéacsanna na rinn a fhaigheann tú agus tú ag glaoch ar [method get_vertices].

en: Clears the internal arrays for vertices and polygon indices.
ga: Glanann sé na eagair inmheánacha do rinn agus innéacsanna polagán.

en: Clears the array of polygons, but it doesn't clear the array of vertices.
ga: Glanann sé raon na bpolagán, ach ní ghlanann sé raon na rinn.

en: Initializes the navigation mesh by setting the vertices and indices according to a [Mesh].
    [b]Note:[/b] The given [param mesh] must be of type [constant Mesh.PRIMITIVE_TRIANGLES] and have an index array.
ga: Cuireann sé tús leis an mogalra nascleanúna trí na rinn agus na hinnéacsanna a shocrú de réir [mogalra].
    [b]Nóta:[/b] Caithfidh an [mhogall param] a thugtar a bheith de chineál [Mogall leanúnach.PRIMITIVE_TRIANGLES] agus eagar innéacs a bheith aige.

en: Returns whether or not the specified layer of the [member geometry_collision_mask] is enabled, given a [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member geometry_collision_mask] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Returns a [PackedInt32Array] containing the indices of the vertices of a created polygon.
ga: Filleann sé [PackedInt32Array] ina bhfuil innéacsanna na rinn de pholagán cruthaithe.

en: Returns the number of polygons in the navigation mesh.
ga: Filleann sé líon na bpolagán sa mhogall loingseoireachta.

en: Returns a [PackedVector3Array] containing all the vertices being used to create the polygons.
ga: Filleann sé [PackedVector3Array] ina bhfuil na rinn go léir atá á n-úsáid chun na polagáin a chruthú.

en: Based on [param value], enables or disables the specified layer in the [member geometry_collision_mask], given a [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaítear an ciseal sonraithe sa [member geometry_collision_mask], nuair a thugtar [param layer_number] idir 1 agus 32.

en: Sets the vertices that can be then indexed to create polygons with the [method add_polygon] method.
ga: Socraíonn sé na rinn is féidir a innéacsú ansin chun polagáin a chruthú leis an modh [method add_polygon].

en: The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
    [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_height].
ga: An íosairde ó urlár go síleáil a cheadóidh fós an t-achar urláir a mheas insiúlóid.
    [b]Nóta:[/b] Agus tú ag bácáil, déanfar an luach seo a shlánú suas go dtí an iolraí is gaire de [member cell_height].

en: The minimum ledge height that is considered to still be traversable.
    [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell_height].
ga: An íosairde ledge a mheastar a bheith fós inaistrithe.
    [b]Nóta:[/b] Agus tú ag bácáil, déanfar an luach seo a shlánú síos go dtí an iolraí is gaire de [member cell_height].

en: The maximum slope that is considered walkable, in degrees.
ga: An t-uasfhána a mheastar a bheith insiúil, i gcéimeanna.

en: The distance to erode/shrink the walkable area of the heightfield away from obstructions.
    [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size].
ga: An t-achar chun an limistéar insiúil den pháirc airde a chreimeadh/laghdú ó bhaic.
    [b]Nóta:[/b] Agus tú ag bácáil, déanfar an luach seo a shlánú suas go dtí an iolraí is gaire de [member cell_size].

en: The size of the non-navigable border around the bake bounding area.
    In conjunction with the [member filter_baking_aabb] and a [member edge_max_error] value at [code]1.0[/code] or below the border size can be used to bake tile aligned navigation meshes without the tile edges being shrunk by [member agent_radius].
    [b]Note:[/b] While baking and not zero, this value will be rounded up to the nearest multiple of [member cell_size].
ga: Méid na teorann neamh-inseolta timpeall ar an limistéar teorannú bácála.
    I gcomhar leis an [member filter_baking_aabb] agus luach [member edge_max_error] ag [code]1.0[/code] nó faoi bhun mhéid na teorann, is féidir iad a úsáid chun mogaill nascleanúna ailínithe tíleanna a bhácáil gan imill na tíl a bheith laghdaithe ag [member agent_radius].
    [b]Nóta:[/b] Agus tú ag bácáil agus ní ag nialas, déanfar an luach seo a shlánú suas go dtí an iolraí is gaire de [member cell_size].

en: The cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height on the navigation map.
ga: An airde cille a úsáidtear chun na rinn mogalra loingseoireachta ar an ais Y a rasterize. Ní mór a bheith ag teacht leis an airde cille ar an léarscáil nascleanúna.

en: The cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size on the navigation map.
ga: An méid cille a úsáidtear chun na rinn mogaill nascleanúna ar an eitleán XZ a rasterize. Ní mór a bheith ag teacht leis an méid cille ar an léarscáil nascleanúna.

en: The sampling distance to use when generating the detail mesh, in cell unit.
ga: An t-achar samplála atá le húsáid agus an mogalra sonraí á ghiniúint, san aonad cille.

en: The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
ga: An t-achar uasta ba cheart don dromchla mogaill mhionsonraithe imeacht ón bpáirc airde, san aonad cille.

en: The maximum distance a simplified contour's border edges should deviate the original raw contour.
ga: Ba cheart go n-imreodh an t-achar uasta d'imill teorann an chomhrianta simplithe an comhrian bunaidh amh.

en: The maximum allowed length for contour edges along the border of the mesh. A value of [code]0.0[/code] disables this feature.
    [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size].
ga: An fad uasta a cheadaítear le haghaidh imill chomhrianta feadh teorainn an mhogalra. Díchumasaítear an ghné seo le luach [code]0.0[/code].
    [b]Nóta:[/b] Agus tú ag bácáil, déanfar an luach seo a shlánú suas go dtí an iolraí is gaire de [member cell_size].

en: If the baking [AABB] has a volume the navigation mesh baking will be restricted to its enclosing area.
ga: Má tá toirt ag an mbácáil [AABB] beidh an bácáil mogaill loingseoireachta teoranta don limistéar imfhálaithe.

en: The position offset applied to the [member filter_baking_aabb] [AABB].
ga: Cuireadh an fritháireamh suímh i bhfeidhm ar an [member filter_baking_aabb] [AABB].

en: If [code]true[/code], marks spans that are ledges as non-walkable.
ga: Má tá [code]true[/code], marcanna réisí atá ina slapaí mar nach féidir siúl orthu.

en: If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent_max_climb] of a walkable neighbor.
ga: Más [code]true[/code], marcáiltear raonta neamhshiúlta mar réisí insiúil má tá a n-uasmhéid laistigh de [member agent_max_climb] de chomharsa insiúil.

en: If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent_height].
ga: Más [code]true[/code] é, marcálann raonta insiúil mar nach féidir siúl orthu má tá an t-imréiteach os cionn an réise níos lú ná [member agent_height].

en: The physics layers to scan for static colliders.
    Only used when [member geometry_parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH].
ga: Na sraitheanna fisice le scanadh le haghaidh imbhuailteoirí statacha.
    Ní úsáidtear é ach amháin nuair atá [ball geometry_parsed_geometry_type] [parSED_GEOMETRY_STATIC_COLLIDERS] nó [PARSED_GEOMETRY_BOTH leanúnach].

en: Determines which type of nodes will be parsed as geometry. See [enum ParsedGeometryType] for possible values.
ga: Cinneann sé cén cineál nóid a pharsálfar mar chéimseata. Féach [enum ParsedGeometryType] le haghaidh luachanna féideartha.

en: The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values.
ga: Foinse na céimseata a úsáidtear nuair a bhíonn sé ag bácáil. Féach [enum SourceGeometryMode] le haghaidh luachanna féideartha.

en: The name of the group to scan for geometry.
    Only used when [member geometry_source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT].
ga: Ainm an ghrúpa a scanadh le haghaidh céimseata.
    Ní úsáidtear é ach amháin nuair atá [ball geometry_source_geometry_mode] [seasmhach SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] nó [seasmhach SOURCE_GEOMETRY_GROUPS_EXPLICIT].

en: Any regions with a size smaller than this will be merged with larger regions if possible.
    [b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
ga: Déanfar réigiúin ar bith a bhfuil méid níos lú ná seo acu a chumasc le réigiúin níos mó más féidir.
    [b]Nóta:[/b] Déanfar an luach seo a chearnógú chun líon na gceall a ríomh. Mar shampla, socróidh luach 20 líon na gceall go 400.

en: The minimum size of a region for it to be created.
    [b]Note:[/b] This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
ga: Íosmhéid réigiúin chun é a chruthú.
    [b]Nóta:[/b] Déanfar an luach seo a chearnógú chun an t-íoslíon cealla a cheadaítear chun limistéir oileán iargúlta a fhoirmiú a ríomh. Mar shampla, socróidh luach 8 líon na gceall go 64.

en: Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values.
ga: Algartam deighilte chun na polaisí mogalra loingseoireachta a chruthú. Féach [enum SamplePartitionType] le haghaidh luachanna féideartha.

en: The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
ga: Uaslíon na rinn a cheadaítear do pholagáin a ghintear le linn an phróisis comhrianta go polagán.

en: Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.
ga: Deighilt tairseach. Go ginearálta an rogha is fearr má dhéanann tú an mogalra nascleanúna a réamhríomh, bain úsáid as é seo má tá limistéir mhóra oscailte agat.

en: Monotone partitioning. Use this if you want fast navigation mesh generation.
ga: Deighilt monatóin. Úsáid é seo más mian leat mogall loingseoireachta tapa a ghiniúint.

en: Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.
ga: Deighilt ciseal. Rogha maith le húsáid le haghaidh mogalra loingseoireachta tílithe le tíleanna meánmhéide agus beaga.

en: Represents the size of the [enum SamplePartitionType] enum.
ga: Léiríonn sé méid an [enum SamplePartitionType] enum.

en: Parses mesh instances as geometry. This includes [MeshInstance3D], [CSGShape3D], and [GridMap] nodes.
ga: Parsálann cásanna mogalra mar chéimseata. Áirítear leis seo nóid [MeshInstance3D], [CSGShape3D], agus [GridMap].

en: Parses [StaticBody3D] colliders as geometry. The collider should be in any of the layers specified by [member geometry_collision_mask].
ga: Parses [StaticBody3D] imbhuailteoirí mar chéimseata. Ba cheart go mbeadh an t-imbhuailteoir in aon cheann de na sraitheanna atá sonraithe ag [member geometry_collision_mask].

en: Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant PARSED_GEOMETRY_STATIC_COLLIDERS].
ga: [ParSED_GEOMETRY_MESH_INSTANCES] agus [PARSED_GEOMETRY_STATIC_COLLIDERS leanúnach] araon.

en: Represents the size of the [enum ParsedGeometryType] enum.
ga: Léiríonn sé méid an [enum ParsedGeometryType] enum.

en: Scans the child nodes of the root node recursively for geometry.
ga: Déanann sé scanadh ar nóid linbh an bhunnóid go hathchúrsach le haghaidh céimseata.

en: Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry_source_group_name].
ga: Scanann nóid i ngrúpa agus nóid a bpáiste go hathchúrsach le haghaidh céimseata. Tá an grúpa sonraithe ag [member geometry_source_group_name].

en: Uses nodes in a group for geometry. The group is specified by [member geometry_source_group_name].
ga: Úsáideann sé nóid i ngrúpa le haghaidh céimseata. Tá an grúpa sonraithe ag [member geometry_source_group_name].

en: Represents the size of the [enum SourceGeometryMode] enum.
ga: Léiríonn sé méid an [enum SourceGeometryMode] enum.

en: Helper class for creating and clearing navigation meshes.
ga: Rang cúntóir chun mogaill loingseoireachta a chruthú agus a ghlanadh.

en: This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh] resources inside [NavigationRegion3D]. The [NavigationMeshGenerator] has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse.
    The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very slow and performance-intensive operations.
    Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total number of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area.
    The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.
    [b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh.
ga: Tá an rang seo freagrach as mogaill loingseoireachta 3D a úsáidtear mar acmhainní [NavigationMesh] a chruthú agus a ghlanadh laistigh de [NavigationRegion3D]. Tá an [NavigationMeshGenerator] an-teoranta d'aon úsáid le haghaidh 2D mar go bhfuil an próiseas bácála mogalra loingseoireachta ag súil le cineálacha nód 3D agus céimseata foinse 3D a pharsáil.
    Is fearr an bácáil mogalra loingseoireachta ar fad a dhéanamh i snáithe ar leith toisc gur oibríochtaí an-mhall agus dianfheidhmíochta iad na céimeanna voxelization, tástálacha imbhuailte agus barrfheabhsú mogalra atá i gceist.
    Tarlaíonn bácáil mogalra loingseoireachta i gcéimeanna iolracha agus braitheann an toradh ar chéimseata foinse 3D agus airíonna na hacmhainne [NavigationMesh]. Sa chéad chéim, ag tosú ó nód fréimhe agus ag brath ar [NavigationMesh] airíonna bailítear gach nóid céimseata foinse 3D bailí ón [SceneTree]. Ar an dara dul síos, déantar na nóid bhailithe go léir a pharsáil dá sonraí ábhartha maidir le céimseata 3D agus tógtar mogalra comhcheangailte 3D. Mar gheall ar an iliomad cineálacha éagsúla réad inbhraite, ó ghnáth[MeshInstance3D]s go [CSGShape3D]s nó éagsúla [CollisionObject3D]s, is féidir le roinnt oibríochtaí chun sonraí céimseata a bhailiú sioncrónaithe [RenderingServer] agus [PhysicsServer3D] a spreagadh. Is féidir le sioncrónú freastalaí tionchar diúltach a bheith aige ar am bácála nó ar ráta fráma mar is minic a bhaineann sé le glasáil [Mutex] le haghaidh slándála snáithe. Is féidir le go leor rudaí parable agus an sioncrónaithe leanúnach le Freastalaithe snáithithe eile cur go mór leis an am bácála. Ar an láimh eile, ní thógfaidh sé ach roinnt rudaí atá an-mhór agus an-chasta le hullmhú do na Freastalaithe ar féidir leo an chéad rindreáil fráma eile a stopadh go suntasach. Mar riail ghinearálta, ba cheart líon iomlán na n-ábhar parsable agus a méid agus a gcastacht aonair a chothromú chun fadhbanna frámaíochta nó amanna bácála an-fhada a sheachaint. Cuirtear an mogalra comhcheangailte ar aghaidh chuig an Réada Nascleanúna Athmhúnlaithe ansin chun an chéimseata foinse a thástáil le haghaidh tír-raon insiúil atá oiriúnach d’airíonna oibreáin [NavigationMesh] trí dhomhan voxel a chruthú timpeall limistéar teorann na mogaill.
    Cuirtear an mogalra loingseoireachta críochnaithe ar ais ansin agus stóráiltear é laistigh den [NavigationMesh] le húsáid mar acmhainn laistigh de nóid [NavigationRegion3D].
    [b]Nóta:[/b] Ní i gcónaí a oibríonn úsáid mogaill chun dromchlaí insiúil a shainiú ach freisin chun bac a chur ar bhácáil loingseoireachta. Níl aon choincheap ag an mbácáil loingseoireachta ar cad is céimseata "taobh istigh" ann agus é ag déileáil le céimseata foinse mogalra agus tá sé seo d'aon ghnó. De réir na bparaiméadar bácála atá ann faoi láthair, a luaithe a bheidh an mogalra bacainn mór go leor chun limistéar mogalra loingseoireachta a fheistiú taobh istigh, ginfidh an bácála limistéir mogalra loingseoireachta atá taobh istigh den mhogalra céimseata foinse bhac.

en: This method is deprecated due to core threading changes. To upgrade existing code, first create a [NavigationMeshSourceGeometryData3D] resource. Use this resource with [method parse_source_geometry_data] to parse the [SceneTree] for nodes that should contribute to the navigation mesh baking. The [SceneTree] parsing needs to happen on the main thread. After the parsing is finished use the resource with [method bake_from_source_geometry_data] to bake a navigation mesh.
ga: Tá an modh seo dímheasta mar gheall ar athruithe croí-snáithithe. Chun an cód reatha a uasghrádú, cruthaigh acmhainn [NavigationMeshSourceGeometryData3D] ar dtús. Úsáid an acmhainn seo le [method parse_source_geometry_data] chun an [SceneTree] a pharsáil le haghaidh nóid a chuirfeadh leis an mbácáil mogalra nascleanúna. Caithfidh parsáil [SceneTree] tarlú ar an bpríomhshnáithe. Nuair a bheidh an parsáil críochnaithe bain úsáid as an acmhainn le [method bake_from_source_geometry_data] chun mogalra nascleanúna a bhácáil.

en: Bakes the [param navigation_mesh] with source geometry collected starting from the [param root_node].
ga: Bácálann sé an [param navigation_mesh] le céimseata foinse a bhailítear ag tosú ón [param root_node].

en: Bakes the provided [param navigation_mesh] with the data from the provided [param source_geometry_data]. After the process is finished the optional [param callback] will be called.
ga: Bácáil sé an [param navigation_mesh] a cuireadh ar fáil leis na sonraí ón [param source_geometry_data] a cuireadh ar fáil. Nuair a bheidh an próiseas críochnaithe glaofar an [param callback] roghnach.

en: Removes all polygons and vertices from the provided [param navigation_mesh] resource.
ga: Baintear gach polagán agus rinn den acmhainn [param navigation_mesh] a cuireadh ar fáil.

en: Parses the [SceneTree] for source geometry according to the properties of [param navigation_mesh]. Updates the provided [param source_geometry_data] resource with the resulting data. The resource can then be used to bake a navigation mesh with [method bake_from_source_geometry_data]. After the process is finished the optional [param callback] will be called.
    [b]Note:[/b] This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.
    [b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.
ga: Parsálann an [SceneTree] do chéimseata foinse de réir airíonna [param navigation_mesh]. Nuashonraítear an acmhainn [param source_geometry_data] a cuireadh ar fáil leis na sonraí a tháinig as. Is féidir an acmhainn a úsáid ansin chun mogalra nascleanúna a bhácáil le [method bake_from_source_geometry_data]. Nuair a bheidh an próiseas críochnaithe glaofar an [param callback] roghnach.
    [b]Nóta:[/b] Ní mór an fheidhm seo a rith ar an bpríomhshnáithe nó le glao iarchurtha toisc nach bhfuil an Crann Radharc sábháilte ó thaobh snáitheanna.
    [b]Feidhmíocht:[/b] Cé go bhfuil sé áisiúil, féadfaidh eagair sonraí ó acmhainní [mogalra] tionchar diúltach a imirt ar an bhfrámaráta. Ní mór na sonraí a fháil ón GPU, ag cur stop leis an [RenderingServer] sa phróiseas. Le haghaidh feidhmíochta is fearr úsáid a bhaint as e.g. cruthanna imbhuailte nó cruthú na n-eagair sonraí go hiomlán i gcód.

en: Container for parsed source geometry data used in navigation mesh baking.
ga: Coimeádán le haghaidh sonraí céimseata foinse parsáilte a úsáidtear i mbácáil mogalra loingseoireachta.

en: Adds the outline points of a shape as obstructed area.
ga: Cuirtear leis na pointí imlíne de chruth mar achar coiscthe.

en: Adds a projected obstruction shape to the source geometry. If [param carve] is [code]true[/code] the carved shape will not be affected by additional offsets (e.g. agent radius) of the navigation mesh baking process.
ga: Cuireann sé cruth bacainn réamh-mheasta leis an bhfoinse geoiméadracht. Má tá [param carve] [code]true[/code] ní bheidh aon tionchar ag fritháirimh bhreise (m.sh. ga oibreáin) den phróiseas bácála mogaill loingseoireachta ar an gcruth snoite.

en: Adds the outline points of a shape as traversable area.
ga: Cuirtear leis na pointí imlíne de chruth mar achar trasnaithe.

en: Appends another array of [param obstruction_outlines] at the end of the existing obstruction outlines array.
ga: Cuireann sé seo sraith eile de [param obstruction_outlines] ag deireadh an eagar imlíne bacainní atá ann cheana féin.

en: Appends another array of [param traversable_outlines] at the end of the existing traversable outlines array.
ga: Cuireann sé seo sraith eile de [param traversable_outlines] ag deireadh an eagar imlíne intraversable atá ann cheana féin.

en: Clears the internal data.
ga: Glanann sé na sonraí inmheánacha.

en: Clears all projected obstructions.
ga: Glanann sé gach bac réamh-mheasta.

en: Returns all the obstructed area outlines arrays.
ga: Tuairisceáin imlíníonn an t-achar bactha ar fad eagair.

en: Returns the projected obstructions as an [Array] of dictionaries. Each [Dictionary] contains the following entries:
    - [code]vertices[/code] - A [PackedFloat32Array] that defines the outline points of the projected shape.
    - [code]carve[/code] - A [bool] that defines how the projected shape affects the navigation mesh baking. If [code]true[/code] the projected shape will not be affected by addition offsets, e.g. agent radius.
ga: Filleann sé na constaicí réamh-mheasta mar [Eagar] d'fhoclóirí. Tá na hiontrálacha seo a leanas i ngach [Foclóir]:
    - [code]reanna[/code] - A [PackedFloat32Array] a shainíonn na pointí imlíne den chruth teilgthe.
    - [code] carve[/code] - A [bool] a shainíonn conas a théann an cruth réamh-mheasta i bhfeidhm ar bhácáil mogall loingseoireachta. Más rud é [code]true[/code] ní bheidh tionchar ag fritháirimh suimiúcháin ar an gcruth réamh-mheasta, m.sh. ga gníomhaire.

en: Returns all the traversable area outlines arrays.
ga: Tuairisceáin imlíníonn an t-achar trasnaithe go léir eagair.

en: Returns [code]true[/code] when parsed source geometry data exists.
ga: Filleann sé [code]true[/code] nuair atá sonraí céimseata foinse parsáilte ann.

en: Adds the geometry data of another [NavigationMeshSourceGeometryData2D] to the navigation mesh baking data.
ga: Cuireann sé sonraí céimseata [NavigationMeshSourceGeometryData2D] eile leis na sonraí bácála mogalra loingseoireachta.

en: Sets all the obstructed area outlines arrays.
ga: Socraíonn an limistéar bac ar fad arrays imlíne.

en: Sets the projected obstructions with an Array of Dictionaries with the following key value pairs:
    [codeblocks]
    [gdscript]
    "vertices" : PackedFloat32Array
    "carve" : bool
    [/gdscript]
    [/codeblocks]
ga: Socraíonn sé na bacainní réamh-mheasta le Eagar Foclóirí leis na péirí eochairluachanna seo a leanas:
    [codeblocks]
    [gdscript]
    "reanna" : PackedFloat32Array
    "carve": bool
    [/gdscript]
    [/codeblocks]

en: Sets all the traversable area outlines arrays.
ga: Socraíonn an limistéar trasnaithe go léir eagair imlíne.

en: Adds an array of vertex positions to the geometry data for navigation mesh baking to form triangulated faces. For each face the array must have three vertex positions in clockwise winding order. Since [NavigationMesh] resources have no transform, all vertex positions need to be offset by the node's transform using [param xform].
ga: Cuireann sé raon de shuímh rinn leis na sonraí céimseata le haghaidh bácáil mogalra loingseoireachta chun aghaidheanna triantánaithe a dhéanamh. Maidir le gach aghaidh ní mór go mbeadh trí shuíomh rinn ag an eagar in ord foirceannadh deiseal. Ós rud é nach bhfuil aon chlaochlú ar acmhainní [NavigationMesh], ní mór gach suíomh rinn a fhritháireamh le claochlú an nód ag baint úsáide as [param xform].

en: Adds the geometry data of a [Mesh] resource to the navigation mesh baking data. The mesh must have valid triangulated mesh data to be considered. Since [NavigationMesh] resources have no transform, all vertex positions need to be offset by the node's transform using [param xform].
ga: Cuireann sé sonraí céimseata acmhainn [mogalra] leis na sonraí bácála mogalra loingseoireachta. Ní mór sonraí bailí triantánacha mogaill a bheith sa mhogall le go mbreithneofar é. Ós rud é nach bhfuil aon chlaochlú ar acmhainní [NavigationMesh], ní mór gach suíomh rinn a fhritháireamh le claochlú an nód ag baint úsáide as [param xform].

en: Adds an [Array] the size of [constant Mesh.ARRAY_MAX] and with vertices at index [constant Mesh.ARRAY_VERTEX] and indices at index [constant Mesh.ARRAY_INDEX] to the navigation mesh baking data. The array must have valid triangulated mesh data to be considered. Since [NavigationMesh] resources have no transform, all vertex positions need to be offset by the node's transform using [param xform].
ga: Cuireann sé [Eagar] de [mogall seasta.ARRAY_MAX] agus le rinn ag innéacs [Mogall seasmhach.ARRAY_VERTEX] agus innéacsanna ag innéacs [Mogall seasmhach.ARRAY_INDEX] leis na sonraí bácála mogalra nascleanúna. Ní mór sonraí bailí triantánacha mogaill a bheith san eagar le go mbreithneofar é. Ós rud é nach bhfuil aon chlaochlú ar acmhainní [NavigationMesh], ní mór gach suíomh rinn a fhritháireamh le claochlú an nód ag baint úsáide as [param xform].

en: Adds a projected obstruction shape to the source geometry. The [param vertices] are considered projected on a xz-axes plane, placed at the global y-axis [param elevation] and extruded by [param height]. If [param carve] is [code]true[/code] the carved shape will not be affected by additional offsets (e.g. agent radius) of the navigation mesh baking process.
ga: Cuireann sé cruth bacainn réamh-mheasta leis an bhfoinse geoiméadracht. Meastar na [reanna param] a theilgean ar phlána xz-aiseanna, curtha ag an y-ais dhomhanda [param ingearchló] agus easbhrúite ag [airde param]. Má tá [param carve] [code]true[/code] ní bheidh aon tionchar ag fritháirimh bhreise (m.sh. ga oibreáin) den phróiseas bácála mogaill loingseoireachta ar an gcruth snoite.

en: Appends arrays of [param vertices] and [param indices] at the end of the existing arrays. Adds the existing index as an offset to the appended indices.
ga: Cuireann sé eagair de [reanna param] agus [innéacsanna param] ag deireadh na n-eagair atá ann cheana féin. Cuireann sé an t-innéacs reatha mar fhritháireamh leis na hinnéacsanna atá ag gabháil leis.

en: Returns the parsed source geometry data indices array.
ga: Tuairisceáin an fhoinse pharsáilte innéacsanna sonraí céimseata.

en: Returns the projected obstructions as an [Array] of dictionaries. Each [Dictionary] contains the following entries:
    - [code]vertices[/code] - A [PackedFloat32Array] that defines the outline points of the projected shape.
    - [code]elevation[/code] - A [float] that defines the projected shape placement on the y-axis.
    - [code]height[/code] - A [float] that defines how much the projected shape is extruded along the y-axis.
    - [code]carve[/code] - A [bool] that defines how the obstacle affects the navigation mesh baking. If [code]true[/code] the projected shape will not be affected by addition offsets, e.g. agent radius.
ga: Filleann sé na constaicí réamh-mheasta mar [Eagar] d'fhoclóirí. Tá na hiontrálacha seo a leanas i ngach [Foclóir]:
    - [code]reanna[/code] - A [PackedFloat32Array] a shainíonn na pointí imlíne den chruth teilgthe.
    - [code]airde[/code] - A [snámhphointe] a shainíonn an socrú cruth réamh-mheasta ar an y-ais.
    - [code]airde[/code] - A [snámhphointe] a shainíonn cé mhéad atá an cruth teilgthe easbhrúite feadh an y-ais.
    - [code] carve[/code] - A [bool] a shainíonn conas a théann an chonstaic i bhfeidhm ar bhácáil mogall loingseoireachta. Más [code]true[/code] ní bheidh tionchar ag fritháirimh suimiúcháin ar an gcruth réamh-mheasta, m.sh. ga gníomhaire.

en: Returns the parsed source geometry data vertices array.
ga: Tuairisceáin an eagar foinse sonraí céimseata na rinn.

en: Adds the geometry data of another [NavigationMeshSourceGeometryData3D] to the navigation mesh baking data.
ga: Cuireann sé sonraí céimseata [NavigationMeshSourceGeometryData3D] eile leis na sonraí bácála mogalra loingseoireachta.

en: Sets the parsed source geometry data indices. The indices need to be matched with appropriated vertices.
    [b]Warning:[/b] Inappropriate data can crash the baking process of the involved third-party libraries.
ga: Socraíonn sé na hinnéacsanna sonraí céimseata foinse parsáilte. Ní mór na hinnéacsanna a mheaitseáil le rinn leithreasaithe.
    [b]Rabhadh:[/b] Is féidir le sonraí míchuí próiseas bácála na leabharlann tríú páirtí atá i gceist a thuar.

en: Sets the projected obstructions with an Array of Dictionaries with the following key value pairs:
    [codeblocks]
    [gdscript]
    "vertices" : PackedFloat32Array
    "elevation" : float
    "height" : float
    "carve" : bool
    [/gdscript]
    [/codeblocks]
ga: Socraíonn sé na constaicí réamh-mheasta le Eagar Foclóirí leis na péirí eochairluachanna seo a leanas:
    [codeblocks]
    [gdscript]
    "reanna" : PackedFloat32Array
    "airde": snámh
    "airde": snámh
    "carve": bool
    [/gdscript]
    [/codeblocks]

en: Sets the parsed source geometry data vertices. The vertices need to be matched with appropriated indices.
    [b]Warning:[/b] Inappropriate data can crash the baking process of the involved third-party libraries.
ga: Socraíonn sé na reanna sonraí céimseata foinse parsáilte. Ní mór na rinn a mheaitseáil le hinnéacsanna leithreasaithe.
    [b]Rabhadh:[/b] Is féidir le sonraí míchuí próiseas bácála na leabharlann tríú páirtí atá i gceist a thuar.

en: 2D obstacle used to affect navigation mesh baking or constrain velocities of avoidance controlled agents.
ga: Constaic 2T a úsáidtear chun cur isteach ar bhácáil mogalra loingseoireachta nó chun srian a chur ar threoluas oibreán seachanta.

en: An obstacle needs a navigation map and outline [member vertices] defined to work correctly. The outlines can not cross or overlap.
    Obstacles can be included in the navigation mesh baking process when [member affect_navigation_mesh] is enabled. They do not add walkable geometry, instead their role is to discard other source geometry inside the shape. This can be used to prevent navigation mesh from appearing in unwanted places. If [member carve_navigation_mesh] is enabled the baked shape will not be affected by offsets of the navigation mesh baking, e.g. the agent radius.
    With [member avoidance_enabled] the obstacle can constrain the avoidance velocities of avoidance using agents. If the obstacle's vertices are wound in clockwise order, avoidance agents will be pushed in by the obstacle, otherwise, avoidance agents will be pushed out. Obstacles using vertices and avoidance can warp to a new position but should not be moved every single frame as each change requires a rebuild of the avoidance map.
ga: Teastaíonn léarscáil nascleanúna agus imlíne [ballreanna] chun oibriú i gceart ar chonstaic. Ní féidir leis na himlínte a thrasnú nó a fhorluí.
    Is féidir constaicí a áireamh sa phróiseas bácála mogalra nascleanúna nuair atá [member affect_navigation_mesh] cumasaithe. Ní chuireann siad céimseata insiúil leis, ina ionad sin is é an ról atá acu ná céimseata foinse eile a chaitheamh taobh istigh den chruth. Is féidir é seo a úsáid chun mogalra loingseoireachta a chosc ó bheith le feiceáil in áiteanna nach dteastaíonn. Má tá [member carve_navigation_mesh] cumasaithe ní bheidh tionchar ag an gcruth bácáilte ar fhritháireamh na bácála mogalra nascleanúna, e.g. an ga gníomhaire.
    Le [member avoidance_enabled] féadfaidh an chonstaic srian a chur ar na treoluas seachanta a bhaineann le gníomhairí a úsáid. Má dhéantar reanna an chonstaic a fhoirceannadh in ord deiseal, déanfar gníomhairí seachanta a bhrú isteach ag an gconstaic, ar shlí eile, déanfar gníomhairí seachanta a bhrú amach. Is féidir le constaicí a bhaineann úsáid as rinn agus seachaint dlúith go dtí suíomh nua ach níor cheart iad a bhogadh i ngach fráma mar go dteastaíonn atógáil ar an léarscáil seachanta le haghaidh gach athrú.

en: Using NavigationObstacles
ga: Ag baint úsáide as NavigationObstacles

en: Returns the [RID] of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract obstacle on the NavigationServer. If the obstacle map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationObstacle and also update the obstacle on the NavigationServer.
ga: Filleann sé [RID] den léarscáil nascleanúna don nód NavigationObstacle seo. Tugann an fheidhm seo ar ais i gcónaí an léarscáil atá socraithe ar an nód NavigationObstacle agus ní léarscáil na bacainn teibí ar an NavigationServer. Má athraítear an léarscáil bhacainn go díreach leis an NavigationServer API ní bheidh an nód NavigationObstacle ar an eolas faoin athrú léarscáile. Úsáid [method set_navigation_map] chun an léarscáil nascleanúna don NavigationObstacle a athrú agus chun an chonstaic ar an NavigationServer a nuashonrú freisin.

en: Returns the [RID] of this obstacle on the [NavigationServer2D].
ga: Filleann [RID] an bhacainn seo ar an [NavigationServer2D].

en: Sets the [RID] of the navigation map this NavigationObstacle node should use and also updates the [code]obstacle[/code] on the NavigationServer.
ga: Socraíonn sé [RID] den léarscáil nascleanúna ba cheart don nód NavigationObstacle seo a úsáid agus nuashonraíonn sé an [code]chonstaicí[/code] ar an NavigationServer.

en: If enabled and parsed in a navigation mesh baking process the obstacle will discard source geometry inside its [member vertices] defined shape.
ga: Má dhéantar é a chumasú agus a pharsáil i bpróiseas bácála mogall loingseoireachta, caithfidh an chonstaic céimseata foinse laistigh dá chruth sainithe [ballreanna].

en: If [code]true[/code] the obstacle affects avoidance using agents.
ga: Más [code]true[/code] cuireann an chonstaic isteach ar sheachaint a úsáideann gníomhairí.

en: A bitfield determining the avoidance layers for this obstacle. Agents with a matching bit on the their avoidance mask will avoid this obstacle.
ga: A bitfield a chinneann na sraitheanna seachanta don chonstaic seo. Seachnóidh gníomhairí a bhfuil giotán meaitseála acu ar a masc seachanta an chonstaic seo.

en: If enabled the obstacle vertices will carve into the baked navigation mesh with the shape unaffected by additional offsets (e.g. agent radius).
    It will still be affected by further postprocessing of the baking process, like edge and polygon simplification.
    Requires [member affect_navigation_mesh] to be enabled.
ga: Má tá sé cumasaithe snoífidh na rinn na bacainní isteach sa mhogall loingseoireachta bácáilte agus ní bheidh aon tionchar ag fritháirimh bhreise ar an gcruth (m.sh. ga oibreáin).
    Beidh tionchar fós ag iarphróiseáil bhreise an phróisis bácála air, amhail imeall agus simpliú polagán.
    Teastaíonn [member affect_navigation_mesh] a chumasú.

en: Sets the avoidance radius for the obstacle.
ga: Socraíonn sé an ga seachanta don chonstaic.

en: Sets the wanted velocity for the obstacle so other agent's can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles [member radius]. Does nothing for the obstacles static vertices.
ga: Socraíonn sé an treoluas atá ag teastáil don chonstaic ionas gur féidir le gníomhairí eile an chonstaic a thuar níos fearr má bhogtar é le treoluas go rialta (gach fráma) in ionad é a warped go dtí suíomh nua. Ní dhéanann sé difear ach do sheachaint do na constaicí [ga ball]. An ndéanann aon rud le haghaidh na bacainní rinn statach.

en: The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.
ga: Ranna imlíne an chonstaic. Má dhéantar na rinn a ghaothú in ord deiseal, déanfaidh an bacainn oibreáin a bhrú isteach, ar shlí eile déanfar iad a bhrú amach. Ní féidir imlíne a thrasnú ná a fhorluí. Más rud é go gcastar na rinn a úsáideann constaic go dtí gníomhaire suímh nua ní féidir leis an ngluaiseacht seo a thuar agus d'fhéadfadh sé a bheith gafa laistigh den chonstaic.

en: 3D obstacle used to affect navigation mesh baking or constrain velocities of avoidance controlled agents.
ga: Constaic 3D a úsáidtear chun cur isteach ar bhácáil mogalra loingseoireachta nó chun srian a chur ar threoluas oibreán seachanta.

en: An obstacle needs a navigation map and outline [member vertices] defined to work correctly. The outlines can not cross or overlap and are restricted to a plane projection. This means the y-axis of the vertices is ignored, instead the obstacle's global y-axis position is used for placement. The projected shape is extruded by the obstacles height along the y-axis.
    Obstacles can be included in the navigation mesh baking process when [member affect_navigation_mesh] is enabled. They do not add walkable geometry, instead their role is to discard other source geometry inside the shape. This can be used to prevent navigation mesh from appearing in unwanted places, e.g. inside "solid" geometry or on top of it. If [member carve_navigation_mesh] is enabled the baked shape will not be affected by offsets of the navigation mesh baking, e.g. the agent radius.
    With [member avoidance_enabled] the obstacle can constrain the avoidance velocities of avoidance using agents. If the obstacle's vertices are wound in clockwise order, avoidance agents will be pushed in by the obstacle, otherwise, avoidance agents will be pushed out. Obstacles using vertices and avoidance can warp to a new position but should not be moved every single frame as each change requires a rebuild of the avoidance map.
ga: Teastaíonn léarscáil nascleanúna agus imlíne [ballreanna] chun oibriú i gceart ar chonstaic. Ní féidir leis na imlíne trasnú nó forluí agus tá siad teoranta do theilgean eitleáin. Ciallaíonn sé seo go ndéantar neamhaird de y-ais na rinn, ina ionad sin úsáidtear suíomh y-ais dhomhanda an chonstaic le haghaidh socrúcháin. Tá an cruth réamh-mheasta easbhrúite ag airde na gconstaicí ar feadh an y-ais.
    Is féidir constaicí a áireamh sa phróiseas bácála mogalra nascleanúna nuair atá [member affect_navigation_mesh] cumasaithe. Ní chuireann siad céimseata insiúil leis, ina ionad sin is é an ról atá acu ná céimseata foinse eile a chaitheamh taobh istigh den chruth. Is féidir é seo a úsáid chun mogalra loingseoireachta a chosc ó bheith le feiceáil in áiteanna nach dteastaíonn uathu, e.g. taobh istigh de chéimseata "soladach" nó ar a bharr. Má tá [member carve_navigation_mesh] cumasaithe ní bheidh tionchar ag an gcruth bácáilte ar fhritháireamh na bácála mogalra nascleanúna, e.g. an ga gníomhaire.
    Le [member avoidance_enabled] féadfaidh an chonstaic srian a chur ar na treoluas seachanta a bhaineann le gníomhairí a úsáid. Má dhéantar reanna an chonstaic a fhoirceannadh in ord deiseal, déanfar gníomhairí seachanta a bhrú isteach ag an gconstaic, ar shlí eile, déanfar gníomhairí seachanta a bhrú amach. Is féidir le constaicí a bhaineann úsáid as rinn agus seachaint dlúith go dtí suíomh nua ach níor cheart iad a bhogadh i ngach fráma mar go dteastaíonn atógáil ar an léarscáil seachanta le haghaidh gach athrú.

en: Returns the [RID] of this obstacle on the [NavigationServer3D].
ga: Filleann [RID] an chonstaic seo ar an [NavigationServer3D].

en: If enabled and parsed in a navigation mesh baking process the obstacle will discard source geometry inside its [member vertices] and [member height] defined shape.
ga: Má dhéantar é a chumasú agus a pharsáil i bpróiseas bácála mogall loingseoireachta, caithfidh an chonstaic céimseata foinse laistigh dá [ballreanna] agus [airde na mball] cruth sainithe.

en: Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's ignore obstacles that are below or above them.
ga: Socraíonn sé airde an bhacainn a úsáidtear chun 2T a sheachaint. Seachaint 2D ag baint úsáide as bacainní neamhaird a dhéanamh ar ghníomhaire atá thíos nó os a chionn.

en: If [code]true[/code] the obstacle affects 3D avoidance using agent's with obstacle [member radius].
    If [code]false[/code] the obstacle affects 2D avoidance using agent's with both obstacle [member vertices] as well as obstacle [member radius].
ga: Más [code]true[/code] cuireann an chonstaic isteach ar sheachaint 3T ag baint úsáide as oibreáin le constaic [ga ball].
    Más [code]bréagach[/code] cuireann an chonstaic isteach ar sheachaint 2T ag baint úsáide as oibreáin leis an dá chonstaic [ballreanna] chomh maith le constaic [member radius].

en: Provides parameters for 2D navigation path queries.
ga: Soláthraíonn paraiméadair le haghaidh fiosrúcháin cosán loingseoireachta 2D.

en: By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer2D].
ga: Trí airíonna éagsúla an oibiachta seo a athrú, mar shampla an suíomh tosaigh agus an spriocshuíomh, is féidir leat ceisteanna cosáin a chumrú chuig an [NavigationServer2D].

en: Using NavigationPathQueryObjects
ga: Ag baint úsáide as NavigationPathQueryObjects

en: The navigation map [RID] used in the path query.
ga: An léarscáil nascleanúna [RID] a úsáidtear sa cheist conaire.

en: Additional information to include with the navigation path.
ga: Eolas breise le cur leis an gcosán loingseoireachta.

en: The navigation layers the query will use (as a bitmask).
ga: Na sraitheanna nascleanúna a úsáidfidh an cheist (mar mhascán giotán).

en: The pathfinding start position in global coordinates.
ga: An suíomh tosaigh lorgaire i gcomhordanáidí domhanda.

en: The pathfinding target position in global coordinates.
ga: An spriocshuíomh braite i gcomhordanáidí domhanda.

en: The path query uses the default A* pathfinding algorithm.
ga: Úsáideann an t-iarratas conaire an t-algartam lorgaithe cosáin A* réamhshocraithe.

en: Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
ga: Cuireann sé algartam tonnadóir i bhfeidhm ar an gconair amh-chonair a aimsíonn an t-algartam braite braite. Mar thoradh air seo beidh an cosán is giorra agus is féidir taobh istigh de chonair an chosáin. Braitheann an t-iarphróiseáil seo go mór ar leagan amach polagán an mhogalra loingseoireachta agus ar an gconair chruthaithe. Is féidir le leagan amach tíleanna nó greille go háirithe aghaidh a thabhairt ar choirnéil shaorga le gluaiseacht trasnánach mar gheall ar chonair cosán garbh a chuireann cruthanna cille i bhfeidhm.

en: Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
ga: Díríonn sé gach suíomh cosáin i lár imeall polagán an mhogalra loingseoireachta taistealaithe. Cruthaíonn sé seo cosáin níos fearr do leagan amach tíleanna nó greille a chuireann srian le gluaiseacht go lár na gcealla.

en: Don't include any additional metadata about the returned path.
ga: Ná cuir aon mheiteashonraí breise faoin gcosán ar ais.

en: Include the type of navigation primitive (region or link) that each point of the path goes through.
ga: Cuir san áireamh an cineál loingseoireachta primitive (réigiún nó nasc) a théann gach pointe den chosán tríd.

en: Include the [RID]s of the regions and links that each point of the path goes through.
ga: Cuir san áireamh [RID]anna na réigiún agus na naisc a théann gach pointe den chosán tríd.

en: Include the [code]ObjectID[/code]s of the [Object]s which manage the regions and links each point of the path goes through.
ga: Cuir san áireamh na [code]ObjectID[/code]s de na [Object]s a bhainistíonn na réigiúin agus a nascann gach pointe den chosán a théann tríd.

en: Include all available metadata about the returned path.
ga: Cuir san áireamh gach meiteashonraí atá ar fáil faoin gcosán ar ais.

en: Provides parameters for 3D navigation path queries.
ga: Soláthraíonn paraiméadair le haghaidh fiosrúcháin cosán loingseoireachta 3D.

en: By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer3D].
ga: Trí airíonna éagsúla an oibiachta seo a athrú, mar shampla an suíomh tosaigh agus an spriocshuíomh, is féidir leat fiosruithe cosáin chuig an [NavigationServer3D] a chumrú.

en: Represents the result of a 2D pathfinding query.
ga: Is ionann é agus toradh fiosrúchán braite 2T.

en: This class stores the result of a 2D navigation path query from the [NavigationServer2D].
ga: Stórálann an aicme seo an toradh ar cheist faoi chonair loingseoireachta 2T ón [NavigationServer2D].

en: Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
ga: Athshocraigh oibiacht an toraidh go dtí a staid tosaigh. Tá sé seo úsáideach an réad a athúsáid thar cheisteanna iolracha.

en: The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer2D.map_get_path].
ga: An t-eagar cosáin mar thoradh ar an gceist loingseoireachta. Tá gach suíomh eagair cosáin i gcomhordanáidí domhanda. Gan paraiméadair shaincheaptha fiosrúcháin is é seo an cosán céanna agus a cuireadh ar ais ag [method NavigationServer2D.map_get_path].

en: The [code]ObjectID[/code]s of the [Object]s which manage the regions and links each point of the path goes through.
ga: Na [code]ObjectID[/code]s de na [Object]s a bhainistíonn na réigiúin agus a nascann gach pointe den chosán a théann tríd.

en: The [RID]s of the regions and links that each point of the path goes through.
ga: [RID]s na réigiún agus na naisc a dtéann gach pointe den chosán tríd.

en: The type of navigation primitive (region or link) that each point of the path goes through.
ga: An cineál loingseoireachta primitive (réigiún nó nasc) a théann gach pointe den chosán tríd.

en: This segment of the path goes through a region.
ga: Téann an chuid seo den chosán trí réigiún.

en: This segment of the path goes through a link.
ga: Téann an chuid seo den chosán trí nasc.

en: Represents the result of a 3D pathfinding query.
ga: Is ionann é agus toradh fiosrúchán braite 3D.

en: This class stores the result of a 3D navigation path query from the [NavigationServer3D].
ga: Stórálann an aicme seo an toradh ar cheist faoi chonair loingseoireachta 3D ón [NavigationServer3D].

en: The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer3D.map_get_path].
ga: An t-eagar cosáin mar thoradh ar an gceist loingseoireachta. Tá gach suíomh eagair cosáin i gcomhordanáidí domhanda. Gan paraiméadair shaincheaptha fiosrúcháin is é seo an cosán céanna agus a cuireadh ar ais ag [method NavigationServer3D.map_get_path].

en: A 2D navigation mesh that describes a traversable surface for pathfinding.
ga: Mogall nascleanúna 2T a chuireann síos ar dhromchla in-trasnaithe le haghaidh lorg cosáin.

en: Navigation Polygon 2D Demo
ga: Taispeántas Polagán Nascleanúint 2D

en: Appends a [PackedVector2Array] that contains the vertices of an outline to the internal array that contains all the outlines.
ga: Cuireann [PackedVector2Array] leis ina bhfuil reanna imlíne leis an eagar inmheánach ina bhfuil na himlíne go léir.

en: Adds a [PackedVector2Array] that contains the vertices of an outline to the internal array that contains all the outlines at a fixed position.
ga: Cuireann [PackedVector2Array] leis ina bhfuil reanna imlíne leis an eagar inmheánach ina bhfuil na himlíne go léir ag suíomh seasta.

en: Clears the array of the outlines, but it doesn't clear the vertices and the polygons that were created by them.
ga: Glanann sé raon na n-imlíne, ach ní ghlanann sé na rinn agus na polagáin a chruthaigh siad.

en: Clears the array of polygons, but it doesn't clear the array of outlines and vertices.
ga: Glanann sé raon na bpolagán, ach ní ghlanann sé an raon imlíne agus rinn.

en: Returns the [NavigationMesh] resulting from this navigation polygon. This navigation mesh can be used to update the navigation mesh of a region with the [method NavigationServer3D.region_set_navigation_mesh] API directly (as 2D uses the 3D server behind the scene).
ga: Filleann sé an [NavigationMesh] mar thoradh ar an bpolagán loingseoireachta seo. Is féidir an mogalra nascleanúna seo a úsáid chun mogalra nascleanúna réigiúin a nuashonrú leis an [method NavigationServer3D.region_set_navigation_mesh] API go díreach (mar úsáideann 2D an freastalaí 3D taobh thiar den radharc).

en: Returns a [PackedVector2Array] containing the vertices of an outline that was created in the editor or by script.
ga: Filleann sé [PackedVector2Array] ina bhfuil reanna imlíne a cruthaíodh san eagarthóir nó trí script.

en: Returns the number of outlines that were created in the editor or by script.
ga: Filleann sé líon na n-imlíne a cruthaíodh san eagarthóir nó trí script.

en: Returns whether or not the specified layer of the [member parsed_collision_mask] is enabled, given a [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [comhalta parsed_collision_mask] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 32.

en: Returns the count of all polygons.
ga: Filleann sé comhaireamh na bpolagán uile.

en: Returns a [PackedVector2Array] containing all the vertices being used to create the polygons.
ga: Filleann sé [PackedVector2Array] ina bhfuil na rinn go léir atá á n-úsáid chun na polagáin a chruthú.

en: Use [method NavigationServer2D.parse_source_geometry_data] and [method NavigationServer2D.bake_from_source_geometry_data] instead.
ga: Úsáid [method NavigationServer2D.parse_source_geometry_data] agus [method NavigationServer2D.bake_from_source_geometry_data] ina ionad sin.

en: Creates polygons from the outlines added in the editor or by script.
ga: Cruthaíonn sé polagáin ó na himlíne a chuirtear leis san eagarthóir nó trí script.

en: Removes an outline created in the editor or by script. You have to call [method make_polygons_from_outlines] for the polygons to update.
ga: Baintear imlíne a cruthaíodh san eagarthóir nó sa script. Caithfidh tú glaoch a chur ar [method make_polygons_from_outlines] chun na polagáin a nuashonrú.

en: Changes an outline created in the editor or by script. You have to call [method make_polygons_from_outlines] for the polygons to update.
ga: Athraítear imlíne a chruthaítear san eagarthóir nó sa script. Caithfidh tú glaoch a chur ar [method make_polygons_from_outlines] chun na polagáin a nuashonrú.

en: Based on [param value], enables or disables the specified layer in the [member parsed_collision_mask], given a [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaítear an ciseal sonraithe sa [member parsed_collision_mask], nuair a thugtar [param layer_number] idir 1 agus 32.

en: The distance to erode/shrink the walkable surface when baking the navigation mesh.
ga: An t-achar chun an dromchla insiúil a chreimeadh/laghdú agus an mogalra loingseoireachta á bhácáil.

en: If the baking [Rect2] has an area the navigation mesh baking will be restricted to its enclosing area.
ga: Má tá achar ag an mbácáil [Rect2] beidh an bácáil mogaill loingseoireachta teoranta don limistéar imfhálaithe.

en: The position offset applied to the [member baking_rect] [Rect2].
ga: Cuireadh an fritháireamh suímh i bhfeidhm ar an [member baking_rect] [Rect2].

en: The size of the non-navigable border around the bake bounding area defined by the [member baking_rect] [Rect2].
    In conjunction with the [member baking_rect] the border size can be used to bake tile aligned navigation meshes without the tile edges being shrunk by [member agent_radius].
ga: Méid na teorann neamh-inseolta timpeall ar an limistéar teorann bácála arna shainiú ag an [member baking_rect] [Rect2].
    I gcomhar leis an [member baking_rect] is féidir méid na teorann a úsáid chun mogaill nascleanúna ailínithe tíl a bhácáil gan imill na tíl a bheith crapadh ag [member agent_radius].

en: The cell size used to rasterize the navigation mesh vertices. Must match with the cell size on the navigation map.
ga: Méid na cille a úsáidtear chun na rinn mogaill nascleanúna a rasterize. Ní mór a bheith ag teacht leis an méid cille ar an léarscáil nascleanúna.

en: The physics layers to scan for static colliders.
    Only used when [member parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH].
ga: Na sraitheanna fisice le scanadh le haghaidh imbhuailteoirí statacha.
    Ní úsáidtear é ach amháin nuair atá [ball parsed_geometry_type] ar [PASED_GEOMETRY_STATIC_COLLIDERS] nó [PARSED_GEOMETRY_BOTH leanúnach].

en: The group name of nodes that should be parsed for baking source geometry.
    Only used when [member source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT].
ga: Ainm an ghrúpa nóid ar chóir iad a pharsáil le haghaidh céimseata foinse bácála.
    Ní úsáidtear é ach amháin nuair atá [ball source_geometry_mode] ar [síor SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] nó [seasmhach SOURCE_GEOMETRY_GROUPS_EXPLICIT].

en: Parses mesh instances as obstruction geometry. This includes [Polygon2D], [MeshInstance2D], [MultiMeshInstance2D], and [TileMap] nodes.
    Meshes are only parsed when they use a 2D vertices surface format.
ga: Parsálann cásanna mogaill mar chéimseata bhacainn. Áirítear leis seo nóid [Polygon2D], [MeshInstance2D], [MultiMeshInstance2D], agus [TileMap].
    Ní dhéantar mogaill a pharsáil ach amháin nuair a úsáideann siad formáid dromchla rinn 2D.

en: Parses [StaticBody2D] and [TileMap] colliders as obstruction geometry. The collider should be in any of the layers specified by [member parsed_collision_mask].
ga: Parses [StaticBody2D] agus [TileMap] imbhuailteoirí mar chéimseata bacainní. Ba cheart go mbeadh an t-imbhuailteoir in aon cheann de na sraitheanna atá sonraithe ag [member parsed_collision_mask].

en: Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member source_geometry_group_name].
ga: Scanann nóid i ngrúpa agus nóid a bpáiste go hathchúrsach le haghaidh céimseata. Tá an grúpa sonraithe ag [member source_geometry_group_name].

en: Uses nodes in a group for geometry. The group is specified by [member source_geometry_group_name].
ga: Úsáideann sé nóid i ngrúpa le haghaidh céimseata. Tá an grúpa sonraithe ag [member source_geometry_group_name].

en: A traversable 2D region that [NavigationAgent2D]s can use for pathfinding.
ga: Réigiún 2T in-trasnaithe is féidir le [NavigationAgent2D]s a úsáid chun braite a aimsiú.

en: A traversable 2D region based on a [NavigationPolygon] that [NavigationAgent2D]s can use for pathfinding.
    Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer2D.map_set_edge_connection_margin].
    [b]Note:[/b] Overlapping two regions' navigation polygons is not enough for connecting two regions. They must share a similar edge.
    The pathfinding cost of entering a region from another region can be controlled with the [member enter_cost] value.
    [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region.
    The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
    [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer2D], they will not be reflected in this node's properties.
ga: Réigiún 2T in-trasnaithe bunaithe ar [NavigationPolygon] is féidir le [NavigationAgent2D]s a úsáid le haghaidh lorg cosáin.
    Is féidir dhá réigiún a nascadh lena chéile má roinneann siad imeall comhchosúil. Is féidir leat an t-achar íosta idir dhá rinn a theastaíonn chun dhá imill a nascadh a shocrú trí úsáid a bhaint as [method NavigationServer2D.map_set_edge_connection_margin].
    [b]Nóta:[/b] Ní leor polagáin loingseoireachta an dá réigiún a fhorluí chun dhá réigiún a nascadh. Caithfidh siad imeall den chineál céanna a roinnt.
    Is féidir an costas lorgaireachta a bhaineann le dul isteach i réigiún ó réigiún eile a rialú leis an luach [member enter_cost].
    [b]Nóta:[/b] Ní chuirtear an luach seo leis an gcostas conaire nuair atá an suíomh tosaithe laistigh den réigiún seo cheana féin.
    Is féidir an costas lorgaireachta a bhaineann le hachair taistil laistigh den réigiún seo a rialú leis an iolraitheoir [member travel_cost].
    [b]Nóta:[/b] Déanann an nód seo athruithe ar a airíonna a thaisceadh, mar sin má dhéanann tú athruithe ar an réigiún bunúsach [RID] i [NavigationServer2D], ní léireofar iad i airíonna an nód seo.

en: Using NavigationRegions
ga: Ag baint úsáide as NavigationRegions

en: Bakes the [NavigationPolygon]. If [param on_thread] is set to [code]true[/code] (default), the baking is done on a separate thread.
ga: Bácáil an [NavigationPolygon]. Má tá [param on_thread] socraithe go [code]true[/code] (réamhshocraithe), déantar an bhácáil ar snáithe ar leith.

en: Returns the current navigation map [RID] used by this region.
ga: Filleann sé seo an léarscáil nascleanúna reatha [RID] a úsáideann an réigiún seo.

en: Use [method get_rid] instead.
ga: Úsáid [method get_rid] ina ionad sin.

en: Returns the [RID] of this region on the [NavigationServer2D].
ga: Filleann sé [RID] an réigiúin seo ar an [NavigationServer2D].

en: Returns the [RID] of this region on the [NavigationServer2D]. Combined with [method NavigationServer2D.map_get_closest_point_owner] can be used to identify the [NavigationRegion2D] closest to a point on the merged navigation map.
ga: Filleann sé [RID] an réigiúin seo ar an [NavigationServer2D]. In éineacht le [method NavigationServer2D.map_get_closest_point_owner] is féidir é a úsáid chun an [NavigationRegion2D] is gaire do phointe ar an léarscáil nascleanúna cumaisc a shainaithint.

en: Returns [code]true[/code] when the [NavigationPolygon] is being baked on a background thread.
ga: Filleann sé [code]true[/code] nuair a bhíonn an [NavigationPolygon] á bhácáil ar snáithe cúlra.

en: Sets the [RID] of the navigation map this region should use. By default the region will automatically join the [World2D] default navigation map so this function is only required to override the default map.
ga: Socraíonn sé [RID] den léarscáil nascleanúna ba cheart don réigiún seo a úsáid. De réir réamhshocraithe beidh an réigiún ceangailte go huathoibríoch leis an léarscáil réamhshocraithe nascleanúna [World2D] agus mar sin níl ag teastáil ach an fheidhm seo chun an léarscáil réamhshocraithe a shárú.

en: Determines if the [NavigationRegion2D] is enabled or disabled.
ga: Cinneann an bhfuil an [NavigationRegion2D] cumasaithe nó díchumasaithe.

en: When pathfinding enters this region's navigation mesh from another regions navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
ga: Nuair a théann lorg cosáin isteach i mogall nascleanúna an réigiúin seo ó mhogalra nascleanúna réigiún eile cuirtear an luach [member enter_cost] leis an achar cosáin chun an cosán is giorra a chinneadh.

en: A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
ga: Bitfield lena gcinntear na sraitheanna loingseoireachta go léir lena mbaineann an réigiún. Is féidir na sraitheanna nascleanúna seo a sheiceáil nuair a iarrtar conair le [method NavigationServer2D.map_get_path].

en: The [NavigationPolygon] resource to use.
ga: An acmhainn [NavigationPolygon] le húsáid.

en: When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with [member travel_cost] for determining the shortest path.
ga: Nuair a ghluaiseann lorg cosáin taobh istigh de mhogalra nascleanúna an réigiúin seo iolraítear na hachair taistil le [member travel_cost] chun an cosán is giorra a chinneadh.

en: If enabled the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
ga: Má tá sé cumasaithe úsáidfidh an réigiún loingseoireachta naisc chiumhais chun nascadh le réigiúin loingseoireachta eile atá cóngarach d’imeall nasc chiumhais na léarscáile loingseoireachta.

en: Emitted when a navigation polygon bake operation is completed.
ga: Astaítear nuair a chríochnaítear oibríocht bácála polagán loingseoireachta.

en: Emitted when the used navigation polygon is replaced or changes to the internals of the current navigation polygon are committed.
ga: Astaítear nuair a athraítear an polagán loingseoireachta a úsáidtear nó nuair a dhéantar athruithe ar inmheánacha an pholagán loingseoireachta reatha.

en: A traversable 3D region that [NavigationAgent3D]s can use for pathfinding.
ga: Réigiún 3D in-trasnaithe is féidir le [NavigationAgent3D]s a úsáid chun braite a aimsiú.

en: A traversable 3D region based on a [NavigationMesh] that [NavigationAgent3D]s can use for pathfinding.
    Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer3D.map_set_edge_connection_margin].
    [b]Note:[/b] Overlapping two regions' navigation meshes is not enough for connecting two regions. They must share a similar edge.
    The cost of entering this region from another region can be controlled with the [member enter_cost] value.
    [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region.
    The cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
    [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer3D], they will not be reflected in this node's properties.
ga: Réigiún 3D inaistrithe atá bunaithe ar [NavigationMesh] is féidir le [NavigationAgent3D]s a úsáid le haghaidh lorg cosáin.
    Is féidir dhá réigiún a nascadh lena chéile má roinneann siad imeall comhchosúil. Is féidir leat an t-achar íosta idir dhá rinn a theastaíonn chun dhá imill a nascadh a shocrú trí úsáid a bhaint as [method NavigationServer3D.map_set_edge_connection_margin].
    [b]Nóta:[/b] Ní leor mogaill loingseoireachta dhá réigiún a fhorluí chun dhá réigiún a nascadh. Caithfidh siad imeall den chineál céanna a roinnt.
    Is féidir an costas a bhaineann le dul isteach sa réigiún seo ó réigiún eile a rialú leis an luach [member enter_cost].
    [b]Nóta:[/b] Ní chuirtear an luach seo leis an gcostas conair nuair atá an suíomh tosaithe laistigh den réigiún seo cheana féin.
    Is féidir costas achair taistil laistigh den réigiún seo a rialú leis an iolraitheoir [member travel_cost].
    [b]Nóta:[/b] Déanann an nód seo athruithe ar a airíonna a thaisceadh, mar sin má dhéanann tú athruithe ar an réigiún bunúsach [RID] i [NavigationServer3D], ní léireofar iad i airíonna an nód seo.

en: Bakes the [NavigationMesh]. If [param on_thread] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as Web with threads disabled).
ga: Bácáil an [NavigationMesh]. Má tá [param on_thread] socraithe go [code]true[/code] (réamhshocraithe), déantar an bhácáil ar snáithe ar leith. Tá bácáil ar snáithe ar leith úsáideach mar ní oibríocht saor é bácáil loingseoireachta. Nuair a bheidh sé críochnaithe, socraíonn sé an [NavigationMesh] nua go huathoibríoch. Tabhair faoi deara le do thoil go bhféadfadh bácáil ar snáithe ar leith a bheith an-mhall má dhéantar céimseata a pharsáil ó mogaill mar go mbíonn sioncronú trom i gceist le rochtain asyncronach ar gach mogalra. Chomh maith leis sin, tabhair faoi deara go ndéantar bácáil ar snáithe ar leith a dhíchumasú go huathoibríoch ar chórais oibriúcháin nach féidir leo snáitheanna a úsáid (amhail Gréasáin le snáitheanna díchumasaithe).

en: Returns the [RID] of this region on the [NavigationServer3D].
ga: Filleann sé [RID] an réigiúin seo ar an [NavigationServer3D].

en: Returns the [RID] of this region on the [NavigationServer3D]. Combined with [method NavigationServer3D.map_get_closest_point_owner] can be used to identify the [NavigationRegion3D] closest to a point on the merged navigation map.
ga: Filleann sé [RID] an réigiúin seo ar an [NavigationServer3D]. In éineacht le [method NavigationServer3D.map_get_closest_point_owner] is féidir é a úsáid chun an [NavigationRegion3D] is gaire do phointe ar an léarscáil nascleanúna cumaisc a shainaithint.

en: Returns [code]true[/code] when the [NavigationMesh] is being baked on a background thread.
ga: Filleann sé [code]true[/code] nuair a bhíonn an [NavigationMesh] á bhácáil ar snáithe cúlra.

en: Sets the [RID] of the navigation map this region should use. By default the region will automatically join the [World3D] default navigation map so this function is only required to override the default map.
ga: Socraíonn sé [RID] den léarscáil nascleanúna ba cheart don réigiún seo a úsáid. De réir réamhshocraithe beidh an réigiún ceangailte go huathoibríoch leis an léarscáil réamhshocraithe nascleanúna [World3D] agus mar sin níl ag teastáil ach an fheidhm seo chun an léarscáil réamhshocraithe a shárú.

en: Determines if the [NavigationRegion3D] is enabled or disabled.
ga: Cinneann an bhfuil an [NavigationRegion3D] cumasaithe nó díchumasaithe.

en: A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path].
ga: Bitfield lena gcinntear na sraitheanna loingseoireachta go léir lena mbaineann an réigiún. Is féidir na sraitheanna nascleanúna seo a sheiceáil nuair a iarrtar conair le [method NavigationServer3D.map_get_path].

en: The [NavigationMesh] resource to use.
ga: An acmhainn [NavigationMesh] le húsáid.

en: Notifies when the navigation mesh bake operation is completed.
ga: Tugtar fógra nuair a bheidh an oibríocht bácála mogalra loingseoireachta críochnaithe.

en: Notifies when the [NavigationMesh] has changed.
ga: Tugtar fógra nuair a athraítear an [NavigationMesh].

en: A server interface for low-level 2D navigation access.
ga: Comhéadan freastalaí le haghaidh rochtana loingseoireachta 2D ar leibhéal íseal.

en: NavigationServer2D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].
    Maps are divided into regions, which are composed of navigation polygons. Together, they define the traversable areas in the 2D world.
    [b]Note:[/b] Most [NavigationServer2D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
    For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
    You may assign navigation layers to regions with [method NavigationServer2D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This can be used to allow or deny certain areas for some objects.
    To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
    [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
    This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
ga: Is é NavigationServer2D an freastalaí a láimhseálann léarscáileanna loingseoireachta, réigiúin agus gníomhairí. Ní láimhseálann sé loingseoireacht A* ó [AStar2D] ná ó [AStarGrid2D].
    Roinntear na léarscáileanna i réigiúin, atá comhdhéanta de pholagáin loingseoireachta. Le chéile, sainíonn siad na réimsí intraversable sa domhan 2T.
    [b]Nóta:[/b] Tagann formhór na n-athruithe [NavigationServer2D] i bhfeidhm tar éis an chéad fhráma fisice eile agus ní láithreach. Áirítear leis seo gach athrú a dhéantar ar léarscáileanna, ar réigiúin nó ar ghníomhairí trí nóid a bhaineann le loingseoireacht sa chrann radhairc nó a dhéantar trí scripteanna.
    Chun dhá réigiún a bheith ceangailte lena chéile, ní mór dóibh imeall den chineál céanna a roinnt. Meastar go bhfuil imeall nasctha le ceann eile má tá an dá cheann dá rinn fad níos lú ná [code]imeall_connection_margin[/code] go rinn an chiumhais eile faoi seach.
    Is féidir leat sraitheanna nascleanúna a shannadh do réigiúin le [method NavigationServer2D.region_set_navigation_layers], ar féidir iad a sheiceáil ansin nuair a iarrann tú conair le [method NavigationServer2D.map_get_path]. Is féidir é seo a úsáid chun limistéir áirithe a cheadú nó a dhiúltú do rudaí áirithe.
    Chun an córas seachanta imbhuailte a úsáid, féadfaidh tú gníomhairí a úsáid. Is féidir leat treoluas sprice gníomhaire a shocrú, ansin scaoilfidh na freastalaithe aisghlao le treoluas modhnaithe.
    [b]Nóta:[/b] Déanann an córas seachanta imbhuailte neamhaird ar réigiúin. Trí úsáid a bhaint as an treoluas modhnaithe go díreach, d'fhéadfaí oibreán a bhogadh lasmuigh den limistéar insroichte. Is teorannú é seo ar an gcóras seachanta imbhuailte, d’fhéadfadh go n-éileodh aon chás níos casta úsáid inneall na fisice.
    Coinníonn an freastalaí seo rianta d'aon ghlao agus déanann sé iad le linn na céime sioncronaithe. Ciallaíonn sé seo gur féidir leat aon athrú ar an léarscáil a iarraidh, ag baint úsáide as aon snáithe, gan a bheith buartha.

en: Using NavigationServer
ga: Ag baint úsáide as NavigationServer

en: Creates the agent.
ga: Cruthaíonn an gníomhaire.

en: Return [code]true[/code] if the specified [param agent] uses avoidance.
ga: Seol ar ais [code]true[/code] má úsáideann an [gníomhaire param] sonraithe seachaint.

en: Returns the [code]avoidance_layers[/code] bitmask of the specified [param agent].
ga: Seoltar ar ais an [code]sheachaint_sraitheanna[/code] masc giotán an [gníomhaire param] sonraithe.

en: Returns the [code]avoidance_mask[/code] bitmask of the specified [param agent].
ga: Seoltar ar ais an [code]avoidance_mask[/code] masc giotán an [gníomhaire param] sonraithe.

en: Returns the [code]avoidance_priority[/code] of the specified [param agent].
ga: Seoltar ar ais an [code]avoidance_priority[/code] den [gníomhaire param] sonraithe.

en: Returns the navigation map [RID] the requested [param agent] is currently assigned to.
ga: Filleann sé seo an léarscáil nascleanúna [RID] a bhfuil an [gníomhaire param] sannta dó faoi láthair.

en: Returns the maximum number of other agents the specified [param agent] takes into account in the navigation.
ga: Filleann sé uaslíon na ngníomhairí eile a chuireann an [gníomhaire param] sonraithe san áireamh sa loingseoireacht.

en: Returns the maximum speed of the specified [param agent].
ga: Filleann sé uasluas an [ghníomhaire param] sonraithe.

en: Returns the maximum distance to other agents the specified [param agent] takes into account in the navigation.
ga: Tugann sé an t-achar uasta ar ais chuig gníomhairí eile a chuireann an [gníomhaire param] sonraithe san áireamh sa loingseoireacht.

en: Returns [code]true[/code] if the specified [param agent] is paused.
ga: Filleann sé [code]true[/code] má tá an [gníomhaire param] sonraithe ar sos.

en: Returns the position of the specified [param agent] in world space.
ga: Filleann sé suíomh an [ghníomhaire param] sonraithe sa spás domhanda.

en: Returns the radius of the specified [param agent].
ga: Filleann sé ga an [ghníomhaire param] sonraithe.

en: Returns the minimal amount of time for which the specified [param agent]'s velocities that are computed by the simulation are safe with respect to other agents.
ga: Tuairiscíonn sé an t-íosmhéid ama a bhfuil treoluasanna an [gníomhaire param] a ríomhtar san ionsamhlú sábháilte maidir le gníomhairí eile.

en: Returns the minimal amount of time for which the specified [param agent]'s velocities that are computed by the simulation are safe with respect to static avoidance obstacles.
ga: Tuairiscítear ar ais an t-íosmhéid ama a bhfuil treoluasanna an [ghníomhaire param] atá sonraithe a ríomhtar ag an insamhalta sábháilte maidir le constaicí seachanta statacha.

en: Returns the velocity of the specified [param agent].
ga: Filleann sé treoluas an [ghníomhaire param] sonraithe.

en: Return [code]true[/code] if the specified [param agent] has an avoidance callback.
ga: Seol ar ais [code]true[/code] má tá aisghlao seachanta ag an [gníomhaire param] sonraithe.

en: Sets the callback [Callable] that gets called after each avoidance processing step for the [param agent]. The calculated [code]safe_velocity[/code] will be dispatched with a signal to the object just before the physics calculations.
    [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_avoidance_callback] again with an empty [Callable].
ga: Socraíonn sé an aisghlao [Inghlaoite] a ghlaoitear tar éis gach céim próiseála seachanta don [ghníomhaire param]. Seolfar an [code]sábháilteacht_treoluas[/code] ríofa le comhartha chuig an réad díreach roimh na ríomhanna fisice.
    [b]Nóta:[/b] Próiseáiltear aisghlaonna cruthaithe i gcónaí go neamhspleách ar staid Crann Radharc fad is atá an gníomhaire ar léarscáil nascleanúna agus nach bhfuil sé saor. Chun seoladh aisghlao ó ghníomhaire a dhíchumasú úsáid [method agent_set_avoidance_callback] arís le [Inghlaoite] folamh.

en: If [param enabled] is [code]true[/code], the specified [param agent] uses avoidance.
ga: Má tá [param-chumas] [code]true[/code], úsáideann an [gníomhaire param] sonraithe seachaint.

en: Set the agent's [code]avoidance_layers[/code] bitmask.
ga: Socraigh [code]sheachaint_sraitheanna_sraitheanna[/code] an ghníomhaire.

en: Set the agent's [code]avoidance_mask[/code] bitmask.
ga: Socraigh [code]avoidance_mask[/code] masc giotán an ghníomhaire.

en: Set the agent's [code]avoidance_priority[/code] with a [param priority] between 0.0 (lowest priority) to 1.0 (highest priority).
    The specified [param agent] does not adjust the velocity for other agents that would match the [code]avoidance_mask[/code] but have a lower [code]avoidance_priority[/code]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
ga: Socraigh [code]seachaint_thosaíocht[/code] an ghníomhaire le [param tosaíocht] idir 0.0 (an tosaíocht is ísle) go 1.0 (tosaíocht is airde).
    Ní choigeartóidh an [gníomhaire param] sonraithe an treoluas do ghníomhairí eile a bheadh ag teacht leis an [code]avoidance_mask[/code] ach a mbeadh [code]seachaint_ tosaíochta[/code] níos ísle acu. Déanann sé seo ar a sheal na gníomhairí eile a bhfuil tosaíocht níos ísle acu a gcuid treoluas a choigeartú níos mó fós chun imbhualadh leis an ngníomhaire seo a sheachaint.

en: Puts the agent in the map.
ga: Cuireann sé an gníomhaire ar an léarscáil.

en: Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.
ga: Socraíonn sé uaslíon na ngníomhairí eile a chuireann an gníomhaire san áireamh sa loingseoireacht. Dá mhéad an uimhir seo, is ea is faide am reatha an insamhalta. Má tá an líon ró-íseal, ní bheidh an insamhalta sábháilte.

en: Sets the maximum speed of the agent. Must be positive.
ga: Socraíonn sé luas uasta an ghníomhaire. Ní mór a bheith dearfach.

en: Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.
ga: Socraíonn sé an t-achar uasta chuig gníomhairí eile a chuireann an gníomhaire seo san áireamh sa loingseoireacht. Dá mhéad an uimhir seo, is ea is faide am reatha an insamhalta. Má tá an líon ró-íseal, ní bheidh an insamhalta sábháilte.

en: Sets the position of the agent in world space.
ga: Socraíonn sé suíomh an ghníomhaire sa spás domhanda.

en: Sets the radius of the agent.
ga: Socraíonn sé ga an oibreáin.

en: The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
ga: Is é an t-íosmhéid ama a bhfuil treoluasanna an ghníomhaire atá á ríomh ag an insamhalta sábháilte maidir le gníomhairí eile. Dá mhéad an uimhir seo, is ea is luaithe a fhreagróidh an gníomhaire seo do ghníomhairí eile a bheith i láthair, ach dá laghad saoirse atá ag an ngníomhaire seo maidir lena threoluasanna a roghnú. Cuirfidh luach ró-ard moill mhór ar ghluaiseacht gníomhairí. Ní mór a bheith dearfach.

en: The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
ga: Is é an t-íosmhéid ama a bhfuil treoluasanna an ghníomhaire atá á ríomh ag an insamhalta sábháilte maidir le constaicí seachanta statacha. Dá mhéad an uimhir seo, is luaithe a fhreagróidh an gníomhaire seo do chonstaicí seachanta statacha, ach dá laghad saoirse atá ag an ngníomhaire seo maidir lena threoluasanna a roghnú. Cuirfidh luach ró-ard moill mhór ar ghluaiseacht gníomhairí. Ní mór a bheith dearfach.

en: Sets [param velocity] as the new wanted velocity for the specified [param agent]. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position far away use [method agent_set_velocity_forced] instead to reset the internal velocity state.
ga: Socraíonn sé [treoluas param] mar an treoluas nua a theastaíonn don [ghníomhaire param] sonraithe. Déanfaidh an insamhalta seachanta iarracht an treoluas seo a chomhlíonadh más féidir ach modhnófar é chun imbhualadh le gníomhairí agus constaicí eile a sheachaint. Nuair a dhéantar gníomhaire a theile-iompú go dtí suíomh nua i bhfad ar shiúl bain úsáid as [method agent_set_velocity_forced] ina ionad sin chun an treoluas inmheánach a athshocrú.

en: Replaces the internal velocity in the collision avoidance simulation with [param velocity] for the specified [param agent]. When an agent is teleported to a new position far away this function should be used in the same frame. If called frequently this function can get agents stuck.
ga: Cuirtear [treoluas param] in ionad an treoluas inmheánaigh san insamhalta seachanta imbhuailte don [ghníomhaire param] sonraithe. Nuair a dhéantar gníomhaire teleported go dtí suíomh nua i bhfad uaidh ba chóir an fheidhm seo a úsáid sa fhráma céanna. Má ghlaoitear air go minic féadann an fheidhm seo gníomhairí a chur i bhfostú.

en: Bakes the provided [param navigation_polygon] with the data from the provided [param source_geometry_data]. After the process is finished the optional [param callback] will be called.
ga: Bácálann sé an [param navigation_polygon] a cuireadh ar fáil leis na sonraí ón [param source_geometry_data] a cuireadh ar fáil. Nuair a bheidh an próiseas críochnaithe glaofar an [param callback] roghnach.

en: Bakes the provided [param navigation_polygon] with the data from the provided [param source_geometry_data] as an async task running on a background thread. After the process is finished the optional [param callback] will be called.
ga: Bácálann sé an [param navigation_polygon] a cuireadh ar fáil leis na sonraí ón [param source_geometry_data] a cuireadh ar fáil mar thasc asincréite a ritheann ar shnáithe cúlra. Nuair a bheidh an próiseas críochnaithe glaofar an [param callback] roghnach.

en: Destroys the given RID.
ga: Scriosann an RID tugtha.

en: Returns [code]true[/code] when the NavigationServer has debug enabled.
ga: Filleann sé [code]true[/code] nuair atá an NavigationServer cumasaithe dífhabhtaithe.

en: Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
ga: Filleann sé gach léarscáil nascleanúna cruthaithe [RID] ar an NavigationServer. Tugann sé seo léarscáileanna nascleanúna cruthaithe 2T agus 3D araon mar nach bhfuil aon idirdhealú teicniúil eatarthu.

en: Returns [code]true[/code] when the provided navigation polygon is being baked on a background thread.
ga: Filleann sé [code]true[/code] nuair a bhíonn an polagán nascleanúna soláthraithe á bhácáil ar snáithe cúlra.

en: Create a new link between two positions on a map.
ga: Cruthaigh nasc nua idir dhá shuíomh ar léarscáil.

en: Returns [code]true[/code] if the specified [param link] is enabled.
ga: Filleann sé [code]true[/code] má tá an [param link] sonraithe cumasaithe.

en: Returns the ending position of this [param link].
ga: Filleann sé seo suíomh deiridh an [param link].

en: Returns the enter cost of this [param link].
ga: Seoltar ar ais costas iontrála an [param link] seo.

en: Returns the navigation map [RID] the requested [param link] is currently assigned to.
ga: Filleann sé seo an léarscáil nascleanúna [RID] a bhfuil an [param link] iarrtha sannta dó faoi láthair.

en: Returns the navigation layers for this [param link].
ga: Filleann sé na sraitheanna nascleanúna don [param link] seo.

en: Returns the [code]ObjectID[/code] of the object which manages this link.
ga: Seoltar ar ais [code]ObjectID[/code] an oibiachta a bhainistíonn an nasc seo.

en: Returns the starting position of this [param link].
ga: Filleann sé seo suíomh tosaigh an [param link].

en: Returns the travel cost of this [param link].
ga: Seoltar ar ais costas taistil an [param link] seo.

en: Returns whether this [param link] can be travelled in both directions.
ga: Filleann sé cibé an féidir an [nasc param] seo a thaisteal sa dá threo.

en: Sets whether this [param link] can be travelled in both directions.
ga: Socraíonn sé cé acu an féidir an [nasc param] seo a thaisteal sa dá threo.

en: If [param enabled] is [code]true[/code], the specified [param link] will contribute to its current navigation map.
ga: Má tá [param-chumasaithe] [code]true[/code], cuirfidh an [param link] sonraithe lena léarscáil loingseoireachta reatha.

en: Sets the exit position for the [param link].
ga: Socraíonn sé an suíomh scoir don [nasc param].

en: Sets the [param enter_cost] for this [param link].
ga: Socraíonn sé an [param enter_cost] don [nasc param] seo.

en: Sets the navigation map [RID] for the link.
ga: Socraíonn sé an léarscáil nascleanúna [RID] don nasc.

en: Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]).
ga: Socraigh sraitheanna nascleanúna na naisc. Ligeann sé seo naisc a roghnú ó iarratas conair (nuair a bhíonn [method NavigationServer2D.map_get_path] in úsáid).

en: Set the [code]ObjectID[/code] of the object which manages this link.
ga: Socraigh [code]ObjectID[/code] an oibiachta a bhainistíonn an nasc seo.

en: Sets the entry position for this [param link].
ga: Socraíonn sé an suíomh iontrála don [nasc param] seo.

en: Sets the [param travel_cost] for this [param link].
ga: Socraíonn sé an [param travel_cost] don [nasc param] seo.

en: Create a new map.
ga: Cruthaigh léarscáil nua.

en: This function immediately forces synchronization of the specified navigation [param map] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
    Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
    Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.
    [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
ga: Cuireann an fheidhm seo brú láithreach ar an nascleanúint sonraithe [param map] [RID] a shioncronú. De réir réamhshocraithe ní dhéantar léarscáileanna nascleanúna a shioncronú ach ag deireadh gach fráma fisice. Is féidir an fheidhm seo a úsáid chun (ath)ríomh láithreach a dhéanamh ar na mogaill loingseoireachta go léir agus naisc réigiúin na léarscáile loingseoireachta. Fágann sin gur féidir cosán nascleanúna le haghaidh léarscáil athraithe a fhiosrú láithreach agus san fhráma céanna (go minic más gá).
    De bharr srianta teicniúla déanfar an scuaine ordaithe NavigationServer reatha a shruthlú. Ciallaíonn sé seo go ndéanfar gach ordú nuashonraithe atá ciúáilte cheana féin don fhráma fisice seo a fhorghníomhú, fiú iad siúd atá beartaithe do léarscáileanna, réigiúin agus gníomhairí eile nach cuid den léarscáil shonraithe iad. Ní dhéanfar ríomh costasach na mogaill loingseoireachta agus na naisc réigiún de léarscáil ach amháin don léarscáil sonraithe. Gheobhaidh léarscáileanna eile an gnáthshioncrónú ag deireadh an fhráma fisice. Má fhaigheann an léarscáil sonraithe athruithe tar éis an nuashonraithe éigeantaigh, déanfar é a nuashonrú arís nuair a gheobhaidh na léarscáileanna eile a nuashonrú.
    Ní chuireann an fheidhm seo isteach ar phróiseáil seachaint agus seoladh na gcomharthaí [code]safe_velocity[/code] agus leanann sé ar aghaidh ag tarlú do gach léarscáil agus oibreán ag deireadh an fhráma fisice.
    [b]Nóta:[/b] Le cumhacht mhór tagann freagracht mhór. Níor cheart an fheidhm seo a úsáid ach amháin ag úsáideoirí a bhfuil a fhios acu cad atá á dhéanamh acu agus a bhfuil cúis mhaith acu leis. Chun nuashonrú láithreach a dhéanamh ar léarscáil nascleanúna ní mór an NavigationServer a ghlasáil agus scuaine iomlán na n-orduithe NavigationServer a shruthlú. Ní hamháin go bhféadfadh sé seo dul i bhfeidhm go mór ar fheidhmíocht cluiche ach is féidir leis fabhtanna a thabhairt isteach freisin má úsáidtear iad go míchuí gan mórán fadbhreathnaitheachta.

en: Returns all navigation agents [RID]s that are currently assigned to the requested navigation [param map].
ga: Seoltar ar ais gach oibreán loingseoireachta [RID]s atá sannta faoi láthair don nascleanúint iarrtha [param map].

en: Returns the map cell size used to rasterize the navigation mesh vertices.
ga: Filleann sé seo méid na gceall léarscáile a úsáideadh chun na rinn mogaill nascleanúna a rasterize.

en: Returns the edge connection margin of the map. The edge connection margin is a distance used to connect two regions.
ga: Filleann an t-imeall ceangail imeall na léarscáile. Is é an corrlach nasc imeall fad a úsáidtear chun dhá réigiún a nascadh.

en: Returns the current iteration id of the navigation map. Every time the navigation map changes and synchronizes the iteration id increases. An iteration id of 0 means the navigation map has never synchronized.
    [b]Note:[/b] The iteration id will wrap back to 1 after reaching its range limit.
ga: Seoltar ar ais an t-aitheantas atriallta reatha den léarscáil nascleanúna. Gach uair a athraíonn agus a shioncrónaíonn an léarscáil nascleanúna méadaítear an t-aitheantas atriallta. Ciallaíonn aitheantas atriallach 0 nár sioncronaíodh an léarscáil nascleanúna riamh.
    [b]Nóta:[/b] Fillfidh an t-aitheantas atriallta go 1 tar éis a theorainn raoin a bhaint amach.

en: Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to.
ga: Filleann ga nasc naisc na léarscáile. Is é an t-achar seo an t-uasraon a ndéanfaidh nasc ar bith cuardach do pholagáin mhogall loingseoireachta chun nascadh leo.

en: Returns all navigation link [RID]s that are currently assigned to the requested navigation [param map].
ga: Filleann sé gach nasc nascleanúna [RID]anna atá sannta faoi láthair don nascleanúint iarrtha [param map].

en: Returns all navigation obstacle [RID]s that are currently assigned to the requested navigation [param map].
ga: Filleann sé gach constaic nascleanúna [RID] atá sannta faoi láthair don nascleanúint iarrtha [param map].

en: Returns the navigation path to reach the destination from the origin. [param navigation_layers] is a bitmask of all region navigation layers that are allowed to be in the path.
ga: Filleann sé an cosán nascleanúna chun an ceann scríbe a bhaint amach ón mbunús. [param navigation_layers] is masc giotán é de na sraitheanna loingseoireachta réigiúin go léir a cheadaítear a bheith sa chonair.

en: Returns a random position picked from all map region polygons with matching [param navigation_layers].
    If [param uniformly] is [code]true[/code], all map regions, polygons, and faces are weighted by their surface area (slower).
    If [param uniformly] is [code]false[/code], just a random region and a random polygon are picked (faster).
ga: Filleann sé suíomh randamach a roghnaíodh ó gach polagán réigiún léarscáile le [param navigation_layers] a mheaitseáil.
    Má tá [param go haonfhoirmeach] [code]true[/code], déantar gach réigiún léarscáile, polagáin agus aghaidheanna a ualú de réir a n-achar dromchla (níos moille).
    Más [code]bréagach[/code] é [param go haonfhoirmeach], ní roghnaítear ach réigiún randamach agus polagán randamach (níos tapúla).

en: Returns all navigation regions [RID]s that are currently assigned to the requested navigation [param map].
ga: Filleann sé gach réigiún [RID]anna nascleanúna atá sannta faoi láthair don nascleanúint iarrtha [param map].

en: Returns whether the navigation [param map] allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
ga: Filleann sé cibé an ligeann an loingseoireacht [param map] do réigiúin loingseoireachta naisc chiumhais a úsáid chun nascadh le réigiúin loingseoireachta eile atá cóngarach d’imeall nasc imeall na léarscáile loingseoireachta.

en: Sets the map active.
ga: Socraíonn sé an léarscáil gníomhach.

en: Sets the map cell size used to rasterize the navigation mesh vertices. Must match with the cell size of the used navigation meshes.
ga: Socraíonn sé méid na gceall léarscáile a úsáidtear chun na rinn mogaill nascleanúna a rasterize. Ní mór a bheith ag teacht le méid cille na mogaill loingseoireachta a úsáidtear.

en: Set the map edge connection margin used to weld the compatible region edges.
ga: Socraigh corrlach nasc imeall na léarscáile a úsáidtear chun imill an réigiúin chomhoiriúnacha a tháthú.

en: Set the map's link connection radius used to connect links to navigation polygons.
ga: Socraigh ga nasc naisc na léarscáile a úsáidtear chun naisc a nascadh le polagáin loingseoireachta.

en: Set the navigation [param map] edge connection use. If [param enabled] is [code]true[/code], the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
ga: Socraigh úsáid nasc imeall an nascleanúna [param map]. Má tá [param-chumasaithe] [code]true[/code], ceadaíonn an léarscáil nascleanúna do réigiúin loingseoireachta naisc chiumhais a úsáid chun nascadh le réigiúin loingseoireachta eile atá cóngarach d’imeall naisc imeall na léarscáile loingseoireachta.

en: Creates a new navigation obstacle.
ga: Cruthaíonn constaic loingseoireachta nua.

en: Returns [code]true[/code] if the provided [param obstacle] has avoidance enabled.
ga: Seoltar ar ais [code]true[/code] má tá seachaint cumasaithe ag an [cód constaic] a soláthraíodh.

en: Returns the [code]avoidance_layers[/code] bitmask of the specified [param obstacle].
ga: Seoltar ar ais an [code]sheachaint_sraitheanna[/code] masc giotán na [param constaic] sonraithe.

en: Returns the navigation map [RID] the requested [param obstacle] is currently assigned to.
ga: Filleann sé seo an léarscáil nascleanúna [RID] a bhfuil an [param constaic] sannta dó faoi láthair.

en: Returns [code]true[/code] if the specified [param obstacle] is paused.
ga: Filleann sé [code]true[/code] má tá an [constaic param] sonraithe ar sos.

en: Returns the position of the specified [param obstacle] in world space.
ga: Filleann sé suíomh an [pharaim bhacainn] sonraithe sa spás domhanda.

en: Returns the radius of the specified dynamic [param obstacle].
ga: Filleann sé ga an dhinimic sonraithe [param constaic].

en: Returns the velocity of the specified dynamic [param obstacle].
ga: Filleann sé treoluas an dinimic sonraithe [param constaic].

en: Returns the outline vertices for the specified [param obstacle].
ga: Filleann sé na rinn imlíne don [param constaic] sonraithe.

en: If [param enabled] is [code]true[/code], the provided [param obstacle] affects avoidance using agents.
ga: Má tá [param-chumas] [code]true[/code], bíonn tionchar ag an [param-chonstaic] ar úsáid gníomhairí seachanta.

en: Set the obstacles's [code]avoidance_layers[/code] bitmask.
ga: Socraigh [code] seachaint_sraitheanna [/code] na constaicí.

en: Sets the navigation map [RID] for the obstacle.
ga: Socraíonn sé an léarscáil nascleanúna [RID] don bhacainn.

en: Sets the position of the obstacle in world space.
ga: Socraíonn sé suíomh an chonstaic sa spás domhanda.

en: Sets the radius of the dynamic obstacle.
ga: Socraíonn sé ga an chonstaic dhinimiciúil.

en: Sets [param velocity] of the dynamic [param obstacle]. Allows other agents to better predict the movement of the dynamic obstacle. Only works in combination with the radius of the obstacle.
ga: Socraíonn sé [treoluas param] den [chonstaic param] dinimiciúil. Ligeann sé do ghníomhairí eile gluaiseacht an chonstaic dhinimiciúil a thuar níos fearr. Ní oibríonn ach i gcomhcheangal le ga an chonstaic.

en: Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.
ga: Socraíonn sé na rinn imlíne don bhacainn. Má dhéantar na rinn a ghaothú in ord deiseal, déanfaidh an bacainn oibreáin a bhrú isteach, ar shlí eile déanfar iad a bhrú amach.

en: Parses the [SceneTree] for source geometry according to the properties of [param navigation_polygon]. Updates the provided [param source_geometry_data] resource with the resulting data. The resource can then be used to bake a navigation mesh with [method bake_from_source_geometry_data]. After the process is finished the optional [param callback] will be called.
    [b]Note:[/b] This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.
    [b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.
ga: Parsálann an [SceneTree] do chéimseata foinse de réir airíonna [param navigation_polygon]. Nuashonraítear an acmhainn [param source_geometry_data] a cuireadh ar fáil leis na sonraí a tháinig as. Is féidir an acmhainn a úsáid ansin chun mogalra nascleanúna a bhácáil le [method bake_from_source_geometry_data]. Nuair a bheidh an próiseas críochnaithe glaofar an [param callback] roghnach.
    [b]Nóta:[/b] Ní mór an fheidhm seo a rith ar an bpríomhshnáithe nó le glao iarchurtha toisc nach bhfuil an Crann Radharc sábháilte ó thaobh snáitheanna.
    [b]Feidhmíocht:[/b] Cé go bhfuil sé áisiúil, féadfaidh eagair sonraí ó acmhainní [mogalra] tionchar diúltach a imirt ar an bhfrámaráta. Ní mór na sonraí a fháil ón GPU, ag cur stop leis an [RenderingServer] sa phróiseas. Le haghaidh feidhmíochta is fearr úsáid a bhaint as e.g. cruthanna imbhuailte nó cruthú na n-eagair sonraí go hiomlán i gcód.

en: Creates a new region.
ga: Cruthaíonn sé réigiún nua.

en: Returns the ending point of a connection door. [param connection] is an index between 0 and the return value of [method region_get_connections_count].
ga: Filleann sé pointe deiridh an dorais naisc. Is éard atá i [ceangal param] innéacs idir 0 agus luach aischuir [method region_get_connections_count].

en: Returns the starting point of a connection door. [param connection] is an index between 0 and the return value of [method region_get_connections_count].
ga: Filleann sé pointe tosaigh an dorais naisc. Is éard atá i [ceangal param] innéacs idir 0 agus luach aischuir [method region_get_connections_count].

en: Returns how many connections this [param region] has with other regions in the map.
ga: Filleann sé cé mhéad nasc atá ag an [réigiún param] seo le réigiúin eile ar an léarscáil.

en: Returns [code]true[/code] if the specified [param region] is enabled.
ga: Filleann sé [code]true[/code] má tá an [para-réigiún] sonraithe cumasaithe.

en: Returns the enter cost of this [param region].
ga: Seoltar ar ais costas iontrála an [pararéigiúin] seo.

en: Returns the navigation map [RID] the requested [param region] is currently assigned to.
ga: Filleann sé seo an léarscáil nascleanúna [RID] a bhfuil an [réigiún param] sannta dó faoi láthair.

en: Returns the region's navigation layers.
ga: Filleann sé sraitheanna loingseoireachta an réigiúin.

en: Returns the [code]ObjectID[/code] of the object which manages this region.
ga: Seoltar ar ais [code]ObjectID[/code] an oibiachta a bhainistíonn an réigiún seo.

en: Returns a random position picked from all region polygons with matching [param navigation_layers].
    If [param uniformly] is [code]true[/code], all region polygons and faces are weighted by their surface area (slower).
    If [param uniformly] is [code]false[/code], just a random polygon and face is picked (faster).
ga: Filleann sé suíomh randamach a roghnaíodh ó gach polagán réigiún le meaitseáil [param navigation_layers].
    Má tá [param go haonfhoirmeach] [code]true[/code], déantar gach polagán agus aghaidheanna réigiúin a ualú de réir a n-achar dromchla (níos moille).
    Más [code]bréagach[/code] é [param go haonfhoirmeach], ní roghnaítear ach polagán randamach agus aghaidh (níos tapúla).

en: Returns the global transformation of this [param region].
ga: Filleann sé claochlú domhanda an [réigiún param] seo.

en: Returns the travel cost of this [param region].
ga: Tugann sé ar ais costas taistil an [réigiún param] seo.

en: Returns whether the navigation [param region] is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
ga: Filleann sé cibé an bhfuil an nascleanúint [param region] socraithe chun naisc chiumhais a úsáid chun nascadh le réigiúin loingseoireachta eile atá cóngarach d’imeall nasc imeall na léarscáile loingseoireachta.

en: Returns [code]true[/code] if the provided [param point] in world space is currently owned by the provided navigation [param region]. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.
    If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.
    [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.
ga: Filleann sé [code]true[/code] má tá an [paraphointe] a soláthraíodh sa spás domhanda faoi úinéireacht an nascleanúint a soláthraíodh [réigiún param] faoi láthair. Ciallaíonn úinéireacht sa chomhthéacs seo go bhfuil suíomh féideartha ag ceann d’aghaidheanna polagán mhogalra loingseoireachta an réigiúin ag an achar is gaire don phointe seo i gcomparáid le gach mogaill loingseoireachta eile ó réigiúin loingseoireachta eile atá cláraithe freisin ar léarscáil loingseoireachta an réigiúin a sholáthraítear.
    Má tá suímh chomhfhad ag mogaill loingseoireachta iolracha is é an réigiún loingseoireachta a bpróiseáiltear a pholagáin a gheobhaidh an úinéireacht ar dtús. Próiseáiltear polagáin san ord céanna inar cláraíodh réigiúin loingseoireachta ar an NavigationServer.
    [b]Nóta:[/b] Má fhorluíonn mogaill loingseoireachta ó réigiúin éagsúla loingseoireachta (ar cheart a sheachaint go ginearálta) b’fhéidir nach mbeadh an toradh mar a bhfuiltear ag súil leis.

en: If [param enabled] is [code]true[/code] the specified [param region] will contribute to its current navigation map.
ga: Má tá [param-chumas] [code]true[/code] cuirfidh an [param region] sonraithe lena léarscáil loingseoireachta reatha.

en: Sets the [param enter_cost] for this [param region].
ga: Socraíonn sé an [param enter_cost] don [réigiún param] seo.

en: Sets the map for the region.
ga: Socraíonn sé an léarscáil don réigiún.

en: Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]).
ga: Socraigh sraitheanna loingseoireachta an réigiúin. Ligeann sé seo réigiúin a roghnú ó iarratas cosáin (nuair a bhíonn [method NavigationServer2D.map_get_path] in úsáid).

en: Sets the [param navigation_polygon] for the region.
ga: Socraíonn sé an [param navigation_polygon] don réigiún.

en: Set the [code]ObjectID[/code] of the object which manages this region.
ga: Socraigh [code]ObjectID[/code] an oibiachta a bhainistíonn an réigiún seo.

en: Sets the global transformation for the region.
ga: Socraíonn sé an claochlú domhanda don réigiún.

en: Sets the [param travel_cost] for this [param region].
ga: Socraíonn sé an [param travel_cost] don [réigiún param] seo.

en: If [param enabled] is [code]true[/code], the navigation [param region] will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
ga: Má tá [param-chumasaithe] [code]true[/code], úsáidfidh an nascleanúint [param region] naisc chiumhais chun nascadh le réigiúin loingseoireachta eile atá cóngarach d’imeall naisc imeall na léarscáile loingseoireachta.

en: If [code]true[/code] enables debug mode on the NavigationServer.
ga: Má chumasaíonn [code]true[/code] mód dífhabhtaithe ar an NavigationServer.

en: Returns a simplified version of [param path] with less critical path points removed. The simplification amount is in worlds units and controlled by [param epsilon]. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
    Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. "steering" agents or avoidance in "open fields".
ga: Filleann sé leagan simplithe de [chosán param] agus baintear pointí cosáin nach bhfuil chomh criticiúil. Tá an méid simpliúcháin in aonaid an domhain agus á rialú ag [param epsilon]. Úsáideann an simpliú malairt algartam Ramer-Douglas-Peucker le haghaidh díothúchán pointe cuar.
    Is féidir le simpliú cosáin a bheith ina chuidiú chun cosáin éagsúla a mhaolú tar éis saincheisteanna a d’fhéadfadh teacht chun cinn maidir le cineálacha áirithe gníomhairí agus iompraíochtaí scripte. E.g. gníomhairí "stiúrtha" nó seachanta i "réimsí oscailte".

en: Creates a new source geometry parser. If a [Callable] is set for the parser with [method source_geometry_parser_set_callback] the callback will be called for every single node that gets parsed whenever [method parse_source_geometry_data] is used.
ga: Cruthaítear parsálaí céimseata foinse nua. Má tá [Inghlaoch] socraithe don pharsálaí le [method source_geometry_parser_set_callback] glaofar an aisghlao do gach nód amháin a pharsáiltear aon uair a úsáidtear [method parse_source_geometry_data].

en: Sets the [param callback] [Callable] for the specific source geometry [param parser]. The [Callable] will receive a call with the following parameters:
    - [code]navigation_mesh[/code] - The [NavigationPolygon] reference used to define the parse settings. Do NOT edit or add directly to the navigation mesh.
    - [code]source_geometry_data[/code] - The [NavigationMeshSourceGeometryData2D] reference. Add custom source geometry for navigation mesh baking to this object.
    - [code]node[/code] - The [Node] that is parsed.
ga: Socraíonn sé an [param callback] [Inghlaoch] don fhoinse sonrach geoiméadracht [parsálaí param]. Gheobhaidh an [Inghlao] glao leis na paraiméadair seo a leanas:
    - [code] navigation_mesh[/code] - An tagairt [NavigationPolygon] a úsáidtear chun na socruithe parsála a shainiú. NÁ cuir in eagar nó ná cuir go díreach leis an mogalra nascleanúna.
    - [code]source_geometry_data[/code] - An tagairt [NavigationMeshSourceGeometryData2D]. Cuir céimseata foinse shaincheaptha le haghaidh bácáil mogalra loingseoireachta leis an réad seo.
    - [code]nód[/code] - An [Nód] atá parsáilte.

en: Emitted when a navigation map is updated, when a region moves or is modified.
ga: Astaítear nuair a nuashonraítear léarscáil nascleanúna, nuair a bhogann réigiún nó nuair a athraítear é.

en: Emitted when navigation debug settings are changed. Only available in debug builds.
ga: Astaithe nuair a athraítear socruithe dífhabhtaithe nascleanúna. Ar fáil i dtógáil dífhabhtaithe amháin.

en: A server interface for low-level 3D navigation access.
ga: Comhéadan freastalaí le haghaidh rochtana loingseoireachta 3D ar leibhéal íseal.

en: NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar3D].
    Maps are divided into regions, which are composed of navigation meshes. Together, they define the navigable areas in the 3D world.
    [b]Note:[/b] Most [NavigationServer3D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
    For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
    You may assign navigation layers to regions with [method NavigationServer3D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This can be used to allow or deny certain areas for some objects.
    To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
    [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
    This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
ga: Is é NavigationServer3D an freastalaí a láimhseálann léarscáileanna loingseoireachta, réigiúin agus gníomhairí. Ní láimhseálann sé loingseoireacht A* ó [AStar3D].
    Roinntear na léarscáileanna i réigiúin, atá comhdhéanta de mhogaill loingseoireachta. Le chéile, sainíonn siad na limistéir inseolta sa domhan 3D.
    [b]Nóta:[/b] Tagann formhór na n-athruithe [NavigationServer3D] i bhfeidhm tar éis an chéad fhráma fisice eile agus ní láithreach. Áirítear leis seo gach athrú a dhéantar ar léarscáileanna, ar réigiúin nó ar ghníomhairí trí nóid a bhaineann le loingseoireacht sa chrann radhairc nó a dhéantar trí scripteanna.
    Chun dhá réigiún a bheith ceangailte lena chéile, ní mór dóibh imeall den chineál céanna a roinnt. Meastar go bhfuil imeall nasctha le ceann eile má tá an dá cheann dá rinn fad níos lú ná [code]imeall_connection_margin[/code] go rinn an chiumhais eile faoi seach.
    Is féidir leat sraitheanna nascleanúna a shannadh do réigiúin le [method NavigationServer3D.region_set_navigation_layers], ar féidir a sheiceáil ansin nuair a iarrann tú conair le [method NavigationServer3D.map_get_path]. Is féidir é seo a úsáid chun limistéir áirithe a cheadú nó a dhiúltú do rudaí áirithe.
    Chun an córas seachanta imbhuailte a úsáid, féadfaidh tú gníomhairí a úsáid. Is féidir leat treoluas sprice gníomhaire a shocrú, ansin scaoilfidh na freastalaithe aisghlao le treoluas modhnaithe.
    [b]Nóta:[/b] Déanann an córas seachanta imbhuailte neamhaird ar réigiúin. Trí úsáid a bhaint as an treoluas modhnaithe go díreach, d'fhéadfaí oibreán a bhogadh lasmuigh den limistéar trasnaithe. Is teorannú é seo ar an gcóras seachanta imbhuailte, d’fhéadfadh go n-éileodh aon chás níos casta úsáid inneall na fisice.
    Coinníonn an freastalaí seo rianta d'aon ghlao agus déanann sé iad le linn na céime sioncronaithe. Ciallaíonn sé seo gur féidir leat aon athrú ar an léarscáil a iarraidh, ag baint úsáide as aon snáithe, gan a bheith buartha.

en: Returns [code]true[/code] if the provided [param agent] has avoidance enabled.
ga: Filleann sé [code]true[/code] má tá seachaint cumasaithe ag an [gníomhaire param] a soláthraíodh.

en: Returns the [code]height[/code] of the specified [param agent].
ga: Seoltar ar ais [code]airde[/code] an [gníomhaire param] sonraithe.

en: Returns [code]true[/code] if the provided [param agent] uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).
ga: Filleann sé [code]true[/code] má úsáideann an [gníomhaire param] seachanta sa spás 3D Vector3(x,y,z) in ionad cothrománach 2D Vector2(x,y) / Vector3(x,0.0,z).

en: If [param enabled] is [code]true[/code], the provided [param agent] calculates avoidance.
ga: Má tá [param-chumas] [code]true[/code], ríomhann an [gníomhaire param] seachaint.

en: Updates the provided [param agent] [param height].
ga: Nuashonraíonn sé an [gníomhaire param] [airde param].

en: Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
    If [code]true[/code] the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, underwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.
    If [code]false[/code] the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.
ga: Socraíonn sé má úsáideann an gníomhaire an seachaint 2D nó an seachaint 3D agus an seachaint cumasaithe.
    Más [code]true[/code], ríomhann an gníomhaire treoluas seachanta in 3D don x-ais, m.sh. le haghaidh cluichí a bhíonn ar siúl san aer, faoi uisce nó sa spás. Ní sheachnaíonn an gníomhaire a úsáideann 3D ach seachaint 3D eile trí úsáid a bhaint as gníomhairí. Ní imoibríonn an gníomhaire úsáide 3D ach do bhacainní seachanta atá bunaithe ar gha. Déanann an gníomhaire úsáide 3D neamhaird ar aon bhacainní atá bunaithe ar rinn. Ní sheachnaíonn an gníomhaire a úsáideann 3D ach 3D eile a úsáideann gníomhairí.
    Más [code]bréagach[/code] é, ríomhann an gníomhaire treoluas seachanta in 2T feadh an x-ais agus neamhaird á déanamh ar an y-ais. Ní sheachnaíonn an gníomhaire a úsáideann 2T ach seachaint 2T eile trí úsáid a bhaint as gníomhairí. Imoibríonn an gníomhaire 2T a úsáideann bacainní seachanta ga. Imoibríonn an gníomhaire úsáide 2T le bacainní seachanta bunaithe ar rinn. Ní sheachnaíonn an gníomhaire a úsáideann 2T ach 2T eile trí úsáid a bhaint as oibreáin. Déanfaidh gníomhairí a úsáideann 2D neamhaird ar 2D eile ag baint úsáide as gníomhairí nó constaicí atá faoi bhun a seasamh reatha nó os cionn a seasamh reatha lena n-áirítear airde an ghníomhairí i seachaint 2D.

en: Sets [param velocity] as the new wanted velocity for the specified [param agent]. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use [method agent_set_velocity_forced] as well to reset the internal simulation velocity.
ga: Socraíonn sé [treoluas param] mar an treoluas nua a theastaíonn don [ghníomhaire param] sonraithe. Déanfaidh an insamhalta seachanta iarracht an treoluas seo a chomhlíonadh más féidir ach modhnófar é chun imbhualadh le gníomhairí agus constaicí eile a sheachaint. Nuair a dhéantar gníomhaire a theileaistriú chuig suíomh nua bain úsáid as [method agent_set_velocity_forced] chomh maith chun an treoluas insamhalta inmheánaigh a athshocrú.

en: Replaces the internal velocity in the collision avoidance simulation with [param velocity] for the specified [param agent]. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.
ga: Cuirtear [treoluas param] in ionad an treoluas inmheánaigh san insamhalta seachanta imbhuailte don [ghníomhaire param] sonraithe. Nuair a dhéantar gníomhaire teleported go dtí suíomh nua ba chóir an fheidhm seo a úsáid sa fhráma céanna. Má ghlaoitear air go minic féadann an fheidhm seo gníomhairí a chur i bhfostú.

en: Bakes the provided [param navigation_mesh] with the data from the provided [param source_geometry_data] as an async task running on a background thread. After the process is finished the optional [param callback] will be called.
ga: Bácálann sé an [param navigation_mesh] a cuireadh ar fáil leis na sonraí ón [param source_geometry_data] a soláthraíodh mar thasc asioncronachta a ritheann ar shnáithe cúlra. Nuair a bheidh an próiseas críochnaithe glaofar an [param callback] roghnach.

en: Returns information about the current state of the NavigationServer. See [enum ProcessInfo] for a list of available states.
ga: Filleann sé faisnéis faoi staid reatha an NavigationServer. Féach [enum ProcessInfo] le haghaidh liosta de na stáit atá ar fáil.

en: Returns [code]true[/code] when the provided navigation mesh is being baked on a background thread.
ga: Filleann sé [code]true[/code] nuair a bhíonn an mogalra nascleanúna soláthraithe á bhácáil ar snáithe cúlra.

en: Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]).
ga: Socraigh sraitheanna nascleanúna na naisc. Ligeann sé seo naisc a roghnú ó iarratas conair (nuair a bhíonn [method NavigationServer3D.map_get_path] in úsáid).

en: Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.
ga: Filleann sé ar ais airde na cille léarscáile a úsáidtear chun na rinn an mhogalra nascleanúna ar an ais Y a rasterize.

en: Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.
ga: Filleann sé méid na gceall léarscáile a úsáideadh chun na rinn mogaill nascleanúna ar an eitleán XZ a rasterize.

en: Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.
ga: Filleann an t-imeall ceangail imeall na léarscáile. Is é an t-achar seo an t-achar rinn íosta is gá chun dhá imeall ó réigiúin éagsúla a nascadh.

en: Returns map's internal merge rasterizer cell scale.
ga: Filleann scála cille rasterizer cumasc inmheánach na léarscáile.

en: Returns the map's up direction.
ga: Filleann sé treo suas an léarscáil.

en: Sets the map cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height of the used navigation meshes.
ga: Socraíonn sé airde na cille léarscáile a úsáidtear chun na rinn mogaill nascleanúna ar an ais Y a rasterize. Caithfidh siad a bheith ag teacht le hairde cille na mogaill loingseoireachta a úsáidtear.

en: Sets the map cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size of the used navigation meshes.
ga: Socraíonn sé méid na gceall léarscáile a úsáidtear chun na rinn mogaill nascleanúna ar an eitleán XZ a rasterize. Ní mór a bheith ag teacht le méid cille na mogaill loingseoireachta a úsáidtear.

en: Set the map's internal merge rasterizer cell scale used to control merging sensitivity.
ga: Socraigh scála cille rasterizer cumasc inmheánach na léarscáile a úsáidtear chun íogaireacht chumaisc a rialú.

en: Sets the map up direction.
ga: Socraíonn an léarscáil an treo.

en: Creates a new obstacle.
ga: Cruthaíonn constaic nua.

en: Returns the [code]height[/code] of the specified [param obstacle].
ga: Seoltar ar ais an [code]airde[/code] den [chonstaic param] sonraithe.

en: Returns [code]true[/code] if the provided [param obstacle] uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).
ga: Filleann sé [code]true[/code] má úsáideann an [param constaic] seachaint sa spás 3D Vector3(x,y,z) in ionad cothrománach 2D Vector2(x,y) / Vector3(x,0.0,z).

en: Sets the [param height] for the [param obstacle]. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.
ga: Socraíonn sé an [airde param] don [chonstaic param]. I ngníomhairí 3D déanfaidh siad neamhaird ar chonstaicí atá os cionn nó faoina bhun agus iad ag úsáid seachaint 2D.

en: Assigns the [param obstacle] to a navigation map.
ga: Sanntar an [param constaic] do léarscáil nascleanúna.

en: Updates the [param position] in world space for the [param obstacle].
ga: Nuashonraítear [suíomh param] sa spás domhanda le haghaidh [constaic param].

en: Sets if the [param obstacle] uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
ga: Socraíonn sé má úsáideann [constaic param] an seachaint 2D nó an seachaint 3D agus an seachaint cumasaithe.

en: Bakes the [param navigation_mesh] with bake source geometry collected starting from the [param root_node].
ga: Bácáil an [param navigation_mesh] le céimseata foinse bácála a bhailítear ag tosú ón [param root_node].

en: If [param enabled] is [code]true[/code], the specified [param region] will contribute to its current navigation map.
ga: Má tá [param-chumas] [code]true[/code], cuirfidh an [param region] sonraithe lena léarscáil loingseoireachta reatha.

en: Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]).
ga: Socraigh sraitheanna loingseoireachta an réigiúin. Ligeann sé seo réigiúin a roghnú ó iarratas cosáin (nuair a úsáideann [method NavigationServer3D.map_get_path]).

en: Sets the navigation mesh for the region.
ga: Socraíonn sé an mogalra nascleanúna don réigiún.

en: Control activation of this server.
ga: Rialaigh gníomhachtú an fhreastalaí seo.

en: Sets the [param callback] [Callable] for the specific source geometry [param parser]. The [Callable] will receive a call with the following parameters:
    - [code]navigation_mesh[/code] - The [NavigationMesh] reference used to define the parse settings. Do NOT edit or add directly to the navigation mesh.
    - [code]source_geometry_data[/code] - The [NavigationMeshSourceGeometryData3D] reference. Add custom source geometry for navigation mesh baking to this object.
    - [code]node[/code] - The [Node] that is parsed.
ga: Socraíonn sé an [param callback] [Inghlaoch] don fhoinse sonrach geoiméadracht [parsálaí param]. Gheobhaidh an [Inghlao] glao leis na paraiméadair seo a leanas:
    - [code] navigation_mesh[/code] - An tagairt [NavigationMesh] a úsáidtear chun na socruithe parsála a shainiú. NÁ cuir in eagar nó ná cuir go díreach leis an mogalra nascleanúna.
    - [code]source_geometry_data[/code] - An tagairt [NavigationMeshSourceGeometryData3D]. Cuir céimseata foinse shaincheaptha le haghaidh bácáil mogalra loingseoireachta leis an réad seo.
    - [code]nód[/code] - An [Nód] atá parsáilte.

en: Emitted when avoidance debug settings are changed. Only available in debug builds.
ga: Astaithe nuair a athraítear socruithe dífhabhtaithe seachanta. Ar fáil i dtógáil dífhabhtaithe amháin.

en: Constant to get the number of active navigation maps.
ga: tairiseach a fháil ar líon na léarscáileanna loingseoireachta gníomhach.

en: Constant to get the number of active navigation regions.
ga: tairiseach a fháil ar líon na réigiún loingseoireachta gníomhach.

en: Constant to get the number of active navigation agents processing avoidance.
ga: tairiseach a fháil ar líon na ngníomhairí loingseoireachta gníomhacha seachaint a phróiseáil.

en: Constant to get the number of active navigation links.
ga: tairiseach a fháil ar líon na naisc loingseoireachta gníomhach.

en: Constant to get the number of navigation mesh polygons.
ga: tairiseach a fháil ar an líon na n-polagáin mogalra loingseoireachta.

en: Constant to get the number of navigation mesh polygon edges.
ga: Tairiseach a fháil ar líon na n-imill polagán mogalra loingseoireachta.

en: Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.
ga: tairiseach a fháil ar líon na n-imeall polagán mogalra loingseoireachta a cumascaíodh mar gheall ar forluí eochrach imill.

en: Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.
ga: Tairiseach a fháil ar líon na n-imill polagán mogalra loingseoireachta a mheastar a bheith nasctha de réir gaireachta imeall.

en: Constant to get the number of navigation mesh polygon edges that could not be merged but may be still connected by edge proximity or with links.
ga: Tairiseach a fháil ar líon na n-imill polagán mogalra loingseoireachta nach bhféadfaí a chumasc ach a d'fhéadfadh a bheith fós nasctha le gaireacht imeall nó le naisc.

en: A control that displays a texture by keeping its corners intact, but tiling its edges and center.
ga: rialtán a thaispeánann uigeacht trína coirnéil a choinneáil slán, ach a imill agus a lár a thíleáil.

en: Also known as 9-slice panels, [NinePatchRect] produces clean panels of any size based on a small texture. To do so, it splits the texture in a 3×3 grid. When you scale the node, it tiles the texture's edges horizontally or vertically, tiles the center on both axes, and leaves the corners unchanged.
ga: Ar a dtugtar painéil 9-slice freisin, táirgeann [NinePatchRect] painéil ghlan ar aon mhéid bunaithe ar uigeacht bheag. Chun é sin a dhéanamh, scoilteann sé an uigeacht i ngreille 3×3. Nuair a scálaíonn tú an nód, tíleanna sé imill an uigeachta go cothrománach nó go hingearach, tíleanna an t-ionad ar an dá ais, agus fágann sé na coirnéil gan athrú.

en: Returns the size of the margin on the specified [enum Side].
ga: Filleann sé méid an chorrlaigh ar an [enum Side] sonraithe.

en: Sets the size of the margin on the specified [enum Side] to [param value] pixels.
ga: Socraíonn sé méid an chorrlaigh ar an [enum Side] sonraithe go dtí [paramluach] picteilíní.

en: The stretch mode to use for horizontal stretching/tiling. See [enum NinePatchRect.AxisStretchMode] for possible values.
ga: An modh stráice le húsáid le haghaidh síneadh cothrománach / tíliú. Féach [enum NinePatchRect.AxisStretchMode] le haghaidh luachanna féideartha.

en: The stretch mode to use for vertical stretching/tiling. See [enum NinePatchRect.AxisStretchMode] for possible values.
ga: An modh stráice le húsáid le haghaidh síneadh ingearach / tíliú. Féach [enum NinePatchRect.AxisStretchMode] le haghaidh luachanna féideartha.

en: If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's borders.
ga: Más [code]true[/code], tarraing lár an phainéil. Seachas sin, tarraing ach teorainneacha na 9 slisne.

en: The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
ga: Airde bun an tsraith 9-slis. Ciallaíonn corrlach 16 go mbeidh airde 16 picteilín ag coirnéil íochtair na 9 slisne agus ag an taobh. Is féidir leat na 4 luach corrlaigh go léir a shocrú ina n-aonar chun painéil a chruthú le teorainneacha neamhéide.

en: The width of the 9-slice's left column. A margin of 16 means the 9-slice's left corners and side will have a width of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
ga: Leithead an cholúin chlé 9-slice. Ciallaíonn corrlach 16 go mbeidh leithead 16 picteilín ag coirnéil chlé na 9 slisne agus ar an taobh. Is féidir leat na 4 luach corrlaigh go léir a shocrú ina n-aonar chun painéil a chruthú le teorainneacha neamhéide.

en: The width of the 9-slice's right column. A margin of 16 means the 9-slice's right corners and side will have a width of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
ga: Leithead an cholúin dheis 9-slice. Ciallaíonn corrlach 16 go mbeidh leithead 16 picteilín ag coirnéil dheis agus taobh na 9 slisne. Is féidir leat na 4 luach corrlaigh go léir a shocrú ina n-aonar chun painéil a chruthú le teorainneacha neamhéide.

en: The height of the 9-slice's top row. A margin of 16 means the 9-slice's top corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
ga: Airde an tsraith barr 9-slis. Ciallaíonn corrlach 16 go mbeidh airde 16 picteilín ag coirnéil uachtaracha na 9 slisne agus ar an taobh. Is féidir leat na 4 luach corrlaigh go léir a shocrú ina n-aonar chun painéil a chruthú le teorainneacha neamhéide.

en: Rectangular region of the texture to sample from. If you're working with an atlas, use this property to define the area the 9-slice should use. All other properties are relative to this one. If the rect is empty, NinePatchRect will use the whole texture.
ga: Réimse dronuilleogach den uigeacht le sampla uaidh. Má tá tú ag obair le atlas, bain úsáid as an airí seo chun an limistéar ar cheart don 9 slisne a úsáid a shainiú. Tá gach maoin eile i gcoibhneas leis an gceann seo. Má tá an ceart folamh, úsáidfidh NinePatchRect an uigeacht iomlán.

en: The node's texture resource.
ga: Acmhainn uigeachta an nód.

en: Emitted when the node's texture changes.
ga: Astaítear nuair a athraíonn uigeacht an nód.

en: Stretches the center texture across the NinePatchRect. This may cause the texture to be distorted.
ga: Síneann sé uigeacht an ionaid trasna an NinePatchRect. D'fhéadfadh sé seo a bheith ina chúis leis an uigeacht a shaobhadh.

en: Repeats the center texture across the NinePatchRect. This won't cause any visible distortion. The texture must be seamless for this to work without displaying artifacts between edges.
ga: Athdhéantar seo an uigeacht láir ar fud an NinePatchRect. Ní bheidh aon saobhadh infheicthe mar thoradh air seo. Caithfidh an uigeacht a bheith gan uaim le go n-oibreoidh sé seo gan déantáin a thaispeáint idir na himill.

en: Repeats the center texture across the NinePatchRect, but will also stretch the texture to make sure each tile is visible in full. This may cause the texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. The texture must be seamless for this to work without displaying artifacts between edges.
ga: Athdhéantar seo uigeacht an ionaid trasna an NinePatchRect, ach síneoidh sé an uigeacht freisin chun a chinntiú go bhfuil gach tíl le feiceáil ina iomláine. Seans go ndéanfar an uigeacht a shaobhadh dá bharr, ach níos lú ná [ AXIS_STRETCH_MODE_STRETCH]. Caithfidh an uigeacht a bheith gan uaim le go n-oibreoidh sé seo gan déantáin a thaispeáint idir na himill.

en: Base class for all scene objects.
ga: Bunrang do gach réad radharc.

en: Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.
    A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instantiated into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
    [b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
    Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
    This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
    [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
    Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
    To keep track of the scene hierarchy (especially when instantiating scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though.
    Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
    [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
    [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
    [b]Note:[/b] The [code]script[/code] property is part of the [Object] class, not [Node]. It isn't exposed like most properties but does have a setter and getter (see [method Object.set_script] and [method Object.get_script]).
ga: Is iad na nóid bloic thógála Godot. Is féidir iad a shannadh mar leanbh nód eile, agus mar thoradh ar shocrú crann. Is féidir aon líon nóid a bheith i nód tugtha mar leanaí agus an ceanglas go mbeadh ainmneacha uathúla ag gach siblín (leanaí díreacha nód).
    [i]radharc[/i] a thugtar ar chrann nóid. Is féidir radhairc a shábháil ar an diosca agus ansin iad a chur ar radhairc eile. Ligeann sé seo solúbthacht an-ard in ailtireacht agus samhail sonraí thionscadail Godot.
    [b]Crann Radharc:[/b] Tá crann gníomhach na nóid sa [Crann Radharcacha]. Nuair a chuirtear nód leis an gcrann radhairc, faigheann sé an fógra [NOTIFICATION_ENTER_TREE] agus cuirtear a aisghlao [method _enter_tree] i ngníomh. Cuirtear nóid linbh leis [i]i ndiaidh[/i] a nód tuismitheora i gcónaí, i.e. cuirfear tús le [method _enter_tree] aisghlaoch nód tuismitheora roimh a leanbh.
    Nuair a chuirtear na nóid go léir leis an gcrann radhairc, faigheann siad an fógra [NOIFICATION_READY leanúnach] agus spreagtar a n-aisghlaonna [method _ready] faoi seach. I gcás grúpaí nóid, tugtar an aisghlao [method _ready] in ord droim ar ais, ag tosú leis na leanaí agus ag bogadh suas go dtí na nóid tuismitheora.
    Ciallaíonn sé seo nuair a chuirtear nód leis an gcrann radhairc, go n-úsáidfear an t-ordú seo a leanas le haghaidh aisghlaonna: [method _enter_tree] an tuismitheora, [method _enter_tree] na bpáistí, [method _ready] na bpáistí agus ar deireadh [method _ready] ] den tuismitheoir (go hathchúrsach don chrann radharc iomlán).
    [b] Próiseáil:[/b] Is féidir le nóid an staid "próisis" a shárú, ionas go bhfaighidh siad aisghlao ar gach fráma ag iarraidh orthu próiseáil a dhéanamh (rud éigin a dhéanamh). Tarlaíonn gnáthphróiseáil (aisghlaoch [method _process], arna scoránaigh le [method set_process]) chomh tapa agus is féidir agus braitheann sé ar an bhfrámaráta, mar sin cuirtear an t-am próiseála [i] delta[/i] (i soicindí) ar aghaidh mar argóint . Tarlaíonn próiseáil na fisice (aisghlaoch [method _physics_process], scoránaigh le [method set_physics_process]) líon seasta uaireanta in aghaidh an tsoicind (60 de réir réamhshocraithe) agus tá sé úsáideach le haghaidh cód a bhaineann leis an inneall fisice.
    Is féidir le nóid imeachtaí ionchuir a phróiseáil freisin. Nuair a bheidh sé i láthair, glaofar an fheidhm [method _input] do gach ionchur a fhaigheann an clár. I go leor cásanna, is féidir é seo a rómharú (mura n-úsáidtear é do thionscadail shimplí), agus b’fhéidir gurbh fhearr an fheidhm [method _unhandled_input]; tugtar é nuair nach ndearna aon duine eile an t-imeacht ionchuir a láimhseáil (go hiondúil, nóid GUI [Rialú]), ag cinntiú nach bhfaigheann an nód ach na himeachtaí a bhí i gceist dó.
    Chun cuntas a choinneáil ar an ordlathas radharc (go háirithe agus radhairc á gcur ar an toirt isteach i radhairc eile), is féidir "úinéir" a shocrú don nód leis an maoin [ball-úinéir]. Coinníonn sé seo súil ar cé a thug ar an bpointe cad é. Tá sé seo úsáideach den chuid is mó nuair a bhíonn eagarthóirí agus uirlisí á scríobh, áfach.
    Ar deireadh, nuair a scaoiltear nód le [method Object.free] nó [method queue_free], saorfaidh sé a leanaí go léir freisin.
    [b]Grúpaí:[/b] Is féidir nóid a chur leis an oiread grúpaí agus is mian leat a bheith éasca a bhainistiú, d'fhéadfá grúpaí cosúil le "naimhde" nó "inbhailithe" a chruthú mar shampla, ag brath ar do chluiche. Féach ar [method add_to_group], [method is_in_group] agus [method remove_from_group]. Is féidir leat ansin gach nód sna grúpaí seo a aisghabháil, iad a atriall agus fiú modhanna a ghlaoch ar ghrúpaí trí na modhanna ar [SceneTree].
    [b]Líonra le nóid:[/b] Tar éis nascadh le freastalaí (nó ceann a dhéanamh, féach [ENetMultiplayerPeer]), is féidir an córas RPC ionsuite (glaoch ar nós imeachta cianda) a úsáid chun cumarsáid a dhéanamh thar an líonra. Trí ghlaoch ar [method rpc] le hainm modha, glaofar é go háitiúil agus i ngach piaraí ceangailte (piaraí = cliaint agus an freastalaí a ghlacann le naisc). Chun a aithint cén nód a fhaigheann an glao RPC, úsáidfidh Godot a [NodePath] (déan cinnte go bhfuil ainmneacha nóid mar an gcéanna ar gach piaraí). Chomh maith leis sin, féach ar an teagasc líonraithe ardleibhéil agus ar na demos comhfhreagracha.
    [b]Nóta:[/b] Is cuid den aicme [Object] í an t-airí [code]script[/code], ní cuid [Nóid]. Níl sé nochta cosúil le formhór na n-airíonna ach tá socraitheoir agus faighteoir aige (féach [method Object.set_script] agus [method Object.get_script]).

en: Nodes and scenes
ga: Nóid agus radhairc

en: All Demos
ga: Gach Taispeántas

en: Called when the node enters the [SceneTree] (e.g. upon instantiating, scene changing, or after calling [method add_child] in a script). If the node has children, its [method _enter_tree] callback will be called first, and then that of the children.
    Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method Object._notification].
ga: Glaoitear air nuair a théann an nód isteach sa [SceneTree] (m.sh. ar an toirt, ag athrú radharc, nó tar éis glaoch ar [method add_child] i script). Má tá leanaí ag an nód, tabharfar aisghlaoch ar a [method _enter_tree] ar dtús, agus ansin glao ar ais ar na leanaí.
    Freagraíonn sé leis an bhfógra [NOIFICATION_ENTER_TREE] sa [method Object._notification].

en: Called when the node is about to leave the [SceneTree] (e.g. upon freeing, scene changing, or after calling [method remove_child] in a script). If the node has children, its [method _exit_tree] callback will be called last, after all its children have left the tree.
    Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method Object._notification] and signal [signal tree_exiting]. To get notified when the node has already left the active tree, connect to the [signal tree_exited].
ga: Glaoitear air nuair a bhíonn an nód ar tí an [SceneTree] a fhágáil (m.sh. tar éis é a shaoradh, athrú radharc, nó tar éis glaoch ar [method remove_child] i script). Má tá leanaí ag an nód, is é an ceann deireanach a ghlaofar ar a [method _exit_tree], tar éis dá leanaí go léir an crann a fhágáil.
    Freagraíonn sé don fhógra [NOFICATION_EXIT_TREE leanúnach] sa [method Object._notification] agus comhartha [crann comhartha_exiting]. Chun fógra a fháil nuair atá an crann gníomhach fágtha ag an nód cheana féin, ceangail leis an [signal tree_exited].

en: The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a [code]tool[/code] script.
    Returning an empty array produces no warnings.
    Call [method update_configuration_warnings] when the warnings need to be updated for this node.
    [codeblock]
    @export var energy = 0:
        set(value):
            energy = value
            update_configuration_warnings()
    
    func _get_configuration_warnings():
        if energy < 0:
            return ["Energy must be 0 or greater."]
        else:
            return []
    [/codeblock]
ga: Taispeántar na heilimintí san eagar a cuireadh ar ais ón modh seo mar rabhadh i duga an Radharc más rud é gur script [code]uirlis[/code] an script a sháraíonn é.
    Ní thugtar aon rabhadh nuair a chuirtear eagar folamh ar ais.
    Glaoigh ar [method update_configuration_warnings] nuair is gá na rabhaidh a nuashonrú don nód seo.
    [codeblock]
    @export var energy = 0:
        set(value):
            energy = value
            update_configuration_warnings()
    
    func _get_configuration_warnings():
        if energy < 0:
            return ["Energy must be 0 or greater."]
        else:
            return []
    [/codeblock]

en: Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
    It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
    To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
    For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
    [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
ga: Glaoitear air nuair a bhíonn imeacht ionchuir ann. Iomadaíonn an teagmhas ionchuir suas tríd an gcrann nód go dtí go n-ídíonn nód é.
    Ní thugtar air ach má tá próiseáil ionchuir cumasaithe, rud a dhéantar go huathoibríoch má sháraítear an modh seo, agus is féidir é a scoránaigh le [method set_process_input].
    Chun an t-imeacht ionchuir a ithe agus é a stopadh ag iomadú níos faide chuig nóid eile, is féidir glaoch ar [method Viewport.set_input_as_handled].
    Maidir le hionchur gameplay, is gnách go mbíonn [method _unhandled_input] agus [method _unhandled_key_input] oiriúnach níos fearr mar go gceadaíonn siad don GUI na himeachtaí a thascradh ar dtús.
    [b]Nóta:[/b] Ní thugtar an modh seo ach amháin má tá an nód i láthair sa chrann radhairc (i.e. mura dílleachta é).

en: Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
    Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]@onready[/code] annotation for variables.
    Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
    [b]Note:[/b] This method may be called only once for each node. After removing a node from the scene tree and adding it again, [method _ready] will [b]not[/b] be called a second time. This can be bypassed by requesting another call with [method request_ready], which may be called anywhere before adding the node again.
ga: Glaoitear air nuair a bhíonn an nód “réidh”, i.e. nuair a chuaigh an nód agus a pháistí araon isteach sa chrann radhairc. Má tá leanaí ag an nód, cuirfear tús lena n-aisghlaonna [method _ready] ar dtús, agus gheobhaidh an nód tuismitheora an fógra réidh ina dhiaidh sin.
    Freagraíonn sé don fhógra [NOFICATION_READY leanúnach] sa [method Object._notification]. Féach freisin an nóta [code]@onready[/code] le haghaidh athróg.
    De ghnáth a úsáidtear le haghaidh initialization. Le haghaidh tosaithe fiú níos luaithe, féadfar [method Object._init] a úsáid. Féach freisin [method _enter_tree].
    [b]Nóta:[/b] Ní féidir an modh seo a ghlaoch ach uair amháin le haghaidh gach nód. Tar éis nód a bhaint den chrann radhairc agus é a chur leis arís, [b]ní[/b] a thabharfar an dara huair ar [method _ready]. Is féidir é seo a sheachaint trí ghlao eile a iarraidh le [method request_ready], a d’fhéadfaí a ghlaoch áit ar bith sula gcuirtear an nód leis arís.

en: Called when an [InputEventKey], [InputEventShortcut], or [InputEventJoypadButton] hasn't been consumed by [method _input] or any GUI [Control] item. It is called before [method _unhandled_key_input] and [method _unhandled_input]. The input event propagates up through the node tree until a node consumes it.
    It is only called if shortcut processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_shortcut_input].
    To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
    This method can be used to handle shortcuts. For generic GUI events, use [method _input] instead. Gameplay events should usually be handled with either [method _unhandled_input] or [method _unhandled_key_input].
    [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
ga: Glaoitear air nuair nach bhfuil [InputEventKey], [InputEventShortcut], nó [InputEventJoypadButton] ídithe ag [method _input] nó ag aon mhír GUI [Control]. Tugtar roimh [method _unhandled_key_input] agus [method _unhandled_input] é. Iomadaíonn an teagmhas ionchuir suas tríd an gcrann nód go dtí go n-ídíonn nód é.
    Ní thugtar air ach má tá próiseáil aicearra cumasaithe, rud a dhéantar go huathoibríoch má sháraítear an modh seo, agus is féidir é a scoránaigh le [method set_process_shortcut_input].
    Chun an t-imeacht ionchuir a ithe agus é a stopadh ag iomadú níos faide chuig nóid eile, is féidir glaoch ar [method Viewport.set_input_as_handled].
    Is féidir an modh seo a úsáid chun aicearraí a láimhseáil. Le haghaidh imeachtaí GUI cineálach, úsáid [method _input] ina ionad sin. Ba cheart imeachtaí gameplay a láimhseáil de ghnáth le [method _unhandled_input] nó [method _unhandled_key_input].
    [b]Nóta:[/b] Ní thugtar an modh seo ach amháin má tá an nód i láthair sa chrann radhairc (i.e. mura bhfuil sé dílleachta).

en: Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI [Control] item. It is called after [method _shortcut_input] and after [method _unhandled_key_input]. The input event propagates up through the node tree until a node consumes it.
    It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
    To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
    For gameplay input, this method is usually a better fit than [method _input], as GUI events need a higher priority. For keyboard shortcuts, consider using [method _shortcut_input] instead, as it is called before this method. Finally, to handle keyboard events, consider using [method _unhandled_key_input] for performance reasons.
    [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
ga: Glaoitear air nuair nach bhfuil [InputEvent] ídithe ag [method _input] nó ag aon mhír GUI [Control]. Tugtar tar éis [method _shortcut_input] agus tar éis [method _unhandled_key_input] é. Iomadaíonn an teagmhas ionchuir suas tríd an gcrann nód go dtí go n-ídíonn nód é.
    Ní thugtar air ach má tá próiseáil ionchuir gan láimhseáil cumasaithe, rud a dhéantar go huathoibríoch má sháraítear an modh seo, agus is féidir é a scoránaigh le [method set_process_unhandled_input].
    Chun an t-imeacht ionchuir a ithe agus é a stopadh ag iomadú níos faide chuig nóid eile, is féidir glaoch ar [method Viewport.set_input_as_handled].
    Maidir le hionchur gameplay, is gnách go mbíonn an modh seo oiriúnach níos fearr ná [method _input], toisc go dteastaíonn tosaíocht níos airde d'imeachtaí GUI. Le haghaidh aicearraí méarchláir, smaoinigh ar [method _shortcut_input] a úsáid ina ionad sin, mar a thugtar air roimh an modh seo. Ar deireadh, chun imeachtaí méarchláir a láimhseáil, smaoinigh ar [method _unhandled_key_input] a úsáid ar chúiseanna feidhmíochta.
    [b]Nóta:[/b] Ní thugtar an modh seo ach amháin má tá an nód i láthair sa chrann radhairc (i.e. mura dílleachta é).

en: Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI [Control] item. It is called after [method _shortcut_input] but before [method _unhandled_input]. The input event propagates up through the node tree until a node consumes it.
    It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
    To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
    This method can be used to handle Unicode character input with [kbd]Alt[/kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after shortcuts were handled.
    For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input], as GUI events should be handled first. This method also performs better than [method _unhandled_input], since unrelated events such as [InputEventMouseMotion] are automatically filtered. For shortcuts, consider using [method _shortcut_input] instead.
    [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
ga: Glaoitear air nuair nach bhfuil [InputEventKey] ídithe ag [method _input] nó ag aon mhír GUI [Rialú]. Tugtar [method _shortcut_input] air ach roimh [method _unhandled_input]. Iomadaíonn an teagmhas ionchuir suas tríd an gcrann nód go dtí go n-ídíonn nód é.
    Ní thugtar air ach má tá próiseáil ionchuir eochrach gan láimhseáil cumasaithe, rud a dhéantar go huathoibríoch má sháraítear an modh seo, agus is féidir é a scoránaigh le [method set_process_unhandled_key_input].
    Chun an t-imeacht ionchuir a ithe agus é a stopadh ag iomadú níos faide chuig nóid eile, is féidir glaoch ar [method Viewport.set_input_as_handled].
    Is féidir an modh seo a úsáid chun ionchur carachtair Unicode a láimhseáil le modhnóirí [kbd]Alt[/kbd], [kbd]Alt + Ctrl[/kbd], agus [kbd]Alt + Shift[/kbd], tar éis aicearraí a láimhseáil.
    Maidir le hionchur gameplay, is gnách go mbíonn sé seo agus [method _unhandled_input] oiriúnach níos fearr ná [method _input], mar ba cheart imeachtaí GUI a láimhseáil ar dtús. Feidhmíonn an modh seo níos fearr freisin ná [method _unhandled_input], ós rud é go ndéantar imeachtaí neamhghaolmhara ar nós [InputEventMouseMotion] a scagadh go huathoibríoch. Le haghaidh aicearraí, smaoinigh ar [method _shortcut_input] a úsáid ina ionad sin.
    [b]Nóta:[/b] Ní thugtar an modh seo ach amháin má tá an nód i láthair sa chrann radhairc (i.e. mura dílleachta é).

en: Adds a child [param node]. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
    If [param force_readable_name] is [code]true[/code], improves the readability of the added [param node]. If not named, the [param node] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations.
    If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. These nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code]. The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.
    [b]Note:[/b] If [param node] already has a parent, this method will fail. Use [method remove_child] first to remove [param node] from its current parent. For example:
    [codeblocks]
    [gdscript]
    var child_node = get_child(0)
    if child_node.get_parent():
        child_node.get_parent().remove_child(child_node)
    add_child(child_node)
    [/gdscript]
    [csharp]
    Node childNode = GetChild(0);
    if (childNode.GetParent() != null)
    {
        childNode.GetParent().RemoveChild(childNode);
    }
    AddChild(childNode);
    [/csharp]
    [/codeblocks]
    If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method.
    [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
ga: Cuireann sé leanbh [param node] leis. Is féidir le nóid aon líon leanaí, ach ní mór ainm uathúil a bheith ag gach leanbh. Scriostar nóid leanaí go huathoibríoch nuair a scriostar an nód tuismitheora, ionas gur féidir radharc iomlán a bhaint ach a nód is airde a scriosadh.
    Má tá [param force_readable_name] [code]true[/code], feabhsaíonn sé inléiteacht an [param nód] a cuireadh leis. Mura n-ainmnítear é, athainmnítear an [param node] dá chineál, agus má roinneann sé [ainm ball] le deartháir nó deirfiúr, déantar uimhir a iarmhír ar bhealach níos oiriúnaí. Tá an oibríocht seo an-mhall. Mar sin, moltar é seo a fhágáil go [code]bréagach[/code], a sannann ainm caol ina bhfuil [code]@[/code] sa dá chás.
    Más rud é go bhfuil [param inmheánach] difriúil ó [idir leanúnach INTERNAL_MODE_DISABLED], cuirfear an leanbh leis mar nód inmheánach. Déantar neamhaird ar na nóid seo trí mhodhanna mar [method get_children], ach amháin má tá a bparaiméadar [code] san áireamh_inmheánach[/code] [code]true[/code]. Is é an úsáid atá beartaithe ná na nóid inmheánacha a cheilt ón úsáideoir, mar sin ní dhéanfaidh an t-úsáideoir iad a scriosadh nó a mhodhnú trí thimpiste. In úsáid ag roinnt nóid GUI, m.sh. [ColorPicker]. Féach [enum InternalMode] le haghaidh na modhanna atá ar fáil.
    [b]Nóta:[/b] Má tá tuismitheoir ag [param node] cheana féin, ní theipfidh ar an modh seo. Úsáid [method remove_child] ar dtús chun [param nód] a bhaint dá thuismitheoir reatha. Mar shampla:
    [codeblocks]
    [gdscript]
    var child_node = get_child(0)
    má tá child_node.get_parent():
        child_node.get_parent().remove_child(child_node)
    add_child(child_node)
    [/gdscript]
    [csharp]
    Nód childNode = GetChild(0);
    más rud é (childNode.GetParent() != null)
    {
        childNode.GetParent().RemoveChild(childNode);
    }
    AddChild(childNode);
    [/csharp]
    [/codeblocks]
    Más gá duit an nód linbh a chur faoi bhun nód ar leith sa liosta leanaí, bain úsáid as [method add_siblín] in ionad an mhodha seo.
    [b]Nóta:[/b] Más mian leat leanbh a leanúint go [PackedScene], ní mór duit [ball-úinéir] a shocrú chomh maith le glaoch a chur ar [method add_child]. Tá sé seo ábhartha go hiondúil do [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]scripteanna uirlisí[/url] agus [url=$DOCS_URL/tutorials/plugins/editor/index.html]forlíontáin eagarthóir[/url]. Má ghlaoitear [method add_child] gan [ball-úinéir] a shocrú, ní bheidh an [Nód] nua-chur leis le feiceáil sa chrann radhairc, cé go mbeidh sé le feiceáil san amharc 2D/3D.

en: Adds a [param sibling] node to this node's parent, and moves the added sibling right below this node.
    If [param force_readable_name] is [code]true[/code], improves the readability of the added [param sibling]. If not named, the [param sibling] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations.
    Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children.
    [b]Note:[/b] If this node is internal, the added sibling will be internal too (see [method add_child]'s [code]internal[/code] parameter).
ga: Cuireann sé nód [param sibling] le tuismitheoir an nód seo, agus bogann sé an deartháir nó deirfiúr breise díreach faoin nód seo.
    Má tá [param force_readable_name] [code]true[/code], feabhsaíonn sé inléiteacht an [param sibling] breise. Mura n-ainmnítear é, athainmnítear [siblín param] dá chineál, agus má roinneann sé [ainm ball] le deartháir nó deirfiúr, déantar uimhir a iarmhír ar bhealach níos oiriúnaí. Tá an oibríocht seo an-mhall. Mar sin, moltar é seo a fhágáil go [code]bréagach[/code], a sannann ainm caol ina bhfuil [code]@[/code] sa dá chás.
    Úsáid [method add_child] in ionad an mhodha seo mura dteastaíonn uait an leanbh nód a chur faoi bhun nód ar leith i liosta na bpáistí.
    [b]Nóta:[/b] Más nód inmheánach é an nód seo, beidh an deartháir nód a cuireadh leis inmheánach freisin (féach paraiméadar [code] inmheánach[/code] [method add_child]).

en: Adds the node to the [param group]. Groups can be helpful to organize a subset of nodes, for example [code]"enemies"[/code] or [code]"collectables"[/code]. See notes in the description, and the group methods in [SceneTree].
    If [param persistent] is [code]true[/code], the group will be stored when saved inside a [PackedScene]. All groups created and displayed in the Node dock are persistent.
    [b]Note:[/b] To improve performance, the order of group names is [i]not[/i] guaranteed and may vary between project runs. Therefore, do not rely on the group order.
    [b]Note:[/b] [SceneTree]'s group methods will [i]not[/i] work on this node if not inside the tree (see [method is_inside_tree]).
ga: Cuireann sé an nód leis an [paraghrúpa]. Is féidir le grúpaí a bheith ina chuidiú chun fothacar nóid a eagrú, mar shampla [code]"naimhde"[/code] nó [code]"naisc inbhailithe"[/code]. Féach nótaí sa chur síos, agus na modhanna grúpa in [SceneTree].
    Má tá [param leanúnach] [code]true[/code], déanfar an grúpa a stóráil nuair a shábhálfar é laistigh de [PackedScene]. Tá gach grúpa a chruthaítear agus a thaispeánfar sa duga Nód leanúnach.
    [b]Nóta:[/b] Chun feidhmíocht a fheabhsú, ní [i][/i] go bhfuil ord na n-ainmneacha grúpaí ráthaithe agus d’fhéadfadh go n-athróidh sé idir rití tionscadail. Dá bhrí sin, ná bí ag brath ar an ordú grúpa.
    [b]Nóta:[/b] [i]ní [/i]] oibreoidh modhanna grúpa [SceneTree] ar an nód seo mura bhfuil sé taobh istigh den chrann (féach [method is_inside_tree]).

en: Translates a [param message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation. Note that most [Control] nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
    This method works the same as [method Object.tr], with the addition of respecting the [member auto_translate_mode] state.
    If [method Object.can_translate_messages] is [code]false[/code], or no translation is available, this method returns the [param message] without changes. See [method Object.set_message_translation].
    For detailed examples, see [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url].
ga: Aistrítear [teachtaireacht param], ag baint úsáide as na catalóga aistriúcháin atá cumraithe i Socruithe an Tionscadail. Is féidir tuilleadh [comhthéacs param] a shonrú chun cabhrú leis an aistriúchán. Tabhair faoi deara go n-aistríonn an chuid is mó de na nóid [Rialú] a gcuid teaghráin go huathoibríoch, mar sin tá an modh seo úsáideach den chuid is mó le haghaidh teaghráin formáidithe nó téacs saincheaptha tarraingthe.
    Oibríonn an modh seo mar an gcéanna le [method Object.tr], agus meastar freisin ar an stát [comhalta auto_translate_mode].
    Más [code]bréagach[/code] é [method Object.can_translate_messages], nó mura bhfuil aistriúchán ar fáil, seolann an modh seo an [teachtaireacht param] ar ais gan athruithe. Féach ar [method Object.set_message_translation].
    Le haghaidh samplaí mionsonraithe, féach [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Cluichí idirnáisiúnú[/url].

en: Translates a [param message] or [param plural_message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation.
    This method works the same as [method Object.tr_n], with the addition of respecting the [member auto_translate_mode] state.
    If [method Object.can_translate_messages] is [code]false[/code], or no translation is available, this method returns [param message] or [param plural_message], without changes. See [method Object.set_message_translation].
    The [param n] is the number, or amount, of the message's subject. It is used by the translation system to fetch the correct plural form for the current language.
    For detailed examples, see [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url].
    [b]Note:[/b] Negative and [float] numbers may not properly apply to some countable subjects. It's recommended to handle these cases with [method atr].
ga: Aistrítear [teachtaireacht param] nó [param plural_message], ag baint úsáide as na catalóga aistriúcháin atá cumraithe i Socruithe an Tionscadail. Is féidir tuilleadh [comhthéacs param] a shonrú chun cabhrú leis an aistriúchán.
    Oibríonn an modh seo mar an gcéanna le [method Object.tr_n], agus meastar freisin ar an stát [comhalta auto_translate_mode].
    Más [code]bréagach[/code] é [method Object.can_translate_messages], nó mura bhfuil aistriúchán ar fáil, filleann an modh seo [param message] nó [param plural_message], gan athruithe. Féach ar [method Object.set_message_translation].
    Is é [param n] uimhir, nó méid, ábhar na teachtaireachta. Úsáideann an córas aistriúcháin é chun an fhoirm iolra ceart a fháil don teanga reatha.
    Le haghaidh samplaí mionsonraithe, féach [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization ag baint úsáide as gettext[/url].
    [b]Nóta:[/b] D’fhéadfadh sé nach mbeadh feidhm cheart ag uimhreacha diúltacha agus [snámhphointe] maidir le roinnt ábhar ináirimh. Moltar na cásanna seo a láimhseáil le [method atr].

en: This function is similar to [method Object.call_deferred] except that the call will take place when the node thread group is processed. If the node thread group processes in sub-threads, then the call will be done on that thread, right before [constant NOTIFICATION_PROCESS] or [constant NOTIFICATION_PHYSICS_PROCESS], the [method _process] or [method _physics_process] or their internal versions are called.
ga: Tá an fheidhm seo cosúil le [method Object.call_deferred] ach amháin go dtarlóidh an glao nuair a phróiseáiltear an grúpa snáithe nód. Má phróiseálann an grúpa snáithe nód i bhfo-snáitheanna, ansin déanfar an glaoch ar an snáithe sin, díreach roimh [NOTIFICATION_PROCESS leanúnach] nó [constant NOTIFICATION_PHYSICS_PROCESS], an [method _process] nó [method _physics_process] nó a leaganacha inmheánacha ar a dtugtar.

en: This function ensures that the calling of this function will succeed, no matter whether it's being done from a thread or not. If called from a thread that is not allowed to call the function, the call will become deferred. Otherwise, the call will go through directly.
ga: Cinntíonn an fheidhm seo go n-éireoidh le glaoch na feidhme seo, is cuma an bhfuil sé á dhéanamh ó snáithe nó nach bhfuil. Má ghlaoitear air ó shnáithe nach bhfuil cead an fheidhm a ghlaoch, cuirfear an glao ar athló. Seachas sin, rachaidh an glao tríd go díreach.

en: Returns [code]true[/code] if the node can receive processing notifications and input callbacks ([constant NOTIFICATION_PROCESS], [method _input], etc.) from the [SceneTree] and [Viewport]. The returned value depends on [member process_mode]:
    - If set to [constant PROCESS_MODE_PAUSABLE], returns [code]true[/code] when the game is processing, i.e. [member SceneTree.paused] is [code]false[/code];
    - If set to [constant PROCESS_MODE_WHEN_PAUSED], returns [code]true[/code] when the game is paused, i.e. [member SceneTree.paused] is [code]true[/code];
    - If set to [constant PROCESS_MODE_ALWAYS], always returns [code]true[/code];
    - If set to [constant PROCESS_MODE_DISABLED], always returns [code]false[/code];
    - If set to [constant PROCESS_MODE_INHERIT], use the parent node's [member process_mode] to determine the result.
    If the node is not inside the tree, returns [code]false[/code] no matter the value of [member process_mode].
ga: Seoltar ar ais [code]true[/code] más féidir leis an nód fógraí próiseála agus aisghlaonna ionchuir ([constant NOTIFICATION_PROCESS], [method _input], etc.) a fháil ón [SceneTree] agus [Viewport]. Braitheann an luach ar ais ar [member process_mode]:
    - Má tá sé socraithe go [proCESS_MODE_PAUSABLE leanúnach], filleann sé [code]true[/code] nuair a bhíonn an cluiche á phróiseáil, i.e. [code]bréagach[/code] é [member SceneTree.paused];
    - Má tá sé socraithe go [proCESS_MODE_WHEN_PAUSED] tairiseach, filleann sé [code]true[/code] nuair a chuirtear an cluiche ar sos, i.e. tá [code]true[/code] ar [member SceneTree.paused];
    - Má tá sé socraithe go [proCESS_MODE_ALWAYS leanúnach], seol ar ais [code]true[/code] i gcónaí;
    - Má tá sé socraithe go [proCESS_MODE_DISABLED leanúnach], filleann sé [code]false[/code] i gcónaí;
    - Má tá sé socraithe go [proCESS_MODE_INHERIT leanúnach], úsáid [member process_mode] an nód tuismitheora chun an toradh a fháil amach.
    Mura bhfuil an nód taobh istigh den chrann, filleann sé [code]false[/code] is cuma luach [member process_mode].

en: Creates a new [Tween] and binds it to this node.
    This is the equivalent of doing:
    [codeblocks]
    [gdscript]
    get_tree().create_tween().bind_node(self)
    [/gdscript]
    [csharp]
    GetTree().CreateTween().BindNode(this);
    [/csharp]
    [/codeblocks]
    The Tween will start automatically on the next process frame or physics frame (depending on [enum Tween.TweenProcessMode]). See [method Tween.bind_node] for more info on Tweens bound to nodes.
    [b]Note:[/b] The method can still be used when the node is not inside [SceneTree]. It can fail in an unlikely case of using a custom [MainLoop].
ga: Cruthaíonn [Tween] nua agus ceanglaíonn sé leis an nód seo é.
    Is ionann é seo agus déanamh:
    [codeblocks]
    [gdscript]
    get_tree().create_tween().bind_node(féin)
    [/gdscript]
    [csharp]
    GetTree().CreateTween().BindNode(seo);
    [/csharp]
    [/codeblocks]
    Tosóidh an Tween go huathoibríoch ar an gcéad fhráma próisis eile nó ar an bhfráma fisice (ag brath ar [enum Tween.TweenProcessMode]). Féach ar [method Tween.bind_node] le haghaidh tuilleadh eolais ar Tweens ceangailte go nóid.
    [b]Nóta:[/b] Is féidir an modh a úsáid fós nuair nach bhfuil an nód taobh istigh de [SceneTree]. Is féidir go dteipfidh air i gcás nach dócha go n-úsáidfear saincheaptha [MainLoop].

en: Finds the first descendant of this node whose [member name] matches [param pattern], returning [code]null[/code] if no match is found. The matching is done against node names, [i]not[/i] their paths, through [method String.match]. As such, it is case-sensitive, [code]"*"[/code] matches zero or more characters, and [code]"?"[/code] matches any single character.
    If [param recursive] is [code]false[/code], only this node's direct children are checked. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see [code]internal[/code] parameter in [method add_child]).
    If [param owned] is [code]true[/code], only descendants with a valid [member owner] node are checked.
    [b]Note:[/b] This method can be very slow. Consider storing a reference to the found node in a variable. Alternatively, use [method get_node] with unique names (see [member unique_name_in_owner]).
    [b]Note:[/b] To find all descendant nodes matching a pattern or a class type, see [method find_children].
ga: Faightear an chéad shliocht den nód seo a bhfuil [ainm ball] mar an gcéanna le [patrún param], ag filleadh [code]null[/code] mura bhfuarthas meaitseáil. Déantar an meaitseáil le hainmneacha nód, [i] ní [/i] a gcosáin, trí [method String.match]. Mar sin, tá sé cás-íogair, meaitseálann [code]"*"[/code] náid carachtar nó níos mó, agus meaitseálann [code]"?"[/code] aon charachtar amháin.
    Más [code]bréagach[/code] é [param recursive], ní dhéantar ach leanaí díreacha an nód seo a sheiceáil. Déantar na nóid a sheiceáil in ord crann, mar sin déantar an chéad leanbh díreach den nód seo a sheiceáil ar dtús, ansin a leanaí díreacha féin, etc., sula mbogtar chuig an dara leanbh díreach, agus mar sin de. Cuirtear leanaí inmheánacha san áireamh sa chuardach freisin (féach an paraiméadar [code]inmheánach[/code] i [method add_child]).
    Más [code]true[/code] é [úinéir param], ní dhéantar ach sliocht a bhfuil nód bailí [ball-úinéir] acu a sheiceáil.
    [b]Nóta:[/b] Féadfaidh an modh seo a bheith an-mhall. Smaoinigh ar thagairt don nód aimsithe a stóráil in athróg. Nó, úsáid [method get_node] le hainmneacha uathúla (féach [member unique_name_in_owner]).
    [b]Nóta:[/b] Chun gach nód sliocht a mheaitseáil le patrún nó le cineál ranga a fháil, féach [method find_children].

en: Finds all descendants of this node whose names match [param pattern], returning an empty [Array] if no match is found. The matching is done against node names, [i]not[/i] their paths, through [method String.match]. As such, it is case-sensitive, [code]"*"[/code] matches zero or more characters, and [code]"?"[/code] matches any single character.
    If [param type] is not empty, only ancestors inheriting from [param type] are included (see [method Object.is_class]).
    If [param recursive] is [code]false[/code], only this node's direct children are checked. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see [code]internal[/code] parameter in [method add_child]).
    If [param owned] is [code]true[/code], only descendants with a valid [member owner] node are checked.
    [b]Note:[/b] This method can be very slow. Consider storing references to the found nodes in a variable.
    [b]Note:[/b] To find a single descendant node matching a pattern, see [method find_child].
ga: Faigheann sé sliocht uile an nód seo a bhfuil a n-ainmneacha ag teacht le [patrún param], ag filleadh [Eagar] folamh mura bhfuarthas meaitseáil. Déantar an meaitseáil le hainmneacha nód, [i] ní [/i] a gcosáin, trí [method String.match]. Mar sin, tá sé cás-íogair, meaitseálann [code]"*"[/code] náid carachtar nó níos mó, agus meaitseálann [code]"?"[/code] aon charachtar amháin.
    Mura bhfuil [cineál param] folamh, ní áirítear ach sinsear a fuair oidhreacht ó [cineál param] (féach [method Object.is_class]).
    Más [code]bréagach[/code] é [param recursive], ní dhéantar ach leanaí díreacha an nód seo a sheiceáil. Déantar na nóid a sheiceáil in ord crann, mar sin déantar an chéad leanbh díreach den nód seo a sheiceáil ar dtús, ansin a leanaí díreacha féin, etc., sula mbogtar chuig an dara leanbh díreach, agus mar sin de. Cuirtear leanaí inmheánacha san áireamh sa chuardach freisin (féach an paraiméadar [code]inmheánach[/code] i [method add_child]).
    Más [code]true[/code] é [úinéir param], ní dhéantar ach sliocht a bhfuil nód bailí [ball-úinéir] acu a sheiceáil.
    [b]Nóta:[/b] Féadfaidh an modh seo a bheith an-mhall. Smaoinigh ar thagairtí do na nóid aimsithe a stóráil in athróg.
    [b]Nóta:[/b] Chun nód sliocht amháin a mheaitseáil le patrún a fháil, féach [method find_child].

en: Finds the first ancestor of this node whose [member name] matches [param pattern], returning [code]null[/code] if no match is found. The matching is done through [method String.match]. As such, it is case-sensitive, [code]"*"[/code] matches zero or more characters, and [code]"?"[/code] matches any single character. See also [method find_child] and [method find_children].
    [b]Note:[/b] As this method walks upwards in the scene tree, it can be slow in large, deeply nested nodes. Consider storing a reference to the found node in a variable. Alternatively, use [method get_node] with unique names (see [member unique_name_in_owner]).
ga: Aimsítear céad sinsear an nód seo a bhfuil [ainm ball] mar an gcéanna le [patrún param], ag filleadh [code]null[/code] mura bhfuarthas meaitseáil. Déantar an meaitseáil trí [method String.match]. Mar sin, tá sé cás-íogair, meaitseálann [code]"*"[/code] náid carachtar nó níos mó, agus meaitseálann [code]"?"[/code] aon charachtar amháin. Féach freisin [method find_child] agus [method find_children].
    [b]Nóta:[/b] Agus an modh seo ag siúl aníos sa chrann radhairc, is féidir leis a bheith mall i nóid mhóra atá neadaithe go domhain. Smaoinigh ar thagairt don nód aimsithe a stóráil in athróg. Nó, úsáid [method get_node] le hainmneacha uathúla (féach [member unique_name_in_owner]).

en: Fetches a child node by its index. Each child node has an index relative its siblings (see [method get_index]). The first child is at index 0. Negative values can also be used to start from the end of the list. This method can be used in combination with [method get_child_count] to iterate over this node's children. If no child exists at the given index, this method returns [code]null[/code] and an error is generated.
    If [param include_internal] is [code]false[/code], internal children are ignored (see [method add_child]'s [code]internal[/code] parameter).
    [codeblock]
    # Assuming the following are children of this node, in order:
    # First, Middle, Last.
    
    var a = get_child(0).name  # a is "First"
    var b = get_child(1).name  # b is "Middle"
    var b = get_child(2).name  # b is "Last"
    var c = get_child(-1).name # c is "Last"
    [/codeblock]
    [b]Note:[/b] To fetch a node by [NodePath], use [method get_node].
ga: Faigheann nód linbh trína innéacs. Tá innéacs ag gach nód linbh i gcoibhneas lena siblíní (féach [method get_index]). Tá an chéad leanbh ag innéacs 0. Is féidir luachanna diúltacha a úsáid freisin chun tosú ó dheireadh an liosta. Is féidir an modh seo a úsáid i gcomhcheangal le [method get_child_count] chun atriall thar leanaí an nód seo. Mura bhfuil aon leanbh ann ag an innéacs a thugtar, seolann an modh seo [code]null[/code] ar ais agus gintear earráid.
    Má tá [param include_internal] [code]false[/code], déantar neamhaird de leanaí inmheánacha (féach paraiméadar [code] inmheánach[/code] [method add_child]).
    [codeblock]
    # Ag glacadh leis gur leanaí den nód seo iad seo a leanas, in ord:
    # Ar dtús, ar lár, ar deireadh.
    
    var a = get_child(0).name # a is "First"
    var b = get_child(1).name # b is "Meán"
    var b = get_child(2).name # b is "Deireadh"
    var c = get_child(-1).name # c is "Last"
    [/codeblock]
    [b]Nóta:[/b] Chun nód a fháil trí [NodePath], úsáid [method get_node].

en: Returns the number of children of this node.
    If [param include_internal] is [code]false[/code], internal children are not counted (see [method add_child]'s [code]internal[/code] parameter).
ga: Filleann sé líon leanaí an nód seo.
    Má tá [param include_internal] [code]false[/code], ní dhéantar leanaí inmheánacha a chomhaireamh (féach paraiméadar [code] inmheánach[/code] [method add_child]).

en: Returns all children of this node inside an [Array].
    If [param include_internal] is [code]false[/code], excludes internal children from the returned array (see [method add_child]'s [code]internal[/code] parameter).
ga: Tugann sé ar ais gach leanbh den nód seo taobh istigh de [Eagar].
    Más [code]bréagach[/code] é [param include_internal], fágtar leanaí inmheánacha as an eagar a cuireadh ar ais (féach paraiméadar [code] inmheánach[/code] [method add_child]).

en: Returns an [Array] of group names that the node has been added to.
    [b]Note:[/b] To improve performance, the order of group names is [i]not[/i] guaranteed and may vary between project runs. Therefore, do not rely on the group order.
    [b]Note:[/b] This method may also return some group names starting with an underscore ([code]_[/code]). These are internally used by the engine. To avoid conflicts, do not use custom groups starting with underscores. To exclude internal groups, see the following code snippet:
    [codeblocks]
    [gdscript]
    # Stores the node's non-internal groups only (as an array of StringNames).
    var non_internal_groups = []
    for group in get_groups():
        if not str(group).begins_with("_"):
            non_internal_groups.push_back(group)
    [/gdscript]
    [csharp]
    // Stores the node's non-internal groups only (as a List of StringNames).
    List<string> nonInternalGroups = new List<string>();
    foreach (string group in GetGroups())
    {
        if (!group.BeginsWith("_"))
            nonInternalGroups.Add(group);
    }
    [/csharp]
    [/codeblocks]
ga: Filleann sé [Eagar] d'ainmneacha grúpaí a bhfuil an nód curtha leis.
    [b]Nóta[/b] Chun feidhmíocht a fheabhsú, níl [i][/i] ráthaithe maidir le hord ainmneacha na ngrúpaí agus d’fhéadfadh go n-athróidh sé idir rití tionscadail. Dá bhrí sin, ná bí ag brath ar an ordú grúpa.
    [b]Nóta[/b] Féadfaidh an modh seo roinnt ainmneacha grúpa a thabhairt ar ais freisin ag tosú le scór ([code]_[/code]). Úsáideann an t-inneall iad seo go hinmheánach. Chun coinbhleachtaí a sheachaint, ná húsáid grúpaí saincheaptha ag tosú le béimeanna. Chun grúpaí inmheánacha a eisiamh, féach an mhír chóid seo a leanas:
    [codeblocks]
    [gdscript]
    # Stórálann sé grúpaí neamh-inmheánacha an nód amháin (mar sraith de StringNames).
    var non_internal_groups = []
    for group in get_groups():
        if not str(group).begins_with("_"):
            non_internal_groups.push_back(group)
    [/gdscript]
    [csharp]
    // Stórálann sé grúpaí neamh-inmheánacha an nód amháin (mar Liosta Teaghrán Ainmneacha).
    List<string> nonInternalGroups = new List<string>();
    foreach (string group in GetGroups())
    {
        if (!group.BeginsWith("_"))
            nonInternalGroups.Add(group);
    }
    [/csharp]
    [/codeblocks]

en: Returns this node's order among its siblings. The first node's index is [code]0[/code]. See also [method get_child].
    If [param include_internal] is [code]false[/code], returns the index ignoring internal children. The first, non-internal child will have an index of [code]0[/code] (see [method add_child]'s [code]internal[/code] parameter).
ga: Filleann sé ordú an nód seo i measc a deartháireacha. Is é [code]0[/code] innéacs an chéad nód. Féach freisin [method get_child].
    Má tá [param include_internal] [code]bréagach[/code], seol ar ais an t-innéacs gan aird a thabhairt ar leanaí inmheánacha. Beidh innéacs [code]0[/code] ag an gcéad leanbh neamh-inmheánach (féach paraiméadar [code] inmheánach[/code] [method add_child]).

en: Returns the [Window] that contains this node, or the last exclusive child in a chain of windows starting with the one that contains this node.
ga: Filleann sé an [Fuinneog] ina bhfuil an nód seo, nó an leanbh eisiach deiridh i slabhra fuinneoga ag tosú leis an gceann ina bhfuil an nód seo.

en: Returns the peer ID of the multiplayer authority for this node. See [method set_multiplayer_authority].
ga: Filleann sé aitheantas piaraí an údaráis il-imreora don nód seo. Féach ar [method set_multiplayer_authority].

en: Fetches a node. The [NodePath] can either be a relative path (from this node), or an absolute path (from the [member SceneTree.root]) to a node. If [param path] does not point to a valid node, generates an error and returns [code]null[/code]. Attempts to access methods on the return value will result in an [i]"Attempt to call <method> on a null instance."[/i] error.
    [b]Note:[/b] Fetching by absolute path only works when the node is inside the scene tree (see [method is_inside_tree]).
    [b]Example:[/b] Assume this method is called from the Character node, inside the following tree:
    [codeblock lang=text]
     ┖╴root
        ┠╴Character (you are here!)
        ┃  ┠╴Sword
        ┃  ┖╴Backpack
        ┃     ┖╴Dagger
        ┠╴MyGame
        ┖╴Swamp
           ┠╴Alligator
           ┠╴Mosquito
           ┖╴Goblin
    [/codeblock]
    The following calls will return a valid node:
    [codeblocks]
    [gdscript]
    get_node("Sword")
    get_node("Backpack/Dagger")
    get_node("../Swamp/Alligator")
    get_node("/root/MyGame")
    [/gdscript]
    [csharp]
    GetNode("Sword");
    GetNode("Backpack/Dagger");
    GetNode("../Swamp/Alligator");
    GetNode("/root/MyGame");
    [/csharp]
    [/codeblocks]
ga: Fetches nód. Is féidir leis an [NodePath] a bheith ina chonair choibhneasta (ón nód seo), nó ina cosán iomlán (ón [member SceneTree.root]) go dtí nód. Mura gcuireann [cosán param] nód bailí in iúl, gineann sé earráid agus seolann sé [code]null[/code] ar ais. Mar thoradh ar iarrachtaí ar mhodhanna a rochtain ar an luach tuairisceáin déanfar [i] "iarracht glaoch ar <modh> ar shampla null."[/i].
    [b]Nóta[/b] Ní oibríonn fáil ar chosán iomlán ach amháin nuair atá an nód taobh istigh den chrann radhairc (féach [modh is_inside_tree]).
    [b]Example:[/b] Glac leis go dtugtar an modh seo ón nód Carachtair, taobh istigh den chrann seo a leanas:
    [codeblock lang=text]
     ┖╴root
        ┠╴Character (you are here!)
        ┃  ┠╴Sword
        ┃  ┖╴Backpack
        ┃     ┖╴Dagger
        ┠╴MyGame
        ┖╴Swamp
           ┠╴Alligator
           ┠╴Mosquito
           ┖╴Goblin
    [/codeblock]
    Tabharfaidh na glaonna seo a leanas nód bailí ar ais:
    [codeblocks]
    [gdscript]
    get_node("Sword")
    get_node("Backpack/Dagger")
    get_node("../Swamp/Alligator")
    get_node("/root/MyGame")
    [/gdscript]
    [csharp]
    GetNode("Sword");
    GetNode("Backpack/Dagger");
    GetNode("../Swamp/Alligator");
    GetNode("/root/MyGame");
    [/csharp]
    [/codeblocks]

en: Fetches a node and its most nested resource as specified by the [NodePath]'s subname. Returns an [Array] of size [code]3[/code] where:
    - Element [code]0[/code] is the [Node], or [code]null[/code] if not found;
    - Element [code]1[/code] is the subname's last nested [Resource], or [code]null[/code] if not found;
    - Element [code]2[/code] is the remaining [NodePath], referring to an existing, non-[Resource] property (see [method Object.get_indexed]).
    [b]Example:[/b] Assume that the child's [member Sprite2D.texture] has been assigned a [AtlasTexture]:
    [codeblocks]
    [gdscript]
    var a = get_node_and_resource("Area2D/Sprite2D")
    print(a[0].name) # Prints Sprite2D
    print(a[1])      # Prints <null>
    print(a[2])      # Prints ^""
    
    var b = get_node_and_resource("Area2D/Sprite2D:texture:atlas")
    print(b[0].name)        # Prints Sprite2D
    print(b[1].get_class()) # Prints AtlasTexture
    print(b[2])             # Prints ^""
    
    var c = get_node_and_resource("Area2D/Sprite2D:texture:atlas:region")
    print(c[0].name)        # Prints Sprite2D
    print(c[1].get_class()) # Prints AtlasTexture
    print(c[2])             # Prints ^":region"
    [/gdscript]
    [csharp]
    var a = GetNodeAndResource(NodePath("Area2D/Sprite2D"));
    GD.Print(a[0].Name); // Prints Sprite2D
    GD.Print(a[1]);      // Prints <null>
    GD.Print(a[2]);      // Prints ^"
    
    var b = GetNodeAndResource(NodePath("Area2D/Sprite2D:texture:atlas"));
    GD.Print(b[0].name);        // Prints Sprite2D
    GD.Print(b[1].get_class()); // Prints AtlasTexture
    GD.Print(b[2]);             // Prints ^""
    
    var c = GetNodeAndResource(NodePath("Area2D/Sprite2D:texture:atlas:region"));
    GD.Print(c[0].name);        // Prints Sprite2D
    GD.Print(c[1].get_class()); // Prints AtlasTexture
    GD.Print(c[2]);             // Prints ^":region"
    [/csharp]
    [/codeblocks]
ga: Faightear nód agus an acmhainn is neadaithe aige mar atá sonraithe ag foainm [NodePath]. Seoltar ar ais [Eagar] de mhéid [code]3[/code] nuair:
    - Is í an eilimint [code]0[/code] an [Node], nó [code]null[/code] mura bhfuarthas é;
    - Is í an eilimint [code]1[/code] an foainm deiridh [Acmhainn] neadaithe, nó [code]null[/code] mura bhfuarthas é;
    - Is é eilimint [code]2[/code] an [NodePath] atá fágtha, ag tagairt d'airí atá ann cheana féin, nach [Resource] maoin (féach [method Object.get_indexed]).
    [b]Sampla:[/b] Glac leis gur sannadh [AtlasTexture] do [member Sprite2D.texture] don leanbh:
    [codeblocks]
    [gdscript]
    var a = get_node_and_resource("Area2D/Sprite2D")
    print(a[0].name) # Priontála Sprite2D
    print(a[1]) # Priontála <null>
    print(a[2]) # Priontála ^""
    
    var b = get_node_and_resource ("Area2D/Sprite2D: uigeacht: atlas")
    print(b[0].name) # Priontaí Sprite2D
    print(b[1].get_class()) # Priontálann AtlasTexture
    print(b[2]) # Priontála ^""
    
    var c = get_node_and_resource ("Area2D/Sprite2D: uigeacht: atlas: réigiún")
    print(c[0].name) # Priontaí Sprite2D
    print(c[1].get_class()) # Priontálann AtlasTexture
    print(c[2]) # Priontála ^": réigiún"
    [/gdscript]
    [csharp]
    var a = GetNodeAndResource(NodePath("Area2D/Sprite2D"));
    GD.Print(a[0].Ainm); // Priontaí Sprite2D
    GD.Print(a[1]); // Priontaí <null>
    GD.Print(a[2]); // Priontaí ^"
    
    var b = GetNodeAndResource(NodePath("Area2D/Sprite2D:uigeacht:atlas"));
    GD.Print(b[0].ainm); // Priontaí Sprite2D
    GD.Print(b[1].get_class()); // Priontaí AtlasTexture
    GD.Print(b[2]); // Priontaí ^""
    
    var c = GetNodeAndResource(NodePath("Area2D/Sprite2D:uigeacht:atlas:réigiún"));
    GD.Print(c[0].ainm); // Priontaí Sprite2D
    GD.Print(c[1].get_class()); // Priontaí AtlasTexture
    GD.Print(c[2]); // Priontaí ^":réigiún"
    [/csharp]
    [/codeblocks]

en: Fetches a node by [NodePath]. Similar to [method get_node], but does not generate an error if [param path] does not point to a valid node.
ga: Fetches nód le [NodePath]. Cosúil le [method get_node], ach ní ghineann sé earráid mura gcuireann [cosán param] nód bailí in iúl.

en: Returns this node's parent node, or [code]null[/code] if the node doesn't have a parent.
ga: Seoltar ar ais máthairnóid an nód seo, nó [code]null[/code] mura bhfuil tuismitheoir ag an nód.

en: Returns the node's absolute path, relative to the [member SceneTree.root]. If the node is not inside the scene tree, this method fails and returns an empty [NodePath].
ga: Filleann sé cosán iomlán an nód, i gcoibhneas leis an [comhalta SceneTree.root]. Mura bhfuil an nód taobh istigh den chrann radhairc, teipeann an modh seo agus filleann sé folamh [NodePath].

en: Returns the relative [NodePath] from this node to the specified [param node]. Both nodes must be in the same [SceneTree] or scene hierarchy, otherwise this method fails and returns an empty [NodePath].
    If [param use_unique_path] is [code]true[/code], returns the shortest path accounting for this node's unique name (see [member unique_name_in_owner]).
    [b]Note:[/b] If you get a relative path which starts from a unique node, the path may be longer than a normal relative path, due to the addition of the unique node's name.
ga: Filleann sé an gaol [NodePath] ón nód seo go dtí an [param nód] sonraithe. Caithfidh an dá nód a bheith san ordlathas céanna [SceneTree] nó radharc, nó ní theipeann ar an modh seo agus filleann sé [NodePath] folamh.
    Má tá [param use_unique_path] [code]true[/code], seol ar ais an cosán is giorra a thugann cuntas ar ainm uathúil an nód seo (féach [member unique_name_in_owner]).
    [b]Nóta:[/b] Má fhaigheann tú conair choibhneasta a thosaíonn le nód uathúil, féadfaidh an chonair a bheith níos faide ná gnáthchonair choibhneasta, mar gheall ar ainm an nód uathúil a chur leis.

en: Returns [code]true[/code] if this node is an instance load placeholder. See [InstancePlaceholder] and [method set_scene_instance_load_placeholder].
ga: Filleann sé [code]true[/code] más coinneálaí lódála ásc é an nód seo. Féach ar [InstancePlaceholder] agus [method set_scene_instance_load_placeholder].

en: Returns the [SceneTree] that contains this node. If this node is not inside the tree, generates an error and returns [code]null[/code]. See also [method is_inside_tree].
ga: Filleann sé an [SceneTree] ina bhfuil an nód seo. Mura bhfuil an nód seo taobh istigh den chrann, gineann sé earráid agus seolann sé [code]null[/code] ar ais. Féach freisin [method is_inside_tree].

en: Returns the tree as a [String]. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. It also can be used in game UI/UX.
    May print, for example:
    [codeblock lang=text]
    TheGame
    TheGame/Menu
    TheGame/Menu/Label
    TheGame/Menu/Camera2D
    TheGame/SplashScreen
    TheGame/SplashScreen/Camera2D
    [/codeblock]
ga: Filleann an crann mar [Teaghrán]. Úsáidtear go príomha chun críocha dífhabhtaithe. Taispeánann an leagan seo an cosán i gcoibhneas leis an nód reatha, agus tá sé go maith chun é a chóipeáil / a ghreamú isteach san fheidhm [method get_node]. Is féidir é a úsáid freisin i Chomhéadain chluiche / UX.
    Is féidir é a phriontáil, mar shampla:
    [codeblock lang=téacs]
    An Cluiche
    An Cluiche/Roghchlár
    An Cluiche/Roghchlár/Lipéad
    An Cluiche/Roghchlár/Ceamara2D
    An Cluiche/Scáileán Splash
    An Cluiche/Scáileán Splash/Ceamara2D
    [/codeblock]

en: Similar to [method get_tree_string], this returns the tree as a [String]. This version displays a more graphical representation similar to what is displayed in the Scene Dock. It is useful for inspecting larger trees.
    May print, for example:
    [codeblock lang=text]
     ┖╴TheGame
        ┠╴Menu
        ┃  ┠╴Label
        ┃  ┖╴Camera2D
        ┖╴SplashScreen
           ┖╴Camera2D
    [/codeblock]
ga: Cosúil le [method get_tree_string], filleann sé seo an crann mar [Teaghrán]. Taispeánann an leagan seo léiriú níos grafach cosúil leis an méid atá ar taispeáint i nDuga an Radharc. Tá sé úsáideach chun crainn níos mó a iniúchadh.
    Is féidir é a phriontáil, mar shampla:
    [codeblock lang=téacs]
     ┖╴An Cluiche
        ┠╴Roghchlár
        ┃ ┠╴ Lipéad
        ┃ ┖ ╴Ceamara2D
        ┖ ╴Scáileán Splash
           ┖ ╴Ceamara2D
    [/codeblock]

en: Returns the node's closest [Viewport] ancestor, if the node is inside the tree. Otherwise, returns [code]null[/code].
ga: Filleann sé sinsear [Viewport] is gaire an nód, má tá an nód taobh istigh den chrann. Seachas sin, seolann [code]null[/code] ar ais.

en: Returns the [Window] that contains this node. If the node is in the main window, this is equivalent to getting the root node ([code]get_tree().get_root()[/code]).
ga: Filleann sé an [Fuinneog] ina bhfuil an nód seo. Má tá an nód sa phríomhfhuinneog, tá sé seo comhionann leis an bhfréamhnód a fháil ([code]get_tree().get_root()[/code]).

en: Returns [code]true[/code] if the [param path] points to a valid node. See also [method get_node].
ga: Filleann sé [code]true[/code] má dhíríonn an [cosán param] chuig nód bailí. Féach freisin [method get_node].

en: Returns [code]true[/code] if [param path] points to a valid node and its subnames point to a valid [Resource], e.g. [code]Area2D/CollisionShape2D:shape[/code]. Properties that are not [Resource] types (such as nodes or other [Variant] types) are not considered. See also [method get_node_and_resource].
ga: Filleann sé [code]true[/code] má dhíríonn [param path] nód bailí agus má dhíríonn a fho-ainmneacha ar [Acmhainn] bailí, m.sh. [code]Area2D/CollisionShape2D: cruth[/code]. Ní bhreathnaítear ar airíonna nach cineálacha [Acmhainn] iad (cosúil le nóid nó cineálacha eile [Athraitheach]). Féach freisin [method get_node_and_resource].

en: Returns [code]true[/code] if the given [param node] is a direct or indirect child of this node.
ga: Filleann sé [code]true[/code] más leanbh díreach nó indíreach den nód seo é an [param node] a thugtar.

en: Returns [code]true[/code] if the node is folded (collapsed) in the Scene dock. This method is intended to be used in editor plugins and tools. See also [method set_display_folded].
ga: Filleann sé [code]true[/code] má tá an nód fillte (titithe) i duga Radharc. Tá an modh seo beartaithe le húsáid i bhforlíontáin agus uirlisí eagarthóireachta. Féach freisin [method set_display_folded].

en: Returns [code]true[/code] if [param node] has editable children enabled relative to this node. This method is intended to be used in editor plugins and tools. See also [method set_editable_instance].
ga: Filleann sé [code]true[/code] má tá leanaí inathraithe cumasaithe ag [param node] i gcoibhneas leis an nód seo. Tá an modh seo beartaithe le húsáid i bhforlíontáin agus uirlisí eagarthóireachta. Féach freisin [method set_editable_instance].

en: Returns [code]true[/code] if the given [param node] occurs later in the scene hierarchy than this node. A node occurring later is usually processed last.
ga: Filleann sé [code]true[/code] má tharlaíonn an [param nód] tugtha níos déanaí san ordlathas radharc ná an nód seo. Is gnách go ndéantar nód a tharlaíonn níos déanaí a phróiseáil go deireanach.

en: Returns [code]true[/code] if this node has been added to the given [param group]. See [method add_to_group] and [method remove_from_group]. See also notes in the description, and the [SceneTree]'s group methods.
ga: Filleann sé [code]true[/code] má tá an nód seo curtha leis an [paraghrúpa] a tugadh. Féach ar [method add_to_group] agus [method remove_from_group]. Féach freisin nótaí sa chur síos, agus modhanna grúpa an [SceneTree].

en: Returns [code]true[/code] if this node is currently inside a [SceneTree]. See also [method get_tree].
ga: Filleann sé [code]true[/code] má tá an nód seo laistigh de [SceneTree] faoi láthair. Féach freisin [method get_tree].

en: Returns [code]true[/code] if the local system is the multiplayer authority of this node.
ga: Filleann sé [code]true[/code] más é an córas áitiúil údarás il-imreora an nód seo.

en: Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree and all its children are initialized.
    [method request_ready] resets it back to [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an nód réidh, i.e. tá sé taobh istigh de chrann radhairc agus cuirtear a leanaí go léir inisealaithe.
    Athshocraíonn [method request_ready] é ar ais go [code]false[/code].

en: Returns [code]true[/code] if the node is part of the scene currently opened in the editor.
ga: Filleann sé [code]true[/code] má tá an nód mar chuid den radharc atá oscailte san eagarthóir faoi láthair.

en: Returns [code]true[/code] if physics interpolation is enabled for this node (see [member physics_interpolation_mode]).
    [b]Note:[/b] Interpolation will only be active if both the flag is set [b]and[/b] physics interpolation is enabled within the [SceneTree]. This can be tested using [method is_physics_interpolated_and_enabled].
ga: Filleann sé [code]true[/code] má tá idirshuíomh fisice cumasaithe don nód seo (féach [member physics_interpolation_mode]).
    [b]Nóta:[/b] Ní bheidh idirshuíomh gníomhach ach amháin má tá an bhratach socraithe [b] agus[/b] idirshuíomh fisice cumasaithe laistigh den [SceneTree]. Is féidir é seo a thástáil le [method is_physics_interpolated_and_enabled].

en: Returns [code]true[/code] if physics interpolation is enabled (see [member physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].
    This is a convenience version of [method is_physics_interpolated] that also checks whether physics interpolation is enabled globally.
    See [member SceneTree.physics_interpolation] and [member ProjectSettings.physics/common/physics_interpolation].
ga: Filleann sé [code]true[/code] má tá idirshuíomh fisice cumasaithe (féach [member physics_interpolation_mode]) [b]agus[/b] cumasaithe sa [SceneTree].
    Is leagan áise é seo de [method is_physics_interpolated] a sheiceálann freisin an bhfuil idirshuíomh fisice cumasaithe go domhanda.
    Féach [ball SceneTree.physics_interpolation] agus [comhalta ProjectSettings.physics/common/physics_interpolation].

en: Returns [code]true[/code] if physics processing is enabled (see [method set_physics_process]).
ga: Filleann sé [code]true[/code] má tá próiseáil fisice cumasaithe (féach [method set_physics_process]).

en: Returns [code]true[/code] if internal physics processing is enabled (see [method set_physics_process_internal]).
ga: Filleann sé [code]true[/code] má tá próiseáil inmheánach na fisice cumasaithe (féach [method set_physics_process_internal]).

en: Returns [code]true[/code] if processing is enabled (see [method set_process]).
ga: Filleann sé [code]true[/code] má tá an phróiseáil cumasaithe (féach [method set_process]).

en: Returns [code]true[/code] if the node is processing input (see [method set_process_input]).
ga: Filleann sé [code]true[/code] má tá ionchur á phróiseáil ag an nód (féach [method set_process_input]).

en: Returns [code]true[/code] if internal processing is enabled (see [method set_process_internal]).
ga: Filleann sé [code]true[/code] má tá próiseáil inmheánach cumasaithe (féach [method set_process_internal]).

en: Returns [code]true[/code] if the node is processing shortcuts (see [method set_process_shortcut_input]).
ga: Filleann sé [code]true[/code] má tá an nód ag próiseáil aicearraí (féach [method set_process_shortcut_input]).

en: Returns [code]true[/code] if the node is processing unhandled input (see [method set_process_unhandled_input]).
ga: Filleann sé [code]true[/code] má tá ionchur neamhláimhseáilte á phróiseáil ag an nód (féach [method set_process_unhandled_input]).

en: Returns [code]true[/code] if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).
ga: Filleann sé [code]true[/code] má tá an nód ag próiseáil ionchur eochrach gan láimhseáil (féach [method set_process_unhandled_key_input]).

en: Moves [param child_node] to the given index. A node's index is the order among its siblings. If [param to_index] is negative, the index is counted from the end of the list. See also [method get_child] and [method get_index].
    [b]Note:[/b] The processing order of several engine callbacks ([method _ready], [method _process], etc.) and notifications sent through [method propagate_notification] is affected by tree order. [CanvasItem] nodes are also rendered in tree order. See also [member process_priority].
ga: Bogtar [param child_node] go dtí an t-innéacs tugtha. Is éard is innéacs nód ann ná an t-ord i measc a deartháireacha. Má tá [param to_index] diúltach, déantar an t-innéacs a chomhaireamh ó dheireadh an liosta. Féach freisin [method get_child] agus [method get_index].
    [b]Nóta:[/b] Bíonn tionchar ag ordú na gcrann ar ord próiseála roinnt aisghlaonna innill ([method _ready], [method _process], etc.) agus fógraí a sheoltar trí [method propagate_notification]. Rindreáiltear nóid [CanvasItem] in ord crann freisin. Féach freisin [member process_priority].

en: Similar to [method call_deferred_thread_group], but for notifications.
ga: Cosúil le [method call_deferred_thread_group], ach le haghaidh fógraí.

en: Similar to [method call_thread_safe], but for notifications.
ga: Cosúil le [method call_thread_safe], ach le haghaidh fógraí.

en: Prints all orphan nodes (nodes outside the [SceneTree]). Useful for debugging.
    [b]Note:[/b] This method only works in debug builds. Does nothing in a project exported in release mode.
ga: Priontaí gach nód dílleachta (nóid lasmuigh den [SceneTree]). Úsáideach le haghaidh dífhabhtaithe.
    [b]Nóta:[/b] Ní oibríonn an modh seo ach i dtógálacha dífhabhtaithe. Ní dhéanann sé faic i dtionscadal a easpórtáiltear i mód scaoilte.

en: Prints the node and its children to the console, recursively. The node does not have to be inside the tree. This method outputs [NodePath]s relative to this node, and is good for copy/pasting into [method get_node]. See also [method print_tree_pretty].
    May print, for example:
    [codeblock lang=text]
    .
    Menu
    Menu/Label
    Menu/Camera2D
    SplashScreen
    SplashScreen/Camera2D
    [/codeblock]
ga: Priontaí an nód agus a leanaí chuig an consól, athchúrsach. Ní gá go mbeadh an nód taobh istigh den chrann. Aschuir an modh seo [NodePath]s i gcoibhneas leis an nód seo, agus tá sé go maith chun é a chóipeáil / a ghreamú isteach [method get_node]. Féach freisin [method print_tree_pretty].
    Is féidir é a phriontáil, mar shampla:
    [codeblock lang=text]
    .
    Menu
    Menu/Label
    Menu/Camera2D
    SplashScreen
    SplashScreen/Camera2D
    [/codeblock]

en: Prints the node and its children to the console, recursively. The node does not have to be inside the tree. Similar to [method print_tree], but the graphical representation looks like what is displayed in the editor's Scene dock. It is useful for inspecting larger trees.
    May print, for example:
    [codeblock lang=text]
     ┖╴TheGame
        ┠╴Menu
        ┃  ┠╴Label
        ┃  ┖╴Camera2D
        ┖╴SplashScreen
           ┖╴Camera2D
    [/codeblock]
ga: Priontaí an nód agus a leanaí chuig an consól, athchúrsach. Ní gá go mbeadh an nód taobh istigh den chrann. Cosúil le [method print_tree], ach tá an chuma ar an léiriú grafach mar a thaispeántar i duga Radharc an eagarthóra. Tá sé úsáideach chun crainn níos mó a iniúchadh.
    Is féidir é a phriontáil, mar shampla:
    [codeblock lang=téacs]
     ┖╴An Cluiche
        ┠╴Roghchlár
        ┃ ┠╴ Lipéad
        ┃ ┖ ╴Ceamara2D
        ┖ ╴Scáileán Splash
           ┖ ╴Ceamara2D
    [/codeblock]

en: Calls the given [param method] name, passing [param args] as arguments, on this node and all of its children, recursively.
    If [param parent_first] is [code]true[/code], the method is called on this node first, then on all of its children. If [code]false[/code], the children's methods are called first.
ga: Glaonn an t-ainm tugtha [param method], ag dul thar [param args] mar argóintí, ar an nód seo agus ar a leanaí go léir, go hathchúrsach.
    Má tá [param parent_first] [code]true[/code], tugtar an modh ar an nód seo ar dtús, ansin ar a leanaí go léir. Más [code]bréagach[/code], tugtar modhanna na bpáistí ar dtús.

en: Calls [method Object.notification] with [param what] on this node and all of its children, recursively.
ga: Glaonna [method Object.notification] le [param what] ar an nód seo agus ar a leanaí go léir, go hathchúrsach.

en: Queues this node to be deleted at the end of the current frame. When deleted, all of its children are deleted as well, and all references to the node and its children become invalid.
    Unlike with [method Object.free], the node is not deleted instantly, and it can still be accessed before deletion. It is also safe to call [method queue_free] multiple times. Use [method Object.is_queued_for_deletion] to check if the node will be deleted at the end of the frame.
    [b]Note:[/b] The node will only be freed after all other deferred calls are finished. Using this method is not always the same as calling [method Object.free] through [method Object.call_deferred].
ga: Scoirtear an nód seo ag deireadh an fhráma reatha. Nuair a scriostar é, scriostar a chuid leanaí go léir chomh maith, agus déantar gach tagairt don nód agus dá leanaí a bheith neamhbhailí.
    Murab ionann agus [method Object.free], ní scriostar an nód láithreach, agus is féidir rochtain a fháil air fós sula scriostar é. Tá sé sábháilte freisin glaoch ar [method queue_free] go minic. Úsáid [method Object.is_queued_for_deletion] le seiceáil an scriosfar an nód ag deireadh an fhráma.
    [b]Nóta:[/b] Ní dhéanfar an nód a shaoradh go dtí go mbeidh gach glao iarchurtha eile críochnaithe. Ní bhíonn baint úsáide as an modh seo i gcónaí mar an gcéanna le glaoch [method Object.free] trí [method Object.call_deferred].

en: Removes a child [param node]. The [param node], along with its children, are [b]not[/b] deleted. To delete a node, see [method queue_free].
    [b]Note:[/b] When this node is inside the tree, this method sets the [member owner] of the removed [param node] (or its descendants) to [code]null[/code], if their [member owner] is no longer an ancestor (see [method is_ancestor_of]).
ga: Baineann sé leanbh [param node]. [b]Ní [/b] scriostar an [param node], mar aon lena leanaí. Chun nód a scriosadh, féach ar [method queue_free].
    [b]Nóta:[/b] Nuair atá an nód seo istigh sa chrann, socraíonn an modh seo [member owner] an [param node] a baineadh (nó a shliocht) go [code]null[/code], mura bhfuil a [member owner] ina shinsir níos mó (féach [method is_ancestor_of]).

en: Removes the node from the given [param group]. Does nothing if the node is not in the [param group]. See also notes in the description, and the [SceneTree]'s group methods.
ga: Baineann sé an nód as an [paraghrúpa] tugtha. Ní dhéanann sé faic mura bhfuil an nód sa [paramghrúpa]. Féach freisin nótaí sa chur síos, agus modhanna grúpa an [SceneTree].

en: Changes the parent of this [Node] to the [param new_parent]. The node needs to already have a parent. The node's [member owner] is preserved if its owner is still reachable from the new location (i.e., the node is still a descendant of the new parent after the operation).
    If [param keep_global_transform] is [code]true[/code], the node's global transform will be preserved if supported. [Node2D], [Node3D] and [Control] support this argument (but [Control] keeps only position).
ga: Athraítear tuismitheoir an [Nóid] seo go [param new_parent]. Caithfidh tuismitheoir a bheith ag an nód cheana féin. Caomhnaítear [ball-úinéir] an nód má tá a úinéir fós insroichte ón suíomh nua (i.e., tá an nód fós ina shliocht don tuismitheora nua tar éis na hoibríochta).
    Má tá [param keep_global_transform] [code]true[/code], caomhnófar claochlú domhanda an nód má thacaítear leis. Tacaíonn [Node2D], [Node3D] agus [Control] leis an argóint seo (ach ní choinníonn [Rialú] ach an suíomh).

en: Replaces this node by the given [param node]. All children of this node are moved to [param node].
    If [param keep_groups] is [code]true[/code], the [param node] is added to the same groups that the replaced node is in (see [method add_to_group]).
    [b]Warning:[/b] The replaced node is removed from the tree, but it is [b]not[/b] deleted. To prevent memory leaks, store a reference to the node in a variable, or use [method Object.free].
ga: Cuirtear an [param node] tugtha in ionad an nód seo. Bogtar gach leanbh den nód seo go [param node].
    Má tá [param keep_groups] [code]true[/code], cuirtear an [param nód] leis na grúpaí céanna ina bhfuil an nód athsholáthair (féach [method add_to_group]).
    [b]Rabhadh:[/b] Baintear an nód athsholáthair den chrann, ach ní scriostar é [b][/b]. Chun sceitheadh cuimhne a chosc, stóráil tagairt don nód in athróg, nó úsáid [method Object.free].

en: Requests [method _ready] to be called again the next time the node enters the tree. Does [b]not[/b] immediately call [method _ready].
    [b]Note:[/b] This method only affects the current node. If the node's children also need to request ready, this method needs to be called for each one of them. When the node and its children enter the tree again, the order of [method _ready] callbacks will be the same as normal.
ga: Iarraidh [method _ready] a ghlaoch arís an chéad uair eile a théann an nód isteach sa chrann. An dtugann [b]ní[/b] glaoch láithreach ar [method _réidh].
    [b]Nóta:[/b] Ní dhéanann an modh seo ach difear don nód reatha. Más gá do leanaí an nód freisin réidh a iarraidh, is gá an modh seo a ghlaoch ar gach ceann acu. Nuair a théann an nód agus a chuid leanaí isteach sa chrann arís, beidh ord [method _ready] aisghlaonna mar an gcéanna.

en: When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick.
    That glitch can be prevented by calling this method, which temporarily disables interpolation until the physics tick is complete.
    The notification [constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the node and all children recursively.
    [b]Note:[/b] This function should be called [b]after[/b] moving the node, rather than before.
ga: Nuair a bhíonn idirshuíomh na fisice gníomhach, d’fhéadfadh glitch infheicthe a bheith mar thoradh ar aistriú nód chuig claochlú atá difriúil go mór (cosúil le socrúchán laistigh de leibhéal) de réir mar a rindreáiltear an réad ag bogadh ón tseanionad go dtí an suíomh nua thar thic na fisice.
    Is féidir an glitch sin a chosc trí ghlaoch a chur ar an modh seo, rud a dhíchumasaíonn idirshuíomh go sealadach go dtí go bhfuil an tic fisice críochnaithe.
    Gheobhaidh an nód agus na páistí go léir an fógra [ar lean NOTIFICATION_RESET_PHYSICS_INTERPOLATION] go hathchúrsach.
    [b]Nóta:[/b] Ba cheart go dtabharfaí [b]i ndiaidh[/b] an nód a bhogadh, seachas roimhe seo, ar an bhfeidhm seo.

en: Sends a remote procedure call request for the given [param method] to peers on the network (and locally), sending additional arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same [member name]. Behavior depends on the RPC configuration for the given [param method] (see [method rpc_config] and [annotation @GDScript.@rpc]). By default, methods are not exposed to RPCs.
    May return [constant OK] if the call is successful, [constant ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot be fetched (such as when the node is not inside the tree), [constant ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available.
    [b]Note:[/b] You can only safely use RPCs on clients after you received the [signal MultiplayerAPI.connected_to_server] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [signal MultiplayerAPI.server_disconnected] or by checking ([code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]).
ga: Seoltar iarratas glao ar nós imeachta cianda don [param method] tugtha do phiaraí ar an líonra (agus go háitiúil), ag seoladh argóintí breise chuig an modh a ghlaoigh an RPC air. Ní bhfaighidh an t-iarratas glao ach nóid a bhfuil an [NodePath] céanna orthu, lena n-áirítear an t-ainm díreach céanna [member name]. Braitheann an t-iompar ar chumraíocht RPC don [param method] tugtha (féach [method rpc_config] agus [annotation @GDScript.@rpc]). De réir réamhshocraithe, níl modhanna nochta do RPCanna.
    B'fhéidir go bhfillfidh sé [ tairiseach OK ] má éiríonn leis an nglao , [ tairiseach ERR_INVALID_PARAMETER ] mura n-oireann na hargóintí a ritheadh sa [param method], [ tairiseach ERR_UNCONFIGURED] murar féidir [ball-il-imreora] an nód a fháil (amhail cathain an nód nach bhfuil laistigh den chrann), [constant ERR_CONNECTION_ERROR] mura bhfuil ceangal [member multiplayer]'s ar fáil.
    [b]Nóta:[/b] Ní féidir leat RPCanna a úsáid go sábháilte ar chliaint ach amháin tar éis duit an comhartha [signal MultiplayerAPI.connected_to_server] a fháil ón [MultiplayerAPI]. Ní mór duit freisin súil a choinneáil ar staid an naisc, trí na comharthaí [MultiplayerAPI] amhail [signal MultiplayerAPI.server_disconnected] nó trí sheiceáil ([code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]).

en: Changes the RPC configuration for the given [param method]. [param config] should either be [code]null[/code] to disable the feature (as by default), or a [Dictionary] containing the following entries:
    - [code]rpc_mode[/code]: see [enum MultiplayerAPI.RPCMode];
    - [code]transfer_mode[/code]: see [enum MultiplayerPeer.TransferMode];
    - [code]call_local[/code]: if [code]true[/code], the method will also be called locally;
    - [code]channel[/code]: an [int] representing the channel to send the RPC on.
    [b]Note:[/b] In GDScript, this method corresponds to the [annotation @GDScript.@rpc] annotation, with various parameters passed ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]...). See also the [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]high-level multiplayer[/url] tutorial.
ga: Athraíonn an chumraíocht RPC don [param method] a thugtar. Ba cheart go mbeadh [param config] ina [code]null[/code] chun an ghné a dhíchumasú (mar a bhí réamhshocraithe), nó ina [Foclóir] ina bhfuil na hiontrálacha seo a leanas:
    - [code] rpc_mode[/code]: féach [enum MultiplayerAPI.RPCMode];
    - [code]transfer_mode[/code]: féach [enum MultiplayerPeer.TransferMode];
    - [code] call_local[/code]: más rud é [code]true[/code], tabharfar an modh go háitiúil freisin;
    - [code]cainéal[/code]: [int] a ionadaíonn don chainéal chun an RPC a sheoladh air.
    [b]Nóta:[/b] I GDScript, comhfhreagraíonn an modh seo don nóta [anótáil @GDScript.@rpc], le paraiméadair éagsúla a ritheadh ([code] @ rpc(aon)[/code], [code] @ rpc (údarás)[/code]...). Féach freisin an [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]teagasc il-imreora ardleibhéil[/url].

en: Sends a [method rpc] to a specific peer identified by [param peer_id] (see [method MultiplayerPeer.set_target_peer]).
    May return [constant OK] if the call is successful, [constant ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot be fetched (such as when the node is not inside the tree), [constant ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available.
ga: Seolann [method rpc] chuig piara ar leith arna sainaithint ag [param peer_id] (féach [method MultiplayerPeer.set_target_peer]).
    B'fhéidir go bhfillfidh sé [ tairiseach OK ] má éiríonn leis an nglao , [ tairiseach ERR_INVALID_PARAMETER ] mura n-oireann na hargóintí a ritheadh sa [param method], [ tairiseach ERR_UNCONFIGURED] murar féidir [ball-il-imreora] an nód a fháil (amhail cathain an nód nach bhfuil laistigh den chrann), [ tairiseach ERR_CONNECTION_ERROR] mura bhfuil ceangal [ball il-imreora] ar fáil.

en: Similar to [method call_deferred_thread_group], but for setting properties.
ga: Cosúil le [method call_deferred_thread_group], ach chun airíonna a shocrú.

en: If set to [code]true[/code], the node appears folded in the Scene dock. As a result, all of its children are hidden. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also [method is_displayed_folded].
ga: Má tá sé socraithe go [code]true[/code], feictear an nód fillte i duga Radharc. Mar thoradh air sin, tá a chuid leanaí go léir i bhfolach. Tá an modh seo beartaithe le húsáid i bhforlíontáin agus uirlisí eagarthóireachta, ach oibríonn sé freisin i dtógáil scaoilte. Féach freisin [method is_displayed_folded].

en: Set to [code]true[/code] to allow all nodes owned by [param node] to be available, and editable, in the Scene dock, even if their [member owner] is not the scene root. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also [method is_editable_instance].
ga: Socraigh go [code]true[/code] le go mbeidh gach nód ar le [param nód] é ar fáil, agus in eagar, i duga Radharc, fiú murab é [ball-úinéir] an fhréamh radhairc. Tá an modh seo beartaithe le húsáid i bhforlíontáin agus uirlisí eagarthóireachta, ach oibríonn sé freisin i dtógáil scaoilte. Féach freisin [method is_editable_instance].

en: Sets the node's multiplayer authority to the peer with the given peer [param id]. The multiplayer authority is the peer that has authority over the node on the network. Defaults to peer ID 1 (the server). Useful in conjunction with [method rpc_config] and the [MultiplayerAPI].
    If [param recursive] is [code]true[/code], the given peer is recursively set as the authority for all children of this node.
    [b]Warning:[/b] This does [b]not[/b] automatically replicate the new authority to other peers. It is the developer's responsibility to do so. You may replicate the new authority's information using [member MultiplayerSpawner.spawn_function], an RPC, or a [MultiplayerSynchronizer]. Furthermore, the parent's authority does [b]not[/b] propagate to newly added children.
ga: Socraíonn sé údarás il-imreora an nód don phiara leis an bpiaraí tugtha [param id]. Is é an t-údarás il-imreora an piaraí a bhfuil údarás aige ar an nód ar an líonra. Réamhshocrú ar ID piaraí 1 (an freastalaí). Úsáideach i gcomhar le [method rpc_config] agus an [MultiplayerAPI].
    Más [code]true[/code] é [param athfhillteach], socraítear an piaraí a thugtar go hathchúrsach mar an t-údarás do pháistí uile an nód seo.
    [b]Rabhadh:[/b] Ní [b][/b] an t-údarás nua a mhacasamhlú go huathoibríoch chuig piaraí eile. Is é freagracht an fhorbróra é sin a dhéanamh. Is féidir leat faisnéis an údaráis nua a mhacasamhlú trí úsáid a bhaint as [member MultiplayerSpawner.spawn_function], RPC, nó [MultiplayerSyncchronizer]. Ina theannta sin, [b]ní[/b] údarás an tuismitheora a iomadú chuig leanaí nua-chur leo.

en: If set to [code]true[/code], enables physics (fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to change) interval (and the [method _physics_process] callback will be called if it exists).
    [b]Note:[/b] If [method _physics_process] is overridden, this will be automatically enabled before [method _ready] is called.
ga: Má tá sé socraithe go [code]true[/code], cumasaíonn sé próiseáil na fisice (ráta fráma seasta). Nuair a bhíonn nód á phróiseáil, gheobhaidh sé [NOTIFICATION_PHYSICS_PROCESS leanúnach] ag eatramh seasta (de ghnáth 60 FPS, féach [member Engine.physics_ticks_per_second] a athrú) (agus tabharfar an [method _physics_process] aisghlao má tá sé ann).
    [b]Nóta:[/b] Má sháraítear [method _physics_process], cumasófar é seo go huathoibríoch sula nglaoitear [method _ready].

en: If set to [code]true[/code], enables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]).
    [b]Warning:[/b] Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.
ga: Má tá sé socraithe go [code]true[/code], cumasaítear fisic inmheánach don nód seo. Tarlaíonn próiseáil inmheánach na fisice ina n-aonar ó na gnáthghlaonna [method _physics_process] agus úsáideann roinnt nóid go hinmheánach í chun feidhmiú ceart a ráthú fiú má chuirtear an nód ar sos nó má tá próiseáil na fisice díchumasaithe le haghaidh scriptithe ([method set_physics_process]).
    [b]Rabhadh:[/b] Braitheann nóid ionsuite ar phróiseáil inmheánach dá loighic inmheánach. Níl sé sábháilte é a dhíchumasú agus d'fhéadfadh iompar gan choinne a bheith mar thoradh air. Bain úsáid as an modh seo má tá a fhios agat cad atá á dhéanamh agat.

en: If set to [code]true[/code], enables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if it exists).
    [b]Note:[/b] If [method _process] is overridden, this will be automatically enabled before [method _ready] is called.
    [b]Note:[/b] This method only affects the [method _process] callback, i.e. it has no effect on other callbacks like [method _physics_process]. If you want to disable all processing for the node, set [member process_mode] to [constant PROCESS_MODE_DISABLED].
ga: Má tá sé socraithe go [code]true[/code], cumasaítear próiseáil. Nuair a bhíonn nód á phróiseáil, gheobhaidh sé [NOTIFICATION_PROCESS leanúnach] ar gach fráma tarraingthe (agus glaofar an [method _process] aisghlao má tá sé ann).
    [b]Nóta:[/b] Má sháraítear [method _process], cumasófar é seo go huathoibríoch sula nglaoitear [method _ready].
    [b]Nóta:[/b] Ní dhéanann an modh seo ach difear don aisghlao [method _process], i.e. níl aon éifeacht aige ar aisghlaonna eile amhail [method _fisic_phróiseas]. Más mian leat gach próiseáil don nód a dhíchumasú, socraigh [member process_mode] go [proCESS_MODE_DISABLED].

en: If set to [code]true[/code], enables input processing.
    [b]Note:[/b] If [method _input] is overridden, this will be automatically enabled before [method _ready] is called. Input processing is also already enabled for GUI controls, such as [Button] and [TextEdit].
ga: Má tá sé socraithe go [code]true[/code], cumasaítear próiseáil ionchuir.
    [b]Nóta:[/b] Má sháraítear [method _input], cumasófar é seo go huathoibríoch sula nglaoitear [method _ready]. Tá próiseáil ionchuir cumasaithe cheana féin le haghaidh rialuithe GUI, mar [Button] agus [TextEdit].

en: If set to [code]true[/code], enables internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]).
    [b]Warning:[/b] Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.
ga: Má tá sé socraithe go [code]true[/code], cumasaítear próiseáil inmheánach don nód seo. Tarlaíonn próiseáil inmheánach ina haonar ó na gnáthghlaonna [method _process] agus úsáideann roinnt nóid go hinmheánach í chun feidhmiú ceart a ráthú fiú má chuirtear an nód ar sos nó má dhéantar próiseáil a dhíchumasú le haghaidh scriptithe ([method set_process]).
    [b]Rabhadh:[/b] Braitheann nóid ionsuite ar phróiseáil inmheánach dá loighic inmheánach. Níl sé sábháilte é a dhíchumasú agus d'fhéadfadh iompar gan choinne a bheith mar thoradh air. Bain úsáid as an modh seo má tá a fhios agat cad atá á dhéanamh agat.

en: If set to [code]true[/code], enables shortcut processing for this node.
    [b]Note:[/b] If [method _shortcut_input] is overridden, this will be automatically enabled before [method _ready] is called.
ga: Má tá sé socraithe go [code]true[/code], cumasaítear próiseáil aicearra don nód seo.
    [b]Nóta:[/b] Má sháraítear [method _shortcut_input], cumasófar é seo go huathoibríoch sula nglaoitear [method _ready].

en: If set to [code]true[/code], enables unhandled input processing. It enables the node to receive all input that was not previously handled (usually by a [Control]).
    [b]Note:[/b] If [method _unhandled_input] is overridden, this will be automatically enabled before [method _ready] is called. Unhandled input processing is also already enabled for GUI controls, such as [Button] and [TextEdit].
ga: Má tá sé socraithe go [code]true[/code], cumasaítear próiseáil ionchuir gan láimhseáil. Cuireann sé ar chumas an nód gach ionchur a fháil nár láimhseáladh roimhe seo (de ghnáth ag [Rialú]).
    [b]Nóta:[/b] Má sháraítear [method _unhandled_input], cumasófar é seo go huathoibríoch sula nglaoitear [method _ready]. Tá próiseáil ionchuir gan láimhseáil cumasaithe cheana féin le haghaidh rialuithe GUI, mar [Button] agus [TextEdit].

en: If set to [code]true[/code], enables unhandled key input processing.
    [b]Note:[/b] If [method _unhandled_key_input] is overridden, this will be automatically enabled before [method _ready] is called.
ga: Má tá sé socraithe go [code]true[/code], cumasaíonn sé próiseáil ionchuir eochrach gan láimhseáil.
    [b]Nóta:[/b] Má sháraítear [method _unhandled_key_input], cumasófar é seo go huathoibríoch sula nglaoitear [method _ready].

en: If set to [code]true[/code], the node becomes a [InstancePlaceholder] when packed and instantiated from a [PackedScene]. See also [method get_scene_instance_load_placeholder].
ga: Má tá sé socraithe go [code]true[/code], déanfar an nód mar [InstancePlaceholder] nuair a bheidh sé pacáilte agus láithreach ó [PackedScene]. Féach freisin [method get_scene_instance_load_placeholder].

en: Similar to [method call_thread_safe], but for setting properties.
ga: Cosúil le [method call_thread_safe], ach chun airíonna a shocrú.

en: Refreshes the warnings displayed for this node in the Scene dock. Use [method _get_configuration_warnings] to customize the warning messages to display.
ga: Athnuachan ar na rabhaidh atá ar taispeáint don nód seo i duga Radharc. Úsáid [method _get_configuration_warnings] chun na teachtaireachtaí rabhaidh a shaincheapadh le taispeáint.

en: Defines if any text should automatically change to its translated version depending on the current locale (for nodes such as [Label], [RichTextLabel], [Window], etc.). Also decides if the node's strings should be parsed for POT generation.
    [b]Note:[/b] For the root node, auto translate mode can also be set via [member ProjectSettings.internationalization/rendering/root_node_auto_translate].
ga: Sainmhíníonn sé ar cheart aon téacs a athrú go huathoibríoch chuig a leagan aistrithe ag brath ar an logánú reatha (le haghaidh nóid mar [Lipéad], [RichTextLabel], [Fuinneog], etc.). Cinneann freisin ar chóir teaghráin an nód a pharsáil chun POT a ghiniúint.
    [b]Nóta:[/b] Maidir leis an bhfréamh nód, is féidir modh aistrithe uathoibríoch a shocrú trí [member ProjectSettings.internationalization/rendering/root_node_auto_translate].

en: An optional description to the node. It will be displayed as a tooltip when hovering over the node in the editor's Scene dock.
ga: Cur síos roghnach ar an nód. Taispeánfar é mar leid uirlisí nuair a bheidh sé ar foluain os cionn an nód i duga Radharc an eagarthóra.

en: The [MultiplayerAPI] instance associated with this node. See [method SceneTree.get_multiplayer].
    [b]Note:[/b] Renaming the node, or moving it in the tree, will not move the [MultiplayerAPI] to the new path, you will have to update this manually.
ga: An ásc [MultiplayerAPI] a bhaineann leis an nód seo. Féach ar [method SceneTree.get_multiplayer].
    [b]Nóta:[/b] Má athainmnítear an nód, nó má bhogtar é sa chrann, ní bhogfar an [MultiplayerAPI] go dtí an cosán nua, beidh ort é seo a nuashonrú de láimh.

en: The name of the node. This name must be unique among the siblings (other child nodes from the same parent). When set to an existing sibling's name, the node is automatically renamed.
    [b]Note:[/b] When changing the name, the following characters will be replaced with an underscore: ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). In particular, the [code]@[/code] character is reserved for auto-generated names. See also [method String.validate_node_name].
ga: Ainm an nód. Caithfidh an t-ainm seo a bheith uathúil i measc na siblíní (nóid leanbh eile ón tuismitheoir céanna). Nuair a shocraítear ainm deartháir nó deirfiúr atá ann cheana féin, athainmnítear an nód go huathoibríoch.
    [b]Nóta:[/b] Nuair a athraítear an t-ainm, cuirfear foscór in ionad na gcarachtar seo a leanas: ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). Go háirithe, tá an carachtar [code]@[/code] in áirithe d'ainmneacha uathghinte. Féach freisin [method Teaghrán.validate_node_name].

en: Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. See [member ProjectSettings.physics/common/physics_interpolation] and [member SceneTree.physics_interpolation] for the global setting.
    [b]Note:[/b] When teleporting a node to a distant position you should temporarily disable interpolation with [method Node.reset_physics_interpolation].
ga: Ceadaíonn sé idirshuíomh fisice in aghaidh an nód a chumasú nó a dhíchumasú, ag tairiscint grán rialaithe níos míne ná idirshuíomh na fisice a iompú ar agus as go domhanda. Féach [member ProjectSettings.physics/common/physics_interpolation] agus [member SceneTree.physics_interpolation] don suíomh domhanda.
    [b]Nóta:[/b] Agus tú ag teilea-iompar nód go dtí suíomh i bhfad i gcéin ba cheart duit idirshuíomh a dhíchumasú go sealadach le [method Node.reset_physics_interpolation].

en: The node's processing behavior (see [enum ProcessMode]). To check if the node can process in its current mode, use [method can_process].
ga: Iompar próiseála an nód (féach [enum ProcessMode]). Chun seiceáil an féidir leis an nód a phróiseáil sa mhodh reatha, úsáid [method can_process].

en: Set the process thread group for this node (basically, whether it receives [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], [method _process] or [method _physics_process] (and the internal versions) on the main thread or in a sub-thread.
    By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], which means that this node belongs to the same thread group as the parent node. The thread groups means that nodes in a specific thread group will process together, separate to other thread groups (depending on [member process_thread_group_order]). If the value is set is [constant PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub thread (not the main thread), otherwise if set to [constant PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If there is not a parent or grandparent node set to something other than inherit, the node will belong to the [i]default thread group[/i]. This default group will process on the main thread and its group order is 0.
    During processing in a sub-thread, accessing most functions in nodes outside the thread group is forbidden (and it will result in an error in debug mode). Use [method Object.call_deferred], [method call_thread_safe], [method call_deferred_thread_group] and the likes in order to communicate from the thread groups to the main thread (or to other thread groups).
    To better understand process thread groups, the idea is that any node set to any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any child (and grandchild) nodes set to inherit into its process thread group. This means that the processing of all the nodes in the group will happen together, at the same time as the node including them.
ga: Socraigh an grúpa snáithe próisis don nód seo (go bunúsach, cibé an bhfaigheann sé [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], [method _process] nó [method _physics_process] (agus na leaganacha inmheánacha) ar an bpríomhshnáithe nó i bhfo-snáithe.
    De réir réamhshocraithe, is é [PROCESS_THREAD_GROUP_INHERIT] an grúpa snáitheanna, rud a chiallaíonn go mbaineann an nód seo leis an ngrúpa snáithe céanna agus an tuismitheoir nód. Ciallaíonn na grúpaí snáithe go bpróiseálfaidh nóid i ngrúpa snáithe ar leith le chéile, ar leithligh ó ghrúpaí snáithe eile (ag brath ar [member process_thread_group_order]). Más é an luach socraithe [PROCESS_THREAD_GROUP_SUB_THREAD], tarlóidh an grúpa snáithe seo ar fho-snáithe (ní an príomhshnáithe), nó má shocraítear é mar [proCESS_THREAD_GROUP_MAIN_THREAD] próiseálfaidh sé ar an bpríomhshnáithe. Mura bhfuil nód tuismitheora nó seantuismitheoir socraithe chuig rud éigin eile seachas mar oidhreacht, bainfidh an nód leis an [i]ngrúpa snáithe réamhshocraithe[/i]. Próiseálfaidh an grúpa réamhshocraithe seo ar an bpríomhshnáithe agus is é 0 a ord grúpa.
    Le linn próiseála i bhfo-snáithe, tá sé toirmiscthe rochtain a fháil ar fhormhór na bhfeidhmeanna i nóid lasmuigh den ghrúpa snáithe (agus beidh earráid sa mhodh dífhabhtaithe mar thoradh air). Úsáid [method Object.call_deferred], [method call_thread_safe], [method call_deferred_thread_group] agus a leithéidí chun cumarsáid a dhéanamh ó na grúpaí snáithe chuig an bpríomhshnáithe (nó le grúpaí snáithe eile).
    Chun grúpaí snáithe próisis a thuiscint níos fearr, is é an smaoineamh go n-áireofar aon nód a shocraítear ar luach ar bith eile seachas [constant PROCESS_THREAD_GROUP_INHERIT] nóid linbh (agus garpháistí) ar bith atá socraithe le hoidhreacht ina ngrúpa snáithe próisis. Ciallaíonn sé seo go dtarlóidh próiseáil na nóid go léir sa ghrúpa le chéile, ag an am céanna leis an nód lena n-áirítear iad.

en: Change the process thread group order. Groups with a lesser order will process before groups with a greater order. This is useful when a large amount of nodes process in sub thread and, afterwards, another group wants to collect their result in the main thread, as an example.
ga: Athraigh ordú grúpa snáithe an phróisis. Déanfaidh grúpaí a bhfuil ord níos lú acu próiseáil roimh ghrúpaí a bhfuil ord níos mó acu. Tá sé seo úsáideach nuair a phróiseálann líon mór nóid i bhfo-snáithe agus, ina dhiaidh sin, ba mhaith le grúpa eile a dtorthaí a bhailiú sa phríomhshnáithe, mar shampla.

en: Set whether the current thread group will process messages (calls to [method call_deferred_thread_group] on threads), and whether it wants to receive them during regular process or physics process callbacks.
ga: Socraigh cé acu an ndéanfaidh an grúpa snáithe reatha teachtaireachtaí a phróiseáil (glaonna chuig [method call_deferred_thread_group] ar snáitheanna), agus cibé acu an bhfuil sé ag iarraidh iad a fháil le linn aisghlaonna próisis rialta próisis nó fisice.

en: The original scene's file path, if the node has been instantiated from a [PackedScene] file. Only scene root nodes contains this.
ga: Conair chomhaid an bhunradharc, má tá an nód curtha ar an toirt ó chomhad [PackedScene]. Níl seo ach le nóid fhréamh radhairc.

en: If [code]true[/code], the node can be accessed from any node sharing the same [member owner] or from the [member owner] itself, with special [code]%Name[/code] syntax in [method get_node].
    [b]Note:[/b] If another node with the same [member owner] shares the same [member name] as this node, the other node will no longer be accessible as unique.
ga: Más [code]true[/code], is féidir an nód a rochtain ó aon nód a chomhroinneann an [ball-úinéir] nó ón [ballúinéir] é féin, le comhréir speisialta [code]%Name[/code] sa [method get_node ].
    [b]Nóta:[/b] Má roinneann nód eile a bhfuil an [ball-úinéir] céanna air agus atá ag an nód seo, ní bheidh rochtain ar an nód eile mar nód uathúil a thuilleadh.

en: Emitted when the child [param node] enters the [SceneTree], usually because this node entered the tree (see [signal tree_entered]), or [method add_child] has been called.
    This signal is emitted [i]after[/i] the child node's own [constant NOTIFICATION_ENTER_TREE] and [signal tree_entered].
ga: Astaítear nuair a théann an leanbh [param nód] isteach sa [SceneTree], de ghnáth toisc go ndeachaigh an nód seo isteach sa chrann (féach [signal tree_entered]), nó gur glaodh ar [method add_child].
    Astaítear an comhartha seo [i]i ndiaidh[/i] nód an linbh féin [NOIFICATION_ENTER_TREE leanúnach] agus [comhartha tree_entered].

en: Emitted when the child [param node] is about to exit the [SceneTree], usually because this node is exiting the tree (see [signal tree_exiting]), or because the child [param node] is being removed or freed.
    When this signal is received, the child [param node] is still accessible inside the tree. This signal is emitted [i]after[/i] the child node's own [signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE].
ga: Astaithe nuair a bhíonn an leanbh [param nód] ar tí imeacht as an [SceneTree], go hiondúil toisc go bhfuil an nód seo ag fágáil an chrainn (féach [crann comhartha_exiting]), nó toisc go bhfuil an leanbh [param node] á bhaint nó á scaoileadh.
    Nuair a fhaightear an comhartha seo, tá an leanbh [param node] fós inrochtana taobh istigh den chrann. Astaítear an comhartha seo [i]i ndiaidh[/i] nód an linbh féin [craobh comhartha_amach] agus [ar lean NOTIFICATION_EXIT_TREE].

en: Emitted when the list of children is changed. This happens when child nodes are added, moved or removed.
ga: Astaítear nuair a athraítear liosta na bpáistí. Tarlaíonn sé seo nuair a chuirtear nóid linbh leis, nuair a bhogtar nó nuair a bhaintear iad.

en: Emitted when the node's editor description field changed.
ga: Astaithe nuair a d'athraigh réimse tuairiscithe eagarthóra an nód.

en: Emitted when the node is considered ready, after [method _ready] is called.
ga: Astaítear nuair a mheastar go bhfuil an nód réidh, tar éis [method _ready] a thugtar air.

en: Emitted when the node's [member name] is changed, if the node is inside the tree.
ga: Astaítear nuair a athraítear [ainm ball] an nód, má tá an nód taobh istigh den chrann.

en: Emitted when this node is being replaced by the [param node], see [method replace_by].
    This signal is emitted [i]after[/i] [param node] has been added as a child of the original parent node, but [i]before[/i] all original child nodes have been reparented to [param node].
ga: Astaithe nuair a bhíonn an nód seo á chur in ionad an [param nód], féach [method replace_by].
    Astaítear an comhartha seo [i]tar éis[/i] [param node] a bheith curtha leis mar leanbh den bhun-nód tuismitheora, ach [i]roimh[/i] tá na bunnóid linbh go léir curtha ar ais chuig [param node].

en: Emitted when the node enters the tree.
    This signal is emitted [i]after[/i] the related [constant NOTIFICATION_ENTER_TREE] notification.
ga: Astaítear nuair a théann an nód isteach sa chrann.
    Astaítear an comhartha seo [i]tar éis[/i] an fógra gaolmhar [NOIFICATION_ENTER_TREE] gaolmhar.

en: Emitted after the node exits the tree and is no longer active.
    This signal is emitted [i]after[/i] the related [constant NOTIFICATION_EXIT_TREE] notification.
ga: Astaítear tar éis don nód imeacht ón gcrann agus níl sé gníomhach a thuilleadh.
    Astaítear an comhartha seo [i]tar éis[/i] an fógra gaolmhar [NOIFICATION_EXIT_TREE] gaolmhar.

en: Emitted when the node is just about to exit the tree. The node is still valid. As such, this is the right place for de-initialization (or a "destructor", if you will).
    This signal is emitted [i]after[/i] the node's [method _exit_tree], and [i]before[/i] the related [constant NOTIFICATION_EXIT_TREE].
ga: Astaítear nuair a bhíonn an nód díreach ar tí imeacht ón gcrann. Tá an nód fós bailí. Mar sin, is é seo an áit cheart le haghaidh dí-thionscnaimh (nó "destructor", más mian leat).
    Astaítear an comhartha seo [i]i ndiaidh[/i] [method _exit_tree] an nód, agus [i]roimh[/i] an [consert NOTIFICATION_EXIT_TREE] gaolmhar.

en: Notification received when the node enters a [SceneTree]. See [method _enter_tree].
    This notification is received [i]before[/i] the related [signal tree_entered] signal.
ga: Fógra faighte nuair a théann an nód isteach i [SceneTree]. Féach ar [method _enter_tree].
    Faightear an fógra seo [i]roimh[/i] an comhartha gaolmhar [signal tree_entered].

en: Notification received when the node is about to exit a [SceneTree]. See [method _exit_tree].
    This notification is received [i]after[/i] the related [signal tree_exiting] signal.
ga: Fógra faighte agus an nód ar tí imeacht as [SceneTree]. Féach ar [method _exit_tree].
    Faightear an fógra seo [i]tar éis[/i] an comhartha gaolmhar [crann comhartha_exiting].

en: This notification is no longer sent by the engine. Use [constant NOTIFICATION_CHILD_ORDER_CHANGED] instead.
ga: Ní sheolann an t-inneall an fógra seo a thuilleadh. Úsáid [NOIFICATION_CHILD_ORDER_CHANGED] ina ionad sin.

en: Notification received when the node is ready. See [method _ready].
ga: Fógra faighte nuair a bhíonn an nód réidh. Féach ar [method _ready].

en: Notification received when the node is paused. See [member process_mode].
ga: Fógra faighte nuair a chuirtear an nód ar sos. Féach ar [member process_mode].

en: Notification received when the node is unpaused. See [member process_mode].
ga: Fógra faighte nuair nach bhfuil an nód curtha ar sos. Féach ar [member process_mode].

en: Notification received from the tree every physics frame when [method is_physics_processing] returns [code]true[/code]. See [method _physics_process].
ga: Fógra faighte ón gcrann gach fráma fisice nuair a fhilleann [method is_physics_processing] [code]true[/code]. Féach [method _physics_process].

en: Notification received from the tree every rendered frame when [method is_processing] returns [code]true[/code]. See [method _process].
ga: Fógra faighte ón gcrann gach fráma rindreáilte nuair a fhilleann [method is_processing] [code]true[/code]. Féach ar [method _próiseas].

en: Notification received when the node is set as a child of another node (see [method add_child] and [method add_sibling]).
    [b]Note:[/b] This does [i]not[/i] mean that the node entered the [SceneTree].
ga: Fógra a fuarthas nuair atá an nód socraithe mar leanbh nód eile (féach [method add_child] agus [method add_sibling]).
    [b]Nóta:[/b] Ní [i][/i] a chiallaíonn sé seo gur tháinig an nód isteach sa [SceneTree].

en: Notification received when the parent node calls [method remove_child] on this node.
    [b]Note:[/b] This does [i]not[/i] mean that the node exited the [SceneTree].
ga: Fógra faighte nuair a ghlaonn an nód tuismitheora [method remove_child] ar an nód seo.
    [b]Nóta:[/b] Ní [i][/i] a chiallaíonn sé seo gur fhág an nód an [SceneTree].

en: Notification received [i]only[/i] by the newly instantiated scene root node, when [method PackedScene.instantiate] is completed.
ga: Fógra faighte [i]amháin[/i] ag an bhfréamh nód radhairc nua-thionscanta, nuair a bheidh [method PackedScene.instantiate] críochnaithe.

en: Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one.
    Can be triggered either by dragging a [Control] that provides drag data (see [method Control._get_drag_data]) or using [method Control.force_drag].
    Use [method Viewport.gui_get_drag_data] to get the dragged data.
ga: Fógra faighte nuair a thosaíonn oibríocht tarraingthe. Faigheann gach nód an fógra seo, ní hamháin an ceann tarraingthe.
    Is féidir é a spreagadh trí [Rialú] a chuireann sonraí tarraingthe ar fáil a tharraingt (féach [method Control._get_drag_data]) nó trí úsáid a bhaint as [method Control.force_drag].
    Úsáid [method Viewport.gui_get_drag_data] chun na sonraí tarraingthe a fháil.

en: Notification received when a drag operation ends.
    Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded.
ga: Fógra faighte nuair a thagann deireadh le hoibríocht tarraingthe.
    Úsáid [method Viewport.gui_is_drag_successful] le seiceáil ar éirigh leis an tarraingt.

en: Notification received when the node's [member name] or one of its ancestors' [member name] is changed. This notification is [i]not[/i] received when the node is removed from the [SceneTree].
ga: Fógra faighte nuair a athraítear [ainm ball] an nód nó duine dá sinsir. Ní fhaightear [i][/i] an fógra seo nuair a bhaintear an nód den [SceneTree].

en: Notification received when the list of children is changed. This happens when child nodes are added, moved or removed.
ga: Fógra faighte nuair a athraítear liosta na leanaí. Tarlaíonn sé seo nuair a chuirtear nóid linbh leis, nuair a bhogtar nó nuair a bhaintear iad.

en: Notification received from the tree every rendered frame when [method is_processing_internal] returns [code]true[/code].
ga: Fógra faighte ón gcrann gach fráma rindreáilte nuair a fhilleann [method is_processing_internal] [code]true[/code].

en: Notification received from the tree every physics frame when [method is_physics_processing_internal] returns [code]true[/code].
ga: Fógra faighte ón gcrann gach fráma fisice nuair a fhilleann [method is_physics_processing_internal] [code]true[/code].

en: Notification received when the node enters the tree, just before [constant NOTIFICATION_READY] may be received. Unlike the latter, it is sent every time the node enters tree, not just once.
ga: Is féidir fógra a fuarthas nuair a théann an nód isteach sa chrann, díreach roimh [NOSIFICATION_READY leanúnach] a bheith faighte. Murab ionann agus an dara ceann, seoltar é gach uair a théann an nód isteach i gcrann, ní hamháin uair amháin.

en: Notification received when the node is disabled. See [constant PROCESS_MODE_DISABLED].
ga: Fógra faighte nuair atá an nód díchumasaithe. Féach ar [proCESS_MODE_DISABLED leanúnach].

en: Notification received when the node is enabled again after being disabled. See [constant PROCESS_MODE_DISABLED].
ga: Fógra faighte nuair atá an nód cumasaithe arís tar éis é a bheith díchumasaithe. Féach ar [proCESS_MODE_DISABLED leanúnach].

en: Notification received when [method reset_physics_interpolation] is called on the node or its ancestors.
ga: Fógra a fuarthas nuair a ghlaoitear [method reset_physics_interpolation] ar an nód nó ar a sinsir.

en: Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.
ga: Sábháiltear fógra a fhaightear díreach roimh an radharc leis an nód san eagarthóir. Ní sheoltar an fógra seo ach in eagarthóir Godot agus ní tharlóidh sé i dtionscadail easpórtáilte.

en: Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.
ga: Sábháiltear fógra a fhaightear díreach tar éis an radhairc leis an nód san eagarthóir. Ní sheoltar an fógra seo ach in eagarthóir Godot agus ní tharlóidh sé i dtionscadail easpórtáilte.

en: Notification received when the mouse enters the window.
    Implemented for embedded windows and on desktop and web platforms.
ga: Fógra faighte nuair a théann an luch isteach an fhuinneog.
    Curtha i bhfeidhm le haghaidh fuinneoga leabaithe agus ar ardáin deisce agus gréasáin.

en: Notification received when the mouse leaves the window.
    Implemented for embedded windows and on desktop and web platforms.
ga: Fógra faighte nuair a fhágann an luch an fhuinneog.
    Curtha i bhfeidhm le haghaidh fuinneoga leabaithe agus ar ardáin deisce agus gréasáin.

en: Notification received from the OS when the node's [Window] ancestor is focused. This may be a change of focus between two windows of the same engine instance, or from the OS desktop or a third-party application to a window of the game (in which case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also received).
    A [Window] node receives this notification when it is focused.
ga: Fógra faighte ón OS nuair atá sinsear [Fuinneog] an nód dírithe. D’fhéadfadh gur athrú fócais é seo idir dhá fhuinneog den ásc innill chéanna, nó ó dheasc an OS nó feidhmchlár tríú páirtí go dtí fuinneog an chluiche (agus sa chás sin faightear [faighte go seasta NOTIFICATION_APPLICATION_FOCUS_IN]).
    Faigheann nód [fuinneog] an fógra seo nuair a bhíonn sé dírithe.

en: Notification received from the OS when the node's [Window] ancestor is defocused. This may be a change of focus between two windows of the same engine instance, or from a window of the game to the OS desktop or a third-party application (in which case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also received).
    A [Window] node receives this notification when it is defocused.
ga: Fógra faighte ón OS nuair a bhíonn sinsear [Fuinneog] an nód dífhócasaithe. D’fhéadfadh gur athrú fócais é seo idir dhá fhuinneog den ásc innill chéanna, nó ó fhuinneog an chluiche go dtí an deasc OS nó feidhmchlár tríú páirtí (agus sa chás sin faightear [faighte go seasta NOTIFICATION_APPLICATION_FOCUS_OUT]).
    Faigheann nód [fuinneog] an fógra seo nuair a bhíonn sé dífhócasaithe.

en: Notification received from the OS when a close request is sent (e.g. closing the window with a "Close" button or [kbd]Alt + F4[/kbd]).
    Implemented on desktop platforms.
ga: Fógra faighte ón OS nuair a sheoltar iarratas dúnta (m.sh. an fhuinneog a dhúnadh le cnaipe "Dún" nó [kbd]Alt + F4[/kbd]).
    Curtha i bhfeidhm ar ardáin deisce.

en: Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android).
    Implemented only on Android.
ga: Fógra faighte ón OS nuair a sheoltar iarratas ar dhul ar ais (m.sh. an cnaipe "Ar ais" a bhrú ar Android).
    Curtha i bhfeidhm ar Android amháin.

en: Notification received when the window is resized.
    [b]Note:[/b] Only the resized [Window] node receives this notification, and it's not propagated to the child nodes.
ga: Fógra faighte nuair a athraítear méid na fuinneoige.
    [b]Nóta:[/b] Ní fhaigheann ach an nód [Fuinneog] athmhéide an fógra seo, agus ní iomadaítear chuig na nóid linbh é.

en: Notification received from the OS when the screen's dots per inch (DPI) scale is changed. Only implemented on macOS.
ga: Fógra faighte ón OS nuair a athraítear scála poncanna in aghaidh an orlach (DPI) an scáileáin. Curtha i bhfeidhm ar macOS amháin.

en: Notification received when the mouse cursor enters the [Viewport]'s visible area, that is not occluded behind other [Control]s or [Window]s, provided its [member Viewport.gui_disable_input] is [code]false[/code] and regardless if it's currently focused or not.
ga: Fógra faighte nuair a théann cúrsóir na luiche isteach i limistéar infheicthe [Viewport], nach bhfuil curtha san áireamh taobh thiar de [Rialú]s nó [Fuinneog] eile, ar choinníoll go bhfuil a [comhalta Viewport.gui_disable_input] [code]false[/code] agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.

en: Notification received when the mouse cursor leaves the [Viewport]'s visible area, that is not occluded behind other [Control]s or [Window]s, provided its [member Viewport.gui_disable_input] is [code]false[/code] and regardless if it's currently focused or not.
ga: Fógra faighte nuair a fhágann cúrsóir na luiche limistéar infheicthe [Viewport], nach bhfuil curtha san áireamh taobh thiar de [Rialú]s nó [Fuinneog] eile, ar choinníoll go bhfuil a [comhalta Viewport.gui_disable_input] [code]false[/code] agus is cuma má tá sé dírithe faoi láthair nó nach bhfuil.

en: Notification received from the OS when the application is exceeding its allocated memory.
    Implemented only on iOS.
ga: Fógra faighte ón OS nuair a sháraíonn an feidhmchlár a chuimhne leithdháilte.
    Curtha i bhfeidhm ar iOS amháin.

en: Notification received when translations may have changed. Can be triggered by the user changing the locale, changing [member auto_translate_mode] or when the node enters the scene tree. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like [method Object.tr].
    [b]Note:[/b] This notification is received alongside [constant NOTIFICATION_ENTER_TREE], so if you are instantiating a scene, the child nodes will not be initialized yet. You can use it to setup translations for this node, child nodes created from script, or if you want to access child nodes added in the editor, make sure the node is ready using [method is_node_ready].
    [codeblock]
    func _notification(what):
        if what == NOTIFICATION_TRANSLATION_CHANGED:
            if not is_node_ready():
                await ready # Wait until ready signal.
            $Label.text = atr("%d Bananas") % banana_counter
    [/codeblock]
ga: Fógra faighte nuair is féidir aistriúcháin a bheith athraithe. Is féidir é a spreagadh nuair a athraíonn an t-úsáideoir an locale, ag athrú [comhalta auto_translate_mode] nó nuair a théann an nód isteach sa chrann radhairc. Is féidir é a úsáid chun freagairt d'athruithe teanga, mar shampla chun na teaghráin Chomhéadain a athrú ar an eitilt. Úsáideach agus tú ag obair leis an tacaíocht aistriúcháin ionsuite, mar [method Object.tr].
    [b]Nóta:[/b] Faightear an fógra seo taobh le [NOTIFICATION_ENTER_TREE leanúnach], mar sin má tá radharc á chur ar an toirt agat, ní dhéanfar na nóid linbh a thúsú go fóill. Is féidir leat é a úsáid chun aistriúcháin a shocrú don nód seo, nóid linbh a cruthaíodh ón script, nó más mian leat rochtain a fháil ar nóid linbh a cuireadh leis san eagarthóir, cinntigh go bhfuil an nód réidh le [method is_node_ready].
    [codeblock]
    feidhm _fhógra(cad):
        más rud é == NOTIFICATION_TRANSLATION_CHANGED:
            mura bhfuil_nód_réidh():
                fan réidh # Fan go dtí go mbeidh an comhartha réidh.
            $Label.text = atr("%d Bananaí") % banana_counter
    [/codeblock]

en: Notification received from the OS when a request for "About" information is sent.
    Implemented only on macOS.
ga: Fógra faighte ón OS nuair a sheoltar iarratas ar fhaisnéis "Maidir".
    Curtha i bhfeidhm ar macOS amháin.

en: Notification received from Godot's crash handler when the engine is about to crash.
    Implemented on desktop platforms, if the crash handler is enabled.
ga: Fógra faighte ó láimhseálaí tuairteála Godot agus an t-inneall ar tí tuairteála.
    Curtha i bhfeidhm ar ardáin deisce, má tá an láimhseálaí tuairteála cumasaithe.

en: Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).
    Implemented only on macOS.
ga: Fógra faighte ón OS nuair a dhéantar nuashonrú ar an Inneall Modh Ionchuir (m.sh. athrú ar shuíomh cúrsóra IME nó teaghrán comhdhéanamh).
    Curtha i bhfeidhm ar macOS amháin.

en: Notification received when the [TextServer] is changed.
ga: Fógra faighte nuair a athraítear an [TextServer].

en: Inherits [member process_mode] from the node's parent. This is the default for any newly created node.
ga: Oidhríonn sé [member process_mode] ó thuismitheoir an nód. Is é seo an réamhshocrú le haghaidh aon nód nuachruthaithe.

en: Stops processing when [member SceneTree.paused] is [code]true[/code]. This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED], and the default for the root node.
ga: Cuirtear stop leis an bpróiseáil nuair atá [code]true[/code] ar [ball SceneTree.paused]. Is é seo an inbhéartach de [proCESS_MODE_WHEN_PAUSED leanúnach], agus an réamhshocrú don bhunnóid.

en: Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This is the inverse of [constant PROCESS_MODE_PAUSABLE].
ga: Próiseáil [b]amháin[/b] nuair atá [member SceneTree.paused] [code]true[/code]. Is é seo inbhéartach [proCESS_MODE_PAUSABLE leanúnach].

en: Always process. Keeps processing, ignoring [member SceneTree.paused]. This is the inverse of [constant PROCESS_MODE_DISABLED].
ga: Próiseáil i gcónaí. Coinníonn próiseáil, gan aird a thabhairt ar [comhalta SceneTree.paused]. Is é seo inbhéartach [proCESS_MODE_DISABLED leanúnach].

en: Never process. Completely disables processing, ignoring [member SceneTree.paused]. This is the inverse of [constant PROCESS_MODE_ALWAYS].
ga: Ná próiseáil riamh. Díchumasaítear próiseáil go hiomlán, gan aird a thabhairt ar [ball SceneTree.paused]. Is é seo inbhéartach [PROCESS_MODE_ALWAYS leanúnach].

en: Process this node based on the thread group mode of the first parent (or grandparent) node that has a thread group mode that is not inherit. See [member process_thread_group] for more information.
ga: Próiseáil an nód seo bunaithe ar mhodh grúpa snáithe an chéad nód tuismitheora (nó seantuismitheoir) a bhfuil modh grúpa snáithe nach bhfuil oidhreacht. Féach ar [ball process_thread_group] le haghaidh tuilleadh eolais.

en: Process this node (and child nodes set to inherit) on the main thread. See [member process_thread_group] for more information.
ga: Próiseáil an nód seo (agus na nóid linbh le hoidhreacht) ar an bpríomhshnáithe. Féach ar [ball process_thread_group] le haghaidh tuilleadh eolais.

en: Process this node (and child nodes set to inherit) on a sub-thread. See [member process_thread_group] for more information.
ga: Próiseáil an nód seo (agus na nóid linbh le hoidhreacht) ar fho-snáithe. Féach ar [ball process_thread_group] le haghaidh tuilleadh eolais.

en: Allows this node to process threaded messages created with [method call_deferred_thread_group] right before [method _process] is called.
ga: Ligeann sé seo don nód seo teachtaireachtaí snáithithe a cruthaíodh le [method call_deferred_thread_group] a phróiseáil díreach sula nglaoitear [method _process].

en: Allows this node to process threaded messages created with [method call_deferred_thread_group] right before [method _physics_process] is called.
ga: Ligeann sé seo don nód seo teachtaireachtaí snáithithe a cruthaíodh le [method call_deferred_thread_group] a phróiseáil díreach sula nglaoitear [method _physics_process].

en: Allows this node to process threaded messages created with [method call_deferred_thread_group] right before either [method _process] or [method _physics_process] are called.
ga: Ligeann sé seo don nód seo teachtaireachtaí snáithithe a cruthaíodh le [method call_deferred_thread_group] a phróiseáil díreach sula nglaoitear [method _process] nó [method _physics_process].

en: Inherits [member physics_interpolation_mode] from the node's parent. This is the default for any newly created node.
ga: Oidhríonn [ballphysics_interpolation_mode] ó thuismitheoir an nód. Is é seo an réamhshocrú le haghaidh aon nód nuachruthaithe.

en: Enables physics interpolation for this node and for children set to [constant PHYSICS_INTERPOLATION_MODE_INHERIT]. This is the default for the root node.
ga: Cumasaíonn sé idirshuíomh fisice don nód seo agus do leanaí atá socraithe chuig [PHYSICS_INTERPOLATION_MODE_INHERIT]. Is é seo an réamhshocrú don nód fréimhe.

en: Disables physics interpolation for this node and for children set to [constant PHYSICS_INTERPOLATION_MODE_INHERIT].
ga: Díchumasaítear idirshuíomh na fisice don nód seo agus do leanaí atá socraithe chuig [PHYSICS_INTERPOLATION_MODE_INHERIT].

en: Duplicate the node's signal connections.
ga: Déan naisc chomhartha an nód a dhúbailt.

en: Duplicate the node's groups.
ga: Déan grúpaí an nód a dhúbailt.

en: Duplicate the node's script (also overriding the duplicated children's scripts, if combined with [constant DUPLICATE_USE_INSTANTIATION]).
ga: Déan script an nód a dhúbailt (agus na scripteanna dúblacha leanaí á gcur i bhfeidhm freisin, má chomhcheanglaítear iad le [DUPLICATE_USE_INSTANTIATION]).

en: The node will not be internal.
ga: Ní bheidh an nód inmheánach.

en: The node will be placed at the beginning of the parent's children, before any non-internal sibling.
ga: Cuirfear an nód ag tús leanaí an tuismitheora, roimh aon sibling neamh-inmheánach.

en: The node will be placed at the end of the parent's children, after any non-internal sibling.
ga: Cuirfear an nód ag deireadh leanaí an tuismitheora, tar éis aon sibling neamh-inmheánach.

en: Inherits [member auto_translate_mode] from the node's parent. This is the default for any newly created node.
ga: Oidhríonn sé [comhalta auto_translate_mode] ó thuismitheoir an nóid. Is é seo an réamhshocrú le haghaidh aon nód nuachruthaithe.

en: Always automatically translate. This is the inverse of [constant AUTO_TRANSLATE_MODE_DISABLED], and the default for the root node.
ga: Aistrigh go huathoibríoch i gcónaí. Is é seo inbhéartach [AUTO_TRANSLATE_MODE_DISABLED leanúnach], agus an réamhshocrú don bhunnóid.

en: Never automatically translate. This is the inverse of [constant AUTO_TRANSLATE_MODE_ALWAYS].
    String parsing for POT generation will be skipped for this node and children that are set to [constant AUTO_TRANSLATE_MODE_INHERIT].
ga: Ná aistrigh go huathoibríoch riamh. Is é seo inbhéartach [AUTO_TRANSLATE_MODE_ALWAYS leanúnach].
    Ní dhéanfar parsáil teaghráin do ghiniúint POT a úsáid don nód seo agus do leanaí atá socraithe go [AUTO_TRANSLATE_MODE_INHERIT].

en: All 2D Demos
ga: Gach taispeána 2D

en: Multiplies the current scale by the [param ratio] vector.
ga: Iolraíonn sé an scála srutha faoin veicteoir [cóimheas param].

en: Returns the angle between the node and the [param point] in radians.
    [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url]
ga: Filleann sé an uillinn idir an nód agus an [paraphointe] ina raidian.
    [url=https://raw.githubusercontent.com/godotenginine/godot-docs/master/img/node2d_get_angle_to.png]Léaráid den uillinn a cuireadh ar ais.[/url]

en: Returns the [Transform2D] relative to this node's parent.
ga: Seoltar ar ais an [Transform2D] i gcoibhneas le tuismitheoir an nód seo.

en: Adds the [param offset] vector to the node's global position.
ga: Cuireann sé an veicteoir [param fhritháireamh] le suíomh domhanda an nóid.

en: Rotates the node so that its local +X axis points towards the [param point], which is expected to use global coordinates.
    [param point] should not be the same as the node's position, otherwise the node always looks to the right.
ga: Rothlaíonn sé an nód ionas go ndíreoidh a ais áitiúil +X i dtreo an [paraphointe], a bhfuiltear ag súil go n-úsáidfidh sé comhordanáidí domhanda.
    Níor cheart go mbeadh [param point] mar an gcéanna le seasamh an nód, nó breathnaíonn an nód ar dheis i gcónaí.

en: Applies a local translation on the node's X axis based on the [method Node._process]'s [param delta]. If [param scaled] is [code]false[/code], normalizes the movement.
ga: Cuirtear aistriúchán áitiúil i bhfeidhm ar ais X an nód bunaithe ar [param delta] an [method Node._process]. Más [code]bréagach[/code] é [param-scála], normalaíonn sé an ghluaiseacht.

en: Applies a local translation on the node's Y axis based on the [method Node._process]'s [param delta]. If [param scaled] is [code]false[/code], normalizes the movement.
ga: Cuirtear aistriúchán áitiúil i bhfeidhm ar ais Y an nód bunaithe ar [param delta] an [method Node._process]. Más [code]bréagach[/code] é [param-scála], normalaíonn sé an ghluaiseacht.

en: Applies a rotation to the node, in radians, starting from its current rotation.
ga: Cuirtear rothlú i bhfeidhm ar an nód, i raidian, ag tosú óna rothlú reatha.

en: Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the [Node2D] it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.
ga: Athraíonn sé an suíomh áitiúil a sholáthraítear go háit sa spás comhordanáidí domhanda. Táthar ag súil go mbeidh an t-ionchur áitiúil i gcoibhneas leis an [Node2D] a dtugtar air. e.g. Má chuirtear an modh seo i bhfeidhm ar shuíomhanna nód leanaí, déanfar a seasaimh a athrú i gceart sa spás comhordanáidí domhanda, ach é a chur i bhfeidhm ar shuíomh an nód féin, tabharfaidh sé toradh mícheart, toisc go n-ionchorpróidh sé claochlú an nód féin ina seasamh domhanda.

en: Transforms the provided global position into a position in local coordinate space. The output will be local relative to the [Node2D] it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
ga: Athraíonn sé an suíomh domhanda a sholáthraítear go suíomh sa spás comhordanáidí áitiúil. Beidh an t-aschur áitiúil i gcoibhneas leis an [Node2D] ar a dtugtar. e.g. Tá sé oiriúnach chun seasaimh nóid leanaí a chinneadh, ach níl sé oiriúnach chun a seasamh féin a chinneadh i gcoibhneas lena thuismitheoir.

en: Translates the node by the given [param offset] in local coordinates.
ga: Aistrítear an nód leis an [fritháireamh param] tugtha i gcomhordanáidí áitiúla.

en: Most basic 3D game object, parent of all 3D-related nodes.
ga: An réad cluiche 3D is bunúsaí, tuismitheoir gach nóid a bhaineann le 3D.

en: Most basic 3D game object, with a [Transform3D] and visibility settings. All other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
    Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
    [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad].
    [b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4.
ga: An réad cluiche 3D is bunúsaí, le [Transform3D] agus socruithe infheictheachta. Faigheann gach réad cluiche 3D eile oidhreacht ó [Node3D]. Úsáid [Node3D] mar thuismitheoir nód chun páistí a bhogadh, a scála, a rothlú agus a thaispeáint/i bhfolach i dtionscadal 3D.
    Tarlaíonn oibríochtaí aifín (rothlaigh, scála, aistrigh) i gcóras comhordanáidí áitiúil an tuismitheora, mura bhfuil an réad [Node3D] socraithe mar ardleibhéal. Freagraíonn oibríochtaí aifín sa chóras comhordanáidí seo d'oibríochtaí díreacha aifín ar chlaochlú [Node3D]. Tagraíonn an focal áitiúil thíos don chóras comhordanáidí seo. Tugtar córas comhordanáidí oibiachtúil áitiúil ar an gcóras comhordanáidí atá ceangailte leis an réad [Node3D] féin.
    [b]Nóta:[/b] Mura sonraítear a mhalairt, ní mór uillinneacha atá sonraithe mar [i]raidiain[/i] a bheith ag gach modh a bhfuil paraiméadair uillinne acu. Chun céimeanna a thiontú go raidian, úsáid [method @GlobalScope.deg_to_rad].
    [b]Nóta:[/b] Tabhair faoi deara go dtugtar “Node3D” ar nóid “Spásúla” anois ag tosú le Godot 4. Tagraíonn aon tagairtí Godot 3.x do nóid “Spásúla” do “Node3D” in Godot 4.

en: Introduction to 3D
ga: Réamhrá le 3D

en: All 3D Demos
ga: Gach taispeána 3d saor in aisce,

en: Attach an editor gizmo to this [Node3D].
    [b]Note:[/b] The gizmo object would typically be an instance of [EditorNode3DGizmo], but the argument type is kept generic to avoid creating a dependency on editor classes in [Node3D].
ga: Ceangail eagarthóir gizmo leis seo [Node3D].
    [b]Nóta:[/b] Is gnách gur sampla de [EditorNode3DGizmo] a bheadh san oibiacht gizmo, ach coinnítear an cineál argóinte cineálach chun spleáchas ar ranganna eagarthóirí i [Node3D] a sheachaint.

en: Clear all gizmos attached to this [Node3D].
ga: Glan gach gizmos atá ceangailte leis seo [Node3D].

en: Clears subgizmo selection for this node in the editor. Useful when subgizmo IDs become invalid after a property change.
ga: Glanann an rogha subgizmo don nód seo san eagarthóir. Úsáideach nuair a éiríonn IDanna subgizmo neamhbhailí tar éis athrú maoine.

en: Returns all the gizmos attached to this [Node3D].
ga: Seoltar ar ais na gizmos go léir atá ceangailte leis seo [Node3D].

en: Returns the parent [Node3D], or [code]null[/code] if no parent exists, the parent is not of type [Node3D], or [member top_level] is [code]true[/code].
    [b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as Node3D[/code], which does not take [member top_level] into account.
ga: Seoltar ar ais an tuismitheoir [Node3D], nó [code]null[/code] mura bhfuil tuismitheoir ann, níl an tuismitheoir den chineál [Node3D], nó tá [code]true[/code] ag an tuismitheoir.
    [b]Nóta:[/b] Ní hionann glaoch an mhodha seo agus [code]get_parent() mar Node3D[/code], rud nach gcuireann [member top_level] san áireamh.

en: Returns the current [World3D] resource this [Node3D] node is registered to.
ga: Seoltar ar ais an acmhainn reatha [World3D] a bhfuil an nód seo [Node3D] cláraithe léi.

en: Rotates the global (world) transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in global coordinate system.
ga: Rothlaíonn sé an claochlú domhanda (domhan) thart ar an ais, aonad [Veicteoir3], trí uillinn sonraithe i raidian. Tá an ais uainíochta sa chóras comhordanáidí domhanda.

en: Scales the global (world) transformation by the given [Vector3] scale factors.
ga: Scálaí an claochlú domhanda (domhan) de réir na bhfachtóirí scála [Veicteoir3] tugtha.

en: Moves the global (world) transformation by [Vector3] offset. The offset is in global coordinate system.
ga: Bogtar an claochlú domhanda (domhan) trí fhritháireamh [Vector3]. Tá an fritháireamh i gcóras comhordanáidí domhanda.

en: Disables rendering of this node. Changes [member visible] to [code]false[/code].
ga: Díchumasaítear rindreáil an nód seo. Athruithe [ball infheicthe] go [code]bréagach[/code].

en: Returns whether node notifies about its local transformation changes. [Node3D] will not propagate this by default.
ga: Tuairisceáin cibé acu an dtugann nód fógra faoina athruithe claochlaithe áitiúla. Ní dhéanfaidh [Node3D] é seo a iomadú de réir réamhshocraithe.

en: Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale.
ga: Tuairiscítear cé acu an n-úsáideann an nód seo scála [code](1, 1, 1)[/code] nó a scála claochlaithe áitiúil.

en: Returns whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default.
ga: Tuairisceáin cibé acu an dtugann an nód fógra faoina athruithe claochlaithe domhanda agus áitiúla. Ní dhéanfaidh [Node3D] é seo a iomadú de réir réamhshocraithe.

en: Moves the node to the specified [param position], and then rotates the node to point toward the [param target] as per [method look_at]. Operations take place in global space.
ga: Bogann sé an nód go dtí an [suíomh param] sonraithe, agus ansin rothlaíonn sé an nód chun díriú i dtreo [sprioc param] de réir [method look_at]. Tarlaíonn oibríochtaí sa spás domhanda.

en: Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's [Transform3D].
ga: Athshocraigh claochluithe an nód seo (cosúil le scála, sceabh agus barrchaol) a rothlú agus a aistriúchán a chaomhnú trí ortanormalú Gram-Schmidt a dhéanamh ar [Transform3D] an nód seo.

en: Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians.
ga: Rothlaíonn sé an claochlú áitiúil thart ar an ais, aonad [Veicteoir3], de réir uillinn sonraithe i raidian.

en: Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in object-local coordinate system.
ga: Rothlaíonn sé an claochlú áitiúil thart ar an ais, aonad [Veicteoir3], de réir uillinn sonraithe i raidian. Tá an ais uainíochta i gcóras comhordanáidí réad-áitiúil.

en: Rotates the local transformation around the X axis by angle in radians.
ga: Rothlaíonn sé an claochlú áitiúil timpeall na haise X trí uillinn i raidian.

en: Rotates the local transformation around the Y axis by angle in radians.
ga: Rothlaíonn sé an claochlú áitiúil timpeall na haise Y trí uillinn i raidian.

en: Rotates the local transformation around the Z axis by angle in radians.
ga: Rothlaíonn sé an claochlú áitiúil thart ar an ais Z trí uillinn i raidian.

en: Scales the local transformation by given 3D scale factors in object-local coordinate system.
ga: Scálaí a dhéanamh ar an gclaochlú áitiúil de réir fachtóirí scála 3D tugtha i gcóras comhordanáidí réad-áitiúil.

en: Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale. Changes to the local transformation scale are preserved.
ga: Socraíonn sé cé acu an n-úsáideann an nód scála [code](1, 1, 1)[/code] nó a scála claochlaithe áitiúil. Caomhnaítear athruithe ar an scála claochlaithe áitiúil.

en: Reset all transformations for this node (sets its [Transform3D] to the identity matrix).
ga: Athshocraigh gach claochlú don nód seo (socraíonn sé a [Transform3D] chuig an maitrís aitheantais).

en: Sets whether the node ignores notification that its transformation (global or local) changed.
ga: Socraíonn sé cibé an dtugann an nód neamhaird ar fhógra gur athraigh a chlaochlú (domhanda nó áitiúil).

en: Sets whether the node notifies about its local transformation changes. [Node3D] will not propagate this by default.
ga: Socraíonn sé cibé an dtugann an nód fógra faoi na hathruithe claochlaithe áitiúla atá aige. Ní dhéanfaidh [Node3D] é seo a iomadú de réir réamhshocraithe.

en: Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default, unless it is in the editor context and it has a valid gizmo.
ga: Socraíonn sé cibé an dtugann an nód fógra faoina athruithe claochlaithe domhanda agus áitiúla. Ní dhéanfaidh [Node3D] é seo a iomadú de réir réamhshocraithe, ach amháin má tá sé i gcomhthéacs an eagarthóra agus go bhfuil gizmo bailí aige.

en: Set subgizmo selection for this node in the editor.
    [b]Note:[/b] The gizmo object would typically be an instance of [EditorNode3DGizmo], but the argument type is kept generic to avoid creating a dependency on editor classes in [Node3D].
ga: Socraigh rogha subgizmo don nód seo san eagarthóir.
    [b]Nóta:[/b] Is gnách gur sampla de [EditorNode3DGizmo] a bheadh san oibiacht gizmo, ach coinnítear an cineál argóinte cineálach chun spleáchas ar ranganna eagarthóirí i [Node3D] a sheachaint.

en: Enables rendering of this node. Changes [member visible] to [code]true[/code].
ga: Cumasaítear rindreáil an nód seo. Athruithe [ball infheicthe] go [code]true[/code].

en: Transforms [param local_point] from this node's local space to world space.
ga: Athraíonn [param local_point] ó spás áitiúil an nód seo go spás domhanda.

en: Transforms [param global_point] from world space to this node's local space.
ga: Athraíonn [param global_point] ó spás domhanda go spás áitiúil an nód seo.

en: Changes the node's position by the given offset [Vector3].
    Note that the translation [param offset] is affected by the node's scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) to the X coordinate.
ga: Athraíonn sé suíomh an nód faoin bhfritháireamh a thugtar [Vector3].
    Tabhair faoi deara go bhfuil tionchar ag scála an nód ar an aistriúchán [param offset], mar sin má dhéantar é a scála de réir e.g. [code](10, 1, 1)[/code], chuirfeadh aistriúchán trí fhritháireamh de [code](2, 0, 0)[/code] leis 20 ([code]2 * 10[/code] i ndáiríre). ) chuig an gcomhordanáid X.

en: Changes the node's position by the given offset [Vector3] in local space.
ga: Athraíonn sé suíomh an nód faoin bhfritháireamh a thugtar [Vector3] sa spás áitiúil.

en: Updates all the [Node3D] gizmos attached to this node.
ga: Nuashonraítear na gizmos [Node3D] go léir atá ceangailte leis an nód seo.

en: Basis of the [member transform] property. Represents the rotation, scale, and shear of this node.
ga: Bunús na maoine [ball transform]. Léiríonn sé rothlú, scála agus lomadh an nód seo.

en: Global basis of this node. This is equivalent to [code]global_transform.basis[/code].
ga: Bunús domhanda an nód seo. Tá sé seo comhionann le [code]global_transform.basis[/code].

en: Global position of this node. This is equivalent to [code]global_transform.origin[/code].
ga: Seasamh domhanda an nód seo. Tá sé seo comhionann le [code]global_transform.origin[/code].

en: Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
    [b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
ga: Rothlú chuid den chlaochlú domhanda i raidian, sonraithe i dtéarmaí uillinneacha YXZ-Euler san fhormáid (X uillinn, Y uillinn, Z uillinn).
    [b]Nóta:[/b] Sa chiall mhatamaiticiúil, is maitrís agus ní veicteoir é rothlú. Stóráiltear na trí uillinn Euler, arb iad na trí pharaiméadair neamhspleácha de pharaiméadrú uillinn Euler den mhaitrís uainíochta, i struchtúr sonraí [Vector3] ní toisc gur veicteoir é an rothlú, ach amháin toisc go bhfuil [Vector3] ann mar shonraí áisiúil. -struchtúr chun 3 uimhir snámhphointe a stóráil. Dá bhrí sin, níl aon chiall ag baint le hoibríochtaí aifín a chur i bhfeidhm ar an "veicteoir" uainíochta.

en: Helper property to access [member global_rotation] in degrees instead of radians.
ga: Airíonna cúntóir chun rochtain a fháil ar [ball global_rotation] i gcéimeanna in ionad raidian.

en: World3D space (global) [Transform3D] of this node.
ga: Spás domhanda 3D (domhanda) [Transform3D] den nód seo.

en: Local position or translation of this node relative to the parent. This is equivalent to [code]transform.origin[/code].
ga: Seasamh áitiúil nó aistriúchán ar an nód seo i gcoibhneas leis an tuismitheoir. Tá sé seo comhionann le [code]transform.origin[/code].

en: Access to the node rotation as a [Quaternion]. This property is ideal for tweening complex rotations.
ga: Rochtain ar an uainíocht nód mar [Ceathrún]. Tá an mhaoin seo iontach chun rothlú casta a athrú.

en: Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotation in the order specified by the [member rotation_order] property.
    [b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
    [b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
ga: Rothlú chuid den chlaochlú áitiúil i raidians, sonraithe i dtéarmaí uillinneacha Euler. Tógann na huillinneacha rothlú san ord atá sonraithe ag an airí [member rotation_order].
    [b]Nóta:[/b] Sa chiall mhatamaiticiúil, is maitrís agus ní veicteoir é rothlú. Stóráiltear na trí uillinn Euler, arb iad na trí pharaiméadair neamhspleácha de pharaiméadrú uillinn Euler den mhaitrís uainíochta, i struchtúr sonraí [Vector3] ní toisc gur veicteoir é an rothlú, ach amháin toisc go bhfuil [Vector3] ann mar shonraí áisiúil. -struchtúr chun 3 uimhir snámhphointe a stóráil. Dá bhrí sin, níl aon chiall ag baint le hoibríochtaí aifín a chur i bhfeidhm ar an "veicteoir" uainíochta.
    [b]Nóta:[/b] Tá an t-airí seo curtha in eagar ag an gcigire i gcéimeanna. Más mian leat céimeanna a úsáid i script, úsáid [member rotation_degrees].

en: Specify how rotation (and scale) will be presented in the editor.
ga: Sonraigh conas a chuirfear rothlú (agus scála) i láthair san eagarthóir.

en: Specify the axis rotation order of the [member rotation] property. The final orientation is constructed by rotating the Euler angles in the order specified by this property.
ga: Sonraigh ord uainíochta ais na maoine [uainíochta ball]. Tógtar an treoshuíomh deiridh trí na huillinneacha Euler a rothlú san ord a shonraítear leis an airí seo.

en: Scale part of the local transformation.
    [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.
    [b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light3D]s are not visually affected by [member scale].
ga: Scála chuid den chlaochlú áitiúil.
    [b]Nóta:[/b] Níl scálaí diúltacha measctha i 3T in-dhianscaoilte ón maitrís claochlaithe. Mar gheall ar an mbealach a léirítear scála le maitrísí claochlaithe in Godot, beidh na luachanna scála dearfach nó diúltach ar fad.
    [b]Nóta:[/b] Níl gach nód de réir scála amhairc ag an airí [ballscála]. Mar shampla, níl tionchar amhairc ag [scála ball] ar [Light3D]s.

en: If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space.
ga: Más rud é [code]true[/code], ní bhfaighidh an nód a chlaochlú mar oidhreacht óna mháthairchuideachta. Níl claochluithe nód ach sa spás domhanda.

en: Local space [Transform3D] of this node, with respect to the parent node.
ga: Spás áitiúil [Transform3D] den nód seo, maidir leis an máthairnóid.

en: Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its ancestors into account.
ga: Sainmhíníonn sé an raon infheictheachta tuismitheoir don nód seo agus a subtree. Caithfidh an tuismitheoir infheictheachta a bheith ina GeometryInstance3D. Ní bheidh aon ásc amhairc le feiceáil ach amháin má tá an tuismitheoir infheictheachta (agus a sinsear infheictheachta go léir) i bhfolach trí bheith níos gaire don cheamara ná a chuid féin [member GeometryInstance3D.visibility_range_begin]. Go bunúsach baintear nóid atá folaithe tríd an maoin [member Node3D.visible] ón gcrann spleáchais infheictheachta, mar sin ní chuirfidh cásanna cleithiúnacha an nód folaithe ná a sinsir san áireamh.

en: If [code]true[/code], this node is drawn. The node is only visible if all of its ancestors are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
ga: Más [code]true[/code], tarraingítear an nód seo. Níl an nód le feiceáil ach amháin má tá a sinsir go léir infheicthe freisin (i bhfocail eile, caithfidh [method is_visible_in_tree] [code]true[/code]) a thabhairt ar ais.

en: Emitted when node visibility changes.
ga: Astaítear nuair a athraíonn infheictheacht nód.

en: [Node3D] nodes receive this notification when their global transform changes. This means that either the current or a parent node changed its transform.
    In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_transform]. The notification is also sent if the node is in the editor context and it has at least one valid gizmo.
ga: Faigheann nóid [Node3D] an fógra seo nuair a athraíonn a gclaochlú domhanda. Ciallaíonn sé seo gur athraigh ceachtar den nód reatha nó máthair-nód a chlaochlú.
    Ionas go n-oibreoidh [NOTIFICATION_TRANSFORM_CHANGED] leanúnach, ní mór d’úsáideoirí é a iarraidh ar dtús, le [method set_notify_transform]. Seoltar an fógra freisin má tá an nód i gcomhthéacs an eagarthóra agus go bhfuil gizmo bailí amháin ar a laghad aige.

en: [Node3D] nodes receive this notification when they are registered to new [World3D] resource.
ga: Faigheann nóid [Node3D] an fógra seo nuair a chláraítear iad le hacmhainn nua [World3D].

en: [Node3D] nodes receive this notification when they are unregistered from current [World3D] resource.
ga: Faigheann nóid [Node3D] an fógra seo nuair a bhíonn siad neamhchláraithe ón acmhainn reatha [World3D].

en: [Node3D] nodes receive this notification when their visibility changes.
ga: Faigheann nóid [Node3D] an fógra seo nuair a athraíonn a n-infheictheacht.

en: [Node3D] nodes receive this notification when their local transform changes. This is not received when the transform of a parent node is changed.
    In order for [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_local_transform].
ga: Faigheann nóid [Node3D] an fógra seo nuair a athraíonn a gclaochlú áitiúil. Ní fhaightear é seo nuair a athraítear athrú nód tuismitheora.
    Chun go n-oibreoidh [NotIFICATION_LOCAL_TRANSFORM_CHANGED] leanúnach, ní mór d'úsáideoirí é a iarraidh ar dtús, le [method set_notify_local_transform].

en: The rotation is edited using [Vector3] Euler angles.
ga: Cuirtear an rothlú in eagar ag úsáid uillinneacha Euler [Veicteoir3].

en: The rotation is edited using a [Quaternion].
ga: Cuirtear an rothlú in eagar ag baint úsáide as [Ceathrún].

en: The rotation is edited using a [Basis]. In this mode, [member scale] can't be edited separately.
ga: Cuirtear an rothlú in eagar ag baint úsáide as [Bunús]. Sa mhód seo, ní féidir [scála ball] a chur in eagar ar leithligh.

en: Abstract class to expose editor gizmos for [Node3D].
ga: Rang teibí chun gizmos eagarthóir a nochtadh do [Node3D].

en: This abstract class helps connect the [Node3D] scene with the editor-specific [EditorNode3DGizmo] class.
    [Node3DGizmo] by itself has no exposed API, refer to [method Node3D.add_gizmo] and pass it an [EditorNode3DGizmo] instance.
ga: Cabhraíonn an rang teibí seo leis an radharc [Node3D] a nascadh leis an rang atá sainiúil don eagarthóir [EditorNode3DGizmo].
    Níl aon API nochta ag [Node3DGizmo] leis féin, déan tagairt do [method Node3D.add_gizmo] agus cuir isteach é mar shampla [EditorNode3DGizmo].

en: A pre-parsed scene tree path.
ga: Cosán crann radhairc réamhphasáilte.

en: The [NodePath] built-in [Variant] type represents a path to a node or property in a hierarchy of nodes. It is designed to be efficiently passed into many built-in methods (such as [method Node.get_node], [method Object.set_indexed], [method Tween.tween_property], etc.) without a hard dependence on the node or property they point to.
    A node path is represented as a [String] composed of slash-separated ([code]/[/code]) node names and colon-separated ([code]:[/code]) property names (also called "subnames"). Similar to a filesystem path, [code]".."[/code] and [code]"."[/code] are special node names. They refer to the parent node and the current node, respectively.
    The following examples are paths relative to the current node:
    [codeblock]
    ^"A"     # Points to the direct child A.
    ^"A/B"   # Points to A's child B.
    ^"."     # Points to the current node.
    ^".."    # Points to the parent node.
    ^"../C"  # Points to the sibling node C.
    ^"../.." # Points to the grandparent node.
    [/codeblock]
    A leading slash means the path is absolute, and begins from the [SceneTree]:
    [codeblock]
    ^"/root"            # Points to the SceneTree's root Window.
    ^"/root/Title"      # May point to the main scene's root node named "Title".
    ^"/root/Global"     # May point to an autoloaded node or scene named "Global".
    [/codeblock]
    Despite their name, node paths may also point to a property:
    [codeblock]
    ^":position"           # Points to this object's position.
    ^":position:x"         # Points to this object's position in the x axis.
    ^"Camera3D:rotation:y" # Points to the child Camera3D and its y rotation.
    ^"/root:size:x"        # Points to the root Window and its width.
    [/codeblock]
    In some situations, it's possible to omit the leading [code]:[/code] when pointing to an object's property. As an example, this is the case with [method Object.set_indexed] and [method Tween.tween_property], as those methods call [method NodePath.get_as_property_path] under the hood. However, it's generally recommended to keep the [code]:[/code] prefix.
    Node paths cannot check whether they are valid and may point to nodes or properties that do not exist. Their meaning depends entirely on the context in which they're used.
    You usually do not have to worry about the [NodePath] type, as strings are automatically converted to the type when necessary. There are still times when defining node paths is useful. For example, exported [NodePath] properties allow you to easily select any node within the currently edited scene. They are also automatically updated when moving, renaming or deleting nodes in the scene tree editor. See also [annotation @GDScript.@export_node_path].
    See also [StringName], which is a similar type designed for optimized strings.
    [b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/code] if it is empty ([code]NodePath("")[/code]). Otherwise, a [NodePath] will always evaluate to [code]true[/code].
ga: Léiríonn an cineál ionsuite [NodePath] cosán chuig nód nó airí in ordlathas na nóid. Tá sé deartha chun a chur ar aghaidh go héifeachtach i go leor modhanna ionsuite (cosúil le [method Node.get_node], [method Object.set_indexed], [method Tween.tween_property], etc.) gan spleáchas crua ar an nód nó an mhaoin siad. pointe ar.
    Léirítear cosán nód mar [Teaghrán] comhdhéanta d’ainmneacha nód scartha ([code]/[/code]) agus ainmneacha réadmhaoine idirscartha ([code]:[/code]) (ar a dtugtar “foainmneacha”) freisin . Cosúil le cosán córas comhaid, [code]".."[/code] agus [code]"."[/code] is ainmneacha nóid speisialta iad. Tagraíonn siad don nód tuismitheora agus don nód reatha, faoi seach.
    Is iad na samplaí seo a leanas cosáin i gcoibhneas leis an nód reatha:
    [codeblock]
    ^"A" # Pointí don leanbh díreach A.
    ^"A/B" # Pointí do leanbh A B.
    ^"."     # Pointe chuig an nód reatha.
    ^".." # Pointí chuig an nód tuismitheora.
    ^"../C" # Pointí chuig an nód dearthár C.
    ^"../.." # Pointí chuig nód na seantuismitheoirí.
    [/codeblock]
    Ciallaíonn slais tosaigh go bhfuil an cosán iomlán, agus tosaíonn sé ón [SceneTree]:
    [codeblock]
    ^"/ root" # Pointí chuig Fréamhfhuinneog an SceneTree.
    ^"/root/Teideal" # Féadfaidh sé nód fréamh an phríomhradharc darb ainm "Teideal".
    ^"/root/Global" # Féadfaidh sé nód nó radharc uathlódáilte darb ainm "Global" a chur in iúl.
    [/codeblock]
    In ainneoin a n-ainm, d’fhéadfadh cosáin nód a bheith dírithe ar airí freisin:
    [codeblock]
    ^":position" # Pointí le suíomh an réada seo.
    ^": suíomh:x" # Pointí do shuíomh an réada seo san x-ais.
    ^"Camera3D: rothlú:y" # Pointí chuig an leanbh Camera3D agus a rothlú y.
    ^"/ root:size:x" # Pointí chuig an bhfréamhfhuinneog agus a leithead.
    [/codeblock]
    I gcásanna áirithe, is féidir an [code]:[/code] tosaigh a fhágáil ar lár agus tú ag díriú ar airí réad. Mar shampla, is é seo an cás le [method Object.set_indexed] agus [method Tween.tween_property], mar a ghlaonn na modhanna sin [method NodePath.get_as_property_path] faoin gcochall. Mar sin féin, moltar go ginearálta an réimír [code]:[/code] a choinneáil.
    Ní féidir le cosáin nód a sheiceáil cibé an bhfuil siad bailí agus féadfaidh siad nóid nó airíonna nach ann dóibh a chur in iúl. Braitheann a mbrí go hiomlán ar an gcomhthéacs ina n-úsáidtear iad.
    De ghnáth ní gá duit a bheith buartha faoin gcineál [NodePath], mar go ndéantar teaghráin a thiontú go huathoibríoch chuig an gcineál nuair is gá. Tá amanna ann fós nuair a bhíonn sé úsáideach cosáin nód a shainiú. Mar shampla, ceadaíonn airíonna easpórtáilte [NodePath] duit aon nód a roghnú go héasca laistigh den radharc atá curtha in eagar faoi láthair. Déantar iad a nuashonrú go huathoibríoch freisin agus nóid á mbogadh, á n-athainmniú nó á scriosadh san eagarthóir crann radharc. Féach freisin [anótáil @GDScript.@export_node_path].
    Féach freisin [StringName], ar cineál comhchosúil é atá deartha le haghaidh teaghráin optamaithe.
    [b]Nóta:[/b] I gcomhthéacs boolean, déanfaidh [NodePath] meastóireacht go [code]bréagach[/code] má tá sé folamh ([code]NodePath("")[/code]). Seachas sin, déanfaidh [NodePath] luacháil go [code]true[/code] i gcónaí.

en: 2D Role Playing Game (RPG) Demo
ga: Taispeántas Cluiche Ról-Imeartha 2D (RPG)

en: Constructs an empty [NodePath].
ga: Tógann sé [NodePath] folamh.

en: Constructs a [NodePath] as a copy of the given [NodePath].
ga: Tógtar [NodePath] mar chóip den [NodePath] a tugadh.

en: Returns all node names concatenated with a slash character ([code]/[/code]) as a single [StringName].
ga: Seoltar ar ais gach ainm nód atá comh-chomhfháite le carachtar slais ([code]/[/code]) mar [StringName] amháin.

en: Returns the number of node names in the path. Property subnames are not included.
    For example, [code]"../RigidBody2D/Sprite2D:texture"[/code] contains 3 node names.
ga: Filleann sé líon na n-ainmneacha nód sa chonair. Níl foainmneacha maoine san áireamh.
    Mar shampla, tá 3 ainm nód i [code]"../RigidBody2D/Sprite2D:texture"[/code].

en: Returns the number of property names ("subnames") in the path. Each subname in the node path is listed after a colon character ([code]:[/code]).
    For example, [code]"Level/RigidBody2D/Sprite2D:texture:resource_name"[/code] contains 2 subnames.
ga: Filleann sé líon na n-ainmneacha maoine ("foainmneacha") sa chonair. Tá gach foainm sa chonair nód liostaithe i ndiaidh carachtar idirstad ([code]:[/code]).
    Mar shampla, tá 2 fhoainm i [code]"Leibhéal/RigidBody2D/Sprite2D:uigeacht:resource_name"[/code].

en: Returns the 32-bit hash value representing the node path's contents.
    [b]Note:[/b] Node paths with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. Node paths with different hash values are guaranteed to be different.
ga: Filleann sé an luach hash 32-giotán a léiríonn inneachar chonair an nóid.
    [b]Nóta:[/b] Ní ráthaítear [i][/i] go mbeidh conairí nód a bhfuil na luachanna haise comhionanna acu mar an gcéanna, mar thoradh ar imbhuailtí hash. Cinntítear go mbeidh cosáin nód le luachanna hash éagsúla difriúil.

en: Returns [code]true[/code] if the node path is absolute. Unlike a relative path, an absolute path is represented by a leading slash character ([code]/[/code]) and always begins from the [SceneTree]. It can be used to reliably access nodes from the root node (e.g. [code]"/root/Global"[/code] if an autoload named "Global" exists).
ga: Filleann sé [code]true[/code] má tá conair an nóid absalóideach. Murab ionann agus cosán coibhneasta, léirítear cosán iomlán le príomhcharachtar slais ([code]/[/code]) agus tosaíonn sé i gcónaí ón [SceneTree]. Is féidir é a úsáid chun rochtain a fháil go hiontaofa ar nóid ón bhfréamhnód (m.sh. [code]"/root/Global"[/code] má tá uathlódáil darb ainm "Global") ann.

en: Returns [code]true[/code] if the node path has been constructed from an empty [String] ([code]""[/code]).
ga: Filleann sé [code]true[/code] má tá conair an nóid tógtha ó [Teaghrán] folamh ([code] ""[/code]).

en: Returns the slice of the [NodePath], from [param begin] (inclusive) to [param end] (exclusive), as a new [NodePath].
    The absolute value of [param begin] and [param end] will be clamped to the sum of [method get_name_count] and [method get_subname_count], so the default value for [param end] makes it slice to the end of the [NodePath] by default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path.slice(1, path.get_name_count() + path.get_subname_count())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a shorthand for [code]path.slice(0, path.get_name_count() + path.get_subname_count() - 2)[/code]).
ga: Filleann sé slice an [NodePath], ó [param tús] (san áireamh) go [param end] (eisiach), mar [NodePath] nua.
    Déanfar luach absalóideach [param beginning] agus [param end] a chlampáil go dtí suim [method get_name_count] agus [method get_subname_count], mar sin de bharr luach réamhshocraithe [param end] déanann sé slisnithe go dtí deireadh an [NodePath] de réir réamhshocraithe (i.e. [code]path.slice(1)[/code] is ea gearrlámh do [code]path.slice(1, path.get_name_count() + path.get_subname_count())[/code]).
    Más rud é go bhfuil param begin] nó [param end] diúltach, beidh siad i gcoibhneas le foirceann an [NodePath] (i.e. [code]path.slice(0, -2)[/code] ina gearrlámh do [code] ]path.slice(0, path.get_name_count() + path.get_subname_count() - 2)[/code]).

en: Returns [code]true[/code] if two node paths are not equal.
ga: Filleann sé [code]true[/code] mura bhfuil dhá chonair nód comhionann.

en: Returns [code]true[/code] if two node paths are equal, that is, they are composed of the same node names and subnames in the same order.
ga: Filleann [code]true[/code] más ionann dhá chonair nód, is é sin, go bhfuil siad comhdhéanta de na hainmneacha nód agus na foainmneacha céanna san ord céanna.

en: Abstract base class for noise generators.
ga: Bunrang teibí le haghaidh gineadóirí torainn.

en: This class defines the interface for noise generation libraries to inherit from.
    A default [method get_seamless_image] implementation is provided for libraries that do not provide seamless noise. This function requests a larger image from the [method get_image] method, reverses the quadrants of the image, then uses the strips of extra width to blend over the seams.
    Inheriting noise classes can optionally override this function to provide a more optimal algorithm.
ga: Sainmhíníonn an aicme seo an comhéadan ar féidir le leabharlanna giniúna torainn teacht chucu féin.
    Soláthraítear forfheidhmiú réamhshocraithe [method get_seamless_image] do leabharlanna nach soláthraíonn torann gan uaim. Iarrann an fheidhm seo íomhá níos mó ón modh [method get_image], aisiompaíonn sé ceathrúna na híomhá, ansin baintear úsáid as stiallacha leithead breise chun na seams a chumasc.
    Féadfaidh ranganna torainn oidhreachta an fheidhm seo a shárú go roghnach chun algartam níos fearr a sholáthar.

en: Returns an [Image] containing 2D noise values.
    [b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
ga: Filleann sé [Íomhá] ina bhfuil luachanna torainn 2T.
    [b]Nóta:[/b] Le [param normalú] socraithe go [code]bréagach[/code], táthar ag súil leis an gcur chun feidhme réamhshocraithe go dtabharfaidh an gineadóir torainn luachanna sa raon [code]-1.0[/code] ar ais go [code] ]1.0[/code].

en: Returns an [Array] of [Image]s containing 3D noise values for use with [method ImageTexture3D.create].
    [b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
ga: Filleann sé [Eagar] de [Íomhá]anna ina bhfuil luachanna torainn 3D le húsáid le [method ImageTexture3D.create].
    [b]Nóta:[/b] Le [param normalú] socraithe go [code]bréagach[/code], táthar ag súil leis an gcur chun feidhme réamhshocraithe go dtabharfaidh an gineadóir torainn luachanna sa raon [code]-1.0[/code] ar ais go [code] ]1.0[/code].

en: Returns the 1D noise value at the given (x) coordinate.
ga: Filleann sé an luach torainn 1T ag an gcomhordanáid (x) tugtha.

en: Returns the 2D noise value at the given position.
ga: Filleann sé an luach torainn 2T ag an suíomh tugtha.

en: Returns the 3D noise value at the given position.
ga: Filleann sé an luach torainn 3D ag an suíomh tugtha.

en: Returns an [Image] containing seamless 2D noise values.
    [b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
ga: Filleann sé [Íomhá] ina bhfuil luachanna torainn 2T gan uaim.
    [b]Nóta:[/b] Le [param normalú] socraithe go [code]bréagach[/code], táthar ag súil leis an gcur chun feidhme réamhshocraithe go dtabharfaidh an gineadóir torainn luachanna sa raon [code]-1.0[/code] ar ais go [code] ]1.0[/code].

en: Returns an [Array] of [Image]s containing seamless 3D noise values for use with [method ImageTexture3D.create].
    [b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
ga: Filleann sé [Eagar] de [Íomhá]anna ina bhfuil luachanna torainn 3D gan uaim le húsáid le [method ImageTexture3D.create].
    [b]Nóta:[/b] Le [param normalú] socraithe go [code]bréagach[/code], táthar ag súil leis an gcur chun feidhme réamhshocraithe go dtabharfaidh an gineadóir torainn luachanna sa raon [code]-1.0[/code] ar ais go [code] ]1.0[/code].

en: A 2D texture filled with noise generated by a [Noise] object.
ga: Uigeacht 2T líonta le torann a ghineann réad [Torainn].

en: Uses the [FastNoiseLite] library or other noise generators to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures.
    The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
    [codeblock]
    var texture = NoiseTexture2D.new()
    texture.noise = FastNoiseLite.new()
    await texture.changed
    var image = texture.get_image()
    var data = image.get_data()
    [/codeblock]
ga: Úsáideann sé an leabharlann [FastNoiseLite] nó gineadóirí torainn eile chun na sonraí uigeachta den mhéid atá uait a líonadh. Is féidir le [NoiseTexture2D] gnáth-uigeachtaí léarscáile a ghiniúint freisin.
    Úsáideann an rang [Snáithe]s chun na sonraí uigeachta a ghiniúint go hinmheánach, mar sin féadfaidh [method Texture2D.get_image] [code] null[/code] a chur ar ais mura bhfuil an próiseas giniúna críochnaithe fós. Sa chás sin, ní mór duit fanacht leis an uigeacht a bheith ginte roimh rochtain a fháil ar an íomhá agus ar na sonraí beart ginte:
    [codeblock]
    uigeacht var = NoiseTexture2D.new()
    texture.noise = FastNoiseLite.new()
    fanacht uigeacht.changed
    var íomhá = uigeacht.get_image()
    sonraí var = image.get_data()
    [/codeblock]

en: If [code]true[/code], the resulting texture contains a normal map created from the original noise interpreted as a bump map.
ga: Más [code]true[/code], tá gnáthléarscáil san uigeacht a tháinig as sin a cruthaíodh ón mbuntorann a léirmhínítear mar léarscáil tuairteála.

en: Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.
ga: Neart na mapaí tuairte a úsáidtear san uigeacht seo. Déanfaidh luach níos airde na léarscáileanna tuairteála le feiceáil níos mó agus beidh luach níos ísle orthu a dhéanamh níos boige.

en: A [Gradient] which is used to map the luminance of each pixel to a color value.
ga: A [grádán] a úsáidtear chun luminance gach picteilín a mhapáil go luach datha.

en: Determines whether mipmaps are generated for this texture. Enabling this results in less texture aliasing in the distance, at the cost of increasing memory usage by roughly 33% and making the noise texture generation take longer.
    [b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be enabled on the material using the [NoiseTexture2D] to have an effect.
ga: Cinneann an gintear mipmaps don uigeacht seo. Mar thoradh ar seo a chumasú tá níos lú ailiasú uigeachta i gcéin, ar chostas úsáid chuimhne a mhéadú thart ar 33% agus a dhéanamh ar ghiniúint uigeacht torainn níos faide.
    [b]Nóta:[/b] Éilíonn [member Generation_mipmaps] scagadh mipmaps a chumasú ar an ábhar a úsáideann an [NoiseTexture2D] chun éifeacht a bheith aige.

en: Height of the generated texture (in pixels).
ga: Airde na huigeachta ginte (i bpicteilíní).

en: Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
ga: Cinneann an ríomhtar an íomhá torainn sa spás 3D. D’fhéadfadh codarsnacht laghdaithe a bheith mar thoradh air.

en: If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
ga: Más rud é [code]true[/code], inbhéartaithe uigeacht an torainn. Éiríonn bán dubh, éiríonn dubh bán.

en: The instance of the [Noise] object.
ga: Mar shampla an réad [Torainn].

en: If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
    Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
ga: Más [code]true[/code], normalaítear an íomhá torainn a thagann ón ngineadóir torainn go dtí an raon [code]0.0[/code] go [code]1.0[/code].
    Is féidir le gnáthú a mhúchadh tionchar a imirt ar an gcodarsnacht agus ligeann sé duit uigeachtaí torainn neamh-athdhéanta a ghiniúint.

en: If [code]true[/code], a seamless texture is requested from the [Noise] resource.
    [b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise.
    [b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
ga: Más [code]true[/code], iarrtar uigeacht gan uaim ón acmhainn [Torainn].
    [b]Nóta:[/b] D’fhéadfadh go dtógfadh sé níos faide uigeachtaí torainn gan uaim a ghiniúint agus/nó d’fhéadfadh codarsnacht níos ísle a bheith acu i gcomparáid le torann gan uaim ag brath ar an acmhainn [Torainn] a úsáidtear. Tá sé seo amhlaidh toisc go n-úsáideann roinnt feidhmiúcháin toisí níos airde chun torann gan uaim a ghiniúint.
    [b]Nóta:[/b] Úsáideann an cur i bhfeidhm réamhshocraithe [FastNoiseLite] an cosán cúltaca le haghaidh giniúna gan uaim. Má tá [leithead ball] nó [airde ball] níos ísle ná an réamhshocrú á n-úsáid agat, b’fhéidir go mbeidh ort [comhalta seamless_blend_skirt] a mhéadú chun cumasc gan uaim a dhéanamh níos éifeachtaí.

en: Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details.
    [b]Note:[/b] If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
ga: Úsáidte chun giniúint uigeachta gan uaim a chur i bhfeidhm réamhshocraithe/aisiompaithe. Cinneann sé an fad thar a bhfuil na seams chumasc. D’fhéadfadh níos lú sonraí agus codarsnachta a bheith mar thoradh ar luachanna arda. Féach [Torann] le haghaidh tuilleadh sonraí.
    [b]Nóta:[/b] Má tá [leithead ball] nó [airde ball] níos ísle ná an réamhshocrú á n-úsáid agat, b’fhéidir go mbeidh ort [ball seamless_blend_skirt] a mhéadú chun cumasc gan uaim a dhéanamh níos éifeachtaí.

en: Width of the generated texture (in pixels).
ga: Leithead na huigeachta ginte (i bpicteilíní).

en: A 3D texture filled with noise generated by a [Noise] object.
ga: Uigeacht 3D atá líonta le torann a ghineann réad [Torainn].

en: Uses the [FastNoiseLite] library or other noise generators to fill the texture data of your desired size.
    The class uses [Thread]s to generate the texture data internally, so [method Texture3D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image:
    [codeblock]
    var texture = NoiseTexture3D.new()
    texture.noise = FastNoiseLite.new()
    await texture.changed
    var data = texture.get_data()
    [/codeblock]
ga: Úsáideann sé an leabharlann [FastNoiseLite] nó gineadóirí torainn eile chun na sonraí uigeachta den mhéid atá uait a líonadh.
    Úsáideann an rang [Snáithe]s chun na sonraí uigeachta a ghiniúint go hinmheánach, mar sin féadfaidh [method Texture3D.get_data] [code]null[/code] a chur ar ais mura bhfuil an próiseas giniúna críochnaithe fós. Sa chás sin, ní mór duit fanacht leis an uigeacht a ghiniúint roimh rochtain a fháil ar an íomhá:
    [codeblock]
    uigeacht var = NoiseTexture3D.new()
    texture.noise = FastNoiseLite.new()
    fanacht uigeacht.changed
    sonraí var = uigeacht.get_data()
    [/codeblock]

en: Depth of the generated texture (in pixels).
ga: Doimhneacht na huigeachta ginte (i bpicteilíní).

en: If [code]true[/code], a seamless texture is requested from the [Noise] resource.
    [b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise.
    [b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
ga: Más [code]true[/code], iarrtar uigeacht gan uaim ón acmhainn [Torainn].
    [b]Nóta:[/b] D’fhéadfadh go dtógfadh sé níos faide uigeachtaí torainn gan uaim a ghiniúint agus/nó d’fhéadfadh codarsnacht níos ísle a bheith acu i gcomparáid le torann gan uaim ag brath ar an acmhainn [Torainn] a úsáidtear. Tá sé seo amhlaidh toisc go n-úsáideann roinnt feidhmiúcháin toisí níos airde chun torann gan uaim a ghiniúint.
    [b]Nóta:[/b] Úsáideann an cur i bhfeidhm réamhshocraithe [FastNoiseLite] an cosán cúltaca le haghaidh giniúna gan uaim. Má tá [leithead ball], [airde ball] nó [doimhneacht na mball] níos ísle ná an réamhshocrú á n-úsáid agat, b’fhéidir go mbeadh ort [ball seamless_blend_skirt] a mhéadú chun cumasc gan uaim a dhéanamh níos éifeachtaí.

en: Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details.
    [b]Note:[/b] If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
ga: Úsáidte chun giniúint uigeachta gan uaim a chur i bhfeidhm réamhshocraithe/aisiompaithe. Cinneann sé an fad thar a bhfuil na seams chumasc. D’fhéadfadh níos lú sonraí agus codarsnachta a bheith mar thoradh ar luachanna arda. Féach [Torann] le haghaidh tuilleadh sonraí.
    [b]Nóta:[/b] Má tá [leithead ball], [airde na mball] nó [doimhneacht na mball] níos ísle ná an réamhshocrú á n-úsáid agat, seans go mbeidh ort [comhalta gan uaim_blend_skirt] a mhéadú chun cumasc gan uaim a dhéanamh níos éifeachtaí.

en: Base class for all other classes in the engine.
ga: Bunrang do gach rang eile san inneall.

en: Object class introduction
ga: Réamhrá rang réad

en: When and how to avoid using nodes for everything
ga: Cathain agus conas a sheachaint nóid a úsáid le haghaidh gach rud

en: Object notifications
ga: Fógraí réad

en: Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through [code]Object.new()[/code] in GDScript, or [code]new GodotObject[/code] in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages.
    [b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, the Object with script may only be created directly. If any other means (such as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the script's initialization will fail.
ga: Glaoitear air nuair a chuirtear script an réada ar an toirt, go minic tar éis don réad a thúsú sa chuimhne (trí [code]Object.new()[/code] i GDScript, nó [code] GodotObject nua[/code] i C#). Is féidir é a shainiú freisin chun paraiméadair a ghlacadh. Tá an modh seo cosúil le cruthaitheoir i bhformhór na dteangacha ríomhchlárúcháin.
    [b]Nóta:[/b] Má shainmhínítear [method _init] le paraiméadair [i]riachtanach[/i], ní féidir an Réada le script a chruthú ach go díreach. Má úsáidtear aon mhodhanna eile (amhail [method PackedScene.instantiate] nó [method Node.duplicate]) beidh teip ar thúsú an script.

en: Called when the object receives a notification, which can be identified in [param what] by comparing it with a constant. See also [method notification].
    [codeblocks]
    [gdscript]
    func _notification(what):
        if what == NOTIFICATION_PREDELETE:
            print("Goodbye!")
    [/gdscript]
    [csharp]
    public override void _Notification(int what)
    {
        if (what == NotificationPredelete)
        {
            GD.Print("Goodbye!");
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] The base [Object] defines a few notifications ([constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). Inheriting classes such as [Node] define a lot more notifications, which are also received by this method.
ga: Glaoitear air nuair a fhaigheann an réad fógra, ar féidir é a aithint in [param what] trína chur i gcomparáid le tairiseach. Féach freisin [fógra modha].
    [codeblocks]
    [gdscript]
    feidhm _fhógra(cad):
        más rud é == NOTIFICATION_PREDELETE:
            cló ("Slán!")
    [/gdscript]
    [csharp]
    sáraíonn poiblí ar neamhní _Fógra(isteach cad é)
    {
        más rud é (cad == FógraPredelete)
        {
            GD.Print("Slán!");
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Sainmhíníonn an bonn [Réad] cúpla fógra ([seasmhach NOTIFICATION_POSTINITIALIZE] agus [NOTIFICATION_PREDELETE]). Sainmhíníonn aicmí oidhreachta ar nós [Nóid] i bhfad níos mó fógraí, a fhaightear tríd an modh seo freisin.

en: Override this method to customize the given [param property]'s revert behavior. Should return [code]true[/code] if the [param property] has a custom default value and is revertible in the Inspector dock. Use [method _property_get_revert] to specify the [param property]'s default value.
    [b]Note:[/b] This method must return consistently, regardless of the current value of the [param property].
ga: Sáraigh an modh seo chun iompar aisiompaithe an [airí param] tugtha a shaincheapadh. Ba cheart [code]true[/code] a thabhairt ar ais má tá luach réamhshocraithe saincheaptha ag an [airí param] agus go bhfuil sé in-aischurtha i duga an Chigire. Úsáid [method _property_get_revert] chun luach réamhshocraithe [airí param] a shonrú.
    [b]Nóta:[/b] Ní mór an modh seo a bheith ar ais go comhsheasmhach, beag beann ar luach reatha [airí param].

en: Override this method to customize the given [param property]'s revert behavior. Should return the default value for the [param property]. If the default value differs from the [param property]'s current value, a revert icon is displayed in the Inspector dock.
    [b]Note:[/b] [method _property_can_revert] must also be overridden for this method to be called.
ga: Sáraigh an modh seo chun iompar aisiompaithe an [airí param] tugtha a shaincheapadh. Ba cheart an luach réamhshocraithe don [airí param] a thabhairt ar ais. Má tá an luach réamhshocraithe difriúil ó luach reatha [airí param], taispeántar íocón fillte i duga an Chigire.
    [b]Nóta:[/b] ní mór [method _property_can_revert] a shárú freisin chun an modh seo a ghlaoch.

en: Override this method to customize existing properties. Every property info goes through this method, except properties added with [method _get_property_list]. The dictionary contents is the same as in [method _get_property_list].
    [codeblocks]
    [gdscript]
    @tool
    extends Node
    
    @export var is_number_editable: bool:
        set(value):
            is_number_editable = value
            notify_property_list_changed()
    @export var number: int
    
    func _validate_property(property: Dictionary):
        if property.name == "number" and not is_number_editable:
            property.usage |= PROPERTY_USAGE_READ_ONLY
    [/gdscript]
    [csharp]
    [Tool]
    public partial class MyNode : Node
    {
        private bool _isNumberEditable;
    
        [Export]
        public bool IsNumberEditable
        {
            get => _isNumberEditable;
            set
            {
                _isNumberEditable = value;
                NotifyPropertyListChanged();
            }
        }
    
        [Export]
        public int Number { get; set; }
    
        public override void _ValidateProperty(Godot.Collections.Dictionary property)
        {
            if (property["name"].AsStringName() == PropertyName.Number && !IsNumberEditable)
            {
                var usage = property["usage"].As<PropertyUsageFlags>() | PropertyUsageFlags.ReadOnly;
                property["usage"] = (int)usage;
            }
        }
    }
    [/csharp]
    [/codeblocks]
ga: Sáraigh an modh seo chun airíonna reatha a shaincheapadh. Téann gach faisnéis airí tríd an modh seo, ach amháin airíonna a cuireadh leis [method _get_property_list]. Is ionann inneachar an fhoclóra agus atá sa [method _get_property_list].
    [codeblocks]
    [gdscript]
    @tool
    extends Node
    
    @export var is_number_editable: bool:
        set(value):
            is_number_editable = value
            notify_property_list_changed()
    @export var number: int
    
    func _validate_property(property: Dictionary):
        if property.name == "number" and not is_number_editable:
            property.usage |= PROPERTY_USAGE_READ_ONLY
    [/gdscript]
    [csharp]
    [Tool]
    public partial class MyNode : Node
    {
        private bool _isNumberEditable;
    
        [Export]
        public bool IsNumberEditable
        {
            get => _isNumberEditable;
            set
            {
                _isNumberEditable = value;
                NotifyPropertyListChanged();
            }
        }
    
        [Export]
        public int Number { get; set; }
    
        public override void _ValidateProperty(Godot.Collections.Dictionary property)
        {
            if (property["name"].AsStringName() == PropertyName.Number && !IsNumberEditable)
            {
                var usage = property["usage"].As<PropertyUsageFlags>() | PropertyUsageFlags.ReadOnly;
                property["usage"] = (int)usage;
            }
        }
    }
    [/csharp]
    [/codeblocks]

en: Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
    [codeblocks]
    [gdscript]
    var node = Node3D.new()
    node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)
    [/gdscript]
    [csharp]
    var node = new Node3D();
    node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
ga: Glaonn an [param method] ar an réad agus seolann sé an toradh ar ais. Tacaíonn an modh seo le líon athraitheach argóintí, mar sin is féidir paraiméadair a chur ar aghaidh mar liosta scartha le camóga.
    [codeblocks]
    [gdscript]
    nód var = Nód3D.new()
    nód.call ("rothlaigh", Vector3(1.0, 0.0, 0.0), 1.571)
    [/gdscript]
    [csharp]
    nód var = Nód3D nua();
    nód.Call(Node3D.MethodName.Rotate, Veicteoir nua3(1f, 0f, 0f), 1.571f);
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Returns [code]true[/code] if the object is allowed to translate messages with [method tr] and [method tr_n]. See also [method set_message_translation].
ga: Filleann sé [code]true[/code] má tá cead ag an réad teachtaireachtaí a aistriú le [method tr] agus [method tr_n]. Féach freisin [method set_message_translation].

en: If this method is called during [constant NOTIFICATION_PREDELETE], this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
ga: Má ghlaoitear ar an modh seo le linn [NOTIFICATION_PREDELETE leanúnach], diúltóidh an réad seo a bheith saor agus fanfaidh sé leithdháilte. Is feidhm inmheánach í seo den chuid is mó a úsáidtear chun earráidí a láimhseáil chun an t-úsáideoir a sheachaint ó rudaí a shaoradh nuair nach bhfuil siad beartaithe.

en: Connects a [param signal] by name to a [param callable]. Optional [param flags] can be also added to configure the connection's behavior (see [enum ConnectFlags] constants).
    A signal can only be connected once to the same [Callable]. If the signal is already connected, this method returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections.
    If the [param callable]'s object is freed, the connection will be lost.
    [b]Examples with recommended syntax:[/b]
    Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach.
    [codeblocks]
    [gdscript]
    func _ready():
        var button = Button.new()
        # `button_down` here is a Signal variant type, and we thus call the Signal.connect() method, not Object.connect().
        # See discussion below for a more in-depth overview of the API.
        button.button_down.connect(_on_button_down)
    
        # This assumes that a `Player` class exists, which defines a `hit` signal.
        var player = Player.new()
        # We use Signal.connect() again, and we also use the Callable.bind() method,
        # which returns a new Callable with the parameter binds.
        player.hit.connect(_on_player_hit.bind("sword", 100))
    
    func _on_button_down():
        print("Button down!")
    
    func _on_player_hit(weapon_type, damage):
        print("Hit with weapon %s for %d damage." % [weapon_type, damage])
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var button = new Button();
        // C# supports passing signals as events, so we can use this idiomatic construct:
        button.ButtonDown += OnButtonDown;
    
        // This assumes that a `Player` class exists, which defines a `Hit` signal.
        var player = new Player();
        // We can use lambdas when we need to bind additional parameters.
        player.Hit += () => OnPlayerHit("sword", 100);
    }
    
    private void OnButtonDown()
    {
        GD.Print("Button down!");
    }
    
    private void OnPlayerHit(string weaponType, int damage)
    {
        GD.Print($"Hit with weapon {weaponType} for {damage} damage.");
    }
    [/csharp]
    [/codeblocks]
    [b][code skip-lint]Object.connect()[/code] or [code skip-lint]Signal.connect()[/code]?[/b]
    As seen above, the recommended method to connect signals is not [method Object.connect]. The code block below shows the four options for connecting signals, using either this legacy method or the recommended [method Signal.connect], and using either an implicit [Callable] or a manually defined one.
    [codeblocks]
    [gdscript]
    func _ready():
        var button = Button.new()
        # Option 1: Object.connect() with an implicit Callable for the defined function.
        button.connect("button_down", _on_button_down)
        # Option 2: Object.connect() with a constructed Callable using a target object and method name.
        button.connect("button_down", Callable(self, "_on_button_down"))
        # Option 3: Signal.connect() with an implicit Callable for the defined function.
        button.button_down.connect(_on_button_down)
        # Option 4: Signal.connect() with a constructed Callable using a target object and method name.
        button.button_down.connect(Callable(self, "_on_button_down"))
    
    func _on_button_down():
        print("Button down!")
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var button = new Button();
        // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax:
        button.ButtonDown += OnButtonDown;
        // Option 2: GodotObject.Connect() with a constructed Callable from a method group.
        button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown));
        // Option 3: GodotObject.Connect() with a constructed Callable using a target object and method name.
        button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown));
    }
    
    private void OnButtonDown()
    {
        GD.Print("Button down!");
    }
    [/csharp]
    [/codeblocks]
    While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), [b]option 3[/b] offers the best validation: it will print a compile-time error if either the [code]button_down[/code] [Signal] or the [code]_on_button_down[/code] [Callable] are not defined. On the other hand, [b]option 2[/b] only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
    [b]Binding and passing parameters:[/b]
    The syntax to bind parameters is through [method Callable.bind], which returns a copy of the [Callable] with its parameters bound.
    When calling [method emit_signal] or [method Signal.emit], the signal parameters can be also passed. The examples below show the relationship between these signal parameters and bound parameters.
    [codeblocks]
    [gdscript]
    func _ready():
        # This assumes that a `Player` class exists, which defines a `hit` signal.
        var player = Player.new()
        # Using Callable.bind().
        player.hit.connect(_on_player_hit.bind("sword", 100))
    
        # Parameters added when emitting the signal are passed first.
        player.hit.emit("Dark lord", 5)
    
    # We pass two arguments when emitting (`hit_by`, `level`),
    # and bind two more arguments when connecting (`weapon_type`, `damage`).
    func _on_player_hit(hit_by, level, weapon_type, damage):
        print("Hit by %s (level %d) with weapon %s for %d damage." % [hit_by, level, weapon_type, damage])
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        // This assumes that a `Player` class exists, which defines a `Hit` signal.
        var player = new Player();
        // Using lambda expressions that create a closure that captures the additional parameters.
        // The lambda only receives the parameters defined by the signal's delegate.
        player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, "sword", 100);
    
        // Parameters added when emitting the signal are passed first.
        player.EmitSignal(SignalName.Hit, "Dark lord", 5);
    }
    
    // We pass two arguments when emitting (`hit_by`, `level`),
    // and bind two more arguments when connecting (`weapon_type`, `damage`).
    private void OnPlayerHit(string hitBy, int level, string weaponType, int damage)
    {
        GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage.");
    }
    [/csharp]
    [/codeblocks]
ga: Nascann [param signal] de réir ainm le [param callable]. Is féidir [param flags] roghnacha a chur leis freisin chun iompar an naisc a chumrú (féach tairisigh [enum ConnectFlags]).
    Ní féidir comhartha a nascadh ach uair amháin leis an [Callable] céanna. Má tá an comhartha ceangailte cheana, filleann an modh seo [constant ERR_INVALID_PARAMETER leanúnach] agus brúnn sé teachtaireacht earráide, ach amháin má tá an comhartha ceangailte le [constant CONNECT_REFERENCE_COUNTED]. Chun é seo a chosc, úsáid [method is_connected] ar dtús chun naisc atá ann cheana a sheiceáil.
    Má scaoiltear an réad [param callable], caillfear an nasc.
    [b]Samplaí leis an gcomhréir mholta:[/b]
    Tá comharthaí a nascadh ar cheann de na hoibríochtaí is coitianta i Godot agus tugann an API go leor roghanna chun é sin a dhéanamh, a gcuirtear síos orthu níos faide síos. Léiríonn an bloc cód thíos an cur chuige molta.
    [codeblocks]
    [gdscript]
    func _ready():
        var button = Button.new()
     Is cineál athraitheach Comhartha é # `cnaipe_síos` anseo, agus mar sin glaoimid an modh Signal.connect(), ní Object.connect().
     # Féach an plé thíos le haghaidh forbhreathnú níos doimhne ar an API.
        button.button_down.connect(_on_button_down)
    
     # Glacann sé seo leis go bhfuil rang `Imreoir` ann, a shainíonn comhartha `buail`.
        var player = Player.new()
     # Bainimid úsáid as Signal.connect() arís, agus úsáidimid an modh Callable.bind() freisin,
     # a sheolann Inghlao nua ar ais leis na ceangail pharaiméadar.
        player.hit.connect(_on_player_hit.bind("sword", 100))
    
    func _on_button_down():
        print("Button down!")
    
    func _on_player_hit(weapon_type, damage):
        print("Hit with weapon %s for %d damage." % [weapon_type, damage])
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var button = new Button();
     // Tacaíonn C# le comharthaí a rith mar imeachtaí, ionas gur féidir linn an leagan gnáthchineálach seo a úsáid:
        button.ButtonDown += OnButtonDown;
    
     // Glacann sé seo leis go bhfuil rang `Imreoir` ann, a shainíonn comhartha `Buail`.
        var player = new Player();
     // Is féidir linn lambdas a úsáid nuair is gá dúinn paraiméadair bhreise a cheangal.
        player.Hit += () => OnPlayerHit("sword", 100);
    }
    
    private void OnButtonDown()
    {
        GD.Print("Button down!");
    }
    
    private void OnPlayerHit(string weaponType, int damage)
    {
        GD.Print($"Hit with weapon {weaponType} for {damage} damage.");
    }
    [/csharp]
    [/codeblocks]
    [b][code skip-lint]Object.connect()[/code] nó [code skip-lint]Signal.connect()[/code]?[/b]
    Mar atá le feiceáil thuas, ní [method Object.connect] an modh molta chun comharthaí a nascadh. Taispeánann an bloc cód thíos na ceithre rogha chun comharthaí a nascadh, ag baint úsáide as an modh oidhreachta seo nó as an [method Signal.connect], agus ag baint úsáide as [Callable] intuigthe nó ceann atá sainithe de láimh.
    [codeblocks]
    [gdscript]
    func _ready():
        var button = Button.new()
     # Rogha 1: Object.connect() le hInghlaoite intuigthe don fheidhm shainithe.
     button.connect("cnaipe_síos", _on_button_down)
     # Rogha 2: Object.connect() le Inghlao tógtha ag baint úsáide as sprioc-réad agus ainm modha.
     button.connect("cnaipe_síos", Inghlaoite(féin, "_on_button_down"))
     # Rogha 3: Signal.connect() le Inghlaoite intuigthe don fheidhm shainithe.
     button.button_down.connect(_on_button_down)
     # Rogha 4: Signal.connect() le Inghlao tógtha ag baint úsáide as sprioc-réad agus ainm modha.
     button.button_down.connect(Inghlao(féin, "_on_button_down"))
    
    func _on_button_down():
        print("Button down!")
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var button = new Button();
     // Rogha 1: In C#, is féidir linn comharthaí a úsáid mar imeachtaí agus ceangal a dhéanamh leis an gcomhréir shaintréitheach seo:
        button.ButtonDown += OnButtonDown;
     // Rogha 2: GodotObject.Ceangail() le modh inghlaoite tógtha ó ghrúpa modhanna.
        button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown));
     // Rogha 3: GodotObject.Connect() le Inghlao tógtha ag baint úsáide as sprioc-réad agus ainm modha.
        button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown));
    }
    
    private void OnButtonDown()
    {
        GD.Print("Button down!");
    }
    [/csharp]
    [/codeblocks]
    Cé go bhfuil an toradh céanna ag gach rogha ([code]button[/code]’s [signal BaseButton.button_down] comhartha ceangailte le [code]_on_button_down[/code]), tairgeann [b]rogha 3[/b] an bailíochtú is fearr: clófaidh sé earráid ama comhshuite má tá an comhartha [code]button_down[/code] nó an [Callable] [code]_on_button_down[/code] gan sainmhíniú. Ar an láimh eile, ní bhraitheann [b]rogha 2[/b] ach ar ainmneacha téacsacha agus ní bheidh sé in ann bailíochtú a dhéanamh ach amháin ag am rith: clófaidh sé earráid ama reatha mura bhfuil [code]"button_down"[/code] ag teacht le comhartha, nó mura bhfuil [code]"_on_button_down"[/code] cláraithe mar mhodh san réad [code]self[/code]. Is í an phríomhchúis le roghanna 1, 2, nó 4 a úsáid ná dá mbeadh ort teaghráin a úsáid i ndáiríre (m.sh. chun comharthaí a nascadh go ríomhchláraithe bunaithe ar theaghráin a léitear ó chomhad cumraíochta). Seachas sin, is é rogha 3 an modh molta (agus is tapúla).
    [b]Paraiméadair cheangail agus pas:[/b]
    Is í an chomhréir chun paraiméadair a cheangal ná trí [method Callable.bind], a fhilleann cóip den [Callable] lena paraiméadair ceangailte.  
    Nuair a ghlaonn tú [method emit_signal] nó [method Signal.emit], is féidir na paraiméadair comhartha a chur ar aghaidh freisin. Léiríonn na samplaí thíos an gaol idir na paraiméadair chomhartha seo agus na paraiméadair faoi cheangal.
    [codeblocks]
    [gdscript]
    func _ready():
     # Glacann sé seo leis go bhfuil rang `Imreoir` ann, a shainíonn comhartha `buail`.
        var player = Player.new()
     # Ag baint úsáide as Callable.bind().
        player.hit.connect(_on_player_hit.bind("sword", 100))
    
     # Cuirtear na paraiméadair a chuirtear leis agus an comhartha á astú ar dtús.
        player.hit.emit("Dark lord", 5)
    
    # Déanaimid dhá argóint agus muid ag astú (`hit_by`, `leibhéal`),
    # agus ceangail dhá argóint eile agus tú ag nascadh (`weapon_type`, `damage`).
    func _on_player_hit(hit_by, level, weapon_type, damage):
        print("Hit by %s (level %d) with weapon %s for %d damage." % [hit_by, level, weapon_type, damage])
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
     // Glacann sé seo leis go bhfuil rang `Imreoir` ann, a shainíonn comhartha `Buail`.
        var player = new Player();
     // Ag baint úsáide as nathanna lambda a chruthaíonn dúnadh a ghabhann na paraiméadair bhreise.
     // Ní fhaigheann an lambda ach na paraiméadair arna sainiú ag toscaire an chomhartha.
        player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, "sword", 100);
    
     // Paraiméadair a chuirtear leis agus an comhartha á astú a rith ar dtús.
        player.EmitSignal(SignalName.Hit, "Dark lord", 5);
    }
    
    // Déanaimid dhá argóint a rith agus muid ag astú (`hit_by`, `leibhéal`),
    // agus ceangail dhá argóint eile agus tú ag nascadh (`weapon_type`, `damage`).
    private void OnPlayerHit(string hitBy, int level, string weaponType, int damage)
    {
        GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage.");
    }
    [/csharp]
    [/codeblocks]

en: Disconnects a [param signal] by name from a given [param callable]. If the connection does not exist, generates an error. Use [method is_connected] to make sure that the connection exists.
ga: Dínascann sé [comhartha param] de réir ainm ó [param inghlaoite] tugtha. Mura bhfuil an nasc ann, cruthaítear earráid. Úsáid [method is_connected] chun a chinntiú go bhfuil an nasc ann.

en: Emits the given [param signal] by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see [method add_user_signal]). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
    Returns [constant ERR_UNAVAILABLE] if [param signal] does not exist or the parameters are invalid.
    [codeblocks]
    [gdscript]
    emit_signal("hit", "sword", 100)
    emit_signal("game_over")
    [/gdscript]
    [csharp]
    EmitSignal(SignalName.Hit, "sword", 100);
    EmitSignal(SignalName.GameOver);
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
ga: Astaíonn an [comhartha param] tugtha de réir ainm. Caithfidh an comhartha a bheith ann, mar sin ba chóir go mbeadh sé ina chomhartha ionsuite den aicme seo nó de cheann dá ranganna oidhreachta, nó ina chomhartha atá sainithe ag an úsáideoir (féach [method add_user_signal]). Tacaíonn an modh seo le líon athraitheach argóintí, mar sin is féidir paraiméadair a chur ar aghaidh mar liosta scartha le camóga.
    Filleann sé [ tairiseach ERR_UNAVAILABLE ] mura bhfuil [comhartha param] ann nó má tá na paraiméadair neamhbhailí.
    [codeblocks]
    [gdscript]
    emit_signal ("buail", "claíomh", 100)
    emit_signal("cluiche_thar")
    [/gdscript]
    [csharp]
    EmitSignal(SignalName.Hit, "claíomh", 100);
    EmitSignal(SignalName.GameOver);
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] I C#, caithfidh [comhartha param] a bheith i gcás nathair agus tagairt á déanamh do chomharthaí Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]SignalName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Deletes the object from memory. Pre-existing references to the object become invalid, and any attempt to access them will result in a run-time error. Checking the references with [method @GlobalScope.is_instance_valid] will return [code]false[/code].
ga: Scrios an réad ón gcuimhne. Éiríonn tagairtí don réad atá ann cheana neamhbhailí, agus beidh earráid ama rite mar thoradh ar aon iarracht ar rochtain a fháil orthu. Má seiceálann tú na tagairtí le [method @GlobalScope.is_instance_valid] seolfar [code]false[/code] ar ais.

en: Returns the [Variant] value of the given [param property]. If the [param property] does not exist, this method returns [code]null[/code].
    [codeblocks]
    [gdscript]
    var node = Node2D.new()
    node.rotation = 1.5
    var a = node.get("rotation") # a is 1.5
    [/gdscript]
    [csharp]
    var node = new Node2D();
    node.Rotation = 1.5f;
    var a = node.Get(Node2D.PropertyName.Rotation); // a is 1.5
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
ga: Filleann sé luach [Athróg] an [airí param] tugtha. Mura bhfuil an [airí param] ann, seolann an modh seo [code]null[/code] ar ais.
    [codeblocks]
    [gdscript]
    nód var = Nód2D.new()
    nód.rotation = 1.5
    var a = nód.get ("uainíocht") Is é # a 1.5
    [/gdscript]
    [csharp]
    nód var = Nód2D nua();
    nód.Rotation = 1.5f;
    var a = nód.Get(Node2D.PropertyName.Rotation); //a tá 1.5
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Returns the object's built-in class name, as a [String]. See also [method is_class].
    [b]Note:[/b] This method ignores [code]class_name[/code] declarations. If this object's script has defined a [code]class_name[/code], the base, built-in class name is returned instead.
ga: Filltear ainm ranga ionsuite an réada, mar [Teaghrán]. Féach freisin [method is_class].
    [b]Nóta:[/b] Déanann an modh seo neamhaird ar [code]class_name[/code] dearbhuithe. Má tá [code]class_name[/code] sainmhínithe ag script an oibiachta seo, cuirtear an bonn, ainm ranga ionsuite ar ais ina ionad sin.

en: Returns an [Array] of signal connections received by this object. Each connection is represented as a [Dictionary] that contains three entries:
    - [code]signal[/code] is a reference to the [Signal];
    - [code]callable[/code] is a reference to the [Callable];
    - [code]flags[/code] is a combination of [enum ConnectFlags].
ga: Filleann sé [Eagar] de naisc chomhartha a fuair an réad seo. Léirítear gach nasc mar [Foclóir] ina bhfuil trí iontráil:
    - is tagairt é [code]comhartha[/code] don [Comhartha];
    - Is tagairt é [code] inghlaoite[/code] don [Inghlaoch];
    - Is meascán de [enum ConnectFlags] é [code]bratacha[/code].

en: Gets the object's property indexed by the given [param property_path]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties.
    [b]Examples:[/b] [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
    [codeblocks]
    [gdscript]
    var node = Node2D.new()
    node.position = Vector2(5, -10)
    var a = node.get_indexed("position")   # a is Vector2(5, -10)
    var b = node.get_indexed("position:y") # b is -10
    [/gdscript]
    [csharp]
    var node = new Node2D();
    node.Position = new Vector2(5, -10);
    var a = node.GetIndexed("position");   // a is Vector2(5, -10)
    var b = node.GetIndexed("position:y"); // b is -10
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
    [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead.
ga: Faigheann maoin an réada innéacsaithe ag an [param property_path] a thugtar. Ba cheart go mbeadh an cosán ina [NodePath] i gcoibhneas leis an réad reatha agus is féidir leis an carachtar idirstad ([code]:[/code]) a úsáid chun rochtain a fháil ar airíonna neadaithe.
    [b] Samplaí:[/b] [code]"suíomh: x"[/code] nó [code]"ábhar: next_pass: blend_mode"[/code].
    [codeblocks]
    [gdscript]
    nód var = Nód2D.new()
    nód.position = Veicteoir 2(5, -10)
    var a = nód.get_indexed("suíomh") # a is Vector2(5, -10)
    var b = nód.get_indexed ("post: y") # b is -10
    [/gdscript]
    [csharp]
    nód var = Nód2D nua();
    nód.Position = Veicteoir nua2(5, -10);
    var a = nód.GetIndexed("post");   // a é Veicteoir 2(5, -10)
    var b = nód.GetIndexed("suíomh:y"); // b tá -10
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] I C#, ní mór [param property_path] a bheith i snake_case nuair a dhéantar tagairt d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.
    [b]Nóta:[/b] Ní thacaíonn an modh seo le cosáin iarbhír chuig nóid sa [SceneTree], ach cosáin fo-airíonna. I gcomhthéacs nóid, úsáid [method Node.get_node_and_resource] ina ionad sin.

en: Returns the object's unique instance ID. This ID can be saved in [EncodedObjectAsID], and can be used to retrieve this object instance with [method @GlobalScope.instance_from_id].
    [b]Note:[/b] This ID is only useful during the current session. It won't correspond to a similar object if the ID is sent over a network, or loaded from a file at a later time.
ga: Seoltar ar ais aitheantas uathúil an réada. Is féidir an t-aitheantas seo a shábháil in [EncodedObjectAsID], agus is féidir é a úsáid chun an ásc oibiachta seo a aisghabháil le [method @GlobalScope.instance_from_id].
    [b]Nóta:[/b] Níl an t-aitheantas seo úsáideach ach amháin le linn an tseisiúin reatha. Ní fhreagróidh sé d'earra comhchosúil má sheoltar an t-aitheantas thar líonra, nó má lódáiltear é ó chomhad níos déanaí.

en: Returns the object's metadata value for the given entry [param name]. If the entry does not exist, returns [param default]. If [param default] is [code]null[/code], an error is also generated.
    [b]Note:[/b] A metadata's name must be a valid identifier as per [method StringName.is_valid_identifier] method.
    [b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
ga: Filleann sé luach meiteashonraí an réada don iontráil tugtha [paramname]. Mura bhfuil an iontráil ann, filleann sé [param default]. Más é [param réamhshocraithe] [code]null[/code], gintear earráid freisin.
    [b]Nóta:[/b] Caithfidh ainm meiteashonraí a bheith ina aitheantóir bailí de réir an mhodha [method StringName.is_valid_identifier].
    [b]Nóta:[/b] Ní mheastar ach meiteashonraí a bhfuil ainm orthu a thosaíonn le foscór ([code]_[/code]) mar eagarthóir amháin. Ní thaispeántar meiteashonraí an eagarthóra amháin sa Chigire agus níor cheart iad a chur in eagar, cé gur féidir iad a fháil fós ar an modh seo.

en: Returns the number of arguments of the given [param method] by name.
    [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
ga: Filleann sé líon na n-argóintí den [param method] tugtha de réir ainm.
    [b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Returns this object's methods and their signatures as an [Array] of dictionaries. Each [Dictionary] contains the following entries:
    - [code]name[/code] is the name of the method, as a [String];
    - [code]args[/code] is an [Array] of dictionaries representing the arguments;
    - [code]default_args[/code] is the default arguments as an [Array] of variants;
    - [code]flags[/code] is a combination of [enum MethodFlags];
    - [code]id[/code] is the method's internal identifier [int];
    - [code]return[/code] is the returned value, as a [Dictionary];
    [b]Note:[/b] The dictionaries of [code]args[/code] and [code]return[/code] are formatted identically to the results of [method get_property_list], although not all entries are used.
ga: Filleann sé modhanna an oibiachta seo agus a sínithe mar [Eagar] foclóirí. Tá na hiontrálacha seo a leanas i ngach [Foclóir]:
    - Is é [code]ainm[/code] ainm an mhodha, mar [Teaghrán];
    - Is [Eagar] d'fhoclóirí é [code]args[/code] a ionadaíonn do na hargóintí;
    - Is é [code]default_args[/code] na hargóintí réamhshocraithe mar [Eagar] leagan;
    - Is meascán de [enum MethodFlags] é [code]bratacha[/code];
    - Is é [code]id[/code] aitheantóir inmheánach an mhodha [int];
    - Is é [code]tuairisceán[/code] an luach ar ais, mar [Foclóir];
    [b]Nóta:[/b] Tá na foclóirí [code]args[/code] agus [code] return[/code] formáidithe go comhionann le torthaí [method get_property_list], cé nach n-úsáidtear gach iontráil.

en: Returns the object's property list as an [Array] of dictionaries. Each [Dictionary] contains the following entries:
    - [code]name[/code] is the property's name, as a [String];
    - [code]class_name[/code] is an empty [StringName], unless the property is [constant TYPE_OBJECT] and it inherits from a class;
    - [code]type[/code] is the property's type, as an [int] (see [enum Variant.Type]);
    - [code]hint[/code] is [i]how[/i] the property is meant to be edited (see [enum PropertyHint]);
    - [code]hint_string[/code] depends on the hint (see [enum PropertyHint]);
    - [code]usage[/code] is a combination of [enum PropertyUsageFlags].
    [b]Note:[/b] In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
ga: Filleann sé liosta maoine an ruda mar [Eagar] d'fhoclóirí. Tá na hiontrálacha seo a leanas i ngach [Foclóir]:
    - Is é [code]ainm[/code] ainm an airí, mar [Teaghrán];
    - [code]class_name[/code] folamh [StringName], ach amháin má tá an t-airí [TYPE_OBJECT seasmhach] agus go bhfuil sé oidhreacht ó rang;
    - Is é [code]cineál[/code] cineál an airí, mar [int] (féach [enum Variant.Type]);
    - is é [code]leide[/code] [i]conas[/i] an t-airí atá le cur in eagar (féach [enum PropertyHint]);
    - braitheann [code]hint_string[/code] ar an leid (féach [enum PropertyHint]);
    - Is meascán de [enum PropertyUsageFlags] é [code]úsáid[/code].
    [b]Nóta:[/b] Sa GDScript, caitear le gach ball den rang mar airíonna. In C# agus GDE Extension, b'fhéidir go mbeadh sé riachtanach baill ranga a mharcáil go sainráite mar airíonna Godot ag baint úsáide as maisitheoirí nó tréithe.

en: Returns the object's [Script] instance, or [code]null[/code] if no script is attached.
ga: Filleann sé sampla [Script] an oibiachta, nó [code] null[/code] mura bhfuil aon script ceangailte.

en: Returns an [Array] of connections for the given [param signal] name. Each connection is represented as a [Dictionary] that contains three entries:
    - [code skip-lint]signal[/code] is a reference to the [Signal];
    - [code]callable[/code] is a reference to the connected [Callable];
    - [code]flags[/code] is a combination of [enum ConnectFlags].
ga: Filleann sé [Eagar] de naisc don ainm [comhartha param] tugtha. Léirítear gach nasc mar [Foclóir] ina bhfuil trí iontráil:
    - Is tagairt é [cód skip-lint]comhartha[/code] don [Comhartha];
    - Is tagairt é [code] inghlaoite[/code] don [Inghlaoite] nasctha;
    - Is meascán de [enum ConnectFlags] é [code]bratacha[/code].

en: Returns the list of existing signals as an [Array] of dictionaries.
    [b]Note:[/b] Due of the implementation, each [Dictionary] is formatted very similarly to the returned values of [method get_method_list].
ga: Filleann sé liosta na gcomharthaí reatha mar [Eagar] d'fhoclóirí.
    [b]Nóta:[/b] Mar gheall ar an gcur i bhfeidhm, tá gach [Foclóir] formáidithe an-chosúil leis na luachanna aischurtha ar [method get_method_list].

en: Returns [code]true[/code] if a metadata entry is found with the given [param name]. See also [method get_meta], [method set_meta] and [method remove_meta].
    [b]Note:[/b] A metadata's name must be a valid identifier as per [method StringName.is_valid_identifier] method.
    [b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
ga: Filleann sé [code]true[/code] má aimsítear iontráil meiteashonraí leis an [ainm param] tugtha. Féach freisin [method get_meta], [method set_meta] agus [method remove_meta].
    [b]Nóta:[/b] Caithfidh ainm meiteashonraí a bheith ina aitheantóir bailí de réir an mhodha [method StringName.is_valid_identifier].
    [b]Nóta:[/b] Ní mheastar ach meiteashonraí a bhfuil ainm orthu a thosaíonn le foscór ([code]_[/code]) mar eagarthóir amháin. Ní thaispeántar meiteashonraí an eagarthóra amháin sa Chigire agus níor cheart iad a chur in eagar, cé gur féidir iad a fháil fós ar an modh seo.

en: Returns [code]true[/code] if the given [param method] name exists in the object.
    [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
ga: Filleann sé [code]true[/code] má tá an t-ainm [param method] tugtha san oibiacht.
    [b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Returns [code]true[/code] if the given user-defined [param signal] name exists. Only signals added with [method add_user_signal] are included. See also [method remove_user_signal].
ga: Filleann sé [code]true[/code] má tá an t-ainm [comhartha param] sainithe ag an úsáideoir tugtha. Ní áirítear ach comharthaí a cuireadh leis [method add_user_signal]. Féach freisin [method remove_user_signal].

en: Returns [code]true[/code] if the object is blocking its signals from being emitted. See [method set_block_signals].
ga: Filleann sé [code]true[/code] má tá an réad ag cur bac ar a chomharthaí a bheith astaithe. Féach ar [method set_block_signals].

en: Returns [code]true[/code] if the object inherits from the given [param class]. See also [method get_class].
    [codeblocks]
    [gdscript]
    var sprite2d = Sprite2D.new()
    sprite2d.is_class("Sprite2D") # Returns true
    sprite2d.is_class("Node")     # Returns true
    sprite2d.is_class("Node3D")   # Returns false
    [/gdscript]
    [csharp]
    var sprite2D = new Sprite2D();
    sprite2D.IsClass("Sprite2D"); // Returns true
    sprite2D.IsClass("Node");     // Returns true
    sprite2D.IsClass("Node3D");   // Returns false
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script.
ga: Filleann sé [code]true[/code] má fhaigheann an réad le hoidhreacht ón [aicme param] a tugadh. Féach freisin [method get_class].
    [codeblocks]
    [gdscript]
    var sprite2d = Sprite2D.new()
    sprite2d.is_class("Sprite2D") # Fill ar ais fíor
    sprite2d.is_class("Nód") # Fill ar ais fíor
    sprite2d.is_class("Node3D") # Fill ar ais bréagach
    [/gdscript]
    [csharp]
    var sprite2D = sprite2D nua();
    sprite2D.IsClass("Sprite2D"); // Filleann sé fíor
    sprite2D.IsClass("Nóid");     // Filleann sé fíor
    sprite2D.IsClass("Nód3D");   // Filleann sé bréagach
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Déanann an modh seo neamhaird ar [code]class_name[/code] dearbhuithe i script an réada.

en: Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.
ga: Filleann sé [code]true[/code] má ghlaoigh an modh [method Node.queue_free] don réad.

en: Sends the given [param what] notification to all classes inherited by the object, triggering calls to [method _notification], starting from the highest ancestor (the [Object] class) and going down to the object's script.
    If [param reversed] is [code]true[/code], the call order is reversed.
    [codeblocks]
    [gdscript]
    var player = Node2D.new()
    player.set_script(load("res://player.gd"))
    
    player.notification(NOTIFICATION_ENTER_TREE)
    # The call order is Object -> Node -> Node2D -> player.gd.
    
    player.notification(NOTIFICATION_ENTER_TREE, true)
    # The call order is player.gd -> Node2D -> Node -> Object.
    [/gdscript]
    [csharp]
    var player = new Node2D();
    player.SetScript(GD.Load("res://player.gd"));
    
    player.Notification(NotificationEnterTree);
    // The call order is GodotObject -> Node -> Node2D -> player.gd.
    
    player.Notification(NotificationEnterTree, true);
    // The call order is player.gd -> Node2D -> Node -> GodotObject.
    [/csharp]
    [/codeblocks]
ga: Seoltar an fógra tugtha [param what] a thugtar chuig gach rang a fhaigheann an réad le hoidhreacht, ag spreagadh glaonna chuig [method _notification], ag tosú ón rang sinsear is airde (an rang [Object]) agus ag dul síos go dtí script an réad.
    Má tá [param droim ar ais] [code]true[/code], cuirtear an t-ordú glaonna ar ais.
    [codeblocks]
    [gdscript]
    var player = Node2D.new()
    player.set_script(load("res://player.gd"))
    
    player.notification(NOTIFICATION_ENTER_TREE)
    # Is é an t-ordú glaonna Object -> Nód -> Node2D -> player.gd.
    
    player.notification(NOTIFICATION_ENTER_TREE, true)
    # Is é an t-ordú glaonna player.gd -> Node2D -> Nód -> Cuspóir.
    [/gdscript]
    [csharp]
    var player = new Node2D();
    player.SetScript(GD.Load("res://player.gd"));
    
    player.Notification(NotificationEnterTree);
    // Is é GodotObject an t-ordú glaonna -> Nód -> Node2D -> imreoir.gd.
    
    player.Notification(NotificationEnterTree, true);
    // Is é an t-ordú glaonna player.gd -> Node2D -> Nód -> GodotObject.
    [/csharp]
    [/codeblocks]

en: Emits the [signal property_list_changed] signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
ga: Astaíonn an [signal property_list_changed] comhartha. Úsáidtear é seo go príomha chun an t-eagarthóir a athnuachan, ionas go ndéantar na forlíontáin Cigire agus eagarthóir a nuashonrú i gceart.

en: Returns [code]true[/code] if the given [param property] has a custom default value. Use [method property_get_revert] to get the [param property]'s default value.
    [b]Note:[/b] This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns [code]false[/code].
ga: Filleann sé [code]true[/code] má tá luach réamhshocraithe saincheaptha ag an [airí param] a thugtar. Úsáid [method property_get_revert] chun luach réamhshocraithe an [airí param] a fháil.
    [b]Nóta:[/b] Úsáideann duga an Chigire an modh seo chun íocón fillte a thaispeáint. Caithfidh an réad [method _property_can_revert] a chur i bhfeidhm chun an luach réamhshocraithe a shaincheapadh. Mura gcuirtear [method _property_can_revert] i bhfeidhm, filleann an modh seo [code]false[/code].

en: Returns the custom default value of the given [param property]. Use [method property_can_revert] to check if the [param property] has a custom default value.
    [b]Note:[/b] This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns [code]null[/code].
ga: Seoltar ar ais luach réamhshocraithe saincheaptha na [airí param] tugtha. Úsáid [method property_can_revert] le seiceáil an bhfuil luach réamhshocraithe saincheaptha ag an [airí param].
    [b]Nóta:[/b] Úsáideann duga an Chigire an modh seo chun íocón fillte a thaispeáint. Caithfidh an réad [method _property_get_revert] a chur i bhfeidhm chun an luach réamhshocraithe a shaincheapadh. Mura gcuirtear [method _property_get_revert] i bhfeidhm, seolann an modh seo [code]null[/code] ar ais.

en: Removes the given entry [param name] from the object's metadata. See also [method has_meta], [method get_meta] and [method set_meta].
    [b]Note:[/b] A metadata's name must be a valid identifier as per [method StringName.is_valid_identifier] method.
    [b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
ga: Baineann sé an iontráil tugtha [paramname] de mheiteashonraí an réada. Féach freisin [method has_meta], [method get_meta] agus [method set_meta].
    [b]Nóta:[/b] Caithfidh ainm meiteashonraí a bheith ina aitheantóir bailí de réir an mhodha [method StringName.is_valid_identifier].
    [b]Nóta:[/b] Ní mheastar ach meiteashonraí a bhfuil ainm orthu a thosaíonn le foscór ([code]_[/code]) mar eagarthóir amháin. Ní thaispeántar meiteashonraí an eagarthóra amháin sa Chigire agus níor cheart iad a chur in eagar, cé gur féidir iad a fháil fós ar an modh seo.

en: Removes the given user signal [param signal] from the object. See also [method add_user_signal] and [method has_user_signal].
ga: Baineann sé an comhartha úsáideora tugtha [comhartha param] ón réad. Féach freisin [method add_user_signal] agus [method has_user_signal].

en: If set to [code]true[/code], the object becomes unable to emit signals. As such, [method emit_signal] and signal connections will not work, until it is set to [code]false[/code].
ga: Má tá sé socraithe go [code]true[/code], ní bheidh an réad in ann comharthaí a astú. Mar sin, ní oibreoidh [method emit_signal] agus naisc chomhartha, go dtí go mbeidh sé socraithe go [code]false[/code].

en: Assigns [param value] to the given [param property], at the end of the current frame. This is equivalent to calling [method set] through [method call_deferred].
    [codeblocks]
    [gdscript]
    var node = Node2D.new()
    add_child(node)
    
    node.rotation = 1.5
    node.set_deferred("rotation", 3.0)
    print(node.rotation) # Prints 1.5
    
    await get_tree().process_frame
    print(node.rotation) # Prints 3.0
    [/gdscript]
    [csharp]
    var node = new Node2D();
    node.Rotation = 1.5f;
    node.SetDeferred(Node2D.PropertyName.Rotation, 3f);
    GD.Print(node.Rotation); // Prints 1.5
    
    await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
    GD.Print(node.Rotation); // Prints 3.0
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
ga: Sanntar [luach param] don [airí param] tugtha, ag deireadh an fhráma reatha. Tá sé seo comhionann le glaoch [method-shocraigh] trí [method glaoch_deferred].
    [codeblocks]
    [gdscript]
    nód var = Nód2D.new()
    add_child(nód)
    
    nód.rotation = 1.5
    nód.set_deferred("uainíocht", 3.0)
    print(node.rotation) # Priontaí 1.5
    
    fanacht get_tree().process_frame
    print(node.rotation) # Priontála 3.0
    [/gdscript]
    [csharp]
    nód var = Nód2D nua();
    nód.Rotation = 1.5f;
    nód.SetDeferred(Node2D.PropertyName.Rotation, 3f);
    GD.Print(nód.Rotation); // Priontaí 1.5
    
    ag fanacht le ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
    GD.Print(nód.Rotation); // Priontaí 3.0
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: If set to [code]true[/code], allows the object to translate messages with [method tr] and [method tr_n]. Enabled by default. See also [method can_translate_messages].
ga: Má tá sé socraithe go [code]true[/code], ceadaítear don réad teachtaireachtaí a aistriú le [method tr] agus [method tr_n]. Cumasaithe de réir réamhshocraithe. Féach freisin [method can_translate_messages].

en: Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialized correctly.
    If [param value] is [code]null[/code], the entry is removed. This is the equivalent of using [method remove_meta]. See also [method has_meta] and [method get_meta].
    [b]Note:[/b] A metadata's name must be a valid identifier as per [method StringName.is_valid_identifier] method.
    [b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
ga: Cuireann nó athraíonn an iontráil [paramname] taobh istigh de mheiteashonraí an réada. Féadfaidh na meiteashonraí [paramluach] a bheith ar aon [Athróg], cé nach féidir roinnt cineálacha a shraithiú i gceart.
    Más é [paramluach] [code]null[/code], baintear an iontráil. Is ionann é seo agus [method remove_meta] a úsáid. Féach freisin [method has_meta] agus [method get_meta].
    [b]Nóta:[/b] Caithfidh ainm meiteashonraí a bheith ina aitheantóir bailí de réir an mhodha [method StringName.is_valid_identifier].
    [b]Nóta:[/b] Ní mheastar ach meiteashonraí a bhfuil ainm orthu a thosaíonn le foscór ([code]_[/code]) mar eagarthóir amháin. Ní thaispeántar meiteashonraí an eagarthóra amháin sa Chigire agus níor cheart iad a chur in eagar, cé gur féidir iad a fháil fós ar an modh seo.

en: Attaches [param script] to the object, and instantiates it. As a result, the script's [method _init] is called. A [Script] is used to extend the object's functionality.
    If a script already exists, its instance is detached, and its property values and state are lost. Built-in property values are still kept.
ga: Ceangail [param script] den réad, agus cuireann sé ar an toirt é. Mar thoradh air sin, tugtar [method _init] an script. Úsáidtear [Script] chun feidhmiúlacht an oibiachta a leathnú.
    Má tá script ann cheana féin, scoitetar a sampla, agus cailltear a luach maoine agus a staid. Coinnítear luachanna maoine insuite go fóill.

en: Returns a [String] representing the object. Defaults to [code]"<ClassName#RID>"[/code]. Override [method _to_string] to customize the string representation of the object.
ga: Filleann sé [String] a léiríonn an réad. Réamhshocruithe le [code]"<ClassName#RID>"[/code]. Sáraigh [method _to_string] chun léiriú teaghrán an oibiachta a shaincheapadh.

en: Translates a [param message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation. Note that most [Control] nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
    If [method can_translate_messages] is [code]false[/code], or no translation is available, this method returns the [param message] without changes. See [method set_message_translation].
    For detailed examples, see [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url].
    [b]Note:[/b] This method can't be used without an [Object] instance, as it requires the [method can_translate_messages] method. To translate strings in a static context, use [method TranslationServer.translate].
ga: Aistrítear [teachtaireacht param], ag baint úsáide as na catalóga aistriúcháin atá cumraithe i Socruithe an Tionscadail. Is féidir tuilleadh [comhthéacs param] a shonrú chun cabhrú leis an aistriúchán. Tabhair faoi deara go n-aistríonn an chuid is mó de na nóid [Rialú] a gcuid teaghráin go huathoibríoch, mar sin tá an modh seo úsáideach den chuid is mó le haghaidh teaghráin formáidithe nó téacs saincheaptha tarraingthe.
    Más [code]bréagach[/code] é [method can_translate_messages], nó mura bhfuil aistriúchán ar fáil, seolann an modh seo an [teachtaireacht param] ar ais gan athruithe. Féach ar [method set_message_translation].
    Le haghaidh samplaí mionsonraithe, féach [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Cluichí idirnáisiúnú[/url].
    [b]Nóta:[/b] Ní féidir an modh seo a úsáid gan shampla [Réad], mar go dteastaíonn an modh [method can_translate_messages] uaidh. Chun teaghráin a aistriú i gcomhthéacs statach, úsáid [method TranslationServer.translate].

en: Translates a [param message] or [param plural_message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation.
    If [method can_translate_messages] is [code]false[/code], or no translation is available, this method returns [param message] or [param plural_message], without changes. See [method set_message_translation].
    The [param n] is the number, or amount, of the message's subject. It is used by the translation system to fetch the correct plural form for the current language.
    For detailed examples, see [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url].
    [b]Note:[/b] Negative and [float] numbers may not properly apply to some countable subjects. It's recommended to handle these cases with [method tr].
    [b]Note:[/b] This method can't be used without an [Object] instance, as it requires the [method can_translate_messages] method. To translate strings in a static context, use [method TranslationServer.translate_plural].
ga: Aistrítear [teachtaireacht param] nó [param plural_message], ag baint úsáide as na catalóga aistriúcháin atá cumraithe i Socruithe an Tionscadail. Is féidir tuilleadh [comhthéacs param] a shonrú chun cabhrú leis an aistriúchán.
    Má tá [method can_translate_messages] [code]false[/code], nó mura bhfuil aistriúchán ar fáil, filleann an modh seo [param message] nó [param plural_message], gan athruithe. Féach ar [method set_message_translation].
    Is é [param n] uimhir, nó méid, ábhar na teachtaireachta. Úsáideann an córas aistriúcháin é chun an fhoirm iolra ceart a fháil don teanga reatha.
    Le haghaidh samplaí mionsonraithe, féach [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization ag baint úsáide as gettext[/url].
    [b]Nóta:[/b] D’fhéadfadh sé nach mbeadh feidhm cheart ag uimhreacha diúltacha agus [snámhphointe] maidir le roinnt ábhar ináirimh. Moltar na cásanna seo a láimhseáil le [method tr].
    [b]Nóta:[/b] Ní féidir an modh seo a úsáid gan shampla [Réad], mar go dteastaíonn an modh [method can_translate_messages] uaidh. Chun teaghráin a aistriú i gcomhthéacs statach, úsáid [method TranslationServer.translate_plural].

en: Emitted when [method notify_property_list_changed] is called.
ga: Astaítear nuair a ghlaoitear [method notify_property_list_changed].

en: Emitted when the object's script is changed.
    [b]Note:[/b] When this signal is emitted, the new script is not initialized yet. If you need to access the new script, defer connections to this signal with [constant CONNECT_DEFERRED].
ga: Astaithe nuair a athraítear script an réad.
    [b]Nóta:[/b] Nuair a astaítear an comhartha seo, níl an script nua tosaithe fós. Más gá duit an script nua a rochtain, cuir naisc leis an gcomhartha seo siar le [CONNECT_DEFERRED leanúnach].

en: Notification received when the object is initialized, before its script is attached. Used internally.
ga: Fógra faighte nuair a chuirtear tús leis an réad, sula gcuirtear a script i gceangal leis. Úsáidtear go hinmheánach.

en: Notification received when the object finishes hot reloading. This notification is only sent for extensions classes and derived.
ga: Fógra faighte nuair a chríochnaíonn an réad athlódála te. Ní sheoltar an fógra seo ach le haghaidh ranganna síntí agus díorthaithe.

en: Deferred connections trigger their [Callable]s on idle time (at the end of the frame), rather than instantly.
ga: Spreagann naisc iarchurtha a gcuid [Inghlaoch] ar am díomhaoin (ag deireadh an fhráma), seachas ar an toirt.

en: Persisting connections are stored when the object is serialized (such as when using [method PackedScene.pack]). In the editor, connections created through the Node dock are always persisting.
ga: Stóráiltear naisc marthanacha nuair a bhíonn an réad sraitheach (mar shampla nuair a úsáidtear [method PackedScene.pack]). San eagarthóir, tá naisc a cruthaíodh tríd an duga Nód fós ann i gcónaí.

en: One-shot connections disconnect themselves after emission.
ga: Déanann naisc aon-lámhaigh iad féin a dhícheangal tar éis astaíochtaí.

en: Reference-counted connections can be assigned to the same [Callable] multiple times. Each disconnection decreases the internal counter. The signal fully disconnects only when the counter reaches 0.
ga: Is féidir naisc a chomhairtear le tagairtí a shannadh don iliomad uair chéanna [Inghlaoite]. Laghdaíonn gach dícheangal an cuntar inmheánach. Ní dhícheanglaíonn an comhartha go hiomlán ach amháin nuair a shroicheann an cuntar 0.

en: Occluder shape resource for use with occlusion culling in [OccluderInstance3D].
ga: Acmhainn cruth occluder le húsáid le marú occlusion in [OccluderInstance3D].

en: [Occluder3D] stores an occluder shape that can be used by the engine's occlusion culling system.
    See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
ga: Stórálann [Occluder3D] cruth occluder is féidir a úsáid ag córas maraithe occlusion an innill.
    Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú occlusion a bhunú.

en: Returns the occluder shape's vertex indices.
ga: Filleann sé innéacsanna rinn an chruth occluder.

en: Returns the occluder shape's vertex positions.
ga: Filleann suímh rinn an chruth occluder.

en: Provides occlusion culling for 3D nodes, which improves performance in closed areas.
ga: Soláthraíonn sé marú occlusion do nóid 3D, a fheabhsaíonn feidhmíocht i gceantair dúnta.

en: The visual layers to account for when baking for occluders. Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with this [member bake_mask] will be included in the generated occluder mesh. By default, all objects with [i]opaque[/i] materials are taken into account for the occluder baking.
    To improve performance and avoid artifacts, it is recommended to exclude dynamic objects, small objects and fixtures from the baking process by moving them to a separate visual layer and excluding this layer in [member bake_mask].
ga: Na sraitheanna amhairc le cuntas a thabhairt orthu agus iad ag bácáil le haghaidh occluders. Ní áireofar ach [MeshInstance3D]s a bhfuil [comhaltaí VisualInstance3D.layers] acu leis an [member bake_mask] seo sa mhogall occluder ginte. De réir réamhshocraithe, cuirtear gach réad ina bhfuil ábhair [i]teimhneach[/i] san áireamh don bhácáil occluder.
    Chun feidhmíocht a fheabhsú agus déantáin a sheachaint, moltar rudaí dinimiciúla, rudaí beaga agus daingneáin a eisiamh ón bpróiseas bácála trí iad a aistriú chuig ciseal amhairc ar leith agus an ciseal seo a eisiamh i [member bake_mask].

en: The simplification distance to use for simplifying the generated occluder polygon (in 3D units). Higher values result in a less detailed occluder mesh, which improves performance but reduces culling accuracy.
    The occluder geometry is rendered on the CPU, so it is important to keep its geometry as simple as possible. Since the buffer is rendered at a low resolution, less detailed occluder meshes generally still work well. The default value is fairly aggressive, so you may have to decrease it if you run into false negatives (objects being occluded even though they are visible by the camera). A value of [code]0.01[/code] will act conservatively, and will keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. Depending on the scene, a value of [code]0.01[/code] may still simplify the mesh noticeably compared to disabling simplification entirely.
    Setting this to [code]0.0[/code] disables simplification entirely, but vertices in the exact same position will still be merged. The mesh will also be re-indexed to reduce both the number of vertices and indices.
    [b]Note:[/b] This uses the [url=https://meshoptimizer.org/]meshoptimizer[/url] library under the hood, similar to LOD generation.
ga: An t-achar simplithe le húsáid chun an polagán occluder ginte a shimpliú (in aonaid 3D). Is é an toradh a bhíonn ar luachanna níos airde ná mogalra occluder nach bhfuil chomh mionsonraithe, a fheabhsaíonn feidhmíocht ach a laghdaíonn cruinneas an maraithe.
    Rindreáiltear an chéimseata occluder ar an LAP, mar sin tá sé tábhachtach a chéimseata a choinneáil chomh simplí agus is féidir. Ós rud é go bhfuil an maolán rindreáilte ag taifeach íseal, oibríonn mogaill occluder nach bhfuil chomh mionsonraithe go maith i gcoitinne. Tá an luach réamhshocraithe sách ionsaitheach, mar sin b'fhéidir go mbeidh ort é a laghdú má bhíonn claonchlónna bréagacha agat (rudaí á bhfolús cé go bhfuil siad le feiceáil ag an gceamara). Gníomhóidh luach [code]0.01[/code] go coimeádach, agus coimeádfaidh sé céimseata [i]de réir cosúlachta[/i] gan aon tionchar uirthi sa mhaolán maraithe occlusion. Ag brath ar an radharc, féadfaidh luach [code]0.01[/code] an mogalra a shimpliú go suntasach fós i gcomparáid le simpliú iomlán a dhíchumasú.
    Má shocraítear é seo go [code]0.0[/code], díchumasaítear an simpliú go hiomlán, ach déanfar reanna sa suíomh céanna a chumasc fós. Déanfar an mogalra a athinnéacsú freisin chun líon na rinn agus na n-innéacsanna araon a laghdú.
    [b]Nóta:[/b] Úsáideann sé seo an leabharlann [url=https://meshoptimizer.org/]meshoptimizer[/url] faoin gcochall, cosúil le giniúint LOD.

en: The occluder resource for this [OccluderInstance3D]. You can generate an occluder resource by selecting an [OccluderInstance3D] node then using the [b]Bake Occluders[/b] button at the top of the editor.
    You can also draw your own 2D occluder polygon by adding a new [PolygonOccluder3D] resource to the [member occluder] property in the Inspector.
    Alternatively, you can select a primitive occluder to use: [QuadOccluder3D], [BoxOccluder3D] or [SphereOccluder3D].
ga: An acmhainn occluder don [OccluderInstance3D] seo. Is féidir leat acmhainn occluder a ghiniúint trí nód [OccluderInstance3D] a roghnú agus ansin an cnaipe [b]Bake Occluders[/b] ag barr an eagarthóra a úsáid.
    Is féidir leat freisin do pholagán occluder 2D féin a tharraingt trí acmhainn nua [PolygonOccluder3D] a chur leis an airí [ball occluder] sa Chigire.
    Nó, is féidir leat occluder primitive a roghnú le húsáid: [QuadOccluder3D], [BoxOccluder3D] nó [SphereOccluder3D].

en: Defines a 2D polygon for LightOccluder2D.
ga: Sainmhíníonn sé polagán 2D do LightOccluder2D.

en: Editor facility that helps you draw a 2D polygon used as resource for [LightOccluder2D].
ga: Áis eagarthóireachta a chuidíonn leat polagán 2T a tharraingt a úsáidtear mar acmhainn do [LightOccluder2D].

en: If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes the light coming from any direction. An opened OccluderPolygon2D occludes the light only at its outline's direction.
ga: Más [code]true[/code], dúnann sé an polagán. Fágann OccluderPolygon2D dúnta an solas ag teacht ó aon treo. Ní fholaíonn OccluderPolygon2D oscail an solas ach amháin ag treo a imlíne.

en: The culling mode to use.
ga: An modh maraithe le húsáid.

en: A [Vector2] array with the index for polygon's vertices positions.
ga: A [Vector2] eagar leis an innéacs do shuímh rinn polagán.

en: Culling is disabled. See [member cull_mode].
ga: Tá an marú díchumasaithe. Féach ar [member culll_mode].

en: Culling is performed in the clockwise direction. See [member cull_mode].
ga: Déantar marú ar an treo deiseal. Féach [member culll_mode].

en: Culling is performed in the counterclockwise direction. See [member cull_mode].
ga: Déantar marú ar an treo tuathalach. Féach [member culll_mode].

en: A [MultiplayerPeer] which is always connected and acts as a server.
ga: A [MultiplayerPeer] atá nasctha i gcónaí agus a fheidhmíonn mar fhreastalaí.

en: This is the default [member MultiplayerAPI.multiplayer_peer] for the [member Node.multiplayer]. It mimics the behavior of a server with no peers connected.
    This means that the [SceneTree] will act as the multiplayer authority by default. Calls to [method MultiplayerAPI.is_server] will return [code]true[/code], and calls to [method MultiplayerAPI.get_unique_id] will return [constant MultiplayerPeer.TARGET_PEER_SERVER].
ga: Is é seo an réamhshocrú [comhalta MultiplayerAPI.multiplayer_peer] don [comhalta Node.multiplayer]. Déanann sé aithris ar iompar freastalaí nach bhfuil aon phiaraí nasctha leis.
    Ciallaíonn sé seo go bhfeidhmeoidh an [SceneTree] mar an t-údarás il-imreora de réir réamhshocraithe. Seolfar glaonna chuig [method MultiplayerAPI.is_server] ar ais [code]true[/code], agus cuirfear glaonna chuig [method MultiplayerAPI.get_unique_id] ar ais [Constant MultiplayerPeer.TARGET_PEER_SERVER].

en: A sequence of Ogg packets.
ga: Sraith de phaicéid Ogg.

en: The length of this stream, in seconds.
ga: Fad an tsrutha seo, i soicindí.

en: Contains the granule positions for each page in this packet sequence.
ga: Tá suíomhanna na gráinníní ann do gach leathanach sa seicheamh paicéad seo.

en: Contains the raw packets that make up this OggPacketSequence.
ga: Tá na paicéid amh a chomhdhéanann an OggPacketSequence seo.

en: Holds sample rate information about this sequence. Must be set by another class that actually understands the codec.
ga: Coinníonn sé faisnéis ráta samplach faoin seicheamh seo. Ní mór é a shocrú ag aicme eile a thuigeann an CODEC.

en: Omnidirectional light, such as a light bulb or a candle.
ga: Solas omnitreoch, mar bolgán solais nó coinneal.

en: An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
    [b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni lights can be displayed on each mesh resource by default, but this can be increased by adjusting [member ProjectSettings.rendering/limits/opengl/max_lights_per_object].
    [b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
ga: Is cineál [Light3D] é solas Olltreorach a astaíonn solas i ngach treo. Déantar an solas a mhaolú de réir achair agus is féidir an maolú seo a chumrú trína pharaiméadair fuinnimh, ga agus caolúcháin a athrú.
    [b]Nóta:[/b] Agus an modh rindreála Móibíleach in úsáid, ní féidir ach 8 omni soilse a thaispeáint ar gach acmhainn mogaill. Má dhéantar iarracht níos mó ná 8 ollsoilse a thaispeáint ar acmhainn mogaill amháin, beidh na soilse uile ag caochadh isteach agus amach de réir mar a ghluaiseann an ceamara. Agus an modh rindreála Comhoiriúnachta á úsáid, ní féidir ach 8 omni soilse a thaispeáint ar gach acmhainn mogalra de réir réamhshocraithe, ach is féidir é seo a mhéadú trí [member ProjectSettings.rendering/limits/opengl/max_lights_per_object] a choigeartú.
    [b]Nóta:[/b] Nuair a bheidh modhanna rindreála Soghluaiste nó Comhoiriúnachta á n-úsáid, ní dhéanfaidh omnisoilse difear ceart ach amháin ar mhogaill a dtrasnaíonn a n-infheictheacht AABB le AABB an tsolais. Má úsáidtear scáthlán chun an mogalra a dhífhoirmiú ar bhealach a fhágann go dtéann sé lasmuigh dá AABB, ní mór [member GeometryInstance3D.extra_cull_margin] a mhéadú ar an mogalra. Seachas sin, ní fhéadfaidh an solas a bheith le feiceáil ar an mogalra.

en: Controls the distance attenuation function for omnilights.
    A value of [code]0.0[/code] will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of [code]2.0[/code] for physically accurate lights as it results in the proper inverse square attenutation.
    [b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units is attenuated by a factor of [code]0.0001[/code]. With a default brightness of [code]1[/code], the light would not be visible at that distance.
    [b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead to unexpected results.
ga: Rialaíonn sé an fheidhm caolaithe achair do omnilights.
    Coimeádfaidh luach [code]0.0[/code] gile tairiseach tríd an gcuid is mó den raon, ach maolóidh sé go réidh an solas ag imeall an raoin. Úsáid luach [code]2.0[/code] le haghaidh soilse atá cruinn go fisiciúil mar go mbíonn an maolú ceart inbhéartach cearnach mar thoradh air.
    [b]Nóta:[/b] Má shocraítear caolú ar [code]2.0[/code] nó níos airde, d’fhéadfadh go bhfaigheadh réada i bhfad i gcéin an solas íosta, fiú laistigh den raon. Mar shampla, le raon [code]4096[/code], déantar réad ag [code]100[/code] aonad a mhaolú le fachtóir [code]0.0001[/code]. Le gile réamhshocraithe de [code]1[/code], ní bheadh an solas le feiceáil an t-achar sin.
    [b]Nóta:[/b] Má úsáidtear luachanna diúltacha nó luachanna atá níos airde ná [code]10.0[/code], d’fhéadfadh torthaí gan choinne a bheith mar thoradh air.

en: The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius.
    [b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
ga: Ga an tsolais. Tabhair faoi deara go bhféadfadh an chuma ar an limistéar soilsithe go héifeachtach a bheith níos lú ag brath ar an [ball omni_attenuation] in úsáid. Is cuma an [ball omni_attenuation] atá in úsáid, ní shroichfidh an solas aon rud lasmuigh den ga seo.
    [b]Nóta:[/b] níl aon tionchar ag [member Node3D.scale] (scála an tsolais ná scála a thuismitheora) ar [comhalta omni_range].

en: See [enum ShadowMode].
ga: Féach [enum ShadowMode].

en: Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality.
ga: Déantar scáthanna a rindreáil d'uigeacht dé-parabolóideach. Níos tapúla ná [SHADOW_CUBE leanúnach], ach ar chaighdeán níos ísle.

en: Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
ga: Cuirtear scáthanna ar léarscáil ciúb. Níos moille ná [SHADOW_DUAL_PARABOLOID leanúnach], ach ar chaighdeán níos airde.

en: An OpenXR action.
ga: Gníomh OpenXR.

en: This resource defines an OpenXR action. Actions can be used both for inputs (buttons, joysticks, triggers, etc.) and outputs (haptics).
    OpenXR performs automatic conversion between action type and input type whenever possible. An analog trigger bound to a boolean action will thus return [code]false[/code] if the trigger is depressed and [code]true[/code] if pressed fully.
    Actions are not directly bound to specific devices, instead OpenXR recognizes a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in the OpenXR specification[/url] for more info on the top level paths.
    Note that the name of the resource is used to register the action with.
ga: Sainmhíníonn an acmhainn seo gníomh OpenXR. Is féidir gníomhartha a úsáid le haghaidh ionchuir (cnaipí, luamhán stiúrtha, truicear, etc.) agus aschuir (haptics).
    Déanann OpenXR comhshó uathoibríoch idir cineál gníomhaíochta agus cineál ionchuir nuair is féidir. Mar sin, tabharfaidh truicear analógach atá ceangailte le gníomh Boole ar ais [code]bréagach[/code] má tá an truicear dubhach agus [code]true[/code] má tá sé brúite go hiomlán.
    Níl gníomhartha ceangailte go díreach le gléasanna sonracha, ina ionad sin aithníonn OpenXR líon teoranta de chonairí barrleibhéil a shainaithníonn gléasanna de réir úsáide. Is féidir linn srian a chur ar na gléasanna ar féidir gníomh a cheangal leis na cosáin ardleibhéil seo. Mar shampla d’fhéadfadh na conairí barrleibhéil “/user/hand/clé” agus “/user/hand/deas” a bheith ag gníomh nár cheart a úsáid ach amháin do rialtóirí láimhe. Féach ar an [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]rannóg cosáin in áirithe i sonraíocht OpenXR[/url] le haghaidh tuilleadh eolais ar na cosáin barrleibhéil.
    Tabhair faoi deara go n-úsáidtear ainm na hacmhainne chun an gníomh a chlárú le.

en: The type of action.
ga: An cineál gníomhaíochta.

en: The localized description of this action.
ga: Cur síos logánta ar an ngníomh seo.

en: A collections of toplevel paths to which this action can be bound.
ga: Bailiúchán de chosáin barrleibhéil ar féidir an gníomh seo a cheangal orthu.

en: This action provides a boolean value.
ga: Soláthraíonn an gníomh seo luach Boole.

en: This action provides a float value between [code]0.0[/code] and [code]1.0[/code] for any analog input such as triggers.
ga: Soláthraíonn an gníomh seo luach snámhphointe idir [code]0.0[/code] agus [code]1.0[/code] d’aon ionchur analógach ar nós truicear.

en: This action provides a [Vector2] value and can be bound to embedded trackpads and joysticks.
ga: Soláthraíonn an gníomh seo luach [Veicteoir2] agus is féidir é a cheangal ar rianchláir leabaithe agus luamhán stiúrtha.

en: Collection of [OpenXRActionSet] and [OpenXRInteractionProfile] resources for the OpenXR module.
ga: Bailiúchán acmhainní [OpenXRActionSet] agus [OpenXRInteractionProfile] don mhodúl OpenXR.

en: OpenXR uses an action system similar to Godots Input map system to bind inputs and outputs on various types of XR controllers to named actions. OpenXR specifies more detail on these inputs and outputs than Godot supports.
    Another important distinction is that OpenXR offers no control over these bindings. The bindings we register are suggestions, it is up to the XR runtime to offer users the ability to change these bindings. This allows the XR runtime to fill in the gaps if new hardware becomes available.
    The action map therefore needs to be loaded at startup and can't be changed afterwards. This resource is a container for the entire action map.
ga: Úsáideann OpenXR córas gníomhaíochta cosúil le córas léarscáile Ionchuir Godots chun ionchuir agus aschuir ar chineálacha éagsúla rialtóirí XR a cheangal le gníomhartha ainmnithe. Sonraíonn OpenXR níos mó sonraí ar na hionchuir agus aschuir seo ná mar a thacaíonn Godot.
    Idirdhealú tábhachtach eile is ea nach dtugann OpenXR aon smacht ar na ceangail seo. Is moltaí iad na ceangail a chláraimid, tá sé de dhualgas ar an am rite XR an cumas a thairiscint d'úsáideoirí na ceangail seo a athrú. Ligeann sé seo don am rite XR na bearnaí a líonadh má bhíonn crua-earraí nua ar fáil.
    Mar sin ní mór an léarscáil gníomhaíochta a luchtú ag an am tosaithe agus ní féidir é a athrú ina dhiaidh sin. Is coimeádán é an acmhainn seo don léarscáil gníomhaíochta iomlán.

en: Add an action set.
ga: Cuir tacar gníomhaíochta leis.

en: Add an interaction profile.
ga: Cuir próifíl idirghníomhaíochta leis.

en: Setup this action set with our default actions.
ga: Socraigh an beart seo lenár ngníomhartha réamhshocraithe.

en: Retrieve an action set by name.
ga: Aisghabh beart de réir ainm.

en: Find an interaction profile by its name (path).
ga: Faigh próifíl idirghníomhaíochta faoina hainm (conair).

en: Retrieve the action set at this index.
ga: Aisghabh an gníomh atá socraithe ag an innéacs seo.

en: Retrieve the number of actions sets in our action map.
ga: Aisghabh líon na dtacar gníomhartha inár léarscáil gníomhaíochta.

en: Get the interaction profile at this index.
ga: Faigh an phróifíl idirghníomhaíochta ag an innéacs seo.

en: Retrieve the number of interaction profiles in our action map.
ga: Aisghabh líon na bpróifílí idirghníomhaíochta inár léarscáil gníomhaíochta.

en: Remove an action set.
ga: Bain tacar gníomhaíochta.

en: Remove an interaction profile.
ga: Bain próifíl idirghníomhaíochta.

en: Collection of [OpenXRActionSet]s that are part of this action map.
ga: Bailiúchán [OpenXRActionSet]anna atá mar chuid den léarscáil gníomhaíochta seo.

en: Collection of [OpenXRInteractionProfile]s that are part of this action map.
ga: Bailiúchán [OpenXRInteractionProfile]s atá mar chuid den léarscáil gníomhaíochta seo.

en: Collection of [OpenXRAction] resources that make up an action set.
ga: Bailiúchán acmhainní [OpenXRAction] a chuimsíonn tacar gníomhaíochta.

en: Action sets in OpenXR define a collection of actions that can be activated in unison. This allows games to easily change between different states that require different inputs or need to reinterpret inputs. For instance we could have an action set that is active when a menu is open, an action set that is active when the player is freely walking around and an action set that is active when the player is controlling a vehicle.
    Action sets can contain the same action with the same name, if such action sets are active at the same time the action set with the highest priority defines which binding is active.
ga: Sainmhíníonn tacair ghníomhaíochta in OpenXR bailiúchán de ghníomhartha is féidir a chur i ngníomh le chéile. Ligeann sé seo do chluichí athrú go héasca idir stáit éagsúla a dteastaíonn ionchuir éagsúla uathu nó a dteastaíonn ionchuir a athléiriú. Mar shampla, d'fhéadfadh go mbeadh tacar gníomhaíochta againn atá gníomhach nuair a bhíonn an roghchlár ar oscailt, tacar gníomhaíochta a bhíonn gníomhach nuair a bhíonn an t-imreoir ag siúl thart agus tacar gníomhaíochta atá gníomhach nuair a bhíonn feithicil á rialú ag an imreoir.
    Féadfaidh an gníomh céanna leis an ainm céanna a bheith sna tacair ghníomhaíochta, má tá tacair ghníomhaíochta den sórt sin gníomhach ag an am céanna sainmhíníonn an tacar gníomhaíochta leis an tosaíocht is airde an ceangal atá gníomhach.

en: Add an action to this action set.
ga: Cuir gníomh leis an tacar gníomhaíochta seo.

en: Retrieve the number of actions in our action set.
ga: Aisghabh líon na ngníomhartha inár dtacar gníomhaíochtaí.

en: Remove an action from this action set.
ga: Bain gníomh den tacar gníomhaíochta seo.

en: Collection of actions for this action set.
ga: Bailiúchán gníomhartha don tacar gníomhaíochta seo.

en: The localized name of this action set.
ga: Ainm logánta an tacair ghnímh seo.

en: The priority for this action set.
ga: An tosaíocht don tacar gníomhaíochta seo.

en: Makes the OpenXR API available for GDExtension.
ga: Cuireann sé an API OpenXR ar fáil le haghaidh GDEExtension.

en: [OpenXRAPIExtension] makes OpenXR available for GDExtension. It provides the OpenXR API to GDExtension through the [method get_instance_proc_addr] method, and the OpenXR instance through [method get_instance].
    It also provides methods for querying the status of OpenXR initialization, and helper methods for ease of use of the API with GDExtension.
ga: Cuireann [OpenXRAPIExtension] OpenXR ar fáil le haghaidh GDE Síneadh. Soláthraíonn sé an API OpenXR go GDExtension tríd an modh [method get_instance_proc_addr], agus an sampla OpenXR trí [method get_instance].
    Soláthraíonn sé freisin modhanna chun stádas thúsaithe OpenXR a cheistiú, agus modhanna cabhrach chun an API le GDExtension a úsáid go héasca.

en: XrResult documentation
ga: Doiciméadúchán XrResult

en: XrInstance documentation
ga: Doiciméadú XrInstance

en: XrSpace documentation
ga: Doiciméadú XrSpace

en: XrSession documentation
ga: Doiciméadú XrSession

en: XrSystemId documentation
ga: Doiciméadú XrSystemId

en: xrBeginSession documentation
ga: doiciméadú xrBeginSession

en: XrPosef documentation
ga: Doiciméadú XrPosef

en: Returns [code]true[/code] if OpenXR is initialized for rendering with an XR viewport.
ga: Filleann sé [code]true[/code] má tá OpenXR tosaithe chun é a sholáthar le hamharcphort XR.

en: Returns an error string for the given [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url].
ga: Filleann sé teaghrán earráide don [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] a tugadh.

en: Returns the corresponding [code]XRHandTrackerEXT[/code] handle for the given hand index value.
ga: Seoltar ar ais an láimhseáil chomhfhreagrach [code]XRHandTrackerEXT[/code] don luach innéacs láimhe tugtha.

en: Returns the [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrInstance.html]XrInstance[/url] created during the initialization of the OpenXR API.
ga: Seoltar ar ais an [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrInstance.html]XrInstance[/url] a cruthaíodh le linn thúsú an API OpenXR.

en: Returns the function pointer of the OpenXR function with the specified name, cast to an integer. If the function with the given name does not exist, the method returns [code]0[/code].
    [b]Note:[/b] [code]openxr/util.h[/code] contains utility macros for acquiring OpenXR functions, e.g. [code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code].
ga: Filltear pointeoir feidhme na feidhme OpenXR leis an ainm sonraithe, arna chaitheamh go slánuimhir. Mura bhfuil an fheidhm leis an ainm tugtha ann, filleann an modh [code]0[/code].
    [b]Nóta:[/b] [code]openxr/util.h[/code] ina bhfuil macraí áirgiúlachta chun feidhmeanna OpenXR a fháil, m.sh. [code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code].

en: Returns the predicted display timing for the next frame.
ga: Filleann sé an t-am taispeána tuartha don chéad fhráma eile.

en: Returns the play space, which is an [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSpace.html]XrSpace[/url] cast to an integer.
ga: Filleann sé an spás súgartha, arb é [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSpace.html]XrSpace[/url] é a caitheadh go slánuimhir.

en: Returns the predicted display timing for the current frame.
ga: Filleann sé an t-am taispeána tuartha don fhráma reatha.

en: Returns the OpenXR session, which is an [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSession.html]XrSession[/url] cast to an integer.
ga: Filleann sé an seisiún OpenXR, arb é [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSession.html]XrSession[/url] é a caitheadh go slánuimhir.

en: Returns the name of the specified swapchain format.
ga: Seoltar ar ais ainm na formáide swapchain sonraithe.

en: Returns the id of the system, which is a [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] cast to an integer.
ga: Seoltar ar ais aitheantas an chórais, arb é [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] é go slánuimhir.

en: Returns [enum OpenXRAPIExtension.OpenXRAlphaBlendModeSupport] denoting if [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is really supported, emulated or not supported at all.
ga: Filleann sé [enum OpenXRAPIExtension.OpenXRAlphaBlendModeSupport] ag cur in iúl an bhfuil [XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] fíor-thacaithe, aithrise nó nach dtacaítear leis ar chor ar bith.

en: Returns [code]true[/code] if OpenXR is initialized.
ga: Filleann sé [code]true[/code] má tá OpenXR tosaithe.

en: Returns [code]true[/code] if OpenXR is running ([url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/xrBeginSession.html]xrBeginSession[/url] was successfully called and the swapchains were created).
ga: Seoltar ar ais [code]true[/code] má tá OpenXR ag rith ([url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/xrBeginSession.html]glaodh xrBeginSession[/url] go rathúil agus cruthaíodh na swapchains).

en: Returns [code]true[/code] if OpenXR is enabled.
ga: Filleann sé [code]true[/code] má tá OpenXR cumasaithe.

en: Registers the given extension as a composition layer provider.
ga: Cláraítear an síneadh a thugtar mar sholáthraí ciseal comhdhéanamh.

en: If set to [code]true[/code], an OpenXR extension is loaded which is capable of emulating the [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] blend mode.
ga: Má tá sé socraithe go [code]true[/code], lódáiltear iarmhír OpenXR atá in ann an modh cumasc [XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] a aithris.

en: Creates a [Transform3D] from an [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrPosef.html]XrPosef[/url].
ga: Cruthaíonn [Transform3D] ó [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrPosef.html]XrPosef[/url].

en: Unregisters the given extension as a composition layer provider.
ga: Díchláraítear an síneadh a thugtar mar sholáthraí ciseal comhdhéanamh.

en: Returns [code]true[/code] if the provided [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] (cast to an integer) is successful. Otherwise returns [code]false[/code] and prints the [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] converted to a string, with the specified additional information.
ga: Filleann sé [code]true[/code] má tá sé curtha ar fáil [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] (caite chuig slánuimhir) rathúil. Seachas sin filleann sé [code]false[/code] agus priontaí an [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] arna thiontú go teaghrán, leis an bhfaisnéis bhreise shonraithe.

en: Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] isn't supported at all.
ga: Ciallaíonn sé nach dtacaítear ar chor ar bith le [XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND].

en: Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is really supported.
ga: Ciallaíonn sé go dtacaítear i ndáiríre le [XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND].

en: Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is emulated.
ga: Ciallaíonn sé go ndéantar [XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] a aithris.

en: The parent class of all OpenXR composition layer nodes.
ga: An rang tuismitheora de gach nóid ciseal comhdhéanamh OpenXR.

en: Composition layers allow 2D viewports to be displayed inside of the headset by the XR compositor through special projections that retain their quality. This allows for rendering clear text while keeping the layer at a native resolution.
    [b]Note:[/b] If the OpenXR runtime doesn't support the given composition layer type, a fallback mesh can be generated with a [ViewportTexture], in order to emulate the composition layer.
ga: Ligeann sraitheanna cumadóireachta na hamharclanna 2D a thaispeáint taobh istigh den headset ag an gcumadóir XR trí réamh-mheastacháin speisialta a choimeádann a cháilíocht. Ligeann sé seo téacs soiléir a thabhairt agus an ciseal a choinneáil ag taifeach dúchais.
    [b]Nóta:[/b] Mura dtacaíonn an t-am rite OpenXR leis an gcineál ciseal comhdhéanaimh a thugtar, is féidir mogall cúltaca a ghiniúint le [ViewportTexture], chun an ciseal cumadóireachta a aithris.

en: Returns UV coordinates where the given ray intersects with the composition layer. [param origin] and [param direction] must be in global space.
    Returns [code]Vector2(-1.0, -1.0)[/code] if the ray doesn't intersect.
ga: Filleann sé comhordanáidí UV nuair a thrasnaíonn an ga a thugtar an ciseal comhdhéanamh. Caithfidh [bunús param] agus [treo param] a bheith sa spás domhanda.
    Filleann [code]Vector2(-1.0, -1.0)[/code] mura dtrasnaíonn an ga.

en: Enables the blending the layer using its alpha channel.
    Can be combined with [member Viewport.transparent_bg] to give the layer a transparent background.
ga: Cumasaítear an ciseal ag baint úsáide as a cainéal alfa.
    Is féidir é a chomhcheangal le [comhalta Viewport.transparent_bg] chun cúlra trédhearcach a thabhairt don chiseal.

en: Enables a technique called "hole punching", which allows putting the composition layer behind the main projection layer (i.e. setting [member sort_order] to a negative value) while "punching a hole" through everything rendered by Godot so that the layer is still visible.
    This can be used to create the illusion that the composition layer exists in the same 3D space as everything rendered by Godot, allowing objects to appear to pass both behind or in front of the composition layer.
ga: Cumasaíonn sé teicníocht ar a dtugtar "poll pollta", a cheadaíonn an ciseal comhdhéanamh a chur taobh thiar den phríomhchiseal teilgean (i.e. [member sort_order] a shocrú go luach diúltach) agus "poll a phuncháil" trí gach rud a rinne Godot ionas go mbeidh an ciseal fós le feiceáil .
    Is féidir é seo a úsáid chun an seachmaill a chruthú go bhfuil an ciseal cumadóireachta sa spás 3D céanna le gach rud a rinne Godot, rud a ligeann do réada a bheith le feiceáil ag dul taobh thiar nó os comhair na ciseal cumadóireachta.

en: The [SubViewport] to render on the composition layer.
ga: An [SubViewport] le déanamh ar an gciseal comhdhéanamh.

en: The sort order for this composition layer. Higher numbers will be shown in front of lower numbers.
    [b]Note:[/b] This will have no effect if a fallback mesh is being used.
ga: An t-ordú sórtála don chiseal comhdhéanamh seo. Taispeánfar uimhreacha níos airde os comhair uimhreacha níos ísle.
    [b]Nóta:[/b] Ní bheidh aon éifeacht aige seo má tá mogaill chúltaca á úsáid.

en: An OpenXR composition layer that is rendered as an internal slice of a cylinder.
ga: Ciseal comhdhéanamh OpenXR a rindreáiltear mar shlisne inmheánach de shorcóir.

en: An OpenXR composition layer that allows rendering a [SubViewport] on an internal slice of a cylinder.
ga: Ciseal comhdhéanamh OpenXR a cheadaíonn [SubViewport] a dhéanamh ar shlis inmheánach sorcóir.

en: The aspect ratio of the slice. Used to set the height relative to the width.
ga: An cóimheas gné den slice. Úsáidtear é chun an airde a shocrú i gcoibhneas leis an leithead.

en: The central angle of the cylinder. Used to set the width.
ga: Uillinn lárnach an tsorcóra. Úsáidtear é chun an leithead a shocrú.

en: The number of segments to use in the fallback mesh.
ga: Líon na gcodanna atá le húsáid sa mhogalra frithshocraithe.

en: An OpenXR composition layer that is rendered as an internal slice of a sphere.
ga: Ciseal comhdhéanamh OpenXR a rindreáiltear mar shlis inmheánach de sféar.

en: An OpenXR composition layer that allows rendering a [SubViewport] on an internal slice of a sphere.
ga: Ciseal comhdhéanamh OpenXR a cheadaíonn [SubViewport] a dhéanamh ar shlis inmheánach sféir.

en: The central horizontal angle of the sphere. Used to set the width.
ga: Uillinn chothrománach lárnach an sféir. Úsáidtear é chun an leithead a shocrú.

en: The lower vertical angle of the sphere. Used (together with [member upper_vertical_angle]) to set the height.
ga: Uillinn ingearach níos ísle an sféir. Úsáidte (mar aon le [member upper_vertical_angle]) chun an airde a shocrú.

en: The radius of the sphere.
ga: Ga an sféir.

en: The upper vertical angle of the sphere. Used (together with [member lower_vertical_angle]) to set the height.
ga: Uillinn ingearach uachtarach an sféir. Úsáidte (mar aon le [member lower_vertical_angle]) chun an airde a shocrú.

en: An OpenXR composition layer that is rendered as a quad.
ga: Ciseal comhdhéanamh OpenXR a rindreáiltear mar chuad.

en: An OpenXR composition layer that allows rendering a [SubViewport] on a quad.
ga: Ciseal comhdhéanamh OpenXR a cheadaíonn [SubViewport] a dhéanamh ar chuad.

en: The dimensions of the quad.
ga: Toisí an chuaid.

en: Allows clients to implement OpenXR extensions with GDExtension.
ga: Ligeann sé do chliaint síntí OpenXR a chur i bhfeidhm le GDExtension.

en: [OpenXRExtensionWrapperExtension] allows clients to implement OpenXR extensions with GDExtension. The extension should be registered with [method register_extension_wrapper].
ga: Ceadaíonn [OpenXRExtensionWrapperExtension] do chliaint síntí OpenXR a chur i bhfeidhm le GDExtension. Ba cheart an síneadh a chlárú le [method register_extension_wrapper].

en: Returns a pointer to an [code]XrCompositionLayerBaseHeader[/code] struct to provide the given composition layer.
    This will only be called if the extension previously registered itself with [method OpenXRAPIExtension.register_composition_layer_provider].
ga: Filleann sé pointeoir ar struchtúr [code]XrCompositionLayerBaseHeader[/code] chun an ciseal cumadóireachta tugtha a sholáthar.
    Ní thabharfar é seo ach amháin má chláraigh an síneadh é féin le [method OpenXRAPIExtension.register_composition_layer_provider].

en: Returns the number of composition layers this extension wrapper provides via [method _get_composition_layer].
    This will only be called if the extension previously registered itself with [method OpenXRAPIExtension.register_composition_layer_provider].
ga: Filleann sé ar ais líon na sraitheanna comhdhéanamh a sholáthraíonn an fillteán síneadh seo trí [method _get_composition_layer].
    Ní thabharfar é seo ach amháin má chláraigh an síneadh é féin le [method OpenXRAPIExtension.register_composition_layer_provider].

en: Returns an integer that will be used to sort the given composition layer provided via [method _get_composition_layer]. Lower numbers will move the layer to the front of the list, and higher numbers to the end. The default projection layer has an order of [code]0[/code], so layers provided by this method should probably be above or below (but not exactly) [code]0[/code].
    This will only be called if the extension previously registered itself with [method OpenXRAPIExtension.register_composition_layer_provider].
ga: Filleann sé slánuimhir a úsáidfear chun an ciseal cumadóireachta tugtha a shórtáil trí [method _get_composition_layer] a shórtáil. Bogfaidh uimhreacha níos ísle an ciseal go dtí tosach an liosta, agus uimhreacha níos airde go dtí an deireadh. Tá ord [code]0[/code] ag an gciseal réamh-mheastacháin, mar sin is dócha gur chóir go mbeadh na sraitheanna a sholáthraíonn an modh seo os cionn nó faoi (ach ní go díreach) [code]0[/code].
    Ní thabharfar é seo ach amháin má chláraigh an síneadh é féin le [method OpenXRAPIExtension.register_composition_layer_provider].

en: Returns a [Dictionary] of OpenXR extensions related to this extension. The [Dictionary] should contain the name of the extension, mapped to a [code]bool *[/code] cast to an integer:
    - If the [code]bool *[/code] is a [code]nullptr[/code] this extension is mandatory.
    - If the [code]bool *[/code] points to a boolean, the boolean will be updated to [code]true[/code] if the extension is enabled.
ga: Filleann sé [Foclóir] de na síntí OpenXR a bhaineann leis an síneadh seo. Ba chóir go mbeadh ainm an fhormhínithe sa [Foclóir], agus é mapáilte chuig [code]bool *[/code] arna chaitheamh go slánuimhir:
    - Más [code]nullptr[/code] é an [code]bool *[/code], tá an breiseán seo éigeantach.
    - Má dhíríonn an [code]bool *[/code] ar Boole, déanfar an Boole a nuashonrú go [code]true[/code] má tá an síneadh cumasaithe.

en: Returns a [PackedStringArray] of positional tracker names that are used within the extension wrapper.
ga: Seoltar ar ais [PackedStringArray] d'ainmneacha rianaithe suímh a úsáidtear laistigh den fhillteán síntí.

en: Gets an array of [Dictionary]s that represent properties, just like [method Object._get_property_list], that will be added to [OpenXRCompositionLayer] nodes.
ga: Faigheann sé raon [Foclóir]anna a léiríonn airíonna, díreach cosúil le [method Object._get_property_list], a chuirfear le nóid [OpenXRCCompositionLayer].

en: Gets a [Dictionary] containing the default values for the properties returned by [method _get_viewport_composition_layer_extension_properties].
ga: Faigheann [Foclóir] ina bhfuil na luachanna réamhshocraithe do na hairíonna a sheoltar ar ais trí [method _get_viewport_composition_layer_extension_properties].

en: Called before the OpenXR instance is created.
ga: Glaoitear air sula gcruthaítear an sampla OpenXR.

en: Called when there is an OpenXR event to process. When implementing, return [code]true[/code] if the event was handled, return [code]false[/code] otherwise.
ga: Glaoitear air nuair a bhíonn imeacht OpenXR le próiseáil. Agus é á chur i bhfeidhm, seol ar ais [code]true[/code] má láimhseáladh an t-imeacht, cuir ar ais [code]bréagach[/code] ar shlí eile.

en: Called right after the OpenXR instance is created.
ga: Glaoitear air díreach tar éis an sampla OpenXR a chruthú.

en: Called right before the OpenXR instance is destroyed.
ga: Glaoitear air ar dheis sula scriostar an sampla OpenXR.

en: Called right after the main swapchains are (re)created.
ga: Glaoitear orthu díreach tar éis na príomhshlabhraí swapchain a (ath)chruthú.

en: Called right before the XR viewports begin their rendering step.
ga: Glaoitear air díreach sula dtosaíonn na hamharcphointí XR a gcéim rindreála.

en: Called as part of the OpenXR process handling. This happens right before general and physics processing steps of the main loop. During this step controller data is queried and made available to game logic.
ga: Glaodh air mar chuid den láimhseáil próiseas OpenXR. Tarlaíonn sé seo díreach roimh chéimeanna próiseála ginearálta agus fisice an phríomhlúb. Le linn na céime seo ceistítear sonraí an rialtóra agus cuirtear ar fáil iad do loighic an chluiche.

en: Allows extensions to register additional controller metadata. This function is called even when the OpenXR API is not constructed as the metadata needs to be available to the editor.
    Extensions should also provide metadata regardless of whether they are supported on the host system. The controller data is used to setup action maps for users who may have access to the relevant hardware.
ga: Ceadaíonn síntí meiteashonraí breise rialaitheora a chlárú. Tugtar an fheidhm seo fiú nuair nach bhfuil an API OpenXR tógtha mar ní mór na meiteashonraí a bheith ar fáil don eagarthóir.
    Ba cheart go gcuirfeadh síntí meiteashonraí ar fáil freisin beag beann ar cibé an dtacaítear leo ar an gcóras óstaigh. Úsáidtear sonraí an rialaitheora chun léarscáileanna gníomhaíochta a shocrú d'úsáideoirí a bhféadfadh rochtain a bheith acu ar na crua-earraí ábhartha.

en: Called right after the OpenXR session is created.
ga: Glaoitear air díreach tar éis an tseisiúin OpenXR a chruthú.

en: Called right before the OpenXR session is destroyed.
ga: Glaoitear air díreach roimh an seisiún OpenXR a scrios.

en: Called when the OpenXR session state is changed to exiting.
ga: Glaoitear air nuair a athraítear staid an tseisiúin OpenXR go dtí scor.

en: Called when the OpenXR session state is changed to focused. This state is the active state when the game runs.
ga: Glaoitear air nuair a athraítear staid seisiúin OpenXR go stát dírithe. Is é an stát seo an stát gníomhach nuair a ritheann an cluiche.

en: Called when the OpenXR session state is changed to idle.
ga: Glaoitear air nuair a athraítear staid seisiúin OpenXR go díomhaoin.

en: Called when the OpenXR session state is changed to loss pending.
ga: Glaoitear air nuair a athraítear staid seisiúin OpenXR go caillteanas ar feitheamh.

en: Called when the OpenXR session state is changed to ready. This means OpenXR is ready to set up the session.
ga: Glaoitear air nuair a athraítear staid seisiúin OpenXR go dtí réidh. Ciallaíonn sé seo go bhfuil OpenXR réidh chun an seisiún a shocrú.

en: Called when the OpenXR session state is changed to stopping.
ga: Glaoitear air nuair a athraítear staid seisiúin OpenXR go stad.

en: Called when the OpenXR session state is changed to synchronized. OpenXR also returns to this state when the application loses focus.
ga: Glaoitear air nuair a athraítear staid seisiúin OpenXR go sioncronaithe. Filleann OpenXR ar an stát seo freisin nuair a chailleann an feidhmchlár fócas.

en: Called when the OpenXR session state is changed to visible. This means OpenXR is now ready to receive frames.
ga: Glaoitear air nuair a athraítear staid an tseisiúin OpenXR go sofheicthe. Ciallaíonn sé seo go bhfuil OpenXR réidh anois chun frámaí a fháil.

en: Called when a composition layer created via [OpenXRCompositionLayer] is destroyed.
    [param layer] is a pointer to an [code]XrCompositionLayerBaseHeader[/code] struct.
ga: Glaoitear air nuair a scriostar ciseal cumadóireachta a chruthaítear trí [OpenXRCCompositionLayer].
    Is pointeoir é [param layer] ar struchtúr [code]XrCompositionLayerBaseHeader[/code].

en: Adds additional data structures when each hand tracker is created.
ga: Cuirtear struchtúir sonraí breise leis nuair a chruthaítear gach rianaitheoir láimhe.

en: Adds additional data structures when the OpenXR instance is created.
ga: Cuirtear struchtúir sonraí breise leis nuair a chruthaítear an t-eisiamh OpenXR.

en: Adds additional data structures when the OpenXR session is created.
ga: Cuirtear struchtúir sonraí breise leis nuair a chruthaítear an seisiún OpenXR.

en: Adds additional data structures when creating OpenXR swapchains.
ga: Cuireann sé struchtúir sonraí breise nuair a chruthaíonn swapchains OpenXR.

en: Adds additional data structures to composition layers created by [OpenXRCompositionLayer].
    [param property_values] contains the values of the properties returned by [method _get_viewport_composition_layer_extension_properties].
    [param layer] is a pointer to an [code]XrCompositionLayerBaseHeader[/code] struct.
ga: Cuireann sé struchtúir sonraí breise le sraitheanna comhdhéanamh cruthaithe ag [OpenXRCCompositionLayer].
    [param property_values] tá luachanna na n-airíonna ar ais ag [method _get_viewport_composition_layer_extension_properties].
    Is pointeoir é [param layer] ar struchtúr [code]XrCompositionLayerBaseHeader[/code].

en: Returns the created [OpenXRAPIExtension], which can be used to access the OpenXR API.
ga: Filleann sé an [OpenXRAPIExtension] cruthaithe, ar féidir a úsáid chun rochtain a fháil ar an OpenXR API.

en: Registers the extension. This should happen at core module initialization level.
ga: Cláraítear an síneadh. Ba cheart go dtarlódh sé seo ag leibhéal tosaithe an chroímhodúil.

en: Use [XRHandModifier3D] instead.
ga: Úsáid [XRHandModifier3D] ina ionad sin.

en: Node supporting hand and finger tracking in OpenXR.
ga: Nód ag tacú le rianú láimhe agus méar in OpenXR.

en: This node enables OpenXR's hand tracking functionality. The node should be a child node of an [XROrigin3D] node, tracking will update its position to the player's tracked hand Palm joint location (the center of the middle finger's metacarpal bone). This node also updates the skeleton of a properly skinned hand or avatar model.
    If the skeleton is a hand (one of the hand bones is the root node of the skeleton), then the skeleton will be placed relative to the hand palm location and the hand mesh and skeleton should be children of the OpenXRHand node.
    If the hand bones are part of a full skeleton, then the root of the hand will keep its location with the assumption that IK is used to position the hand and arm.
    By default the skeleton hand bones are repositioned to match the size of the tracked hand. To preserve the modeled bone sizes change [member bone_update] to apply rotation only.
ga: Cuireann an nód seo ar chumas feidhmiúlacht rianaithe láimhe OpenXR. Ba chóir go mbeadh an nód ina nód linbh de nód [XROrigin3D], déanfaidh an rianú nuashonrú ar a shuíomh go dtí suíomh comhpháirteach Palm láimhe rianaithe an imreora (lár cnámh meiteacarpacha an mhéar lár). Déanann an nód seo nuashonrú freisin ar chnámharlach mhúnla láimhe nó avatar atá craiceann i gceart.
    Más lámh é an cnámharlach (is é ceann de na cnámha láimhe nód fréimhe an chnámharlaigh), ansin cuirfear an chnámharlach i gcoibhneas leis an suíomh pailme láimhe agus ba chóir go mbeadh an mogalra láimhe agus an chnámharlach mar leanaí den nód OpenXRHand.
    Má tá na cnámha láimhe mar chuid de chnámharlach iomlán, coimeádfaidh fréamh na láimhe a shuíomh agus an toimhde go n-úsáidtear IK chun an lámh agus an lámh a shuíomh.
    De réir réamhshocraithe, déantar cnámha láimhe an chnámharlaigh a athshuíomh chun méid na láimhe rianaithe a mheaitseáil. Chun na méideanna cnámh samhaltaithe a chaomhnú athraigh [member bone_update] chun rothlú amháin a chur i bhfeidhm.

en: Specify the type of updates to perform on the bone.
ga: Sonraigh an cineál nuashonruithe atá le déanamh ar an gcnámh.

en: Specifies whether this node tracks the left or right hand of the player.
ga: Sonraíonn an rianaíonn an nód seo lámh chlé nó lámh dheas an imreora.

en: Set a [Skeleton3D] node for which the pose positions will be updated.
ga: Socraigh nód [Skeleton3D] a nuashonrófar suímh an staidiúir dó.

en: Set the motion range (if supported) limiting the hand motion.
ga: Socraigh an raon tairiscint (má tá tacaíocht ann) ag teorannú an tairiscint láimhe.

en: Set the type of skeleton rig the [member hand_skeleton] is compliant with.
ga: Socraigh an cineál rig chnámharlaigh a bhfuil an [member hand_skeleton] ag cloí leis.

en: Tracking the player's left hand.
ga: Lámh chlé an imreora a rianú.

en: Tracking the player's right hand.
ga: Lámh dheas an imreora a rianú.

en: Maximum supported hands.
ga: Uasmhéid lámha tacaithe.

en: When player grips, hand skeleton will form a full fist.
ga: Nuair a théann imreoir i ngleic, cruthóidh cnámharlach na láimhe dorn iomlán.

en: When player grips, hand skeleton conforms to the controller the player is holding.
ga: Nuair a sháraíonn an t-imreoir, cloíonn cnámharlach na láimhe leis an rialtóir atá ag an imreoir.

en: Maximum supported motion ranges.
ga: Raonta uasta tairiscinte tacaithe.

en: An OpenXR compliant skeleton.
ga: Cnámharlach comhlíontach OpenXR.

en: A [SkeletonProfileHumanoid] compliant skeleton.
ga: A [SkeletonProfileHumanoid] creatlach comhlíontach.

en: The skeletons bones are fully updated (both position and rotation) to match the tracked bones.
ga: Déantar cnámha an chnámharlaigh a nuashonrú go hiomlán (idir shuíomh agus rothlú) chun na cnámha rianaithe a mheaitseáil.

en: The skeletons bones are only rotated to align with the tracked bones, preserving bone length.
ga: Ní dhéantar cnámha an chnámharlaigh a rothlú ach amháin chun ailíniú a dhéanamh leis na cnámha rianaithe, ag caomhnú fad cnámh.

en: Maximum supported bone update mode.
ga: Mód nuashonraithe cnámh uasta tacaithe.

en: Suggested bindings object for OpenXR.
ga: Réad ceangail mholta le haghaidh OpenXR.

en: This object stores suggested bindings for an interaction profile. Interaction profiles define the metadata for a tracked XR device such as an XR controller.
    For more information see the [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles]interaction profiles info in the OpenXR specification[/url].
ga: Stórálann an réad seo ceangail mholta do phróifíl idirghníomhaíochta. Sainmhíníonn próifílí idirghníomhaíochta na meiteashonraí do ghléas XR rianaithe ar nós rialtóir XR.
    Le haghaidh tuilleadh faisnéise féach ar an [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles]faisnéis próifílí idirghníomhaíochta sa tsonraíocht OpenXR[/url ].

en: Retrieve the binding at this index.
ga: Aisghabh an ceangal ag an innéacs seo.

en: Get the number of bindings in this interaction profile.
ga: Faigh líon na gceangal sa phróifíl idirghníomhaíochta seo.

en: Action bindings for this interaction profile.
ga: Ceangail gnímh don phróifíl idirghníomhaíochta seo.

en: The interaction profile path identifying the XR device.
ga: An chonair phróifíle idirghníomhaíochta lena sainaithnítear an gléas XR.

en: Meta class registering supported devices in OpenXR.
ga: Meta-aicme ag clárú gléasanna tacaithe in OpenXR.

en: This class allows OpenXR core and extensions to register metadata relating to supported interaction devices such as controllers, trackers, haptic devices, etc. It is primarily used by the action map editor and to sanitize any action map by removing extension-dependent entries when applicable.
ga: Ceadaíonn an rang seo croí agus síntí OpenXR meiteashonraí a chlárú a bhaineann le gléasanna idirghníomhaíochta tacaithe ar nós rialaitheoirí, rianaithe, gléasanna haptic, etc. Úsáideann an t-eagarthóir léarscáile gníomhaíochta go príomha é agus chun aon léarscáil gníomhaíochta a shláintiú trí iontrálacha a bhraitheann ar shíneadh a bhaint nuair is infheidhme.

en: Registers an interaction profile using its OpenXR designation (e.g. [code]/interaction_profiles/khr/simple_controller[/code] is the profile for OpenXR's simple controller profile).
    [param display_name] is the description shown to the user. [param openxr_path] is the interaction profile path being registered. [param openxr_extension_name] optionally restricts this profile to the given extension being enabled/available. If the extension is not available, the profile and all related entries used in an action map are filtered out.
ga: Cláraíonn sé próifíl idirghníomhaíochta ag baint úsáide as a ainmniú OpenXR (m.sh. is é [code]/interaction_profiles/khr/simple_controller[/code] an phróifíl do phróifíl rialaitheora shimplí OpenXR).
    [param display_name] an cur síos a thaispeántar don úsáideoir. [param openxr_path] an chonair phróifíle idirghníomhaíochta atá á chlárú. Cuireann [param openxr_extension_name] srian roghnach ar an bpróifíl seo chuig an síneadh a thugtar a bheith cumasaithe/ar fáil. Mura bhfuil an síneadh ar fáil, déantar an phróifíl agus gach iontráil ghaolmhar a úsáidtear i léarscáil gníomhaíochta a scagadh amach.

en: Registers an input/output path for the given [param interaction_profile]. The profile should previously have been registered using [method register_interaction_profile]. [param display_name] is the description shown to the user. [param toplevel_path] specifies the bind path this input/output can be bound to (e.g. [code]/user/hand/left[/code] or [code]/user/hand/right[/code]). [param openxr_path] is the action input/output being registered (e.g. [code]/user/hand/left/input/aim/pose[/code]). [param openxr_extension_name] restricts this input/output to an enabled/available extension, this doesn't need to repeat the extension on the profile but relates to overlapping extension (e.g. [code]XR_EXT_palm_pose[/code] that introduces [code]…/input/palm_ext/pose[/code] input paths). [param action_type] defines the type of input or output provided by OpenXR.
ga: Cláraítear conair ionchuir/aschuir don [param interaction_profile] a thugtar. Ba cheart go mbeadh an phróifíl cláraithe roimhe seo trí úsáid a bhaint as [method register_interaction_profile]. [param display_name] an cur síos a thaispeántar don úsáideoir. Sonraíonn [param toplevel_path] an chonair cheangail ar féidir an t-ionchur/aschur seo a cheangal de (m.sh. [code]/úsáideoir/lámh/clé[/code] nó [code]/úsáideoir/lámh/deas[/code]). Is é [param openxr_path] an t-ionchur/aschur gníomhaíochta atá á chlárú (m.sh. [code]/úsáideoir/lámh/clé/ionchur/aidhm/údar[/code]). Cuireann [param openxr_extension_name] srian ar an ionchur/aschur seo chuig iarmhír chumasaithe/ar fáil, ní gá an síneadh ar an bpróifíl a athdhéanamh ach baineann sé le síneadh forluiteach (m.sh. [code]XR_EXT_palm_pose[/code] a thugann isteach [code]…/ ionchur/palm_ext/pose[/code] cosáin ionchuir). sainmhíníonn [param action_type] an cineál ionchuir nó aschuir a sholáthraíonn OpenXR.

en: Allows for renaming old interaction profile paths to new paths to maintain backwards compatibility with older action maps.
ga: Ceadaíonn sé seanchosáin phróifíle idirghníomhaíochta a athainmniú go cosáin nua chun comhoiriúnacht siar le léarscáileanna gníomhaíochta níos sine a choinneáil.

en: Registers a top level path to which profiles can be bound. For instance [code]/user/hand/left[/code] refers to the bind point for the player's left hand. Extensions can register additional top level paths, for instance a haptic vest extension might register [code]/user/body/vest[/code].
    [param display_name] is the name shown to the user. [param openxr_path] is the top level path being registered. [param openxr_extension_name] is optional and ensures the top level path is only used if the specified extension is available/enabled.
    When a top level path ends up being bound by OpenXR, a [XRPositionalTracker] is instantiated to manage the state of the device.
ga: Cláraíonn sé cosán ardleibhéil ar féidir próifílí a cheangal chuige. Mar shampla tagraíonn [code]/úsáideoir/lámh/clé[/code] don phointe ceangail do lámh chlé an imreora. Is féidir le síntí cosáin bhreise barrleibhéil a chlárú, mar shampla d’fhéadfadh síneadh veist haptach [code]/úsáideoir/comhlacht/veist[/code] a chlárú.
    [param display_name] an t-ainm a thaispeántar don úsáideoir. Is é [param openxr_path] an cosán barrleibhéil atá á chlárú. Tá [param openxr_extension_name] roghnach agus cinntíonn sé nach n-úsáidtear an cosán barrleibhéil ach amháin má tá an síneadh sonraithe ar fáil/cumasaithe.
    Nuair a chríochnaíonn cosán barrleibhéil faoi cheangal ag OpenXR, cuirtear [XRPositionalTracker] ar an toirt chun staid an ghléis a bhainistiú.

en: Our OpenXR interface.
ga: Ár gcomhéadan OpenXR.

en: The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
    Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialized when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
ga: Ligeann comhéadan OpenXR do Godot idirghníomhú le hamanna rite OpenXR agus is féidir eispéiris agus cluichí XR a chruthú.
    Mar gheall ar riachtanais OpenXR oibríonn an comhéadan seo beagán difriúil ná comhéadain XR eile atá bunaithe ar bhreiseáin. Ní mór é a thúsú nuair a thosaíonn Godot. Ní mór duit OpenXR a chumasú, is féidir socruithe dó seo a fháil i do shocruithe tionscadail cluichí faoin gceannteideal XR. Ní mór duit amharcphort a mharcáil le húsáid le XR le go mbeidh a fhios ag Godot cén toradh rindreála ba cheart a aschur don headset.

en: Setting up XR
ga: Socrú XR

en: Returns a list of action sets registered with Godot (loaded from the action map at runtime).
ga: Seoltar ar ais liosta de thacair ghníomhaíochta atá cláraithe le Godot (lódáilte ón léarscáil gníomhaíochta ag am rite).

en: Returns display refresh rates supported by the current HMD. Only returned if this feature is supported by the OpenXR runtime and after the interface has been initialized.
ga: Taispeánann tuairisceáin rátaí athnuachana a dtacaíonn an HMD reatha leo. Ní thugtar ar ais ach amháin má tá am rite OpenXR ag tacú leis an ngné seo agus tar éis don chomhéadan a bheith tosaithe.

en: Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from [method XRServer.get_tracker] instead.
ga: Úsáid [method XRHandTracker.get_hand_joint_angular_velocity] a fhaightear ó [method XRServer.get_tracker] ina ionad sin.

en: If handtracking is enabled, returns the angular velocity of a joint ([param joint]) of a hand ([param hand]) as provided by OpenXR. This is relative to [XROrigin3D]!
ga: Má tá rianú láimhe cumasaithe, filleann sé treoluas uilleach alt ([param joint]) láimhe ([param hand]) mar a sholáthraíonn OpenXR. Tá sé seo i gcoibhneas le [XROrigin3D]!

en: Use [method XRHandTracker.get_hand_joint_flags] obtained from [method XRServer.get_tracker] instead.
ga: Úsáid [method XRHandTracker.get_hand_joint_flags] a fhaightear ó [method XRServer.get_tracker] ina ionad sin.

en: If handtracking is enabled, returns flags that inform us of the validity of the tracking data.
ga: Má tá rianú láimhe cumasaithe, seolann sé bratacha ar ais a chuireann in iúl dúinn bailíocht na sonraí rianaithe.

en: Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from [method XRServer.get_tracker] instead.
ga: Úsáid [method XRHandTracker.get_hand_joint_linear_velocity] a fhaightear ó [method XRServer.get_tracker] ina ionad sin.

en: If handtracking is enabled, returns the linear velocity of a joint ([param joint]) of a hand ([param hand]) as provided by OpenXR. This is relative to [XROrigin3D] without worldscale applied!
ga: Má tá rianú láimhe cumasaithe, filleann sé ar luas líneach alt ([param joint]) láimhe ([param hand]) mar a sholáthraíonn OpenXR é. Tá sé seo coibhneasta le [XROrigin3D] gan scála domhanda curtha i bhfeidhm!

en: Use [method XRHandTracker.get_hand_joint_transform] obtained from [method XRServer.get_tracker] instead.
ga: Úsáid [method XRHandTracker.get_hand_joint_transform] a fhaightear ó [method XRServer.get_tracker] ina ionad sin.

en: If handtracking is enabled, returns the position of a joint ([param joint]) of a hand ([param hand]) as provided by OpenXR. This is relative to [XROrigin3D] without worldscale applied!
ga: Má tá rianú láimhe cumasaithe, filleann sé suíomh alt (param joint]) de lámh ([param hand]) mar a sholáthraíonn OpenXR. Tá sé seo i gcoibhneas le [XROrigin3D] gan scála domhanda a chur i bhfeidhm!

en: Use [method XRHandTracker.get_hand_joint_radius] obtained from [method XRServer.get_tracker] instead.
ga: Úsáid [method XRHandTracker.get_hand_joint_radius] a fhaightear ó [method XRServer.get_tracker] ina ionad sin.

en: If handtracking is enabled, returns the radius of a joint ([param joint]) of a hand ([param hand]) as provided by OpenXR. This is without worldscale applied!
ga: Má tá rianú láimhe cumasaithe, filleann sé ga alt ([ param joint]) de lámh ([param hand]) mar a sholáthraíonn OpenXR. Tá sé seo gan scála domhanda a chur i bhfeidhm!

en: If handtracking is enabled, returns the rotation of a joint ([param joint]) of a hand ([param hand]) as provided by OpenXR.
ga: Má tá rianú láimhe cumasaithe, filleann sé ar ais rothlú alt ([param joint]) láimhe ([param hand]) mar a fhoráiltear le OpenXR.

en: Use [member XRHandTracker.hand_tracking_source] obtained from [method XRServer.get_tracker] instead.
ga: Úsáid [comhalta XRHandTracker.hand_tracking_source] a fuarthas ó [method XRServer.get_tracker] ina ionad sin.

en: If handtracking is enabled and hand tracking source is supported, gets the source of the hand tracking data for [param hand].
ga: Má tá rianú láimhe cumasaithe agus má thacaítear leis an bhfoinse rianaithe láimhe, faigheann sé foinse na sonraí rianaithe láimhe le haghaidh [param hand].

en: If handtracking is enabled and motion range is supported, gets the currently configured motion range for [param hand].
ga: Má tá rianú láimhe cumasaithe agus má thacaítear le raon gluaisne, gheobhaidh sé an raon gluaisne atá cumraithe faoi láthair le haghaidh [param hand].

en: Returns [code]true[/code] if the given action set is active.
ga: Filleann sé [code]true[/code] má tá an tacar gníomhaíochta tugtha gníomhach.

en: Returns the capabilities of the eye gaze interaction extension.
    [b]Note:[/b] This only returns a valid value after OpenXR has been initialized.
ga: Filleann sé cumais an síneadh idirghníomhaíochta gaze súl.
    [b]Nóta:[/b] Ní thugann sé seo luach bailí ar ais ach amháin tar éis do OpenXR a bheith tosaithe.

en: Returns [code]true[/code] if OpenXR's foveation extension is supported, the interface must be initialized before this returns a valid value.
    [b]Note:[/b] This feature is only available on the compatibility renderer and currently only available on some stand alone headsets. For Vulkan set [member Viewport.vrs_mode] to [code]VRS_XR[/code] on desktop.
ga: Seoltar ar ais [code]true[/code] má thacaítear le síneadh foveation OpenXR, ní mór an comhéadan a thúsú sula dtugann sé seo luach bailí.
    [b]Nóta:[/b] Níl an ghné seo ar fáil ach ar an rindreálaí comhoiriúnachta agus faoi láthair níl sé ar fáil ach ar roinnt cluasáin neamhspleácha. Le haghaidh Vulkan socraigh [comhalta Viewport.vrs_mode] go [code]VRS_XR[/code] ar an deasc.

en: Returns [code]true[/code] if OpenXR's hand interaction profile is supported and enabled.
    [b]Note:[/b] This only returns a valid value after OpenXR has been initialized.
ga: Filleann sé [code]true[/code] má thacaítear le próifíl idirghníomhaíochta láimhe OpenXR agus má chumasaítear é.
    [b]Nóta:[/b] Ní thugann sé seo luach bailí ar ais ach amháin tar éis do OpenXR a bheith tosaithe.

en: Returns [code]true[/code] if OpenXR's hand tracking is supported and enabled.
    [b]Note:[/b] This only returns a valid value after OpenXR has been initialized.
ga: Filleann sé [code]true[/code] má thacaítear le rianú láimhe OpenXR agus má chumasaítear é.
    [b]Nóta:[/b] Ní thugann sé seo luach bailí ar ais ach amháin tar éis do OpenXR a bheith tosaithe.

en: Sets the given action set as active or inactive.
ga: Socraíonn sé an gníomh a thugtar mar ghníomhach nó neamhghníomhach.

en: If handtracking is enabled and motion range is supported, sets the currently configured motion range for [param hand] to [param motion_range].
ga: Má tá rianú láimhe cumasaithe agus má thacaítear leis an raon gluaisne, socraítear an raon gluaisne atá cumraithe faoi láthair le haghaidh [param hand] go [param motion_range].

en: The display refresh rate for the current HMD. Only functional if this feature is supported by the OpenXR runtime and after the interface has been initialized.
ga: An ráta athnuachana taispeána don HMD reatha. Ní bheidh sé i bhfeidhm ach amháin má tá am rite OpenXR ag tacú leis an ngné seo agus tar éis don chomhéadan a bheith tosaithe.

en: Enable dynamic foveation adjustment, the interface must be initialized before this is accessible. If enabled foveation will automatically adjusted between low and [member foveation_level].
    [b]Note:[/b] Only works on compatibility renderer.
ga: Cumasaigh coigeartú dinimiciúil foveation, ní mór an comhéadan a thúsú sula mbeidh sé seo inrochtana. Má tá sé cumasaithe déanfar foveation a choigeartú go huathoibríoch idir an leibhéal íseal agus [member foveation_level].
    [b]Nóta:[/b] Ní oibríonn sé ach ar rindreálaí comhoiriúnachta.

en: Set foveation level from 0 (off) to 3 (high), the interface must be initialized before this is accessible.
    [b]Note:[/b] Only works on compatibility renderer.
ga: Socraigh an leibhéal foveation ó 0 (as) go 3 (ard), ní mór an comhéadan a thúsú sula mbeidh sé seo inrochtana.
    [b]Nóta:[/b] Ní oibríonn sé ach ar rindreálaí comhoiriúnachta.

en: The render size multiplier for the current HMD. Must be set before the interface has been initialized.
ga: An t-iolraitheoir méid rindreála don HMD reatha. Ní mór é a shocrú sula gcuirtear tús leis an gcomhéadan.

en: Informs our OpenXR instance is exiting.
ga: Cuirtear ar an eolas go bhfuil ár n-shampla OpenXR ag éirí as.

en: Informs the user queued a recenter of the player position.
ga: Cuireann sé sin in iúl don úsáideoir atá ciúáilte le déanaí faoi shuíomh an imreora.

en: Informs the user the HMD refresh rate has changed.
    [b]Note:[/b] Only emitted if XR runtime supports the refresh rate extension.
ga: Cuireann sé sin in iúl don úsáideoir go bhfuil an ráta athnuachana HMD athraithe.
    [b]Nóta:[/b] Ní astaítear ach amháin má thacaíonn am rite XR leis an síneadh ráta athnuachana.

en: Informs our OpenXR session has been started.
ga: Cuirtear ar an eolas go bhfuil tús curtha lenár seisiún OpenXR.

en: Informs our OpenXR session now has focus.
ga: Cuireann sé ar an eolas go bhfuil fócas anois ag ár seisiún OpenXR.

en: Informs our OpenXR session is in the process of being lost.
ga: Cuirtear ar an eolas go bhfuil ár seisiún OpenXR á chailleadh faoi láthair.

en: Informs our OpenXR session is stopping.
ga: Cuirtear ar an eolas go bhfuil ár seisiún OpenXR ag stopadh.

en: Informs our OpenXR session is now visible (output is being sent to the HMD).
ga: Cuirtear ar an eolas go bhfuil ár seisiún OpenXR le feiceáil anois (tá an t-aschur á sheoladh chuig an HMD).

en: Left hand.
ga: Lámh chlé.

en: Right hand.
ga: Láimhe deise.

en: Maximum value for the hand enum.
ga: An luach uasta don enum láimhe.

en: Full hand range, if user closes their hands, we make a full fist.
ga: Raon láimhe iomlán, má dhúnann úsáideoir a lámha, déanaimid dorn iomlán.

en: Conform to controller, if user closes their hands, the tracked data conforms to the shape of the controller.
ga: Cloí leis an rialtóir, má dhúnann an t-úsáideoir a lámha, cloíonn na sonraí rianaithe le cruth an rialaitheora.

en: Maximum value for the motion range enum.
ga: Luach uasta don raon gluaisne enum.

en: The source of hand tracking data is unknown (the extension is likely unsupported).
ga: Ní fios foinse na sonraí rianaithe láimhe (is dócha nach dtacaítear leis an síneadh).

en: The source of hand tracking is unobstructed, this means that an accurate method of hand tracking is used, e.g. optical hand tracking, data gloves, etc.
ga: Tá an fhoinse rianaithe láimhe gan bhac, ciallaíonn sé seo go n-úsáidtear modh cruinn rianaithe láimhe, m.sh. rianú láimhe optúla, lámhainní sonraí, etc.

en: The source of hand tracking is a controller, bone positions are inferred from controller inputs.
ga: Is rialtóir é an fhoinse rianaithe láimhe, déantar suíomhanna cnámh a thuiscint ó ionchuir rialtóra.

en: Maximum value for the hand tracked source enum.
ga: An t-uasluach don fhoinse rianaithe láimhe eum.

en: Palm joint.
ga: Comhphailme.

en: Wrist joint.
ga: Comhla láimhe.

en: Thumb metacarpal joint.
ga: Alt meiteacarpacha ordóg.

en: Thumb proximal joint.
ga: Ordóg comhpháirteach proximal.

en: Thumb distal joint.
ga: comhpháirteach distal ordóg.

en: Thumb tip joint.
ga: Alt tip ordóg.

en: Index metacarpal joint.
ga: Innéacs meiteacarpacha comhpháirteacha a dhéanamh.

en: Index proximal joint.
ga: Innéacs comhpháirteach proximal.

en: Index intermediate joint.
ga: Innéacs comhpháirteach idirmheánach.

en: Index distal joint.
ga: Innéacs distal comhpháirteacha a dhéanamh.

en: Index tip joint.
ga: Innéacs tip comhpháirteach.

en: Middle metacarpal joint.
ga: Comhpháirteach meiteacarpach meánach.

en: Middle proximal joint.
ga: Comhpháirteach meánach proximal.

en: Middle intermediate joint.
ga: Comhpháirt meánrang.

en: Middle distal joint.
ga: Comhpháirteach lár distal.

en: Middle tip joint.
ga: Comhpháirteach tip lár.

en: Ring metacarpal joint.
ga: Comhlach meiteacarpach fáinne.

en: Ring proximal joint.
ga: Fáinne comhpháirteach proximal.

en: Ring intermediate joint.
ga: Comhpháirteach fáinne idirmheánach.

en: Ring distal joint.
ga: fáinne comhpháirteach distal.

en: Ring tip joint.
ga: Comhpháirteach tip fáinne.

en: Little metacarpal joint.
ga: Alt beag meiteacarpach.

en: Little proximal joint.
ga: Comhpháirteach beag proximal.

en: Little intermediate joint.
ga: Comhpháirt bheag idirmheánach.

en: Little distal joint.
ga: Comhpháirteach beag distal.

en: Little tip joint.
ga: Alt beag leid.

en: Maximum value for the hand joint enum.
ga: Uasluach don enum comhpháirteach láimhe.

en: No flags are set.
ga: Níl aon bratacha socraithe.

en: If set, the orientation data is valid, otherwise, the orientation data is unreliable and should not be used.
ga: Má tá siad socraithe, tá na sonraí treoshuímh bailí, ar shlí eile, tá na sonraí treoshuímh neamhiontaofa agus níor cheart iad a úsáid.

en: If set, the orientation data comes from tracking data, otherwise, the orientation data contains predicted data.
ga: Má tá siad socraithe, tagann na sonraí treoshuímh ó shonraí rianaithe, ar shlí eile, tá sonraí tuartha sna sonraí treoshuímh.

en: If set, the positional data is valid, otherwise, the positional data is unreliable and should not be used.
ga: Má tá siad socraithe, tá na sonraí suímh bailí, ar shlí eile, tá na sonraí suímh neamhiontaofa agus níor cheart iad a úsáid.

en: If set, the positional data comes from tracking data, otherwise, the positional data contains predicted data.
ga: Má tá siad socraithe, tagann na sonraí suímh ó shonraí rianaithe, ar shlí eile, tá sonraí tuartha sna sonraí suímh.

en: If set, our linear velocity data is valid, otherwise, the linear velocity data is unreliable and should not be used.
ga: Má tá sé socraithe, tá ár sonraí treoluas líneach bailí, nó ní bheidh na sonraí treoluas líneach iontaofa agus níor cheart iad a úsáid.

en: If set, our angular velocity data is valid, otherwise, the angular velocity data is unreliable and should not be used.
ga: Má tá sé socraithe, tá ár sonraí treoluas uilleach bailí, nó murach sin, tá na sonraí treoluas uilleach neamhiontaofa agus níor cheart iad a úsáid.

en: Defines a binding between an [OpenXRAction] and an XR input or output.
ga: Sainmhíníonn sé ceangal idir [OpenXRAction] agus ionchur nó aschur XR.

en: Add an input/output path to this binding.
ga: Cuir cosán ionchuir/aschuir leis an gceangal seo.

en: Get the number of input/output paths in this binding.
ga: Faigh líon na gcosán ionchuir/aschuir sa cheangal seo.

en: Returns [code]true[/code] if this input/output path is part of this binding.
ga: Filleann sé [code]true[/code] má tá an chonair ionchuir/aschuir seo mar chuid den cheangal seo.

en: Removes this input/output path from this binding.
ga: Baineann sé seo conair ionchuir/aschuir den cheangal seo.

en: Paths that define the inputs or outputs bound on the device.
ga: Conairí a shainíonn na hionchuir nó na haschuir atá ceangailte ar an bhfeiste.

en: An optimized translation, used by default for CSV Translations.
ga: Aistriúchán optamaithe, a úsáidtear de réir réamhshocraithe le haghaidh Aistriúcháin CSV.

en: An optimized translation, used by default for CSV Translations. Uses real-time compressed translations, which results in very small dictionaries.
ga: Aistriúchán optamaithe, a úsáidtear de réir réamhshocraithe le haghaidh Aistriúcháin CSV. Úsáideann sé aistriúcháin chomhbhrúite fíor-ama, as a dtagann foclóirí an-bheag.

en: A button that brings up a dropdown with selectable options when pressed.
ga: Cnaipe a thugann suas anuas le roghanna in-roghnaithe nuair a bhrúitear é.

en: [OptionButton] is a type of button that brings up a dropdown with selectable items when pressed. The item selected becomes the "current" item and is displayed as the button text.
    See also [BaseButton] which contains common properties and methods associated with this node.
    [b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].
    [b]Note:[/b] The [member Button.text] and [member Button.icon] properties are set automatically based on the selected item. They shouldn't be changed manually.
ga: Is cineál cnaipe é [OptionButton] a thugann suas anuas le míreanna inroghnacha nuair a bhrúitear é. Éiríonn an mhír roghnaithe mar mhír "reatha" agus taispeántar é mar théacs an chnaipe.
    Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a bhaineann leis an nód seo.
    [b]Nóta:[/b] Tá na luachanna aitheantais a úsáidtear le haghaidh míreanna teoranta do 32 giotán, ní 64 giotán iomlán de [int]. Tá raon [code]-2^32[/code] go [code]2^32 - 1[/code] aige seo, i.e. [code]-2147483648[/code] go [code]2147483647[/code].
    [b]Nóta:[/b] Socraítear na hairíonna [member Button.text] agus [member Button.icon] go huathoibríoch bunaithe ar an mír roghnaithe. Níor cheart iad a athrú de láimh.

en: Adds an item, with a [param texture] icon, text [param label] and (optionally) [param id]. If no [param id] is passed, the item index will be used as the item's ID. New items are appended at the end.
ga: Cuirtear mír leis, le deilbhín [param texture], téacs [lipéad param] agus (go roghnach) [param id]. Mura ritear [param id], úsáidfear an t-innéacs míreanna mar aitheantas na míre. Tá míreanna nua i gceangal leis ag an deireadh.

en: Adds an item, with text [param label] and (optionally) [param id]. If no [param id] is passed, the item index will be used as the item's ID. New items are appended at the end.
ga: Cuirtear mír leis, le téacs [lipéad param] agus (go roghnach) [param id]. Mura ritear [param id], úsáidfear an t-innéacs míreanna mar aitheantas na míre. Tá míreanna nua i gceangal leis ag an deireadh.

en: Adds a separator to the list of items. Separators help to group items, and can optionally be given a [param text] header. A separator also gets an index assigned, and is appended at the end of the item list.
ga: Cuireann deighilteoir leis an liosta míreanna. Cuidíonn deighilteoirí le míreanna a ghrúpáil, agus is féidir ceanntásc [param text] a thabhairt dóibh go roghnach. Sanntar innéacs do dheighilteoir freisin, agus cuirtear é i gceangal leis ag deireadh liosta na n-ítimí.

en: Clears all the items in the [OptionButton].
ga: Glanann sé na míreanna go léir sa [OptionButton].

en: Returns the icon of the item at index [param idx].
ga: Filleann sé deilbhín na míre ag innéacs [param idx].

en: Returns the ID of the item at index [param idx].
ga: Filleann sé ID na míre ag innéacs [param idx].

en: Returns the index of the item with the given [param id].
ga: Filleann sé innéacs na míre leis an [param id] a thugtar.

en: Retrieves the metadata of an item. Metadata may be any type and can be used to store extra information about an item, such as an external string ID.
ga: Aisghabhann meiteashonraí earra. D’fhéadfadh meiteashonraí a bheith de chineál ar bith agus is féidir iad a úsáid chun faisnéis bhreise a stóráil faoi mhír, mar aitheantas teaghrán seachtrach.

en: Returns the text of the item at index [param idx].
ga: Filleann sé téacs na míre ag innéacs [param idx].

en: Returns the tooltip of the item at index [param idx].
ga: Filltear leid uirlisí na míre ag innéacs [param idx].

en: Returns the index of the first item which is not disabled, or marked as a separator. If [param from_last] is [code]true[/code], the items will be searched in reverse order.
    Returns [code]-1[/code] if no item is found.
ga: Filleann sé innéacs na chéad mhíre nach bhfuil díchumasaithe, nó marcáilte mar dheighilteoir. Má tá [param from_last] [code]true[/code], déanfar na míreanna a chuardach in ord droim ar ais.
    Filleann sé [code]-1[/code] mura bhfuarthas aon mhír.

en: Returns the ID of the selected item, or [code]-1[/code] if no item is selected.
ga: Seoltar ar ais ID na míre roghnaithe, nó [code]-1[/code] mura bhfuil aon mhír roghnaithe.

en: Gets the metadata of the selected item. Metadata for items can be set using [method set_item_metadata].
ga: Faigheann sé meiteashonraí na míre roghnaithe. Is féidir meiteashonraí le haghaidh míreanna a shocrú le [method set_item_metadata].

en: Returns [code]true[/code] if this button contains at least one item which is not disabled, or marked as a separator.
ga: Filleann sé [code]true[/code] má tá ar a laghad mír amháin sa chnaipe seo nach bhfuil díchumasaithe, nó marcáilte mar dheighilteoir.

en: Returns [code]true[/code] if the item at index [param idx] is disabled.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] díchumasaithe.

en: Returns [code]true[/code] if the item at index [param idx] is marked as a separator.
ga: Filleann sé [code]true[/code] má tá an mhír ag innéacs [param idx] marcáilte mar dheighilteoir.

en: Removes the item at index [param idx].
ga: Baintear an mhír ag an innéacs [param idx].

en: Selects an item by index and makes it the current item. This will work even if the item is disabled.
    Passing [code]-1[/code] as the index deselects any currently selected item.
ga: Roghnaíonn sé mír de réir innéacs agus déanann sé an mhír reatha í. Oibreoidh sé seo fiú má tá an mhír díchumasaithe.
    Trí [code]-1[/code] a chur ar aghaidh de réir mar a dhíroghnaíonn an t-innéacs aon mhír roghnaithe faoi láthair.

en: Sets whether the item at index [param idx] is disabled.
    Disabled items are drawn differently in the dropdown and are not selectable by the user. If the current selected item is set as disabled, it will remain selected.
ga: Socraíonn sé cé acu an bhfuil an mhír ag innéacs [param idx] díchumasaithe.
    Tarraingítear míreanna faoi mhíchumas ar bhealach difriúil sa roghchlár anuas agus ní féidir leis an úsáideoir iad a roghnú. Má tá an mhír roghnaithe reatha socraithe mar mhír dhíchumasaithe, fanfaidh sé roghnaithe.

en: Sets the icon of the item at index [param idx].
ga: Socraíonn sé íocón na míre ag innéacs [param idx].

en: Sets the ID of the item at index [param idx].
ga: Socraíonn sé ID na míre ag innéacs [param idx].

en: Sets the metadata of an item. Metadata may be of any type and can be used to store extra information about an item, such as an external string ID.
ga: Socraíonn meiteashonraí míre. Féadfaidh meiteashonraí a bheith de chineál ar bith agus is féidir iad a úsáid chun faisnéis bhreise a stóráil faoi mhír, cosúil le teaghrán aitheantais seachtrach.

en: Sets the text of the item at index [param idx].
ga: Socraíonn sé téacs na míre ag innéacs [param idx].

en: Sets the tooltip of the item at index [param idx].
ga: Socraíonn sé leid uirlisí na míre ag innéacs [param idx].

en: Adjusts popup position and sizing for the [OptionButton], then shows the [PopupMenu]. Prefer this over using [code]get_popup().popup()[/code].
ga: Coigeartaíonn suíomh aníos agus méid an [OptionButton], ansin taispeánann an [PopupMenu]. Is fearr é seo ná [code]get_popup().popup()[/code] a úsáid.

en: If [code]true[/code], minimum size will be determined by the longest item's text, instead of the currently selected one's.
    [b]Note:[/b] For performance reasons, the minimum size doesn't update immediately when adding, removing or modifying items.
ga: Más [code]true[/code], socrófar an t-íosmhéid de réir téacs na míre is faide, in ionad an téacs atá roghnaithe faoi láthair.
    [b]Nóta:[/b] Ar chúiseanna feidhmíochta, ní thugtar an t-íosmhéid cothrom le dáta láithreach nuair a bhíonn míreanna á gcur leis, á mbaint nó á modhnú.

en: The number of items to select from.
ga: Líon na míreanna le roghnú astu.

en: The index of the currently selected item, or [code]-1[/code] if no item is selected.
ga: Innéacs na míre atá roghnaithe faoi láthair, nó [code]-1[/code] mura bhfuil aon mhír roghnaithe.

en: Emitted when the user navigates to an item using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input actions. The index of the item selected is passed as argument.
ga: Astaítear nuair a dhéanann an t-úsáideoir nascleanúint chuig mír ag baint úsáide as na gníomhartha ionchuir [member ProjectSettings.input/ui_up] nó [comhalta ProjectSettings.input/ui_down]. Ritear innéacs na míre roghnaithe mar argóint.

en: Emitted when the current item has been changed by the user. The index of the item selected is passed as argument.
    [member allow_reselect] must be enabled to reselect an item.
ga: Astaithe nuair a athraítear an mhír reatha ag an úsáideoir. Ritear innéacs na míre roghnaithe mar argóint.
    Ní mór [member allow_reselect] a chumasú chun mír a athroghnú.

en: The horizontal space between the arrow icon and the right edge of the button.
ga: An spás cothrománach idir an deilbhín saigheada agus imeall ceart an chnaipe.

en: If different than [code]0[/code], the arrow icon will be modulated to the font color.
ga: Murab ionann é agus [code]0[/code], modhnófar deilbhín na saigheada go dath an chló.

en: The arrow icon to be drawn on the right end of the button.
ga: An deilbhín saigheada le tarraingt ar thaobh na láimhe deise den chnaipe.

en: A PBR (Physically Based Rendering) material to be used on 3D objects. Uses an ORM texture.
ga: Ábhar PBR (Rindeáil Fhisiciúil) le húsáid ar réada 3T. Úsáidtear uigeacht ORM.

en: ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike [StandardMaterial3D], ORMMaterial3D uses a single texture for ambient occlusion, roughness and metallic maps, known as an ORM texture.
ga: Faightear airíonna ORMMaterial3D le hoidhreacht ó [BaseMaterial3D]. Murab ionann agus [StandardMaterial3D], úsáideann ORMMaterial3D uigeacht amháin le haghaidh occlusion comhthimpeallach, garbh agus léarscáileanna miotalacha, ar a dtugtar uigeacht ORM.

en: Provides access to common operating system functionalities.
ga: Soláthraíonn sé rochtain ar fheidhmiúlachtaí coitianta córais oibriúcháin.

en: The [OS] class wraps the most common functionalities for communicating with the host operating system, such as the video driver, delays, environment variables, execution of binaries, command line, etc.
    [b]Note:[/b] In Godot 4, [OS] functions related to window management, clipboard, and TTS were moved to the [DisplayServer] singleton (and the [Window] class). Functions related to time were removed and are only available in the [Time] class.
ga: Fillteann an rang [OS] na feidhmiúlachtaí is coitianta chun cumarsáid a dhéanamh leis an gcóras oibriúcháin óstaigh, amhail an tiománaí físeáin, moilleanna, athróga timpeallachta, cur i gcrích dénártha, ordú líne, etc.
    [b]Nóta:[/b] I Godot 4, aistríodh feidhmeanna [OS] a bhaineann le bainistíocht fuinneoige, gearrthaisce, agus TTS chuig an singleton [DisplayServer] (agus an rang [Fuinneog]). Baineadh feidhmeanna a bhaineann le ham agus níl siad ar fáil ach sa rang [Am].

en: Displays a modal dialog box using the host platform's implementation. The engine execution is blocked until the dialog is closed.
ga: Taispeánann sé bosca dialóige módúil ag baint úsáide as cur i bhfeidhm an ardáin óstach. Cuirtear bac ar fhorghníomhú an innill go dtí go ndúntar an dialóg.

en: Crashes the engine (or the editor if called within a [code]@tool[/code] script). See also [method kill].
    [b]Note:[/b] This method should [i]only[/i] be used for testing the system's crash handler, not for any other purpose. For general error reporting, use (in order of preference) [method @GDScript.assert], [method @GlobalScope.push_error], or [method alert].
ga: Tuairteanna an t-inneall (nó an t-eagarthóir má ghlaoitear air laistigh de [code]@tool[/code] script). Féach freisin [marú modh].
    [b]Nóta:[/b] Níor cheart an modh seo [i]ach[/i] a úsáid chun láimhseálaí tuairteála an chórais a thástáil, ní chun aon chríche eile. Chun earráidí ginearálta a thuairisciú, bain úsáid as (in ord tosaíochta) [method @GDScript.assert], [method @GlobalScope.push_error], nó [foláireamh modha].

en: Creates a new instance of Godot that runs independently. The [param arguments] are used in the given order and separated by a space.
    If the process is successfully created, this method returns the new process' ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process cannot be created, this method returns [code]-1[/code].
    See [method create_process] if you wish to run a different process.
    [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
ga: Cruthaíonn sampla nua de Godot a ritheann go neamhspleách. Úsáidtear na [argóintí param] san ord a thugtar agus scartar iad le spás.
    Má chruthaítear an próiseas go rathúil, filleann an modh seo ID an phróisis nua, ar féidir leat é a úsáid chun monatóireacht a dhéanamh ar an bpróiseas (agus d'fhéadfadh deireadh a chur leis le [method marú]). Mura féidir an próiseas a chruthú, filleann an modh seo [code]-1[/code].
    Féach ar [method create_process] más mian leat próiseas eile a rith.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, Linux, macOS agus Windows.

en: Delays execution of the current thread by [param msec] milliseconds. [param msec] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_msec] does nothing and prints an error message.
    [b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, you may use [method SceneTree.create_timer]. Awaiting with [SceneTreeTimer] delays the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
    [b]Note:[/b] When [method delay_msec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_msec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).
ga: Cuireann [param msec] milleasoicindí ar fheidhmiú an tsnáithe reatha. Caithfidh [param msec] a bheith níos mó ná nó cothrom le [code]0[/code]. Seachas sin, ní dhéanann [method moill_msec] faic agus priontaí teachtaireacht earráide.
    [b]Nóta:[/b] is bealach [i]blocála[/i] é [method moill_msec] chun moill a chur ar fhorghníomhú an chóid. Chun moill a chur ar fhorghníomhú an chóid ar bhealach neamhbhloic, is féidir leat [method SceneTree.create_timer] a úsáid. Ag feitheamh le [SceneTreeTimer] cuirtear moill ar fhorghníomhú an chóid a chuirtear faoin [code]fanacht[/code] gan cur isteach ar an gcuid eile den tionscadal (nó eagarthóir, do [EditorPlugin]s agus [EditorScript]s).
    [b]Nóta:[/b] Nuair a ghlaoitear [method moill_msec] ar an bpríomhshnáithe, reofaidh sé an tionscadal agus cuirfidh sé cosc air ionchur a aththarraingt agus a chlárú go dtí go mbeidh an mhoill thart. Nuair a bheidh [method moill_msec] in úsáid mar chuid de [EditorPlugin] nó [EditorScript], reofaidh sé an t-eagarthóir ach ní reoiteoidh sé an tionscadal má tá sé ar siúl faoi láthair (toisc gur próiseas neamhspleách linbh é an tionscadal).

en: Delays execution of the current thread by [param usec] microseconds. [param usec] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_usec] does nothing and prints an error message.
    [b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, you may use [method SceneTree.create_timer]. Awaiting with a [SceneTreeTimer] delays the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
    [b]Note:[/b] When [method delay_usec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_usec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).
ga: Cuireann [param usec] micreasoicindí ar fheidhmiú an tsnáithe reatha. Caithfidh [param usec] a bheith níos mó ná nó cothrom le [code]0[/code]. Seachas sin, ní dhéanann [method moill_usec] faic agus priontaí teachtaireacht earráide.
    [b]Nóta:[/b] is bealach [i]blocála[/i] é [method moill_usec] chun moill a chur ar fhorghníomhú an chóid. Chun moill a chur ar fhorghníomhú an chóid ar bhealach neamhbhloic, is féidir leat [method SceneTree.create_timer] a úsáid. Má bhíonn tú ag fanacht le [SceneTreeTimer] cuirtear moill ar fhorghníomhú an chóid a chuirtear faoin [code]fanacht[/code] gan cur isteach ar an gcuid eile den tionscadal (nó eagarthóir, do [EditorPlugin]s agus [EditorScript]s).
    [b]Nóta:[/b] Nuair a ghlaoitear [method moill_usec] ar an bpríomhshnáithe, reofaidh sé an tionscadal agus cuirfidh sé cosc air ionchur a aththarraingt agus a chlárú go dtí go mbeidh an mhoill thart. Nuair a bheidh [method moill_usec] in úsáid mar chuid de [EditorPlugin] nó [EditorScript], reofaidh sé an t-eagarthóir ach ní reoiteoidh sé an tionscadal má tá sé ar siúl faoi láthair (toisc gur próiseas neamhspleách linbh é an tionscadal).

en: Finds the keycode for the given string. The returned values are equivalent to the [enum Key] constants.
    [codeblocks]
    [gdscript]
    print(OS.find_keycode_from_string("C"))         # Prints 67 (KEY_C)
    print(OS.find_keycode_from_string("Escape"))    # Prints 4194305 (KEY_ESCAPE)
    print(OS.find_keycode_from_string("Shift+Tab")) # Prints 37748738 (KEY_MASK_SHIFT | KEY_TAB)
    print(OS.find_keycode_from_string("Unknown"))   # Prints 0 (KEY_NONE)
    [/gdscript]
    [csharp]
    GD.Print(OS.FindKeycodeFromString("C"));         // Prints C (Key.C)
    GD.Print(OS.FindKeycodeFromString("Escape"));    // Prints Escape (Key.Escape)
    GD.Print(OS.FindKeycodeFromString("Shift+Tab")); // Prints 37748738 (KeyModifierMask.MaskShift | Key.Tab)
    GD.Print(OS.FindKeycodeFromString("Unknown"));   // Prints None (Key.None)
    [/csharp]
    [/codeblocks]
    See also [method get_keycode_string].
ga: Faightear an eochairchód don teaghrán tugtha. Is ionann na luachanna ar ais agus na tairisigh [Eochair enum].
    [codeblocks]
    [gdscript]
    print(OS.find_keycode_from_string("C")) # Priontála 67 (KEY_C)
    print(OS.find_keycode_from_string("Escape")) # Priontála 4194305 (KEY_ESCAPE)
    print(OS.find_keycode_from_string("Shift+Tab")) # Priontála 37748738 (KEY_MASK_SHIFT | KEY_TAB)
    print(OS.find_keycode_from_string("Anaithnid")) # Priontála 0 (KEY_NONE)
    [/gdscript]
    [csharp]
    GD.Print(OS.FindKeycodeFromString("C"));         // Priontaí C (Eochair.C)
    GD.Print(OS.FindKeycodeFromString("Escape"));    // Éalú Priontaí (Key.Escape)
    GD.Print(OS.FindKeycodeFromString("Shift+Tab")); // Priontaí 37748738 (KeyModifierMask.MaskShift | Key.Tab)
    GD.Print(OS.FindKeycodeFromString("Anaithnid"));   // Priontaí Ceann ar bith (Key.None)
    [/csharp]
    [/codeblocks]
    Féach freisin [method get_keycode_string].

en: Returns the [i]global[/i] cache data directory according to the operating system's standards.
    On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
    Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
ga: Seoltar ar ais an t-eolaire sonraí taisce [i]domhanda[/i] de réir chaighdeáin an chórais oibriúcháin.
    Ar an ardán Linux/BSD, is féidir an chonair seo a shárú tríd an athróg timpeallachta [code]XDG_CACHE_HOME[/code] a shocrú sula gcuirtear tús leis an tionscadal. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin comhaid i dtionscadail Godot[/url] sna doiciméid le haghaidh tuilleadh faisnéise. Féach freisin [method get_config_dir] agus [method get_data_dir].
    Gan a mheascadh le [method get_user_data_dir], a sheolann an conair sonraí úsáideora [i]tionscadal-shonrach[/i] ar ais.

en: Returns the command-line user arguments passed to the engine. User arguments are ignored by the engine and reserved for the user. They are passed after the double dash [code]--[/code] argument. [code]++[/code] may be used when [code]--[/code] is intercepted by another program (such as [code]startx[/code]).
    [codeblock]
    # Godot has been executed with the following command:
    # godot --fullscreen -- --level=2 --hardcore
    
    OS.get_cmdline_args()      # Returns ["--fullscreen", "--level=2", "--hardcore"]
    OS.get_cmdline_user_args() # Returns ["--level=2", "--hardcore"]
    [/codeblock]
    To get all passed arguments, use [method get_cmdline_args].
ga: Filleann sé na hargóintí úsáideora na n-orduithe a cuireadh ar aghaidh chuig an inneall. Déanann an t-inneall neamhaird ar argóintí úsáideora agus coimeádtar iad don úsáideoir. Déantar iad a rith tar éis an daise dhúbailte [code] --[/code] argóint. Is féidir [code]++[/code] a úsáid nuair a idircheapann clár eile [code] --[/code] (cosúil le [code]startx[/code]).
    [codeblock]
    Tá # Godot curtha i gcrích leis an ordú seo a leanas:
    # godot --fullscreen -- --level=2 --hardcore
    
    OS.get_cmdline_args() # Filleann ["--fullscreen", "--level=2", "--hardcore"]
    OS.get_cmdline_user_args() # Fill ar ais ["--level=2", "--hardcore"]
    [/codeblock]
    Chun gach argóint a ritheadh a fháil, úsáid [method get_cmdline_args].

en: Returns the [i]global[/i] user configuration directory according to the operating system's standards.
    On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
    Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
ga: Seoltar ar ais an t-eolaire cumraíochta úsáideora [i]domhanda[/i] de réir chaighdeáin an chórais oibriúcháin.
    Ar an ardán Linux/BSD, is féidir an chonair seo a shárú tríd an athróg timpeallachta [code]XDG_CONFIG_HOME[/code] a shocrú sula gcuirtear tús leis an tionscadal. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin comhaid i dtionscadail Godot[/url] sna doiciméid le haghaidh tuilleadh faisnéise. Féach freisin [method get_cache_dir] agus [method get_data_dir].
    Gan a mheascadh le [method get_user_data_dir], a sheolann an conair sonraí úsáideora [i]tionscadal-shonrach[/i] ar ais.

en: Returns the [i]global[/i] user data directory according to the operating system's standards.
    On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
    Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
ga: Seoltar ar ais an t-eolaire sonraí úsáideora [i]domhanda[/i] de réir chaighdeáin an chórais oibriúcháin.
    Ar an ardán Linux/BSD, is féidir an chonair seo a shárú tríd an athróg timpeallachta [code]XDG_DATA_HOME[/code] a shocrú sula gcuirtear tús leis an tionscadal. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin comhaid i dtionscadail Godot[/url] sna doiciméid le haghaidh tuilleadh faisnéise. Féach freisin [method get_cache_dir] agus [method get_config_dir].
    Gan a mheascadh le [method get_user_data_dir], a sheolann an conair sonraí úsáideora [i]tionscadal-shonrach[/i] ar ais.

en: Returns the name of the distribution for Linux and BSD platforms (e.g. "Ubuntu", "Manjaro", "OpenBSD", etc.).
    Returns the same value as [method get_name] for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as "LineageOS".
    Returns the same value as [method get_name] for other platforms.
    [b]Note:[/b] This method is not supported on the Web platform. It returns an empty string.
ga: Filleann sé ainm an dáilte le haghaidh ardáin Linux agus BSD (m.sh. "Ubuntu", "Manjaro", "OpenBSD", etc.).
    Filleann sé an luach céanna le [method get_name] le haghaidh stoc ROManna Android, ach déanann sé iarracht an t-ainm ROM saincheaptha a thabhairt ar ais do dhíorthaigh tóir Android ar nós "LineageOS".
    Filleann sé an luach céanna le [method get_name] le haghaidh ardáin eile.
    [b]Nóta:[/b] Ní thacaítear leis an modh seo ar an ardán Gréasáin. Filleann sé teaghrán folamh.

en: Generates a [PackedByteArray] of cryptographically secure random bytes with given [param size].
    [b]Note:[/b] Generating large quantities of bytes using this method can result in locking and entropy of lower quality on most platforms. Using [method Crypto.generate_random_bytes] is preferred in most cases.
ga: Gintear [PackedByteArray] de bhearta randamacha atá slán go criptegrafach agus [méid param] tugtha.
    [b]Nóta:[/b] Is féidir glasáil agus eantrópacht ar chaighdeán níos ísle a bheith mar thoradh ar líon mór beart a ghiniúint ag baint úsáide as an modh seo ar fhormhór na n-ardán. Is fearr úsáid a bhaint as [method Crypto.generate_random_bytes] i bhformhór na gcásanna.

en: Returns the value of the given environment variable, or an empty string if [param variable] doesn't exist.
    [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows.
    [b]Note:[/b] On macOS, applications do not have access to shell environment variables.
ga: Filleann sé luach na hathróige timpeallachta tugtha, nó teaghrán folamh mura bhfuil [athróg param] ann.
    [b]Nóta:[/b] Seiceáil an cásáil faoi dhó ar [athróg param]. Bíonn ainmneacha athróg comhshaoil cás-íogair ar gach ardán seachas Windows.
    [b]Nóta:[/b] Ar macOS, níl rochtain ag feidhmchláir ar athróga timpeallachta sliogáin.

en: Returns the file path to the current engine executable.
    [b]Note:[/b] On macOS, if you want to launch another instance of Godot, always use [method create_instance] instead of relying on the executable path.
ga: Filleann sé an cosán comhaid chuig an inneall inrite reatha.
    [b] Nóta:[/b] Ar macOS, más mian leat sampla eile de Godot a sheoladh, bain úsáid as [method create_instance] i gcónaí in ionad a bheith ag brath ar an gcosán inrite.

en: On Android devices: Returns the list of dangerous permissions that have been granted.
    On macOS: Returns the list of user selected folders accessible to the application (sandboxed applications only). Use the native file dialog to request folder access permission.
ga: Ar fheistí Android: Seoltar ar ais liosta na gceadanna contúirteacha a deonaíodh.
    Ar macOS: Seoltar ar ais liosta na bhfillteán roghnaithe úsáideoirí atá inrochtana don fheidhmchlár (feidhmchláir le bosca gainimh amháin). Úsáid an dialóg comhaid dhúchais chun cead rochtana fillteán a iarraidh.

en: Returns the given keycode as a [String].
    [codeblocks]
    [gdscript]
    print(OS.get_keycode_string(KEY_C))                    # Prints "C"
    print(OS.get_keycode_string(KEY_ESCAPE))               # Prints "Escape"
    print(OS.get_keycode_string(KEY_MASK_SHIFT | KEY_TAB)) # Prints "Shift+Tab"
    [/gdscript]
    [csharp]
    GD.Print(OS.GetKeycodeString(Key.C));                                    // Prints "C"
    GD.Print(OS.GetKeycodeString(Key.Escape));                               // Prints "Escape"
    GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // Prints "Shift+Tab"
    [/csharp]
    [/codeblocks]
    See also [method find_keycode_from_string], [member InputEventKey.keycode], and [method InputEventKey.get_keycode_with_modifiers].
ga: Filleann sé an eochairchód tugtha mar [Teaghrán].
    [codeblocks]
    [gdscript]
    print(OS.get_keycode_string(KEY_C)) # Priontála "C"
    print(OS.get_keycode_string(KEY_ESCAPE)) # Priontála "Escape"
    print(OS.get_keycode_string(KEY_MASK_SHIFT | KEY_TAB)) # Priontála "Shift+Tab"
    [/gdscript]
    [csharp]
    GD.Print(OS.GetKeycodeString(Key.C));                                    // Priontaí "C"
    GD.Print(OS.GetKeycodeString(Key.Escape));                               // Priontaí "Escape"
    GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // Priontálann "Shift+Tab"
    [/csharp]
    [/codeblocks]
    Féach freisin [method find_keycode_from_string], [comhalta InputEventKey.keycode], agus [method InputEventKey.get_keycode_with_modifiers].

en: Returns the host OS locale as a [String] of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. Every substring after [code]language[/code] is optional and may not exist.
    - [code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url], in lower case.
    - [code skip-lint]Script[/code] - 4-letter [url=https://en.wikipedia.org/wiki/ISO_15924]script code[/url], in title case.
    - [code]COUNTRY[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/ISO_3166-1]country code[/url], in upper case.
    - [code]VARIANT[/code] - language variant, region and sort order. The variant can have any number of underscored keywords.
    - [code]extra[/code] - semicolon separated list of additional key words. This may include currency, calendar, sort order and numbering system information.
    If you want only the language code and not the fully specified locale from the OS, you can use [method get_locale_language].
ga: Filleann sé locale OS an óstaigh mar [Teaghrán] den fhoirm [code]language_Script_COUNTRY_VARIANT@extra[/code]. Tá gach fotheaghrán tar éis [code]teanga[/code] roghnach agus seans nach bhfuil sé ann.
    - [code]teanga[/code] - litir 2 nó 3 [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]cód teanga[/url], sa chás íochtair.
    - [cód skip-lint]Script[/code] - 4-litir [url=https://en.wikipedia.org/wiki/ISO_15924]cód script[/url], i gcás teidil.
    - [code]TÍORTH[/code] - litir 2 nó 3 [url=https://en.wikipedia.org/wiki/ISO_3166-1]cód tíre[/url], sa chás uachtair.
    - [code]ATHRÚ[/code] - malairt teanga, réigiún agus ord sórtála. Is féidir leis an malairt aon líon eochairfhocail a bhfuil béim orthu.
    - [code]breise[/code] - liosta leathstad scartha d'eochairfhocail bhreise. D’fhéadfadh faisnéis airgeadra, féilire, ord sórtála agus córas uimhrithe a bheith san áireamh anseo.
    Mura dteastaíonn uait ach an cód teanga agus ní an locale iomlán sonraithe ón OS, is féidir leat [method get_locale_language] a úsáid.

en: Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be consistent on all platforms. This is equivalent to extracting the [code]language[/code] part of the [method get_locale] string.
    This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with [code]fr_CA[/code] locale, this would return [code]fr[/code].
ga: Seoltar ar ais 2 nó 3-litir an óstaigh OS locale [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]cód teanga[/url] mar theaghrán ba cheart a bheith comhsheasmhach ar gach ardán. Is ionann é seo agus an chuid [code]teanga[/code] den teaghrán [method get_locale] a bhaint.
    Is féidir é seo a úsáid chun teaghráin logánaithe atá sonraithe go hiomlán a chaolú go dtí an cód "coitianta" teanga amháin, nuair nach bhfuil an fhaisnéis bhreise uait faoi chód tíre nó faoi leaganacha malartacha. Mar shampla, i gcás úsáideoir Francach Ceanadach a bhfuil [code]fr_CA[/code] locale aige, thabharfadh sé seo [code]fr[/code] ar ais.

en: Returns the ID of the main thread. See [method get_thread_caller_id].
    [b]Note:[/b] Thread IDs are not deterministic and may be reused across application restarts.
ga: Filleann sé ID an phríomhshnáithe. Féach ar [method get_thread_caller_id].
    [b]Nóta:[/b] Níl na haitheantais snáitheanna cinntitheach agus is féidir iad a athúsáid nuair a atosófar feidhmchlár.

en: Returns a [Dictionary] containing information about the current memory with the following entries:
    - [code]"physical"[/code] - total amount of usable physical memory in bytes. This value can be slightly less than the actual physical memory amount, since it does not include memory reserved by the kernel and devices.
    - [code]"free"[/code] - amount of physical memory, that can be immediately allocated without disk access or other costly operations, in bytes. The process might be able to allocate more physical memory, but this action will require moving inactive pages to disk, which can be expensive.
    - [code]"available"[/code] - amount of memory that can be allocated without extending the swap file(s), in bytes. This value includes both physical memory and swap.
    - [code]"stack"[/code] - size of the current thread stack in bytes.
    [b]Note:[/b] Each entry's value may be [code]-1[/code] if it is unknown.
ga: Filleann sé [Foclóir] ina bhfuil faisnéis faoin gcuimhne reatha leis na hiontrálacha seo a leanas:
    - [code]"fisiciúil"[/code] - méid iomlán na cuimhne fisiceach inúsáidte i mbeart. Is féidir leis an luach seo a bheith beagán níos lú ná an méid cuimhne fisiceach iarbhír, ós rud é nach n-áirítear cuimhne in áirithe ag an eithne agus feistí.
    - [code]"saor in aisce"[/code] - méid na cuimhne fisiceach, is féidir a leithdháileadh láithreach gan rochtain ar dhiosca nó oibríochtaí costasacha eile, i mbearta. D'fhéadfadh an próiseas a bheith in ann cuimhne níos fisiciúla a leithdháileadh, ach beidh gá le leathanaigh neamhghníomhacha a aistriú go diosca, rud a d'fhéadfadh a bheith costasach.
    - [code]"ar fáil"[/code] - an méid cuimhne is féidir a leithdháileadh gan síneadh a chur leis an gcomhad/na comhaid babhtála, i mbearta. Áirítear leis an luach seo cuimhne fhisiciúil agus babhtáil.
    - [code] "cruach"[/code] - méid an chairn snáithe reatha i mbearta.
    [b]Nóta:[/b] Is féidir luach gach iontráil a bheith ina [code]-1[/code] mura bhfuil sé anaithnid.

en: Returns the name of the host platform.
    - On Windows, this is [code]"Windows"[/code].
    - On macOS, this is [code]"macOS"[/code].
    - On Linux-based operating systems, this is [code]"Linux"[/code].
    - On BSD-based operating systems, this is [code]"FreeBSD"[/code], [code]"NetBSD"[/code], [code]"OpenBSD"[/code], or [code]"BSD"[/code] as a fallback.
    - On Android, this is [code]"Android"[/code].
    - On iOS, this is [code]"iOS"[/code].
    - On Web, this is [code]"Web"[/code].
    [b]Note:[/b] Custom builds of the engine may support additional platforms, such as consoles, possibly returning other names.
    [codeblocks]
    [gdscript]
    match OS.get_name():
        "Windows":
            print("Welcome to Windows!")
        "macOS":
            print("Welcome to macOS!")
        "Linux", "FreeBSD", "NetBSD", "OpenBSD", "BSD":
            print("Welcome to Linux/BSD!")
        "Android":
            print("Welcome to Android!")
        "iOS":
            print("Welcome to iOS!")
        "Web":
            print("Welcome to the Web!")
    [/gdscript]
    [csharp]
    switch (OS.GetName())
    {
        case "Windows":
            GD.Print("Welcome to Windows");
            break;
        case "macOS":
            GD.Print("Welcome to macOS!");
            break;
        case "Linux":
        case "FreeBSD":
        case "NetBSD":
        case "OpenBSD":
        case "BSD":
            GD.Print("Welcome to Linux/BSD!");
            break;
        case "Android":
            GD.Print("Welcome to Android!");
            break;
        case "iOS":
            GD.Print("Welcome to iOS!");
            break;
        case "Web":
            GD.Print("Welcome to the Web!");
            break;
    }
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] On Web platforms, it is still possible to determine the host platform's OS with feature tags. See [method has_feature].
ga: Filleann sé ainm an ardáin óstaigh.
    - Ar Windows, is é seo [code]"Windows"[/code].
    - Ar macOS, is é seo [code]"macOS"[/code].
    - Ar chórais oibriúcháin atá bunaithe ar Linux, is é seo [code]"Linux"[/code].
    - Ar chórais oibriúcháin bunaithe ar BSD, is é seo [code]"FreeBSD"[/code], [code]"NetBSD"[/code], [code]"OpenBSD"[/code], nó [code]"BSD" [/code] mar chúltaca.
    - Ar Android, is é seo [code]"Android"[/code].
    - Ar iOS, is é seo [code]"iOS"[/code].
    - Ar an nGréasán, is é seo [code]"Gréasán"[/code].
    [b]Nóta:[/b] D’fhéadfadh go dtacódh tógála saincheaptha an innill le hardáin bhreise, amhail consóil, agus b’fhéidir ainmneacha eile a thabhairt ar ais.
    [codeblocks]
    [gdscript]
    mheaitseáil OS.get_name():
        "Windows":
            print ("Fáilte go Windows!")
        "macOS":
            print ("Fáilte go macOS!")
        "Linux", "FreeBSD", "NetBSD", "OpenBSD", "BSD":
            print ("Fáilte go Linux/BSD!")
        "Android":
            print ("Fáilte go Android!")
        "iOS":
            print ("Fáilte go iOS!")
        "Gréasán":
            print ("Fáilte go dtí an Gréasán!")
    [/gdscript]
    [csharp]
    lasc (OS.GetName())
    {
        cás "Windows":
            GD.Print ("Fáilte go Windows");
            briseadh ;
        cás "macOS":
            GD.Print ("Fáilte go macOS!");
            briseadh ;
        cás "Linux":
        cás "FreeBSD":
        cás "NetBSD":
        cás "OpenBSD":
        cás "BSD":
            GD.Print ("Fáilte go Linux/BSD!");
            briseadh ;
        cás "Android":
            GD.Print ("Fáilte go Android!");
            briseadh ;
        cás "iOS":
            GD.Print ("Fáilte go iOS!");
            briseadh ;
        cás "Gréasán":
            GD.Print ("Fáilte go dtí an Gréasán!");
            briseadh ;
    }
    [/csharp]
    [/codeblocks]
    [b] Nóta:[/b] Ar ardáin Ghréasáin, is féidir go fóill OS an ardáin óstaigh a chinneadh le clibeanna gné. Féach ar [method has_feature].

en: Returns the exit code of a spawned process once it has finished running (see [method is_process_running]).
    Returns [code]-1[/code] if the [param pid] is not a PID of a spawned child process, the process is still running, or the method is not implemented for the current platform.
    [b]Note:[/b] Returns [code]-1[/code] if the [param pid] is a macOS bundled app process.
    [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
ga: Filleann sé cód scoir próiseas sceite nuair a bheidh sé críochnaithe ag rith (féach [method is_process_running]).
    Filleann [code]-1[/code] mura PID de phróiseas linbh sceite é an [param pid], tá an próiseas fós ar siúl, nó mura gcuirtear an modh i bhfeidhm don ardán reatha.
    [b]Nóta:[/b] Filleann [code]-1[/code] más próiseas app cuachta macOS é an [param pid].
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, Linux, macOS agus Windows.

en: Returns the number used by the host machine to uniquely identify this application.
    [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS, and Windows.
ga: Filleann sé an uimhir a úsáideann an meaisín óstaigh chun an feidhmchlár seo a shainaithint go huathúil.
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Linux, macOS, agus Windows.

en: Returns the number of [i]logical[/i] CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of [i]physical[/i] CPU cores.
ga: Filleann sé líon na gcroí LAP [i]loighciúil[/i] atá ar fáil ar an meaisín ósta. Ar LAPanna a bhfuil HyperThreading cumasaithe acu, beidh an uimhir seo níos mó ná líon na gcroí CPU [i] fisiceacha[/i].

en: Returns the full name of the CPU model on the host machine (e.g. [code]"Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz"[/code]).
    [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android and Web, [method get_processor_name] returns an empty string.
ga: Seoltar ar ais ainm iomlán an mhúnla LAP ar an meaisín ósta (m.sh. [code]"Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz"[/code]).
    [b]Nóta:[/b] Ní chuirtear an modh seo i bhfeidhm ach amháin ar Windows, macOS, Linux agus iOS. Ar Android agus Gréasáin, cuireann [method get_processor_name] teaghrán folamh ar ais.

en: Returns the list of command line arguments that will be used when the project automatically restarts using [method set_restart_on_exit]. See also [method is_restart_on_exit_set].
ga: Filleann sé seo liosta argóintí na n-orduithe a úsáidfear nuair a atosóidh an tionscadal go huathoibríoch ag baint úsáide as [method set_restart_on_exit]. Féach freisin [method is_restart_on_exit_set].

en: Returns the maximum amount of static memory used. Only works in debug builds.
ga: Filleann sé an t-uasmhéid cuimhne statach a úsáidtear. Ní oibríonn ach i dtógáil dífhabhtaithe.

en: Returns the amount of static memory being used by the program in bytes. Only works in debug builds.
ga: Filleann sé an méid cuimhne statach atá in úsáid ag an gclár i mbearta. Ní oibríonn ach i dtógáil dífhabhtaithe.

en: Returns the list of certification authorities trusted by the operating system as a string of concatenated certificates in PEM format.
ga: Seoltar ar ais liosta na n-údarás deimhniúcháin a bhfuil muinín ag an gcóras oibriúcháin leo mar shraith de theastais chomhcheangailte i bhformáid PEM.

en: Returns the path to commonly used folders across different platforms, as defined by [param dir]. See the [enum SystemDir] constants for available locations.
    [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
    [b]Note:[/b] Shared storage is implemented on Android and allows to differentiate between app specific and shared directories, if [param shared_storage] is [code]true[/code]. Shared directories have additional restrictions on Android.
ga: Filleann sé an cosán chuig fillteáin a úsáidtear go coitianta thar ardáin éagsúla, mar atá sainmhínithe ag [param dir]. Féach ar na tairisigh [enum SystemDir] le haghaidh láithreacha atá ar fáil.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, Linux, macOS agus Windows.
    [b]Nóta:[/b] Cuirtear stóráil roinnte i bhfeidhm ar Android agus ceadaítear í chun idirdhealú a dhéanamh idir eolairí a bhaineann go sonrach le haipeanna agus eolairí comhroinnte, má tá [param shared_storage] [code]true[/code]. Tá srianta breise ag eolairí comhroinnte ar Android.

en: Returns the path to the system font file with [param font_name] and style. Returns an empty string if no matching fonts found.
    The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".
    [b]Note:[/b] Returned font might have different style if the requested style is not available.
    [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
ga: Filleann sé an cosán chuig comhad cló an chórais le [param font_name] agus stíl. Filleann sé teaghrán folamh mura bhfuarthas clónna meaitseála.
    Is féidir na hailiasanna seo a leanas a úsáid chun clónna réamhshocraithe a iarraidh: "sans-serif", "serif", "monospace", "cursive", agus "fantasy".
    [b]Nóta:[/b] Seans go mbeidh stíl dhifriúil ag cló ar ais mura bhfuil an stíl iarrtha ar fáil.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Linux, macOS agus Windows.

en: Returns an array of the system substitute font file paths, which are similar to the font with [param font_name] and style for the specified text, locale, and script. Returns an empty array if no matching fonts found.
    The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".
    [b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned fonts will be suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used.
    [b]Note:[/b] Returned fonts might have different style if the requested style is not available or belong to a different font family.
    [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
ga: Filleann sé sraith de chonairí comhaid chló ionadach an chórais, atá cosúil leis an gcló le [param font_name] agus stíl don téacs sonraithe, locale, agus script. Filleann sé eagar folamh mura bhfuarthas clónna meaitseála.
    Is féidir na hailiasanna seo a leanas a úsáid chun clónna réamhshocraithe a iarraidh: "sans-serif", "serif", "monospace", "cursive", agus "fantasy".
    [b]Nóta:[/b] Ag brath ar OS, níl aon ráthaíocht ann go mbeidh aon cheann de na clónna a sheoltar ar ais oiriúnach chun téacs sonraithe a rindreáil. Ba chóir clónna a luchtú agus a sheiceáil san ord a gcuirtear ar ais iad, agus an chéad cheann oiriúnach a úsáid.
    [b]Nóta:[/b] Seans go mbeidh stíl dhifriúil ag clónna ar ais mura bhfuil an stíl iarrtha ar fáil nó mura mbaineann siad le teaghlach cló eile.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Linux, macOS agus Windows.

en: Returns the list of font family names available.
    [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
ga: Seoltar ar ais liosta na n-ainmneacha clófhoirne atá ar fáil.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Linux, macOS agus Windows.

en: Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications.
    [b]Note:[/b] Thread IDs are not deterministic and may be reused across application restarts.
ga: Filleann sé ID an tsnáithe reatha. Is féidir é seo a úsáid i logaí chun dífhabhtú feidhmchláir il-snáithithe a éascú.
    [b]Nóta:[/b] Níl na haitheantais snáitheanna cinntitheach agus is féidir iad a athúsáid nuair a atosófar feidhmchlár.

en: Returns a string that is unique to the device.
    [b]Note:[/b] This string may change without notice if the user reinstalls their operating system, upgrades it, or modifies their hardware. This means it should generally not be used to encrypt persistent data, as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by this method for security purposes.
    [b]Note:[/b] On Web, returns an empty string and generates an error, as this method cannot be implemented for security reasons.
ga: Filleann sé teaghrán atá uathúil don fheiste.
    [b]Nóta:[/b] Seans go n-athróidh an teaghrán seo gan fógra má athshuiteálann an t-úsáideoir a chóras oibriúcháin, má uasghrádaíonn sé nó má athraítear a chrua-earraí. Ciallaíonn sé seo nár cheart é a úsáid go ginearálta chun sonraí marthanacha a chriptiú, mar go mbeadh na sonraí a shábháiltear roimh athrú aitheantais gan choinne a bheith dorochtana. Féadfar an teaghrán aischurtha a fhalsú freisin trí úsáid a bhaint as cláir sheachtracha, mar sin ná bí ag brath ar an teaghrán a sheoltar ar ais leis an modh seo chun críocha slándála.
    [b]Nóta:[/b] Ar an nGréasán, filleann sé teaghrán folamh agus gineann sé earráid, toisc nach féidir an modh seo a chur i bhfeidhm ar chúiseanna slándála.

en: Returns the absolute directory path where user data is written (the [code]user://[/code] directory in Godot). The path depends on the project name and [member ProjectSettings.application/config/use_custom_user_dir].
    - On Windows, this is [code]%AppData%\Godot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code].
    - On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
    - On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
    - On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.
    - On Web, this is a virtual directory managed by the browser.
    If the project name is empty, [code][project_name][/code] falls back to [code][unnamed project][/code].
    Not to be confused with [method get_data_dir], which returns the [i]global[/i] (non-project-specific) user home directory.
ga: Filleann sé an cosán eolaire iomlán ina bhfuil sonraí úsáideora scríofa (an [code]user://[/code] directory in Godot). Braitheann an cosán ar ainm an tionscadail agus [comhalta ProjectSettings.application/config/use_custom_user_dir].
    - Ar Windows, is é seo [code]% AppData%\Godot\app_userdata\[project_name][/code], nó [code]% AppData%\[custom_name][/code] más rud é [code]use_custom_user_dir[/code] leagtha. Leathnaíonn [code]% AppData%[/code] go [code]% UserProfile%\AppData\Roaming[/code].
    - Ar macOS, is é seo [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], nó [code]~/Library/Application Support/[custom_name][/code] más [code] use_custom_user_dir[/code] socraithe.
    - Ar Linux agus BSD, is é seo [code] ~/.local/share/godot/app_userdata/[project_name][/code], nó [code]~/.local/share/[custom_name][/code] más rud é [code]use_custom_user_dir[/code] socraithe.
    - Ar Android agus iOS, is eolaire bosca gainimh é seo i stóráil inmheánach nó sheachtrach, ag brath ar chumraíocht an úsáideora.
    - Ar an nGréasán, is eolaire fíorúil é seo arna bhainistiú ag an mbrabhsálaí.
    Má tá ainm an tionscadail folamh, téann [code][project_name][/code] ar ais go [code][unnamed project][/code].
    Gan a mheascadh le [method get_data_dir], a sheolann an t-eolaire baile úsáideora [i]global[/i] (neamh-thionscadail-shonrach) ar ais.

en: Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds.
    - For Windows, the major and minor version are returned, as well as the build number. For example, the returned string may look like [code]10.0.9926[/code] for a build of Windows 10, and it may look like [code]6.1.7601[/code] for a build of Windows 7 SP1.
    - For rolling distributions, such as Arch Linux, an empty string is returned.
    - For macOS and iOS, the major and minor version are returned, as well as the patch number.
    - For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead.
    [b]Note:[/b] This method is not supported on the Web platform. It returns an empty string.
ga: Tuairisceáin an leagan cruinn táirgeachta agus tógála den chóras oibriúcháin. Tá sé seo difriúil ón leagan brandáilte a úsáidtear i margaíocht. Cuidíonn sé seo le hidirdhealú a dhéanamh idir eisiúintí éagsúla de chórais oibriúcháin, lena n-áirítear mionleaganacha, agus foirgnimh chos istigh agus saincheaptha.
    - I gcás Windows, cuirtear an leagan mór agus mion ar ais, chomh maith leis an uimhir thógála. Mar shampla, d'fhéadfadh go mbeadh an chuma ar an teaghrán ar ais mar [code] 10.0.9926[/code] le haghaidh tógáil Windows 10, agus d'fhéadfadh sé a bheith cosúil le [code] 6.1.7601[/code] do thógáil Windows 7 SP1.
    - I gcás dáiltí rollta, mar Arch Linux, cuirtear teaghrán folamh ar ais.
    - I gcás macOS agus iOS, cuirtear an leagan mór agus mion ar ais, chomh maith leis an uimhir paiste.
    - I gcás Android, cuirtear an leagan SDK agus an uimhir thógála incriminteach ar ais. Más ROM saincheaptha é, déanann sé iarracht a leagan a thabhairt ar ais ina ionad.
    [b]Nóta:[/b] Ní thacaítear leis an modh seo ar an ardán Gréasáin. Filleann sé teaghrán folamh.

en: Returns the video adapter driver name and version for the user's currently active graphics card, as a [PackedStringArray]. See also [method RenderingServer.get_video_adapter_api_version].
    The first element holds the driver name, such as [code]nvidia[/code], [code]amdgpu[/code], etc.
    The second element holds the driver version. For example, on the [code]nvidia[/code] driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/code]. For Windows, the driver's format is [code]31.0.15.1659[/code].
    [b]Note:[/b] This method is only supported on Linux/BSD and Windows when not running in headless mode. On other platforms, it returns an empty array.
ga: Seoltar ar ais ainm thiománaí an oiriúntóra físeáin agus leagan do chárta grafaice an úsáideora atá gníomhach faoi láthair, mar [PackedStringArray]. Féach freisin [method RenderingServer.get_video_adapter_api_version].
    Coinníonn an chéad eilimint ainm an tiománaí, mar shampla [code]nvidia[/code], [code] amdgpu[/code], etc.
    Coinníonn an dara eilimint leagan an tiománaí. Mar shampla, ar an [code]nvidia[/code] tiománaí ar ardán Linux/BSD, tá an leagan san fhormáid [code]510.85.02[/code]. I gcás Windows, is é [code]31.0.15.1659[/code] formáid an tiománaí.
    [b] Nóta:[/b] Ní thacaítear leis an modh seo ach ar Linux/BSD agus Windows nuair nach bhfuil sé ag rith sa mhód gan cheann. Ar ardáin eile, cuireann sé eagar folamh ar ais.

en: Returns [code]true[/code] if the environment variable with the name [param variable] exists.
    [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows.
ga: Filleann sé [code]true[/code] má tá an athróg timpeallachta leis an ainm [param athróg] ann.
    [b]Nóta:[/b] Déan seiceáil faoi dhó ar chásáil [athróg param]. Bíonn ainmneacha athróg comhshaoil cás-íogair ar gach ardán seachas Windows.

en: Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
    [b]Note:[/b] Tag names are case-sensitive.
    [b]Note:[/b] On the Web platform, one of the following additional tags is defined to indicate the host platform: [code]web_android[/code], [code]web_ios[/code], [code]web_linuxbsd[/code], [code]web_macos[/code], or [code]web_windows[/code].
ga: Filleann sé [code]true[/code] má thacaítear leis an ngné don chlib gné tugtha sa chás atá á rith faoi láthair, ag brath ar an ardán, tógáil, etc. Is féidir é a úsáid chun seiceáil an bhfuil leagan dífhabhtaithe á rith agat faoi láthair, ar siúl ardán nó áirse áirithe, etc. Déan tagairt don doiciméadú [url=$DOCS_URL/tutorials/export/feature_tags.html]Clibeanna Gné[/url] le haghaidh tuilleadh sonraí.
    [b]Nóta:[/b] Tá ainmneacha clibeanna cás-íogair.
    [b] Nóta:[/b] Ar an ardán Gréasáin, sainmhínítear ceann de na clibeanna breise seo a leanas chun an t-ardán óstach a léiriú: [code]web_android[/code], [code]web_ios[/code], [code]web_linuxbsd [/code], [code]web_macos[/code], nó [code]web_windows[/code].

en: Returns [code]true[/code] if the Godot binary used to run the project is a [i]debug[/i] export template, or when running in the editor.
    Returns [code]false[/code] if the Godot binary used to run the project is a [i]release[/i] export template.
    [b]Note:[/b] To check whether the Godot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("template")[/code] instead.
ga: Filleann sé [code]true[/code] más teimpléad easpórtála [i]debug[/i] é an dénártha Godot a úsáidtear chun an tionscadal a rith, nó nuair atá sé ag rith san eagarthóir.
    Filleann sé [code]bréagach[/code] más teimpléad easpórtála [i]scaoileadh[/i] é an dénártha Godot a úsáidtear chun an tionscadal a rith.
    [b]Nóta:[/b] Chun seiceáil an teimpléad easpórtála (dífhabhtú nó scaoileadh) é an dénártha Godot a úsáidtear chun an tionscadal a rith, úsáid [code]OS.has_feature (“teimpléad”)[/code] ina ionad sin.

en: Returns [code]true[/code] if the child process ID ([param pid]) is still running or [code]false[/code] if it has terminated. [param pid] must be a valid ID generated from [method create_process].
    [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS, and Windows.
ga: Seoltar ar ais [code]true[/code] má tá aitheantas próiseála an linbh ([param pid]) fós ag rith nó [code]bréagach[/code] má tá deireadh curtha leis. Caithfidh [param pid] a bheith ina aitheantas bailí arna ghiniúint ó [method create_process].
    [b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Linux, macOS, agus Windows.

en: Returns [code]true[/code] if the project will automatically restart when it exits for any reason, [code]false[/code] otherwise. See also [method set_restart_on_exit] and [method get_restart_on_exit_arguments].
ga: Filleann sé [code]true[/code] má atosófar an tionscadal go huathoibríoch nuair a scoirfidh sé ar chúis ar bith, [code]bréagach[/code] ar shlí eile. Féach freisin [method set_restart_on_exit] agus [method get_restart_on_exit_argóintí].

en: Returns [code]true[/code] if the application is running in the sandbox.
    [b]Note:[/b] This method is only implemented on macOS and Linux.
ga: Seoltar ar ais [code]true[/code] má tá an feidhmchlár ag rith sa bhosca gainimh.
    [b] Nóta:[/b] Ní chuirtear an modh seo i bhfeidhm ach amháin ar macOS agus Linux.

en: Returns [code]true[/code] if the engine was executed with the [code]--verbose[/code] or [code]-v[/code] command line argument, or if [member ProjectSettings.debug/settings/stdout/verbose_stdout] is [code]true[/code]. See also [method @GlobalScope.print_verbose].
ga: Filleann sé [code]true[/code] má ritheadh an t-inneall leis an [code] --verbose[/code] nó [code] -v[/code] argóint na n-orduithe, nó más rud é [comhalta ProjectSettings.debug/settings/ stdout/verbose_stdout] is [code]true[/code]. Féach freisin [method @GlobalScope.print_verbose].

en: Returns [code]true[/code] if the [code]user://[/code] file system is persistent, that is, its state is the same after a player quits and starts the game again. Relevant to the Web platform, where this persistence may be unavailable.
ga: Filleann sé [code]true[/code] má tá an córas comhaid [code]user: //[/code] leanúnach, is é sin, tá a staid mar an gcéanna tar éis d'imreoir scor agus tús a chur leis an gcluiche arís. Bainteach leis an ardán Gréasáin, áit a bhféadfadh sé nach bhfuil an marthanacht seo ar fáil.

en: Kill (terminate) the process identified by the given process ID ([param pid]), such as the ID returned by [method execute] in non-blocking mode. See also [method crash].
    [b]Note:[/b] This method can also be used to kill processes that were not spawned by the engine.
    [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
ga: Maraigh (foirceann) an próiseas a shainaithnítear leis an ID próiseas tugtha ([param pid]), mar shampla an ID a sheoltar ar ais trí [method forghníomhaithe] i mód neamh-bhloic. Féach freisin [tuairteála modh].
    [b]Nóta:[/b] Is féidir an modh seo a úsáid freisin chun próisis nár sceith an t-inneall a mharú.
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Linux, macOS agus Windows.

en: Moves the file or directory at the given [param path] to the system's recycle bin. See also [method DirAccess.remove].
    The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported projects.
    Returns [constant FAILED] if the file or directory cannot be found, or the system does not support this method.
    [codeblocks]
    [gdscript]
    var file_to_remove = "user://slot1.save"
    OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
    [/gdscript]
    [csharp]
    var fileToRemove = "user://slot1.save";
    OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
    [b]Note:[/b] If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.
ga: Bogtar an comhad nó an t-eolaire ag an [cosán param] a thugtar chuig bosca athchúrsála an chórais. Féach freisin [method DirAccess.remove].
    Ní thógann an modh ach cosáin dhomhanda, mar sin seans go mbeidh ort [method ProjectSettings.globalize_path] a úsáid. Ná húsáid é le haghaidh comhaid i [code]res://[/code] mar ní oibreoidh sé i dtionscadail easpórtáilte.
    Filleann sé [constant FAILED] mura féidir an comhad nó an t-eolaire a aimsiú, nó mura dtacaíonn an córas leis an modh seo.
    [codeblocks]
    [gdscript]
    var file_to_remove = "úsáideoir://slot1.save"
    OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
    [/gdscript]
    [csharp]
    var fileToRemove = "úsáideoir://slot1.save";
    OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, Linux, macOS agus Windows.
    [b]Nóta:[/b] Má tá an bosca athchúrsála ar a gcóras díchumasaithe ag an úsáideoir, scriosfar an comhad go buan ina ionad sin.

en: On macOS (sandboxed applications only), this function clears list of user selected folders accessible to the application.
ga: Ar macOS (feidhmchláir le bosca gainimh amháin), glanann an fheidhm seo liosta na bhfillteán roghnaithe ag úsáideoirí atá inrochtana don fheidhmchlár.

en: Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated.
    [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block.
ga: Socraíonn sé luach na hathróige timpeallachta [param athróg] go [paramluach]. Socrófar an athróg timpeallachta do phróiseas Godot agus aon phróiseas a fhorghníomhófar le [method a fhorghníomhú] tar éis [method set_environment] a rith. [i]Ní[/i] a leanfaidh an athróg timpeallachta de na próisis a ritheadh tar éis deireadh a chur le próiseas Godot.
    [b]Nóta:[/b] Tá ainmneacha athróg comhshaoil cás-íogair ar gach ardán seachas Windows. Ní féidir an t-ainm [param athróg] a bheith folamh nó an carachtar [code]=[/code] a chur san áireamh. Ar Windows, tá teorainn de 32767 carachtar ann maidir le fad comhcheangailte [athróg param], [paramluach], agus na carachtair [code]=[/code] agus Críochnaitheoir nialasach a chlárófar sa bhloc timpeallachta.

en: If [param restart] is [code]true[/code], restarts the project automatically when it is exited with [method SceneTree.quit] or [constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Command-line [param arguments] can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass [method get_cmdline_args] as the value for [param arguments].
    This method can be used to apply setting changes that require a restart. See also [method is_restart_on_exit_set] and [method get_restart_on_exit_arguments].
    [b]Note:[/b] This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor.
    [b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user (by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), the project won't restart automatically.
ga: Má tá [param restart] [code]true[/code], atosóidh sé an tionscadal go huathoibríoch nuair a scoirfidh sé le [method SceneTree.quit] nó [Constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Is féidir ordú-líne [argóintí param] a sholáthar. Chun an tionscadal a atosú leis na hargóintí líne ordaithe céanna agus a úsáideadh ar dtús chun an tionscadal a rith, pas a fháil [method get_cmdline_args] mar luach [argóintí param].
    Is féidir an modh seo a úsáid chun athruithe socraithe a chur i bhfeidhm a dteastaíonn atosú uathu. Féach freisin [method is_restart_on_exit_set] agus [method get_restart_on_exit_argóintí].
    [b]Nóta:[/b] Níl an modh seo éifeachtach ach amháin ar ardáin deisce, agus ní bhíonn sé éifeachtach ach amháin nuair nach bhfuil an tionscadal tosaithe ón eagarthóir. Ní bheidh aon éifeacht aige ar ardáin mhóibíleacha agus Ghréasáin, nó nuair a thosóidh an t-eagarthóir ar an tionscadal.
    [b]Nóta:[/b] Má bhuaileann an próiseas tionscadail nó má [i]maraítear[/i] é ag an úsáideoir (trí [code]SIGKILL[/code] a sheoladh in ionad an ghnáth[code]SIGTERM[/code] ), ní atosóidh an tionscadal go huathoibríoch.

en: Assigns the given name to the current thread. Returns [constant ERR_UNAVAILABLE] if unavailable on the current platform.
ga: Sanntar an t-ainm tugtha don snáithe reatha. Filleann [ERR_UNAVAILABLE leanúnach] mura bhfuil sé ar fáil ar an ardán reatha.

en: If [param enabled] is [code]true[/code], when opening a file for writing, a temporary file is used in its place. When closed, it is automatically applied to the target file.
    This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Godot editor itself.
ga: Má tá [param-chumas] [code]true[/code], agus comhad á oscailt lena scríobh, úsáidtear comhad sealadach ina áit. Nuair a bhíonn sé dúnta, cuirtear i bhfeidhm go huathoibríoch é ar an spriocchomhad.
    Féadfaidh sé seo a bheith úsáideach nuair is féidir le feidhmchláir eile comhaid a oscailt, mar shampla frithvíreas, eagarthóirí téacs, nó fiú eagarthóir Godot féin.

en: Requests the OS to open the file manager, navigate to the given [param file_or_dir_path] and select the target file or folder.
    If [param open_folder] is [code]true[/code] and [param file_or_dir_path] is a valid directory path, the OS will open the file manager and navigate to the target folder without selecting anything.
    Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] project path into a system path to use with this method.
    [b]Note:[/b] This method is currently only implemented on Windows and macOS. On other platforms, it will fallback to [method shell_open] with a directory path of [param file_or_dir_path] prefixed with [code]file://[/code].
ga: Iarrann an OS an bainisteoir comhad a oscailt, téigh go dtí an [param file_or_dir_path] a thugtar agus roghnaigh an spriocchomhad nó an fillteán.
    Má tá [param open_folder] [code] true [/code] agus [param file_or_dir_path] ina chonair eolaire bailí, osclóidh an OS an bainisteoir comhad agus déanfaidh sé nascleanúint chuig an spriocfhillteán gan rud ar bith a roghnú.
    Úsáid [method ProjectSettings.globalize_path] chun conair tionscadail [code]res://[/code] nó [code]user://[/code] a thiontú ina chonair chórais le húsáid leis an modh seo.
    [b]Nóta:[/b] Níl an modh seo curtha i bhfeidhm faoi láthair ach amháin ar Windows agus macOS. Ar ardáin eile, tiocfaidh sé ar ais go [method shell_open] le cosán eolaire de [param file_or_dir_path] arna réamhshocrú le [code]comhad:://[/code].

en: Removes the given environment variable from the current environment, if it exists. The [param variable] name cannot be empty or include the [code]=[/code] character. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated.
    [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows.
ga: Baintear an athróg timpeallachta tugtha ón timpeallacht reatha, má tá sé ann. Ní féidir an t-ainm [param athróg] a bheith folamh nó an carachtar [code]=[/code] a chur san áireamh. Bainfear an athróg timpeallachta do phróiseas Godot agus aon phróiseas a fhorghníomhófar le [method a rith] tar éis [method unset_environment] a rith. [i]Ní[/i] go leanfar de phróisis a ritheadh tar éis deireadh a chur le próiseas Godot má bhaintear an athróg timpeallachta.
    [b]Nóta:[/b] Tá ainmneacha athróg comhshaoil cás-íogair ar gach ardán seachas Windows.

en: If [code]true[/code], the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This only works on systems where V-Sync is active.
    [b]Note:[/b] On start-up, this is the same as [member ProjectSettings.application/run/delta_smoothing].
ga: Más [code]true[/code], scagann an t-inneall an t-am deilte a thomhaistear idir gach fráma, agus déanann sé iarracht éagsúlacht randamach a chúiteamh. Ní oibríonn sé seo ach ar chórais ina bhfuil V-Sync gníomhach.
    [b]Nóta:[/b] Ar ghnó nuathionscanta, is ionann é seo agus [member ProjectSettings.application/run/delta_smoothing].

en: If [code]true[/code], the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
    [b]Note:[/b] On start-up, this is the same as [member ProjectSettings.application/run/low_processor_mode].
ga: Más [code]true[/code], déanann an t-inneall leas iomlán a bhaint as úsáid íseal próiseálaí tríd an scáileán a athnuachan ach amháin más gá. Féadann sé tomhaltas ceallraí a fheabhsú ar fhóin phóca.
    [b]Nóta:[/b] Ar ghnó nua-thionscanta, is ionann é seo agus [member ProjectSettings.application/run/low_processor_mode].

en: The amount of sleeping between frames when the low-processor usage mode is enabled, in microseconds. Higher values will result in lower CPU usage. See also [member low_processor_usage_mode].
    [b]Note:[/b] On start-up, this is the same as [member ProjectSettings.application/run/low_processor_mode_sleep_usec].
ga: An méid codlata idir frámaí nuair a bhíonn an modh úsáide íseal-phróiseálaí cumasaithe, i microseconds. Beidh úsáid LAP níos ísle mar thoradh ar luachanna níos airde. Féach freisin [comhalta low_processor_usage_mode].
    [b]Nóta:[/b] Ar ghnó nua-thionscanta, tá sé seo mar an gcéanna le [comhalta ProjectSettings.application/run/low_processor_mode_sleep_usec].

en: The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available.
ga: Tiománaí rindreáil Vulkan. Éilíonn sé tacaíocht Vulkan 1.0 agus úsáideann sé go huathoibríoch gnéithe ó Vulkan 1.1 agus 1.2 má tá siad ar fáil.

en: The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web.
ga: Tiománaí le haghaidh rindreáil OpenGL 3. Úsáideann sé OpenGL 3.3 Core Profile ar ardáin deisce, OpenGL ES 3.0 ar ghléasanna soghluaiste, agus WebGL 2.0 ar an nGréasán.

en: The Direct3D 12 rendering driver.
ga: Tiománaí le haghaidh rindreáil Direct3d 12.

en: Refers to the Desktop directory path.
ga: Tagraíonn sé do chonair eolaire na Deisce.

en: Refers to the DCIM (Digital Camera Images) directory path.
ga: Déanann sé tagairt do chonair eolaire DCIM (Íomhánna Ceamara Digiteach).

en: Refers to the Documents directory path.
ga: Tagraíonn sé do chonair eolaire na nDoiciméad.

en: Refers to the Downloads directory path.
ga: Tagraíonn sé don chosán eolaire Íoslódálacha.

en: Refers to the Movies (or Videos) directory path.
ga: Tagraíonn sé do chonair eolaire Scannáin (nó Físeáin).

en: Refers to the Music directory path.
ga: Tagraíonn sé do chonair eolaire an Cheoil.

en: Refers to the Pictures directory path.
ga: Tagraíonn sé do chonair eolaire Pictiúir.

en: Refers to the Ringtones directory path.
ga: Tagraíonn sé do chonair eolaire Ringtones.

en: A packed array of bytes.
ga: Sraith pacáilte beart.

en: An array specifically designed to hold bytes. Packs data tightly, so it saves memory for large array sizes.
    [PackedByteArray] also provides methods to encode/decode various types to/from bytes. The way values are encoded is an implementation detail and shouldn't be relied upon when interacting with external apps.
    [b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
ga: Eagar atá deartha go sonrach chun bearta a choinneáil. Pacálann sé na sonraí go docht, mar sin sábhálann sé cuimhne ar mhéideanna móra eagair.
    Soláthraíonn [PackedByteArray] modhanna freisin chun cineálacha éagsúla a ionchódú / a dhíchódú chuig / ó bhearta. Is mionsonra feidhmithe é an chaoi a ndéantar luachanna a ionchódú agus níor cheart brath air agus tú ag idirghníomhú le haipeanna seachtracha.
    [b]Nóta:[/b] Cuirtear eagair phacáilte ar aghaidh trí thagairt i gcónaí. Chun cóip a fháil d'eagar is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid [dúblach modh]. [i]ní[/i] é seo i gcás maoine agus modhanna ionsuite. Is cóipeanna iad an t-eagar pacáilte a sheoltar ar ais, agus ní dhéanfaidh [i][/i] difear don luach bunaidh dá n-athrófar é. Chun réadmhaoin ionsuite a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Constructs an empty [PackedByteArray].
ga: Tógtar [PackedByteArray] folamh.

en: Constructs a [PackedByteArray] as a copy of the given [PackedByteArray].
ga: Tógtar [PackedByteArray] mar chóip den [PackedByteArray] tugtha.

en: Constructs a new [PackedByteArray]. Optionally, you can pass in a generic [Array] that will be converted.
ga: Tógtar [PackedByteArray] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.

en: Appends an element at the end of the array (alias of [method push_back]).
ga: Cuireann sé eilimint ag deireadh an eagar (ailias de [method push_back]).

en: Appends a [PackedByteArray] at the end of this array.
ga: Cuireann [PackedByteArray] leis ag deireadh an eagar seo.

en: Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a [param before] specifier can be passed. If [code]false[/code], the returned index comes after all existing entries of the value in the array.
    [b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
ga: Faightear innéacs luach reatha (nó an t-innéacs ionsáite a choinníonn ord sórtála, mura bhfuil an luach fós san eagar) ag baint úsáide as cuardach dénártha. De rogha air sin, is féidir sonróir [param before] a rith. Más [code]bréagach[/code], tagann an t-innéacs ar ais tar éis gach iontráil reatha den luach san eagar.
    [b]Nóta:[/b] Má ghlaoitear ar [method bsearch] ar eagar neamhshórtáilte, iompraítear iompar gan choinne.

en: Clears the array. This is equivalent to using [method resize] with a size of [code]0[/code].
ga: Glanann an eagar. Tá sé seo comhionann le [method a athrú] le méid [code]0[/code] a úsáid.

en: Returns a new [PackedByteArray] with the data compressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants.
ga: Filleann sé [PackedByteArray] nua agus na sonraí comhbhrúite. Socraigh an modh comhbhrú ag baint úsáide as ceann de na tairisigh [enum FileAccess.CompressionMode].

en: Returns the number of times an element is in the array.
ga: Filleann sé an líon uaireanta atá dúil san eagar.

en: Decodes a 64-bit floating-point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
ga: Díchódaíonn sé uimhir snámhphointe 64-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0.0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 32-bit floating-point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
ga: Díchódaíonn sé uimhir snámhphointe 32-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0.0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 16-bit floating-point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
ga: Díchódaíonn sé uimhir snámhphointe 16-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0.0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 8-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaítear uimhir slánuimhir sínithe 8-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 16-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaítear uimhir slánuimhir sínithe 16-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 32-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaítear uimhir slánuimhir shínithe 32-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 64-bit signed integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaítear uimhir slánuimhir sínithe 64-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 8-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaíonn sé uimhir slánuimhir neamhshínithe 8-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 16-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaíonn sé uimhir slánuimhir neamhshínithe 16-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 32-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaíonn sé uimhir slánuimhir neamhshínithe 32-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a 64-bit unsigned integer number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] if a valid number can't be decoded.
ga: Díchódaíonn sé uimhir slánuimhir neamhshínithe 64-giotán ó na bearta ag tosú ag [param byte_offset]. Theipeann air mura leor an comhaireamh beart. Filleann sé [code]0[/code] mura féidir uimhir bhailí a dhíchódú.

en: Decodes a [Variant] from the bytes starting at [param byte_offset]. Returns [code]null[/code] if a valid variant can't be decoded or the value is [Object]-derived and [param allow_objects] is [code]false[/code].
ga: Díchódaítear [Athróg] ó na bearta a thosaíonn ag [param byte_offset]. Filleann sé [code]null[/code] mura féidir malairt bailí a dhíchódú nó má tá an luach díorthaithe [Object] agus [param allow_objects] [code]false[/code].

en: Decodes a size of a [Variant] from the bytes starting at [param byte_offset]. Requires at least 4 bytes of data starting at the offset, otherwise fails.
ga: Díchódaíonn sé méid [Athróg] ó na bearta ag tosú ag [param byte_offset]. Teastaíonn 4 beart sonraí ar a laghad ag tosú leis an bhfritháireamh, mura ndéantar é.

en: Returns a new [PackedByteArray] with the data decompressed. Set [param buffer_size] to the size of the uncompressed data. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants.
    [b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header.
ga: Filleann sé [PackedByteArray] nua leis na sonraí dí-chomhbhrúite. Socraigh [param buffer_size] do mhéid na sonraí neamh-chomhbhrúite. Socraigh an modh comhbhrú ag baint úsáide as ceann de na tairisigh [enum FileAccess.CompressionMode].
    [b]Nóta:[/b] Ní ráthaítear go n-oibreoidh dí-chomhbhrú le sonraí nach bhfuil comhbhrúite ag Godot, mar shampla mura bhfuil seiceála nó ceanntásc ar shonraí atá comhbhrúite leis an modh comhbhrú díbhoilscithe.

en: Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. [b]This method only accepts brotli, gzip, and deflate compression modes.[/b]
    This method is potentially slower than [method decompress], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [method decompress] knows it's output buffer size from the beginning.
    GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [param max_output_size]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned.
    [b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header.
ga: Filleann sé [PackedByteArray] nua leis na sonraí dí-chomhbhrúite. Socraigh an modh comhbhrú ag baint úsáide as ceann de na tairisigh [enum FileAccess.CompressionMode]. [b]Ní ghlacann an modh seo ach le modhanna comhbhrú brotli, gzip agus díbhoilscithe.[/b]
    D’fhéadfadh an modh seo a bheith níos moille ná [dí-chomhbhrú modh], mar b’fhéidir go mbeadh air a mhaolán aschuir a ath-leithdháileadh go minic agus é ag dí-chomhbhrú, ach tá a fhios ag [method dí-chomhbhrú] méid maoláin aschuir a chuid ón tús.
    Tá cóimheas uasta comhbhrú de 1032:1 ag GZIP, rud a chiallaíonn gur féidir le pálasta beag comhbhrúite dí-chomhbhrú go dtí aschur a d’fhéadfadh a bheith an-mhór. Chun é seo a chosaint, is féidir leat uasmhéid a sholáthar a cheadaítear don fheidhm seo a leithdháileadh i mbearta trí [param max_output_size]. Ceadóidh pasáil -1 d'aschur gan teorainn. Má rithtear aon luach dearfach, agus má sháraíonn an dí-chomhbhrú an méid sin i mbearta, cuirfear earráid ar ais.
    [b]Nóta:[/b] Ní ráthaítear go n-oibreoidh dí-chomhbhrú le sonraí nach bhfuil comhbhrúite ag Godot, mar shampla mura bhfuil seiceála nó ceanntásc ar shonraí atá comhbhrúite leis an modh comhbhrú díbhoilscithe.

en: Creates a copy of the array, and returns it.
ga: Cruthaíonn sé cóip den eagar, agus cuireann sé ar ais é.

en: Encodes a 64-bit floating-point number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of allocated space, starting at the offset.
ga: Ionchódaíonn sé uimhir snámhphointe 64-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh ar a laghad 8 mbeart de spás leithdháilte a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 32-bit floating-point number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir snámhphointe 32-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 4 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 16-bit floating-point number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir snámhphointe 16-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 2 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 8-bit signed integer number (signed byte) at the index of [param byte_offset] bytes. The array must have at least 1 byte of space, starting at the offset.
ga: Ionchódaíonn sé uimhir shínithe slánuimhir 8-giotán (beart sínithe) ag innéacs [param byte_offset] beart. Caithfidh 1 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 16-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir slánuimhir sínithe 16-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 2 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 32-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir slánuimhir shínithe 32-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 4 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 64-bit signed integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir shínithe slánuimhir 64-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 8 mbeart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 8-bit unsigned integer number (byte) at the index of [param byte_offset] bytes. The array must have at least 1 byte of space, starting at the offset.
ga: Ionchódaíonn sé uimhir slánuimhir neamhshínithe (beart) 8-giotán ag an innéacs [param byte_offset] beart. Caithfidh 1 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 16-bit unsigned integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir slánuimhir neamhshínithe 16-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 2 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 32-bit unsigned integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir slánuimhir neamhshínithe 32-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 4 beart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a 64-bit unsigned integer number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of space, starting at the offset.
ga: Ionchódaíonn sé uimhir slánuimhir neamhshínithe 64-giotán mar bhearta ag an innéacs [param byte_offset] beart. Caithfidh 8 mbeart spáis ar a laghad a bheith san eagar, ag tosú ag an bhfritháireamh.

en: Encodes a [Variant] at the index of [param byte_offset] bytes. A sufficient space must be allocated, depending on the encoded variant's size. If [param allow_objects] is [code]false[/code], [Object]-derived values are not permitted and will instead be serialized as ID-only.
ga: Ionchódaíonn sé [Athróg] ag an innéacs [param byte_offset] beart. Ní mór spás leordhóthanach a leithdháileadh, ag brath ar mhéid an mhalairte ionchódaithe. Má tá [param allow_objects] [code]false[/code], ní cheadaítear luachanna díorthaithe [Object] agus ina ionad sin déanfar iad a shraithiú mar ID-amháin.

en: Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
ga: Sannann sé an luach tugtha do gach eilimint san eagar. Is féidir é seo a úsáid go hiondúil in éineacht le [method modh a athrú] chun eagar a chruthú le méid áirithe agus gnéithe tosaigh.

en: Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
ga: Déanann sé cuardach ar an eagar le haghaidh luacha agus seolann sé a innéacs nó [code]-1[/code] ar ais mura bhfuarthas é. Go roghnach, is féidir an t-innéacs cuardaigh tosaigh a rith.

en: Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to [method get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike the UTF-8 function this function maps every byte to a character in the array. Multibyte sequences will not be interpreted correctly. For parsing user input always use [method get_string_from_utf8]. This is the inverse of [method String.to_ascii_buffer].
ga: Tiontaíonn sé eagar ionchódaithe ASCII/Laidin-1 go [Teaghrán]. Rogha tapa eile seachas [method get_string_from_utf8] más é ASCII/Laidin-1 amháin an t-inneachar. Murab ionann agus an fheidhm UTF-8 mapálann an fheidhm seo gach beart chuig carachtar san eagar. Ní dhéanfar seichimh ilbhearta a léirmhíniú i gceart. Chun ionchur úsáideora a pharsáil úsáid [method get_string_from_utf8] i gcónaí. Is é seo inbhéartach [method String.to_ascii_buffer].

en: Converts UTF-8 encoded array to [String]. Slower than [method get_string_from_ascii] but supports UTF-8 encoded data. Use this function if you are unsure about the source of the data. For user input this function should always be preferred. Returns empty string if source array is not valid UTF-8 string. This is the inverse of [method String.to_utf8_buffer].
ga: Tiontaítear eagar ionchódaithe UTF-8 go [Teaghrán]. Níos moille ná [method get_string_from_ascii] ach tacaíonn sé le sonraí ionchódaithe UTF-8. Úsáid an fheidhm seo mura bhfuil tú cinnte faoi fhoinse na sonraí. Maidir le hionchur úsáideora ba cheart an fheidhm seo a bheith níos fearr i gcónaí. Filleann sé teaghrán folamh mura teaghrán UTF-8 bailí í an t-eagar foinse. Is é seo an inbhéartach de [method String.to_utf8_buffer].

en: Converts UTF-16 encoded array to [String]. If the BOM is missing, system endianness is assumed. Returns empty string if source array is not valid UTF-16 string. This is the inverse of [method String.to_utf16_buffer].
ga: Tiontaítear eagar ionchódaithe UTF-16 go [Teaghrán]. Má tá an BOM in easnamh, glactar leis endianness an chórais. Filleann sé teaghrán folamh mura teaghrán bailí UTF-16 é an t-eagar foinse. Is é seo an inbhéartach de [method String.to_utf16_buffer].

en: Converts UTF-32 encoded array to [String]. System endianness is assumed. Returns empty string if source array is not valid UTF-32 string. This is the inverse of [method String.to_utf32_buffer].
ga: Tiontaítear eagar ionchódaithe UTF-32 go [Teaghrán]. Glactar le endianness an chórais. Filleann sé teaghrán folamh mura teaghrán bailí UTF-32 í an t-eagar foinse. Is é seo inbhéartach [method String.to_utf32_buffer].

en: Converts wide character ([code]wchar_t[/code], UTF-16 on Windows, UTF-32 on other platforms) encoded array to [String]. Returns empty string if source array is not valid wide string. This is the inverse of [method String.to_wchar_buffer].
ga: Tiontaíonn sé carachtar leathan ([code]wchar_t[/code], UTF-16 ar Windows, UTF-32 ar ardáin eile) eagar ionchódaithe go [Teaghrán]. Filleann sé teaghrán folamh mura teaghrán leathan bailí é an t-eagar foinse. Is é seo inbhéartach [method String.to_wchar_buffer].

en: Returns [code]true[/code] if the array contains [param value].
ga: Filleann sé [code]true[/code] má tá [paraluach] san eagar.

en: Returns [code]true[/code] if a valid [Variant] value can be decoded at the [param byte_offset]. Returns [code]false[/code] otherwise or when the value is [Object]-derived and [param allow_objects] is [code]false[/code].
ga: Filleann sé [code]true[/code] más féidir luach [Athróg] bailí a dhíchódú ag an [param byte_offset]. Filleann sé [code]false[/code] ar shlí eile nó nuair a bhíonn an luach [Object]-díorthaithe agus [param allow_objects] [code]bréagach[/code].

en: Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]).
ga: Ionsáigh eilimint nua ag suíomh ar leith san eagar. Caithfidh an suíomh a bheith bailí, nó ag deireadh an eagar ([code] idx == méid()[/code]).

en: Returns [code]true[/code] if the array is empty.
ga: Filleann sé [code]true[/code] má tá an t-eagar folamh.

en: Appends an element at the end of the array.
ga: Cuireann eilimint ag deireadh an eagar leis.

en: Removes an element from the array by index.
ga: Baineann sé eilimint as an eagar de réir innéacs.

en: Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. Calling [method resize] once and assigning the new values is faster than adding new elements one by one.
ga: Socraíonn sé méid an eagar. Má fhástar an t-eagar, coimeádann sé eilimintí ag deireadh an eagar. Má dhéantar an t-eagar a chrapadh, gearrtar an t-eagar go dtí an méid nua. Tá sé níos tapúla glaoch ar [method modh a athrú] uair amháin agus na luachanna nua a shannadh ná eilimintí nua a chur leis ceann ar cheann.

en: Reverses the order of the elements in the array.
ga: Aisiompaíonn ord na ndúl san eagar.

en: Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
ga: Cuardaigh an t-eagar in ord droim ar ais. Roghnach, is féidir innéacs cuardaigh tosaigh a rith. Má tá diúltach, meastar an t-innéacs tosaigh i gcoibhneas le deireadh an eagair.

en: Changes the byte at the given index.
ga: Athraíonn an beart ag an innéacs a thugtar.

en: Returns the number of elements in the array.
ga: Filleann sé líon na n-eilimintí san eagar.

en: Returns the slice of the [PackedByteArray], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedByteArray].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedByteArray], ó [param tús] (san áireamh) go [param end] (eisiach), mar [PackedByteArray] nua.
    Déanfar luach absalóideach param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Sorts the elements of the array in ascending order.
ga: Sórtáil gnéithe an eagar in ord ardaitheach.

en: Returns a copy of the data converted to a [PackedFloat32Array], where each block of 4 bytes has been converted to a 32-bit float (C++ [code skip-lint]float[/code]).
    The size of the input array must be a multiple of 4 (size of 32-bit float). The size of the new array will be [code]byte_array.size() / 4[/code].
    If the original data can't be converted to 32-bit floats, the resulting data is undefined.
ga: Filleann sé seo cóip de na sonraí a tiontaíodh go [PackedFloat32Array], áit a bhfuil gach bloc de 4 beart tiontaithe go snámhán 32-giotán (C++ [code skip-lint]float[/code]).
    Ní mór iolraí de 4 a bheith i méid an eagair ionchuir (méid an tsnámhphointe 32-giotán). [code]byte_array.size() / 4[/code] a bheidh i méid an eagar nua.
    Murar féidir na sonraí bunaidh a thiontú go snámháin 32-giotán, níl na sonraí a tháinig as sin sainithe.

en: Returns a copy of the data converted to a [PackedFloat64Array], where each block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/code], Godot [float]).
    The size of the input array must be a multiple of 8 (size of 64-bit double). The size of the new array will be [code]byte_array.size() / 8[/code].
    If the original data can't be converted to 64-bit floats, the resulting data is undefined.
ga: Filleann sé seo cóip de na sonraí a tiontaíodh go [PackedFloat64Array], áit a bhfuil gach bloc 8 beart tiontaithe go snámhán 64-giotán (C++ [code] dúbailte[/code], Godot [snámhphointe]).
    Ní mór iolraí de 8 a bheith i méid an eagair ionchuir (méid dúbailte 64-giotán). [code]byte_array.size() / 8[/code] a bheidh i méid an eagar nua.
    Murar féidir na sonraí bunaidh a thiontú go snámháin 64-giotán, níl na sonraí a tháinig as sin sainithe.

en: Returns a copy of the data converted to a [PackedInt32Array], where each block of 4 bytes has been converted to a signed 32-bit integer (C++ [code]int32_t[/code]).
    The size of the input array must be a multiple of 4 (size of 32-bit integer). The size of the new array will be [code]byte_array.size() / 4[/code].
    If the original data can't be converted to signed 32-bit integers, the resulting data is undefined.
ga: Filleann sé seo cóip de na sonraí a tiontaíodh go [PackedInt32Array], áit a bhfuil gach bloc de 4 beart tiontaithe go slánuimhir sínithe 32-giotán (C++ [code]int32_t[/code]).
    Ní mór iolraí de 4 a bheith i méid an eagair ionchuir (méid slánuimhir 32-giotán). [code]byte_array.size() / 4[/code] a bheidh i méid an eagar nua.
    Mura féidir na bunshonraí a thiontú go slánuimhreacha sínithe 32-giotán, tá na sonraí a tháinig as sin neamhshainithe.

en: Returns a copy of the data converted to a [PackedInt64Array], where each block of 8 bytes has been converted to a signed 64-bit integer (C++ [code]int64_t[/code], Godot [int]).
    The size of the input array must be a multiple of 8 (size of 64-bit integer). The size of the new array will be [code]byte_array.size() / 8[/code].
    If the original data can't be converted to signed 64-bit integers, the resulting data is undefined.
ga: Filleann sé seo cóip de na sonraí a tiontaíodh go [PackedInt64Array], áit a bhfuil gach bloc 8 beart aistrithe go slánuimhir sínithe 64-giotán (C++ [code]int64_t[/code], Godot [int]).
    Caithfidh méid an eagair ionchuir a bheith ina iolraí de 8 (méid slánuimhir 64-giotán). [code]byte_array.size() / 8[/code] a bheidh i méid an eagar nua.
    Mura féidir na bunshonraí a thiontú go slánuimhreacha 64-giotán sínithe, tá na sonraí a tháinig as sin neamhshainithe.

en: Returns [code]true[/code] if contents of the arrays differ.
ga: Filleann sé [code]true[/code] má tá difríocht idir inneachar na n-eagair.

en: Returns a new [PackedByteArray] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedByteArray] nua agus a bhfuil [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal bytes at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann inneachar an dá eagar, i.e. tá bearta comhionanna acu go léir ag na hinnéacsanna comhfhreagracha.

en: Returns the byte at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
    Note that the byte is returned as a 64-bit [int].
ga: Filleann sé an beart ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.
    Tabhair faoi deara go gcuirtear an beart ar ais mar 64-giotán [int].

en: A packed array of [Color]s.
ga: Sraith lán de [Color]s.

en: An array specifically designed to hold [Color]. Packs data tightly, so it saves memory for large array sizes.
    [b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. [PackedColorArray] versus [code]Array[Color][/code]). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as [method Array.map]. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
    [b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
ga: Eagar atá deartha go sonrach chun [Color] a choinneáil. Pacálann sé na sonraí go docht, mar sin sábhálann sé cuimhne ar mhéideanna móra eagair.
    [b]Difríochtaí idir eagair phacáilte, eagair chlóscríofa, agus eagair neamhchlóscríofa:[/b] Go ginearálta bíonn eagair phacáilte níos tapúla chun atriall a dhéanamh orthu agus iad a mhodhnú i gcomparáid le heagar clóscríofa den chineál céanna (m.sh. [PackedColorArray] versus [code]Eagar[Dath ][/code]). Chomh maith leis sin, itheann eagair pacáilte níos lú cuimhne. Mar dhrochbhuntáiste, níl eagair phacáilte chomh solúbtha mar ní thairgeann siad an oiread modhanna áise mar [method Array.map]. Bíonn eagair chlóscríofa ar a seal níos tapúla chun iad a atriall agus a mhodhnú ná eagair neamhchlóscríofa.
    [b]Nóta:[/b] Cuirtear eagair phacáilte ar aghaidh trí thagairt i gcónaí. Chun cóip a fháil d'eagar is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid [dúblach modh]. [i]ní[/i] é seo i gcás maoine agus modhanna ionsuite. Is cóipeanna iad an t-eagar pacáilte a sheoltar ar ais, agus ní dhéanfaidh [i][/i] difear don luach bunaidh dá n-athrófar é. Chun réadmhaoin ionsuite a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Constructs an empty [PackedColorArray].
ga: Tógtar [PackedColorArray] folamh.

en: Constructs a [PackedColorArray] as a copy of the given [PackedColorArray].
ga: Tógtar [PackedColorArray] mar chóip den [PackedColorArray] tugtha.

en: Constructs a new [PackedColorArray]. Optionally, you can pass in a generic [Array] that will be converted.
    [b]Note:[/b] When initializing a [PackedColorArray] with elements, it must be initialized with an [Array] of [Color] values:
    [codeblock]
    var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])
    [/codeblock]
ga: Tógtar [PackedColorArray] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.
    [b]Nóta:[/b] Nuair atá [Eagar Dathanna Pacáilte] á thúsú le heilimintí, ní mór é a thúsú le [Eagar] de [Color] luachanna:
    [codeblock]
    var eagar = PackedColorArray([Dath(0.1, 0.2, 0.3), Dath(0.4, 0.5, 0.6)])
    [/codeblock]

en: Appends a [PackedColorArray] at the end of this array.
ga: Cuireann [PackedColorArray] leis ag deireadh an eagar seo.

en: Appends a value to the array.
ga: Cuireann luach leis an eagar.

en: Changes the [Color] at the given index.
ga: Athraíonn an [Color] ag an innéacs a thugtar.

en: Returns the slice of the [PackedColorArray], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedColorArray].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedColorArray], ó [param tús] (san áireamh) go [param end] (eisiach), mar [PackedColorArray] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Returns a [PackedByteArray] with each color encoded as bytes.
ga: Seoltar ar ais [PackedByteArray] le gach dath ionchódaithe mar bhearta.

en: Returns a new [PackedColorArray] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedColorArray] nua a bhfuil a bhfuil ann [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [Color]s at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann inneachar an dá eagar, i.e. tá [Color]anna comhionanna acu ar fad ag na hinnéacsanna comhfhreagracha.

en: Returns the [Color] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
ga: Filleann sé an [Color] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.

en: Efficiently packs and serializes [Array] or [Dictionary].
ga: Pacáistí agus sraithuimhir go héifeachtach [Eagar] nó [Foclóir].

en: Packs the given container into a binary representation. The [param value] must be either [Array] or [Dictionary], any other type will result in invalid data error.
    [b]Note:[/b] Subsequent calls to this method will overwrite the existing data.
ga: Pacáistí an coimeádán tugtha isteach i léiriú dénártha. Caithfidh an [paramluach] a bheith ina [Eagar] nó [Foclóir], beidh earráid sonraí neamhbhailí mar thoradh ar aon chineál eile.
    [b]Nóta:[/b] Má ghlaonn tú chuig an modh seo ina dhiaidh sin, déanfar na sonraí atá ann cheana a fhorscríobh.

en: Returns the size of the packed container (see [method Array.size] and [method Dictionary.size]).
ga: Filleann sé méid an choimeádáin pacáilte (féach [method Array.size] agus [method Dictionary.size]).

en: An internal class used by [PackedDataContainer] to pack nested arrays and dictionaries.
ga: Rang inmheánach a úsáideann [PackedDataContainer] chun eagair neadaithe agus foclóirí a phacáil.

en: A packed array of 32-bit floating-point values.
ga: Réimse pacáilte de luachanna snámhphointe 32-giotán.

en: An array specifically designed to hold 32-bit floating-point values (float). Packs data tightly, so it saves memory for large array sizes.
    If you need to pack 64-bit floats tightly, see [PackedFloat64Array].
    [b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
ga: Eagar atá deartha go sonrach chun luachanna snámhphointe 32-giotán (snámhphointe) a choinneáil. Pacálann sé na sonraí go docht, mar sin sábhálann sé cuimhne ar mhéideanna móra eagair.
    Más gá duit snámháin 64-giotán a phacáil go docht, féach [PackedFloat64Array].
    [b]Nóta:[/b] Cuirtear eagair phacáilte ar aghaidh trí thagairt i gcónaí. Chun cóip a fháil d'eagar is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid [dúblach modh]. [i]ní[/i] é seo i gcás maoine agus modhanna ionsuite. Is cóipeanna iad an t-eagar pacáilte a sheoltar ar ais, agus ní dhéanfaidh [i][/i] difear don luach bunaidh dá n-athrófar é. Chun réadmhaoin ionsuite a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Constructs an empty [PackedFloat32Array].
ga: Tógtar [PackedFloat32Array] folamh.

en: Constructs a [PackedFloat32Array] as a copy of the given [PackedFloat32Array].
ga: Tógtar [PackedFloat32Array] mar chóip den [PackedFloat32Array] tugtha.

en: Constructs a new [PackedFloat32Array]. Optionally, you can pass in a generic [Array] that will be converted.
ga: Tógtar [PackedFloat32Array] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.

en: Appends a [PackedFloat32Array] at the end of this array.
ga: Cuireann [PackedFloat32Array] leis ag deireadh an eagar seo.

en: Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a [param before] specifier can be passed. If [code]false[/code], the returned index comes after all existing entries of the value in the array.
    [b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Faightear innéacs luach reatha (nó an t-innéacs ionsáite a choinníonn ord sórtála, mura bhfuil an luach fós san eagar) ag baint úsáide as cuardach dénártha. De rogha air sin, is féidir sonróir [param before] a rith. Más [code]bréagach[/code], tagann an t-innéacs ar ais tar éis gach iontráil reatha den luach san eagar.
    [b]Nóta:[/b] Má chuirtear glaoch ar [method bsearch] ar eagar neamhshórtáilte, iompraítear iompar gan choinne.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Returns the number of times an element is in the array.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Filleann sé an líon uaireanta atá dúil san eagar.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Déanann sé cuardach ar an eagar le haghaidh luacha agus seolann sé a innéacs nó [code]-1[/code] ar ais mura bhfuarthas é. Go roghnach, is féidir an t-innéacs cuardaigh tosaigh a rith.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if the array contains [param value].
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá [paraluach] san eagar.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Cuardaigh an t-eagar in ord droim ar ais. Roghnach, is féidir innéacs cuardaigh tosaigh a rith. Má tá diúltach, meastar an t-innéacs tosaigh i gcoibhneas le deireadh an eagair.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Changes the float at the given index.
ga: Athraíonn an snámhphointe ag an innéacs a thugtar.

en: Returns the slice of the [PackedFloat32Array], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedFloat32Array].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedFloat32Array], ó [param begin] (san áireamh) go [param end] (eisiach), mar [PackedFloat32Array] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Sorts the elements of the array in ascending order.
    [b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other numbers. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Sórtáil gnéithe an eagar in ord ardaitheach.
    [b]Nóta:[/b] ní ionann [constant @GDScript.NAN] agus uimhreacha eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Returns a new [PackedFloat32Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedFloat32Array] nua ina bhfuil [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal floats at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann a bhfuil sa dá eagar, i.e. tá snámháin comhionanna acu go léir ag na hinnéacsanna comhfhreagracha.

en: Returns the [float] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
    Note that [float] type is 64-bit, unlike the values stored in the array.
ga: Filleann sé an [snámhphointe] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.
    Tabhair faoi deara go bhfuil an cineál [snámhphointe] 64-giotán, murab ionann agus na luachanna atá stóráilte san eagar.

en: A packed array of 64-bit floating-point values.
ga: Réimse pacáilte de luachanna snámhphointe 64-giotán.

en: An array specifically designed to hold 64-bit floating-point values (double). Packs data tightly, so it saves memory for large array sizes.
    If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for a more memory-friendly alternative.
    [b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. [PackedFloat64Array] versus [code]Array[float][/code]). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as [method Array.map]. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
    [b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
ga: Eagar atá deartha go sonrach chun luachanna snámhphointe 64-giotán (dúbailte) a shealbhú. Pacálann sé na sonraí go docht, mar sin sábhálann sé cuimhne ar mhéideanna móra eagair.
    Mura bhfuil uait ach snámháin 32-giotán a phacáil go docht, féach ar [PackedFloat32Array] le haghaidh rogha eile atá níos neamhdhíobhálaí don chuimhne.
    [b]Difríochtaí idir eagair phacáilte, eagair chlóscríofa, agus eagair neamhchlóscríofa:[/b] Go ginearálta bíonn eagair phacáilte níos tapúla le hathrú orthu agus le modhnú i gcomparáid le heagar clóscríofa den chineál céanna (m.sh. [PackedFloat64Array] versus [code]Eagar[snámhphointe ][/code]). Chomh maith leis sin, itheann eagair pacáilte níos lú cuimhne. Mar dhrochbhuntáiste, níl eagair phacáilte chomh solúbtha mar ní thairgeann siad an oiread modhanna áise mar [method Array.map]. Bíonn eagair chlóscríofa ar a seal níos tapúla chun iad a atriall agus a mhodhnú ná eagair neamhchlóscríofa.
    [b]Nóta:[/b] Cuirtear eagair phacáilte ar aghaidh trí thagairt i gcónaí. Chun cóip d'eagar a fháil is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid [dúblach modh]. [i]ní[/i] é seo i gcás maoine agus modhanna ionsuite. Is cóipeanna iad an t-eagar pacáilte a sheoltar ar ais, agus ní dhéanfaidh [i][/i] difear don luach bunaidh dá n-athrófar é. Chun réadmhaoin ionsuite a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Constructs an empty [PackedFloat64Array].
ga: Tógann sé [PackedFloat64Array] folamh.

en: Constructs a [PackedFloat64Array] as a copy of the given [PackedFloat64Array].
ga: Tógtar [PackedFloat64Array] mar chóip den [PackedFloat64Array] tugtha.

en: Constructs a new [PackedFloat64Array]. Optionally, you can pass in a generic [Array] that will be converted.
ga: Tógtar [PackedFloat64Array] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.

en: Appends a [PackedFloat64Array] at the end of this array.
ga: Cuireann [PackedFloat64Array] ag deireadh an eagar seo.

en: Returns the slice of the [PackedFloat64Array], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedFloat64Array].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedFloat64Array], ó [param begin] (cuimsitheach) go [param end] (eisiach), mar [PackedFloat64Array] nua.
    Déanfar luach absalóideach param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Returns a new [PackedFloat64Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedFloat64Array] nua ina bhfuil [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal doubles at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann inneachar an dá eagar, i.e. tá dúbailt chothroma acu go léir ag na hinnéacsanna comhfhreagracha.

en: Returns the [float] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
ga: Filleann sé an [snámhphointe] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.

en: A packed array of 32-bit integers.
ga: Sraith pacáilte de shlánuimhreacha 32-giotán.

en: An array specifically designed to hold 32-bit integer values. Packs data tightly, so it saves memory for large array sizes.
    [b]Note:[/b] This type stores signed 32-bit integers, which means it can take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In comparison, [int] uses signed 64-bit integers which can hold much larger values. If you need to pack 64-bit integers tightly, see [PackedInt64Array].
    [b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
ga: Eagar atá deartha go sonrach chun luachanna slánuimhir 32-giotán a shealbhú. Pacálann sé na sonraí go docht, mar sin sábhálann sé cuimhne ar mhéideanna móra eagair.
    [b]Nóta:[/b] Stórálann an cineál seo slánuimhreacha 32-giotán sínithe, rud a chiallaíonn gur féidir leis luachanna a ghlacadh san eatramh [code][-2^31, 2^31 - 1][/code], i.e. [code] [-2147483648, 2147483647][/code]. Má théann tú thar na teorainneacha sin beidh tú ag dul timpeall. I gcomparáid leis sin, úsáideann [int] slánuimhreacha sínithe 64-giotán ar féidir leo luachanna i bhfad níos mó a choinneáil. Más gá duit slánuimhreacha 64-giotán a phacáil go docht, féach [PackedInt64Array].
    [b]Nóta:[/b] Cuirtear eagair phacáilte ar aghaidh trí thagairt i gcónaí. Chun cóip a fháil d'eagar is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid [dúblach modh]. [i]ní[/i] é seo i gcás maoine agus modhanna ionsuite. Is cóipeanna iad an t-eagar pacáilte a sheoltar ar ais, agus ní dhéanfaidh [i][/i] difear don luach bunaidh dá n-athrófar é. Chun réadmhaoin ionsuite a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Constructs an empty [PackedInt32Array].
ga: Tógtar [PackedInt32Array] folamh.

en: Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array].
ga: Tógtar [PackedInt32Array] mar chóip den [PackedInt32Array] tugtha.

en: Constructs a new [PackedInt32Array]. Optionally, you can pass in a generic [Array] that will be converted.
ga: Tógtar [PackedInt32Array] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.

en: Appends a [PackedInt32Array] at the end of this array.
ga: Cuireann [PackedInt32Array] leis ag deireadh an eagar seo.

en: Inserts a new integer at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]).
ga: Ionsáigh slánuimhir nua ag suíomh ar leith san eagar. Caithfidh an suíomh a bheith bailí, nó ag deireadh an eagar ([code] idx == méid()[/code]).

en: Changes the integer at the given index.
ga: Athraíonn sé an tslánuimhir ag an innéacs a thugtar.

en: Returns the slice of the [PackedInt32Array], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedInt32Array].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedInt32Array], ó [param begin] (san áireamh) go [param end] (eisiach), mar [PackedInt32Array] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Returns a new [PackedInt32Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedInt32Array] nua a bhfuil a bhfuil ann [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal ints at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann inneachar an dá eagar, i.e. tá iontaí comhionanna ar fad acu ag na hinnéacsanna comhfhreagracha.

en: Returns the [int] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
    Note that [int] type is 64-bit, unlike the values stored in the array.
ga: Filleann sé an [int] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.
    Tabhair faoi deara go bhfuil an cineál [int] 64-giotán, murab ionann agus na luachanna atá stóráilte san eagar.

en: A packed array of 64-bit integers.
ga: Sraith pacáilte de shlánuimhreacha 64-giotán.

en: Constructs an empty [PackedInt64Array].
ga: Tógtar [PackedInt64Array] folamh.

en: Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array].
ga: Tógtar [PackedInt64Array] mar chóip den [PackedInt64Array] tugtha.

en: Constructs a new [PackedInt64Array]. Optionally, you can pass in a generic [Array] that will be converted.
ga: Tógtar [PackedInt64Array] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.

en: Appends a [PackedInt64Array] at the end of this array.
ga: Cuireann [PackedInt64Array] leis ag deireadh an eagar seo.

en: Returns the slice of the [PackedInt64Array], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedInt64Array].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedInt64Array], ó [param begin] (san áireamh) go [param end] (eisiach), mar [PackedInt64Array] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Returns a new [PackedInt64Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedInt64Array] nua ina bhfuil [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns the [int] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
ga: Filleann sé an [int] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.

en: An abstraction of a serialized scene.
ga: Astarraingt de radharc sraitheach.

en: Returns [code]true[/code] if the scene file has nodes.
ga: Filleann sé [code]true[/code] má tá nóid sa chomhad radhairc.

en: Returns the [SceneState] representing the scene file contents.
ga: Filleann sé an [SceneState] a léiríonn inneachar an chomhaid radharc.

en: Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] notification on the root node.
ga: Tús a chur le hordlathas nód an radhairc. Spreagann sé láithreacht(í) radharc leanaí. Spreagann sé fógra [seasmhach Node.NOTIFICATION_SCENE_INSTANTIATED] ar an bhfréamhnód.

en: Packs the [param path] node, and all owned sub-nodes, into this [PackedScene]. Any existing data will be cleared. See [member Node.owner].
ga: Pacálann sé an nód [cosán param], agus gach fo-nóid faoi úinéireacht, isteach sa [PackedScene] seo. Déanfar aon sonraí atá ann cheana a ghlanadh. Féach [comhalta Node.owner].

en: If passed to [method instantiate], blocks edits to the scene state.
ga: Má chuirtear ar aghaidh é go [method instantiate], cuir bac ar athruithe go dtí staid an radhairc.

en: If passed to [method instantiate], provides local scene resources to the local scene.
    [b]Note:[/b] Only available in editor builds.
ga: Má chuirtear ar aghaidh chuig [method instantiate], soláthraíonn sé acmhainní radharc áitiúil don radharc áitiúil.
    [b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra.

en: If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
    [b]Note:[/b] Only available in editor builds.
ga: Má chuirtear ar aghaidh chuig [method instantiate], soláthraíonn sé acmhainní radharc áitiúil don radharc áitiúil. Níor cheart go bhfaigheadh ach an príomhradharc an príomhstaid eagarthóireachta.
    [b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra.

en: It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
    [b]Note:[/b] Only available in editor builds.
ga: Tá sé cosúil le [GEN_EDIT_STATE_MAIN tairiseach], ach sa chás go bhfuil an radharc á chur ar an toirt a bheith mar bhunús le ceann eile.
    [b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra.

en: A packed array of [String]s.
ga: Sraith lán de [Teaghrán]s.

en: An array specifically designed to hold [String]s. Packs data tightly, so it saves memory for large array sizes.
    If you want to join the strings in the array, use [method String.join].
    [codeblock]
    var string_array = PackedStringArray(["hello", "world"])
    var string = " ".join(string_array)
    print(string) # "hello world"
    [/codeblock]
    [b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. [PackedStringArray] versus [code]Array[String][/code]). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as [method Array.map]. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
    [b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
ga: Eagar atá deartha go sonrach chun [Teaghrán]s a choinneáil. Pacálann sé na sonraí go docht, mar sin sábhálann sé cuimhne ar mhéideanna móra eagair.
    Más mian leat na teaghráin a cheangal san eagar, úsáid [method String.join].
    [codeblock]
    var string_array = PackedStringArray(["hello", "world"])
    var teaghrán = " ".join(string_array)
    print(teaghrán) # "hello world"
    [/codeblock]
    [b]Difríochtaí idir eagair phacáilte, eagair chlóscríofa, agus eagair neamhchlóscríofa:[/b] Is gnách go mbíonn eagair phacáilte níos tapúla le hathrú orthu agus le modhnú i gcomparáid le heagar clóscríofa den chineál céanna (m.sh. [PackedStringArray] versus [code]Eagar[String ][/code]). Chomh maith leis sin, itheann eagair pacáilte níos lú cuimhne. Mar dhrochbhuntáiste, níl eagair phacáilte chomh solúbtha mar ní thairgeann siad an oiread modhanna áise mar [method Array.map]. Bíonn eagair chlóscríofa ar a seal níos tapúla chun iad a atriall agus a mhodhnú ná eagair neamhchlóscríofa.
    [b]Nóta:[/b] Cuirtear eagair phacáilte ar aghaidh trí thagairt i gcónaí. Chun cóip a fháil d'eagar is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid [dúblach modh]. [i]ní[/i] é seo i gcás maoine agus modhanna ionsuite. Is cóipeanna iad an t-eagar pacáilte a sheoltar ar ais, agus ní dhéanfaidh [i][/i] difear don luach bunaidh dá n-athrófar é. Chun réadmhaoin ionsuite a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Constructs an empty [PackedStringArray].
ga: Tógtar [PackedStringArray] folamh.

en: Constructs a [PackedStringArray] as a copy of the given [PackedStringArray].
ga: Tógtar [PackedStringArray] mar chóip den [PackedStringArray] tugtha.

en: Constructs a new [PackedStringArray]. Optionally, you can pass in a generic [Array] that will be converted.
ga: Tógtar [PackedStringArray] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.

en: Appends a [PackedStringArray] at the end of this array.
ga: Cuireann [PackedStringArray] leis ag deireadh an eagar seo.

en: Appends a string element at end of the array.
ga: Cuireann sreangdhúil leis ag deireadh an eagar.

en: Changes the [String] at the given index.
ga: Athraíonn an [Teaghrán] ag an innéacs a thugtar.

en: Returns the slice of the [PackedStringArray], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedStringArray].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedStringArray], ó [param begin] (san áireamh) go [param end] (eisiach), mar [PackedStringArray] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Returns a new [PackedStringArray] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedStringArray] nua a bhfuil inneachar [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [String]s at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann a bhfuil sa dá eagar, i.e. tá [Teaghrán]anna comhionanna acu ar fad ag na hinnéacsanna comhfhreagracha.

en: Returns the [String] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
ga: Filleann sé an [Teaghrán] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.

en: A packed array of [Vector2]s.
ga: Réimse pacáilte [Vector2]s.

en: Grid-based Navigation with AStarGrid2D Demo
ga: Nascleanúint ghreille-bhunaithe le Taispeántas AStarGrid2D

en: Constructs an empty [PackedVector2Array].
ga: Tógtar [PackedVector2Array] folamh.

en: Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array].
ga: Tógtar [PackedVector2Array] mar chóip den [PackedVector2Array] tugtha.

en: Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic [Array] that will be converted.
    [b]Note:[/b] When initializing a [PackedVector2Array] with elements, it must be initialized with an [Array] of [Vector2] values:
    [codeblock]
    var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])
    [/codeblock]
ga: Tógtar [PackedVector2Array] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.
    [b]Nóta:[/b] Nuair atá [PackedVector2Array] á thúsú le heilimintí, ní mór [Eagar] de [Vector2] luachanna a thosú:
    [codeblock]
    var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])
    [/codeblock]

en: Appends a [PackedVector2Array] at the end of this array.
ga: Cuireann [PackedVector2Array] leis ag deireadh an eagar seo.

en: Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a [param before] specifier can be passed. If [code]false[/code], the returned index comes after all existing entries of the value in the array.
    [b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Faightear innéacs luach reatha (nó an t-innéacs ionsáite a choinníonn ord sórtála, mura bhfuil an luach fós san eagar) ag baint úsáide as cuardach dénártha. De rogha air sin, is féidir sonróir [param before] a rith. Más [code]bréagach[/code], tagann an t-innéacs ar ais tar éis gach iontráil reatha den luach san eagar.
    [b]Nóta:[/b] Má chuirtear glaoch ar [method bsearch] ar eagar neamhshórtáilte, iompraítear iompar gan choinne.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Returns the number of times an element is in the array.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Filleann sé an líon uaireanta atá dúil san eagar.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Déanann sé cuardach ar an eagar le haghaidh luacha agus seolann sé a innéacs nó [code]-1[/code] ar ais mura bhfuarthas é. Go roghnach, is féidir an t-innéacs cuardaigh tosaigh a rith.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if the array contains [param value].
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá [paraluach] san eagar.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Inserts a [Vector2] at the end.
ga: Ionsáigh [Veicteoir2] ag an deireadh.

en: Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Cuardaigh an t-eagar in ord droim ar ais. Roghnach, is féidir innéacs cuardaigh tosaigh a rith. Má tá diúltach, meastar an t-innéacs tosaigh i gcoibhneas le deireadh an eagair.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Changes the [Vector2] at the given index.
ga: Athraíonn an [Vector2] ag an innéacs a thugtar.

en: Returns the slice of the [PackedVector2Array], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedVector2Array].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedVector2Array], ó [param begin] (san áireamh) go [param end] (eisiach), mar [PackedVector2Array] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Sorts the elements of the array in ascending order.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this method may not be accurate if NaNs are included.
ga: Sórtáil gnéithe an eagar in ord ardaitheach.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón modh seo cruinn má chuirtear NaNanna san áireamh.

en: Returns a [PackedByteArray] with each vector encoded as bytes.
ga: Filleann sé [PackedByteArray] le gach veicteoir ionchódaithe mar bhearta.

en: Returns a new [PackedVector2Array] with all vectors in this array inversely transformed (multiplied) by the given [Transform2D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
    [code]array * transform[/code] is equivalent to [code]transform.inverse() * array[/code]. See [method Transform2D.inverse].
    For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * array[/code] can be used instead. See [method Transform2D.affine_inverse].
ga: Filleann sé [PackedVector2Array] nua ina bhfuil na veicteoirí go léir san eagar seo arna gclaochlú go contrártha (iolrú) ag an maitrís claochlaithe a thugtar [Transform2D], faoin toimhde go bhfuil an bonn claochlaithe orthonormal (i.e. tá rothlú/machnamh ceart go leor, ní scálaithe/sceabhach).
    Tá [code]eagar * trasfhoirmiú[/code] comhionann le [code]transform.inverse() * eagar[/code]. Féach [method Transform2D.inverse].
    Chun claochlú trí inbhéartach de chlaochlú aifín (m.sh. le scálaiú) is féidir [code]transform.afine_inverse() * eagar[/code] a úsáid ina ionad sin. Féach [method Transform2D.afine_inverse].

en: Returns a new [PackedVector2Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedVector2Array] nua ina bhfuil [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [Vector2]s at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann inneachar an dá eagar, i.e. tá [Vector2]s comhionann acu go léir ag na hinnéacsanna comhfhreagracha.

en: Returns the [Vector2] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
ga: Filleann sé an [Vector2] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.

en: A packed array of [Vector3]s.
ga: Tá raon pacáilte [Vector3]s.

en: An array specifically designed to hold [Vector3]. Packs data tightly, so it saves memory for large array sizes.
    [b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. [PackedVector3Array] versus [code]Array[Vector3][/code]). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as [method Array.map]. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
    [b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
ga: Eagar atá deartha go sonrach chun [Veicteoir3] a choinneáil. Pacálann sé na sonraí go docht, mar sin sábhálann sé cuimhne ar mhéideanna móra eagair.
    [b]Difríochtaí idir eagair phacáilte, eagair chlóscríofa, agus eagair neamhchlóscríofa:[/b] Is gnách go mbíonn eagair phacáilte níos tapúla le hathrú orthu agus le modhnú i gcomparáid le heagar clóscríofa den chineál céanna (m.sh. [PackedVector3Array] versus [code]Eagar[Vector3 ][/code]). Chomh maith leis sin, itheann eagair pacáilte níos lú cuimhne. Mar dhrochbhuntáiste, níl eagair phacáilte chomh solúbtha mar ní thairgeann siad an oiread modhanna áise mar [method Array.map]. Bíonn eagair chlóscríofa ar a seal níos tapúla chun iad a atriall agus a mhodhnú ná eagair neamhchlóscríofa.
    [b]Nóta:[/b] Cuirtear eagair phacáilte ar aghaidh trí thagairt i gcónaí. Chun cóip a fháil d'eagar is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid [dúblach modh]. [i]ní[/i] é seo i gcás maoine agus modhanna ionsuite. Is cóipeanna iad an t-eagar pacáilte a sheoltar ar ais, agus ní dhéanfaidh [i][/i] difear don luach bunaidh dá n-athrófar é. Chun réadmhaoin ionsuite a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Constructs an empty [PackedVector3Array].
ga: Tógtar [PackedVector3Array] folamh.

en: Constructs a [PackedVector3Array] as a copy of the given [PackedVector3Array].
ga: Tógtar [PackedVector3Array] mar chóip den [PackedVector3Array] tugtha.

en: Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic [Array] that will be converted.
    [b]Note:[/b] When initializing a [PackedVector3Array] with elements, it must be initialized with an [Array] of [Vector3] values:
    [codeblock]
    var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])
    [/codeblock]
ga: Tógtar [PackedVector3Array] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.
    [b]Nóta:[/b] Nuair atá [PackedVector3Array] á thúsú le heilimintí, ní mór [Eagar] de [Vector3] luachanna a thosú:
    [codeblock]
    var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])
    [/codeblock]

en: Appends a [PackedVector3Array] at the end of this array.
ga: Cuireann [PackedVector3Array] leis ag deireadh an eagar seo.

en: Inserts a [Vector3] at the end.
ga: Ionsáigh [Veicteoir3] ag an deireadh.

en: Changes the [Vector3] at the given index.
ga: Athraíonn an [Vector3] ag an innéacs a thugtar.

en: Returns the slice of the [PackedVector3Array], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedVector3Array].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedVector3Array], ó [param begin] (san áireamh) go [param end] (eisiach), mar [PackedVector3Array] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Returns a new [PackedVector3Array] with all vectors in this array inversely transformed (multiplied) by the given [Transform3D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
    [code]array * transform[/code] is equivalent to [code]transform.inverse() * array[/code]. See [method Transform3D.inverse].
    For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * array[/code] can be used instead. See [method Transform3D.affine_inverse].
ga: Filleann sé [PackedVector3Array] nua ina bhfuil na veicteoirí go léir san eagar seo arna gclaochlú go contrártha (iolrú) ag an maitrís claochlaithe a thugtar [Transform3D], faoin toimhde go bhfuil an bonn claochlaithe orthonormal (i.e. tá rothlú/machnamh ceart go leor, níl scálaithe/sceabhach).
    Tá [code]eagar * trasfhoirmiú[/code] comhionann le [code]transform.inverse() * eagar[/code]. Féach [method Transform3D.inverse].
    Chun claochlú trí inbhéartach de chlaochlú aifín (m.sh. le scálaiú) is féidir [code]transform.afine_inverse() * eagar[/code] a úsáid ina ionad sin. Féach [method Transform3D.afine_inverse].

en: Returns a new [PackedVector3Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedVector3Array] nua ina bhfuil [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [Vector3]s at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann inneachar an dá eagar, i.e. tá siad ar fad ar cóimhéid [Veicteoir3] ag na hinnéacsanna comhfhreagracha.

en: Returns the [Vector3] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
ga: Filleann sé an [Vector3] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.

en: A packed array of [Vector4]s.
ga: Tá raon pacáilte [Vector4]s.

en: Constructs an empty [PackedVector4Array].
ga: Tógtar [PackedVector4Array] folamh.

en: Constructs a [PackedVector4Array] as a copy of the given [PackedVector4Array].
ga: Tógtar [PackedVector4Array] mar chóip den [PackedVector4Array] tugtha.

en: Constructs a new [PackedVector4Array]. Optionally, you can pass in a generic [Array] that will be converted.
    [b]Note:[/b] When initializing a [PackedVector4Array] with elements, it must be initialized with an [Array] of [Vector4] values:
    [codeblock]
    var array = PackedVector4Array([Vector4(12, 34, 56, 78), Vector4(90, 12, 34, 56)])
    [/codeblock]
ga: Tógtar [PackedVector4Array] nua. Roghnach, is féidir leat pas a fháil i [Eagar] cineálach a bheidh thiontú.
    [b]Nóta:[/b] Nuair atá [PackedVector4Array] á thúsú le heilimintí, ní mór é a thúsú le [Eagar] de [Vector4] luachanna:
    [codeblock]
    var array = PackedVector4Array([Vector4(12, 34, 56, 78), Vector4(90, 12, 34, 56)])
    [/codeblock]

en: Appends a [PackedVector4Array] at the end of this array.
ga: Cuireann [PackedVector4Array] leis ag deireadh an eagar seo.

en: Inserts a [Vector4] at the end.
ga: Ionsáigh [Veicteoir4] ag an deireadh.

en: Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size.
ga: Socraíonn sé méid an eagar. Má fhástar an t-eagar, coimeádann sé eilimintí ag deireadh an eagar. Má dhéantar an t-eagar a chrapadh, gearrtar an t-eagar go dtí an méid nua.

en: Changes the [Vector4] at the given index.
ga: Athraíonn an [Vector4] ag an innéacs a thugtar.

en: Returns the slice of the [PackedVector4Array], from [param begin] (inclusive) to [param end] (exclusive), as a new [PackedVector4Array].
    The absolute value of [param begin] and [param end] will be clamped to the array size, so the default value for [param end] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]).
    If either [param begin] or [param end] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]).
ga: Filleann sé slice an [PackedVector4Array], ó param begin] (san áireamh) go [param end] (eisiach), mar [PackedVector4Array] nua.
    Déanfar luach absalóideach [param begin] agus [param end] a chlampáil go dtí an méid eagair, agus mar sin de bharr luach réamhshocraithe [param end] déantar é a ghearradh go dtí méid an eagair de réir réamhshocraithe (i.e. [code]arr.slice( 1)[/code] is ea gearrlámh do [code]arr.slice(1, arr.size())[/code]).
    Má tá ceachtar [param begin] nó [param end] diúltach, beidh siad i gcoibhneas le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le haghaidh [code]arr .slice(0, arr.size() - 2)[/code]).

en: Returns a new [PackedVector4Array] with contents of [param right] added at the end of this array. For better performance, consider using [method append_array] instead.
ga: Seoltar ar ais [PackedVector4Array] nua a bhfuil inneachar [param ar dheis] curtha leis ag deireadh an eagar seo. Chun feidhmíocht níos fearr a fháil, smaoinigh ar [method append_array] a úsáid ina ionad sin.

en: Returns [code]true[/code] if contents of both arrays are the same, i.e. they have all equal [Vector4]s at the corresponding indices.
ga: Filleann sé [code]true[/code] más ionann inneachar an dá eagar, i.e. tá [Vector4]s comhionann acu go léir ag na hinnéacsanna comhfhreagracha.

en: Returns the [Vector4] at index [param index]. Negative indices can be used to access the elements starting from the end. Using index out of array's bounds will result in an error.
ga: Filleann sé an [Vector4] ag innéacs [param index]. Is féidir innéacsanna diúltacha a úsáid chun rochtain a fháil ar na heilimintí ag tosú ón deireadh. Má úsáidtear innéacs as teorainneacha an eagar beidh earráid ann.

en: Abstraction and base class for packet-based protocols.
ga: Astarraingt agus bunrang do phrótacail bunaithe ar phaicéad.

en: PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low-level bytes or having to worry about network ordering.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Astarraingt agus bunrang é PacketPeer do phrótacail bunaithe ar phaicéad (amhail UDP). Soláthraíonn sé API chun paicéid a sheoladh agus a fháil mar shonraí amh nó mar athróga. Fágann sé sin go bhfuil sé éasca sonraí a aistriú thar phrótacal, gan gá sonraí a ionchódú mar bhearta íseal-leibhéil nó gan a bheith buartha faoi ordú líonra.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Returns the number of packets currently available in the ring-buffer.
ga: Seoltar ar ais líon na bpacáistí atá ar fáil faoi láthair sa mhaolán fáinne.

en: Gets a raw packet.
ga: Faigheann paicéad amh.

en: Returns the error state of the last packet received (via [method get_packet] and [method get_var]).
ga: Filleann sé staid earráide an phaicéad deiridh a fuarthas (trí [method get_packet] agus [method get_var]).

en: Gets a Variant. If [param allow_objects] is [code]true[/code], decoding objects is allowed.
    Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method.
    [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
ga: Faigheann Athróg. Má tá [param allow_objects] [code]true[/code], ceadaítear réada a dhíchódú.
    Go hinmheánach, úsáideann sé seo an mheicníocht díchódaithe céanna leis an modh [method @GlobalScope.bytes_to_var].
    [b]Rabhadh:[/b] Is féidir cód a bheith i réada dísriailithe a dhéantar a fhorghníomhú. Ná húsáid an rogha seo má thagann an réad sraitheach ó fhoinsí neamhiontaofa chun bagairtí slándála a d’fhéadfadh a bheith ann a sheachaint, amhail feidhmiú cianchóid.

en: Sends a raw packet.
ga: Seolann paicéad amh.

en: Sends a [Variant] as a packet. If [param full_objects] is [code]true[/code], encoding objects is allowed (and can potentially include code).
    Internally, this uses the same encoding mechanism as the [method @GlobalScope.var_to_bytes] method.
ga: Seolann [Athróg] mar phaicéad. Má tá [param full_objects] [code]true[/code], ceadaítear réada a ionchódú (agus d’fhéadfadh cód a bheith san áireamh).
    Go hinmheánach, úsáideann sé seo an meicníocht ionchódaithe céanna leis an modh [method @GlobalScope.var_to_bytes].

en: Maximum buffer size allowed when encoding [Variant]s. Raise this value to support heavier memory allocations.
    The [method put_var] method allocates memory on the stack, and the buffer used will grow automatically to the closest power of two to match the size of the [Variant]. If the [Variant] is bigger than [member encode_buffer_max_size], the method will error out with [constant ERR_OUT_OF_MEMORY].
ga: Uasmhéid maoláin a cheadaítear nuair atá [Athraíonn]s á ionchódú. Ardaigh an luach seo chun tacú le leithdháiltí cuimhne níos troime.
    Leithdháileann an modh [method put_var] cuimhne ar an gcruach, agus fásfaidh an maolán a úsáidtear go huathoibríoch go dtí an chumhacht is gaire de dhá cheann chun méid an [Athraithe] a mheaitseáil. Má tá an [Athróg] níos mó ná [comhaltaí encode_buffer_max_size], cuirfear earráid amach sa mhodh le [ERR_OUT_OF_MEMORY leanúnach].

en: DTLS packet peer.
ga: Piaraí paicéad DTLS.

en: This class represents a DTLS peer connection. It can be used to connect to a DTLS server, and is returned by [method DTLSServer.take_connection].
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
    [b]Warning:[/b] TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
ga: Seasann an rang seo do nasc piara DTLS. Is féidir é a úsáid chun ceangal le freastalaí DTLS, agus cuirtear ar ais é le [method DTLSServer.take_connection].
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.
    [b]Rabhadh:[/b] Ní thacaítear faoi láthair le deimhniú TLS agus feannadh teastais a chúlghairm. Glactar le deimhnithe cúlghairthe chomh fada agus atá siad bailí ar shlí eile. Más ábhar imní é seo, b’fhéidir gur mhaith leat úsáid a bhaint as teastais arna mbainistiú go huathoibríoch a bhfuil tréimhse ghairid bailíochta acu.

en: Connects a [param packet_peer] beginning the DTLS handshake using the underlying [PacketPeerUDP] which must be connected (see [method PacketPeerUDP.connect_to_host]). You can optionally specify the [param client_options] to be used while verifying the TLS connections. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
ga: Nascann sé [param packet_peer] a thosaíonn an croitheadh láimhe DTLS ag baint úsáide as an mbun [PacketPeerUDP] nach mór a nascadh (féach [method PacketPeerUDP.connect_to_host]). Is féidir leat na [param client_options] a shonrú go roghnach le húsáid agus na naisc TLS á fhíorú. Féach ar [method TLSOptions.client] agus [method TLSOptions.client_unsafe].

en: Disconnects this peer, terminating the DTLS session.
ga: Déantar an piara seo a dhínascadh, ag cur deireadh leis an seisiún DTLS.

en: Returns the status of the connection. See [enum Status] for values.
ga: Filleann sé stádas an naisc. Féach [Stádas enum] le haghaidh luachanna.

en: Poll the connection to check for incoming packets. Call this frequently to update the status and keep the connection working.
ga: Déan vótaíocht ar an nasc le seiceáil an bhfuil paicéid ag teacht isteach. Glaoigh air seo go minic chun an stádas a nuashonrú agus chun an nasc a choinneáil ag obair.

en: A status representing a [PacketPeerDTLS] that is disconnected.
ga: Stádas a sheasann do [PacketPeerDTLS] atá dícheangailte.

en: A status representing a [PacketPeerDTLS] that is currently performing the handshake with a remote peer.
ga: Stádas arb ionann é agus [PacketPeerDTLS] atá ag déanamh an chroitheadh láimhe le piaraí cianda faoi láthair.

en: A status representing a [PacketPeerDTLS] that is connected to a remote peer.
ga: Stádas a sheasann do [PacketPeerDTLS] atá nasctha le piaraí cianda.

en: A status representing a [PacketPeerDTLS] in a generic error state.
ga: Stádas a sheasann do [PacketPeerDTLS] i stát earráide cineálach.

en: An error status that shows a mismatch in the DTLS certificate domain presented by the host and the domain requested for validation.
ga: Stádas earráide a thaispeánann easaontas san fhearann teastais DTLS a chuir an t-óstach i láthair agus san fhearann a iarradh bailíochtú.

en: Wrapper to use a PacketPeer over a StreamPeer.
ga: Fillteán chun PacketPeer a úsáid thar StreamPeer.

en: PacketStreamPeer provides a wrapper for working using packets over a stream. This allows for using packet based code with StreamPeers. PacketPeerStream implements a custom protocol over the StreamPeer, so the user should not read or write to the wrapped StreamPeer directly.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Soláthraíonn PacketStreamPeer fillteán chun oibriú ag baint úsáide as paicéid thar sruth. Ligeann sé seo cód paicéad-bhunaithe a úsáid le StreamPeers. Cuireann PacketPeerStream prótacal saincheaptha i bhfeidhm thar an StreamPeer, mar sin níor chóir don úsáideoir léamh nó scríobh chuig an StreamPeer fillte go díreach.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: The wrapped [StreamPeer] object.
ga: An réad fillte [StreamPeer].

en: UDP packet peer.
ga: Comhghleacaí pacáiste UDP.

en: Binds this [PacketPeerUDP] to the specified [param port] and [param bind_address] with a buffer size [param recv_buf_size], allowing it to receive incoming packets.
    If [param bind_address] is set to [code]"*"[/code] (default), the peer will be bound on all available addresses (both IPv4 and IPv6).
    If [param bind_address] is set to [code]"0.0.0.0"[/code] (for IPv4) or [code]"::"[/code] (for IPv6), the peer will be bound to all available addresses matching that IP type.
    If [param bind_address] is set to any valid address (e.g. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc.), the peer will only be bound to the interface with that address (or fail if no interface with the given address exists).
ga: Ceanglaíonn sé seo [PacketPeerUDP] leis an [port param] agus [param bind_address] le méid maoláin [param recv_buf_size], rud a ligeann dó paicéid ag teacht isteach a fháil.
    Má tá [param bind_address] socraithe go [code] ""*"[/code] (réamhshocraithe), beidh an piaraí faoi cheangal ar gach seoladh atá ar fáil ( IPv4 agus IPv6 araon).
    Má tá [param bind_address] socraithe go [code]"0.0.0.0"[/code] (do IPv4) nó [code]"::"[/code] (do IPv6), beidh an piaraí ceangailte chuig gach seoladh atá ar fáil ag teacht leis an gcineál IP sin.
    Má tá [param bind_address] socraithe chuig aon seoladh bailí (m.sh. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc.), ní bheidh an piara faoi cheangal ach de an comhéadan leis an seoladh sin (nó teip mura bhfuil comhéadan leis an seoladh tugtha).

en: Closes the [PacketPeerUDP]'s underlying UDP socket.
ga: Dúnann an soicéad UDP bunúsach [PacketPeerUDP].

en: Calling this method connects this UDP peer to the given [param host]/[param port] pair. UDP is in reality connectionless, so this option only means that incoming packets from different addresses are automatically discarded, and that outgoing packets are always sent to the connected address (future calls to [method set_dest_address] are not allowed). This method does not send any data to the remote peer, to do that, use [method PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also [UDPServer].
    [b]Note:[/b] Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like TLS or DTLS if you feel like your application is transferring sensitive information.
ga: Má ghlaonn tú ar an modh seo, nascann sé an piara UDP seo leis an bpéire tugtha [param host]/[param port]. Níl aon nasc ag baint leis an UDP i ndáiríre, mar sin ní chiallaíonn an rogha seo ach go ndéantar paicéid isteach ó sheoltaí éagsúla a dhiúscairt go huathoibríoch, agus go seoltar paicéid amach i gcónaí chuig an seoladh nasctha (ní cheadaítear glaonna amach anseo chuig [method set_dest_address]). Ní sheolann an modh seo aon sonraí chuig an bpiaraí cianda, chun é sin a dhéanamh, bain úsáid as [method PacketPeer.put_var] nó [method PacketPeer.put_packet] mar is gnách. Féach freisin [UDPSserver].
    [b]Nóta:[/b] Ní chuidíonn nascadh leis an gcianrialtán le cosaint a dhéanamh ar ionsaithe mailíseacha ar nós spoofing IP, etc. Smaoinigh ar theicníc criptithe ar nós TLS nó DTLS a úsáid má bhraitheann tú go bhfuil d'fheidhmchlár ag aistriú faisnéis íogair.

en: Returns the IP of the remote peer that sent the last packet(that was received with [method PacketPeer.get_packet] or [method PacketPeer.get_var]).
ga: Filleann sé IP an phiara cianda a sheol an paicéad deireanach (a fuarthas le [method PacketPeer.get_packet] nó [method PacketPeer.get_var]).

en: Returns the port of the remote peer that sent the last packet(that was received with [method PacketPeer.get_packet] or [method PacketPeer.get_var]).
ga: Seoltar ar ais port an chianphara a sheol an paicéad deireanach (a fuarthas le [method PacketPeer.get_packet] nó [method PacketPeer.get_var]).

en: Returns whether this [PacketPeerUDP] is bound to an address and can receive packets.
ga: Seoltar ar ais cibé an bhfuil an [PacketPeerUDP] seo ceangailte chuig seoladh agus an féidir paicéid a fháil.

en: Returns [code]true[/code] if the UDP socket is open and has been connected to a remote address. See [method connect_to_host].
ga: Seoltar ar ais [code]true[/code] má tá an soicéad UDP oscailte agus má tá sé nasctha le seoladh cianda. Féach ar [method connect_to_host].

en: Joins the multicast group specified by [param multicast_address] using the interface identified by [param interface_name].
    You can join the same multicast group with multiple interfaces. Use [method IP.get_local_interfaces] to know which are available.
    [b]Note:[/b] Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work.
ga: Glactar leis an ngrúpa ilchraolacháin atá sonraithe ag [param multicast_address] ag baint úsáide as an gcomhéadan atá sainaitheanta ag [param interface_name].
    Is féidir leat a bheith páirteach sa ghrúpa ilchraolacháin céanna le comhéadain iolracha. Úsáid [method IP.get_local_interfaces] chun a fháil amach cé acu atá ar fáil.
    [b]Nóta:[/b] Seans go mbeidh an [code]CHANGE_WIFI_MULTICAST_STATE[/code] cead ag teastáil ó roinnt gléasanna Android le go n-oibreoidh ilchraoladh.

en: Removes the interface identified by [param interface_name] from the multicast group specified by [param multicast_address].
ga: Baintear an comhéadan atá sainaitheanta ag [param interface_name] den ghrúpa ilchraolacháin atá sonraithe ag [param multicast_address].

en: Enable or disable sending of broadcast packets (e.g. [code]set_dest_address("255.255.255.255", 4343)[/code]. This option is disabled by default.
    [b]Note:[/b] Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be enabled to receive broadcast packets too.
ga: Cumasaigh nó díchumasaigh seoladh na bpaicéad craolta (m.sh. [code]set_dest_address ("255.255.255.255", 4343)[/code]. Tá an rogha seo díchumasaithe de réir réamhshocraithe.
    [b]Nóta:[/b] Seans go mbeidh an cead [code]CHANGE_WIFI_MULTICAST_STATE[/code] ag teastáil ó roinnt gléasanna Android agus go gcuirfí ar chumas an rogha seo paicéid craolta a fháil freisin.

en: Sets the destination address and port for sending packets and variables. A hostname will be resolved using DNS if needed.
    [b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending packets to a broadcast address (e.g. [code]255.255.255.255[/code]).
ga: Socraíonn sé an seoladh ceann scríbe agus an calafort chun paicéid agus athróga a sheoladh. Réiteofar óstainm trí úsáid a bhaint as DNS más gá.
    [b]Nóta:[/b] ní mór [method set_broadcast_enabled] a chumasú sula seolfar paicéid chuig seoladh craolta (m.sh. [code]255.255.255.255[/code]).

en: Waits for a packet to arrive on the bound address. See [method bind].
    [b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this:
    [codeblocks]
    [gdscript]
    socket = PacketPeerUDP.new()
    # Server
    socket.set_dest_address("127.0.0.1", 789)
    socket.put_packet("Time to stop".to_ascii_buffer())
    
    # Client
    while socket.wait() == OK:
        var data = socket.get_packet().get_string_from_ascii()
        if data == "Time to stop":
            return
    [/gdscript]
    [csharp]
    var socket = new PacketPeerUdp();
    // Server
    socket.SetDestAddress("127.0.0.1", 789);
    socket.PutPacket("Time to stop".ToAsciiBuffer());
    
    // Client
    while (socket.Wait() == OK)
    {
        string data = socket.GetPacket().GetStringFromASCII();
        if (data == "Time to stop")
        {
            return;
        }
    }
    [/csharp]
    [/codeblocks]
ga: Fanann go dtiocfaidh paicéad chuig an seoladh faoi cheangal. Féach [ceangal modh].
    [b]Nóta:[/b] ní féidir cur isteach ar [method fan] nuair a ghlaotar air. Is féidir é seo a oibriú timpeall trí chead a thabhairt don pháirtí eile paicéad “pill bháis” ar leith a sheoladh mar seo:
    [codeblocks]
    [gdscript]
    soicéad = PacketPeerUDP.new()
    # Freastalaí
    socket.set_dest_address("127.0.0.1", 789)
    socket.put_packet("Am le stopadh".to_ascii_buffer())
    
    # Cliant
    agus socket.wait() == OK:
        sonraí var = socket.get_packet().get_string_from_ascii()
        if data == "Am chun stop a chur":
            filleadh
    [/gdscript]
    [csharp]
    var soicéad = PacketPeerUdp nua();
    // Freastalaí
    soicéad.SetDestAddress("127.0.0.1", 789);
    socket.PutPacket("Am chun stop".ToAsciiBuffer());
    
    // Cliant
    agus (socket.Wait() == OK)
    {
        sonraí teaghrán = socket.GetPacket().GetStringFromASCII();
        má (sonraí == "Am chun stop")
        {
            filleadh ;
        }
    }
    [/csharp]
    [/codeblocks]

en: A GUI control that displays a [StyleBox].
ga: Rialú GUI a thaispeánann [StyleBox].

en: [Panel] is a GUI control that displays a [StyleBox]. See also [PanelContainer].
ga: Is rialtán GUI é [Painéal] a thaispeánann [StyleBox]. Féach freisin [PanelContainer].

en: Hierarchical Finite State Machine Demo
ga: Taispeántas Ordlathach Meaisín Stáit Chríochnaithe

en: The [StyleBox] of this control.
ga: [StyleBox] an rialaithe seo.

en: A container that keeps its child controls within the area of a [StyleBox].
ga: Rialaíonn coimeádán a choinníonn a leanbh laistigh d'achar [StyleBox].

en: A container that keeps its child controls within the area of a [StyleBox]. Useful for giving controls an outline.
ga: Rialaíonn coimeádán a choinníonn a leanbh laistigh d'achar [StyleBox]. Úsáideach chun imlíne a thabhairt do rialuithe.

en: The style of [PanelContainer]'s background.
ga: Stíl chúlra [PanelContainer].

en: A material that provides a special texture to a [Sky], usually an HDR panorama.
ga: Ábhar a sholáthraíonn uigeacht speisialta do [Spéir], Lánléargas HDR de ghnáth.

en: A resource referenced in a [Sky] that is used to draw a background. [PanoramaSkyMaterial] functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a [Cubemap].
    Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose.
    You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
ga: Acmhainn a bhfuil tagairt di i [Spéir] a úsáidtear chun cúlra a tharraingt. Feidhmíonn [PanoramaSkyMaterial] cosúil le spéirbhoscaí in innill eile, ach amháin go n-úsáideann sé spéirléarscáil chomhionann in ionad [Cubemap].
    Moltar go láidir úsáid a bhaint as lánléargas HDR le haghaidh machnaimh chruinne ardchaighdeáin. Tacaíonn Godot leis na formáidí íomhá Radiance HDR ([code].hdr[/code]) agus OpenEXR ([code].exr[/code]) chun na críche seo.
    Is féidir leat [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]an uirlis seo[/url] a úsáid chun léarscáil ciúb a thiontú go léarscáil spéire atá ar comhréir.

en: The sky's overall brightness multiplier. Higher values result in a brighter sky.
ga: Iolraitheoir gile foriomlán an spéir. Bíonn spéir níos gile mar thoradh ar luachanna níos airde.

en: A boolean value to determine if the background texture should be filtered or not.
ga: Luach boolean chun a chinneadh ar cheart uigeacht an chúlra a scagadh nó nár cheart.

en: [Texture2D] to be applied to the [PanoramaSkyMaterial].
ga: [Uigeacht2D] le cur i bhfeidhm ar an [PanoramaSkyMaterial].

en: A node used to create a parallax scrolling background.
ga: Nód a úsáidtear chun cúlra scrollaithe parallax a chruthú.

en: A [Parallax2D] is used to create a parallax effect. It can move at a different speed relative to the camera movement using [member scroll_scale]. This creates an illusion of depth in a 2D game. If manual scrolling is desired, the [Camera2D] position can be ignored with [member ignore_camera_scroll].
    [b]Note:[/b] Any changes to this node's position made after it enters the scene tree will be overridden if [member ignore_camera_scroll] is [code]false[/code] or [member screen_offset] is modified.
ga: Úsáidtear [Parallax2D] chun éifeacht parallax a chruthú. Is féidir leis gluaiseacht ar luas difriúil i gcoibhneas le gluaiseacht an cheamara trí úsáid a bhaint as [member scroll_scale]. Cruthaíonn sé seo illusion doimhneacht i gcluiche 2T. Más mian le scrollú láimhe, is féidir neamhaird a dhéanamh den suíomh [Camera2D] le [comhalta neamhaird_camera_scroll].
    [b]Nóta:[/b] Déanfar aon athruithe ar shuíomh an nód seo a rinneadh tar éis dó dul isteach sa chrann radhairc a shárú má dhéantar [code]bréagach[/code] nó [member screen_offset] a mhodhnú.

en: 2D Parallax
ga: Cluiche 2D Parallax

en: Velocity at which the offset scrolls automatically, in pixels per second.
ga: Treoluas ag a scrollaíonn an fritháireamh go huathoibríoch, i bpicteilíní in aghaidh an tsoicind.

en: If [code]true[/code], this [Parallax2D] is offset by the current camera's position. If the [Parallax2D] is in a [CanvasLayer] separate from the current camera, it may be desired to match the value with [member CanvasLayer.follow_viewport_enabled].
ga: Más [code]true[/code], déantar an [Parallax2D] seo a fhritháireamh le suíomh an cheamara faoi láthair. Má tá an [Parallax2D] i [CanvasLayer] ar leith ón gceamara reatha, seans go mbeidh sé ag iarraidh an luach a mheaitseáil le [member CanvasLayer.follow_viewport_enabled].

en: If [code]true[/code], [Parallax2D]'s position is not affected by the position of the camera.
ga: Más rud é [code]true[/code], ní bheidh tionchar ag suíomh [Parallax2D] ar shuíomh an cheamara.

en: Top-left limits for scrolling to begin. If the camera is outside of this limit, the [Parallax2D] stops scrolling. Must be lower than [member limit_end] minus the viewport size to work.
ga: Teorainneacha barr-chlé chun tús a chur leis an scrollú. Má tá an ceamara lasmuigh den teorainn seo, stopann an [Parallax2D] den scrollú. Caithfidh sé a bheith níos ísle ná [member limit_end] lúide méid an amhairc chun oibriú.

en: Bottom-right limits for scrolling to end. If the camera is outside of this limit, the [Parallax2D] will stop scrolling. Must be higher than [member limit_begin] and the viewport size combined to work.
ga: Teorainneacha íochtair ar dheis don scrollú chun deiridh. Má tá an ceamara lasmuigh den teorainn seo, stopfaidh an [Parallax2D] den scrollú. Caithfidh sé a bheith níos airde ná [member limit_begin] agus méid an amhairc le chéile chun oibriú.

en: Repeats the [Texture2D] of each of this node's children and offsets them by this value. When scrolling, the node's position loops, giving the illusion of an infinite scrolling background if the values are larger than the screen size. If an axis is set to [code]0[/code], the [Texture2D] will not be repeated.
ga: Athdhéantar seo [Uigeacht2D] gach duine de pháistí an nód seo agus fritháireofar iad faoin luach seo. Nuair a bhíonn tú ag scrollú, lúbann suíomh an nód, rud a fhágann go bhfuil cúlra scrollaithe gan teorainn ann má tá na luachanna níos mó ná méid an scáileáin. Má shocraítear ais chuig [code]0[/code], ní dhéanfar an [Texture2D] arís.

en: Overrides the amount of times the texture repeats. Each texture copy spreads evenly from the original by [member repeat_size]. Useful for when zooming out with a camera.
ga: Sáraíonn sé an méid uaireanta a athdhéantar an uigeacht. Scaipeann gach cóip uigeachta go cothrom ón bhunchóip de réir [member repeat_size]. Úsáideach le haghaidh súmáil amach le ceamara.

en: Offset used to scroll this [Parallax2D]. This value is updated automatically unless [member ignore_camera_scroll] is [code]true[/code].
ga: Fritháireamh a úsáidtear chun é seo a scrollú [Parallax2D]. Déantar an luach seo a nuashonrú go huathoibríoch ach amháin má tá [code]true[/code] ar [comhalta neamhaird_camera_scroll].

en: The [Parallax2D]'s offset. Similar to [member screen_offset] and [member Node2D.position], but will not be overridden.
    [b]Note:[/b] Values will loop if [member repeat_size] is set higher than [code]0[/code].
ga: Fritháireamh [Parallax2D]. Cosúil le [member screen_offset] agus [member Node2D.position], ach ní shárófar iad.
    [b] Nóta:[/b] Lúbfaidh luachanna má shocraítear [member repeat_size] níos airde ná [code]0[/code].

en: Multiplier to the final [Parallax2D]'s offset. Can be used to simulate distance from the camera.
    For example, a value of [code]1[/code] scrolls at the same speed as the camera. A value greater than [code]1[/code] scrolls faster, making objects appear closer. Less than [code]1[/code] scrolls slower, making objects appear further, and a value of [code]0[/code] stops the objects completely.
ga: Iolraitheoir go dtí an fhritháireamh deiridh [Parallax2D]. Is féidir é a úsáid chun achar ón gceamara a insamhail.
    Mar shampla, scrollaíonn luach [code]1[/code] ar an luas céanna leis an gceamara. Scrollaíonn luach níos mó ná [code]1[/code] níos tapúla, rud a fhágann go bhfeictear rudaí níos dlúithe. Scrollaíonn níos lú ná [code]1[/code] níos moille, rud a fhágann go bhfeictear rudaí níos faide, agus cuireann luach [code]0[/code] stop leis na réada go hiomlán.

en: A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a parallax effect. Each [ParallaxLayer] can move at a different speed using [member ParallaxLayer.motion_offset]. This creates an illusion of depth in a 2D game. If not used with a [Camera2D], you must manually calculate the [member scroll_offset].
    [b]Note:[/b] Each [ParallaxBackground] is drawn on one specific [Viewport] and cannot be shared between multiple [Viewport]s, see [member CanvasLayer.custom_viewport]. When using multiple [Viewport]s, for example in a split-screen game, you need create an individual [ParallaxBackground] for each [Viewport] you want it to be drawn on.
ga: Úsáideann Parallaxbackground nód linbh amháin nó níos mó [ParallaxLayer] chun éifeacht parallax a chruthú. Is féidir le gach [ParallaxLayer] bogadh ar luas difriúil ag baint úsáide as [comhalta ParallaxLayer.motion_offset]. Cruthaíonn sé seo illusion doimhneacht i gcluiche 2T. Mura n-úsáidtear é le [Camera2D], ní mór duit an [member scroll_offset] a ríomh de láimh.
    [b]Nóta:[/b] Tarraingítear gach [ParallaxBackground] ar [Viewport] ar leith amháin agus ní féidir é a roinnt idir an iliomad [Viewport]s, féach [comhalta CanvasLayer.custom_viewport]. Agus tú ag úsáid iolraí [Viewport]s, mar shampla i gcluiche scáileáin scoilte, ní mór duit duine aonair [ParallaxBackground] a chruthú do gach [Viewport] ar mhaith leat go dtarraingeofar air.

en: The base position offset for all [ParallaxLayer] children.
ga: Fritháireamh an bunáit do gach leanbh [ParallaxLayer].

en: The base motion scale for all [ParallaxLayer] children.
ga: An bunscála gluaisne do gach leanbh [ParallaxLayer].

en: If [code]true[/code], elements in [ParallaxLayer] child aren't affected by the zoom level of the camera.
ga: Más [code]true[/code], ní bheidh tionchar ag leibhéal súmáil an cheamara ar ghnéithe i bpáiste [ParallaxLayer].

en: Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than [member scroll_limit_end] to work.
ga: Teorainneacha barr-chlé chun tús a chur leis an scrollú. Má tá an ceamara lasmuigh den teorainn seo, stopfaidh an cúlra de scrollú. Caithfidh sé a bheith níos ísle ná [ball scroll_limit_end] chun oibriú.

en: Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work.
ga: Teorainneacha íochtair ar dheis don scrollú chun deiridh. Má tá an ceamara lasmuigh den teorainn seo, stopfaidh an cúlra de scrollú. Caithfidh sé a bheith níos airde ná [member scroll_limit_begin] chun oibriú.

en: The ParallaxBackground's scroll value. Calculated automatically when using a [Camera2D], but can be used to manually manage scrolling when no camera is present.
ga: Luach scrollbharra an ParallaxBackground. Ríomhtar go huathoibríoch é agus [Camera2D] in úsáid, ach is féidir é a úsáid chun scrollaigh a bhainistiú de láimh nuair nach bhfuil ceamara ar bith i láthair.

en: A parallax scrolling layer to be used with [ParallaxBackground].
ga: Ciseal scrollaithe parallax le húsáid le [ParallaxBackground].

en: A ParallaxLayer must be the child of a [ParallaxBackground] node. Each ParallaxLayer can be set to move at different speeds relative to the camera movement or the [member ParallaxBackground.scroll_offset] value.
    This node's children will be affected by its scroll offset.
    [b]Note:[/b] Any changes to this node's position and scale made after it enters the scene will be ignored.
ga: Caithfidh nód [ParallaxCúlra] a bheith i Sraith Parallax. Is féidir gach ParallaxLayer a shocrú chun bogadh ar luasanna éagsúla i gcoibhneas le gluaiseacht an cheamara nó luach [member ParallaxBackground.scroll_offset].
    Beidh tionchar ag a fhritháireamh scrollbharra ar leanaí an nód seo.
    [b]Nóta:[/b] Ní thabharfar aird ar aon athruithe ar shuíomh agus ar scála an nód seo tar éis dó dul isteach sa radharc.

en: The interval, in pixels, at which the [ParallaxLayer] is drawn repeatedly. Useful for creating an infinitely scrolling background. If an axis is set to [code]0[/code], the [ParallaxLayer] will be drawn only once along that direction.
    [b]Note:[/b] If you want the repetition to pixel-perfect match a [Texture2D] displayed by a child node, you should account for any scale applied to the texture when defining this interval. For example, if you use a child [Sprite2D] scaled to [code]0.5[/code] to display a 600x600 texture, and want this sprite to be repeated continuously horizontally, you should set the mirroring to [code]Vector2(300, 0)[/code].
    [b]Note:[/b] If the length of the viewport axis is bigger than twice the repeated axis size, it will not repeat infinitely, as the parallax layer only draws 2 instances of the layer at any given time. The visibility window is calculated from the parent [ParallaxBackground]'s position, not the layer's own position. So, if you use mirroring, [b]do not[/b] change the [ParallaxLayer] position relative to its parent. Instead, if you need to adjust the background's position, set the [member CanvasLayer.offset] property in the parent [ParallaxBackground].
    [b]Note:[/b] Despite the name, the layer will not be mirrored, it will only be repeated.
ga: An t-eatramh, i bpicteilíní, ag a dtarraingítear an [ParallaxLayer] arís agus arís eile. Úsáideach chun cúlra scrollála gan teorainn a chruthú. Má shocraítear ais chuig [code]0[/code], ní dhéanfar an [ParallaxLayer] a tharraingt ach uair amháin feadh na treo sin.
    [b]Nóta:[/b] Más mian leat go mbeidh an t-athrá picteilín-foirfe ag teacht le [Texture2D] a thaispeánann nód linbh, ba cheart duit cuntas a thabhairt ar aon scála a chuirtear i bhfeidhm ar an uigeacht agus an t-eatramh seo á shainiú. Mar shampla, má úsáideann tú leanbh [Sprite2D] scálaithe go [code]0.5[/code] chun uigeacht 600x600 a thaispeáint, agus más mian leat an sprite seo a athdhéanamh go cothrománach go leanúnach, ba cheart duit an scáthánú a shocrú go [code]Vector2(300, 0)[/code].
    [b]Nóta:[/b] Má tá fad na haise amhairc níos mó ná dhá oiread mhéid na haise arís agus arís eile, ní dhéanfaidh sé arís gan teorainn, mar ní tharraingíonn an ciseal parallax ach 2 chás den chiseal ag aon am ar leith. Ríomhtar an fhuinneog infheictheachta ó shuíomh an tuismitheora [ParallaxBackground], ní ó shuíomh na sraithe féin. Mar sin, má úsáideann tú scáthánú, [b]ná[/b] athraigh suíomh [ParallaxLayer] i gcoibhneas lena thuismitheoir. Ina áit sin, más gá duit suíomh an chúlra a choigeartú, socraigh an t-airí [member CanvasLayer.offset] sa tuismitheoir [ParallaxBackground].
    [b]Nóta:[/b] In ainneoin an ainm, ní dhéanfar an ciseal a scáthánú, ní dhéanfar ach arís í.

en: The ParallaxLayer's offset relative to the parent ParallaxBackground's [member ParallaxBackground.scroll_offset].
ga: Fritháireamh an ParallaxLayer i gcomparáid le [comhalta ParallaxBackground.scroll_offset] an tuismitheora ParallaxBackground.

en: Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], it will not scroll.
ga: Iolraíonn sé tairiscint an ParallaxLayer. Má shocraítear ais chuig [code]0[/code], ní scrollóidh sí.

en: Holds a particle configuration for [GPUParticles2D] or [GPUParticles3D] nodes.
ga: Tá cumraíocht na gcáithníní ann do nóid [GPUParticles2D] nó [GPUParticles3D].

en: [ParticleProcessMaterial] defines particle properties and behavior. It is used in the [code]process_material[/code] of the [GPUParticles2D] and [GPUParticles3D] nodes. Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] or a [GradientTexture1D] applied to vary numerical or color values over the lifetime of the particle.
ga: Sainmhíníonn [ParticleProcessMaterial] airíonna agus iompar na gcáithníní. Úsáidtear é sa [code]proiséas_ábhar[/code] de na nóid [GPUParticles2D] agus [GPUParticles3D]. Cuirtear cuid d’airíonna an ábhair seo i bhfeidhm ar gach cáithnín nuair a astaítear é, agus is féidir [CurveTexture] nó [GradientTexture1D] a chur i bhfeidhm ar chuid eile chun luachanna uimhriúla nó datha a athrú thar shaolré an cháithnín.

en: Returns the minimum and maximum values of the given [param param] as a vector.
    The [code]x[/code] component of the returned vector corresponds to minimum and the [code]y[/code] component corresponds to maximum.
ga: Filleann sé íosluachanna agus uasluachanna an [pararam param] a thugtar mar veicteoir.
    Freagraíonn comhpháirt [code]x[/code] an veicteora ar ais don íosmhéid agus comhfhreagraíonn an chomhpháirt [code]y[/code] don uasmhéid.

en: Returns the [Texture2D] used by the specified parameter.
ga: Filleann sé an [Texture2D] a úsáideann an paraiméadar sonraithe.

en: Returns [code]true[/code] if the specified particle flag is enabled. See [enum ParticleFlags] for options.
ga: Filleann sé [code]true[/code] má tá bratach na gcáithníní sonraithe cumasaithe. Féach [enum ParticleFlags] le haghaidh roghanna.

en: Sets the minimum and maximum values of the given [param param].
    The [code]x[/code] component of the argument vector corresponds to minimum and the [code]y[/code] component corresponds to maximum.
ga: Socraíonn sé íosluachanna agus uasluachanna an [pararam param] a thugtar.
    Freagraíonn comhpháirt [code]x[/code] an veicteoir argóinte don íosmhéid agus comhfhreagraíonn an chomhpháirt [code]y[/code] don uasmhéid.

en: Sets the maximum value range for the given parameter.
ga: Socraíonn sé an raon uasluacha don pharaiméadar tugtha.

en: Sets the minimum value range for the given parameter.
ga: Socraíonn sé an raon íosluacha don pharaiméadar tugtha.

en: Sets the [Texture2D] for the specified [enum Parameter].
ga: Socraíonn sé an [Texture2D] don [enum Parameter] sonraithe.

en: If [code]true[/code], enables the specified particle flag. See [enum ParticleFlags] for options.
ga: Más rud é [code]true[/code], cumasaítear bratach na gcáithníní sonraithe. Féach [enum ParticleFlags] le haghaidh roghanna.

en: Each particle's rotation will be animated along this [CurveTexture].
ga: Beochfar rothlú gach cáithnín feadh an [CurveTexture] seo.

en: Maximum initial rotation applied to each particle, in degrees.
    Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
ga: Rothlú tosaigh uasta a chuirtear i bhfeidhm ar gach cáithnín, i gcéimeanna.
    Ní chuirtear i bhfeidhm é ach amháin nuair a bhíonn [member particle_flag_disable_z] nó [member particle_flag_rotate_y] [code]true[/code] nó an [BaseMaterial3D] á úsáid chun an cáithnín a tharraingt ag baint úsáide as [BaseMaterial3D.BILLBOARD_PARTICLES seasmhach].

en: Each particle's angular velocity (rotation speed) will vary along this [CurveTexture] over its lifetime.
ga: Athróidh treoluas uilleach (luas uainíochta) gach cáithnín feadh an [CurveTexture] seo thar a shaolré.

en: Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
    Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
ga: Uastreoluas uilleach tosaigh (luas rothlaithe) a chuirtear i bhfeidhm ar gach cáithnín i [i]céimeanna[/i] in aghaidh an tsoicind.
    Ní chuirtear i bhfeidhm é ach amháin nuair a bhíonn [member particle_flag_disable_z] nó [member particle_flag_rotate_y] [code]true[/code] nó an [BaseMaterial3D] á úsáid chun an cáithnín a tharraingt ag baint úsáide as [BaseMaterial3D.BILLBOARD_PARTICLES seasmhach].

en: Each particle's animation offset will vary along this [CurveTexture].
ga: Athróidh fritháireamh beochana gach cáithnín feadh seo [CurveTexture].

en: Each particle's animation speed will vary along this [CurveTexture].
ga: Athróidh luas beochana gach cáithnín feadh an [CurveTexture] seo.

en: If [code]true[/code], interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by the [GPUParticles3D] node's [member GPUParticles3D.visibility_aabb].
ga: Más [code]true[/code], tá idirghníomhú le tarraingeoirí cáithníní cumasaithe. I 3D, ní tharlaíonn a mhealladh ach amháin laistigh den limistéar atá sainmhínithe ag an nód [GPUParticles3D] [comhalta GPUParticles3D.visibility_aabb].

en: The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
ga: Preabacht na gcáithníní. Réimsíonn luachanna ó [code]0[/code] (gan preab) go [code]1[/code] (preabadh iomlán). Ní bheidh sé i bhfeidhm ach amháin más [COLLISION_RIGID seasmhach] é [ball collision_mode].

en: The particles' friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
ga: Frithchuimilt na gcáithníní. Tá raon luachanna ó [code]0[/code] (gan chuimilt) go [code]1[/code] (uasfhrithchuimilte). Ní bheidh sé i bhfeidhm ach amháin más [COLLISION_RIGID seasmhach] é [ball collision_mode].

en: The particles' collision mode.
    [b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. In 3D, collisions only occur within the area defined by the [GPUParticles3D] node's [member GPUParticles3D.visibility_aabb].
    [b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not [PhysicsBody2D] nodes.
ga: Modh imbhuailte na gcáithníní.
    [b]Nóta:[/b] Ní féidir le cáithníní 3D imbhualadh ach amháin le nóid [GPUParticlesCollision3D], ní le nóid [FisicBody3D]. Chun go n-imbhuailfidh cáithníní le réada éagsúla, is féidir leat nóid [GPUParticlesCollision3D] a chur leis mar pháistí de nóid [PhysicsBody3D]. I 3D, ní tharlaíonn imbhuailtí ach amháin laistigh den limistéar atá sainithe ag an nód [GPUParticles3D] [comhalta GPUParticles3D.visibility_aabb].
    [b]Nóta:[/b] Ní féidir le cáithníní 2D imbhualadh ach amháin le nóid [LightOccluder2D], ní le nóid [PhysicsBody2D].

en: If [code]true[/code], [member GPUParticles3D.collision_base_size] is multiplied by the particle's effective scale (see [member scale_min], [member scale_max], [member scale_curve], and [member scale_over_velocity_curve]).
ga: Má tá [code]true[/code], iolraítear [comhalta GPUParticles3D.collision_base_size] faoi scála éifeachtach na gcáithníní (féach [member scale_min], [member scale_max], [member scale_curve], agus [member scale_over_velocity_curve]).

en: Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color.
    [b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect.
ga: Dath tosaigh gach cáithnín. Má shainmhínítear [code]uigeacht[/code] [GPUParticles2D], déanfar é a iolrú faoin dath seo.
    [b]Nóta:[/b] iolraíonn [dath na mball] dathanna rinn mogalra na gcáithníní. Chun go mbeidh éifeacht infheicthe aige ar [BaseMaterial3D], [comhalta BaseMaterial3D.vertex_color_use_as_albedo] [i]ní mór[/i] a bheith ina [code]true[/code]. Le haghaidh [ShaderMaterial], ní mór [code]ALBEDO *= COLOR.rgb;[/code] a chur isteach i bhfeidhm [code]bhroinn()[/code] an scáthaitheoir. Seachas sin, ní bheidh aon éifeacht infheicthe ag [dath ball].

en: Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]).
    [b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect.
ga: Athróidh dath tosaigh gach cáithnín feadh seo [GradientTexture1D] (iolrú le [dath ball]).
    [b]Nóta:[/b] iolraíonn [comhalta dath_initial_ramp] dathanna rinn mogalra na gcáithníní. Chun go mbeidh éifeacht infheicthe aige ar [BaseMaterial3D], [comhalta BaseMaterial3D.vertex_color_use_as_albedo] [i]ní mór[/i] a bheith ina [code]true[/code]. Le haghaidh [ShaderMaterial], ní mór [code]ALBEDO *= COLOR.rgb;[/code] a chur isteach i bhfeidhm [code]bhroinn()[/code] an scáthaitheoir. Seachas sin, ní bheidh aon éifeacht infheicthe ag [comhalta color_initial_ramp].

en: Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]).
    [b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect.
ga: Athróidh dath gach cáithnín feadh an [GradientTexture1D] seo thar a shaolré (iolrú le [dath ball]).
    [b]Nóta:[/b] iolraíonn [member color_ramp] dathanna rinn mogalra na gcáithníní. Chun go mbeidh éifeacht infheicthe aige ar [BaseMaterial3D], [comhalta BaseMaterial3D.vertex_color_use_as_albedo] [i]ní mór[/i] a bheith ina [code]true[/code]. Le haghaidh [ShaderMaterial], ní mór [code]ALBEDO *= COLOR.rgb;[/code] a chur isteach i bhfeidhm [code]bhroinn()[/code] an scáthaitheoir. Seachas sin, ní bheidh aon éifeacht infheicthe ag [member color_ramp].

en: Damping will vary along this [CurveTexture].
ga: Athróidh damping feadh seo [CurveTexture].

en: A curve that specifies the velocity along each of the axes of the particle system along its lifetime.
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Cuar a shonraíonn an treoluas feadh gach ceann d’aiseanna chóras na gcáithníní feadh a shaolré.
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Maximum directional velocity value, which is multiplied by [member directional_velocity_curve].
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Uasluach treo-treoluas, atá iolraithe faoi [member directional_velocity_curve].
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Minimum directional velocity value, which is multiplied by [member directional_velocity_curve].
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Íosluach treo-treoluas, atá iolraithe faoi [member directional_velocity_curve].
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: The box's extents if [member emission_shape] is set to [constant EMISSION_SHAPE_BOX].
    [b]Note:[/b] [member emission_box_extents] starts from the center point and applies the X, Y, and Z values in both directions. The size is twice the area of the extents.
ga: Méid an bhosca má tá [ball emission_shape] socraithe go [EMISSION_SHAPE_BOX leanúnach].
    [b]Nóta:[/b] Tosaíonn [ball emission_box_extents] ón lárphointe agus cuireann sé na luachanna X, Y, agus Z sa dá threo. Tá an méid faoi dhó níos mó ná achar na méideanna.

en: Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture].
    [b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_color_texture] will have no visible effect.
ga: Déanfar dath na gcáithníní a mhodhnú de réir dath a chinnfear tríd an uigeacht seo a shampláil ag an bpointe céanna leis an [member emission_point_texture].
    [b]Nóta:[/b] iolraíonn [member emission_color_texture] dathanna rinn mogalra na gcáithníní. Chun go mbeidh éifeacht infheicthe aige ar [BaseMaterial3D], [comhalta BaseMaterial3D.vertex_color_use_as_albedo] [i]ní mór[/i] a bheith ina [code]true[/code]. Le haghaidh [ShaderMaterial], ní mór [code]ALBEDO *= COLOR.rgb;[/code] a chur isteach i bhfeidhm [code]bhroinn()[/code] an scáthaitheoir. Seachas sin, ní bheidh aon éifeacht infheicthe ag [ball emission_color_texture].

en: Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
ga: Socrófar treoluas agus rothlú na gcáithníní tríd an uigeacht seo a shampláil ag an bpointe céanna leis an [member emission_point_texture]. Úsáidtear é i [EMISSION_SHAPE_DIRECTED_POINTS amháin]. Is féidir é a chruthú go huathoibríoch ó mhogalra nó ó nód trí "Cruthaigh Pointí Astuithe ó Mhogall / Nód" a roghnú faoin uirlis "Cáithníní" sa bharra uirlisí.

en: The number of emission points if [member emission_shape] is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
ga: Líon na bpointí astaíochta má shocraítear [member emission_shape] go [EMISSION_SHAPE_POINTS leanúnach] nó [EMISSION_SHAPE_DIRECTED_POINTS].

en: Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
ga: Astófar cáithníní ag suíomhanna a chinnfear tríd an uigeacht seo a shampláil ag suíomh randamach. Úsáidtear é le [EMISSION_SHAPE_POINTS leanúnach] agus [EMISSION_SHAPE_DIRECTED_POINTS]. Is féidir é a chruthú go huathoibríoch ó mhogalra nó ó nód trí "Cruthaigh Pointí Astuithe ó Mhogall/Nóid" a roghnú faoin uirlis "Cáithníní" sa bharra uirlisí.

en: Particles will be emitted inside this region. Use [enum EmissionShape] constants for values.
ga: Astófar cáithníní laistigh den réigiún seo. Úsáid tairisigh [enum EmissionShape] le haghaidh luachanna.

en: The offset for the [member emission_shape], in local space.
ga: An fritháireamh don [member emission_shape], sa spás áitiúil.

en: The scale of the [member emission_shape], in local space.
ga: Scála an [ball emission_shape], sa spás áitiúil.

en: Amount of [member spread] along the Y axis.
ga: Méid [leathadh ball] feadh an ais Y.

en: Each particle's hue will vary along this [CurveTexture].
ga: Athróidh dath gach cáithnín feadh an [CurveTexture] seo.

en: Percentage of the velocity of the respective [GPUParticles2D] or [GPUParticles3D] inherited by each particle when spawning.
ga: Céatadán de threoluas na [GPUParticles2D] nó [GPUParticles3D] faoi seach a fhaigheann gach cáithnín le hoidhreacht agus iad ag sceitheadh.

en: Particle lifetime randomness ratio. The equation for the lifetime of a particle is [code]lifetime * (1.0 - randf() * lifetime_randomness)[/code]. For example, a [member lifetime_randomness] of [code]0.4[/code] scales the lifetime between [code]0.6[/code] to [code]1.0[/code] of its original value.
ga: Cóimheas randamacht saoil na gcáithníní. Is í an chothromóid do shaolré cáithnín ná [code]saolré * (1.0 - randf() *randamacht saoil)[/code]. Mar shampla, scálaíonn [randamacht saoil_comhaltaí] de [code]0.4[/code] an saolré idir [code]0.6[/code] go [code]1.0[/code] dá bhunluach.

en: Each particle's linear acceleration will vary along this [CurveTexture].
ga: Athróidh luasghéarú líneach gach cáithnín feadh an [CurveTexture] seo.

en: Each particle's orbital velocity will vary along this [CurveTexture].
    [b]Note:[/b] For 3D orbital velocity, use a [CurveXYZTexture].
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Athróidh treoluas fithiseach gach cáithnín feadh an [CurveTexture] seo.
    [b]Nóta:[/b] Le haghaidh treoluas fithiseach 3D, úsáid [CurveXYZTexture].
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Uastreoluas fithise a chuirtear i bhfeidhm ar gach cáithnín. Déanann sé na cáithníní ciorcal timpeall ar an mbunús. Sonraithe i líon na n-uainíochtaí iomlána timpeall an tionscnaimh in aghaidh an tsoicind.
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Minimum equivalent of [member orbit_velocity_max].
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Coibhéis íosta [comhalta orbit_velocity_max].
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Changes the behavior of the damping properties from a linear deceleration to a deceleration based on speed percentage.
ga: Athraíonn sé iompar na n-airíonna maolaithe ó luasmhoilliú líneach go luasmhoilliú bunaithe ar chéatadán luais.

en: If [code]true[/code], particles will not move on the z axis.
ga: Más [code]true[/code], ní ghluaisfidh cáithníní ar an ais z.

en: Each particle's radial acceleration will vary along this [CurveTexture].
ga: Athróidh luasghéarú gathacha gach cáithnín feadh an [CurveTexture] seo.

en: A [CurveTexture] that defines the velocity over the particle's lifetime away (or toward) the [member velocity_pivot].
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: A [CurveTexture] a shainíonn an treoluas thar shaolré an cháithnín amach (nó i dtreo) an [member velocity_pivot].
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Maximum radial velocity applied to each particle. Makes particles move away from the [member velocity_pivot], or toward it if negative.
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Uas-treoluas gathacha a chuirtear i bhfeidhm ar gach cáithnín. A dhéanann cáithníní bogadh ar shiúl ón [member velocity_pivot], nó i dtreo é más diúltach.
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Minimum radial velocity applied to each particle. Makes particles move away from the [member velocity_pivot], or toward it if negative.
    [b]Note:[/b] Animated velocities will not be affected by damping, use [member velocity_limit_curve] instead.
ga: Íos-treoluas gathacha a chuirtear i bhfeidhm ar gach cáithnín. A dhéanann cáithníní bogadh ar shiúl ón [member velocity_pivot], nó i dtreo é más diúltach.
    [b]Nóta:[/b] Ní bheidh tionchar ag taise ar threoluasanna beoite, bain úsáid as [member velocity_limit_curve] ina ionad sin.

en: Each particle's scale will vary along this [CurveTexture] over its lifetime. If a [CurveXYZTexture] is supplied instead, the scale will be separated per-axis.
ga: Athróidh scála gach cáithnín feadh an [CurveTexture] seo thar a shaolré. Má sholáthraítear [CurveXYZTexture] ina ionad sin, déanfar an scála a dheighilt in aghaidh na haise.

en: Minimum equivalent of [member scale_max].
ga: Coibhéis íosta [member scale_max].

en: Either a [CurveTexture] or a [CurveXYZTexture] that scales each particle based on its velocity.
ga: Ceachtar acu [CurveTexture] nó [CurveXYZTexture] a scálaíonn gach cáithnín bunaithe ar a threoluas.

en: Maximum velocity value reference for [member scale_over_velocity_curve].
    [member scale_over_velocity_curve] will be interpolated between [member scale_over_velocity_min] and [member scale_over_velocity_max].
ga: Tagairt luach uasta treoluais do [member scale_over_velocity_curve].
    Déanfar [member scale_over_velocity_curve] a idirshuíomh idir [member scale_over_velocity_min] agus [member scale_over_velocity_max].

en: Minimum velocity value reference for [member scale_over_velocity_curve].
    [member scale_over_velocity_curve] will be interpolated between [member scale_over_velocity_min] and [member scale_over_velocity_max].
ga: Tagairt luach íosta treoluais le haghaidh [member scale_over_velocity_curve].
    Déanfar [member scale_over_velocity_curve] a idirshuíomh idir [member scale_over_velocity_min] agus [member scale_over_velocity_max].

en: The amount of particles to spawn from the subemitter node when a collision occurs. When combined with [constant COLLISION_HIDE_ON_CONTACT] on the main particles material, this can be used to achieve effects such as raindrops hitting the ground.
    [b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or [member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
ga: An méid cáithníní atá le sceitheadh ón nód fo-imbhuailteora nuair a tharlaíonn imbhualadh. Nuair a dhéantar é seo a chomhcheangal le [COLLISION_HIDE_ON_CONTACT] ar an bpríomhábhar cáithníní, is féidir é seo a úsáid chun éifeachtaí a bhaint amach ar nós braonta báistí a bhuaileann an talamh.
    [b]Nóta:[/b] Níor cheart go sáródh an luach seo [comhalta GPUParticles2D.amount] nó [comhalta GPUParticles3D.amount] atá sainmhínithe ar an [i]nód submitter[/i] (ní an príomhnód), i gcoibhneas leis an shaolré na gcáithníní subemitter. Má sháraítear líon na gcáithníní, ní sceithfidh aon cháithníní nua ón bhfo-imiméadar go dtí go mbeidh go leor cáithníní caite.

en: The amount of particles to spawn from the subemitter node when the particle expires.
    [b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or [member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
ga: Méid na gcáithníní atá le sceitheadh ón nód fo-imiteoir nuair a théann an cáithnín in éag.
    [b]Nóta:[/b] Níor cheart go sáródh an luach seo [comhalta GPUParticles2D.amount] nó [comhalta GPUParticles3D.amount] atá sainmhínithe ar an [i]nód submitter[/i] (ní an príomhnód), i gcoibhneas leis an shaolré na gcáithníní subemitter. Má sháraítear líon na gcáithníní, ní sceithfidh aon cháithníní nua ón bhfo-imiméadar go dtí go mbeidh go leor cáithníní caite.

en: The frequency at which particles should be emitted from the subemitter node. One particle will be spawned every [member sub_emitter_frequency] seconds.
    [b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or [member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
ga: An mhinicíocht ar chóir cáithníní a astú as nód an fho-immiteora. Déanfar cáithnín amháin a sceitheadh gach [member sub_emitter_frequency] soicind.
    [b]Nóta:[/b] Níor cheart go sáródh an luach seo [comhalta GPUParticles2D.amount] nó [comhalta GPUParticles3D.amount] atá sainmhínithe ar an [i]nód submitter[/i] (ní an príomhnód), i gcoibhneas leis an shaolré na gcáithníní subemitter. Má sháraítear líon na gcáithníní, ní sceithfidh aon cháithníní nua ón bhfo-imiméadar go dtí go mbeidh go leor cáithníní caite.

en: If [code]true[/code], the subemitter inherits the parent particle's velocity when it spawns.
ga: Más [code]true[/code], gheobhaidh an fo-eagraí treoluas an tuismitheora le hoidhreacht nuair a sceitheann sé.

en: The particle subemitter mode (see [member GPUParticles2D.sub_emitter] and [member GPUParticles3D.sub_emitter]).
ga: Modh an fho-emitter cáithníní (féach [comhalta GPUParticles2D.sub_emitter] agus [comhalta GPUParticles3D.sub_emitter]).

en: Each particle's tangential acceleration will vary along this [CurveTexture].
ga: Athróidh luasghéarú tadhlaíoch gach cáithnín feadh seo [CurveTexture].

en: If [code]true[/code], enables turbulence for the particle system. Turbulence can be used to vary particle movement according to its position (based on a 3D noise pattern). In 3D, [GPUParticlesAttractorVectorField3D] with [NoiseTexture3D] can be used as an alternative to turbulence that works in world space and with multiple particle systems reacting in the same way.
    [b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. Only enable turbulence on a few particle systems at once at most, and consider disabling it when targeting mobile/web platforms.
ga: Más rud é [code]true[/code], cumasaíonn sé suaiteacht do chóras na gcáithníní. Is féidir suaiteacht a úsáid chun gluaiseacht na gcáithníní a athrú de réir a shuíomh (bunaithe ar phatrún torainn 3D). I 3D, is féidir [GPUParticlesAttractorVectorField3D] le [NoiseTexture3D] a úsáid mar mhalairt ar shuaiteacht a oibríonn sa spás domhanda agus a bhfuil córais ilcháithníní ag imoibriú ar an mbealach céanna.
    [b]Nóta:[/b] Tá costas ardfheidhmíochta ar an GPU ag baint le suaiteacht chumasaithe. Ná cumasaigh ach suaiteacht ar roinnt córas cáithníní ag an am céanna ar a mhéad, agus smaoinigh ar é a dhíchumasú agus tú ag díriú ar ardáin mhóibíleacha/gréasáin.

en: Maximum turbulence influence on each particle.
    The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
ga: Tionchar suaiteachta uasta ar gach cáithnín.
    Ríomhtar méid iarbhír an tionchair suaiteachta ar gach cáithnín mar luach randamach idir [ball turbulence_influence_min] agus [member turbulence_influence_max] agus iolraithe faoi mhéid an tionchair suaiteachta ó [ball turbulence_influence_over_life].

en: Minimum turbulence influence on each particle.
    The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
ga: Tionchar suaiteachta íosta ar gach cáithnín.
    Ríomhtar méid iarbhír an tionchair suaiteachta ar gach cáithnín mar luach randamach idir [ball turbulence_influence_min] agus [member turbulence_influence_max] agus iolraithe faoi mhéid an tionchair suaiteachta ó [ball turbulence_influence_over_life].

en: Each particle's amount of turbulence will be influenced along this [CurveTexture] over its life time.
ga: Beidh tionchar ag méid suaiteachta gach cáithnín feadh an [CurveTexture] seo thar a shaolré.

en: Maximum displacement of each particle's spawn position by the turbulence.
    The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
ga: Díláithriú uasta suíomh sceite gach cáithnín ag an suaiteacht.
    Beidh méid iarbhír an díláithrithe ina fhachtóir den suaiteacht bhunúsach arna iolrú faoi luach randamach idir [member turbulence_initial_displacement_min] agus [member turbulence_initial_displacement_max].

en: Minimum displacement of each particle's spawn position by the turbulence.
    The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
ga: Díláithriú íosta suíomh sceite gach cáithnín ag an suaiteacht.
    Beidh méid iarbhír an díláithrithe ina fhachtóir den suaiteacht bhunúsach arna iolrú faoi luach randamach idir [member turbulence_initial_displacement_min] agus [member turbulence_initial_displacement_max].

en: This value controls the overall scale/frequency of the turbulence noise pattern.
    A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features.
ga: Rialaíonn an luach seo scála/minicíocht iomlán an phatrún torainn suaiteachta.
    Mar thoradh ar scála beag beidh gnéithe níos lú le níos mó sonraí agus beidh torann níos míne le gnéithe níos mó mar thoradh ar scála ard.

en: A scrolling velocity for the turbulence field. This sets a directional trend for the pattern to move in over time.
    The default value of [code]Vector3(0, 0, 0)[/code] turns off the scrolling.
ga: Treoluas scrollaithe don réimse suaiteachta. Socraíonn sé seo treocht treo chun an patrún a bhogadh isteach le himeacht ama.
    Déanann luach réamhshocraithe [code]Vector3(0, 0, 0)[/code] an scrollú a mhúchadh.

en: The in-place rate of change of the turbulence field. This defines how quickly the noise pattern varies over time.
    A value of 0.0 will result in a fixed pattern.
ga: An ráta athraithe in-áit ar an réimse suaiteachta. Sainmhíníonn sé seo cé chomh tapa agus a athraíonn patrún torainn le himeacht ama.
    Beidh patrún seasta mar thoradh ar luach 0.0.

en: The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
ga: An neart torainn suaiteachta. Mar thoradh air seo a mhéadú beidh patrún sreafa níos láidre agus níos codarsnachta.

en: A [CurveTexture] that defines the maximum velocity of a particle during its lifetime.
ga: A [CurveTexture] a shainíonn uastreoluas cáithnín le linn a shaolré.

en: A pivot point used to calculate radial and orbital velocity of particles.
ga: Pointe maighdeog a úsáidtear chun treoluas gathacha agus fithise na gcáithníní a ríomh.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set initial velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna treoluas tosaigh a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angular velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna treoluas uilleach a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set orbital velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna treoluas fithiseach a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set linear acceleration properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna luasghéaraithe líneach a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set radial acceleration properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna luasghéaraithe gathacha a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set tangential acceleration properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna luasghéaraithe tadhlaíoch a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set damping properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna taise a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angle properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna uillinne a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set scale properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna scála a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set hue variation properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna éagsúlachta hue a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation speed properties.
ga: Bain úsáid as le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna luas beochana a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna fritháirimh beochana a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set radial velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna treoluas gathacha a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set directional velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun airíonna treoluas a shocrú.

en: Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set scale over velocity properties.
ga: Úsáid le [method set_param_min], [method set_param_max], agus [method set_param_texture] chun scála a shocrú thar airíonna treoluas.

en: Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle color will be modulated by [member emission_color_texture].
ga: Astófar na cáithníní ag suíomh a chinnfear trí phointe randamach a shampláil ar an [member emission_point_texture]. Déanfar dath na gcáithníní a mhodhnú le [member emission_color_texture].

en: Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle velocity and rotation will be set based on [member emission_normal_texture]. Particle color will be modulated by [member emission_color_texture].
ga: Astófar na cáithníní ag suíomh a chinnfear trí phointe randamach a shampláil ar an [member emission_point_texture]. Socrófar treoluas agus rothlú na gcáithníní bunaithe ar [member emission_normal_texture]. Déanfar dath na gcáithníní a mhodhnú le [member emission_color_texture].

en: Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum und maximum influence on each particles velocity.
ga: Úsáid le [method set_param_min] agus [method set_param_max] chun an t-íosmhéid suaiteachta agus an tionchar uasta ar gach treoluas cáithníní a shocrú.

en: Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum and maximum displacement of the particles spawn position.
ga: Bain úsáid as le [method set_param_min] agus [method set_param_max] chun an t-íosmhéid suaiteachta agus an díláithriú uasta de shuíomh sceite na gcáithníní a shocrú.

en: Use with [method set_param_texture] to set the turbulence influence over the particles life time.
ga: Bain úsáid as le [method set_param_texture] chun an tionchar suaiteachta thar shaolré na gcáithníní a shocrú.

en: Represents the size of the [enum SubEmitterMode] enum.
ga: Léiríonn sé méid an [enum SubEmitterMode] enum.

en: No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes.
ga: Gan imbhualadh do cháithníní. Rachaidh na cáithníní trí nóid [GPUParticlesCollision3D].

en: [RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
ga: Imbhualadh ar stíl [RigidBody3D] do cháithníní a úsáideann nóid [GPUParticlesCollision3D].

en: Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact.
ga: Folaigh na cáithníní láithreach agus tú ag imbhualadh le nód [GPUParticlesCollision3D]. Is féidir é seo a chomhcheangal le fo-aireitheoir a úsáideann an modh imbhuailte [COLLISION_RIGID leanúnach] chun an t-imbhuailteoir ar an tionchar a "ionadú" don mháthaircháithnín.

en: Represents the size of the [enum CollisionMode] enum.
ga: Léiríonn sé méid an [enum CollisionMode] enum.

en: Contains a [Curve2D] path for [PathFollow2D] nodes to follow.
ga: Tá conair [Curve2D] ann le haghaidh nóid [PathFollow2D] a leanúint.

en: Can have [PathFollow2D] child nodes moving along the [Curve2D]. See [PathFollow2D] for more information on usage.
    [b]Note:[/b] The path is considered as relative to the moved nodes (children of [PathFollow2D]). As such, the curve should usually start with a zero vector ([code](0, 0)[/code]).
ga: Is féidir nóid linbh [PathFollow2D] a bheith ag gluaiseacht feadh an [Curve2D]. Féach [PathFollow2D] le haghaidh tuilleadh eolais ar úsáid.
    [b]Nóta:[/b] Meastar go bhfuil an cosán i gcoibhneas leis na nóid bhog (leanaí de [PathFollow2D]). Mar sin, ba cheart go dtosódh an cuar le veicteoir nialasach ([code](0, 0)([/code]) de ghnáth).

en: A [Curve2D] describing the path.
ga: A [Curve2D] ag cur síos ar an gcosán.

en: Contains a [Curve3D] path for [PathFollow3D] nodes to follow.
ga: Tá conair [Curve3D] ann chun na nóid [PathFollow3D] a leanúint.

en: Can have [PathFollow3D] child nodes moving along the [Curve3D]. See [PathFollow3D] for more information on the usage.
    Note that the path is considered as relative to the moved nodes (children of [PathFollow3D]). As such, the curve should usually start with a zero vector [code](0, 0, 0)[/code].
ga: Is féidir nóid linbh [PathFollow3D] a bheith ag gluaiseacht feadh an [Curve3D]. Féach [PathFollow3D] le haghaidh tuilleadh eolais ar an úsáid.
    Tabhair faoi deara go meastar go bhfuil an cosán i gcoibhneas leis na nóid bhog (leanaí [PathFollow3D]). Mar sin, ba cheart go dtosódh an cuar le veicteoir nialasach [code](0, 0, 0)[/code] de ghnáth.

en: A [Curve3D] describing the path.
ga: A [Curve3D] ag cur síos ar an gcosán.

en: Emitted when the [member curve] changes.
ga: Astaítear nuair a athraíonn an [cuar ball].

en: Point sampler for a [Path2D].
ga: Samplálaí pointí le haghaidh [Conair2D].

en: This node takes its parent [Path2D], and returns the coordinates of a point within it, given a distance from the first vertex.
    It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting the [member progress] in this node.
ga: Tógann an nód seo a mháthairchlár [Path2D], agus cuireann sé ar ais comhordanáidí pointe laistigh de, nuair a thugtar fad ón gcéad rinn.
    Tá sé úsáideach chun nóid eile a dhéanamh cosán a leanúint, gan an patrún gluaiseachta a chódú. Ar an ábhar sin, caithfidh na nóid a bheith ina leanaí den nód seo. Bogfaidh na nóid sliocht dá réir ansin nuair a bheidh an [dul chun cinn ball] sa nód seo á socrú.

en: If [code]true[/code], the position between two cached points is interpolated cubically, and linearly otherwise.
    The points along the [Curve2D] of the [Path2D] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.
    There are two answers to this problem: either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations.
ga: Más [code]true[/code], déantar an suíomh idir dhá phointe i dtaisce a idirshuíomh go ciúbach, agus go líneach ar shlí eile.
    Déantar na pointí feadh [Curve2D] den [Conair2D] a réamhríomh sula n-úsáidtear iad, le haghaidh ríomhaireachtaí níos tapúla. Ríomhtar an pointe ag an bhfritháireamh iarrtha ansin ag idirshuíomh idir dhá phointe i dtaisce in aice láimhe. D'fhéadfadh sé seo a bheith ina fhadhb má dhéanann an cuar casadh géar, mar go bhféadfadh sé nach leanann na pointí i dtaisce an cuar sách dlúth.
    Tá dhá fhreagra ar an bhfadhb seo: ceachtar méadú ar líon na bpointí i dtaisce agus tomhaltas cuimhne a mhéadú, nó a dhéanamh idirshuíomh ciúbach idir dhá phointe ar chostas (beagán) ríomhaireachtaí níos moille.

en: The node's offset along the curve.
ga: Fritháireamh an nód feadh an chuair.

en: If [code]true[/code], any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths.
ga: Más [code]true[/code], tiocfaidh aon fhritháireamh lasmuigh d’fhad an chosáin thart, in ionad stopadh ag na foircinn. Úsáid é le haghaidh cosáin rothaíochta.

en: The distance along the path, in pixels. Changing this value sets this node's position to a point within the path.
ga: An fad feadh an chosáin, i bpicteilíní. Socraíonn athrú an luacha seo suíomh an nód seo go pointe laistigh den chosán.

en: If [code]true[/code], this node rotates to follow the path, with the +X direction facing forward on the path.
ga: Más [code]true[/code], rothlaíonn an nód seo chun an cosán a leanúint, agus an treo +X os comhair an chosáin.

en: The node's offset perpendicular to the curve.
ga: Tá fritháireamh an nód ingearach leis an gcuar.

en: Point sampler for a [Path3D].
ga: Samplaí pointí le haghaidh [Conair3D].

en: This node takes its parent [Path3D], and returns the coordinates of a point within it, given a distance from the first vertex.
    It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting the [member progress] in this node.
ga: Tógann an nód seo a mháthairchlár [Path3D], agus cuireann sé ar ais comhordanáidí pointe laistigh de, nuair a thugtar fad ón gcéad rinn.
    Tá sé úsáideach chun nóid eile a dhéanamh cosán a leanúint, gan an patrún gluaiseachta a chódú. Ar an ábhar sin, caithfidh na nóid a bheith ina leanaí den nód seo. Bogfaidh na nóid sliocht dá réir ansin nuair a bheidh an [dul chun cinn ball] sa nód seo á socrú.

en: Correct the [param transform]. [param rotation_mode] implicitly specifies how posture (forward, up and sideway direction) is calculated.
ga: Ceartaigh an [param transform]. Sonraíonn [param rotation_mode] go hintuigthe conas a ríomhtar staidiúir (treo ar aghaidh, suas agus taobh).

en: If [code]true[/code], the position between two cached points is interpolated cubically, and linearly otherwise.
    The points along the [Curve3D] of the [Path3D] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.
    There are two answers to this problem: either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations.
ga: Más [code]true[/code], déantar an suíomh idir dhá phointe i dtaisce a idirshuíomh go ciúbach, agus go líneach ar shlí eile.
    Déantar na pointí feadh an [Curve3D] den [Conair 3D] a réamh-ríomh sula n-úsáidtear iad, le haghaidh ríomhaireachtaí níos tapúla. Ríomhtar an pointe ag an bhfritháireamh iarrtha ansin ag idirshuíomh idir dhá phointe i dtaisce in aice láimhe. D'fhéadfadh sé seo a bheith ina fhadhb má dhéanann an cuar casadh géar, mar go bhféadfadh sé nach leanann na pointí i dtaisce an cuar sách dlúth.
    Tá dhá fhreagra ar an bhfadhb seo: ceachtar méadú ar líon na bpointí i dtaisce agus tomhaltas cuimhne a mhéadú, nó a dhéanamh idirshuíomh ciúbach idir dhá phointe ar chostas (beagán) ríomhaireachtaí níos moille.

en: The distance from the first vertex, measured in 3D units along the path. Changing this value sets this node's position to a point within the path.
ga: An fad ón gcéad rinn, arna thomhas in aonaid 3D feadh an chosáin. Socraíonn athrú an luacha seo suíomh an nód seo go pointe laistigh den chosán.

en: Allows or forbids rotation on one or more axes, depending on the [enum RotationMode] constants being used.
ga: A cheadaíonn nó a thoirmeasc rothlú ar cheann amháin nó níos mó d’ais, ag brath ar na tairisigh [enum RotationMode] atá á n-úsáid.

en: If [code]true[/code], the tilt property of [Curve3D] takes effect.
ga: Más [code]true[/code], beidh éifeacht ag an airí tilt de [Curve3D].

en: If [code]true[/code], the node moves on the travel path with orienting the +Z axis as forward. See also [constant Vector3.FORWARD] and [constant Vector3.MODEL_FRONT].
ga: Más [code]true[/code], bogann an nód ar an gcosán taistil agus treoraítear an ais +Z mar ar aghaidh. Féach freisin [Vector3.FORWARD leanúnach] agus [Vector3.MODEL_FRONT leanúnach].

en: Forbids the PathFollow3D to rotate.
ga: Cosc ar an PathFollow3D a rothlú.

en: Allows the PathFollow3D to rotate in the Y axis only.
ga: Ligeann sé don PathFollow3D rothlú san ais Y amháin.

en: Allows the PathFollow3D to rotate in both the X, and Y axes.
ga: Ligeann sé don PathFollow3D rothlú sna haiseanna X agus Y araon.

en: Allows the PathFollow3D to rotate in any axis.
ga: Ligeann sé don PathFollow3D rothlú in aon ais.

en: Uses the up vector information in a [Curve3D] to enforce orientation. This rotation mode requires the [Path3D]'s [member Curve3D.up_vector_enabled] property to be set to [code]true[/code].
ga: Úsáideann sé an fhaisnéis veicteoir suas i [Curve3D] chun treoshuíomh a fhorfheidhmiú. Éilíonn an modh uainíochta seo go socrófar an t-airí [Path3D] [member Curve3D.up_vector_enabled] go [code]true[/code].

en: Creates packages that can be loaded into a running project.
ga: Cruthaíonn pacáistí is féidir a luchtú isteach i dtionscadal reatha.

en: Writes the files specified using all [method add_file] calls since the last flush. If [param verbose] is [code]true[/code], a list of files added will be printed to the console for easier debugging.
ga: Scríobhann sé na comhaid sonraithe ag baint úsáide as gach glao [method add_file] ón sruth deireanach. Má tá [param verbose] [code]true[/code], déanfar liosta de na comhaid a cuireadh leis a phriontáil leis an gconsól le haghaidh dífhabhtaithe níos éasca.

en: Exposes performance-related data.
ga: Nochtann sé sonraí a bhaineann le feidhmíocht.

en: This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code.
    You can add custom monitors using the [method add_custom_monitor] method. Custom monitors are available in [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel together with built-in monitors.
    [b]Note:[/b] Some of the built-in monitors are only available in debug mode and will always return [code]0[/code] when used in a project exported in release mode.
    [b]Note:[/b] Some of the built-in monitors are not updated in real-time for performance reasons, so there may be a delay of up to 1 second between changes.
    [b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0.
ga: Soláthraíonn an rang seo rochtain ar roinnt monatóirí éagsúla a bhaineann le feidhmíocht, mar úsáid cuimhne, glaonna tarraingthe, agus CCT. Tá siad seo mar an gcéanna leis na luachanna ar taispeáint sa chluaisín [b]Monatóireacht[/b] i bpainéal [b]Dífhabhtóir[/b] an eagarthóra. Trí úsáid a bhaint as an modh [method get_monitor] den aicme seo, is féidir leat na sonraí seo a rochtain ó do chód.
    Is féidir leat monatóirí saincheaptha a chur leis an modh [method add_custom_monitor]. Tá monatóirí saincheaptha ar fáil i gcluaisín [b]Monatóireacht[/b] i bpainéal [b]Dífhabhtóir[/b] an eagarthóra mar aon le monatóirí ionsuite.
    [b]Nóta:[/b] Níl cuid de na monatóirí ionsuite ar fáil ach i mód dífhabhtaithe agus seolfaidh siad [code]0[/code] ar ais i gcónaí nuair a úsáidtear iad i dtionscadal a easpórtáiltear sa mhodh eisiúna.
    [b]Nóta:[/b] Ní dhéantar cuid de na monatóirí ionsuite a nuashonrú i bhfíor-am ar chúiseanna feidhmíochta, agus mar sin d’fhéadfadh go mbeadh moill suas le soicind amháin idir athruithe.
    [b]Nóta:[/b] Ní thacaíonn monatóirí saincheaptha le luachanna diúltacha. Déantar luachanna diúltacha a chlampáil go 0.

en: Adds a custom monitor with the name [param id]. You can specify the category of the monitor using slash delimiters in [param id] (for example: [code]"Game/NumberOfNPCs"[/code]). If there is more than one slash delimiter, then the default category is used. The default category is [code]"Custom"[/code]. Prints an error if given [param id] is already present.
    [codeblocks]
    [gdscript]
    func _ready():
        var monitor_value = Callable(self, "get_monitor_value")
    
        # Adds monitor with name "MyName" to category "MyCategory".
        Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value)
    
        # Adds monitor with name "MyName" to category "Custom".
        # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different IDs, so the code is valid.
        Performance.add_custom_monitor("MyMonitor", monitor_value)
    
        # Adds monitor with name "MyName" to category "Custom".
        # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different IDs, so the code is valid.
        Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
    
        # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
        Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitor_value)
    
    func get_monitor_value():
        return randi() % 25
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var monitorValue = new Callable(this, MethodName.GetMonitorValue);
    
        // Adds monitor with name "MyName" to category "MyCategory".
        Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue);
        // Adds monitor with name "MyName" to category "Custom".
        // Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
        Performance.AddCustomMonitor("MyMonitor", monitorValue);
    
        // Adds monitor with name "MyName" to category "Custom".
        // Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
        Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
    
        // Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
        Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
    }
    
    public int GetMonitorValue()
    {
        return GD.Randi() % 25;
    }
    [/csharp]
    [/codeblocks]
    The debugger calls the callable to get the value of custom monitor. The callable must return a zero or positive integer or floating-point number.
    Callables are called with arguments supplied in argument array.
ga: Cuireann sé monatóir saincheaptha leis an ainm [param id]. Is féidir leat catagóir an mhonatóra a shonrú trí úsáid a bhaint as teorannóirí slaise in [param id] (mar shampla: [code]"Cluiche/UimhirOfNPCs"[/code]). Má tá níos mó ná teorannóir slaise amháin ann, úsáidtear an chatagóir réamhshocraithe. Is é an chatagóir réamhshocraithe ná [code]"Custam"[/code]. Priontaí earráid má thugtar [param id] i láthair cheana féin.
    [codeblocks]
    [gdscript]
    func _réidh():
        var monitor_value = Inghlaoite(féin, "get_monitor_value")
    
        # Adds monatóir leis an ainm "MyName" don chatagóir "MyCategory".
        Performance.add_custom_monitor("MyCategory/MyMonitor", monatóir_luach)
    
        # Adds monatóir leis an ainm "MyName" don chatagóir "Saincheaptha".
        # Nóta: Tá an t-ainm céanna ag "MyCategory/MyMonitor" agus "MyMonitor" ach tá aitheantas éagsúil acu, mar sin tá an cód bailí.
        Performance.add_custom_monitor("MyMonitor", monitor_value)
    
        # Adds monatóir leis an ainm "MyName" don chatagóir "Saincheaptha".
        # Nóta: Tá an t-ainm céanna agus an chatagóir chéanna ag "MyMonitor" agus "Custom/MyMonitor" ach tá IDanna éagsúla acu, mar sin tá an cód bailí.
        Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
    
        # Cuireann sé monatóir leis an ainm "MyCategoryOne/MyCategoryTwo/MyMonitor" leis an gcatagóir "Custom".
        Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monatóir_luach)
    
    func get_monitor_value():
        seol ar ais randi() % 25
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        var monitorValue = Inghlaoite nua(seo, MethodName.GetMonitorValue);
    
        // Cuireann sé monatóir leis an ainm "MyName" leis an gcatagóir "MyCategory".
        Performance.AddCustomMonitor("MoCategory/MyMonitor", monitorValue);
        // Cuireann sé monatóir leis an ainm "MyName" leis an gcatagóir "Custom".
        // Nóta: Tá an t-ainm céanna ag "MyCategory/MyMonitor" agus "MyMonitor" ach tá aitheantas éagsúil acu agus mar sin tá an cód bailí.
        Performance.AddCustomMonitor("MyMonitor", monitorValue);
    
        // Cuireann sé monatóir leis an ainm "MyName" leis an gcatagóir "Custom".
        // Nóta: Tá an t-ainm céanna agus an chatagóir chéanna ag "MyMonitor" agus "Custom/MyMonitor" ach tá aitheantas éagsúil acu mar sin tá an cód bailí.
        Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
    
        // Cuireann sé monatóir leis an ainm "MyCategoryOne/MyCategoryTwo/MyMonitor" leis an gcatagóir "Custom".
        Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
    }
    
    int phoiblí GetMonitorValue()
    {
        ais GD.Randi() % 25;
    }
    [/csharp]
    [/codeblocks]
    Glaonn an dífhabhtóir an inghlao chun luach monatóir saincheaptha a fháil. Ní mór don inghlao uimhir slánuimhir nó snámhphointe náid nó deimhneach a thabhairt ar ais.
    Glaoitear nithe inghlaoite agus cuirtear argóintí ar fáil in eagar argóintí.

en: Returns the value of custom monitor with given [param id]. The callable is called to get the value of custom monitor. See also [method has_custom_monitor]. Prints an error if the given [param id] is absent.
ga: Filleann sé luach monatóir saincheaptha leis an [param id] tugtha. Glaoitear an inghlao chun luach monatóir saincheaptha a fháil. Féach freisin [method has_custom_monitor]. Priontáil earráid mura bhfuil an [param id] tugtha.

en: Returns the names of active custom monitors in an [Array].
ga: Seoltar ainmneacha na monatóirí saincheaptha gníomhacha ar ais in [Eagar].

en: Returns the value of one of the available built-in monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
    [codeblocks]
    [gdscript]
    print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console.
    [/gdscript]
    [csharp]
    GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
    [/csharp]
    [/codeblocks]
    See [method get_custom_monitor] to query custom performance monitors' values.
ga: Tugann sé ar ais luach ceann de na monatóirí ionsuite atá ar fáil. Ba cheart duit ceann de na tairisigh [enum Monitor] a sholáthar mar an argóint, mar seo:
    [codeblocks]
    [gdscript]
    print(Performance.get_monitor(Performance.TIME_FPS)) # Priontálann an FPS chuig an consól.
    [/gdscript]
    [csharp]
    GD.Print(Performance.GetMonitor(Feidhmíochta.Monatóireacht.TimeFps)); // Priontaí an CCT chuig an consól.
    [/csharp]
    [/codeblocks]
    Féach ar [method get_custom_monitor] chun luachanna na monatóirí feidhmíochta saincheaptha a cheistiú.

en: Returns the last tick in which custom monitor was added/removed (in microseconds since the engine started). This is set to [method Time.get_ticks_usec] when the monitor is updated.
ga: Filleann sé seo an tic dheireanach inar cuireadh leis/baintear monatóir saincheaptha (i micrishoicindí ó thosaigh an t-inneall). Tá sé seo socraithe go [method Time.get_ticks_usec] nuair a nuashonraítear an monatóir.

en: Returns [code]true[/code] if custom monitor with the given [param id] is present, [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má tá monatóir saincheaptha leis an [param id] tugtha i láthair, [code]bréagach[/code] ar shlí eile.

en: Removes the custom monitor with given [param id]. Prints an error if the given [param id] is already absent.
ga: Baintear an monatóir saincheaptha leis an [param id] tugtha. Priontáil earráid má tá an [param id] tugtha as láthair cheana féin.

en: The number of frames rendered in the last second. This metric is only updated once per second, even if queried more often. [i]Higher is better.[/i]
ga: Líon na bhfrámaí a rinneadh sa soicind dheireanach. Ní dhéantar an mhéadracht seo a nuashonrú ach uair amháin in aghaidh an tsoicind, fiú má cheistítear é níos minice. [i] Is fearr níos airde.[/i]

en: Time it took to complete one frame, in seconds. [i]Lower is better.[/i]
ga: An t-am a thóg sé fráma amháin a chríochnú, i soicindí. [i]Is fearr níos ísle.[/i]

en: Time it took to complete one physics frame, in seconds. [i]Lower is better.[/i]
ga: Am a thóg sé fráma fisice amháin a chríochnú, i soicindí. [i]Is fearr níos ísle.[/i]

en: Time it took to complete one navigation step, in seconds. This includes navigation map updates as well as agent avoidance calculations. [i]Lower is better.[/i]
ga: An t-am a thóg sé chun céim nascleanúna amháin a chríochnú, i soicindí. Áirítear leis seo nuashonruithe léarscáile loingseoireachta chomh maith le ríomh seachanta gníomhairí. [i]Is fearr níos ísle.[/i]

en: Static memory currently used, in bytes. Not available in release builds. [i]Lower is better.[/i]
ga: Cuimhne statach a úsáidtear faoi láthair, i mbearta. Níl sé ar fáil i bhfoirgnimh scaoileadh. [i]Is fearr níos ísle.[/i]

en: Available static memory. Not available in release builds. [i]Lower is better.[/i]
ga: Cuimhne statach ar fáil. Níl sé ar fáil i bhfoirgnimh scaoileadh. [i]Is fearr níos ísle.[/i]

en: Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. [i]Lower is better.[/i]
ga: An méid cuimhne is mó a d'úsáid an maolán scuaine teachtaireachta, i mbearta. Úsáidtear an scuaine teachtaireachtaí le haghaidh glaonna agus fógraí feidhmeanna iarchurtha. [i]Is fearr níos ísle.[/i]

en: Number of objects currently instantiated (including nodes). [i]Lower is better.[/i]
ga: Líon na n-oibiachtaí atá ar an toirt faoi láthair (nóid san áireamh). [i]Is fearr níos ísle.[/i]

en: Number of resources currently used. [i]Lower is better.[/i]
ga: Líon na n-acmhainní a úsáidtear faoi láthair. [i]Is fearr níos ísle.[/i]

en: Number of nodes currently instantiated in the scene tree. This also includes the root node. [i]Lower is better.[/i]
ga: Líon na nóid atá ar an toirt sa chrann radhairc faoi láthair. Áirítear leis seo freisin an nód fréimhe. [i]Is fearr níos ísle.[/i]

en: Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. [i]Lower is better.[/i]
ga: Líon na nód dílleachta, i.e. nóid nach bhfuil tuismitheora do nód de chrann an radhairc. [i]Is fearr níos ísle.[/i]

en: The total number of objects in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling). [i]Lower is better.[/i]
ga: Líon iomlán na réad sa fhráma rindreáilte deiridh. Ní chuimsítear sa mhéadracht seo réada maraithe (trí nóid cheilte, marú frustum nó trí fholmhú). [i]Is fearr níos ísle.[/i]

en: The total number of vertices or indices rendered in the last rendered frame. This metric doesn't include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). [i]Lower is better.[/i]
ga: Líon iomlán na rinn nó na n-innéacsanna a rinneadh sa fhráma rindreáilte deiridh. Ní chuimsítear sa mhéadrach seo primitives ó réada maraithe (trí nóid cheilte, marú frustam nó trí marú folaithe). Mar gheall ar an réamhbhealach doimhneacht agus na pasanna scáth, tá líon na primitives i gcónaí níos airde ná líon iarbhír na rinn sa radharc (go hiondúil dúbailte nó triple an comhaireamh rinn bunaidh). [i]Is fearr níos ísle.[/i]

en: The total number of draw calls performed in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. [i]Lower is better.[/i]
ga: Líon iomlán na nglaonna tarraingthe a rinneadh sa fhráma rindreáilte deiridh. Ní chuimsítear sa mhéadracht seo rudaí maraithe (trí nóid cheilte, marú frustum nó trí mharcáil as cuimse), toisc nach nglaonna tarraingthe a bhíonn mar thoradh orthu. [i]Is fearr níos ísle.[/i]

en: The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and [constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]
ga: An méid cuimhne físe a úsáideadh (cuimhne uigeachta agus rinn le chéile, i mbearta). Toisc go bhfuil leithdháiltí ilghnéitheacha san áireamh sa mhéadrach seo freisin, bíonn an luach seo i gcónaí níos mó ná suim [RENDER_TEXTURE_MEM_USED leanúnach] agus [RENDER_BUFFER_MEM_USED leanúnach]. [i]Is fearr níos ísle.[/i]

en: The amount of texture memory used (in bytes). [i]Lower is better.[/i]
ga: An méid cuimhne uigeachta a úsáidtear (i mbeart). [i]Is fearr níos ísle.[/i]

en: The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]
ga: An méid cuimhne maoláin rindreála a úsáidtear (i mbeart). [i]Is fearr níos ísle.[/i]

en: Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]
ga: Líon na nód gníomhacha [RigidBody2D] sa chluiche. [i]Is fearr níos ísle.[/i]

en: Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]
ga: Líon na bpéirí imbhuailte san inneall fisice 2D. [i]Is fearr níos ísle.[/i]

en: Number of islands in the 2D physics engine. [i]Lower is better.[/i]
ga: Líon na n-oileán san inneall fisice 2D. [i]Is fearr níos ísle.[/i]

en: Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i]
ga: Líon na nód gníomhacha [RigidBody3D] agus [VehicleBody3D] sa chluiche. [i]Is fearr níos ísle.[/i]

en: Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]
ga: Líon na bpéirí imbhuailte san inneall fisice 3D. [i]Is fearr níos ísle.[/i]

en: Number of islands in the 3D physics engine. [i]Lower is better.[/i]
ga: Líon na n-oileán san inneall fisice 3d. [i]Is fearr níos ísle.[/i]

en: Output latency of the [AudioServer]. Equivalent to calling [method AudioServer.get_output_latency], it is not recommended to call this every frame.
ga: Foighne aschuir an [AudioServer]. Cosúil le glaoch [method AudioServer.get_output_latency], ní mholtar glaoch a chur ar gach fráma.

en: Number of active navigation maps in the [NavigationServer3D]. This also includes the two empty default navigation maps created by World2D and World3D.
ga: Líon na léarscáileanna loingseoireachta gníomhacha sa [NavigationServer3D]. Áiríonn sé seo freisin an dá léarscáil loingseoireachta réamhshocraithe folamh cruthaithe ag World2D agus World3D.

en: Number of active navigation regions in the [NavigationServer3D].
ga: Líon na réigiún loingseoireachta gníomhach sa [NavigationServer3D].

en: Number of active navigation agents processing avoidance in the [NavigationServer3D].
ga: Líon na ngníomhairí loingseoireachta gníomhacha a phróiseálann seachaint sa [NavigationServer3D].

en: Number of active navigation links in the [NavigationServer3D].
ga: Líon na nasc gníomhach nascleanúna sa [NavigationServer3D].

en: Number of navigation mesh polygons in the [NavigationServer3D].
ga: Líon na bpolagán mogall loingseoireachta sa [NavigationServer3D].

en: Number of navigation mesh polygon edges in the [NavigationServer3D].
ga: Líon imill polagán an mhogalra loingseoireachta sa [NavigationServer3D].

en: Number of navigation mesh polygon edges that were merged due to edge key overlap in the [NavigationServer3D].
ga: Líon imill polagán an mhogalra loingseoireachta a cumascaíodh mar gheall ar fhorluí eochrach imill sa [NavigationServer3D].

en: Number of polygon edges that are considered connected by edge proximity [NavigationServer3D].
ga: Líon na n-imeall polagán a mheastar a bheith nasctha de réir gaireachta imeall [NavigationServer3D].

en: Number of navigation mesh polygon edges that could not be merged in the [NavigationServer3D]. The edges still may be connected by edge proximity or with links.
ga: Líon na n-imeall polagán mogalra loingseoireachta nach bhféadfaí a chumasc sa [NavigationServer3D]. Is féidir na himill fós a nascadh trí chóngaracht chiumhais nó le naisc.

en: Represents the size of the [enum Monitor] enum.
ga: Léiríonn sé méid an [enum Monitor] enum.

en: A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react to physics.
ga: Nód [RigidBody2D]-díorthaithe a úsáidtear chun [Bone2D]s a dhéanamh i [Skeleton2D] don fhisic.

en: The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to make [Bone2D]s in a [Skeleton2D] react to physics.
    [b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] parent.
    [b]Note:[/b] The [PhysicalBone2D] node does not automatically create a [Joint2D] node to keep [PhysicalBone2D] nodes together. They must be created manually. For most cases, you want to use a [PinJoint2D] node. The [PhysicalBone2D] node will automatically configure the [Joint2D] node once it's been added as a child node.
ga: Is nód atá bunaithe ar [RigidBody2D] é an nód [FisicalBone2D] is féidir a úsáid chun [Bone2D]s a dhéanamh i [Skeleton2D] don fhisic.
    [b]Nóta:[/b] Chun na [Bone2D]anna a leanúint go radhairc an nód [PhysicalBone2D], úsáid modhnú [SkeletonModification2DPhysicalbones] ar an tuismitheoir [Skeleton2D].
    [b]Nóta:[/b] Ní chruthaíonn an nód [PhysicalBone2D] nód [Joint2D] go huathoibríoch chun nóid [PhysicalBone2D] a choinneáil le chéile. Caithfear iad a chruthú de láimh. I bhformhór na gcásanna, ba mhaith leat nód [PinJoint2D] a úsáid. Déanfaidh an nód [PhysicalBone2D] an nód [Joint2D] a chumrú go huathoibríoch nuair a bheidh sé curtha leis mar nód linbh.

en: Returns the first [Joint2D] child node, if one exists. This is mainly a helper function to make it easier to get the [Joint2D] that the [PhysicalBone2D] is autoconfiguring.
ga: Filleann sé an chéad [Joint2D] nód linbh, má tá ceann ann. Is feidhm chúntóra í seo go príomha chun é a dhéanamh níos éasca an [Joint2D] a bhfuil an [PhysicalBone2D] á uathchumrú a fháil.

en: Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics.
ga: Filleann sé boolean a léiríonn an bhfuil an [PhysicalBone2D] ag rith agus ag ionsamhladh ag baint úsáide as inneall fisice Godot 2D. Nuair a bhíonn [code]true[/code], tá an nód PhysicalBone2D ag baint úsáide as fisic.

en: If [code]true[/code], the [PhysicalBone2D] will automatically configure the first [Joint2D] child node. The automatic configuration is limited to setting up the node properties and positioning the [Joint2D].
ga: Más [code]true[/code], déanfaidh an [PhysicalBone2D] an chéad nód linbh [Joint2D] a chumrú go huathoibríoch. Tá an chumraíocht uathoibríoch teoranta do na hairíonna nód a shocrú agus an [Joint2D] a shuíomh.

en: The index of the [Bone2D] that this [PhysicalBone2D] should simulate.
ga: Innéacs an [Bone2D] ar cheart don [PhysicalBone2D] seo a insamhladh.

en: The [NodePath] to the [Bone2D] that this [PhysicalBone2D] should simulate.
ga: An [NodePath] chuig an [Bone2D] ar cheart don [PhysicalBone2D] seo a insamhladh.

en: If [code]true[/code], the [PhysicalBone2D] will keep the transform of the bone it is bound to when simulating physics.
ga: Más [code]true[/code], coimeádfaidh an [PhysicalBone2D] an claochlú ar an gcnámh a bhfuil ceangal aige uirthi agus an fhisic á insamhladh.

en: If [code]true[/code], the [PhysicalBone2D] will start simulating using physics. If [code]false[/code], the [PhysicalBone2D] will follow the transform of the [Bone2D] node.
    [b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
ga: Más [code]true[/code], tosóidh an [PhysicalBone2D] ag ionsamhladh le fisic. Más [code]bréagach[/code], leanfaidh an [PhysicalBone2D] claochlú an nód [Bone2D].
    [b]Nóta:[/b] Chun go mbeidh na [Bone2D]s ag leanúint leis an [PhysicalBone2D], úsáid modhnú [SkeletonModification2DPhysicalbones] ar an nód [Skeleton2D] leis na nóid [Bone2D].

en: A physics body used to make bones in a [Skeleton3D] react to physics.
ga: Corp fisice a úsáidtear chun cnámha a dhéanamh i imoibriú [Cnámharlach3D] don fhisic.

en: The [PhysicalBone3D] node is a physics body that can be used to make bones in a [Skeleton3D] react to physics.
    [b]Note:[/b] In order to detect physical bones with raycasts, the [member SkeletonModifier3D.active] property of the parent [PhysicalBoneSimulator3D] must be [code]true[/code] and the [Skeleton3D]'s bone must be assigned to [PhysicalBone3D] correctly; it means that [method get_bone_id] should return a valid id ([code]>= 0[/code]).
ga: Is corp fisice é an nód [PhysicalBone3D] is féidir a úsáid chun cnámha a dhéanamh in imoibriú [Skeleton3D] don fhisic.
    [b]Nóta:[/b] Chun cnámha fisiceacha le radchraoltaí a bhrath, ní mór d'airí [ball SkeletonModifier3D.active] an tuismitheora [PhysicalBoneSimulator3D] a bheith [code]true[/code] agus cnámh an [Skeleton3D] ní mór é a shannadh do [PhysicalBone3D] i gceart; ciallaíonn sé gur cheart do [method get_bone_id] aitheantas bailí a thabhairt ar ais ([code]>= 0[/code]).

en: Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the [member custom_integrator] property allows you to disable the standard force integration and do fully custom force integration for a body.
ga: Glaodh air le linn próiseála fisice, rud a ligeann duit staid insamhalta an réad a léamh agus a mhodhnú go sábháilte. De réir réamhshocraithe, tugtar é roimh an gcomhtháthú fórsa caighdeánach, ach ceadaíonn an mhaoin [ball custom_integrator] duit an comhtháthú fórsa caighdeánach a dhíchumasú agus comhtháthú fórsa iomlán saincheaptha a dhéanamh do chomhlacht.

en: Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
ga: Sainmhíníonn sé conas a chuirtear [member angular_damp] i bhfeidhm. Féach [enum DampMode] le haghaidh luachanna féideartha.

en: The PhysicalBone3D's rotational velocity in [i]radians[/i] per second.
ga: Treoluas rothlach an PhysicalBone3D i [i]raidiain[/i] in aghaidh an tsoicind.

en: Sets the body's transform.
ga: Socraíonn claochlú an chomhlachta.

en: The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
    [b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy will be lost over time due to linear and angular damping. To have a [PhysicalBone3D] that preserves all its energy over time, set [member bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member angular_damp] to [code]0.0[/code].
ga: Preab an choirp. Réimsíonn luachanna ó [code]0[/code] (gan preab) go [code]1[/code] (preabadh iomlán).
    [b]Nóta:[/b] Fiú nuair a bheidh [preabadh ball] socraithe go [code]1.0[/code], caillfear roinnt fuinnimh le himeacht ama mar gheall ar dhampáil líneach agus uilleach. Chun [PhysicalBone3D] a bheith agat a chaomhnaíonn a fhuinneamh go léir le himeacht ama, socraigh [preabadh ball] go [code]1.0[/code], [member linear_damp_mode] go [dAMP_MODE_REPLACE], [comhalta linear_damp] go [code]0.0[/code], [comhalta angular_damp_mode] go [DAMP_MODE_REPLACE leanúnach], agus [comhalta uilleach_damp] go [code]0.0[/code].

en: If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
ga: Más rud é [code]true[/code], díghníomhaítear an corp nuair nach bhfuil aon ghluaiseacht ann, mar sin ní ghlacfaidh sé páirt san insamhalta go dtí go múscail fórsa seachtrach é.

en: If [code]true[/code], the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] method, if that virtual method is overridden.
    Setting this property will call the method [method PhysicsServer3D.body_set_omit_force_integration] internally.
ga: Más rud é [code]true[/code], beidh an comhtháthú fórsa caighdeánach (cosúil le domhantarraingthe nó taiseadh) díchumasaithe don chomhlacht seo. Seachas freagairt imbhuailte, ní ghluaisfidh an corp ach mar a chinntear leis an modh [method _integrate_forces], má sháraítear an modh fíorúil sin.
    Má shocraítear an t-airí seo, glaofar an modh [method PhysicsServer3D.body_set_omit_force_integration] go hinmheánach.

en: The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
ga: Frithchuimilt an choirp, ó [code]0[/code] (gan chuimilt) go [code]1[/code] (uasfhrithchuimilte).

en: Sets the joint's transform.
ga: Socraíonn sé claochlú an chomhpháirteach.

en: Sets the joint's rotation in radians.
ga: Socraíonn sé rothlú an chomhpháirteach ina raidian.

en: Sets the joint type. See [enum JointType] for possible values.
ga: Socraíonn an cineál comhpháirteacha. Féach [enum JointType] le haghaidh luachanna féideartha.

en: Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
ga: Sainmhíníonn sé conas a chuirtear [member linear_damp] i bhfeidhm. Féach [enum DampMode] le haghaidh luachanna féideartha.

en: The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
ga: Treoluas líneach an choirp in aonaid sa soicind. Is féidir é a úsáid ó am go chéile, ach [b] ná socraigh gach fráma[/b], mar is féidir go n-imeoidh an fhisic i snáithe eile agus go n-imíonn sí ag gráinneacht eile. Bain úsáid as [method _integrate_forces] mar do lúb próisis chun staid an choirp a rialú go beacht.

en: The body's mass.
ga: mais an choirp.

en: In this mode, the body's damping value is added to any value set in areas or the default value.
ga: Sa mhodh seo, cuirtear luach damping an chomhlachta le haon luach atá socraithe i réimsí nó leis an luach réamhshocraithe.

en: In this mode, the body's damping value replaces any value set in areas or the default value.
ga: Sa mhodh seo, cuirtear luach damping an chomhlachta in ionad aon luach atá leagtha síos i réimsí nó an luach réamhshocraithe.

en: Node that can be the parent of [PhysicalBone3D] and can apply the simulation results to [Skeleton3D].
ga: Nód a fhéadfaidh a bheith ina thuismitheoir ag [PhysicalBone3D] agus ar féidir leis na torthaí insamhalta a chur i bhfeidhm ar [Skeleton3D].

en: Returns a boolean that indicates whether the [PhysicalBoneSimulator3D] is running and simulating.
ga: Filleann boolean a thugann le fios cé acu an bhfuil an [PhysicalBoneSimulator3D] ag rith agus ag ionsamhladh.

en: Adds a collision exception to the physical bone.
    Works just like the [RigidBody3D] node.
ga: Cuireann eisceacht imbhuailte leis an gcnámh fisiceach.
    Oibríonn sé díreach cosúil leis an nód [RigidBody3D].

en: Removes a collision exception to the physical bone.
    Works just like the [RigidBody3D] node.
ga: Baineann eisceacht imbhuailte leis an gcnámh fisiceach.
    Oibríonn sé díreach cosúil leis an nód [RigidBody3D].

en: Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world.
    Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
ga: Insíonn sé do na nóid [PhysicalBone3D] sa Chnámharlach tosú ag ionsamhladh agus ag freagairt do shaol na fisice.
    De rogha air sin, is féidir liosta ainmneacha cnámh a chur ar aghaidh, rud a fhágann nach féidir ach na cnámha a cuireadh isteach a insamhladh.

en: Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating.
ga: Insíonn sé do na nóid [PhysicalBone3D] sa Chnámharlach stop a ionsamhlú.

en: A material that defines a sky for a [Sky] resource by a set of physical properties.
ga: Ábhar a shainíonn spéir le haghaidh acmhainn [Spéir] trí thacar airíonna fisiceacha.

en: The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and less flexible.
    The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight3D] in the scene tree.
ga: Úsáideann an [PhysicalSkyMaterial] samhail solas lae anailíseach Preetham chun spéir a tharraingt bunaithe ar airíonna fisiceacha. Mar thoradh air seo tá spéir i bhfad níos réadúla ná an [ProceduralSkyMaterial], ach tá sé beagán níos moille agus níos lú solúbtha.
    Ní thacaíonn an [PhysicalSkyMaterial] ach aon ghrian amháin. Tógtar dath, fuinneamh agus treo na gréine ón gcéad [DirectionalLight3D] sa chrann radhairc.

en: Modulates the [Color] on the bottom half of the sky to represent the ground.
ga: Modhnaítear an [Color] ar an leath íochtair den spéir chun an talamh a léiriú.

en: Controls the strength of [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon.
ga: Rialaíonn sé neart [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie ag scaipeadh[/url] don spéir. Tagann scaipeadh mie as solas ag imbhualadh le cáithníní níos mó (cosúil le huisce). Ar domhan, bíonn dath geal ar fud na gréine agus na spéire mar thoradh ar scaipthe Mie.

en: Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] effect. While not physically accurate, this allows for the creation of alien-looking planets.
ga: Rialaíonn sé [Color] na héifeachta [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url]. Cé nach bhfuil sé cruinn go fisiciúil, ceadaíonn sé seo pláinéid a bhfuil cuma eachtrannach orthu a chruthú.

en: Controls the direction of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
ga: Rialaíonn sé treo an [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url]. Ciallaíonn luach [code]1[/code] nuair a bhuaileann solas cáithnín go bhfuil sé ag dul tríd díreach ar aghaidh. Ciallaíonn luach [code]-1[/code] go scaiptear an solas ar fad ar gcúl.

en: [Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.
ga: [Uigeacht2D] do spéir na hoíche. Cuirtear é seo leis an spéir, mar sin má tá sé geal go leor, d'fhéadfadh sé a bheith le feiceáil i rith an lae.

en: Controls the strength of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
ga: Rialaíonn sé neart an [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]scaipeadh Rayleigh[/url]. Tagann scaipeadh Rayleigh as solas imbhualadh le cáithníní beaga. Tá sé freagrach as dath gorm an spéir.

en: Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset.
ga: Rialaíonn sé [Color] an [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]scaipeadh Rayleigh[/url]. Cé nach bhfuil sé cruinn go fisiciúil, ceadaíonn sé seo pláinéid a bhfuil cuma eachtrannach orthu a chruthú. Mar shampla, nuair a chuirtear é seo go dearg [Color] bíonn atmaisféar ar Mars le luí na gréine gorm comhfhreagrach.

en: Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
ga: Socraíonn sé méid an diosca gréine. Tá an luach réamhshocraithe bunaithe ar mhéid a bhraitear Sol ón Domhan.

en: Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
ga: Socraíonn sé tiús an atmaisféar. Cruthaíonn moirtiúlacht ard atmaisféar ceomhar, agus bíonn atmaisféar níos soiléire mar thoradh ar mhoirtiúlacht íseal.

en: If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.
ga: Más rud é [code]true[/code], cumasaítear díbandáil. Cuireann díbannáil méid beag torainn leis, rud a chabhraíonn le bandáil a laghdú a thagann chun cinn ó na hathruithe míne ar dhath sa spéir.

en: Abstract base class for 2D game objects affected by physics.
ga: Bunrang teibí le haghaidh rudaí cluiche 2D a bhfuil tionchar ag an bhfisic orthu.

en: [PhysicsBody2D] is an abstract base class for 2D game objects affected by physics. All 2D physics bodies inherit from it.
ga: Is bunrang teibí é [FisicBody2D] do réada cluiche 2T a bhfuil tionchar ag an bhfisic orthu. Faigheann gach corpán fisice 2D oidhreacht uaidh.

en: Adds a body to the list of bodies that this body can't collide with.
ga: Cuireann sé corp le liosta na gcorp nach féidir leis an gcorp seo imbhualadh leo.

en: Returns an array of nodes that were added as collision exceptions for this body.
ga: Filleann sé sraith nóid a cuireadh leis mar eisceachtaí imbhuailte don chorp seo.

en: Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area2D] nodes and the global world gravity.
ga: Filleann sé an veicteoir domhantarraingthe a ríomhtar ó gach foinse a d'fhéadfadh tionchar a bheith aige ar an gcorp, lena n-áirítear gach sáruithe domhantarraingthe ó nóid [Area2D] agus domhantarraingthe domhanda.

en: Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
    Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
    If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
    [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
    If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
ga: Bogann sé an corp feadh an veicteora [gluaisne param]. Chun a bheith neamhspleách ar an ráta fráma i [method Node._physics_process] nó [method Node._process], ba cheart [param motion] a ríomh ag baint úsáide as [code] delta[/code].
    Filleann sé [KinematicCollision2D], ina bhfuil faisnéis faoin imbhualadh nuair a stoptar é, nó nuair a dhéantar teagmháil le corp eile feadh an ghluaisne.
    Má tá [param test_only] [code]true[/code], ní ghluaiseann an corp ach tugtar an fhaisnéis imbhuailte a d’fhéadfadh a bheith ann.
    [param safe_margin] an corrlach breise a úsáidtear chun imbhualadh a aisghabháil (féach [member CharacterBody2D.safe_margin] le haghaidh tuilleadh sonraí).
    Má tá [param recovery_as_collision] [code]true[/code], tuairiscítear aon dul i bhfeidhm ón gcéim aisghabhála mar imbhualadh freisin; úsáidtear é seo e.g. le [CharacterBody2D] le haghaidh braite urláir a fheabhsú le linn an urláir a ghabháil.

en: Removes a body from the list of bodies that this body can't collide with.
ga: Baineann sé corp as liosta na gcorp nach féidir leis an gcorp seo imbhualadh leo.

en: Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
    Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
    [param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
    [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
    If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
ga: Seiceálacha le haghaidh imbhuailtí gan an corp a bhogadh. Chun a bheith neamhspleách ar an ráta fráma i [method Node._physics_process] nó [method Node._process], ba cheart [param motion] a ríomh ag baint úsáide as [code] delta[/code].
    Beagnach socraítear suíomh, scála agus rothlú an nód go dtí an [Transform2D] a thugtar, ansin déanann sé iarracht an corp a bhogadh feadh an veicteora [gluaisne param]. Filleann sé [code]true[/code] dá gcuirfeadh imbhualadh bac ar an gcorp gluaiseacht feadh an chosáin ar fad.
    Is réad roghnach é [imbhualadh param] den chineál [KinematicCollision2D], ina bhfuil faisnéis bhreise faoin imbhualadh nuair a stoptar é, nó nuair a dhéantar teagmháil le corp eile feadh an ghluaisne.
    [param safe_margin] an corrlach breise a úsáidtear chun imbhualadh a aisghabháil (féach [member CharacterBody2D.safe_margin] le haghaidh tuilleadh sonraí).
    Má tá [param recovery_as_collision] [code]true[/code], tuairiscítear aon dul i bhfeidhm ón gcéim aisghabhála mar imbhualadh freisin; tá sé seo úsáideach le seiceáil an ndéanfadh an comhlacht [i]dteagmháil[/i] le haon chomhlachtaí eile.

en: Abstract base class for 3D game objects affected by physics.
ga: Bunrang teibí le haghaidh rudaí cluiche 3D a bhfuil tionchar ag fisic orthu.

en: [PhysicsBody3D] is an abstract base class for 3D game objects affected by physics. All 3D physics bodies inherit from it.
    [b]Warning:[/b] With a non-uniform scale, this node will likely not behave as expected. It is advised to keep its scale the same on all axes and adjust its collision shape(s) instead.
ga: Is bunrang teibí é [FisicBody3D] do réada cluiche 3D a bhfuil tionchar ag an bhfisic orthu. Faigheann gach corpán fisice 3D oidhreacht uaidh.
    [b]Rabhadh:[/b] Le scála neamh-éide, is dócha nach n-iompróidh an nód seo mar a bhíothas ag súil leis. Moltar a scála a choinneáil mar a chéile ar na haiseanna go léir agus cruth(anna) an imbhuailte a choigeartú ina ionad.

en: Returns [code]true[/code] if the specified linear or rotational [param axis] is locked.
ga: Filleann sé [code]true[/code] má tá an líneach sonraithe nó rothlach [paramais] glasáilte.

en: Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area3D] nodes and the global world gravity.
ga: Filleann sé an veicteoir domhantarraingthe a ríomhtar ó gach foinse a d'fhéadfadh tionchar a bheith aige ar an gcorp, lena n-áirítear gach sáruithe domhantarraingthe ó nóid [Area3D] agus domhantarraingthe domhanda.

en: Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
    The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
    If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
    [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
    If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
    [param max_collisions] allows to retrieve more than one collision result.
ga: Bogann sé an corp feadh an veicteora [gluaisne param]. Chun a bheith neamhspleách ar an ráta fráma i [method Node._physics_process] nó [method Node._process], ba cheart [param motion] a ríomh ag baint úsáide as [code] delta[/code].
    Stopfaidh an corp má imbhuaileann sé. Filleann sé [KinematicCollision3D], ina bhfuil faisnéis faoin imbhualadh nuair a stoptar é, nó nuair a bhíonn sé ag teagmháil le corp eile feadh an ghluaisne.
    Má tá [param test_only] [code]true[/code], ní ghluaiseann an corp ach tugtar an fhaisnéis imbhuailte a d’fhéadfadh a bheith ann.
    [param safe_margin] an corrlach breise a úsáidtear chun imbhualadh a aisghabháil (féach [member CharacterBody3D.safe_margin] le haghaidh tuilleadh sonraí).
    Má tá [param recovery_as_collision] [code]true[/code], tuairiscítear aon dul i bhfeidhm ón gcéim aisghabhála mar imbhualadh freisin; úsáidtear é seo e.g. le [CharacterBody3D] le haghaidh braite urláir a fheabhsú le linn an urláir a ghabháil.
    Ceadaíonn [param max_collisions] níos mó ná toradh imbhuailte amháin a fháil.

en: Locks or unlocks the specified linear or rotational [param axis] depending on the value of [param lock].
ga: Glasáil nó díghlasáil an líneach nó an rothlach sonraithe [paramais] ag brath ar luach [param lock].

en: Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
    Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
    [param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
    [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
    If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
    [param max_collisions] allows to retrieve more than one collision result.
ga: Seiceálacha le haghaidh imbhuailtí gan an corp a bhogadh. Chun a bheith neamhspleách ar an ráta fráma i [method Node._physics_process] nó [method Node._process], ba cheart [param motion] a ríomh ag baint úsáide as [code] delta[/code].
    Socraíonn sé suíomh, scála agus rothlú an nód beagnach go dtí an [Transform3D] a thugtar, ansin déanann sé iarracht an corp a bhogadh feadh an veicteora [gluaisne param]. Filleann sé [code]true[/code] dá gcuirfeadh imbhualadh bac ar an gcorp gluaiseacht feadh an chosáin ar fad.
    Is réad roghnach den chineál é [imbhualadh param] [KinematicCollision3D], ina bhfuil faisnéis bhreise faoin imbhualadh nuair a stoptar é, nó nuair a bhíonn sé ag teagmháil le corp eile feadh an ghluaisne.
    [param safe_margin] an corrlach breise a úsáidtear chun imbhualadh a aisghabháil (féach [member CharacterBody3D.safe_margin] le haghaidh tuilleadh sonraí).
    Má tá [param recovery_as_collision] [code]true[/code], tuairiscítear aon dul i bhfeidhm ón gcéim aisghabhála mar imbhualadh freisin; tá sé seo úsáideach le seiceáil an ndéanfadh an comhlacht [i]dteagmháil[/i] le haon chomhlachtaí eile.
    Ceadaíonn [param max_collisions] níos mó ná toradh imbhuailte amháin a fháil.

en: Lock the body's rotation in the X axis.
ga: Glas rothlú an chomhlachta san ais X.

en: Lock the body's rotation in the Y axis.
ga: Glasáil rothlú an chomhlachta san ais Y.

en: Lock the body's rotation in the Z axis.
ga: Glasáil rothlú an chomhlachta san ais Z.

en: Lock the body's linear movement in the X axis.
ga: Cuir glas ar ghluaiseacht líneach an chomhlachta san ais X.

en: Lock the body's linear movement in the Y axis.
ga: Cuir glas ar ghluaiseacht líneach an chomhlachta san ais Y.

en: Lock the body's linear movement in the Z axis.
ga: Cuir glas ar ghluaiseacht líneach an chomhlachta san ais Z.

en: Provides direct access to a physics body in the [PhysicsServer2D].
ga: Soláthraíonn sé rochtain dhíreach ar chomhlacht fisice sa [PhysicsServer2D].

en: Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of [RigidBody2D], and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
ga: Soláthraíonn sé rochtain dhíreach ar chomhlacht fisice sa [PhysicsServer2D], ag ligean athruithe sábháilte ar airíonna fisice. Cuirtear an réad seo ar aghaidh tríd an aisghlao staid dhírigh de [RigidBody2D], agus tá sé beartaithe chun staid dhíreach an chomhlachta sin a athrú. Féach ar [method RigidBody2D._integrate_forces].

en: Ray-casting
ga: Ray-réitigh

en: Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
    This is equivalent to using [method add_constant_force] at the body's center of mass.
ga: Cuireann sé fórsa treo leanúnach leis gan cur isteach ar rothlú a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code]constant_force = Vector2(0, 0)[/code].
    Tá sé seo comhionann le [method add_constant_force] a úsáid ag lárionad maise an choirp.

en: Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
    [param position] is the offset from the body origin in global coordinates.
ga: Cuireann sé fórsa suite tairiseach leis an gcorpa choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code]constant_force = Vector2(0, 0)[/code].
    Is é [param position] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
ga: Cuireann sé fórsa rothlach tairiseach leis gan cur isteach ar an suíomh a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code]constant_torque = 0[/code].

en: Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
    This is equivalent to using [method apply_force] at the body's center of mass.
ga: Feidhmíonn fórsa treorach gan tionchar a imirt ar rothlú. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    Tá sé seo comhionann le húsáid [method apply_force] i lár mais an choirp.

en: Applies a directional impulse without affecting rotation.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    This is equivalent to using [method apply_impulse] at the body's center of mass.
ga: Cuireann sé impulse treorach i bhfeidhm gan cur isteach ar rothlú.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    Tá sé seo comhionann le [method apply_impulse] a úsáid ag lárionad maise an choirp.

en: Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
    [param position] is the offset from the body origin in global coordinates.
ga: Feidhmíonn fórsa suite ar an gcorp. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    Is é [suíomh param] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Applies a positioned impulse to the body.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    [param position] is the offset from the body origin in global coordinates.
ga: Baineann ríogán suite leis an gcorp.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    Is é [suíomh param] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
    [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
ga: Cuirtear fórsa rothlach i bhfeidhm gan cur isteach ar an suíomh. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    [b]Nóta:[/b] tá [member inverse_inertia] ag teastáil le go n-oibreoidh sé seo. Chun [member inverse_inertia] a bheith agat, caithfidh [CollisionShape2D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member inverse_inertia] a shocrú de láimh.

en: Applies a rotational impulse to the body without affecting the position.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
ga: Cuireann sé impulse rothlach leis an gcorp gan cur isteach ar an suíomh.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    [b]Nóta:[/b] tá [member inverse_inertia] ag teastáil le go n-oibreoidh sé seo. Chun [member inverse_inertia] a bheith agat, caithfidh [CollisionShape2D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member inverse_inertia] a shocrú de láimh.

en: Returns the body's total constant positional forces applied during each physics update.
    See [method add_constant_force] and [method add_constant_central_force].
ga: Filleann sé fórsaí seasta seasaimh iomlána an chomhlachta a cuireadh i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method add_constant_force] agus [method add_constant_central_force].

en: Returns the body's total constant rotational forces applied during each physics update.
    See [method add_constant_torque].
ga: Filleann sé fórsaí rothlaithe tairiseach iomlán an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method add_constant_torque].

en: Returns the collider's [RID].
ga: Filleann [RID] an imbhuailteora.

en: Returns the collider's object id.
ga: Filleann sé aitheantas réad an imbhuailteora.

en: Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
ga: Filleann an réad imbhuailteora. Braitheann sé seo ar conas a cruthaíodh é (tabharfar nód radhairc ar ais má úsáideadh a leithéid chun é a chruthú).

en: Returns the position of the contact point on the collider in the global coordinate system.
ga: Filleann sé suíomh an phointe teagmhála ar an imbhuailteoir sa chóras comhordanáidí domhanda.

en: Returns the collider's shape index.
ga: Filleann sé innéacs crutha an imbhuailteora.

en: Returns the velocity vector at the collider's contact point.
ga: Filleann sé an veicteoir treoluas ag pointe teagmhála an imbhuailteora.

en: Returns the number of contacts this body has with other bodies.
    [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
ga: Tuairiscíonn sé líon na dteagmhálacha a bhíonn ag an gcomhlacht seo le comhlachtaí eile.
    [b]Nóta:[/b] De réir réamhshocraithe, filleann sé seo 0 mura bhfuil comhlachtaí cumraithe chun monatóireacht a dhéanamh ar theagmhálacha. Féach [comhalta RigidBody2D.contact_monitor].

en: Returns the impulse created by the contact.
ga: Filleann sé an ríogacht cruthaithe ag an teagmhálaí.

en: Returns the local normal at the contact point.
ga: Filleann sé an normal áitiúil ag an bpointe teagmhála.

en: Returns the position of the contact point on the body in the global coordinate system.
ga: Filleann sé suíomh an phointe teagmhála ar an gcorp sa chóras comhordanáidí domhanda.

en: Returns the local shape index of the collision.
ga: Tuairisceáin innéacs crutha áitiúil an imbhuailte.

en: Returns the velocity vector at the body's contact point.
ga: Filleann sé an veicteoir treoluas ag pointe teagmhála an choirp.

en: Returns the current state of the space, useful for queries.
ga: Filleann sé staid reatha an spáis, úsáideach le haghaidh ceisteanna.

en: Returns the body's velocity at the given relative position, including both translation and rotation.
ga: Filleann sé treoluas an choirp ag an suíomh coibhneasta a thugtar, lena n-áirítear aistriúchán agus rothlú.

en: Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
ga: Nuashonraítear treoluas líneach agus uilleach an chomhlachta trí dhomhantarraingt agus taiseadh a chur i bhfeidhm ar chomhionann le tic amháin san fhisic.

en: Sets the body's total constant positional forces applied during each physics update.
    See [method add_constant_force] and [method add_constant_central_force].
ga: Socraíonn sé fórsaí seasta seasaimh iomlána an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method add_constant_force] agus [method add_constant_central_force].

en: Sets the body's total constant rotational forces applied during each physics update.
    See [method add_constant_torque].
ga: Socraíonn sé fórsaí rothlaithe tairiseacha iomlána an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method add_constant_torque].

en: The body's rotational velocity in [i]radians[/i] per second.
ga: Treoluas rothlach an choirp ina [i]raidiain[/i] in aghaidh an tsoicind.

en: The body's center of mass position relative to the body's center in the global coordinate system.
ga: Ionad mais an chomhlachta i gcoibhneas le lárionad an chomhlachta sa chóras comhordanáidí domhanda.

en: The body's center of mass position in the body's local coordinate system.
ga: Ionad mais an chomhlachta i gcóras comhordaithe áitiúil an chomhlachta.

en: The inverse of the inertia of the body.
ga: Inbhéartach táimhe an chomhlachta.

en: The inverse of the mass of the body.
ga: Inbhéartach mais an choirp.

en: The body's linear velocity in pixels per second.
ga: Treoluas líneach an choirp i bpicteilíní in aghaidh an tsoicind.

en: If [code]true[/code], this body is currently sleeping (not active).
ga: Más [code]true[/code], tá an corp seo ina chodladh faoi láthair (gan a bheith gníomhach).

en: The timestep (delta) used for the simulation.
ga: An chéim ama (deilt) a úsáidtear don ionsamhlúchán.

en: The rate at which the body stops rotating, if there are not any other forces moving it.
ga: An ráta ag a stopann an corp ag rothlú, mura bhfuil aon fhórsaí eile á bhogadh.

en: The total gravity vector being currently applied to this body.
ga: An veicteoir iomlán domhantarraingthe atá á chur i bhfeidhm ar an gcorp seo faoi láthair.

en: The rate at which the body stops moving, if there are not any other forces moving it.
ga: An ráta ag a stopann an corp ag gluaiseacht, mura bhfuil aon fhórsaí eile á bhogadh.

en: The body's transformation matrix.
ga: Maitrís claochlaithe an chomhlachta.

en: Provides virtual methods that can be overridden to create custom [PhysicsDirectBodyState2D] implementations.
ga: Soláthraíonn sé modhanna fíorúla is féidir a shárú chun feidhmiúcháin saincheaptha [PhysicsDirectBodyState2D] a chruthú.

en: This class extends [PhysicsDirectBodyState2D] by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.
    Intended for use with GDExtension to create custom implementations of [PhysicsDirectBodyState2D].
ga: Síneann an rang seo [PhysicsDirectBodyState2D] trí mhodhanna fíorúla breise a sholáthar ar féidir iad a shárú. Nuair a sháraítear na modhanna seo, tabharfar iad in ionad modhanna inmheánacha an fhreastalaí fisice.
    Beartaithe lena n-úsáid le GDEExtension chun feidhmithe saincheaptha de [PhysicsDirectBodyState2D] a chruthú.

en: Overridable version of [method PhysicsDirectBodyState2D.add_constant_central_force].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.add_constant_central_force].

en: Overridable version of [method PhysicsDirectBodyState2D.add_constant_force].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.add_constant_force].

en: Overridable version of [method PhysicsDirectBodyState2D.add_constant_torque].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.add_constant_torque].

en: Overridable version of [method PhysicsDirectBodyState2D.apply_central_force].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.apply_central_force].

en: Overridable version of [method PhysicsDirectBodyState2D.apply_central_impulse].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.apply_central_impulse].

en: Overridable version of [method PhysicsDirectBodyState2D.apply_force].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.apply_force].

en: Overridable version of [method PhysicsDirectBodyState2D.apply_impulse].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.apply_impulse].

en: Overridable version of [method PhysicsDirectBodyState2D.apply_torque].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.apply_torque].

en: Overridable version of [method PhysicsDirectBodyState2D.apply_torque_impulse].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.apply_torque_impulse].

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.angular_velocity] and its respective getter.
ga: Feidhmigh chun iompar [member PhysicsDirectBodyState2D.angular_velocity] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.center_of_mass] and its respective getter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.center_of_mass] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.center_of_mass_local] and its respective getter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.center_of_mass_local] agus a faighteoir faoi seach a shárú.

en: Overridable version of [method PhysicsDirectBodyState2D.get_constant_force].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_constant_force].

en: Overridable version of [method PhysicsDirectBodyState2D.get_constant_torque].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_constant_torque].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_collider].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_contact_collider].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_collider_id].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_contact_collider_id].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_collider_object].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_contact_collider_object].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_collider_position].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_contact_collider_position].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_collider_shape].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_contact_collider_shape].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_collider_velocity_at_position].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_contact_collider_velocity_at_position].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_count].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_contact_count].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_impulse].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_contact_impulse].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_local_normal].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_contact_local_normal].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_local_position].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_contact_local_position].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_local_shape].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_contact_local_shape].

en: Overridable version of [method PhysicsDirectBodyState2D.get_contact_local_velocity_at_position].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_contact_local_velocity_at_position].

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.inverse_inertia] and its respective getter.
ga: Feidhmigh chun iompar [comhalta PhysicsDirectBodyState2D.inverse_inertia] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.inverse_mass] and its respective getter.
ga: Feidhmigh chun iompar [member PhysicsDirectBodyState2D.inverse_mass] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.linear_velocity] and its respective getter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.linear_velocity] agus a faighteoir faoi seach a shárú.

en: Overridable version of [method PhysicsDirectBodyState2D.get_space_state].
ga: Leagan sáraithe de [method PhysicsDirectBodyState2D.get_space_state].

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.step] and its respective getter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.step] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.total_angular_damp] and its respective getter.
ga: Feidhmigh chun iompar [member PhysicsDirectBodyState2D.total_angular_damp] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.total_gravity] and its respective getter.
ga: Feidhmigh chun iompar [member PhysicsDirectBodyState2D.total_gravity] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.total_linear_damp] and its respective getter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.total_linear_damp] agus a faighteoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.transform] and its respective getter.
ga: Feidhmigh chun iompar [member PhysicsDirectBodyState2D.transform] agus a faighteoir faoi seach a shárú.

en: Overridable version of [method PhysicsDirectBodyState2D.get_velocity_at_local_position].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.get_velocity_at_local_position].

en: Overridable version of [method PhysicsDirectBodyState2D.integrate_forces].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.integrate_forces].

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.sleeping] and its respective getter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.sleeping] agus a ghlacadóir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.angular_velocity] and its respective setter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.angular_velocity] agus a socraitheoir faoi seach a shárú.

en: Overridable version of [method PhysicsDirectBodyState2D.set_constant_force].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.set_constant_force].

en: Overridable version of [method PhysicsDirectBodyState2D.set_constant_torque].
ga: Leagan sáraitheach de [method PhysicsDirectBodyState2D.set_constant_torque].

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.linear_velocity] and its respective setter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.linear_velocity] agus a socraitheoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.sleeping] and its respective setter.
ga: Cur i bhfeidhm chun iompar [member PhysicsDirectBodyState2D.sleeping] agus a socraitheoir faoi seach a shárú.

en: Implement to override the behavior of [member PhysicsDirectBodyState2D.transform] and its respective setter.
ga: Cur i bhfeidhm chun iompar [comhalta PhysicsDirectBodyState2D.transform] agus a socraitheoir faoi seach a shárú.

en: Provides direct access to a physics body in the [PhysicsServer3D].
ga: Soláthraíonn sé rochtain dhíreach ar chomhlacht fisice sa [PhysicsServer3D].

en: Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of [RigidBody3D], and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces].
ga: Soláthraíonn sé rochtain dhíreach ar chomhlacht fisice sa [PhysicsServer3D], ag ligean athruithe sábháilte ar airíonna fisice. Cuirtear an réad seo ar aghaidh tríd an aisghlao staid dhírigh de [RigidBody3D], agus tá sé beartaithe chun staid dhíreach an chomhlachta sin a athrú. Féach ar [method RigidBody3D._integrate_forces].

en: Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
    This is equivalent to using [method add_constant_force] at the body's center of mass.
ga: Cuirtear leis fórsa treo leanúnach gan cur isteach ar rothlú a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code]constant_force = Vector3(0, 0, 0)[/code].
    Tá sé seo comhionann le [method add_constant_force] a úsáid ag lárionad maise an choirp.

en: Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
    [param position] is the offset from the body origin in global coordinates.
ga: Cuireann sé fórsa suite tairiseach leis an gcorp a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code]constant_force = Vector3(0, 0, 0)[/code].
    Is é [suíomh param] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code].
ga: Cuireann sé fórsa rothlach tairiseach leis gan cur isteach ar an suíomh a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code]constant_torque = Vector3(0, 0, 0)[/code].

en: Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
    [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
ga: Cuirtear fórsa rothlach i bhfeidhm gan cur isteach ar an suíomh. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    [b]Nóta:[/b] tá [member inverse_inertia] ag teastáil le go n-oibreoidh sé seo. Chun [member inverse_inertia] a bheith agat, caithfidh [CollisionShape3D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member inverse_inertia] a shocrú de láimh.

en: Applies a rotational impulse to the body without affecting the position.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
ga: Cuireann sé impulse rothlach leis an gcorp gan cur isteach ar an suíomh.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    [b]Nóta:[/b] tá [member inverse_inertia] ag teastáil le go n-oibreoidh sé seo. Chun [member inverse_inertia] a bheith agat, caithfidh [CollisionShape3D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member inverse_inertia] a shocrú de láimh.

en: Returns the collider object.
ga: Filleann an réad imbhuailteora.

en: Returns the linear velocity vector at the collider's contact point.
ga: Filleann sé an veicteoir líneach treoluas ag pointe teagmhála an imbhuailteora.

en: Returns the number of contacts this body has with other bodies.
    [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor].
ga: Tuairiscíonn sé líon na dteagmhálacha a bhíonn ag an gcomhlacht seo le comhlachtaí eile.
    [b]Nóta:[/b] De réir réamhshocraithe, filleann sé seo 0 mura bhfuil comhlachtaí cumraithe chun monatóireacht a dhéanamh ar theagmhálacha. Féach [comhalta RigidBody3D.contact_monitor].

en: Impulse created by the contact.
ga: Impulse cruthaithe ag an teagmhálaí.

en: Returns the linear velocity vector at the body's contact point.
ga: Filleann sé an veicteoir líneach treoluas ag pointe teagmhála an choirp.

en: The inverse of the inertia tensor of the body.
ga: Inbhéartach an tensor táimhe de chuid an chomhlachta.

en: The body's linear velocity in units per second.
ga: Treoluas líneach an choirp in aonaid sa soicind.

en: Provides virtual methods that can be overridden to create custom [PhysicsDirectBodyState3D] implementations.
ga: Soláthraíonn sé modhanna fíorúla is féidir a shárú chun feidhmiúcháin saincheaptha [PhysicsDirectBodyState3D] a chruthú.

en: This class extends [PhysicsDirectBodyState3D] by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.
    Intended for use with GDExtension to create custom implementations of [PhysicsDirectBodyState3D].
ga: Síneann an rang seo [PhysicsDirectBodyState3D] trí mhodhanna fíorúla breise a sholáthar ar féidir iad a shárú. Nuair a sháraítear na modhanna seo, tabharfar iad in ionad modhanna inmheánacha an fhreastalaí fisice.
    Beartaithe lena n-úsáid le GDEExtension chun feidhmithe saincheaptha de [PhysicsDirectBodyState3D] a chruthú.

en: Provides direct access to a physics space in the [PhysicsServer2D].
ga: Soláthraíonn sé rochtain dhíreach ar spás fisice sa [PhysicsServer2D].

en: Provides direct access to a physics space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
ga: Soláthraíonn sé rochtain dhíreach ar spás fisice sa [PhysicsServer2D]. Úsáidtear é go príomha chun fiosrúcháin a dhéanamh i gcoinne rudaí agus limistéir a bhfuil cónaí orthu i spás ar leith.

en: Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object.
    Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
    [b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape2D]s that the shape is already colliding with.
ga: Seiceálann sé cé chomh fada agus is féidir le [Shape2D] bogadh gan imbhualadh. Soláthraítear na paraiméadair go léir don cheist, lena n-áirítear an cruth agus an ghluaisne, trí réad [PhysicsShapeQueryParameters2D].
    Filleann sé eagar le comhréireanna sábháilte agus neamhshábháilte (idir 0 agus 1) den ghluaisne. Is é an cion sábháilte an codán uasta den tairiscint is féidir a dhéanamh gan imbhualadh. Is í an chomhréir neamhshábháilte an codán íosta den achar a chaithfear a bhogadh le haghaidh imbhuailte. Mura n-aimsítear aon imbhualadh seolfar ar ais toradh ar [code][1.0, 1.0][/code].
    [b]Nóta:[/b] Aon [Cruth2D]s a bhfuil an cruth ag imbhualadh leo cheana e.g. taobh istigh de, déanfar neamhaird. Úsáid [method collide_shape] chun na [Cruth2D]anna a bhfuil an cruth ag imbhualadh leo cheana féin a fháil amach.

en: Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
    Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in [PhysicsShapeQueryParameters2D] object, second one is in the collided shape from the physics space.
ga: Seiceálann sé trasnaithe crutha, a thugtar trí réad [PhysicsShapeQueryParameters2D], in aghaidh an spáis. Tá liosta pointí san eagar mar thoradh air a dtrasnaíonn an cruth ceann eile. Cosúil le [method intersect_shape], is féidir líon na dtorthaí a thugtar ar ais a theorannú chun am próiseála a shábháil.
    Is liosta de phéirí pointí teagmhála iad pointí fillte. I gcás gach péire tá an chéad cheann sa chruth a chuirtear ar aghaidh i réad [FisicShapeQueryParameters2D], tá an dara ceann sa chruth imbhuailte ón spás fisice.

en: Checks whether a point is inside any solid shape. Position and other parameters are defined through [PhysicsPointQueryParameters2D]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
    [code]collider[/code]: The colliding object.
    [code]collider_id[/code]: The colliding object's ID.
    [code]rid[/code]: The intersecting object's [RID].
    [code]shape[/code]: The shape index of the colliding shape.
    The number of intersections can be limited with the [param max_results] parameter, to reduce the processing time.
    [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
ga: Seiceálann sé an bhfuil pointe taobh istigh d'aon chruth soladach. Sainmhínítear suíomh agus paraiméadair eile trí [PhysicsPointQueryParameters2D]. Cuirtear na cruthanna a bhfuil an pointe istigh díobh ar ais in eagar ina bhfuil foclóirí leis na réimsí seo a leanas:
    [code] imbhuailteoir[/code]: An réad imbhuailte.
    [code]collider_id[/code]: ID an réad imbhuailte.
    [code]rid[/code]: [RID] an réad trasnaithe.
    [code]cruth[/code]: Comhéifeacht crutha an chruth imbhuailte.
    Is féidir líon na dtrasnuithe a theorannú leis an bparaiméadar [param max_results], chun an t-am próiseála a laghdú.
    [b]Nóta:[/b] [CuasachPolygonShape2D]s agus [CollisionPolygon2D]s i [code]Deighleoga[/code] Ní cruthanna soladacha iad. Dá bhrí sin, ní bheidh siad faoi deara.

en: Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters2D]. The returned object is a dictionary with the following fields:
    [code]collider[/code]: The colliding object.
    [code]collider_id[/code]: The colliding object's ID.
    [code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters2D.hit_from_inside] is [code]true[/code].
    [code]position[/code]: The intersection point.
    [code]rid[/code]: The intersecting object's [RID].
    [code]shape[/code]: The shape index of the colliding shape.
    If the ray did not intersect anything, then an empty dictionary is returned instead.
ga: Trasnaíonn sé ga i spás ar leith. Sainmhínítear suíomh Ray agus paraiméadair eile trí [PhysicsRayQueryParameters2D]. Is foclóir é an réad a tugadh ar ais leis na réimsí seo a leanas:
    [code] imbhuailteoir[/code]: An réad imbhuailte.
    [code]collider_id[/code]: ID an réad imbhuailte.
    [code]gnáth[/code]: Gnáthdhromchla an ruda ag an bpointe trasnaithe, nó [code]Vector2(0, 0)[/code] má thosaíonn an ga taobh istigh den chruth agus [code] é [comhalta PhysicsRayQueryParameters2D.hit_from_inside] fíor[/code].
    [code]suíomh[/code]: An pointe trasnaithe.
    [code]rid[/code]: [RID] an réad trasnaithe.
    [code]cruth[/code]: Comhéifeacht crutha an chruth imbhuailte.
    Mura dtrasnaíonn an ga aon rud, cuirtear foclóir folamh ar ais ina ionad.

en: Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
    [code]collider[/code]: The colliding object.
    [code]collider_id[/code]: The colliding object's ID.
    [code]rid[/code]: The intersecting object's [RID].
    [code]shape[/code]: The shape index of the colliding shape.
    The number of intersections can be limited with the [param max_results] parameter, to reduce the processing time.
ga: Seiceálann sé trasnaithe crutha, a thugtar trí réad [PhysicsShapeQueryParameters2D], in aghaidh an spáis. Cuirtear na cruthanna trasnaithe ar ais in eagar ina bhfuil foclóirí leis na réimsí seo a leanas:
    [code] imbhuailteoir[/code]: An réad imbhuailte.
    [code]collider_id[/code]: ID an réad imbhuailte.
    [code]rid[/code]: [RID] an réad trasnaithe.
    [code]cruth[/code]: Comhéifeacht crutha an chruth imbhuailte.
    Is féidir líon na dtrasnuithe a theorannú leis an bparaiméadar [param max_results], chun an t-am próiseála a laghdú.

en: Provides virtual methods that can be overridden to create custom [PhysicsDirectSpaceState2D] implementations.
ga: Soláthraíonn sé modhanna fíorúla is féidir a shárú chun feidhmiúcháin saincheaptha [PhysicsDirectSpaceState2D] a chruthú.

en: This class extends [PhysicsDirectSpaceState2D] by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.
    Intended for use with GDExtension to create custom implementations of [PhysicsDirectSpaceState2D].
ga: Síneann an rang seo [PhysicsDirectSpaceState2D] trí mhodhanna fíorúla breise a sholáthar ar féidir iad a shárú. Nuair a sháraítear na modhanna seo, tabharfar iad in ionad modhanna inmheánacha an fhreastalaí fisice.
    Beartaithe lena n-úsáid le GDExtension chun feidhmithe saincheaptha de [PhysicsDirectSpaceState2D] a chruthú.

en: Provides direct access to a physics space in the [PhysicsServer3D].
ga: Soláthraíonn sé rochtain dhíreach ar spás fisice sa [PhysicsServer3D].

en: Provides direct access to a physics space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
ga: Soláthraíonn sé rochtain dhíreach ar spás fisice sa [PhysicsServer3D]. Úsáidtear é go príomha chun fiosrúcháin a dhéanamh i gcoinne rudaí agus limistéir a bhfuil cónaí orthu i spás ar leith.

en: Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
    Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
    [b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with.
ga: Seiceálann sé cé chomh fada agus is féidir le [Shape3D] bogadh gan imbhualadh. Soláthraítear na paraiméadair go léir don cheist, an cruth san áireamh, trí réad [PhysicsShapeQueryParameters3D].
    Filleann sé eagar le comhréireanna sábháilte agus neamhshábháilte (idir 0 agus 1) den ghluaisne. Is é an cion sábháilte an codán uasta den tairiscint is féidir a dhéanamh gan imbhualadh. Is í an chomhréir neamhshábháilte an codán íosta den achar a chaithfear a bhogadh le haghaidh imbhuailte. Mura n-aimsítear aon imbhualadh seolfar ar ais toradh ar [code][1.0, 1.0][/code].
    [b]Nóta:[/b] Aon [Cruth3D]s a bhfuil an cruth ag imbhualadh leo cheana e.g. taobh istigh de, déanfar neamhaird. Úsáid [method collide_shape] chun na [Cruth3D]anna a bhfuil an cruth ag imbhualadh leo cheana féin a fháil amach.

en: Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
    Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, second one is in the collided shape from the physics space.
    [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
ga: Seiceálann sé trasnaithe crutha, a thugtar trí réad [PhysicsShapeQueryParameters3D], in aghaidh an spáis. Tá liosta pointí san eagar mar thoradh air a dtrasnaíonn an cruth ceann eile. Cosúil le [method intersect_shape], is féidir líon na dtorthaí a thugtar ar ais a theorannú chun am próiseála a shábháil.
    Is liosta de phéirí pointí teagmhála iad pointí fillte. I gcás gach péire tá an chéad cheann sa chruth a chuirtear ar aghaidh i réad [FisicShapeQueryParameters3D], tá an dara ceann sa chruth imbhuailte ón spás fisice.
    [b]Nóta:[/b] Ní chuireann an modh seo san áireamh airí [code]tairisceana[/code] an réada.

en: Checks whether a point is inside any solid shape. Position and other parameters are defined through [PhysicsPointQueryParameters3D]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
    [code]collider[/code]: The colliding object.
    [code]collider_id[/code]: The colliding object's ID.
    [code]rid[/code]: The intersecting object's [RID].
    [code]shape[/code]: The shape index of the colliding shape.
    The number of intersections can be limited with the [param max_results] parameter, to reduce the processing time.
ga: Seiceálann sé an bhfuil pointe taobh istigh d'aon chruth soladach. Sainmhínítear suíomh agus paraiméadair eile trí [PhysicsPointQueryParameters3D]. Cuirtear na cruthanna a bhfuil an pointe istigh díobh ar ais in eagar ina bhfuil foclóirí leis na réimsí seo a leanas:
    [code] imbhuailteoir[/code]: An réad imbhuailte.
    [code]collider_id[/code]: ID an réad imbhuailte.
    [code]rid[/code]: [RID] an réad trasnaithe.
    [code]cruth[/code]: Comhéifeacht crutha an chruth imbhuailte.
    Is féidir líon na dtrasnuithe a theorannú leis an bparaiméadar [param max_results], chun an t-am próiseála a laghdú.

en: Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters3D]. The returned object is a dictionary with the following fields:
    [code]collider[/code]: The colliding object.
    [code]collider_id[/code]: The colliding object's ID.
    [code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code].
    [code]position[/code]: The intersection point.
    [code]face_index[/code]: The face index at the intersection point.
    [b]Note:[/b] Returns a valid number only if the intersected shape is a [ConcavePolygonShape3D]. Otherwise, [code]-1[/code] is returned.
    [code]rid[/code]: The intersecting object's [RID].
    [code]shape[/code]: The shape index of the colliding shape.
    If the ray did not intersect anything, then an empty dictionary is returned instead.
ga: Trasnaíonn sé ga i spás ar leith. Sainmhínítear suíomh Ray agus paraiméadair eile trí [PhysicsRayQueryParameters3D]. Is foclóir é an réad a tugadh ar ais leis na réimsí seo a leanas:
    [code] imbhuailteoir[/code]: An réad imbhuailte.
    [code]collider_id[/code]: ID an réad imbhuailte.
    [code]gnáth[/code]: Gnáthdhromchla an ruda ag an bpointe trasnaithe, nó [code]Vector3(0, 0, 0)[/code] má thosaíonn an ga taobh istigh den chruth agus is é [comhalta PhysicsRayQueryParameters3D.hit_from_inside] [code] cód]fíor[/code].
    [code]suíomh[/code]: An pointe trasnaithe.
    [code]face_index[/code]: An t-innéacs aghaidhe ag an bpointe trasnaithe.
    [b]Nóta:[/b] Ní sheoltar ar ais uimhir bhailí ach amháin más é [Cruth Polagán cuasach 3D] an cruth trasnaithe. Seachas sin, cuirtear [code]-1[/code] ar ais.
    [code]rid[/code]: [RID] an réad trasnaithe.
    [code]cruth[/code]: Comhéifeacht crutha an chruth imbhuailte.
    Mura dtrasnaíonn an ga aon rud, cuirtear foclóir folamh ar ais ina ionad.

en: Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
    [code]collider[/code]: The colliding object.
    [code]collider_id[/code]: The colliding object's ID.
    [code]rid[/code]: The intersecting object's [RID].
    [code]shape[/code]: The shape index of the colliding shape.
    The number of intersections can be limited with the [param max_results] parameter, to reduce the processing time.
    [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
ga: Seiceálann sé trasnaithe crutha, a thugtar trí réad [PhysicsShapeQueryParameters3D], in aghaidh an spáis. Cuirtear na cruthanna trasnaithe ar ais in eagar ina bhfuil foclóirí leis na réimsí seo a leanas:
    [code] imbhuailteoir[/code]: An réad imbhuailte.
    [code]collider_id[/code]: ID an réad imbhuailte.
    [code]rid[/code]: [RID] an réad trasnaithe.
    [code]cruth[/code]: Comhéifeacht crutha an chruth imbhuailte.
    Is féidir líon na dtrasnuithe a theorannú leis an bparaiméadar [param max_results], chun an t-am próiseála a laghdú.
    [b]Nóta:[/b] Ní chuireann an modh seo san áireamh airí [code]tairisceana[/code] an réada.

en: Provides virtual methods that can be overridden to create custom [PhysicsDirectSpaceState3D] implementations.
ga: Soláthraíonn sé modhanna fíorúla is féidir a shárú chun feidhmiúcháin saincheaptha [PhysicsDirectSpaceState3D] a chruthú.

en: This class extends [PhysicsDirectSpaceState3D] by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.
    Intended for use with GDExtension to create custom implementations of [PhysicsDirectSpaceState3D].
ga: Síneann an rang seo [PhysicsDirectSpaceState3D] trí mhodhanna fíorúla breise a sholáthar ar féidir iad a shárú. Nuair a sháraítear na modhanna seo, tabharfar iad in ionad modhanna inmheánacha an fhreastalaí fisice.
    Beartaithe le húsáid le GDEExtension chun feidhmithe saincheaptha de [PhysicsDirectSpaceState3D] a chruthú.

en: Holds physics-related properties of a surface, namely its roughness and bounciness.
ga: Tá airíonna a bhaineann leis an bhfisic ag dromchla, eadhon a gharbh agus a phreabacht.

en: Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.
ga: Tá airíonna a bhaineann leis an bhfisic ag dromchla, eadhon a gharbh agus a phreabacht. Úsáidtear an aicme seo chun na hairíonna seo a chur i bhfeidhm ar chorp fisice.

en: If [code]true[/code], subtracts the bounciness from the colliding object's bounciness instead of adding it.
ga: Más rud é [code]true[/code], dealaigh an bounciness ó phreabacht an réad imbhuailte in ionad é a shuimiú.

en: The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
    [b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy will be lost over time due to linear and angular damping. To have a physics body that preserves all its energy over time, set [member bounce] to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if applicable), its linear damp to [code]0.0[/code], its angular damp mode to [b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code].
ga: Preab an choirp. Réimsíonn luachanna ó [code]0[/code] (gan preab) go [code]1[/code] (preabadh iomlán).
    [b]Nóta:[/b] Fiú nuair a bheidh [preabadh ball] socraithe go [code]1.0[/code], caillfear roinnt fuinnimh le himeacht ama mar gheall ar dhampáil líneach agus uilleach. Chun corp fisice a bheith ann a chaomhnaíonn a fhuinneamh go léir le himeacht ama, socraigh [preabadh ball] go [code]1.0[/code], modh líneach tais an choirp chun [b]Athchuir[/b] (más infheidhme), a thaise líneach go [code]0.0[/code], a mhodh tais uilleach chun [b] Ionadaigh[/b] (má bhaineann), agus a taise uilleach go [code]0.0[/code].

en: The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
ga: Frithchuimilt an chomhlachta. Tá raon luachanna ó [code]0[/code] (gan chuimilt) go [code]1[/code] (uasfhrithchuimilte).

en: If [code]true[/code], the physics engine will use the friction of the object marked as "rough" when two objects collide. If [code]false[/code], the physics engine will use the lowest friction of all colliding objects instead. If [code]true[/code] for both colliding objects, the physics engine will use the highest friction.
ga: Más [code]true[/code], úsáidfidh inneall na fisice frithchuimilt an ruda atá marcáilte mar “gharbh” nuair a imbhuaileann dhá réad. Más [code]bréagach[/code] é, úsáidfidh inneall na fisice an frithchuimilt is ísle de gach réad imbhuailte ina ionad sin. Más [code]true[/code] don dá réad imbhuailte, úsáidfidh inneall na fisice an fhrithchuimilt is airde.

en: Provides parameters for [method PhysicsDirectSpaceState2D.intersect_point].
ga: Soláthraíonn sé paraiméadair do [method PhysicsDirectSpaceState2D.intersect_point].

en: By changing various properties of this object, such as the point position, you can configure the parameters for [method PhysicsDirectSpaceState2D.intersect_point].
ga: Trí airíonna éagsúla an oibiachta seo a athrú, amhail suíomh an phointe, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsDirectSpaceState2D.intersect_point].

en: If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance ID. See [method Object.get_instance_id].
    If [code]0[/code], restricts the query to the Viewport's default canvas layer.
ga: Murab ionann é agus [code]0[/code], cuireann sé srian ar an gceist go dtí sraith chanbhás ar leith arna shonrú ag a ID ásc. Féach ar [method Object.get_instance_id].
    Má chuireann [code]0[/code] an cheist siar go dtí an tsraith chanbhás réamhshocraithe Viewport.

en: If [code]true[/code], the query will take [Area2D]s into account.
ga: Más [code]true[/code], cuirfear [Area2D]s san áireamh sa cheist.

en: If [code]true[/code], the query will take [PhysicsBody2D]s into account.
ga: Más [code]true[/code], cuirfear [PhysicsBody2D]s san áireamh sa cheist.

en: The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Na sraitheanna fisice a bhraithfidh an cheist (mar mhascán giotán). De réir réamhshocraithe, aimsítear gach sraith imbhuailte. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
    [b]Note:[/b] The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
ga: Liosta na n-oibiachtaí [RID] a eisiafar ó imbhuailtí. Úsáid [method CollisionObject2D.get_rid] chun an [RID] a bhaineann le nód díorthaithe [CollisionObject2D] a fháil.
    [b]Nóta:[/b] Déantar an t-eagar ar ais a chóipeáil agus ní dhéanfaidh aon athruithe air luach bunaidh na maoine a nuashonrú. Chun an luach a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: The position being queried for, in global coordinates.
ga: An seasamh atá á cheistiú, i gcomhordanáidí domhanda.

en: Provides parameters for [method PhysicsDirectSpaceState3D.intersect_point].
ga: Soláthraíonn sé paraiméadair le haghaidh [method PhysicsDirectSpaceState3D.intersect_point].

en: By changing various properties of this object, such as the point position, you can configure the parameters for [method PhysicsDirectSpaceState3D.intersect_point].
ga: Trí airíonna éagsúla an oibiachta seo a athrú, mar shampla suíomh an phointe, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsDirectSpaceState3D.intersect_point].

en: If [code]true[/code], the query will take [Area3D]s into account.
ga: Más [code]true[/code], cuirfear [Area3D]s san áireamh sa cheist.

en: If [code]true[/code], the query will take [PhysicsBody3D]s into account.
ga: Más [code]true[/code], cuirfear [PhysicsBody3D]s san áireamh sa cheist.

en: The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
    [b]Note:[/b] The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
ga: Liosta na n-oibiachtaí [RID] a eisiafar ó imbhuailtí. Úsáid [method CollisionObject3D.get_rid] chun an [RID] a bhaineann le nód díorthaithe [CollisionObject3D] a fháil.
    [b]Nóta:[/b] Déantar an t-eagar ar ais a chóipeáil agus ní dhéanfaidh aon athruithe air luach bunaidh na maoine a nuashonrú. Chun an luach a nuashonrú ní mór duit an t-eagar ar ais a mhodhnú, agus ansin é a shannadh don mhaoin arís.

en: Provides parameters for [method PhysicsDirectSpaceState2D.intersect_ray].
ga: Soláthraíonn sé paraiméadair le haghaidh [method PhysicsDirectSpaceState2D.intersect_ray].

en: By changing various properties of this object, such as the ray position, you can configure the parameters for [method PhysicsDirectSpaceState2D.intersect_ray].
ga: Trí airíonna éagsúla an réad seo a athrú, mar shampla an suíomh ga, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsDirectSpaceState2D.intersect_ray].

en: Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to quickly create query parameters using the most common options.
    [codeblock]
    var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100))
    var collision = get_world_2d().direct_space_state.intersect_ray(query)
    [/codeblock]
ga: Filleann sé oibiacht nua, réamhchumraithe [PhysicsRayQueryParameters2D]. Úsáid é chun paraiméadair cheist a chruthú go tapa ag baint úsáide as na roghanna is coitianta.
    [codeblock]
    var query = FisicRayQueryParameters2D.create(suíomh_domhanda, global_position + Vector2(0, 100))
    var imbhualadh = get_world_2d().direct_space_state.intersect_ray(ceist)
    [/codeblock]

en: The starting point of the ray being queried for, in global coordinates.
ga: Túsphointe an gha atá á cheistiú, i gcomhordanáidí domhanda.

en: If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
ga: Más [code]true[/code], braithfidh an cheist hit agus tú ag tosú taobh istigh de chruthanna. Sa chás seo is é [code]Vector2(0, 0)[/code] an gnáth-imbhualadh. Ní chuireann sé isteach ar chruthanna polagán cuasach.

en: The ending point of the ray being queried for, in global coordinates.
ga: Deireadhphointe an gha atá á cheistiú, i gcomhordanáidí domhanda.

en: Provides parameters for [method PhysicsDirectSpaceState3D.intersect_ray].
ga: Soláthraíonn sé paraiméadair le haghaidh [method PhysicsDirectSpaceState3D.intersect_ray].

en: By changing various properties of this object, such as the ray position, you can configure the parameters for [method PhysicsDirectSpaceState3D.intersect_ray].
ga: Trí airíonna éagsúla an réad seo a athrú, mar shampla an suíomh ga, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsDirectSpaceState3D.intersect_ray].

en: Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to quickly create query parameters using the most common options.
    [codeblock]
    var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
    var collision = get_world_3d().direct_space_state.intersect_ray(query)
    [/codeblock]
ga: Filleann sé oibiacht nua réamhchumraithe [PhysicsRayQueryParameters3D]. Úsáid é chun paraiméadair cheist a chruthú go tapa ag baint úsáide as na roghanna is coitianta.
    [codeblock]
    var query = FisicRayQueryParameters3D.cruthaigh(suíomh, ionad + Vector3(0, -10, 0))
    var imbhualadh = get_world_3d().direct_space_state.intersect_ray(ceist)
    [/codeblock]

en: If [code]true[/code], the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
ga: Más [code]true[/code], buailfidh an cheist aghaidheanna cúil le cruthanna polagán cuasach le aghaidh cúil cumasaithe nó cruthanna léarscáile airde.

en: If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect concave polygon shapes or heightmap shapes.
ga: Más [code]true[/code], braithfidh an cheist hit agus tú ag tosú taobh istigh de chruthanna. Sa chás seo is é [code]Vector3(0, 0, 0)[/code] an gnáth-imbhualadh. Ní chuireann sé isteach ar chruthanna polagán cuasach nó ar chruthanna léarscáile airde.

en: A server interface for low-level 2D physics access.
ga: Comhéadan freastalaí le haghaidh rochtain íseal-leibhéal san fhisic 2D.

en: PhysicsServer2D is the server responsible for all 2D physics. It can directly create and manipulate all physics objects:
    - A [i]space[/i] is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified.
    - A [i]shape[/i] is a geometric shape such as a circle, a rectangle, a capsule, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations.
    - A [i]body[/i] is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics.
    - An [i]area[/i] is a region in space which can be used to detect bodies and areas entering and exiting it. A body monitoring callback can be set to report entering/exiting body shapes, and similarly an area monitoring callback can be set. Gravity and damping can be overridden within the area by setting area parameters.
    - A [i]joint[/i] is a constraint, either between two bodies or on one body relative to a point. Parameters such as the joint bias and the rest length of a spring joint can be adjusted.
    Physics objects in [PhysicsServer2D] may be created and manipulated independently; they do not have to be tied to nodes in the scene tree.
    [b]Note:[/b] All the 2D physics nodes use the physics server internally. Adding a physics node to the scene tree will cause a corresponding physics object to be created in the physics server. A rigid body node registers a callback that updates the node's transform with the transform of the respective body object in the physics server (every physics update). An area node registers a callback to inform the area node about overlaps with the respective area object in the physics server. The raycast node queries the direct state of the relevant space in the physics server.
ga: Is é PhysicsServer2D an freastalaí atá freagrach as gach fisic 2T. Is féidir leis gach réad fisice a chruthú agus a ionramháil go díreach:
    - Is domhan féinchuimsitheach é spás [i]spás[/i] le haghaidh insamhalta fisice. Tá coirp, limistéir agus hailt ann. Is féidir a staid a cheistiú le haghaidh faisnéise imbhuailte agus trasnaithe, agus is féidir roinnt paraiméadair an insamhalta a mhodhnú.
    - Is cruth geoiméadrach é cruth [i][/i] amhail ciorcal, dronuilleog, capsúl, nó polagán. Is féidir é a úsáid chun imbhualadh a bhrath trína chur le corp/limistéar, b'fhéidir le claochlú breise i gcoibhneas le bunadh an choirp/an limistéir. Is féidir cruthanna iolracha (claochlaithe) a chur le coirp/limistéir, agus is féidir cruth amháin a chur le coirp/limistéir go minic le claochluithe áitiúla éagsúla.
    - Is réad fisiceach é [i]corp[/i] ar féidir leis a bheith i mód statach, cineamatach nó docht. Is féidir a staid (cosúil le suíomh agus treoluas) a cheistiú agus a nuashonrú. Is féidir aisghlao comhtháthaithe fórsa a shocrú chun fisic an chomhlachta a shaincheapadh.
    - Is éard is [i]limistéar[/i] ann réigiún sa spás is féidir a úsáid chun coirp agus limistéir a thagann isteach agus amach as a bhrath. Is féidir aisghlao monatóireachta coirp a shocrú chun cruthanna coirp atá ag dul isteach/amach a thuairisciú, agus mar an gcéanna is féidir aisghlao monatóireachta limistéir a shocrú. Is féidir domhantarraingt agus taise a shárú laistigh den limistéar trí pharaiméadair achair a shocrú.
    - Is srian é [i]joint[/i], idir dhá chorp nó ar chorp amháin i gcoibhneas le pointe. Is féidir paraiméadair ar nós an t-alt-laofachta agus an chuid eile d'alt earrach a choigeartú.
    Is féidir réada fisice in [PhysicsServer2D] a chruthú agus a láimhseáil go neamhspleách; ní gá iad a bheith ceangailte le nóid sa chrann radharc.
    [b]Nóta:[/b] Úsáideann na nóid fisice 2T go léir an freastalaí fisice go hinmheánach. Má chuirtear nód fisice leis an gcrann radhairc cruthófar réad comhfhreagrach fisice sa fhreastalaí fisice. Cláraíonn nód coirp docht aisghlao a nuashonraíonn claochlú an nód le claochlú an chuspóra faoi seach sa fhreastalaí fisice (gach nuashonrú fisice). Cláraíonn nód achair aisghlao chun an nód achair a chur ar an eolas faoi fhorluí leis an réad achair faoi seach sa fhreastalaí fisice. Ceistíonn an nód raycast staid dhíreach an spáis ábhartha sa fhreastalaí fisice.

en: Adds a shape to the area, with the given local transform. The shape (together with its [param transform] and [param disabled] properties) is added to an array of shapes, and the shapes of an area are usually referenced by their index in this array.
ga: Cuireann sé cruth leis an gceantar, leis an gclaochlú áitiúil a thugtar. Cuirtear an cruth (mar aon lena airíonna [param transform] agus [param disabled]) le raon cruthanna, agus de ghnáth déantar tagairt do chruthanna achair trína n-innéacs san eagar seo.

en: Attaches the [code]ObjectID[/code] of a canvas to the area. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer].
ga: Ceangail [code]ObjectID[/code] de chanbhás leis an limistéar. Úsáid [method Object.get_instance_id] chun an [code]ObjectID[/code] de [CanvasLayer] a fháil.

en: Attaches the [code]ObjectID[/code] of an [Object] to the area. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CollisionObject2D].
ga: Ceangail [code]ObjectID[/code] de [Object] don limistéar. Úsáid [method Object.get_instance_id] chun an [code]ObjectID[/code] de [CollisionObject2D] a fháil.

en: Removes all shapes from the area. This does not delete the shapes themselves, so they can continue to be used elsewhere or added back later.
ga: Baintear gach cruthanna as an gceantar. Ní scriosann sé seo na cruthanna iad féin, agus mar sin is féidir iad a úsáid in áit eile nó iad a chur ar ais níos déanaí.

en: Creates a 2D area object in the physics server, and returns the [RID] that identifies it. The default settings for the created area include a collision layer and mask set to [code]1[/code], and [code]monitorable[/code] set to [code]false[/code].
    Use [method area_add_shape] to add shapes to it, use [method area_set_transform] to set its transform, and use [method area_set_space] to add the area to a space. If you want the area to be detectable use [method area_set_monitorable].
ga: Cruthaíonn oibiacht achair 2T sa fhreastalaí fisice, agus seol ar ais an [RID] a shainaithníonn é. I measc na socruithe réamhshocraithe don limistéar cruthaithe tá ciseal imbhuailte agus masc socraithe go [code]1[/code], agus [code] inmhonaraithe[/code] socraithe go [code]false[/code].
    Úsáid [method area_add_shape] chun cruthanna a chur leis, úsáid [method area_set_transform] chun a chlaochlú a shocrú, agus úsáid [method area_set_space] chun an t-achar a chur le spás. Más mian leat an limistéar a bheith inbhraite úsáid [method area_set_monitorable].

en: Returns the [code]ObjectID[/code] of the canvas attached to the area. Use [method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a nonzero [code]ObjectID[/code].
ga: Seoltar ar ais [code]ObjectID[/code] den chanbhás atá ceangailte leis an limistéar. Úsáid [method @GlobalScope.instance_from_id] chun [CanvasLayer] a fháil ó [code]ObjectID[/code] neamh-nialas.

en: Returns the physics layer or layers the area belongs to, as a bitmask.
ga: Filleann sé an ciseal fisice nó sraitheanna lena mbaineann an limistéar, mar ghiotán.

en: Returns the physics layer or layers the area can contact with, as a bitmask.
ga: Filleann sé an ciseal fisice nó na sraitheanna is féidir leis an limistéar teagmháil a dhéanamh leo, mar ghiotán.

en: Returns the [code]ObjectID[/code] attached to the area. Use [method @GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero [code]ObjectID[/code].
ga: Seoltar ar ais an [code]ObjectID[/code] atá ceangailte leis an limistéar. Úsáid [method @GlobalScope.instance_from_id] chun [Réad] a fháil ó [code]ObjectID[/code] nonzero.

en: Returns the value of the given area parameter. See [enum AreaParameter] for the list of available parameters.
ga: Filleann sé luach an pharaiméadar achair tugtha. Féach [enum AreaParameter] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Returns the [RID] of the shape with the given index in the area's array of shapes.
ga: Filleann [RID] an chrutha leis an innéacs a thugtar i sraith cruthanna an achair.

en: Returns the number of shapes added to the area.
ga: Filleann sé líon na gcruthanna a cuireadh leis an limistéar.

en: Returns the local transform matrix of the shape with the given index in the area's array of shapes.
ga: Filleann sé maitrís trasfhoirmithe áitiúil an chrutha leis an innéacs a thugtar i raon cruthanna an cheantair.

en: Returns the [RID] of the space assigned to the area. Returns an empty [RID] if no space is assigned.
ga: Filleann sé [RID] den spás atá sannta don limistéar. Filleann [RID] folamh mura sanntar spás.

en: Returns the transform matrix of the area.
ga: Filleann maitrís trasfhoirmithe an limistéir.

en: Removes the shape with the given index from the area's array of shapes. The shape itself is not deleted, so it can continue to be used elsewhere or added back later. As a result of this operation, the area's shapes which used to have indices higher than [param shape_idx] will have their index decreased by one.
ga: Baintear an cruth leis an innéacs tugtha as raon cruthanna an achair. Ní scriostar an cruth féin, mar sin is féidir leanúint ar aghaidh le húsáid in áit eile nó é a chur ar ais níos déanaí. Mar thoradh ar an oibríocht seo, laghdófar innéacs cruthanna an limistéir a bhíodh innéacsanna níos airde ná [param shape_idx] faoi aon.

en: Sets the area's area monitor callback. This callback will be called when any other (shape of an) area enters or exits (a shape of) the given area, and must take the following five parameters:
    1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED] depending on whether the other area's shape entered or exited the area,
    2. an [RID] [code]area_rid[/code]: the [RID] of the other area that entered or exited the area,
    3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to the other area,
    4. an integer [code]area_shape_idx[/code]: the index of the shape of the other area that entered or exited the area,
    5. an integer [code]self_shape_idx[/code]: the index of the shape of the area where the other area entered or exited.
    By counting (or keeping track of) the shapes that enter and exit, it can be determined if an area (with all its shapes) is entering for the first time or exiting for the last time.
ga: Socraíonn sé aisghlao monatóireachta ceantair an cheantair. Tabharfar an t-aisghlaoch seo nuair a thagann aon limistéar eile (cruth an) isteach nó amach (cruth) an t-achar tugtha, agus caithfidh sé na cúig pharaiméadar seo a leanas a ghlacadh:
    1. slánuimhir [code]stádas[/code]: [AREA_BODY_ADDED leanúnach] nó [AREA_BODY_REMOVED leanúnach] ag brath ar cibé acu an ndeachaigh cruth an limistéir eile isteach nó an ndeachaigh sé as an limistéar,
    2. [RID] [code]area_rid[/code]: [RID] an limistéir eile a chuaigh isteach nó a d'fhág an limistéar,
    3. slánuimhir [code]instance_id[/code]: an [code]ObjectID[/code] atá ceangailte leis an limistéar eile,
    4. slánuimhir [code]area_shape_idx[/code]: innéacs chruth an limistéir eile a chuaigh isteach nó a d'imigh as an limistéar,
    5. slánuimhir [code]self_shape_idx[/code]: an t-innéacs de chruth an limistéir inar tháinig an limistéar eile isteach nó inar imigh sé.
    Trí na cruthanna a théann isteach agus a théann amach a chomhaireamh (nó súil a choinneáil orthu), is féidir a chinneadh an bhfuil limistéar (lena cruthanna uile) ag dul isteach den chéad uair nó ag imeacht don uair dheireanach.

en: Assigns the area to one or many physics layers, via a bitmask.
ga: Sanntar an limistéar do shraith amháin nó go leor sraitheanna fisice, trí mhúsc giotán.

en: Sets which physics layers the area will monitor, via a bitmask.
ga: Socraíonn sé na sraitheanna fisice a ndéanfaidh an limistéar monatóireacht orthu, trí ghiotán.

en: Sets the area's body monitor callback. This callback will be called when any other (shape of a) body enters or exits (a shape of) the given area, and must take the following five parameters:
    1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED] depending on whether the other body shape entered or exited the area,
    2. an [RID] [code]body_rid[/code]: the [RID] of the body that entered or exited the area,
    3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to the body,
    4. an integer [code]body_shape_idx[/code]: the index of the shape of the body that entered or exited the area,
    5. an integer [code]self_shape_idx[/code]: the index of the shape of the area where the body entered or exited.
    By counting (or keeping track of) the shapes that enter and exit, it can be determined if a body (with all its shapes) is entering for the first time or exiting for the last time.
ga: Socraíonn sé aisghlaoch monatóireachta coirp an cheantair. Tabharfar an t-aisghlaoch seo nuair a thagann aon chorp eile (cruth a) isteach nó amach (cruth) an t-achar tugtha, agus caithfidh sé na cúig pharaiméadar seo a leanas a ghlacadh:
    1. slánuimhir [code]stádas[/code]: [AREA_BODY_ADDED leanúnach] nó [AREA_BODY_REMOVED leanúnach] ag brath ar cé acu ar tháinig nó ar tháinig an cruth coirp eile isteach sa limistéar nó ar tháinig sé as,
    2. [RID] [code]body_rid[/code]: [RID] an choirp a tháinig isteach nó a d’imigh as an limistéar,
    3. slánuimhir [code]instance_id[/code]: an [code]ObjectID[/code] atá ceangailte leis an gcorp,
    4. slánuimhir [code]body_shape_idx[/code]: an t-innéacs de chruth an choirp a chuaigh isteach nó a d’imigh as an limistéar,
    5. slánuimhir [code]self_shape_idx[/code]: an t-innéacs de chruth an limistéir inar tháinig an corp isteach nó ina ndeachaigh an corp amach.
    Trí na cruthanna a théann isteach agus amach a chomhaireamh (nó súil a choinneáil orthu), is féidir a chinneadh an bhfuil corp (lena chruthanna uile) ag dul isteach den chéad uair nó ag imeacht don uair dheireanach.

en: Sets whether the area is monitorable or not. If [param monitorable] is [code]true[/code], the area monitoring callback of other areas will be called when this area enters or exits them.
ga: Socraíonn sé cibé an féidir monatóireacht a dhéanamh ar an limistéar nó nach bhfuil. Más [code]true[/code] atá [param monatóireachta], tabharfar aisghlaoch monatóireachta limistéir ar réimsí eile nuair a théann an limistéar seo isteach nó amach as iad.

en: Sets the value of the given area parameter. See [enum AreaParameter] for the list of available parameters.
ga: Socraíonn sé luach an pharaiméadar achair tugtha. Féach [enum AreaParameter] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Replaces the area's shape at the given index by another shape, while not affecting the [code]transform[/code] and [code]disabled[/code] properties at the same index.
ga: Cuirtear cruth eile in ionad chruth an achair ag an innéacs a thugtar, cé nach ndéanann sé difear do na hairíonna [code]claochlaithe[/code] agus [code]díchumasaithe[/code] ag an innéacs céanna.

en: Sets the disabled property of the area's shape with the given index. If [param disabled] is [code]true[/code], then the shape will not detect any other shapes entering or exiting it.
ga: Socraíonn sé an t-airí míchumasaithe de chruth an limistéir leis an innéacs a thugtar. Má tá [param míchumasaithe] [code]true[/code], ní bhfaighidh an cruth aon chruthanna eile ag dul isteach nó ag imeacht as.

en: Sets the local transform matrix of the area's shape with the given index.
ga: Socraíonn sé an maitrís trasfhoirmithe áitiúil de chruth an limistéir leis an innéacs a thugtar.

en: Adds the area to the given space, after removing the area from the previously assigned space (if any).
    [b]Note:[/b] To remove an area from a space without immediately adding it back elsewhere, use [code]PhysicsServer2D.area_set_space(area, RID())[/code].
ga: Cuireann sé an limistéar leis an spás a thugtar, tar éis an limistéar a bhaint as an spás a sannadh roimhe seo (más ann).
    [b]Nóta:[/b] Chun limistéar a bhaint de spás gan é a chur ar ais láithreach in áit eile, úsáid [code]PhysicsServer2D.area_set_space(area, RID())[/code].

en: Sets the transform matrix of the area.
ga: Socraíonn sé maitrís trasfhoirmithe an limistéir.

en: Adds [param excepted_body] to the body's list of collision exceptions, so that collisions with it are ignored.
ga: Cuireann sé [param excepted_body] le liosta an chomhlachta d’eisceachtaí imbhuailte, ionas go ndéantar neamhaird d’imbhuailtí leis.

en: Adds a constant directional force to the body. The force does not affect rotation. The force remains applied over time until cleared with [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code].
    This is equivalent to using [method body_add_constant_force] at the body's center of mass.
ga: Cuireann sé fórsa treo leanúnach leis an gcorp. Ní dhéanann an fórsa difear do rothlú. Fanann an fórsa i bhfeidhm thar am go dtí go nglanfar é le [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code].
    Tá sé seo comhionann le [method body_add_constant_force] a úsáid ag lárionad maise an choirp.

en: Adds a constant positioned force to the body. The force can affect rotation if [param position] is different from the body's center of mass. The force remains applied over time until cleared with [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code].
    [param position] is the offset from the body origin in global coordinates.
ga: Cuireann sé fórsa suite tairiseach leis an gcorp. Féadfaidh an fórsa tionchar a imirt ar rothlú má tá [suíomh param] difriúil ó lár mais an chomhlachta. Fanann an fórsa i bhfeidhm thar am go dtí go nglanfar é le [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code].
    Is é [suíomh param] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Adds a constant rotational force to the body. The force does not affect position. The force remains applied over time until cleared with [code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code].
ga: Cuireann sé fórsa rothlach leanúnach leis an gcorp. Ní dhéanann an fórsa difear suíomh. Fanann an fórsa i bhfeidhm thar am go dtí go mbeidh sé glanta le [code]PhysicsServer2D.body_set_constant_torque(corp, 0)[/code].

en: Adds a shape to the area, with the given local transform. The shape (together with its [param transform] and [param disabled] properties) is added to an array of shapes, and the shapes of a body are usually referenced by their index in this array.
ga: Cuireann sé cruth leis an gceantar, leis an gclaochlú áitiúil a thugtar. Cuirtear an cruth (mar aon lena airíonna [param transform] agus [param disabled]) le raon cruthanna, agus de ghnáth déantar tagairt do chruthanna coirp trína n-innéacs san eagar seo.

en: Applies a directional force to the body, at the body's center of mass. The force does not affect rotation. A force is time dependent and meant to be applied every physics update.
    This is equivalent to using [method body_apply_force] at the body's center of mass.
ga: Feidhmíonn fórsa treorach leis an gcorp, ag lár mais an chomhlachta. Ní dhéanann an fórsa difear do rothlú. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    Tá sé seo comhionann le [method body_apply_force] a úsáid i lár mais an choirp.

en: Applies a directional impulse to the body, at the body's center of mass. The impulse does not affect rotation.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    This is equivalent to using [method body_apply_impulse] at the body's center of mass.
ga: Cuireann sé impulse treorach leis an gcorp, ag lár mais an chomhlachta. Ní dhéanann an impulse difear do rothlú.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    Tá sé seo comhionann le [method body_apply_impulse] a úsáid ag lárionad maise an choirp.

en: Applies a positioned force to the body. The force can affect rotation if [param position] is different from the body's center of mass. A force is time dependent and meant to be applied every physics update.
    [param position] is the offset from the body origin in global coordinates.
ga: Feidhmíonn fórsa suite ar an gcorp. Féadfaidh an fórsa tionchar a imirt ar rothlú má tá [suíomh param] difriúil ó lár mais an chomhlachta. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    Is é [suíomh param] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Applies a positioned impulse to the body. The impulse can affect rotation if [param position] is different from the body's center of mass.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    [param position] is the offset from the body origin in global coordinates.
ga: Baineann ríogán suite leis an gcorp. Is féidir leis an ríogacht tionchar a imirt ar rothlú má tá [suíomh param] difriúil ó lár mais an chomhlachta.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    Is é [suíomh param] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Applies a rotational force to the body. The force does not affect position. A force is time dependent and meant to be applied every physics update.
ga: Cuireann fórsa rothlach i bhfeidhm ar an gcorp. Ní dhéanann an fórsa difear suíomh. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.

en: Applies a rotational impulse to the body. The impulse does not affect position.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
ga: Cuireann sé impulse rothlach leis an gcorp. Ní dhéanann an impulse difear seasamh.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).

en: Attaches the [code]ObjectID[/code] of a canvas to the body. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer].
ga: Ceangail an [code]ObjectID[/code] de chanbhás leis an gcorp. Úsáid [method Object.get_instance_id] chun an [code]ObjectID[/code] de [CanvasLayer] a fháil.

en: Attaches the [code]ObjectID[/code] of an [Object] to the body. Use [method Object.get_instance_id] to get the [code]ObjectID[/code] of a [CollisionObject2D].
ga: Ceangail [code]ObjectID[/code] de [Réad] leis an gcorp. Úsáid [method Object.get_instance_id] chun an [code]ObjectID[/code] de [CollisionObject2D] a fháil.

en: Removes all shapes from the body. This does not delete the shapes themselves, so they can continue to be used elsewhere or added back later.
ga: Baintear gach cruthanna as an gcorp. Ní scriosann sé seo na cruthanna iad féin, agus mar sin is féidir iad a úsáid in áit eile nó iad a chur ar ais níos déanaí.

en: Creates a 2D body object in the physics server, and returns the [RID] that identifies it. The default settings for the created area include a collision layer and mask set to [code]1[/code], and body mode set to [constant BODY_MODE_RIGID].
    Use [method body_add_shape] to add shapes to it, use [method body_set_state] to set its transform, and use [method body_set_space] to add the body to a space.
ga: Cruthaíonn oibiacht choirp 2T sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. I measc na socruithe réamhshocraithe don limistéar cruthaithe tá ciseal imbhuailte agus masc socraithe go [code]1[/code], agus modh coirp socraithe go [BODY_MODE_RIGID seasmhach].
    Úsáid [method body_add_shape] chun cruthanna a chur leis, úsáid [method body_set_state] chun a chlaochlú a shocrú, agus úsáid [method body_set_space] chun an corp a chur le spás.

en: Returns the [code]ObjectID[/code] of the canvas attached to the body. Use [method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a nonzero [code]ObjectID[/code].
ga: Seoltar ar ais [code]ObjectID[/code] den chanbhás atá ceangailte den chorp. Úsáid [method @GlobalScope.instance_from_id] chun [CanvasLayer] a fháil ó [code]ObjectID[/code] neamh-nialas.

en: Returns the physics layer or layers the body belongs to, as a bitmask.
ga: Filleann sé an ciseal fisice nó na sraitheanna lena mbaineann an corp, mar ghiotán.

en: Returns the physics layer or layers the body can collide with, as a bitmask.
ga: Filleann sé an ciseal fisice nó na sraitheanna is féidir leis an gcorp imbhualadh le, mar ghiotán.

en: Returns the body's collision priority. This is used in the depenetration phase of [method body_test_motion]. The higher the priority is, the lower the penetration into the body will be.
ga: Tugann sé tosaíocht imbhuailte an chomhlachta ar ais. Úsáidtear é seo sa chéim ídithe de [method body_test_motion]. Dá airde an tosaíocht, is ea is ísle an dul isteach sa chorp.

en: Returns the body's total constant positional force applied during each physics update.
    See [method body_add_constant_force] and [method body_add_constant_central_force].
ga: Filleann sé fórsa tairiseach suímh iomlán an chomhlachta a cuireadh i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_force] agus [method body_add_constant_central_force].

en: Returns the body's total constant rotational force applied during each physics update.
    See [method body_add_constant_torque].
ga: Filleann sé fórsa rothlach tairiseach iomlán an chomhlachta a cuireadh i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_torque].

en: Returns the body's continuous collision detection mode (see [enum CCDMode]).
ga: Tugann sé ar ais modh braite imbhuailte leanúnach an chomhlachta (féach [enum CCDMode]).

en: Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] if the body is destroyed or not assigned to a space.
ga: Filleann sé [PhysicsDirectBodyState2D] den chorp. Filleann [code]null[/code] má scriostar an corp nó mura sanntar spás dó.

en: Returns the maximum number of contacts that the body can report. See [method body_set_max_contacts_reported].
ga: Tugann sé ar ais uaslíon na dteagmhálacha is féidir leis an gcomhlacht a thuairisciú. Féach ar [method body_set_max_contacts_reported].

en: Returns the body's mode (see [enum BodyMode]).
ga: Filleann sé modh an chomhlachta (féach [enum BodyMode]).

en: Returns the [code]ObjectID[/code] attached to the body. Use [method @GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero [code]ObjectID[/code].
ga: Seoltar ar ais an [code]ObjectID[/code] a ghabhann leis an gcorp. Úsáid [method @GlobalScope.instance_from_id] chun [Réad] a fháil ó [code]ObjectID[/code] nonzero.

en: Returns the value of the given body parameter. See [enum BodyParameter] for the list of available parameters.
ga: Filleann sé luach an pharaiméadar coirp tugtha. Féach [enum BodyParameter] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Returns the [RID] of the shape with the given index in the body's array of shapes.
ga: Filleann sé [RID] den chruth leis an innéacs a thugtar i raon cruthanna an choirp.

en: Returns the number of shapes added to the body.
ga: Filleann sé líon na gcruthanna a chuirtear leis an gcorp.

en: Returns the [RID] of the space assigned to the body. Returns an empty [RID] if no space is assigned.
ga: Filleann [RID] an spáis atá sannta don chorp. Filleann [RID] folamh mura sanntar spás.

en: Returns the value of the given state of the body. See [enum BodyState] for the list of available states.
ga: Tuairisceáin luach staid tugtha an choirp. Féach [enum BodyState] le haghaidh liosta na stát atá ar fáil.

en: Returns [code]true[/code] if the body is omitting the standard force integration. See [method body_set_omit_force_integration].
ga: Filleann sé [code]true[/code] má tá an comhtháthú fórsa caighdeánach á fhágáil ar lár ag an gcorp. Féach ar [method body_set_omit_force_integration].

en: Removes [param excepted_body] from the body's list of collision exceptions, so that collisions with it are no longer ignored.
ga: Baintear [param excepted_body] ó liosta an chomhlachta d’eisceachtaí imbhuailte, ionas nach dtabharfar aird ar imbhuailtí leis a thuilleadh.

en: Removes the shape with the given index from the body's array of shapes. The shape itself is not deleted, so it can continue to be used elsewhere or added back later. As a result of this operation, the body's shapes which used to have indices higher than [param shape_idx] will have their index decreased by one.
ga: Baintear an cruth leis an innéacs tugtha as raon cruthanna an choirp. Ní scriostar an cruth féin, mar sin is féidir leanúint ar aghaidh le húsáid in áit eile nó é a chur ar ais níos déanaí. Mar thoradh ar an oibríocht seo, laghdófar innéacs cruthanna an choirp a bhíodh innéacsanna níos airde ná [param shape_idx] faoi cheann amháin.

en: Restores the default inertia and center of mass of the body based on its shapes. This undoes any custom values previously set using [method body_set_param].
ga: Athchóiríonn sé táimhe réamhshocraithe agus lár mais an chomhlachta bunaithe ar a chruthanna. Cealaigh sé seo aon luachanna saincheaptha a socraíodh roimhe seo ag baint úsáide as [method body_set_param].

en: Modifies the body's linear velocity so that its projection to the axis [code]axis_velocity.normalized()[/code] is exactly [code]axis_velocity.length()[/code]. This is useful for jumping behavior.
ga: Athraíonn treoluas líneach an chomhlachta ionas go mbeidh a theilgean chuig an ais [code]ais_velocity.normalized()[/code] go díreach [code]axis_velocity.length()[/code] go díreach. Tá sé seo úsáideach le haghaidh iompar léim.

en: Sets the physics layer or layers the body belongs to, via a bitmask.
ga: Socraíonn sé an ciseal fisice nó na sraitheanna lena mbaineann an corp, trí mhascán giotán.

en: Sets the physics layer or layers the body can collide with, via a bitmask.
ga: Socraíonn sé an ciseal fisice nó na sraitheanna ar féidir leis an gcorp imbhualadh leo, trí mhascán giotán.

en: Sets the body's collision priority. This is used in the depenetration phase of [method body_test_motion]. The higher the priority is, the lower the penetration into the body will be.
ga: Socraíonn sé tosaíocht imbhuailte an chomhlachta. Úsáidtear é seo sa chéim ídithe de [method body_test_motion]. Dá airde an tosaíocht, is ea is ísle an dul isteach sa chorp.

en: Sets the body's total constant positional force applied during each physics update.
    See [method body_add_constant_force] and [method body_add_constant_central_force].
ga: Socraíonn sé fórsa seasta seasaimh iomlán an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_force] agus [method body_add_constant_central_force].

en: Sets the body's total constant rotational force applied during each physics update.
    See [method body_add_constant_torque].
ga: Socraíonn sé fórsa rothlach tairiseach iomlán an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_torque].

en: Sets the continuous collision detection mode using one of the [enum CCDMode] constants.
    Continuous collision detection tries to predict where a moving body would collide in between physics updates, instead of moving it and correcting its movement if it collided.
ga: Socraíonn sé an modh braite imbhuailte leanúnaigh ag baint úsáide as ceann de na tairisigh [enum CCDMode].
    Déanann braite imbhuailte leanúnach iarracht a thuar cá n-imbhuailfeadh corp atá ag gluaiseacht idir nuashonruithe fisice, in ionad é a bhogadh agus a ghluaiseacht a cheartú dá n-imbhuailfeadh sé.

en: Sets the body's custom force integration callback function to [param callable]. Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the custom callback.
    The function [param callable] will be called every physics tick, before the standard force integration (see [method body_set_omit_force_integration]). It can be used for example to update the body's linear and angular velocity based on contact with other bodies.
    If [param userdata] is not [code]null[/code], the function [param callable] must take the following two parameters:
    1. [code]state[/code]: a [PhysicsDirectBodyState2D] used to retrieve and modify the body's state,
    2. [code skip-lint]userdata[/code]: a [Variant]; its value will be the [param userdata] passed into this method.
    If [param userdata] is [code]null[/code], then [param callable] must take only the [code]state[/code] parameter.
ga: Socraíonn sé feidhm aisghlao comhtháthú fórsa saincheaptha an chomhlachta go [param callable]. Úsáid [Inghlaoite] ([cód skip-lint]Inghlaoite()[/code]) folamh chun an aisghlao saincheaptha a ghlanadh.
    Tabharfar gach tic fisice ar an bhfeidhm [param callable], roimh an gcomhtháthú fórsa caighdeánach (féach [method body_set_omit_force_integration]). Is féidir é a úsáid mar shampla chun treoluas líneach agus uilleach an chomhlachta a nuashonrú bunaithe ar theagmháil le comhlachtaí eile.
    Mura [code]null[/code] é [param userdata], caithfidh an fheidhm [param callable] an dá pharaiméadar seo a leanas a ghlacadh:
    1. [code]luaigh[/code]: a [PhysicsDirectBodyState2D] a úsáidtear chun staid an choirp a aisghabháil agus a mhodhnú,
    2. [cód skip-lint]sonraí úsáideora[/code]: a [Athróg]; is é a luach ná an [param userdata] a chuirtear ar aghaidh chuig an modh seo.
    Más [code]null[/code] é [param userdata], ní mór do [param inghlaoite] ach an paraiméadar [code]luaigh[/code] a ghlacadh.

en: Sets the maximum number of contacts that the body can report. If [param amount] is greater than zero, then the body will keep track of at most this many contacts with other bodies.
ga: Socraíonn sé uaslíon na dteagmhálacha is féidir leis an gcomhlacht a thuairisciú. Má tá [méid param] níos mó ná nialas, ansin coimeádfaidh an corp súil ar an iliomad teagmháil seo le comhlachtaí eile ar a mhéad.

en: Sets the body's mode. See [enum BodyMode] for the list of available modes.
ga: Socraíonn sé modh an chomhlachta. Féach [enum BodyMode] le haghaidh liosta na modhanna atá ar fáil.

en: Sets whether the body omits the standard force integration. If [param enable] is [code]true[/code], the body will not automatically use applied forces, torques, and damping to update the body's linear and angular velocity. In this case, [method body_set_force_integration_callback] can be used to manually update the linear and angular velocity instead.
    This method is called when the property [member RigidBody2D.custom_integrator] is set.
ga: Socraíonn sé cibé an bhfágann an comhlacht an comhtháthú fórsa caighdeánach ar lár. Má tá [param enable] [code]true[/code], ní bhainfidh an corp úsáid as fórsaí feidhmeacha, tóirsí agus taiseadh go huathoibríoch chun treoluas líneach agus uilleach an chomhlachta a nuashonrú. Sa chás seo, is féidir [method body_set_force_integration_callback] a úsáid chun an treoluas líneach agus uilleach a nuashonrú de láimh ina ionad sin.
    Tugtar an modh seo nuair a shocraítear an t-airí [member RigidBody2D.custom_integrator].

en: Sets the value of the given body parameter. See [enum BodyParameter] for the list of available parameters.
ga: Socraíonn sé luach an pharaiméadar coirp a thugtar. Féach [enum BodyParameter] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Replaces the body's shape at the given index by another shape, while not affecting the [code]transform[/code], [code]disabled[/code], and one-way collision properties at the same index.
ga: Cuirtear cruth eile in ionad chruth an choirp ag an innéacs a thugtar, cé nach ndéanann sé difear don [code]claochlú[/code], [code]míchumais[/code], agus airíonna imbhuailte aontreo ag an innéacs céanna.

en: Sets the one-way collision properties of the body's shape with the given index. If [param enable] is [code]true[/code], the one-way collision direction given by the shape's local upward axis [code]body_get_shape_transform(body, shape_idx).y[/code] will be used to ignore collisions with the shape in the opposite direction, and to ensure depenetration of kinematic bodies happens in this direction.
ga: Socraíonn sé airíonna imbhuailte aontreo chruth an choirp leis an innéacs a thugtar. Má tá [param enable] [code]true[/code], úsáidfear an treo imbhuailte aontreo tugtha ag ais áitiúil aníos an chrutha [code] body_get_shape_transform(body, shape_idx).y[/code] chun neamhaird a dhéanamh ar imbhuailtí le an cruth sa treo eile, agus chun a chinntiú go dtarlaíonn ídiú comhlachtaí cineamatacha sa treo seo.

en: Sets the disabled property of the body's shape with the given index. If [param disabled] is [code]true[/code], then the shape will be ignored in all collision detection.
ga: Socraíonn sé airí míchumasaithe chruth an choirp leis an innéacs a thugtar. Má tá [param míchumasaithe] [code]true[/code], ní thabharfar aird ar an gcruth i ngach braite imbhuailte.

en: Sets the local transform matrix of the body's shape with the given index.
ga: Socraíonn sé an maitrís trasfhoirmithe áitiúil de chruth an choirp leis an innéacs a thugtar.

en: Adds the body to the given space, after removing the body from the previously assigned space (if any). If the body's mode is set to [constant BODY_MODE_RIGID], then adding the body to a space will have the following additional effects:
    - If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set explicitly, then the value of that parameter will be recalculated based on the body's shapes.
    - If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= 0.0[/code], then the value of that parameter will be recalculated based on the body's shapes, mass, and center of mass.
    [b]Note:[/b] To remove a body from a space without immediately adding it back elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code].
ga: Cuireann sé an comhlacht leis an spás a thugtar, tar éis an comhlacht a bhaint as an spás a sannadh roimhe seo (más ann). Má tá mód an choirp socraithe go [constant BODY_MODE_RIGID], beidh na héifeachtaí breise seo a leanas ag baint leis an gcorp a chur le spás:
    - Mura bhfuil an paraiméadar [constant BODY_PARAM_CENTER_OF_MASS] socraithe go sainráite riamh, ansin déanfar luach an pharaiméadar sin a athríomh bunaithe ar chruthanna an choirp.
    - Má shocraítear an paraiméadar [constant BODY_PARAM_INERTIA] chuig luach [code] <= 0.0[/code], ansin déanfar luach an pharaiméadar sin a athríomh bunaithe ar chruthanna, mais agus lárionad maise an choirp.
    [b]Nóta:[/b] Chun corp a bhaint de spás gan é a chur ar ais láithreach in áit eile, úsáid [code]PhysicsServer2D.body_set_space(body, RID())[/code].

en: Sets the value of a body's state. See [enum BodyState] for the list of available states.
    [b]Note:[/b] The state change doesn't take effect immediately. The state will change on the next physics frame.
ga: Socraíonn sé luach staid an chomhlachta. Féach [enum BodyState] le haghaidh liosta na stát atá ar fáil.
    [b]Nóta:[/b] Ní thagann an t-athrú stáit i bhfeidhm láithreach. Athróidh an stát ar an gcéad fhráma fisice eile.

en: Sets the body's state synchronization callback function to [param callable]. Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the callback.
    The function [param callable] will be called every physics frame, assuming that the body was active during the previous physics tick, and can be used to fetch the latest state from the physics server.
    The function [param callable] must take the following parameters:
    1. [code]state[/code]: a [PhysicsDirectBodyState2D], used to retrieve the body's state.
ga: Socraíonn sé feidhm aisghlao sioncronaithe stáit an chomhlachta go [param inghlaoite]. Úsáid [Inghlaoite] ([cód skip-lint]Inghlaoite()[/code]) folamh chun an t-aisghlao a ghlanadh.
    Tabharfar gach fráma fisice ar an bhfeidhm [param callable], ag glacadh leis go raibh an corp gníomhach le linn an tic fisice roimhe seo, agus is féidir é a úsáid chun an staid is déanaí a fháil ón bhfreastalaí fisice.
    Caithfidh na paraiméadair seo a leanas a bheith san fheidhm [param callable]:
    1. [code]luaigh[/code]: a [PhysicsDirectBodyState2D], a úsáidtear chun staid an choirp a aisghabháil.

en: Returns [code]true[/code] if a collision would result from moving the body along a motion vector from a given point in space. See [PhysicsTestMotionParameters2D] for the available motion parameters. Optionally a [PhysicsTestMotionResult2D] object can be passed, which will be used to store the information about the resulting collision.
ga: Filleann sé [code]true[/code] dá mbeadh imbhualadh mar thoradh ar an gcorp a bhogadh feadh veicteoir gluaisne ó phointe tugtha sa spás. Féach [PhysicsTestMotionParameters2D] le haghaidh na bparaiméadar gluaisne atá ar fáil. Go roghnach is féidir réad [PhysicsTestMotionResult2D] a chur ar aghaidh, a úsáidfear chun an fhaisnéis a stóráil faoin imbhualadh dá bharr.

en: Creates a 2D capsule shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the capsule's height and radius.
ga: Cruthaíonn sé cruth capsúil 2D sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun airde agus ga an chapsúil a shocrú.

en: Creates a 2D circle shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the circle's radius.
ga: Cruthaíonn sé cruth ciorcail 2T sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun ga an chiorcail a shocrú.

en: Creates a 2D concave polygon shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the concave polygon's segments.
ga: Cruthaíonn sé cruth polagán cuasach 2T sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun teascáin an pholagáin chuasaigh a shocrú.

en: Creates a 2D convex polygon shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the convex polygon's points.
ga: Cruthaíonn sé cruth polagán dronnach 2T sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun pointí an pholagáin dhronnacha a shocrú.

en: Returns the value of the given damped spring joint parameter. See [enum DampedSpringParam] for the list of available parameters.
ga: Filleann sé luach pharaiméadar an alt sprionga taise tugtha. Féach [enum DampedSpringParam] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Sets the value of the given damped spring joint parameter. See [enum DampedSpringParam] for the list of available parameters.
ga: Socraíonn sé luach an chomhpharaiméadar earrach taise a thugtar. Féach [enum DampedSpringParam] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be printed to the console.
ga: Scriosann sé aon cheann de na rudaí cruthaithe ag PhysicsServer2D. Mura bhfuil an [RID] a ritheadh ar cheann de na oibiachtaí is féidir le PhysicsServer2D a chruthú, déanfar earráid a phriontáil ar an consól.

en: Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for the list of available states.
ga: Tuairisceáin eolas faoi staid reatha an inneall fisice 2D.... Féach [enum ProcessInfo] le haghaidh liosta na stát atá ar fáil.

en: Destroys the joint with the given [RID], creates a new uninitialized joint, and makes the [RID] refer to this new joint.
ga: Scriosann sé an t-alt leis an [RID] tugtha, cruthaíonn sé alt nua neamhthosaithe, agus déanann an [RID] tagairt don alt nua seo.

en: Creates a 2D joint in the physics server, and returns the [RID] that identifies it. To set the joint type, use [method joint_make_damped_spring], [method joint_make_groove] or [method joint_make_pin]. Use [method joint_set_param] to set generic joint parameters.
ga: Cruthaíonn sé alt 2D sa fhreastalaí fisice, agus seolann ar ais an [RID] a shainaithníonn é. Chun an cineál comhpháirteacha a shocrú, úsáid [method joint_make_damped_spring], [method joint_make_groove] nó [method joint_make_pin]. Úsáid [method joint_set_param] chun paraiméadair chineálacha chomhpháirteacha a shocrú.

en: Sets whether the bodies attached to the [Joint2D] will collide with each other.
ga: Socraíonn sé cé acu an imbhuailfidh na coirp atá ceangailte leis an [Joint2D] lena chéile.

en: Returns the value of the given joint parameter. See [enum JointParam] for the list of available parameters.
ga: Filleann sé luach an pharaiméadar ailt tugtha. Féach [enum JointParam] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Returns the joint's type (see [enum JointType]).
ga: Filleann sé cineál an alt (féach [enum JointType]).

en: Returns whether the bodies attached to the [Joint2D] will collide with each other.
ga: Filleann sé cibé an imbhuailfidh na coirp atá ceangailte leis an [Joint2D] lena chéile.

en: Makes the joint a damped spring joint, attached at the point [param anchor_a] (given in global coordinates) on the body [param body_a] and at the point [param anchor_b] (given in global coordinates) on the body [param body_b]. To set the parameters which are specific to the damped spring, see [method damped_spring_joint_set_param].
ga: Déanann sé alt sprionga taise den alt, ceangailte ag an bpointe [param anchor_a] (tugtar i gcomhordanáidí domhanda) ar an gcorp [param body_a] agus ag an bpointe [param anchor_b] (tugtha i gcomhordanáidí domhanda) ar an gcorp [param body_b] . Chun na paraiméadair a bhaineann go sonrach leis an earrach taise a shocrú, féach [method damped_spring_joint_set_param].

en: Makes the joint a groove joint.
ga: Déanann sé an comhpháirteach groove comhpháirteach.

en: Makes the joint a pin joint. If [param body_b] is an empty [RID], then [param body_a] is pinned to the point [param anchor] (given in global coordinates); otherwise, [param body_a] is pinned to [param body_b] at the point [param anchor] (given in global coordinates). To set the parameters which are specific to the pin joint, see [method pin_joint_set_param].
ga: Déanann sé alt bioráin den alt. Más [RID] folamh é [param body_b], ansin cuirtear [param body_a] pinn go dtí an pointe [param ancaire] (arna thabhairt i gcomhordanáidí domhanda); ar shlí eile, tá [param body_a] pinned go [param body_b] ag an bpointe [param ancaire] (arna thabhairt i gcomhordanáidí domhanda). Chun na paraiméadair a bhaineann go sonrach leis an alt bioráin a shocrú, féach [method pin_joint_set_param].

en: Sets the value of the given joint parameter. See [enum JointParam] for the list of available parameters.
ga: Socraíonn sé luach an chomhpharaiméadar tugtha. Féach [enum JointParam] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Gets a pin joint flag (see [enum PinJointFlag] constants).
ga: Faigheann sé comhbhrat bioráin (féach tairisigh [enum PinJointFlag]).

en: Returns the value of a pin joint parameter. See [enum PinJointParam] for a list of available parameters.
ga: Filleann sé luach paraiméadar alt bioráin. Féach [enum PinJointParam] le haghaidh liosta de na paraiméadair atá ar fáil.

en: Sets a pin joint flag (see [enum PinJointFlag] constants).
ga: Socraíonn sé comhbhrat bioráin (féach tairisigh [enum PinJointFlag]).

en: Sets a pin joint parameter. See [enum PinJointParam] for a list of available parameters.
ga: Socraíonn sé paraiméadar comhpháirteach bioráin. Féach [enum PinJointParam] le haghaidh liosta de na paraiméadair atá ar fáil.

en: Creates a 2D rectangle shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the rectangle's half-extents.
ga: Cruthaíonn sé cruth dronuilleog 2T sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun leathmhéadaigh na dronuilleoige a shocrú.

en: Creates a 2D segment shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the segment's start and end points.
ga: Cruthaíonn sé cruth teascán 2T sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun pointí tosaigh agus deiridh na míre a shocrú.

en: Creates a 2D separation ray shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the shape's [code]length[/code] and [code]slide_on_slope[/code] properties.
ga: Cruthaíonn sé cruth gathanna deighilte 2T sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun airíonna [code]fad[/code] agus [code]slide_on_slope[/code] an chrutha a shocrú.

en: Activates or deactivates the 2D physics server. If [param active] is [code]false[/code], then the physics server will not do anything in its physics step.
ga: Gníomhachtaíonn nó díghníomhaíonn sé an freastalaí fisice 2D. Má tá [param active] [code]false[/code], ní dhéanfaidh an freastalaí fisice aon rud ina chéim fisice.

en: Returns the shape data that defines the configuration of the shape, such as the half-extents of a rectangle or the segments of a concave shape. See [method shape_set_data] for the precise format of this data in each case.
ga: Filleann sé na sonraí crutha a shainíonn cumraíocht an chrutha, amhail leathmhéid na dronuilleoige nó na codanna de chruth cuasach. Féach ar [method shape_set_data] le haghaidh formáid bheacht na sonraí seo i ngach cás.

en: Returns the shape's type (see [enum ShapeType]).
ga: Filltear cineál an chrutha (féach [enum ShapeType]).

en: Sets the shape data that defines the configuration of the shape. The [param data] to be passed depends on the shape's type (see [method shape_get_type]):
    - [constant SHAPE_WORLD_BOUNDARY]: an array of length two containing a [Vector2] [code]normal[/code] direction and a [float] distance [code]d[/code],
    - [constant SHAPE_SEPARATION_RAY]: a dictionary containing the key [code]length[/code] with a [float] value and the key [code]slide_on_slope[/code] with a [bool] value,
    - [constant SHAPE_SEGMENT]: a [Rect2] [code]rect[/code] containing the first point of the segment in [code]rect.position[/code] and the second point of the segment in [code]rect.size[/code],
    - [constant SHAPE_CIRCLE]: a [float] [code]radius[/code],
    - [constant SHAPE_RECTANGLE]: a [Vector2] [code]half_extents[/code],
    - [constant SHAPE_CAPSULE]: an array of length two (or a [Vector2]) containing a [float] [code]height[/code] and a [float] [code]radius[/code],
    - [constant SHAPE_CONVEX_POLYGON]: either a [PackedVector2Array] of points defining a convex polygon in counterclockwise order (the clockwise outward normal of each segment formed by consecutive points is calculated internally), or a [PackedFloat32Array] of length divisible by four so that every 4-tuple of [float]s contains the coordinates of a point followed by the coordinates of the clockwise outward normal vector to the segment between the current point and the next point,
    - [constant SHAPE_CONCAVE_POLYGON]: a [PackedVector2Array] of length divisible by two (each pair of points forms one segment).
    [b]Warning:[/b] In the case of [constant SHAPE_CONVEX_POLYGON], this method does not check if the points supplied actually form a convex polygon (unlike the [member CollisionPolygon2D.polygon] property).
ga: Socraíonn sé na sonraí crutha a shainíonn cumraíocht an chrutha. Braitheann na [sonraí param] ar chineál an chrutha (féach [method shape_get_type]):
    - [SHAPE_WORLD_BOUNDARY leanúnach]: sraith faid a dó ina bhfuil treo [Vector2] [code]gnáth[/code] agus fad [snámhphointe] [code]d[/code],
    - [SHAPE_SEPARATION_RAY leanúnach]: foclóir ina bhfuil an eochair [code]fad[/code] le luach [snámhphointe] agus an eochair [code]sleamhnán_on_fhána[/code] le luach [bool],
    - [SHAPE_SEGMENT leanúnach]: a [Rect2] [code]rect[/code] ina bhfuil an chéad phointe den mhír i [code]rect.position[/code] agus an dara pointe den mhír i [code]rect.size [/code],
    - [SHAPE_CIRCLE leanúnach]: a [snámh] [code]ga[/code],
    - [SHAPE_RECTANGLE leanúnach]: a [Veicteoir2] [code]leath_mhéadaigh[/code],
    - [SHAPE_CAPSULE leanúnach]: sraith d'fhad a dó (nó [Vector2]) ina bhfuil [snámhphointe] [code]airde[/code] agus [snámhphointe] [code]ga[/code],
    - [SHAPE_CONVEX_POLYGON leanúnach]: [PackedVector2Eagar] de phointí a shainíonn polagán dronnach in ord tuathalach (ríomhtar an gnáth deiseal amach gach míre a fhoirmítear trí phointí comhleanúnacha go hinmheánach), nó [PackedFloat32Eagar] d'fhad atá inroinnte ar cheithre ionas go mbeidh gach Is éard atá i 4-tuple de [snámh]s comhordanáidí pointe agus comhordanáidí an ghnáthveicteora amach deiseal ina dhiaidh sin go dtí an teascán idir an pointe reatha agus an chéad phointe eile,
    - [SHAPE_CONCAVE_POLYGON leanúnach]: [PackedVector2Array] den fhad atá inroinnte ar dhá cheann (déanann gach péire pointí teascán amháin).
    [b]Rabhadh:[/b] I gcás [SHAPE_CONVEX_POLYGON seasmhach], ní sheiceáil leis an modh seo an cruthaíonn na pointí a sholáthraítear polagán dronnach (murab ionann agus airí [member CollisionPolygon2D.polygon]).

en: Creates a 2D space in the physics server, and returns the [RID] that identifies it. A space contains bodies and areas, and controls the stepping of the physics simulation of the objects in it.
ga: Cruthaíonn sé spás 2D sa fhreastalaí fisice, agus seolann ar ais an [RID] a shainaithníonn é. Tá coirp agus achair i spás, agus rialaíonn sé céimniú insamhladh fisice na n-ábhar ann.

en: Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used for collision/intersection queries.
ga: Filleann sé staid spáis, a [PhysicsDirectSpaceState2D]. Is féidir an réad seo a úsáid le haghaidh fiosruithe imbhuailte/trasnaithe.

en: Returns the value of the given space parameter. See [enum SpaceParameter] for the list of available parameters.
ga: Filleann sé luach an pharaiméadar spáis a thugtar. Féach [enum SpaceParameter] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Returns [code]true[/code] if the space is active.
ga: Filleann sé [code]true[/code] má tá an spás gníomhach.

en: Activates or deactivates the space. If [param active] is [code]false[/code], then the physics server will not do anything with this space in its physics step.
ga: Gníomhachtaíonn nó díghníomhaíonn sé an spás. Má tá [param active] [code]false[/code], ansin ní dhéanfaidh an freastalaí fisice aon rud leis an spás seo ina chéim fisice.

en: Sets the value of the given space parameter. See [enum SpaceParameter] for the list of available parameters.
ga: Socraíonn sé luach an pharaiméadar spáis a thugtar. Féach [enum SpaceParameter] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Creates a 2D world boundary shape in the physics server, and returns the [RID] that identifies it. Use [method shape_set_data] to set the shape's normal direction and distance properties.
ga: Cruthaíonn sé cruth teorann domhan 2D sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. Úsáid [method shape_set_data] chun gnáth-threo an chrutha agus airíonna faid a shocrú.

en: Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated. The default value of this parameter is [member ProjectSettings.physics/2d/solver/contact_recycle_radius].
ga: Seasamh leis an uasfhad a shocrú/a fháil a chaithfidh péire coirp a bhogadh sula gcaithfear a stádas imbhuailte a athríomh. Is é luach réamhshocraithe an pharaiméadar seo ná [comhalta ProjectSettings.physics/2d/solver/contact_recycle_radius].

en: Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded. The default value of this parameter is [member ProjectSettings.physics/2d/solver/contact_max_separation].
ga: Seasamh leis an uasfhad is féidir le cruth a shocrú/a fháil ó chruth eile sula mbreithnítear iad a bheith scartha agus an teagmháil a chaitheamh i leataobh. Is é luach réamhshocraithe an pharaiméadar seo [comhalta ProjectSettings.physics/2d/solver/contact_max_separation].

en: Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision. The default value of this parameter is [member ProjectSettings.physics/2d/solver/contact_max_allowed_penetration].
ga: I gcónaí chun an t-achar uasta a shocrú/a fháil is féidir le cruth dul isteach i gcruth eile sula meastar gur imbhualadh é. Is é luach réamhshocraithe an pharaiméadar seo ná [member ProjectSettings.physics/2d/solver/contact_max_allowed_penetration].

en: Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision. The default value of this parameter is [member ProjectSettings.physics/2d/solver/default_contact_bias].
ga: Seasamh leis an gclaonadh réititheora réamhshocraithe a shocrú/a fháil do gach teagmháil fisice. Is fachtóir é laofacht réiteora a rialaíonn cé mhéad a "aisimíonn dhá rud", tar éis forluí a dhéanamh, ionas nach bhfágann siad sa stát sin iad mar gheall ar neamhchruinneas uimhriúil. Is é luach réamhshocraithe an pharaiméadar seo ná [comhalta ProjectSettings.physics/2d/solver/default_contact_bias].

en: Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. The default value of this parameter is [member ProjectSettings.physics/2d/sleep_threshold_linear].
ga: Seasamh leis an tairseach treoluas líneach gníomhaíochta a shocrú/a fháil. Cuirfear corp atá marcáilte mar fhéidearthacht neamhghníomhach do threoluas líneach agus uilleach araon a chodladh tar éis an ama a thugtar. Is é luach réamhshocraithe an pharaiméadar seo [comhalta ProjectSettings.physics/2d/sleep_threshold_linear].

en: Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. The default value of this parameter is [member ProjectSettings.physics/2d/sleep_threshold_angular].
ga: Seasamh le treoluas uilleach tairsí na gníomhaíochta a shocrú/a fháil. Cuirfear corp atá marcáilte mar fhéidearthacht neamhghníomhach do threoluas líneach agus uilleach araon a chodladh tar éis an ama a thugtar. Is é luach réamhshocraithe an pharaiméadar seo ná [member ProjectSettings.physics/2d/sleep_threshold_angular].

en: Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time. The default value of this parameter is [member ProjectSettings.physics/2d/time_before_sleep].
ga: Seasamh leis an uas-am gníomhaíochta a shocrú/a fháil. Cuirfear corp atá marcáilte mar fhéidearthacht neamhghníomhach do threoluas líneach agus uilleach araon a chodladh tar éis an ama seo. Is é luach réamhshocraithe an pharaiméadar seo ná [member ProjectSettings.physics/2d/time_before_sleep].

en: Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. The default value of this parameter is [member ProjectSettings.physics/2d/solver/default_constraint_bias].
ga: Seasamh leis an gclaonadh réamhshocraithe réitigh a shocrú/a fháil do gach srian fisice. Is fachtóir é laofacht réiteora a rialaíonn cé mhéad a "aisghabhann dhá rud", tar éis srian a shárú, chun iad a sheachaint mar gheall ar mhíchruinneas uimhriúil. Is é luach réamhshocraithe an pharaiméadar seo ná [comhalta ProjectSettings.physics/2d/solver/default_constraint_bias].

en: Constant to set/get the number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. The default value of this parameter is [member ProjectSettings.physics/2d/solver/solver_iterations].
ga: tairiseach a shocrú/a fháil ar an líon atriallta réiteora do gach teagmháil agus srianta. Dá mó líon na n-atriallta is ea is cruinne a bheidh na himbhuailtí. Mar sin féin, éilíonn líon níos mó atriallta níos mó cumhachta LAP, rud a d'fhéadfadh feidhmíocht a laghdú. Is é luach réamhshocraithe an pharaiméadar seo ná [member ProjectSettings.physics/2d/solver/solver_iterations].

en: This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
ga: Is é seo an tairiseach chun cruthanna teorann an domhain a chruthú. Líne [i]finideach[/i] le bunphointe, agus normalach is ea cruth teorann domhanda. Mar sin, is féidir é a úsáid le haghaidh seiceálacha tosaigh / taobh thiar.

en: This is the constant for creating separation ray shapes. A separation ray is defined by a length and separates itself from what is touching its far endpoint. Useful for character controllers.
ga: Is é seo an tairiseach chun cruthanna gathanna deighilte a chruthú. Sainmhínítear ga deighilte le fad agus scarann sé é féin ón rud atá ag teagmháil lena chríochphointe. Úsáideach le haghaidh rialaitheoirí carachtar.

en: This is the constant for creating segment shapes. A segment shape is a [i]finite[/i] line from a point A to a point B. It can be checked for intersections.
ga: Is é seo an tairiseach chun cruthanna deighleog a chruthú. Is líne [i]finideach[/i] é cruth teascáin ó phointe A go pointe B. Is féidir é a sheiceáil le haghaidh crosbhealaí.

en: This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
ga: Is é seo an tairiseach chun cruthanna ciorcail a chruthú. Níl ach ga ag cruth ciorcail. Is féidir é a úsáid le haghaidh crosbhealaí agus seiceálacha laistigh/lasmuigh.

en: This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
ga: Is é seo an tairiseach chun cruthanna dronuilleogacha a chruthú. Sainmhínítear cruth dronuilleog ag leithead agus airde. Is féidir é a úsáid le haghaidh crosbhealaí agus seiceálacha laistigh/lasmuigh.

en: This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
ga: Is é seo an tairiseach chun cruthanna capsule a chruthú. Sainmhínítear cruth capsule le ga agus fad. Is féidir é a úsáid le haghaidh crosbhealaí agus seiceálacha laistigh/lasmuigh.

en: This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks.
ga: Is é seo an tairiseach chun cruthanna dronnach polagán a chruthú. Sainmhínítear polagán le liosta pointí. Is féidir é a úsáid le haghaidh crosbhealaí agus seiceálacha laistigh/lasmuigh.

en: This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
ga: Is é seo an tairiseach chun cruthanna polagán cuasach a chruthú. Sainmhínítear polagán le liosta pointí. Is féidir é a úsáid le haghaidh seiceálacha trasnaithe, ach ní le haghaidh seiceálacha laistigh/lasmuigh.

en: This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
ga: Úsáideann an t-inneall an tairiseach seo go hinmheánach. Tarlaíonn earráid as aon iarracht cruth den chineál seo a chruthú.

en: Constant to set/get gravity override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. The default value of this parameter is [constant AREA_SPACE_OVERRIDE_DISABLED].
ga: Seasamh le modh sáraithe domhantarraingthe a shocrú/a fháil i limistéar. Féach [enum AreaSpaceOverrideMode] le haghaidh luachanna féideartha. Is é luach réamhshocraithe an pharaiméadar seo [AREA_SPACE_OVERRIDE_DISABLED].

en: Constant to set/get gravity strength in an area. The default value of this parameter is [code]9.80665[/code].
ga: Seasmhach le neart domhantarraingthe a shocrú/a fháil i limistéar. Is é luach réamhshocraithe an pharaiméadar seo ná [code]9.80665[/code].

en: Constant to set/get gravity vector/center in an area. The default value of this parameter is [code]Vector2(0, -1)[/code].
ga: Tairiseach chun veicteoir/lárionad domhantarraingthe a shocrú/a fháil i limistéar. Is é luach réamhshocraithe an pharaiméadar seo ná [code]Vector2(0, -1)[/code].

en: Constant to set/get whether the gravity vector of an area is a direction, or a center point. The default value of this parameter is [code]false[/code].
ga: Tairiseach a shocrú/a fháil cé acu an treo, nó an lárphointe é veicteoir domhantarraingthe achair. Is é luach réamhshocraithe an pharaiméadar seo ná [code]bréagach[/code].

en: Constant to set/get the distance at which the gravity strength is equal to the gravity controlled by [constant AREA_PARAM_GRAVITY]. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on.
    The above is true only when the unit distance is a positive number. When the unit distance is set to 0.0, the gravity will be constant regardless of distance. The default value of this parameter is [code]0.0[/code].
ga: Seasamh chun an fad ag a bhfuil an neart domhantarraingthe cothrom leis an meáchanlár arna rialú ag [AREA_PARAM_GRAVITY seasmhach] a shocrú/a fháil. Mar shampla, ar phláinéid 100 picteilín ar ga le meáchanlár dromchla 4.0 px/s², socraigh an domhantarraingt go 4.0 agus fad an aonaid go 100.0. Beidh titim ar an domhantarraingt de réir an dlí inbhéartach cearnach, mar sin sa sampla, ag 200 picteilín ón lár beidh an domhantarraingthe 1.0 px/s² (dhá uair an fad, 1/4ú an domhantarraingthe), ag 50 picteilín beidh sé 16.0 px/s² (leath an fad, 4x an domhantarraingt), agus mar sin de.
    Níl an méid thuas fíor ach amháin nuair is uimhir dheimhneach an fad aonaid. Nuair a bheidh an t-achar aonaid socraithe go 0.0, beidh an meáchanlár seasmhach beag beann ar achar. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.0[/code].

en: Constant to set/get linear damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. The default value of this parameter is [constant AREA_SPACE_OVERRIDE_DISABLED].
ga: Seasamh le modh sáraithe imlíne líneach a shocrú/a fháil i gceantar. Féach [enum AreaSpaceOverrideMode] le haghaidh luachanna féideartha. Is é luach réamhshocraithe an pharaiméadar seo [AREA_SPACE_OVERRIDE_DISABLED].

en: Constant to set/get the linear damping factor of an area. The default value of this parameter is [code]0.1[/code].
ga: Seasamh le fachtóir imlíneach an limistéir a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.1[/code].

en: Constant to set/get angular damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values. The default value of this parameter is [constant AREA_SPACE_OVERRIDE_DISABLED].
ga: Seasamh le modh sáraithe taise uilleach a shocrú/a fháil i gceantar. Féach [enum AreaSpaceOverrideMode] le haghaidh luachanna féideartha. Is é luach réamhshocraithe an pharaiméadar seo [AREA_SPACE_OVERRIDE_DISABLED].

en: Constant to set/get the angular damping factor of an area. The default value of this parameter is [code]1.0[/code].
ga: Seasamh le fachtóir taiseadh uilleach ceantair a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]1.0[/code].

en: Constant to set/get the priority (order of processing) of an area. The default value of this parameter is [code]0[/code].
ga: Seasmhach le tosaíocht (ord próiseála) limistéir a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0[/code].

en: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
ga: Ní chuireann an limistéar seo isteach ar dhomhantarraingt/taise. Go ginearálta is réimsí iad seo nach bhfuil ann ach chun imbhuailtí a bhrath, agus rudaí a théann isteach iontu nó a théann amach.

en: This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
ga: Cuireann an limistéar seo a luachanna domhantarraingthe/taise le cibé rud atá ríofa go dtí seo. Ar an mbealach seo, is féidir le go leor réimsí forluiteacha a bhfisic a chomhcheangal chun éifeachtaí suimiúla a dhéanamh.

en: This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
ga: Cuireann an limistéar seo a luachanna domhantarraingthe/taise le cibé rud atá ríofa go dtí seo. Ansin stopann ag cur san áireamh an chuid eile de na réimsí, fiú an ceann réamhshocraithe.

en: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
ga: Tagann an limistéar seo in ionad aon domhantarraingthe/taise, fiú an ceann réamhshocraithe, agus stopann sé ag cur an chuid eile de na limistéir san áireamh.

en: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
ga: Tagann an t-achar seo in ionad aon domhantarraingthe/taise a ríomhadh go dtí seo, ach coinnítear ag ríomh an chuid eile de na limistéir, síos go dtí an ceann réamhshocraithe.

en: Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.
ga: Tairiseach do chomhlachtaí statacha. Sa mhodh seo, ní féidir corp a bhogadh ach trí chód úsáideora agus ní imbhuaileann sé le coirp eile feadh a chosáin nuair a bhogtar é.

en: Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
ga: Tairiseach do chomhlachtaí cineamatacha. Sa mhodh seo, ní féidir corp a bhogadh ach trí chód úsáideora agus imbhuaileann sé le comhlachtaí eile feadh a chosáin.

en: Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.
ga: Tairiseach do chomhlachtaí dochta. Sa mhodh seo, is féidir comhlacht a bhrú le comhlachtaí eile agus tá fórsaí i bhfeidhm.

en: Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.
ga: Tairiseach do chomhlachtaí dochta líneacha. Sa mhodh seo, ní féidir le comhlacht rothlú, agus ní bhíonn tionchar ag fórsaí seachtracha ach ar a threoluas líneach.

en: Constant to set/get a body's bounce factor. The default value of this parameter is [code]0.0[/code].
ga: Seasmhach le fachtóir preab coirp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.0[/code].

en: Constant to set/get a body's friction. The default value of this parameter is [code]1.0[/code].
ga: Seasmhach le frithchuimilt coirp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]1.0[/code].

en: Constant to set/get a body's mass. The default value of this parameter is [code]1.0[/code]. If the body's mode is set to [constant BODY_MODE_RIGID], then setting this parameter will have the following additional effects:
    - If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set explicitly, then the value of that parameter will be recalculated based on the body's shapes.
    - If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= 0.0[/code], then the value of that parameter will be recalculated based on the body's shapes, mass, and center of mass.
ga: Seasmhach le mais coirp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]1.0[/code]. Má tá mód an choirp socraithe go [constant BODY_MODE_RIGID], beidh na héifeachtaí breise seo a leanas ag socrú an pharaiméadar seo:
    - Mura bhfuil an paraiméadar [constant BODY_PARAM_CENTER_OF_MASS] socraithe go sainráite riamh, ansin déanfar luach an pharaiméadar sin a athríomh bunaithe ar chruthanna an choirp.
    - Má shocraítear an paraiméadar [constant BODY_PARAM_INERTIA] chuig luach [code] <= 0.0[/code], ansin déanfar luach an pharaiméadar sin a athríomh bunaithe ar chruthanna, mais agus lárionad maise an choirp.

en: Constant to set/get a body's inertia. The default value of this parameter is [code]0.0[/code]. If the body's inertia is set to a value [code]<= 0.0[/code], then the inertia will be recalculated based on the body's shapes, mass, and center of mass.
ga: Seasmhach le táimhe coirp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.0[/code]. Má shocraítear táimhe an choirp ar luach [code] <= 0.0[/code], ansin déanfar an táimhe a athríomh bunaithe ar chruthanna, mais agus lár maise an choirp.

en: Constant to set/get a body's center of mass position in the body's local coordinate system. The default value of this parameter is [code]Vector2(0,0)[/code]. If this parameter is never set explicitly, then it is recalculated based on the body's shapes when setting the parameter [constant BODY_PARAM_MASS] or when calling [method body_set_space].
ga: Seasmhach le lárionad mais an choirp a shocrú/a fháil i gcóras comhordanáidí áitiúil an choirp. Is é luach réamhshocraithe an pharaiméadar seo ná [code]Vector2(0,0)[/code]. Mura socraítear an paraiméadar seo go sainráite riamh, déantar é a athríomh bunaithe ar chruthanna an choirp agus an paraiméadar á shocrú [ BODY_PARAM_MASS leanúnach ] nó nuair a ghlaonn tú [method body_set_space].

en: Constant to set/get a body's gravity multiplier. The default value of this parameter is [code]1.0[/code].
ga: Seasmhach chun iolraitheoir domhantarraingthe coirp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]1.0[/code].

en: Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values. The default value of this parameter is [constant BODY_DAMP_MODE_COMBINE].
ga: Seasamh le modh maolaithe líneach coirp a shocrú/a fháil. Féach [enum BodyDampMode] le haghaidh luachanna féideartha. Is é luach réamhshocraithe an pharaiméadar seo [BODY_DAMP_MODE_COMBINE].

en: Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values. The default value of this parameter is [constant BODY_DAMP_MODE_COMBINE].
ga: Seasamh le modh maolaithe uilleach coirp a shocrú/a fháil. Féach [enum BodyDampMode] le haghaidh luachanna féideartha. Is é luach réamhshocraithe an pharaiméadar seo [BODY_DAMP_MODE_COMBINE].

en: Constant to set/get a body's linear damping factor. The default value of this parameter is [code]0.0[/code].
ga: Seasamh le fachtóir imlíneach an choirp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.0[/code].

en: Constant to set/get a body's angular damping factor. The default value of this parameter is [code]0.0[/code].
ga: Seasmhach le fachtóir taiseadh uilleach coirp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.0[/code].

en: Represents the size of the [enum BodyParameter] enum.
ga: Léiríonn sé méid an [enum BodyParameter] enum.

en: The body's damping value is added to any value set in areas or the default value.
ga: Cuirtear luach taise an chomhlachta le haon luach a leagtar síos i réimsí nó leis an luach réamhshocraithe.

en: The body's damping value replaces any value set in areas or the default value.
ga: Tagann luach damping an chomhlachta in ionad aon luach atá socraithe i réimsí nó an luach réamhshocraithe.

en: Constant to set/get the current transform matrix of the body.
ga: Tairiseach chun maitrís claochlaithe reatha an choirp a shocrú/a fháil.

en: Constant to set/get the current linear velocity of the body.
ga: Tairiseach chun treoluas líneach reatha an choirp a shocrú/a fháil.

en: Constant to set/get the current angular velocity of the body.
ga: tairiseach chun treoluas uilleach reatha an choirp a shocrú/a fháil.

en: Constant to sleep/wake up a body, or to get whether it is sleeping.
ga: Seasmhach a chodladh / dúiseacht corp, nó a fháil cibé an bhfuil sé codlata.

en: Constant to set/get whether the body can sleep.
ga: Seasmhach a shocrú/a fháil cé acu an féidir leis an gcorp codladh.

en: Constant to create pin joints.
ga: Tairiseach a chruthú hailt bioráin.

en: Constant to create groove joints.
ga: Tairiseach a chruthú joints groove.

en: Constant to create damped spring joints.
ga: Tairiseach a chruthú hailt earrach taise.

en: Represents the size of the [enum JointType] enum.
ga: Léiríonn sé méid an [enum JointType] enum.

en: Constant to set/get how fast the joint pulls the bodies back to satisfy the joint constraint. The lower the value, the more the two bodies can pull on the joint. The default value of this parameter is [code]0.0[/code].
    [b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and groove joints.
ga: Seasmhach a shocrú/a fháil cé chomh tapa agus a tharraingíonn an t-alt na coirp ar ais chun srian na n-alt a shásamh. Dá ísle an luach, is mó is féidir leis an dá chomhlacht tarraingt ar an gcomhpháirteach. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.0[/code].
    [b]Nóta:[/b] I bhFisic Godot, ní úsáidtear an paraiméadar seo ach amháin le haghaidh hailt bioráin agus hailt groove.

en: Constant to set/get the maximum speed with which the joint can apply corrections. The default value of this parameter is [code]3.40282e+38[/code].
    [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints.
ga: Seasamh leis an uasluas a shocrú/a fháil lena bhféadfaidh an t-alt ceartúcháin a chur i bhfeidhm. Is é luach réamhshocraithe an pharaiméadar seo ná [code]3.40282e+38[/code].
    [b]Nóta:[/b] I bhFisic Godot, ní úsáidtear an paraiméadar seo ach le haghaidh hailt eite.

en: Constant to set/get the maximum force that the joint can use to act on the two bodies. The default value of this parameter is [code]3.40282e+38[/code].
    [b]Note:[/b] In Godot Physics, this parameter is only used for groove joints.
ga: Seasamh leis an uasfhórsa is féidir leis an alt a úsáid chun gníomhú ar an dá chorp a shocrú/a fháil. Is é luach réamhshocraithe an pharaiméadar seo ná [code]3.40282e+38[/code].
    [b]Nóta:[/b] I bhFisic Godot, ní úsáidtear an paraiméadar seo ach le haghaidh hailt eite.

en: Constant to set/get a how much the bond of the pin joint can flex. The default value of this parameter is [code]0.0[/code].
ga: Seasamh le socrú/a fháil cé mhéad is féidir le nasc an phionna a flexiú. Is é luach réamhshocraithe an pharaiméadar seo ná [code]0.0[/code].

en: The maximum rotation around the pin.
ga: An rothlú uasta timpeall an bhioráin.

en: The minimum rotation around the pin.
ga: An rothlú íosta timpeall an bhioráin.

en: Target speed for the motor. In radians per second.
ga: Luas sprice don mhótar. I raidians in aghaidh an tsoicind.

en: If [code]true[/code], the pin has a maximum and a minimum rotation.
ga: Más [code]true[/code], tá uasuainíocht agus íos-uainíocht ag an bioráin.

en: If [code]true[/code], a motor turns the pin.
ga: Más [code]true[/code], casann mótar an bioráin.

en: Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. The default value of this parameter is the distance between the joint's anchor points.
ga: Socraíonn sé fad scíthe an chomhpháirteach earraigh. Déanfaidh an t-alt iarracht i gcónaí dul siar ar an bhfad seo nuair a tharraingítear as a chéile é. Is é luach réamhshocraithe an pharaiméadar seo an fad idir pointí ancaire an chomhpháirteach.

en: Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. The default value of this parameter is [code]20.0[/code].
ga: Socraíonn sé stiffness an chomhpháirteach earraigh. Feidhmíonn an t-alt fórsa atá comhionann leis an stiffness amanna an fad óna fhad scíthe. Is é luach réamhshocraithe an pharaiméadar seo ná [code]20.0[/code].

en: Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). The default value of this parameter is [code]1.5[/code].
ga: Socraíonn sé cóimheas taise an chomhpháirteach earraigh. Léiríonn luach 0 lingeán gan taise, agus cuireann 1 faoi deara go sroichfidh an córas cothromaíocht chomh tapa agus is féidir (damping criticiúil). Is é luach réamhshocraithe an pharaiméadar seo ná [code]1.5[/code].

en: Disables continuous collision detection. This is the fastest way to detect body collisions, but it can miss small and/or fast-moving objects.
ga: Díchumasaítear brath imbhuailte leanúnach. Is é seo an bealach is tapúla chun imbhuailtí coirp a bhrath, ach is féidir rudaí beaga agus/nó rudaí a ghluaiseann go tapa a chur amú.

en: Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
ga: Cumasaíonn sé imbhualadh leanúnach a bhrath trí gha-chraoladh. Tá sé níos tapúla ná cruthchraoladh, ach níl sé chomh beacht.

en: Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
ga: Cumasaíonn sé imbhualadh leanúnach a bhrath trí mhúnlú. Is é an modh CCD is moille, agus an ceann is cruinne.

en: The value of the first parameter and area callback function receives, when an object enters one of its shapes.
ga: Faigheann luach an chéad pharaiméadar agus feidhm aisghlao limistéir, nuair a théann réad isteach i gceann dá chruthanna.

en: The value of the first parameter and area callback function receives, when an object exits one of its shapes.
ga: Faigheann luach na chéad pharaiméadar agus feidhm aisghlao limistéir, nuair a scoireann réad ceann dá chruthanna.

en: Constant to get the number of objects that are not sleeping.
ga: tairiseach a fháil ar líon na rudaí nach bhfuil codlata.

en: Constant to get the number of possible collisions.
ga: tairiseach a fháil ar líon na n-imbhuailtí féideartha.

en: Constant to get the number of space regions where a collision could occur.
ga: Tairiseach a fháil ar líon na réigiún spáis ina bhféadfadh imbhualadh tarlú.

en: Provides virtual methods that can be overridden to create custom [PhysicsServer2D] implementations.
ga: Soláthraíonn sé modhanna fíorúla ar féidir iad a shárú chun feidhmiúcháin saincheaptha [PhysicsServer2D] a chruthú.

en: This class extends [PhysicsServer2D] by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.
    Intended for use with GDExtension to create custom implementations of [PhysicsServer2D].
ga: Leathnaíonn an rang seo [PhysicsServer2D] trí mhodhanna fíorúla breise a sholáthar ar féidir iad a shárú. Nuair a sháraítear na modhanna seo, tabharfar iad in ionad modhanna inmheánacha an fhreastalaí fisice.
    Tá sé beartaithe é a úsáid le GDEExtension chun feidhmithe saincheaptha de [PhysicsServer2D] a chruthú.

en: Overridable version of [method PhysicsServer2D.area_add_shape].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_add_shape].

en: Overridable version of [method PhysicsServer2D.area_attach_canvas_instance_id].
ga: Leagan sáraithe de [method PhysicsServer2D.area_attach_canvas_instance_id].

en: Overridable version of [method PhysicsServer2D.area_attach_object_instance_id].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_attach_object_instance_id].

en: Overridable version of [method PhysicsServer2D.area_clear_shapes].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_clear_shapes].

en: Overridable version of [method PhysicsServer2D.area_create].
ga: Leagan sáraithe de [method PhysicsServer2D.area_create].

en: Overridable version of [method PhysicsServer2D.area_get_canvas_instance_id].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_canvas_instance_id].

en: Overridable version of [method PhysicsServer2D.area_get_collision_layer].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_collision_layer].

en: Overridable version of [method PhysicsServer2D.area_get_collision_mask].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_collision_mask].

en: Overridable version of [method PhysicsServer2D.area_get_object_instance_id].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_object_instance_id].

en: Overridable version of [method PhysicsServer2D.area_get_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_param].

en: Overridable version of [method PhysicsServer2D.area_get_shape].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_shape].

en: Overridable version of [method PhysicsServer2D.area_get_shape_count].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_shape_count].

en: Overridable version of [method PhysicsServer2D.area_get_shape_transform].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_shape_transform].

en: Overridable version of [method PhysicsServer2D.area_get_space].
ga: Leagan sáraithe de [method PhysicsServer2D.area_get_space].

en: Overridable version of [method PhysicsServer2D.area_get_transform].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_get_transform].

en: Overridable version of [method PhysicsServer2D.area_remove_shape].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_remove_shape].

en: Overridable version of [method PhysicsServer2D.area_set_area_monitor_callback].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_area_monitor_callback].

en: Overridable version of [method PhysicsServer2D.area_set_collision_layer].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_collision_layer].

en: Overridable version of [method PhysicsServer2D.area_set_collision_mask].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_collision_mask].

en: Overridable version of [method PhysicsServer2D.area_set_monitor_callback].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_monitor_callback].

en: Overridable version of [method PhysicsServer2D.area_set_monitorable].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_monitorable].

en: Overridable version of [method PhysicsServer2D.area_set_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_param].

en: If set to [code]true[/code], allows the area with the given [RID] to detect mouse inputs when the mouse cursor is hovering on it.
    Overridable version of [PhysicsServer2D]'s internal [code]area_set_pickable[/code] method. Corresponds to [member CollisionObject2D.input_pickable].
ga: Má tá sé socraithe go [code]true[/code], ceadaítear don limistéar leis an [RID] tugtha ionchuir luiche a bhrath nuair a bhíonn cúrsóir na luiche ar foluain air.
    Leagan insroichte de [PhysicsServer2D]'s mhodh inmheánach [code] area_set_pickable[/code]. Comhfhreagraíonn do [member CollisionObject2D.input_pickable].

en: Overridable version of [method PhysicsServer2D.area_set_shape].
ga: Leagan sáraithe de [method PhysicsServer2D.area_set_shape].

en: Overridable version of [method PhysicsServer2D.area_set_shape_disabled].
ga: Leagan sáraithe de [method PhysicsServer2D.area_set_shape_disabled].

en: Overridable version of [method PhysicsServer2D.area_set_shape_transform].
ga: Leagan sáraithe de [method PhysicsServer2D.area_set_shape_transform].

en: Overridable version of [method PhysicsServer2D.area_set_space].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_space].

en: Overridable version of [method PhysicsServer2D.area_set_transform].
ga: Leagan sáraitheach de [method PhysicsServer2D.area_set_transform].

en: Overridable version of [method PhysicsServer2D.body_add_collision_exception].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_add_collision_exception].

en: Overridable version of [method PhysicsServer2D.body_add_constant_central_force].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_add_constant_central_force].

en: Overridable version of [method PhysicsServer2D.body_add_constant_force].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_add_constant_force].

en: Overridable version of [method PhysicsServer2D.body_add_constant_torque].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_add_constant_torque].

en: Overridable version of [method PhysicsServer2D.body_add_shape].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_add_shape].

en: Overridable version of [method PhysicsServer2D.body_apply_central_force].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_apply_central_force].

en: Overridable version of [method PhysicsServer2D.body_apply_central_impulse].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_apply_central_impulse].

en: Overridable version of [method PhysicsServer2D.body_apply_force].
ga: Leagan sáraithe de [method PhysicsServer2D.body_apply_force].

en: Overridable version of [method PhysicsServer2D.body_apply_impulse].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_apply_impulse].

en: Overridable version of [method PhysicsServer2D.body_apply_torque].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_apply_torque].

en: Overridable version of [method PhysicsServer2D.body_apply_torque_impulse].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_apply_torque_impulse].

en: Overridable version of [method PhysicsServer2D.body_attach_canvas_instance_id].
ga: Leagan sáraithe de [method PhysicsServer2D.body_attach_canvas_instance_id].

en: Overridable version of [method PhysicsServer2D.body_attach_object_instance_id].
ga: Leagan sáraithe de [method PhysicsServer2D.body_attach_object_instance_id].

en: Overridable version of [method PhysicsServer2D.body_clear_shapes].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_clear_shapes].

en: Given a [param body], a [param shape], and their respective parameters, this method should return [code]true[/code] if a collision between the two would occur, with additional details passed in [param results].
    Overridable version of [PhysicsServer2D]'s internal [code]shape_collide[/code] method. Corresponds to [method PhysicsDirectSpaceState2D.collide_shape].
ga: I bhfianaise [comhlacht param], [cruth param], agus a bparaiméadar faoi seach, ba cheart go dtabharfadh an modh seo [code]true[/code] ar ais dá dtarlódh imbhualadh idir an dá rud, agus sonraí breise curtha ar fáil i [torthaí param].
    Leagan insroichte de mhodh inmheánach [code] shape_collide[/code] inmheánach [PhysicsServer2D]. Comhfhreagraíonn do [method PhysicsDirectSpaceState2D.collide_shape].

en: Overridable version of [method PhysicsServer2D.body_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_create].

en: Overridable version of [method PhysicsServer2D.body_get_canvas_instance_id].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_canvas_instance_id].

en: Returns the [RID]s of all bodies added as collision exceptions for the given [param body]. See also [method _body_add_collision_exception] and [method _body_remove_collision_exception].
    Overridable version of [PhysicsServer2D]'s internal [code]body_get_collision_exceptions[/code] method. Corresponds to [method PhysicsBody2D.get_collision_exceptions].
ga: Filleann sé [RID]anna na gcorp go léir a cuireadh leis mar eisceachtaí imbhuailte don [chomhlacht param] tugtha. Féach freisin [method _body_add_collision_exception] agus [method _body_remove_collision_exception].
    Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code] body_get_collision_exceptions[/code]. Comhfhreagraíonn do [method PhysicsBody2D.get_collision_exceptions].

en: Overridable version of [method PhysicsServer2D.body_get_collision_layer].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_collision_layer].

en: Overridable version of [method PhysicsServer2D.body_get_collision_mask].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_collision_mask].

en: Overridable version of [method PhysicsServer2D.body_get_collision_priority].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_collision_priority].

en: Overridable version of [method PhysicsServer2D.body_get_constant_force].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_constant_force].

en: Overridable version of [method PhysicsServer2D.body_get_constant_torque].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_constant_torque].

en: Overridable version of [PhysicsServer2D]'s internal [code]body_get_contacts_reported_depth_threshold[/code] method.
    [b]Note:[/b] This method is currently unused by Godot's default physics implementation.
ga: Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code] body_get_contacts_reported_depth_threshold[/code].
    [b]Nóta:[/b] Níl an modh seo in úsáid faoi láthair ag cur i bhfeidhm réamhshocraithe fisice Godot.

en: Overridable version of [method PhysicsServer2D.body_get_continuous_collision_detection_mode].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_continuous_collision_detection_mode].

en: Overridable version of [method PhysicsServer2D.body_get_direct_state].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_direct_state].

en: Overridable version of [method PhysicsServer2D.body_get_max_contacts_reported].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_max_contacts_reported].

en: Overridable version of [method PhysicsServer2D.body_get_mode].
ga: Leagan sáraithe de [method PhysicsServer2D.body_get_mode].

en: Overridable version of [method PhysicsServer2D.body_get_object_instance_id].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_object_instance_id].

en: Overridable version of [method PhysicsServer2D.body_get_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_param].

en: Overridable version of [method PhysicsServer2D.body_get_shape].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_shape].

en: Overridable version of [method PhysicsServer2D.body_get_shape_count].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_shape_count].

en: Overridable version of [method PhysicsServer2D.body_get_shape_transform].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_shape_transform].

en: Overridable version of [method PhysicsServer2D.body_get_space].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_get_space].

en: Overridable version of [method PhysicsServer2D.body_get_state].
ga: Leagan sáraithe de [method PhysicsServer2D.body_get_state].

en: Overridable version of [method PhysicsServer2D.body_is_omitting_force_integration].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_is_omitting_force_integration].

en: Overridable version of [method PhysicsServer2D.body_remove_collision_exception].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_remove_collision_exception].

en: Overridable version of [method PhysicsServer2D.body_remove_shape].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_remove_shape].

en: Overridable version of [method PhysicsServer2D.body_reset_mass_properties].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_reset_mass_properties].

en: Overridable version of [method PhysicsServer2D.body_set_axis_velocity].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_axis_velocity].

en: Overridable version of [method PhysicsServer2D.body_set_collision_layer].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_collision_layer].

en: Overridable version of [method PhysicsServer2D.body_set_collision_mask].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_collision_mask].

en: Overridable version of [method PhysicsServer2D.body_set_collision_priority].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_collision_priority].

en: Overridable version of [method PhysicsServer2D.body_set_constant_force].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_constant_force].

en: Overridable version of [method PhysicsServer2D.body_set_constant_torque].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_constant_torque].

en: Overridable version of [PhysicsServer2D]'s internal [code]body_set_contacts_reported_depth_threshold[/code] method.
    [b]Note:[/b] This method is currently unused by Godot's default physics implementation.
ga: Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code] body_set_contacts_reported_depth_threshold[/code].
    [b]Nóta:[/b] Níl an modh seo in úsáid faoi láthair ag cur i bhfeidhm réamhshocraithe fisice Godot.

en: Overridable version of [method PhysicsServer2D.body_set_continuous_collision_detection_mode].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_continuous_collision_detection_mode].

en: Overridable version of [method PhysicsServer2D.body_set_force_integration_callback].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_force_integration_callback].

en: Overridable version of [method PhysicsServer2D.body_set_max_contacts_reported].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_max_contacts_reported].

en: Overridable version of [method PhysicsServer2D.body_set_mode].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_mode].

en: Overridable version of [method PhysicsServer2D.body_set_omit_force_integration].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_omit_force_integration].

en: Overridable version of [method PhysicsServer2D.body_set_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_param].

en: If set to [code]true[/code], allows the body with the given [RID] to detect mouse inputs when the mouse cursor is hovering on it.
    Overridable version of [PhysicsServer2D]'s internal [code]body_set_pickable[/code] method. Corresponds to [member CollisionObject2D.input_pickable].
ga: Má tá sé socraithe go [code]true[/code], ceadaítear don chorp leis an [RID] tugtha ionchuir luiche a bhrath nuair a bhíonn cúrsóir na luiche ar foluain air.
    Leagan insroichte de mhodh inmheánach [code] body_set_pickable[/code] [PhysicsServer2D]. Comhfhreagraíonn do [comhalta CollisionObject2D.input_pickable].

en: Overridable version of [method PhysicsServer2D.body_set_shape].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_shape].

en: Overridable version of [method PhysicsServer2D.body_set_shape_as_one_way_collision].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_shape_as_one_way_collision].

en: Overridable version of [method PhysicsServer2D.body_set_shape_disabled].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_shape_disabled].

en: Overridable version of [method PhysicsServer2D.body_set_shape_transform].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_shape_transform].

en: Overridable version of [method PhysicsServer2D.body_set_space].
ga: Leagan sáraithe de [method PhysicsServer2D.body_set_space].

en: Overridable version of [method PhysicsServer2D.body_set_state].
ga: Leagan sáraitheach de [method PhysicsServer2D.body_set_state].

en: Assigns the [param body] to call the given [param callable] during the synchronization phase of the loop, before [method _step] is called. See also [method _sync].
    Overridable version of [method PhysicsServer2D.body_set_state_sync_callback].
ga: Sanntar an [param body] chun an [param inghlaoite] tugtha a ghlaoch le linn na céime sioncronaithe den lúb, sula dtugtar [method _step]. Féach freisin [method _sync].
    Leagan sáraithe de [method PhysicsServer2D.body_set_state_sync_callback].

en: Overridable version of [method PhysicsServer2D.body_test_motion]. Unlike the exposed implementation, this method does not receive all of the arguments inside a [PhysicsTestMotionParameters2D].
ga: Leagan sáraithe de [method PhysicsServer2D.body_test_motion]. Murab ionann agus an cur i bhfeidhm nochta, ní fhaigheann an modh seo na hargóintí go léir laistigh de [PhysicsTestMotionParameters2D].

en: Overridable version of [method PhysicsServer2D.capsule_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.capsule_shape_create].

en: Overridable version of [method PhysicsServer2D.circle_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.circle_shape_create].

en: Overridable version of [method PhysicsServer2D.concave_polygon_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.concave_polygon_shape_create].

en: Overridable version of [method PhysicsServer2D.convex_polygon_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.convex_polygon_shape_create].

en: Overridable version of [method PhysicsServer2D.damped_spring_joint_get_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.damped_spring_joint_get_param].

en: Overridable version of [method PhysicsServer2D.damped_spring_joint_set_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.damped_spring_joint_set_param].

en: Called to indicate that the physics server has stopped synchronizing. It is in the loop's iteration/physics phase, and can access physics objects even if running on a separate thread. See also [method _sync].
    Overridable version of [PhysicsServer2D]'s internal [code]end_sync[/code] method.
ga: Glaodh air a chur in iúl go bhfuil an freastalaí fisice stoptha de shioncrónú. Tá sé i gcéim atriallta/fisice na lúibe, agus is féidir leis teacht ar réada fisice fiú má ritheann sé ar shnáithe ar leith. Féach freisin [method _sync].
    Leagan insroichte de mhodh inmheánach [code]end_sync[/code] [PhysicsServer2D].

en: Called when the main loop finalizes to shut down the physics server. See also [method MainLoop._finalize] and [method _init].
    Overridable version of [PhysicsServer2D]'s internal [code]finish[/code] method.
ga: Glaoitear air nuair a thagann an phríomhlúb chun críche chun an freastalaí fisice a dhúnadh. Féach freisin [method MainLoop._finalize] agus [method _init].
    Leagan insroichte de mhodh inmheánach [code]chríochnú[/code] [PhysicsServer2D].

en: Called every physics step before [method _step] to process all remaining queries.
    Overridable version of [PhysicsServer2D]'s internal [code]flush_queries[/code] method.
ga: Glaodh ar gach céim fisice roimh [method _step] chun gach ceist atá fágtha a phróiseáil.
    Leagan insroichte de mhodh inmheánach [code]flush_queries[/code] inmheánach [PhysicsServer2D].

en: Overridable version of [method PhysicsServer2D.free_rid].
ga: Leagan sáraithe de [method PhysicsServer2D.free_rid].

en: Overridable version of [method PhysicsServer2D.get_process_info].
ga: Leagan sáraithe de [method PhysicsServer2D.get_process_info].

en: Called when the main loop is initialized and creates a new instance of this physics server. See also [method MainLoop._initialize] and [method _finish].
    Overridable version of [PhysicsServer2D]'s internal [code]init[/code] method.
ga: Glaoitear air nuair a chuirtear tús leis an bpríomhlúb agus cruthaítear sampla nua den fhreastalaí fisice seo. Féach freisin [method MainLoop._initialize] agus [method _finish].
    Leagan insroichte de mhodh inmheánach [code]init[/code] [PhysicsServer2D].

en: Overridable method that should return [code]true[/code] when the physics server is processing queries. See also [method _flush_queries].
    Overridable version of [PhysicsServer2D]'s internal [code]is_flushing_queries[/code] method.
ga: Modh sáraitheach ar cheart dó [code]true[/code] a thabhairt ar ais nuair atá an freastalaí fisice ag próiseáil fiosruithe. Féach freisin [method _flush_queries].
    Tá leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code]is_flushing_queries[/code].

en: Overridable version of [method PhysicsServer2D.joint_clear].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_clear].

en: Overridable version of [method PhysicsServer2D.joint_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_create].

en: Overridable version of [method PhysicsServer2D.joint_disable_collisions_between_bodies].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_disable_collisions_between_bodies].

en: Overridable version of [method PhysicsServer2D.joint_get_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_get_param].

en: Overridable version of [method PhysicsServer2D.joint_get_type].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_get_type].

en: Overridable version of [method PhysicsServer2D.joint_is_disabled_collisions_between_bodies].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_is_disabled_collisions_between_bodies].

en: Overridable version of [method PhysicsServer2D.joint_make_damped_spring].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_make_damped_spring].

en: Overridable version of [method PhysicsServer2D.joint_make_groove].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_make_groove].

en: Overridable version of [method PhysicsServer2D.joint_make_pin].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_make_pin].

en: Overridable version of [method PhysicsServer2D.joint_set_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.joint_set_param].

en: Overridable version of [method PhysicsServer2D.pin_joint_get_flag].
ga: Leagan sáraitheach de [method PhysicsServer2D.pin_joint_get_flag].

en: Overridable version of [method PhysicsServer2D.pin_joint_get_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.pin_joint_get_param].

en: Overridable version of [method PhysicsServer2D.pin_joint_set_flag].
ga: Leagan sáraitheach de [method PhysicsServer2D.pin_joint_set_flag].

en: Overridable version of [method PhysicsServer2D.pin_joint_set_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.pin_joint_set_param].

en: Overridable version of [method PhysicsServer2D.rectangle_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.rectangle_shape_create].

en: Overridable version of [method PhysicsServer2D.segment_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.segment_shape_create].

en: Overridable version of [method PhysicsServer2D.separation_ray_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.separation_ray_shape_create].

en: Overridable version of [method PhysicsServer2D.set_active].
ga: Leagan sáraithe de [method PhysicsServer2D.set_active].

en: Given two shapes and their parameters, should return [code]true[/code] if a collision between the two would occur, with additional details passed in [param results].
    Overridable version of [PhysicsServer2D]'s internal [code]shape_collide[/code] method. Corresponds to [method PhysicsDirectSpaceState2D.collide_shape].
ga: Má thugtar dhá chruth agus a bparaiméadar, ba cheart [code]true[/code] a thabhairt ar ais dá dtarlódh imbhualadh idir an dá cheann, agus sonraí breise curtha ar fáil i [torthaí param].
    Leagan insroichte de mhodh inmheánach [code] shape_collide[/code] inmheánach [PhysicsServer2D]. Comhfhreagraíonn do [method PhysicsDirectSpaceState2D.collide_shape].

en: Should return the custom solver bias of the given [param shape], which defines how much bodies are forced to separate on contact when this shape is involved.
    Overridable version of [PhysicsServer2D]'s internal [code]shape_get_custom_solver_bias[/code] method. Corresponds to [member Shape2D.custom_solver_bias].
ga: Ba chóir go dtabharfaí ar ais an claonadh réitigh saincheaptha den [cruth param] a thugtar, a shainmhíníonn cé mhéad coirp a bhfuil iallach orthu scaradh ar theagmháil nuair a bhíonn an cruth seo i gceist.
    Leagan insroichte de mhodh [code] inmheánach [PhysicsServer2D] cruth_get_custom_solver_bias[/code]. Comhfhreagraíonn do [ball Shape2D.custom_solver_bias].

en: Overridable version of [method PhysicsServer2D.shape_get_data].
ga: Leagan sáraitheach de [method PhysicsServer2D.shape_get_data].

en: Overridable version of [method PhysicsServer2D.shape_get_type].
ga: Leagan sáraitheach de [method PhysicsServer2D.shape_get_type].

en: Should set the custom solver bias for the given [param shape]. It defines how much bodies are forced to separate on contact.
    Overridable version of [PhysicsServer2D]'s internal [code]shape_get_custom_solver_bias[/code] method. Corresponds to [member Shape2D.custom_solver_bias].
ga: Ba chóir go socrófar an claonadh réiteora saincheaptha don [cruth param] a thugtar. Sainmhíníonn sé cé mhéad a chuirtear iallach ar chomhlachtaí scaradh nuair a bhíonn siad i dteagmháil.
    Leagan insroichte de mhodh [code] inmheánach [PhysicsServer2D] cruth_get_custom_solver_bias[/code]. Comhfhreagraíonn do [ball Shape2D.custom_solver_bias].

en: Overridable version of [method PhysicsServer2D.shape_set_data].
ga: Leagan sáraitheach de [method PhysicsServer2D.shape_set_data].

en: Overridable version of [method PhysicsServer2D.space_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.space_create].

en: Should return how many contacts have occurred during the last physics step in the given [param space]. See also [method _space_get_contacts] and [method _space_set_debug_contacts].
    Overridable version of [PhysicsServer2D]'s internal [code]space_get_contact_count[/code] method.
ga: Ba chóir go gcuirfí ar ais cé mhéad teagmhála a tharla le linn na céime fisice deiridh sa [spás param] a thugtar. Féach freisin [method _space_get_contacts] agus [method _space_set_debug_contacts].
    Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code]space_get_contact_count[/code].

en: Should return the positions of all contacts that have occurred during the last physics step in the given [param space]. See also [method _space_get_contact_count] and [method _space_set_debug_contacts].
    Overridable version of [PhysicsServer2D]'s internal [code]space_get_contacts[/code] method.
ga: Ba chóir go dtabharfadh sé suíomhanna na dteagmhálacha go léir a tharla le linn na céime fisice deiridh sa [spás param] a thugtar ar ais. Féach freisin [method _space_get_contact_count] agus [method _space_set_debug_contacts].
    Leagan insroichte de mhodh inmheánach [code]space_get_contacts[/code] [PhysicsServer2D].

en: Overridable version of [method PhysicsServer2D.space_get_direct_state].
ga: Leagan sáraitheach de [method PhysicsServer2D.space_get_direct_state].

en: Overridable version of [method PhysicsServer2D.space_get_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.space_get_param].

en: Overridable version of [method PhysicsServer2D.space_is_active].
ga: Leagan sáraithe de [method PhysicsServer2D.space_is_active].

en: Overridable version of [method PhysicsServer2D.space_set_active].
ga: Leagan sáraitheach de [method PhysicsServer2D.space_set_active].

en: Used internally to allow the given [param space] to store contact points, up to [param max_contacts]. This is automatically set for the main [World2D]'s space when [member SceneTree.debug_collisions_hint] is [code]true[/code], or by checking "Visible Collision Shapes" in the editor. Only works in debug builds.
    Overridable version of [PhysicsServer2D]'s internal [code]space_set_debug_contacts[/code] method.
ga: Úsáidtear go hinmheánach chun an [spás param] a thugtar a cheadú chun pointí teagmhála a stóráil, suas go dtí [param max_contacts]. Socraítear é seo go huathoibríoch do phríomhspás [World2D] nuair a bhíonn [member SceneTree.debug_collisions_hint] [code]true[/code], nó trí "Cruthanna Infheicthe Imbhuailte" a sheiceáil san eagarthóir. Ní oibríonn ach i dtógáil dífhabhtaithe.
    Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code]space_set_debug_contacts[/code].

en: Overridable version of [method PhysicsServer2D.space_set_param].
ga: Leagan sáraitheach de [method PhysicsServer2D.space_set_param].

en: Called every physics step to process the physics simulation. [param step] is the time elapsed since the last physics step, in seconds. It is usually the same as [method Node.get_physics_process_delta_time].
    Overridable version of [PhysicsServer2D]'s internal [code skip-lint]step[/code] method.
ga: Ar a dtugtar gach céim fisice a phróiseáil an insamhalta fisice. Is é [céim param] an t-am atá caite ón gcéim dheireanach san fhisic, i soicindí. De ghnáth bíonn sé mar an gcéanna le [method Node.get_physics_process_delta_time].
    Leagan insroichte de mhodh inmheánach [PhysicsServer2D] [code skip-lint]step[/code].

en: Called to indicate that the physics server is synchronizing and cannot access physics states if running on a separate thread. See also [method _end_sync].
    Overridable version of [PhysicsServer2D]'s internal [code]sync[/code] method.
ga: Glaodh air a chur in iúl go bhfuil an freastalaí fisice ag sioncronú agus nach féidir leis rochtain a fháil ar stáit na fisice má tá sé ag rith ar shnáithe ar leith. Féach freisin [method _end_sync].
    Leagan insroichte de mhodh [code]sioncronaithe[/code] inmheánach [PhysicsServer2D].

en: Overridable version of [method PhysicsServer2D.world_boundary_shape_create].
ga: Leagan sáraitheach de [method PhysicsServer2D.world_boundary_shape_create].

en: Returns [code]true[/code] if the body with the given [RID] is being excluded from [method _body_test_motion]. See also [method Object.get_instance_id].
ga: Filleann sé [code]true[/code] má tá an corp leis an [RID] tugtha á eisiamh ó [method _body_test_motion]. Féach freisin [method Object.get_instance_id].

en: Returns [code]true[/code] if the object with the given instance ID is being excluded from [method _body_test_motion]. See also [method Object.get_instance_id].
ga: Filleann sé [code]true[/code] má tá an réad leis an ID ásc tugtha á eisiamh ó [method _body_test_motion]. Féach freisin [method Object.get_instance_id].

en: A singleton for managing [PhysicsServer2D] implementations.
ga: A singleton chun bainistiú a dhéanamh ar [PhysicsServer2D] feidhmiúcháin.

en: [PhysicsServer2DManager] is the API for registering [PhysicsServer2D] implementations and for setting the default implementation.
    [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions.
ga: Is é [PhysicsServer2DManager] an API chun feidhmiúcháin [PhysicsServer2D] a chlárú agus chun an cur i bhfeidhm réamhshocraithe a shocrú.
    [b]Nóta:[/b] Ní féidir freastalaithe fisice a athrú ag am rite. Ní úsáidtear an aicme seo ach ar am tosaithe ag leibhéal tosaithe an fhreastalaí, ag Godot féin agus b'fhéidir ag GDExtensions.

en: Register a [PhysicsServer2D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object.
ga: Cláraigh cur i bhfeidhm [PhysicsServer2D] trí [ainm param] agus [Inghlaoite] a chur ar ais a thugann réad [PhysicsServer2D].

en: Set the default [PhysicsServer2D] implementation to the one identified by [param name], if [param priority] is greater than the priority of the current default implementation.
ga: Socraigh an cur i bhfeidhm réamhshocraithe [PhysicsServer2D] chuig an gceann a shainaithnítear le [ainm param], má tá [tosaíocht param] níos mó ná tosaíocht an chur chun feidhme réamhshocraithe reatha.

en: A server interface for low-level 3D physics access.
ga: Comhéadan freastalaí le haghaidh rochtana fisice 3D ar leibhéal íseal.

en: PhysicsServer3D is the server responsible for all 3D physics. It can directly create and manipulate all physics objects:
    - A [i]space[/i] is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified.
    - A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations.
    - A [i]body[/i] is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics.
    - An [i]area[/i] is a region in space which can be used to detect bodies and areas entering and exiting it. A body monitoring callback can be set to report entering/exiting body shapes, and similarly an area monitoring callback can be set. Gravity and damping can be overridden within the area by setting area parameters.
    - A [i]joint[/i] is a constraint, either between two bodies or on one body relative to a point. Parameters such as the joint bias and the rest length of a spring joint can be adjusted.
    Physics objects in [PhysicsServer3D] may be created and manipulated independently; they do not have to be tied to nodes in the scene tree.
    [b]Note:[/b] All the 3D physics nodes use the physics server internally. Adding a physics node to the scene tree will cause a corresponding physics object to be created in the physics server. A rigid body node registers a callback that updates the node's transform with the transform of the respective body object in the physics server (every physics update). An area node registers a callback to inform the area node about overlaps with the respective area object in the physics server. The raycast node queries the direct state of the relevant space in the physics server.
ga: Is é PhysicsServer3D an freastalaí atá freagrach as gach fisic 3D. Is féidir leis gach réad fisice a chruthú agus a ionramháil go díreach:
    - Is domhan féinchuimsitheach é spás [i]spás[/i] le haghaidh insamhalta fisice. Tá coirp, limistéir agus hailt ann. Is féidir a staid a cheistiú le haghaidh faisnéise imbhuailte agus trasnaithe, agus is féidir roinnt paraiméadair an insamhalta a mhodhnú.
    - Is cruth geoiméadrach é cruth [i][/i] amhail sféar, bosca, sorcóir, nó polagán. Is féidir é a úsáid chun imbhualadh a bhrath trína chur le corp/limistéar, b'fhéidir le claochlú breise i gcoibhneas le bunadh an choirp/an limistéir. Is féidir cruthanna iolracha (claochlaithe) a chur le coirp/limistéir, agus is féidir cruth amháin a chur le coirp/limistéir go minic le claochluithe áitiúla éagsúla.
    - Is réad fisiceach é [i]corp[/i] ar féidir leis a bheith i mód statach, cineamatach nó docht. Is féidir a staid (cosúil le suíomh agus treoluas) a cheistiú agus a nuashonrú. Is féidir aisghlao comhtháthaithe fórsa a shocrú chun fisic an chomhlachta a shaincheapadh.
    - Is éard is [i]limistéar[/i] ann réigiún sa spás is féidir a úsáid chun coirp agus limistéir a thagann isteach agus amach as a bhrath. Is féidir aisghlao monatóireachta coirp a shocrú chun cruthanna coirp atá ag dul isteach/amach a thuairisciú, agus mar an gcéanna is féidir aisghlao monatóireachta limistéir a shocrú. Is féidir domhantarraingt agus taise a shárú laistigh den limistéar trí pharaiméadair achair a shocrú.
    - Is srian é [i]joint[/i], idir dhá chorp nó ar chorp amháin i gcoibhneas le pointe. Is féidir paraiméadair ar nós an t-alt-laofachta agus an chuid eile d'alt earrach a choigeartú.
    Is féidir réada fisice in [PhysicsServer3D] a chruthú agus a láimhseáil go neamhspleách; ní gá iad a bheith ceangailte le nóid sa chrann radharc.
    [b]Nóta:[/b] Úsáideann na nóid fisice 3D go léir an freastalaí fisice go hinmheánach. Má chuirtear nód fisice leis an gcrann radhairc cruthófar réad comhfhreagrach fisice sa fhreastalaí fisice. Cláraíonn nód coirp docht aisghlao a nuashonraíonn claochlú an nód le claochlú an chuspóra faoi seach sa fhreastalaí fisice (gach nuashonrú fisice). Cláraíonn nód achair aisghlao chun an nód achair a chur ar an eolas faoi fhorluí leis an réad achair faoi seach sa fhreastalaí fisice. Ceistíonn an nód raycast staid dhíreach an spáis ábhartha sa fhreastalaí fisice.

en: Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
ga: Cuireann sé cruth leis an limistéar, chomh maith le maitrís trasfhoirmithe. De ghnáth déanann a n-innéacs tagairt do chruthanna, mar sin ba cheart duit an cruth a bhfuil innéacs tugtha aige a rianú.

en: Assigns the area to a descendant of [Object], so it can exist in the node tree.
ga: Sanntar an limistéar do shliocht [Réad], ionas gur féidir leis a bheith ann sa chrann nód.

en: Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.
ga: Baintear gach cruth as limistéar. Ní scriosann sé na cruthanna, ionas gur féidir iad a athshannadh níos déanaí.

en: Creates a 3D area object in the physics server, and returns the [RID] that identifies it. The default settings for the created area include a collision layer and mask set to [code]1[/code], and [code]monitorable[/code] set to [code]false[/code].
    Use [method area_add_shape] to add shapes to it, use [method area_set_transform] to set its transform, and use [method area_set_space] to add the area to a space. If you want the area to be detectable use [method area_set_monitorable].
ga: Cruthaíonn réad achair 3D sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. I measc na socruithe réamhshocraithe don limistéar cruthaithe tá ciseal imbhuailte agus masc socraithe go [code]1[/code], agus [code] inmhonaraithe[/code] socraithe go [code]false[/code].
    Úsáid [method area_add_shape] chun cruthanna a chur leis, úsáid [method area_set_transform] chun a chlaochlú a shocrú, agus úsáid [method area_set_space] chun an t-achar a chur le spás. Más mian leat an limistéar a bheith inbhraite úsáid [method area_set_monitorable].

en: Returns the physics layer or layers an area belongs to.
ga: Filleann sé an ciseal fisice nó sraitheanna lena mbaineann limistéar.

en: Returns the physics layer or layers an area can contact with.
ga: Filleann sé an ciseal fisice nó sraitheanna is féidir le limistéar teagmháil a dhéanamh leis.

en: Gets the instance ID of the object the area is assigned to.
ga: Faigheann an t-aitheantas shampla an ruda a bhfuil an limistéar sannta dó.

en: Returns an area parameter value. A list of available parameters is on the [enum AreaParameter] constants.
ga: Filleann sé luach paraiméadar achair. Tá liosta de na paraiméadair atá ar fáil ar na tairisigh [enum AreaParameter].

en: Returns the [RID] of the nth shape of an area.
ga: Filleann [RID] an nú cruth achair.

en: Returns the number of shapes assigned to an area.
ga: Filleann sé líon na gcruthanna a shanntar do limistéar.

en: Returns the transform matrix of a shape within an area.
ga: Filleann an maitrís trasfhoirmithe de chruth laistigh de limistéar.

en: Returns the space assigned to the area.
ga: Filleann sé an spás atá sannta don limistéar.

en: Returns the transform matrix for an area.
ga: Filleann sé an maitrís claochlaithe do limistéar.

en: Removes a shape from an area. It does not delete the shape, so it can be reassigned later.
ga: Baintear cruth as limistéar. Ní scriosann sé an cruth, mar sin is féidir é a athshannadh níos déanaí.

en: Assigns the area to one or many physics layers.
ga: Sanntar an limistéar do shraith amháin nó go leor sraitheanna fisice.

en: Sets which physics layers the area will monitor.
ga: Socraíonn sé na sraitheanna fisice a ndéanfaidh an limistéar monatóireacht orthu.

en: Sets the value for an area parameter. A list of available parameters is on the [enum AreaParameter] constants.
ga: Socraíonn sé an luach do pharaiméadar achair. Tá liosta de na paraiméadair atá ar fáil ar na tairisigh [enum AreaParameter].

en: Sets object pickable with rays.
ga: Socraíonn sé réad inphioctha le gathanna.

en: Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].
ga: Cuirtear cruth achair tugtha in ionad cruth eile. Roghnaítear an seanchruth ag a innéacs, an cruth nua ag a [RID].

en: Sets the transform matrix for an area shape.
ga: Socraíonn sé an maitrís trasfhoirmithe le haghaidh cruth ceantair.

en: Assigns a space to the area.
ga: Sannann spás don cheantar.

en: Sets the transform matrix for an area.
ga: Socraíonn sé an maitrís trasfhoirmithe do limistéar.

en: Adds a body to the list of bodies exempt from collisions.
ga: Cuireann sé comhlacht le liosta na gcomhlachtaí atá díolmhaithe ó imbhuailtí.

en: Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].
    This is equivalent to using [method body_add_constant_force] at the body's center of mass.
ga: Cuireann sé fórsa treo tairiseach leis gan cur isteach ar rothlú a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code] body_set_constant_force(body, Vector3(0, 0, 0))[/code].
    Tá sé seo comhionann le [method body_add_constant_force] a úsáid ag lárionad maise an choirp.

en: Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].
    [param position] is the offset from the body origin in global coordinates.
ga: Cuireann sé fórsa seasta suite leis an gcorp a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code] body_set_constant_force(body, Vector3(0, 0, 0))[/code].
    Is é [suíomh param] an fhritháireamh ón mbunús coirp i gcomhordanáidí domhanda.

en: Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, Vector3(0, 0, 0))[/code].
ga: Cuireann sé fórsa rothlach tairiseach leis gan cur isteach ar an suíomh a choinnítear á chur i bhfeidhm le himeacht ama go dtí go nglantar é le [code] body_set_constant_torque(body, Vector3(0, 0, 0))[/code].

en: Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
ga: Cuireann sé cruth leis an gcorp, chomh maith le maitrís trasfhoirmithe. De ghnáth déanann a n-innéacs tagairt do chruthanna, mar sin ba cheart duit an cruth a bhfuil innéacs tugtha aige a rianú.

en: Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
    This is equivalent to using [method body_apply_force] at the body's center of mass.
ga: Feidhmíonn fórsa treorach gan tionchar a imirt ar rothlú. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    Tá sé seo comhionann le [method body_apply_force] a úsáid i lár mais an choirp.

en: Applies a directional impulse without affecting rotation.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    This is equivalent to using [method body_apply_impulse] at the body's center of mass.
ga: Cuireann sé impulse treorach i bhfeidhm gan cur isteach ar rothlú.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    Tá sé seo comhionann le [method body_apply_impulse] a úsáid ag lárionad maise an choirp.

en: Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
ga: Cuirtear fórsa rothlach i bhfeidhm gan cur isteach ar an suíomh. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.

en: Applies a rotational impulse to the body without affecting the position.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
ga: Cuireann sé impulse rothlach leis an gcorp gan cur isteach ar an suíomh.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).

en: Removes all shapes from a body.
ga: Baintear gach cruth as corp.

en: Creates a 3D body object in the physics server, and returns the [RID] that identifies it. The default settings for the created area include a collision layer and mask set to [code]1[/code], and body mode set to [constant BODY_MODE_RIGID].
    Use [method body_add_shape] to add shapes to it, use [method body_set_state] to set its transform, and use [method body_set_space] to add the body to a space.
ga: Cruthaíonn oibiacht choirp 3D sa fhreastalaí fisice, agus cuireann sé an [RID] a shainaithníonn é ar ais. I measc na socruithe réamhshocraithe don limistéar cruthaithe tá ciseal imbhuailte agus masc socraithe go [code]1[/code], agus modh coirp socraithe go [BODY_MODE_RIGID seasmhach].
    Úsáid [method body_add_shape] chun cruthanna a chur leis, úsáid [method body_set_state] chun a chlaochlú a shocrú, agus úsáid [method body_set_space] chun an corp a chur le spás.

en: Returns the physics layer or layers a body belongs to.
ga: Filleann sé an ciseal fisice nó na sraitheanna lena mbaineann corp.

en: Returns the physics layer or layers a body can collide with.
ga: Filleann sé an ciseal fisice nó na sraitheanna ar féidir le corp imbhualadh leo.

en: Returns the body's collision priority.
ga: Tugann sé tosaíocht imbhuailte an chomhlachta ar ais.

en: Returns the body's total constant positional forces applied during each physics update.
    See [method body_add_constant_force] and [method body_add_constant_central_force].
ga: Filleann sé fórsaí seasta seasaimh iomlána an chomhlachta a cuireadh i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_force] agus [method body_add_constant_central_force].

en: Returns the body's total constant rotational forces applied during each physics update.
    See [method body_add_constant_torque].
ga: Filleann sé fórsaí rothlaithe tairiseach iomlán an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_torque].

en: Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space.
ga: Filleann sé [PhysicsDirectBodyState3D] den chorp. Filleann [code]null[/code] má scriostar an corp nó má bhaintear as spás na fisice é.

en: Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].
ga: Filleann sé na teagmhálaithe uasta is féidir a thuairisciú. Féach ar [method body_set_max_contacts_reported].

en: Returns the body mode.
ga: Filleann an modh comhlacht.

en: Returns the value of a body parameter. A list of available parameters is on the [enum BodyParameter] constants.
ga: Filleann sé luach paraiméadar coirp. Tá liosta de na paraiméadair atá ar fáil ar na tairisigh [enum BodyParameter].

en: Returns the [RID] of the nth shape of a body.
ga: Filleann [RID] den nú cruth coirp.

en: Returns the number of shapes assigned to a body.
ga: Filleann sé líon na gcruthanna a shanntar do chorp.

en: Returns the transform matrix of a body shape.
ga: Filleann an maitrís trasfhoirmithe de chruth coirp.

en: Returns the [RID] of the space assigned to a body.
ga: Filleann [RID] an spáis atá sannta do chorp.

en: Returns a body state.
ga: Filleann stát comhlacht.

en: If [code]true[/code], the continuous collision detection mode is enabled.
ga: Más [code]true[/code], tá an modh braite imbhuailte leanúnaigh cumasaithe.

en: Removes a body from the list of bodies exempt from collisions.
    Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.
ga: Baintear comhlacht de liosta na gcomhlachtaí atá díolmhaithe ó imbhuailtí.
    Déanann braite imbhuailte leanúnach iarracht a thuar cá háit a imbhuailfidh corp atá ag gluaiseacht, in ionad é a bhogadh agus a ghluaiseacht a cheartú má imbhuail sé.

en: Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.
ga: Baintear cruth as corp. Ní scriostar an cruth, mar sin is féidir é a athúsáid ina dhiaidh sin.

en: Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param].
ga: Athchóirítear an táimhe réamhshocraithe agus lár na maise bunaithe ar chruthanna chun aon luachanna saincheaptha a socraíodh roimhe seo a chealú ag baint úsáide as [method body_set_param].

en: Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
ga: Socraíonn sé treoluas aise. Socrófar an treoluas san ais veicteoireach tugtha mar an fad veicteora tugtha. Tá sé seo úsáideach le haghaidh iompar léim.

en: Sets the physics layer or layers a body belongs to.
ga: Socraíonn sé an ciseal fisice nó na sraitheanna lena mbaineann corp.

en: Sets the physics layer or layers a body can collide with.
ga: Socraíonn sé an ciseal fisice nó na sraitheanna ar féidir le corp imbhualadh leo.

en: Sets the body's collision priority.
ga: Socraíonn sé tosaíocht imbhuailte an chomhlachta.

en: Sets the body's total constant positional forces applied during each physics update.
    See [method body_add_constant_force] and [method body_add_constant_central_force].
ga: Socraíonn sé fórsaí seasta seasaimh iomlána an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_force] agus [method body_add_constant_central_force].

en: Sets the body's total constant rotational forces applied during each physics update.
    See [method body_add_constant_torque].
ga: Socraíonn sé fórsaí rothlaithe tairiseacha iomlána an chomhlachta a chuirtear i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method body_add_constant_torque].

en: If [code]true[/code], the continuous collision detection mode is enabled.
    Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.
ga: Más [code]true[/code], tá an modh braite imbhuailte leanúnaigh cumasaithe.
    Déanann braite imbhuailte leanúnach iarracht a thuar cá háit a imbhuailfidh corp atá ag gluaiseacht, in ionad é a bhogadh agus a ghluaiseacht a cheartú má imbhuail sé.

en: Sets the body's custom force integration callback function to [param callable]. Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the custom callback.
    The function [param callable] will be called every physics tick, before the standard force integration (see [method body_set_omit_force_integration]). It can be used for example to update the body's linear and angular velocity based on contact with other bodies.
    If [param userdata] is not [code]null[/code], the function [param callable] must take the following two parameters:
    1. [code]state[/code]: a [PhysicsDirectBodyState3D], used to retrieve and modify the body's state,
    2. [code skip-lint]userdata[/code]: a [Variant]; its value will be the [param userdata] passed into this method.
    If [param userdata] is [code]null[/code], then [param callable] must take only the [code]state[/code] parameter.
ga: Socraíonn sé feidhm aisghlao comhtháthú fórsa saincheaptha an chomhlachta go [param callable]. Úsáid [Inghlaoite] ([cód skip-lint]Inghlaoite()[/code]) folamh chun an aisghlao saincheaptha a ghlanadh.
    Tabharfar gach tic fisice ar an bhfeidhm [param callable], roimh an gcomhtháthú fórsa caighdeánach (féach [method body_set_omit_force_integration]). Is féidir é a úsáid mar shampla chun treoluas líneach agus uilleach an chomhlachta a nuashonrú bunaithe ar theagmháil le comhlachtaí eile.
    Mura [code]null[/code] é [param userdata], caithfidh an fheidhm [param callable] an dá pharaiméadar seo a leanas a ghlacadh:
    1. [code]luaigh[/code]: a [PhysicsDirectBodyState3D], a úsáidtear chun staid an choirp a aisghabháil agus a mhodhnú,
    2. [cód skip-lint]sonraí úsáideora[/code]: a [Athróg]; is é a luach ná an [param userdata] a chuirtear ar aghaidh chuig an modh seo.
    Más [code]null[/code] é [param userdata], ní mór do [param inghlaoite] ach an paraiméadar [code]luaigh[/code] a ghlacadh.

en: Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies. This is enabled by setting the maximum number of contacts reported to a number greater than 0.
ga: Socraíonn sé na teagmhálaithe uasta le tuairisciú. Is féidir le comhlachtaí loga a choinneáil ar na teagmhálacha le comhlachtaí eile. Cumasaítear é seo trí uaslíon na dteagmhálaithe a thuairiscítear chuig uimhir níos mó ná 0 a shocrú.

en: Sets the body mode, from one of the [enum BodyMode] constants.
ga: Socraíonn sé modh an choirp, ó cheann de na tairisigh [enum BodyMode].

en: Sets whether the body omits the standard force integration. If [param enable] is [code]true[/code], the body will not automatically use applied forces, torques, and damping to update the body's linear and angular velocity. In this case, [method body_set_force_integration_callback] can be used to manually update the linear and angular velocity instead.
    This method is called when the property [member RigidBody3D.custom_integrator] is set.
ga: Socraíonn sé cibé an bhfágann an comhlacht an comhtháthú fórsa caighdeánach ar lár. Má tá [param enable] [code]true[/code], ní bhainfidh an corp úsáid as fórsaí feidhmeacha, tóirsí agus taiseadh go huathoibríoch chun treoluas líneach agus uilleach an chomhlachta a nuashonrú. Sa chás seo, is féidir [method body_set_force_integration_callback] a úsáid chun an treoluas líneach agus uilleach a nuashonrú de láimh ina ionad sin.
    Tugtar an modh seo nuair a shocraítear an t-airí [member RigidBody3D.custom_integrator].

en: Sets a body parameter. A list of available parameters is on the [enum BodyParameter] constants.
ga: Socraíonn paraiméadar coirp. Tá liosta de na paraiméadair atá ar fáil ar na tairisigh [enum BodyParameter].

en: Sets the body pickable with rays if [param enable] is set.
ga: Socraíonn sé an corp in-phioctha le gathanna má tá [param enable] socraithe.

en: Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].
ga: Cuirtear cruth coirp ar leith in ionad cruth eile. Roghnaítear an seanchruth ag a innéacs, an cruth nua ag a [RID].

en: Sets the transform matrix for a body shape.
ga: Socraíonn sé an maitrís trasfhoirmithe le haghaidh cruth coirp.

en: Assigns a space to the body (see [method space_create]).
ga: Sannann sé spás don chorp (féach [method space_create]).

en: Sets a body state (see [enum BodyState] constants).
ga: Socraíonn sé staid choirp (féach tairisigh [enum BodyState]).

en: Sets the body's state synchronization callback function to [param callable]. Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the callback.
    The function [param callable] will be called every physics frame, assuming that the body was active during the previous physics tick, and can be used to fetch the latest state from the physics server.
    The function [param callable] must take the following parameters:
    1. [code]state[/code]: a [PhysicsDirectBodyState3D], used to retrieve the body's state.
ga: Socraíonn sé feidhm aisghlao sioncronaithe stáit an chomhlachta go [param inghlaoite]. Úsáid [Inghlaoite] ([cód skip-lint]Inghlaoite()[/code]) folamh chun an t-aisghlao a ghlanadh.
    Tabharfar gach fráma fisice ar an bhfeidhm [param callable], ag glacadh leis go raibh an corp gníomhach le linn an tic fisice roimhe seo, agus is féidir é a úsáid chun an staid is déanaí a fháil ón bhfreastalaí fisice.
    Caithfidh na paraiméadair seo a leanas a bheith san fheidhm [param callable]:
    1. [code]luaigh[/code]: a [PhysicsDirectBodyState3D], a úsáidtear chun staid an choirp a aisghabháil.

en: Returns [code]true[/code] if a collision would result from moving along a motion vector from a given point in space. [PhysicsTestMotionParameters3D] is passed to set motion parameters. [PhysicsTestMotionResult3D] can be passed to return additional information.
ga: Filleann sé [code]true[/code] dá mbeadh imbhualadh mar thoradh ar bhogadh feadh veicteoir gluaisne ó phointe tugtha sa spás. Cuirtear [PhysicsTestMotionParameters3D] ar aghaidh chun paraiméadair ghluaisne a shocrú. Is féidir [PhysicsTestMotionResult3D] a chur ar aghaidh chun faisnéis bhreise a thabhairt ar ais.

en: Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).
ga: Faigheann sé paraiméadar cón_twist_joint (féach tairisigh [enum ConeTwistJointParam]).

en: Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).
ga: Socraíonn sé paraiméadar cón_twist_joint (féach tairisigh [enum ConeTwistJointParam]).

en: Destroys any of the objects created by PhysicsServer3D. If the [RID] passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console.
ga: Scriosann sé aon cheann de na rudaí cruthaithe ag PhysicsServer3D. Mura bhfuil an [RID] a ritheadh ar cheann de na oibiachtaí is féidir le PhysicsServer3D a chruthú, seolfar earráid chuig an consól.

en: Returns the value of a generic 6DOF joint flag. See [enum G6DOFJointAxisFlag] for the list of available flags.
ga: Tugann sé ar ais luach comhbhratach cineálach 6DOF. Féach [enum G6DOFJointAxisFlag] le haghaidh liosta na mbratach atá ar fáil.

en: Returns the value of a generic 6DOF joint parameter. See [enum G6DOFJointAxisParam] for the list of available parameters.
ga: Tugann sé ar ais luach comhpharaiméadar cineálach 6DOF. Féach [enum G6DOFJointAxisParam] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Sets the value of a given generic 6DOF joint flag. See [enum G6DOFJointAxisFlag] for the list of available flags.
ga: Socraíonn sé luach comhbhratach cineálach 6DOF tugtha. Féach [enum G6DOFJointAxisFlag] le haghaidh liosta na mbratach atá ar fáil.

en: Sets the value of a given generic 6DOF joint parameter. See [enum G6DOFJointAxisParam] for the list of available parameters.
ga: Socraíonn sé luach comhpharaiméadar cineálach 6DOF tugtha. Féach [enum G6DOFJointAxisParam] le haghaidh liosta na bparaiméadar atá ar fáil.

en: Returns information about the current state of the 3D physics engine. See [enum ProcessInfo] for a list of available states.
ga: Tuairisceáin eolas faoi staid reatha an inneall fisice 3D.... Féach [enum ProcessInfo] le haghaidh liosta de na stáit atá ar fáil.

en: Gets a hinge_joint flag (see [enum HingeJointFlag] constants).
ga: Faigheann sé bratach hinge_joint (féach tairisigh [enum HingeJointFlag]).

en: Gets a hinge_joint parameter (see [enum HingeJointParam]).
ga: Faigheann paraiméadar hinge_joint (féach [enum HingeJointParam]).

en: Sets a hinge_joint flag (see [enum HingeJointFlag] constants).
ga: Socraíonn sé bratach hinge_joint (féach tairisigh [enum HingeJointFlag]).

en: Sets a hinge_joint parameter (see [enum HingeJointParam] constants).
ga: Socraíonn sé paraiméadar hinge_joint (féach tairisigh [enum HingeJointParam]).

en: Sets whether the bodies attached to the [Joint3D] will collide with each other.
ga: Socraíonn sé cé acu an imbhuailfidh na coirp atá ceangailte leis an [Joint3D] lena chéile.

en: Gets the priority value of the Joint3D.
ga: Faigheann sé luach tosaíochta an Joint3D.

en: Returns the type of the Joint3D.
ga: Seoltar ar ais cineál an Joint3D.

en: Returns whether the bodies attached to the [Joint3D] will collide with each other.
ga: Filleann cé acu an imbhuailfidh na coirp atá ceangailte leis an [Joint3D] lena chéile.

en: Make the joint a generic six degrees of freedom (6DOF) joint. Use [method generic_6dof_joint_set_flag] and [method generic_6dof_joint_set_param] to set the joint's flags and parameters respectively.
ga: Déan alt cineálach sé chéim saoirse (6DOF) den alt. Úsáid [method generic_6dof_joint_set_flag] agus [method generic_6dof_joint_set_param] chun bratacha agus paraiméadair an chomhpháirteach a shocrú faoi seach.

en: Sets the priority value of the Joint3D.
ga: Socraíonn sé luach tosaíochta an Joint3D.

en: Returns position of the joint in the local space of body a of the joint.
ga: Filleann sé suíomh an alt sa spás áitiúil de choirp a an alt.

en: Returns position of the joint in the local space of body b of the joint.
ga: Filleann suíomh an alt sa spás áitiúil de chorp b an alt.

en: Gets a pin_joint parameter (see [enum PinJointParam] constants).
ga: Faigheann sé paraiméadar pin_joint (féach tairisigh [enum PinJointParam]).

en: Sets position of the joint in the local space of body a of the joint.
ga: Socraíonn sé suíomh an alt sa spás áitiúil de choirp a an alt.

en: Sets position of the joint in the local space of body b of the joint.
ga: Socraíonn sé suíomh an chomhpháirteach sa spás áitiúil de chorp b den alt.

en: Sets a pin_joint parameter (see [enum PinJointParam] constants).
ga: Socraíonn sé paraiméadar pin_joint (féach tairisigh [enum PinJointParam]).

en: Activates or deactivates the 3D physics engine.
ga: Gníomhachtaíonn nó díghníomhaíonn sé an t-inneall fisice 3D.

en: Returns the shape data.
ga: Filleann sé na sonraí cruthanna.

en: Returns the collision margin for the shape.
    [b]Note:[/b] This is not used in Godot Physics, so will always return [code]0[/code].
ga: Filleann an corrlach imbhuailte don chruth.
    [b]Nóta:[/b] Ní úsáidtear é seo in Godot Physics, mar sin tabharfaidh sé ar ais [code]0[/code] i gcónaí.

en: Returns the type of shape (see [enum ShapeType] constants).
ga: Filleann sé an cineál crutha (féach tairisigh [enum ShapeType]).

en: Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type].
ga: Socraíonn sé na sonraí crutha a shainíonn a chruth agus a mhéid. Braitheann na sonraí atá le cur ar aghaidh ar an gcineál cruth a chruthaítear [method shape_get_type].

en: Sets the collision margin for the shape.
    [b]Note:[/b] This is not used in Godot Physics.
ga: Socraíonn sé an corrlach imbhuailte don chruth.
    [b]Nóta:[/b] Ní úsáidtear é seo i bhFisic Godot.

en: Gets a slider_joint parameter (see [enum SliderJointParam] constants).
ga: Faigheann sé paraiméadar slider_joint (féach tairisigh [enum SliderJointParam]).

en: Adds the given body to the list of bodies exempt from collisions.
ga: Cuireann sé an comhlacht tugtha le liosta na gcomhlachtaí atá díolmhaithe ó imbhuailtí.

en: Creates a new soft body and returns its internal [RID].
ga: Cruthaíonn corp bog nua agus cuireann sé a chuid inmheánach [RID] ar ais.

en: Returns the bounds of the given soft body in global coordinates.
ga: Filleann teorainneacha an choirp bhog tugtha i gcomhordanáidí domhanda.

en: Returns the physics layer or layers that the given soft body belongs to.
ga: Filleann sé an ciseal fisice nó sraitheanna lena mbaineann an corp bog tugtha.

en: Returns the physics layer or layers that the given soft body can collide with.
ga: Filleann sé an ciseal fisice nó na sraitheanna ar féidir leis an gcorp bog a thugtar imbhualadh leo.

en: Returns the damping coefficient of the given soft body.
ga: Filleann sé comhéifeacht taise an choirp bhog a thugtar.

en: Returns the drag coefficient of the given soft body.
ga: Filleann sé comhéifeacht tarraingthe an choirp bhog a thugtar.

en: Returns the linear stiffness of the given soft body.
ga: Filleann sé stiffness líneach an choirp bhog a thugtar.

en: Returns the current position of the given soft body point in global coordinates.
ga: Filleann sé suíomh reatha an choirp bog a tugadh i gcomhordanáidí domhanda.

en: Returns the pressure coefficient of the given soft body.
ga: Filleann sé comhéifeacht brú an choirp bhog a thugtar.

en: Returns the simulation precision of the given soft body.
ga: Filleann sé cruinneas ionsamhlúcháin an choirp bhog a thugtar.

en: Returns the [RID] of the space assigned to the given soft body.
ga: Filleann sé [RID] an spáis atá sannta don chorp bog tugtha.

en: Returns the given soft body state (see [enum BodyState] constants).
    [b]Note:[/b] Godot's default physics implementation does not support [constant BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant BODY_STATE_CAN_SLEEP].
ga: Tugann sé ar ais an staid bog coirp (féach tairisigh [enum BodyState]).
    [b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm réamhshocraithe fisice Godot [BODY_STATE_LINEAR_VELOCITY leanúnach], [BODY_STATE_ANGULAR_VELOCITY], [BODY_STATE_SLEEPING leanúnach], nó [BODY_STATE_CAN_SLEEPING seasmhach].

en: Returns the total mass assigned to the given soft body.
ga: Filleann sé an mhais iomlán a shanntar don chorp bog tugtha.

en: Returns whether the given soft body point is pinned.
ga: Tuairisceáin cibé an bhfuil an pointe bog coirp a thugtar pinn.

en: Moves the given soft body point to a position in global coordinates.
ga: Bogtar an corpphointe bog a thugtar go dtí suíomh i gcomhordanáidí domhanda.

en: Pins or unpins the given soft body point based on the value of [param pin].
    [b]Note:[/b] Pinning a point effectively makes it kinematic, preventing it from being affected by forces, but you can still move it using [method soft_body_move_point].
ga: Bioráin nó unpins an pointe bog coirp a thugtar bunaithe ar luach [bioráin param].
    [b]Nóta:[/b] Nuair a phionnaítear pointe go héifeachtach, is é is cúis le cineamatach é, rud a fhágann nach mbeidh tionchar ag fórsaí air, ach is féidir leat é a bhogadh fós trí úsáid a bhaint as [method soft_body_move_point].

en: Unpins all points of the given soft body.
ga: Díphionnálann sé gach pointe den chorp bog a thugtar.

en: Removes the given body from the list of bodies exempt from collisions.
ga: Baintear an comhlacht tugtha de liosta na gcomhlachtaí atá díolmhaithe ó imbhuailtí.

en: Sets the physics layer or layers the given soft body belongs to.
ga: Socraíonn sé an ciseal fisice nó na sraitheanna lena mbaineann an corp bog tugtha.

en: Sets the physics layer or layers the given soft body can collide with.
ga: Socraíonn sé an ciseal fisice nó na sraitheanna ar féidir leis an gcorp bog a thugtar imbhualadh leo.

en: Sets the damping coefficient of the given soft body. Higher values will slow down the body more noticeably when forces are applied.
ga: Socraíonn sé comhéifeacht taise an choirp bhog a thugtar. Cuirfidh luachanna níos airde moill níos suntasaí ar an gcorp nuair a chuirtear fórsaí i bhfeidhm.

en: Sets the drag coefficient of the given soft body. Higher values increase this body's air resistance.
    [b]Note:[/b] This value is currently unused by Godot's default physics implementation.
ga: Socraíonn sé comhéifeacht tarraingthe an choirp bhog a thugtar. Méadaíonn luachanna níos airde friotaíocht aeir an chomhlachta seo.
    [b]Nóta:[/b] Níl an luach seo in úsáid faoi láthair ag cur i bhfeidhm réamhshocraithe fisice Godot.

en: Sets the linear stiffness of the given soft body. Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between [code]0.0[/code] and [code]1.0[/code] (inclusive).
ga: Socraíonn sé stiffness líneach an choirp bhog a thugtar. Mar thoradh ar luachanna níos airde beidh corp níos déine, agus méadóidh luachanna níos ísle cumas an chomhlachta lúbadh. Is féidir leis an luach a bheith idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh).

en: Sets the mesh of the given soft body.
ga: Socraíonn sé mogalra an choirp bhog a thugtar.

en: Sets the pressure coefficient of the given soft body. Simulates pressure build-up from inside this body. Higher values increase the strength of this effect.
ga: Socraíonn sé comhéifeacht brú an chomhlachta bhog a thugtar. Samhlaíonn sé méadú brú ón taobh istigh den chorp seo. Méadaíonn luachanna níos airde neart an éifeacht seo.

en: Sets whether the given soft body will be pickable when using object picking.
ga: Socraíonn sé cé acu an mbeidh an corp bog a thugtar inphioctha agus piocadh réad á úsáid.

en: Sets the simulation precision of the given soft body. Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
ga: Socraíonn sé cruinneas insamhalta an chomhlachta bhog a thugtar. Feabhsóidh an luach seo a mhéadú an insamhalta mar thoradh air, ach is féidir leis tionchar a imirt ar fheidhmíocht. Bain úsáid as go cúramach.

en: Assigns a space to the given soft body (see [method space_create]).
ga: Sannann sé spás don chorp bog a thugtar (féach [method space_create]).

en: Sets the given body state for the given body (see [enum BodyState] constants).
    [b]Note:[/b] Godot's default physics implementation does not support [constant BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant BODY_STATE_CAN_SLEEP].
ga: Socraíonn sé staid an choirp tugtha don chorp tugtha (féach tairisigh [enum BodyState]).
    [b]Nóta:[/b] Ní thacaíonn cur i bhfeidhm réamhshocraithe fisice Godot [BODY_STATE_LINEAR_VELOCITY seasmhach], [BODY_STATE_ANGULAR_VELOCITY], [BODY_STATE_SLEEPING leanúnach], nó [BODY_STATE_CAN_SLEEPING seasmhach].

en: Sets the total mass for the given soft body.
ga: Socraíonn sé mais iomlán an choirp bhog a thugtar.

en: Sets the global transform of the given soft body.
ga: Socraíonn sé claochlú domhanda an choirp bhog a thugtar.

en: Requests that the physics server updates the rendering server with the latest positions of the given soft body's points through the [param rendering_server_handler] interface.
ga: Iarrann sé go nuashonraíonn an freastalaí fisice an freastalaí rindreála leis na suíomhanna is déanaí de phointí an chomhlachta bhog tugtha tríd an gcomhéadan [param rendering_server_handler].

en: Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space].
ga: Cruthaíonn spás. Is éard is spás ann ná bailiúchán paraiméadair don inneall fisice is féidir a shannadh do limistéar nó do chorp. Is féidir é a shannadh do limistéar ina bhfuil [method area_set_space], nó do chorp le [method body_set_space].

en: Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can be used to make collision/intersection queries.
ga: Filleann sé staid spáis, a [PhysicsDirectSpaceState3D]. Is féidir an réad seo a úsáid chun ceisteanna imbhuailte/trasnaithe a dhéanamh.

en: Returns the value of a space parameter.
ga: Filleann sé luach paraiméadar spáis.

en: Returns whether the space is active.
ga: Filleann sé cibé an bhfuil an spás gníomhach.

en: Marks a space as active. It will not have an effect, unless it is assigned to an area or body.
ga: Marcálann spás mar spás gníomhach. Ní bheidh éifeacht aige, mura sanntar é do limistéar nó do chomhlacht.

en: Sets the value for a space parameter. A list of available parameters is on the [enum SpaceParameter] constants.
ga: Socraíonn sé luach paraiméadar spáis. Tá liosta de na paraiméadair atá ar fáil ar na tairisigh [enum SpaceParameter].

en: The [Joint3D] is a [PinJoint3D].
ga: Is [PinJoint3D] é an [Joint3D].

en: The [Joint3D] is a [HingeJoint3D].
ga: Is [HingeJoint3D] é an [Joint3D].

en: The [Joint3D] is a [SliderJoint3D].
ga: Is [SliderJoint3D] é an [Joint3D].

en: The [Joint3D] is a [ConeTwistJoint3D].
ga: [ConeTwistJoint3D] is ea an [Joint3D].

en: The [Joint3D] is a [Generic6DOFJoint3D].
ga: Is [Generic6DOFJoint3D] é an [Joint3D].

en: The strength with which the pinned objects try to stay in positional relation to each other.
    The higher, the stronger.
ga: Is é an neart a dhéanann na rudaí pinned iarracht fanacht i gcoibhneas suímh lena chéile.
    Dá airde, is amhlaidh is láidre.

en: The strength with which the pinned objects try to stay in velocity relation to each other.
    The higher, the stronger.
ga: Is é an neart a dhéanann na rudaí pinned iarracht fanacht ar an treoluas i gcoibhneas lena chéile.
    Dá airde, is amhlaidh is láidre.

en: If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends.
ga: Má tá sé os cionn 0, is é an luach seo an luach uasta le haghaidh ríge a chuireann an Joint3D seo ar a foircinn.

en: The maximum rotation across the Hinge.
ga: An rothlú uasta ar fud an Hinge.

en: The minimum rotation across the Hinge.
ga: An rothlú íosta trasna an Inse.

en: If [code]true[/code], the Hinge has a maximum and a minimum rotation.
ga: Más [code]true[/code], tá uasuainíocht agus íos-uainíocht ag an Inse.

en: If [code]true[/code], a motor turns the Hinge.
ga: Más [code]true[/code], casann mótar an Inse.

en: The maximum difference between the pivot points on their X axis before damping happens.
ga: An difríocht uasta idir na pointí maighdeog ar a n-ais X sula dtarlaíonn taiseadh.

en: The minimum difference between the pivot points on their X axis before damping happens.
ga: An difríocht íosta idir na pointí maighdeog ar a n-ais X sula dtarlaíonn taiseadh.

en: A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna na haise sleamhnáin a luaithe a sháraítear na teorainneacha. An níos ísle, an níos moille an ghluaiseacht.

en: The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost.
ga: An méid cúitimh a luaithe a sháraítear na teorainneacha. Dá ísle, is ea is mó treoluas-fhuinneamh a chailltear.

en: The amount of damping once the slider limits are surpassed.
ga: An méid taise a luaithe a sháraítear na teorainneacha sleamhnáin.

en: A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna an ais sleamhnáin chomh fada agus a bhíonn an sleamhnán sna teorainneacha. An níos ísle, an níos moille an ghluaiseacht.

en: The amount of restitution inside the slider limits.
ga: An méid cúitimh laistigh de na teorainneacha sleamhnáin.

en: The amount of damping inside the slider limits.
ga: An méid taise taobh istigh de na teorainneacha sleamhnáin.

en: A factor applied to the movement across axes orthogonal to the slider.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna aiseanna orthogonal go dtí an sleamhnán.

en: The amount of restitution when movement is across axes orthogonal to the slider.
ga: An méid cúitimh nuair a bhíonn gluaiseacht trasna na haiseanna orthogonal go dtí an sleamhnán.

en: The amount of damping when movement is across axes orthogonal to the slider.
ga: An méid taise nuair a bhíonn gluaiseacht trasna na haiseanna orthogonal go dtí an sleamhnán.

en: The upper limit of rotation in the slider.
ga: Teorainn uachtarach an rothlaithe sa sleamhnán.

en: The lower limit of rotation in the slider.
ga: An teorainn níos ísle ar an rothlú sa sleamhnán.

en: A factor applied to the all rotation once the limit is surpassed.
ga: Fachtóir a chuirtear i bhfeidhm ar an rothlú uile a luaithe a sháraítear an teorainn.

en: The amount of restitution of the rotation when the limit is surpassed.
ga: Méid aisíocaíocht an uainíochta nuair a sháraítear an teorainn.

en: The amount of damping of the rotation when the limit is surpassed.
ga: Méid damping an uainíochta nuair a sháraítear an teorainn.

en: A factor that gets applied to the all rotation in the limits.
ga: Fachtóir a chuirtear i bhfeidhm ar an rothlú ar fad sna teorainneacha.

en: The amount of restitution of the rotation in the limits.
ga: An méid aiseag an uainíochta sna teorainneacha.

en: The amount of damping of the rotation in the limits.
ga: An méid taiseadh an uainíochta sna teorainneacha.

en: A factor that gets applied to the all rotation across axes orthogonal to the slider.
ga: Fachtóir a chuirtear i bhfeidhm ar an rothlú uile trasna aiseanna orthogonal go dtí an sleamhnán.

en: The amount of restitution of the rotation across axes orthogonal to the slider.
ga: Méid aisíocaíocht an uainíochta trasna aiseanna orthogonal go dtí an sleamhnán.

en: The amount of damping of the rotation across axes orthogonal to the slider.
ga: Méid an uainíochta trasna na haiseanna orthogonal go dtí an sleamhnán.

en: Represents the size of the [enum SliderJointParam] enum.
ga: Léiríonn sé méid an [enum SliderJointParam] enum.

en: The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint.
ga: A fhusaide a chasann an Joint3D, má tá sé ró-íseal, tógann sé níos mó fórsa chun an t-alt a chasadh.

en: A factor that gets applied to the movement across the axes. The lower, the slower the movement.
ga: Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna na haiseanna. An níos ísle, an níos moille an ghluaiseacht.

en: The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.
ga: An méid cúitimh ar ghluaiseacht na n-aiseanna. Dá ísle, is ea is mó treoluas-fhuinneamh a chailltear.

en: The velocity that the joint's linear motor will attempt to reach.
ga: An treoluas a dhéanfaidh mótar líneach an alt iarracht a bhaint amach.

en: The maximum force that the linear motor can apply while trying to reach the target velocity.
ga: An fórsa uasta is féidir leis an mótar líneach a chur i bhfeidhm agus é ag iarraidh an sprioc-treoluas a bhaint amach.

en: A factor that gets multiplied onto all rotations across the axes.
ga: Fachtóir a iolraítear ar gach rothlú trasna na n-aiseanna.

en: When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
ga: Nuair a bhíonn trasnú teorainneacha i rothlú trasna na n-ais á gceartú, sainmhíníonn an fachtóir lamháltais earráide seo cé mhéad a mhoillítear an ceartúchán. An níos ísle, an níos moille.

en: Represents the size of the [enum G6DOFJointAxisParam] enum.
ga: Is ionann é agus méid an [enum G6DOFJointAxisParam] enum.

en: If set, linear motion is possible within the given limits.
ga: Má shocraítear é, is féidir tairiscint líneach a dhéanamh laistigh de na teorainneacha a thugtar.

en: If set, rotational motion is possible.
ga: Má tá sé socraithe, is féidir tairiscint rothlach a dhéanamh.

en: If set, there is a rotational motor across these axes.
ga: Má tá sé socraithe, tá mótar rothlach trasna na haiseanna seo.

en: If set, there is a linear motor on this axis that targets a specific velocity.
ga: Má tá sé socraithe, tá mótar líneach ar an ais seo a dhíríonn ar threoluas ar leith.

en: Represents the size of the [enum G6DOFJointAxisFlag] enum.
ga: Léiríonn sé méid an [enum G6DOFJointAxisFlag] enum.

en: The [Shape3D] is a [WorldBoundaryShape3D].
ga: Is é an [Shape3D] [WorldBoundaryShape3D].

en: The [Shape3D] is a [SeparationRayShape3D].
ga: Is [SparationRayShape3D] é an [Shape3D].

en: The [Shape3D] is a [SphereShape3D].
ga: Is [SphereShape3D] é an [Shape3D].

en: The [Shape3D] is a [BoxShape3D].
ga: Is [BoxShape3D] é an [Shape3D].

en: The [Shape3D] is a [CapsuleShape3D].
ga: Is [CapsuleShape3D] é an [Shape3D].

en: The [Shape3D] is a [CylinderShape3D].
ga: [CylinderShape3D] is ea an [Shape3D].

en: The [Shape3D] is a [ConvexPolygonShape3D].
ga: Is é an [Shape3D] [DronnachPolygonShape3D].

en: The [Shape3D] is a [ConcavePolygonShape3D].
ga: Is é an [Shape3D] [CuasachPolygonShape3D].

en: The [Shape3D] is a [HeightMapShape3D].
ga: Is [HeightMapShape3D] é an [Shape3D].

en: The [Shape3D] is used internally for a soft body. Any attempt to create this kind of shape results in an error.
ga: Úsáidtear an [Shape3D] go hinmheánach do chorp bog. Tarlaíonn earráid as aon iarracht cruth den chineál seo a chruthú.

en: Constant to set/get gravity override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
ga: Seasamh le modh sáraithe domhantarraingthe a shocrú/a fháil i limistéar. Féach [enum AreaSpaceOverrideMode] le haghaidh luachanna féideartha.

en: Constant to set/get gravity strength in an area.
ga: Seasmhach le neart domhantarraingthe a shocrú/a fháil i limistéar.

en: Constant to set/get gravity vector/center in an area.
ga: Seasamh le veicteoir/lár domhantarraingthe a shocrú/a fháil i limistéar.

en: Constant to set/get whether the gravity vector of an area is a direction, or a center point.
ga: Tairiseach a shocrú/a fháil cé acu an treo, nó an lárphointe é veicteoir domhantarraingthe achair.

en: Constant to set/get the distance at which the gravity strength is equal to the gravity controlled by [constant AREA_PARAM_GRAVITY]. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.
    The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
ga: Seasamh chun an fad ag a bhfuil an neart domhantarraingthe cothrom leis an meáchanlár arna rialú ag [AREA_PARAM_GRAVITY seasmhach] a shocrú/a fháil. Mar shampla, ar phláinéad 100 méadar ar ga le meáchanlár dromchla 4.0 m/s², socraigh an domhantarraingt go 4.0 agus fad an aonaid go 100.0. Beidh titim ar an domhantarraingthe de réir an dlí inbhéartach cearnach, mar sin sa sampla, ag 200 méadar ón lár beidh an domhantarraingthe 1.0 m/s² (faoi dhó an t-achar, 1/4 an meáchanlár), ag 50 méadar beidh sé 16.0 m/s² (leath an fad, 4x an domhantarraingt), agus mar sin de.
    Níl an méid thuas fíor ach amháin nuair is uimhir dheimhneach an fad aonaid. Nuair a shocraítear é seo go 0.0, beidh an meáchanlár seasmhach beag beann ar achar.

en: Constant to set/get linear damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
ga: Seasamh le modh sáraithe imlíne líneach a shocrú/a fháil i gceantar. Féach [enum AreaSpaceOverrideMode] le haghaidh luachanna féideartha.

en: Constant to set/get the linear damping factor of an area.
ga: Seasamh le fachtóir imlíneach an limistéir a shocrú/a fháil.

en: Constant to set/get angular damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
ga: Seasamh le modh sáraithe taise uilleach a shocrú/a fháil i gceantar. Féach [enum AreaSpaceOverrideMode] le haghaidh luachanna féideartha.

en: Constant to set/get the angular damping factor of an area.
ga: Seasamh leis an bhfachtóir taiseadh uilleach i limistéar a shocrú/a fháil.

en: Constant to set/get the priority (order of processing) of an area.
ga: Seasmhach le tosaíocht (ord próiseála) limistéir a shocrú/a fháil.

en: Constant to set/get the magnitude of area-specific wind force. This wind force only applies to [SoftBody3D] nodes. Other physics bodies are currently not affected by wind.
ga: Tairiseach chun méid fórsa gaoithe a bhaineann go sonrach leis an achar a shocrú/a fháil. Ní bhaineann an fórsa gaoithe seo ach le nóid [SoftBody3D]. Níl aon tionchar ag an ngaoth ar chomhlachtaí fisice eile faoi láthair.

en: Constant to set/get the 3D vector that specifies the origin from which an area-specific wind blows.
ga: Tairiseach leis an veicteoir 3D a shocrú/a fháil a shonraíonn an bunús óna séideann gaoth a bhaineann le limistéar sonrach.

en: Constant to set/get the 3D vector that specifies the direction in which an area-specific wind blows.
ga: Tairiseach leis an veicteoir 3D a shocrú/a fháil a shonraíonn an treo ina séideann gaoth a bhaineann le limistéar sonrach.

en: Constant to set/get the exponential rate at which wind force decreases with distance from its origin.
ga: Seasamh leis an ráta easpónantúil a shocrú/a fháil ag a laghdaíonn fórsa na gaoithe de réir achar óna bhunús.

en: Constant to set/get a body's bounce factor.
ga: Seasmhach le fachtóir preab coirp a shocrú/a fháil.

en: Constant to set/get a body's friction.
ga: Seasmhach le frithchuimilt coirp a shocrú/a fháil.

en: Constant to set/get a body's mass.
ga: Seasmhach le mais coirp a shocrú/a fháil.

en: Constant to set/get a body's inertia.
ga: Seasmhach le táimhe coirp a shocrú/a fháil.

en: Constant to set/get a body's center of mass position in the body's local coordinate system.
ga: Seasmhach le lárionad mais an choirp a shocrú/a fháil i gcóras comhordanáidí áitiúil an choirp.

en: Constant to set/get a body's gravity multiplier.
ga: Seasmhach chun iolraitheoir domhantarraingthe coirp a shocrú/a fháil.

en: Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values.
ga: Seasamh le modh maolaithe líneach coirp a shocrú/a fháil. Féach [enum BodyDampMode] le haghaidh luachanna féideartha.

en: Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values.
ga: Seasamh le modh maolaithe uilleach coirp a shocrú/a fháil. Féach [enum BodyDampMode] le haghaidh luachanna féideartha.

en: Constant to set/get a body's linear damping factor.
ga: Seasamh le fachtóir imlíneach an choirp a shocrú/a fháil.

en: Constant to set/get a body's angular damping factor.
ga: Seasmhach le fachtóir taiseadh uilleach coirp a shocrú/a fháil.

en: Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
ga: Seasamh leis an uasfhad a shocrú/a fháil a chaithfidh péire coirp a bhogadh sula gcaithfear a stádas imbhuailte a athríomh.

en: Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded.
ga: Seasamh leis an uasfhad is féidir le cruth a shocrú/a fháil ó chruth eile sula mbreithnítear iad a bheith scartha agus an teagmháil a chaitheamh i leataobh.

en: Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
ga: I gcónaí chun an t-achar uasta a shocrú/a fháil is féidir le cruth dul isteach i gcruth eile sula meastar gur imbhualadh é.

en: Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
ga: Seasamh leis an gclaonadh réamhshocraithe réitigh a shocrú/a fháil do gach teagmháil fisice. Is fachtóir é laofacht réiteora a rialaíonn cé mhéad a "aisimíonn dhá rud", tar éis forluí a dhéanamh, ionas nach bhfágann siad sa stát sin iad mar gheall ar neamhchruinneas uimhriúil.

en: Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
ga: Seasamh leis an tairseach treoluas líneach gníomhaíochta a shocrú/a fháil. Cuirfear corp atá marcáilte mar fhéidearthacht neamhghníomhach do threoluas líneach agus uilleach araon a chodladh tar éis an ama a thugtar.

en: Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
ga: Seasamh le treoluas uilleach tairsí na gníomhaíochta a shocrú/a fháil. Cuirfear corp atá marcáilte mar fhéidearthacht neamhghníomhach do threoluas líneach agus uilleach araon a chodladh tar éis an ama a thugtar.

en: Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
ga: Seasamh leis an uas-am gníomhaíochta a shocrú/a fháil. Cuirfear corp atá marcáilte mar fhéidearthacht neamhghníomhach do threoluas líneach agus uilleach araon a chodladh tar éis an ama seo.

en: Constant to set/get the number of solver iterations for contacts and constraints. The greater the number of iterations, the more accurate the collisions and constraints will be. However, a greater number of iterations requires more CPU power, which can decrease performance.
ga: tairiseach a shocrú/a fháil ar an líon atriallta réiteora le haghaidh teagmhálacha agus srianta. Dá mó líon na n-atriallta is ea is cruinne a bheidh na himbhuailtí agus na srianta. Mar sin féin, éilíonn líon níos mó atriallta níos mó cumhachta LAP, rud a d'fhéadfadh feidhmíocht a laghdú.

en: Provides virtual methods that can be overridden to create custom [PhysicsServer3D] implementations.
ga: Soláthraíonn sé modhanna fíorúla ar féidir iad a shárú chun feidhmiúcháin saincheaptha [PhysicsServer3D] a chruthú.

en: This class extends [PhysicsServer3D] by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.
    Intended for use with GDExtension to create custom implementations of [PhysicsServer3D].
ga: Leathnaíonn an rang seo [PhysicsServer3D] trí mhodhanna fíorúla breise a sholáthar ar féidir iad a shárú. Nuair a sháraítear na modhanna seo, tabharfar iad in ionad modhanna inmheánacha an fhreastalaí fisice.
    Tá sé beartaithe é a úsáid le GDEExtension chun feidhmithe saincheaptha de [PhysicsServer3D] a chruthú.

en: A singleton for managing [PhysicsServer3D] implementations.
ga: A singleton chun bainistiú a dhéanamh ar [PhysicsServer3D] feidhmiúcháin.

en: [PhysicsServer3DManager] is the API for registering [PhysicsServer3D] implementations and for setting the default implementation.
    [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions.
ga: Is é [PhysicsServer3DManager] an API chun feidhmiúcháin [PhysicsServer3D] a chlárú agus chun an cur i bhfeidhm réamhshocraithe a shocrú.
    [b]Nóta:[/b] Ní féidir freastalaithe fisice a athrú ag am rite. Ní úsáidtear an aicme seo ach ar am tosaithe ag leibhéal tosaithe an fhreastalaí, ag Godot féin agus b'fhéidir ag GDExtensions.

en: Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object.
ga: Cláraigh cur i bhfeidhm [PhysicsServer3D] trí [ainm param] agus [Inghlaoite] a chur ar ais a thugann réad [PhysicsServer3D].

en: Set the default [PhysicsServer3D] implementation to the one identified by [param name], if [param priority] is greater than the priority of the current default implementation.
ga: Socraigh an cur i bhfeidhm réamhshocraithe [PhysicsServer3D] chuig an gceann a shainaithnítear le [ainm param], má tá [tosaíocht param] níos mó ná tosaíocht an chur chun feidhme réamhshocraithe reatha.

en: A class used to provide [method PhysicsServer3DExtension._soft_body_update_rendering_server] with a rendering handler for soft bodies.
ga: Rang a úsáidtear chun láimhseálaí rindreála a sholáthar do [method PhysicsServer3DExtension._soft_body_update_rendering_server] do choirp bhog.

en: Called by the [PhysicsServer3D] to set the bounding box for the [SoftBody3D].
ga: Glaoite ag an [PhysicsServer3D] chun an bosca teorann don [SoftBody3D] a shocrú.

en: Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex at the index specified by [param vertex_id].
    [b]Note:[/b] The [param normal] parameter used to be of type [code]const void*[/code] prior to Godot 4.2.
ga: Glaoite ag [PhysicsServer3D] chun an gnáth a shocrú don rinn [SoftBody3D] ag an innéacs atá sonraithe ag [param vertex_id].
    [b]Nóta:[/b] Tá an paraiméadar [param normal] a úsáideadh de chineál [code] ar neamhní*[/code] roimh Godot 4.2.

en: Called by the [PhysicsServer3D] to set the position for the [SoftBody3D] vertex at the index specified by [param vertex_id].
    [b]Note:[/b] The [param vertex] parameter used to be of type [code]const void*[/code] prior to Godot 4.2.
ga: Glaoite ag [PhysicsServer3D] chun suíomh an rinn [SoftBody3D] a shocrú ag an innéacs atá sonraithe ag [param vertex_id].
    [b]Nóta:[/b] Tá an paraiméadar [param rinn] a úsáideadh mar pharaiméadar de chineál [code] ar neamhní*[/code] roimh Godot 4.2.

en: Sets the bounding box for the [SoftBody3D].
ga: Socraíonn sé an bosca teorann don [SoftBody3D].

en: Sets the normal for the [SoftBody3D] vertex at the index specified by [param vertex_id].
ga: Socraíonn sé an norm don rinn [SoftBody3D] ag an innéacs atá sonraithe ag [param vertex_id].

en: Sets the position for the [SoftBody3D] vertex at the index specified by [param vertex_id].
ga: Socraíonn sé suíomh an rinn [SoftBody3D] ag an innéacs atá sonraithe ag [param vertex_id].

en: Provides parameters for [method PhysicsDirectSpaceState2D.intersect_shape].
ga: Soláthraíonn sé paraiméadair le haghaidh [method PhysicsDirectSpaceState2D.intersect_shape].

en: By changing various properties of this object, such as the shape, you can configure the parameters for [method PhysicsDirectSpaceState2D.intersect_shape].
ga: Trí airíonna éagsúla an oibiachta seo a athrú, mar an cruth, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsDirectSpaceState2D.intersect_shape].

en: The collision margin for the shape.
ga: An lamháil imbhuailte don chruth.

en: The motion of the shape being queried for.
ga: Gluaisne an chrutha atá á cheistiú.

en: The [Shape2D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid].
ga: An [Shape2D] a úsáidfear le haghaidh fiosrúcháin imbhuailte/trasnaithe. Stórálann sé seo an tagairt iarbhír a sheachnaíonn an cruth atá le scaoileadh agus é á úsáid le haghaidh ceisteanna, mar sin is fearr i gcónaí é seo a úsáid thar [member shape_rid].

en: The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
    [codeblocks]
    [gdscript]
    var shape_rid = PhysicsServer2D.circle_shape_create()
    var radius = 64
    PhysicsServer2D.shape_set_data(shape_rid, radius)
    
    var params = PhysicsShapeQueryParameters2D.new()
    params.shape_rid = shape_rid
    
    # Execute physics queries here...
    
    # Release the shape when done with physics queries.
    PhysicsServer2D.free_rid(shape_rid)
    [/gdscript]
    [csharp]
    RID shapeRid = PhysicsServer2D.CircleShapeCreate();
    int radius = 64;
    PhysicsServer2D.ShapeSetData(shapeRid, radius);
    
    var params = new PhysicsShapeQueryParameters2D();
    params.ShapeRid = shapeRid;
    
    // Execute physics queries here...
    
    // Release the shape when done with physics queries.
    PhysicsServer2D.FreeRid(shapeRid);
    [/csharp]
    [/codeblocks]
ga: [RID] an chrutha ceistithe a úsáidfear le haghaidh fiosrúcháin imbhuailte/trasnaithe. Úsáid é seo thar [member shape] más mian leat an fheidhmíocht a bharrfheabhsú ag baint úsáide as an Servers API:
    [codeblocks]
    [gdscript]
    var shape_rid = FisicServer2D.circle_shape_create()
    ga var = 64
    PhysicsServer2D.shape_set_data(cruth_rid, ga)
    
    var params = FisicShapeQueryParameters2D.new()
    params.shape_rid = cruth_rid
    
    # Déan fiosruithe fisice anseo...
    
    # Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.
    PhysicsServer2D.free_rid(shape_rid)
    [/gdscript]
    [csharp]
    RID shapeRid = FisicServer2D.CircleShapeCreate();
    ga slánuimhir = 64;
    PhysicsServer2D.ShapeSetData(shapeRid, ga);
    
    var params = nua PhysicsShapeQueryParameters2D();
    params.ShapeRid = shapeRid;
    
    // Déan ceisteanna fisice anseo...
    
    // Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.
    PhysicsServer2D.FreeRid(shapeRid);
    [/csharp]
    [/codeblocks]

en: The queried shape's transform matrix.
ga: Maitrís trasfhoirmithe an chrutha a ceistíodh.

en: Provides parameters for [method PhysicsDirectSpaceState3D.intersect_shape].
ga: Soláthraíonn sé paraiméadair le haghaidh [method PhysicsDirectSpaceState3D.intersect_shape].

en: By changing various properties of this object, such as the shape, you can configure the parameters for [method PhysicsDirectSpaceState3D.intersect_shape].
ga: Trí airíonna éagsúla an réad seo a athrú, mar an cruth, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsDirectSpaceState3D.intersect_shape].

en: The [Shape3D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid].
ga: An [Shape3D] a úsáidfear le haghaidh fiosrúcháin imbhuailte/trasnaithe. Stórálann sé seo an tagairt iarbhír a sheachnaíonn an cruth atá le scaoileadh agus é á úsáid le haghaidh ceisteanna, mar sin is fearr i gcónaí é seo a úsáid thar [member shape_rid].

en: The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
    [codeblocks]
    [gdscript]
    var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
    var radius = 2.0
    PhysicsServer3D.shape_set_data(shape_rid, radius)
    
    var params = PhysicsShapeQueryParameters3D.new()
    params.shape_rid = shape_rid
    
    # Execute physics queries here...
    
    # Release the shape when done with physics queries.
    PhysicsServer3D.free_rid(shape_rid)
    [/gdscript]
    [csharp]
    RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
    float radius = 2.0f;
    PhysicsServer3D.ShapeSetData(shapeRid, radius);
    
    var params = new PhysicsShapeQueryParameters3D();
    params.ShapeRid = shapeRid;
    
    // Execute physics queries here...
    
    // Release the shape when done with physics queries.
    PhysicsServer3D.FreeRid(shapeRid);
    [/csharp]
    [/codeblocks]
ga: [RID] an chrutha ceistithe a úsáidfear le haghaidh fiosrúcháin imbhuailte/trasnaithe. Úsáid é seo thar [member shape] más mian leat an fheidhmíocht a bharrfheabhsú ag baint úsáide as an Servers API:
    [codeblocks]
    [gdscript]
    var shape_rid = FisicServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
    ga var = 2.0
    PhysicsServer3D.shape_set_data(cruth_rid, ga)
    
    var params = FisicShapeQueryParameters3D.new()
    params.shape_rid = cruth_rid
    
    # Déan fiosruithe fisice anseo...
    
    # Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.
    PhysicsServer3D.free_rid(cruth_rid)
    [/gdscript]
    [csharp]
    RID shapeRid = FisicServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
    ga snámhphointe = 2.0f;
    PhysicsServer3D.ShapeSetData(shapeRid, ga);
    
    var params = nua PhysicsShapeQueryParameters3D();
    params.ShapeRid = shapeRid;
    
    // Déan ceisteanna fisice anseo...
    
    // Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.
    PhysicsServer3D.FreeRid(shapeRid);
    [/csharp]
    [/codeblocks]

en: Provides parameters for [method PhysicsServer2D.body_test_motion].
ga: Soláthraíonn sé paraiméadair le haghaidh [method PhysicsServer2D.body_test_motion].

en: By changing various properties of this object, such as the motion, you can configure the parameters for [method PhysicsServer2D.body_test_motion].
ga: Trí airíonna éagsúla an réad seo a athrú, mar an tairiscint, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsServer2D.body_test_motion].

en: If set to [code]true[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.
    If set to [code]false[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
ga: Má tá sé socraithe go [code]true[/code], úsáidtear cruthanna den chineál [PhysicsServer2D.SHAPE_SEPARATION_RAY] chun imbhuailtí a bhrath agus is féidir leo an ghluaisne a stopadh. Is féidir leis a bheith úsáideach agus tú ag sní go talamh.
    Má tá sé socraithe go [code]bréagach[/code], ní úsáidtear cruthanna den chineál [Constant PhysicsServer2D.SHAPE_SEPARATION_RAY] ach amháin le haghaidh deighilte nuair a bhíonn forluí orthu le comhlachtaí eile. Sin an príomhúsáid le haghaidh cruthanna gathanna deighilte.

en: Optional array of body [RID] to exclude from collision. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
ga: Raon roghnach coirp [RID] le eisiamh ó imbhualadh. Úsáid [method CollisionObject2D.get_rid] chun an [RID] a bhaineann le nód díorthaithe [CollisionObject2D] a fháil.

en: Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
ga: Sraith roghnach de ID ásc uathúil réad le eisiamh ón imbhualadh. Féach ar [method Object.get_instance_id].

en: Transform in global space where the motion should start. Usually set to [member Node2D.global_transform] for the current body's transform.
ga: Trasfhoirmigh sa spás domhanda áit ar cheart don ghluaisne tosú. De ghnáth socraithe go [comhalta Node2D.global_transform] le haghaidh claochlú an chomhlachta reatha.

en: Increases the size of the shapes involved in the collision detection.
ga: Méadaíonn sé méid na gcruthanna a bhaineann le brath imbhuailte.

en: Motion vector to define the length and direction of the motion to test.
ga: Veicteoir gluaisne chun fad agus treo na gluaisne le tástáil a shainiú.

en: If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
    If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
ga: Má tá sé socraithe go [code]true[/code], tuairiscítear aon ídiú ón gcéim aisghabhála mar imbhualadh; úsáidtear é seo e.g. le [CharacterBody2D] le haghaidh braite urláir a fheabhsú le linn an urláir a ghabháil.
    Má shocraítear go [code]bréagach[/code] é, ní thuairiscítear ach imbhuailtí a eascraíonn as an ngluaisne, agus is é sin an t-iompar inmhianaithe de ghnáth.

en: Provides parameters for [method PhysicsServer3D.body_test_motion].
ga: Soláthraíonn sé paraiméadair le haghaidh [method PhysicsServer3D.body_test_motion].

en: By changing various properties of this object, such as the motion, you can configure the parameters for [method PhysicsServer3D.body_test_motion].
ga: Trí airíonna éagsúla an réad seo a athrú, mar an tairiscint, is féidir leat na paraiméadair a chumrú le haghaidh [method PhysicsServer3D.body_test_motion].

en: If set to [code]true[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.
    If set to [code]false[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
ga: Má tá sé socraithe go [code]true[/code], úsáidtear cruthanna den chineál [PhysicsServer3D.SHAPE_SEPARATION_RAY] chun imbhuailtí a bhrath agus is féidir leo an ghluaisne a stopadh. Is féidir leis a bheith úsáideach agus tú ag sní go talamh.
    Má tá sé socraithe go [code]bréagach[/code], ní úsáidtear cruthanna den chineál [Constant PhysicsServer3D.SHAPE_SEPARATION_RAY] ach amháin le haghaidh deighilte nuair a bhíonn siad forluiteach le comhlachtaí eile. Sin an príomhúsáid le haghaidh cruthanna gathanna deighilte.

en: Optional array of body [RID] to exclude from collision. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
ga: Raon roghnach coirp [RID] le eisiamh ó imbhualadh. Úsáid [method CollisionObject3D.get_rid] chun an [RID] a bhaineann le nód díorthaithe [CollisionObject3D] a fháil.

en: Transform in global space where the motion should start. Usually set to [member Node3D.global_transform] for the current body's transform.
ga: Trasfhoirmigh sa spás domhanda áit ar cheart don ghluaisne tosú. De ghnáth socraithe chuig [ball Node3D.global_transform] le haghaidh claochlú an chomhlachta reatha.

en: Maximum number of returned collisions, between [code]1[/code] and [code]32[/code]. Always returns the deepest detected collisions.
ga: Uaslíon na n-imbhuailtí a tugadh ar ais, idir [code]1[/code] agus [code]32[/code]. Filleann na himbhuailtí is doimhne a aimsítear i gcónaí.

en: If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
    If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
ga: Má tá sé socraithe go [code]true[/code], tuairiscítear aon ídiú ón gcéim aisghabhála mar imbhualadh; úsáidtear é seo e.g. le [CharacterBody3D] le haghaidh braite urláir a fheabhsú le linn an urláir a ghabháil.
    Má shocraítear go [code]bréagach[/code] é, ní thuairiscítear ach imbhuailtí a eascraíonn as an ngluaisne, agus is é sin an t-iompar inmhianaithe de ghnáth.

en: Describes the motion and collision result from [method PhysicsServer2D.body_test_motion].
ga: Cur síos ar an tairiscint agus ar thoradh imbhuailte ó [method PhysicsServer2D.body_test_motion].

en: Returns the colliding body's attached [Object], if a collision occurred.
ga: Filleann [Réad] ceangailte an chomhlachta imbhuailte, má tharla imbhualadh.

en: Returns the unique instance ID of the colliding body's attached [Object], if a collision occurred. See [method Object.get_instance_id].
ga: Tugann sé ar ais ID uathúil an chomhlachta imbhuailte [Réad] a ghabhann leis, má tharla imbhualadh. Féach ar [method Object.get_instance_id].

en: Returns the colliding body's [RID] used by the [PhysicsServer2D], if a collision occurred.
ga: Tugann sé ar ais [RID] an choirp imbhuailte a úsáideann an [FisicsServer2D], má tharla imbhualadh.

en: Returns the colliding body's shape index, if a collision occurred. See [CollisionObject2D].
ga: Filleann sé innéacs cruth an choirp imbhuailte, má tharla imbhualadh. Féach [CollisionObject2D].

en: Returns the colliding body's velocity, if a collision occurred.
ga: Filleann sé treoluas an choirp imbhuailte, má tharla imbhualadh.

en: Returns the length of overlap along the collision normal, if a collision occurred.
ga: Filleann sé fad an fhorluí feadh an imbhuailte normalach, má tharla imbhualadh.

en: Returns the moving object's colliding shape, if a collision occurred.
ga: Filleann sé cruth imbhuailte an réad atá ag gluaiseacht, má tharla imbhualadh.

en: Returns the colliding body's shape's normal at the point of collision, if a collision occurred.
ga: Filleann sé gnáthchruth an choirp imbhuailte ag pointe an imbhuailte, má tharla imbhualadh.

en: Returns the point of collision in global coordinates, if a collision occurred.
ga: Filleann sé pointe an imbhuailte i gcomhordanáidí domhanda, má tharla imbhualadh.

en: Returns the maximum fraction of the motion that can occur without a collision, between [code]0[/code] and [code]1[/code].
ga: Filleann sé an codán uasta den ghluaisne is féidir a tharlú gan imbhualadh, idir [code]0[/code] agus [code]1[/code].

en: Returns the minimum fraction of the motion needed to collide, if a collision occurred, between [code]0[/code] and [code]1[/code].
ga: Filleann sé an codán íosta den ghluaisne a theastaíonn chun imbhualadh, má tharla imbhualadh, idir [code]0[/code] agus [code]1[/code].

en: Describes the motion and collision result from [method PhysicsServer3D.body_test_motion].
ga: Cur síos ar an tairiscint agus ar thoradh imbhuailte ó [method PhysicsServer3D.body_test_motion].

en: Returns the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred.
ga: Tugann sé ar ais [Réad] ceangailte an chomhlachta imbhuailte ar a dtugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh.

en: Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred. See [method Object.get_instance_id].
ga: Tugann sé ar ais an t-aitheantas sampla uathúil de [Réad] an chomhlachta imbhuailte atá ceangailte leis agus innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh. Féach ar [method Object.get_instance_id].

en: Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default), if a collision occurred.
ga: Tugann sé ar ais [RID] an chomhlachta imbhuailte a úsáideann an [PhysicsServer3D] innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh.

en: Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See [CollisionObject3D].
ga: Tugann sé ar ais innéacs cruth an choirp imbhuailte nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh. Féach [CollisionObject3D].

en: Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.
ga: Tugann sé ar ais treoluas an chomhlachta imbhuailte nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh.

en: Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.
ga: Filleann sé fad an fhorluí feadh an ghnáthimbhuailte nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh.

en: Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.
ga: Filleann sé cruth imbhuailte an réad atá ag gluaiseacht nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh.

en: Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default), if a collision occurred.
ga: Filleann sé gnáthchruth an choirp imbhuailte ag pointe an imbhuailte nuair a thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh.

en: Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.
ga: Filleann sé pointe an imbhuailte i gcomhordanáidí domhanda má thugtar innéacs imbhuailte (an t-imbhualadh is doimhne de réir réamhshocraithe), má tharla imbhualadh.

en: A physics joint that attaches two 2D physics bodies at a single point, allowing them to freely rotate.
ga: Alt fisice a cheanglaíonn dhá chorp fisice 2T ag pointe amháin, rud a ligeann dóibh rothlú go saor.

en: A physics joint that attaches two 2D physics bodies at a single point, allowing them to freely rotate. For example, a [RigidBody2D] can be attached to a [StaticBody2D] to create a pendulum or a seesaw.
ga: Alt fisice a cheanglaíonn dhá chorp fisice 2T ag pointe amháin, rud a ligeann dóibh rothlú go saor. Mar shampla, is féidir [RigidBody2D] a cheangal de [StaticBody2D] chun luascadán nó sábha a chruthú.

en: If [code]true[/code], the pin maximum and minimum rotation, defined by [member angular_limit_lower] and [member angular_limit_upper] are applied.
ga: Más [code]true[/code], cuirfear an uainíocht uasta agus íosta bioráin, arna shainmhíniú ag [member angular_limit_lower] agus [member angular_limit_upper] i bhfeidhm.

en: The minimum rotation. Only active if [member angular_limit_enabled] is [code]true[/code].
ga: An uainíocht íosta. Gníomhach ach amháin má tá [code]true[/code] ar [ball angular_limit_enabled].

en: The maximum rotation. Only active if [member angular_limit_enabled] is [code]true[/code].
ga: An rothlú uasta. Gníomhach ach amháin má tá [code]true[/code] ar [ball angular_limit_enabled].

en: When activated, a motor turns the pin.
ga: Nuair a bhíonn sé i ngníomh, casann mótar an bioráin.

en: The higher this value, the more the bond to the pinned partner can flex.
ga: Dá airde an luach seo, is amhlaidh is mó a fhéadfaidh an banna leis an gcomhpháirtí pinnáilte flexiú.

en: A physics joint that attaches two 3D physics bodies at a single point, allowing them to freely rotate.
ga: Alt fisice a cheanglaíonn dhá chorp fisice 3D ag pointe amháin, rud a ligeann dóibh rothlú go saor.

en: A physics joint that attaches two 3D physics bodies at a single point, allowing them to freely rotate. For example, a [RigidBody3D] can be attached to a [StaticBody3D] to create a pendulum or a seesaw.
ga: Alt fisice a cheanglaíonn dhá chorp fisice 3D ag pointe amháin, rud a ligeann dóibh rothlú go saor. Mar shampla, is féidir [RigidBody3D] a cheangal de [StaticBody3D] chun luascadán nó sábha a chruthú.

en: The force with which the pinned objects stay in positional relation to each other. The higher, the stronger.
ga: An fórsa lena bhfanann na réada pinn i gcoibhneas suímh lena chéile. Dá airde, is amhlaidh is láidre.

en: The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger.
ga: Fanann an fórsa lena bhfanann na réada pinn faoi threoluas i gcoibhneas lena chéile. Dá airde, is amhlaidh is láidre.

en: If above 0, this value is the maximum value for an impulse that this Joint3D produces.
ga: Má tá sé os cionn 0, is é an luach seo an luach uasta le haghaidh ríog a tháirgeann an Joint3D seo.

en: A [Cubemap] without image data.
ga: A [Cubemap] gan sonraí íomhá.

en: This class replaces a [Cubemap] or a [Cubemap]-derived class in 2 conditions:
    - In dedicated server mode, where the image data shouldn't affect game logic. This allows reducing the exported PCK's size significantly.
    - When the [Cubemap]-derived class is missing, for example when using a different engine version.
    [b]Note:[/b] This class is not intended for rendering or for use in shaders. Operations like calculating UV are not guaranteed to work.
ga: Tagann an aicme seo in ionad aicme [Cubemap] nó [Cubemap]-díorthaithe i 2 choinníoll:
    - I mód freastalaí tiomnaithe, nuair nár cheart go gcuirfeadh na sonraí íomhá isteach ar loighic an chluiche. Ligeann sé seo laghdú suntasach a dhéanamh ar mhéid an PCK a onnmhairítear.
    - Nuair a bhíonn an rang díorthaithe [Cubemap] in easnamh, mar shampla nuair a bhíonn leagan innill eile in úsáid.
    [b]Nóta:[/b] Níl an aicme seo beartaithe le haghaidh rindreála nó le húsáid i scáthaitheoirí. Ní ráthaítear go n-oibreoidh oibríochtaí amhail UV a ríomh.

en: A [CubemapArray] without image data.
ga: A [CubemapArray] gan sonraí íomhá.

en: This class replaces a [CubemapArray] or a [CubemapArray]-derived class in 2 conditions:
    - In dedicated server mode, where the image data shouldn't affect game logic. This allows reducing the exported PCK's size significantly.
    - When the [CubemapArray]-derived class is missing, for example when using a different engine version.
    [b]Note:[/b] This class is not intended for rendering or for use in shaders. Operations like calculating UV are not guaranteed to work.
ga: Tagann an aicme seo in ionad aicme [CubemapArray] nó [CubemapArray]-díorthaithe i 2 choinníoll:
    - I mód freastalaí tiomnaithe, nuair nár cheart go gcuirfeadh na sonraí íomhá isteach ar loighic an chluiche. Ligeann sé seo laghdú suntasach a dhéanamh ar mhéid an PCK a onnmhairítear.
    - Nuair a bhíonn an rang díorthaithe [CubemapArray] in easnamh, mar shampla nuair a bhíonn leagan innill eile in úsáid.
    [b]Nóta:[/b] Níl an aicme seo beartaithe le haghaidh rindreála nó le húsáid i scáthaitheoirí. Ní ráthaítear go n-oibreoidh oibríochtaí amhail UV a ríomh.

en: Placeholder class for a material.
ga: Rang sealbhóir áitribh le haghaidh ábhar.

en: This class is used when loading a project that uses a [Material] subclass in 2 conditions:
    - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
    - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
ga: Úsáidtear an aicme seo agus tionscadal á luchtú a úsáideann fo-aicme [Ábhar] i 2 choinníoll:
    - Nuair a bhíonn an tionscadal easpórtáilte i mód freastalaí tiomnaithe á rith, ní choinnítear ach toisí an uigeachta (mar is féidir brath orthu chun críocha cluiche nó chun gnéithe eile a shuíomh). Ligeann sé seo laghdú suntasach a dhéanamh ar mhéid an PCK a onnmhairítear.
    - Nuair a bhíonn an fho-aicme seo in easnamh mar gheall ar leagan innill nó tógáil eile a úsáid (m.sh. modúil díchumasaithe).

en: Placeholder class for a mesh.
ga: Rang sealbhóir áit le haghaidh mogalra.

en: This class is used when loading a project that uses a [Mesh] subclass in 2 conditions:
    - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
    - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
ga: Úsáidtear an rang seo agus tionscadal á lódáil a úsáideann fo-aicme [mogalra] i 2 choinníoll:
    - Nuair a bhíonn an tionscadal easpórtáilte i mód freastalaí tiomnaithe á rith, ní choinnítear ach toisí an uigeachta (mar is féidir brath orthu chun críocha cluiche nó chun gnéithe eile a shuíomh). Ligeann sé seo laghdú suntasach a dhéanamh ar mhéid an PCK a onnmhairítear.
    - Nuair a bhíonn an fho-aicme seo in easnamh mar gheall ar leagan innill nó tógáil eile a úsáid (m.sh. modúil díchumasaithe).

en: The smallest [AABB] enclosing this mesh in local space.
ga: An ceann is lú [AABB] a chuireann an mogalra seo isteach sa spás áitiúil.

en: Placeholder class for a 2-dimensional texture.
ga: Rang sealbhóir áit le haghaidh uigeacht 2-thoiseach.

en: This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
    - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
    - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
    [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).
ga: Úsáidtear an aicme seo agus tionscadal á lódáil a úsáideann fo-aicme [Texture2D] i 2 choinníoll:
    - Nuair a bhíonn an tionscadal easpórtáilte i mód freastalaí tiomnaithe á rith, ní choinnítear ach toisí an uigeachta (mar is féidir brath orthu chun críocha cluiche nó chun gnéithe eile a shuíomh). Ligeann sé seo laghdú suntasach a dhéanamh ar mhéid an PCK a onnmhairítear.
    - Nuair a bhíonn an fho-aicme seo in easnamh mar gheall ar leagan innill nó tógáil eile a úsáid (m.sh. modúil díchumasaithe).
    [b]Nóta:[/b] Níl sé beartaithe é seo a úsáid mar uigeacht iarbhír le haghaidh rindreála. Ní ráthaítear go n-oibreoidh tú mar an gcéanna i scáthaitheoirí nó ábhair (mar shampla nuair a bhíonn UV á ríomh).

en: The texture's size (in pixels).
ga: Méid an uigeachta (i bpicteilíní).

en: Placeholder class for a 2-dimensional texture array.
ga: Rang sealbhóir áitribh le haghaidh sraith uigeachta déthoiseach.

en: Placeholder class for a 3-dimensional texture.
ga: Rang sealbhóir áitribh le haghaidh uigeacht 3thoiseach.

en: This class is used when loading a project that uses a [Texture3D] subclass in 2 conditions:
    - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
    - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
    [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).
ga: Úsáidtear an rang seo agus tionscadal á luchtú a úsáideann fo-aicme [Texture3D] i 2 choinníoll:
    - Nuair a bhíonn an tionscadal easpórtáilte i mód freastalaí tiomnaithe á rith, ní choinnítear ach toisí an uigeachta (mar is féidir brath orthu chun críocha cluiche nó chun gnéithe eile a shuíomh). Ligeann sé seo laghdú suntasach a dhéanamh ar mhéid an PCK a onnmhairítear.
    - Nuair a bhíonn an fho-aicme seo in easnamh mar gheall ar leagan innill nó tógáil eile a úsáid (m.sh. modúil díchumasaithe).
    [b]Nóta:[/b] Níl sé seo beartaithe le húsáid mar uigeacht iarbhír le haghaidh rindreála. Ní ráthaítear go n-oibreoidh tú mar an gcéanna i scáthaitheoirí nó ábhair (mar shampla nuair a bhíonn UV á ríomh).

en: This class is used when loading a project that uses a [TextureLayered] subclass in 2 conditions:
    - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
    - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
    [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).
ga: Úsáidtear an aicme seo agus tionscadal á lódáil a úsáideann fo-aicme [TextureLayered] i 2 choinníoll:
    - Nuair a bhíonn an tionscadal easpórtáilte i mód freastalaí tiomnaithe á rith, ní choinnítear ach toisí an uigeachta (mar is féidir brath orthu chun críocha cluiche nó chun gnéithe eile a shuíomh). Ligeann sé seo laghdú suntasach a dhéanamh ar mhéid an PCK a onnmhairítear.
    - Nuair a bhíonn an fho-aicme seo in easnamh mar gheall ar leagan innill nó tógáil eile a úsáid (m.sh. modúil díchumasaithe).
    [b]Nóta:[/b] Níl sé beartaithe é seo a úsáid mar uigeacht iarbhír le haghaidh rindreála. Ní ráthaítear go n-oibreoidh tú mar an gcéanna i scáthaitheoirí nó ábhair (mar shampla nuair a bhíonn UV á ríomh).

en: The number of layers in the texture array.
ga: Líon na sraitheanna san eagar uigeachta.

en: The size of each texture layer (in pixels).
ga: Méid gach ciseal uigeachta (i bpicteilíní).

en: A plane in Hessian normal form.
ga: Eitleán i ngnáthfhoirm Heiseán.

en: Represents a normalized plane equation. [member normal] is the normal of the plane (a, b, c normalized), and [member d] is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing.
ga: Is ionann é agus cothromóid phlána normalaithe. Is é [member normal] gnáth an eitleáin (a, b, c normalaithe), agus is é [member d] an t-achar ón mbunús go dtí an eitleán (i dtreo "normal"). "Thar" nó "Os cionn" meastar an t-eitleán ar thaobh an eitleáin i dtreo an áit a bhfuil an gnáth ag díriú.

en: Constructs a default-initialized [Plane] with all components set to [code]0[/code].
ga: Tógann sé [Plána] réamhshocraithe-tionscanta ina bhfuil na comhpháirteanna go léir socraithe go [code]0[/code].

en: Constructs a [Plane] as a copy of the given [Plane].
ga: Tógann [Plána] mar chóip den [Plána] tugtha.

en: Creates a plane from the four parameters. The three components of the resulting plane's [member normal] are [param a], [param b] and [param c], and the plane has a distance of [param d] from the origin.
ga: Cruthaíonn eitleán ó na ceithre paraiméadair. Is iad [param a], [param b] agus [param c] na trí chomhpháirt de [comhalta gnáth] an eitleáin a thagann dá thoradh, agus tá fad [param d] ón eitleán ón mbunús.

en: Creates a plane from the normal vector. The plane will intersect the origin.
    The [param normal] of the plane must be a unit vector.
ga: Cruthaíonn eitleán ón ngnáthveicteoir. Trasnaíonn an t-eitleán an bunús.
    Caithfidh [param normal] an phlána a bheith ina aonad-veicteora.

en: Creates a plane from the normal vector and the plane's distance from the origin.
    The [param normal] of the plane must be a unit vector.
ga: Cruthaíonn eitleán ón ngnáthveicteoir agus fad an eitleáin ón mbunús.
    Caithfidh [param normal] an phlána a bheith ina aonad-veicteora.

en: Creates a plane from the normal vector and a point on the plane.
    The [param normal] of the plane must be a unit vector.
ga: Cruthaíonn eitleán ón ngnáthveicteoir agus pointe ar an eitleán.
    Caithfidh [param normal] an phlána a bheith ina aonad-veicteora.

en: Creates a plane from the three points, given in clockwise order.
ga: Cruthaíonn eitleán as na trí phointe, tugtha in ord deiseal.

en: Returns the shortest distance from the plane to the position [param point]. If the point is above the plane, the distance will be positive. If below, the distance will be negative.
ga: Filleann sé an t-achar is giorra ón eitleán go dtí an suíomh [paraphointe]. Má tá an pointe os cionn an eitleáin, beidh an t-achar dearfach. Más rud é thíos, beidh an fad diúltach.

en: Returns the center of the plane.
ga: Filleann lár an eitleáin.

en: Returns [code]true[/code] if [param point] is inside the plane. Comparison uses a custom minimum [param tolerance] threshold.
ga: Filleann sé [code]true[/code] má tá [paraphointe] laistigh den phlána. Úsáideann Comparáid íostairseach saincheaptha [paraimfhulaingt].

en: Returns the intersection point of the three planes [param b], [param c] and this plane. If no intersection is found, [code]null[/code] is returned.
ga: Filleann sé pointe trasnaithe na dtrí phlána [para b], [param c] agus an plána seo. Mura bhfaightear crosbhealach, cuirtear [code]null[/code] ar ais.

en: Returns the intersection point of a ray consisting of the position [param from] and the direction normal [param dir] with this plane. If no intersection is found, [code]null[/code] is returned.
ga: Filleann sé an pointe trasnaithe de gha arb é atá ann an suíomh [param ó] agus an treo normalach [param dir] leis an bplána seo. Mura bhfaightear crosbhealach, cuirtear [code]null[/code] ar ais.

en: Returns the intersection point of a segment from position [param from] to position [param to] with this plane. If no intersection is found, [code]null[/code] is returned.
ga: Filleann sé pointe trasnaithe míre ón suíomh [param ó] go dtí suíomh [param go] leis an bplána seo. Mura bhfaightear crosbhealach, cuirtear [code]null[/code] ar ais.

en: Returns [code]true[/code] if this plane and [param to_plane] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
ga: Filleann sé [code]true[/code] má tá an t-eitleán seo agus [param to_plane] thart ar cóimhéid, trí [method @GlobalScope.is_equal_approx] a rith ar gach comhpháirt.

en: Returns [code]true[/code] if this plane is finite, by calling [method @GlobalScope.is_finite] on each component.
ga: Filleann [code]true[/code] má tá an eitleán seo críochta, trí ghlaoch a chur ar [method @GlobalScope.is_finite] ar gach comhpháirt.

en: Returns [code]true[/code] if [param point] is located above the plane.
ga: Filleann sé [code]true[/code] má tá [paraphointe] suite os cionn an eitleáin.

en: Returns a copy of the plane, with normalized [member normal] (so it's a unit vector). Returns [code]Plane(0, 0, 0, 0)[/code] if [member normal] can't be normalized (it has zero length).
ga: Filleann sé cóip den eitleán, le [comhalta normalaithe] (mar sin is veicteoir aonad é). Filleann [code]Plána(0, 0, 0, 0)[/code] murar féidir [comhalta gnáth] a normalú (tá fad nialasach aige).

en: Returns the orthogonal projection of [param point] into a point in the plane.
ga: Filleann sé an teilgean orthogonal [paraphointe] go pointe san eitleán.

en: The distance from the origin to the plane, expressed in terms of [member normal] (according to its direction and magnitude). Actual absolute distance from the origin to the plane can be calculated as [code]abs(d) / normal.length()[/code] (if [member normal] has zero length then this [Plane] does not represent a valid plane).
    In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code skip-lint]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property.
ga: An fad ón mbunús go dtí an eitleán, arna shloinneadh i dtéarmaí [comhalta normalach] (de réir a threo agus a mhéide). Is féidir an t-achar absalóideach iarbhír ón mbunús go dtí an plána a ríomh mar [code]abs(d) / normal.length()[/code] (má tá fad nialasach ag [comhalta normal], ní hionann an [Plána] seo agus plána bailí ).
    I gcothromóid scálach an eitleáin [code]ax + by + cz = d[/code], is é seo [cód skip-lint]d[/code], agus an [code](a, b, c)[/ is ionann comhordanáidí [/code] agus an t-airí [comhalta gnáth].

en: The normal of the plane, typically a unit vector. Shouldn't be a zero vector as [Plane] with such [member normal] does not represent a valid plane.
    In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code skip-lint]d[/code] is the [member d] property.
ga: Gnáth an phlána, aonad veicteoir de ghnáth. Níor cheart gur veicteoir nialasach é mar ní ionann [eitleán] agus a leithéid de [comhalta gnáth] d'eitleán bailí.
    I gcothromóid scálach an phlána [code]ax + by + cz = d[/code], seo é an veicteoir [code](a, b, c)[/code], áit a bhfuil [cód skip-lint]d[ Is é /code] an t-airí [ball d].

en: The X component of the plane's [member normal] vector.
ga: Comhpháirt X de veicteoir [comhalta normalach] an eitleáin.

en: The Y component of the plane's [member normal] vector.
ga: Comhpháirt Y de veicteoir [comhalta normalach] an eitleáin.

en: The Z component of the plane's [member normal] vector.
ga: Comhpháirt Z de veicteoir [comhalta normalach] an eitleáin.

en: A plane that extends in the Y and Z axes (normal vector points +X).
ga: Plána a shíneann sna haiseanna Y agus Z (gnáthphointí veicteora +X).

en: A plane that extends in the X and Z axes (normal vector points +Y).
ga: Plána a shíneann sna haiseanna X agus Z (gnáthphointí veicteora +Y).

en: A plane that extends in the X and Y axes (normal vector points +Z).
ga: Plána a shíneann sna haiseanna X agus Y (gnáthphointí veicteora +Z).

en: Returns [code]true[/code] if the planes are not equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] mura bhfuil na plánaí cothrom.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Inversely transforms (multiplies) the [Plane] by the given [Transform3D] transformation matrix.
    [code]plane * transform[/code] is equivalent to [code]transform.affine_inverse() * plane[/code]. See [method Transform3D.affine_inverse].
ga: Trasfhoirmítear (iolraíonn) an [Plána] go contrártha leis an maitrís claochlaithe [Transform3D] a thugtar.
    Tá [code]eitleán * claochlú[/code] comhionann le [code]transform.afine_inverse() * eitleán[/code]. Féach [method Transform3D.afine_inverse].

en: Returns [code]true[/code] if the planes are exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] má tá na plánaí díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Returns the negative value of the [Plane]. This is the same as writing [code]Plane(-p.normal, -p.d)[/code]. This operation flips the direction of the normal vector and also flips the distance value, resulting in a Plane that is in the same place, but facing the opposite direction.
ga: Filleann sé luach diúltach an [Plána]. Tá sé seo mar an gcéanna le scríobh [code]Plána(-p.normal, -p.d)[/code]. Smeachann an oibríocht seo treo an ghnáthveicteora agus smeachann sé freisin an luach achar, rud a fhágann go bhfuil Plána san áit chéanna, ach atá os comhair an treo eile.

en: Class representing a planar [PrimitiveMesh].
ga: Rang a ionadaíonn plánach [PrimitiveMesh].

en: Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, change [member orientation] to [constant FACE_Z].
    [b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering.
ga: Rang a ionadaíonn plánach [PrimitiveMesh]. Níl tiús ag an mogalra comhréidh seo. De réir réamhshocraithe, tá an mogalra seo ailínithe ar na haiseanna X agus Z; níl an rothlú réamhshocraithe seo oiriúnach le húsáid le hábhair ar chlár fógraí. Maidir le hábhair ar chlár fógraí, athraigh [treoshuíomh na mball] go [FACE_Z leanúnach].
    [b]Nóta:[/b] Nuair a bhíonn [PlaneMesh] mór uigeach in úsáid agat (m.sh. mar urlár), féadfaidh tú teacht ar ghasúir UV ag brath ar uillinn an cheamara. Chun é seo a réiteach, méadaigh [ball subdivide_depth] agus [ball subdivide_width] go dtí nach dtugann tú faoi deara giodam UV a thuilleadh.

en: Offset of the generated plane. Useful for particles.
ga: Fritháireamh an eitleáin ginte. Úsáideach le haghaidh cáithníní.

en: Direction that the [PlaneMesh] is facing. See [enum Orientation] for options.
ga: An treo atá os comhair an [PlaneMesh]. Féach [enum Treoshuíomh] le haghaidh roghanna.

en: Size of the generated plane.
ga: Méid an eitleáin a ghintear.

en: Number of subdivision along the Z axis.
ga: Líon na fo-roinnte feadh an ais Z.

en: Number of subdivision along the X axis.
ga: Líon na foroinnte feadh an X-ais.

en: [PlaneMesh] will face the positive X-axis.
ga: Tabharfaidh [PlaneMesh] aghaidh ar an X-ais dhearfach.

en: [PlaneMesh] will face the positive Y-axis. This matches the behavior of the [PlaneMesh] in Godot 3.x.
ga: Tabharfaidh [PlaneMesh] aghaidh ar an Y-ais dhearfach. Meaitseálann sé seo iompar an [PlaneMesh] in Godot 3.x.

en: [PlaneMesh] will face the positive Z-axis. This matches the behavior of the QuadMesh in Godot 3.x.
ga: Tabharfaidh [PlaneMesh] aghaidh ar an Z-ais dhearfach. Meaitseálann sé seo iompar an QuadMesh in Godot 3.x.

en: Positional 2D light source.
ga: Foinse solais 2D suite.

en: Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture.
ga: Caitear solas i dtimpeallacht 2D. Sainmhínítear cruth an tsolais seo ag uigeacht (go hiondúil liathscála).

en: The height of the light. Used with 2D normal mapping. The units are in pixels, e.g. if the height is 100, then it will illuminate an object 100 pixels away at a 45° angle to the plane.
ga: Airde an tsolais. Úsáidtear é le gnáthmhapáil 2D. Tá na haonaid i bpicteil, e.g. má tá an airde 100, ansin soillseoidh sé rud 100 picteilín ar shiúl ag uillinn 45 ° leis an eitleán.

en: The offset of the light's [member texture].
ga: Fritháireamh [uigeacht bhall] an tsolais.

en: [Texture2D] used for the light's appearance.
ga: [Uigeacht2D] a úsáidtear le haghaidh cuma an tsolais.

en: The [member texture]'s scale factor.
ga: Fachtóir scála [uigeacht na mball].

en: Mesh with a single Point primitive.
ga: Mogall le Pointe singil primitive.

en: The PointMesh is made from a single point. Instead of relying on triangles, points are rendered as a single rectangle on the screen with a constant size. They are intended to be used with Particle systems, but can be used as a cheap way to render constant size billboarded sprites (for example in a point cloud).
    PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with [code]POINT_SIZE[/code], or in a [BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the variable [member BaseMaterial3D.point_size].
    When using PointMeshes, properties that normally alter vertices will be ignored, including billboard mode, grow, and cull face.
ga: Déantar an PointMesh ó phointe amháin. In ionad a bheith ag brath ar thriantáin, déantar pointí a rindreáil mar dhronuilleog amháin ar an scáileán le méid tairiseach. Tá siad beartaithe le húsáid le córais Cháithníní, ach is féidir iad a úsáid mar bhealach saor chun sprites billboarded de mhéid tairiseach a sholáthar (mar shampla i scamall pointe).
    PointMeshes, ní mór iad a úsáid le hábhar a bhfuil méid pointe aige. Is féidir rochtain a fháil ar mhéid an phointe i scáthlán le [code]POINT_SIZE[/code], nó i [BaseMaterial3D] trí [comhalta BaseMaterial3D.use_point_size] agus an athróg [comhalta BaseMaterial3D.point_size] a shocrú.
    Agus PointMeshes á n-úsáid, ní thabharfar aird ar airíonna a athraíonn rinn de ghnáth, lena n-áirítear modh clár fógraí, fás, agus aghaidh maraithe.

en: A 2D polygon.
ga: Polagán 2D.

en: A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture.
ga: Sainmhínítear Polygon2D le sraith pointí. Tá gach pointe ceangailte leis an gcéad cheann eile, agus an pointe deiridh ceangailte leis an gcéad cheann, agus mar thoradh air sin tá polagán dúnta. Is féidir Polygon2Ds a líonadh le dath (soladach nó grádán) nó a líonadh le huigeacht ar leith.

en: Adds a bone with the specified [param path] and [param weights].
ga: Cuireann sé cnámh leis an [cosán param] agus [meáchain param] sonraithe.

en: Removes all bones from this [Polygon2D].
ga: Baintear na cnámha go léir as seo [Polygon2D].

en: Removes the specified bone from this [Polygon2D].
ga: Baintear an cnámh sonraithe den [Polygon2D] seo.

en: Returns the number of bones in this [Polygon2D].
ga: Filleann sé líon na gcnámh sa [Polygon2D] seo.

en: Returns the path to the node associated with the specified bone.
ga: Filleann an cosán go dtí an nód a bhaineann leis an gcnámh sonraithe.

en: Returns the weight values of the specified bone.
ga: Tugann sé ar ais luachanna meáchain na cnámh sonraithe.

en: Sets the path to the node associated with the specified bone.
ga: Socraíonn sé an cosán go dtí an nód a bhaineann leis an gcnámh sonraithe.

en: Sets the weight values for the specified bone.
ga: Socraíonn sé na luachanna meáchain don chnámh sonraithe.

en: If [code]true[/code], polygon edges will be anti-aliased.
ga: Más [code]true[/code], déanfar imill pholagán a fhrithailiasú.

en: The polygon's fill color. If [member texture] is set, it will be multiplied by this color. It will also be the default color for vertices not set in [member vertex_colors].
ga: Dath líonta an pholagáin. Má shocraítear [uigeacht bhall], déanfar é a iolrú faoin dath seo. Beidh sé mar an dath réamhshocraithe freisin do rinn nach bhfuil socraithe i [member vertex_colors].

en: Number of internal vertices, used for UV mapping.
ga: Líon na rinn inmheánacha, a úsáidtear le haghaidh léarscáiliú UV.

en: Added padding applied to the bounding box when [member invert_enabled] is set to [code]true[/code]. Setting this value too small may result in a "Bad Polygon" error.
ga: Cuireadh stuáil bhreise i bhfeidhm ar an mbosca teorann nuair a shocraítear [member invert_enabled] go [code]true[/code]. Má shocraítear an luach seo róbheag d’fhéadfadh go mbeadh earráid “Drochpholagán” ann.

en: If [code]true[/code], the polygon will be inverted, containing the area outside the defined points and extending to the [member invert_border].
ga: Más [code]true[/code], déanfar an polagán a inbhéartú, ina mbeidh an t-achar lasmuigh de na pointí sainithe agus ag síneadh go dtí an [ball invert_border].

en: The offset applied to each vertex.
ga: Bhain an fritháireamh le gach rinn.

en: The polygon's list of vertices. The final point will be connected to the first.
ga: Liosta rinn na polagán. Beidh an pointe deiridh ceangailte leis an gcéad cheann.

en: The list of polygons, in case more than one is being represented. Every individual polygon is stored as a [PackedInt32Array] where each [int] is an index to a point in [member polygon]. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in [member polygon], using the order they are stored in.
ga: Liosta na bpolagán, ar eagla go bhfuil níos mó ná ceann amháin á léiriú. Stóráiltear gach polagán ar leith mar [PackedInt32Array] áit a bhfuil gach [int] ina innéacs go pointe i [ball-pholagán]. Má tá sé folamh, déanfar neamhaird ar an maoin seo, agus beidh an polagán aonair mar thoradh air comhdhéanta de na pointí go léir i [ball polagán], ag baint úsáide as an ord ina bhfuil siad stóráilte.

en: Path to a [Skeleton2D] node used for skeleton-based deformations of this polygon. If empty or invalid, skeletal deformations will not be used.
ga: Conair chuig nód [Skeleton2D] a úsáidtear le haghaidh dífhoirmíochtaí cnámharlaigh den pholagán seo. Má tá sé folamh nó neamhbhailí, ní úsáidfear dífhoirmíochtaí cnámharlaigh.

en: The polygon's fill texture. Use [member uv] to set texture coordinates.
ga: Uigeacht líonta an pholagáin. Úsáid [comhalta uv] chun comhordanáidí uigeachta a shocrú.

en: Amount to offset the polygon's [member texture]. If set to [code]Vector2(0, 0)[/code], the texture's origin (its top-left corner) will be placed at the polygon's position.
ga: Méid atá le fritháireamh ar [uigeacht na mball] an pholagán. Má shocraítear é go [code]Vector2(0, 0)[/code], cuirfear bunús na huigeachta (an chúinne uachtarach ar chlé) ag suíomh an pholagán.

en: The texture's rotation in radians.
ga: Rothlú an uigeachta i raidian.

en: Amount to multiply the [member uv] coordinates when using [member texture]. Larger values make the texture smaller, and vice versa.
ga: Méid na comhordanáidí [comhalta uv] a iolrú nuair a bhíonn [uigeacht na mball] in úsáid. Déanann luachanna níos mó an uigeacht níos lú, agus vice versa.

en: Texture coordinates for each vertex of the polygon. There should be one UV value per polygon vertex. If there are fewer, undefined vertices will use [code]Vector2(0, 0)[/code].
ga: Comhordanáidí uigeachta do gach rinn den pholagán. Ba cheart go mbeadh luach UV amháin in aghaidh an rinn polagán. Má tá níos lú ann, úsáidfidh rinn neamhshainithe [code]Vector2(0, 0)[/code].

en: Color for each vertex. Colors are interpolated between vertices, resulting in smooth gradients. There should be one per polygon vertex. If there are fewer, undefined vertices will use [member color].
ga: Dath do gach rinn. Idirshuiteáiltear dathanna idir rinn, rud a fhágann go bhfuil grádáin mhíne ann. Ba chóir go mbeadh ceann amháin in aghaidh an rinn polagán. Má tá níos lú de rinn neamhshainithe úsáidfidh [dath na mball].

en: Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D].
ga: Cruth polagán 2T cothrom le húsáid le marú occlusion in [OccluderInstance3D].

en: [PolygonOccluder3D] stores a polygon shape that can be used by the engine's occlusion culling system. When an [OccluderInstance3D] with a [PolygonOccluder3D] is selected in the editor, an editor will appear at the top of the 3D viewport so you can add/remove points. All points must be placed on the same 2D plane, which means it is not possible to create arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking feature instead.
    See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
ga: Stórálann [PolygonOccluder3D] cruth polagán is féidir a úsáid ag córas maraithe occlusion an innill. Nuair a roghnaítear [OccluderInstance3D] le [PolygonOccluder3D] san eagarthóir, feicfear eagarthóir ag barr an amhairc 3D ionas gur féidir leat pointí a shuimiú/a bhaint. Ní mór gach pointe a chur ar an eitleán 2T céanna, rud a chiallaíonn nach féidir cruthanna 3D treallach a chruthú le [PolygonOccluder3D] amháin. Chun cruthanna treallach 3D a úsáid mar occluders, úsáid [ArrayOccluder3D] nó [OccluderInstance3D] gné bácála ina ionad sin.
    Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú occlusion a bhunú.

en: The polygon to use for occlusion culling. The polygon can be convex or concave, but it should have as few points as possible to maximize performance.
    The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation will fail (with an error message printed).
ga: An polagán le húsáid le haghaidh marú occlusion. Is féidir leis an polagán a bheith dronnach nó cuasach, ach ba cheart go mbeadh chomh beag pointí agus is féidir aige chun an fheidhmíocht a uasmhéadú.
    Ní mór [i]ní[/i] línte trasnacha a bheith ag an bpolagán. Seachas sin, teipfear ar an triantánú (agus teachtaireacht earráide priontáilte).

en: Base class for contextual windows and panels with fixed position.
ga: Bunrang le haghaidh fuinneoga comhthéacsúla agus painéil le suíomh seasta.

en: [Popup] is a base class for contextual windows and panels with fixed position. It's a modal by default (see [member Window.popup_window]) and provides methods for implementing custom popup behavior.
ga: Is bunrang é [Popup] d’fhuinneoga comhthéacsúla agus painéil le suíomh seasta. Is modh é de réir réamhshocraithe (féach [comhalta Window.popup_window]) agus cuireann sé modhanna ar fáil chun iompar saincheaptha aníos a chur i bhfeidhm.

en: Emitted when the popup is hidden.
ga: Astaítear nuair a bhíonn an aníos i bhfolach.

en: A modal window used to display a list of options.
ga: Fuinneog mhodhúil a úsáidtear chun liosta roghanna a thaispeáint.

en: [PopupMenu] is a modal window used to display a list of options. Useful for toolbars and context menus.
    The size of a [PopupMenu] can be limited by using [member Window.max_size]. If the height of the list of items is larger than the maximum height of the [PopupMenu], a [ScrollContainer] within the popup will allow the user to scroll the contents. If no maximum size is set, or if it is set to [code]0[/code], the [PopupMenu] height will be limited by its parent rect.
    All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/code] to access the last item, [code]-2[/code] to select the second-to-last item, and so on.
    [b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
    [b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].
ga: Is fuinneog mhodhúil é [PopupMenu] a úsáidtear chun liosta roghanna a thaispeáint. Úsáideach le haghaidh barraí uirlisí agus biachláir comhthéacs.
    Is féidir an méid [PopupMenu] a theorannú trí úsáid a bhaint as [comhalta Window.max_size]. Má tá airde liosta na míreanna níos mó ná uasairde an [PopupMenu], ligfidh [ScrollCoimeádán] laistigh den phreabfhuinneog don úsáideoir an t-ábhar a scrollú. Mura bhfuil aon uasmhéid socraithe, nó má tá sé socraithe go [code]0[/code], beidh an airde [PopupMenu] teoranta ag a tuismitheoir rect.
    Ligeann gach modh [code] set_*[/code] innéacsanna míre diúltacha, i.e. [code] -1[/code] rochtain a fháil ar an mír dheiridh, [code] -2[/code] chun an dara mír go dtí an ceann deireanach a roghnú , agus mar sin de.
    [b] Cuardach incriminteach:[/b] Cosúil le [ItemList] agus [Tree], tacaíonn [PopupMenu] le cuardach laistigh den liosta agus an rialú dírithe. Brúigh eochair a mheaitseálann an chéad litir d’ainm míre chun an chéad mhír a roghnú ag tosú leis an litir a thugtar. Tar éis an phointe sin, tá dhá bhealach le cuardach incriminteach a dhéanamh: 1) Brúigh an eochair chéanna arís roimh an am istigh chun an chéad mhír eile a roghnú ag tosú leis an litir chéanna. 2) Brúigh eochracha litreach a mheaitseálann an chuid eile den fhocal roimh an am istigh le meaitseáil chun an mhír atá i gceist a roghnú go díreach. Athshocrófar an dá ghníomh seo go dtí tús an liosta má tá an teorainn ama caite ó cláraíodh an eochairbhuille deiridh. Is féidir leat an t-am istigh a choigeartú trí [comhalta ProjectSettings.gui/timers/increment_search_max_interval_msec] a athrú.
    [b]Nóta:[/b] Tá na luachanna aitheantais a úsáidtear le haghaidh míreanna teoranta do 32 giotán, ní 64 giotán iomlán de [int]. Tá raon [code]-2^32[/code] go [code]2^32 - 1[/code] aige seo, i.e. [code]-2147483648[/code] go [code]2147483647[/code].

en: Checks the provided [param event] against the [PopupMenu]'s shortcuts and accelerators, and activates the first item with matching events. If [param for_global_only] is [code]true[/code], only shortcuts and accelerators with [code]global[/code] set to [code]true[/code] will be called.
    Returns [code]true[/code] if an item was successfully activated.
    [b]Note:[/b] Certain [Control]s, such as [MenuButton], will call this method automatically.
ga: Seiceálann sé an [imeacht param] atá curtha ar fáil in aghaidh aicearraí agus luasairí an [PopupMenu], agus gníomhaíonn sé an chéad mhír le himeachtaí meaitseála. Má tá [param for_global_only] [code]true[/code], ní thabharfar ach aicearraí agus luasairí a bhfuil [code] domhanda[/code] socraithe go [code]true[/code] orthu.
    Filleann sé [code]true[/code] má cuireadh mír i ngníomh go rathúil.
    [b]Nóta:[/b] Glaofaidh [Rialú]anna áirithe, mar [MenuButton], ar an modh seo go huathoibríoch.

en: Adds a new checkable item with text [param label].
    An [param id] can optionally be provided, as well as an accelerator ([param accel]). If no [param id] is provided, one will be created from the index. If no [param accel] is provided, then the default value of 0 (corresponding to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means it won't have any accelerator). See [method get_item_accelerator] for more info on accelerators.
    [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
ga: Cuireann sé mír inseiceáilte nua leis agus téacs [lipéad param] air.
    Is féidir [param id] a sholáthar go roghnach, chomh maith le luasaire ([param accel]). Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs. Mura soláthraítear [param accel], sannfar an luach réamhshocraithe 0 (a fhreagraíonn do [constant @GlobalScope.KEY_NONE]) don mhír (rud a chiallaíonn nach mbeidh aon luasaire ann). Féach ar [method get_item_accelerator] le haghaidh tuilleadh faisnéise ar luasairí.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.

en: Adds a new checkable item and assigns the specified [Shortcut] to it. Sets the label of the checkbox to the [Shortcut]'s name.
    An [param id] can optionally be provided. If no [param id] is provided, one will be created from the index.
    [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
ga: Cuireann sé mír inseiceáilte nua leis agus sanntar an [Aicearra] sonraithe dó. Socraíonn sé lipéad an bhosca tic d'ainm an [Aicearra].
    Is féidir [param id] a sholáthar go roghnach. Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.

en: Adds a new checkable item with text [param label] and icon [param texture].
    An [param id] can optionally be provided, as well as an accelerator ([param accel]). If no [param id] is provided, one will be created from the index. If no [param accel] is provided, then the default value of 0 (corresponding to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means it won't have any accelerator). See [method get_item_accelerator] for more info on accelerators.
    [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
ga: Cuirtear mír inseiceáilte nua leis le téacs [lipéad param] agus deilbhín [uigeacht param].
    Is féidir [param id] a sholáthar go roghnach, chomh maith le luasaire ([param accel]). Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs. Mura soláthraítear [param accel], sannfar an luach réamhshocraithe 0 (a fhreagraíonn do [constant @GlobalScope.KEY_NONE]) don mhír (rud a chiallaíonn nach mbeidh aon luasaire ann). Féach ar [method get_item_accelerator] le haghaidh tuilleadh faisnéise ar luasairí.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.

en: Adds a new checkable item and assigns the specified [Shortcut] and icon [param texture] to it. Sets the label of the checkbox to the [Shortcut]'s name.
    An [param id] can optionally be provided. If no [param id] is provided, one will be created from the index.
    [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
ga: Cuireann sé mír inseiceáilte nua leis agus sannann sé an [Aicearra] sonraithe agus an deilbhín [uigeacht param] dó. Socraíonn sé lipéad an bhosca tic d'ainm an [Aicearra].
    Is féidir [param id] a sholáthar go roghnach. Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.

en: Adds a new item with text [param label] and icon [param texture].
    An [param id] can optionally be provided, as well as an accelerator ([param accel]). If no [param id] is provided, one will be created from the index. If no [param accel] is provided, then the default value of 0 (corresponding to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means it won't have any accelerator). See [method get_item_accelerator] for more info on accelerators.
ga: Cuirtear mír nua leis le téacs [lipéad param] agus deilbhín [uigeacht param].
    Is féidir [param id] a sholáthar go roghnach, chomh maith le luasaire ([param accel]). Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs. Mura soláthraítear [param accel], sannfar an luach réamhshocraithe 0 (a fhreagraíonn do [constant @GlobalScope.KEY_NONE]) don mhír (rud a chiallaíonn nach mbeidh aon luasaire ann). Féach ar [method get_item_accelerator] le haghaidh tuilleadh faisnéise ar luasairí.

en: Same as [method add_icon_check_item], but uses a radio check button.
ga: Mar an gcéanna le [method add_icon_check_item], ach úsáideann sé cnaipe seiceála raidió.

en: Same as [method add_icon_check_shortcut], but uses a radio check button.
ga: Mar an gcéanna le [method add_icon_check_shortcut], ach úsáideann sé cnaipe seiceála raidió.

en: Adds a new item and assigns the specified [Shortcut] and icon [param texture] to it. Sets the label of the checkbox to the [Shortcut]'s name.
    An [param id] can optionally be provided. If no [param id] is provided, one will be created from the index.
    If [param allow_echo] is [code]true[/code], the shortcut can be activated with echo events.
ga: Cuireann sé mír nua leis agus sannann sé an [Aicearra] agus an deilbhín sonraithe [uigeacht param] dó. Socraíonn sé lipéad an bhosca tic d'ainm an [Aicearra].
    Is féidir [param id] a sholáthar go roghnach. Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs.
    Má tá [param allow_echo] [code]true[/code], is féidir an t-aicearra a ghníomhachtú le himeachtaí macalla.

en: Adds a new item with text [param label].
    An [param id] can optionally be provided, as well as an accelerator ([param accel]). If no [param id] is provided, one will be created from the index. If no [param accel] is provided, then the default value of 0 (corresponding to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means it won't have any accelerator). See [method get_item_accelerator] for more info on accelerators.
    [b]Note:[/b] The provided [param id] is used only in [signal id_pressed] and [signal id_focused] signals. It's not related to the [code]index[/code] arguments in e.g. [method set_item_checked].
ga: Cuirtear mír nua leis le téacs [lipéad param].
    Is féidir [param id] a sholáthar go roghnach, chomh maith le luasaire ([param accel]). Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs. Mura soláthraítear [param accel], sannfar an luach réamhshocraithe 0 (a fhreagraíonn do [constant @GlobalScope.KEY_NONE]) don mhír (rud a chiallaíonn nach mbeidh aon luasaire ann). Féach ar [method get_item_accelerator] le haghaidh tuilleadh faisnéise ar luasairí.
    [b]Nóta:[/b] Ní úsáidtear an [param id] a sholáthraítear ach i gcomharthaí [comhartha id_brúite] agus [comhartha id_focused]. Níl baint aige leis na hargóintí [code]innéacs[/code] i.e. [method set_item_checked].

en: Adds a new radio check button with text [param label].
    An [param id] can optionally be provided, as well as an accelerator ([param accel]). If no [param id] is provided, one will be created from the index. If no [param accel] is provided, then the default value of 0 (corresponding to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means it won't have any accelerator). See [method get_item_accelerator] for more info on accelerators.
    [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
ga: Cuirtear cnaipe seiceála raidió nua leis le téacs [lipéad param].
    Is féidir [param id] a sholáthar go roghnach, chomh maith le luasaire ([param accel]). Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs. Mura soláthraítear [param accel], sannfar an luach réamhshocraithe 0 (a fhreagraíonn do [constant @GlobalScope.KEY_NONE]) don mhír (rud a chiallaíonn nach mbeidh aon luasaire ann). Féach ar [method get_item_accelerator] le haghaidh tuilleadh faisnéise ar luasairí.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.

en: Adds a new radio check button and assigns a [Shortcut] to it. Sets the label of the checkbox to the [Shortcut]'s name.
    An [param id] can optionally be provided. If no [param id] is provided, one will be created from the index.
    [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it.
ga: Cuireann sé cnaipe seiceála raidió nua leis agus sannann sé [Aicearra] dó. Socraíonn sé lipéad an bhosca tic d'ainm an [Aicearra].
    Is féidir [param id] a sholáthar go roghnach. Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh. Féach ar [method set_item_checked] le haghaidh tuilleadh faisnéise maidir le conas é a rialú.

en: Adds a separator between items. Separators also occupy an index, which you can set by using the [param id] parameter.
    A [param label] can optionally be provided, which will appear at the center of the separator.
ga: Cuireann deighilteoir idir míreanna leis. Tá innéacs ag deighilteoirí freisin, ar féidir leat a shocrú trí úsáid a bhaint as an bparaiméadar [param id].
    Is féidir [lipéad param] a sholáthar go roghnach, a thaispeánfar i lár an deighilteoir.

en: Adds a [Shortcut].
    An [param id] can optionally be provided. If no [param id] is provided, one will be created from the index.
    If [param allow_echo] is [code]true[/code], the shortcut can be activated with echo events.
ga: Cuireann [Aicearra] leis.
    Is féidir [param id] a sholáthar go roghnach. Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs.
    Má tá [param allow_echo] [code]true[/code], is féidir an t-aicearra a ghníomhachtú le himeachtaí macalla.

en: Prefer using [method add_submenu_node_item] instead.
ga: Is fearr [method add_submenu_node_item] a úsáid ina ionad sin.

en: Adds an item that will act as a submenu of the parent [PopupMenu] node when clicked. The [param submenu] argument must be the name of an existing [PopupMenu] that has been added as a child to this node. This submenu will be shown when the item is clicked, hovered for long enough, or activated using the [code]ui_select[/code] or [code]ui_right[/code] input actions.
    An [param id] can optionally be provided. If no [param id] is provided, one will be created from the index.
ga: Cuireann sé mír leis a fheidhmeoidh mar fho-roghchlár den nód tuismitheoir [PopupMenu] nuair a chliceáiltear air. Caithfidh an argóint [param submenu] a bheith mar ainm ar [PopupMenu] atá ann cheana féin a cuireadh leis an nód seo mar leanbh. Taispeánfar an fo-roghchlár seo nuair a chliceáiltear ar an mír, nuair a chliceáiltear í le fada go leor, nó nuair a ghníomhófar í ag baint úsáide as na gníomhartha ionchuir [code] ui_select[/code] nó [code] ui_right[/code].
    Is féidir [param id] a sholáthar go roghnach. Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs.

en: Adds an item that will act as a submenu of the parent [PopupMenu] node when clicked. This submenu will be shown when the item is clicked, hovered for long enough, or activated using the [code]ui_select[/code] or [code]ui_right[/code] input actions.
    [param submenu] must be either child of this [PopupMenu] or has no parent node (in which case it will be automatically added as a child). If the [param submenu] popup has another parent, this method will fail.
    An [param id] can optionally be provided. If no [param id] is provided, one will be created from the index.
ga: Cuireann sé mír leis a fheidhmeoidh mar fho-roghchlár den nód tuismitheoir [PopupMenu] nuair a chliceáiltear air. Taispeánfar an fo-roghchlár seo nuair a chliceáiltear ar an mír, nuair a chliceáiltear í le fada go leor, nó nuair a ghníomhófar í ag baint úsáide as na gníomhartha ionchuir [code] ui_select[/code] nó [code] ui_right[/code].
    Caithfidh [param submenu] a bheith ina leanbh den [PopupMenu] seo nó nach bhfuil nód tuismitheora aige (agus sa chás sin cuirfear leis go huathoibríoch é mar leanbh). Má tá tuismitheoir eile sa phreabfhuinneog [param submenu], teipfidh an modh seo.
    Is féidir [param id] a sholáthar go roghnach. Mura gcuirtear [param id] ar fáil, cruthófar ceann ón innéacs.

en: Removes all items from the [PopupMenu]. If [param free_submenus] is [code]true[/code], the submenu nodes are automatically freed.
ga: Baintear gach mír ón [PopupMenu]. Má tá [param free_submenus] [code]true[/code], saortar na nóid fo-roghchlár go huathoibríoch.

en: Returns the index of the currently focused item. Returns [code]-1[/code] if no item is focused.
ga: Filleann sé innéacs na míre dírithe faoi láthair. Filleann sé [code]-1[/code] mura bhfuil aon mhír dírithe.

en: Returns the accelerator of the item at the given [param index]. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The return value is an integer which is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]). If no accelerator is defined for the specified [param index], [method get_item_accelerator] returns [code]0[/code] (corresponding to [constant @GlobalScope.KEY_NONE]).
ga: Filleann sé luasaire na míre ag an [innéacs param] a thugtar. Is aicearra méarchláir é luasaire is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. Is slánuimhir é an luach tuairisceáin ar gnách é a bheith ina chomhcheangal de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]). Mura bhfuil aon luasaire sainithe don [innéacs param] sonraithe, filleann [method get_item_accelerator] [code]0[/code] (a fhreagraíonn do [constant @GlobalScope.KEY_NONE]).

en: Returns the icon of the item at the given [param index].
ga: Filleann sé deilbhín na míre ag an [innéacs param] a thugtar.

en: Returns the maximum allowed width of the icon for the item at the given [param index].
ga: Filleann sé seo an t-uasleithead atá ceadaithe don íocón don mhír ag an [innéacs param] a thugtar.

en: Returns a [Color] modulating the item's icon at the given [param index].
ga: Filleann sé [Color] ag modhnú deilbhín na míre ag an [innéacs param] a thugtar.

en: Returns the ID of the item at the given [param index]. [code]id[/code] can be manually assigned, while index can not.
ga: Filleann sé ID na míre ag an [innéacs param] a thugtar. Is féidir [code]id[/code] a shannadh de láimh, cé nach féidir an t-innéacs.

en: Returns the horizontal offset of the item at the given [param index].
ga: Filleann sé fritháireamh cothrománach na míre ag an [innéacs param] a thugtar.

en: Returns the index of the item containing the specified [param id]. Index is automatically assigned to each item by the engine and can not be set manually.
ga: Filleann sé innéacs na míre ina bhfuil an [param id] sonraithe. Sanntar innéacs go huathoibríoch do gach mír ag an inneall agus ní féidir é a shocrú de láimh.

en: Returns the metadata of the specified item, which might be of any type. You can set it with [method set_item_metadata], which provides a simple way of assigning context data to items.
ga: Filleann sé meiteashonraí na míre sonraithe, a d'fhéadfadh a bheith d'aon chineál. Is féidir leat é a shocrú le [method set_item_metadata], a sholáthraíonn bealach simplí chun sonraí comhthéacs a shannadh do mhíreanna.

en: Returns the state of the item at the given [param index].
ga: Filleann sé staid na míre ag an [innéacs param] a thugtar.

en: Returns the max states of the item at the given [param index].
ga: Filltear uasstaid na míre ag an [innéacs param] a thugtar.

en: Returns the [Shortcut] associated with the item at the given [param index].
ga: Seoltar ar ais an [Aicearra] a bhaineann leis an mír ag an [innéacs param] a thugtar.

en: Prefer using [method get_item_submenu_node] instead.
ga: Is fearr [method get_item_submenu_node] a úsáid ina ionad sin.

en: Returns the submenu name of the item at the given [param index]. See [method add_submenu_item] for more info on how to add a submenu.
ga: Seoltar ar ais ainm fo-roghchlár na míre ag an [innéacs param] a thugtar. Féach ar [method add_submenu_item] le haghaidh tuilleadh faisnéise maidir le conas fo-roghchlár a chur leis.

en: Returns the submenu of the item at the given [param index], or [code]null[/code] if no submenu was added. See [method add_submenu_node_item] for more info on how to add a submenu.
ga: Filleann sé fo-roghchlár na míre ag an [param index] a thugtar, nó [code]null[/code] murar cuireadh fo-roghchlár leis. Féach ar [method add_submenu_node_item] le haghaidh tuilleadh eolais ar conas fo-roghchlár a chur leis.

en: Returns the text of the item at the given [param index].
ga: Filleann sé téacs na míre ag an [innéacs param] a thugtar.

en: Returns the tooltip associated with the item at the given [param index].
ga: Filleann sé an leid uirlisí a bhaineann leis an mír ag an [innéacs param] a thugtar.

en: Returns [code]true[/code] if the item at the given [param index] is checkable in some way, i.e. if it has a checkbox or radio button.
    [b]Note:[/b] Checkable items just display a checkmark or radio button, but don't have any built-in checking behavior and must be checked/unchecked manually.
ga: Filleann sé [code]true[/code] má tá an mhír ag an [innéacs param] a thugtar inseiceáilte ar bhealach éigin, i.e. má tá ticbhosca nó cnaipe raidió aige.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach marcmharc nó cnaipe raidió, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh.

en: Returns [code]true[/code] if the item at the given [param index] is checked.
ga: Filleann sé [code]true[/code] má tá an mhír ag an [innéacs param] tugtha a sheiceáil.

en: Returns [code]true[/code] if the item at the given [param index] is disabled. When it is disabled it can't be selected, or its action invoked.
    See [method set_item_disabled] for more info on how to disable an item.
ga: Filleann sé [code]true[/code] má tá an mhír ag an [innéacs param] tugtha díchumasaithe. Nuair atá sé díchumasaithe ní féidir é a roghnú, nó a ghníomh a agairt.
    Féach ar [method set_item_disabled] le haghaidh tuilleadh faisnéise maidir le conas earra a dhíchumasú.

en: Returns [code]true[/code] if the item at the given [param index] has radio button-style checkability.
    [b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
ga: Filleann sé [code]true[/code] má tá inseiceáil ar stíl cnaipe raidió ag an mír ag an [innéacs param] a thugtar.
    [b]Nóta:[/b] Is cosmaideacha amháin é seo; ní mór duit an loighic a chur leis chun míreanna a sheiceáil/dísheiceáil i ngrúpaí raidió.

en: Returns [code]true[/code] if the item is a separator. If it is, it will be displayed as a line. See [method add_separator] for more info on how to add a separator.
ga: Filleann sé [code]true[/code] más deighilteoir an mhír. Má tá, taispeánfar é mar líne. Féach ar [method add_separator] le haghaidh tuilleadh faisnéise maidir le conas deighilteoir a chur leis.

en: Returns [code]true[/code] if the specified item's shortcut is disabled.
ga: Filleann sé [code]true[/code] má tá aicearra na míre sonraithe díchumasaithe.

en: Returns [code]true[/code] if the system native menu is supported and currently used by this [PopupMenu].
ga: Seoltar ar ais [code]true[/code] má tá an roghchlár dúchais ag tacú le agus in úsáid ag an [PopupMenu] seo faoi láthair.

en: Returns [code]true[/code] if the menu is bound to the special system menu.
ga: Filleann sé [code]true[/code] má tá an roghchlár ceangailte leis an roghchlár córais speisialta.

en: Removes the item at the given [param index] from the menu.
    [b]Note:[/b] The indices of items after the removed item will be shifted by one.
ga: Baintear an mhír ag an [paraminnéacs] a thugtar den roghchlár.
    [b]Nóta:[/b] Aistreofar innéacsanna na n-ítimí tar éis na hítime a baineadh as ceann amháin.

en: Moves the scroll view to make the item at the given [param index] visible.
ga: Bogtar an scrolla chun go mbeidh an mhír ag an [innéacs param] tugtha infheicthe.

en: Sets the currently focused item as the given [param index].
    Passing [code]-1[/code] as the index makes so that no item is focused.
ga: Socraíonn sé an mhír dírithe faoi láthair mar an [innéacs param] a thugtar.
    [code]-1[/code] a chur ar aghaidh mar a dhéanann an t-innéacs ionas nach mbeidh aon mhír dírithe.

en: Sets the accelerator of the item at the given [param index]. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. [param accel] is generally a combination of [enum KeyModifierMask]s and [enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).
ga: Socraíonn sé luasaire na míre ag an [innéacs param] a thugtar. Is aicearra méarchláir é luasaire is féidir a bhrú chun an cnaipe roghchláir a spreagadh fiú mura bhfuil sé oscailte faoi láthair. De ghnáth is teaglaim é [param accel] de [enum KeyModifierMask]s agus [enum Key]s ag baint úsáide as bitwise NÓ mar [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).

en: Sets whether the item at the given [param index] has a checkbox. If [code]false[/code], sets the type of the item to plain text.
    [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.
ga: Socraíonn sé cibé an bhfuil ticbhosca ag an mír ag an [innéacs param] a thugtar. Má tá [code]false[/code], socraítear cineál na míre mar ghnáth-théacs.
    [b]Nóta:[/b] Ní thaispeánann míreanna inseiceáil ach ticmharc, ach níl aon iompar seiceála ionsuite acu agus ní mór iad a sheiceáil/dísheiceáil de láimh.

en: Sets the type of the item at the given [param index] to radio button. If [code]false[/code], sets the type of the item to plain text.
ga: Socraíonn sé cineál na míre ag an gcnaipe [paraminnéacs] a thugtar don raidió. Má tá [code]false[/code], socraítear cineál na míre mar ghnáth-théacs.

en: Mark the item at the given [param index] as a separator, which means that it would be displayed as a line. If [code]false[/code], sets the type of the item to plain text.
ga: Marcáil an mhír ag an [innéacs param] a thugtar mar dheighilteoir, rud a chiallaíonn go dtaispeánfaí mar líne é. Má tá [code]false[/code], socraítear cineál na míre mar ghnáth-théacs.

en: Sets the checkstate status of the item at the given [param index].
ga: Socraíonn sé stádas seiceála na míre ag an [innéacs param] a thugtar.

en: Enables/disables the item at the given [param index]. When it is disabled, it can't be selected and its action can't be invoked.
ga: Cumasaítear/díchumasaítear an mhír ag an [innéacs param] a thugtar. Nuair atá sé díchumasaithe, ní féidir é a roghnú agus ní féidir a ghníomh a agairt.

en: Replaces the [Texture2D] icon of the item at the given [param index].
ga: Cuirtear an deilbhín [Texture2D] den mhír in áit ag an [innéacs param] a thugtar.

en: Sets the maximum allowed width of the icon for the item at the given [param index]. This limit is applied on top of the default size of the icon and on top of [theme_item icon_max_width]. The height is adjusted according to the icon's ratio.
ga: Socraíonn sé an t-uasleithead ceadaithe don íocón don mhír ag an [innéacs param] a thugtar. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín agus ar bharr [theme_item icon_max_width]. Déantar an airde a choigeartú de réir chóimheas an deilbhín.

en: Sets a modulating [Color] of the item's icon at the given [param index].
ga: Socraíonn sé modhnú [Color] de dheilbhín na míre ag an [innéacs param] a thugtar.

en: Sets the [param id] of the item at the given [param index].
    The [param id] is used in [signal id_pressed] and [signal id_focused] signals.
ga: Socraíonn sé [param id] na míre ag an [innéacs param] a thugtar.
    Úsáidtear an [param id] i gcomharthaí [signal id_pressed] agus [signal id_focused].

en: Sets the horizontal offset of the item at the given [param index].
ga: Socraíonn sé fritháireamh cothrománach na míre ag an [innéacs param] a thugtar.

en: Sets the metadata of an item, which may be of any type. You can later get it with [method get_item_metadata], which provides a simple way of assigning context data to items.
ga: Socraíonn sé meiteashonraí míre, a fhéadfaidh a bheith d'aon chineál. Is féidir leat é a fháil ar ball le [method get_item_metadata], a sholáthraíonn bealach simplí chun sonraí comhthéacs a shannadh do mhíreanna.

en: Sets the state of a multistate item. See [method add_multistate_item] for details.
ga: Socraíonn sé staid mhír ilstáit. Féach ar [method add_multistate_item] le haghaidh sonraí.

en: Sets the max states of a multistate item. See [method add_multistate_item] for details.
ga: Socraíonn sé uasstaid mhír ilstáit. Féach ar [method add_multistate_item] le haghaidh sonraí.

en: Sets a [Shortcut] for the item at the given [param index].
ga: Socraíonn sé [Aicearra] don mhír ag an [innéacs param] a thugtar.

en: Disables the [Shortcut] of the item at the given [param index].
ga: Díchumasaítear [Aicearra] na míre ag an [innéacs param] a thugtar.

en: Prefer using [method set_item_submenu_node] instead.
ga: Is fearr [method set_item_submenu_node] a úsáid ina ionad sin.

en: Sets the submenu of the item at the given [param index]. The submenu is the name of a child [PopupMenu] node that would be shown when the item is clicked.
ga: Socraíonn sé fo-roghchlár na míre ag an [innéacs param] a thugtar. Is é an fo-roghchlár ainm nód linbh [PopupMenu] a thaispeánfaí nuair a chliceáiltear an mhír.

en: Sets the submenu of the item at the given [param index]. The submenu is a [PopupMenu] node that would be shown when the item is clicked. It must either be a child of this [PopupMenu] or has no parent (in which case it will be automatically added as a child). If the [param submenu] popup has another parent, this method will fail.
ga: Socraíonn sé fo-roghchlár na míre ag an [innéacs param] a thugtar. Is nód [PopupMenu] é an fo-roghchlár a thaispeánfaí nuair a chliceáiltear an mhír. Caithfidh sé a bheith ina leanbh leis an [PopupMenu] seo nó nach bhfuil aon tuismitheoir aige (agus sa chás sin cuirfear leis go huathoibríoch é mar leanbh). Má tá tuismitheoir eile sa phreabfhuinneog [param submenu], teipfidh an modh seo.

en: Sets the text of the item at the given [param index].
ga: Socraíonn sé téacs na míre ag an [innéacs param] a thugtar.

en: Sets the [String] tooltip of the item at the given [param index].
ga: Socraíonn sé leid uirlisí [Teaghrán] na míre ag an [innéacs param] a thugtar.

en: Toggles the check state of the item at the given [param index].
ga: Scoránaigh staid seiceála na míre ag an [innéacs param] a thugtar.

en: Cycle to the next state of a multistate item. See [method add_multistate_item] for details.
ga: Rothaigh go dtí an chéad staid eile de mhír ilstáit. Féach ar [method add_multistate_item] le haghaidh sonraí.

en: If [code]true[/code], allows navigating [PopupMenu] with letter keys.
ga: Más [code]true[/code], ceadaíonn sé nascleanúint a dhéanamh ar [PopupMenu] le heochracha litreach.

en: If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button is selected.
ga: Más [code]true[/code], folaíonn sé an [PopupMenu] nuair a roghnaítear ticbhosca nó cnaipe raidió.

en: If [code]true[/code], hides the [PopupMenu] when an item is selected.
ga: Más [code]true[/code], folaíonn sé an [PopupMenu] nuair a roghnaítear mír.

en: If [code]true[/code], hides the [PopupMenu] when a state item is selected.
ga: Más [code]true[/code], folaíonn sé an [PopupMenu] nuair a roghnaítear mír stáit.

en: If [code]true[/code], [MenuBar] will use native menu when supported.
    [b]Note:[/b] If [PopupMenu] is linked to [StatusIndicator], [MenuBar], or another [PopupMenu] item it can use native menu regardless of this property, use [method is_native_menu] to check it.
ga: Más [code]true[/code], úsáidfidh [Cód Roghchláir] an roghchlár dúchais nuair a thacaítear leis.
    [b]Nóta:[/b] Má tá [PopupMenu] nasctha le [StatusIndicator], [MenuBar], nó le mír eile [PopupMenu] is féidir leis an roghchlár dúchais a úsáid beag beann ar an airí seo, bain úsáid as [method is_native_menu] chun é a sheiceáil.

en: Sets the delay time in seconds for the submenu item to popup on mouse hovering. If the popup menu is added as a child of another (acting as a submenu), it will inherit the delay time of the parent menu item.
ga: Socraíonn sé an t-am moille i soicindí chun an mhír fo-roghchlár a phreabfhuinneog nuair a bhíonn an luch ag hovering. Má chuirtear an roghchlár aníos mar leanbh le duine eile (ag gníomhú mar fho-roghchlár), gheobhaidh sé oidhreacht an mhoill ar mhír roghchláir na dtuismitheoirí.

en: If set to one of the values of [enum NativeMenu.SystemMenus], this [PopupMenu] is bound to the special system menu. Only one [PopupMenu] can be bound to each special menu at a time.
ga: Má shocraítear é ar cheann de na luachanna de [enum NativeMenu.SystemMenus], beidh an [PopupMenu] seo ceangailte go roghchlár an chórais speisialta. Ní féidir ach [PopupMenu] amháin a cheangal le gach biachlár speisialta ag an am céanna.

en: Emitted when the user navigated to an item of some [param id] using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input action.
ga: Astaithe nuair a rinne an t-úsáideoir nascleanúint chuig mír de roinnt [param id] ag baint úsáide as an ngníomh ionchuir [member ProjectSettings.input/ui_up] nó [comhalta ProjectSettings.input/ui_down].

en: Emitted when an item of some [param id] is pressed or its accelerator is activated.
    [b]Note:[/b] If [param id] is negative (either explicitly or due to overflow), this will return the corresponding index instead.
ga: Astaítear nuair a bhrúitear mír de chuid [param id] nó nuair a chuirtear a luasaire i ngníomh.
    [b]Nóta:[/b] Má tá [param id] diúltach (go sainráite nó mar gheall ar ró-shreabhadh), tabharfaidh sé seo an t-innéacs comhfhreagrach ar ais ina ionad.

en: Emitted when an item of some [param index] is pressed or its accelerator is activated.
ga: Astaítear é nuair a bhrúitear mír de chuid [paraminnéacs] nó nuair a chuirtear a luasaire i ngníomh.

en: Emitted when any item is added, modified or removed.
ga: Astaítear nuair a chuirtear aon mhír leis, nuair a athraítear nó nuair a bhaintear é.

en: The text [Color] used for shortcuts and accelerators that show next to the menu item name when defined. See [method get_item_accelerator] for more info on accelerators.
ga: An téacs [Color] a úsáidtear le haghaidh aicearraí agus luasairí a thaispeánann in aice le hainm na míre roghchláir nuair a shainítear é. Féach ar [method get_item_accelerator] le haghaidh tuilleadh faisnéise ar luasairí.

en: The default text [Color] for menu items' names.
ga: An téacs réamhshocraithe [Color] le haghaidh ainmneacha míreanna roghchláir.

en: [Color] used for disabled menu items' text.
ga: [Color] a úsáidtear le haghaidh téacs na míreanna roghchláir díchumasaithe.

en: [Color] used for the hovered text.
ga: [Color] a úsáidtear don téacs foluaineach.

en: [Color] used for labeled separators' text. See [method add_separator].
ga: [Color] a úsáidtear le haghaidh téacs deighilteoirí lipéadaithe. Féach ar [method add_separator].

en: The tint of text outline of the labeled separator.
ga: Imlíne an imlíne téacs ar an deighilteoir lipéadaithe.

en: The horizontal space between the item's elements.
ga: An spás cothrománach idir eilimintí na míre.

en: The maximum allowed width of the item's icon. This limit is applied on top of the default size of the icon, but before the value set with [method set_item_icon_max_width]. The height is adjusted according to the icon's ratio.
ga: An leithead uasta ceadaithe de dheilbhín na míre. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín, ach roimh an luach socraithe le [method set_item_icon_max_width]. Déantar an airde a choigeartú de réir chóimheas an deilbhín.

en: Width of the single indentation level.
ga: Leithead an leibhéil eangaithe aonair.

en: Horizontal padding to the right of the items (or left, in RTL layout).
ga: Stuála cothrománach ar thaobh na láimhe deise de na míreanna (nó ar chlé, i leagan amach RTL).

en: Horizontal padding to the left of the items (or right, in RTL layout).
ga: Stuála cothrománach ar thaobh na láimhe clé de na míreanna (nó ar dheis, i leagan amach RTL).

en: The size of the labeled separator text outline.
ga: Méid imlíne téacs an deighilteoir lipéadaithe.

en: The vertical space between each menu item.
ga: An spás ingearach idir gach mír roghchláir.

en: [Font] used for the menu items.
ga: [Cló] a úsáidtear do na míreanna roghchláir.

en: [Font] used for the labeled separator.
ga: [Cló] a úsáidtear don deighilteoir lipéadaithe.

en: Font size of the labeled separator.
ga: Clómhéid an deighilteoir lipéadaithe.

en: Font size of the menu items.
ga: Clómhéid na míreanna roghchláir.

en: [Texture2D] icon for the checked checkbox items.
ga: Deilbhín [Texture2D] le haghaidh na míreanna ticbhosca.

en: [Texture2D] icon for the checked checkbox items when they are disabled.
ga: Deilbhín [Texture2D] le haghaidh na míreanna ticbhosca nuair a bhíonn siad díchumasaithe.

en: [Texture2D] icon for the checked radio button items.
ga: Deilbhín [Texture2D] le haghaidh na míreanna cnaipe raidió ticte.

en: [Texture2D] icon for the checked radio button items when they are disabled.
ga: Deilbhín [Texture2D] le haghaidh na míreanna cnaipe raidió ticte nuair a bhíonn siad díchumasaithe.

en: [Texture2D] icon for the unchecked radio button items.
ga: Deilbhín [Texture2D] le haghaidh na míreanna cnaipe raidió gan seiceáil.

en: [Texture2D] icon for the unchecked radio button items when they are disabled.
ga: Deilbhín [Texture2D] le haghaidh míreanna an chnaipe raidió gan seiceáil agus iad díchumasaithe.

en: [Texture2D] icon for the submenu arrow (for left-to-right layouts).
ga: Deilbhín [Texture2D] don tsaighead fo-roghchlár (le haghaidh leagan amach clé go deas).

en: [Texture2D] icon for the submenu arrow (for right-to-left layouts).
ga: Deilbhín [Texture2D] don tsaighead fo-roghchlár (le haghaidh leagan amach ar dheis go clé).

en: [Texture2D] icon for the unchecked checkbox items.
ga: Deilbhín [Texture2D] le haghaidh na míreanna ticbhosca neamhthiceáilte.

en: [Texture2D] icon for the unchecked checkbox items when they are disabled.
ga: Deilbhín [Texture2D] le haghaidh na míreanna ticbhosca neamhthiceáil nuair atá siad díchumasaithe.

en: [StyleBox] displayed when the [PopupMenu] item is hovered.
ga: [StyleBox] ar taispeáint nuair a bhíonn an mhír [PopupMenu] hovered.

en: [StyleBox] for the left side of labeled separator. See [method add_separator].
ga: [StyleBox] don taobh clé den deighilteoir lipéadaithe. Féach ar [method add_separator].

en: [StyleBox] for the right side of labeled separator. See [method add_separator].
ga: [StyleBox] don taobh deas den deighilteoir lipéadaithe. Féach ar [method add_separator].

en: [StyleBox] used for the separators. See [method add_separator].
ga: [StyleBox] a úsáidtear do na deighilteoirí. Féach ar [method add_separator].

en: A popup with a panel background.
ga: Preabfhuinneog le cúlra painéil.

en: A popup with a configurable panel background. Any child controls added to this node will be stretched to fit the panel's size (similar to how [PanelContainer] works). If you are making windows, see [Window].
ga: Preabfhuinneog le cúlra painéil is féidir a chumrú. Déanfar aon rialuithe leanaí a chuirtear leis an nód seo a shíneadh chun a bheith oiriúnach do mhéid an phainéil (cosúil le conas a oibríonn [PanelContainer]). Má tá fuinneoga á ndéanamh agat, féach [Fuinneog].

en: Provides a compressed texture for disk and/or VRAM in a way that is portable.
ga: Soláthraíonn sé uigeacht chomhbhrúite le haghaidh diosca agus/nó VRAM ar bhealach atá iniompartha.

en: This class allows storing compressed textures as self contained (not imported) resources.
    For 2D usage (compressed on disk, uncompressed on VRAM), the lossy and lossless modes are recommended. For 3D usage (compressed on VRAM) it depends on the target platform.
    If you intend to only use desktop, S3TC or BPTC are recommended. For only mobile, ETC2 is recommended.
    For portable, self contained 3D textures that work on both desktop and mobile, Basis Universal is recommended (although it has a small quality cost and longer compression time as a tradeoff).
    This resource is intended to be created from code.
ga: Ceadaíonn an rang seo uigeachtaí comhbhrúite a stóráil mar acmhainní féinchuimsitheacha (gan a bheith iompórtáilte).
    Le húsáid 2D (comhbhrúite ar dhiosca, neamh-chomhbhrúite ar VRAM), moltar na modhanna caillte agus gan chailliúint. Le haghaidh úsáide 3D (comhbhrúite ar VRAM) braitheann sé ar an ardán sprice.
    Mura bhfuil i gceist agat ach deasc a úsáid, moltar S3TC nó BPTC. I gcás soghluaiste amháin, moltar ETC2.
    Maidir le huigeachtaí 3D iniompartha, féinchuimsitheacha a oibríonn ar an deasc agus ar an bhfón póca, moltar Basis Universal (cé go bhfuil costas cáilíochta beag agus am comhbhrú níos faide aige mar chomhbhabhtáil).
    Tá sé i gceist an acmhainn seo a chruthú ó chód.

en: Initializes the compressed texture from a base image. The compression mode must be provided.
    [param normal_map] is recommended to ensure optimum quality if this image will be used as a normal map.
    If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality.
ga: Tús a chur leis an uigeacht chomhbhrúite ó bhuníomhá. Ní mór an modh comhbhrúite a sholáthar.
    Moltar [param normal_map] chun an cháilíocht is fearr a chinntiú má úsáidtear an íomhá seo mar ghnáthléarscáil.
    Má iarrtar comhbhrú caillteanas, is féidir an socrú cáilíochta a sholáthar go roghnach. Léiríonn sé seo cáilíocht comhbhrú Lossy WebP.

en: Return the compression mode used (valid after initialized).
ga: Cuir ar ais an modh comhbhrú a úsáideadh (bailí tar éis é a thúsú).

en: Return the image format used (valid after initialized).
ga: Seol ar ais an fhormáid íomhá a úsáideadh (bailí tar éis é a thúsú).

en: Return whether the flag is overridden for all textures of this type.
ga: Cuir ar ais cibé an bhfuil an bhratach sáraithe do gach uigeacht den chineál seo.

en: Overrides the flag globally for all textures of this type. This is used primarily by the editor.
ga: Sáraíonn sé an bhratach dhomhanda do gach uigeacht den chineál seo. Is é an t-eagarthóir go príomha a úsáideann é seo.

en: When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
    This flag allows to keep the compressed data in memory if you intend it to persist after loading.
ga: Nuair a bheidh an t-eagarthóir ar siúl, coimeádfaidh an rang seo na sonraí comhbhrúite foinse i gcuimhne. Seachas sin, cailltear na sonraí comhbhrúite foinse tar éis iad a luchtú agus ní féidir an acmhainn a shábháil arís.
    Ligeann an bhratach seo na sonraí comhbhrúite a choinneáil i gcuimhne má tá sé ar intinn agat leanúint ar aghaidh tar éis é a luchtú.

en: Allow overriding the texture size (for 2D only).
ga: Ceadaigh méid an uigeachta a shárú (do 2T amháin).

en: Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
ga: Bunrang do gach mogaill primitive. Láimhseálann sé [Ábhar] a chur le mogalra primitive.

en: Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], and [SphereMesh].
ga: Bunrang do gach mogaill primitive. Láimhseálann sé [Ábhar] a chur le mogalra primitive. I measc na samplaí tá [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], agus [SphereMesh].

en: Override this method to customize how this primitive mesh should be generated. Should return an [Array] where each element is another Array of values required for the mesh (see the [enum Mesh.ArrayType] constants).
ga: Sáraigh an modh seo chun an chaoi ar cheart an mogalra primitive seo a ghiniúint a shaincheapadh. Ba cheart [Eagar] a thabhairt ar ais ina bhfuil gach eilimint ina Eagar luachanna eile a theastaíonn don mhogall (féach tairisigh [enum Mesh.ArrayType]).

en: Request an update of this primitive mesh based on its properties.
ga: Iarr nuashonrú ar an mogalra primitive seo bunaithe ar a chuid airíonna.

en: If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping.
ga: Má tá sé socraithe, gineann sé comhordanáidí UV2 UV trí stuáil a chur i bhfeidhm ag baint úsáide as an socrú [member uv2_padding]. Tá UV2 ag teastáil le haghaidh mapála solais.

en: If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
    This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in [member BaseMaterial3D.cull_mode].
ga: Má tá siad socraithe, aisiompaítear ord na rinn i ngach triantán agus mar thoradh air sin tarraingítear cúl an mhogalra.
    Tugann sé seo an toradh céanna le húsáid [BaseMaterial3D.CULL_FRONT seasmhach] i [comhalta BaseMaterial3D.cull_mode].

en: The current [Material] of the primitive mesh.
ga: An [Ábhar] reatha den mhogalra primitive.

en: If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. Lower padding values allow making better use of the lightmap texture (resulting in higher texel density), but may introduce visible lightmap bleeding along edges.
    If the size of the lightmap texture can't be determined when generating the mesh, UV2 is calculated assuming a texture size of 1024x1024.
ga: Má tá [member add_uv2] socraithe, sonraigh an stuáil i bpicteilíní a chuirtear i bhfeidhm ar shíoga an mhogaill. Ligeann luachanna stuála níos ísle úsáid níos fearr a bhaint as uigeacht an mhapa solais (mar thoradh ar dhlús texel níos airde), ach d’fhéadfadh fuiliú solais infheicthe a thabhairt isteach feadh imill.
    Mura féidir méid uigeacht an mhapa solais a chinneadh agus an mogalra á ghiniúint, ríomhtar UV2 ag glacadh leis go bhfuil méid uigeachta 1024x1024 ann.

en: Class representing a prism-shaped [PrimitiveMesh].
ga: Aicme a léiríonn cruth priosma [PrimitiveMesh].

en: Displacement of the upper edge along the X axis. 0.0 positions edge straight above the bottom-left edge.
ga: Díláithriú an chiumhais uachtair feadh an ais X. 0.0 suíomh ciumhais díreach os cionn an chiumhais bun-chlé.

en: Size of the prism.
ga: Méid an phriosma.

en: Number of added edge loops along the Z axis.
ga: Líon na lúb imeall breise feadh an ais Z.

en: Number of added edge loops along the Y axis.
ga: Líon na lúb imeall breise feadh an ais Y.

en: Number of added edge loops along the X axis.
ga: Líon na lúb imeall breise feadh an X-ais.

en: A material that defines a simple sky for a [Sky] resource.
ga: Ábhar a shainíonn spéir shimplí le haghaidh acmhainn [Spéir].

en: [ProceduralSkyMaterial] provides a way to create an effective background quickly by defining procedural parameters for the sun, the sky and the ground. The sky and ground are defined by a main color, a color at the horizon, and an easing curve to interpolate between them. Suns are described by a position in the sky, a color, and a max angle from the sun at which the easing curve ends. The max angle therefore defines the size of the sun in the sky.
    [ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, direction, and angular distance of the first four [DirectionalLight3D] nodes in the scene. This means that the suns are defined individually by the properties of their corresponding [DirectionalLight3D]s and globally by [member sun_angle_max] and [member sun_curve].
    [ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is therefore suited for real-time updates. This makes it a great option for a sky that is simple and computationally cheap, but unrealistic. If you need a more realistic procedural option, use [PhysicalSkyMaterial].
ga: Soláthraíonn [ProceduralSkyMaterial] bealach chun cúlra éifeachtach a chruthú go tapa trí pharaiméadair nós imeachta a shainiú don ghrian, don spéir agus don talamh. Sainmhínítear an spéir agus an talamh ag príomhdhath, dath ar an léaslíne, agus cuar éascaithe chun idirshuíomh eatarthu. Déantar cur síos ar ghriananna trí shuíomh sa spéir, dath, agus uillinn uasta na gréine ag a gcríochnaíonn an cuar maolú. Sainmhíníonn an uillinn uasta mar sin méid na gréine sa spéir.
    Tacaíonn [ProceduralSkyMaterial] suas le 4 ghrian, ag baint úsáide as an dath, agus fuinneamh, treo, agus fad uilleach na chéad cheithre [DirectionalLight3D] nód sa radharc. Ciallaíonn sé seo go sainmhínítear na gréine ina n-aonar ag airíonna a gcuid [DirectionalLight3D]s agus go domhanda ag [ball sun_angle_max] agus [member sun_curve].
    Úsáideann [ProceduralSkyMaterial] scáthlánóir éadrom chun an spéir a tharraingt agus mar sin tá sé oiriúnach le haghaidh nuashonruithe fíor-ama. Déanann sé seo rogha iontach do spéir atá simplí agus ríomhaireachtúil saor, ach neamhréadúil. Má theastaíonn rogha nós imeachta níos réadúla uait, úsáid [PhysicalSkyMaterial].

en: Color of the ground at the bottom. Blends with [member ground_horizon_color].
ga: Dath an talamh ag bun an leathanaigh. Cumaisc le [ball ground_horizon_color].

en: How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
ga: Cé chomh tapa agus a théann an [ball ground_horizon_color] isteach sa [member ground_bottom_color].

en: Multiplier for ground color. A higher value will make the ground brighter.
ga: Iolraitheoir le haghaidh dath talún. Déanfaidh luach níos airde an talamh níos gile.

en: Color of the ground at the horizon. Blends with [member ground_bottom_color].
ga: Dath na talún ag na spéire. Cumaisc le [ball ground_bottom_color].

en: The sky cover texture to use. This texture must use an equirectangular projection (similar to [PanoramaSkyMaterial]). The texture's colors will be [i]added[/i] to the existing sky color, and will be multiplied by [member sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look).
ga: Uigeacht an chlúdaigh spéir le húsáid. Ní mór don uigeacht seo úsáid a bhaint as teilgean comhchothrom (cosúil le [PanoramaSkyMaterial]). Cuirfear dathanna na huigeachta [i]leis[/i] leis an dath spéire atá ann faoi láthair, agus déanfar iad a iolrú faoi [ball sky_energy_multiplier] agus [comhalta sky_cover_modulate]. Tá sé seo oiriúnach go príomha chun réaltaí a thaispeáint ar an oíche, ach is féidir é a úsáid freisin chun scamaill a thaispeáint sa lá nó san oíche (le cuma neamhchruinn go fisiciúil).

en: The tint to apply to the [member sky_cover] texture. This can be used to change the sky cover's colors or opacity independently of the sky energy, which is useful for day/night or weather transitions. Only effective if a texture is defined in [member sky_cover].
ga: An tint le cur i bhfeidhm ar an uigeacht [ball sky_cover]. Is féidir é seo a úsáid chun dathanna nó teimhneacht an chlúdaigh spéir a athrú go neamhspleách ar fhuinneamh an spéir, rud atá úsáideach le haghaidh aistrithe lae/oíche nó aimsire. Ní bheidh sé i bhfeidhm ach amháin má shainítear uigeacht i [ball sky_cover].

en: How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
ga: Cé chomh tapa agus a théann an [ball sky_horizon_color] isteach sa [ball sky_top_color].

en: Multiplier for sky color. A higher value will make the sky brighter.
ga: Iolraitheoir le haghaidh dath spéir. Déanfaidh luach níos airde an spéir níos gile.

en: Color of the sky at the horizon. Blends with [member sky_top_color].
ga: Dath an spéir ag na spéire. Cumaisc le [ball sky_top_color].

en: Color of the sky at the top. Blends with [member sky_horizon_color].
ga: Dath an spéir ag an mbarr. Cumaisc le [ball sky_horizon_color].

en: Distance from center of sun where it fades out completely.
ga: Fad ó lár na gréine áit a dtéann sé i léig go hiomlán.

en: How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
ga: Cé chomh tapa agus a théann an ghrian i léig idir imeall an diosca gréine agus [comhalta sun_angle_max].

en: A control used for visual representation of a percentage.
ga: rialtán a úsáidtear le haghaidh léiriú amhairc ar chéatadán.

en: A control used for visual representation of a percentage. Shows fill percentage from right to left.
ga: rialtán a úsáidtear le haghaidh léiriú amhairc ar chéatadán. Taispeánann líon na gcéatadán ó dheis go clé.

en: If [code]false[/code], the [member indeterminate] animation will be paused in the editor.
ga: Má tá [code]false[/code], cuirfear an bheochan [ball neamhchinntithe] ar sos san eagarthóir.

en: The fill direction. See [enum FillMode] for possible values.
ga: An treo líonadh. Féach [enum FillMode] le haghaidh luachanna féideartha.

en: When set to [code]true[/code], the progress bar indicates that something is happening with an animation, but does not show the fill percentage or value.
ga: Nuair atá sé socraithe go [code]true[/code], léiríonn an barra dul chun cinn go bhfuil rud éigin ag tarlú le beochan, ach ní thaispeánann sé an céatadán líonta ná an luach.

en: If [code]true[/code], the fill percentage is displayed on the bar.
ga: Más [code]true[/code], taispeántar an céatadán líonta ar an mbarra.

en: The progress bar fills from begin to end horizontally, according to the language direction. If [method Control.is_layout_rtl] returns [code]false[/code], it fills from left to right, and if it returns [code]true[/code], it fills from right to left.
ga: Líonann an barra dul chun cinn ó thús go deireadh go cothrománach, de réir an treo teanga. Má fhilleann [method Control.is_layout_rtl] [code]false[/code], líonann sé ó chlé go deas, agus má fhilleann sé [code]true[/code], líonann sé ó dheis go clé.

en: The progress bar fills from end to begin horizontally, according to the language direction. If [method Control.is_layout_rtl] returns [code]false[/code], it fills from right to left, and if it returns [code]true[/code], it fills from left to right.
ga: Líonann an barra dul chun cinn ó dheireadh go tús go cothrománach, de réir an treo teanga. Má fhilleann [method Control.is_layout_rtl] [code]false[/code], líonann sé ó dheis go clé, agus má fhilleann sé [code]true[/code], líonann sé ó chlé go deas.

en: The progress fills from top to bottom.
ga: Líonann an dul chun cinn ó bhun go barr.

en: The progress fills from bottom to top.
ga: Líonann an dul chun cinn ó bhun go barr.

en: The color of the text.
ga: Dath an téacs.

en: The tint of text outline of the [ProgressBar].
ga: Imlíne an téacs ar an [ProgressBar].

en: Font used to draw the fill percentage if [member show_percentage] is [code]true[/code].
ga: Cló a úsáidtear chun an céatadán líonta a tharraingt má tá [code]true[/code] ar [member show_percentage].

en: Font size used to draw the fill percentage if [member show_percentage] is [code]true[/code].
ga: Clómhéid a úsáidtear chun an céatadán líonta a tharraingt más rud é [code]true[/code] ar [member show_percentage].

en: The style of the background.
ga: Stíl an chúlra.

en: The style of the progress (i.e. the part that fills the bar).
ga: Stíl an dul chun cinn (i.e. an chuid a líonann an barra).

en: A 4×4 matrix for 3D projective transformations.
ga: Maitrís 4×4 le haghaidh claochluithe teilgean 3D.

en: A 4×4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four [Vector4] columns.
    For purely linear transformations (translation, rotation, and scale), it is recommended to use [Transform3D], as it is more performant and requires less memory.
    Used internally as [Camera3D]'s projection matrix.
ga: Maitrís 4×4 a úsáidtear le haghaidh claochluithe teilgean 3D. Is féidir leis claochluithe a léiriú mar aistriúchán, rothlú, scálú, lomadh, agus deighilt peirspictíochta. Tá ceithre cholún [Vector4] ann.
    Le haghaidh claochluithe líneacha amháin (aistriúchán, rothlú, agus scála), moltar [Transform3D] a úsáid, toisc go bhfuil sé níos feidhmiúla agus go dteastaíonn níos lú cuimhne air.
    Úsáidtear go hinmheánach mar mhaitrís teilgean [Camera3D].

en: Constructs a [Projection] as a copy of the given [Projection].
ga: Tógann [Teilgin] mar chóip den [Teilgin] tugtha.

en: Constructs a Projection as a copy of the given [Transform3D].
ga: Tógann sé Teilgean mar chóip den [Transform3D] tugtha.

en: Constructs a Projection from four [Vector4] values (matrix columns).
ga: Tógann sé Teilgean as ceithre luach [Veicteoir4] (colúin mhaitríse).

en: Creates a new [Projection] that projects positions from a depth range of [code]-1[/code] to [code]1[/code] to one that ranges from [code]0[/code] to [code]1[/code], and flips the projected positions vertically, according to [param flip_y].
ga: Cruthaítear [Teilgean] nua a theilgeantar ó raon doimhneachta de [code]-1[/code] go [code]1[/code] go dtí ceann a théann ó [code]0[/code] go [code]1 [/code], agus smeachann sé na suíomhanna réamh-mheasta go hingearach, de réir [param flip_y].

en: Creates a new [Projection] that scales a given projection to fit around a given [AABB] in projection space.
ga: Cruthaíonn [Teilgin] nua a scálaíonn teilgean tugtha chun luí timpeall ar [AABB] tugtha i spás teilgin.

en: Creates a new [Projection] for projecting positions onto a head-mounted display with the given X:Y aspect ratio, distance between eyes, display width, distance to lens, oversampling factor, and depth clipping planes.
    [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2.
ga: Cruthaítear [Teilgean] nua chun suímh a theilgean ar thaispeántas ceann-suite leis an gcóimheas treoíochta X:Y a thugtar, an fad idir na súile, leithead an taispeántais, an fad go dtí an lionsa, an fachtóir róshamplála, agus na plánaí bearrtha doimhneachta.
    Cruthaíonn [param eye] an teilgean don tsúil chlé nuair a shocraítear é go 1, nó don tsúil dheas nuair a shocraítear í go 2.

en: Creates a new [Projection] that projects positions in a frustum with the given clipping planes.
ga: Cruthaíonn sé [Teilgin] nua a theilgeann suímh in frustum leis na heitleáin ghearrtha a thugtar.

en: Creates a new [Projection] that projects positions in a frustum with the given size, X:Y aspect ratio, offset, and clipping planes.
    [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
ga: Cruthaítear [Teilgin] nua a dhéanann réamh-mheastachán ar shuímh in frustum leis an méid tugtha, cóimheas gné X:Y, fritháireamh, agus plánaí bearrtha.
    Cinneann [param flip_fov] cibé an bhfuil réimse radhairc an teilgean iompaithe thar a thrasnán.

en: Creates a new [Projection] that projects positions into the given [Rect2].
ga: Cruthaítear [Teilgean] nua a dhéanann réamh-mheastachán a shuíomh sa [Rect2] a thugtar.

en: Creates a new [Projection] that projects positions using an orthogonal projection with the given clipping planes.
ga: Cruthaítear [Teilgin] nua a theilgeann suíomhanna ag baint úsáide as teilgean orthogonal leis na heitleáin ghearrtha a thugtar.

en: Creates a new [Projection] that projects positions using an orthogonal projection with the given size, X:Y aspect ratio, and clipping planes.
    [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
ga: Cruthaítear [Teilgin] nua a theilgeann suímh ag baint úsáide as teilgean orthogonal leis an méid tugtha, cóimheas gné X:Y, agus plánaí bearrtha.
    Socraíonn [param flip_fov] an bhfuil réimse radhairc an teilgean iompaithe thar a thrasnán.

en: Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping planes.
    [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
ga: Cruthaítear [Teilgean] nua a theilgeann suímh ag baint úsáide as teilgean peirspictíochta leis an réimse radhairc Y-ais a thugtar (i gcéimeanna), cóimheas gné X:Y, agus plánaí bearrtha.
    Cinneann [param flip_fov] cibé an bhfuil réimse radhairc an teilgean iompaithe thar a thrasnán.

en: Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances. The projection is adjusted for a head-mounted display with the given distance between eyes and distance to a point that can be focused on.
    [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2.
    [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
ga: Cruthaítear [Teilgean] nua a theilgeann suímh ag baint úsáide as teilgean peirspictíochta leis an réimse radhairc Y-ais a thugtar (i gcéimeanna), cóimheas gné X:Y, agus faid ghearrtha. Coigeartaítear an teilgean do thaispeántas ceann-suite leis an achar tugtha idir súile agus fad go pointe ar féidir díriú air.
    Cruthaíonn [param eye] an teilgean don tsúil chlé nuair a shocraítear é go 1, nó don tsúil dheas nuair a shocraítear í go 2.
    Socraíonn [param flip_fov] an bhfuil réimse radhairc an teilgean iompaithe thar a thrasnán.

en: Returns a scalar value that is the signed factor by which areas are scaled by this matrix. If the sign is negative, the matrix flips the orientation of the area.
    The determinant can be used to calculate the invertibility of a matrix or solve linear systems of equations involving the matrix, among other applications.
ga: Tugann sé ar ais luach scálach arb é an fachtóir sínithe trína ndéantar limistéir a scála de réir na maitrís seo. Má tá an comhartha diúltach, smeachann an maitrís treoshuíomh an limistéir.
    Is féidir an deitéarmanant a úsáid chun invertibility maitrís a ríomh nó córais líneacha cothromóidí a bhaineann leis an maitrís a réiteach, i measc feidhmeanna eile.

en: Returns a copy of this [Projection] with the signs of the values of the Y column flipped.
ga: Seoltar ar ais cóip den [Teilgean] seo agus comharthaí luachanna an cholúin Y iompaithe.

en: Returns the X:Y aspect ratio of this [Projection]'s viewport.
ga: Filleann sé an cóimheas treoíochta X:Y de dhearcadh an [Teilgean] seo.

en: Returns the dimensions of the far clipping plane of the projection, divided by two.
ga: Filleann sé toisí an eitleáin i bhfad bearrtha an teilgean, roinnte ar dhá.

en: Returns the horizontal field of view of the projection (in degrees).
ga: Filleann sé réimse radhairc cothrománach an teilgean (i gcéimeanna).

en: Returns the factor by which the visible level of detail is scaled by this [Projection].
ga: Filleann sé seo an fachtóir trína ndéantar an leibhéal infheicthe mionsonraí a scála leis an [Teilgin] seo.

en: Returns the number of pixels with the given pixel width displayed per meter, after this [Projection] is applied.
ga: Filleann sé seo líon na bpicteilín leis an leithead picteilín tugtha a thaispeántar in aghaidh an mhéadair, tar éis é seo a chur i bhfeidhm [Teilgean].

en: Returns the clipping plane of this [Projection] whose index is given by [param plane].
    [param plane] should be equal to one of [constant PLANE_NEAR], [constant PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant PLANE_RIGHT], or [constant PLANE_BOTTOM].
ga: Filleann an plána clipping seo [Teilgean] a bhfuil a innéacs tugtha ag [param plane].
    Ba cheart go mbeadh [eitleán param] comhionann le ceann amháin de [PLLANE_NEAR leanúnach], [PLLANE_FAR leanúnach], [PLANE_LEFT leanúnach], [PLANE_TOP leanúnach], [PLANE_RIGHT leanúnach], nó [PLANE_BOTTOM leanúnach].

en: Returns the dimensions of the viewport plane that this [Projection] projects positions onto, divided by two.
ga: Filleann sé toisí an phlána amhairc ar a seasann an [Teilgean] seo, roinnte ar dhá cheann.

en: Returns the distance for this [Projection] beyond which positions are clipped.
ga: Filleann sé seo an t-achar don [Teilgin] seo a bhfuil na suíomhanna a ghearrtar tharstu.

en: Returns the distance for this [Projection] before which positions are clipped.
ga: Filleann sé seo an t-achar don [Teilgin] seo a ndéantar suíomhanna a ghearrtar roimhe seo.

en: Returns a [Projection] that performs the inverse of this [Projection]'s projective transformation.
ga: Filleann sé [Teilgean] a fheidhmíonn inbhéartach an chlaochlaithe teilgean [Teilgean] seo.

en: Returns [code]true[/code] if this [Projection] performs an orthogonal projection.
ga: Filleann sé [code]true[/code] má dhéanann an [Teilgean] seo teilgean orthogonal.

en: Returns a [Projection] with the X and Y values from the given [Vector2] added to the first and second values of the final column respectively.
ga: Filleann sé [Teastachán] leis na luachanna X agus Y ón [Veicteoir2] tugtha a chuirtear leis an gcéad luach agus leis an dara luach den cholún deiridh faoi seach.

en: Returns a [Projection] with the near clipping distance adjusted to be [param new_znear].
    [b]Note:[/b] The original [Projection] must be a perspective projection.
ga: Filleann sé [Teilgean] agus an gar-achar bearrtha coigeartaithe go [param new_znear].
    [b]Nóta:[/b] Ní mór gur teilgean peirspictíochta a bheidh sa [Teilgean] bunaidh.

en: The projection matrix's W vector (column 3). Equivalent to array index [code]3[/code].
ga: Veicteoir W na maitrís teilgin (colún 3). Comhionann le hinnéacs eagar [code]3[/code].

en: The projection matrix's X vector (column 0). Equivalent to array index [code]0[/code].
ga: Veicteoir X na maitrís teilgin (colún 0). Comhionann le hinnéacs eagar [code]0[/code].

en: The projection matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
ga: Veicteoir Y na maitrís teilgin (colún 1). Comhionann le hinnéacs eagar [code]1[/code].

en: The projection matrix's Z vector (column 2). Equivalent to array index [code]2[/code].
ga: Veicteoir Z na maitrís teilgin (colún 2). Comhionann le hinnéacs eagar [code]2[/code].

en: The index value of the projection's near clipping plane.
ga: Luach innéacs eitleán gar-gearrtha an teilgean.

en: The index value of the projection's far clipping plane.
ga: Luach innéacs eitleán fada bearrtha an teilgean.

en: The index value of the projection's left clipping plane.
ga: Luach innéacs phlána bearrtha clé an teilgean.

en: The index value of the projection's top clipping plane.
ga: Luach innéacs phlána barr bearrtha an teilgean.

en: The index value of the projection's right clipping plane.
ga: Luach innéacs eitleán bearrtha ceart an teilgean.

en: The index value of the projection bottom clipping plane.
ga: Luach innéacs an eitleáin bearrtha bun teilgean.

en: A [Projection] with no transformation defined. When applied to other data structures, no transformation is performed.
ga: A [Teilgean] gan aon chlaochlú sainithe. Nuair a chuirtear i bhfeidhm é ar struchtúir sonraí eile, ní dhéantar aon chlaochlú.

en: A [Projection] with all values initialized to 0. When applied to other data structures, they will be zeroed.
ga: A [Teilgean] le gach luach inisealaithe go 0. Nuair a chuirtear i bhfeidhm iad ar struchtúir sonraí eile, déanfar iad a nialú.

en: Returns [code]true[/code] if the projections are not equal.
    [b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
ga: Filleann sé [code]true[/code] mura bhfuil na teilgin cothrom.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, féadfaidh sé seo [code]true[/code] a thabhairt ar ais, fiú má tá na teilgin beagnach comhionann. Is féidir modh [code]is_equal_approx[/code] a chur leis i leagan de Godot amach anseo.

en: Returns a [Projection] that applies the combined transformations of this [Projection] and [param right].
ga: Filleann sé [Teilgean] a chuireann na claochluithe comhcheangailte seo [Teilgean] agus [param ar dheis] i bhfeidhm.

en: Projects (multiplies) the given [Vector4] by this [Projection] matrix.
ga: Tionscadail (iolraíonn) an [Vector4] a thugtar leis an maitrís [Teilgean] seo.

en: Returns [code]true[/code] if the projections are equal.
    [b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
ga: Filleann sé [code]true[/code] más comhionann na réamh-mheastacháin.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, féadfaidh sé seo [code]bréagach[/code] a thabhairt ar ais, fiú má tá na teilgin beagnach comhionann. Is féidir modh [code]is_equal_approx[/code] a chur leis i leagan de Godot amach anseo.

en: Returns the column of the [Projection] with the given index.
    Indices are in the following order: x, y, z, w.
ga: Filleann sé colún an [Teilgean] leis an treoir a thugtar.
    Tá na hinnéacsanna san ord seo a leanas: x, y, z, w.

en: Stores globally-accessible variables.
ga: Stórálann sé athróga atá inrochtana ar fud an domhain.

en: Stores variables that can be accessed from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into [ProjectSettings], making this object very useful for reading custom game configuration options.
    When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
    [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url].
    [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
ga: Stórálann sé athróga ar féidir rochtain a fháil orthu ó gach áit. Úsáid [method get_setting], [method set_setting] nó [method has_setting] chun rochtain a fháil orthu. Déantar athróga atá stóráilte i [code]project.godot[/code] a luchtú isteach i [ProjectSettings] freisin, rud a fhágann go bhfuil an réad seo an-úsáideach chun roghanna cumraíochta cluiche saincheaptha a léamh.
    Agus maoin Socruithe Tionscadail á ainmniú agat, úsáid an chonair iomlán chuig an socrú lena n-áirítear an chatagóir. Mar shampla, [code] "iarratas / cumraíocht / ainm" [/code] le haghaidh ainm an tionscadail. Is féidir ainmneacha na gcatagóirí agus na maoine a fheiceáil sa dialóg Socruithe an Tionscadail.
    [b]Clibeanna gné:[/b] Is féidir socruithe tionscadail a shárú le haghaidh ardáin agus cumraíochtaí ar leith (dífhabhtú, scaoileadh, ...) ag baint úsáide as [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] .
    [b] Sárú:[/b] Is féidir aon socrú tionscadail a shárú trí chomhad darb ainm [code]override.cfg[/code] a chruthú i bhfréamheolaire an tionscadail. Is féidir é seo a úsáid freisin i dtionscadail easpórtáilte tríd an gcomhad seo a chur san eolaire céanna le dénártha an tionscadail. Má sháraítear iad, cuirfear na bunsocruithe tionscadail' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] san áireamh. Mar sin, déan cinnte [i] freisin[/i] an socrú a shárú leis na clibeanna gné atá ag teastáil más mian leat go sáróidh siad bunsocruithe tionscadail ar gach ardán agus cumraíocht.

en: Clears the whole configuration (not recommended, may break things).
ga: Glanann an chumraíocht iomlán (ní mholtar, féadfaidh sé rudaí a bhriseadh).

en: Returns an [Array] of registered global classes. Each global class is represented as a [Dictionary] that contains the following entries:
    - [code]base[/code] is a name of the base class;
    - [code]class[/code] is a name of the registered global class;
    - [code]icon[/code] is a path to a custom icon of the global class, if it has any;
    - [code]language[/code] is a name of a programming language in which the global class is written;
    - [code]path[/code] is a path to a file containing the global class.
    [b]Note:[/b] Both the script and the icon paths are local to the project filesystem, i.e. they start with [code]res://[/code].
ga: Filleann sé [Eagar] de ranganna domhanda cláraithe. Léirítear gach rang domhanda mar [Foclóir] ina bhfuil na hiontrálacha seo a leanas:
    - [code]bonn[/code] is ainm don bhunaicme;
    - [code]aicme[/code] is ainm don aicme dhomhanda chláraithe;
    - Is cosán é [code]deilbhín[/code] chuig deilbhín saincheaptha den aicme dhomhanda, má tá aon cheann aige;
    - [code]teanga[/code] is ainm do theanga ríomhchlárúcháin ina bhfuil an rang domhanda scríofa;
    - Is conair é [code]conair[/code] chuig comhad ina bhfuil an aicme dhomhanda.
    [b]Nóta:[/b] Tá cosáin na scripte agus na deilbhíní araon áitiúil do chóras comhaid an tionscadail, i.e. tosaíonn siad le [code]res://[/code].

en: Returns the order of a configuration value (influences when saved to the config file).
ga: Tuairisceáin ord luach cumraíochta (tionchar nuair a shábháiltear sa chomhad cumraíochta).

en: Returns the absolute, native OS path corresponding to the localized [param path] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
    [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
    [codeblock]
    var path = ""
    if OS.has_feature("editor"):
        # Running from an editor binary.
        # `path` will contain the absolute path to `hello.txt` located in the project root.
        path = ProjectSettings.globalize_path("res://hello.txt")
    else:
        # Running from an exported project.
        # `path` will contain the absolute path to `hello.txt` next to the executable.
        # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
        # but is close enough in spirit.
        path = OS.get_executable_path().get_base_dir().path_join("hello.txt")
    [/codeblock]
ga: Filleann sé an cosán OS iomlán dúchasach a fhreagraíonn don [cosán param] logánta (ag tosú le [code]res://[/code] nó [code]úsáideoir://[/code]). Athróidh an cosán fillte ag brath ar an gcóras oibriúcháin agus roghanna an úsáideora. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin comhaid i dtionscadail Godot[/url] chun a fheiceáil cad chuige a n-iompaíonn na cosáin sin. Féach freisin [method localize_path].
    [b]Nóta:[/b] Ní oibreoidh [method globalize_path] le [code]res://[/code] i dtionscadal easpórtáilte. Ina áit sin, preab eolaire bonn an inrite go dtí an cosán agus tú ag rith ó thionscadal easpórtáilte:
    [codeblock]
    cosán var = ""
    má tá OS.has_feature ("eagarthóir"):
        # Rith ó dhénártha eagarthóir.
        Beidh an cosán iomlán chuig `hello.txt` suite i bhfréamh an tionscadail i # `conair`.
        cosán = ProjectSettings.globalize_path("res://hello.txt")
    eile:
        # Ag rith ó thionscadal easpórtáilte.
        Beidh an cosán iomlán chuig `hello.txt` in aice leis an inrite i # `conair`.
        # Níl sé seo * * comhionann le húsáid `ProjectSettings.globalize_path()` le cosán `res://`,
        # ach tá sé gar go leor ina spiorad.
        cosán = OS.get_executable_path().get_base_dir().path_join("hello.txt")
    [/codeblock]

en: Returns [code]true[/code] if a configuration value is present.
ga: Filleann sé [code]true[/code] má tá luach cumraíochta i láthair.

en: Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [param path]. See also [method globalize_path].
ga: Filleann sé an cosán logánta (ag tosú le [code]res://[/code]) a fhreagraíonn don OS iomlán dúchasach [cosán param]. Féach freisin [method globalize_path].

en: Saves the configuration to the [code]project.godot[/code] file.
    [b]Note:[/b] This method is intended to be used by editor plugins, as modified [ProjectSettings] can't be loaded back in the running app. If you want to change project settings in exported projects, use [method save_custom] to save [code]override.cfg[/code] file.
ga: Sábháiltear an chumraíocht chuig an gcomhad [code]project.godot[/code].
    [b]Nóta:[/b] Tá an modh seo beartaithe le húsáid ag forlíontáin eagarthóireachta, mar atá modhnaithe ní féidir [ProjectSettings] a luchtú ar ais san aip reatha. Más mian leat socruithe tionscadail a athrú i dtionscadail easpórtáilte, úsáid [method save_custom] chun an comhad [code]override.cfg[/code] a shábháil.

en: Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format). You can also save [code]override.cfg[/code] file, which is also text, but can be used in exported projects unlike other formats.
ga: Sábhálann an chumraíocht go comhad saincheaptha. Ní mór [code].godot[/code] a bheith san iarmhír comhaid (le sábháil i bhformáid [ConfigFile] téacs-bhunaithe) nó [code]. dénártha[/code] (le sábháil i bhformáid dhénártha). Is féidir leat comhad [code]override.cfg[/code] a shábháil freisin, ar téacs é freisin, ach is féidir é a úsáid i dtionscadail easpórtála murab ionann agus formáidí eile.

en: Defines if the specified setting is considered basic or advanced. Basic settings will always be shown in the project settings. Advanced settings will only be shown if the user enables the "Advanced Settings" option.
ga: Sainmhíníonn sé má mheastar go bhfuil an socrú sonraithe bunúsach nó chun cinn. Taispeánfar socruithe bunúsacha i socruithe an tionscadail i gcónaí. Ní thaispeánfar ardsocruithe ach amháin má chumasaíonn an t-úsáideoir an rogha "Socruithe Casta".

en: Defines if the specified setting is considered internal. An internal setting won't show up in the Project Settings dialog. This is mostly useful for addons that need to store their own internal settings without exposing them directly to the user.
ga: Sainmhíníonn sé má mheastar go bhfuil an socrú sonraithe inmheánach. Ní thaispeánfar socrú inmheánach sa dialóg Socruithe an Tionscadail. Tá sé seo úsáideach den chuid is mó le haghaidh addons a gcaithfidh a gcuid socruithe inmheánacha féin a stóráil gan iad a nochtadh go díreach don úsáideoir.

en: Sets the specified setting's initial value. This is the value the setting reverts to.
ga: Socraíonn sé luach tosaigh an tsocraithe sonraithe. Seo é an luach a fhilleann an socrú air.

en: Sets the order of a configuration value (influences when saved to the config file).
ga: Socraíonn sé ord luach cumraíochta (tionchar nuair a shábháiltear sa chomhad cumraíochta é).

en: Sets whether a setting requires restarting the editor to properly take effect.
    [b]Note:[/b] This is just a hint to display to the user that the editor must be restarted for changes to take effect. Enabling [method set_restart_if_changed] does [i]not[/i] delay the setting being set when changed.
ga: Socraíonn sé cé acu an gá nó nach gá an t-eagarthóir a atosú le socrú chun dul i bhfeidhm i gceart.
    [b]Nóta:[/b] Níl anseo ach leid chun a thaispeáint don úsáideoir nach mór an t-eagarthóir a atosú le go dtiocfaidh athruithe i bhfeidhm. Má chumasaítear [method set_restart_if_changed], ní [i]ní[/i] an mhoill ar an socrú a shocrú nuair a athraítear é.

en: If [code]true[/code], [AnimationMixer] prints the warning of interpolation being forced to choose the shortest rotation path due to multiple angle interpolation types being mixed in the [AnimationMixer] cache.
ga: Má phrionnaíonn [code]true[/code], [AnimationMixer] an rabhadh go gcuirtear iachall ar idirshuíomh an chonair rothlaithe is giorra a roghnú de bharr cineálacha iolracha idirshuímh uillinne a bheith measctha sa taisce [AnimationMixer].

en: If [code]true[/code], [AnimationMixer] prints the warning of no matching object of the track path in the scene.
ga: Más rud é [code]true[/code], priontaí [AnimationMixer] an rabhadh nach bhfuil aon réad meaitseála ar chonair an riain sa radharc.

en: Background color for the boot splash.
ga: Dath an chúlra don splancscáileán tosaithe.

en: If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
ga: Más [code]true[/code], scála an íomhá splancscáileán tosaithe go dtí méid iomlán na fuinneoige (ag caomhnú an cóimheas gné) nuair a thosaíonn an t-inneall. Má tá [code]false[/code], fágfaidh an t-inneall ag an méid picteilín réamhshocraithe é.

en: Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
    [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code].
    [b]Note:[/b] The only supported format is PNG. Using another image format will result in an error.
    [b]Note:[/b] The image will also show when opening the project in the editor. If you want to display the default splash image in the editor, add an empty override for [code]editor_hint[/code] feature.
ga: Conair chuig íomhá a úsáidtear mar splancscáileán tosaithe. Má fhágtar folamh é, taispeánfar splancscáileán réamhshocraithe Inneall Godot ina ionad.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar [ball application/boot_splash/show_image].
    [b]Nóta:[/b] Is é PNG an t-aon fhormáid a dtacaítear léi. Má úsáidtear formáid íomhá eile beidh earráid ann.
    [b]Nóta:[/b] Taispeánfar an íomhá freisin agus an tionscadal á oscailt san eagarthóir. Más mian leat an splancscáileán réamhshocraithe a thaispeáint san eagarthóir, cuir sáraíocht fholamh leis don ghné [code] editor_hint[/code].

en: Minimum boot splash display time (in milliseconds). It is not recommended to set too high values for this setting.
ga: Am splancscáileán tosaithe íosta (i milleasoicindí). Ní mholtar luachanna ró-ard a shocrú don socrú seo.

en: If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color].
ga: Más [code]true[/code], taispeántar an íomhá a shonraítear in [iarratas ball/boot_splash/image] nuair a thosaíonn an t-inneall. Más rud é go bhfuil [code]false[/code], ní thaispeánfar ach an gnáth-dath atá sonraithe in [member application/boot_splash/bg_color].

en: If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
ga: Más [code]true[/code], cuirtear scagadh líneach i bhfeidhm agus an íomhá á scála (molta le haghaidh saothar ealaíne ardtaifigh). Más [code]bréagach[/code] é, úsáidtear idirshuíomh an chomharsa is gaire (molta don ealaín picteilín).

en: If [code]true[/code], the application automatically accepts quitting requests.
ga: Más [code]true[/code], glacann an feidhmchlár go huathoibríoch le hiarratais scoir.

en: This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
    The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
    [b]Note:[/b] If [member application/config/custom_user_dir_name] contains trailing periods, they will be stripped as folder names ending with a period are not allowed on Windows.
ga: Úsáidtear an t-eolaire úsáideoirí seo chun sonraí marthanacha a stóráil (córas comhaid [code]úsáideoir: //[/code]). Má shainmhínítear ainm eolaire saincheaptha, cuirfear an t-ainm seo i gceangal leis an eolaire sonraí úsáideora a bhaineann go sonrach leis an gcóras (an fillteán tuismitheora céanna agus an fillteán cumraíochta Godot atá doiciméadaithe i [method OS.get_user_data_dir]).
    Ní mór an socrú [ball application/config/use_custom_user_dir] a chumasú le go dtiocfaidh sé seo i bhfeidhm.
    [b] Nóta:[/b] Má tá tréimhsí rite ag [ball application/config/custom_user_dir_name], bainfear iad mar ní cheadaítear ainmneacha fillteán a chríochnaíonn le tréimhse ar Windows.

en: The project's description, displayed as a tooltip in the Project Manager when hovering the project.
ga: Cur síos ar an tionscadal, ar taispeáint mar leid uirlisí sa Bhainisteoir Tionscadail agus an tionscadal á ainliú.

en: Icon used for the project, set when project loads. Exporters will also use this icon as a fallback if necessary.
ga: Deilbhín a úsáidtear don tionscadal, socraithe nuair a bheidh an tionscadal ualaí. Úsáidfidh onnmhaireoirí an deilbhín seo mar chúltaca freisin más gá.

en: Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
ga: Deilbhín socraithe i bhformáid [code].icns[/code] a úsáidtear ar macOS chun íocón an chluiche a shocrú. Déantar é seo go huathoibríoch ar an tús trí ghlaoch a chur ar [method DisplayServer.set_native_icon].

en: The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
    [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
ga: Ainm an tionscadail. Úsáideann an Bainisteoir Tionscadail agus na honnmhaireoirí araon é. Is féidir ainm an tionscadail a aistriú tríd a luach a aistriú i gcomhaid logánaithe. Socrófar teideal na fuinneoige chun ainm an tionscadail a mheaitseáil go huathoibríoch agus é ag am tosaithe.
    [b] Nóta:[/b] Má athraítear an luach seo, athrófar cosán an fhillteáin sonraí úsáideora freisin má tá [code]false[/code] ar [ball application/config/use_custom_user_dir]. Tar éis duit an tionscadal a athainmniú, ní bheidh tú in ann rochtain a fháil ar shonraí atá ann cheana i [code]user: //[/code] ach amháin má athainmníonn tú an seanfhillteán chun ainm an tionscadail nua a mheaitseáil. Féach [url=$DOCS_URL/tutorials/io/data_paths.html]Cosáin sonraí[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: Translations of the project's name. This setting is used by OS tools to translate application name on Android, iOS and macOS.
ga: Aistriúcháin ar ainm an tionscadail. Úsáideann uirlisí OS an socrú seo chun ainm feidhmchláir a aistriú ar Android, iOS agus macOS.

en: Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
    [b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
ga: Sonraítear comhad chun socruithe tionscadail a shárú. Mar shampla: [code]úsáideoir://custom_settings.cfg[/code]. Féach "Sárú" sa chur síos ranga [ProjectSettings] ag an mbarr le haghaidh tuilleadh eolais.
    [b]Nóta:[/b] Beag beann ar luach an tsocraithe seo, beidh [code]res://override.cfg[/code] fós le léamh chun socruithe an tionscadail a shárú.

en: If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
ga: Más [code]true[/code] é, scoirfidh an feidhmchlár go huathoibríoch agus é á nascleanúint ar ais (m.sh. ag baint úsáide as cnaipe an chórais "Ar ais" ar Android).

en: If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]<OS user data directory>/<project name>[/code] directory will be used. If [code]false[/code], the project will save user data to [code]<OS user data directory>/Godot/app_userdata/<project name>[/code].
    See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms.
ga: Más [code]true[/code], sábhálfaidh an tionscadal sonraí úsáideora ina eolaire úsáideoirí féin. Má tá [member application/config/custom_user_dir_name] folamh, úsáidfear eolaire [code]<OS user data directory>/<project name>[/code]. Má tá [code]false[/code], sábhálfaidh an tionscadal sonraí úsáideora chuig [code]<OS user data directory>/Godot/app_userdata/<project name>[/code].
    Féach freisin [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]Cosáin comhaid i dtionscadail Godot[/url]. Níl an socrú seo éifeachtach ach ar ardáin deisce.

en: If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
    If [code]false[/code], a non-hidden directory ([code]godot[/code]) will be used instead.
    [b]Note:[/b] Restart the application after changing this setting.
    [b]Note:[/b] Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default [code].godot[/code] folder.
ga: Más [code]true[/code], úsáidfidh an tionscadal eolaire folaithe ([code].godot[/code]) chun sonraí a bhaineann go sonrach le tionscadail a stóráil (meiteashonraí, taisce scáthaithe, etc.).
    Más rud é [code]false[/code], úsáidfear eolaire neamhfholaithe ([code]godot[/code]) ina ionad sin.
    [b]Nóta:[/b] Atosaigh an feidhmchlár tar éis duit an socrú seo a athrú.
    [b]Nóta:[/b] Is féidir leis an luach seo a athrú cabhrú ar ardáin nó le huirlisí tríú páirtí nuair a dhícheadaítear patrúin eolaire ceilte. Ná modhnaigh an socrú seo ach amháin má tá a fhios agat go dteastaíonn sé ó do thimpeallacht, mar is féidir go mbeidh tionchar ag athrú ar an réamhshocrú ar chomhoiriúnacht le roinnt uirlisí seachtracha nó breiseán a bhfuiltear ag súil leis an bhfillteán réamhshocraithe [code].godot[/code].

en: The project's human-readable version identifier. This is used by exporters if the version identifier isn't overridden there. If [member application/config/version] is an empty string and the version identifier isn't overridden in an exporter, the exporter will use [code]1.0.0[/code] as a version identifier.
ga: Aitheantóir an tionscadail atá inléite ag an duine. Úsáideann easpórtálaithe é seo mura bhfuil aitheantóir an leagain sáraithe ann. Más teaghrán folamh é [ball application/config/version] agus nach bhfuil aitheantóir an leagain sáraithe in easpórtálaí, úsáidfidh an t-onnmhaireoir [code]1.0.0[/code] mar aitheantóir leagain.

en: Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
ga: Deilbhín socraithe i bhformáid [code].ico[/code] a úsáidtear ar Windows chun íocón an chluiche a shocrú. Déantar é seo go huathoibríoch ar an tús trí ghlaoch a chur ar [method DisplayServer.set_native_icon].

en: Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations from the refresh rate.
    [b]Note:[/b] Delta smoothing is only attempted when [member display/window/vsync/vsync_mode] is set to [code]enabled[/code], as it does not work well without V-Sync.
    It may take several seconds at a stable frame rate before the smoothing is initially activated. It will only be active on machines where performance is adequate to render frames at the refresh rate.
ga: Tá samplaí ama le haghaidh deltas fráma faoi réir éagsúlacht randamach a thugann an t-ardán isteach, fiú nuair a thaispeántar frámaí go tráthrialta a bhuíochas le V-Sync. D'fhéadfadh Giodam a bheith mar thoradh air seo. Is minic gur féidir le smúdáil deilt toradh níos fearr a thabhairt trí na deilte ionchuir a scagadh chun mion-luaineachtaí ón ráta athnuachana a cheartú.
    [b]Nóta:[/b] Ní dhéantar iarracht ar smúdála Delta ach amháin nuair a shocraítear [code]cumasaithe[/code], mar nach n-oibríonn sé go maith gan V-Sync.
    Féadfaidh sé roinnt soicind a ghlacadh ag ráta fráma cobhsaí sula gcuirfear an smúdáil i ngníomh ar dtús. Ní bheidh sé gníomhach ach ar mheaisíní ina bhfuil an fheidhmíocht leordhóthanach chun frámaí a sholáthar ag an ráta athnuachana.

en: If [code]true[/code], allows the [kbd]Alt + Space[/kbd] keys to display the window menu. This menu allows the user to perform various window management operations such as moving, resizing, or minimizing the window.
    [b]Note:[/b] When the menu is displayed, project execution will pause until the menu is [i]fully[/i] closed due to Windows behavior. Consider this when enabling this setting in a networked multiplayer game. The menu is only considered fully closed when an option is selected, when the user clicks outside, or when [kbd]Escape[/kbd] is pressed after bringing up the window menu [i]and[/i] another key is pressed afterwards.
    [b]Note:[/b] This setting is implemented only on Windows.
ga: Má cheadaíonn [code]true[/code], na heochracha [kbd]Alt + Space[/kbd] chun roghchlár na fuinneoige a thaispeáint. Ligeann an roghchlár seo don úsáideoir oibríochtaí bainistíochta fuinneoige éagsúla a dhéanamh, mar shampla an fhuinneog a bhogadh, a athrú nó a íoslaghdú.
    [b]Nóta:[/b] Nuair a thaispeánfar an roghchlár, cuirfear deireadh le feidhmiú an tionscadail go dtí go mbeidh an roghchlár [i]go hiomlán[/i] dúnta mar gheall ar iompar Windows. Smaoinigh air seo agus an socrú seo á chumasú i gcluiche il-imreora líonraithe. Ní mheastar go bhfuil an roghchlár dúnta go hiomlán ach amháin nuair a roghnaítear rogha, nuair a chliceálann an t-úsáideoir taobh amuigh, nó nuair a bhrúitear [kbd]Escape[/kbd] tar éis duit an roghchlár fuinneoige a thabhairt suas [i]agus[/i] brúitear eochair eile ina dhiaidh .
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm.

en: If [code]true[/code], flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.
    When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally").
    [b]Note:[/b] Regardless of this setting, the standard error stream ([code]stderr[/code]) is always flushed when a line is printed to it.
    Changes to this setting will only be applied upon restarting the application.
ga: Más [code]true[/code], sruthlaíonn sé an sruth caighdeánach aschuir gach uair a phriontáiltear líne. Bíonn tionchar aige seo ar logáil críochfoirt agus ar logáil comhaid.
    Agus tionscadal á rith, ní mór an socrú seo a chumasú más mian leat go mbaileodh bainisteoirí seirbhíse mar systemd/journalctl logaí. Tá an socrú seo díchumasaithe de réir réamhshocraithe ar fhoirgníochtaí scaoilte, mar go mbeidh tionchar diúltach ag sruthlú ar gach líne phriontáilte ar fheidhmíocht má phriontáiltear go leor línte go tapa i ndiaidh a chéile. Chomh maith leis sin, má tá an socrú seo cumasaithe, scríobhfar comhaid logáilte go rathúil má thuairteanna an feidhmchlár nó má mharaíonn an t-úsáideoir é ar shlí eile (gan a bheith dúnta "de ghnáth").
    [b]Nóta:[/b] Beag beann ar an socrú seo, déantar an sruth caighdeánach earráide ([code]stderr[/code]) a shruthlú i gcónaí nuair a phriontáiltear líne chuige.
    Ní dhéanfar athruithe ar an socrú seo ach amháin nuair a atosófar an feidhmchlár.

en: Debug build override for [member application/run/flush_stdout_on_print], as performance is less important during debugging.
    Changes to this setting will only be applied upon restarting the application.
ga: Sáraítear tógáil dífhabhtaithe do [ball application/run/flush_stdout_on_print], toisc nach bhfuil an fheidhmíocht chomh tábhachtach le linn dífhabhtaithe.
    Ní dhéanfar athruithe ar an socrú seo ach amháin nuair a atosófar an feidhmchlár.

en: Forces a [i]constant[/i] delay between frames in the main loop (in milliseconds). In most situations, [member application/run/max_fps] should be preferred as an FPS limiter as it's more precise.
    This setting can be overridden using the [code]--frame-delay <ms;>[/code] command line argument.
ga: Cuireann sé iallach [i]constant[/i] idir frámaí sa phríomhlúb (i milleasoicindí). I bhformhór na gcásanna, ba cheart [member application/run/max_fps] a roghnú mar theorannóir CCT toisc go bhfuil sé níos cruinne.
    Is féidir an socrú seo a shárú trí úsáid a bhaint as an argóint ordú [code] --frame-delay <ms;>[/code].

en: If [code]true[/code], enables low-processor usage mode. When enabled, the engine takes longer to redraw, but only redraws the screen if necessary. This may lower power consumption, and is intended for editors or mobile applications. For most games, because the screen needs to be redrawn every frame, it is recommended to keep this setting disabled.
ga: Más rud é [code]true[/code], cumasaíonn modh úsáide próiseálaí íseal. Nuair a bhíonn sé cumasaithe, tógann sé níos faide an t-inneall le haththarraingt, ach ní aththarraingeann sé ach an scáileán más gá. D’fhéadfadh sé seo tomhaltas cumhachta a laghdú, agus tá sé beartaithe d’eagarthóirí nó d’fheidhmchláir shoghluaiste. I gcás fhormhór na gcluichí, toisc gur gá an scáileán a aththarraingt gach fráma, moltar an socrú seo a choinneáil díchumasaithe.

en: Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
ga: Méid codlata idir frámaí nuair a bhíonn an modh úsáide íseal-phróiseálaí cumasaithe (i microseconds). Beidh úsáid LAP níos ísle mar thoradh ar luachanna níos airde.

en: The name of the type implementing the engine's main loop.
ga: Ainm an chineáil a chuireann príomhlúb an innill i bhfeidhm.

en: Path to the main scene file that will be loaded when the project runs.
ga: Conair chuig an bpríomhchomhad radharc a luchtófar nuair a bheidh an tionscadal ar siúl.

en: Maximum number of frames per second allowed. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.
    Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).
    If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
    If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
    If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
    See also [member physics/common/physics_ticks_per_second].
    This setting can be overridden using the [code]--max-fps <fps>[/code] command line argument (including with a value of [code]0[/code] for unlimited framerate).
    [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.max_fps] instead.
ga: An líon uasta frámaí in aghaidh an tsoicind a cheadaítear. Ciallaíonn luach [code]0[/code] "gan teorainn". D’fhéadfadh go mbeadh líon iarbhír na bhfrámaí in aghaidh an tsoicind fós faoi bhun an luacha seo mura bhfuil an LAP nó an GPU in ann coimeád suas le loighic agus rindreáil an tionscadail.
    Is féidir an CCT a theorannú a bheith úsáideach chun tomhaltas cumhachta an chórais a laghdú, rud a laghdaíonn astuithe teasa agus torainn (agus a fheabhsaíonn saol ceallraí ar ghléasanna soghluaiste).
    Má tá [taispeáint ball/fuinneog/vsync/vsync_mode] socraithe mar [code]Cumasaithe[/code] nó [code] Oiriúnaitheach[/code], beidh tosaíocht aige agus ní féidir leis an uimhir FPS éigeantais ráta athnuachana an mhonatóra a shárú.
    Má tá [code]Cumasaithe[/code] ar mhonatóirí a bhfuil ráta athnuachana athraitheach cumasaithe acu (G-Sync/FreeSync), ag baint úsáide as teorainn FPS cúpla fráma níos ísle ná ráta athnuachana an mhonatóra [url=https://blurbusters.com/howto-low-lag-vsync-on/]laghdaigh aga moille ionchuir agus seachnaítear cuimilt[/url].
    Má tá [code]Díchumasaithe[/code] ar [ball display/window/vsync/vsync_mode], má theorannaítear an CCT go luach ard is féidir a bhaint amach go comhsheasmhach ar an gcóras, is féidir moill ionchuir a laghdú i gcomparáid le ráta fráma gan teorainn. Ós rud é go n-oibríonn sé seo trína chinntiú go bhfuil an t-ualach GPU níos ísle ná 100%, níl an laghdú latency seo éifeachtach ach amháin i gcásanna ina bhfuil buidéal GPU, ní i gcásanna a bhfuil bac ar LAP acu.
    Féach freisin [ballphysics/common/physics_ticks_per_second].
    Is féidir an socrú seo a shárú trí úsáid a bhaint as an argóint líne ordaithe [code] --max-fps <fps>[/code] (lena n-áirítear luach [code]0[/code] don chreatráta neamhtheoranta).
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an caipín FPS rindreála a athrú ag am rite, socraigh [member Engine.max_fps] ina ionad sin.

en: If [code]true[/code], the engine header is printed in the console on startup. This header describes the current version of the engine, as well as the renderer being used. This behavior can also be disabled on the command line with the [code]--no-header[/code] option.
ga: Más [code]true[/code], clóitear ceanntásc an innill sa chonsól ar am tosaithe. Déanann an ceanntásc seo cur síos ar an leagan reatha den inneall, chomh maith leis an rindreálaí atá á úsáid. Is féidir an t-iompar seo a dhíchumasú freisin ar an líne ordaithe leis an rogha [code] --no-header[/code].

en: Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
ga: Díchumasófar busanna fuaime go huathoibríoch nuair a théann an fhuaim faoi thairseach áirithe dB ar feadh tréimhse áirithe ama. Sábhálann sé seo LAP mar ní dhéanfaidh éifeachtaí a shanntar don bhus sin aon phróiseáil a thuilleadh.

en: Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene.
ga: Réamhshocrú [AudioBusLayout] comhad acmhainne le húsáid sa tionscadal, ach amháin má sháraítear é ag an ardán.

en: If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
    [b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.
ga: Más [code]true[/code], ceadófar ionchur micreafón. Ní mór ceadanna cuí a shocrú nuair a bhíonn tú ag easpórtáil go Android nó iOS.
    [b]Nóta:[/b] Má chuireann an córas oibriúcháin bac ar rochtain ar ghléasanna ionchuir fuaime (mar gheall ar shocruithe príobháideachais an úsáideora), ní thabharfaidh gabháil fuaime ach ciúnas ar ais. Ar Windows 10 agus níos déanaí, déan cinnte go bhfuil cead ag apps rochtain a fháil ar an micreafón i socruithe príobháideachais an OS.

en: Safer override for [member audio/driver/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate).
ga: Sárú níos sábháilte do [comhalta fuaime/tiománaí/ráta meascáin] san ardán Gréasáin. Anseo ciallaíonn [code]0[/code] “lig don bhrabhsálaí a roghnú” (toisc nach maith le roinnt brabhsálaithe an ráta meascáin a bhrú).

en: Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible crackling on slower hardware.
    Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency.
    Audio output latency can be overridden using the [code]--audio-output-latency <ms>[/code] command line argument.
    [b]Note:[/b] This setting is ignored on Android, and on all versions of Windows prior to Windows 10.
ga: Sonraíonn sé an fhoilsiú aschuir roghnaithe i milleasoicindí le haghaidh fuaime. Mar thoradh ar luachanna níos ísle beidh foighne fuaime níos ísle ag costas úsáid mhéadaithe LAP. D’fhéadfadh go n-éireodh le luachanna ísle go gcloisfear crua-earraí níos moille.
    Féadfaidh an córas oibriúcháin óstaigh agus tiománaithe crua-earraí fuaime srian a chur le latency aschuir fuaime. Mura féidir leis an óstach an fhoirceann sonraithe aschuir fuaime a sholáthar, déanfaidh Godot iarracht an fhoirceann is gaire a cheadaíonn an t-óstach a úsáid. Mar sin ba cheart duit [method AudioServer.get_output_latency] a úsáid i gcónaí chun fíor-latency an aschuir fuaime a chinneadh.
    Is féidir latency aschuir fuaime a shárú trí úsáid a bhaint as an argóint líne ordaithe [code] --audio-output-latency <ms>[/code].
    [b]Nóta:[/b] Déantar neamhaird den socrú seo ar Android, agus ar gach leagan de Windows roimh Windows 10.

en: Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
ga: Sárú níos sábháilte do [ball fuaime/tiománaí/aschur_latency] san ardán Gréasáin, chun fadhbanna fuaime a sheachaint go háirithe ar ghléasanna móibíleacha.

en: The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
    The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
ga: Bun-neart na héifeachta panning do gach nód [AudioStreamPlayer2D]. Is féidir an neart panning a scála níos mó ar gach Nód ag baint úsáide as [comhalta AudioStreamPlayer2D.panning_strength]. Déanann luach [code]0.0[/code] an steirió a dhíchumasú go hiomlán, rud a fhágann nach bhfuil ach maolú toirte i bhfeidhm. Déanann luach [code]1.0[/code] ceann de na cainéil a bhalbhú go hiomlán má tá an fhuaim suite díreach ar chlé (nó ar dheis) an éisteoir.
    Tá an luach réamhshocraithe [code]0.5[/code] tiúnta le haghaidh cluasáin. Agus cainteoirí á n-úsáid agat, b'fhéidir go bhfaighidh tú luachanna níos ísle chun fuaim níos fearr mar go bhfuil scaradh steirió níos ísle ag cainteoirí i gcomparáid le cluasáin.

en: The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
    The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
ga: Bun-neart na héifeachta panning do gach nód [AudioStreamPlayer3D]. Is féidir an neart panning a scála níos mó ar gach Nód ag baint úsáide as [comhalta AudioStreamPlayer3D.panning_strength]. Déanann luach [code]0.0[/code] an steirió a dhíchumasú go hiomlán, rud a fhágann nach bhfuil ach maolú toirte i bhfeidhm. Déanann luach [code]1.0[/code] ceann de na cainéil a bhalbhú go hiomlán má tá an fhuaim suite díreach ar chlé (nó ar dheis) an éisteoir.
    Tá an luach réamhshocraithe [code]0.5[/code] tiúnta le haghaidh cluasáin. Agus cainteoirí á n-úsáid agat, b'fhéidir go bhfaighidh tú luachanna níos ísle chun fuaim níos fearr mar go bhfuil scaradh steirió níos ísle ag cainteoirí i gcomparáid le cluasáin.

en: Specifies the default playback type of the platform.
    The default value is set to [b]Stream[/b], as most platforms have no issues mixing streams.
ga: Sonraíonn an cineál athsheinm réamhshocraithe an ardáin.
    Socraítear an luach réamhshocraithe chuig [b]Sruth[/b], mar níl aon fhadhb ag formhór na n-ardán maidir le sruthanna a mheascadh.

en: Specifies the default playback type of the Web platform.
    The default value is set to [b]Sample[/b] as the Web platform is not suited to mix audio streams outside of the Web Audio API, especially when exporting a single-threaded game. [b]Sample[/b] allows for lower latency on the web platform at the cost of flexibility ([AudioEffect]s are not supported).
    [b]Warning:[/b] Forcing [b]Stream[/b] on the Web platform may cause high audio latency and crackling, especially when exporting a multi-threaded game.
ga: Sonraítear an cineál athsheinm réamhshocraithe den ardán Gréasáin.
    Socraítear an luach réamhshocraithe chuig [b]Sampla[/b] toisc nach bhfuil an t-ardán Gréasáin feiliúnach chun sruthanna fuaime a mheascadh lasmuigh den Web Audio API, go háirithe agus cluiche aon-snáithithe á onnmhairiú. [b]Ceadaíonn sampla[/b] do fhola níos ísle ar an ardán gréasáin ar chostas solúbthachta (ní thacaítear le [AudioEffect]s).
    [b]Rabhadh:[/b] D'fhéadfadh foighne ard fuaime agus scoilteadh a bheith mar chúis le brú [b]Sruth[/b] ar an ardán Gréasáin, go háirithe agus cluiche il-snáithithe á onnmhairiú.

en: Sets the [url=https://developer.apple.com/documentation/avfaudio/avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/url] option for the AVAudioSession on iOS. This will override the mix behavior, if the category is set to [code]Play and Record[/code], [code]Playback[/code], or [code]Multi Route[/code].
    [code]Ambient[/code] always has this set per default.
ga: Socraíonn sé an rogha [url=https://developer.apple.com/documentation/avfaudio/avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/url] don AVaudioSession ar iOS. Sáróidh sé seo an t-iompar meascáin, má tá an chatagóir socraithe mar [code]Seinn agus Taifead[/code], [code]Aisimirt[/code], nó [code]Ilbhealaigh[/code].
    Tá an tacar seo ag [code] Timpeallachta[/code] de réir réamhshocraithe i gcónaí.

en: Sets the [url=https://developer.apple.com/documentation/avfaudio/avaudiosessioncategory]AVAudioSessionCategory[/url] on iOS. Use the [code]Playback[/code] category to get sound output, even if the phone is in silent mode.
ga: Socraíonn sé an [url=https://developer.apple.com/documentation/avfaudio/avaudiosessioncategory]AVaudioSessionCategory[/url] ar iOS. Úsáid an chatagóir [code]Athsheinm[/code] chun aschur fuaime a fháil, fiú má tá an fón i mód ciúin.

en: If [code]true[/code], text-to-speech support is enabled, see [method DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].
    [b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
ga: Má tá [code]true[/code], tá tacaíocht téacs-go-hurlabhra cumasaithe, féach [method DisplayServer.tts_get_voices] agus [method DisplayServer.tts_speak].
    [b]Nóta:[/b] Is féidir úsáid LAP díomhaoin a chur faoi deara má chuirtear TTS ar chumas é agus go gcuirfí isteach ar an modh codlata, mar sin smaoinigh ar é a dhíchumasú mura n-úsáidtear TTS.

en: Setting to hardcode audio delay when playing video. Best to leave this unchanged unless you know what you are doing.
ga: Moill fuaime ar chóid chrua a shocrú agus físeáin á sheinm. Is fearr é seo a fhágáil gan athrú mura bhfuil a fhios agat cad atá á dhéanamh agat.

en: If [code]true[/code], ambient lights will be imported from COLLADA models as [DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored.
ga: Más [code]true[/code], déanfar soilse comhthimpeallacha a allmhairiú ó mhúnlaí COLLADA mar [DirectionalLight3D]. Má tá [code]false[/code], ní thabharfar aird ar na soilse comhthimpeallacha.

en: The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates.
ga: An leibhéal réamhshocraithe comhbhrú le haghaidh gzip. Bíonn tionchar aige ar radhairc agus ar acmhainní comhbhrúite. Mar thoradh ar leibhéil níos airde comhaid níos lú ar chostas luas comhbhrú. Ní chuireann an leibhéal comhbhrú isteach ar an luas dí-chomhbhrú den chuid is mó. Úsáideann [code]-1[/code] an leibhéal réamhshocraithe comhbhrú gzip, atá comhionann le [code]6[/code] ach a d’fhéadfadh athrú sa todhchaí de bharr nuashonruithe zlib bunúsacha.

en: The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates.
ga: An leibhéal comhbhrú réamhshocraithe do Zlib. Bíonn tionchar aige ar radhairc agus ar acmhainní comhbhrúite. Mar thoradh ar leibhéil níos airde comhaid níos lú ar chostas luas comhbhrú. Ní chuireann an leibhéal comhbhrú isteach ar an luas dí-chomhbhrú den chuid is mó. Úsáideann [code]-1[/code] an leibhéal réamhshocraithe comhbhrú gzip, atá comhionann le [code]6[/code] ach a d’fhéadfadh athrú sa todhchaí de bharr nuashonruithe zlib bunúsacha.

en: The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.
ga: An leibhéal comhbhrú réamhshocraithe do Zstandard. Bíonn tionchar aige ar radhairc agus ar acmhainní comhbhrúite. Mar thoradh ar leibhéil níos airde comhaid níos lú ar chostas luas comhbhrú. Ní chuireann an leibhéal comhbhrú isteach ar an luas dí-chomhbhrú den chuid is mó.

en: Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-distance matching[/url] in Zstandard.
ga: Cumasaítear [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]meaitseáil fad-achair[/url] in Zstandard.

en: Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
ga: An teorainn méide is mó (i gcumhacht 2) a cheadaítear nuair a dhéantar comhbhrú ag baint úsáide as meaitseáil fad-achair le Zstandard. Is féidir comhbhrú níos fearr a bheith mar thoradh ar luachanna níos airde, ach beidh níos mó cuimhne ag teastáil nuair a bhíonn tú ag comhbhrú agus ag dí-chomhbhrú.

en: If canvas item redraw debugging is active, this color will be flashed on canvas items when they redraw.
ga: Má tá dífhabhtú aththarraingthe earra chanbhás gníomhach, déanfar an dath seo a splancadh ar mhíreanna canbháis nuair a aththarraingt siad.

en: If canvas item redraw debugging is active, this will be the time the flash will last each time they redraw.
ga: Má tá dífhabhtú aththarraingthe earra chanbhás gníomhach, is é seo an t-am a mhairfidh an splanc gach uair a dhéanann siad aththarraingt.

en: If [code]true[/code], logs all output and error messages to files. See also [member debug/file_logging/log_path], [member debug/file_logging/max_log_files], and [member application/run/flush_stdout_on_print].
ga: Más [code]true[/code], logálann sé gach teachtaireacht aschuir agus earráide chuig comhaid. Féach freisin [member debug/file_logging/log_path], [member debug/file_logging/max_log_files], agus [iarratas ball/run/flush_stdout_on_print].

en: Desktop override for [member debug/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
ga: Sáraítear an deasc do [member debug/file_logging/enable_file_logging], toisc nach bhfuil rochtain éasca ar chomhaid loga ar ardáin mhóibíleacha/Gréasáin.

en: Path at which to store log files for the project. Using a path under [code]user://[/code] is recommended.
    This can be specified manually on the command line using the [code]--log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. If this command line argument is specified, log rotation is automatically disabled (see [member debug/file_logging/max_log_files]).
ga: Conair inar féidir comhaid logála a stóráil don tionscadal. Moltar conair a úsáid faoi [code]user://[/code].
    Is féidir é seo a shonrú de láimh ar an líne ordaithe ag baint úsáide as an [code] --log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint líne ordaithe[/url]. Má shonraítear an argóint líne ordaithe seo, díchumasaítear rothlú loga go huathoibríoch (féach [member debug/file_logging/max_log_files]).

en: Specifies the maximum number of log files allowed (used for rotation). Set to [code]1[/code] to disable log file rotation.
    If the [code]--log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used, log rotation is always disabled.
ga: Sonraítear uaslíon na gcomhad logála a cheadaítear (a úsáidtear le haghaidh rothlú). Socraigh go [code]1[/code] chun rothlú comhaid loga a dhíchumasú.
    Má úsáidtear an [code] --log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint líne ordaithe[/url], díchumasaítear rothlú loga i gcónaí.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a athshanntar athróg áitiúil arna ghabháil ag lambda, ós rud é nach modhnaítear an athróg áitiúil sheachtrach.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier contains characters that can be confused with something else, like when mixing different alphabets.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a bhíonn carachtair in aitheantóir ar féidir iad a mheascadh le rud éigin eile, mar shampla nuair a mheasctar aibítrí éagsúla.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier declared in the nested block has the same name as an identifier declared below in the parent block.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a bhíonn an t-ainm céanna ar aitheantóir a dhearbhaítear sa bhloc neadaithe agus atá ar aitheantóir a dhearbhaítear thíos sa mháthairbhloc.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier that will be shadowed below in the block is used.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear aitheantóir a scáthófar thíos sa bhloc.

en: This warning is never produced. Instead, an error is generated if the expression type is known at compile time.
ga: Ní tháirgtear an rabhadh seo riamh. Ina áit sin, gintear earráid má tá an cineál slonn ar eolas ag am tiomsaithe.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a constant is used as a function.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear tairiseach mar fheidhm.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when deprecated keywords are used.
    [b]Note:[/b] There are currently no deprecated keywords, so this warning is never produced.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear eochairfhocail nach bhfuil réamhmheasta acu.
    [b]Nóta:[/b] Níl aon eochairfhocail atá imithe i léig faoi láthair, mar sin ní tháirgtear an rabhadh seo choíche.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an empty file is parsed.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a dhéantar comhad folamh a pharsáil.

en: If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
ga: Má chumasaíonn [code]true[/code] rabhaidh GDScript ar leith (féach socruithe [code]debug/gdscript/rabhaidh/*[/code]). Má tá [code]false[/code], díchumasaítear gach rabhadh GDScript.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a variable has an enum type but no explicit default value, but only if the enum does not contain [code]0[/code] as a valid value.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a bhíonn cineál enum ag athróg ach gan luach réamhshocraithe sainráite, ach amháin mura bhfuil [code]0[/code] mar luach bailí.

en: If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings.
ga: Más rud é go bhfuil [code]true[/code], ní ghinfidh scripteanna san fhillteán [code]res://addons[/code] rabhaidh.

en: This warning is never produced. When a function is used as a property, a [Callable] is returned.
ga: Ní tháirgtear an rabhadh seo riamh. Nuair a úsáidtear feidhm mar airí, cuirtear [Inghlaoch] ar ais.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a function as if it is a property.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach agus feidhm á húsáid amhail is gur airí í.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when [method Node.get_node] (or the shorthand [code]$[/code]) is used as default value of a class variable without the [code]@onready[/code] annotation.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear [method Node.get_node] (nó an gearrlámh [code]$[/code]) mar luach réamhshocraithe athróige aicme gan an nóta [code]@onready[/code].

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a ternary operator may emit values with incompatible types.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair is féidir le hoibreoir thrínártha luachanna le cineálacha neamh-chomhoiriúnacha a astú.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a static inferred type uses a [Variant] as initial value, which makes the static type to also be Variant.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáideann cineál tátail statach [Athróg] mar luach tosaigh, rud a fhágann gurb é an cineál statach freisin Athrú.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a variable, constant, or parameter has an implicitly inferred static type.
    [b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/gdscript/warnings/untyped_declaration] if you want to always specify the type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is not recommended.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a bhíonn cineál statach tátal go hintuigthe ag athróg, tairiseach nó paraiméadar.
    [b]Nóta:[/b] Moltar an rabhadh seo [i] sa bhreis[/i] le [member debug/gdscript/warnings/untyped_declaration] más mian leat an cineál a shonrú go sainráite i gcónaí. Níl mórán ciall le leibhéal rabhaidh [code]INFERRED_DECLARATION[/code] níos airde ná [code]UNTYPED_DECLARATION[/code] agus ní mholtar é.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum without an explicit cast.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a dhéantar iarracht slánuimhir a úsáid mar enum gan teilgean follasach.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum when there is no matching enum member for that numeric value.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], táirgeann sé rabhadh nó earráid faoi seach nuair a bhíonn sé ag iarraidh slánuimhir a úsáid mar enum nuair nach bhfuil ball enum meaitseála ann don luach uimhriúil sin.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded).
ga: Nuair a shocraítear é mar [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach agus slánuimhir á roinnt ar shlánuimhir eile (cuirfear an chuid dheachúil ar ceal).

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a chuirtear luach snámhphointe chuig feidhm a bhfuiltear ag súil le slánuimhir (tiontófar é agus caillfear cruinneas ).

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a method in the script overrides a native method, because it may not behave as expected.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a sháraíonn modh sa script modh dúchais, toisc nach féidir é a iompar mar a bhíothas ag súil leis.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the [code]@onready[/code] annotation is used together with the [code]@export[/code] annotation, since it may not behave as expected.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear an nóta [code]@onready[/code] in éineacht leis an [code]@export [/code] nóta, toisc go bhféadfadh sé nach n-iompróidh sé mar a bhíothas ag súil leis.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a property as if it is a function.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear airí amhail is gur feidhm í.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a ghlaoitear ar fheidhm nach coroutine í le fanacht.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the [code]@static_unload[/code] annotation is used in a script without any static variables.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear an nóta [code]@static_unload[/code] i script gan aon athróga statacha.

en: When enabled, using a property, enum, or function that was renamed since Godot 3 will produce a hint if an error occurs.
ga: Nuair a bheidh sé cumasaithe, trí úsáid a bhaint as airí, enum, nó feidhm a athainmníodh ós rud é go mbeidh Godot 3 leid má tharlaíonn earráid.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). These return values are sometimes used to indicate possible errors using the [enum Error] enum.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a ghlaonn tú ar fheidhm gan a luach aischuir a úsáid (trí athróg a shannadh di nó í a úsáid mar fheidhm argóint). Úsáidtear na luachanna tuairisceáin seo uaireanta chun earráidí féideartha a léiriú ag baint úsáide as an [Earráid enum] enum.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a shainmhínítear athróg áitiúil nó ball, comhartha, nó enum a mbeadh an t-ainm céanna air agus atá ar fhothóg in ainm feidhme nó aicme dhomhanda, agus mar sin á scáthú.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling an expression that may have no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a ghlaonn sé slonn nach mbeadh aon éifeacht aige ar an gcód máguaird, mar shampla scríobh [code]2 + 2[/code] mar ráiteas.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a ternary expression that may have no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a ghlaoitear slonn trínártha nach mbeadh aon éifeacht aige ar an gcód mórthimpeall, mar shampla scríobh [code]42 má tá sé gníomhach eile 0[/code] mar ráiteas.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a static method from an instance of a class instead of from the class directly.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a ghlaonn tú modh statach ó shampla ranga seachas ón rang go díreach.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a variable that wasn't previously assigned.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear athróg nár sannadh roimhe seo.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach agus athróg á shannadh ag baint úsáid as oibreoir sannacháin ar nós [code]+=[/code] mura raibh an athróg 't sannta roimhe seo.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a aimsítear cód nach féidir teacht air (mar shampla tar éis ráiteas [code]tuairisceáin[/code] a bheidh ann i gcónaí a fhorghníomhú).

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an unreachable [code]match[/code] pattern is detected.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a bhraitear patrún nach féidir teacht ar [code]mheaitseáil[/code].

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using an expression whose type may not be compatible with the function parameter expected.
ga: Nuair a shocraítear é mar [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a úsáidtear slonn nach bhfuil a chineál comhoiriúnach leis an bparaiméadar feidhme a bhfuiltear ag súil leis.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a [Variant] value is cast to a non-Variant.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a chaitear luach [Athróg] chuig Athróg nach Athróg é.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a method whose presence is not guaranteed at compile-time in the class.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a ghlaonn tú ar mhodh nach bhfuil ráthaithe a láithreacht ag am tiomsaithe sa rang.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when accessing a property whose presence is not guaranteed at compile-time in the class.
ga: Nuair a shocraítear é mar [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a bhíonn rochtain á fáil ar mhaoin nach bhfuil ráthaíocht ann dó a bheith ann ag am tiomsaithe sa rang.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when returning a call from a [code]void[/code] function when such call cannot be guaranteed to be also [code]void[/code].
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a sheoltar glao ar ais ó fheidhm [code]folamh[/code] nuair nach féidir a leithéid de ghlao a chinntiú a bheith ina [code] ar neamhní[/code] freisin.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a variable or parameter has no static type, or if a function has no static return type.
    [b]Note:[/b] This warning is recommended together with [member EditorSettings.text_editor/completion/add_type_hints] to help achieve type safety.
ga: Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair nach bhfuil aon chineál statach ag athróg nó paraiméadar, nó mura bhfuil cineál aischuir statach ag feidhm.
    [b]Nóta:[/b] Moltar an rabhadh seo in éineacht le [member EditorSettings.text_editor/completion/add_type_hints] chun sábháilteacht cineáil a bhaint amach.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local constant is never used.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair nach n-úsáidtear tairiseach áitiúil choíche.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function parameter is never used.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair nach n-úsáidtear paraiméadar feidhme riamh.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a private member variable is never used.
ga: Nuair a shocraítear é mar [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair nach n-úsáidtear athróg ball príobháideach riamh.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a signal is declared but never explicitly used in the class.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair a dhearbhaítear comhartha ach nach n-úsáidtear é go sainráite sa rang.

en: When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable is unused.
ga: Nuair a shocraítear [code]rabhadh[/code] nó [code]earráid[/code], cruthaítear rabhadh nó earráid faoi seach nuair nach n-úsáidtear athróg áitiúil.

en: Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting.
ga: Teachtaireacht le taispeáint roimh an gcúlrian nuair a thuairteanna an t-inneall. De réir réamhshocraithe, ní úsáidtear an teachtaireacht seo ach i dtionscadail easpórtáilte de bharr an tsáraithe eagarthóra amháin a cuireadh i bhfeidhm ar an socrú seo.

en: Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode.
ga: Sárú an eagarthóra amháin le haghaidh [debug ball/settings/crash_handler/message]. Ní chuireann sé isteach ar thionscadail easpórtála sa mhodh dífhabhtaithe nó eisiúna.

en: Maximum call stack allowed for debugging GDScript.
ga: Uasmhéid na nglaonna a cheadaítear le haghaidh dífhabhtaithe GDScript.

en: Maximum number of functions per frame allowed when profiling.
ga: An líon uasta feidhmeanna in aghaidh an fhráma a cheadaítear nuair a bhíonn próifíliú á dhéanamh.

en: Maximum number of timestamp query elements allowed per frame for visual profiling.
ga: Líon uasta na n-eilimintí fiosrúcháin stampa ama ceadaithe in aghaidh an fhráma le haghaidh próifíliú amhairc.

en: Print frames per second to standard output every second.
ga: Priontáil frámaí in aghaidh an tsoicind chuig aschur caighdeánach gach soicind.

en: Print GPU profile information to standard output every second. This includes how long each frame takes the GPU to render on average, broken down into different steps of the render pipeline, such as CanvasItems, shadows, glow, etc.
ga: Priontáil faisnéis phróifíl GPU chuig aschur caighdeánach gach soicind. Áirítear leis seo cé chomh fada agus a thógann gach fráma an GPU a rindreáil ar an meán, briste síos i gcéimeanna éagsúla den phíblíne rindreála, mar shampla CanvasItems, scáthanna, glow, etc.

en: Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. This can also be enabled using the [code]--verbose[/code] or [code]-v[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], even on an exported project. See also [method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose].
ga: Priontáil tuilleadh faisnéise chuig an aschur caighdeánach agus tú ag rith. Taispeánann sé faisnéis ar nós sceitheadh cuimhne, cé na radhairc agus na hacmhainní atá á lódáil, etc. Is féidir é seo a chumasú freisin trí úsáid a bhaint as an [code] --verbose[/code] nó [code] -v[/code] [url=$DOCS_URL /tutorials/editor/command_line_tutorial.html]argóint na líne ordaithe[/url], fiú ar thionscadal easpórtáilte. Féach freisin [method OS.is_stdout_verbose] agus [method @GlobalScope.print_verbose].

en: When set to [code]true[/code], produces a warning when the shader exceeds certain device limits. Currently, the only device limit checked is the limit on uniform buffer size. More device limits will be added in the future.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair a sháraíonn an scáthlán teorainneacha gléasanna áirithe. Faoi láthair, is é an t-aon teorainn gléas a sheiceáil ná an teorainn ar mhéid maoláin aonfhoirmeach. Cuirfear níos mó teorainneacha gléas leis sa todhchaí.

en: If [code]true[/code], enables specific shader warnings (see [code]debug/shader_language/warnings/*[/code] settings). If [code]false[/code], disables all shader warnings.
ga: Más rud é go bhfuil [code]true[/code], cumasaítear rabhaidh scáthaithe ar leith (féach socruithe [code]debug/shader_language/warnings/*[/code]). Má tá [code]false[/code], díchumasaítear gach rabhadh scáthaithe.

en: When set to [code]true[/code], produces a warning when two floating-point numbers are compared directly with the [code]==[/code] operator or the [code]!=[/code] operator.
ga: Nuair a shocraítear é mar [code]true[/code], cruthaítear rabhadh nuair a chuirtear dhá uimhir snámhphointe i gcomparáid go díreach leis an oibreoir [code]==[/code] nó leis an oibreoir [code]!=[/code].

en: When set to [code]true[/code], produces a warning upon encountering certain formatting errors. Currently this only checks for empty statements. More formatting errors may be added over time.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair a thagann trasna ar earráidí formáidithe áirithe. Faoi láthair ní seiceálann sé seo ach do ráitis fholmha. Seans go gcuirfear tuilleadh earráidí formáidithe leis in imeacht ama.

en: When set to [code]true[/code], produces a warning when the shader contains [code]POSITION = vec4(vertex,[/code] as this was very common code written in Godot 4.2 and earlier that was paired with a QuadMesh to produce a full screen post processes pass. With the switch to reversed z in 4.3, this trick no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair a chuimsítear [code]POSITION = vec4(vertex,[/code]) sa scáthaitheoir toisc gur cód an-choitianta é seo a scríobhadh in Godot 4.2 agus níos luaithe a péireáladh le QuadMesh chun pas próisis postála lánscáileáin a tháirgeadh Leis an athrú go z droim ar ais i 4.3, ní oibríonn an cleas seo a thuilleadh, toisc go raibh sé ag brath go hintuigthe ar an [code]VERTEX.z[/code] mar 0.

en: When set to [code]true[/code], warnings are treated as errors.
ga: Nuair a shocraítear é go [code]true[/code], láimhseáiltear rabhaidh mar earráidí.

en: When set to [code]true[/code], produces a warning when a constant is never used.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair nach n-úsáidtear tairiseach riamh.

en: When set to [code]true[/code], produces a warning when a function is never used.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair nach n-úsáidtear feidhm choíche.

en: When set to [code]true[/code], produces a warning when a local variable is never used.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair nach n-úsáidtear athróg áitiúil choíche.

en: When set to [code]true[/code], produces a warning when a struct is never used.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair nach n-úsáidtear struchtúr riamh.

en: When set to [code]true[/code], produces a warning when a uniform is never used.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair nach n-úsáidtear éide riamh.

en: When set to [code]true[/code], produces a warning when a varying is never used.
ga: Nuair a shocraítear é go [code]true[/code], cruthaítear rabhadh nuair nach n-úsáidtear athrú riamh.

en: Color of the avoidance agents radius, visible when "Visible Avoidance" is enabled in the Debug menu.
ga: Ga dhath an ghníomhairí seachanta, le feiceáil nuair a bhíonn "Seachaint Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays avoidance agents radius when "Visible Avoidance" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeánann sé ga gníomhairí seachanta nuair a bhíonn "Seachain Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays avoidance obstacles radius when "Visible Avoidance" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeántar ga bacainní seachanta nuair atá “Seachain Infheicthe” cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays static avoidance obstacles when "Visible Avoidance" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeánann sé constaicí seachanta statacha nuair a bhíonn "Seachain Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color of the avoidance obstacles radius, visible when "Visible Avoidance" is enabled in the Debug menu.
ga: Dath ga na gconstaicí seachanta, le feiceáil nuair a bhíonn "Seachain Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color of the static avoidance obstacles edges when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
ga: Dath imill na gconstaicí seachanta statacha nuair a dhéantar a rinn a ghaothú chun oibreáin a bhrú isteach, le feiceáil nuair atá “Seachain Infheicthe” cumasaithe sa roghchlár Dífhabhtaithe.

en: Color of the static avoidance obstacles edges when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
ga: Dath imill na gconstaicí seachanta statacha nuair a dhéantar a rinn a ghaothú chun gníomhairí a bhrú amach, le feiceáil nuair atá “Seachain Infheicthe” cumasaithe sa roghchlár Debug.

en: Color of the static avoidance obstacles faces when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
ga: Dath na gconstaicí seachanta statacha a bhíonn os comhair nuair a dhéantar a rinn a ghaothú chun oibreáin a bhrú isteach, le feiceáil nuair atá “Seachain Infheicthe” cumasaithe sa roghchlár Dífhabhtaithe.

en: Color of the static avoidance obstacles faces when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
ga: Dath na gconstaicí seachanta statacha atá os comhair nuair a dhéantar a rinn a ghaothú chun gníomhairí a bhrú amach, le feiceáil nuair a bhíonn "Seachain Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
ga: Dath na bpointí teagmhála idir cruthanna imbhuailte, le feiceáil nuair atá "Cruthanna Imbhuailte Infheicthe" cumasaithe sa roghchlár Debug.

en: Sets whether 2D physics will display collision outlines in game when "Visible Collision Shapes" is enabled in the Debug menu.
ga: Socraítear cé acu an dtaispeánfaidh fisic 2T imlíne imbhuailte sa chluiche nuair a bhíonn "Cruthanna Imbhuailte Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
ga: Uaslíon pointí teagmhála idir cruthanna imbhuailte le taispeáint nuair atá “Cruthanna Imbhuailte Infheicthe” cumasaithe sa roghchlár Dífhabhtaithe.

en: Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
ga: Dath na cruthanna imbhuailte, le feiceáil nuair atá "Cruthanna Infheicthe Imbhuailte" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color to display enabled navigation agent paths when an agent has debug enabled.
ga: Dath chun cosáin oibreán nascleanúna cumasaithe a thaispeáint nuair a bhíonn dífhabhtú cumasaithe ag gníomhaire.

en: Rasterized size (pixel) used to render navigation agent path points when an agent has debug enabled.
ga: Méid rasterized (picteilín) a úsáidtear chun pointí cosán gníomhaire loingseoireachta a sholáthar nuair a bhíonn dífhabhtú cumasaithe ag gníomhaire.

en: Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
ga: Dath chun naisc chiumhais idir réigiúin nascleanúna a thaispeáint, le feiceáil nuair atá “Loingseoireacht Infheicthe” cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays navigation agent paths when an agent has debug enabled.
ga: Má tá sé cumasaithe, taispeánann sé cosáin oibreán nascleanúna nuair a bhíonn dífhabhtú cumasaithe ag gníomhaire.

en: If enabled, displays navigation agent paths through geometry when an agent has debug enabled.
ga: Má tá sé cumasaithe, taispeánann sé cosáin oibreán nascleanúna trí chéimseata nuair a bhíonn dífhabhtú cumasaithe ag gníomhaire.

en: If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeánann sé naisc chiumhais idir réigiúin nascleanúna nuair a bhíonn "Loingseoireacht Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays edge connections between navigation regions through geometry when "Visible Navigation" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeántar naisc chiumhais idir réigiúin nascleanúna trí chéimseata nuair atá “Loingseoireacht Infheicthe” cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays navigation mesh polygon edges when "Visible Navigation" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeántar imill pholagán mhogalra nascleanúna nuair a bhíonn "Loingseoireacht Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays navigation mesh polygon edges through geometry when "Visible Navigation" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeántar imill pholagán mhogall loingseoireachta trí chéimseata nuair atá "Loingseoireacht Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, dathaíonn gach aghaidh polagán mogaill nascleanúna le dath randamach nuair a bhíonn "Loingseoireacht Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays navigation link connections when "Visible Navigation" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeántar naisc nascleanúna nuair atá "Visible Navigation" cumasaithe sa roghchlár Dífhabhtaithe.

en: If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu.
ga: Má tá sé cumasaithe, taispeántar naisc nascleanúna trí chéimseata nuair a bhíonn "Navigation Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
ga: Dath chun imill pholagán mhogalra nascleanúna cumasaithe a thaispeáint, le feiceáil nuair atá "Loingseoireacht Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color to display disabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
ga: Dath chun imill polagán mhogalra nascleanúna díchumasaithe a thaispeáint, le feiceáil nuair atá "Loingseoireacht Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color to display enabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
ga: Dath chun aghaidheanna polagán mogalra nascleanúna cumasaithe a thaispeáint, le feiceáil nuair a bhíonn “Loingseoireacht Infheicthe” cumasaithe sa roghchlár Dífhabhtaithe.

en: Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
ga: Dath chun aghaidheanna polagán mhogalra nascleanúna díchumasaithe a thaispeáint, le feiceáil nuair atá "Loingseoireacht Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color to use to display navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
ga: Dath le húsáid chun naisc nascleanúna a thaispeáint, infheicthe nuair atá "Navigation Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color to use to display disabled navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
ga: Dath le húsáid chun naisc nascleanúna díchumasaithe a thaispeáint, le feiceáil nuair atá "Navigation Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
ga: Dath céimseata chonair an chuair, le feiceáil nuair atá "Cosáin Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Line width of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
ga: Leithead líne de chéimseata chonair an chuair, le feiceáil nuair atá "Cosáin Infheicthe" cumasaithe sa roghchlár Dífhabhtaithe.

en: Sets the driver to be used by the display server. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
ga: Socraíonn sé an tiománaí a bheidh le húsáid ag an bhfreastalaí taispeána. Ní féidir an mhaoin seo a chur in eagar go díreach, ina ionad sin, socraigh an tiománaí ag baint úsáide as na sáruithe atá sainiúil don ardán.

en: Android override for [member display/display_server/driver].
ga: Sárú Android le haghaidh [taispeáint ball/display_server/tiománaí].

en: iOS override for [member display/display_server/driver].
ga: sáraíonn iOS le haghaidh [taispeáint ball/display_server/driver].

en: LinuxBSD override for [member display/display_server/driver].
ga: Sáraíonn LinuxBSD le haghaidh [taispeáint ball/display_server/driver].

en: MacOS override for [member display/display_server/driver].
ga: Sáraíonn MacOS le haghaidh [taispeáint ball/display_server/driver].

en: Windows override for [member display/display_server/driver].
ga: Sáraíonn Windows le haghaidh [taispeáint ball/display_server/driver].

en: Custom image for the mouse cursor (limited to 256×256).
ga: Íomhá saincheaptha don chúrsóir luiche (teoranta go 256×256).

en: Hotspot for the custom mouse cursor image.
ga: Hotspot don íomhá cúrsóra luiche saincheaptha.

en: Position offset for tooltips, relative to the mouse cursor's hotspot.
ga: Fritháireamh suímh le haghaidh leideanna uirlisí, i gcoibhneas le hotspot an chúrsóra luiche.

en: If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
    [b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.
ga: Má cheadaíonn [code]true[/code], taispeáint HiDPI ar Windows, macOS, Android, iOS agus Web. Más rud é go bhfuil [code]false[/code], úsáidfear aisíocaíocht íseal-DPI an ardáin ar thaispeántais HiDPI, rud a fhágann go dtaispeánfar an fhuinneog ar bhealach doiléir nó picteilín (agus a d’fhéadfadh fabhtanna bainistíochta fuinneoige éagsúla a chruthú). Mar sin, moltar scála do thionscadail a dhéanamh go [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]il-rún[/url] in ionad an socrú seo a dhíchumasú.
    [b]Nóta:[/b] Níl aon éifeacht ag an socrú seo ar Linux mar ní thacaítear le cúlchistí feasachta DPI ann.

en: The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
    [b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly.
ga: An treoshuíomh scáileáin réamhshocraithe le húsáid ar ghléasanna soghluaiste. Féach [enum DisplayServer.ScreenOrientation] le haghaidh luachanna féideartha.
    [b]Nóta:[/b] Nuair atá treoshuíomh portráide socraithe, ní smeachann socrú an tionscadail seo leithead agus airde taifeach an tionscadail go huathoibríoch. Ina áit sin, caithfidh tú [taispeántas ball/fuinneog/size/viewport_width] agus [taispeántas ball/fuinneog/méide/viewport_height] a shocrú dá réir.

en: If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
ga: Más [code]true[/code], beidh cead ag gléasanna iOS a thacaíonn le ráta athnuachana ard/"ProMotion" suas le 120 fráma in aghaidh an tsoicind a sholáthar.

en: If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
ga: Más [code]true[/code], cuirtear an táscaire baile i bhfolach go huathoibríoch. Ní chuireann sé seo isteach ach ar ghléasanna iOS gan cnaipe baile fisiciúil.

en: If [code]true[/code], the status bar is hidden while the app is running.
ga: Má tá [code]true[/code], tá an barra stádais i bhfolach agus an aip ar siúl.

en: If [code]true[/code], it will require two swipes to access iOS UI that uses gestures.
    [b]Note:[/b] This setting has no effect on the home indicator if [code]hide_home_indicator[/code] is [code]true[/code].
ga: Más rud é [code]true[/code], beidh dhá swipes ag teastáil chun rochtain a fháil ar iOS UI a úsáideann gothaí.
    [b]Nóta:[/b] Níl aon éifeacht ag an socrú seo ar an táscaire baile más rud [code]hide_home_indicator[/code] é [code]true[/code].

en: If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it. See also [member display/window/size/transparent] and [member rendering/viewport/transparent_background].
ga: Más [code]true[/code], ceadaíonn sé trédhearcacht in aghaidh an picteilín do chúlra na fuinneoige. Bíonn tionchar aige seo ar fheidhmíocht, mar sin fág ar [code]bréagach[/code] é mura bhfuil sé uait. Féach freisin [taispeántas ball/fuinneog/méid/trédhearcach] agus [rindreáil ball/viewport/transparent_background].

en: Forces the main window to be always on top.
    [b]Note:[/b] This setting is ignored on iOS, Android, and Web.
ga: Cuireann sé iallach ar an bpríomhfhuinneog a bheith i gcónaí ar an mbarr.
    [b]Nóta:[/b] Ní thugtar aird ar an socrú seo ar iOS, Android agus Gréasáin.

en: Forces the main window to be borderless.
    [b]Note:[/b] This setting is ignored on iOS, Android, and Web.
ga: Cuireann sé iallach ar an bpríomhfhuinneog a bheith gan teorainn.
    [b]Nóta:[/b] Ní thugtar aird ar an socrú seo ar iOS, Android agus Gréasáin.

en: Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons.
    [b]Note:[/b] This setting is implemented only on macOS.
ga: Leathnaítear ábhar na príomhfhuinneog go dtí méid iomlán na fuinneoige. Murab ionann agus fuinneog gan teorainn, fágtar an fráma slán agus is féidir é a úsáid chun an fhuinneog a athrú, agus tá an barra teidil trédhearcach, ach tá cnaipí íoslaghdaithe/uasmhéadaithe/dún ann.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an socrú seo i bhfeidhm.

en: Main window initial position (in virtual desktop coordinates), this setting is used only if [member display/window/size/initial_position_type] is set to "Absolute" ([code]0[/code]).
    [b]Note:[/b] This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of [member EditorSettings.run/window_placement/rect_custom_position] is used instead.
ga: Suíomh tosaigh na príomhfhuinneog (i gcomhordanáidí deisce fíorúla), ní úsáidtear an socrú seo ach amháin má tá [taispeántas ball/fuinneog/size/initial_position_type] socraithe go “Absalóideach” ([code]0[/code]).
    [b]Nóta:[/b] Ní dhéanann an socrú seo difear ach don tionscadal easpórtáilte, nó nuair a rithtear an tionscadal ón líne ordaithe. San eagarthóir, úsáidtear luach [member EditorSettings.run/window_placement/rect_custom_position] ina ionad sin.

en: Main window initial position.
    [code]0[/code] - "Absolute", [member display/window/size/initial_position] is used to set window position.
    [code]1[/code] - "Primary Screen Center".
    [code]2[/code] - "Other Screen Center", [member display/window/size/initial_screen] is used to set the screen.
    [b]Note:[/b] This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of [member EditorSettings.run/window_placement/rect] is used instead.
ga: Suíomh tosaigh na príomhfhuinneog.
    [code]0[/code] - Úsáidtear "Absalóideach", [taispeáint ball/fuinneog/méid/suíomh tosaigh] chun suíomh na fuinneoige a shocrú.
    [code]1[/code] - "Príomhionad Scáileáin".
    [code]2[/code] - Úsáidtear "Ionad Scáileáin Eile", [taispeántas ball/fuinneog/méid/scáileán tosaigh] chun an scáileán a shocrú.
    [b]Nóta:[/b] Ní dhéanann an socrú seo difear ach don tionscadal easpórtáilte, nó nuair a rithtear an tionscadal ón líne ordaithe. San eagarthóir, úsáidtear luach [member EditorSettings.run/window_placement/rect] ina ionad sin.

en: Main window initial screen, this setting is used only if [member display/window/size/initial_position_type] is set to "Other Screen Center" ([code]2[/code]).
    [b]Note:[/b] This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of [member EditorSettings.run/window_placement/screen] is used instead.
ga: Scáileán tosaigh na príomhfhuinneog, ní úsáidtear an socrú seo ach amháin má tá [taispeántas ball/fuinneog/size/initial_position_type] socraithe chuig "Ionad Scáileáin Eile" ([code]2[/code]).
    [b]Nóta:[/b] Ní dhéanann an socrú seo difear ach don tionscadal easpórtáilte, nó nuair a rithtear an tionscadal ón líne ordaithe. San eagarthóir, úsáidtear luach [member EditorSettings.run/window_placement/screen] ina ionad sin.

en: Main window can't be focused. No-focus window will ignore all input, except mouse clicks.
ga: Ní féidir díriú ar an bpríomhfhuinneog. Ní dhéanfaidh aon fhuinneog fócas neamhaird ar gach ionchur, ach amháin cad a tharlaíonn nuair luiche.

en: If [code]true[/code], allows the window to be resizable by default.
    [b]Note:[/b] This property is only read when the project starts. To change whether the window is resizable at runtime, set [member Window.unresizable] instead on the root Window, which can be retrieved using [code]get_viewport().get_window()[/code]. [member Window.unresizable] takes the opposite value of this setting.
    [b]Note:[/b] Certain window managers can be configured to ignore the non-resizable status of a window. Do not rely on this setting as a guarantee that the window will [i]never[/i] be resizable.
    [b]Note:[/b] This setting is ignored on iOS.
ga: Más [code]true[/code], ceadaítear an fhuinneog a athmhéadú de réir réamhshocraithe.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun a athrú an bhfuil an fhuinneog inathraithe ag am rite, socraigh [comhalta Window.unresizable] ina ionad sin ar an bhfréamhfhuinneog, ar féidir é a aisghabháil ag baint úsáide as [code]get_viewport().get_window()[/code]. Glacann [comhalta Window.unresizable] luach eile an tsocraithe seo.
    [b]Nóta:[/b] Is féidir bainisteoirí fuinneog áirithe a chumrú chun neamhaird a dhéanamh de stádas fuinneoige nach féidir a athrú. Ná bí ag brath ar an socrú seo mar ráthaíocht nach mbeidh [i]riamh[/i] in ann an fhuinneog a athmhéadú.
    [b]Nóta:[/b] Ní thugtar aird ar an socrú seo ar iOS.

en: If [code]true[/code], enables a window manager hint that the main window background [i]can[/i] be transparent. This does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background].
    [b]Note:[/b] To use a transparent splash screen, set [member application/boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].
    [b]Note:[/b] This setting has no effect if [member display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
ga: Má chuireann [code]true[/code] ar chumas bainisteoir fuinneoige leid gur [i]féidir[/i] le cúlra na príomhfhuinneog a bheith trédhearcach. Ní fhágann sé seo go bhfuil an cúlra trédhearcach i ndáiríre. Le go mbeidh an cúlra trédhearcach, ní mór an t-amharc fréimhe a dhéanamh trédhearcach freisin trí [member rendering/viewport/transparent_background] a chumasú.
    [b]Nóta:[/b] Chun splanc scáileán trédhearcach a úsáid, socraigh [member application/boot_splash/bg_color] go [code]Color(0, 0, 0, 0)[/code].
    [b]Nóta:[/b] Níl aon éifeacht ag an socrú seo má tá [ball display/window/per_pixel_transparency/allowed] socraithe go [code]false[/code].

en: Sets the game's main viewport height. On desktop platforms, this is also the initial window height, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_width], [member display/window/size/window_width_override] and [member display/window/size/window_height_override].
ga: Socraíonn sé príomhairde radharc an chluiche. Ar ardáin deisce, is é seo freisin airde tosaigh na fuinneoige, arna léiriú ag dronuilleog daite indigo san eagarthóir 2D. Úsáideann socruithe mód Sín é seo freisin mar thagairt agus na modhanna stráice [code]canvas_items[/code] nó [code]viewport[/code] in úsáid. Féach freisin [taispeáint ball/fuinneog/size/viewport_width], [taispeáint ball/fuinneog/méid/fuinneog_width_override] agus [taispeáint ball/fuinneog/méid/fuinneog_height_override].

en: Sets the game's main viewport width. On desktop platforms, this is also the initial window width, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_height], [member display/window/size/window_width_override] and [member display/window/size/window_height_override].
ga: Socraíonn sé príomhleithead amharcchláir an chluiche. Ar ardáin deisce, is é seo an leithead tosaigh fuinneoige freisin, arna léiriú ag dronuilleog daite indigo san eagarthóir 2D. Úsáideann socruithe mód Sín é seo freisin mar thagairt agus na modhanna stráice [code]canvas_items[/code] nó [code]viewport[/code] in úsáid. Féach freisin [taispeáint ball/fuinneog/méid/viewport_height], [taispeáint ball/fuinneog/méid/fuinneog_width_override] agus [taispeáint ball/fuinneog/méid/fuinneog_height_override].

en: On desktop platforms, overrides the game's initial window height. See also [member display/window/size/window_width_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
    [b]Note:[/b] By default, or when set to [code]0[/code], the initial window height is the [member display/window/size/viewport_height]. This setting is ignored on iOS, Android, and Web.
ga: Ar ardáin deisce, sáraítear airde tosaigh fuinneoige an chluiche. Féach freisin [taispeántas ball/fuinneog/méid/fuinneog_width_override], [taispeáint ball/fuinneog/méid/viewport_width] agus [taispeáint ball/fuinneog/méid/viewport_height].
    [b] Nóta:[/b] De réir réamhshocraithe, nó nuair a shocraítear é chuig [code]0[/code], is é [taispeántas ball/fuinneog/size/viewport_height] airde tosaigh na fuinneoige. Déantar neamhaird den socrú seo ar iOS, Android agus Gréasáin.

en: On desktop platforms, overrides the game's initial window width. See also [member display/window/size/window_height_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
    [b]Note:[/b] By default, or when set to [code]0[/code], the initial window width is the [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and Web.
ga: Ar ardáin deisce, sáraítear leithead tosaigh fuinneoige an chluiche. Féach freisin [taispeántas ball/fuinneog/méid/fuinneog_height_override], [taispeáint ball/fuinneog/méid/viewport_width] agus [taispeáint ball/fuinneog/méide/viewport_height].
    [b] Nóta:[/b] De réir réamhshocraithe, nó nuair a shocraítear é chuig [code]0[/code], is é an leithead tosaigh fuinneoige an [taispeáint ball/fuinneog/size/viewport_width]. Déantar neamhaird den socrú seo ar iOS, Android agus Gréasáin.

en: Defines how the base size is stretched to fit the resolution of the window or screen.
    [b]"disabled"[/b]: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, [member display/window/stretch/aspect] has no effect. Recommended for non-game applications.
    [b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
    [b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art aesthetic.
ga: Sainmhíníonn sé conas a shíneadh an bunmhéid chun go n-oirfeadh sé do thaifeach na fuinneoige nó an scáileáin.
    [b] "míchumasaithe"[/b]: Ní tharlaíonn aon síneadh. Freagraíonn aonad amháin sa radharc do phicteilín amháin ar an scáileán. Sa mhód seo, níl aon éifeacht ag [taispeáint ball/fuinneog/stráice/gné]. Molta le haghaidh feidhmchláir nach mbaineann le cluiche.
    [b] "canvas_items"[/b]: Tá an bonnmhéid sonraithe i leithead agus airde i socruithe an tionscadail sínte chun an scáileán iomlán a chlúdach (ag cur [taispeántas ball/fuinneog/stráice/gné] san áireamh). Ciallaíonn sé seo go bhfuil gach rud a rindreáil go díreach ag an taifeach sprice. Níl aon tionchar ar 3D, agus i 2D, níl comhfhreagras 1:1 ann a thuilleadh idir picteilíní sprite agus picteilíní scáileáin, rud a d'fhéadfadh déantáin scálaithe a bheith mar thoradh air. Moltar don chuid is mó de na cluichí nach n-úsáideann aeistéitiúil ealaíne picteilín, cé gur féidir an modh stráice seo a úsáid le haghaidh cluichí ealaíne picteilín freisin (go háirithe i 3D).
    [b] "viewport"[/b]: Tá méid na fréimhe [Viewport] socraithe go beacht chuig an mbunmhéid atá sonraithe i rannán Taispeáin Socruithe an Tionscadail. Tugtar an radharc don radharc seo ar dtús. Ar deireadh, tá an radharcport seo de réir scála chun an scáileán a oiriúnú (ag cur [taispeántas ball/fuinneog/stráice/gné] san áireamh). Molta le haghaidh cluichí a úsáideann aeistéitiúil ealaíne picteilín.

en: The scale factor multiplier to use for 2D elements. This multiplies the final scale factor determined by [member display/window/stretch/mode]. If using the [b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be adjusted to make the UI easier to read on certain displays.
ga: An t-iolraitheoir fachtóir scála le húsáid le haghaidh eilimintí 2T. Méadaíonn sé seo an fachtóir scála deiridh arna chinneadh ag [taispeáint baill/fuinneog/síneadh/mód]. Má úsáidtear an modh stráice [b]Díchumasaithe[/b], cuirtear an fachtóir scála seo i bhfeidhm mar a dhéantar. Is féidir é seo a choigeartú chun an Chomhéadain a dhéanamh níos éasca le léamh ar thaispeántais áirithe.

en: The policy to use to determine the final scale factor for 2D elements. This affects how [member display/window/stretch/scale] is applied, in addition to the automatic scale factor determined by [member display/window/stretch/mode].
    [b]"fractional"[/b]: The scale factor will not be modified.
    [b]"integer"[/b]: The scale factor will be floored to an integer value, which means that the screen size will always be an integer multiple of the base viewport size. This provides a crisp pixel art appearance.
    [b]Note:[/b] When using integer scaling with a stretch mode, resizing the window to be smaller than the base viewport size will clip the contents. Consider preventing that by setting [member Window.min_size] to the same value as the base viewport size defined in [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
ga: An polasaí le húsáid chun an fachtóir scála deiridh le haghaidh eilimintí 2T a chinneadh. Bíonn tionchar aige seo ar an gcaoi a gcuirtear [taispeántas ball/fuinneog/sínte/scála] i bhfeidhm, chomh maith leis an bhfachtóir scála uathoibríoch arna chinneadh ag [taispeántas ball/fuinneog/síneadh/mód].
    [b]"codánach"[/b]: Ní dhéanfar an fachtóir scála a mhodhnú.
    [b]"slánuimhir"[/b]: Déanfar an fachtóir scála a urlárú go luach slánuimhir, rud a chiallaíonn go mbeidh méid an scáileáin ina iolraí slánuimhir de bhunmhéid an amharcchláir i gcónaí. Soláthraíonn sé seo cuma ealaíne picteilín crisp.
    [b]Nóta:[/b] Agus scálú slánuimhir á úsáid agat le mód stráice, gearrfar an t-ábhar as méid na fuinneoige a athrú chun go mbeidh sí níos lú ná an bhunmhéid amhairc. Smaoinigh ar é sin a chosc trí [comhalta Window.min_size] a shocrú ar an luach céanna leis an mbunmhéid amhairc atá sainithe i [taispeáint ball/fuinneog/size/viewport_width] agus [taispeáint ball/fuinneog/size/viewport_height].

en: If [code]true[/code], subwindows are embedded in the main window (this is also called single-window mode). Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.
    If [code]false[/code], subwindows are created as separate windows (this is also called multi-window mode). This allows them to be moved outside the main window and use native operating system window decorations.
    This is equivalent to [member EditorSettings.interface/editor/single_window_mode] in the editor, except the setting's value is inverted.
ga: Más [code]true[/code], tá fofhuinneoga leabaithe sa phríomhfhuinneog (tugtar modh aon-fuinneog air seo freisin). Is féidir le modh aon-fuinneog a bheith níos tapúla mar ní gá fuinneog ar leith a chruthú do gach mír aníos agus leid uirlisí, rud a d’fhéadfadh a bheith ina oibríocht mhall ag brath ar an gcóras oibriúcháin agus ar an modh rindreála atá in úsáid.
    Má tá [code]false[/code], cruthaítear fofhuinneoga mar fhuinneoga ar leith (tugtar modh ilfhuinneog air seo freisin). Ligeann sé seo iad a bhogadh lasmuigh den phríomhfhuinneog agus úsáid a bhaint as maisiúcháin fuinneoige an chórais oibriúcháin dhúchais.
    Tá sé seo comhionann le [member EditorSettings.interface/editor/single_window_mode] san eagarthóir, ach amháin go bhfuil luach an tsocraithe inbhéartaithe.

en: Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using [member EditorSettings.interface/editor/vsync_mode].
    See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
    Depending on the platform and rendering method, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
    V-Sync can be disabled on the command line using the [code]--disable-vsync[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
    [b]Note:[/b] The [b]Adaptive[/b] and [b]Mailbox[/b] V-Sync modes are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
    [b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead.
ga: Socraíonn sé an modh V-Sync don phríomhfhuinneog cluiche. Is féidir modh V-Sync an eagarthóra féin a shocrú trí úsáid a bhaint as [member EditorSettings.interface/editor/vsync_mode].
    Féach [enum DisplayServer.VSyncMode] le haghaidh luachanna féideartha agus conas a théann siad i bhfeidhm ar iompar d’fheidhmchláir.
    Ag brath ar an ardán agus ar an modh rindreála, titfidh an t-inneall ar ais go [b]Cumasaithe[/b] mura dtacaítear leis an mód atá uait.
    Is féidir V-Sync a dhíchumasú ar an líne ordaithe ag baint úsáide as an [code] --disable-vsync[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint na líne ordaithe[/url].
    [b]Nóta:[/b] Ní thacaítear leis na modhanna [b] Oiriúnaitheach[/b] agus [b]Bosca Poist[/b] ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an modh V-Sync a athrú ag am rite, cuir glaoch ar [method DisplayServer.window_set_vsync_mode] ina ionad sin.

en: Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly.
ga: Ainm an tionóil .NET. Úsáidtear an t-ainm seo mar ainm na gcomhad [code].csproj[/code] agus [code].sln[/code]. De réir réamhshocraithe, tá sé socraithe le hainm an tionscadail ([ball application/config/name]) a cheadaíonn é a athrú sa todhchaí gan cur isteach ar an tionól .NET.

en: Number of times to attempt assembly reloading after rebuilding .NET assemblies. Effectively also the timeout in seconds to wait for unloading of script assemblies to finish.
ga: An líon uaireanta chun iarracht a dhéanamh an tionól a athlódáil tar éis tionóil .NET a atógáil. Go héifeachtach freisin an t-am istigh i soicindí chun fanacht le díluchtú tionóil scripte a chríochnú.

en: Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.
    Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
ga: Eolaire ina bhfuil an comhad [code].sln[/code]. De réir réamhshocraithe, tá na comhaid [code].sln[/code] i bhfréamh eolaire an tionscadail, in aice leis na comhaid [code]project.godot[/code] agus [code].csproj[/code].
    Trí an luach seo a athrú is féidir cás ilthionscadail a bhunú ina bhfuil iolrach [code].csproj[/code]. Coinnigh i gcuimhne go meastar go bhfuil an tionscadal Godot mar cheann de na tionscadail C # sa spás oibre agus ba cheart go mbeadh an [code]project.godot[/code] agus [code].csproj[/code] in aice le chéile ina eolaire fréimhe.

en: If [code]true[/code], text resource ([code]tres[/code]) and text scene ([code]tscn[/code]) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly.
    [b]Note:[/b] Because a resource's file extension may change in an exported project, it is heavily recommended to use [method @GDScript.load] or [ResourceLoader] instead of [FileAccess] to load resources dynamically.
    [b]Note:[/b] The project settings file ([code]project.godot[/code]) will always be converted to binary on export, regardless of this setting.
ga: Má thiontaítear comhaid [code]true[/code], acmhainn téacs ([code]tres[/code]) agus radharc téacs ([code]tscn[/code]) chuig a bhformáid dhénártha chomhfhreagrach agus iad á n-onnmhairiú. Laghdaíonn sé seo méid comhaid agus luasaíonn sé an luchtú beagán.
    [b]Nóta:[/b] Toisc gur féidir go n-athróidh síneadh comhad acmhainne i dtionscadal easpórtála, moltar go mór [method @GDScript.load] nó [ResourceLoader] a úsáid in ionad [FileAccess] chun acmhainní a luchtú go dinimiciúil.
    [b]Nóta:[/b] Déanfar an comhad socruithe tionscadail ([code]project.godot[/code]) a thiontú go dénártha nuair a easpórtáil é, beag beann ar an socrú seo.

en: The maximum width to use when importing textures as an atlas. The value will be rounded to the nearest power of two when used. Use this to prevent imported textures from growing too large in the other direction.
ga: An leithead uasta le húsáid agus uigeachtaí á n-iompórtáil mar atlas. Déanfar an luach a shlánú go dtí an chumhacht is gaire de dhá cheann nuair a úsáidtear é. Bain úsáid as seo chun uigeachtaí allmhairithe a chosc ó fhás ró-mhór sa treo eile.

en: If [code]true[/code] importing of resources is run on multiple threads.
ga: Má tá [code]true[/code] iompórtáil acmhainní á rith ar shnáithe iolracha.

en: If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
    [b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
ga: Más rud é go bhfuil [code]true[/code], iarrann sé go ndéanfaí V-Sync a dhíchumasú agus scannán á scríobh (cosúil le [ball display/window/vsync/vsync_mode] a shocrú go [b]Díchumasaithe[/b]). Is féidir leis seo scríbhneoireacht físeáin a bhrostú má tá na crua-earraí tapa go leor chun an físeán a rindreáil, a ionchódú agus a shábháil ar ráta níos airde ná ráta athnuachana an mhonatóra.
    [b]Nóta:[/b] níl aon éifeacht ag [ball-eagarthóir/movie_writer/disable_vsync] má chuireann an córas oibriúcháin nó an tiománaí grafaicí iallach ar V-Sync gan aon bhealach chun feidhmchláir a dhíchumasú.

en: The number of frames per second to record in the video when writing a movie. Simulation speed will adjust to always match the specified framerate, which means the engine will appear to run slower at higher [member editor/movie_writer/fps] values. Certain FPS values will require you to adjust [member editor/movie_writer/mix_rate] to prevent audio from desynchronizing over time.
    This can be specified manually on the command line using the [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
ga: Líon na bhfrámaí in aghaidh an tsoicind le taifeadadh san fhíseán agus scannán á scríobh. Coigeartófar an luas ionsamhlúcháin chun an fráma-ráta sonraithe a mheaitseáil i gcónaí, rud a chiallaíonn go mbeidh an chuma air go n-imeoidh an t-inneall níos moille ag luachanna níos airde [ball-eagarthóir/movie_writer/fps]. Éileoidh luachanna CCT áirithe ort [ball-eagarthóir/film_scríbhneoir/mix_rate] a choigeartú chun an fhuaim a chosc ó dhíshioncronú le himeacht ama.
    Is féidir é seo a shonrú de láimh ar an líne ordaithe ag baint úsáide as an [code] --fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint na líne ordaithe[/url].

en: The audio mix rate to use in the recorded audio when writing a movie (in Hz). This can be different from [member audio/driver/mix_rate], but this value must be divisible by [member editor/movie_writer/fps] to prevent audio from desynchronizing over time.
ga: An ráta meascáin fuaime le húsáid san fhuaim thaifeadta agus scannán á scríobh (i Hz). Féadfaidh sé seo a bheith difriúil ó [comhalta fuaime/tiománaí/meascán_ráta], ach caithfidh an luach seo a bheith inroinnte ar [ball-eagarthóir/film_scríbhneoir/fps] chun an fhuaim a chosc ó dhíshioncronú le himeacht ama.

en: The JPEG quality to use when writing a video to an AVI file, between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger file sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression remains lossy.
    [b]Note:[/b] This does not affect the audio quality or writing PNG image sequences.
ga: An cháilíocht JPEG le húsáid agus físeán á scríobh chuig comhad AVI, idir [code]0.01[/code] agus [code]1.0[/code] (san áireamh). Is é an toradh a bhíonn ar luachanna [code]ardchaighdeáin[/code] ná aschur atá ag breathnú níos fearr ar chostas méideanna comhaid níos mó. Tá na luachanna molta [code] cáilíochta[/code] idir [code]0.75[/code] agus [code]0.9[/code]. Fiú ag cáilíocht [code]1.0[/code], tá comhbhrú JPEG caillte i gcónaí.
    [b]Nóta:[/b] Ní chuireann sé seo isteach ar cháilíocht na fuaime ná ar na seichimh íomhá PNG a scríobh.

en: The output path for the movie. The file extension determines the [MovieWriter] that will be used.
    Godot has 2 built-in [MovieWriter]s:
    - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
    - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
    If you need to encode to a different format or pipe a stream through third-party software, you can extend this [MovieWriter] class to create your own movie writers.
    When using PNG output, the frame number will be appended at the end of the file name. It starts from 0 and is padded with 8 digits to ensure correct sorting and easier processing. For example, if the output path is [code]/tmp/hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at [code]/tmp/hello.wav[/code].
ga: An cosán aschuir le haghaidh an scannáin. Cinneann an iarmhír comhaid an [MovieWriter] a úsáidfear.
    Tá 2 [Scríbhneoir Scannán] ionsuite ag Godot:
    - Coimeádán AVI le MJPEG le haghaidh físe agus fuaime neamh-chomhbhrúite ([code].avi [/code] síneadh comhaid). Comhbhrú Lossy, meánmhéideanna comhaid, ionchódú tapa. Is féidir an caighdeán comhbhrú caillte a choigeartú trí [member ProjectSettings.editor/movie_writer/mjpeg_quality] a athrú. Is féidir an comhad mar thoradh air a fheiceáil i bhformhór na n-imreoirí físeáin, ach ní mór é a thiontú go formáid eile le breathnú ar an ngréasán nó le Godot le [VideoStreamPlayer]. Ní thacaíonn MJPEG le trédhearcacht. Tá aschur AVI teoranta faoi láthair do chomhad de 4 GB ar a mhéad.
    - Seicheamh íomhá PNG le haghaidh físeáin agus WAV le haghaidh fuaime ([code].png [/code] síneadh comhaid). Comhbhrú lossless, méideanna móra comhaid, ionchódú mall. Deartha le bheith ionchódaithe chuig físchomhad le huirlis eile mar [url=https://ffmpeg.org/]FFmpeg[/url] tar éis taifeadta. Ní thacaítear le trédhearcacht faoi láthair, fiú má tá radharc na fréimhe socraithe le bheith trédhearcach.
    Más gá duit ionchódú go formáid eile nó sruth a phíobáil trí bhogearraí tríú páirtí, is féidir leat an rang [MovieWriter] seo a leathnú chun do scríbhneoirí scannán féin a chruthú.
    Nuair a bheidh aschur PNG á úsáid, cuirfear an uimhir fráma i gceangal ag deireadh ainm an chomhaid. Tosaíonn sé ó 0 agus tá sé stuáilte le 8 ndigit chun sórtáil ceart agus próiseáil níos éasca a chinntiú. Mar shampla, más é [code]/tmp/hello.png[/code] an cosán aschuir, is iad [code]/tmp/hello00000000.png[/code] agus [code]/tmp/hello00000001 an chéad dá fhráma. png[/code]. Sábhálfar an fhuaim ag [code]/tmp/hello.wav[/code].

en: The speaker mode to use in the recorded audio when writing a movie. See [enum AudioServer.SpeakerMode] for possible values.
ga: An modh cainteora le húsáid sa fhuaim thaifeadta agus scannán á scríobh. Féach [enum AudioServer.SpeakerMode] le haghaidh luachanna féideartha.

en: The format of the default signal callback name (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code].
ga: Formáid an t-ainm glao ar ais comhartha réamhshocraithe (sa Chomhdháil Nasc Comhartha). Tá na hionadaigh seo a leanas ar fáil: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], agus [code]{signal_name}[/code].

en: The format of the default signal callback name when a signal connects to the same node that emits it (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code].
ga: Formáid an t-ainm glao ar ais comhartha réamhshocraithe nuair a nascann comhartha leis an nód céanna a astaíonn é (sa Chomhdháil Nasc Comhartha). Tá na hionadaigh seo a leanas ar fáil: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], agus [code]{signal_name}[/code].

en: When creating node names automatically, set the type of casing to use in this project. This is mostly an editor setting.
ga: Agus ainmneacha nód á gcruthú go huathoibríoch, socraigh an cineál cásála le húsáid sa tionscadal seo. Is socrú eagarthóra é seo den chuid is mó.

en: What to use to separate node name from number. This is mostly an editor setting.
ga: Cad atá le húsáid chun ainm nód a scaradh ón uimhir. Is socrú eagarthóra é seo den chuid is mó.

en: When generating scene file names from scene root node, set the type of casing to use in this project. This is mostly an editor setting.
ga: Agus ainmneacha comhaid radhairc á nginiúint ó fhréamh nód radhairc, socraigh an cineál cásála le húsáid sa tionscadal seo. Is socrú eagarthóra é seo den chuid is mó.

en: When generating script file names from the selected node, set the type of casing to use in this project. This is mostly an editor setting.
ga: Agus ainmneacha comhaid scripte á nginiúint ón nód roghnaithe, socraigh an cineál cásála a úsáidfear sa tionscadal seo. Is socrú eagarthóra é seo den chuid is mó.

en: The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself.
    It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder.
    For example, this can be used to force the project to run on the dedicated GPU in an NVIDIA Optimus system on Linux:
    [codeblock lang=text]
    prime-run %command%
    [/codeblock]
ga: Na hargóintí ordú-líne le cur le líne ordaithe Godot féin agus an tionscadal á rith. Ní chuireann sé seo isteach ar an eagarthóir féin.
    Is féidir Godot inrite eile a dhéanamh trí úsáid a bhaint as [code]%command%[/code] placeholder. Cuirfear líne ceannais Godot féin in ionad an sealbhóir áit. Ba cheart argóintí a bhaineann go sonrach le clár a chur [i]os comhair[/i] an sealbhóir áite, ach ba cheart argóintí a bhaineann go sonrach le Godot a chur [i]i ndiaidh[/i] an tsealbhóra áite.
    Mar shampla, is féidir é seo a úsáid chun iallach a chur ar an tionscadal rith ar an GPU tiomnaithe i gcóras NVIDIA Optimus ar Linux:
    [codeblock lang=text]
    príomh-rith % ordú%
    [/codeblock]

en: Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
ga: Síntí comhaid téacsbhunaithe le cur san áireamh i ngné “Faigh i gComhaid” an eagarthóra scripte. Is féidir leat a chur leis e.g. [code]tscn[/code] más mian leat do chomhaid radharc a pharsáil freisin, go háirithe má úsáideann tú scripteanna ionsuite atá sraitheach i gcomhaid an radhairc.

en: Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
ga: Cosán cuardaigh le haghaidh teimpléid scripte tionscadail ar leith. Cuardóidh Godot teimpléid scripte sa chosán a bhaineann go sonrach leis an eagarthóir agus sa chonair seo a bhaineann go sonrach le tionscadail.

en: If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
    This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender_path[/code]. Blender 3.0 or later is required.
ga: Más [code]true[/code], iompórtálfar comhaid radharc 3D Cumascóra leis an síneadh [code].blend[/code] trína thiontú go glTF 2.0.
    Éilíonn sé seo cosán a chumrú go cumascóir inrite i socruithe an eagarthóra ag [code]system comhaid/allmhairiú/blender/blender_path[/code]. Tá cumascóir 3.0 nó níos déanaí ag teastáil.

en: Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot.
ga: Sáraigh do [ballchóras/allmhairiú/cumascóir/cumasaithe] ar Android nuair nach féidir teacht ar Chumascóir go héasca ó Godot.

en: Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot.
ga: Sáraigh do [ballchóras/allmhairiú/cumascóir/cumasaithe] ar an nGréasán nuair nach féidir teacht ar Chumascóir go héasca ó Godot.

en: If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
    This requires configuring a path to an FBX2glTF executable in the editor settings at [member EditorSettings.filesystem/import/fbx/fbx2gltf_path].
ga: Más [code]true[/code], déanfar comhaid radharc Autodesk FBX 3D leis an síneadh [code].fbx[/code] a allmhairiú trína thiontú go glTF 2.0.
    Éilíonn sé seo cosán a chumrú chuig FBX2glTF inrite i socruithe an eagarthóra ag [member EditorSettings.filesystem/import/fbx/fbx2gltf_path].

en: Override for [member filesystem/import/fbx2gltf/enabled] on Android where FBX2glTF can't easily be accessed from Godot.
ga: Sáraigh le haghaidh [ballchóras/allmhairiú/fbx2gltf/cumasaithe] ar Android nuair nach féidir FBX2glTF a rochtain go héasca ó Godot.

en: Override for [member filesystem/import/fbx2gltf/enabled] on the Web where FBX2glTF can't easily be accessed from Godot.
ga: Sáraigh le haghaidh [ballchóras/allmhairiú/fbx2gltf/cumasaithe] ar an nGréasán nuair nach féidir FBX2glTF a rochtain go héasca ó Godot.

en: Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
ga: Luach réamhshocraithe le haghaidh [member ScrollContainer.scroll_deadzone], a úsáidfear do gach [ScrollContainer]s mura sáraítear é.

en: If [code]true[/code], snaps [Control] node vertices to the nearest pixel to ensure they remain crisp even when the camera moves or zooms.
ga: Más rud é [code]true[/code], gearrann [Rialú] rinn [Rialú] go dtí an picteilín is gaire chun a chinntiú go bhfanann siad briosc fiú nuair a ghluaiseann an ceamara nó nuair a súmálann an ceamara.

en: If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
    [b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
ga: Más rud é [code]true[/code], babhtálacha [b]Cealaigh[/b] agus [b]OK[/b] cnaipí sna dialóga ar Windows chun coinbhinsiúin an chomhéadain a leanúint. Is féidir [method DisplayServer.get_swap_cancel_ok] a úsáid chun a fhiafraí an bhfuil cnaipí á mhalartú ag am rite.
    [b]Nóta:[/b] Ní chuireann sé seo isteach ar dhialóga dúchasacha ar nós na cinn atá sceite ag [method DisplayServer.dialog_show].

en: Maximum undo/redo history size for [TextEdit] fields.
ga: Uasmhéid na staire cealaigh/athdhéan do réimsí [TextEdit].

en: Path to a custom [Theme] resource file to use for the project ([code].theme[/code] or generic [code].tres[/code]/[code].res[/code] extension).
ga: Conair chuig comhad acmhainne saincheaptha [Téama] le húsáid don tionscadal ([code].téama[/code] nó síneadh cineálach [code].tres[/code]/[code].res[/code]).

en: Path to a custom [Font] resource to use as default for all GUI elements of the project.
ga: Conair chuig acmhainn shaincheaptha [Cló] le húsáid mar réamhshocrú do gach eilimint GUI den tionscadal.

en: Font anti-aliasing mode for the default project font. See [member FontFile.antialiasing].
    [b]Note:[/b] This setting does not affect custom [Font]s used within the project. Use the [b]Import[/b] dock for that instead (see [member ResourceImporterDynamicFont.antialiasing]).
ga: Mód frith-ailiasaithe cló don chló réamhshocraithe tionscadail. Féach [comhalta FontFile.antialiasing].
    [b]Nóta:[/b] Ní chuireann an socrú seo isteach ar [Clónna] saincheaptha a úsáidtear sa tionscadal. Úsáid an duga [b]Iompórtáil[/b] chuige sin ina ionad sin (féach [member ResourceImporterDynamicFont.antialiasing]).

en: If set to [code]true[/code], the default font will have mipmaps generated. This prevents text from looking grainy when a [Control] is scaled down, or when a [Label3D] is viewed from a long distance (if [member Label3D.texture_filter] is set to a mode that displays mipmaps).
    Enabling [member gui/theme/default_font_generate_mipmaps] increases font generation time and memory usage. Only enable this setting if you actually need it.
    [b]Note:[/b] This setting does not affect custom [Font]s used within the project. Use the [b]Import[/b] dock for that instead (see [member ResourceImporterDynamicFont.generate_mipmaps]).
ga: Má tá sé socraithe go [code]true[/code], ginfear mipmaps sa chló réamhshocraithe. Cuireann sé seo cosc ar théacs a bheith gránach nuair a dhéantar [Rialú] a laghdú de réir scála, nó nuair a bhreathnaítear ar [Lipéad3D] ó achar fada (má tá [member Label3D.texture_filter] socraithe chuig mód a thaispeánann mipmaps).
    Méadaíonn cumasú [ball gui/theme/default_font_generate_mipmaps] am giniúna cló agus úsáid cuimhne. Ná cumasaigh an socrú seo ach amháin má tá sé de dhíth ort.
    [b]Nóta:[/b] Ní chuireann an socrú seo isteach ar [Clónna] saincheaptha a úsáidtear sa tionscadal. Úsáid an duga [b]Iompórtáil[/b] chuige sin ina ionad sin (féach [member ResourceImporterDynamicFont.generate_mipmaps]).

en: Font hinting mode for the default project font. See [member FontFile.hinting].
    [b]Note:[/b] This setting does not affect custom [Font]s used within the project. Use the [b]Import[/b] dock for that instead (see [member ResourceImporterDynamicFont.hinting]).
ga: Mód leide cló don chló réamhshocraithe tionscadail. Féach [comhalta FontFile.hinting].
    [b]Nóta:[/b] Ní chuireann an socrú seo isteach ar [Clónna] saincheaptha a úsáidtear sa tionscadal. Úsáid an duga [b]Iompórtáil[/b] chuige sin ina ionad sin (féach [member ResourceImporterDynamicFont.hinting]).

en: If set to [code]true[/code], the default font will use multichannel signed distance field (MSDF) for crisp rendering at any size. Since this approach does not rely on rasterizing the font every time its size changes, this allows for resizing the font in real-time without any performance penalty. Text will also not look grainy for [Control]s that are scaled down (or for [Label3D]s viewed from a long distance).
    MSDF font rendering can be combined with [member gui/theme/default_font_generate_mipmaps] to further improve font rendering quality when scaled down.
    [b]Note:[/b] This setting does not affect custom [Font]s used within the project. Use the [b]Import[/b] dock for that instead (see [member ResourceImporterDynamicFont.multichannel_signed_distance_field]).
ga: Má tá sé socraithe go [code]true[/code], úsáidfidh an cló réamhshocraithe achar sínithe ilchainéil (MSDF) le haghaidh rindreála briosc ar aon mhéid. Ós rud é nach mbíonn an cur chuige seo ag brath ar an gcló a rasteráil gach uair a athraíonn a mhéid, ceadaíonn sé seo an cló a athrú i bhfíor-am gan aon phionós feidhmíochta. Ní bheidh cuma ghráinne ar an téacs ach an oiread do [rialuithe] atá de réir scála síos (nó do [Lipéad3D]anna a bhreathnaítear orthu ó achar fada).
    Is féidir rindreáil cló MSDF a chomhcheangal le [member gui/theme/default_font_generate_mipmaps] chun cáilíocht rindreála na gclónna a fheabhsú tuilleadh nuair a bheidh sé scálaithe síos.
    [b]Nóta:[/b] Ní chuireann an socrú seo isteach ar [Clónna] saincheaptha a úsáidtear sa tionscadal. Úsáid an duga [b]Iompórtáil[/b] chuige sin ina ionad sin (féach [member ResourceImporterDynamicFont.multichannel_signed_distance_field]).

en: Font glyph subpixel positioning mode for the default project font. See [member FontFile.subpixel_positioning].
    [b]Note:[/b] This setting does not affect custom [Font]s used within the project. Use the [b]Import[/b] dock for that instead (see [member ResourceImporterDynamicFont.subpixel_positioning]).
ga: Cló mód suite fo-phicteilín glyph don chló réamhshocraithe tionscadail. Féach [comhalta FontFile.subpixel_positioning].
    [b]Nóta:[/b] Ní chuireann an socrú seo isteach ar [Clónna] saincheaptha a úsáidtear sa tionscadal. Úsáid an duga [b]Iompórtáil[/b] chuige sin ina ionad sin (féach [member ResourceImporterDynamicFont.subpixel_positioning]).

en: The default scale factor for [Control]s, when not overridden by a [Theme].
    [b]Note:[/b] This property is only read when the project starts. To change the default scale at runtime, set [member ThemeDB.fallback_base_scale] instead.
ga: An fachtóir scála réamhshocraithe do [Rialú]s, nuair nach bhfuil sé sáraithe ag [Téama].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an scála réamhshocraithe a athrú ag am rite, socraigh [member ThemeDB.fallback_base_scale] ina ionad sin.

en: LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout].
ga: Leagan amach fophicteilín LCD a úsáidtear le haghaidh frith-ailiasú cló. Féach [enum TextServer.FontLCDSubpixelLayout].

en: When [member BaseButton.shortcut_feedback] is enabled, this is the time the [BaseButton] will remain highlighted after a shortcut.
ga: Nuair a bheidh [member BaseButton.shortcut_feedback] cumasaithe, seo an t-am a fhanfaidh an [BaseButton] chun suntais tar éis aicearra.

en: Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds).
ga: Socrú an lasc ama le haghaidh cuardaigh incrimintigh i rialuithe [Tree], [ItemList], etc. (i milleasoicindí).

en: Timer for detecting idle in [TextEdit] (in seconds).
ga: Uaineadóir chun díomhaoin a bhrath in [TextEdit] (i soicindí).

en: Default delay for tooltips (in seconds).
ga: Moill réamhshocraithe le haghaidh leideanna uirlisí (i soicindí).

en: Delay for tooltips in the editor.
ga: Moill ar leideanna uirlisí san eagarthóir.

en: Default [InputEventAction] to confirm a focused button, menu or list item, or validate input.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun cnaipe fócasaithe, roghchlár nó mír liosta a dheimhniú, nó chun ionchur a bhailíochtú.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to discard a modal or pending input.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun módúil nó ionchur ar feitheamh a chaitheamh amach.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to copy a selection to the clipboard.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun rogha a chóipeáil go dtí an ghearrthaisce.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to cut a selection to the clipboard.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun rogha a ghearradh go dtí an ghearrthaisce.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move down in the UI.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun bogadh síos san Chomhéadain.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to go to the end position of a [Control] (e.g. last item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_END] on typical desktop UI systems.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun dul go dtí an suíomh deiridh de [Rialú] (m.sh. an mhír dheireanach i [ItemList] nó [Crann]), a mheaitseálann iompar [constant KEY_END] ar ghnáthchórais Chomhéadain Deisce.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to refresh the contents of the current directory of a [FileDialog].
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun inneachar an eolaire reatha de [FileDialog] a athnuachan.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to toggle showing hidden files and directories in a [FileDialog].
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun comhaid agus eolairí folaithe a scoránaigh i [FileDialog].
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to go up one directory in a [FileDialog].
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun eolaire amháin a chur suas i [FileDialog].
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next].
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an chéad [Control] eile a dhíriú ar an radharc. Is féidir an t-iompar fócais a chumrú trí [member Control.focus_next].
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to focus the previous [Control] in the scene. The focus behavior can be configured via [member Control.focus_previous].
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an [Control] roimhe seo a dhíriú sa radharc. Is féidir an t-iompar fócais a chumrú trí [member Control.focus_previous].
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to delete a [GraphNode] in a [GraphEdit].
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun [GraphNode] a scriosadh in [GraphEdit].
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to duplicate a [GraphNode] in a [GraphEdit].
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun [GraphNode] a dhúbailt in [GraphEdit].
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun dul go dtí suíomh tosaigh [Rialú] (m.sh. an chéad mhír i [ItemList] nó [Crann]), a mheaitseálann iompar [constant KEY_HOME] ar ghnáthchórais Chomhéadain Deisce.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move left in the UI.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun bogadh ar chlé san Chomhéadain.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to open a context menu in a text field.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun roghchlár comhthéacs a oscailt i réimse téacs.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun leathanach a chur síos i [Rialú] (m.sh. i [ItemList] nó [Crann]), ag teacht le hiompar [constant KEY_PAGEDOWN] ar ghnáthchórais Chomhéadain Deisce.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to go up a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on typical desktop UI systems.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun leathanach a mhéadú i [Rialú] (m.sh. i [ItemList] nó [Crann]), ag meaitseáil iompar [constant KEY_PAGEUP] ar ghnáthchórais Chomhéadain Deisce.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to paste from the clipboard.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] le greamú den ghearrthaisce.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to redo an undone action.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun gníomh cealaithe a athdhéanamh.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move right in the UI.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun bogadh ar dheis san Chomhéadain.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to select an item in a [Control] (e.g. in an [ItemList] or a [Tree]).
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun mír a roghnú i [Control] (m.sh. i [ItemList] nó [Crann]).
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to swap input direction, i.e. change between left-to-right to right-to-left modes. Affects text-editing controls ([LineEdit], [TextEdit]).
ga: Réamhshocrú [InputEventAction] chun treo an ionchuir a mhalartú, i.e. athrú idir modhanna clé go deas agus deas go clé. Bíonn tionchar aige ar rialuithe eagarthóireachta téacs ([LineEdit], [TextEdit]).

en: If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
    If no selection is currently active with the last caret in text fields, selects the word currently under the caret.
    The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets.
    The viewport is adjusted to the latest newly added caret.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Má tá rogha gníomhach faoi láthair leis an bhfeighlí deireanach i réimsí téacs, cuardaightear don chéad chás eile den roghnú, cuireann sé airíoch leis agus roghnaíonn sé an chéad teagmhas eile.
    Mura bhfuil aon roghnú gníomhach faoi láthair leis an bhfeighlí deireanach i réimsí téacs, roghnaigh an focal atá faoin bhfeighil faoi láthair.
    Is féidir an gníomh a dhéanamh go seicheamhach i gcás gach teagmhais a bhaineann le roghnú an airíoch dheireanaigh agus le haghaidh gach cúram atá ann cheana féin.
    Déantar an radharc a choigeartú go dtí an t-aireagán nua is déanaí.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to delete the character before the text cursor.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an carachtar roimh an cúrsóir téacs a scriosadh.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to delete [b]all[/b] text before the text cursor.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun [b]gach[/b] téacs a scriosadh roimh an cúrsóir téacs.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to delete all text before the text cursor.
ga: macOS sáraithe sonrach don aicearra chun an téacs ar fad a scriosadh roimh an cúrsóir téacs.

en: Default [InputEventAction] to delete all characters before the cursor up until a whitespace or punctuation character.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun gach carachtar roimh an chúrsóir a scriosadh suas go dtí spás bán nó carachtar poncaíochta.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to delete a word.
ga: sáraítear go sonrach macOS don aicearra chun focal a scriosadh.

en: Default [InputEventAction] to add an additional caret above every caret of a text.
ga: Réamhshocrú [InputEventAction] chun airíoch breise a chur os cionn gach cúram de théacs.

en: macOS specific override for the shortcut to add a caret above every caret.
ga: sáraítear go sonrach macOS don aicearra chun caret os cionn gach airíoch a chur leis.

en: Default [InputEventAction] to add an additional caret below every caret of a text.
ga: Réamhshocrú [InputEventAction] chun airíoch breise a chur faoi bhun gach cúram de théacs.

en: macOS specific override for the shortcut to add a caret below every caret.
ga: sáraítear go sonrach macOS don aicearra chun caret a chur leis faoi bhun gach airíoch.

en: Default [InputEventAction] to move the text cursor to the end of the text.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh go dtí deireadh an téacs.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to move the text cursor to the end of the text.
ga: sáraíonn macOS ar leith don aicearra chun an cúrsóir téacs a bhogadh go dtí deireadh an téacs.

en: Default [InputEventAction] to move the text cursor to the start of the text.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh go dtí tús an téacs.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to move the text cursor to the start of the text.
ga: sáraíonn macOS ar leith don aicearra chun an cúrsóir téacs a bhogadh go dtí tús an téacs.

en: Default [InputEventAction] to move the text cursor down.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh síos.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move the text cursor left.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh ar chlé.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move the text cursor to the end of the line.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh go dtí deireadh na líne.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to move the text cursor to the end of the line.
ga: macOS sáraithe sonrach don aicearra chun an cúrsóir téacs a bhogadh go dtí deireadh na líne.

en: Default [InputEventAction] to move the text cursor to the start of the line.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh go dtí tús na líne.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to move the text cursor to the start of the line.
ga: macOS sáraithe sonrach don aicearra chun an cúrsóir téacs a bhogadh go dtí tús na líne.

en: Default [InputEventAction] to move the text cursor down one page.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh síos leathanach amháin.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move the text cursor up one page.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh suas leathanach amháin.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move the text cursor right.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh ar dheis.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move the text cursor up.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh suas.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move the text cursor left to the next whitespace or punctuation.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh ar chlé go dtí an chéad spás bán nó poncaíocht eile.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to move the text cursor back one word.
ga: sáraíonn macOS ar leith don aicearra chun an cúrsóir téacs a bhogadh siar focal amháin.

en: Default [InputEventAction] to move the text cursor right to the next whitespace or punctuation.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an cúrsóir téacs a bhogadh ar dheis go dtí an chéad spás bán nó poncaíocht eile.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to move the text cursor forward one word.
ga: sáraítear go sonrach macOS don aicearra chun an cúrsóir téacs a bhogadh ar aghaidh focal amháin.

en: If there's only one caret active and with a selection, clears the selection.
    In case there's more than one caret active, removes the secondary carets and clears their selections.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Mura bhfuil ach cúramóir amháin gníomhach agus le rogha, glanann an roghnúchán.
    Sa chás go bhfuil níos mó ná cúramóir amháin gníomhach, baintear na cúramaí tánaisteacha agus glanann sé a gcuid roghanna.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to accept an autocompletion hint.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun glacadh le leid uathchríochnaithe.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to request autocompletion.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun uathchríochnú a iarraidh.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to accept an autocompletion hint, replacing existing text.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun leid uathchríochnaithe a ghlacadh, ag cur téacs nua in ionad an téacs atá ann cheana.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to unindent text.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] don téacs neamhfheistithe.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to delete the character after the text cursor.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an carachtar a scriosadh i ndiaidh an chúrsóra téacs.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to delete [b]all[/b] text after the text cursor.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun [b]gach[/b] téacs a scriosadh i ndiaidh an chúrsóra téacs.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to delete all text after the text cursor.
ga: macOS sáraithe sonrach don aicearra chun an téacs ar fad a scriosadh tar éis an cúrsóra téacs.

en: Default [InputEventAction] to delete all characters after the cursor up until a whitespace or punctuation character.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun gach carachtar a scriosadh i ndiaidh an chúrsóra suas go dtí spás bán nó carachtar poncaíochta.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to delete a word after the text cursor.
ga: macOS sáraithe sonrach don aicearra chun focal a scriosadh tar éis an cúrsóra téacs.

en: Default [InputEventAction] to indent the current line.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an líne reatha a eangú.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to insert a new line at the position of the text cursor.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun líne nua a chur isteach ag suíomh an chúrsóra téacs.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to insert a new line before the current one.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun líne nua a chur isteach roimh an gceann reatha.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to insert a new line after the current one.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun líne nua a chur isteach i ndiaidh an chinn reatha.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to scroll down one line of text.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun líne amháin téacs a scrollú síos.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to scroll down one line.
ga: sáraíonn macOS ar leith don aicearra chun scrollaigh síos líne amháin.

en: Default [InputEventAction] to scroll up one line of text.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun líne amháin téacs a scrollú suas.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to scroll up one line.
ga: sáraítear macOS go sonrach don aicearra chun líne amháin a scrollú.

en: Default [InputEventAction] to select all text.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an téacs go léir a roghnú.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: If no selection is currently active, selects the word currently under the caret in text fields. If a selection is currently active, deselects the current selection.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Mura bhfuil aon roghnú gníomhach faoi láthair, roghnaigh an focal atá faoi chúram faoi láthair i réimsí téacs. Má tá rogha gníomhach faoi láthair, díroghnaíonn sé an rogha reatha.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: macOS specific override for the shortcut to select the word currently under the caret.
ga: macOS sáraithe sonrach don aicearra chun an focal atá faoin bhfeighil faoi láthair a roghnú.

en: Default [InputEventAction] to submit a text field.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun réimse téacs a chur isteach.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to toggle [i]insert mode[/i] in a text field. While in insert mode, inserting new text overrides the character after the cursor, unless the next character is a new line.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun [i]cuir isteach mód[/i] a scoránaigh i réimse téacs. Agus é i mód ionsá, má chuirtear téacs nua isteach sáraítear an carachtar i ndiaidh an chúrsóra, mura líne nua é an chéad charachtar eile.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to undo the most recent action.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun an gníomh is déanaí a chealú.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: Default [InputEventAction] to move up in the UI.
    [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
ga: Réamhshocrú [InputEventAction] chun bogadh suas san Chomhéadain.
    [b]Nóta:[/b] Ní féidir gníomhartha réamhshocraithe [code]ui_*[/code] a bhaint mar go bhfuil siad riachtanach do loighic inmheánach roinnt [Rialú]s. Is féidir na himeachtaí a shanntar don ghníomhaíocht a mhodhnú, áfach.

en: If [code]true[/code], key/touch/joystick events will be flushed just before every idle and physics frame.
    If [code]false[/code], such events will be flushed only once per process frame, between iterations of the engine.
    Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (process) frame, because they can't run at the target frame rate.
    [b]Note:[/b] Currently implemented only on Android.
ga: Más [code]true[/code], déanfar imeachtaí eochrach/dteagmhála/ luamhán stiúrtha a shruthlú díreach roimh gach fráma díomhaoin agus fisice.
    Más [code]bréagach[/code] é, ní dhéanfar teagmhais den sórt sin a shruthlú ach uair amháin in aghaidh an fhráma próisis, idir atriallta an innill.
    Má dhéantar é seo a chumasú, féadtar an freagrúlacht don ionchur a fheabhsú go mór, go háirithe i bhfeistí a chaithfidh frámaí iolracha fisice a rith in aghaidh an fhráma infheicthe (próisis), toisc nach féidir leo rith ag an spriocráta fráma.
    [b]Nóta:[/b] Níl sé curtha i bhfeidhm ach ar Android faoi láthair.

en: If [code]true[/code], [method Input.is_action_just_pressed] and [method Input.is_action_just_released] will only return [code]true[/code] if the action is still in the respective state, i.e. an action that is pressed [i]and[/i] released on the same frame will be missed.
    If [code]false[/code], no input will be lost.
    [b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
ga: Más rud é [code]true[/code], [method Input.is_action_just_pressed] agus [method Input.is_action_just_released] ar ais ach amháin [code]true[/code] má tá an gníomh fós sa stát faoi seach, i.e. gníomh atá brúite caillfear [i]agus[/i] a scaoiltear ar an bhfráma céanna.
    Má tá [code]false[/code], ní chaillfear aon ionchur.
    [b]Nóta:[/b] Ba cheart go mb’fhearr leat i mbeagnach gach cás an socrú [code]bréagach[/code]. Is é an t-iompar oidhreachta a chumasú tacú le tionscadail d'aois atá ag brath ar an sean-loighic, gan athruithe ar an script.

en: If [code]true[/code], long press events on an Android touchscreen are transformed into right click events.
ga: Más [code]true[/code], déantar imeachtaí preasa fada ar scáileán tadhaill Android a chlaochlú ina n-imeachtaí cliceáil ar dheis.

en: If [code]true[/code], multi-touch pan and scale gestures are enabled on Android devices.
ga: Má tá [code]true[/code], tá gothaí il-dteagmhála agus scálaí cumasaithe ar ghléasanna Android.

en: On Wear OS devices, defines which axis of the mouse wheel rotary input is mapped to. This rotary input is usually performed by rotating the physical or virtual (touch-based) bezel on a smartwatch.
ga: Ar ghléasanna Wear OS, sainmhínítear cén ais den ionchur rothlach roth luiche a mapáiltear dó. Déantar an t-ionchur rothlach seo de ghnáth tríd an bezel fisiceach nó fíorúil (teagmháil-bhunaithe) a rothlú ar smartwatch.

en: If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen.
ga: Más [code]true[/code], seolann sé imeachtaí ionchuir luiche nuair a bhíonn tú ag cnagadh nó ag svaidhpeáil ar an scáileán tadhaill.

en: If [code]true[/code], sends touch input events when clicking or dragging the mouse.
ga: Más [code]true[/code], seolann sé imeachtaí ionchuir tadhaill nuair a chliceálann tú nó nuair a tharraingíonn tú an luch.

en: Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization.
ga: Gutaí dúbailte i teaghráin le linn pseudolocalization chun fadú an téacs mar gheall ar logánú a shamhlú.

en: The expansion ratio to use during pseudolocalization. A value of [code]0.3[/code] is sufficient for most practical purposes, and will increase the length of each string by 30%.
ga: An cóimheas leathnú le húsáid le linn pseudolocalization. Is leor luach [code]0.3[/code] don chuid is mó de na críocha praiticiúla, agus méadóidh sé fad gach téad 30%.

en: Replace all characters in the string with [code]*[/code]. Useful for finding non-localizable strings.
ga: Cuir [code]*[/code] in ionad gach carachtar sa teaghrán. Úsáideach chun teaghráin neamh-áitiúla a aimsiú.

en: Prefix that will be prepended to the pseudolocalized string.
ga: Réimír a réamh-mheastar don teaghrán pseudolocalized.

en: Replace all characters with their accented variants during pseudolocalization.
ga: Athsholáthar na gcarachtar go léir lena leagan accented le linn pseudolocalization.

en: Skip placeholders for string formatting like [code]%s[/code] or [code]%f[/code] during pseudolocalization. Useful to identify strings which need additional control characters to display correctly.
ga: Scipeáil ar áitshealbhóirí le haghaidh formáidiú teaghrán ar nós [code]%s[/code] nó [code]%f[/code] le linn súdúlúchán. Úsáideach chun teaghráin a aithint a dteastaíonn carachtair rialaithe breise uathu le taispeáint i gceart.

en: Suffix that will be appended to the pseudolocalized string.
ga: Iarmhír a chuirfear i gceangal leis an teaghrán bréagach.

en: If [code]true[/code], enables pseudolocalization for the project. This can be used to spot untranslatable strings or layout issues that may occur once the project is localized to languages that have longer strings than the source language.
    [b]Note:[/b] This property is only read when the project starts. To toggle pseudolocalization at run-time, use [member TranslationServer.pseudolocalization_enabled] instead.
ga: Más rud é go bhfuil [code]true[/code] ar chumas, bréige-lárú don tionscadal. Is féidir é seo a úsáid chun teaghráin neamh-aistrithe nó saincheisteanna maidir le leagan amach a aithint a d'fhéadfadh tarlú nuair a bheidh an tionscadal logánaithe go teangacha a bhfuil teaghráin níos faide acu ná an teanga fhoinseach.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun pseudolocalization a scoránaigh ag am rite, úsáid [member TranslationServer.pseudolocalization_enabled] ina ionad sin.

en: If [code]true[/code], root node will use [constant Node.AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node.AUTO_TRANSLATE_MODE_DISABLED] will be used.
    [b]Note:[/b] This property is only read when the project starts. To change the auto translate mode at runtime, set [member Node.auto_translate_mode] of [member SceneTree.root] instead.
ga: Más [code]true[/code], úsáidfidh an nód fréimhe [Node.AUTO_TRANSLATE_MODE_ALWAYS] seasmhach, nó úsáidfear [Node.AUTO_TRANSLATE_MODE_DISABLED] seasmhach.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an modh aistrithe uathoibríoch a athrú ag am rite, socraigh [member Node.auto_translate_mode] de [member SceneTree.root] ina ionad sin.

en: Root node default layout direction.
ga: Fréamh nód treo leagan amach réamhshocraithe.

en: Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
ga: Ainm roghnach don chiseal nascleanúna 2D 1. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 1".

en: Optional name for the 2D navigation layer 2. If left empty, the layer will display as "Layer 2".
ga: Ainm roghnach don chiseal nascleanúna 2D 2. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 2".

en: Optional name for the 2D navigation layer 3. If left empty, the layer will display as "Layer 3".
ga: Ainm roghnach don chiseal nascleanúna 2D 3. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 3".

en: Optional name for the 2D navigation layer 4. If left empty, the layer will display as "Layer 4".
ga: Ainm roghnach don chiseal nascleanúna 2D 4. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 4".

en: Optional name for the 2D navigation layer 5. If left empty, the layer will display as "Layer 5".
ga: Ainm roghnach don chiseal nascleanúna 2D 5. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 5".

en: Optional name for the 2D navigation layer 6. If left empty, the layer will display as "Layer 6".
ga: Ainm roghnach don chiseal nascleanúna 2D 6. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 6".

en: Optional name for the 2D navigation layer 7. If left empty, the layer will display as "Layer 7".
ga: Ainm roghnach don chiseal nascleanúna 2D 7. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 7".

en: Optional name for the 2D navigation layer 8. If left empty, the layer will display as "Layer 8".
ga: Ainm roghnach don chiseal nascleanúna 2D 8. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 8".

en: Optional name for the 2D navigation layer 9. If left empty, the layer will display as "Layer 9".
ga: Ainm roghnach don chiseal nascleanúna 2D 9. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 9".

en: Optional name for the 2D navigation layer 10. If left empty, the layer will display as "Layer 10".
ga: Ainm roghnach don chiseal nascleanúna 2D 10. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 10".

en: Optional name for the 2D navigation layer 11. If left empty, the layer will display as "Layer 11".
ga: Ainm roghnach don chiseal nascleanúna 2D 11. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 11".

en: Optional name for the 2D navigation layer 12. If left empty, the layer will display as "Layer 12".
ga: Ainm roghnach don chiseal nascleanúna 2D 12. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 12".

en: Optional name for the 2D navigation layer 13. If left empty, the layer will display as "Layer 13".
ga: Ainm roghnach don chiseal nascleanúna 2D 13. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 13".

en: Optional name for the 2D navigation layer 14. If left empty, the layer will display as "Layer 14".
ga: Ainm roghnach don chiseal nascleanúna 2D 14. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 14".

en: Optional name for the 2D navigation layer 15. If left empty, the layer will display as "Layer 15".
ga: Ainm roghnach don chiseal nascleanúna 2D 15. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 15".

en: Optional name for the 2D navigation layer 16. If left empty, the layer will display as "Layer 16".
ga: Ainm roghnach don chiseal nascleanúna 2D 16. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 16".

en: Optional name for the 2D navigation layer 17. If left empty, the layer will display as "Layer 17".
ga: Ainm roghnach don chiseal nascleanúna 2D 17. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 17".

en: Optional name for the 2D navigation layer 18. If left empty, the layer will display as "Layer 18".
ga: Ainm roghnach don chiseal nascleanúna 2D 18. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 18".

en: Optional name for the 2D navigation layer 19. If left empty, the layer will display as "Layer 19".
ga: Ainm roghnach don chiseal nascleanúna 2D 19. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 19".

en: Optional name for the 2D navigation layer 20. If left empty, the layer will display as "Layer 20".
ga: Ainm roghnach don chiseal nascleanúna 2D 20. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 20".

en: Optional name for the 2D navigation layer 21. If left empty, the layer will display as "Layer 21".
ga: Ainm roghnach don chiseal nascleanúna 2D 21. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 21".

en: Optional name for the 2D navigation layer 22. If left empty, the layer will display as "Layer 22".
ga: Ainm roghnach don chiseal nascleanúna 2D 22. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 22".

en: Optional name for the 2D navigation layer 23. If left empty, the layer will display as "Layer 23".
ga: Ainm roghnach don chiseal nascleanúna 2D 23. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 23".

en: Optional name for the 2D navigation layer 24. If left empty, the layer will display as "Layer 24".
ga: Ainm roghnach don chiseal nascleanúna 2D 24. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 24".

en: Optional name for the 2D navigation layer 25. If left empty, the layer will display as "Layer 25".
ga: Ainm roghnach don chiseal nascleanúna 2D 25. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 25".

en: Optional name for the 2D navigation layer 26. If left empty, the layer will display as "Layer 26".
ga: Ainm roghnach don chiseal nascleanúna 2D 26. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 26".

en: Optional name for the 2D navigation layer 27. If left empty, the layer will display as "Layer 27".
ga: Ainm roghnach don chiseal nascleanúna 2D 27. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 27".

en: Optional name for the 2D navigation layer 28. If left empty, the layer will display as "Layer 28".
ga: Ainm roghnach don chiseal nascleanúna 2D 28. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 28".

en: Optional name for the 2D navigation layer 29. If left empty, the layer will display as "Layer 29".
ga: Ainm roghnach don chiseal nascleanúna 2D 29. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 29".

en: Optional name for the 2D navigation layer 30. If left empty, the layer will display as "Layer 30".
ga: Ainm roghnach don chiseal nascleanúna 2D 30. Má fhágtar folamh é, taispeánfar an ciseal mar "Sraith 30".

en: Optional name for the 2D navigation layer 31. If left empty, the layer will display as "Layer 31".
ga: Ainm roghnach don chiseal nascleanúna 2D 31. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 31".

en: Optional name for the 2D navigation layer 32. If left empty, the layer will display as "Layer 32".
ga: Ainm roghnach don chiseal nascleanúna 2D 32. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 32".

en: Optional name for the 2D physics layer 1. If left empty, the layer will display as "Layer 1".
ga: Ainm roghnach don chiseal fisice 2D 1. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 1".

en: Optional name for the 2D physics layer 2. If left empty, the layer will display as "Layer 2".
ga: Ainm roghnach don chiseal fisice 2D 2. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 2".

en: Optional name for the 2D physics layer 3. If left empty, the layer will display as "Layer 3".
ga: Ainm roghnach don chiseal fisice 2D 3. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 3".

en: Optional name for the 2D physics layer 4. If left empty, the layer will display as "Layer 4".
ga: Ainm roghnach don chiseal fisice 2D 4. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 4".

en: Optional name for the 2D physics layer 5. If left empty, the layer will display as "Layer 5".
ga: Ainm roghnach don chiseal fisice 2D 5. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 5".

en: Optional name for the 2D physics layer 6. If left empty, the layer will display as "Layer 6".
ga: Ainm roghnach don chiseal fisice 2D 6. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 6".

en: Optional name for the 2D physics layer 7. If left empty, the layer will display as "Layer 7".
ga: Ainm roghnach don chiseal fisice 2D 7. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 7".

en: Optional name for the 2D physics layer 8. If left empty, the layer will display as "Layer 8".
ga: Ainm roghnach don chiseal fisice 2D 8. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 8".

en: Optional name for the 2D physics layer 9. If left empty, the layer will display as "Layer 9".
ga: Ainm roghnach don chiseal fisice 2D 9. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 9".

en: Optional name for the 2D physics layer 10. If left empty, the layer will display as "Layer 10".
ga: Ainm roghnach don chiseal fisice 2D 10. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 10".

en: Optional name for the 2D physics layer 11. If left empty, the layer will display as "Layer 11".
ga: Ainm roghnach don chiseal fisice 2D 11. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 11".

en: Optional name for the 2D physics layer 12. If left empty, the layer will display as "Layer 12".
ga: Ainm roghnach don chiseal fisice 2D 12. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 12".

en: Optional name for the 2D physics layer 13. If left empty, the layer will display as "Layer 13".
ga: Ainm roghnach don chiseal fisice 2D 13. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 13".

en: Optional name for the 2D physics layer 14. If left empty, the layer will display as "Layer 14".
ga: Ainm roghnach don chiseal fisice 2D 14. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 14".

en: Optional name for the 2D physics layer 15. If left empty, the layer will display as "Layer 15".
ga: Ainm roghnach don chiseal fisice 2D 15. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 15".

en: Optional name for the 2D physics layer 16. If left empty, the layer will display as "Layer 16".
ga: Ainm roghnach don chiseal fisice 2D 16. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 16".

en: Optional name for the 2D physics layer 17. If left empty, the layer will display as "Layer 17".
ga: Ainm roghnach don chiseal fisice 2D 17. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 17".

en: Optional name for the 2D physics layer 18. If left empty, the layer will display as "Layer 18".
ga: Ainm roghnach don chiseal fisice 2D 18. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 18".

en: Optional name for the 2D physics layer 19. If left empty, the layer will display as "Layer 19".
ga: Ainm roghnach don chiseal fisice 2D 19. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 19".

en: Optional name for the 2D physics layer 20. If left empty, the layer will display as "Layer 20".
ga: Ainm roghnach don chiseal fisice 2D 20. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 20".

en: Optional name for the 2D physics layer 21. If left empty, the layer will display as "Layer 21".
ga: Ainm roghnach don chiseal fisice 2D 21. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 21".

en: Optional name for the 2D physics layer 22. If left empty, the layer will display as "Layer 22".
ga: Ainm roghnach don chiseal fisice 2D 22. Má fhágtar folamh é, taispeánfar an ciseal mar "Sraith 22".

en: Optional name for the 2D physics layer 23. If left empty, the layer will display as "Layer 23".
ga: Ainm roghnach don chiseal fisice 2D 23. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 23".

en: Optional name for the 2D physics layer 24. If left empty, the layer will display as "Layer 24".
ga: Ainm roghnach don chiseal fisice 2D 24. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 24".

en: Optional name for the 2D physics layer 25. If left empty, the layer will display as "Layer 25".
ga: Ainm roghnach don chiseal fisice 2D 25. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 25".

en: Optional name for the 2D physics layer 26. If left empty, the layer will display as "Layer 26".
ga: Ainm roghnach don chiseal fisice 2D 26. Má fhágtar folamh é, taispeánfar an ciseal mar "Sraith 26".

en: Optional name for the 2D physics layer 27. If left empty, the layer will display as "Layer 27".
ga: Ainm roghnach don chiseal fisice 2D 27. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 27".

en: Optional name for the 2D physics layer 28. If left empty, the layer will display as "Layer 28".
ga: Ainm roghnach don chiseal fisice 2D 28. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 28".

en: Optional name for the 2D physics layer 29. If left empty, the layer will display as "Layer 29".
ga: Ainm roghnach don chiseal fisice 2D 29. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 29".

en: Optional name for the 2D physics layer 30. If left empty, the layer will display as "Layer 30".
ga: Ainm roghnach don chiseal fisice 2D 30. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 30".

en: Optional name for the 2D physics layer 31. If left empty, the layer will display as "Layer 31".
ga: Ainm roghnach don chiseal fisice 2D 31. Má fhágtar folamh é, taispeánfar an ciseal mar "Sraith 31".

en: Optional name for the 2D physics layer 32. If left empty, the layer will display as "Layer 32".
ga: Ainm roghnach don chiseal fisice 2D 32. Má fhágtar folamh é, taispeánfar an ciseal mar "Sraith 32".

en: Optional name for the 2D render layer 1. If left empty, the layer will display as "Layer 1".
ga: Ainm roghnach don chiseal rindreála 2D 1. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 1".

en: Optional name for the 2D render layer 2. If left empty, the layer will display as "Layer 2".
ga: Ainm roghnach don chiseal rindreála 2D 2. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 2".

en: Optional name for the 2D render layer 3. If left empty, the layer will display as "Layer 3".
ga: Ainm roghnach don chiseal rindreála 2D 3. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 3".

en: Optional name for the 2D render layer 4. If left empty, the layer will display as "Layer 4".
ga: Ainm roghnach don chiseal rindreála 2D 4. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 4".

en: Optional name for the 2D render layer 5. If left empty, the layer will display as "Layer 5".
ga: Ainm roghnach don chiseal rindreála 2D 5. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 5".

en: Optional name for the 2D render layer 6. If left empty, the layer will display as "Layer 6".
ga: Ainm roghnach don chiseal rindreála 2D 6. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 6".

en: Optional name for the 2D render layer 7. If left empty, the layer will display as "Layer 7".
ga: Ainm roghnach don chiseal rindreála 2D 7. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 7".

en: Optional name for the 2D render layer 8. If left empty, the layer will display as "Layer 8".
ga: Ainm roghnach don chiseal rindreála 2D 8. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 8".

en: Optional name for the 2D render layer 9. If left empty, the layer will display as "Layer 9".
ga: Ainm roghnach don chiseal rindreála 2D 9. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 9".

en: Optional name for the 2D render layer 10. If left empty, the layer will display as "Layer 10".
ga: Ainm roghnach don chiseal rindreála 2D 10. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 10".

en: Optional name for the 2D render layer 11. If left empty, the layer will display as "Layer 11".
ga: Ainm roghnach don chiseal rindreála 2D 11. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 11".

en: Optional name for the 2D render layer 12. If left empty, the layer will display as "Layer 12".
ga: Ainm roghnach don chiseal rindreála 2D 12. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 12".

en: Optional name for the 2D render layer 13. If left empty, the layer will display as "Layer 13".
ga: Ainm roghnach don chiseal rindreála 2D 13. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 13".

en: Optional name for the 2D render layer 14. If left empty, the layer will display as "Layer 14".
ga: Ainm roghnach don chiseal rindreála 2D 14. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 14".

en: Optional name for the 2D render layer 15. If left empty, the layer will display as "Layer 15".
ga: Ainm roghnach don chiseal rindreála 2D 15. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 15".

en: Optional name for the 2D render layer 16. If left empty, the layer will display as "Layer 16".
ga: Ainm roghnach don chiseal rindreála 2D 16. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 16".

en: Optional name for the 2D render layer 17. If left empty, the layer will display as "Layer 17".
ga: Ainm roghnach don chiseal rindreála 2D 17. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 17".

en: Optional name for the 2D render layer 18. If left empty, the layer will display as "Layer 18".
ga: Ainm roghnach don chiseal rindreála 2D 18. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 18".

en: Optional name for the 2D render layer 19. If left empty, the layer will display as "Layer 19".
ga: Ainm roghnach don chiseal rindreála 2D 19. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 19".

en: Optional name for the 2D render layer 20. If left empty, the layer will display as "Layer 20".
ga: Ainm roghnach don chiseal rindreála 2D 20. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 20".

en: Optional name for the 3D navigation layer 1. If left empty, the layer will display as "Layer 1".
ga: Ainm roghnach don chiseal nascleanúna 3D 1. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 1".

en: Optional name for the 3D navigation layer 2. If left empty, the layer will display as "Layer 2".
ga: Ainm roghnach don chiseal nascleanúna 3D 2. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 2".

en: Optional name for the 3D navigation layer 3. If left empty, the layer will display as "Layer 3".
ga: Ainm roghnach don chiseal nascleanúna 3D 3. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 3".

en: Optional name for the 3D navigation layer 4. If left empty, the layer will display as "Layer 4".
ga: Ainm roghnach don chiseal nascleanúna 3D 4. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 4".

en: Optional name for the 3D navigation layer 5. If left empty, the layer will display as "Layer 5".
ga: Ainm roghnach don chiseal nascleanúna 3D 5. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 5".

en: Optional name for the 3D navigation layer 6. If left empty, the layer will display as "Layer 6".
ga: Ainm roghnach don chiseal nascleanúna 3D 6. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 6".

en: Optional name for the 3D navigation layer 7. If left empty, the layer will display as "Layer 7".
ga: Ainm roghnach don chiseal nascleanúna 3D 7. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 7".

en: Optional name for the 3D navigation layer 8. If left empty, the layer will display as "Layer 8".
ga: Ainm roghnach don chiseal nascleanúna 3D 8. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 8".

en: Optional name for the 3D navigation layer 9. If left empty, the layer will display as "Layer 9".
ga: Ainm roghnach don chiseal nascleanúna 3D 9. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 9".

en: Optional name for the 3D navigation layer 10. If left empty, the layer will display as "Layer 10".
ga: Ainm roghnach don chiseal nascleanúna 3D 10. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 10".

en: Optional name for the 3D navigation layer 11. If left empty, the layer will display as "Layer 11".
ga: Ainm roghnach don chiseal nascleanúna 3D 11. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 11".

en: Optional name for the 3D navigation layer 12. If left empty, the layer will display as "Layer 12".
ga: Ainm roghnach don chiseal nascleanúna 3D 12. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 12".

en: Optional name for the 3D navigation layer 13. If left empty, the layer will display as "Layer 13".
ga: Ainm roghnach don chiseal nascleanúna 3D 13. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 13".

en: Optional name for the 3D navigation layer 14. If left empty, the layer will display as "Layer 14".
ga: Ainm roghnach don chiseal nascleanúna 3D 14. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 14".

en: Optional name for the 3D navigation layer 15. If left empty, the layer will display as "Layer 15".
ga: Ainm roghnach don chiseal nascleanúna 3D 15. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 15".

en: Optional name for the 3D navigation layer 16. If left empty, the layer will display as "Layer 16".
ga: Ainm roghnach don chiseal nascleanúna 3D 16. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 16".

en: Optional name for the 3D navigation layer 17. If left empty, the layer will display as "Layer 17".
ga: Ainm roghnach don chiseal nascleanúna 3D 17. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 17".

en: Optional name for the 3D navigation layer 18. If left empty, the layer will display as "Layer 18".
ga: Ainm roghnach don chiseal nascleanúna 3D 18. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 18".

en: Optional name for the 3D navigation layer 19. If left empty, the layer will display as "Layer 19".
ga: Ainm roghnach don chiseal nascleanúna 3D 19. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 19".

en: Optional name for the 3D navigation layer 20. If left empty, the layer will display as "Layer 20".
ga: Ainm roghnach don chiseal nascleanúna 3D 20. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 20".

en: Optional name for the 3D navigation layer 21. If left empty, the layer will display as "Layer 21".
ga: Ainm roghnach don chiseal nascleanúna 3D 21. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 21".

en: Optional name for the 3D navigation layer 22. If left empty, the layer will display as "Layer 22".
ga: Ainm roghnach don chiseal nascleanúna 3D 22. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 22".

en: Optional name for the 3D navigation layer 23. If left empty, the layer will display as "Layer 23".
ga: Ainm roghnach don chiseal nascleanúna 3D 23. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 23".

en: Optional name for the 3D navigation layer 24. If left empty, the layer will display as "Layer 24".
ga: Ainm roghnach don chiseal nascleanúna 3D 24. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 24".

en: Optional name for the 3D navigation layer 25. If left empty, the layer will display as "Layer 25".
ga: Ainm roghnach don chiseal nascleanúna 3D 25. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 25".

en: Optional name for the 3D navigation layer 26. If left empty, the layer will display as "Layer 26".
ga: Ainm roghnach don chiseal nascleanúna 3D 26. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 26".

en: Optional name for the 3D navigation layer 27. If left empty, the layer will display as "Layer 27".
ga: Ainm roghnach don chiseal nascleanúna 3D 27. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 27".

en: Optional name for the 3D navigation layer 28. If left empty, the layer will display as "Layer 28".
ga: Ainm roghnach don chiseal nascleanúna 3D 28. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 28".

en: Optional name for the 3D navigation layer 29. If left empty, the layer will display as "Layer 29".
ga: Ainm roghnach don chiseal nascleanúna 3D 29. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 29".

en: Optional name for the 3D navigation layer 30. If left empty, the layer will display as "Layer 30".
ga: Ainm roghnach don chiseal nascleanúna 3D 30. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 30".

en: Optional name for the 3D navigation layer 31. If left empty, the layer will display as "Layer 31".
ga: Ainm roghnach don chiseal nascleanúna 3D 31. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 31".

en: Optional name for the 3D navigation layer 32. If left empty, the layer will display as "Layer 32".
ga: Ainm roghnach don chiseal nascleanúna 3D 32. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 32".

en: Optional name for the 3D physics layer 1. If left empty, the layer will display as "Layer 1".
ga: Ainm roghnach don chiseal fisice 3D 1. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 1".

en: Optional name for the 3D physics layer 2. If left empty, the layer will display as "Layer 2".
ga: Ainm roghnach don chiseal fisice 3D 2. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 2".

en: Optional name for the 3D physics layer 3. If left empty, the layer will display as "Layer 3".
ga: Ainm roghnach don chiseal fisice 3D 3. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 3".

en: Optional name for the 3D physics layer 4. If left empty, the layer will display as "Layer 4".
ga: Ainm roghnach don chiseal fisice 3D 4. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 4".

en: Optional name for the 3D physics layer 5. If left empty, the layer will display as "Layer 5".
ga: Ainm roghnach don chiseal fisice 3D 5. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 5".

en: Optional name for the 3D physics layer 6. If left empty, the layer will display as "Layer 6".
ga: Ainm roghnach don chiseal fisice 3D 6. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 6".

en: Optional name for the 3D physics layer 7. If left empty, the layer will display as "Layer 7".
ga: Ainm roghnach don chiseal fisice 3D 7. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 7".

en: Optional name for the 3D physics layer 8. If left empty, the layer will display as "Layer 8".
ga: Ainm roghnach don chiseal fisice 3D 8. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 8".

en: Optional name for the 3D physics layer 9. If left empty, the layer will display as "Layer 9".
ga: Ainm roghnach don chiseal fisice 3D 9. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 9".

en: Optional name for the 3D physics layer 10. If left empty, the layer will display as "Layer 10".
ga: Ainm roghnach don chiseal fisice 3D 10. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 10".

en: Optional name for the 3D physics layer 11. If left empty, the layer will display as "Layer 11".
ga: Ainm roghnach don chiseal fisice 3D 11. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 11".

en: Optional name for the 3D physics layer 12. If left empty, the layer will display as "Layer 12".
ga: Ainm roghnach don chiseal fisice 3D 12. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 12".

en: Optional name for the 3D physics layer 13. If left empty, the layer will display as "Layer 13".
ga: Ainm roghnach don chiseal fisice 3D 13. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 13".

en: Optional name for the 3D physics layer 14. If left empty, the layer will display as "Layer 14".
ga: Ainm roghnach don chiseal fisice 3D 14. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 14".

en: Optional name for the 3D physics layer 15. If left empty, the layer will display as "Layer 15".
ga: Ainm roghnach don chiseal fisice 3D 15. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 15".

en: Optional name for the 3D physics layer 16. If left empty, the layer will display as "Layer 16".
ga: Ainm roghnach don chiseal fisice 3D 16. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 16".

en: Optional name for the 3D physics layer 17. If left empty, the layer will display as "Layer 17".
ga: Ainm roghnach don chiseal fisice 3D 17. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 17".

en: Optional name for the 3D physics layer 18. If left empty, the layer will display as "Layer 18".
ga: Ainm roghnach don chiseal fisice 3D 18. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 18".

en: Optional name for the 3D physics layer 19. If left empty, the layer will display as "Layer 19".
ga: Ainm roghnach don chiseal fisice 3D 19. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 19".

en: Optional name for the 3D physics layer 20. If left empty, the layer will display as "Layer 20".
ga: Ainm roghnach don chiseal fisice 3D 20. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 20".

en: Optional name for the 3D physics layer 21. If left empty, the layer will display as "Layer 21".
ga: Ainm roghnach don chiseal fisice 3D 21. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 21".

en: Optional name for the 3D physics layer 22. If left empty, the layer will display as "Layer 22".
ga: Ainm roghnach don chiseal fisice 3D 22. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 22".

en: Optional name for the 3D physics layer 23. If left empty, the layer will display as "Layer 23".
ga: Ainm roghnach don chiseal fisice 3D 23. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 23".

en: Optional name for the 3D physics layer 24. If left empty, the layer will display as "Layer 24".
ga: Ainm roghnach don chiseal fisice 3D 24. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 24".

en: Optional name for the 3D physics layer 25. If left empty, the layer will display as "Layer 25".
ga: Ainm roghnach don chiseal fisice 3D 25. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 25".

en: Optional name for the 3D physics layer 26. If left empty, the layer will display as "Layer 26".
ga: Ainm roghnach don chiseal fisice 3D 26. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 26".

en: Optional name for the 3D physics layer 27. If left empty, the layer will display as "Layer 27".
ga: Ainm roghnach don chiseal fisice 3D 27. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 27".

en: Optional name for the 3D physics layer 28. If left empty, the layer will display as "Layer 28".
ga: Ainm roghnach don chiseal fisice 3D 28. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 28".

en: Optional name for the 3D physics layer 29. If left empty, the layer will display as "Layer 29".
ga: Ainm roghnach don chiseal fisice 3D 29. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 29".

en: Optional name for the 3D physics layer 30. If left empty, the layer will display as "Layer 30".
ga: Ainm roghnach don chiseal fisice 3D 30. Má fhágtar folamh é, taispeánfar an ciseal mar "Sraith 30".

en: Optional name for the 3D physics layer 31. If left empty, the layer will display as "Layer 31".
ga: Ainm roghnach don chiseal fisice 3D 31. Má fhágtar folamh é, taispeánfar an ciseal mar "Sraith 31".

en: Optional name for the 3D physics layer 32. If left empty, the layer will display as "Layer 32".
ga: Ainm roghnach don chiseal fisice 3D 32. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 32".

en: Optional name for the 3D render layer 1. If left empty, the layer will display as "Layer 1".
ga: Ainm roghnach don chiseal rindreála 3D 1. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 1".

en: Optional name for the 3D render layer 2. If left empty, the layer will display as "Layer 2".
ga: Ainm roghnach don chiseal rindreála 3D 2. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 2".

en: Optional name for the 3D render layer 3. If left empty, the layer will display as "Layer 3".
ga: Ainm roghnach don chiseal rindreála 3D 3. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 3".

en: Optional name for the 3D render layer 4. If left empty, the layer will display as "Layer 4".
ga: Ainm roghnach don chiseal rindreála 3D 4. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 4".

en: Optional name for the 3D render layer 5. If left empty, the layer will display as "Layer 5".
ga: Ainm roghnach don chiseal rindreála 3D 5. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 5".

en: Optional name for the 3D render layer 6. If left empty, the layer will display as "Layer 6".
ga: Ainm roghnach don chiseal rindreála 3D 6. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 6".

en: Optional name for the 3D render layer 7. If left empty, the layer will display as "Layer 7".
ga: Ainm roghnach don chiseal rindreála 3D 7. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 7".

en: Optional name for the 3D render layer 8. If left empty, the layer will display as "Layer 8".
ga: Ainm roghnach don chiseal rindreála 3D 8. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 8".

en: Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
ga: Ainm roghnach don chiseal rindreála 3D 9. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 9".

en: Optional name for the 3D render layer 10. If left empty, the layer will display as "Layer 10".
ga: Ainm roghnach don chiseal rindreála 3D 10. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 10".

en: Optional name for the 3D render layer 11. If left empty, the layer will display as "Layer 11".
ga: Ainm roghnach don chiseal rindreála 3D 11. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 11".

en: Optional name for the 3D render layer 12. If left empty, the layer will display as "Layer 12".
ga: Ainm roghnach don chiseal rindreála 3D 12. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 12".

en: Optional name for the 3D render layer 13. If left empty, the layer will display as "Layer 13".
ga: Ainm roghnach don chiseal rindreála 3D 13. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 13".

en: Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14".
ga: Ainm roghnach don chiseal rindreála 3D 14. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 14".

en: Optional name for the 3D render layer 15. If left empty, the layer will display as "Layer 15".
ga: Ainm roghnach don chiseal rindreála 3D 15. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 15".

en: Optional name for the 3D render layer 16. If left empty, the layer will display as "Layer 16".
ga: Ainm roghnach don chiseal rindreála 3D 16. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 16".

en: Optional name for the 3D render layer 17. If left empty, the layer will display as "Layer 17".
ga: Ainm roghnach don chiseal rindreála 3D 17. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 17".

en: Optional name for the 3D render layer 18. If left empty, the layer will display as "Layer 18".
ga: Ainm roghnach don chiseal rindreála 3D 18. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 18".

en: Optional name for the 3D render layer 19. If left empty, the layer will display as "Layer 19".
ga: Ainm roghnach don chiseal rindreála 3D 19. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 19".

en: Optional name for the 3D render layer 20. If left empty, the layer will display as "Layer 20".
ga: Ainm roghnach don chiseal rindreála 3D 20. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 20".

en: Optional name for the navigation avoidance layer 1. If left empty, the layer will display as "Layer 1".
ga: Ainm roghnach don tsraith seachanta nascleanúna 1. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 1".

en: Optional name for the navigation avoidance layer 2. If left empty, the layer will display as "Layer 2".
ga: Ainm roghnach don tsraith seachanta loingseoireachta 2. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 2".

en: Optional name for the navigation avoidance layer 3. If left empty, the layer will display as "Layer 3".
ga: Ainm roghnach don tsraith seachanta nascleanúna 3. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 3".

en: Optional name for the navigation avoidance layer 4. If left empty, the layer will display as "Layer 4".
ga: Ainm roghnach don tsraith seachanta nascleanúna 4. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 4".

en: Optional name for the navigation avoidance layer 5. If left empty, the layer will display as "Layer 5".
ga: Ainm roghnach don tsraith seachanta loingseoireachta 5. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 5".

en: Optional name for the navigation avoidance layer 6. If left empty, the layer will display as "Layer 6".
ga: Ainm roghnach don tsraith seachanta loingseoireachta 6. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 6".

en: Optional name for the navigation avoidance layer 7. If left empty, the layer will display as "Layer 7".
ga: Ainm roghnach don tsraith seachanta nascleanúna 7. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 7".

en: Optional name for the navigation avoidance layer 8. If left empty, the layer will display as "Layer 8".
ga: Ainm roghnach don tsraith seachanta nascleanúna 8. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 8".

en: Optional name for the navigation avoidance layer 9. If left empty, the layer will display as "Layer 9".
ga: Ainm roghnach don tsraith seachanta nascleanúna 9. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 9".

en: Optional name for the navigation avoidance layer 10. If left empty, the layer will display as "Layer 10".
ga: Ainm roghnach don tsraith seachanta nascleanúna 10. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 10".

en: Optional name for the navigation avoidance layer 11. If left empty, the layer will display as "Layer 11".
ga: Ainm roghnach don tsraith seachanta nascleanúna 11. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 11".

en: Optional name for the navigation avoidance layer 12. If left empty, the layer will display as "Layer 12".
ga: Ainm roghnach don tsraith seachanta nascleanúna 12. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 12".

en: Optional name for the navigation avoidance layer 13. If left empty, the layer will display as "Layer 13".
ga: Ainm roghnach don tsraith seachanta nascleanúna 13. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 13".

en: Optional name for the navigation avoidance layer 14. If left empty, the layer will display as "Layer 14".
ga: Ainm roghnach don tsraith seachanta nascleanúna 14. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 14".

en: Optional name for the navigation avoidance layer 15. If left empty, the layer will display as "Layer 15".
ga: Ainm roghnach don tsraith seachanta loingseoireachta 15. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 15".

en: Optional name for the navigation avoidance layer 16. If left empty, the layer will display as "Layer 16".
ga: Ainm roghnach don tsraith seachanta nascleanúna 16. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 16".

en: Optional name for the navigation avoidance layer 17. If left empty, the layer will display as "Layer 17".
ga: Ainm roghnach don tsraith seachanta nascleanúna 17. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 17".

en: Optional name for the navigation avoidance layer 18. If left empty, the layer will display as "Layer 18".
ga: Ainm roghnach don tsraith seachanta nascleanúna 18. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 18".

en: Optional name for the navigation avoidance layer 19. If left empty, the layer will display as "Layer 19".
ga: Ainm roghnach don tsraith seachanta nascleanúna 19. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 19".

en: Optional name for the navigation avoidance layer 20. If left empty, the layer will display as "Layer 20".
ga: Ainm roghnach don tsraith seachanta loingseoireachta 20. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 20".

en: Optional name for the navigation avoidance layer 21. If left empty, the layer will display as "Layer 21".
ga: Ainm roghnach don tsraith seachanta nascleanúna 21. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 21".

en: Optional name for the navigation avoidance layer 22. If left empty, the layer will display as "Layer 22".
ga: Ainm roghnach don tsraith seachanta nascleanúna 22. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 22".

en: Optional name for the navigation avoidance layer 23. If left empty, the layer will display as "Layer 23".
ga: Ainm roghnach don tsraith seachanta nascleanúna 23. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 23".

en: Optional name for the navigation avoidance layer 24. If left empty, the layer will display as "Layer 24".
ga: Ainm roghnach don tsraith seachanta nascleanúna 24. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 24".

en: Optional name for the navigation avoidance layer 25. If left empty, the layer will display as "Layer 25".
ga: Ainm roghnach don tsraith seachanta nascleanúna 25. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 25".

en: Optional name for the navigation avoidance layer 26. If left empty, the layer will display as "Layer 26".
ga: Ainm roghnach don tsraith seachanta nascleanúna 26. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 26".

en: Optional name for the navigation avoidance layer 27. If left empty, the layer will display as "Layer 27".
ga: Ainm roghnach don tsraith seachanta nascleanúna 27. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 27".

en: Optional name for the navigation avoidance layer 28. If left empty, the layer will display as "Layer 28".
ga: Ainm roghnach don tsraith seachanta nascleanúna 28. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 28".

en: Optional name for the navigation avoidance layer 29. If left empty, the layer will display as "Layer 29".
ga: Ainm roghnach don tsraith seachanta nascleanúna 29. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 29".

en: Optional name for the navigation avoidance layer 30. If left empty, the layer will display as "Layer 30".
ga: Ainm roghnach don tsraith seachanta nascleanúna 30. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 30".

en: Optional name for the navigation avoidance layer 31. If left empty, the layer will display as "Layer 31".
ga: Ainm roghnach don tsraith seachanta nascleanúna 31. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 31".

en: Optional name for the navigation avoidance layer 32. If left empty, the layer will display as "Layer 32".
ga: Ainm roghnach don tsraith seachanta nascleanúna 32. Má fhágtar folamh é, taispeánfar an ciseal mar "Ciseal 32".

en: Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
ga: Úsáideann Godot scuaine teachtaireachta chun roinnt glaonna feidhme a chur siar. Má ritheann tú as spás air (feicfidh tú earráid), is féidir leat cur leis an méid anseo.

en: Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size].
ga: Méid réamhshocraithe cille do léarscáileanna loingseoireachta 2D. Féach ar [method NavigationServer2D.map_set_cell_size].

en: Default edge connection margin for 2D navigation maps. See [method NavigationServer2D.map_set_edge_connection_margin].
ga: Corrlach ceangail imeall réamhshocraithe do léarscáileanna loingseoireachta 2D. Féach ar [method NavigationServer2D.map_set_edge_connection_margin].

en: Default link connection radius for 2D navigation maps. See [method NavigationServer2D.map_set_link_connection_radius].
ga: Ga naisc réamhshocraithe do léarscáileanna loingseoireachta 2D. Féach ar [method NavigationServer2D.map_set_link_connection_radius].

en: If enabled 2D navigation regions will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin. This setting only affects World2D default navigation maps.
ga: Má tá sé cumasaithe úsáidfidh réigiúin loingseoireachta 2T naisc chiumhais chun nascadh le réigiúin loingseoireachta eile atá cóngarach d’imeall nasc imeall na léarscáile loingseoireachta. Ní dhéanann an socrú seo ach difear do léarscáileanna loingseoireachta réamhshocraithe World2D.

en: Default cell height for 3D navigation maps. See [method NavigationServer3D.map_set_cell_height].
ga: Airde réamhshocraithe cille le haghaidh léarscáileanna loingseoireachta 3D. Féach ar [method NavigationServer3D.map_set_cell_height].

en: Default cell size for 3D navigation maps. See [method NavigationServer3D.map_set_cell_size].
ga: Méid réamhshocraithe cille do léarscáileanna loingseoireachta 3D. Féach ar [method NavigationServer3D.map_set_cell_size].

en: Default edge connection margin for 3D navigation maps. See [method NavigationServer3D.map_set_edge_connection_margin].
ga: Corrlach ceangail imeall réamhshocraithe do léarscáileanna loingseoireachta 3D. Féach ar [method NavigationServer3D.map_set_edge_connection_margin].

en: Default link connection radius for 3D navigation maps. See [method NavigationServer3D.map_set_link_connection_radius].
ga: Ga naisc réamhshocraithe do léarscáileanna loingseoireachta 3D. Féach ar [method NavigationServer3D.map_set_link_connection_radius].

en: Default up orientation for 3D navigation maps. See [method NavigationServer3D.map_set_up].
ga: Treoshuíomh réamhshocraithe suas le haghaidh léarscáileanna loingseoireachta 3D. Féach ar [method NavigationServer3D.map_set_up].

en: Default merge rasterizer cell scale for 3D navigation maps. See [method NavigationServer3D.map_set_merge_rasterizer_cell_scale].
ga: Réamhshocrú cumasc scála cille rasterizer do léarscáileanna loingseoireachta 3D. Féach ar [method NavigationServer3D.map_set_merge_rasterizer_cell_scale].

en: If enabled 3D navigation regions will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin. This setting only affects World3D default navigation maps.
ga: Má tá sé cumasaithe úsáidfidh réigiúin loingseoireachta 3D naisc chiumhais chun nascadh le réigiúin loingseoireachta eile atá cóngarach d’imeall nasc imeall na léarscáile loingseoireachta. Ní dhéanann an socrú seo ach difear do léarscáileanna loingseoireachta réamhshocraithe World3D.

en: If enabled and avoidance calculations use multiple threads the threads run with high priority.
ga: Má dhéantar ríomhaireachtaí cumasaithe agus seachanta, bain úsáid as snáitheanna iolracha, ritheann na snáitheanna le tosaíocht ard.

en: If enabled the avoidance calculations use multiple threads.
ga: Má tá sé cumasaithe, bain úsáid as snáitheanna iolracha leis na ríomhanna seachanta.

en: If enabled and async navmesh baking uses multiple threads the threads run with high priority.
ga: Má tá sé cumasaithe agus úsáideann bácáil navmesh asincréite snáitheanna iolracha, ritheann na snáitheanna le tosaíocht ard.

en: If enabled the async navmesh baking uses multiple threads.
ga: Má tá sé cumasaithe úsáideann an bhácáil async navmesh snáitheanna iolracha.

en: If enabled, and baking would potentially lead to an engine crash, the baking will be interrupted and an error message with explanation will be raised.
ga: Má tá sé cumasaithe, agus d’fhéadfadh timpiste innill a bheith mar thoradh ar bhácáil, cuirfear isteach ar an mbácáil agus ardófar teachtaireacht earráide le míniú.

en: Maximum number of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
ga: Uaslíon na gcarachtar a cheadaítear a sheoladh mar aschur ón dífhabhtóir. Thar an luach seo, tá ábhar a thit. Cuidíonn sé seo gan an nasc dífhabhtóra a stopadh.

en: Maximum number of errors allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
ga: Uaslíon earráidí a cheadaítear a sheoladh ón dífhabhtóir. Thar an luach seo, tá ábhar a thit. Cuidíonn sé seo gan an nasc dífhabhtóra a stopadh.

en: Maximum number of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage.
ga: Uaslíon na dteachtaireachtaí sa scuaine dífhabhtóra. Thar an luach seo, tá ábhar a thit. Cuidíonn sé seo le teorainn a chur le húsáid chuimhne an dífhabhtóra.

en: Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
ga: An líon uasta rabhadh a cheadaítear a sheoladh ón dífhabhtóir. Thar an luach seo, tá ábhar a thit. Cuidíonn sé seo gan an nasc dífhabhtóra a stopadh.

en: Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped.
ga: Méid réamhshocraithe an tsrutha piaraí paicéad chun sonraí Godot a dhíscriosú (i mbearta, sonraithe mar chumhacht de dhó). Is ionann an luach réamhshocraithe [code]16[/code] agus 65,536 beart. Thar an méid seo, tá sonraí tite.

en: Timeout (in seconds) for connection attempts using TCP.
ga: Teorainn ama (i soicindí) le haghaidh iarrachtaí nasctha le TCP.

en: Maximum size (in kiB) for the [WebRTCDataChannel] input buffer.
ga: Uasmhéid (i kiB) don mhaolán ionchuir [WebRTCDataChannel].

en: The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
    If in doubt, leave this setting empty.
ga: An beart deimhnithe CA le húsáid le haghaidh naisc TLS. Má shocraítear é seo ar luach neamhfholamh, [i] sháróidh sé seo[/i] réamhshocrú Godot [url=https://github.com/godotenginine/godot/blob/master/thirdparty/certs/ca-certificates. crt]cuachta teastas Mozilla[/url]. Má fhágtar folamh é, úsáidfear an beart teastas réamhshocraithe.
    Má tá amhras ort, fág an socrú seo folamh.

en: The default rotational motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
    Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration.
    [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
    During each physics tick, Godot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody2D.DampMode].
    [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
ga: An tairiscint rothlach réamhshocraithe taiseadh i 2D. Úsáidtear damping chun rudaí fisiceacha a mhoilliú de réir a chéile le himeacht ama. Titfidh RigidBodies ar ais go dtí an luach seo nuair a bheidh a luachanna taise féin á gcomhcheangal acu agus níl aon luach taise achair i láthair.
    Tá na luachanna molta sa raon [code]0[/code] go [code]30[/code]. Ar luach [code]0[/code] leanfaidh réada ag gluaiseacht ar an treoluas céanna. Cuirfidh luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom le nó níos mó ná ráta tic na fisice ([member physics/common/physics_ticks_per_second]) an réad chun stop in atriall amháin.
    [b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta comhréireach céanna le comhlachtaí níos éadroime nó níos lú.
    Le linn gach tic fisice, déanfaidh Godot treoluas líneach RigidBodies a iolrú faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code]. De réir réamhshocraithe, cuireann comhlachtaí fachtóirí taise le chéile: is é [code]combined_damp[/code] suim luach taise an choirp agus an luach seo nó luach an limistéir ina bhfuil an corp. Féach [enum RigidBody2D.DampMode].
    [b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun a fháil ar ais ar an bhraith, ní mór duit a athrú freisin do luachanna taise. Níl an t-athrú riachtanach seo comhréireach agus tá sé éagsúil ó chás go cás.

en: The default gravity strength in 2D (in pixels per second squared).
    [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
    [codeblocks]
    [gdscript]
    # Set the default gravity strength to 980.
    PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 980)
    [/gdscript]
    [csharp]
    // Set the default gravity strength to 980.
    PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, PhysicsServer2D.AreaParameter.Gravity, 980);
    [/csharp]
    [/codeblocks]
ga: An neart domhantarraingthe réamhshocraithe in 2T (i bpicteilíní in aghaidh an tsoicind cearnógach).
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an meáchanlár réamhshocraithe a athrú ag am rite, úsáid an sampla cód seo a leanas:
    [codeblocks]
    [gdscript]
    # Socraigh an neart domhantarraingthe réamhshocraithe go 980.
    PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 980)
    [/gdscript]
    [csharp]
    // Socraigh an neart domhantarraingthe réamhshocraithe go 980.
    PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, PhysicsServer2D.AreaParameter.Gravity, 980);
    [/csharp]
    [/codeblocks]

en: The default gravity direction in 2D.
    [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
    [codeblocks]
    [gdscript]
    # Set the default gravity direction to `Vector2(0, 1)`.
    PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)
    [/gdscript]
    [csharp]
    // Set the default gravity direction to `Vector2(0, 1)`.
    PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)
    [/csharp]
    [/codeblocks]
ga: An treo réamhshocraithe domhantarraingthe i 2D.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an veicteoir réamhshocraithe domhantarraingthe a athrú ag am rite, úsáid an sampla cód seo a leanas:
    [codeblocks]
    [gdscript]
    # Socraigh treo réamhshocraithe an domhantarraingthe go `Vector2(0, 1)`.
    PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)
    [/gdscript]
    [csharp]
    // Socraigh treo réamhshocraithe an domhantarraingthe go `Vector2(0, 1)`.
    FisicServer2D.AreaSetParam(GetViewport().FindWorld2D().Spás,FisicsServer2D.AreaParameter.GravityVector,Vector2.Down)
    [/csharp]
    [/codeblocks]

en: The default linear motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
    Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration.
    [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
    During each physics tick, Godot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code], where [code]combined_damp[/code] is the sum of the linear damp of the body and this value, or the area's value the body is in, assuming the body defaults to combine damp values. See [enum RigidBody2D.DampMode].
    [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
ga: An tairiscint líneach réamhshocraithe taiseadh i 2D. Úsáidtear damping chun rudaí fisiceacha a mhoilliú de réir a chéile le himeacht ama. Titfidh RigidBodies ar ais go dtí an luach seo nuair a bheidh a luachanna taise féin á gcomhcheangal acu agus níl aon luach taise achair i láthair.
    Tá na luachanna molta sa raon [code]0[/code] go [code]30[/code]. Ar luach [code]0[/code] leanfaidh réada ag gluaiseacht ar an treoluas céanna. Cuirfidh luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom le nó níos mó ná ráta tic na fisice ([member physics/common/physics_ticks_per_second]) an réad chun stop in atriall amháin.
    [b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta comhréireach céanna le comhlachtaí níos éadroime nó níos lú.
    Le linn gach tic fisice, déanfaidh Godot treoluas líneach RigidBodies a iolrú faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code], áit a bhfuil [code]combined_damp[/code] suim thaise líneach an choirp agus an luach seo, nó luach an limistéir ina bhfuil an corp, ag glacadh leis go mainneoidh an corp luachanna taise a chomhcheangal. Féach [enum RigidBody2D.DampMode].
    [b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun dul ar ais ar mhothú comhchosúil, ní mór duit do luachanna taise a athrú freisin. Níl an t-athrú riachtanach seo comhréireach agus tá sé éagsúil ó chás go cás.

en: If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
ga: Más [code]true[/code], ritheann an freastalaí fisice 2D ar snáithe ar leith, ag baint úsáide níos fearr as CPUanna illárnacha. Má tá [code]false[/code], ritheann an freastalaí fisice 2T ar an bpríomhshnáithe. Is féidir feidhmíocht a mhéadú má ritheann an freastalaí fisice ar snáithe ar leith, ach cuireann sé srian le rochtain API ar phróiseas fisice amháin.

en: Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
ga: Treoluas uilleach tairsí faoina measfar corp fisice 2T a bheith neamhghníomhach. Féach ar [PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].

en: Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
ga: Treoluas líneach tairsí faoina measfar corp fisice 2T a bheith neamhghníomhach. Féach ar [PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].

en: Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
ga: Is féidir le fad uasta cruth dul isteach i gcruth eile sula meastar gur imbhualadh é. Féach ar [PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].

en: Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
ga: Is féidir an t-achar uasta a bheith ag cruth ó chruth eile sula meastar iad a bheith scartha agus an teagmháil a chaitheamh i leataobh. Féach ar [PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION].

en: Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].
ga: An t-achar uasta a chaithfidh péire coirp a bhogadh sula gcaithfear a stádas imbhuailte a athríomh. Féach [PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].

en: Default solver bias for all physics constraints. Defines how much bodies react to enforce constraints. See [constant PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS].
    Individual constraints can have a specific bias value (see [member Joint2D.bias]).
ga: Claonadh réamhshocraithe réiteora do na srianta fisice go léir. Sainmhíníonn sé an méid a imoibríonn comhlachtaí chun srianta a chur i bhfeidhm. Féach [PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS].
    D’fhéadfadh luach claonais ar leith a bheith ag srianta aonair (féach [member Joint2D.bias]).

en: Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
    Individual shapes can have a specific bias value (see [member Shape2D.custom_solver_bias]).
ga: Claonadh réamhshocraithe réiteora do gach teagmháil fisice. Sainmhíníonn sé an méid a imoibríonn comhlachtaí chun scaradh teagmhála a fhorfheidhmiú. Féach [PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
    Is féidir luach claonta ar leith a bheith ag cruthanna aonair (féach [ball Shape2D.custom_solver_bias]).

en: Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS].
ga: Líon atriallta réiteora do gach teagmháil agus srian. Dá mhéad atriallta is ea is cruinne a bheidh na himbhuailtí. Mar sin féin, éilíonn líon níos mó atriallta níos mó cumhachta LAP, rud a d'fhéadfadh feidhmíocht a laghdú. Féach ar [PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS].

en: Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
ga: Am (i soicindí) neamhghníomhaíochta a gcuirfidh corp fisice 2T a chodladh roimhe seo. Féach ar [PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP].

en: The default rotational motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
    Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration.
    [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
    During each physics tick, Godot will multiply the angular velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody3D.DampMode].
    [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
ga: An tairiscint rothlach réamhshocraithe taiseadh i 3D. Úsáidtear damping chun rudaí fisiceacha a mhoilliú de réir a chéile le himeacht ama. Titfidh RigidBodies ar ais go dtí an luach seo nuair a bheidh a luachanna taise féin á gcomhcheangal acu agus níl aon luach taise achair i láthair.
    Tá na luachanna molta sa raon [code]0[/code] go [code]30[/code]. Ar luach [code]0[/code] leanfaidh réada ag gluaiseacht ar an treoluas céanna. Cuirfidh luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom le nó níos mó ná ráta tic na fisice ([member physics/common/physics_ticks_per_second]) an réad chun stop in atriall amháin.
    [b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta comhréireach céanna le comhlachtaí níos éadroime nó níos lú.
    Le linn gach tic fisice, déanfaidh Godot treoluas uilleach RigidBodies a iolrú faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code]. De réir réamhshocraithe, cuireann comhlachtaí fachtóirí taise le chéile: is é [code]combined_damp[/code] suim luach taise an choirp agus an luach seo nó luach an limistéir ina bhfuil an corp. Féach [enum RigidBody3D.DampMode].
    [b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun dul ar ais ar mhothú comhchosúil, ní mór duit do luachanna taise a athrú freisin. Níl an t-athrú riachtanach seo comhréireach agus tá sé éagsúil ó chás go cás.

en: The default gravity strength in 3D (in meters per second squared).
    [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
    [codeblocks]
    [gdscript]
    # Set the default gravity strength to 9.8.
    PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
    [/gdscript]
    [csharp]
    // Set the default gravity strength to 9.8.
    PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8);
    [/csharp]
    [/codeblocks]
ga: An neart domhantarraingthe réamhshocraithe i 3D (i méadair in aghaidh an tsoicind cearnógach).
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an meáchanlár réamhshocraithe a athrú ag am rite, úsáid an sampla cód seo a leanas:
    [codeblocks]
    [gdscript]
    # Socraigh an neart domhantarraingthe réamhshocraithe go 9.8.
    PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
    [/gdscript]
    [csharp]
    // Socraigh an neart domhantarraingthe réamhshocraithe go 9.8.
    PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8);
    [/csharp]
    [/codeblocks]

en: The default gravity direction in 3D.
    [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
    [codeblocks]
    [gdscript]
    # Set the default gravity direction to `Vector3(0, -1, 0)`.
    PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)
    [/gdscript]
    [csharp]
    // Set the default gravity direction to `Vector3(0, -1, 0)`.
    PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)
    [/csharp]
    [/codeblocks]
ga: An treo réamhshocraithe domhantarraingthe i 3D.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an veicteoir réamhshocraithe domhantarraingthe a athrú ag am rite, úsáid an sampla cód seo a leanas:
    [codeblocks]
    [gdscript]
    # Socraigh treo réamhshocraithe an domhantarraingthe go `Vector3(0, -1, 0)`.
    PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)
    [/gdscript]
    [csharp]
    // Socraigh treo réamhshocraithe an domhantarraingthe go `Vector3(0, -1, 0)`.
    FisicServer3D.AreaSetParam(GetViewport().FindWorld3D().Spás,FisicsServer3D.AreaParameter.GravityVector,Vector3.Down)
    [/csharp]
    [/codeblocks]

en: The default linear motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
    Suggested values are in the range [code]0[/code] to [code]30[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate ([member physics/common/physics_ticks_per_second]) will bring the object to a stop in one iteration.
    [b]Note:[/b] Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
    During each physics tick, Godot will multiply the linear velocity of RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. By default, bodies combine damp factors: [code]combined_damp[/code] is the sum of the damp value of the body and this value or the area's value the body is in. See [enum RigidBody3D.DampMode].
    [b]Warning:[/b] Godot's damping calculations are simulation tick rate dependent. Changing [member physics/common/physics_ticks_per_second] may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
ga: An tairiscint líneach réamhshocraithe taiseadh i 3D. Úsáidtear damping chun rudaí fisiceacha a mhoilliú de réir a chéile le himeacht ama. Titfidh RigidBodies ar ais go dtí an luach seo nuair a bheidh a luachanna taise féin á gcomhcheangal acu agus níl aon luach taise achair i láthair.
    Tá na luachanna molta sa raon [code]0[/code] go [code]30[/code]. Ar luach [code]0[/code] leanfaidh réada ag gluaiseacht ar an treoluas céanna. Cuirfidh luachanna níos mó stop leis an réad níos tapúla. Cuirfidh luach atá cothrom le nó níos mó ná ráta tic na fisice ([member physics/common/physics_ticks_per_second]) an réad chun stop in atriall amháin.
    [b]Nóta:[/b] Braitheann áirimh mhampála Godot ar threoluas, rud a chiallaíonn go dtógfaidh sé níos mó ama chun coirp a bheith ag gluaiseacht níos tapúla chun scíth a ligean. Ní insamhail siad táimhe, cuimilte, nó friotaíocht aeir. Mar sin caillfidh comhlachtaí níos troime nó níos mó luas ag an ráta comhréireach céanna le comhlachtaí níos éadroime nó níos lú.
    Le linn gach tic fisice, déanfaidh Godot treoluas líneach RigidBodies a iolrú faoi [code]1.0 - combined_damp /physics_ticks_per_second[/code]. De réir réamhshocraithe, cuireann comhlachtaí fachtóirí taise le chéile: is é [code]combined_damp[/code] suim luach taise an choirp agus an luach seo nó luach an limistéir ina bhfuil an corp. Féach [enum RigidBody3D.DampMode].
    [b]Rabhadh:[/b] Tá ríomhanna taise Godot ag brath ar ráta tic ionsamhlúcháin. D’fhéadfadh go n-athródh athrú [ballphysics/common/physics_ticks_per_second] torthaí agus mothú d’ionsamhlúcháin go suntasach. Tá sé seo fíor maidir leis an raon iomlán de luachanna maolaithe atá níos mó ná 0. Chun dul ar ais ar mhothú comhchosúil, ní mór duit do luachanna taise a athrú freisin. Níl an t-athrú riachtanach seo comhréireach agus tá sé éagsúil ó chás go cás.

en: Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
ga: Treoluas uilleach tairsí faoina measfar corp fisice 3D a bheith neamhghníomhach. Féach ar [PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].

en: Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
ga: Treoluas líneach tairsí faoina measfar corp fisice 3D a bheith neamhghníomhach. Féach ar [PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].

en: Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
ga: Is féidir le fad uasta cruth dul isteach i gcruth eile sula meastar gur imbhualadh é. Féach ar [PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].

en: Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
ga: Is féidir an t-achar uasta a bheith ag cruth ó chruth eile sula meastar iad a bheith scartha agus an teagmháil a chaitheamh i leataobh. Féach ar [PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION].

en: Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].
ga: An t-achar uasta a chaithfidh péire coirp a bhogadh sula gcaithfear a stádas imbhuailte a athríomh. Féach [PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].

en: Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
    Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]).
ga: Claonadh réamhshocraithe réiteora do gach teagmháil fisice. Sainmhíníonn sé an méid a imoibríonn comhlachtaí chun scaradh teagmhála a fhorfheidhmiú. Féach [PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
    Is féidir luach claonta ar leith a bheith ag cruthanna aonair (féach [ball Shape3D.custom_solver_bias]).

en: Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS].
ga: Líon atriallta réiteora do gach teagmháil agus srian. Dá mó líon na n-atriallta is ea is cruinne a bheidh na himbhuailtí. Mar sin féin, éilíonn líon níos mó atriallta níos mó cumhachta LAP, rud a d'fhéadfadh feidhmíocht a laghdú. Féach ar [PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS].

en: Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
ga: Am (i soicindí) neamhghníomhaíochta a gcuirfidh corp fisice 3D a chodladh roimhe seo. Féach ar [PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP].

en: Enables [member Viewport.physics_object_picking] on the root viewport.
ga: Cumasaítear [comhalta Viewport.physics_object_picking] ar an amharcport fréimhe.

en: Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics/common/physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member physics/common/max_physics_steps_per_frame] if you have increased [member physics/common/physics_ticks_per_second] significantly above its default value.
    [b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
ga: Rialaíonn sé an t-uaslíon céimeanna fisice is féidir a insamhladh ar gach fráma rindreáilte. Tá an luach réamhshocraithe tiúnta chun cásanna "bíseach an bháis" a sheachaint nuair a spreagann insamhaltaí fisice costasacha insamhaltaí níos costasaí ar feadh tréimhse éiginnte. Mar sin féin, is cosúil go dtiocfaidh moill ar an gcluiche má tá an FPS rindreála níos lú ná [code] 1 / max_physics_steps_per_frame[/code] de [ballphysics/common/physics_ticks_per_second]. Tarlaíonn sé seo fiú má úsáidtear [code]delta[/code] go seasta i ríomhanna fisice. Chun é seo a sheachaint, méadaigh [ballphysics/common/max_physics_steps_per_frame] má mhéadaigh tú [ballphysics/common/physics_ticks_per_second] go mór os cionn a luach réamhshocraithe.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun uaslíon na gcéimeanna fisice ionsamhlaithe in aghaidh an fhráma a athrú ag am rite, socraigh [member Engine.max_physics_steps_per_frame] ina ionad sin.

en: The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member application/run/max_fps].
    [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
    [b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member physics/common/max_physics_steps_per_frame] if increasing [member physics/common/physics_ticks_per_second] significantly above its default value.
ga: Líon na n-atriallta seasta in aghaidh an tsoicind. Rialaíonn sé seo cé chomh minic is a reáchtáiltear insamhalta fisice agus modhanna [method Node._physics_process]. Féach freisin [iarratas ball/rith/max_fps].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an FPS fisice a athrú ag am rite, socraigh [member Engine.physics_ticks_per_second] ina ionad sin.
    [b]Nóta:[/b] Ní féidir ach [ballphysics/common/max_physics_steps_per_frame] ticeanna fisice a insamhladh in aghaidh an fhráma rindreáilte ar a mhéad. Más gá tuilleadh ticeanna fisice a insamhladh in aghaidh an fhráma rindreáilte chun coinneáil suas leis an rindreáil, beidh an chuma ar an scéal go dtiocfaidh moill ar an tionscadal (fiú má úsáidtear [code]delta[/code] go comhsheasmhach i ríomhanna fisice). Dá bhrí sin, moltar méadú freisin [ballphysics/common/max_physics_steps_per_frame] má tá méadú suntasach ar [ballphysics/common/physics_ticks_per_second] go mór os cionn a luach réamhshocraithe.

en: Controls how much of the original viewport size should be covered by the 2D signed distance field. This SDF can be sampled in [CanvasItem] shaders and is used for [GPUParticles2D] collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through [LightOccluder2D]s as the occluders leave the viewport, increase this setting.
    The percentage specified is added on each axis and on both sides. For example, with the default setting of 120%, the signed distance field will cover 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
    [b]Note:[/b] This property is only read when the project starts. To change the 2D SDF oversizing percentage at runtime, use [method RenderingServer.viewport_set_sdf_oversize_and_scale] instead.
ga: Rialaíonn sé cé mhéad den bhunmhéid amhairc ba chóir a bheith clúdaithe ag an réimse faid sínithe 2T. Is féidir an SDF seo a shampláil i scáthaitheoirí [CanvasItem] agus úsáidtear é le haghaidh imbhuailte [GPUParticles2D]. Ligeann luachanna níos airde codanna d’occluders atá suite lasmuigh den láthair a chur san áireamh fós sa réimse achar sínithe ginte, ag costas na feidhmíochta. Má thugann tú cáithníní faoi deara ag titim trí [LightOccluder2D]s agus na háiritheoirí ag fágáil an amhairc, méadaigh an socrú seo.
    Suimítear an céatadán sonraithe ar gach ais agus ar an dá thaobh. Mar shampla, leis an socrú réamhshocraithe de 120%, clúdóidh an réimse achar sínithe 20% de mhéid an amhairc lasmuigh den radharc ar gach taobh (barr, ar dheis, ag bun, ar chlé).
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an céatadán ró-mhór 2D SDF a athrú ag am rite, úsáid [method RenderingServer.viewport_set_sdf_oversize_and_scale] ina ionad sin.

en: The resolution scale to use for the 2D signed distance field. Higher values lead to a more precise and more stable signed distance field as the camera moves, at the cost of performance. The default value (50%) renders at half the resolution of the viewport size on each axis, which means the SDF is generated with 25% of the viewport's pixel count.
    [b]Note:[/b] This property is only read when the project starts. To change the 2D SDF resolution scale at runtime, use [method RenderingServer.viewport_set_sdf_oversize_and_scale] instead.
ga: An scála réitigh le húsáid don réimse faid sínithe 2T. Bíonn réimse achair sínithe níos beaichte agus níos cobhsaí mar thoradh ar luachanna níos airde de réir mar a ghluaiseann an ceamara, ar chostas feidhmíochta. Is ionann an luach réamhshocraithe (50%) agus leath thaifeach mhéid an amhairc ar gach ais, rud a chiallaíonn go ngintear an SDF le 25% de chomhaireamh picteilín an amhairc.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun scála réitigh 2D SDF a athrú ag am rite, úsáid [method RenderingServer.viewport_set_sdf_oversize_and_scale] ina ionad sin.

en: The size of the 2D shadow atlas in pixels. Higher values result in more precise [Light2D] shadows, at the cost of performance and video memory usage. The specified value is rounded up to the nearest power of 2.
    [b]Note:[/b] This property is only read when the project starts. To change the 2D shadow atlas size at runtime, use [method RenderingServer.canvas_set_shadow_texture_size] instead.
ga: Méid an atlas scátha 2D i bpicteilíní. Bíonn scáthanna níos cruinne [Light2D] mar thoradh ar luachanna níos airde, ar chostas feidhmíochta agus úsáide cuimhne físeáin. Déantar an luach sonraithe a shlánú suas go dtí an chumhacht 2 is gaire.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun méid an atlais scátha 2D a athrú ag am rite, úsáid [method RenderingServer.canvas_set_shadow_texture_size] ina ionad sin.

en: If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. Useful for low-resolution pixel art games. Their position can still be sub-pixel, but the decimals will not have effect as the position is rounded. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
    [b]Note:[/b] This property is only read when the project starts. To toggle 2D transform snapping at runtime, use [method RenderingServer.viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.
    [b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. This is controlled by [member gui/common/snap_controls_to_pixels].
    [b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even less smooth. Prefer only enabling this setting instead.
ga: Más rud é [code]true[/code], léimfidh nóid [CanvasItem] go picteilíní iomlána go hinmheánach. Úsáideach le haghaidh cluichí ealaíne picteilín ísealtaifigh. Féadfaidh a suíomh a bheith fós fo-phicteilín, ach ní bheidh éifeacht ag na deachúlacha de réir mar a dhéantar an suíomh a shlánú. D'fhéadfadh cuma níos géire a bheith mar thoradh air seo ar chostas níos lú gluaiseachta réidh, go háirithe nuair a bhíonn smúdála [Camera2D] cumasaithe.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun scoránaigh 2D a athrú snapping ag am rite, úsáid [method RenderingServer.viewport_set_snap_2d_transforms_to_pixel] ar an fhréamh [Viewport] ina ionad sin.
    [b]Nóta:[/b] gearrtar nóid [rialú] go dtí an picteilín is gaire de réir réamhshocraithe. Tá sé seo á rialú ag [comhalta gui/common/snap_controls_to_pixels].
    [b]Nóta:[/b] Ní mholtar an socrú seo a úsáid in éineacht le [member rendering/2d/snap/snap_2d_vertices_to_pixel], mar go bhféadfadh cuma níos lú fós ar an ngluaiseacht. Is fearr leat an socrú seo a chumasú ina ionad sin.

en: If [code]true[/code], vertices of [CanvasItem] nodes will snap to full pixels. Useful for low-resolution pixel art games. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
    [b]Note:[/b] This property is only read when the project starts. To toggle 2D vertex snapping at runtime, use [method RenderingServer.viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.
    [b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. This is controlled by [member gui/common/snap_controls_to_pixels].
    [b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even less smooth. Prefer only enabling that setting instead.
ga: Má tá [code]true[/code], léimfidh rinn na nóid [CanvasItem] go picteilíní iomlána. Úsáideach le haghaidh cluichí ealaíne picteilín ísealtaifigh. Ní chuireann sé isteach ach ar shuíomhanna na rinn deiridh, ní ar na claochluithe. D'fhéadfadh cuma níos géire a bheith mar thoradh air seo ar chostas níos lú gluaiseachta réidh, go háirithe nuair a bhíonn smúdála [Camera2D] cumasaithe.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun snapping rinn 2D a scoránaigh ag am rite, úsáid [method RenderingServer.viewport_set_snap_2d_vertices_to_pixel] ar an fhréamh [Viewport] ina ionad sin.
    [b]Nóta:[/b] gearrtar nóid [rialú] go dtí an picteilín is gaire de réir réamhshocraithe. Tá sé seo á rialú ag [comhalta gui/common/snap_controls_to_pixels].
    [b]Nóta:[/b] Ní mholtar an socrú seo a úsáid in éineacht le [member rendering/2d/snap/snap_2d_transforms_to_pixel], toisc go bhféadfadh cuma níos lú fós ar an ngluaiseacht. Is fearr leat an socrú sin a chumasú ina ionad sin.

en: [b]Note:[/b] This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call [method RenderingServer.screen_space_roughness_limiter_set_active] instead.
ga: [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an teorannóir gharbháis scáileáin-spás a rialú ag am rite, cuir glaoch ar [method RenderingServer.screen_space_roughness_limiter_set_active] ina ionad sin.

en: If [code]true[/code], enables a spatial filter to limit roughness in areas with high-frequency detail. This can help reduce specular aliasing to an extent, though not as much as enabling [member rendering/anti_aliasing/quality/use_taa]. This filter has a small performance cost, so consider disabling it if it doesn't benefit your scene noticeably.
    [b]Note:[/b] The screen-space roughness limiter is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
    [b]Note:[/b] This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call [method RenderingServer.screen_space_roughness_limiter_set_active] instead.
ga: Má tá [code]true[/code], cuireann sé ar chumas scagaire spáis teorainn a chur le gairbhe i limistéir le sonraí ardmhinicíochta. Is féidir leis seo cabhrú le hailiasú amhantrach a laghdú go pointe, cé nach bhfuil sé chomh mór sin le cumasú [rendering ball/anti_aliasing/quality/use_taa]. Tá costas feidhmíochta beag ag baint leis an scagaire seo, mar sin smaoinigh ar é a dhíchumasú mura dtéann sé chun sochair do radharc go suntasach.
    [b]Nóta:[/b] Ní thacaítear leis an teorannóir gairbhe spáis scáileáin ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an teorannóir gharbháis scáileáin-spás a rialú ag am rite, cuir glaoch ar [method RenderingServer.screen_space_roughness_limiter_set_active] ina ionad sin.

en: Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother.
ga: Socraíonn sé cáilíocht an doimhneacht éifeacht réimse. Tógann cáilíocht níos airde níos mó samplaí, rud atá níos moille ach cuma níos míne.

en: Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the fastest. Circle is the most realistic, but also the most expensive to compute.
ga: Socraíonn sé doimhneacht cruth na páirce. Is féidir a bheith Bosca, Heicseagán, nó Ciorcal. Is é an bosca is tapúla. Is é Ciorcal an ceann is réadúla, ach is costasaí é freisin le ríomh.

en: If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
ga: Más rud é [code]true[/code], jitters DOF samplaí chun éifeacht a dhéanamh beagán níos doiléire agus cheilt línte cruthaithe ó rátaí samplacha ísle. D'fhéadfadh cuma beagán gránach a bheith mar thoradh air seo nuair a úsáidtear é le líon íseal samplaí.

en: Disables [member rendering/driver/depth_prepass/enable] conditionally for certain vendors. By default, disables the depth prepass for mobile devices as mobile devices do not benefit from the depth prepass due to their unique architecture.
ga: Díchumasaítear [rindreáil ball/tiománaí/depth_prepass/enable] go coinníollach do dhíoltóirí áirithe. De réir réamhshocraithe, díchumasaítear an réamhbhealach doimhneachta le haghaidh gléasanna soghluaiste mar ní bhaineann gléasanna soghluaiste leas as an réamhbhealach doimhneachta mar gheall ar a n-ailtireacht uathúil.

en: If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
    [b]Note:[/b] Depth prepass is only supported when using the Forward+ or Compatibility rendering method. When using the Mobile rendering method, there is no depth prepass performed.
ga: Más [code]true[/code], déanann sé pas doimhneachta roimhe seo sula ndéantar ábhair 3T a rindreáil. Méadaíonn sé seo feidhmíocht go suntasach i radhairc le rótharraingt ard, nuair a úsáidtear ábhair chasta agus soilsiú. Mar sin féin, i radhairc le beagán dromchlaí occluded, d'fhéadfadh an réamhbhealach doimhneacht laghdú ar fheidhmíocht. Má bhreathnaítear ar do chluiche ó uillinn sheasta a fhágann go bhfuil sé éasca rótharraingt a sheachaint (amhail peirspictíocht ó bharr anuas nó taobh-scrollaithe), smaoinigh ar an réamhbhealach doimhneachta a dhíchumasú chun feidhmíocht a fheabhsú. Is féidir an socrú seo a athrú ag am rite chun feidhmíocht a bharrfheabhsú ag brath ar an radharc atá á bhreathnú faoi láthair.
    [b]Nóta:[/b] Ní thacaítear le réamhbhealach doimhneachta ach amháin nuair a úsáidtear an modh Rindreála Ar Aghaidh+ nó Comhoiriúnacht. Agus an modh rindreála Móibíleach á úsáid, ní dhéantar aon réamhbhealach doimhneachta.

en: This setting has several known bugs which can lead to crashing, especially when using particles or resizing the window. Not recommended for use in production at this stage.
ga: Tá go leor fabht aitheanta sa socrú seo a bhféadfadh tuairteáil a bheith mar thoradh orthu, go háirithe nuair a bhíonn cáithníní á n-úsáid nó nuair a dhéantar méid na fuinneoige a athrú. Ní mholtar é a úsáid i dtáirgeadh ag an gcéim seo.

en: The thread model to use for rendering. Rendering on a thread may improve performance, but synchronizing to the main thread can cause a bit more jitter.
ga: An tsamhail snáithe le húsáid le haghaidh rindreála. Féadfaidh rindreáil ar shnáithe feabhas a chur ar fheidhmíocht, ach féadann sé beagán níos mó Giodam a shioncronú leis an bpríomhshnáithe.

en: Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
ga: Dath soiléir cúlra réamhshocraithe. Inchurtha in aghaidh [Viewport] ag baint úsáide as a [Timpeallacht]. Féach [comhalta Environment.background_mode] agus [comhalta Environment.background_color] go háirithe. Chun an dath réamhshocraithe seo a athrú go ríomhchláraithe, úsáid [method RenderingServer.set_default_clear_color].

en: [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, you do not need to set this property.
ga: [Timpeallacht] a úsáidfear mar thimpeallacht chúltaca ar eagla nach sonraíonn radharc a thimpeallacht féin. Lódáiltear an timpeallacht réamhshocraithe ag am luchtaithe an radhairc is cuma an bhfuil timpeallacht socraithe agat nó nach bhfuil. Mura bhfuil tú ag brath ar an timpeallacht fallback, ní gá duit an mhaoin seo a shocrú.

en: Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth.
ga: Socraíonn sé conas a dhéantar an éifeacht glow a uasghrádú sula ndéantar í a chóipeáil ar an scáileán. Tá líneach níos tapúla, ach tá cuma blocky air. Tá an biciúbach níos moille ach tá cuma réidh air.

en: Lower-end override for [member rendering/environment/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rindreáil ball/comhshaol/ glow/upscale_mode] ar ghléasanna móibíleacha, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
ga: Socraíonn sé an caighdeán le haghaidh machnaimh garbh-spás scáileáin. Má dhéantar é a mhúchadh, beidh gach machnamh spáis scáileáin géar, agus beidh cuma níos fearr ar fhrithchaitheamh garbh de réir luachanna níos airde.

en: Quality target to use when [member rendering/environment/ssao/quality] is set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance.
ga: Sprioc cáilíochta le húsáid nuair a shocraítear [rindreáil ball/comhshaol/ssao/cáilíocht] go [code]Ultra[/code]. Soláthraíonn luach [code]0.0[/code] cáilíocht agus luas cosúil le [code]Meánach[/code] agus soláthraíonn luach [code]1.0[/code] cáilíocht i bhfad níos airde ná aon cheann de na socruithe eile ag an costas feidhmíochta.

en: Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
ga: Líon na bpasanna doiléire le húsáid agus an t-occlusion timpeallachta spáis scáileáin á ríomh. Beidh cuma níos míne ar líon níos airde, ach beidh siad níos moille le ríomh agus beidh níos lú sonraí ardmhinicíochta acu.

en: If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
ga: Más rud é [code]true[/code], déanfar an t-occlusion comhthimpeallach spás-scáileáin a rindreáil ag leathmhéid agus ansin é a uasghrádú sula gcuirfear leis an radharc é. Tá sé seo i bhfad níos tapúla ach seans go gcaillfidh sé sonraí beaga. Má tá [code]false[/code], rindreálfar an t-occlusion comhthimpeallach spás-scáileáin ag méid iomlán.

en: Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]Ultra[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
ga: Socraíonn sé cáilíocht an éifeacht occlusion comhthimpeallach spás-scáileáin. Tógann luachanna níos airde níos mó samplaí agus mar sin beidh cáilíocht níos fearr mar thoradh orthu, ar chostas feidhmíochta. Má shocraítear [code]Ultra[/code], úsáidfear an socrú [rindreáil ball/environment/ssao/adaptive_target].

en: Quality target to use when [member rendering/environment/ssil/quality] is set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene.
ga: Sprioc cáilíochta le húsáid nuair a shocraítear [rindreáil ball/comhshaol/ssil/cáilíocht] go [code]Ultra[/code]. Soláthraíonn luach [code]0.0[/code] cáilíocht agus luas cosúil le [code]Meánach[/code] agus soláthraíonn luach [code]1.0[/code] cáilíocht i bhfad níos airde ná aon cheann de na socruithe eile ag an costas feidhmíochta. Agus an sprioc oiriúnaitheach á úsáid, déanann na scálaí costais feidhmíochta le castacht an radhairc.

en: Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
ga: Líon pasanna doiléir le húsáid agus soilsiú indíreach spáis scáileáin á ríomh. Beidh cuma níos míne ar líon níos airde, ach beidh siad níos moille le ríomh agus beidh níos lú sonraí ardmhinicíochta acu.

en: If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
ga: Más [code]true[/code], rindreálfar soilsiú indíreach spás scáileáin ag leathmhéid agus ansin déanfar é a uasghrádú sula gcuirfear leis an radharc é. Éiríonn sé seo i bhfad níos tapúla ach d’fhéadfadh sonraí beaga a bheith caillte agus d’fhéadfadh go mbeadh an chuma ar rudaí áirithe go lasann siad ar a n-imill.

en: Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]Ultra[/code] will use the [member rendering/environment/ssil/adaptive_target] setting.
ga: Socraíonn sé cáilíocht an éifeacht soilsithe indíreach spáis scáileáin. Tógann luachanna níos airde níos mó samplaí agus mar sin beidh cáilíocht níos fearr mar thoradh orthu, ar chostas feidhmíochta. Má shocraítear [code]Ultra[/code], úsáidfear an socrú [rindreáil ball/environment/ssil/adaptive_target].

en: Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. See also [member rendering/environment/subsurface_scattering/subsurface_scattering_scale].
    [b]Note:[/b] This property is only read when the project starts. To set the subsurface scattering depth scale at runtime, call [method RenderingServer.sub_surface_scattering_set_scale] instead.
ga: Scálaí ar an doimhneacht ar a gcuirtear an éifeacht scaipthe faoin dromchla i bhfeidhm. Féadfaidh luach ard ligean do sholas scaipeadh isteach i gcuid den mhogalra nó i mogall eile atá gar i spás scáileáin ach i bhfad níos doimhne. Féach freisin [rindreáil ball/comhshaol/subsurface_scattering/subsurface_scattering_scale].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun scála doimhneachta scaipthe an fhodhromchla a shocrú ag am rite, cuir glaoch ar [method RenderingServer.sub_surface_scattering_set_scale] ina ionad sin.

en: Sets the quality of the subsurface scattering effect. Higher values are slower but look nicer. This affects the rendering of materials that have [member BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code], along with [ShaderMaterial]s that set [code]SSS_STRENGTH[/code].
    [b]Note:[/b] This property is only read when the project starts. To set the subsurface scattering quality at runtime, call [method RenderingServer.sub_surface_scattering_set_quality] instead.
ga: Socraíonn sé cáilíocht an éifeacht scaipthe faoin dromchla. Bíonn luachanna níos airde níos moille ach cuma níos deise. Bíonn tionchar aige seo ar rindreáil ábhar a bhfuil [code]true[/code] socraithe ag [member BaseMaterial3D.subsurf_scatter_enabled], mar aon le [ShaderMaterial]s a shocraigh [code]SSS_STRENGTH[/code].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an caighdeán scaipthe faoin dromchla a shocrú ag am rite, cuir glaoch ar [method RenderingServer.sub_surface_scattering_set_quality] ina ionad sin.

en: Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light. See also [member rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale].
    [b]Note:[/b] This property is only read when the project starts. To set the subsurface scattering scale at runtime, call [method RenderingServer.sub_surface_scattering_set_scale] instead.
ga: Scálaí a dhéanamh ar an bhfad thar a dtógtar samplaí le haghaidh éifeacht scaipthe faoin dromchla. Ní bheidh tionchar ag an athrú seo ar fheidhmíocht, ach beidh déantáin shuntasacha mar thoradh ar luachanna níos airde mar is léir go mbeidh na samplaí scaipthe amach. Mar thoradh ar luach níos ísle scaiptear níos lú solais scaipthe. Féach freisin [rindreáil ball/comhshaol/subsurface_scattering/subsurface_scattering_depth_scale].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an scála scaipthe faoin dromchla a shocrú ag am rite, cuir glaoch ar [method RenderingServer.sub_surface_scattering_set_scale] ina ionad sin.

en: Enables filtering of the volumetric fog effect prior to integration. This substantially blurs the fog which reduces fine details but also smooths out harsh edges and aliasing artifacts. Disable when more detail is required.
ga: Cumasaíonn sé an éifeacht ceo toirtmhéadrach a scagadh roimh chomhtháthú. Geallann sé seo an ceo go mór, rud a laghdaíonn mionsonraí míne ach freisin a mhíníonn imill chrua agus déantáin aliasing. Díchumasaigh nuair a bhíonn níos mó sonraí ag teastáil.

en: Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement. See also [member Environment.volumetric_fog_length].
ga: Líon na slisní le húsáid feadh doimhneacht an mhaoláin froxel le haghaidh ceo toirtmhéadrach. Beidh líon níos ísle níos éifeachtaí ach d’fhéadfadh go mbeadh artifacts le feiceáil le linn gluaiseacht ceamara. Féach freisin [ball Environment.volumetric_fog_length].

en: Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
ga: Bunmhéid a úsáidtear chun méid maolán froxel a chinneadh san ais-X ceamara agus an Y-ais. Déantar an méid deiridh a scála de réir chóimheas gné an scáileáin, agus mar sin d'fhéadfadh na luachanna iarbhír a bheith difriúil ón méid atá socraithe. Socraigh méid níos mó le haghaidh ceo níos mionsonraithe, socraigh méid níos lú le haghaidh feidhmíochta níos fearr.

en: If [code]true[/code], the compatibility renderer will fall back to ANGLE if native OpenGL is not supported or the device is listed in [member rendering/gl_compatibility/force_angle_on_devices].
    [b]Note:[/b] This setting is implemented only on Windows.
ga: Más [code]true[/code], titfidh an rindreálaí comhoiriúnachta ar ais go ANGLE mura dtacaítear le OpenGL dúchais nó má tá an gléas liostaithe i [rindreáil ball/gl_compatibility/force_angle_on_devices].
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm.

en: If [code]true[/code], the compatibility renderer will fall back to OpenGLES if desktop OpenGL is not supported.
    [b]Note:[/b] This setting is implemented only on Linux/X11.
ga: Más [code]true[/code], titfidh an rindreálaí comhoiriúnachta ar ais go OpenGLES mura dtacaítear le OpenGL deisce.
    [b]Nóta:[/b] Ní chuirtear an socrú seo i bhfeidhm ach ar Linux/X11.

en: An [Array] of devices which should always use the ANGLE renderer.
    Each entry is a [Dictionary] with the following keys: [code]vendor[/code] and [code]name[/code]. [code]name[/code] can be set to [code]*[/code] to add all devices with the specified [code]vendor[/code].
    [b]Note:[/b] This setting is implemented only on Windows.
ga: [Eagar] feistí ar cheart dóibh an rindreálaí ANGLE a úsáid i gcónaí.
    Is [Foclóir] é gach iontráil leis na heochracha seo a leanas: [code]díoltóir[/code] agus [code]ainm[/code]. Is féidir [code]ainm[/code] a shocrú go [code]*[/code] chun gach feiste leis an [code]díoltóir[/code] sonraithe a chur leis.
    [b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm.

en: Maximum number of canvas items commands that can be drawn in a single viewport update. If more render commands are issued they will be ignored. Decreasing this limit may improve performance on bandwidth limited devices. Increase this limit if you find that not all objects are being drawn in a frame.
ga: Líon uasta na n-orduithe míreanna canbháis is féidir a tharraingt i nuashonrú amháin amharcchláir. Má eisítear tuilleadh orduithe rindreála déanfar neamhaird díobh. Má laghdaítear an teorainn seo, d'fhéadfadh sé go bhfeabhsófar an fheidhmíocht ar fheistí teoranta ó thaobh bandaleithead. Méadaigh an teorainn seo má fhaigheann tú amach nach bhfuil gach réad á tharraingt i bhfráma.

en: If [code]true[/code], disables the threaded optimization feature from the NVIDIA drivers, which are known to cause stuttering in most OpenGL applications.
    [b]Note:[/b] This setting only works on Windows, as threaded optimization is disabled by default on other platforms.
ga: Más rud é [code]true[/code], díchumasaítear an ghné optamaithe snáithithe ó na tiománaithe NVIDIA, arb eol go bhfuil siad ina gcúis le stuttering i bhformhór na n-iarratas OpenGL.
    [b]Nóta:[/b] Ní oibríonn an socrú seo ach ar Windows, toisc go bhfuil barrfheabhsú snáithithe díchumasaithe de réir réamhshocraithe ar ardáin eile.

en: If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting.
    [b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead.
ga: Más rud é go ndéanann [code]true[/code], rindreáil maoláin [VoxelGI] agus SDFGI ([member Environment.sdfgi_enabled]) ar thaifeach leath (m.sh. 960×540 nuair is é 1920×1080 méid an amharcphoirt). Feabhsaíonn sé seo feidhmíocht go suntasach nuair a chuirtear VoxelGI nó SDFGI ar chumas, ar chostas déantáin a d'fhéadfadh a bheith le feiceáil ar imill polagán. Ní bhíonn an caillteanas cáilíochta chomh suntasach céanna de réir mar a mhéadaítear an t-amharc ar an réiteach. Ní chuireann an socrú seo isteach ar rindreáil [LightmapGI].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun GI leathtaifigh a shocrú ag am rite, cuir glaoch ar [method RenderingServer.gi_set_use_half_resolution] ina ionad sin.

en: The number of frames to use for converging signed distance field global illumination. Higher values lead to a less noisy result, at the cost of taking a longer time to fully converge. This means the scene's global illumination will be too dark for a longer period of time, especially when the camera moves fast. The actual convergence speed depends on rendered framerate. For example, with the default setting of 30 frames, rendering at 60 FPS will make SDFGI fully converge after 0.5 seconds. See also [member rendering/global_illumination/sdfgi/frames_to_update_lights] and [member rendering/global_illumination/sdfgi/probe_ray_count].
    [b]Note:[/b] This property is only read when the project starts. To control SDFGI convergence speed at runtime, call [method RenderingServer.environment_set_sdfgi_frames_to_converge] instead.
ga: Líon na bhfráma le húsáid le haghaidh soilsiú domhanda páirce faid sínithe inréimneach. Is é an toradh a bhíonn ar luachanna níos airde nach bhfuil chomh torannach céanna, agus go dtógann sé níos mó ama le chéile go hiomlán. Ciallaíonn sé seo go mbeidh soilsiú domhanda an radharc ró-dhorcha ar feadh tréimhse níos faide ama, go háirithe nuair a ghluaiseann an ceamara go tapa. Braitheann luas an chóineasaithe iarbhír ar an bhfráma rindreáilte. Mar shampla, leis an socrú réamhshocraithe de 30 fráma, le rindreáil ag 60 FPS beidh SDFGI le chéile go hiomlán tar éis 0.5 soicind. Féach freisin [rindreáil ball/global_illumination/sdfgi/frames_to_update_lights] agus [rindreáil ball/global_illumination/sdfgi/probe_ray_count].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun luas cóineasaithe SDFGI a rialú ag am rite, cuir glaoch ar [method RenderingServer.environment_set_sdfgi_frames_to_converge] ina ionad sin.

en: The number of frames over which dynamic lights should be updated in signed distance field global illumination. Higher values take more time to update indirect lighting coming from dynamic lights, but result in better performance when many dynamic lights are present. See also [member rendering/global_illumination/sdfgi/frames_to_converge] and [member rendering/global_illumination/sdfgi/probe_ray_count].
    [b]Note:[/b] This only affects [Light3D] nodes whose [member Light3D.light_bake_mode] is [constant Light3D.BAKE_DYNAMIC] (which is the default). Consider making non-moving lights use the [constant Light3D.BAKE_STATIC] bake mode to improve performance.
    [b]Note:[/b] This property is only read when the project starts. To control SDFGI light update speed at runtime, call [method RenderingServer.environment_set_sdfgi_frames_to_update_light] instead.
ga: Líon na bhfrámaí ar chóir soilse dinimiciúla a thabhairt cothrom le dáta os a gcionn i soilsiú domhanda páirce achar sínithe. Tógann luachanna níos airde níos mó ama chun soilsiú indíreach a thagann ó shoilse dinimiciúla a nuashonrú, ach bíonn feidhmíocht níos fearr mar thoradh orthu nuair a bhíonn go leor soilse dinimiciúla i láthair. Féach freisin [rindreáil ball/global_illumination/sdfgi/frames_to_converge] agus [rindreáil ball/global_illumination/sdfgi/probe_ray_count].
    [b]Nóta:[/b] Ní dhéanann sé seo ach difear do nóid [Light3D] arb é [ball Light3D.light_bake_mode] [Light3D.BAKE_DYNAMIC leanúnach] (arb é an réamhshocrú é). Smaoinigh ar shoilse neamhghluaiseachta a dhéanamh úsáid a bhaint as an modh bácála [Light3D.BAKE_STATIC leanúnach] chun feidhmíocht a fheabhsú.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun luas nuashonraithe solais SDFGI a rialú ag am rite, cuir glaoch ar [method RenderingServer.environment_set_sdfgi_frames_to_update_light] ina ionad sin.

en: The number of rays to throw per frame when computing signed distance field global illumination. Higher values lead to a less noisy result, at the cost of performance. See also [member rendering/global_illumination/sdfgi/frames_to_converge] and [member rendering/global_illumination/sdfgi/frames_to_update_lights].
    [b]Note:[/b] This property is only read when the project starts. To control SDFGI quality at runtime, call [method RenderingServer.environment_set_sdfgi_ray_count] instead.
ga: Líon na gathanna le caitheamh in aghaidh an fhráma agus an t-achar sínithe soilsithe réimse domhanda á ríomh. Mar thoradh ar luachanna níos airde bíonn toradh níos lú torannach, ar chostas feidhmíochta. Féach freisin [rindreáil ball/global_illumination/sdfgi/frames_to_converge] agus [rindreáil ball/global_illumination/sdfgi/frames_to_update_lights].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun cáilíocht SDFGI a rialú ag am rite, cuir glaoch ar [method RenderingServer.environment_set_sdfgi_ray_count] ina ionad sin.

en: The VoxelGI quality to use. High quality leads to more precise lighting and better reflections, but is slower to render. This setting does not affect the baked data and doesn't require baking the [VoxelGI] again to apply.
    [b]Note:[/b] This property is only read when the project starts. To control VoxelGI quality at runtime, call [method RenderingServer.voxel_gi_set_quality] instead.
ga: An caighdeán VoxelGI le húsáid. Tagann soilsiú níos cruinne agus frithchaitheamh níos fearr mar thoradh ar ardchaighdeán, ach tá sé níos moille le rindreáil. Ní chuireann an socrú seo isteach ar na sonraí bácáilte agus ní gá an [VoxelGI] a bhácáil arís chun é a chur i bhfeidhm.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun cáilíocht VoxelGI a rialú ag am rite, cuir glaoch ar [method RenderingServer.voxel_gi_set_quality] ina ionad sin.

en: The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH].
ga: Líon na gathanna atá le húsáid chun soilsiú réad dinimiciúil a bhácáil i [LightmapProbe]s nuair is é [comhalta LightmapGI.quality] [LightmapGI.BAKE_QUALITY_HIGH].

en: The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH].
ga: Is é an líon gathanna atá le húsáid chun mapaí solais a bhácáil le [LightmapGI] nuair a bhíonn [ball LightmapGI.quality] [LightmapGI.BAKE_QUALITY_HIGH].

en: The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW].
ga: Líon na gathanna le húsáid chun soilsiú réad dinimiciúil a bhácáil i [LightmapProbe]s nuair atá [ball LightmapGI.quality] [LightmapGI.BAKE_QUALITY_LOW].

en: The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW].
ga: Is é an líon gathanna atá le húsáid chun mapaí solais a bhácáil le [LightmapGI] nuair a bhíonn [ball LightmapGI.quality] [LightmapGI.BAKE_QUALITY_LOW].

en: The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM].
ga: Líon na gathanna atá le húsáid chun soilsiú réad dinimiciúil a bhácáil i [LightmapProbe]s nuair atá [comhalta LightmapGI.quality] [LightmapGI.BAKE_QUALITY_MEDIUM].

en: The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM].
ga: Is é an líon gathanna atá le húsáid chun mapaí solais a bhácáil le [LightmapGI] nuair a bhíonn [ball LightmapGI.quality] [LightmapGI.BAKE_QUALITY_MEDIUM].

en: The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
ga: Líon na gathanna atá le húsáid chun soilsiú réad dinimiciúil a bhácáil i [LightmapProbe]s nuair is é [ball LightmapGI.quality] [LightmapGI.BAKE_QUALITY_ULTRA].

en: The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
ga: Is é an líon gathanna atá le húsáid chun mapaí solais a bhácáil le [LightmapGI] nuair a bhíonn [ball LightmapGI.quality] [LightmapGI.BAKE_QUALITY_ULTRA].

en: Denoiser tool used for denoising lightmaps.
    Using [url=https://www.openimagedenoise.org/]OpenImageDenoise[/url] (OIDN) requires configuring a path to an OIDN executable in the editor settings at [member EditorSettings.filesystem/tools/oidn/oidn_denoise_path]. OIDN can be downloaded from [url=https://www.openimagedenoise.org/downloads.html]OpenImageDenoise's downloads page[/url].
    OIDN will use GPU acceleration when available. Unlike JNLM which uses compute shaders for acceleration, OIDN uses vendor-specific acceleration methods. For GPU acceleration to be available, the following libraries must be installed on the system depending on your GPU:
    - NVIDIA GPUs: CUDA libraries
    - AMD GPUs: HIP libraries
    - Intel GPUs: SYCL libraries
    If no GPU acceleration is configured on the system, multi-threaded CPU-based denoising will be performed instead. This CPU-based denoising is significantly slower than the JNLM denoiser in most cases.
ga: Uirlis denoiser a úsáidtear chun mapaí solais a shéanadh.
    Le húsáid [url=https://www.openimagedenoise.org/]OpenImageDenoise[/url] (OIDN) is gá conair chuig inrite OIDN a chumrú i socruithe an eagarthóra ag [member EditorSettings.filesystem/tools/oidn/oidn_denoise_path]. Is féidir OIDN a íoslódáil ó [url=https://www.openimagedenoise.org/downloads.html]leathanach íoslódálacha OpenImageDenoise[/url].
    Úsáidfidh OIDN luasghéarú GPU nuair a bheidh sé ar fáil. Murab ionann agus JNLM a úsáideann scáthairí ríomh le haghaidh luasghéaraithe, úsáideann OIDN modhanna luasghéaraithe a bhaineann go sonrach le díoltóirí. Le go mbeidh luasghéarú GPU ar fáil, ní mór na leabharlanna seo a leanas a shuiteáil ar an gcóras ag brath ar do GPU:
    - GPUanna NVIDIA: leabharlanna CUDA
    - GPUanna AMD: leabharlanna HIP
    - GPUanna Intel: leabharlanna SYCL
    Mura bhfuil aon luasghéarú GPU cumraithe ar an gcóras, déanfar denoising il-snáithithe CPU-bhunaithe a dhéanamh ina ionad sin. Tá an séanadh CPU-bhunaithe seo i bhfad níos moille ná an t-ainmneoir JNLM i bhformhór na gcásanna.

en: The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
ga: An texel_size a úsáidtear chun an [member Mesh.lightmap_size_hint] ar [PrimitiveMesh] acmhainní a ríomh má tá [member PrimitiveMesh.add_uv2] cumasaithe.

en: The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
ga: Luas an nuashonraithe fráma-ráta neamhspleách nuair a léirítear soilsiú réad dinimiciúil ó [LightmapProbe]s. Déanann luachanna níos airde soilsiú réad dinimiciúil a nuashonrú níos tapúla. Is féidir le luachanna níos airde cosc a chur ar réada atá ag gluaiseacht go tapa soilsiú indíreach “as dáta” a bheith ar taispeáint orthu, ar chostas flickering féideartha nuair a bhogann réad ó limistéar geal go limistéar scáthaithe.

en: Use 16 bits for the directional shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
ga: Bain úsáid as 16 ghiotán don treoléarscáil doimhneachta scátha. Mar thoradh air seo a chumasú bíonn níos lú beachtas ag scáthanna agus d'fhéadfadh sé go mbeadh scáth-acne mar thoradh air, ach d'fhéadfadh feabhsuithe feidhmíochta a bheith mar thoradh ar roinnt feistí.

en: The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value is rounded up to the nearest power of 2.
ga: Méid an scátha treorach i bpicteilíní. Beidh scáthanna níos géire mar thoradh ar luachanna níos airde, ar chostas feidhmíochta. Déantar an luach a shlánú suas go dtí an chumhacht is gaire de 2.

en: Lower-end override for [member rendering/lights_and_shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rendering ball/lights_and_shadows/directional_shadow/size] ar ghléasanna soghluaiste, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
    [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
    [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
ga: Socrú cáilíochta do scáthanna arna gcaitheamh ag [DirectionalLight3D]s. Úsáideann suíomhanna ardchaighdeáin níos mó samplaí agus iad ag léamh ó scáthléarscáileanna agus mar sin bíonn siad níos moille. D'fhéadfadh go mbeadh cuma ghránna ar na scáthanna i socruithe ar chaighdeán íseal.
    [b]Nóta:[/b] Iolróidh an socrú Bog An-Íseal [i]scátha leanúnach[/i] faoi 0.75x go huathoibríoch chun méid an torainn infheicthe a laghdú. Ní dhéanann an t-athrú doiléir uathoibríoch seo difear ach don fhachtóir doiléirigh tairiseach atá sainmhínithe i [member Light3D.shadow_blur], ní ar an ngeamhú athróg a dhéanann [DirectionalLight3D]s' [comhalta Light3D.light_angular_distance].
    [b]Nóta:[/b] Déanfaidh na socruithe Bog Ard agus Soft Ultra iolrú go huathoibríoch [i]scáth-gheallta[/i] faoi 1.5× agus 2× faoi seach chun úsáid níos fearr a bhaint as an gcomhaireamh sampla méadaithe. Feabhsaíonn an doiléire méadaithe seo cobhsaíocht scáthanna dinimiciúla réad.

en: Lower-end override for [member rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rendering ball/lights_and_shadows/directional_shadow/soft_shadow_filter_quality] ar ghléasanna móibíleacha, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: Use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
ga: Úsáid 16 ghiotán don léarscáil doimhneachta scátha omni/spota. Mar thoradh air seo a chumasú bíonn níos lú beachtas ag scáthanna agus d'fhéadfadh sé go mbeadh scáth-acne mar thoradh air, ach d'fhéadfadh feabhsuithe feidhmíochta a bheith mar thoradh ar roinnt feistí.

en: Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
ga: Méid ceathrúna fo-roinnte le haghaidh scáthmhapála. Féach ar dhoiciméid mhapála scátha.

en: Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
ga: Méid an scáth atlais (a úsáidtear le haghaidh OmniLights agus SpotLights). Féach doiciméadú.

en: Lower-end override for [member rendering/lights_and_shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rendering ball/lights_and_shadows/positional_shadow/atlas_size] ar ghléasanna móibíleacha, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
    [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
    [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
ga: Socrú cáilíochta do scáthanna arna gcaitheamh ag [OmniLight3D]s agus [SpotLight3D]s. Úsáideann suíomhanna ardchaighdeáin níos mó samplaí agus iad ag léamh ó scáthléarscáileanna agus mar sin bíonn siad níos moille. D'fhéadfadh go mbeadh cuma ghránna ar na scáthanna i socruithe ar chaighdeán íseal.
    [b]Nóta:[/b] Iolróidh an socrú Bog An-Íseal [i]scátha leanúnach[/i] faoi 0.75x go huathoibríoch chun méid an torainn infheicthe a laghdú. Ní dhéanann an t-athrú doiléir uathoibríoch seo difear ach don fhachtóir doiléirigh tairiseach atá sainmhínithe i [member Light3D.shadow_blur], ní ar an ngeamhú athróg a dhéanann [DirectionalLight3D]s' [comhalta Light3D.light_angular_distance].
    [b]Nóta:[/b] Déanfaidh na socruithe Soft High agus Soft Ultra iolrú go huathoibríoch doiléir faoi 1.5 × agus 2 × faoi seach chun úsáid níos fearr a bhaint as an gcomhaireamh sampla méadaithe. Feabhsaíonn an doiléire méadaithe seo cobhsaíocht scáthanna dinimiciúla réad.

en: Lower-end override for [member rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rendering ball/lights_and_shadows/positional_shadow/soft_shadow_filter_quality] ar ghléasanna soghluaiste, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: If [code]true[/code], items that cannot cast shadows into the view frustum will not be rendered into shadow maps.
    This can increase performance.
ga: Más [code]true[/code], ní dhéanfar nithe nach bhfuil in ann scáthanna a chaitheamh isteach san fhrustum radhairc a rindreáil i scáthléarscáileanna.
    Féadfaidh sé seo feidhmíocht a mhéadú.

en: Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a [CameraAttributes] resource to be set at bake time to reduce the dynamic range. At run time, Godot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent.
ga: Cumasaíonn sé aonaid atá bunaithe go fisiciúil a úsáid le haghaidh foinsí solais. Is gnách go mbíonn aonaid atá bunaithe go fisiciúil i bhfad níos mó ná na haonaid threallacha a úsáideann Godot, ach is féidir iad a úsáid chun soilsiú laistigh de Godot a mheaitseáil le soilsiú sa saol fíor. Mar gheall ar an raon mór dinimiciúla de choinníollacha soilsithe atá sa nádúr, déanann Godot nochtadh do na cainníochtaí soilsithe éagsúla sula ndéantar é. Déanann formhór na bhfoinsí solais nochtadh go huathoibríoch ag am rite bunaithe ar an acmhainn ghníomhach [CameraAttributes], ach éilíonn [LightmapGI] agus [VoxelGI] acmhainn [CameraAttributes] a shocrú ag am bácála chun an raon dinimiciúil a laghdú. Ag am reáchtála, déanfaidh Godot an nochtadh bácáilte a réiteach go huathoibríoch leis an nochtadh gníomhach chun a chinntiú go bhfanann an soilsiú comhsheasmhach.

en: The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + [Decal] + [ReflectionProbe]) that can be rendered at once in the camera view. If there are more clustered elements present in the camera view, some of them will not be rendered (leading to pop-in during camera movement). Enabling distance fade on lights and decals ([member Light3D.distance_fade_enabled], [member Decal.distance_fade_enabled]) can help avoid reaching this limit.
    Decreasing this value may improve GPU performance on certain setups, even if the maximum number of clustered elements is never reached in the project.
    [b]Note:[/b] This setting is only effective when using the Forward+ rendering method, not Mobile and Compatibility.
ga: Uaslíon na n-eilimintí cnuasaithe ([OmniLight3D] + [SpotLight3D] + [Decal] + [ReflectionProbe]) is féidir a rindreáil láithreach i radharc an cheamara. Má tá níos mó gnéithe cnuasaithe i láthair i radharc an cheamara, ní dhéanfar cuid acu a rindreáil (rud a fhágann go dtiocfaidh aníos le linn gluaiseacht ceamara). Is féidir leis an teorainn seo a sheachaint má chuirtear an t-achar céimnithe ar chumas soilse agus decals ([comhalta Light3D.distance_fade_enabled], [comhalta Decal.distance_fade_enabled]).
    Má laghdaítear an luach seo, d’fhéadfadh sé go bhfeabhsófar feidhmíocht GPU ar shuiteálacha áirithe, fiú mura sroichtear uaslíon na n-eilimintí cnuasaithe sa tionscadal riamh.
    [b]Nóta:[/b] Níl an socrú seo éifeachtach ach amháin nuair a bhíonn modh rindreála Forward+ in úsáid, ní Móibíleach agus Comhoiriúnacht.

en: Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
    [b]Note:[/b] This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
ga: Líon uasta na n-ollsoilse agus na spotsoilse atá inchurtha in aghaidh an réad. Ag an luach réamhshocraithe de 8, ciallaíonn sé seo go bhféadfadh suas le 8 omnilights agus 8 spotsoilse difear do gach dromchla. Tá sé seo teoranta tuilleadh ag tacaíocht crua-earraí agus [rindreáil ball/limits/opengl/max_renderable_lights]. Má shocraítear é seo, laghdófar beagán úsáid chuimhne, d'fhéadfadh sé amanna tiomsaithe scáthaithe a laghdú, agus d'fhéadfadh rindreáil níos tapúla a bheith mar thoradh ar ghairis íseal-deireadh, soghluaiste nó gréasáin.
    [b]Nóta:[/b] Níl an socrú seo éifeachtach ach amháin nuair a bhíonn an modh rindreála Comhoiriúnachta in úsáid, ní Ar Aghaidh+ agus Móibíleach.

en: Max number of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
    [b]Note:[/b] This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
ga: Uaslíon na n-eilimintí atá inchurtha i bhfráma. Má tá níos mó eilimintí ná seo le feiceáil in aghaidh an fhráma, ní bheidh siad tarraingthe. Coinnigh i gcuimhne go dtagraíonn eilimintí do dhromchlaí mogaill agus ní do mhogalra iad féin. Má shocraítear é seo, laghdófar beagán úsáid na cuimhne agus d'fhéadfadh sé go laghdófar amanna tiomsaithe scáthaithe, go háirithe ar an ngréasán. Don chuid is mó úsáidí, tá an luach réamhshocraithe oiriúnach, ach smaoinigh ar an méid is féidir a ísliú ar onnmhairiú gréasáin.
    [b]Nóta:[/b] Níl an socrú seo éifeachtach ach amháin nuair a bhíonn an modh rindreála Comhoiriúnachta in úsáid, ní Ar Aghaidh+ agus Móibíleach.

en: Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
    [b]Note:[/b] This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
ga: An t-uaslíon soilse suímh atá inchurtha i bhfráma. Má úsáidtear níos mó soilse ná an uimhir seo, déanfar neamhaird orthu. Má shocraítear é seo, laghdófar beagán úsáid na cuimhne agus d'fhéadfadh sé go laghdófar amanna tiomsaithe scáthaithe, go háirithe ar an ngréasán. Don chuid is mó úsáidí, tá an luach réamhshocraithe oiriúnach, ach smaoinigh ar an méid is féidir a ísliú ar onnmhairiú gréasáin.
    [b]Nóta:[/b] Níl an socrú seo éifeachtach ach amháin nuair a bhíonn an modh rindreála Comhoiriúnachta in úsáid, ní Ar Aghaidh+ agus Móibíleach.

en: The minimum number of instances that must be present in a scene to enable culling computations on multiple threads. If a scene has fewer instances than this number, culling is done on a single thread.
ga: An t-íoslíon cásanna a chaithfidh a bheith i láthair i radharc chun ríomh maraithe ar shnáitheanna iolracha a chumasú. Má bhíonn níos lú cásanna ag radharc ná an uimhir seo, déantar an marú ar shnáithe amháin.

en: The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail.
    [b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
    [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.mesh_lod_threshold] on the root [Viewport].
ga: An claonadh uathoibríoch LOD le húsáid le haghaidh mogaill a thugtar laistigh den [ReflectionProbe]. Úsáidfidh luachanna níos airde leaganacha nach bhfuil chomh mionsonraithe sin de mhogaill a bhfuil éagsúlachtaí LOD ginte acu. Má tá sé socraithe go [code]0.0[/code], díchumasaítear LOD uathoibríoch. Méadú ar [rendering ball/mesh_lod/lod_change/threshold_pixels] chun feidhmíocht a fheabhsú ar chostas sonraí céimseata.
    [b]Nóta:[/b] ní dhéanann [rindreáil ball/mesh_lod/lod_change/threshold_pixels] difear do raonta infheictheachta [GeometryInstance3D] (ar a dtugtar LOD "láimhe" nó LOD ordlathach freisin).
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an tairseach LOD uathoibríoch a choigeartú ag am rite, socraigh [comhalta Viewport.mesh_lod_threshold] ar an fhréamh [Viewport].

en: The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]Bounding Volume Hierarchy[/url] quality to use when rendering the occlusion culling buffer. Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. See also [member rendering/occlusion_culling/occlusion_rays_per_thread].
    [b]Note:[/b] This property is only read when the project starts. To adjust the BVH build quality at runtime, use [method RenderingServer.viewport_set_occlusion_culling_build_quality].
ga: An [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]Ordlathas Imleabhar Teochriosach[/url] le húsáid agus an maolán maraithe occlusion á rindreáil. Mar thoradh ar luachanna níos airde beidh marú occlusion níos cruinne, ar chostas níos airde úsáide LAP. Féach freisin [rendering ball/occlusion_culling/occlusion_rays_per_thread].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun an caighdeán tógála BVH a choigeartú ag am rite, úsáid [method RenderingServer.viewport_set_occlusion_culling_build_quality].

en: If [code]true[/code], the projection used for rendering the occlusion buffer will be jittered. This can help prevent objects being incorrectly culled when visible through small gaps.
ga: Más [code]true[/code], déanfar an teilgin a úsáidtear chun an maolán occlusion a rindreáil a ghiodar. Is féidir leis seo cuidiú le cosc a chur ar rudaí a bheith á mbaint go mícheart nuair is féidir iad a fheiceáil trí bhearnaí beaga.

en: The number of occlusion rays traced per CPU thread. Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. The occlusion culling buffer's pixel count is roughly equal to [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it will depend on the system's CPU. Therefore, CPUs with fewer cores will use a lower resolution to attempt keeping performance costs even across devices. See also [member rendering/occlusion_culling/bvh_build_quality].
    [b]Note:[/b] This property is only read when the project starts. To adjust the number of occlusion rays traced per thread at runtime, use [method RenderingServer.viewport_set_occlusion_rays_per_thread].
ga: Líon na gathanna occlusion a rianadh de réir snáithe LAP. Mar thoradh ar luachanna níos airde beidh marú occlusion níos cruinne, ar chostas níos airde úsáide LAP. Tá comhaireamh picteilín an mhaoláin maraithe occlusion thart ar cóimhéid le [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], mar sin beidh sé ag brath ar LAP an chórais. Mar sin, úsáidfidh LAPanna a bhfuil níos lú croíleacáin acu taifeach níos ísle chun iarracht a dhéanamh costais feidhmíochta a choinneáil fiú trasna feistí. Féach freisin [rendering ball/occlusion_culling/bvh_build_quality].
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Chun líon na gathanna occlusion a rianaítear in aghaidh an tsnáithe ag am rite a choigeartú, úsáid [method RenderingServer.viewport_set_occlusion_rays_per_thread].

en: If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D in the root viewport. In custom viewports, [member Viewport.use_occlusion_culling] must be set to [code]true[/code] instead.
    [b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
    [b]Note:[/b] Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with [code]module_raycast_enabled=yes[/code].
ga: Más rud é [code]true[/code], beidh nóid [OccluderInstance3D] inúsáidte le haghaidh marú folaithe i 3D sa fhréamh-amharc. I bpoirt amhairc saincheaptha, ní mór [comhalta Viewport.use_occlusion_culling] a shocrú go [code]true[/code] ina ionad sin.
    [b]Nóta:[/b] Tá costas ar an LAP le marú occlusion a chumasú. Ná cumasaigh marú occlusion ach amháin má tá sé ar intinn agat é a úsáid. Go ginearálta ní bhainfidh radhairc mhóra oscailte ina bhfuil mórán réad nó rud ar bith bac leis an radharc, mórán tairbhe as marú occlusion. Go ginearálta baineann radhairc mhóra oscailte leas níos mó as LOD mogalra agus raonta infheictheachta ([comhalta GeometryInstance3D.visibility_range_begin] agus [comhalta GeometryInstance3D.visibility_range_end]) i gcomparáid le marú occlusion.
    [b]Nóta:[/b] Mar gheall ar shrianta cuimhne, ní thacaítear le marú occlusion de réir réamhshocraithe i dteimpléid easpórtála Gréasáin. Is féidir é a chumasú trí theimpléid onnmhairithe Gréasáin saincheaptha a thiomsú le [code]module_raycast_enabled=tá[/code].

en: Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
ga: Líon na gciúbléarscáileanna le stóráil san atlas machnaimh. Beidh líon na [ReflectionProbe]s i radharc teoranta faoin méid seo. Éilíonn líon níos airde níos mó VRAM.

en: Size of cubemap faces for [ReflectionProbe]s. A higher number requires more VRAM and may make reflection probe updating slower.
ga: Méid aghaidheanna léarscáile ciúb le haghaidh [ReflectionProbe]s. Teastaíonn níos mó VRAM ó líon níos airde agus d’fhéadfadh nuashonrú an taiscéalaí machnaimh a dhéanamh níos moille.

en: Lower-end override for [member rendering/reflections/reflection_atlas/reflection_size] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rindreáil ball/machnamh/machnamh_atlas/machnamh_size] ar ghléasanna móibíleacha, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
ga: Úsáid malairt mhalairt ar chaighdeán níos airde den algartam mearscagtha. Go suntasach níos moille ná úsáid a bhaint as cáilíocht réamhshocraithe, ach bíonn machnaimh níos míne mar thoradh air. Níor cheart é a úsáid ach amháin nuair a bhíonn an radharc sonraithe go háirithe.

en: Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
ga: Socraíonn sé líon na samplaí le tógáil agus sampláil tábhachta á húsáid le haghaidh [Spéir]anna agus [ReflectionProbe]s. Mar thoradh ar luach níos airde beidh machnaimh níos rianúla, ar chaighdeán níos airde, ach méadóidh sé an t-am chun léarscáileanna radiance a ríomh. Go ginearálta, tá gá le níos lú samplaí le haghaidh timpeallachtaí raon dinimiciúla níos simplí agus níos mó samplaí ag teastáil le haghaidh timpeallachtaí HDR agus timpeallachtaí le leibhéal ard mionsonraí.

en: Lower-end override for [member rendering/reflections/sky_reflections/ggx_samples] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair do [rindreáil ball/machnamh/sky_reflections/ggx_samples] ar ghléasanna móibíleacha, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM.
ga: Cuireann sé teorainn le líon na gciseal atá le húsáid ar léarscáileanna radiance agus sampláil tábhachta á úsáid. Beidh líon níos ísle beagán níos tapúla agus tógfaidh sé níos lú VRAM.

en: If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/reflections/sky_reflections/roughness_layers] times more memory.
ga: Más [code]true[/code], úsáidtear eagair uigeachta in ionad mipmaps le haghaidh tóireadóirí machnaimh agus cúlraí lánléargais (spéir). Laghdaíonn sé seo torann giodam agus déantáin upscaling ar fhrithchaitheamh, ach tá sé i bhfad níos moille a ríomh agus úsáideann [rindreáil ball/machnamh/sky_reflections/garbhachta_sraitheanna] cuimhne níos mó.

en: Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rindreáil ball/machnamh/sky_reflections/texture_array_reflections] ar ghléasanna móibíleacha, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: Override for [member rendering/renderer/rendering_method] on mobile devices.
ga: Sárú le haghaidh [rindreáil ball/rindreoir/rendering_method] ar ghléasanna móibíleacha.

en: Override for [member rendering/renderer/rendering_method] on web.
ga: Sárú le haghaidh [rendering ball/renderer/rendering_method] ar an ngréasán.

en: Version code of the [url=https://devblogs.microsoft.com/directx/directx12agility/]Direct3D 12 Agility SDK[/url] to use ([code]D3D12SDKVersion[/code]). This must match the [i]minor[/i] version that is installed next to the editor binary and in the export templates directory for the current editor version. For example, if you have [code]1.613.3[/code] installed, you need to input [code]613[/code] here.
ga: Cód leagan an [url=https://devblogs.microsoft.com/directx/directx12agility/]Direct3D 12 Agility SDK[/url] le húsáid ([code]D3D12SDKVersion[/code]). Caithfidh sé seo a bheith ag teacht leis an leagan [i]mion[/i] atá suiteáilte in aice le dénártha an eagarthóra agus san eolaire teimpléid easpórtála don leagan eagarthóireachta reatha. Mar shampla, má tá [code]1.613.3[/code] suiteáilte agat, ní mór duit [code]613[/code] a ionchur anseo.

en: The number of entries in the miscellaneous descriptors heap the Direct3D 12 rendering driver uses each frame, used for various operations like clearing a texture.
    Depending on the complexity of scenes, this value may be lowered or may need to be raised.
ga: Úsáideann an tiománaí rindreála Direct3D 12 gach fráma, a úsáidtear le haghaidh oibríochtaí éagsúla mar uigeacht a ghlanadh, líon na n-iontrálacha sa charn tuairisceoirí ilghnéitheacha.
    Ag brath ar chastacht na radharc, féadfar an luach seo a ísliú nó b'fhéidir go gcaithfí é a ardú.

en: The number of entries in the resource descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
    Depending on the complexity of scenes, this value may be lowered or may need to be raised.
ga: Úsáideann an tiománaí rindreála Direct3D 12 gach fráma, a úsáidtear don chuid is mó d’oibríochtaí rindreála, líon na n-iontrálacha i gcarn na dtuairisceoirí acmhainne.
    Ag brath ar chastacht na radharc, féadfar an luach seo a ísliú nó b'fhéidir go gcaithfí é a ardú.

en: The number of entries in the sampler descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
    Depending on the complexity of scenes, this value may be lowered or may need to be raised.
ga: Úsáideann an tiománaí rindreála Direct3D 12 gach fráma, a úsáidtear le haghaidh formhór na n-oibríochtaí rindreála, líon na n-iontrálacha i gcarn na dtuairisceoirí samplóra.
    Ag brath ar chastacht na radharc, féadfar an luach seo a ísliú nó b'fhéidir go gcaithfí é a ardú.

en: Enable the pipeline cache that is saved to disk if the graphics API supports it.
    [b]Note:[/b] This property is unable to control the pipeline caching the GPU driver itself does. Only turn this off along with deleting the contents of the driver's cache if you wish to simulate the experience a user will get when starting the game for the first time.
ga: Cumasaigh an taisce píblíne a shábháiltear ar dhiosca má thacaíonn an API grafaic leis.
    [b]Nóta:[/b] Ní féidir leis an airí seo an píblíne a thaisceadh a dhéanann an tiománaí GPU féin a rialú. Ná déan é seo a mhúchadh mar aon le hábhar thaisce an tiománaí a scriosadh ach amháin más mian leat an taithí a gheobhaidh úsáideoir agus é ag tosú an chluiche den chéad uair a insamhladh.

en: Determines at which interval pipeline cache is saved to disk. The lower the value, the more often it is saved.
ga: Cinneann sé an taisce píblíne eatramh a shábháil ar diosca. Dá ísle an luach, is minic a shábhálfar é.

en: The number of frames to track on the CPU side before stalling to wait for the GPU.
    Try the [url=https://darksylinc.github.io/vsync_simulator/]V-Sync Simulator[/url], an interactive interface that simulates presentation to better understand how it is affected by different variables under various conditions.
    [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this value at run-time.
ga: Líon na frámaí le rianú ar thaobh an LAP sula stopann tú ag fanacht leis an GPU.
    Bain triail as an [url=https://darksylinc.github.io/vsync_simulator/]V-Sync Simulator[/url], comhéadan idirghníomhach a shamhlaíonn cur i láthair chun tuiscint níos fearr a fháil ar an tionchar a bhíonn ag athróga éagsúla air faoi choinníollacha éagsúla.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Níl aon bhealach ann faoi láthair leis an luach seo a athrú ag am rite.

en: The number of images the swapchain will consist of (back buffers + front buffer).
    [code]2[/code] corresponds to double-buffering and [code]3[/code] to triple-buffering.
    Double-buffering may give you the lowest lag/latency but if V-Sync is on and the system can't render at 60 fps, the framerate will go down in multiples of it (e.g. 30 fps, 15, 7.5, etc.). Triple buffering gives you higher framerate (specially if the system can't reach a constant 60 fps) at the cost of up to 1 frame of latency, with [constant DisplayServer.VSYNC_ENABLED] (FIFO).
    Use double-buffering with [constant DisplayServer.VSYNC_ENABLED]. Triple-buffering is a must if you plan on using [constant DisplayServer.VSYNC_MAILBOX] mode.
    Try the [url=https://darksylinc.github.io/vsync_simulator/]V-Sync Simulator[/url], an interactive interface that simulates presentation to better understand how it is affected by different variables under various conditions.
    [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this value at run-time.
    [b]Note:[/b] Some platforms may restrict the actual value.
ga: Is éard a bheidh sa líon íomhánna a bheidh sa swapchain (maoláin chúl + maolán tosaigh).
    Freagraíonn [code]2[/code] don mhaolánú dúbailte agus don [code]3[/code] don mhaolánú faoi thrí.
    B’fhéidir go dtabharfaidh maolánú dúbailte an t-aga moille/latency is ísle duit ach má tá V-Sync curtha ar siúl agus nach féidir leis an gcóras rindreáil ag 60 fps, laghdóidh an creatráta ina iolraí de (m.sh. 30 fps, 15, 7.5, etc.) . Tugann maolán triple ráta fráma níos airde duit (go háirithe mura féidir leis an gcóras tairiseach 60 fps a bhaint amach) ar chostas suas le 1 fráma latency, le [DisplayServer.VSYNC_ENABLED] (FIFO).
    Úsáid maolánú dúbailte le [DisplayServer.VSYNC_ENABLED]. Ní mór maolánú tríthi má tá sé ar intinn agat mód [Constant DisplayServer.VSYNC_MAILBOX] a úsáid.
    Bain triail as an [url=https://darksylinc.github.io/vsync_simulator/]V-Sync Simulator[/url], comhéadan idirghníomhach a shamhlaíonn cur i láthair chun tuiscint níos fearr a fháil ar an tionchar a bhíonn ag athróga éagsúla air faoi choinníollacha éagsúla.
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Níl aon bhealach ann faoi láthair leis an luach seo a athrú ag am rite.
    [b]Nóta:[/b] D’fhéadfadh go gcuirfeadh ardán áirithe srian ar an luach iarbhír.

en: Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
ga: Cinneann sé cé chomh géar agus a bheidh an íomhá upscaled nuair a bheidh an modh upscaling FSR in úsáid. Leathnaíonn géire gach slánuimhir. Téann luachanna ó 0.0 (is géire) go 2.0. Ní dhéanfaidh luachanna os cionn 2.0 difríocht infheicthe.

en: Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially-aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. On particularly low-end GPUs, the added cost of FSR may not be worth it (compared to using bilinear scaling with a slightly higher resolution scale to match performance).
    [b]Note:[/b] FSR is only effective when using the Forward+ rendering method, not Mobile or Compatibility. If using an incompatible rendering method, FSR will fall back to bilinear scaling.
ga: Socraíonn sé an modh scálaithe 3D. Fágann scálú délíneach le réiteach difriúil chun an radharc a fhoshampláil nó a shárshampla. Is teicneolaíocht ardscála é FidelityFX Super Resolution 1.0, arna ghiorrú go FSR, a tháirgeann íomhánna ardchaighdeáin ag frámaí tapa trí úsáid a bhaint as algartam ardúscála atá feasach ar spásúlacht. Tá FSR beagán níos costasaí ná an délíneach, ach táirgeann sé cáilíocht íomhá i bhfad níos airde. Ar GPUanna go háirithe íseal, b’fhéidir nach fiú an costas breise a bhaineann le FSR (i gcomparáid le scálú délíneach a úsáid le scála réitigh beagán níos airde chun feidhmíocht a mheaitseáil).
    [b]Nóta:[/b] Ní bhíonn FSR éifeachtach ach amháin nuair a úsáidtear an modh rindreála Forward+, ní Móibíleach nó Comhoiriúnacht. Má tá modh rindreála neamh-chomhoiriúnach á úsáid agat, titfidh FSR ar ais go dtí scálú délíneach.

en: Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
ga: Scálaí an maolán rindreála 3D bunaithe ar mhéid an amharcphoirt úsáidtear scagaire íomhá atá sonraithe i [rindreáil ball/scálú_3d/mód] chun an íomhá aschuir a scála go dtí méid iomlán an amhairc. Is féidir luachanna níos ísle ná [code]1.0[/code] a úsáid chun rindreáil 3D a bhrostú ar chostas cáilíochta (undersampling). Níl luachanna níos mó ná [code]1.0[/code] bailí ach amháin le haghaidh mód délíneach agus is féidir iad a úsáid chun cáilíocht rindreála 3D a fheabhsú ar chostas ardfheidhmíochta (forshampláil). Féach freisin [rindreáil ball/anti_aliasing/quality/msaa_3d] le haghaidh frithaliasú ilshampla, atá i bhfad níos saoire ach a mhíníonn imill na bpolagán amháin.

en: Enable the shader cache, which stores compiled shaders to disk to prevent stuttering from shader compilation the next time the shader is needed.
ga: Cumasaigh an taisce shader, a stórálann shaders tiomsaithe go diosca chun cosc a chur stuttering ó tiomsú shader an chéad uair eile a bhfuil an shader ag teastáil.

en: If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
ga: Más [code]true[/code], úsáideann múnla soilsithe ábhair Lambert atá níos tapúla ach ar chaighdeán níos ísle in ionad Burley.

en: Lower-end override for [member rendering/shading/overrides/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
ga: Sárú foirceann íochtair le haghaidh [rindreáil ball/scáthfhoghlaim/sárú/force_lambert_over_burley] ar ghléasanna móibíleacha, mar gheall ar imní feidhmíochta nó tacaíocht tiománaithe.

en: The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
ga: An cháilíocht scagtha le húsáid le haghaidh nóid [Decal]. Nuair a bhíonn ceann de na modhanna scagtha anisotrópacha á n-úsáid, tá an leibhéal scagtha anisotrópach á rialú ag [rindreáil ball/uigeachtaí/default_filters/anisotropic_filtering_level].

en: Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
    Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member rendering/anti_aliasing/quality/screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enabled at the same time, an offset of [code]-0.75[/code] is applied to this value.
    [b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/code] (exclusive), [member rendering/textures/default_filters/texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].
ga: Tionchar aige ar an géire uigeachta deiridh trí léamh ó mipmap níos ísle nó níos airde (ar a dtugtar freisin "laofacht LOD uigeacht"). De bharr luachanna diúltacha, bíonn uigeachtaí maipthe níos géire ach níos géire nuair a bhreathnaítear orthu i bhfad uainn, agus bíonn uigeachtaí maipthe níos doiléire de bharr luachanna dearfacha (fiú nuair atá siad gar).
    Nuair a chumasófar frithaliasú ama ([rendering ball/anti_aliasing/quality/use_taa]) cuirfear fritháireamh [code]-0.5[/code] i bhfeidhm go huathoibríoch ar an luach seo, agus cumasófar FXAA ([rendering ball/anti_aliasing/quality/screen_space_aa]) go huathoibríoch cuir fritháireamh [code]-0.25[/code] i bhfeidhm ar an luach seo. Má tá TAA agus FXAA araon cumasaithe ag an am céanna, cuirtear fritháireamh [code]-0.75[/code] i bhfeidhm ar an luach seo.
    [b]Nóta:[/b] Má tá [rindreáil ball/scálú_3d/scála] níos ísle ná [code]1.0[/code] (eisiach), úsáidtear [rindreáil ball/uigeachtaí/default_filters/texture_mipmap_bias] chun an mipmap uathoibríoch a choigeartú laofacht a ríomhtar go hinmheánach bunaithe ar an bhfachtóir scála. Is í an fhoirmle dó seo ná [code]log2(scaling_3d_scale) + mipmap_bias[/code].

en: If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
    [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
ga: Más [code]true[/code], úsáideann scagadh mipmap comharsan is gaire agus mipmaps á n-úsáid (ar a dtugtar “scagadh délíneach” freisin), as a dtiocfaidh seams infheicthe le feiceáil idir céimeanna mipmap. D’fhéadfadh sé seo feidhmíocht a mhéadú i soghluaiste mar go n-úsáidtear níos lú bandaleithead cuimhne. Más [code]bréagach[/code], úsáidtear scagadh líneach mipmap (ar a dtugtar “scagadh trílíneach freisin”).
    [b]Nóta:[/b] Ní léitear an t-airí seo ach amháin nuair a thosaíonn an tionscadal. Níl aon bhealach ann faoi láthair leis an socrú seo a athrú ag am rite.

en: The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
ga: An cháilíocht scagtha le húsáid le haghaidh teilgeoirí [OmniLight3D] agus [SpotLight3D]. Nuair a bhíonn ceann de na modhanna scagtha anisotrópacha á n-úsáid, tá an leibhéal scagtha anisotrópach á rialú ag [rindreáil ball/uigeachtaí/default_filters/anisotropic_filtering_level].

en: If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
ga: Más [code]true[/code], iompórtálfaidh an t-allmhaireoir uigeachta uigeachtaí gan chailliúint ag baint úsáide as an bhformáid PNG. Seachas sin, beidh sé réamhshocraithe úsáid a bhaint as WebP.

en: If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size).
    [b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
    [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
ga: Más [code]true[/code], iompórtálfaidh an t-allmhaireoir uigeachta uigeachtaí comhbhrúite VRAM trí úsáid a bhaint as algartam Comhbhrú Uigeacht Ericsson 2 le haghaidh uigeachtaí ar chaighdeán níos ísle agus léarscáileanna gnáth agus algartam Adaptable Scalable Texture Compression d'uigeachtaí ardchaighdeáin (i méid bloc 4×4 ).
    [b]Nóta:[/b] Is sárú é an socrú seo. Iompórtálfaidh an t-allmhaireoir uigeachta i gcónaí an fhormáid atá de dhíth ar an ardán óstaigh, fiú má tá sé socraithe go [code]false[/code].
    [b]Nóta:[/b] Má athraítear an socrú seo, [i]ní[/i] a imrítear tionchar ar uigeachtaí a allmhairíodh cheana. Chun an socrú seo a chur i bhfeidhm ar uigeachtaí a iompórtáladh cheana, scoir den eagarthóir, bain an fillteán [code].godot/imported/[/code] atá laistigh den fhillteán tionscadail agus ansin atosaigh an t-eagarthóir (féach [member application/config/use_hidden_project_data_directory] ).

en: If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
    [b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
    [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
ga: Más [code]true[/code], allmhaireoidh an t-allmhaireoir uigeachta uigeachtaí comhbhrúite VRAM ag baint úsáide as an algartam Comhbhrúite Uigeachta S3 (DXT1-5) le haghaidh uigeachtaí ar chaighdeán níos ísle agus an algartam BPTC (BC6H agus BC7) le haghaidh uigeachtaí ardchaighdeáin. Ní thacaítear leis an algartam seo ach ar ardáin agus ar chonsóil deisce PC.
    [b]Nóta:[/b] Is sárú é an socrú seo. Iompórtálfaidh an t-allmhaireoir uigeachta i gcónaí an fhormáid atá de dhíth ar an ardán óstaigh, fiú má tá sé socraithe go [code]bréagach[/code].
    [b]Nóta:[/b] Má athraítear an socrú seo, ní [i][/i] a imrítear tionchar ar uigeachtaí a allmhairíodh cheana. Chun an socrú seo a chur i bhfeidhm ar uigeachtaí a iompórtáladh cheana, scoir den eagarthóir, bain an fillteán [code].godot/imported/[/code] atá laistigh den fhillteán tionscadail agus ansin atosaigh an t-eagarthóir (féach [member application/config/use_hidden_project_data_directory] ).

en: The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings.
ga: An modh comhbhrú réamhshocraithe do WebP. Bíonn tionchar aige ar WebP caillte agus gan chailliúint. Tá luach níos airde mar thoradh ar chomhaid níos lú ar chostas luas comhbhrú. Ní chuireann an modh comhbhrú isteach ar luas an dí-chomhbhrú den chuid is mó. Is iad na luachanna tacaithe ná 0 go 6. Tabhair faoi deara go bhfuil modhanna comhbhrú os cionn 4 an-mhall agus nach ndéanann siad ach fíorbheagán coigiltis.

en: The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
ga: An fachtóir comhbhrú réamhshocraithe do WebP gan chailliúint. Ní chuireann an fachtóir comhbhrú isteach ar luas an dí-chomhbhrú den chuid is mó. Is iad na luachanna tacaithe ná 0 go 100.

en: If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed].
ga: Má chumasaíonn [code]true[/code], [comhalta Viewport.transparent_bg] ar an bpréamhamharc. Ligeann sé seo go mbeidh trédhearcacht in aghaidh an picteilín éifeachtach tar éis [taispeántas ball/fuinneog/méid/trédhearcach] agus [taispeáint ball/fuinneog/per_pixel_transparency/cheadaithe] a chumasú.

en: Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
ga: Socraigh an modh réamhshocraithe Scáthlíniú Ráta Athróg (VRS) don phríomhamharc. Féach [comhalta Viewport.vrs_mode] chun é seo a athrú ag am rite, agus [enum Viewport.VRSMode] le haghaidh luachanna féideartha.

en: If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image.
    The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
    [codeblock lang=text]
    - 1×1 = rgb(0, 0, 0)     - #000000
    - 1×2 = rgb(0, 85, 0)    - #005500
    - 2×1 = rgb(85, 0, 0)    - #550000
    - 2×2 = rgb(85, 85, 0)   - #555500
    - 2×4 = rgb(85, 170, 0)  - #55aa00
    - 4×2 = rgb(170, 85, 0)  - #aa5500
    - 4×4 = rgb(170, 170, 0) - #aaaa00
    - 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
    - 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
    - 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
    [/codeblock]
ga: Má tá [rindeáil ball/vrs/mód] socraithe go [b]Uigeacht[/b], seo é an cosán chuig uigeacht réamhshocraithe arna luchtú mar íomhá VRS.
    Caithfidh an uigeacht [i][/i] formáid chomhbhrú gan chailliúint a úsáid ionas gur féidir dathanna a mheaitseáil go beacht. Tá na dlúis VRS seo a leanas mapáilte go dathanna éagsúla, agus léiríonn dathanna níos gile leibhéal níos ísle cruinneas scáthaithe:
    [codeblock lang=téacs]
    - 1×1 = rgb(0, 0, 0) - #000000
    - 1×2 = rgb(0, 85, 0) - #005500
    - 2×1 = rgb(85, 0, 0) - #550000
    - 2×2 = rgb(85, 85, 0) - #555500
    - 2×4 = rgb(85, 170, 0) - #55aa00
    - 4×2 = rgb(170, 85, 0) - #aa5500
    - 4×4 = rgb(170, 170, 0) - #aaaa00
    - 4×8 = rgb(170, 255, 0) - #aaff00 - Gan tacaíocht ar fhormhór na crua-earraí
    - 8×4 = rgb(255, 170, 0) - #ffaa00 - Gan tacaíocht ar fhormhór na crua-earraí
    - 8×8 = rgb(255, 255, 0) - #ffff00 - Gan tacaíocht ar fhormhór na crua-earraí
    [/codeblock]

en: The ratio of [WorkerThreadPool]'s threads that will be reserved for low-priority tasks. For example, if 10 threads are available and this value is set to [code]0.3[/code], 3 of the worker threads will be reserved for low-priority tasks. The actual value won't exceed the number of CPU cores minus one, and if possible, at least one worker thread will be dedicated to low-priority tasks.
ga: An cóimheas idir snáitheanna [WorkerThreadPool] a chuirfear in áirithe do thascanna tosaíochta ísle. Mar shampla, má tá 10 snáithe ar fáil agus an luach seo socraithe go [code]0.3[/code], cuirfear 3 cinn de na snáitheanna oibrithe in áirithe do thascanna ísealtosaíochta. Ní sháróidh an luach iarbhír líon na gcroí LAP lúide a haon, agus más féidir, beidh snáithe oibrí amháin ar a laghad tiomnaithe do thascanna ísealtosaíochta.

en: Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means no limit.
ga: Uaslíon snáitheanna le húsáid ag [WorkerThreadPool]. Ciallaíonn luach [code]-1[/code] gan teorainn.

en: Action map configuration to load by default.
ga: Cumraíocht léarscáile gnímh le luchtú de réir réamhshocraithe.

en: If [code]true[/code], Godot will setup and initialize OpenXR on startup.
ga: Más rud é go bhfuil [code]true[/code], socróidh agus cuirfidh Godot OpenXR ar am tosaithe.

en: Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
ga: Sonraigh conas ba cheart OpenXR a chumasc sa chomhshaol. Baineann sé seo go sonrach le gléasanna áirithe AR agus pas tríd ina ndéanann an cumadóir XR íomhánna ceamara a chumasc isteach.

en: Specify whether to enable eye tracking for this project. Depending on the platform, additional export configuration may be needed.
ga: Sonraigh cé acu ar cheart rianú súl a chumasú don tionscadal seo. Ag brath ar an ardán, d'fhéadfadh go mbeadh gá le cumraíocht onnmhairithe breise.

en: Specify whether OpenXR should be configured for an HMD or a hand held device.
ga: Sonraigh ar cheart OpenXR a chumrú le haghaidh HMD nó gléas láimhe.

en: Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high.
    [b]Note:[/b] Only works on the Compatibility rendering method. On platforms other than Android, if [member rendering/anti_aliasing/quality/msaa_3d] is enabled, this feature will be disabled.
ga: Leibhéal foveation infheidhme má tá tacaíocht ann: 0 = as, 1 = íseal, 2 = meánach, 3 = ard.
    [b]Nóta:[/b] Ní oibríonn sé ach ar an modh rindreála Comhoiriúnachta. Ar ardáin seachas Android, má tá [member rendering/anti_aliasing/quality/msaa_3d] cumasaithe, díchumasófar an ghné seo.

en: Specify the default reference space.
ga: Sonraigh an spás tagartha réamhshocraithe.

en: If [code]true[/code], Godot will display an alert modal when OpenXR initialization fails on startup.
ga: Más [code]true[/code], taispeánfaidh Godot modh foláirimh nuair a theipeann ar thúsú OpenXR ar am tosaithe.

en: If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Godot can't be used with this feature.
ga: Más [code]true[/code], bainisteoidh OpenXR an maolán doimhneachta agus úsáidfidh sé an maolán doimhneachta le haghaidh ard-aththeilgean ar choinníoll go dtacaíonn am rite XR leis seo. Tabhair faoi deara nach féidir roinnt gnéithe rindreála in Godot a úsáid leis an ngné seo.

en: Specify the view configuration with which to configure OpenXR setting up either Mono or Stereo rendering.
ga: Sonraigh an chumraíocht amhairc chun OpenXR a chumrú lena rindreáil Mona nó Steirió.

en: If [code]true[/code], Godot will compile shaders required for XR.
ga: Más rud é go bhfuil [code]true[/code], tiomsóidh Godot na scáthaitheoirí a theastaíonn le haghaidh XR.

en: Emitted when any setting is changed, up to once per process frame.
ga: Astaítear nuair a athraítear aon socrú, suas go dtí uair amháin in aghaidh an fhráma próisis.

en: Interpolates an [Object]'s property over time.
ga: Idirshuíonn sé maoin [Réad] le himeacht ama.

en: Sets the time in seconds after which the [PropertyTweener] will start interpolating. By default there's no delay.
ga: Socraíonn sé an t-am i soicindí a dtosóidh an [PropertyTweener] ag idirshuíomh ina dhiaidh sin. De réir réamhshocraithe, níl aon mhoill.

en: Class representing a square mesh facing the camera.
ga: Rang a sheasann do mhogalra cearnach os comhair an cheamara.

en: Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this rotation is more suited for use with billboarded materials. A [QuadMesh] is equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] is [constant PlaneMesh.FACE_Z].
ga: Rang a sheasann do chearnóg [PrimitiveMesh]. Níl tiús ag an mogalra comhréidh seo. De réir réamhshocraithe, tá an mogalra seo ailínithe ar na haiseanna X agus Y; tá an rothlú seo níos oiriúnaí le húsáid le hábhair chláraithe. Tá [QuadMesh] comhionann le [PlaneMesh] ach amháin a réamhshocrú [comhalta PlaneMesh.orientation] ná [PlaneMesh.FACE_Z leanúnach].

en: 2D in 3D Viewport Demo
ga: Taispeántas Viewport 2D i 3D

en: Flat plane shape for use with occlusion culling in [OccluderInstance3D].
ga: Cruth plána cothrom le húsáid le marú occlusion in [OccluderInstance3D].

en: [QuadOccluder3D] stores a flat plane shape that can be used by the engine's occlusion culling system. See also [PolygonOccluder3D] if you need to customize the quad's shape.
    See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
ga: Stórálann [QuadOccluder3D] cruth eitleáin chomhréidh is féidir a úsáid ag córas maraithe occlusion an innill. Féach freisin [PolygonOccluder3D] más gá duit cruth an chuaid a shaincheapadh.
    Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú occlusion a bhunú.

en: The quad's size in 3D units.
ga: Méid an chuaid in aonaid 3D.

en: A unit quaternion used for representing 3D rotations.
ga: Ceathairn aonad a úsáidtear chun rothlú 3T a léiriú.

en: The [Quaternion] built-in [Variant] type is a 4D data structure that represents rotation in the form of a [url=https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. Compared to the [Basis] type which can store both rotation and scale, quaternions can [i]only[/i] store rotation.
    A [Quaternion] is composed by 4 floating-point components: [member w], [member x], [member y], and [member z]. These components are very compact in memory, and because of this some operations are more efficient and less likely to cause floating-point errors. Methods such as [method get_angle], [method get_axis], and [method slerp] are faster than their [Basis] counterparts.
    For a great introduction to quaternions, see [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know the math behind quaternions, as Godot provides several helper methods that handle it for you. These include [method slerp] and [method spherical_cubic_interpolate], as well as the [code]*[/code] operator.
    [b]Note:[/b] Quaternions must be normalized before being used for rotation (see [method normalized]).
    [b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a quaternion use 32-bit precision by default, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
ga: Is struchtúr sonraí 4D é an cineál [Quaternion] ionsuite [Athraithe] a léiríonn rothlú i bhfoirm [url=https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation]quaternion choinbhinsiúin Hamilton[/url]. I gcomparáid leis an gcineál [Bunús] ar féidir leis an rothlú agus an scála araon a stóráil, ní féidir le ceathairniúin [i]ach [/i] rothlú a stóráil.
    Tá A [Ceathrún] comhdhéanta de 4 chomhpháirt snámhphointe: [comhalta w], [comhalta x], [comhalta y], agus [comhalta z]. Tá na comhpháirteanna seo an-dlúth ó thaobh cuimhne, agus mar gheall air seo tá roinnt oibríochtaí níos éifeachtaí agus is lú an seans go gcruthóidh siad earráidí snámhphointe. Tá modhanna ar nós [method get_angle], [method get_axis], agus [method slerp] níos tapúla ná a gcomhghleacaithe [Basis].
    Chun réamhrá iontach a fháil ar cheathairniúin, féach [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]an físeán seo le 3Blue1Brown[/url]. Ní gá go mbeadh a fhios agat an mata taobh thiar de cheathrúna, mar go soláthraíonn Godot roinnt modhanna cúntóra a láimhseálann duit é. Ina measc seo tá [method slerp] agus [method spherical_cubic_interpolate], chomh maith leis an oibreoir [code]*[/code].
    [b]Nóta:[/b] Ní mór ceathrúna a normalú sula n-úsáidfear iad don rothlú (féach [method normalaithe]).
    [b]Nóta:[/b] Mar an gcéanna le [Vector2] agus [Vector3], úsáideann comhpháirteanna ceathartha beachtas 32-giotán de réir réamhshocraithe, murab ionann agus [snámhphointe] a bhíonn 64-giotán i gcónaí. Más gá cruinneas dúbailte, tiomsaigh an t-inneall leis an rogha [code]precision = double[/code].

en: 3Blue1Brown's video on Quaternions
ga: Físeán 3Blue1Brown ar Quaternions

en: Online Quaternion Visualization
ga: Amharcléiriú Ceathrún Ar Líne

en: Advanced Quaternion Visualization
ga: Amharcléiriú Casta Ceathrún

en: Constructs a [Quaternion] as a copy of the given [Quaternion].
ga: Tógtar [Ceathrún] mar chóip den [Ceathrún] tugtha.

en: Constructs a [Quaternion] representing the shortest arc between [param arc_from] and [param arc_to]. These can be imagined as two points intersecting a sphere's surface, with a radius of [code]1.0[/code].
ga: Tógann sé [Ceathrún] a sheasann don stua is giorra idir [param arc_from] agus [param arc_to]. Is féidir iad seo a shamhlú mar dhá phointe a thrasnaíonn dromchla sféir, le ga [code]1.0[/code].

en: Constructs a [Quaternion] representing rotation around the [param axis] by the given [param angle], in radians. The axis must be a normalized vector.
ga: Tógann sé [Ceathrún] a thaispeánann rothlú timpeall na [para-ais] ag an [param-uillinn] a thugtar, ina raidian. Caithfidh an ais a bheith ina veicteoir normalaithe.

en: Constructs a [Quaternion] from the given rotation [Basis].
    This constructor is faster than [method Basis.get_rotation_quaternion], but the given basis must be [i]orthonormalized[/i] (see [method Basis.orthonormalized]). Otherwise, the constructor fails and returns [constant IDENTITY].
ga: Tógann sé [Ceathrún] ón rothlú a thugtar [Bunús].
    Tá an cruthaitheoir seo níos tapúla ná [method Basis.get_rotation_quaternion], ach ní mór an bunús tugtha a bheith [i]orthonormalized[/i] (féach [method Basis.orthonormalized]). Seachas sin, teipeann ar an cruthaitheoir agus filleann sé [IDENTITY seasmhach].

en: Constructs a [Quaternion] defined by the given values.
    [b]Note:[/b] Only normalized quaternions represent rotation; if these values are not normalized, the new [Quaternion] will not be a valid rotation.
ga: Tógann sé [Ceathrún] sainithe ag na luachanna tugtha.
    [b]Nóta:[/b] Ní sheasann ach do cheathrúna normalaithe rothlú; mura bhfuil na luachanna seo normalaithe, ní bheidh an [Ceathrún] nua ina rothlú bailí.

en: Returns the angle between this quaternion and [param to]. This is the magnitude of the angle you would need to rotate by to get from one to the other.
    [b]Note:[/b] The magnitude of the floating-point error for this method is abnormally high, so methods such as [code]is_zero_approx[/code] will not work reliably.
ga: Filleann sé an uillinn idir an ceathrún seo agus [param go]. Seo é méid na huillinne a chaithfidh tú a rothlú chun dul ó cheann go ceann eile.
    [b]Nóta:[/b] Tá méid na hearráide snámhphointe don mhodh seo thar a bheith ard, mar sin ní oibreoidh modhanna mar [code]is_zero_approx[/code] go hiontaofa.

en: Returns the dot product between this quaternion and [param with].
    This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z * with.z) + (quat.w * with.w)[/code].
ga: Tugann sé ar ais an táirge ponc idir an ceathrúin seo agus [param le].
    Tá sé seo comhionann le [code](quat.x * le.x) + (quat.y * le.y) + (quat.z * with.z) + (quat.w * with.w)[/code] .

en: Returns the exponential of this quaternion. The rotation axis of the result is the normalized rotation axis of this quaternion, the angle of the result is the length of the vector part of this quaternion.
ga: Filleann sé easpónantúil an cheathrún seo. Is é ais uainíochta an toraidh an ais uainíochta normalaithe den cheathrún seo, is é uillinn an toraidh fad an chuid veicteora den cheathrún seo.

en: Constructs a new [Quaternion] from the given [Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method always uses the YXZ convention ([constant EULER_ORDER_YXZ]).
ga: Tógtar [Ceathrún] nua ón [Vector3] tugtha de [url=https://en.wikipedia.org/wiki/Euler_angles]uillinneacha Euler[/url], ina raidian. Úsáideann an modh seo coinbhinsiún YXZ i gcónaí ([EULER_ORDER_YXZ]).

en: Returns the angle of the rotation represented by this quaternion.
    [b]Note:[/b] The quaternion must be normalized.
ga: Filleann sé uillinn an rothlaithe a léiríonn an ceathairnion seo.
    [b]Nóta:[/b] Ní mór an ceathrún a normalú.

en: Returns the rotation axis of the rotation represented by this quaternion.
ga: Filleann sé ais uainíochta na rothlaithe a seasann an ceathrúnán seo di.

en: Returns this quaternion's rotation as a [Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.
    The order of each consecutive rotation can be changed with [param order] (see [enum EulerOrder] constants). By default, the YXZ convention is used ([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), and lastly Y (yaw). When using the opposite method [method from_euler], this order is reversed.
ga: Filleann sé seo rothlú na ceathrún mar [Vector3] de [url=https://en.wikipedia.org/wiki/Euler_angles]uillinneacha Euler[/url], i raidian.
    Is féidir ord gach rothlaithe comhleanúnach a athrú le tairisigh [ord param] (féach [enum EulerOrder]). De réir réamhshocraithe, úsáidtear coinbhinsiún YXZ ([EULER_ORDER_YXZ]): déantar Z (rolla) a ríomh ar dtús, ansin X (pitch), agus ar deireadh Y (yaw). Nuair a úsáidtear an modh eile [method from_euler], déantar an t-ordú seo a aisiompú.

en: Returns the inverse version of this quaternion, inverting the sign of every component except [member w].
ga: Filleann sé an leagan inbhéartach den cheathrún seo, ag inbhéartú comhartha gach comhpháirte seachas [ball w].

en: Returns [code]true[/code] if this quaternion is finite, by calling [method @GlobalScope.is_finite] on each component.
ga: Seoltar ar ais [code]true[/code] má tá an ceathrún seo críochta, trí ghlaoch a chur ar [method @GlobalScope.is_finite] ar gach comhpháirt.

en: Returns [code]true[/code] if this quaternion is normalized. See also [method normalized].
ga: Filleann sé [code]true[/code] má normalaítear an ceathrúnán seo. Féach freisin [method normalaithe].

en: Returns this quaternion's length, also called magnitude.
ga: Filleann sé fad an cheathrú, ar a dtugtar freisin méid.

en: Returns this quaternion's length, squared.
    [b]Note:[/b] This method is faster than [method length], so prefer it if you only need to compare quaternion lengths.
ga: Filleann sé fad an cheathairniúin seo, cearnógach.
    [b]Nóta:[/b] Tá an modh seo níos tapúla ná [fad modha], mar sin b'fhearr é mura bhfuil uait ach faid ceathairneacha a chur i gcomparáid.

en: Returns the logarithm of this quaternion. Multiplies this quaternion's rotation axis by its rotation angle, and stores the result in the returned quaternion's vector part ([member x], [member y], and [member z]). The returned quaternion's real part ([member w]) is always [code]0.0[/code].
ga: Filltear logarithm an cheathrún seo. Iolraíonn sé ais uainíochta na ceathartha seo faoina uillinn uainíochta, agus stórálann sé an toradh i gcuid veicteora an cheathartha ar ais ([ball x], [comhalta y], agus [comhalta z]). Is é [code]0.0[/code] fíorchuid an cheathartha ar ais ([ball w]).

en: Returns a copy of this quaternion, normalized so that its length is [code]1.0[/code]. See also [method is_normalized].
ga: Filleann sé seo cóip den cheathrún, normalaithe ionas gurb é [code]1.0[/code] a fhad. Féach freisin [method is_normalaithe].

en: Performs a spherical-linear interpolation with the [param to] quaternion, given a [param weight] and returns the result. Both this quaternion and [param to] must be normalized.
ga: Déanann sé idirshuíomh sféarúil-líneach leis an gceathrúin [param go], tugtar [meáchan param] agus cuireann sé an toradh ar ais. Ní mór an ceathrún seo agus [param go] araon a normalú.

en: Performs a spherical-linear interpolation with the [param to] quaternion, given a [param weight] and returns the result. Unlike [method slerp], this method does not check if the rotation path is smaller than 90 degrees. Both this quaternion and [param to] must be normalized.
ga: Déanann sé idirshuíomh sféarúil-líneach leis an gceathrúin [param go], tugtar [meáchan param] agus cuireann sé an toradh ar ais. Murab ionann agus [method slerp], ní sheiceáil an modh seo an bhfuil an cosán uainíochta níos lú ná 90 céim. Ní mór an ceathrúnán seo agus an [param go] araon a normalú.

en: Performs a spherical cubic interpolation between quaternions [param pre_a], this vector, [param b], and [param post_b], by the given amount [param weight].
ga: Déanann sé idirshuíomh ciúbach sféarúil idir ceathairniúin [param pre_a], an veicteoir seo, [param b], agus [param post_b], faoin méid a thugtar [param meáchan].

en: Performs a spherical cubic interpolation between quaternions [param pre_a], this vector, [param b], and [param post_b], by the given amount [param weight].
    It can perform smoother interpolation than [method spherical_cubic_interpolate] by the time values.
ga: Déanann sé idirshuíomh ciúbach sféarúil idir ceathairniúin [param pre_a], an veicteoir seo, [param b], agus [param post_b], faoin méid a thugtar [param meáchan].
    Is féidir leis idirshuíomh níos míne a dhéanamh ná [method spherical_cubic_interpolate] de réir na luachanna ama.

en: W component of the quaternion. This is the "real" part.
    [b]Note:[/b] Quaternion components should usually not be manipulated directly.
ga: Comhpháirt W den cheathrún. Is é seo an chuid "fíor".
    [b]Nóta:[/b] De ghnáth níor cheart comhpháirteanna ceathartha a ionramháil go díreach.

en: X component of the quaternion. This is the value along the "imaginary" [code]i[/code] axis.
    [b]Note:[/b] Quaternion components should usually not be manipulated directly.
ga: Comhpháirt X den cheathrún. Is é seo an luach feadh na haise "samhailteach" [code]i[/code].
    [b]Nóta:[/b] De ghnáth níor cheart comhpháirteanna ceathartha a ionramháil go díreach.

en: Y component of the quaternion. This is the value along the "imaginary" [code]j[/code] axis.
    [b]Note:[/b] Quaternion components should usually not be manipulated directly.
ga: Y comhpháirt den cheathrún. Seo é an luach feadh na haise "samhlacha" [code]j[/code].
    [b]Nóta:[/b] De ghnáth níor cheart comhpháirteanna ceathartha a ionramháil go díreach.

en: Z component of the quaternion. This is the value along the "imaginary" [code]k[/code] axis.
    [b]Note:[/b] Quaternion components should usually not be manipulated directly.
ga: Comhpháirt Z den cheathrún. Seo é an luach feadh na haise "samhlacha" [code]k[/code].
    [b]Nóta:[/b] De ghnáth níor cheart comhpháirteanna ceathartha a ionramháil go díreach.

en: Returns [code]true[/code] if the components of both quaternions are not exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] mura bhfuil comhpháirteanna an dá cheathrú díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Composes (multiplies) two quaternions. This rotates the [param right] quaternion (the child) by this quaternion (the parent).
ga: Comhdhéanann (iolra) dhá cheathrún. Rothlaíonn sé seo an ceathrún [param ar dheis] (an leanbh) ag an gceathrúin seo (an tuismitheoir).

en: Rotates (multiplies) the [param right] vector by this quaternion, returning a [Vector3].
ga: Rothlaíonn (iolrú) an veicteoir [param ar dheis] faoin gceathrúnán seo, ag filleadh [Veicteoir3].

en: Multiplies each component of the [Quaternion] by the right [float] value.
    This operation is not meaningful on its own, but it can be used as a part of a larger expression.
ga: Iolraíonn sé gach comhpháirt den [Ceathrún] faoin luach ceart [snámhphointe].
    Níl brí leis an oibríocht seo ar a shon féin, ach is féidir é a úsáid mar chuid de léiriú níos mó.

en: Multiplies each component of the [Quaternion] by the right [int] value.
    This operation is not meaningful on its own, but it can be used as a part of a larger expression.
ga: Iolraíonn sé gach comhpháirt den [Ceathrún] faoin luach ceart [int].
    Níl brí leis an oibríocht seo ar a shon féin, ach is féidir é a úsáid mar chuid de léiriú níos mó.

en: Adds each component of the left [Quaternion] to the right [Quaternion].
    This operation is not meaningful on its own, but it can be used as a part of a larger expression, such as approximating an intermediate rotation between two nearby rotations.
ga: Cuireann sé gach comhpháirt ar chlé [Ceathrúnán] leis an gceart [Ceathrún].
    Níl brí leis an oibríocht seo ina haonar, ach is féidir é a úsáid mar chuid de léiriú níos mó, mar uainíocht idirmheánach idir dhá rothlú in aice láimhe a chomhfhogasú.

en: Subtracts each component of the left [Quaternion] by the right [Quaternion].
    This operation is not meaningful on its own, but it can be used as a part of a larger expression.
ga: Dealaigh gach comhpháirt ar chlé [Ceathrúnán] de réir na láimhe deise [Ceathrún].
    Níl brí leis an oibríocht seo ar a shon féin, ach is féidir é a úsáid mar chuid de léiriú níos mó.

en: Divides each component of the [Quaternion] by the right [float] value.
    This operation is not meaningful on its own, but it can be used as a part of a larger expression.
ga: Roinn gach comhpháirt den [Ceathrún] ar an luach ceart [snámhphointe].
    Níl brí leis an oibríocht seo ar a shon féin, ach is féidir é a úsáid mar chuid de léiriú níos mó.

en: Divides each component of the [Quaternion] by the right [int] value.
    This operation is not meaningful on its own, but it can be used as a part of a larger expression.
ga: Roinn gach comhpháirt den [Ceathrún] ar an luach ceart [int].
    Níl brí leis an oibríocht seo ar a shon féin, ach is féidir é a úsáid mar chuid de léiriú níos mó.

en: Returns [code]true[/code] if the components of both quaternions are exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] má tá comhpháirteanna an dá cheathrú díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Accesses each component of this quaternion by their index.
    Index [code]0[/code] is the same as [member x], index [code]1[/code] is the same as [member y], index [code]2[/code] is the same as [member z], and index [code]3[/code] is the same as [member w].
ga: Faightear rochtain ar gach comhpháirt den cheathrú seo trína innéacs.
    Tá an t-innéacs [code]0[/code] mar an gcéanna le [comhalta x], tá an t-innéacs [code]1[/code] mar an gcéanna le [comhalta y], tá an t-innéacs [code]2[/code] mar an gcéanna le [comhalta y] ball z], agus tá an t-innéacs [code]3[/code] mar an gcéanna le [ball w].

en: Returns the negative value of the [Quaternion]. This is the same as multiplying all components by [code]-1[/code]. This operation results in a quaternion that represents the same rotation.
ga: Filleann sé luach diúltach an [Ceathrún]. Is ionann é seo agus na comhábhair go léir a iolrú faoi [code]-1[/code]. Is é an toradh a bhíonn ar an oibríocht seo ná ceathairn a sheasann don rothlú céanna.

en: Provides methods for generating pseudo-random numbers.
ga: Soláthraíonn sé Modhanna chun uimhreacha randamacha a ghiniúint.

en: RandomNumberGenerator is a class for generating pseudo-random numbers. It currently uses [url=https://www.pcg-random.org/]PCG32[/url].
    [b]Note:[/b] The underlying algorithm is an implementation detail and should not be depended upon.
    To generate a random float number (within a given range) based on a time-dependent seed:
    [codeblock]
    var rng = RandomNumberGenerator.new()
    func _ready():
        var my_random_number = rng.randf_range(-10.0, 10.0)
    [/codeblock]
ga: Is rang é RandomNumberGenerator a ghineann uimhreacha randamacha bréagacha. Úsáideann sé [url=https://www.pcg-random.org/]PCG32[/url] faoi láthair.
    [b]Nóta:[/b] Is mionsonraí cur chun feidhme é an t-algartam bunúsach agus níor cheart brath air.
    Chun snámhuimhir randamach a ghiniúint (laistigh de raon tugtha) bunaithe ar shíol a bhraitheann ar am:
    [codeblock]
    var rng = RandomNumberGenerator.new()
    func _réidh():
        var my_random_number = rng.randf_range(-10.0, 10.0)
    [/codeblock]

en: Returns a random index with non-uniform weights. Prints an error and returns [code]-1[/code] if the array is empty.
    [codeblocks]
    [gdscript]
    var rng = RandomNumberGenerator.new()
    
    var my_array = ["one", "two", "three", "four"]
    var weights = PackedFloat32Array([0.5, 1, 1, 2])
    
    # Prints one of the four elements in `my_array`.
    # It is more likely to print "four", and less likely to print "one".
    print(my_array[rng.rand_weighted(weights)])
    [/gdscript]
    [/codeblocks]
ga: Filleann sé innéacs randamach le meáchain neamhéide. Priontáil earráid agus seol ar ais [code]-1[/code] má tá an t-eagar folamh.
    [codeblocks]
    [gdscript]
    var rng = RandomNumberGenerator.new()
    
    var my_array = [ "ceann", "dhá", "trí", "ceithre"]
    meáchain var = PackedFloat32Array([0.5, 1, 1, 2])
    
    # Priontálann sé ceann de na ceithre eilimint i `my_array`.
    # Is mó an seans "ceithre" a phriontáil, agus is lú an seans "ceann" a phriontáil.
    priontáil(my_array[rng.rand_weighted(meáchain)])
    [/gdscript]
    [/codeblocks]

en: Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] (inclusive).
ga: Seoltar snámhán bréige randamach ar ais idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh).

en: Returns a pseudo-random float between [param from] and [param to] (inclusive).
ga: Filleann snámhán bréige randamach idir [param ó] agus [param go] (san áireamh).

en: Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-distributed[/url], pseudo-random floating-point number from the specified [param mean] and a standard [param deviation]. This is also known as a Gaussian distribution.
    [b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm.
ga: Filleann sé [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-distributed[/url], uimhir snámhphointe pseudo-random ón [param meán] sonraithe agus [diall param] caighdeánach. Tugtar dáileadh Gaussach air seo freisin.
    [b]Nóta:[/b] Úsáideann an modh seo an algartam [url=https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform]Box-Muller transform[/url].

en: Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and [code]4294967295[/code] (inclusive).
ga: Filleann sé slánuimhir bréige randamach 32-giotán gan síniú idir [code]0[/code] agus [code]4294967295[/code] (san áireamh).

en: Returns a pseudo-random 32-bit signed integer between [param from] and [param to] (inclusive).
ga: Filleann sé slánuimhir bréige randamach sínithe 32-giotán idir [param ó] agus [param go] (san áireamh).

en: Sets up a time-based seed for this [RandomNumberGenerator] instance. Unlike the [@GlobalScope] random number generation functions, different [RandomNumberGenerator] instances can use different seeds.
ga: Socraíonn sé síol am-bhunaithe don chás seo [RandomNumberGenerator]. Murab ionann agus na feidhmeanna giniúna uimhreacha randamacha [@GlobalScope], is féidir síolta éagsúla a úsáid i gcásanna éagsúla [RandomNumberGenerator].

en: Initializes the random number generator state based on the given seed value. A given seed will give a reproducible sequence of pseudo-random numbers.
    [b]Note:[/b] The RNG does not have an avalanche effect, and can output similar random streams given similar seeds. Consider using a hash function to improve your seed quality if they're sourced externally.
    [b]Note:[/b] Setting this property produces a side effect of changing the internal [member state], so make sure to initialize the seed [i]before[/i] modifying the [member state]:
    [b]Note:[/b] The default value of this property is pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed.
    [codeblock]
    var rng = RandomNumberGenerator.new()
    rng.seed = hash("Godot")
    rng.state = 100 # Restore to some previously saved state.
    [/codeblock]
ga: Tús a chur le staid gineadóra na huimhreacha randamacha bunaithe ar an luach síl tugtha. Tabharfaidh síol tugtha seicheamh in-atáirgthe d'uimhreacha randamacha bréagacha.
    [b]Nóta:[/b] Níl éifeacht maoile ag an RNG, agus féadann sé sruthanna randamacha comhchosúla a aschur nuair a chuirtear síolta cosúla. Smaoinigh ar fheidhm hash a úsáid chun do cháilíocht síolta a fheabhsú má fhaightear go seachtrach iad.
    [b]Nóta:[/b] Nuair a shocraítear an t-airí seo bíonn fo-iarmhairt ag baint leis an [ballstát] inmheánach a athrú, mar sin déan cinnte an síol a thúsú [i]roimh[/i] an [ballstát] a mhodhnú:
    [b]Nóta:[/b] Is é luach réamhshocraithe an airí seo ná bréige randamach, agus athraíonn sé nuair a ghlaonn tú [method randamaigh]. Is sealbhóir áite é an luach [code]0[/code] atá doiciméadaithe anseo, agus ní an síol réamhshocraithe iarbhír.
    [codeblock]
    var rng = RandomNumberGenerator.new()
    rng.seed = hash("Godot")
    rng.state = 100 # Aischuir go staid éigin a sábháladh roimhe seo.
    [/codeblock]

en: Abstract base class for controls that represent a number within a range.
ga: Bunrang teibí le haghaidh rialtáin a léiríonn uimhir laistigh de raon.

en: Range is an abstract base class for controls that represent a number within a range, using a configured [member step] and [member page] size. See e.g. [ScrollBar] and [Slider] for examples of higher-level nodes using Range.
ga: Is bunrang teibí é Raon le haghaidh rialuithe a sheasann do uimhir laistigh de raon, ag baint úsáide as méid cumraithe [ball-chéim] agus [leathanach ball]. Féach e.g. [ScrollBar] agus [Slider] le haghaidh samplaí de nóid ardleibhéil a úsáideann Raon.

en: Called when the [Range]'s value is changed (following the same conditions as [signal value_changed]).
ga: Glaoitear air nuair a athraítear luach an [Raon] (de réir na gcoinníollacha céanna le [signal value_changed]).

en: Sets the [Range]'s current value to the specified [param value], without emitting the [signal value_changed] signal.
ga: Socraíonn sé luach reatha an [Range] go dtí an [param value] sonraithe, gan an comhartha [signal value_changed] a astú.

en: Binds two [Range]s together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group.
ga: Ceanglaítear dhá [Raon] le chéile mar aon le haon raonta a grúpáil roimhe seo le ceachtar acu. Nuair a athraíonn aon cheann de na hathróga ball raoin, roinnfidh sé an luach nua le gach raon eile ina ghrúpa.

en: Stops the [Range] from sharing its member variables with any other.
ga: Stopann an [Raon] athróga a bhall a roinnt le haon cheann eile.

en: If [code]true[/code], [member value] may be greater than [member max_value].
ga: Más rud é go bhfuil [code]true[/code], d’fhéadfadh go mbeadh [luach na mball] níos mó ná [comhalta max_value].

en: If [code]true[/code], [member value] may be less than [member min_value].
ga: Más rud é go bhfuil [code]true[/code], d'fhéadfadh go mbeadh [luach na mball] níos lú ná [member min_value].

en: If [code]true[/code], and [member min_value] is greater than 0, [member value] will be represented exponentially rather than linearly.
ga: Má tá [code]true[/code], agus [comhalta min_value] níos mó ná 0, léireofar [luach na mball] go easpónantúil seachas go líneach.

en: Maximum value. Range is clamped if [member value] is greater than [member max_value].
ga: Uasluach. Tá an raon clampáilte má tá [comhalta luach] níos mó ná [comhalta max_value].

en: Minimum value. Range is clamped if [member value] is less than [member min_value].
ga: Íosluach. Déantar raon a chlampáil má tá [comhaltaluach] níos lú ná [member min_value].

en: The value mapped between 0 and 1.
ga: Tá an luach mapáilte idir 0 agus 1.

en: If [code]true[/code], [member value] will always be rounded to the nearest integer.
ga: Más rud é [code]true[/code], déanfar [luach na mball] a shlánú go dtí an tslánuimhir is gaire i gcónaí.

en: If greater than 0, [member value] will always be rounded to a multiple of this property's value. If [member rounded] is also [code]true[/code], [member value] will first be rounded to a multiple of this property's value, then rounded to the nearest integer.
ga: Más mó ná 0 é, déanfar [ballluach] a shlánú i gcónaí go iolraí de luach an mhaoine seo. Más [code]true[/code] é [ball slánaithe] freisin, déanfar [luach na mball] a shlánú ar dtús go iolraí de luach an mhaoine seo, ansin é a shlánú go dtí an tslánuimhir is gaire.

en: Range's current value. Changing this property (even via code) will trigger [signal value_changed] signal. Use [method set_value_no_signal] if you want to avoid it.
ga: Luach reatha Range. Má dhéantar an t-airí seo a athrú (fiú trí chód) cuirfear tús le comhartha [signal value_changed]. Úsáid [method set_value_no_signal] más mian leat é a sheachaint.

en: Emitted when [member min_value], [member max_value], [member page], or [member step] change.
ga: Astaítear nuair a athraíonn [comhalta min_value], [comhalta max_value], [leathanach ball], nó [comhalta céim].

en: Emitted when [member value] changes. When used on a [Slider], this is called continuously while dragging (potentially every frame). If you are performing an expensive operation in a function connected to [signal value_changed], consider using a [i]debouncing[/i] [Timer] to call the function less often.
    [b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal value_changed] is also emitted when [param value] is set directly via code.
ga: Astaithe nuair a athraíonn [ballluach]. Nuair a úsáidtear é ar [Slider], tugtar é seo go leanúnach agus é ag tarraingt (gach fráma, b'fhéidir). Má tá oibríocht chostasach á déanamh agat i bhfeidhm atá nasctha le [signal value_changed], smaoinigh ar [i]debuncing[/i] [Timer] a úsáid chun an fheidhm a ghlaoch chomh minic.
    [b]Nóta:[/b] Murab ionann agus comharthaí ar nós [comhartha LineEdit.text_changed], astaítear [luach comhartha_changed] freisin nuair a shocraítear [paramluach] go díreach trí chód.

en: A ray in 2D space, used to find the first [CollisionObject2D] it intersects.
ga: Ga i spás 2T, a úsáidtear chun an chéad [CollisionObject2D] a thrasnaíonn sé a fháil.

en: A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any.
    [RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers.
    [RayCast2D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update].
    To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D].
ga: Seasann gachraoladh do gha óna bhunús go dtí a [member target_position] a fhaigheann an [CollisionObject2D] is gaire feadh a chosáin, má thrasnaíonn sé ceann ar bith.
    Is féidir le [RayCast2D] neamhaird a dhéanamh ar roinnt réad trí iad a chur le liosta eisceachta, trína thuairisciú braite a dhéanamh neamhaird a dhéanamh ar [Area2D]s ([member collide_with_areas]) nó [PhysicsBody2D]s ([member collide_with_bodies]), nó trí sraitheanna fisice a chumrú.
    Déanann [RayCast2D] trasnú gach fráma fisice a ríomh, agus coinníonn sé an toradh go dtí an chéad fhráma fisice eile. Le haghaidh gachraoladh láithreach, nó más mian leat [RayCast2D] iolraithe a chumrú laistigh den fhráma fisice céanna, bain úsáid as [method force_raycast_update].
    Chun réigiún de spás 2T a scuabadh, is féidir leat an réigiún a chomhfhogasú le il[RayCast2D]s nó [ShapeCast2D] a úsáid.

en: Adds a collision exception so the ray does not report collisions with the specified [CollisionObject2D] node.
ga: Cuireann sé eisceacht imbhuailte leis ionas nach dtuairiscíonn an ga imbhuailtí leis an nód sonraithe [CollisionObject2D].

en: Adds a collision exception so the ray does not report collisions with the specified [RID].
ga: Cuirtear eisceacht imbhuailte leis ionas nach dtuairiscíonn an ga imbhuailtí leis an [RID] sonraithe.

en: Removes all collision exceptions for this ray.
ga: Baintear gach eisceacht imbhuailte don gha seo.

en: Updates the collision information for the ray immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the ray or its parent has changed state.
    [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work.
ga: Nuashonraítear an fhaisnéis imbhuailte don gha láithreach, gan fanacht leis an gcéad ghlao [code]_physics_process[/code] eile. Bain úsáid as an modh seo, mar shampla, nuair a bhíonn an gha nó a thuismitheoir tar éis staid athraithe.
    [b]Nóta:[/b] ní gá go mbeadh [code]true[/code] ar [ball-chumasaithe] le go n-oibreoidh sé seo.

en: Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
ga: Filleann sé an chéad réad a dtrasnaíonn an ga, nó [code] null[/code] mura bhfuil aon réad ag trasnú an gha (i.e. filleann [method is_colliding] [code]false[/code]).

en: Returns the [RID] of the first object that the ray intersects, or an empty [RID] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
ga: Filleann [RID] an chéad réad a dtrasnaíonn an ga, nó [RID] folamh mura bhfuil aon réad ag trasnú an gha (i.e. filleann [method is_colliding] [code]bréagach[/code]).

en: Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
    To get the intersected shape node, for a [CollisionObject2D] target, use:
    [codeblocks]
    [gdscript]
    var target = get_collider() # A CollisionObject2D.
    var shape_id = get_collider_shape() # The shape index in the collider.
    var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
    var shape = target.shape_owner_get_owner(owner_id)
    [/gdscript]
    [csharp]
    var target = (CollisionObject2D)GetCollider(); // A CollisionObject2D.
    var shapeId = GetColliderShape(); // The shape index in the collider.
    var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.
    var shape = target.ShapeOwnerGetOwner(ownerId);
    [/csharp]
    [/codeblocks]
ga: Filleann sé ID cruth an chéad oibiachta a dtrasnaíonn an ga, nó [code]0[/code] mura bhfuil aon réad ag trasnú an gha (i.e. filleann [method is_colliding] [code]bréagach[/code]).
    Chun nód an chrutha trasnaithe a fháil, le haghaidh sprice [CollisionObject2D], úsáid:
    [codeblocks]
    [gdscript]
    var target = get_collider() # A CollisionObject2D.
    var shape_id = get_collider_shape() # An t-innéacs crutha san imbhuailteoir.
    var Owner_id = target.shape_find_owner(shape_id) # ID an úinéara san imbhuailteoir.
    var shape = target.shape_owner_get_owner(owner_id)
    [/gdscript]
    [csharp]
    var target = (CollisionObject2D)GetCollider(); // A CollisionObject2D.
    var shapeId = GetColliderShape(); // An t-innéacs crutha san imbhuailteoir.
    var úinéirId = target.ShapeFindOwner(shapeId); // Aitheantas an úinéara san imbhuailteoir.
    var shape = target.ShapeOwnerGetOwner(ownerId);
    [/csharp]
    [/codeblocks]

en: Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
    [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date.
ga: Filleann sé gnáthchruth an réad trasnaithe ag an bpointe imbhuailte, nó [code]Vector2(0, 0)[/code] má thosaíonn an ga taobh istigh den chruth agus go bhfuil [code]true[/code] ar [ball hit_from_inside].
    [b]Nóta:[/b] Cinntigh go bhfuil [method is_colliding] ar ais [code]true[/code] roimh ghlaoch ar an modh seo chun a chinntiú go bhfuil an gnáth-aischur bailí agus cothrom le dáta.

en: Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
    [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned point is valid and up-to-date.
ga: Filleann sé an pointe imbhuailte ag a dtrasnaíonn an ga an réad is gaire, sa chóras comhordanáidí domhanda. Má tá [code]true[/code] ar [ball hit_from_inside] agus go dtosaíonn an ga taobh istigh de chruth imbhuailte, tabharfaidh an fheidhm seo pointe tionscnaimh an gha ar ais.
    [b]Nóta:[/b] Seiceáil go bhfuil [method is_colliding] ar ais [code]true[/code] roimh ghlaoch ar an modh seo chun a chinntiú go bhfuil an pointe ar ais bailí agus cothrom le dáta.

en: Returns whether any object is intersecting with the ray's vector (considering the vector length).
ga: Filleann sé cé acu an bhfuil réad ar bith trasnaithe le veicteoir an gha (ag smaoineamh ar fhad an veicteora).

en: Removes a collision exception so the ray does report collisions with the specified [CollisionObject2D] node.
ga: Baintear eisceacht imbhuailte ionas go dtuairiscíonn an ga imbhuailtí leis an nód sonraithe [CollisionObject2D].

en: Removes a collision exception so the ray does report collisions with the specified [RID].
ga: Baintear eisceacht imbhuailte ionas go dtuairiscíonn an ga imbhuailtí leis an [RID] sonraithe.

en: If [code]true[/code], collisions with [Area2D]s will be reported.
ga: Más [code]true[/code], tuairisceofar imbhuailtí le [Area2D]s.

en: If [code]true[/code], collisions with [PhysicsBody2D]s will be reported.
ga: Más [code]true[/code], tuairisceofar imbhuailtí le [PhysicsBody2D]s.

en: The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Masc imbhuailte an gha. Ní bhraithfear ach rudaí i gciseal imbhuailte amháin ar a laghad atá cumasaithe sa masc. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: If [code]true[/code], collisions will be reported.
ga: Más [code]true[/code], tuairisceofar imbhuailtí.

en: If [code]true[/code], the parent node will be excluded from collision detection.
ga: Más [code]true[/code] é, fágfar an máthair-nód as an áireamh ó bhrath imbhuailte.

en: If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
ga: Más [code]true[/code], braithfidh an ga bua nuair a thosaíonn sé taobh istigh de chruthanna. Sa chás seo is é [code]Vector2(0, 0)[/code] an gnáth-imbhualadh. Ní chuireann sé isteach ar chruthanna polagán cuasach.

en: The ray's destination point, relative to the RayCast's [code]position[/code].
ga: Ceann scríbe an gha, i gcoibhneas le [code]suíomh[/code] RayCast.

en: Adds a collision exception so the ray does not report collisions with the specified [CollisionObject3D] node.
ga: Cuireann sé eisceacht imbhuailte leis ionas nach dtuairiscíonn an ga imbhuailtí leis an nód sonraithe [CollisionObject3D].

en: Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
    To get the intersected shape node, for a [CollisionObject3D] target, use:
    [codeblocks]
    [gdscript]
    var target = get_collider() # A CollisionObject3D.
    var shape_id = get_collider_shape() # The shape index in the collider.
    var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
    var shape = target.shape_owner_get_owner(owner_id)
    [/gdscript]
    [csharp]
    var target = (CollisionObject3D)GetCollider(); // A CollisionObject3D.
    var shapeId = GetColliderShape(); // The shape index in the collider.
    var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.
    var shape = target.ShapeOwnerGetOwner(ownerId);
    [/csharp]
    [/codeblocks]
ga: Filleann sé ID cruth an chéad oibiachta a dtrasnaíonn an ga, nó [code]0[/code] mura bhfuil aon réad ag trasnú an gha (i.e. filleann [method is_colliding] [code]bréagach[/code]).
    Chun nód an chrutha trasnaithe a fháil, le haghaidh sprice [CollisionObject3D], úsáid:
    [codeblocks]
    [gdscript]
    var target = get_collider() # A CollisionObject3D.
    var shape_id = get_collider_shape() # An t-innéacs crutha san imbhuailteoir.
    var Owner_id = target.shape_find_owner(shape_id) # ID an úinéara san imbhuailteoir.
    var shape = target.shape_owner_get_owner(owner_id)
    [/gdscript]
    [csharp]
    var target = (CollisionObject3D)GetCollider(); // A CollisionObject3D.
    var shapeId = GetColliderShape(); // An t-innéacs crutha san imbhuailteoir.
    var úinéirId = target.ShapeFindOwner(shapeId); // Aitheantas an úinéara san imbhuailteoir.
    var shape = target.ShapeOwnerGetOwner(ownerId);
    [/csharp]
    [/codeblocks]

en: Returns the collision object's face index at the collision point, or [code]-1[/code] if the shape intersecting the ray is not a [ConcavePolygonShape3D].
ga: Filleann innéacs aghaidh an réad imbhuailte ag an bpointe imbhuailte, nó [code]-1[/code] mura [ConcavePolygonShape3D] an cruth a thrasnaíonn an ga.

en: Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
    [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date.
ga: Filleann sé gnáthchruth an réad trasnaithe ag an bpointe imbhuailte, nó [code]Vector3(0, 0, 0)[/code] má thosaíonn an ga taobh istigh den chruth agus go bhfuil [code]true[/code] ar [ball hit_from_inside] .
    [b]Nóta:[/b] Cinntigh go bhfuil [method is_colliding] ar ais [code]true[/code] roimh ghlaoch ar an modh seo chun a chinntiú go bhfuil an gnáth-aischur bailí agus cothrom le dáta.

en: Removes a collision exception so the ray does report collisions with the specified [CollisionObject3D] node.
ga: Baintear eisceacht imbhuailte ionas go dtuairiscíonn an ga imbhuailtí leis an nód sonraithe [CollisionObject3D].

en: If [code]true[/code], collisions with [Area3D]s will be reported.
ga: Más [code]true[/code], tuairisceofar imbhuailtí le [Area3D]s.

en: If [code]true[/code], collisions with [PhysicsBody3D]s will be reported.
ga: Más [code]true[/code], tuairisceofar imbhuailtí le [PhysicsBody3D]s.

en: The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
    If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
ga: An dath saincheaptha le húsáid chun an cruth a tharraingt san eagarthóir agus ag am rite má tá [b]Cruthanna Infheicthe Imbhuailte[/b] cumasaithe sa roghchlár [b]Dífhabhtaithe[/b]. Aibhseofar an dath seo ag am rite má tá an [RayCast3D] ag bualadh le rud éigin.
    Má tá sé socraithe go [code]Dath(0.0, 0.0, 0.0)[/code] (de réir réamhshocraithe), úsáidtear an dath atá socraithe i [member ProjectSettings.debug/shapes/collision/shape_color].

en: If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
ga: Má tá sé socraithe go [code]1[/code], úsáidtear líne mar chruth dífhabhtaithe. Seachas sin, tarraingítear pirimid teasctha chun an [RayCast3D] a léiriú. Teastaíonn [b]Cruthanna Infheicthe Imbhuailte[/b] a chumasú sa roghchlár [b]Dífhabhtaithe[/b] le go mbeidh an cruth dífhabhtaithe le feiceáil ag am rite.

en: If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent.
ga: Más [code]true[/code] é, ní thabharfar aird ar imbhuailtí do neasthuismitheoir an RayCast3D seo.

en: If [code]true[/code], the ray will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
ga: Más [code]true[/code], buailfidh an ga aghaidheanna cúil le cruthanna polagán cuasach le aghaidh cúil cumasaithe nó cruthanna léarscáile airde.

en: If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap.
ga: Más [code]true[/code], braithfidh an ga bua nuair a thosaíonn sé taobh istigh de chruthanna. Sa chás seo is é [code]Vector3(0, 0, 0)[/code] an gnáth-imbhualadh. Ní chuireann sé isteach ar chruthanna gan toirt ar bith cosúil le polagán cuasach nó léarscáil airde.

en: Attachment format (used by [RenderingDevice]).
ga: Formáid ceangaltáin (arna úsáid ag [RenderingDevice]).

en: This object is used by [RenderingDevice].
ga: Úsáideann [RenderingDevice] an réad seo.

en: The attachment's data format.
ga: Formáid sonraí an cheangaltáin.

en: The number of samples used when sampling the attachment.
ga: Líon na samplaí a úsáideadh agus an ceangaltán á sampláil.

en: The attachment's usage flags, which determine what can be done with it.
ga: Bratacha úsáide an cheangaltáin, a chinneann cad is féidir a dhéanamh leis.

en: Framebuffer pass attachment description (used by [RenderingDevice]).
ga: Cur síos ar cheangaltán pas Frabuffer (arna úsáid ag [RenderingDevice]).

en: This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.
    Multipass framebuffers can optimize some configurations in mobile. On desktop, they provide little to no advantage.
    This object is used by [RenderingDevice].
ga: Sa aicme seo tá liosta de na tuairiscí ceangaltán le haghaidh pas maolán fráma. Léiríonn gach ceann acu innéacs le liosta de na ceangaltáin uigeachta a soláthraíodh roimhe seo.
    Is féidir le maoláin fhráma ilphasáiste roinnt cumraíochtaí i soghluaiste a bharrfheabhsú. Ar an deasc, is beag buntáiste a thugann siad.
    Úsáideann [RenderingDevice] an réad seo.

en: Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.
ga: Ceangaltáin datha in ord ag tosú ó 0. Mura n-úsáideann an scáthlánóir an ceangaltán seo, pas ATTACHMENT_UNUSED chun scipeáil.

en: Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.
ga: Ceangaltán doimhneacht. Ba cheart ATTACHMENT_UNUSED a úsáid mura bhfuil maolán doimhneachta ag teastáil don phas seo.

en: Used for multipass framebuffers (more than one render pass). Converts an attachment to an input. Make sure to also supply it properly in the [RDUniform] for the uniform set.
ga: Úsáidtear é le haghaidh maoláin fhráma ilbhealaigh (níos mó ná pas rindreála amháin). Athraíonn ceangaltán go hionchur. Déan cinnte é a sholáthar i gceart freisin san [RDUniform] don fhoireann éide.

en: Attachments to preserve in this pass (otherwise they are erased).
ga: Ceangaltáin le caomhnú sa phas seo (ar shlí eile scriostar iad).

en: If the color attachments are multisampled, non-multisampled resolve attachments can be provided.
ga: Má tá na ceangaltáin datha ilshampláilte, is féidir ceangaltáin réitigh neamh-ilshampláilte a sholáthar.

en: Attachment is unused.
ga: Tá an ceangaltán gan úsáid.

en: Pipeline color blend state (used by [RenderingDevice]).
ga: Staid chumasc dath píblíne (arna úsáid ag [RenderingDevice]).

en: The attachments that are blended together.
ga: Na ceangaltáin atá chumasc le chéile.

en: The constant color to blend with. See also [method RenderingDevice.draw_list_set_blend_constants].
ga: An dath tairiseach a chumasc leis. Féach freisin [method RenderingDevice.draw_list_set_blend_constants].

en: If [code]true[/code], performs the logic operation defined in [member logic_op].
ga: Más [code]true[/code], déanann sé an oibríocht loighce atá sainmhínithe in [member logic_op].

en: The logic operation to perform for blending. Only effective if [member enable_logic_op] is [code]true[/code].
ga: An oibríocht loighciúil le déanamh le haghaidh cumasc. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [comhalta enable_logic_op].

en: Pipeline color blend state attachment (used by [RenderingDevice]).
ga: Ceangaltán staid chumasc dath píblíne (arna úsáid ag [RenderingDevice]).

en: Controls how blending between source and destination fragments is performed when using [RenderingDevice].
    For reference, this is how common user-facing blend modes are implemented in Godot's 2D renderer:
    [b]Mix:[/b]
    [codeblock]
    var attachment = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = true
    attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
    attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    [/codeblock]
    [b]Add:[/b]
    [codeblock]
    var attachment = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = true
    attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
    attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
    [/codeblock]
    [b]Subtract:[/b]
    [codeblock]
    var attachment = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = true
    attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
    attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
    attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
    attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
    [/codeblock]
    [b]Multiply:[/b]
    [codeblock]
    var attachment = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = true
    attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR
    attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO
    attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA
    attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO
    [/codeblock]
    [b]Pre-multiplied alpha:[/b]
    [codeblock]
    var attachment = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = true
    attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
    attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
    attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
    attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    [/codeblock]
ga: Rialaíonn sé conas a dhéantar cumasc idir blúirí foinse agus ceann scríbe agus [RenderingDevice] in úsáid.
    Le haghaidh tagartha, is é seo an chaoi a gcuirtear modhanna coitianta cumaisc le húsáid i bhfeidhm i rindreálaí 2D Godot:
    [b]Measc:[/b]
    [codeblock]
    ceangaltán var = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = fíor
    attachment.color_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.src_color_blend_factor = Gléas Rindreála.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_color_blend_factor = Gléas Rindreála.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    attachment.alpha_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.src_alpha_blend_factor=RenderingDevice.BLEND_FACTOR_ONE
    attachment.dst_alpha_blend_factor = Gléas Rindreála.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    [/codeblock]
    [b]Cuir leis:[/b]
    [codeblock]
    ceangaltán var = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = fíor
    attachment.alpha_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.color_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.src_color_blend_factor = Gléas Rindreála.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_color_blend_factor=RenderingDevice.BLEND_FACTOR_ONE
    attachment.src_alpha_blend_factor = Gléas Rindreála.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_alpha_blend_factor=RenderingDevice.BLEND_FACTOR_ONE
    [/codeblock]
    [b]Dealaigh:[/b]
    [codeblock]
    ceangaltán var = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = fíor
    attachment.alpha_blend_op = Gléas Rindreála.BLEND_OP_REVERSE_SUBTRACT
    attachment.color_blend_op = Gléas Rindreála.BLEND_OP_REVERSE_SUBTRACT
    attachment.src_color_blend_factor = Gléas Rindreála.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_color_blend_factor=RenderingDevice.BLEND_FACTOR_ONE
    attachment.src_alpha_blend_factor = Gléas Rindreála.BLEND_FACTOR_SRC_ALPHA
    attachment.dst_alpha_blend_factor=RenderingDevice.BLEND_FACTOR_ONE
    [/codeblock]
    [b]Méadaigh:[/b]
    [codeblock]
    ceangaltán var = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = fíor
    attachment.alpha_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.color_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.src_color_blend_factor = Gléas Rindreála.BLEND_FACTOR_DST_COLOR
    attachment.dst_color_blend_factor = RindreáilDevice.BLEND_FACTOR_ZERO
    attachment.src_alpha_blend_factor = Gléas Rindreála.BLEND_FACTOR_DST_ALPHA
    attachment.dst_alpha_blend_factor = RindreáilDevice.BLEND_FACTOR_ZERO
    [/codeblock]
    [b]Alfa réamhiolraithe:[/b]
    [codeblock]
    ceangaltán var = RDPipelineColorBlendStateAttachment.new()
    attachment.enable_blend = fíor
    attachment.alpha_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.color_blend_op = Gléas Rindreála.BLEND_OP_ADD
    attachment.src_color_blend_factor=RenderingDevice.BLEND_FACTOR_ONE
    attachment.dst_color_blend_factor = Gléas Rindreála.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    attachment.src_alpha_blend_factor=RenderingDevice.BLEND_FACTOR_ONE
    attachment.dst_alpha_blend_factor = Gléas Rindreála.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
    [/codeblock]

en: Convenience method to perform standard mix blending with straight (non-premultiplied) alpha. This sets [member enable_blend] to [code]true[/code], [member src_color_blend_factor] to [constant RenderingDevice.BLEND_FACTOR_SRC_ALPHA], [member dst_color_blend_factor] to [constant RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA], [member src_alpha_blend_factor] to [constant RenderingDevice.BLEND_FACTOR_SRC_ALPHA] and [member dst_alpha_blend_factor] to [constant RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA].
ga: Modh áisiúlachta chun meascadh caighdeánach a dhéanamh le alfa díreach (neamh-réamhiollach). Socraíonn sé seo [comhchumasú ball] mar [code]true[/code], [comhalta src_color_blend_factor] chuig [RenderingDevice.BLEND_FACTOR_SRC_ALPHA], [comhalta dst_color_blend_factor] chuig [RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC] [comhlíonfaidh RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC] ingDevice.BLEND_FACTOR_SRC_ALPHA ] agus [ball dst_alpha_blend_factor] chuig [RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA].

en: The blend mode to use for the alpha channel.
ga: An modh cumasc le húsáid don chainéal alfa.

en: The blend mode to use for the red/green/blue color channels.
ga: An modh cumasc le húsáid do na cainéil dath dearg/glas/gorm.

en: Controls how the blend factor for the alpha channel is determined based on the destination's fragments.
ga: Rialaíonn sé conas a chinntear an fachtóir cumaisc don chainéal alfa bunaithe ar blúirí an chinn scríbe.

en: Controls how the blend factor for the color channels is determined based on the destination's fragments.
ga: Rialaíonn sé conas a chinntear an fachtóir cumaisc do na bealaí datha bunaithe ar blúirí an chinn scríbe.

en: If [code]true[/code], performs blending between the source and destination according to the factors defined in [member src_color_blend_factor], [member dst_color_blend_factor], [member src_alpha_blend_factor] and [member dst_alpha_blend_factor]. The blend modes [member color_blend_op] and [member alpha_blend_op] are also taken into account, with [member write_r], [member write_g], [member write_b] and [member write_a] controlling the output.
ga: Más rud é [code]true[/code], déanann sé cumasc idir an fhoinse agus an ceann scríbe de réir na bhfachtóirí atá sainmhínithe i [member src_color_blend_factor], [comhalta dst_color_blend_factor], [comhalta src_alpha_blend_factor] agus [comhalta dst_alpha_blend_factor]. Cuirtear na modhanna cumaisc [comhalta color_blend_op] agus [comhalta alpha_blend_op] san áireamh freisin, le [comhalta write_r], [comhalta write_g], [comhalta write_b] agus [comhalta write_a] ag rialú an aschuir.

en: Controls how the blend factor for the alpha channel is determined based on the source's fragments.
ga: Rialaíonn sé conas a chinntear an fachtóir cumaisc don chainéal alfa bunaithe ar blúirí na foinse.

en: Controls how the blend factor for the color channels is determined based on the source's fragments.
ga: Rialaíonn sé an chaoi a gcinntear fachtóir cumaisc do na bealaí datha bunaithe ar blúirí na foinse.

en: If [code]true[/code], writes the new alpha channel to the final result.
ga: Más [code]true[/code], scríobhann an cainéal alfa nua chuig an toradh deiridh.

en: If [code]true[/code], writes the new blue color channel to the final result.
ga: Más [code]true[/code], scríobhann an cainéal dath gorm nua chuig an toradh deiridh.

en: If [code]true[/code], writes the new green color channel to the final result.
ga: Más [code]true[/code], scríobhann an cainéal dath glas nua chuig an toradh deiridh.

en: If [code]true[/code], writes the new red color channel to the final result.
ga: Más [code]true[/code], scríobhann an cainéal nua datha dearg chuig an toradh deiridh.

en: Pipeline depth/stencil state (used by [RenderingDevice]).
ga: Doimhneacht na píblíne/staid stionsail (arna úsáid ag [RenderingDevice]).

en: [RDPipelineDepthStencilState] controls the way depth and stencil comparisons are performed when sampling those values using [RenderingDevice].
ga: Rialaíonn [RDPipelineDepthStencilState] an bealach a dhéantar comparáidí doimhneachta agus stionsail agus na luachanna sin á sampláil ag baint úsáide as [RenderingDevice].

en: The method used for comparing the previous back stencil value and [member back_op_reference].
ga: An modh a úsáidtear chun an luach stionsal cúil roimhe seo agus [comhalta back_op_reference] a chur i gcomparáid.

en: Selects which bits from the back stencil value will be compared.
ga: Roghnaítear na píosaí ón luach cúil stionsal a chuirfear i gcomparáid.

en: The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
ga: An oibríocht atá le déanamh ar an maolán stionsal le haghaidh picteilíní cúil a éiríonn leo sa tástáil stionsal ach nach dteipeann orthu sa tástáil doimhneachta.

en: The operation to perform on the stencil buffer for back pixels that pass the stencil test.
ga: An oibríocht atá le déanamh ar an maolán stionsal le haghaidh picteilíní cúil a éiríonn leo sa tástáil stionsal.

en: The value the previous back stencil value will be compared to.
ga: An luach a dhéanfar an luach stionsal cúil roimhe seo a chur i gcomparáid leis.

en: Selects which bits from the back stencil value will be changed.
ga: Roghnaíonn sé na píosaí ón luach cúil stionsal a athrófar.

en: The method used for comparing the previous and current depth values.
ga: An modh a úsáidtear chun na luachanna doimhneachta roimhe seo agus reatha a chur i gcomparáid.

en: If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded.
ga: Más [code]true[/code], déanfar gach luach doimhneachta a thástáil féachaint an bhfuil sé idir [member depth_range_min] agus [member depth_range_max]. Má tá sé lasmuigh de na luachanna seo, cuirtear i leataobh é.

en: If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer).
ga: Más [code]true[/code], cumasaítear tástáil doimhneachta a cheadaíonn réada eile a fholú go huathoibríoch bunaithe ar a ndoimhneacht. Ligeann sé seo freisin do rudaí a bheith folaithe go páirteach ag rudaí eile. Más [code]bréagach[/code], taispeánfar réada san ord inar tarraingíodh iad (cosúil le rindreálaí 2D Godot).

en: If [code]true[/code], enables stencil testing. There are separate stencil buffers for front-facing triangles and back-facing triangles. See properties that begin with "front_op" and properties with "back_op" for each.
ga: Más [code]true[/code], cumasaítear tástáil stionsal. Tá maoláin stionsail ar leith ann do thriantáin aghaidh agus triantáin a bhfuil aghaidh ar an gcúl orthu. Féach airíonna a thosaíonn le "front_op" agus airíonna le "back_op" do gach ceann acu.

en: The method used for comparing the previous front stencil value and [member front_op_reference].
ga: An modh a úsáidtear chun an luach tosaigh stionsal roimhe seo agus [member front_op_reference] a chur i gcomparáid.

en: Selects which bits from the front stencil value will be compared.
ga: Roghnaítear na píosaí ón luach tosaigh stionsal a dhéanfar a chur i gcomparáid.

en: The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.
ga: An oibríocht atá le déanamh ar an maolán stionsal le haghaidh picteilíní tosaigh a éiríonn leo sa tástáil stionsal ach nach dteipeann orthu sa tástáil doimhneachta.

en: The operation to perform on the stencil buffer for front pixels that fail the stencil test.
ga: An oibríocht atá le déanamh ar an maolán stionsal le haghaidh picteilíní tosaigh a dteipeann orthu sa tástáil stionsal.

en: The operation to perform on the stencil buffer for front pixels that pass the stencil test.
ga: An oibríocht atá le déanamh ar an maolán stionsal le haghaidh picteilíní tosaigh a éiríonn leo sa tástáil stionsal.

en: The value the previous front stencil value will be compared to.
ga: An luach a dhéanfar an luach stionsal tosaigh roimhe seo a chur i gcomparáid leis.

en: Selects which bits from the front stencil value will be changed.
ga: Roghnaítear na píosaí ón luach tosaigh stionsal a athrófar.

en: Pipeline multisample state (used by [RenderingDevice]).
ga: Staid multisample píblíne (in úsáid ag [RenderingDevice]).

en: [RDPipelineMultisampleState] is used to control how multisample or supersample antialiasing is being performed when rendering using [RenderingDevice].
ga: Úsáidtear [RDPipelineMultisampleState] chun rialú a dhéanamh ar an gcaoi a ndéantar frithaliasú ilshampla nó sárshampla agus rindreáil ag baint úsáide as [RenderingDevice].

en: If [code]true[/code], alpha to coverage is enabled. This generates a temporary coverage value based on the alpha component of the fragment's first color output. This allows alpha transparency to make use of multisample antialiasing.
ga: Más [code]true[/code], tá alfa go clúdach cumasaithe. Gineann sé seo luach clúdach sealadach bunaithe ar an gcomhpháirt alfa de chéad aschur dath an bhlúire. Ligeann sé seo trédhearcacht alfa chun úsáid a bhaint as antialiasing ilshampla.

en: If [code]true[/code], alpha is forced to either [code]0.0[/code] or [code]1.0[/code]. This allows hardening the edges of antialiased alpha transparencies. Only relevant if [member enable_alpha_to_coverage] is [code]true[/code].
ga: Más [code]true[/code], cuirtear iachall ar alfa [code]0.0[/code] nó [code]1.0[/code] a dhéanamh. Ligeann sé seo cruaiú imill na tréshoilseacháin alfa antialiased. Ní bhaineann ach amháin má tá [code]true[/code] ar [ball enable_alpha_to_coverage].

en: If [code]true[/code], enables per-sample shading which replaces MSAA by SSAA. This provides higher quality antialiasing that works with transparent (alpha scissor) edges. This has a very high performance cost. See also [member min_sample_shading]. See the [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading]per-sample shading Vulkan documentation[/url] for more details.
ga: Más [code]true[/code], cumasaítear scáthú in aghaidh an tsampla a chuireann SSAA in ionad MSAA. Soláthraíonn sé seo antialiasing ar chaighdeán níos airde a oibríonn le himill trédhearcacha (siosúr alfa). Tá costas feidhmíochta an-ard ag baint leis seo. Féach freisin [comhalta min_sample_shading]. Féach ar an [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading]doiciméid Vulkan scáthú per-sample[/url] le haghaidh tuilleadh sonraí.

en: The multiplier of [member sample_count] that determines how many samples are performed for each fragment. Must be between [code]0.0[/code] and [code]1.0[/code] (inclusive). Only effective if [member enable_sample_shading] is [code]true[/code]. If [member min_sample_shading] is [code]1.0[/code], fragment invocation must only read from the coverage index sample. Tile image access must not be used if [member enable_sample_shading] is [i]not[/i] [code]1.0[/code].
ga: An t-iolraitheoir de [comhaireamh_comhalta samplach] a shocraíonn cé mhéad sampla a dhéantar do gach blúire. Caithfidh sé a bheith idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh). Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar an [ball enable_sample_shading]. Más [code]1.0[/code] é [comhalta min_sample_shading], ní mór don agairt blúirí a léamh ón sampla innéacs clúdaigh amháin. Ní féidir rochtain ar íomhá tíl a úsáid mura [i]bhfuil [/i] [code]1.0[/code] [member enable_sample_shading].

en: The number of MSAA samples (or SSAA samples if [member enable_sample_shading] is [code]true[/code]) to perform. Higher values result in better antialiasing, at the cost of performance.
ga: Líon na samplaí MSAA (nó samplaí SSAA má tá [code]true[/code]) le déanamh. Is é an toradh a bhíonn ar luachanna níos airde ná frithaliasú níos fearr, ar chostas feidhmíochta.

en: The sample mask array. See the [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#fragops-samplemask]sample mask Vulkan documentation[/url] for more details.
ga: An eagar masc sampla. Féach an [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#fragops-samplemask]doiciméadú masc Vulkan[/url] le haghaidh tuilleadh sonraí.

en: Pipeline rasterization state (used by [RenderingDevice]).
ga: Staid rasterization píblíne (in úsáid ag [RenderingDevice]).

en: The cull mode to use when drawing polygons, which determines whether front faces or backfaces are hidden.
ga: An modh maraithe le húsáid nuair a bhíonn polagáin á dtarraingt, a chinneann an bhfuil aghaidheanna tosaigh nó aghaidheanna cúil i bhfolach.

en: A limit for how much each depth value can be offset. If negative, it serves as a minimum value, but if positive, it serves as a maximum value.
ga: Teorainn maidir le cé mhéad is féidir gach luach doimhneachta a fhritháireamh. Má bhíonn diúltach, feidhmíonn sé mar íosluach, ach más dearfach é, feidhmíonn sé mar uasluach.

en: A constant offset added to each depth value. Applied after [member depth_bias_slope_factor].
ga: Fritháireamh tairiseach a chuirtear le gach luach doimhneachta. Cuireadh i bhfeidhm tar éis [comhalta doimhneacht_bias_slope_factor].

en: If [code]true[/code], each generated depth value will by offset by some amount. The specific amount is generated per polygon based on the values of [member depth_bias_slope_factor] and [member depth_bias_constant_factor].
ga: Más [code]true[/code], déanfar gach luach doimhneachta ginte a fhritháireamh le méid éigin. Gintear an méid sonrach in aghaidh an pholagáin bunaithe ar luachanna [member depth_bias_slope_factor] agus [member depth_bias_constant_factor].

en: A constant scale applied to the slope of each polygons' depth. Applied before [member depth_bias_constant_factor].
ga: Scála tairiseach a chuirtear i bhfeidhm ar fhána dhoimhneacht gach polagán. Curtha i bhfeidhm roimh [comhalta doimhneacht_bias_constant_factor].

en: If [code]true[/code], primitives are discarded immediately before the rasterization stage.
ga: Más [code]true[/code], cuirtear na primitives i leataobh díreach roimh chéim an rasterization.

en: If [code]true[/code], clamps depth values according to the minimum and maximum depth of the associated viewport.
ga: Más [code]true[/code], clampálann luachanna doimhneachta de réir íosdoimhneacht agus uasdoimhneacht an amhairc ghaolmhair.

en: The winding order to use to determine which face of a triangle is considered its front face.
ga: An t-ordú foirceannadh a úsáid chun a chinneadh cé acu aghaidh triantáin a mheastar a aghaidh tosaigh.

en: The line width to use when drawing lines (in pixels). Thick lines may not be supported on all hardware.
ga: Leithead na líne le húsáid agus línte á dtarraingt (i bpicteilíní). Seans nach dtacaítear le línte tiubh ar gach crua-earraí.

en: The number of control points to use when drawing a patch with tessellation enabled. Higher values result in higher quality at the cost of performance.
ga: Líon na bpointí rialaithe is cóir a úsáid agus paiste á tharraingt a bhfuil teisiliúchán cumasaithe air. Bíonn cáilíocht níos airde ag costas feidhmíochta mar thoradh ar luachanna níos airde.

en: If [code]true[/code], performs wireframe rendering for triangles instead of flat or textured rendering.
ga: Más [code]true[/code], déanann sé rindreáil sreangfhráma do thriantáin in ionad rindreála cothrom nó uigeachta.

en: Pipeline specialization constant (used by [RenderingDevice]).
ga: Tairiseach speisialtóireachta píblíne (arna úsáid ag [RenderingDevice]).

en: A [i]specialization constant[/i] is a way to create additional variants of shaders without actually increasing the number of shader versions that are compiled. This allows improving performance by reducing the number of shader versions and reducing [code]if[/code] branching, while still allowing shaders to be flexible for different use cases.
    This object is used by [RenderingDevice].
ga: Bealach is ea [i]tairiseach speisialtóireachta[/i] chun malairtí breise de scáthairí a chruthú gan líon na leaganacha scáthaithe a chuirtear le chéile a mhéadú. Ligeann sé seo feidhmíocht a fheabhsú trí líon na leaganacha scáthaithe a laghdú agus [code]má[/code] branchaithe a laghdú, agus ag an am céanna ligean do scáthaitheoirí a bheith solúbtha do chásanna úsáide éagsúla.
    Úsáideann [RenderingDevice] an réad seo.

en: The identifier of the specialization constant. This is a value starting from [code]0[/code] and that increments for every different specialization constant for a given shader.
ga: Aitheantóir tairiseach na speisialtóireachta. Is luach é seo a thosaíonn ó [code]0[/code] agus a mhéadaíonn do gach tairiseach speisialtóireachta éagsúla do scáthóir ar leith.

en: The specialization constant's value. Only [bool], [int] and [float] types are valid for specialization constants.
ga: Luach tairiseach na speisialtóireachta. Níl ach cineálacha [bool], [int] agus [snámhphointe] bailí le haghaidh tairisigh speisialtóireachta.

en: Sampler state (used by [RenderingDevice]).
ga: Staid samplóra (arna úsáid ag [RenderingDevice]).

en: Maximum anisotropy that can be used when sampling. Only effective if [member use_anisotropy] is [code]true[/code]. Higher values result in a sharper sampler at oblique angles, at the cost of performance (due to memory bandwidth). This value may be limited by the graphics hardware in use. Most graphics hardware only supports values up to [code]16.0[/code].
    If [member anisotropy_max] is [code]1.0[/code], forcibly disables anisotropy even if [member use_anisotropy] is [code]true[/code].
ga: Uasmhéid aniseatrópachta is féidir a úsáid agus sampláil á déanamh. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [comhalta use_anisotropy]. Mar thoradh ar luachanna níos airde bíonn samplóir níos géire ag uillinneacha fiar, ar chostas feidhmíochta (de bharr bandaleithead cuimhne). Féadfaidh na crua-earraí grafaice atá in úsáid an luach seo a theorannú. Ní thacaíonn formhór na crua-earraí grafaice ach le luachanna suas go dtí [code]16.0[/code].
    Más [code]1.0[/code] é [ball anisotropy_max], díchumasaítear anisotrópacht go héigeantach fiú más [code]true[/code] é [member use_anisotropy].

en: The border color that will be returned when sampling outside the sampler's bounds and the [member repeat_u], [member repeat_v] or [member repeat_w] modes have repeating disabled.
ga: Tá dath na teorann a thabharfar ar ais nuair a bheidh an sampláil lasmuigh de theorainneacha an tsamplálaí agus na modhanna [member repeat_u], [member repeat_v] nó [member repeat_w] díchumasaithe.

en: The compare operation to use. Only effective if [member enable_compare] is [code]true[/code].
ga: An oibríocht comparáide le húsáid. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [comhalta enable_compare].

en: If [code]true[/code], returned values will be based on the comparison operation defined in [member compare_op]. This is a hardware-based approach and is therefore faster than performing this manually in a shader. For example, compare operations are used for shadow map rendering by comparing depth values from a shadow sampler.
ga: Más [code]true[/code], beidh na luachanna ar ais bunaithe ar an oibríocht chomparáide a shainítear in [member compare_op]. Is cur chuige crua-earraí é seo agus mar sin tá sé níos tapúla ná é seo a dhéanamh de láimh i scáthlán. Mar shampla, úsáidtear oibríochtaí comparáide le haghaidh rindreáil scáthléarscáileanna trí luachanna doimhneachta ó scáthshamplóir a chur i gcomparáid.

en: The mipmap LOD bias to use. Positive values will make the sampler blurrier at a given distance, while negative values will make the sampler sharper at a given distance (at the risk of looking grainy). Recommended values are between [code]-0.5[/code] and [code]0.0[/code]. Only effective if the sampler has mipmaps available.
ga: An mipmap LOD bias a úsáid. Déanfaidh luachanna dearfacha an samplóir a dhoiléiriú ag fad ar leith, agus déanfaidh luachanna diúltacha an samplóir níos géire ag fad ar leith (ar an mbaol go bhféachfaidh sé gránach). Tá na luachanna molta idir [code]-0.5[/code] agus [code]0.0[/code]. Ní bheidh sé i bhfeidhm ach amháin má tá mipmaps ar fáil ag an samplóir.

en: The sampler's magnification filter. It is the filtering method used when sampling texels that appear bigger than on-screen pixels.
ga: Scagaire formhéadúcháin an tsamplálaí. Is é an modh scagtha a úsáidtear agus texels á sampláil a bhfuil an chuma orthu go bhfuil siad níos mó ná na picteilíní ar an scáileán.

en: The maximum mipmap LOD bias to display (lowest resolution). Only effective if the sampler has mipmaps available.
ga: An t-uas-laofacht mipmap LOD le taispeáint (taifeach is ísle). Ní bheidh sé i bhfeidhm ach amháin má tá mipmaps ar fáil ag an samplóir.

en: The sampler's minification filter. It is the filtering method used when sampling texels that appear smaller than on-screen pixels.
ga: Scagaire mionúcháin an tsamplálaí. Is é an modh scagtha a úsáidtear chun texels a shampláil a bhfuil an chuma orthu níos lú ná na picteilíní ar an scáileán.

en: The minimum mipmap LOD bias to display (highest resolution). Only effective if the sampler has mipmaps available.
ga: An t-íosmhéid laofachta mipmap LOD le taispeáint (taifeach is airde). Ní bheidh sé i bhfeidhm ach amháin má tá mipmaps ar fáil ag an samplóir.

en: The filtering method to use for mipmaps.
ga: An modh scagtha le húsáid le haghaidh mipmaps.

en: The repeat mode to use along the U axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.
ga: An modh athuair le húsáid feadh an ais U de chomhordanáidí UV. Bíonn tionchar aige seo ar na luachanna aischurtha má dhéantar sampláil lasmuigh de na teorainneacha UV.

en: The repeat mode to use along the V axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.
ga: An modh athuair le húsáid feadh an ais V de chomhordanáidí UV. Bíonn tionchar aige seo ar na luachanna aischurtha má dhéantar sampláil lasmuigh de na teorainneacha UV.

en: The repeat mode to use along the W axis of UV coordinates. This affects the returned values if sampling outside the UV bounds. Only effective for 3D samplers.
ga: An modh athuair le húsáid feadh ais W na gcomhordanáidí UV. Bíonn tionchar aige seo ar na luachanna aischurtha má dhéantar sampláil lasmuigh de na teorainneacha UV. Éifeachtach le haghaidh samplóirí 3D amháin.

en: If [code]true[/code], the texture will be sampled with coordinates ranging from 0 to the texture's resolution. Otherwise, the coordinates will be normalized and range from 0 to 1.
ga: Más [code]true[/code], déanfar an uigeacht a shampláil le comhordanáidí ó 0 go taifeach na huigeachta. Seachas sin, gnáthófar na comhordanáidí agus raon ó 0 go 1.

en: If [code]true[/code], perform anisotropic sampling. See [member anisotropy_max].
ga: Más [code]true[/code], déan sampláil anisotrópach. Féach [ball anisotropy_max].

en: Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be confused with Godot's own [Shader].
ga: Comhad scáthaithe curtha le chéile i bhfoirm SPIR-V (arna úsáid ag [RenderingDevice]). Gan a mheascadh le Godot féin [Shader].

en: Compiled shader file in SPIR-V form.
    See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming.
ga: Comhad scáthaithe tiomsaithe i bhfoirm SPIR-V.
    Féach freisin [RDShaderSource]. Níl sé i gceist [RDShaderFile] a úsáid ach leis an API [RenderingDevice]. Níor cheart é a mheascadh le hacmhainn Godot féin [Shader], agus is é sin a úsáideann nóid éagsúla Godot le haghaidh ríomhchlárú shader ardleibhéil.

en: Returns the SPIR-V intermediate representation for the specified shader [param version].
ga: Filleann sé an léiriú idirmheánach SPIR-V don scáthóir sonraithe [leagan param].

en: Returns the list of compiled versions for this shader.
ga: Seoltar ar ais liosta na leaganacha tiomsaithe don scáthóir seo.

en: Sets the SPIR-V [param bytecode] that will be compiled for the specified [param version].
ga: Socraíonn sé an SPIR-V [param bytecode] a thiomsófar don [leagan param] sonraithe.

en: The base compilation error message, which indicates errors not related to a specific shader stage if non-empty. If empty, shader compilation is not necessarily successful (check [RDShaderSPIRV]'s error message members).
ga: An teachtaireacht earráide tiomsaithe bonn, a léiríonn earráidí nach mbaineann le céim ar leith scáthaitheoir mura bhfuil siad folamh. Má tá sé folamh, ní gá go n-éireoidh le tiomsú an scáthaithe (seiceáil baill na teachtaireachta earráide [RDShaderSPIRV]).

en: Shader source code (used by [RenderingDevice]).
ga: Cód foinse Shader (arna úsáid ag [RenderingDevice]).

en: Shader source code in text form.
    See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming.
ga: Cód foinse Shader i bhfoirm téacs.
    Féach freisin [RDShaderFile]. Níl sé i gceist [RDShaderSource] a úsáid ach leis an API [RenderingDevice]. Níor cheart é a mheascadh le hacmhainn Godot féin [Shader], agus is é sin a úsáideann nóid éagsúla Godot le haghaidh ríomhchlárú shader ardleibhéil.

en: Returns source code for the specified shader [param stage]. Equivalent to getting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
ga: Filleann sé an cód foinse don scáthaitheoir sonraithe [céim param]. Coibhéiseach le ceann amháin de [ball source_compute], [ball source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] nó [member source_vertex] a fháil.

en: The language the shader is written in.
ga: An teanga a bhfuil an shader scríofa inti.

en: Source code for the shader's compute stage.
ga: Cód foinseach do chéim ríomh an scáthaitheora.

en: Source code for the shader's fragment stage.
ga: An cód foinse do chéim blúire an scáthaitheora.

en: Source code for the shader's tessellation control stage.
ga: Cód foinseach do chéim rialaithe teasalúcháin an scáthláin.

en: Source code for the shader's tessellation evaluation stage.
ga: An cód foinse do chéim mheastóireachta teasalúcháin an scáthláin.

en: Source code for the shader's vertex stage.
ga: Cód foinseach do chéim rinn an scáthaitheora.

en: SPIR-V intermediate representation as part of a [RDShaderFile] (used by [RenderingDevice]).
ga: Léiriú idirmheánach SPIR-V mar chuid de [RDShaderFile] (arna úsáid ag [RenderingDevice]).

en: [RDShaderSPIRV] represents a [RDShaderFile]'s [url=https://www.khronos.org/spir/]SPIR-V[/url] code for various shader stages, as well as possible compilation error messages. SPIR-V is a low-level intermediate shader representation. This intermediate representation is not used directly by GPUs for rendering, but it can be compiled into binary shaders that GPUs can understand. Unlike compiled shaders, SPIR-V is portable across GPU models and driver versions.
    This object is used by [RenderingDevice].
ga: Léiríonn [RDShaderSPIRV] cód [RDShaderFile] [url=https://www.khronos.org/spir/]SPIR-V[/url] le haghaidh céimeanna éagsúla scáthaithe, chomh maith le teachtaireachtaí earráide tiomsaithe féideartha. Is léiriú scáthaithe idirmheánach ísealleibhéil é SPIR-V. Ní úsáideann GPUanna an ionadaíocht idirmheánach seo go díreach le haghaidh rindreála, ach is féidir é a thiomsú i shaders dénártha is féidir le GPUanna a thuiscint. Murab ionann agus shaders tiomsaithe, tá SPIR-V iniompartha thar samhlacha GPU agus leaganacha tiománaithe.
    Úsáideann [RenderingDevice] an réad seo.

en: Equivalent to getting one of [member bytecode_compute], [member bytecode_fragment], [member bytecode_tesselation_control], [member bytecode_tesselation_evaluation], [member bytecode_vertex].
ga: Coibhéiseach le ceann amháin a fháil de [comhalta bytecode_compute], [comhalta bytecode_fragment], [comhalta bytecode_tesselation_control], [comhalta bytecode_tesselation_evaluation], [comhalta bytecode_vertex].

en: Returns the compilation error message for the given shader [param stage]. Equivalent to getting one of [member compile_error_compute], [member compile_error_fragment], [member compile_error_tesselation_control], [member compile_error_tesselation_evaluation], [member compile_error_vertex].
ga: Seoltar ar ais an teachtaireacht earráide tiomsaithe don scáthaitheoir a tugadh [céim param]. Coibhéiseach le ceann amháin a fháil de [comhalta compile_error_compute], [comhalta compile_error_fragment], [comhalta compile_error_tesselation_control], [comhalta compile_error_tesselation_evaluation], [member compile_error_vertex].

en: Sets the SPIR-V [param bytecode] for the given shader [param stage]. Equivalent to setting one of [member bytecode_compute], [member bytecode_fragment], [member bytecode_tesselation_control], [member bytecode_tesselation_evaluation], [member bytecode_vertex].
ga: Socraíonn sé an SPIR-V [param bytecode] don scáthaitheoir a thugtar [céim param]. Coibhéiseach le socrú ceann amháin de [comhalta bytecode_compute], [comhalta bytecode_fragment], [comhalta bytecode_tesselation_control], [comhalta bytecode_tesselation_evaluation], [comhalta bytecode_vertex].

en: Sets the compilation error message for the given shader [param stage] to [param compile_error]. Equivalent to setting one of [member compile_error_compute], [member compile_error_fragment], [member compile_error_tesselation_control], [member compile_error_tesselation_evaluation], [member compile_error_vertex].
ga: Socraíonn sé an teachtaireacht earráide tiomsaithe don shader tugtha [param stage] chuig [param compile_error]. Coibhéiseach le socrú ceann amháin de [comhalta compile_error_compute], [comhalta compile_error_fragment], [comhalta compile_error_tesselation_control], [comhalta compile_error_tesselation_evaluation], [member compile_error_vertex].

en: The SPIR-V bytecode for the compute shader stage.
ga: An bytecode SPIR-V le haghaidh chéim an scáthaithe a ríomh.

en: The SPIR-V bytecode for the fragment shader stage.
ga: An bytecode SPIR-V don chéim scáthaithe blúirí.

en: The SPIR-V bytecode for the tessellation control shader stage.
ga: An bytecode SPIR-V don chéim scáthaithe rialaithe teisiliúcháin.

en: The SPIR-V bytecode for the tessellation evaluation shader stage.
ga: An bytecode SPIR-V don chéim scáthaithe meastóireachta teisiliúcháin.

en: The SPIR-V bytecode for the vertex shader stage.
ga: An bytecode SPIR-V don chéim scáthóir rinn.

en: The compilation error message for the compute shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
ga: An teachtaireacht earráide tiomsaithe le haghaidh chéim an ríomh scáthaithe (socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le tiomsú shader.

en: The compilation error message for the fragment shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
ga: An teachtaireacht earráide tiomsaithe le haghaidh chéim an scáthaithe blúirí (socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le tiomsú shader.

en: The compilation error message for the tessellation control shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
ga: An teachtaireacht earráide tiomsaithe don chéim scáthaithe rialaithe teisiliúcháin (socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le tiomsú shader.

en: The compilation error message for the tessellation evaluation shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
ga: An teachtaireacht earráide tiomsaithe don chéim scáthaithe luachála teisiliúcháin (socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le tiomsú shader.

en: The compilation error message for the vertex shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
ga: An teachtaireacht earráide tiomsaithe don chéim scáthaithe rinn (socraithe ag tiomsaitheoir SPIR-V agus Godot). Más rud é folamh, d'éirigh le tiomsú shader.

en: Texture format (used by [RenderingDevice]).
ga: Formáid uigeachta (arna úsáid ag [RenderingDevice]).

en: The number of layers in the texture. Only relevant for 2D texture arrays.
ga: Líon na sraitheanna san uigeacht. Ní bhaineann ach le heagair uigeachta 2T.

en: The texture's depth (in pixels). This is always [code]1[/code] for 2D textures.
ga: Doimhneacht an uigeachta (i bpicteilíní). Seo [code]1[/code] i gcónaí d’uigeachtaí 2T.

en: The texture's pixel data format.
ga: Formáid sonraí picteilín an uigeachta.

en: The texture's height (in pixels).
ga: Airde an uigeachta (i bpicteilíní).

en: The number of mipmaps available in the texture.
ga: Líon na mipmaps atá ar fáil san uigeacht.

en: The number of samples used when sampling the texture.
ga: Líon na samplaí a úsáidtear agus an uigeacht á sampláil.

en: The texture type.
ga: An cineál uigeachta.

en: The texture's usage bits, which determine what can be done using the texture.
ga: Giotán úsáide an uigeachta, a chinneann cad is féidir a dhéanamh ag baint úsáide as an uigeacht.

en: The texture's width (in pixels).
ga: Leithead an uigeachta (i bpicteilíní).

en: Texture view (used by [RenderingDevice]).
ga: Amharc uigeachta (arna úsáid ag [RenderingDevice]).

en: The channel to sample when sampling the alpha channel.
ga: An cainéal le sampla a dhéanamh agus an cainéal alfa á shampláil.

en: The channel to sample when sampling the blue color channel.
ga: An cainéal le sampla a dhéanamh agus an cainéal dath gorm á shampláil.

en: The channel to sample when sampling the green color channel.
ga: An cainéal le sampla a dhéanamh nuair a bhíonn an cainéal dath glas á shampláil.

en: The channel to sample when sampling the red color channel.
ga: An cainéal le sampla a dhéanamh nuair a bhíonn an cainéal dath dearg á shampláil.

en: Shader uniform (used by [RenderingDevice]).
ga: Éide scáthaithe (arna úsáid ag [RenderingDevice]).

en: Binds the given id to the uniform. The data associated with the id is then used when the uniform is passed to a shader.
ga: Ceanglaíonn sé an t-aitheantas tugtha leis an éide. Úsáidtear na sonraí a bhaineann leis an id ansin nuair a chuirtear an éide ar aghaidh chuig scáthlánóir.

en: Unbinds all ids currently bound to the uniform.
ga: Dícheangail na haitheantais go léir atá ceangailte leis an éide faoi láthair.

en: Returns an array of all ids currently bound to the uniform.
ga: Filleann sé raon de na haitheantais go léir atá ceangailte leis an éide faoi láthair.

en: The uniform's binding.
ga: Ceangailteach an éide.

en: The uniform's data type.
ga: Cineál sonraí an éide.

en: Vertex attribute (used by [RenderingDevice]).
ga: Aitreabúid vertex (arna úsáid ag [RenderingDevice]).

en: A 2D axis-aligned bounding box using floating-point coordinates.
ga: Bosca teorann 2T-ailínithe ag baint úsáide as comhordanáidí snámhphointe.

en: The [Rect2] built-in [Variant] type represents an axis-aligned rectangle in a 2D space. It is defined by its [member position] and [member size], which are [Vector2]. It is frequently used for fast overlap tests (see [method intersects]). Although [Rect2] itself is axis-aligned, it can be combined with [Transform2D] to represent a rotated or skewed rectangle.
    For integer coordinates, use [Rect2i]. The 3D equivalent to [Rect2] is [AABB].
    [b]Note:[/b] Negative values for [member size] are not supported. With negative size, most [Rect2] methods do not work correctly. Use [method abs] to get an equivalent [Rect2] with a non-negative size.
    [b]Note:[/b] In a boolean context, a [Rect2] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector2.ZERO]). Otherwise, it always evaluates to [code]true[/code].
ga: Seasann an cineál [Rect2] ionsuite [Athraitheach] do dhronuilleog aise-ailínithe i spás 2T. Tá sé sainmhínithe ag a [suíomh ball] agus [méid na mball], atá [Vector2]. Úsáidtear go minic é le haghaidh tástálacha forluí tapa (féach [trasnaíonn modh]). Cé go bhfuil [Rect2] féin-ailínithe, is féidir é a chomhcheangal le [Transform2D] chun dronuilleog rothlaithe nó sceabhach a léiriú.
    Le haghaidh comhordanáidí slánuimhir, úsáid [Rect2i]. Is é an coibhéis 3D le [Rect2] ná [AABB].
    [b]Nóta:[/b] Ní thacaítear le luachanna diúltacha do [méid na mball]. Le méid diúltach, ní oibríonn an chuid is mó de mhodhanna [Rect2] i gceart. Úsáid [method ABS] chun méid coibhéiseach [Rect2] a fháil le méid neamhdhiúltach.
    [b]Nóta:[/b] I gcomhthéacs boolean, déanann [Rect2] luacháil go [code]bréagach[/code] más rud é go bhfuil [suíomh na mball] agus [méid na mball] araon náid (comhionann le [Vector2 seasmhach.ZERO] ). Seachas sin, déanann sé meastóireacht i gcónaí go [code]true[/code].

en: Constructs a [Rect2] with its [member position] and [member size] set to [constant Vector2.ZERO].
ga: Tógann [Rect2] lena [suíomh ball] agus [méid na mball] socraithe go [Vector2.ZERO leanúnach].

en: Constructs a [Rect2] as a copy of the given [Rect2].
ga: Tógtar [Rect2] mar chóip den [Rect2] tugtha.

en: Constructs a [Rect2] from a [Rect2i].
ga: Tógann [Rect2] as [Rect2i].

en: Constructs a [Rect2] by [param position] and [param size].
ga: Tógann [Rect2] de réir [suíomh param] agus [param size].

en: Constructs a [Rect2] by setting its [member position] to ([param x], [param y]), and its [member size] to ([param width], [param height]).
ga: Tógtar [Rect2] trína [suíomh ball] a shocrú go ([param x], [para y]), agus a [méid na mball] go ([leithead param], [airde param]).

en: Returns a [Rect2] equivalent to this rectangle, with its width and height modified to be non-negative values, and with its [member position] being the top-left corner of the rectangle.
    [codeblocks]
    [gdscript]
    var rect = Rect2(25, 25, -100, -50)
    var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)
    [/gdscript]
    [csharp]
    var rect = new Rect2(25, 25, -100, -50);
    var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner.
ga: Filleann sé [Rect2] coibhéiseach leis an dronuilleog seo, agus a leithead agus a airde athraithe go luachanna neamhdhiúltacha, agus a [suíomh ball] mar chúinne uachtarach ar chlé na dronuilleoige.
    [codeblocks]
    [gdscript]
    var rect = Rect2(25, 25, -100, -50)
    var absalóideach = rect.abs() # absalóideach é Rect2(-75, -25, 100, 50)
    [/gdscript]
    [csharp]
    var rect = nua Rect2(25, 25, -100, -50);
    var absalóideach = rect.Abs(); // iomlán is ea Rect2(-75, -25, 100, 50)
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Moltar an modh seo a úsáid nuair a bhíonn [méid na mball] diúltach, mar go nglactar leis go bhfuil an chuid is mó de mhodhanna eile i Godot ag an gcúinne uachtarach ar chlé, agus is é an [deireadh na mball] an chúinne ag bun ar dheis.

en: Returns [code]true[/code] if this rectangle [i]completely[/i] encloses the [param b] rectangle.
ga: Filleann sé [code]true[/code] má chumhdaíonn an dronuilleog seo [i]go hiomlán[/i] an dronuilleog [param b].

en: Returns a copy of this rectangle expanded to align the edges with the given [param to] point, if necessary.
    [codeblocks]
    [gdscript]
    var rect = Rect2(0, 0, 5, 2)
    
    rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)
    rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 15, 5)
    [/gdscript]
    [csharp]
    var rect = new Rect2(0, 0, 5, 2);
    
    rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)
    rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 15, 5)
    [/csharp]
    [/codeblocks]
ga: Filleann sé cóip den dronuilleog seo leathnaithe chun na himill a ailíniú leis an bpointe [param go] a thugtar, más gá.
    [codeblocks]
    [gdscript]
    var rect = Rect2(0, 0, 5, 2)
    
    rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)
    rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 15, 5)
    [/gdscript]
    [csharp]
    var rect = nua Rect2(0, 0, 5, 2);
    
    rect = rect.Expand(Vector2(10, 0) nua); // is ceart é Rect2(0, 0, 10, 2)
    rect = rect.Expand(Vector2(-5, 5) nua); // is ceart é Rect2(-5, 0, 15, 5)
    [/csharp]
    [/codeblocks]

en: Returns the rectangle's area. This is equivalent to [code]size.x * size.y[/code]. See also [method has_area].
ga: Filleann sé achar na dronuilleoige. Tá sé seo comhionann le [code]size.x * size.y[/code]. Féach freisin [method has_area].

en: Returns the center point of the rectangle. This is the same as [code]position + (size / 2.0)[/code].
ga: Filltear lárphointe na dronuilleoige. Tá sé seo mar an gcéanna le [code]suíomh + (méid / 2.0)[/code].

en: Returns a copy of this rectangle extended on all sides by the given [param amount]. A negative [param amount] shrinks the rectangle instead. See also [method grow_individual] and [method grow_side].
    [codeblocks]
    [gdscript]
    var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)
    var b = Rect2(0, 0, 8, 4).grow(2) # b is Rect2(-2, -2, 12, 8)
    [/gdscript]
    [csharp]
    var a = new Rect2(4, 4, 8, 8).Grow(4); // a is Rect2(0, 0, 16, 16)
    var b = new Rect2(0, 0, 8, 4).Grow(2); // b is Rect2(-2, -2, 12, 8)
    [/csharp]
    [/codeblocks]
ga: Filleann sé seo cóip den dronuilleog seo sínte ar gach taobh leis an [paraiméid] tugtha. Laghdaíonn diúltach [méid param] an dronuilleog ina ionad sin. Féach freisin [method grow_individual] agus [method grow_side].
    [codeblocks]
    [gdscript]
    var a = Rect2(4, 4, 8, 8). fás(4) # a ná Rect2(0, 0, 16, 16)
    var b = Rect2(0, 0, 8, 4). fás(2) # b ná Rect2(-2, -2, 12, 8)
    [/gdscript]
    [csharp]
    var a = nua Rect2(4, 4, 8, 8).Fás(4); // a é Rect2(0, 0, 16, 16)
    var b = nua Rect2(0, 0, 8, 4).Fás(2); // b é Rect2(-2, -2, 12, 8)
    [/csharp]
    [/codeblocks]

en: Returns a copy of this rectangle with its [param left], [param top], [param right], and [param bottom] sides extended by the given amounts. Negative values shrink the sides, instead. See also [method grow] and [method grow_side].
ga: Filleann sé seo cóip den dronuilleog seo agus a thaobhanna [param ar chlé], [param ar bharr], [param ar dheis], agus [paraim ag bun] sínte ag na méideanna tugtha. Laghdaíonn luachanna diúltacha na taobhanna, ina ionad sin. Féach freisin [method ag fás] agus [method grow_side].

en: Returns a copy of this rectangle with its [param side] extended by the given [param amount] (see [enum Side] constants). A negative [param amount] shrinks the rectangle, instead. See also [method grow] and [method grow_individual].
ga: Filleann sé cóip den dronuilleog seo agus a [taobh param] sínte ag na tairisigh [paraiméid] tugtha (féach [Taobh enum]). Laghdaíonn diúltach [méid param] an dronuilleog, ina ionad sin. Féach freisin [method fás] agus [method grow_individual].

en: Returns [code]true[/code] if this rectangle has positive width and height. See also [method get_area].
ga: Filleann sé [code]true[/code] má tá leithead agus airde deimhneach ag an dronuilleog seo. Féach freisin [method get_area].

en: Returns [code]true[/code] if the rectangle contains the given [param point]. By convention, points on the right and bottom edges are [b]not[/b] included.
    [b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative[/i] [member size]. Use [method abs] first to get a valid rectangle.
ga: Filleann sé [code]true[/code] má tá an [paraphointe] tugtha sa dronuilleog. De réir an ghnáis, [b]ní[/b] pointí ar an imill dheis agus ar an mbun.
    [b]Nóta:[/b] Níl an modh seo iontaofa do [Rect2] a bhfuil [i]diúltach[/i] [méid na mball] aige. Úsáid [method ABS] ar dtús chun dronuilleog bhailí a fháil.

en: Returns the intersection between this rectangle and [param b]. If the rectangles do not intersect, returns an empty [Rect2].
    [codeblocks]
    [gdscript]
    var rect1 = Rect2(0, 0, 5, 10)
    var rect2 = Rect2(2, 0, 8, 4)
    
    var a = rect1.intersection(rect2) # a is Rect2(2, 0, 3, 4)
    [/gdscript]
    [csharp]
    var rect1 = new Rect2(0, 0, 5, 10);
    var rect2 = new Rect2(2, 0, 8, 4);
    
    var a = rect1.Intersection(rect2); // a is Rect2(2, 0, 3, 4)
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] If you only need to know whether two rectangles are overlapping, use [method intersects], instead.
ga: Filleann sé an trasnú idir an dronuilleog seo agus [para b]. Mura dtrasnaíonn na dronuilleoga, filleann sé folamh [Rect2].
    [codeblocks]
    [gdscript]
    var rect1 = Rect2(0, 0, 5, 10)
    var rect2 = Rect2(2, 0, 8, 4)
    
    var a = rect1.trasnaíonn(rect2) # a ná Rect2(2, 0, 3, 4)
    [/gdscript]
    [csharp]
    var rect1 = nua Rect2(0, 0, 5, 10);
    var rect2 = nua Rect2(2, 0, 8, 4);
    
    var a = rect1.Trasnaíonn(rect2); // a é Rect2(2, 0, 3, 4)
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Más rud é nach gá duit ach fios a bheith agat an bhfuil dhá dhronuilleog ag forluí, úsáid [trasnaíonn an modh], ina ionad sin.

en: Returns [code]true[/code] if this rectangle overlaps with the [param b] rectangle. The edges of both rectangles are excluded, unless [param include_borders] is [code]true[/code].
ga: Filleann sé [code]true[/code] má fhorluíonn an dronuilleog seo leis an dronuilleog [param b]. Eisiatar imill an dá dhronuilleog, ach amháin má tá [param include_borders] [code]true[/code].

en: Returns [code]true[/code] if this rectangle and [param rect] are approximately equal, by calling [method Vector2.is_equal_approx] on the [member position] and the [member size].
ga: Filleann sé [code]true[/code] má tá an dronuilleog seo agus [param rect] a bheag nó a mhór comhionann, trí ghlaoch a chur ar [method Vector2.is_equal_approx] ar [suíomh na mball] agus ar an [méid na mball].

en: Returns [code]true[/code] if this rectangle's values are finite, by calling [method Vector2.is_finite] on the [member position] and the [member size].
ga: Filleann sé [code]true[/code] má tá luachanna na dronuilleoige seo críochta, trí ghlaoch a chur ar [method Vector2.is_finite] ar an [suíomh ball] agus ar an [méid na mball].

en: Returns a [Rect2] that encloses both this rectangle and [param b] around the edges. See also [method encloses].
ga: Filleann sé [Rect2] a chumhdaíonn an dronuilleog seo agus [para b] timpeall na n-imill. Féach freisin [tá an modh iniata].

en: The ending point. This is usually the bottom-right corner of the rectangle, and is equivalent to [code]position + size[/code]. Setting this point affects the [member size].
ga: An pointe deiridh. Is gnách gurb é seo an chúinne ag bun ar dheis na dronuilleoige, agus tá sé comhionann le [code]suíomh + méid[/code]. Bíonn tionchar ag socrú an phointe seo ar [méid na mball].

en: The origin point. This is usually the top-left corner of the rectangle.
ga: An pointe tionscnaimh. Is gnách gurb é seo an choirnéal barr-chlé den dronuilleog.

en: The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point.
    [b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs].
ga: Leithead agus airde na dronuilleoige, ag tosú ó [suíomh na mball]. Cuireann socrú an luacha seo isteach ar an bpointe [deireadh na mball] freisin.
    [b]Nóta:[/b] Moltar an leithead agus an airde a shocrú go luachanna neamhdhiúltacha, mar glacann an chuid is mó de na modhanna in Godot leis gurb é [suíomh na mball] an cúinne uachtarach ar chlé, agus is é [foirceann ball] an bun -chúinne ar dheis. Chun dronuilleog choibhéiseach a fháil le méid neamhdhiúltach, bain úsáid as [method abs].

en: Returns [code]true[/code] if the [member position] or [member size] of both rectangles are not equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] mura bhfuil [suíomh na mball] nó [méid na mball] den dá dhronuilleog cothrom.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
    [code]rect * transform[/code] is equivalent to [code]transform.inverse() * rect[/code]. See [method Transform2D.inverse].
    For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * rect[/code] can be used instead. See [method Transform2D.affine_inverse].
ga: Trasfhoirmítear (iolraíonn) an [Rect2] go contrártha leis an maitrís claochlaithe [Transform2D] a thugtar, faoin mbonn tuisceana go bhfuil an bonn claochlaithe orthonormal (i.e. tá rothlú/machnamh ceart, níl an scálaithe/sceabhach).
    [code]rect * claochlú[/code] comhionann le [code]transform.inverse() * rect[/code]. Féach [method Transform2D.inverse].
    Chun claochlú aifín a athrú trí inbhéartach (m.sh. le scálú) is féidir [code]transform.afine_inverse() * rect[/code] a úsáid ina ionad sin. Féach [method Transform2D.afine_inverse].

en: Returns [code]true[/code] if both [member position] and [member size] of the rectangles are exactly equal, respectively.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] má tá [an ballsuíomh] agus [méid na mball] de na dronuilleoga díreach comhionann, faoi seach.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: A 2D axis-aligned bounding box using integer coordinates.
ga: Bosca teorann 2T-ailínithe ag baint úsáide as comhordanáidí slánuimhir.

en: The [Rect2i] built-in [Variant] type represents an axis-aligned rectangle in a 2D space, using integer coordinates. It is defined by its [member position] and [member size], which are [Vector2i]. Because it does not rotate, it is frequently used for fast overlap tests (see [method intersects]).
    For floating-point coordinates, see [Rect2].
    [b]Note:[/b] Negative values for [member size] are not supported. With negative size, most [Rect2i] methods do not work correctly. Use [method abs] to get an equivalent [Rect2i] with a non-negative size.
    [b]Note:[/b] In a boolean context, a [Rect2i] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector2i.ZERO]). Otherwise, it always evaluates to [code]true[/code].
ga: Seasann an cineál [Rect2i] ionsuite [Athraithe] do dhronuilleog aise-ailínithe i spás 2T, ag baint úsáide as comhordanáidí slánuimhir. Tá sé sainmhínithe ag a [suíomh ball] agus [méid na mball], atá [Vector2i]. Toisc nach rothlaíonn sé, is minic a úsáidtear é le haghaidh tástálacha forluí tapa (féach [trasnaíonn modh]).
    Le haghaidh comhordanáidí snámhphointe, féach [Rect2].
    [b]Nóta:[/b] Ní thacaítear le luachanna diúltacha do [méid na mball]. Le méid diúltach, ní oibríonn an chuid is mó de mhodhanna [Rect2i] i gceart. Úsáid [method ABS] chun méid coibhéiseach [Rect2i] a fháil le méid neamhdhiúltach.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanann [Rect2i] luacháil go [code]bréagach[/code] más rud é go bhfuil [suíomh na mball] agus [méid na mball] náid (comhionann le [Vector2i leanúnach.ZERO]) ). Seachas sin, déanann sé meastóireacht i gcónaí go [code]true[/code].

en: Constructs a [Rect2i] with its [member position] and [member size] set to [constant Vector2i.ZERO].
ga: Tógann [Rect2i] lena [suíomh ball] agus [méid na mball] socraithe go [Vector2i.ZERO leanúnach].

en: Constructs a [Rect2i] as a copy of the given [Rect2i].
ga: Tógtar [Rect2i] mar chóip den [Rect2i] tugtha.

en: Constructs a [Rect2i] from a [Rect2]. The floating-point coordinates are truncated.
ga: Tógann [Rect2i] as [Rect2]. Teascaítear comhordanáidí an snámhphointe.

en: Constructs a [Rect2i] by [param position] and [param size].
ga: Tógann [Rect2i] de réir [suíomh param] agus [param size].

en: Constructs a [Rect2i] by setting its [member position] to ([param x], [param y]), and its [member size] to ([param width], [param height]).
ga: Tógtar [Rect2i] trína [suíomh ball] a shocrú go ([param x], [para y]), agus a [méid an bhall] go ([leithead param], [airde param]).

en: Returns a [Rect2i] equivalent to this rectangle, with its width and height modified to be non-negative values, and with its [member position] being the top-left corner of the rectangle.
    [codeblocks]
    [gdscript]
    var rect = Rect2i(25, 25, -100, -50)
    var absolute = rect.abs() # absolute is Rect2i(-75, -25, 100, 50)
    [/gdscript]
    [csharp]
    var rect = new Rect2I(25, 25, -100, -50);
    var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner.
ga: Filleann sé [Rect2i] coibhéiseach leis an dronuilleog seo, agus a leithead agus a airde athraithe go luachanna neamhdhiúltacha, agus a [suíomh ball] mar chúinne uachtarach ar chlé na dronuilleoige.
    [codeblocks]
    [gdscript]
    var rect = Rect2i(25, 25, -100, -50)
    var absalóideach = rect.abs() # absalóideach é Rect2i(-75, -25, 100, 50)
    [/gdscript]
    [csharp]
    var rect = nua Rect2I(25, 25, -100, -50);
    var absalóideach = rect.Abs(); // iomlán is ea Rect2I(-75, -25, 100, 50)
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Moltar an modh seo a úsáid nuair a bhíonn [méid na mball] diúltach, mar go nglactar leis go bhfuil an chuid is mó de mhodhanna eile i Godot ag an gcúinne uachtarach ar chlé, agus is é an [deireadh na mball] an chúinne ag bun ar dheis.

en: Returns [code]true[/code] if this [Rect2i] completely encloses another one.
ga: Filleann sé [code]true[/code] má chuireann sé seo [Rect2i] ceann eile isteach go hiomlán.

en: Returns a copy of this rectangle expanded to align the edges with the given [param to] point, if necessary.
    [codeblocks]
    [gdscript]
    var rect = Rect2i(0, 0, 5, 2)
    
    rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)
    rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 15, 5)
    [/gdscript]
    [csharp]
    var rect = new Rect2I(0, 0, 5, 2);
    
    rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)
    rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 15, 5)
    [/csharp]
    [/codeblocks]
ga: Filleann sé cóip den dronuilleog seo leathnaithe chun na himill a ailíniú leis an bpointe [param go] a thugtar, más gá.
    [codeblocks]
    [gdscript]
    var rect = Rect2i(0, 0, 5, 2)
    
    rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)
    rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 15, 5)
    [/gdscript]
    [csharp]
    var rect = nua Rect2I(0, 0, 5, 2);
    
    rect = rect.Expand(Vector2I(10, 0) nua); // is ceart é Rect2I(0, 0, 10, 2)
    rect = rect.Expand(Vector2I(-5, 5) nua); // is ceart é Rect2I(-5, 0, 15, 5)
    [/csharp]
    [/codeblocks]

en: Returns the center point of the rectangle. This is the same as [code]position + (size / 2)[/code].
    [b]Note:[/b] If the [member size] is odd, the result will be rounded towards [member position].
ga: Filltear lárphointe na dronuilleoige. Tá sé seo mar an gcéanna le [code]suíomh + (méid / 2)[/code].
    [b]Nóta:[/b] Má tá an [méid na mball] corr, déanfar an toradh a shlánú i dtreo [suíomh na mball].

en: Returns a copy of this rectangle extended on all sides by the given [param amount]. A negative [param amount] shrinks the rectangle instead. See also [method grow_individual] and [method grow_side].
    [codeblocks]
    [gdscript]
    var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)
    var b = Rect2i(0, 0, 8, 4).grow(2) # b is Rect2i(-2, -2, 12, 8)
    [/gdscript]
    [csharp]
    var a = new Rect2I(4, 4, 8, 8).Grow(4); // a is Rect2I(0, 0, 16, 16)
    var b = new Rect2I(0, 0, 8, 4).Grow(2); // b is Rect2I(-2, -2, 12, 8)
    [/csharp]
    [/codeblocks]
ga: Filleann sé seo cóip den dronuilleog seo sínte ar gach taobh leis an [paraiméid] tugtha. Laghdaíonn diúltach [méid param] an dronuilleog ina ionad sin. Féach freisin [method grow_individual] agus [method grow_side].
    [codeblocks]
    [gdscript]
    var a = Rect2i(4, 4, 8, 8). fás(4) # a ná Rect2i(0, 0, 16, 16)
    var b = Rect2i(0, 0, 8, 4). fás(2) # b is Rect2i(-2, -2, 12, 8)
    [/gdscript]
    [csharp]
    var a = nua Rect2I(4, 4, 8, 8).Fás(4); // a é Rect2I(0, 0, 16, 16)
    var b = nua Rect2I(0, 0, 8, 4).Fás(2); // b é Rect2I(-2, -2, 12, 8)
    [/csharp]
    [/codeblocks]

en: Returns [code]true[/code] if the rectangle contains the given [param point]. By convention, points on the right and bottom edges are [b]not[/b] included.
    [b]Note:[/b] This method is not reliable for [Rect2i] with a [i]negative[/i] [member size]. Use [method abs] first to get a valid rectangle.
ga: Filleann sé [code]true[/code] má tá an [paraphointe] tugtha sa dronuilleog. De réir an ghnáis, [b]ní[/b] pointí ar an imill dheis agus ar an mbun.
    [b]Nóta:[/b] Níl an modh seo iontaofa do [Rect2i] a bhfuil [i]diúltach[/i] [méid na mball] aige. Úsáid [method ABS] ar dtús chun dronuilleog bhailí a fháil.

en: Returns the intersection between this rectangle and [param b]. If the rectangles do not intersect, returns an empty [Rect2i].
    [codeblocks]
    [gdscript]
    var a = Rect2i(0, 0, 5, 10)
    var b = Rect2i(2, 0, 8, 4)
    
    var c = a.intersection(b) # c is Rect2i(2, 0, 3, 4)
    [/gdscript]
    [csharp]
    var a = new Rect2I(0, 0, 5, 10);
    var b = new Rect2I(2, 0, 8, 4);
    
    var c = rect1.Intersection(rect2); // c is Rect2I(2, 0, 3, 4)
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] If you only need to know whether two rectangles are overlapping, use [method intersects], instead.
ga: Filleann sé an trasnú idir an dronuilleog seo agus [para b]. Mura dtrasnaíonn na dronuilleoga, filleann sé folamh [Rect2i].
    [codeblocks]
    [gdscript]
    var a = Rect2i(0, 0, 5, 10)
    var b = Rect2i(2, 0, 8, 4)
    
    var c = a.trasnaíonn(b) # c is ea Rect2i(2, 0, 3, 4)
    [/gdscript]
    [csharp]
    var a = nua Rect2I(0, 0, 5, 10);
    var b = nua Rect2I(2, 0, 8, 4);
    
    var c = rect1.Trasnú(rect2); Is é // c ná Rect2I(2, 0, 3, 4)
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Más rud é nach gá duit ach fios a bheith agat an bhfuil dhá dhronuilleog ag forluí, úsáid [trasnaíonn an modh], ina ionad sin.

en: Returns [code]true[/code] if this rectangle overlaps with the [param b] rectangle. The edges of both rectangles are excluded.
ga: Filleann sé [code]true[/code] má fhorluíonn an dronuilleog seo leis an dronuilleog [param b]. Tá imill an dá dhronuilleog eisiata.

en: Returns a [Rect2i] that encloses both this rectangle and [param b] around the edges. See also [method encloses].
ga: Filleann sé [Rect2i] a chumhdaíonn an dronuilleog seo agus [para b] timpeall na himill. Féach freisin [tá an modh iniata].

en: Returns [code]true[/code] if the [member position] or [member size] of both rectangles are not equal.
ga: Filleann sé [code]true[/code] mura bhfuil [suíomh na mball] nó [méid na mball] den dá dhronuilleog cothrom.

en: Returns [code]true[/code] if both [member position] and [member size] of the rectangles are equal, respectively.
ga: Filleann sé [code]true[/code] más ionann [an ballsuíomh] agus [méid na mball] de na dronuilleoga, faoi seach.

en: A 2D rectangle shape used for physics collision.
ga: Cruth dronuilleog 2T a úsáidtear le haghaidh imbhualadh san fhisic.

en: A 2D rectangle shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape2D].
    [b]Performance:[/b] [RectangleShape2D] is fast to check collisions against. It is faster than [CapsuleShape2D], but slower than [CircleShape2D].
ga: Cruth dronuilleog 2T, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape2D].
    [b]Feidhmíocht:[/b] Tá [DronangleShape2D] tapa chun imbhuailtí a sheiceáil. Tá sé níos tapúla ná [CapsuleShape2D], ach níos moille ná [CircleShape2D].

en: The rectangle's width and height.
ga: Leithead agus airde na dronuilleoige.

en: Base class for reference-counted objects.
ga: Bunrang do réada tagartha-áirimh.

en: Base class for any object that keeps a reference count. [Resource] and many other helper objects inherit this class.
    Unlike other [Object] types, [RefCounted]s keep an internal reference counter so that they are automatically released when no longer in use, and only then. [RefCounted]s therefore do not need to be freed manually with [method Object.free].
    [RefCounted] instances caught in a cyclic reference will [b]not[/b] be freed automatically. For example, if a node holds a reference to instance [code]A[/code], which directly or indirectly holds a reference back to [code]A[/code], [code]A[/code]'s reference count will be 2. Destruction of the node will leave [code]A[/code] dangling with a reference count of 1, and there will be a memory leak. To prevent this, one of the references in the cycle can be made weak with [method @GlobalScope.weakref].
    In the vast majority of use cases, instantiating and using [RefCounted]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.
    [b]Note:[/b] In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will remain in memory for a while before being removed.
ga: Bunrang aon rud a choinníonn comhaireamh tagartha. Faigheann [Acmhainn] agus go leor réad cabhrach eile an aicme seo le hoidhreacht.
    Murab ionann agus cineálacha [Réada] eile, coimeádann [RefCounted] cuntar tagartha inmheánach ionas go scaoiltear amach go huathoibríoch iad nuair nach bhfuil siad in úsáid a thuilleadh, agus go dtí sin amháin. Mar sin ní gá [Modhanna a Chomháireamh] a shaoradh de láimh le [method Object.free].
    [b]ní[/b] cásanna [Tagtha] a ghlactar i dtagairt chiorclach a shaoradh go huathoibríoch. Mar shampla, má choinníonn nód tagairt do shampla [code]A[/code], a choinníonn tagairt siar go díreach nó go hindíreach go [code]A[/code], comhaireamh tagartha [code]A[/code] Beidh 2. Má scriostar an nód fágfar [code]A[/code] faoi dhruidim le comhaireamh tagartha 1, agus beidh sceitheadh cuimhne ann. Chun é seo a chosc, is féidir ceann de na tagairtí sa timthriall a dhéanamh lag le [method @GlobalScope.weakref].
    I bhformhór mór na gcásanna úsáide, ní mór duit cineálacha díorthaithe [RefCounted] a chur ar an toirt agus a úsáid. Is le haghaidh úsáideoirí ardleibhéil amháin na modhanna a sholáthraítear sa rang seo, agus is féidir leo fadhbanna a chruthú má úsáidtear iad.
    [b]Nóta:[/b] In C#, ní shaorfar réada a áireofar mar thagairt láithreach nuair nach bhfuil siad in úsáid a thuilleadh. Ina áit sin, reáchtálfar bailiú truflais go tréimhsiúil agus saorfaidh sé rudaí a chomhaireamh tagairtí nach bhfuil in úsáid a thuilleadh. Ciallaíonn sé seo go bhfanfaidh cinn neamhúsáidte sa chuimhne ar feadh tamaill sula mbainfear iad.

en: Returns the current reference count.
ga: Filleann sé an comhaireamh tagartha reatha.

en: Initializes the internal reference counter. Use this only if you really know what you are doing.
    Returns whether the initialization was successful.
ga: Cuireann an cuntar tagartha inmheánach tús leis. Bain úsáid as seo ach amháin má tá a fhios agat cad atá á dhéanamh agat.
    Tuairiscítear cé acu ar éirigh leis an inisealú.

en: Increments the internal reference counter. Use this only if you really know what you are doing.
    Returns [code]true[/code] if the increment was successful, [code]false[/code] otherwise.
ga: Ardaíonn sé an cuntar tagartha inmheánach. Bain úsáid as seo ach amháin má tá a fhios agat cad atá á dhéanamh agat.
    Filleann sé [code]true[/code] má d'éirigh leis an incrimint, [code]bréagach[/code] ar shlí eile.

en: Decrements the internal reference counter. Use this only if you really know what you are doing.
    Returns [code]true[/code] if the object should be freed after the decrement, [code]false[/code] otherwise.
ga: Laghdaíonn sé an cuntar tagartha inmheánach. Bain úsáid as seo ach amháin má tá a fhios agat cad atá á dhéanamh agat.
    Filleann [code]true[/code] más rud é gur chóir an réad a shaoradh tar éis an laghdaithe, [code]bréagach[/code] ar shlí eile.

en: A rectangle hint for designing UIs.
ga: Leid dronuilleogach chun UI a dhearadh.

en: A rectangle box that displays only a colored border around its rectangle. It is used to visualize the extents of a [Control].
ga: Bosca dronuilleog a thaispeánann ach teorainn dhaite timpeall ar a dronuilleog. Úsáidtear é chun fairsinge [Rialú] a shamhlú.

en: Sets the border color of the [ReferenceRect].
ga: Socraíonn sé dath teorann an [ReferenceRect].

en: Sets the border width of the [ReferenceRect]. The border grows both inwards and outwards with respect to the rectangle box.
ga: Socraíonn sé leithead teorann an [ReferenceRect]. Fásann an teorainn isteach agus amach araon maidir leis an mbosca dronuilleog.

en: If [code]true[/code], the [ReferenceRect] will only be visible while in editor. Otherwise, [ReferenceRect] will be visible in the running project.
ga: Más [code]true[/code], ní bheidh an [ReferenceRect] le feiceáil ach amháin san eagarthóir. Seachas sin, beidh [ReferenceRect] le feiceáil sa tionscadal reatha.

en: Captures its surroundings to create fast, accurate reflections from a given point.
ga: Gabhann sé a thimpeallacht chun frithchaitheamh tapa cruinn a chruthú ó phointe ar leith.

en: Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
    The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ssr_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.
    [b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe].
    [b]Note:[/b] Reflection probes are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 reflection probes can be displayed on each mesh resource. Attempting to display more than 8 reflection probes on a single mesh resource will result in reflection probes flickering in and out as the camera moves.
    [b]Note:[/b] When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh.
ga: Gabhann sé a thimpeallacht mar léarscáil ciúbach, agus stórálann sé leaganacha de le leibhéil mhéadaithe doiléire chun gairbheanna éagsúla ábhar a insamhail.
    Úsáidtear an [ReflectionProbe] chun machnamh ardcháilíochta a chruthú ar chostas íseal feidhmíochta (nuair a bhíonn [member update_mode] [buan UPDATE_ONCE]). Is féidir [ReflectionProbe]s a chumasc le chéile agus leis an gcuid eile den radharc go réidh. Is féidir [ReflectionProbe]s a chomhcheangal freisin le [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) agus frithchaiteoirí scáileáin-spás ([member Environment.ssr_enabled]) chun machnamh níos cruinne a fháil i réimsí ar leith. Déanann [ReflectionProbe]s gach réad laistigh dá [member cull_mask], agus mar sin is féidir go mbeadh sé costasach iad a nuashonrú. Is fearr iad a nuashonrú uair amháin leis na rudaí tábhachtacha statacha agus ansin iad a fhágáil mar atá.
    [b]Nóta:[/b] Murab ionann agus [VoxelGI] agus SDFGI, ní fhoinsíonn [ReflectionProbe] a dtimpeallacht ach ó nód [Timpeallacht Dhomhanda]. Má shonraíonn tú acmhainn [Comhshaoil] laistigh de nód [Camera3D], ní dhéanfaidh an [ReflectionProbe] neamhaird di. D’fhéadfadh soilsiú mícheart a bheith mar thoradh air seo laistigh den [ReflectionProbe].
    [b]Nóta:[/b] Ní thacaítear le taiscéalaithe machnaimh ach amháin sna modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht. Agus an modh rindreála Móibíleach á úsáid, ní féidir ach 8 tóireadóir machnaimh a thaispeáint ar gach acmhainn mogalra. Má dhéantar iarracht níos mó ná 8 tóireadóir machnaimh a thaispeáint ar acmhainn mogaill amháin, beidh taiscéalaithe machnaimh ag caochadh isteach agus amach de réir mar a ghluaiseann an ceamara.
    [b]Nóta:[/b] Agus an modh rindreála Móibíleach á úsáid, ní dhéanfaidh tóireadóirí frithchaitheamh difear ceart ach amháin ar mhogaill a dtrasnaíonn a n-infheictheacht AABB le AABB an taiscéalaí frithchaitheamh. Má úsáidtear scáthlán chun an mogalra a dhífhoirmiú ar bhealach a fhágann go dtéann sé lasmuigh dá AABB, ní mór [member GeometryInstance3D.extra_cull_margin] a mhéadú ar an mogalra. Seachas sin, b'fhéidir nach mbeidh an taiscéalaí machnaimh le feiceáil ar an mogalra.

en: Reflection probes
ga: Taiscéalaithe machnaimh

en: The custom ambient color to use within the [ReflectionProbe]'s box defined by its [member size]. Only effective if [member ambient_mode] is [constant AMBIENT_COLOR].
ga: An dath comhthimpeallach saincheaptha le húsáid laistigh den bhosca [ReflectionProbe] arna shainiú ag a [méid ball]. Ní bheidh sé i bhfeidhm ach amháin más é [ball ambient_mode] [buan AMBIENT_COLOR].

en: The custom ambient color energy to use within the [ReflectionProbe]'s box defined by its [member size]. Only effective if [member ambient_mode] is [constant AMBIENT_COLOR].
ga: An fuinneamh datha comhthimpeallach saincheaptha le húsáid laistigh den bhosca [ReflectionProbe] arna shainiú ag a [méid ball]. Ní bheidh sé i bhfeidhm ach amháin más é [ball ambient_mode] [buan AMBIENT_COLOR].

en: The ambient color to use within the [ReflectionProbe]'s box defined by its [member size]. The ambient color will smoothly blend with other [ReflectionProbe]s and the rest of the scene (outside the [ReflectionProbe]'s box defined by its [member size]).
ga: An dath comhthimpeallach atá le húsáid laistigh den bhosca [ReflectionProbe] arna shainiú ag a [méid ball]. Déanfaidh an dath comhthimpeallach cumasc go réidh le [ReflectionProbe]s eile agus leis an gcuid eile den radharc (lasmuigh de bhosca [ReflectionProbe] arna shainiú ag [méid an bhaill]).

en: If [code]true[/code], enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera's location.
    [b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the grid, you can rotate the [ReflectionProbe] node.
ga: Más [code]true[/code], cumasaítear teilgean an bhosca. Fágann sé seo go bhfuil cuma níos cruinne ar mhachnaimh i seomraí dronuilleogacha tríd an ionad machnaimh a fhritháireamh ag brath ar shuíomh an cheamara.
    [b]Nóta:[/b] Chun seomraí dronuilleogacha nach bhfuil ailínithe leis an eangach a fheistiú níos fearr, is féidir leat an nód [ReflectionProbe] a rothlú.

en: Sets the cull mask which determines what objects are drawn by this probe. Every [VisualInstance3D] with a layer included in this cull mask will be rendered by the probe. It is best to only include large objects which are likely to take up a lot of space in the reflection in order to save on rendering cost.
    This can also be used to prevent an object from reflecting upon itself (for instance, a [ReflectionProbe] centered on a vehicle).
ga: Socraíonn sé an masc maraithe a shocraíonn cad iad na rudaí a tharraingíonn an taiscéalaí seo. Déanfaidh an taiscéalaí gach [VisualInstance3D] a bhfuil ciseal a chuimsítear sa masc maraithe seo air. Is fearr gan ach réada móra ar dócha go nglacfaidh siad go leor spáis san fhrithchaitheamh a áireamh chun costas rindreála a shábháil.
    Is féidir é seo a úsáid freisin chun cosc a chur ar réad machnamh air féin (mar shampla, [ReflectionProbe] atá dírithe ar fheithicil).

en: If [code]true[/code], computes shadows in the reflection probe. This makes the reflection probe slower to render; you may want to disable this if using the [constant UPDATE_ALWAYS] [member update_mode].
ga: Más [code]true[/code], ríomhtar scáthanna sa tóireadóir frithchaitheamh. Fágann sé seo go bhfuil an taiscéalaí machnaimh níos moille le rindreáil; b'fhéidir gur mhaith leat é seo a dhíchumasú má úsáideann tú an [UPDATE_ALWAYS leanúnach] [member update_mode].

en: Defines the reflection intensity. Intensity modulates the strength of the reflection.
ga: Sainmhíníonn sé an déine machnaimh. Modhnaíonn déine neart an mhachnaimh.

en: If [code]true[/code], reflections will ignore sky contribution.
ga: Más [code]true[/code], ní thabharfar aird ar fhrithchaitheamh ar rannchuidiú na spéire.

en: The maximum distance away from the [ReflectionProbe] an object can be before it is culled. Decrease this to improve performance, especially when using the [constant UPDATE_ALWAYS] [member update_mode].
    [b]Note:[/b] The maximum reflection distance is always at least equal to the probe's extents. This means that decreasing [member max_distance] will not always cull objects from reflections, especially if the reflection probe's box defined by its [member size] is already large.
ga: Is féidir leis an uasfhad ón [ReflectionProbe] réad a bheith ann sula mbaintear amach é. Laghdaigh é seo chun feidhmíocht a fheabhsú, go háirithe nuair a bhíonn an [UPDATE_ALWAYS seasmhach] [member update_mode] in úsáid.
    [b]Nóta:[/b] Bíonn an t-uasfhad frithchaitheamh ar a laghad cothrom le fairsinge an taiscéalaí i gcónaí. Ciallaíonn sé seo nach mbeidh laghdú [comhalta max_distance] i gcónaí mar gheall ar rudaí ó fhrithchaitheamh, go háirithe má tá bosca an taiscéalaí machnaimh atá sainithe ag a [méid ball] mór cheana féin.

en: The automatic LOD bias to use for meshes rendered within the [ReflectionProbe] (this is analog to [member Viewport.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail, especially when using the [constant UPDATE_ALWAYS] [member update_mode].
    [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
ga: An claonadh uathoibríoch LOD le húsáid le haghaidh mogaill a thugtar laistigh den [ReflectionProbe] (is analóg é seo go [comhalta Viewport.mesh_lod_threshold]). Úsáidfidh luachanna níos airde leaganacha nach bhfuil chomh mionsonraithe sin de mhogaill a bhfuil éagsúlachtaí LOD ginte acu. Má tá sé socraithe go [code]0.0[/code], díchumasaítear LOD uathoibríoch. Méadaigh [comhalta mesh_lod_threshold] chun feidhmíocht a fheabhsú ar chostas sonraí céimseata, go háirithe nuair a bhíonn an [UPDATE_ALWAYS seasmhach] [member update_mode] á úsáid.
    [b]Nóta:[/b] níl aon tionchar ag [comhalta mesh_lod_threshold] ar raonta infheictheachta [GeometryInstance3D] (ar a dtugtar LOD "láimhe" nó LOD ordlathach freisin).

en: Sets the origin offset to be used when this [ReflectionProbe] is in [member box_projection] mode. This can be set to a non-zero value to ensure a reflection fits a rectangle-shaped room, while reducing the number of objects that "get in the way" of the reflection.
ga: Socraíonn sé an fritháireamh tionscnaimh a úsáidfear nuair atá an [ReflectionProbe] seo sa mhód [member box_projection]. Is féidir é seo a shocrú go luach neamh-nialais chun a chinntiú go n-oireann machnamh ar sheomra dronuilleog-chruthach, agus ag an am céanna laghdaítear líon na n-ábhar a "bhfuil dul ar an mbealach" den mhachnamh.

en: Sets the reflection mask which determines what objects have reflections applied from this probe. Every [VisualInstance3D] with a layer included in this reflection mask will have reflections applied from this probe. See also [member cull_mask], which can be used to exclude objects from appearing in the reflection while still making them affected by the [ReflectionProbe].
ga: Socraíonn sé an masc frithchaithimh a shocraíonn cad iad na réada a gcuirtear frithchaitheamh i bhfeidhm orthu ón taiscéalaí seo. Cuirfear frithchaitheamh ón taiscéalaí seo i bhfeidhm ar gach [VisualInstance3D] a bhfuil ciseal san áireamh sa masc machnaimh seo air. Féach freisin [member cull_mask], ar féidir a úsáid chun réada a eisiamh ó bheith le feiceáil sa fhrithchaitheamh agus iad fós á gcur i bhfeidhm ag an [ReflectionProbe].

en: The size of the reflection probe. The larger the size, the more space covered by the probe, which will lower the perceived resolution. It is best to keep the size only as large as you need it.
    [b]Note:[/b] To better fit areas that are not aligned to the grid, you can rotate the [ReflectionProbe] node.
ga: Méid an taiscéalaithe machnaimh. Dá mhéad an méid, is mó spáis a chlúdóidh an taiscéalaí, rud a laghdóidh an taifeach a bhraitear. Is fearr an méid a choinneáil ach chomh mór agus is gá duit é.
    [b]Nóta:[/b] Chun limistéir nach bhfuil ailínithe leis an eangach a fheistiú níos fearr, is féidir leat an nód [ReflectionProbe] a rothlú.

en: Sets how frequently the [ReflectionProbe] is updated. Can be [constant UPDATE_ONCE] or [constant UPDATE_ALWAYS].
ga: Socraítear cé chomh minic is a nuashonraítear an [ReflectionProbe]. Is féidir é a bheith [UPDATE_ONCE leanúnach] nó [UPDATE_ALWAYS leanúnach].

en: Update the probe once on the next frame (recommended for most objects). The corresponding radiance map will be generated over the following six frames. This takes more time to update than [constant UPDATE_ALWAYS], but it has a lower performance cost and can result in higher-quality reflections. The ReflectionProbe is updated when its transform changes, but not when nearby geometry changes. You can force a [ReflectionProbe] update by moving the [ReflectionProbe] slightly in any direction.
ga: Nuashonraigh an taiscéalaí uair amháin ar an gcéad fhráma eile (molta don chuid is mó de na rudaí). Ginfear an léarscáil radiance comhfhreagrach thar na sé fhráma seo a leanas. Tógann sé seo níos mó ama chun nuashonrú a dhéanamh ná [UPDATE_ALWAYS leanúnach], ach tá costas feidhmíochta níos ísle aige agus is féidir go mbeidh athmhachnaimh ar chaighdeán níos airde mar thoradh air. Déantar an ReflectionProbe a nuashonrú nuair a athraíonn a chlaochlú, ach ní nuair a athraíonn an chéimseata in aice láimhe. Is féidir leat nuashonrú [ReflectionProbe] a bhrú tríd an [ReflectionProbe] a bhogadh beagán i dtreo ar bith.

en: Update the probe every frame. This provides better results for fast-moving dynamic objects (such as cars). However, it has a significant performance cost. Due to the cost, it's recommended to only use one ReflectionProbe with [constant UPDATE_ALWAYS] at most per scene. For all other use cases, use [constant UPDATE_ONCE].
ga: Íosluchtaigh cothrom le dáta gach fráma. Soláthraíonn sé seo torthaí níos fearr do rudaí dinimiciúla atá ag gluaiseacht go tapa (cosúil le gluaisteáin). Mar sin féin, tá costas feidhmíochta suntasach aige. Mar gheall ar an gcostas, moltar gan ach ReflectionProbe amháin a úsáid le [UPDATE_ALWAYS leanúnach] ar a mhéad in aghaidh an radhairc. I gcás gach cás úsáide eile, úsáid [UPDATE_ONCE leanúnach].

en: Do not apply any ambient lighting inside the [ReflectionProbe]'s box defined by its [member size].
ga: Ná cuir aon soilsiú comhthimpeallach i bhfeidhm laistigh den bhosca [ReflectionProbe] atá sainmhínithe ag a [méid ball].

en: Apply automatically-sourced environment lighting inside the [ReflectionProbe]'s box defined by its [member size].
ga: Cuir soilsiú timpeallachta a fhaightear go huathoibríoch i bhfeidhm laistigh den bhosca [ReflectionProbe] arna shainiú ag [méid an bhall].

en: Apply custom ambient lighting inside the [ReflectionProbe]'s box defined by its [member size]. See [member ambient_color] and [member ambient_color_energy].
ga: Cuir soilsiú comhthimpeallach saincheaptha i bhfeidhm taobh istigh den bhosca [ReflectionProbe] arna shainiú ag [méid na mball]. Féach [comhalta ambient_color] agus [comhalta ambient_color_energy].

en: Class for searching text for patterns using regular expressions.
ga: Rang chun téacs a chuardach le haghaidh patrúin ag baint úsáide as nathanna rialta.

en: This method resets the state of the object, as if it was freshly created. Namely, it unassigns the regular expression of this object.
ga: Athshocraíonn an modh seo staid an ruda, amhail is dá mba rud é gur cruthaíodh go úr é. Eadhon, díshannann sé slonn rialta an réad seo.

en: Returns the number of capturing groups in compiled pattern.
ga: Tuairiscíonn sé líon na ngrúpaí gabhála i bpatrún tiomsaithe.

en: Returns an array of names of named capturing groups in the compiled pattern. They are ordered by appearance.
ga: Filleann sé raon ainmneacha na ngrúpaí gabhála ainmnithe sa phatrún tiomsaithe. Déantar iad a ordú de réir cuma.

en: Returns the original search pattern that was compiled.
ga: Filleann sé an patrún cuardaigh bunaidh a tiomsaíodh.

en: Returns whether this object has a valid search pattern assigned.
ga: Filleann sé cé acu an bhfuil patrún cuardaigh bailí sannta don réad seo.

en: Searches the text for the compiled pattern. Returns a [RegExMatch] container of the first matching result if found, otherwise [code]null[/code].
    The region to search within can be specified with [param offset] and [param end]. This is useful when searching for another match in the same [param subject] by calling this method again after a previous success. Note that setting these parameters differs from passing over a shortened string. For example, the start anchor [code]^[/code] is not affected by [param offset], and the character before [param offset] will be checked for the word boundary [code]\b[/code].
ga: Cuardaigh an téacs don phatrún tiomsaithe. Seoltar ar ais coimeádán [RegExMatch] den chéad toradh meaitseála má aimsítear é, nó mura bhfaightear [code]null[/code].
    Is féidir an réigiún le cuardach laistigh a shonrú le [fritháireamh param] agus [param end]. Tá sé seo úsáideach agus tú ag cuardach cluiche eile sa [param ábhar] céanna ach glaoch ar an modh seo arís tar éis rath roimhe seo. Tabhair faoi deara nach ionann socrú na bparaiméadar seo agus dul thar teaghrán giorraithe. Mar shampla, níl aon tionchar ag [param offset] ar an ancaire tosaigh [code] ^[/code], agus déanfar an carachtar roimh [fritháireamh param] a sheiceáil le haghaidh teorainn na bhfocal [code]\b[/code].

en: Searches the text for the compiled pattern. Returns an array of [RegExMatch] containers for each non-overlapping result. If no results were found, an empty array is returned instead.
    The region to search within can be specified with [param offset] and [param end]. This is useful when searching for another match in the same [param subject] by calling this method again after a previous success. Note that setting these parameters differs from passing over a shortened string. For example, the start anchor [code]^[/code] is not affected by [param offset], and the character before [param offset] will be checked for the word boundary [code]\b[/code].
ga: Cuardaigh an téacs don phatrún tiomsaithe. Tugann sé ar ais raon coimeádán [RegExMatch] do gach toradh neamhfhorluiteach. Mura bhfuarthas aon torthaí, cuirtear eagar folamh ar ais ina ionad.
    Is féidir an réigiún le cuardach laistigh a shonrú le [fritháireamh param] agus [param end]. Tá sé seo úsáideach agus tú ag cuardach cluiche eile sa [param ábhar] céanna ach glaoch ar an modh seo arís tar éis rath roimhe seo. Tabhair faoi deara nach ionann socrú na bparaiméadar seo agus dul thar teaghrán giorraithe. Mar shampla, níl aon tionchar ag [param offset] ar an ancaire tosaigh [code] ^[/code], agus déanfar an carachtar roimh [fritháireamh param] a sheiceáil le haghaidh teorainn na bhfocal [code]\b[/code].

en: Searches the text for the compiled pattern and replaces it with the specified string. Escapes and backreferences such as [code]$1[/code] and [code]$name[/code] are expanded and resolved. By default, only the first instance is replaced, but it can be changed for all instances (global replacement).
    The region to search within can be specified with [param offset] and [param end]. This is useful when searching for another match in the same [param subject] by calling this method again after a previous success. Note that setting these parameters differs from passing over a shortened string. For example, the start anchor [code]^[/code] is not affected by [param offset], and the character before [param offset] will be checked for the word boundary [code]\b[/code].
ga: Cuardaíonn sé an téacs don phatrún tiomsaithe agus cuirtear an teaghrán sonraithe ina áit. Leathnaítear agus réitítear éaluithe agus aistreoracha amhail [code]$1[/code] agus [code]$name[/code]. De réir réamhshocraithe, ní dhéantar ach an chéad ásc a athsholáthar, ach is féidir é a athrú i ngach cás (athsholáthar domhanda).
    Is féidir an réigiún le cuardach laistigh a shonrú le [fritháireamh param] agus [param end]. Tá sé seo úsáideach agus tú ag cuardach cluiche eile sa [param ábhar] céanna trí ghlaoch a chur ar an modh seo arís tar éis rath roimhe seo. Tabhair faoi deara nach ionann socrú na bparaiméadar seo agus dul thar teaghrán giorraithe. Mar shampla, níl aon tionchar ag [param offset] ar an ancaire tosaigh [code] ^[/code], agus déanfar an carachtar roimh [fritháireamh param] a sheiceáil le haghaidh teorainn na bhfocal [code]\b[/code].

en: Contains the results of a [RegEx] search.
ga: Tá torthaí cuardaigh [RegEx] ann.

en: Contains the results of a single [RegEx] match returned by [method RegEx.search] and [method RegEx.search_all]. It can be used to find the position and range of the match and its capturing groups, and it can extract its substring for you.
ga: Tá torthaí aon chluiche [RegEx] amháin a sheol [method RegEx.search] agus [method RegEx.search_all] ar ais ann. Is féidir é a úsáid chun suíomh agus raon an chluiche agus a ghrúpaí gabhála a fháil, agus is féidir leis a fhotheaghrán a bhaint as duit.

en: Returns the end position of the match within the source string. The end position of capturing groups can be retrieved by providing its group number as an integer or its string name (if it's a named group). The default value of 0 refers to the whole pattern.
    Returns -1 if the group did not match or doesn't exist.
ga: Filleann suíomh deiridh an chluiche laistigh den teaghrán foinse. Is féidir suíomh deiridh na ngrúpaí a ghabháil a aisghabháil trína uimhir ghrúpa a sholáthar mar shlánuimhir nó a ainm teaghrán (más grúpa ainmnithe é). Tagraíonn luach réamhshocraithe 0 don phhatrún iomlán.
    Filleann sé -1 mura n-oireann an grúpa nó mura bhfuil sé ann.

en: Returns the number of capturing groups.
ga: Filleann sé líon na ngrúpaí gabhála.

en: Returns the starting position of the match within the source string. The starting position of capturing groups can be retrieved by providing its group number as an integer or its string name (if it's a named group). The default value of 0 refers to the whole pattern.
    Returns -1 if the group did not match or doesn't exist.
ga: Filleann sé suíomh tosaigh an chluiche laistigh den teaghrán foinse. Is féidir suíomh tosaigh na ngrúpaí a ghabháil a aisghabháil trína uimhir ghrúpa a sholáthar mar shlánuimhir nó a ainm teaghrán (más grúpa ainmnithe é). Tagraíonn luach réamhshocraithe 0 don phhatrún iomlán.
    Filleann sé -1 mura n-oireann an grúpa nó mura bhfuil sé ann.

en: Returns the substring of the match from the source string. Capturing groups can be retrieved by providing its group number as an integer or its string name (if it's a named group). The default value of 0 refers to the whole pattern.
    Returns an empty string if the group did not match or doesn't exist.
ga: Filleann sé fotheaghrán an mheaitseála ón teaghrán foinse. Is féidir grúpaí gabhála a aisghabháil trína uimhir ghrúpa a sholáthar mar shlánuimhir nó a ainm teaghrán (más grúpa ainmnithe é). Tagraíonn luach réamhshocraithe 0 don phhatrún iomlán.
    Filleann sé teaghrán folamh mura raibh an grúpa ag teacht leis nó mura bhfuil sé ann.

en: A dictionary of named groups and its corresponding group number. Only groups that were matched are included. If multiple groups have the same name, that name would refer to the first matching one.
ga: Foclóir de ghrúpaí ainmnithe agus an uimhir ghrúpa chomhfhreagrach. Ní áirítear ach grúpaí a mheaitseáil. Má tá an t-ainm céanna ag grúpaí iolracha, dhéanfadh an t-ainm sin tagairt don chéad ghrúpa meaitseála.

en: An [Array] of the match and its capturing groups.
ga: [Eagar] den chluiche agus a ghrúpaí gabhála.

en: The source string used with the search pattern to find this matching result.
ga: An teaghrán foinse a úsáideadh leis an bpatrún cuardaigh chun an toradh seo a aimsiú.

en: RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived node in the scene.
ga: Déanann RemoteTransform2D a [Transform2D] féin a bhrú go dtí nód díorthaithe eile [Node2D] sa radharc.

en: RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived node (called the remote node) in the scene.
    It can be set to update another node's position, rotation and/or scale. It can use either global or local coordinates.
ga: Déanann RemoteTransform2D a [Transform2D] féin a bhrú go dtí nód díorthaithe eile [Node2D] (ar a dtugtar an nód cianda) sa radharc.
    Is féidir é a shocrú chun suíomh, rothlú agus/nó scála nód eile a nuashonrú. Is féidir leis comhordanáidí domhanda nó áitiúla a úsáid.

en: [RemoteTransform2D] caches the remote node. It may not notice if the remote node disappears; [method force_update_cache] forces it to update the cache again.
ga: Déanann [RemoteTransform2D] an ciannód a thaisceadh. Ní fhéadfaidh sé a thabhairt faoi deara má imíonn an nód iargúlta; Cuireann [method force_update_cache] iallach air an taisce a nuashonrú arís.

en: The [NodePath] to the remote node, relative to the RemoteTransform2D's position in the scene.
ga: An [NodePath] go dtí an nód cianda, i gcoibhneas le suíomh an RemoteTransform2D sa radharc.

en: If [code]true[/code], the remote node's position is updated.
ga: Más [code]true[/code], nuashonraítear suíomh an chian nód.

en: If [code]true[/code], the remote node's rotation is updated.
ga: Más rud é [code]true[/code], nuashonraítear rothlú an nód chianda.

en: If [code]true[/code], the remote node's scale is updated.
ga: Más [code]true[/code], nuashonraítear scála an chian nód.

en: If [code]true[/code], global coordinates are used. If [code]false[/code], local coordinates are used.
ga: Más [code]true[/code], úsáidtear comhordanáidí domhanda. Má tá [code]false[/code], úsáidtear comhordanáidí áitiúla.

en: RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived Node in the scene.
ga: Cuireann RemoteTransform3D a chuid féin [Transform3D] ar aghaidh chuig Nód eile díorthaithe [Node3D] sa radharc.

en: RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived Node (called the remote node) in the scene.
    It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates.
ga: Brúigh RemoteTransform3D a chuid féin [Transform3D] chuig Nód díorthaithe eile [Node3D] (ar a dtugtar an nód cianda) sa radharc.
    Is féidir é a shocrú chun suíomh, rothlú agus/nó scála Nód eile a nuashonrú. Is féidir leis comhordanáidí domhanda nó áitiúla a úsáid.

en: [RemoteTransform3D] caches the remote node. It may not notice if the remote node disappears; [method force_update_cache] forces it to update the cache again.
ga: Déanann [RemoteTransform3D] an nód cianda a thaisceadh. Ní fhéadfaidh sé a thabhairt faoi deara má imíonn an nód iargúlta; Cuireann [method force_update_cache] iallach air an taisce a nuashonrú arís.

en: The [NodePath] to the remote node, relative to the RemoteTransform3D's position in the scene.
ga: An [NodePath] go dtí an nód cianda, i gcoibhneas le suíomh an RemoteTransform3D sa radharc.

en: Abstract render data object, holds frame data related to rendering a single frame of a viewport.
ga: oibiacht sonraí rindreála teibí, tá sonraí fráma a bhaineann le rindreáil fráma amháin d'amharcphointe.

en: Abstract render data object, exists for the duration of rendering a single viewport.
    [b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
ga: Oibiacht sonraí rindreála teibí, ann ar feadh ré rindreála radharc amháin.
    [b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar an toirt ón script.

en: Returns the [RID] of the camera attributes object in the [RenderingServer] being used to render this viewport.
ga: Filleann sé [RID] réad tréithe an cheamara sa [RenderingServer] atá á úsáid chun an amharcport seo a rindreáil.

en: Returns the [RenderSceneBuffers] object managing the scene buffers for rendering this viewport.
ga: Filleann sé an réad [RenderSceneBuffers] a bhainistíonn na maoláin radhairc chun an t-amharc seo a thabhairt.

en: Returns the [RenderSceneData] object managing this frames scene data.
ga: Filleann sé an réad [RenderSceneData] a bhainistíonn sonraí radharc an fhráma seo.

en: This class allows for a RenderData implementation to be made in GDExtension.
ga: Ligeann an rang seo do chur i bhfeidhm RenderData a dhéanamh in GDExtension.

en: Implement this in GDExtension to return the [RID] for the implementation's camera attributes object.
ga: Cuir é seo i bhfeidhm in GDEExtension chun an [RID] a thabhairt ar ais le haghaidh réad tréithe ceamara an fhorfheidhmithe.

en: Implement this in GDExtension to return the [RID] of the implementation's environment object.
ga: Cuir é seo i bhfeidhm in GDEExtension chun [RID] réad timpeallachta an fhorfheidhmithe a thabhairt ar ais.

en: Implement this in GDExtension to return the implementation's [RenderSceneBuffers] object.
ga: Cuir é seo i bhfeidhm in GDEExtension chun oibiacht [RenderSceneBuffers] an chur chun feidhme a thabhairt ar ais.

en: Implement this in GDExtension to return the implementation's [RenderSceneDataExtension] object.
ga: Cuir é seo i bhfeidhm in GDExtension chun oibiacht [RenderSceneDataExtension] an chur chun feidhme a thabhairt ar ais.

en: Render data implementation for the RenderingDevice based renderers.
    [b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
ga: Cur i bhfeidhm sonraí rindreála do na rindreálaithe atá bunaithe ar RenderingDevice.
    [b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar an toirt ón script.

en: This object manages all render data for the rendering device based renderers.
    [b]Note:[/b] This is an internal rendering server object only exposed for GDExtension plugins.
ga: Bainistíonn an réad seo na sonraí rindreála go léir le haghaidh na rindreálaithe atá bunaithe ar an ngléas rindreála.
    [b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo atá nochta ach amháin le haghaidh breiseán GDE Extension.

en: Abstraction for working with modern low-level graphics APIs.
ga: Astarraingt le haghaidh oibriú le APIanna nua-aimseartha grafaic íseal-leibhéil.

en: [RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders.
    On startup, Godot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen.
    [b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.
    [b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the [url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API.
    [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method.
ga: Is astarraingt é [RenderingDevice] chun oibriú le APIanna nua-aimseartha grafaic íseal-leibhéil ar nós Vulkan. I gcomparáid le [RenderingServer] (a oibríonn le fochórais rindreála Godot féin), tá [RenderingDevice] i bhfad níos ísle ar an leibhéal agus ceadaíonn sé oibriú níos dírí leis na APInna grafaic bhunúsacha. Úsáidtear [RenderingDevice] in Godot chun tacaíocht a sholáthar do roinnt API nua-aimseartha le haghaidh grafaicí íseal-leibhéil agus ag an am céanna laghdú a dhéanamh ar an méid dúbailt cód a theastaíonn. Is féidir [RenderingDevice] a úsáid freisin i do thionscadail féin chun rudaí a dhéanamh nach bhfuil nochtaithe ag [RenderingServer] nó nóid ardleibhéil, mar úsáid a bhaint as scáthaitheoirí a ríomh.
    Ar am tosaithe, cruthaíonn Godot [RenderingDevice] domhanda ar féidir é a aisghabháil trí úsáid a bhaint as [method RenderingServer.get_rendering_device]. Déanann an [RenderingDevice] domhanda seo líníocht don scáileán.
    [b]Gléasanna Rindreála Áitiúla:[/b] Trí úsáid a bhaint as [method RenderingServer.create_local_rendering_device], is féidir leat gléasanna rindreála "tánaisteach" a chruthú chun líníocht agus oibríochtaí GPU a ríomh ar shnáitheanna ar leith.
    [b]Nóta:[/b] Glacann [Gléas Rindreála] eolas idirmheánach ar APInna grafaic nua-aimseartha amhail Vulkan, Direct3D 12, Metal nó WebGPU. Tá na APInna grafaice seo ar leibhéal níos ísle ná OpenGL nó Direct3D 11, rud a éilíonn ort an méid a rinne an tiománaí grafaicí féin roimhe seo a dhéanamh. Má tá deacracht agat na coincheapa a úsáidtear sa rang seo a thuiscint, lean an [url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] nó [url=https://vkguide.dev/]Vulkan Guide[ /url]. Moltar eolas nua-aimseartha OpenGL nó Direct3D 11 a bheith agat sula ndéanfar iarracht API grafaic ar leibhéal íseal a fhoghlaim.
    [b]Nóta:[/b] Níl [Gléas Rindreála] ar fáil agus an modh rindreála Comhoiriúnachta á rith agat nó nuair atá an modh rindreála Comhoiriúnachta á úsáid.

en: Using compute shaders
ga: Ag baint úsáide as shaders ríomh

en: Barriers are automatically inserted by RenderingDevice.
ga: Cuirtear bacainní isteach go huathoibríoch ag RenderingDevice.

en: Clears the contents of the [param buffer], clearing [param size_bytes] bytes, starting at [param offset].
    Prints an error if:
    - the size isn't a multiple of four
    - the region specified by [param offset] + [param size_bytes] exceeds the buffer
    - a draw list is currently active (created by [method draw_list_begin])
    - a compute list is currently active (created by [method compute_list_begin])
ga: Glanann sé inneachar an [param maolán], imréitigh [param size_bytes] beart, ag tosú ag [fritháireamh param].
    Priontálann earráid má:
    - ní iolraí de cheathair é an méid
    - sáraíonn an réigiún atá sonraithe ag [fritháireamh param] + [param size_bytes] an maolán
    - tá liosta tarraingthe gníomhach faoi láthair (cruthaithe ag [method draw_list_begin])
    - tá liosta ríomha gníomhach faoi láthair (cruthaithe ag [method compute_list_begin])

en: Copies [param size] bytes from the [param src_buffer] at [param src_offset] into [param dst_buffer] at [param dst_offset].
    Prints an error if:
    - [param size] exceeds the size of either [param src_buffer] or [param dst_buffer] at their corresponding offsets
    - a draw list is currently active (created by [method draw_list_begin])
    - a compute list is currently active (created by [method compute_list_begin])
ga: Cóipeáil [param size] beart ón [param src_buffer] ag [param src_offset] go [param dst_buffer] ag [param dst_offset].
    Priontálann earráid má:
    - sháraíonn [param size] méid [param src_buffer] nó [param dst_buffer] ag a gcionta comhfhreagracha
    - tá liosta tarraingthe gníomhach faoi láthair (cruthaithe ag [method draw_list_begin])
    - tá liosta ríomha gníomhach faoi láthair (cruthaithe ag [method compute_list_begin])

en: Updates a region of [param size_bytes] bytes, starting at [param offset], in the buffer, with the specified [param data].
    Prints an error if:
    - the region specified by [param offset] + [param size_bytes] exceeds the buffer
    - a draw list is currently active (created by [method draw_list_begin])
    - a compute list is currently active (created by [method compute_list_begin])
ga: Nuashonraíonn sé réigiún de [param size_bytes] beart, ag tosú ag [fritháireamh param], sa mhaolán, leis na [sonraí param] sonraithe.
    Priontálann earráid má:
    - sáraíonn an réigiún atá sonraithe ag [fritháireamh param] + [param size_bytes] an maolán
    - tá liosta tarraingthe gníomhach faoi láthair (cruthaithe ag [method draw_list_begin])
    - tá liosta ríomha gníomhach faoi láthair (cruthaithe ag [method compute_list_begin])

en: Creates a timestamp marker with the specified [param name]. This is used for performance reporting with the [method get_captured_timestamp_cpu_time], [method get_captured_timestamp_gpu_time] and [method get_captured_timestamp_name] methods.
ga: Cruthaíonn sé marcóir stampa ama leis an [ainm param] sonraithe. Úsáidtear é seo le haghaidh tuairiscithe feidhmíochta leis na modhanna [method get_captured_timestamp_cpu_time], [method get_captured_timestamp_gpu_time] agus [method get_captured_timestamp_name].

en: Raises a Vulkan compute barrier in the specified [param compute_list].
ga: Ardaíonn sé bacainn ríomh Vulkan sa [param compute_list] sonraithe.

en: Starts a list of compute commands created with the [code]compute_*[/code] methods. The returned value should be passed to other [code]compute_list_*[/code] functions.
    Multiple compute lists cannot be created at the same time; you must finish the previous compute list first using [method compute_list_end].
    A simple compute operation might look like this (code is not a complete example):
    [codeblock]
    var rd = RenderingDevice.new()
    var compute_list = rd.compute_list_begin()
    
    rd.compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline)
    rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)
    rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)
    
    for i in atlas_slices:
        rd.compute_list_set_push_constant(compute_list, push_constant, push_constant.size())
        rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z)
        # No barrier, let them run all together.
    
    rd.compute_list_end()
    [/codeblock]
ga: Tosaíonn sé liosta orduithe ríomh a cruthaíodh leis na modhanna [code]ríomh_*[/code]. Ba cheart an luach ar ais a chur ar aghaidh chuig feidhmeanna [code] compute_list_*[/code] eile.
    Ní féidir liostaí ríomha iolracha a chruthú ag an am céanna; ní mór duit an liosta ríomh roimhe seo a chríochnú ar dtús ag baint úsáide as [method compute_list_end].
    Seans go mbeidh an chuma seo ar oibríocht shimplí ríofa (ní sampla iomlán é an cód):
    [codeblock]
    var rd = RenderingDevice.new()
    var compute_list = rd.compute_list_begin()
    
    rd.compute_list_bind_compute_pipeline(ríomh_liosta, ríomh_shader_dilate_píblíne)
    rd.compute_list_bind_uniform_set(ríomh_liosta, ríomh_base_uniform_set, 0)
    rd.compute_list_bind_uniform_set(ríomh_liosta, dilate_uniform_set, 1)
    
    dom in atlas_slices:
        rd.compute_list_set_push_constant(ríomh_liosta, push_constant, push_constant.size())
        rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z)
        # Gan bhac, lig dóibh rith le chéile.
    
    rd.compute_list_end()
    [/codeblock]

en: Tells the GPU what compute pipeline to use when processing the compute list. If the shader has changed since the last time this function was called, Godot will unbind all descriptor sets and will re-bind them inside [method compute_list_dispatch].
ga: Insíonn sé don GPU cén píblíne ríomha ba cheart a úsáid agus an liosta ríomha á phróiseáil. Má tá an scáthlán athraithe ón uair dheireanach a glaodh ar an bhfeidhm seo, déanfaidh Godot gach tacar tuairisceora a dhícheangal agus déanfaidh sé iad a athcheangal laistigh de [method compute_list_dispatch].

en: Binds the [param uniform_set] to this [param compute_list]. Godot ensures that all textures in the uniform set have the correct Vulkan access masks. If Godot had to change access masks of textures, it will raise a Vulkan image memory barrier.
ga: Ceanglaítear an [param uniform_set] leis an [param compute_list] seo. Cinntíonn Godot go bhfuil na maisc rochtana Vulkan cearta ar gach uigeacht sa tacar aonfhoirmeach. Má bhí ar Godot maisc rochtana uigeachtaí a athrú, ardóidh sé bacainn chuimhne íomhá Vulkan.

en: Submits the compute list for processing on the GPU. This is the compute equivalent to [method draw_list_draw].
ga: Cuireann sé isteach an liosta ríomh le haghaidh próiseála ar an GPU. Is é seo an ríomh coibhéiseach le [method draw_list_draw].

en: Submits the compute list for processing on the GPU with the given group counts stored in the [param buffer] at [param offset]. Buffer must have been created with [constant STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT] flag.
ga: Cuireann sé isteach an liosta ríomh le haghaidh próiseála ar an GPU leis na comhaireamh grúpa tugtha stóráilte sa [param maolán] ag [fritháireamh param]. Caithfidh maolán a bheith cruthaithe le [STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT] bratach.

en: Finishes a list of compute commands created with the [code]compute_*[/code] methods.
ga: Críochnaíonn sé liosta orduithe ríomh a cruthaíodh leis na modhanna [code] ríomh_ *[/code].

en: Sets the push constant data to [param buffer] for the specified [param compute_list]. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in [param size_bytes] (this can be obtained by calling the [method PackedByteArray.size] method on the passed [param buffer]).
ga: Socraíonn sé na sonraí tairiseach brú go [param maolán] don [param compute_list] sonraithe. Cinneann an scáthóir conas a úsáidtear na sonraí dénártha seo. Ní mór méid an mhaoláin i mbearta a shonrú freisin i [param size_bytes] (is féidir é seo a fháil trí ghlaoch a chur ar an modh [method PackedByteArray.size] ar an rith [param maolán]).

en: Creates a new compute pipeline. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn píblíne ríomhaireachta nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Returns [code]true[/code] if the compute pipeline specified by the [param compute_pipeline] RID is valid, [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má tá an phíblíne ríomh atá sonraithe ag an [param compute_pipeline] RID bailí, [code]bréagach[/code] ar shlí eile.

en: Create a new local [RenderingDevice]. This is most useful for performing compute operations on the GPU independently from the rest of the engine.
ga: Cruthaigh [RenderingDevice] nua áitiúil. Tá sé seo an-úsáideach chun oibríochtaí ríomhaireachta a dhéanamh ar an GPU go neamhspleách ón gcuid eile den inneall.

en: Create a command buffer debug label region that can be displayed in third-party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions must be ended with a [method draw_command_end_label] call. When viewed from the linear series of submissions to a single queue, calls to [method draw_command_begin_label] and [method draw_command_end_label] must be matched and balanced.
    The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be available and enabled for command buffer debug label region to work. See also [method draw_command_end_label].
ga: Cruthaigh réigiún lipéad dífhabhtaithe maoláin ordaithe is féidir a thaispeáint in uirlisí tríú páirtí ar nós [url=https://renderdoc.org/]RenderDoc[/url]. Ní mór glao [method draw_command_end_label] a thabhairt chun críche le gach réigiún. Nuair a bhreathnaítear orthu ón tsraith líneach aighneachtaí go scuaine amháin, ní mór glaonna chuig [method draw_command_begin_label] agus [method draw_command_end_label] a mheaitseáil agus a chothromú.
    Ní mór don [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] an iarmhír Vulkan a bheith ar fáil agus cumasaithe le go n-oibreoidh réigiún lipéad dífhabhtaithe maoláin ordaithe. Féach freisin [method draw_command_end_label].

en: Ends the command buffer debug label region started by a [method draw_command_begin_label] call.
ga: Críochnaíonn an réigiún lipéad dífhabhtaithe maoláin ordaithe a thosaigh glao [method draw_command_begin_label].

en: Inserting labels no longer applies due to command reordering.
ga: Níl feidhm ag cur isteach lipéid a thuilleadh de bharr athordú ordaithe.

en: High-level variant of [method draw_list_begin], with the parameters automatically being adjusted for drawing onto the window specified by the [param screen] ID.
    [b]Note:[/b] Cannot be used with local RenderingDevices, as these don't have a screen. If called on a local RenderingDevice, [method draw_list_begin_for_screen] returns [constant INVALID_ID].
ga: Athróg ardleibhéil de [method draw_list_begin], agus na paraiméadair á gcoigeartú go huathoibríoch chun tarraingt ar an bhfuinneog atá sonraithe ag an [param screen] ID.
    [b]Nóta:[/b] Ní féidir iad a úsáid le Gléasanna Rindreála áitiúla, toisc nach bhfuil scáileán acu. Má ghlaoitear air ar Ghléas Rindreála áitiúil, filleann [method draw_list_begin_for_screen] [invalid_ID leanúnach].

en: Split draw lists are used automatically by RenderingDevice.
ga: Úsáideann RenderingDevice liostaí tarraingthe scoilte go huathoibríoch.

en: This method does nothing and always returns an empty [PackedInt64Array].
ga: Ní dhéanann an modh seo faic agus cuireann sé ar ais folamh [PackedInt64Array] i gcónaí.

en: Binds [param index_array] to the specified [param draw_list].
ga: Nascann [param index_array] leis an [param draw_list] sonraithe.

en: Binds [param render_pipeline] to the specified [param draw_list].
ga: Nascann [param render_pipeline] leis an [param draw_list] sonraithe.

en: Binds [param uniform_set] to the specified [param draw_list]. A [param set_index] must also be specified, which is an identifier starting from [code]0[/code] that must match the one expected by the draw list.
ga: Nascann [param uniform_set] leis an [param draw_list] sonraithe. Ní mór [param set_index] a shonrú freisin, ar aitheantóir é a thosaíonn ó [code]0[/code] a chaithfidh a bheith ag teacht leis an gceann a bhfuil súil leis ar an liosta tarraingthe.

en: Binds [param vertex_array] to the specified [param draw_list].
ga: Nascann [param vertex_array] leis an [param draw_list] sonraithe.

en: Removes and disables the scissor rectangle for the specified [param draw_list]. See also [method draw_list_enable_scissor].
ga: Baineann agus díchumasaítear an dronuilleog siosúr don [param draw_list] sonraithe. Féach freisin [method draw_list_enable_scissor].

en: Submits [param draw_list] for rendering on the GPU. This is the raster equivalent to [method compute_list_dispatch].
ga: Cuireann [param draw_list] isteach le haghaidh rindreála ar an GPU. Is é seo an raster comhionann le [method compute_list_dispatch].

en: Creates a scissor rectangle and enables it for the specified [param draw_list]. Scissor rectangles are used for clipping by discarding fragments that fall outside a specified rectangular portion of the screen. See also [method draw_list_disable_scissor].
    [b]Note:[/b] The specified [param rect] is automatically intersected with the screen's dimensions, which means it cannot exceed the screen's dimensions.
ga: Cruthaíonn sé dronuilleog siosúr agus cuireann sé ar chumas é don [param draw_list] sonraithe. Úsáidtear dronuilleoga siosúr chun bearradh a dhéanamh trí blúirí a thiteann lasmuigh de chuid dronuilleogach sonraithe den scáileán a chaitheamh amach. Féach freisin [method draw_list_disable_scissor].
    [b]Nóta:[/b] Trasnaíonn an [para rect] sonraithe go huathoibríoch toisí an scáileáin, rud a chiallaíonn nach féidir leis toisí an scáileáin a shárú.

en: Finishes a list of raster drawing commands created with the [code]draw_*[/code] methods.
ga: Críochnaíonn sé liosta d'orduithe líníochta raster a cruthaíodh leis na modhanna [code]draw_*[/code].

en: Sets blend constants for the specified [param draw_list] to [param color]. Blend constants are used only if the graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set.
ga: Socraíonn sé tairisigh chumaisc don [param draw_list] sonraithe go [dath param]. Ní úsáidtear tairisigh chumaisc ach amháin má chruthaítear an phíblíne grafaice le tacar bratach [DYNAMIC_STATE_BLEND_CONSTANTS].

en: Sets the push constant data to [param buffer] for the specified [param draw_list]. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in [param size_bytes] (this can be obtained by calling the [method PackedByteArray.size] method on the passed [param buffer]).
ga: Socraíonn sé na sonraí tairiseach brú go [param maolán] don [param draw_list] sonraithe. Cinneann an scáthóir conas a úsáidtear na sonraí dénártha seo. Ní mór méid an mhaoláin i mbearta a shonrú freisin i [param size_bytes] (is féidir é seo a fháil trí ghlaoch a chur ar an modh [method PackedByteArray.size] ar an rith [param maolán]).

en: Switches to the next draw pass.
ga: Athraíonn sé go dtí an chéad pas tarraingt eile.

en: Creates a new framebuffer. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn maolán fráma nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Creates a new empty framebuffer. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn maolán fráma folamh nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Creates a new multipass framebuffer. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn maolán fráma ilphasáiste nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Creates a new framebuffer format with the specified [param attachments] and [param view_count]. Returns the new framebuffer's unique framebuffer format ID.
    If [param view_count] is greater than or equal to [code]2[/code], enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.
ga: Cruthaíonn sé formáid maolán fráma nua leis na [ceangaltáin param] agus [param view_count] sonraithe. Filleann sé ID formáide maolán fráma uathúil an mhaoláin fhráma.
    Má tá [param view_count] níos mó ná nó cothrom le [code]2[/code], cumasaíonn multiview a úsáidtear le haghaidh rindreáil VR. Éilíonn sé seo tacaíocht don síneadh ilamhairc Vulkan.

en: Creates a new empty framebuffer format with the specified number of [param samples] and returns its ID.
ga: Cruthaíonn formáid maolán fráma folamh nua leis an líon sonraithe [samplaí param] agus cuireann sé a ID ar ais.

en: Creates a multipass framebuffer format with the specified [param attachments], [param passes] and [param view_count] and returns its ID. If [param view_count] is greater than or equal to [code]2[/code], enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.
ga: Cruthaíonn sé formáid mhaoláin fhráma ilpas leis na [ceangaltáin param], [param passes] agus [param view_count] agus cuireann sé a ID ar ais. Má tá [param view_count] níos mó ná nó cothrom le [code]2[/code], cumasaíonn multiview a úsáidtear le haghaidh rindreáil VR. Éilíonn sé seo tacaíocht don síneadh ilamhairc Vulkan.

en: Returns the number of texture samples used for the given framebuffer [param format] ID (returned by [method framebuffer_get_format]).
ga: Seoltar ar ais líon na samplaí uigeachta a úsáideadh don aitheantas frámamaolán [param format] a tugadh (ar ais ag [method framebuffer_get_format]).

en: Returns the format ID of the framebuffer specified by the [param framebuffer] RID. This ID is guaranteed to be unique for the same formats and does not need to be freed.
ga: Filleann sé ID formáide an mhaoláin fhráma atá sonraithe ag an [param framebuffer] RID. Tá ráthaíocht ar an aitheantas seo a bheith uathúil do na formáidí céanna agus ní gá é a shaoradh.

en: Returns [code]true[/code] if the framebuffer specified by the [param framebuffer] RID is valid, [code]false[/code] otherwise.
ga: Seoltar ar ais [code]true[/code] má tá an maolán fráma atá sonraithe ag an [param framebuffer] RID bailí, [code]bréagach[/code] ar shlí eile.

en: Tries to free an object in the RenderingDevice. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingDevice directly.
ga: Déanann sé iarracht réad a shaoradh sa RenderingDevice. Chun sceitheadh cuimhne a sheachaint, ba cheart é seo a ghlaoch tar éis réad a úsáid mar ní tharlaíonn bainistíocht cuimhne go huathoibríoch nuair a bhíonn RenderingDevice á úsáid go díreach.

en: Returns the timestamp in CPU time for the rendering step specified by [param index] (in microseconds since the engine started). See also [method get_captured_timestamp_gpu_time] and [method capture_timestamp].
ga: Filleann sé an stampa ama in am LAP don chéim rindreála atá sonraithe ag [innéacs param] (i micrishoicindí ó thosaigh an t-inneall). Féach freisin [method get_captured_timestamp_gpu_time] agus [method capture_timestamp].

en: Returns the timestamp in GPU time for the rendering step specified by [param index] (in microseconds since the engine started). See also [method get_captured_timestamp_cpu_time] and [method capture_timestamp].
ga: Filleann sé an stampa ama in am GPU don chéim rindreála atá sonraithe ag [innéacs param] (i micrishoicindí ó thosaigh an t-inneall). Féach freisin [method get_captured_timestamp_cpu_time] agus [method capture_timestamp].

en: Returns the timestamp's name for the rendering step specified by [param index]. See also [method capture_timestamp].
ga: Seoltar ar ais ainm an stampa ama don chéim rindreála atá sonraithe ag [innéacs param]. Féach freisin [method capture_timestamp].

en: Returns the total number of timestamps (rendering steps) available for profiling.
ga: Seoltar ar ais líon iomlán na stampaí ama (céimeanna rindreála) atá ar fáil le haghaidh próifílithe.

en: Returns the index of the last frame rendered that has rendering timestamps available for querying.
ga: Seoltar ar ais innéacs an fhráma dheireanaigh a tugadh a bhfuil stampaí ama rindreála ar fáil le haghaidh fiosrú.

en: Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2"). Equivalent to [method RenderingServer.get_video_adapter_name]. See also [method get_device_vendor_name].
ga: Seoltar ar ais ainm an chultóra físeáin (m.sh. "GeForce GTX 1080/PCIe/SSE2"). Comhionann le [method RenderingServer.get_video_adapter_name]. Féach freisin [method get_device_vendor_name].

en: Returns the universally unique identifier for the pipeline cache. This is used to cache shader files on disk, which avoids shader recompilations on subsequent engine runs. This UUID varies depending on the graphics card model, but also the driver version. Therefore, updating graphics drivers will invalidate the shader cache.
ga: Filleann sé an t-aitheantóir uathúil don taisce píblíne. Úsáidtear é seo chun comhaid scáthaithe a thaisceadh ar dhiosca, rud a sheachnaíonn athchruinnithe scáthaithe ar ritheann an innill ina dhiaidh sin. Athraíonn an UUID seo ag brath ar mhúnla an chárta grafaicí, ach ar leagan an tiománaí freisin. Dá bhrí sin, beidh an taisce shader neamhbhailí ag nuashonrú tiománaithe grafaicí.

en: Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). Equivalent to [method RenderingServer.get_video_adapter_vendor]. See also [method get_device_name].
ga: Filleann sé díoltóir an oiriúntóra físeáin (m.sh. "NVIDIA Corporation"). Comhionann le [method RenderingServer.get_video_adapter_vendor]. Féach freisin [method get_device_name].

en: Returns the unique identifier of the driver [param resource] for the specified [param rid]. Some driver resource types ignore the specified [param rid] (see [enum DriverResource] descriptions). [param index] is always ignored but must be specified anyway.
ga: Seoltar ar ais aitheantóir uathúil an tiománaí [param resource] don [param rid] sonraithe. Déanann roinnt cineálacha acmhainne tiománaithe neamhaird ar na [param rid] sonraithe (féach tuairiscí [enum DriverResource]). Déantar neamhaird de [param index] i gcónaí ach ní mór é a shonrú ar aon nós.

en: Returns the frame count kept by the graphics API. Higher values result in higher input lag, but with more consistent throughput. For the main [RenderingDevice], frames are cycled (usually 3 with triple-buffered V-Sync enabled). However, local [RenderingDevice]s only have 1 frame.
ga: Filleann sé an comhaireamh fráma coinnithe ag an API grafaic. Bíonn moill ionchuir níos airde mar thoradh ar luachanna níos airde, ach le tréchur níos comhsheasmhaí. Maidir leis an bpríomh[Gléas Rindreála], déantar na frámaí a rothlú (3 de ghnáth le V-Sync trí-mhaolánaithe cumasaithe). Mar sin féin, níl ach fráma amháin ag [Gléasanna Rindreála] áitiúla.

en: Returns the memory usage in bytes corresponding to the given [param type]. When using Vulkan, these statistics are calculated by [url=https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/url].
ga: Filleann sé úsáid na cuimhne i mbearta a fhreagraíonn don [cineál param] a thugtar. Nuair a bhíonn Vulkan in úsáid, déantar na staitisticí seo a ríomh ag [url=https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/url].

en: Creates a new index array. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn sraith innéacs nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Returns the value of the specified [param limit]. This limit varies depending on the current graphics hardware (and sometimes the driver version). If the given limit is exceeded, rendering errors will occur.
    Limits for various graphics hardware can be found in the [url=https://vulkan.gpuinfo.org/]Vulkan Hardware Database[/url].
ga: Filleann sé luach na [teorainn param] sonraithe. Athraíonn an teorainn seo ag brath ar na crua-earraí grafaicí reatha (agus uaireanta an leagan tiománaí). Má sháraítear an teorainn a thugtar, tarlóidh earráidí rindreála.
    Tá teorainneacha le haghaidh crua-earraí grafaice éagsúla le fáil sa [url=https://vulkan.gpuinfo.org/]Bunachar Sonraí Crua-earraí Vulkan[/url].

en: Creates a new render pipeline. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn píblíne rindreála nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Returns [code]true[/code] if the render pipeline specified by the [param render_pipeline] RID is valid, [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má tá an phíblíne rindreála atá sonraithe ag an [param render_pipeline] RID bailí, [code]bréagach[/code] ar shlí eile.

en: Creates a new sampler. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn samplóir nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Returns [code]true[/code] if implementation supports using a texture of [param format] with the given [param sampler_filter].
ga: Filleann sé [code]true[/code] má thacaíonn an cur i bhfeidhm ag baint úsáide as uigeacht [param format] leis an [param sampler_filter] tugtha.

en: Returns the framebuffer format of the given screen.
    [b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a format. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID].
ga: Filleann sé formáid maolán fráma an scáileáin a tugadh.
    [b]Nóta:[/b] Níl formáid ach ag an bpríomh[Gléas Rindreála] a sheol [method RenderingServer.get_rendering_device]. Má ghlaoitear air ar [Gléas Rindreála] áitiúil, priontálann an modh seo earráid agus seolann sé ar ais [INVALID_ID leanúnach].

en: Returns the window height matching the graphics API context for the given window ID (in pixels). Despite the parameter being named [param screen], this returns the [i]window[/i] size. See also [method screen_get_width].
    [b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a height. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID].
ga: Filleann sé airde na fuinneoige a mheaitseálann le comhthéacs API na ngrafaicí don ID fuinneoige tugtha (i bpicteilíní). In ainneoin go bhfuil an paraiméadar ainmnithe mar [scáileán param], filleann sé seo méid [i]fuinneog[/i]. Féach freisin [method screen_get_width].
    [b]Nóta:[/b] Níl airde ach ag an bpríomh[Gléas Rindreála] a cuireadh ar ais trí [method RenderingServer.get_rendering_device]. Má ghlaoitear air ar [Gléas Rindreála] áitiúil, priontálann an modh seo earráid agus seolann sé ar ais [INVALID_ID leanúnach].

en: Returns the window width matching the graphics API context for the given window ID (in pixels). Despite the parameter being named [param screen], this returns the [i]window[/i] size. See also [method screen_get_height].
    [b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a width. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID].
ga: Filleann sé leithead na fuinneoige a mheaitseálann an comhthéacs API grafaic don ID fuinneoige tugtha (i bpicteilíní). In ainneoin go bhfuil an paraiméadar ainmnithe mar [scáileán param], filleann sé seo méid [i]fuinneog[/i]. Féach freisin [method screen_get_height].
    [b]Nóta:[/b] Níl leithead ach ag an bpríomh[Gléas Rindreála] a cuireadh ar ais trí [method RenderingServer.get_rendering_device]. Má ghlaoitear air ar [Gléas Rindreála] áitiúil, priontálann an modh seo earráid agus seolann sé ar ais [INVALID_ID leanúnach].

en: Sets the resource name for [param id] to [param name]. This is used for debugging with third-party tools such as [url=https://renderdoc.org/]RenderDoc[/url].
    The following types of resources can be named: texture, sampler, vertex buffer, index buffer, uniform buffer, texture buffer, storage buffer, uniform set buffer, shader, render pipeline and compute pipeline. Framebuffers cannot be named. Attempting to name an incompatible resource type will print an error.
    [b]Note:[/b] Resource names are only set when the engine runs in verbose mode ([method OS.is_stdout_verbose] = [code]true[/code]), or when using an engine build compiled with the [code]dev_mode=yes[/code] SCons option. The graphics driver must also support the [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension for named resources to work.
ga: Socraíonn sé ainm na hacmhainne do [param id] go [param name]. Úsáidtear é seo le haghaidh dífhabhtaithe le huirlisí tríú páirtí ar nós [url=https://renderdoc.org/]RenderDoc[/url].
    Is féidir na cineálacha acmhainní seo a leanas a ainmniú: uigeacht, samplóir, maolán rinn, maolán innéacs, maolán aonfhoirmeach, maolán uigeachta, maolán stórála, maolán tacair aonfhoirmeach, scáthlánóir, píblíne rindreála agus píblíne ríomh. Ní féidir frámaí a ainmniú. Má dhéantar iarracht cineál acmhainne neamh-chomhoiriúnach a ainmniú, déanfar earráid a phriontáil.
    [b]Nóta:[/b] Ní shocraítear ainmneacha acmhainne ach amháin nuair a ritheann an t-inneall i mód verbose ([method OS.is_stdout_verbose] = [code]true[/code]), nó nuair a úsáidtear inneall a tiomsaíodh leis an [code]dev_mode=tá[/code] Rogha SCons. Ní mór do thiománaí na grafaice tacú leis an eisínteacht Vulkan [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] chun acmhainní ainmnithe a oibriú.

en: Compiles a binary shader from [param spirv_data] and returns the compiled binary data as a [PackedByteArray]. This compiled shader is specific to the GPU model and driver version used; it will not work on different GPU models or even different driver versions. See also [method shader_compile_spirv_from_source].
    [param name] is an optional human-readable name that can be given to the compiled shader for organizational purposes.
ga: Tiomsaíonn sé scáthlánóir dénártha ó [param spirv_data] agus seolann sé na sonraí dénártha tiomsaithe ar ais mar [PackedByteArray]. Baineann an shader tiomsaithe seo go sonrach leis an tsamhail GPU agus leis an leagan tiománaí a úsáidtear; ní oibreoidh sé ar mhúnlaí GPU éagsúla nó fiú leaganacha éagsúla tiománaithe. Féach freisin [method shader_compile_spirv_from_source].
    Is ainm roghnach atá inléite ag an duine é [ainm param] is féidir a thabhairt don scáthaitheoir tiomsaithe chun críocha eagrúcháin.

en: Compiles a SPIR-V from the shader source code in [param shader_source] and returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using [method shader_compile_binary_from_spirv].
    If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Godot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Godot's shader cache is ignored and the shader will always be recompiled.
ga: Tiomsaíonn SPIR-V ón gcód foinse shader in [param shader_source] agus cuireann sé an SPIR-V ar ais mar [RDShaderSPIRV]. Tá an scáthóir teanga idirmheánach seo iniompartha thar mhúnlaí GPU éagsúla agus leaganacha tiománaithe, ach ní féidir le GPUanna é a rith go díreach go dtí go dtiomsófar é i scáthóir dénártha ag baint úsáide as [method shader_compile_binary_from_spirv].
    Má tá [param allow_cache] [code]true[/code], bain úsáid as an taisce shader ginte ag Godot. Seachnaíonn sé seo céim thiomsú Shaler a d'fhéadfadh a bheith fada má tá an scáthlán i dtaisce cheana féin. Má tá [param allow_cache] [code]false[/code], déantar neamhaird de thaisce scáthaithe Godot agus déanfar an scáthaitheoir a ath-thiomsú i gcónaí.

en: Creates a new shader instance from a binary compiled shader. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. See also [method shader_compile_binary_from_spirv] and [method shader_create_from_spirv].
ga: Cruthaíonn sé sampla nua scáthaithe ó scáthóir dénártha tiomsaithe. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice. Féach freisin [method shader_compile_binary_from_spirv] agus [method shader_create_from_spirv].

en: Creates a new shader instance from SPIR-V intermediate code. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. See also [method shader_compile_spirv_from_source] and [method shader_create_from_bytecode].
ga: Cruthaítear sampla nua scáthaithe ó chód idirmheánach SPIR-V. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice. Féach freisin [method shader_compile_spirv_from_source] agus [method shader_create_from_bytecode].

en: Create a placeholder RID by allocating an RID without initializing it for use in [method shader_create_from_bytecode]. This allows you to create an RID for a shader and pass it around, but defer compiling the shader to a later time.
ga: Cruthaigh RID áitsealbhóra trí RID a leithdháileadh gan é a thúsú lena úsáid i [method shader_create_from_bytecode]. Ligeann sé seo duit RID a chruthú le haghaidh shader agus é a chur ar aghaidh, ach cuir an scáthaitheoir ar athló go dtí tráth níos déanaí.

en: Returns the internal vertex input mask. Internally, the vertex input mask is an unsigned integer consisting of the locations (specified in GLSL via. [code]layout(location = ...)[/code]) of the input variables (specified in GLSL by the [code]in[/code] keyword).
ga: Filleann sé an masc ionchuir rinn inmheánach. Go hinmheánach, is slánuimhir neamhshínithe é an masc ionchuir rinn atá comhdhéanta de shuímh (sonraithe i GLSL trí. [code]leagan amach(suíomh = ...)[/code]) na n-athróg ionchuir (sonraithe i GLSL leis an [code]i [/code] eochairfhocal).

en: Creates a [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage buffer[/url] with the specified [param data] and [param usage]. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaítear [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]maolán stórála[/url] leis na [sonraí param] agus [úsáid param] sonraithe. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Pushes the frame setup and draw command buffers then marks the local device as currently processing (which allows calling [method sync]).
    [b]Note:[/b] Only available in local RenderingDevices.
ga: Brúigh an socrú fráma agus tarraing maoláin ordú ansin marcálann an gléas áitiúil mar a phróiseáil faoi láthair (a cheadaíonn glaoch [method sync]).
    [b]Nóta:[/b] Ar fáil i nGléasanna Rindreála áitiúla amháin.

en: Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.
    [b]Note:[/b] Only available in local RenderingDevices.
    [b]Note:[/b] [method sync] can only be called after a [method submit].
ga: Fórsaí sioncrónaithe idir an LAP agus GPU, d'fhéadfadh a bheith ag teastáil i gcásanna áirithe. Ná glaoch air seo ach amháin nuair is gá, toisc go bhfuil costas feidhmíochta ag sioncrónú CPU-GPU.
    [b]Nóta:[/b] Ar fáil i nGléasanna Rindreála áitiúla amháin.
    [b]Nóta:[/b] ní féidir glaoch ar [method sioncronaithe] ach amháin tar éis [method a chur isteach].

en: Creates a new texture buffer. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn maolán uigeachta nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Clears the specified [param texture] by replacing all of its pixels with the specified [param color]. [param base_mipmap] and [param mipmap_count] determine which mipmaps of the texture are affected by this clear operation, while [param base_layer] and [param layer_count] determine which layers of a 3D texture (or texture array) are affected by this clear operation. For 2D textures (which only have one layer by design), [param base_layer] must be [code]0[/code] and [param layer_count] must be [code]1[/code].
    [b]Note:[/b] [param texture] can't be cleared while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to clear this texture.
ga: Glanann an [uigeacht param] sonraithe tríd an [dath param] sonraithe a chur in ionad a chuid picteilíní go léir. Cinneann [param base_mipmap] agus [param mipmap_count] cé na mipmaps den uigeacht a bhfuil tionchar ag an oibríocht shoiléir seo orthu, agus cinneann [param base_layer] agus [param layer_count] cé na sraitheanna d'uigeacht 3D (nó eagar uigeachta) a bhfuil tionchar ag an oibríocht shoiléir seo orthu . I gcás uigeachtaí 2T (nach bhfuil ach ciseal amháin acu de réir dearaidh), ní mór [code] 0[/code] a bheith i [param base_layer] agus [code]1[/code] a bheith i [param layer_count].
    [b]Nóta:[/b] ní féidir [uigeacht param] a ghlanadh agus liosta tarraingthe a úsáideann é mar chuid de mhaolán fráma á chruthú. Cinntigh go bhfuil an liosta tarraingthe tugtha chun críche (agus nach bhfuil an dath/uigeacht dhomhain a úsáideann sé socraithe go dtí [FINAL_ACTION_CONTINUE]) chun an uigeacht seo a ghlanadh.

en: Copies the [param from_texture] to [param to_texture] with the specified [param from_pos], [param to_pos] and [param size] coordinates. The Z axis of the [param from_pos], [param to_pos] and [param size] must be [code]0[/code] for 2-dimensional textures. Source and destination mipmaps/layers must also be specified, with these parameters being [code]0[/code] for textures without mipmaps or single-layer textures. Returns [constant @GlobalScope.OK] if the texture copy was successful or [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.
    [b]Note:[/b] [param from_texture] texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to copy this texture.
    [b]Note:[/b] [param from_texture] texture requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.
    [b]Note:[/b] [param to_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to copy this texture.
    [b]Note:[/b] [param to_texture] requires the [constant TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.
    [b]Note:[/b] [param from_texture] and [param to_texture] must be of the same type (color or depth).
ga: Cóipeáil an [param from_texture] go [param to_texture] leis na comhordanáidí sonraithe [param from_pos], [param to_pos] agus [param size]. Caithfidh an ais Z den [param from_pos], [param to_pos] agus [param size] a bheith ina [code]0[/code] le haghaidh uigeachtaí déthoiseacha. Ní mór mipmaps/cisealacha foinse agus ceann scríbe a shonrú freisin, agus is iad na paraiméadair seo ná [code]0[/code] d'uigeachtaí gan mipmaps nó uigeachtaí aonchiseal. Filleann sé [constant @GlobalScope.OK] má d'éirigh leis an gcóip uigeachta nó [constant @GlobalScope.ERR_INVALID_PARAMETER] a mhalairt.
    [b]Nóta:[/b] [param from_texture] ní féidir uigeacht a chóipeáil agus liosta tarraingthe a úsáideann é mar chuid de mhaolán fráma á chruthú. Cinntigh go bhfuil an liosta tarraingthe tugtha chun críche (agus nach bhfuil an dath/uigeacht dhomhain a úsáideann sé socraithe go dtí [FINAL_ACTION_CONTINUE]) chun an uigeacht seo a chóipeáil.
    [b]Nóta:[/b] tá an [param from_texture] uigeacht riachtanach chun an [TEXTURE_USAGE_CAN_COPY_FROM_BIT] a aisghabháil.
    [b]Nóta:[/b] Ní féidir [param to_texture] a chóipeáil agus liosta tarraingthe a úsáideann é mar chuid de mhaolán fráma á chruthú. Cinntigh go bhfuil an liosta tarraingthe tugtha chun críche (agus nach bhfuil an dath/uigeacht dhomhain a úsáideann sé socraithe go dtí [FINAL_ACTION_CONTINUE]) chun an uigeacht seo a chóipeáil.
    [b]Nóta:[/b] éilíonn [param to_texture] an [TEXTURE_USAGE_CAN_COPY_TO_BIT] leanúnach] a aisghabháil.
    [b]Nóta:[/b] caithfidh [param from_texture] agus [param to_texture] a bheith den chineál céanna (dath nó doimhneacht).

en: Creates a new texture. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
    [b]Note:[/b] Not to be confused with [method RenderingServer.texture_2d_create], which creates the Godot-specific [Texture2D] resource as opposed to the graphics API's own texture type.
ga: Cruthaíonn uigeacht nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.
    [b]Nóta:[/b] Gan a mheascadh le [method RenderingServer.texture_2d_create], a chruthaíonn an acmhainn Godot-shonrach [Texture2D] i gcomparáid le cineál uigeachta an API grafaic féin.

en: Returns an RID for an existing [param image] ([code]VkImage[/code]) with the given [param type], [param format], [param samples], [param usage_flags], [param width], [param height], [param depth], and [param layers]. This can be used to allow Godot to render onto foreign images.
ga: Seoltar ar ais RID le haghaidh [íomhá param] ([code]VkImage[/code]) atá ann cheana féin leis an [cineál param], [formáid param], [samplaí param], [param usage_flags], [param width], [param airde], [doimhneacht param], agus [sraitheanna param]. Is féidir é seo a úsáid chun ligean do Godot rindreáil ar íomhánna eachtracha.

en: Creates a shared texture using the specified [param view] and the texture information from [param with_texture].
ga: Cruthaíonn sé uigeacht roinnte ag baint úsáide as an [param view] sonraithe agus an fhaisnéis uigeachta ó [param with_texture].

en: Returns the data format used to create this texture.
ga: Filleann sé an fhormáid sonraí a úsáideadh chun an uigeacht seo a chruthú.

en: Use [method get_driver_resource] with [constant DRIVER_RESOURCE_TEXTURE] instead.
ga: Úsáid [method get_driver_resource] le [DRIVER_RESOURCE_TEXTURE] ina ionad sin.

en: Returns the internal graphics handle for this texture object. For use when communicating with third-party APIs mostly with GDExtension.
    [b]Note:[/b] This function returns a [code]uint64_t[/code] which internally maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan).
ga: Filleann sé an hanla ghrafaice inmheánach don réad uigeachta seo. Le húsáid agus cumarsáid á déanamh le APIanna tríú páirtí go príomha le GDExtension.
    [b]Nóta:[/b] Tugann an fheidhm seo ar ais [code]uint64_t[/code] a mhapálann go hinmheánach chuig [code]GLuint[/code] (OpenGL) nó [code]VkImage[/code] (Vulkan).

en: Returns [code]true[/code] if the specified [param format] is supported for the given [param usage_flags], [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má thacaítear leis an [formáid param] sonraithe don [param usage_flags], [code]bréagach[/code] ar shlí eile.

en: Returns [code]true[/code] if the [param texture] is shared, [code]false[/code] otherwise. See [RDTextureView].
ga: Filleann sé [code]true[/code] má roinntear an [uigeacht param], [code]bréagach[/code] ar shlí eile. Féach [RDTextureView].

en: Returns [code]true[/code] if the [param texture] is valid, [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má tá an [uigeacht param] bailí, [code]bréagach[/code] ar shlí eile.

en: Resolves the [param from_texture] texture onto [param to_texture] with multisample antialiasing enabled. This must be used when rendering a framebuffer for MSAA to work. Returns [constant @GlobalScope.OK] if successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.
    [b]Note:[/b] [param from_texture] and [param to_texture] textures must have the same dimension, format and type (color or depth).
    [b]Note:[/b] [param from_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to resolve this texture.
    [b]Note:[/b] [param from_texture] requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.
    [b]Note:[/b] [param from_texture] must be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).
    [b]Note:[/b] [param to_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to resolve this texture.
    [b]Note:[/b] [param to_texture] texture requires the [constant TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.
    [b]Note:[/b] [param to_texture] texture must [b]not[/b] be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).
ga: Réitíonn sé an uigeacht [param from_texture] ar [param to_texture] agus cumasaítear frithaliasú ilshampla. Ní mór é seo a úsáid agus frámamaolán á dhéanamh le go n-oibreoidh an MSAA. Filleann sé [constant @GlobalScope.OK] má éiríonn leis, [ tairiseach @GlobalScope.ERR_INVALID_PARAMETER] a mhalairt.
    [b]Nóta:[/b] [param from_texture] agus [param to_texture] caithfidh an toise, an fhormáid agus an cineál céanna (dath nó doimhneacht) a bheith ag uigeachtaí.
    [b]Nóta:[/b] ní féidir [param from_texture] a chóipeáil agus liosta tarraingthe a úsáideann é mar chuid de mhaolán fráma á chruthú. Cinntigh go bhfuil an liosta tarraingthe tugtha chun críche (agus nach bhfuil an dath/uigeacht dhomhain a úsáideann sé socraithe go dtí [FINAL_ACTION_CONTINUE]) chun an uigeacht seo a réiteach.
    [b]Nóta:[/b] éilíonn [param from_texture] an [TEXTURE_USAGE_CAN_COPY_FROM_BIT] leanúnach] a aisghabháil.
    [b]Nóta:[/b] caithfidh [param from_texture] a bheith ilshampláilte agus a bheith 2T freisin (nó slisne d’uigeacht léarscáile 3D/ciúbama).
    [b]Nóta:[/b] Ní féidir [param to_texture] a chóipeáil agus liosta tarraingthe a úsáideann é mar chuid de mhaolán fráma á chruthú. Cinntigh go bhfuil an liosta tarraingthe tugtha chun críche (agus nach bhfuil an dath/uigeacht dhomhain a úsáideann sé socraithe go dtí [FINAL_ACTION_CONTINUE]) chun an uigeacht seo a réiteach.
    [b]Nóta:[/b] [param to_texture] tá an uigeacht [TEXTURE_USAGE_CAN_COPY_TO_BIT] riachtanach le haisghabháil.
    [b]Nóta:[/b] ní mór [b]ní [/b] an uigeacht a bheith ilsampláilte agus ní mór di a bheith 2T (nó slisne d'uigeacht léarscáile 3D/ciúbacha).

en: Updates texture data with new data, replacing the previous data in place. The updated texture data must have the same dimensions and format. For 2D textures (which only have one layer), [param layer] must be [code]0[/code]. Returns [constant @GlobalScope.OK] if the update was successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.
    [b]Note:[/b] Updating textures is forbidden during creation of a draw or compute list.
    [b]Note:[/b] The existing [param texture] can't be updated while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to update this texture.
    [b]Note:[/b] The existing [param texture] requires the [constant TEXTURE_USAGE_CAN_UPDATE_BIT] to be updatable.
ga: Nuashonraítear sonraí uigeachta le sonraí nua, ag ionadú na sonraí a bhí i bhfeidhm roimhe seo. Caithfidh na toisí agus an fhormáid chéanna a bheith ag na sonraí uigeachta nuashonraithe. I gcás uigeachtaí 2T (nach bhfuil ach sraith amháin acu), ní mór [code]0[/code] a bheith ar [param layer]. Filleann sé [constant @GlobalScope.OK] má d'éirigh leis an nuashonrú, [ tairiseach @GlobalScope.ERR_INVALID_PARAMETER] a mhalairt.
    [b]Nóta:[/b] Tá cosc ar uigeachtaí a nuashonrú le linn tarraingt nó liosta a ríomh.
    [b]Nóta:[/b] Ní féidir an [uigeacht param] atá ann a nuashonrú agus liosta tarraingthe a úsáideann é mar chuid de mhaolán fráma á chruthú. Cinntigh go bhfuil an liosta tarraingthe tugtha chun críche (agus nach bhfuil an dath/uigeacht dhomhain a úsáideann sé socraithe go dtí [FINAL_ACTION_CONTINUE]) chun an uigeacht seo a nuashonrú.
    [b]Nóta:[/b] Éilíonn an [uigeacht param] atá ann faoi láthair go bhfuil an [TEXTURE_USAGE_CAN_UPDATE_BIT] in-athnuaite.

en: Creates a new uniform set. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
ga: Cruthaíonn sraith éide nua. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh do RID críochnaithe agat, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] an RenderingDevice.

en: Checks if the [param uniform_set] is valid, i.e. is owned.
ga: Seiceálann sé an bhfuil an [param uniform_set] bailí, i.e. an bhfuil sé faoi úinéireacht.

en: Creates a vertex array based on the specified buffers. Optionally, [param offsets] (in bytes) may be defined for each buffer.
ga: Cruthaítear eagar rinn bunaithe ar na maoláin shonraithe. Go roghnach, féadfar [fritháirimh param] (i mbeart) a shainiú do gach maolán.

en: Creates a new vertex format with the specified [param vertex_descriptions]. Returns a unique vertex format ID corresponding to the newly created vertex format.
ga: Cruthaítear formáid rinn nua leis na [param vertex_descriptions] sonraithe. Filleann sé aitheantas formáid rinn uathúil a fhreagraíonn don fhormáid rinn nuachruthaithe.

en: Rendering device type does not match any of the other enum values or is unknown.
ga: Ní mheaitseálann an cineál gléis rindreála aon cheann de na luachanna enum eile nó ní fios é.

en: Rendering device is an integrated GPU, which is typically [i](but not always)[/i] slower than dedicated GPUs ([constant DEVICE_TYPE_DISCRETE_GPU]). On Android and iOS, the rendering device type is always considered to be [constant DEVICE_TYPE_INTEGRATED_GPU].
ga: Is GPU comhtháite é feiste rindreála, atá de ghnáth [i] (ach ní i gcónaí)[/i] níos moille ná GPUanna tiomnaithe ([devICE_TYPE_DISCRETE_GPU]). Ar Android agus iOS, meastar i gcónaí gurb é an cineál gléas rindreála ná [devICE_TYPE_INTEGRATED_GPU].

en: Rendering device is a dedicated GPU, which is typically [i](but not always)[/i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU]).
ga: Is GPU tiomnaithe é gléas rindreála, a bhíonn de ghnáth [i] (ach ní i gcónaí)[/i] níos tapúla ná GPUanna comhtháite ([devICE_TYPE_INTEGRATED_GPU]).

en: Rendering device is an emulated GPU in a virtual environment. This is typically much slower than the host GPU, which means the expected performance level on a dedicated GPU will be roughly equivalent to [constant DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. Instead, the host GPU's device type will be reported as if the GPU was not emulated.
ga: Is GPU aithrise é gléas rindreála i dtimpeallacht fhíorúil. De ghnáth bíonn sé seo i bhfad níos moille ná an GPU óstach, rud a chiallaíonn go mbeidh an leibhéal feidhmíochta a bhfuiltear ag súil leis ar GPU tiomnaithe thart ar cóimhéid le [déanta DEVICE_TYPE_INTEGRATED_GPU]. Ní thuairisceoidh pas tríd an meaisín fíorúil GPU (amhail VFIO) an cineál gléis mar [DEVICE_TYPE_VIRTUAL_GPU]. Ina áit sin, tuairisceofar cineál feiste an GPU ósta amhail is nach ndearnadh aithris ar an GPU.

en: Rendering device is provided by software emulation (such as Lavapipe or [url=https://github.com/google/swiftshader]SwiftShader[/url]). This is the slowest kind of rendering device available; it's typically much slower than [constant DEVICE_TYPE_INTEGRATED_GPU].
ga: Soláthraítear gléas rindreála trí aithrise bogearraí (amhail Lavapipe nó [url=https://github.com/google/swiftshader]SwiftShader[/url]). Is é seo an cineál gléas rindreála is moille atá ar fáil; go hiondúil bíonn sé i bhfad níos moille ná [déanta DEVICE_TYPE_INTEGRATED_GPU].

en: Represents the size of the [enum DeviceType] enum.
ga: Léiríonn sé méid an [enum DeviceType] enum.

en: Specific device object based on a physical device.
    - Vulkan: Vulkan device driver resource ([code]VkDevice[/code]). ([code]rid[/code] argument doesn't apply.)
ga: Réad gléas sonrach bunaithe ar fheiste fisiciúil.
    - Vulkan: Acmhainn tiománaí gléis Vulkan ([code]VkDevice[/code]). (Níl feidhm ag argóint [code]rid[/code].)

en: Physical device the specific logical device is based on.
    - Vulkan: [code]VkDevice[/code]. ([code]rid[/code] argument doesn't apply.)
ga: Feiste fhisiciúil ar a bhfuil an fheiste loighciúil ar leith bunaithe.
    - Vulcán: [code]VkDevice[/code]. (Níl feidhm ag argóint [code]rid[/code].)

en: Top-most graphics API entry object.
    - Vulkan: [code]VkInstance[/code]. ([code]rid[/code] argument doesn't apply.)
ga: Réad iontrála API grafaic is fearr.
    - Vulcán: [code]VkInstance[/code]. (Níl feidhm ag argóint [code]rid[/code].)

en: The main graphics-compute command queue.
    - Vulkan: [code]VkQueue[/code]. ([code]rid[/code] argument doesn't apply.)
ga: An príomh-scuaine ordú grafaicí-ríomh.
    - Vulcán: [code]VkQueue[/code]. (Níl feidhm ag argóint [code]rid[/code].)

en: The specific family the main queue belongs to.
    - Vulkan: the queue family index, an [code]uint32_t[/code]. ([code]rid[/code] argument doesn't apply.)
ga: An teaghlach sonrach lena mbaineann an príomh-scuaine.
    - Vulkan: an t-innéacs teaghlaigh scuaine, [code]uint32_t[/code]. (Níl feidhm ag argóint [code]rid[/code].)

en: The view of an owned or shared texture.
    - Vulkan: [code]VkImageView[/code].
ga: An radharc ar uigeacht faoi úinéireacht nó roinnte.
    - Vulkan: [code]VkImageView[/code].

en: The native id of the data format of the texture.
    - Vulkan: [code]VkFormat[/code].
ga: Aitheantas dúchais formáid sonraí an uigeachta.
    - Vulcán: [code]VkFormat[/code].

en: Buffer of any kind of (storage, vertex, etc.).
    - Vulkan: [code]VkBuffer[/code].
ga: Maolán de chineál ar bith (stóráil, rinn, etc.).
    - Vulcán: [code]VkBuffer[/code].

en: - Vulkan: [code]VkPipeline[/code].
ga: - Vulcán: [code]VkPipeline[/code].

en: Use [constant DRIVER_RESOURCE_LOGICAL_DEVICE] instead.
ga: Úsáid [DRIVER_RESOURCE_LOGICAL_DEVICE] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_PHYSICAL_DEVICE] instead.
ga: Úsáid [DRIVER_RESOURCE_PHYSICAL_DEVICE] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_TOPMOST_OBJECT] instead.
ga: Úsáid [DRIVER_RESOURCE_TOPMOST_OBJECT] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_COMMAND_QUEUE] instead.
ga: Úsáid [DRIVER_RESOURCE_COMMAND_QUEUE] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_QUEUE_FAMILY] instead.
ga: Úsáid [DRIVER_RESOURCE_QUEUE_FAMILY] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_TEXTURE] instead.
ga: Úsáid [DRIVER_RESOURCE_TEXTURE] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_TEXTURE_VIEW] instead.
ga: Úsáid [DRIVER_RESOURCE_TEXTURE_VIEW] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_TEXTURE_DATA_FORMAT] instead.
ga: Úsáid [DRIVER_RESOURCE_TEXTURE_DATA_FORMAT] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_SAMPLER] instead.
ga: Úsáid [DRIVER_RESOURCE_SAMPLER] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_UNIFORM_SET] instead.
ga: Úsáid [DRIVER_RESOURCE_UNIFORM_SET] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_BUFFER] instead.
ga: Úsáid [DRIVER_RESOURCE_BUFFER] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_COMPUTE_PIPELINE] instead.
ga: Úsáid [DRIVER_RESOURCE_COMPUTE_PIPELINE] ina ionad sin.

en: Use [constant DRIVER_RESOURCE_RENDER_PIPELINE] instead.
ga: Úsáid [DRIVER_RESOURCE_RENDER_PIPELINE] ina ionad sin.

en: 4-bit-per-channel red/green channel data format, packed into 8 bits. Values are in the [code][0.0, 1.0][/code] range.
    [b]Note:[/b] More information on all data formats can be found on the [url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec.html#_identification_of_formats]Identification of formats[/url] section of the Vulkan specification, as well as the [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum.
ga: Formáid sonraí cainéal dearg/glas 4-giotán in aghaidh an chainéil, pacáilte in 8 ngiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].
    [b]Nóta:[/b] Tá tuilleadh eolais ar gach formáid sonraí le fáil ar an [url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec.html#_identification_of_formats]Aithint na bhformáidí [/url] den tsonraíocht Vulkan, chomh maith leis an [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum.

en: 4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg / glas / gorm / alfa 4-giotán in aghaidh an chainéil, pacáilte i 16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg/alfa 4-giotán in aghaidh an chainéil, pacáilte i 16 ghiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm le 5 ghiotán dearg, 6 ghiotán glas agus 5 ghiotán gorm, pacáilte i 16 ghiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg le 5 ghiotán gorm, 6 ghiotán glasa agus 5 ghiotán dearg, pacáilte i 16 ghiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa le 5 ghiotán de dhearg, 6 ghiotán glasa, 5 ghiotán gorm agus 1 ghiotán alfa, pacáilte i 16 ghiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg/alfa le 5 ghiotán gorm, 6 ghiotán glasa, 5 ghiotán dearg agus 1 ghiotán alfa, pacáilte i 16 ghiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal alfa/dearg/glas/gorm le 1 ghiotán alfa, 5 ghiotán dearg, 6 ghiotán glas agus 5 ghiotán gorm, pacáilte i 16 ghiotán. Tá luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe gan síniú 8-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe sínithe 8-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe 8-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][0.0, 255.0][/code].

en: 8-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe sínithe 8-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][-127.0, 127.0][/code].

en: 8-bit-per-channel unsigned integer red channel data format. Values are in the [code][0, 255][/code] range.
ga: Formáid sonraí cainéal dearg slánuimhir 8-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][0, 255][/code].

en: 8-bit-per-channel signed integer red channel data format. Values are in the [code][-127, 127][/code] range.
ga: Formáid sonraí cainéal dearg sínithe 8-giotán in aghaidh an chainéil. Tá luachanna sa raon [code][-127, 127][/code].

en: 8-bit-per-channel unsigned floating-point red channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe 8-giotán in aghaidh an chainéil gan síniú le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas ar snámhphointe 8-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas snámhphointe sínithe 8-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas ar snámhphointe 8-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][0.0, 255.0][/code].

en: 8-bit-per-channel signed floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas snámhphointe sínithe 8-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][-127.0, 127.0][/code].

en: 8-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0, 255][/code] range.
ga: Formáid sonraí cainéal dearg/glas slánuimhir 8-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 255][/code].

en: 8-bit-per-channel signed integer red/green channel data format. Values are in the [code][-127, 127][/code] range.
ga: Formáid sonraí cainéal dearg/glas sínithe 8-giotán in aghaidh an chainéil. Tá luachanna sa raon [code][-127, 127][/code].

en: 8-bit-per-channel unsigned floating-point red/green channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas ar snámhphointe 8-giotán in aghaidh an chainéil gan síniú le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéil ar snámhphointe dearg/glas/gorm 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal ar snámh sínithe 8-ghiotán in aghaidh an chainéil dearg/glas/gorm le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
ga: Formáid sonraí cainéil ar snámhphointe dearg/glas/gorm 8-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][0.0, 255.0][/code].

en: 8-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
ga: Formáid sonraí cainéal atá sínithe 8 n-giotán in aghaidh an chainéil snámhphointe dearg/glas/gorm le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][-127.0, 127.0][/code].

en: 8-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0, 255][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm 8 n-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 255][/code].

en: 8-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][-127, 127][/code] range.
ga: Formáid sonraí cainéal sínithe 8-ghiotán in aghaidh an chainéil dearg/glas/gorm. Tá luachanna sa raon [code][-127, 127][/code].

en: 8-bit-per-channel unsigned floating-point red/green/blue/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéil ar snámhphointe dearg/glas/gorm gan síniú 8-giotán in aghaidh an chainéil le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg snámhphointe 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel signed floating-point blue/green/red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg sínithe 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg snámhphointe 8-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][0.0, 255.0][/code].

en: 8-bit-per-channel signed floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg atá sínithe 8-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][-127.0, 127.0][/code].

en: 8-bit-per-channel unsigned integer blue/green/red channel data format. Values are in the [code][0, 255][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg slánuimhir 8-ghiotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 255][/code].

en: 8-bit-per-channel signed integer blue/green/red channel data format. Values are in the [code][-127, 127][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg sínithe 8-ghiotán in aghaidh an chainéil. Tá luachanna sa raon [code][-127, 127][/code].

en: 8-bit-per-channel unsigned floating-point blue/green/red data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí gorm/glas/dearg snámhphointe 8-giotán in aghaidh an chainéil le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéil ar snámhphointe dearg/glas/gorm/alfa 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéil snámhphointe dearg/glas/gorm/alfa sínithe 8-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe dearg/glas/gorm/alfa 8-ghiotán in aghaidh an chainéil gan síniú le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][0.0, 255.0][/code].

en: 8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
ga: Formáid sonraí cainéal atá sínithe 8 n-giotán in aghaidh an chainéil snámhphointe dearg/glas/gorm/alfa le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][-127.0, 127.0][/code].

en: 8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0, 255][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa 8 n-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 255][/code].

en: 8-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][-127, 127][/code] range.
ga: Formáid sonraí cainéal sínithe 8-giotán-in aghaidh an chainéil dearg/glas/gorm/alfa. Tá luachanna sa raon [code][-127, 127][/code].

en: 8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe dearg/glas/gorm/alfa 8-ghiotán in aghaidh an chainéil gan síniú le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg/alfa snámhphointe 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg/alfa sínithe 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg/alfa snámhphointe 8-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][0.0, 255.0][/code].

en: 8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg/alfa sínithe 8-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá na luachanna sa raon [code][-127.0, 127.0][/code].

en: 8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. Values are in the [code][0, 255][/code] range.
ga: Slánuimhir neamhshínithe gorm/glas/dearg/alfa sonraí cainéil 8-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][0, 255][/code].

en: 8-bit-per-channel signed integer blue/green/red/alpha channel data format. Values are in the [code][-127, 127][/code] range.
ga: Slánuimhir sínithe 8-ghiotán in aghaidh an chainéil gorm/glas/dearg/formáid sonraí cainéal alfa. Tá luachanna sa raon [code][-127, 127][/code].

en: 8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal gorm/glas/dearg/alfa snámhphointe 8-giotán in aghaidh an chainéil le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe alfa/dearg/glas/gorm neamhshínithe 8-giotán in aghaidh an chainéil le luach normalaithe, pacáilte i 32 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéil snámhphointe alfa/dearg/glas/gorm sínithe 8-giotán in aghaidh an chainéil le luach normalaithe, pacáilte i 32 giotán. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the [code][0.0, 255.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe alfa/dearg/glas/gorm neamhshínithe 8-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear luach ó slánuimhir go snámhán), pacáilte i 32 giotán. Tá na luachanna sa raon [code][0.0, 255.0][/code].

en: 8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the [code][-127.0, 127.0][/code] range.
ga: Formáid sonraí cainéal alfa/dearg/glas/gorm atá sínithe 8-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhán), pacáilte i 32 giotán. Tá na luachanna sa raon [code][-127.0, 127.0][/code].

en: 8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the [code][0, 255][/code] range.
ga: Formáid sonraí cainéal alfa/dearg/glas/gorm gan síniú 8 n-giotán in aghaidh an chainéil, pacáilte i 32 giotán. Tá na luachanna sa raon [code][0, 255][/code].

en: 8-bit-per-channel signed integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the [code][-127, 127][/code] range.
ga: Formáid sonraí cainéil alfa/dearg/glas/gorm sínithe 8-giotán in aghaidh an chainéil, pacáilte i 32 giotán. Tá luachanna sa raon [code][-127, 127][/code].

en: 8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value and non-linear sRGB encoding, packed in 32 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe alfa/dearg/glas/gorm 8-ghiotán in aghaidh an chainéil le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i 32 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe alfa/dearg/glas/gorm gan síniú le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de dhearg, 10 ngiotán de ghlas agus 10 ngiotán de ghorm. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe sínithe alfa/dearg/glas/gorm le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de dhearg, 10 ngiotán de ghlas agus 10 ngiotán de ghorm. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, 1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] for alpha.
ga: Formáid sonraí cainéal snámhphointe alfa/dearg/glas/gorm gan síniú le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de dhearg, 10 ngiotán de ghlas agus 10 ngiotán de ghorm. Tá luachanna sa raon [code][0.0, 1023.0][/code] le haghaidh dearg/glas/gorm agus [code][0.0, 3.0][/code] le haghaidh alfa.

en: Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] for alpha.
ga: Formáid sonraí cainéal snámhphointe sínithe alfa/dearg/glas/gorm le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de dhearg, 10 ngiotán de ghlas agus 10 ngiotán de ghorm. Tá luachanna sa raon [code][-511.0, 511.0][/code] le haghaidh dearg/glas/gorm agus [code][-1.0, 1.0][/code] le haghaidh alfa.

en: Unsigned integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][0, 1023][/code] range for red/green/blue and [code][0, 3][/code] for alpha.
ga: Formáid sonraí cainéal slánuimhir alfa/dearg/glas/gorm gan síniú le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de dhearg, 10 ngiotán de ghlas agus 10 ngiotán de ghorm. Tá luachanna sa raon [code][0, 1023][/code] le haghaidh dearg/glas/gorm agus [code][0, 3][/code] le haghaidh alfa.

en: Signed integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][-511, 511][/code] range for red/green/blue and [code][-1, 1][/code] for alpha.
ga: Formáid sonraí cainéal slánuimhir alfa/dearg/glas/gorm sínithe le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de dhearg, 10 ngiotán de ghlas agus 10 ngiotán de ghorm. Tá luachanna sa raon [code][-511, 511][/code] le haghaidh dearg/glas/gorm agus [code][-1, 1][/code] le haghaidh alfa.

en: Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe alfa/gorm/glas/dearg gan síniú le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de ghorm, 10 ngiotán de ghlas agus 10 ngiotán de dhearg. Tá luachanna sa raon [code][0.0, 1.0][/code].

en: Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe sínithe alfa/gorm/glas/dearg le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de ghorm, 10 ngiotán de ghlas agus 10 ngiotán de dhearg. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, 1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] for alpha.
ga: Formáid sonraí cainéal snámhphointe alfa/gorm/glas/dearg gan síniú le luach normalaithe, pacáilte i 32 giotán. Tá 2 ghiotán alfa san fhormáid, 10 ngiotán de ghorm, 10 ngiotán de ghlas agus 10 ngiotán de dhearg. Tá luachanna sa raon [code][0.0, 1023.0][/code] le haghaidh gorm/glas/dearg agus [code][0.0, 3.0][/code] le haghaidh alfa.

en: Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] for alpha.
ga: Formáid sonraí cainéal snámhphointe sínithe alfa/gorm/glas/dearg le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de ghorm, 10 ngiotán de ghlas agus 10 ngiotán de dhearg. Tá luachanna sa raon [code][-511.0, 511.0][/code] le haghaidh gorm/glas/dearg agus [code][-1.0, 1.0][/code] le haghaidh alfa.

en: Unsigned integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/code] range for blue/green/red and [code][0, 3][/code] for alpha.
ga: Formáid sonraí cainéal slánuimhir alfa/gorm/glas/dearg gan síniú le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de ghorm, 10 ngiotán de ghlas agus 10 ngiotán de dhearg. Tá luachanna sa raon [code][0, 1023][/code] le haghaidh gorm/glas/dearg agus [code][0, 3][/code] le haghaidh alfa.

en: Signed integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][-511, 511][/code] range for blue/green/red and [code][-1, 1][/code] for alpha.
ga: Formáid sonraí cainéal slánuimhir alfa/gorm/glas/dearg sínithe le luach normalaithe, pacáilte i 32 giotán. San fhormáid tá 2 ghiotán alfa, 10 ngiotán de ghorm, 10 ngiotán de ghlas agus 10 ngiotán de dhearg. Tá luachanna sa raon [code][-511, 511][/code] le haghaidh gorm/glas/dearg agus [code][-1, 1][/code] le haghaidh alfa.

en: 16-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe 16-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 16-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg 16-giotán in aghaidh an chainéil sínithe le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 16-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe 16-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][0.0, 65535.0][/code].

en: 16-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range.
ga: Formáid sonraí cainéal dearg snámhphointe sínithe 16-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][-32767.0, 32767.0][/code].

en: 16-bit-per-channel unsigned integer red channel data format. Values are in the [code][0.0, 65535][/code] range.
ga: Formáid sonraí cainéal dearg gan síniú 16-ghiotán in aghaidh an chainéil. Tá luachanna sa raon [code][0.0, 65535][/code].

en: 16-bit-per-channel signed integer red channel data format. Values are in the [code][-32767, 32767][/code] range.
ga: Formáid sonraí cainéal dearg sínithe 16-giotán in aghaidh an chainéil. Tá luachanna sa raon [code][-32767, 32767][/code].

en: 16-bit-per-channel signed floating-point red channel data format with the value stored as-is.
ga: Formáid sonraí cainéal dearg sínithe 16-giotán in aghaidh an chainéil agus an luach atá stóráilte mar atá.

en: 16-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas ar snámhphointe 16-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 16-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas 16-ghiotán in aghaidh an chainéil sínithe le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 16-bit-per-channel unsigned floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas ar snámhphointe 16-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][0.0, 65535.0][/code].

en: 16-bit-per-channel signed floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas snámhphointe sínithe 16-giotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][-32767.0, 32767.0][/code].

en: 16-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0.0, 65535][/code] range.
ga: Formáid sonraí cainéal dearg/glas gan síniú 16-ghiotán in aghaidh an chainéil. Tá luachanna sa raon [code][0.0, 65535][/code].

en: 16-bit-per-channel signed integer red/green channel data format. Values are in the [code][-32767, 32767][/code] range.
ga: Formáid sonraí cainéal dearg/glas sínithe 16-giotán in aghaidh an chainéil. Tá luachanna sa raon [code][-32767, 32767][/code].

en: 16-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.
ga: Formáid sonraí cainéal dearg/glas atá sínithe ag snámhphointe 16-giotán in aghaidh an chainéil leis an luach atá stóráilte mar atá.

en: 16-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéil ar snámhphointe dearg/glas/gorm 16-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 16-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm sínithe 16-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 16-bit-per-channel unsigned floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range.
ga: Formáid sonraí cainéil ar snámhphointe dearg/glas/gorm 16-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear an luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][0.0, 65535.0][/code].

en: 16-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm arna síniú 16-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][-32767.0, 32767.0][/code].

en: 16-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0.0, 65535][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm 16-giotán in aghaidh an chainéil gan síniú. Tá luachanna sa raon [code][0.0, 65535][/code].

en: 16-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][-32767, 32767][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm sínithe 16-giotán in aghaidh an chainéil. Tá luachanna sa raon [code][-32767, 32767][/code].

en: 16-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.
ga: Formáid sonraí cainéal ar snámh sínithe 16-ghiotán in aghaidh an chainéil dearg/glas/gorm agus an luach stóráilte mar atá.

en: 16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí cainéil ar snámhphointe dearg/glas/gorm/alfa 16-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
ga: Formáid sonraí cainéil snámhphointe dearg/glas/gorm/alfa sínithe 16-giotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code].

en: 16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range.
ga: Formáid sonraí cainéal snámhphointe dearg/glas/gorm/alfa 16-ghiotán in aghaidh an chainéil le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][0.0, 65535.0][/code].

en: 16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range.
ga: Formáid sonraí cainéal atá sínithe 16-ghiotán in aghaidh an chainéil snámhphointe dearg/glas/gorm/alfa le luach scálaithe (tiontaítear luach ó shlánuimhir go snámhphointe). Tá luachanna sa raon [code][-32767.0, 32767.0][/code].

en: 16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0.0, 65535][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa 16-giotán in aghaidh an chainéil gan síniú. Tá luachanna sa raon [code][0.0, 65535][/code].

en: 16-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][-32767, 32767][/code] range.
ga: Formáid sonraí cainéal sínithe 16-ghiotán in aghaidh an chainéil dearg/glas/gorm/alfa. Tá luachanna sa raon [code][-32767, 32767][/code].

en: 16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.
ga: Formáid sonraí cainéil snámhphointe dearg/glas/gorm/alfa sínithe 16-giotán in aghaidh an chainéil agus an luach stóráilte mar atá.

en: 32-bit-per-channel unsigned integer red channel data format. Values are in the [code][0, 2^32 - 1][/code] range.
ga: Formáid sonraí cainéal dearg 32-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 2^32 - 1][/code].

en: 32-bit-per-channel signed integer red channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range.
ga: Formáid sonraí cainéal dearg sínithe 32-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][2^31 + 1, 2^31 - 1][/code].

en: 32-bit-per-channel signed floating-point red channel data format with the value stored as-is.
ga: Formáid sonraí cainéal dearg sínithe 32-giotán in aghaidh an chainéil agus an luach atá stóráilte mar atá.

en: 32-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0, 2^32 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas slánuimhir 32-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 2^32 - 1][/code].

en: 32-bit-per-channel signed integer red/green channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas sínithe 32-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][2^31 + 1, 2^31 - 1][/code].

en: 32-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.
ga: Formáid sonraí cainéal dearg/glas sínithe 32-giotán in aghaidh an chainéil agus an luach atá stóráilte mar atá.

en: 32-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0, 2^32 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm 32-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 2^32 - 1][/code].

en: 32-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range.
ga: Formáid sonraí cainéal sínithe dearg/glas/gorm 32-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][2^31 + 1, 2^31 - 1][/code].

en: 32-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.
ga: Formáid sonraí cainéal ar snámh sínithe 32-giotán in aghaidh an chainéil dearg/glas/gorm agus an luach stóráilte mar atá.

en: 32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0, 2^32 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa 32-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 2^32 - 1][/code].

en: 32-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range.
ga: Formáid sonraí cainéal sínithe dearg/glas/gorm/alfa 32-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][2^31 + 1, 2^31 - 1][/code].

en: 32-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.
ga: Formáid sonraí cainéil snámhphointe dearg/glas/gorm/alfa sínithe 32-giotán in aghaidh an chainéil leis an luach atá stóráilte mar atá.

en: 64-bit-per-channel unsigned integer red channel data format. Values are in the [code][0, 2^64 - 1][/code] range.
ga: Formáid sonraí cainéal dearg gan síniú 64-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][0, 2^64 - 1][/code].

en: 64-bit-per-channel signed integer red channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range.
ga: Formáid sonraí cainéal dearg sínithe 64-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][2^63 + 1, 2^63 - 1][/code].

en: 64-bit-per-channel signed floating-point red channel data format with the value stored as-is.
ga: Formáid sonraí cainéal dearg sínithe 64-giotán in aghaidh an chainéil agus an luach atá stóráilte mar atá.

en: 64-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0, 2^64 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas gan síniú 64-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][0, 2^64 - 1][/code].

en: 64-bit-per-channel signed integer red/green channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas sínithe 64-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][2^63 + 1, 2^63 - 1][/code].

en: 64-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.
ga: Formáid sonraí cainéal dearg/glas sínithe 64-giotán in aghaidh an chainéil agus an luach atá stóráilte mar atá.

en: 64-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0, 2^64 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm 64-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 2^64 - 1][/code].

en: 64-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm sínithe 64-giotán in aghaidh an chainéil. Tá na luachanna sa raon [code][2^63 + 1, 2^63 - 1][/code].

en: 64-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.
ga: Formáid sonraí cainéal ar snámh sínithe 64-giotán in aghaidh an chainéil dearg/glas/gorm agus an luach stóráilte mar atá.

en: 64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0, 2^64 - 1][/code] range.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa 64-giotán in aghaidh an chainéil gan síniú. Tá na luachanna sa raon [code][0, 2^64 - 1][/code].

en: 64-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range.
ga: Formáid sonraí cainéal sínithe 64-giotán in aghaidh an chainéil dearg/glas/gorm/alfa. Tá na luachanna sa raon [code][2^63 + 1, 2^63 - 1][/code].

en: 64-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.
ga: Formáid sonraí cainéil snámhphointe dearg/glas/gorm/alfa sínithe 64-giotán in aghaidh an chainéil leis an luach atá stóráilte mar atá.

en: Unsigned floating-point blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 bits of green channel and 11 bits of red channel.
ga: Formáid sonraí snámhphointe gorm/glas/dearg gan síniú agus an luach atá stóráilte mar atá, pacáilte i 32 giotán. Is é cruinneas an fhormáid ná 10 giotán de chainéal gorm, 11 giotán de chainéal glas agus 11 giotán de chainéil dearg.

en: Unsigned floating-point exposure/blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 5 bits of exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red channel.
ga: Formáid sonraí neamhshínithe nochta/gorm/glas/dearg agus an luach atá stóráilte mar atá, pacáilte i 32 giotán. Is é cruinneas an fhormáid ná 5 giotán nochta, 9 giotán cainéal gorm, 9 giotán cainéal glas agus 9 giotán cainéal dearg.

en: 16-bit unsigned floating-point depth data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí doimhneachta snámhphointe 16-giotán gan síniú le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 24-bit unsigned floating-point depth data format with normalized value, plus 8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, 1.0][/code] range.
ga: Formáid sonraí doimhneachta snámhphointe 24-giotán gan síniú le luach normalaithe, móide 8 ngiotán neamhúsáidte, pacáilte i 32 giotán. Tá luachanna doimhneachta sa raon [code][0.0, 1.0][/code].

en: 32-bit signed floating-point depth data format with the value stored as-is.
ga: Formáid sonraí doimhneachta snámhphointe sínithe 32-giotán agus an luach stóráilte mar atá.

en: 8-bit unsigned integer stencil data format.
ga: Formáid sonraí stionsal slánuimhir 8-giotán gan síniú.

en: 16-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the [code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/code] range.
ga: Formáid sonraí doimhneachta snámhphointe 16-giotán gan síniú le luach normalaithe, móide 8 ngiotán stionsal i bhformáid slánuimhir gan síniú. Tá luachanna doimhneachta sa raon [code][0.0, 1.0][/code]. Tá luachanna stionsal sa raon [code][0, 255][/code].

en: 24-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the [code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/code] range.
ga: Formáid sonraí doimhneachta snámhphointe 24-giotán gan síniú le luach normalaithe, móide 8 ngiotán stionsal i bhformáid slánuimhir gan síniú. Tá luachanna doimhneachta sa raon [code][0.0, 1.0][/code]. Tá luachanna stionsal sa raon [code][0, 255][/code].

en: 32-bit signed floating-point depth data format with the value stored as-is, plus 8 bits of stencil in unsigned integer format. Values for stencil are in the [code][0, 255][/code] range.
ga: Formáid sonraí doimhneachta snámhphointe sínithe 32-giotán agus an luach stóráilte mar atá, móide 8 ngiotán stionsal i bhformáid slánuimhir gan síniú. Tá luachanna stionsal sa raon [code][0, 255][/code].

en: VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1).
ga: Formáid sonraí cainéal dearg/glas/gorm neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 giotán de chainéal dearg, 6 giotán de chainéal glas agus 5 giotán de chainéal gorm. Ag baint úsáide as comhbhrú uigeachta BC1 (ar a dtugtar S3TC DXT1 freisin).

en: VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1).
ga: Formáid sonraí cainéal dearg/glas/gorm neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 giotán de chainéal dearg, 6 giotán de chainéal glas agus 5 giotán de chainéal gorm. Ag baint úsáide as comhbhrú uigeachta BC1 (ar a dtugtar S3TC DXT1 freisin).

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1).
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 giotán cainéal dearg, 6 giotán de chainéal glas, 5 giotán de chainéal gorm agus 1 giotán cainéal alfa. Ag baint úsáide as comhbhrú uigeachta BC1 (ar a dtugtar S3TC DXT1 freisin).

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1).
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 giotán cainéal dearg, 6 giotán de chainéal glas, 5 giotán de chainéal gorm agus 1 giotán cainéal alfa. Ag baint úsáide as comhbhrú uigeachta BC1 (ar a dtugtar S3TC DXT1 freisin).

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3).
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 ghiotán de chainéil dearg, 6 giotán de chainéal glas, 5 ghiotán de chainéal gorm agus 4 giotán de chainéal alfa. Ag baint úsáide as comhbhrú uigeachta BC2 (ar a dtugtar S3TC DXT3 freisin).

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3).
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 ghiotán de chainéil dearg, 6 giotán de chainéal glas, 5 ghiotán de chainéal gorm agus 4 giotán de chainéal alfa. Ag baint úsáide as comhbhrú uigeachta BC2 (ar a dtugtar S3TC DXT3 freisin).

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5).
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 giotán cainéal dearg, 6 giotán de chainéal glas, 5 giotán de chainéal gorm agus 8 giotán de chainéal alfa. Ag baint úsáide as comhbhrú uigeachta BC3 (ar a dtugtar S3TC DXT5 freisin).

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5).
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 5 giotán cainéal dearg, 6 giotán de chainéal glas, 5 giotán de chainéal gorm agus 8 giotán de chainéal alfa. Ag baint úsáide as comhbhrú uigeachta BC3 (ar a dtugtar S3TC DXT5 freisin).

en: VRAM-compressed unsigned red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 bits of red channel. Using BC4 texture compression.
ga: Formáid sonraí cainéal dearg neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 8 giotán de chainéil dearg. Ag baint úsáide as comhbhrú uigeachta BC4.

en: VRAM-compressed signed red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits of red channel. Using BC4 texture compression.
ga: Formáid sonraí cainéal dearg sínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code]. Is é cruinneas an fhormáid ná 8 giotán de chainéil dearg. Ag baint úsáide as comhbhrú uigeachta BC4.

en: VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC).
ga: Formáid sonraí cainéal dearg/glas neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Is é cruinneas an fhormáid ná 8 giotán de chainéil dearg agus 8 giotán de chainéal glas. Ag baint úsáide as comhbhrú uigeachta BC5 (ar a dtugtar S3TC RGTC freisin).

en: VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC).
ga: Formáid sonraí cainéal dearg/glas sínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code]. Is é cruinneas an fhormáid ná 8 giotán de chainéil dearg agus 8 giotán de chainéal glas. Ag baint úsáide as comhbhrú uigeachta BC5 (ar a dtugtar S3TC RGTC freisin).

en: VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR).
ga: Formáid sonraí cainéal dearg/glas/gorm neamhshínithe VRAM-chomhbhrúite agus an luach snámhphointe stóráilte mar atá. Tá beachtas na formáide idir 10 agus 13 giotán do na bealaí dearg/glasa/gorm. Ag baint úsáide as comhbhrú uigeachta BC6H (ar a dtugtar BPTC HDR freisin).

en: VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR).
ga: Formáid sonraí cainéal dearg/glas/gorm sínithe VRAM-chomhbhrúite agus an luach snámhphointe stóráilte mar atá. Tá beachtas na formáide idir 10 agus 13 giotán do na bealaí dearg/glasa/gorm. Ag baint úsáide as comhbhrú uigeachta BC6H (ar a dtugtar BPTC HDR freisin).

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Tá beachtas na formáide idir 4 agus 7 giotán do na cainéil dearg/glasa/gorm agus idir 0 agus 8 giotán don chainéal alfa. Ar a dtugtar BPTC LDR freisin.

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá luachanna sa raon [code][0.0, 1.0][/code]. Tá beachtas na formáide idir 4 agus 7 giotán do na cainéil dearg/glasa/gorm agus idir 0 agus 8 giotán don chainéal alfa. Ar a dtugtar BPTC LDR freisin.

en: VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas/gorm neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas/gorm neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Dearg/glas/gorm úsáid 8 ngiotán beachtas an ceann, agus úsáid alfa 1 ghiotán beachtas. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Dearg/glas/gorm úsáid 8 ngiotán beachtas an ceann, agus úsáid alfa 1 ghiotán beachtas. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Úsáideann dearg/glas/gorm 8 ngiotán beachtas an ceann, agus úsáideann alfa 8 ngiotán beachtas. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas/gorm/alfa neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach. Tá luachanna sa raon [code][0.0, 1.0][/code]. Úsáideann dearg/glas/gorm 8 ngiotán beachtas an ceann, agus úsáideann alfa 8 ngiotán beachtas. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: 11-bit VRAM-compressed unsigned red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg gan síniú 11-giotán VRAM le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: 11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg sínithe 11-giotán VRAM-chomhbhrúite le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code]. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: 11-bit VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas gan síniú 11-giotán VRAM le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: 11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. Using ETC2 texture compression.
ga: Formáid sonraí cainéal dearg/glas sínithe 11-giotán VRAM le luach normalaithe. Tá na luachanna sa raon [code][-1.0, 1.0][/code]. Ag baint úsáide as comhbhrú uigeachta ETC2.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 4×4 (caighdeán is airde). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe comhbhrúite VRAM le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 4 × 4 (an caighdeán is airde). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 5×4. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 5×4. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 5×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 5×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 6×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 6×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 6×6. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 6×6. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 8×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 8×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 8×6. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 8×6. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 8×8. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 8×8. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 10×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 10×5. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 10×6. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 10×6. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 10×8. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 10×8. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 10×10. Tá luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 10×10. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i mbloic 12×10. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i mbloic 12×10. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value, packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe, pacáilte i 12 bhloc (an caighdeán is ísle). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.
ga: Formáid sonraí snámhphointe neamhshínithe VRAM-chomhbhrúite le luach normalaithe agus ionchódú sRGB neamhlíneach, pacáilte i 12 bhloc (an caighdeán is ísle). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Ag baint úsáide as comhbhrú ASTC.

en: 8-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Formáid sonraí cainéal glas/gorm/dearg snámhphointe 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Formáid sonraí cainéal gorm/glas/dearg snámhphointe 8-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéal glas/gorm/dearg snámhphointe 8-giotán in aghaidh an chainéil le luach normalaithe, arna stóráil thar 3 phlána ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach agus ingearach faoi leath (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice leis an gcainéal gorm/dearg).

en: 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéal glas/gorm/dearg snámhphointe 8-giotán in aghaidh an chainéil le luach normalaithe, arna stóráil thar 2 phlána ar leith (glas + gorm/dearg). Tá luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach agus ingearach faoi leath (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice leis an gcainéal gorm/dearg).

en: 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéal glas/gorm/dearg snámhphointe 8-giotán in aghaidh an chainéil le luach normalaithe, arna stóráil thar 2 phlána ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéal glas/gorm/dearg snámhphointe 8-giotán in aghaidh an chainéil le luach normalaithe, arna stóráil thar 2 phlána ar leith (glas + gorm/dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes. Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 8-ghiotán in aghaidh an chainéil le luach normalaithe, arna stóráil thar 3 eitleán ar leith. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 10-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéal dearg snámhphointe 10-giotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte, pacáilte i 16 ghiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 10-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéal dearg/glas snámhphointe 10-giotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte tar éis gach cainéal, pacáilte i 2 × 16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéal snámhphointe dearg/glas/gorm/alfa 10-giotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéal, pacáilte i 4×16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 10-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
ga: Snámhphointe 10-giotán in aghaidh an chainéil sonraí cainéal glas/gorm/glas/dearg gan síniú le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéal, pacáilte i 4×16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg). Tá an cainéal glas liostaithe faoi dhó, ach tá luachanna éagsúla ann chun gur féidir é a léiriú ag taifeach iomlán.

en: 10-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
ga: Snámhphointe 10-giotán in aghaidh an chainéil sonraí cainéal gorm/glas/dearg/glas gan síniú le luach normalaithe, móide 6 ghiotán neamhúsáidte tar éis gach cainéal, pacáilte i 4×16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg). Tá an cainéal glas liostaithe faoi dhó, ach tá luachanna éagsúla ann chun gur féidir é a léiriú ag taifeach iomlán.

en: 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 10 ngiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 2 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach agus ingearach faoi leath (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice leis an gcainéal gorm/dearg).

en: 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 10 ngiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 2 eitleán ar leith (glas + gorm / dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach agus ingearach faoi leath (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice leis an gcainéal gorm/dearg).

en: 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 10 ngiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 3 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 10 ngiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 3 eitleán ar leith (glas + gorm / dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéil ar snámhphointe glas/gorm/dearg 10 ngiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 3 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 12-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéal dearg snámhphointe gan síniú 12-giotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte, pacáilte i 16 ghiotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 12-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéal dearg/glas snámhphointe 12-giotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán neamhúsáidte tar éis gach cainéal, pacáilte i 2×16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéil ar snámhphointe dearg/glas/gorm/alfa 12-giotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéal, pacáilte i 4×16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 12-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
ga: Snámhphointe 12-giotán in aghaidh an chainéil sonraí cainéal glas/gorm/glas/dearg gan síniú le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéal, pacáilte i 4×16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg). Tá an cainéal glas liostaithe faoi dhó, ach tá luachanna éagsúla ann chun gur féidir é a léiriú ag taifeach iomlán.

en: 12-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
ga: Snámhphointe 12-giotán in aghaidh an chainéil sonraí cainéal gorm/glas/dearg/glas gan síniú le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéal, pacáilte i 4×16 giotán. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg). Tá an cainéal glas liostaithe faoi dhó, ach tá luachanna éagsúla ann chun gur féidir é a léiriú ag taifeach iomlán.

en: 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 12-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 2 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach agus ingearach faoi leath (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice leis an gcainéal gorm/dearg).

en: 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 12-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 2 eitleán ar leith (glas + gorm / dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach agus ingearach faoi leath (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice leis an gcainéal gorm/dearg).

en: 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 12-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 3 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 12-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 3 eitleán ar leith (glas + gorm / dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 12-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Pacáilte i 3 × 16 giotán agus a stóráil ar fud 3 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: 16-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Formáid sonraí cainéal glas/gorm/dearg snámhphointe 16-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 16-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Formáid sonraí cainéal gorm/glas/dearg snámhphointe 16-ghiotán in aghaidh an chainéil le luach normalaithe. Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 16-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Stóráilte thar 2 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach leath cothrománach agus ingearach (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice láimhe don chainéal gorm/dearg).

en: 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil ar snámhphointe glas/gorm/dearg 16-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Stóráilte trasna 2 phlána ar leith (glas + gorm/dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach leath cothrománach agus ingearach (i.e. beidh an luach céanna ag 2 × 2 picteilín in aice láimhe don chainéal gorm/dearg).

en: 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 16-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Stóráilte thar 3 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
ga: Sonraí cainéil ar snámhphointe glas/gorm/dearg 16-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Stóráilte trasna 3 phlána ar leith (glas + gorm/dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code]. Stóráiltear sonraí cainéal gorm agus dearg ag taifeach cothrománach leath (i.e. beidh an luach céanna ag 2 phicteilín atá cóngarach go cothrománach don chainéal gorm/dearg).

en: 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range.
ga: Sonraí cainéil glas/gorm/dearg snámhphointe 16-ghiotán in aghaidh an chainéil le luach normalaithe, móide 6 ghiotán nár úsáideadh tar éis gach cainéil. Stóráilte thar 3 eitleán ar leith (glas + gorm + dearg). Tá na luachanna sa raon [code][0.0, 1.0][/code].

en: Represents the size of the [enum DataFormat] enum.
ga: Léiríonn sé méid an [enum DataFormat] enum.

en: Vertex shader barrier mask.
ga: Masc bacainn vertex shader.

en: Fragment shader barrier mask.
ga: Masc bhacainn shader blúirí.

en: Compute barrier mask.
ga: Masc bacainn a ríomh.

en: Transfer barrier mask.
ga: Masc bacainn a aistriú.

en: Raster barrier mask (vertex and fragment). Equivalent to [code]BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT[/code].
ga: Masc bacainn raster (vertex agus blúire). Comhionann le [code]BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT[/code].

en: Barrier mask for all types (vertex, fragment, compute, transfer).
ga: Masc bacainn do gach cineál ( rinn, blúire, ríomh, aistriú).

en: No barrier for any type.
ga: Gan bhac d'aon chineál.

en: 1-dimensional texture.
ga: Uigeacht 1thoiseach.

en: 2-dimensional texture.
ga: Uigeacht 2thoiseach.

en: 3-dimensional texture.
ga: Uigeacht 3thoiseach.

en: [Cubemap] texture.
ga: [Cubemap] uigeacht.

en: Array of 1-dimensional textures.
ga: Eagar d'uigeachtaí aontoiseacha.

en: Array of 2-dimensional textures.
ga: Eagar d'uigeachtaí déthoiseacha.

en: Array of [Cubemap] textures.
ga: Eagar d'uigeachtaí [Cubemap].

en: Represents the size of the [enum TextureType] enum.
ga: Léiríonn sé méid an [enum TextureType] enum.

en: Perform 1 texture sample (this is the fastest but lowest-quality for antialiasing).
ga: Déan 1 sampla uigeachta (is é seo an caighdeán is tapúla ach is ísle le haghaidh frithaliasing).

en: Perform 2 texture samples.
ga: Déan 2 shampla uigeachta.

en: Perform 4 texture samples.
ga: Déan 4 shampla uigeachta.

en: Perform 8 texture samples. Not supported on mobile GPUs (including Apple Silicon).
ga: Déan 8 samplaí uigeachta. Gan tacaíocht ar GPUanna soghluaiste (Apple Silicon san áireamh).

en: Perform 16 texture samples. Not supported on mobile GPUs and many desktop GPUs.
ga: Déan 16 sampla uigeachta. Gan tacaíocht ar GPUanna soghluaiste agus go leor GPUanna deisce.

en: Perform 32 texture samples. Not supported on most GPUs.
ga: Déan 32 samplaí uigeachta. Ní thacaítear leis ar fhormhór na GPUanna.

en: Perform 64 texture samples (this is the slowest but highest-quality for antialiasing). Not supported on most GPUs.
ga: Déan 64 sampla uigeachta (is é seo an caighdeán is moille ach is airde maidir le frithaliasú). Ní thacaítear leis ar fhormhór na GPUanna.

en: Represents the size of the [enum TextureSamples] enum.
ga: Léiríonn sé méid an [enum TextureSamples] enum.

en: Texture can be sampled.
ga: Is féidir uigeacht a shampláil.

en: Texture can be used as a color attachment in a framebuffer.
ga: Is féidir uigeacht a úsáid mar cheangaltán dathanna i maolán fráma.

en: Texture can be used as a depth/stencil attachment in a framebuffer.
ga: Is féidir uigeacht a úsáid mar cheangaltán doimhneachta/stionsail i maolán fráma.

en: Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url].
ga: Is féidir uigeacht a úsáid mar [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage]íomhá stórála[/url].

en: Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url] with support for atomic operations.
ga: Is féidir uigeacht a úsáid mar [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage]íomhá stórála[/url] le tacaíocht d'oibríochtaí adamhach.

en: Texture can be read back on the CPU using [method texture_get_data] faster than without this bit, since it is always kept in the system memory.
ga: Is féidir uigeacht a léamh ar ais ar an LAP ag baint úsáide as [method texture_get_data] níos tapúla ná gan an giotán seo, ós rud é go gcoimeádtar i gcuimhne an chórais é i gcónaí.

en: Texture can be updated using [method texture_update].
ga: Is féidir uigeacht a nuashonrú trí úsáid a bhaint as [method texture_update].

en: Texture can be a source for [method texture_copy].
ga: Is féidir le huigeacht a bheith ina fhoinse do [method texture_copy].

en: Texture can be a destination for [method texture_copy].
ga: Is féidir le huigeacht a bheith ina cheann scríbe do [method texture_copy].

en: Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-inputattachment]input attachment[/url] in a framebuffer.
ga: Is féidir uigeacht a úsáid mar [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-inputattachment]i gceangaltán ionchuir[/url] i maolán fráma.

en: Return the sampled value as-is.
ga: Tabhair ar ais an luach samplach mar atá.

en: Always return [code]0.0[/code] when sampling.
ga: Tabhair ar ais [code]0.0[/code] i gcónaí agus tú ag sampláil.

en: Always return [code]1.0[/code] when sampling.
ga: Tabhair ar ais [code]1.0[/code] i gcónaí agus tú ag sampláil.

en: Sample the red color channel.
ga: Sampla an cainéal dath dearg.

en: Sample the green color channel.
ga: Sampla an cainéal dath glas.

en: Sample the blue color channel.
ga: Sampla an cainéal dath gorm.

en: Sample the alpha channel.
ga: Sampla an cainéal alfa.

en: Represents the size of the [enum TextureSwizzle] enum.
ga: Léiríonn sé méid an [enum TextureSwizzle] enum.

en: 2-dimensional texture slice.
ga: slice uigeacht 2-thoiseach.

en: Cubemap texture slice.
ga: slice uigeacht cubemap.

en: 3-dimensional texture slice.
ga: slice uigeacht 3-tríthoiseach.

en: Nearest-neighbor sampler filtering. Sampling at higher resolutions than the source will result in a pixelated look.
ga: Scagadh samplóra is gaire don chomharsa. Beidh cuma picteilín mar thoradh ar shampláil ag taifeach níos airde ná an fhoinse.

en: Bilinear sampler filtering. Sampling at higher resolutions than the source will result in a blurry look.
ga: Scagadh samplóra délíneach. Beidh cuma doiléir mar thoradh ar shampláil ag taifeach níos airde ná an fhoinse.

en: Sample with repeating enabled.
ga: Sampla le hathdhéanta cumasaithe.

en: Sample with mirrored repeating enabled. When sampling outside the [code][0.0, 1.0][/code] range, return a mirrored version of the sampler. This mirrored version is mirrored again if sampling further away, with the pattern repeating indefinitely.
ga: Cumasaíodh an sampla le scáthánú athrá. Agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code], cuir ar ais leagan scáthánaithe den samplóir. Léirítear an leagan scáthánaithe seo arís má dhéantar sampláil níos faide ar shiúl, agus an patrún ag athrá ar feadh tréimhse éiginnte.

en: Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/code] range, return the color of the last pixel on the edge.
ga: Tá an sampla díchumasaithe. Agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code], cuir ar ais dath na picteilín deiridh ar an imeall.

en: Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/code] range, return the specified [member RDSamplerState.border_color].
ga: Tá an sampla díchumasaithe. Agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code], seol an [comhalta RDSamplerState.border_color] sonraithe ar ais.

en: Sample with mirrored repeating enabled, but only once. When sampling in the [code][-1.0, 0.0][/code] range, return a mirrored version of the sampler. When sampling outside the [code][-1.0, 1.0][/code] range, return the color of the last pixel on the edge.
ga: Tá an sampla agus an t-athrá scáthánaithe cumasaithe, ach uair amháin. Agus tú ag déanamh samplála sa raon [code][-1.0, 0.0][/code], cuir ar ais leagan scáthánaithe den samplóir. Agus tú ag sampláil lasmuigh den raon [code][-1.0, 1.0][/code], cuir ar ais dath na picteilíní deiridh ar an imeall.

en: Represents the size of the [enum SamplerRepeatMode] enum.
ga: Léiríonn sé méid an [enum SamplerRepeatMode] enum.

en: Return a floating-point transparent black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
ga: Cuir dath dubh trédhearcach snámhphointe ar ais agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code]. Ní bheidh sé i bhfeidhm ach amháin más é an modh athdhéanta samplóra [SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].

en: Return a integer transparent black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
ga: Cuir slánuimhir thrédhearcach dubh ar ais agus tú á shampláil lasmuigh den raon [code][0.0, 1.0][/code]. Ní bheidh sé i bhfeidhm ach amháin más é an modh athdhéanta samplóra [SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].

en: Return a floating-point opaque black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
ga: Cuir dath dubh teimhneach ar snámhphointe ar ais agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code]. Ní bheidh sé i bhfeidhm ach amháin más é an modh athdhéanta samplóra [SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].

en: Return a integer opaque black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
ga: Tabhair ar ais slánuimhir dath dubh teimhneach agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code]. Ní bheidh sé i bhfeidhm ach amháin más é an modh athdhéanta samplóra [SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].

en: Return a floating-point opaque white color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
ga: Cuir dath bán teimhneach ar snámhphointe ar ais agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code]. Ní bheidh sé i bhfeidhm ach amháin más é an modh athdhéanta samplóra [SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].

en: Return a integer opaque white color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].
ga: Tabhair ar ais slánuimhir dath bán teimhneach agus tú ag sampláil lasmuigh den raon [code][0.0, 1.0][/code]. Ní bheidh sé i bhfeidhm ach amháin más é an modh athdhéanta samplóra [SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER].

en: Represents the size of the [enum SamplerBorderColor] enum.
ga: Léiríonn sé méid an [enum SamplerBorderColor] enum.

en: Vertex attribute addressing is a function of the vertex. This is used to specify the rate at which vertex attributes are pulled from buffers.
ga: Is feidhm den rinn é seoladh aitreabúide rinn. Úsáidtear é seo chun an ráta ag a mbaintear tréithe rinn ó mhaoláin a shonrú.

en: Vertex attribute addressing is a function of the instance index. This is used to specify the rate at which vertex attributes are pulled from buffers.
ga: Is feidhm den innéacs ásc é seoladh aitreabúide rinn. Úsáidtear é seo chun an ráta ag a mbaintear tréithe rinn ó mhaoláin a shonrú.

en: Index buffer in 16-bit unsigned integer format. This limits the maximum index that can be specified to [code]65535[/code].
ga: Maolán innéacs i bhformáid slánuimhir 16-giotán gan síniú. Cuireann sé seo teorainn leis an uasinnéacs is féidir a shonrú go [code]65535[/code].

en: Index buffer in 32-bit unsigned integer format. This limits the maximum index that can be specified to [code]4294967295[/code].
ga: Maolán innéacs i bhformáid slánuimhir 32-giotán gan síniú. Cuireann sé seo teorainn leis an uasinnéacs is féidir a shonrú go [code]4294967295[/code].

en: Sampler uniform.
ga: Éide samplach.

en: Sampler uniform with a texture.
ga: Éide samplach le uigeacht.

en: Texture uniform.
ga: Éide uigeachta.

en: Image uniform.
ga: Éide íomhá.

en: Texture buffer uniform.
ga: Éide maolánach uigeachta.

en: Sampler uniform with a texture buffer.
ga: Éide samplach le maolán uigeachta.

en: Image buffer uniform.
ga: Éide maolánach íomhá.

en: Uniform buffer uniform.
ga: Éide maolánach aonfhoirmeach.

en: [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]Storage buffer[/url] uniform.
ga: [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]éide maolán stórála[/url].

en: Input attachment uniform.
ga: Éide ceangaltán ionchuir.

en: Represents the size of the [enum UniformType] enum.
ga: Is ionann é agus méid an [enum UniformType] enum.

en: Point rendering primitive (with constant size, regardless of distance from camera).
ga: Rindreáil pointe primitive (le méid tairiseach, beag beann ar achar ón gceamara).

en: Line list rendering primitive. Lines are drawn separated from each other.
ga: Liosta líne rindreáil primitive. Tarraingítear línte scartha óna chéile.

en: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-lists-with-adjacency]Line list rendering primitive with adjacency.[/url]
    [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose.
ga: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-lists-with-adjacency]Liosta líne a rindreáil primitive le cóngaracht.[/url]
    [b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, rud nach nochtar Godot.

en: Line strip rendering primitive. Lines drawn are connected to the previous vertex.
ga: Rindreáil stiall líne primitive. Tá na línte tarraingthe ceangailte leis an rinn roimhe seo.

en: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-strips-with-adjacency]Line strip rendering primitive with adjacency.[/url]
    [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose.
ga: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-strips-with-adjacency]Rindeáil stiallacha líne primitive le cóngaracht.[/url]
    [b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, rud nach nochtar Godot.

en: Triangle list rendering primitive. Triangles are drawn separated from each other.
ga: Liosta triantán a rindreáil primitive. Tarraingítear triantáin scartha óna chéile.

en: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive with adjacency.[/url]
     [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose.
ga: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-lists-with-adjacency]Rindreáil liosta triantáin primitive le cóngaracht.[/url]
     [b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, rud nach nochtar Godot.

en: Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle.
ga: Rindreáil stiall triantán primitive. Tá na triantáin tarraingthe ceangailte leis an triantán roimhe seo.

en: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-strips-with-adjacency]Triangle strip rendering primitive with adjacency.[/url]
    [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose.
ga: [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-strips-with-adjacency]Rindeáil stiallacha triantán primitive le cóngaracht.[/url]
    [b]Nóta:[/b] Ní bhíonn cóngaracht úsáideach ach le scáthaitheoirí céimseata, rud nach nochtar Godot.

en: Triangle strip rendering primitive with [i]primitive restart[/i] enabled. Triangles drawn are connected to the previous triangle, but a primitive restart index can be specified before drawing to create a second triangle strip after the specified index.
    [b]Note:[/b] Only compatible with indexed draws.
ga: Rindreáil stiall triantáin primitive le [i]atosú primitive[/i] cumasaithe. Tá triantáin tarraingthe ceangailte leis an triantán roimhe seo, ach is féidir innéacs atosú primitive a shonrú roimh líníocht chun stiall triantán dara a chruthú tar éis an t-innéacs sonraithe.
    [b]Nóta:[/b] Ní luíonn ach le tarraingtí innéacsaithe.

en: Tessellation patch rendering primitive. Only useful with tessellation shaders, which can be used to deform these patches.
ga: Rindreáil paiste teasalú primitive. Úsáideach ach amháin le shaders teaselllation, is féidir a úsáid chun deform na paistí.

en: Represents the size of the [enum RenderPrimitive] enum.
ga: Léiríonn sé méid an [enum RenderPrimitive] enum.

en: Do not use polygon front face or backface culling.
ga: Ná húsáid aghaidh polagán nó marú aghaidh droma.

en: Use polygon frontface culling (faces pointing towards the camera are hidden).
ga: Bain úsáid as marú aghaidh polagán (tá aghaidheanna atá dírithe ar an gceamara i bhfolach).

en: Use polygon backface culling (faces pointing away from the camera are hidden).
ga: Bain úsáid as marú aghaidh polagán (tá aghaidheanna atá dírithe ar shiúl ón gceamara i bhfolach).

en: Clockwise winding order to determine which face of a polygon is its front face.
ga: Ord foirceannadh deiseal chun a fháil amach cén aghaidh de pholagán atá ina aghaidh tosaigh.

en: Counter-clockwise winding order to determine which face of a polygon is its front face.
ga: Ordú foirceannadh tuathalach chun a fháil amach cén aghaidh de pholagán atá ina aghaidh tosaigh.

en: Keep the current stencil value.
ga: Coinnigh an luach reatha stionsal.

en: Set the stencil value to [code]0[/code].
ga: Socraigh an luach stionsal go [code]0[/code].

en: Replace the existing stencil value with the new one.
ga: Cuir an ceann nua in ionad an luach stionsal reatha.

en: Increment the existing stencil value and clamp to the maximum representable unsigned value if reached. Stencil bits are considered as an unsigned integer.
ga: Méadú ar an luach stionsal reatha agus clamp go dtí an t-uasluach inléirithe gan síniú má shroichtear é. Breathnaítear ar ghiotáin stionsail mar shlánuimhir gan síniú.

en: Decrement the existing stencil value and clamp to the minimum value if reached. Stencil bits are considered as an unsigned integer.
ga: Laghdaigh an luach stionsal reatha agus clamp go dtí an t-íosluach má shroichtear é. Breathnaítear ar ghiotáin stionsail mar shlánuimhir gan síniú.

en: Bitwise-invert the existing stencil value.
ga: Bitwise-inbhéartaigh an luach reatha stionsal.

en: Increment the stencil value and wrap around to [code]0[/code] if reaching the maximum representable unsigned. Stencil bits are considered as an unsigned integer.
ga: Méadú ar an luach stionsal agus fillte go dtí [code]0[/code] má shroicheann tú an t-uasmhéid inléirithe gan síniú. Breathnaítear ar ghiotáin stionsail mar shlánuimhir gan síniú.

en: Decrement the stencil value and wrap around to the maximum representable unsigned if reaching the minimum. Stencil bits are considered as an unsigned integer.
ga: Laghdaigh luach an stionsail agus tim thart go dtí an t-uasmhéid inléirithe gan síniú má shroicheann tú an t-íosmhéid. Breathnaítear ar ghiotáin stionsail mar shlánuimhir gan síniú.

en: Represents the size of the [enum StencilOperation] enum.
ga: Léiríonn sé méid an [enum StencilOperation] enum.

en: "Never" comparison (opposite of [constant COMPARE_OP_ALWAYS]).
ga: Comparáid "Riamh" (os comhair [COMPARE_OP_ALWAYS leanúnach]).

en: "Less than" comparison.
ga: "Níos lú ná" comparáid.

en: "Equal" comparison.
ga: Comparáid "comhionann".

en: "Less than or equal" comparison.
ga: Comparáid "níos lú ná nó comhionann".

en: "Greater than" comparison.
ga: "Níos mó ná" comparáid.

en: "Not equal" comparison.
ga: Comparáid "Ní comhionann".

en: "Greater than or equal" comparison.
ga: Comparáid "níos mó ná nó comhionann".

en: "Always" comparison (opposite of [constant COMPARE_OP_NEVER]).
ga: Comparáid "i gcónaí" (os coinne [COMPARE_OP_NEVER] leanúnach).

en: Represents the size of the [enum CompareOperator] enum.
ga: Léiríonn sé méid an [enum CompareOperator] enum.

en: Clear logic operation (result is always [code]0[/code]). See also [constant LOGIC_OP_SET].
ga: Oibriú loighce soiléir (tá an toradh i gcónaí [code]0[/code]). Féach freisin [LOGIC_OP_SET leanúnach].

en: AND logic operation.
ga: AGUS oibríocht loighic.

en: AND logic operation with the [i]destination[/i] operand being inverted. See also [constant LOGIC_OP_AND_INVERTED].
ga: AGUS oibríocht loighce agus an oibríocht [i]cheann scríbe[/i] á inbhéartú. Féach freisin [LOGIC_OP_AND_INVERTED leanúnach].

en: Copy logic operation (keeps the [i]source[/i] value as-is). See also [constant LOGIC_OP_COPY_INVERTED] and [constant LOGIC_OP_NO_OP].
ga: Cóipeáil oibríocht loighce (coimeádann sé an luach [i]foinse[/i] mar atá). Féach freisin [LOGIC_OP_COPY_INVERTED] agus [ar lean LOGIC_OP_NO_OP].

en: AND logic operation with the [i]source[/i] operand being inverted. See also [constant LOGIC_OP_AND_REVERSE].
ga: AGUS oibríocht loighce agus an t-oibreoir [i]foinse[/i] á inbhéartú. Féach freisin [LOGIC_OP_AND_REVERSE leanúnach].

en: No-op logic operation (keeps the [i]destination[/i] value as-is). See also [constant LOGIC_OP_COPY].
ga: Oibríocht loighce neamhopúil (coimeádann sé an luach [i]cinn scríbe[/i] mar atá). Féach freisin [LOGIC_OP_COPY leanúnach].

en: Exclusive or (XOR) logic operation.
ga: Oibriú loighic eisiach nó (XOR).

en: OR logic operation.
ga: NÓ oibríocht loighic.

en: Not-OR (NOR) logic operation.
ga: Oibriú loighic Not-NÓ (NOR).

en: Not-XOR (XNOR) logic operation.
ga: Oibriú loighic Not-XOR (XNOR).

en: Invert logic operation.
ga: Oibriú loighic inbhéartaithe.

en: OR logic operation with the [i]destination[/i] operand being inverted. See also [constant LOGIC_OP_OR_REVERSE].
ga: NÓ oibríocht loighce agus an oibríocht [i]cheann scríbe[/i] á inbhéartú. Féach freisin [LOGIC_OP_OR_REVERSE leanúnach].

en: NOT logic operation (inverts the value). See also [constant LOGIC_OP_COPY].
ga: NÍ oibriú loighciúil (inverts an luach). Féach freisin [LOGIC_OP_COPY leanúnach].

en: OR logic operation with the [i]source[/i] operand being inverted. See also [constant LOGIC_OP_OR_REVERSE].
ga: NÓ oibríocht loighce agus an t-oibreoir [i]foinse[/i] á inbhéartú. Féach freisin [LOGIC_OP_OR_REVERSE leanúnach].

en: Not-AND (NAND) logic operation.
ga: Oibriú loighic Not-AGUS (NAND).

en: SET logic operation (result is always [code]1[/code]). See also [constant LOGIC_OP_CLEAR].
ga: Oibriú loighic SET (is é an toradh i gcónaí [code]1[/code]). Féach freisin [LOGIC_OP_CLEAR leanúnach].

en: Represents the size of the [enum LogicOperation] enum.
ga: Léiríonn sé méid an [enum LogicOperation] enum.

en: Constant [code]0.0[/code] blend factor.
ga: Fachtóir cumasc tairiseach [code]0.0[/code].

en: Constant [code]1.0[/code] blend factor.
ga: Fachtóir cumasc tairiseach [code]1.0[/code].

en: Color blend factor is [code]source color[/code]. Alpha blend factor is [code]source alpha[/code].
ga: Is é fachtóir cumasc dathanna ná [code]dath foinse[/code]. Is é fachtóir cumasc alfa ná [code]foinse alfa[/code].

en: Color blend factor is [code]1.0 - source color[/code]. Alpha blend factor is [code]1.0 - source alpha[/code].
ga: Is é fachtóir cumasc dathanna ná [code]1.0 - dath foinse[/code]. Is é fachtóir cumasc alfa ná [code]1.0 - foinse alfa[/code].

en: Color blend factor is [code]destination color[/code]. Alpha blend factor is [code]destination alpha[/code].
ga: Is é fachtóir cumasc dathanna ná [code]dath an chinn scríbe[/code]. Is é fachtóir cumasc alfa ná [code] alfa ceann scríbe[/code].

en: Color blend factor is [code]1.0 - destination color[/code]. Alpha blend factor is [code]1.0 - destination alpha[/code].
ga: Is é fachtóir cumasc dathanna ná [code]1.0 - dath ceann scríbe[/code]. Is é fachtóir cumasc alfa ná [code]1.0 - alfa ceann scríbe[/code].

en: Color and alpha blend factor is [code]source alpha[/code].
ga: Is é fachtóir cumasc dathanna agus alfa ná [code]foinse alfa[/code].

en: Color and alpha blend factor is [code]1.0 - source alpha[/code].
ga: Is é fachtóir cumaisc datha agus alfa ná [code]1.0 - foinse alfa[/code].

en: Color and alpha blend factor is [code]destination alpha[/code].
ga: Is é fachtóir cumaisc datha agus alfa ná [code] alfa ceann scríbe[/code].

en: Color and alpha blend factor is [code]1.0 - destination alpha[/code].
ga: Is é fachtóir cumasc dathanna agus alfa ná [code]1.0 - alfa ceann scríbe[/code].

en: Color blend factor is [code]blend constant color[/code]. Alpha blend factor is [code]blend constant alpha[/code] (see [method draw_list_set_blend_constants]).
ga: Is é fachtóir cumasc dathanna [code]dath tairiseach cumasc[/code]. Is é fachtóir cumasc alfa ná [code] alfa tairiseach a chumasc[/code] (féach [method draw_list_set_blend_constants]).

en: Color blend factor is [code]1.0 - blend constant color[/code]. Alpha blend factor is [code]1.0 - blend constant alpha[/code] (see [method draw_list_set_blend_constants]).
ga: Is é fachtóir cumasc dathanna ná [code]1.0 - dath tairiseach a chumasc[/code]. Is é fachtóir cumasc alfa ná [code]1.0 - cumasc alfa tairiseach[/code] (féach [method draw_list_set_blend_constants]).

en: Color and alpha blend factor is [code]blend constant alpha[/code] (see [method draw_list_set_blend_constants]).
ga: Is é fachtóir cumasc datha agus alfa ná [code] alfa tairiseach a chumasc[/code] (féach [method draw_list_set_blend_constants]).

en: Color and alpha blend factor is [code]1.0 - blend constant alpha[/code] (see [method draw_list_set_blend_constants]).
ga: Is é fachtóir cumasc datha agus alfa ná [code]1.0 - cumasc alfa tairiseach[/code] (féach [method draw_list_set_blend_constants]).

en: Color blend factor is [code]min(source alpha, 1.0 - destination alpha)[/code]. Alpha blend factor is [code]1.0[/code].
ga: Is é fachtóir cumasc dathanna ná [code]nóim(foinse alfa, 1.0 - alfa ceann scríbe)[/code]. Is é fachtóir cumasc alfa ná [code]1.0[/code].

en: Color blend factor is [code]second source color[/code]. Alpha blend factor is [code]second source alpha[/code]. Only relevant for dual-source blending.
ga: Is é fachtóir cumasc dathanna ná [code]dath an dara foinse[/code]. Is é fachtóir cumasc alfa ná [code]an dara foinse alfa[/code]. Ní bhaineann ach le cumasc défhoinse.

en: Color blend factor is [code]1.0 - second source color[/code]. Alpha blend factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-source blending.
ga: Is é fachtóir cumasc dathanna ná [code]1.0 - dath an dara foinse[/code]. Is é fachtóir cumasc alfa ná [code]1.0 - an dara foinse alfa[/code]. Ní bhaineann ach le cumasc défhoinse.

en: Color and alpha blend factor is [code]second source alpha[/code]. Only relevant for dual-source blending.
ga: Is é fachtóir cumasc datha agus alfa ná [code]an dara foinse alfa[/code]. Ní bhaineann ach le cumasc défhoinse.

en: Color and alpha blend factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-source blending.
ga: Is é fachtóir cumaisc datha agus alfa ná [code]1.0 - an dara foinse alfa[/code]. Ní bhaineann ach le cumasc défhoinse.

en: Represents the size of the [enum BlendFactor] enum.
ga: Léiríonn sé méid an [enum BlendFactor] enum.

en: Additive blending operation ([code]source + destination[/code]).
ga: Oibríocht chumaisc bhreiseáin ([code]foinse + ceann scríbe[/code]).

en: Subtractive blending operation ([code]source - destination[/code]).
ga: Oibríocht chumaisc dealaithe ([code]foinse - ceann scríbe[/code]).

en: Reverse subtractive blending operation ([code]destination - source[/code]).
ga: Oibríocht chumaisc dhealaigh droim ar ais ([code] ceann scríbe - foinse[/code]).

en: Minimum blending operation (keep the lowest value of the two).
ga: Oibriú chumasc íosta (coimeád an luach is ísle den dá cheann).

en: Maximum blending operation (keep the highest value of the two).
ga: Oibriú chumasc uasta (coimeád an luach is airde den dá cheann).

en: Represents the size of the [enum BlendOperation] enum.
ga: Léiríonn sé méid an [enum BlendOperation] enum.

en: Allows dynamically changing the width of rendering lines.
ga: Ligeann sé leithead na línte rindreála a athrú go dinimiciúil.

en: Allows dynamically changing the depth bias.
ga: Ligeann sé an claonadh doimhneachta a athrú go dinimiciúil.

en: Load the previous contents of the framebuffer.
ga: Luchtaigh an t-inneachar roimhe seo den mhaolán fráma.

en: Clear the whole framebuffer or its specified region.
ga: Glan an maolán fráma iomlán nó a réigiún sonraithe.

en: Ignore the previous contents of the framebuffer. This is the fastest option if you'll overwrite all of the pixels and don't need to read any of them.
ga: Déan neamhaird d'inneachar an mhaoláin fhráma roimhe seo. Is é seo an rogha is tapúla má scríobhann tú na picteilíní go léir agus nach gá duit aon cheann acu a léamh.

en: Represents the size of the [enum InitialAction] enum.
ga: Léiríonn sé méid an [enum Gníomh Tosaigh] enum.

en: Store the result of the draw list in the framebuffer. This is generally what you want to do.
ga: Stóráil toradh an liosta tarraingthe sa mhaolán fráma. Is gnách é seo a theastaíonn uait a dhéanamh.

en: Discard the contents of the framebuffer. This is the fastest option if you don't need to use the results of the draw list.
ga: Caith amach a bhfuil sa mhaolán fráma. Is é seo an rogha is tapúla mura gá duit torthaí an liosta tarraingthe a úsáid.

en: Represents the size of the [enum FinalAction] enum.
ga: Léiríonn sé méid an [enum Final Action] enum.

en: Vertex shader stage. This can be used to manipulate vertices from a shader (but not create new vertices).
ga: Céim scáthaithe vertex. Is féidir é seo a úsáid chun rinn a ionramháil ó scáthóir (ach gan rinn nua a chruthú).

en: Fragment shader stage (called "pixel shader" in Direct3D). This can be used to manipulate pixels from a shader.
ga: Céim scáthaithe blúirí (ar a dtugtar "scáthán picteilín" in Direct3D). Is féidir é seo a úsáid chun picteilíní a láimhseáil ó scáthóir.

en: Tessellation control shader stage. This can be used to create additional geometry from a shader.
ga: Céim scáthaithe rialaithe teasalúcháin. Is féidir é seo a úsáid chun céimseata breise a chruthú ó scáthóir.

en: Tessellation evaluation shader stage. This can be used to create additional geometry from a shader.
ga: Céim scáthaithe luachála teasalúcháin. Is féidir é seo a úsáid chun céimseata breise a chruthú ó scáthóir.

en: Compute shader stage. This can be used to run arbitrary computing tasks in a shader, performing them on the GPU instead of the CPU.
ga: Ríomh céim shader. Is féidir é seo a úsáid chun tascanna ríomhaireachta treallach a rith i scáthlánóir, agus iad á gcomhlíonadh ar an GPU in ionad an LAP.

en: Represents the size of the [enum ShaderStage] enum.
ga: Léiríonn sé méid an [enum ShaderStage] enum.

en: Vertex shader stage bit (see also [constant SHADER_STAGE_VERTEX]).
ga: Giotán céim scáthaithe vertex (féach freisin [SHADER_STAGE_VERTEX leanúnach]).

en: Fragment shader stage bit (see also [constant SHADER_STAGE_FRAGMENT]).
ga: Giotán céim shader blúirí (féach freisin [SHADER_STAGE_FRAGMENT leanúnach]).

en: Tessellation control shader stage bit (see also [constant SHADER_STAGE_TESSELATION_CONTROL]).
ga: Giotán céim scáthaithe rialaithe teasalúcháin (féach freisin [SHADER_STAGE_TESSELATION_CONTROL]).

en: Tessellation evaluation shader stage bit (see also [constant SHADER_STAGE_TESSELATION_EVALUATION]).
ga: Giotán céim scáthaithe luachála teasalúcháin (féach freisin [SHADER_STAGE_TESSELATION_EVALUATION]).

en: Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE]).
ga: Ríomh giotán céim an scáthaithe (féach freisin [SHADER_STAGE_COMPUTE leanúnach]).

en: Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot shaders.
ga: Teanga scáthaithe GLSL Khronos (a úsáideann OpenGL agus Vulkan ó dhúchas). Is í seo an teanga a úsáidtear le haghaidh scáthaitheoirí Godot lárnacha.

en: Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan).
ga: Teanga Scáthaithe Ardleibhéil Microsoft (a úsáideann Direct3D ó dhúchas, ach is féidir í a úsáid i Vulkan freisin).

en: Boolean specialization constant.
ga: tairiseach speisialtóireachta Boole.

en: Integer specialization constant.
ga: Slánuimhir speisialtóireacht tairiseach.

en: Floating-point specialization constant.
ga: tairiseach speisialtóireachta snámhphointe.

en: Maximum number of uniform sets that can be bound at a given time.
ga: An líon uasta tacair aonfhoirmeacha is féidir a cheangal ag am ar leith.

en: Maximum number of color framebuffer attachments that can be used at a given time.
ga: An líon uasta ceangaltán maolán fráma datha is féidir a úsáid ag am ar leith.

en: Maximum number of textures that can be used per uniform set.
ga: An líon uasta uigeachtaí is féidir a úsáid in aghaidh an tsraith aonfhoirmeach.

en: Maximum number of samplers that can be used per uniform set.
ga: Uaslíon na samplóirí is féidir a úsáid in aghaidh an tacair aonfhoirmeach.

en: Maximum number of [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage buffers[/url] per uniform set.
ga: Uaslíon [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]mhaoláin stórála[/url] in aghaidh an tacair éide.

en: Maximum number of storage images per uniform set.
ga: Uaslíon na n-íomhánna stórála in aghaidh an tsraith aonfhoirmeach.

en: Maximum number of uniform buffers per uniform set.
ga: Uaslíon maoláin aonfhoirmeacha in aghaidh an tacair éide.

en: Maximum index for an indexed draw command.
ga: Innéacs uasta le haghaidh ordú tarraingthe innéacsaithe.

en: Maximum height of a framebuffer (in pixels).
ga: Uasairde maolán fráma (i bpicteilíní).

en: Maximum width of a framebuffer (in pixels).
ga: Leithead uasta maolán fráma (i bpicteilíní).

en: Maximum number of texture array layers.
ga: Líon uasta na sraitheanna eagar uigeachta.

en: Maximum supported 1-dimensional texture size (in pixels on a single axis).
ga: Uasmhéid uigeachta aontoiseach tacaithe (i bpicteilíní ar ais amháin).

en: Maximum supported 2-dimensional texture size (in pixels on a single axis).
ga: Uasmhéid uigeachta 2thoiseach tacaithe (i bpicteilíní ar ais amháin).

en: Maximum supported 3-dimensional texture size (in pixels on a single axis).
ga: Uasmhéid uigeachta tríthoiseach tacaithe (i bpicteilíní ar ais amháin).

en: Maximum supported cubemap texture size (in pixels on a single axis of a single face).
ga: Uigeacht léarscáile ciúb tacaithe (i bpicteilíní ar ais amháin d'aghaidh singil).

en: Maximum number of textures per shader stage.
ga: Uaslíon uigeachtaí in aghaidh na céime scáthaithe.

en: Maximum number of samplers per shader stage.
ga: Uaslíon na samplóirí in aghaidh na céime scáthaithe.

en: Maximum number of [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage buffers[/url] per shader stage.
ga: Uaslíon [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]mhaoláin stórála[/url] in aghaidh na céime scáthaithe.

en: Maximum number of storage images per shader stage.
ga: Uaslíon na n-íomhánna stórála in aghaidh na céime scáthaithe.

en: Maximum size of a push constant. A lot of devices are limited to 128 bytes, so try to avoid exceeding 128 bytes in push constants to ensure compatibility even if your GPU is reporting a higher value.
ga: Uasmhéid tairiseach brú. Tá go leor gléasanna teoranta do 128 beart, mar sin déan iarracht gan dul thar 128 beart i dtairisigh bhrú chun comhoiriúnacht a chinntiú fiú má tá luach níos airde á thuairisciú ag do GPU.

en: Maximum size of a uniform buffer.
ga: Uasmhéid maolán aonfhoirmeach.

en: Maximum vertex input attribute offset.
ga: Fritháireamh aitreabúid ionchuir rinn uasta.

en: Maximum number of vertex input attributes.
ga: Uaslíon tréithe ionchuir rinn.

en: Maximum number of vertex input bindings.
ga: Líon uasta na gceangal ionchuir rinn.

en: Maximum vertex input binding stride.
ga: An t-uaschéim cheangailteach ionchuir rinn.

en: Minimum uniform buffer offset alignment.
ga: Ailíniú fritháireamh maolán aonfhoirmeach íosta.

en: Maximum shared memory size for compute shaders.
ga: Uasmhéid cuimhne roinnte le haghaidh scáthaitheoirí ríomhaire.

en: Maximum number of workgroups for compute shaders on the X axis.
ga: Uaslíon na ngrúpaí oibre chun scáthaitheoirí a ríomh ar an X ais.

en: Maximum number of workgroups for compute shaders on the Y axis.
ga: Líon uasta na ngrúpaí oibre chun scáthaitheoirí a ríomh ar an Y-ais.

en: Maximum number of workgroups for compute shaders on the Z axis.
ga: Líon uasta na ngrúpaí oibre le haghaidh scáthaitheoirí a ríomh ar an ais Z.

en: Maximum number of workgroup invocations for compute shaders.
ga: Líon uasta na n-ionsaí grúpa oibre le haghaidh scáthaitheoirí a ríomh.

en: Maximum workgroup size for compute shaders on the X axis.
ga: Uasmhéid an ghrúpa oibre le haghaidh scáthaitheoirí a ríomh ar an X ais.

en: Maximum workgroup size for compute shaders on the Y axis.
ga: Uasmhéid an ghrúpa oibre le haghaidh scáthaitheoirí a ríomh ar an Y-ais.

en: Maximum workgroup size for compute shaders on the Z axis.
ga: Uasmhéid an ghrúpa oibre le haghaidh scáthaitheoirí a ríomh ar an ais Z.

en: Maximum viewport width (in pixels).
ga: Uasleithead an amhairc (i bpicteilíní).

en: Maximum viewport height (in pixels).
ga: Uasairde an amhairc (i bpicteilíní).

en: Memory taken by textures.
ga: Cuimhne tógtha ag uigeachtaí.

en: Memory taken by buffers.
ga: Cuimhne glactha ag maoláin.

en: Total memory taken. This is greater than the sum of [constant MEMORY_TEXTURES] and [constant MEMORY_BUFFERS], as it also includes miscellaneous memory usage.
ga: Cuimhne iomlán tógtha. Tá sé seo níos mó ná suim [MEMORY_TEXTURES leanúnach] agus [MEMORY_BUFFERS leanúnach], toisc go n-áirítear úsáid cuimhne ilghnéitheach ann freisin.

en: Returned by functions that return an ID if a value is invalid.
ga: Ar ais ag feidhmeanna a thugann aitheantas ar ais má tá luach neamhbhailí.

en: Returned by functions that return a format ID if a value is invalid.
ga: Ar ais ag feidhmeanna a thugann aitheantas formáide ar ais má tá luach neamhbhailí.

en: Server for anything visible.
ga: Freastalaí le haghaidh rud ar bith le feiceáil.

en: The rendering server is the API backend for everything visible. The whole scene system mounts on it to display. The rendering server is completely opaque: the internals are entirely implementation-specific and cannot be accessed.
    The rendering server can be used to bypass the scene/[Node] system entirely. This can improve performance in cases where the scene system is the bottleneck, but won't improve performance otherwise (for instance, if the GPU is already fully utilized).
    Resources are created using the [code]*_create[/code] functions. These functions return [RID]s which are not references to the objects themselves, but opaque [i]pointers[/i] towards these objects.
    All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas].
    [b]Scenarios:[/b] In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario can be created with [method scenario_create].
    Similarly, in 2D, a canvas is needed to draw all canvas items.
    [b]3D:[/b] In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible. RenderingServer methods that don't have a prefix are usually 3D-specific (but not always).
    [b]2D:[/b] In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. 2D-specific RenderingServer methods generally start with [code]canvas_*[/code].
    [b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] disables all rendering and window management functions. Most functions from [RenderingServer] will return dummy values in this case.
ga: Is é an freastalaí rindreála an t-inneall API do gach rud atá le feiceáil. Gléasann an córas radharc iomlán air lena thaispeáint. Tá an freastalaí rindreála go hiomlán teimhneach: tá na hinmheánacha go hiomlán sainiúil don fheidhmiú agus ní féidir rochtain a fháil orthu.
    Is féidir an freastalaí rindreála a úsáid chun an córas radharc/[Nóid] a sheachbhóthar go hiomlán. Féadann sé seo feidhmíocht a fheabhsú i gcásanna inarb é an córas radhairc an bac, ach ní fheabhsóidh sé feidhmíocht ar shlí eile (mar shampla, má tá an GPU in úsáid go hiomlán cheana féin).
    Cruthaítear acmhainní ag baint úsáide as na feidhmeanna [code]*_create[/code]. Filleann na feidhmeanna seo [RID]s nach tagairtí iad do na rudaí iad féin, ach [i]threoir[/i] teimhneach i dtreo na n-oibiachtaí seo.
    Tarraingítear gach réad chuig amharclann. Is féidir leat an [Viewport] a ghabhann leis an [SceneTree] a úsáid nó is féidir leat ceann a chruthú tú féin le [method viewport_create]. Nuair a bhíonn cás nó canbhás saincheaptha in úsáid, ní mór an cás nó an chanbhás a cheangal leis an radharc ag baint úsáide as [method viewport_set_scenario] nó [method viewport_attach_canvas].
    [b] Cásanna:[/b] I 3T, ní mór gach réad amhairc a nascadh le cás. Is léiriú amhairc den domhan é an cás. Má tá rochtain á fháil ar an bhfreastalaí rindreála ó chluiche reatha, is féidir an cás a rochtain ón gcrann radhairc ó aon nód [Node3D] le [method Node3D.get_world_3d]. Seachas sin, is féidir cás a chruthú le [method scenario_create].
    Mar an gcéanna, i 2T, tá canbhás ag teastáil chun gach mír chanbhás a tharraingt.
    [b]3D:[/b] I 3D, is éard atá i ngach réad infheicthe ná acmhainn agus sampla. Is féidir le hacmhainn a bheith ina mogalra, ina córas cáithníní, ina solas, nó ina réad 3D ar bith eile. Chun a bheith infheicthe ní mór acmhainní a cheangal le hús a úsáideann [method instance_set_base]. Ní mór an t-ásc a cheangal leis an gcás freisin agus úsáid á baint as [method instance_set_scenario] le bheith infheicthe. Is gnách go mbíonn modhanna RenderingServer nach bhfuil réimír acu 3D-shonrach (ach ní i gcónaí).
    [b]2D:[/b] I 2D, is mír chanbhás de chineál éigin iad gach réad infheicthe. D'fhonn a bheith infheicthe, ní mór gur leanbh ar chanbhás atá ceangailte le hamharcphort é mír chanbhás, nó caithfidh sé a bheith ina leanbh d'earra eile chanbhás atá ceangailte leis an chanbhás sa deireadh. Go ginearálta is le [code]canbhás_*[/code] a thosaíonn modhanna rindreála sainiúla 2D.
    [b]Mód gan cheann:[/b] Má thosaíonn tú an t-inneall leis an [code] --headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argóint líne ordaithe[/url] díchumasaítear gach rindreáil agus feidhmeanna bainistíochta fuinneoige. Tabharfaidh formhór na bhfeidhmeanna ó [RenderingServer] luachanna caocha ar ais sa chás seo.

en: Optimization using Servers
ga: Optamú ag baint úsáide as Freastalaithe

en: Bakes the material data of the Mesh passed in the [param base] parameter with optional [param material_overrides] to a set of [Image]s of size [param image_size]. Returns an array of [Image]s containing material properties as specified in [enum BakeChannels].
ga: Bácáil sé na sonraí ábhartha den Mogall a ritheadh sa pharaiméadar [bun param] le [param material_overrides] roghnach go dtí sraith [Íomhá]s de mhéid [param image_size]. Filleann sé raon [Íomhá]anna ina bhfuil airíonna ábharacha mar atá sonraithe in [enum BakeChannels].

en: As the RenderingServer actual logic may run on an separate thread, accessing its internals from the main (or any other) thread will result in errors. To make it easier to run code that can safely access the rendering internals (such as [RenderingDevice] and similar RD classes), push a callable via this function so it will be executed on the render thread.
ga: Toisc go bhféadfadh loighic iarbhír RenderingServer rith ar shnáithe ar leith, beidh earráidí mar thoradh ar rochtain a fháil ar a chuid inmheánach ón bpríomhshnáithe (nó aon snáithe eile). Chun é a dhéanamh níos éasca cód a rith ar féidir rochtain a fháil go sábháilte ar na hinmheánacha rindreála (cosúil le [RenderingDevice] agus ranganna RD dá samhail), brúigh inghlaoite tríd an bhfeidhm seo ionas go ndéanfar é a fhorghníomhú ar an snáithe rindreála.

en: Creates a camera attributes object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_attributes_[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [CameraAttributes].
ga: Cruthaíonn réad tréithe ceamara agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]camera_attributes_[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is í an acmhainn choibhéiseach [CameraAttributes].

en: Sets the parameters to use with the auto-exposure effect. These parameters take on the same meaning as their counterparts in [CameraAttributes] and [CameraAttributesPractical].
ga: Socraíonn sé na paraiméadair le húsáid leis an éifeacht uath-nochta. Glacann na paraiméadair seo an bhrí chéanna lena gcomhghleacaithe i [CameraAttributes] agus [CameraAttributesPractice].

en: Sets the parameters to use with the DOF blur effect. These parameters take on the same meaning as their counterparts in [CameraAttributesPractical].
ga: Socraíonn sé na paraiméadair le húsáid le héifeacht doiléir an DOF. Glacann na paraiméadair seo an bhrí chéanna lena gcomhghleacaithe i [CameraAttributesPractical].

en: Sets the shape of the DOF bokeh pattern. Different shapes may be used to achieve artistic effect, or to meet performance targets. For more detail on available options see [enum DOFBokehShape].
ga: Socraíonn sé cruth patrún bokeh DOF. Is féidir cruthanna éagsúla a úsáid chun éifeacht ealaíne a bhaint amach, nó chun spriocanna feidhmíochta a bhaint amach. Le haghaidh tuilleadh sonraí ar na roghanna atá ar fáil féach [enum DOFBokehShape].

en: Sets the quality level of the DOF blur effect to one of the options in [enum DOFBlurQuality]. [param use_jitter] can be used to jitter samples taken during the blur pass to hide artifacts at the cost of looking more fuzzy.
ga: Socraíonn sé leibhéal cáilíochta éifeacht doiléir an DOF go ceann de na roghanna in [enum DOFBlurQuality]. Is féidir [param use_jitter] a úsáid chun samplaí a ghiodam a tógadh le linn an pas doiléir chun déantáin a cheilt ar chostas cuma níos doiléire.

en: Sets the exposure values that will be used by the renderers. The normalization amount is used to bake a given Exposure Value (EV) into rendering calculations to reduce the dynamic range of the scene.
    The normalization factor can be calculated from exposure value (EV100) as follows:
    [codeblock]
    func get_exposure_normalization(ev100: float):
        return 1.0 / (pow(2.0, ev100) * 1.2)
    [/codeblock]
    The exposure value can be calculated from aperture (in f-stops), shutter speed (in seconds), and sensitivity (in ISO) as follows:
    [codeblock]
    func get_exposure(aperture: float, shutter_speed: float, sensitivity: float):
        return log((aperture * aperture) / shutter_speed * (100.0 / sensitivity)) / log(2)
    [/codeblock]
ga: Socraíonn sé na luachanna nochta a úsáidfidh na rindreálaithe. Úsáidtear an méid normalaithe chun Luach Nochta (EV) tugtha a bhácáil isteach i ríomhanna rindreála chun raon dinimiciúil an radhairc a laghdú.
    Is féidir an fachtóir normalaithe a ríomh ó luach na nochta (EV100) mar a leanas:
    [codeblock]
    func get_exposure_normalization(ev100: snámh):
        ar ais 1.0 / (pow(2.0, ev100) * 1.2)
    [/codeblock]
    Is féidir luach na risíochta a ríomh ó chró (i stadanna f), luas comhla (i soicindí), agus íogaireacht (in ISO) mar a leanas:
    [codeblock]
    func get_exposure(cró: snámhphointe, shutter_speed: snámhphointe, íogaireacht: snámh):
        loga fillte ar ais ((cró * cró) / shutter_speed * (100.0 / íogaireacht)) / log(2)
    [/codeblock]

en: Creates a 3D camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [Camera3D].
ga: Cruthaíonn ceamara 3D agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach feidhm [code]camera_*[/code] Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é an nód coibhéiseach [Camera3D].

en: Sets the camera_attributes created with [method camera_attributes_create] to the given camera.
ga: Socraíonn sé na ceamara_attributes cruthaithe le [method camera_attributes_create] don cheamara tugtha.

en: Sets the compositor used by this camera. Equivalent to [member Camera3D.compositor].
ga: Socraíonn sé an cumadóir a úsáideann an ceamara seo. Comhionann le [comhalta Camera3D.compositor].

en: Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to [member Camera3D.cull_mask].
ga: Socraíonn sé an masc maraithe a bhaineann leis an gceamara seo. Déanann an masc maraithe cur síos ar na sraitheanna 3D atá rindreáilte ag an gceamara seo. Comhionann le [comhalta Camera3D.cull_mask].

en: Sets the environment used by this camera. Equivalent to [member Camera3D.environment].
ga: Socraíonn sé an timpeallacht a úsáideann an ceamara seo. Comhionann le [comhalta Camera3D.environment].

en: Sets camera to use frustum projection. This mode allows adjusting the [param offset] argument to create "tilted frustum" effects.
ga: Socraíonn sé ceamara chun teilgean frustum a úsáid. Ligeann an modh seo an argóint [param offset] a choigeartú chun éifeachtaí “tilted frustum” a chruthú.

en: Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
ga: Socraíonn sé ceamara chun teilgean orthogonal a úsáid, ar a dtugtar teilgean ortagrafach freisin. Fanann rudaí mar an gcéanna ar an scáileán is cuma cé chomh fada agus atá siad.

en: Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.
ga: Socraíonn sé ceamara chun teilgean peirspictíochta a úsáid. Éiríonn rudaí ar an scáileán níos lú nuair a bhíonn siad i bhfad ar shiúl.

en: Sets [Transform3D] of camera.
ga: Socraíonn [Transform3D] ceamara.

en: If [code]true[/code], preserves the horizontal aspect ratio which is equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], preserves the vertical aspect ratio which is equivalent to [constant Camera3D.KEEP_HEIGHT].
ga: Más [code]true[/code], caomhnaíonn sé an cóimheas treoíochta cothrománach atá comhionann le [Constant Camera3D.KEEP_WIDTH]. Más [code]bréagach[/code], caomhnaíonn sé an cóimheas treo ingearach atá comhionann le [Constant Camera3D.KEEP_HEIGHT].

en: Creates a canvas and returns the assigned [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    Canvas has no [Resource] or [Node] equivalent.
ga: Cruthaíonn sé canbhás agus seolann sé an [RID] sannta ar ais. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]canbhás_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Níl aon choibhéis [Acmhainn] nó [Nóid] ag Canbhás.

en: Draws a circle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_circle].
ga: Tarraingíonn sé ciorcal ar an [CanvasItem] a chuir an [param item] [RID] in iúl dó. Féach freisin [method CanvasItem.draw_circle].

en: See also [method CanvasItem.draw_lcd_texture_rect_region].
ga: Féach freisin [method CanvasItem.draw_lcd_texture_rect_region].

en: Draws a line on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_line].
ga: Tarraingíonn sé líne ar an [CanvasItem] a chuir an [param item] [RID] in iúl. Féach freisin [method CanvasItem.draw_line].

en: Draws a mesh created with [method mesh_create] with given [param transform], [param modulate] color, and [param texture]. This is used internally by [MeshInstance2D].
ga: Tarraingíonn sé mogalra a cruthaíodh le [method mesh_create] le dath [param transform], [param modulate], agus [uigeacht param] tugtha. Úsáideann [MeshInstance2D] é seo go hinmheánach.

en: See also [method CanvasItem.draw_msdf_texture_rect_region].
ga: Féach freisin [method CanvasItem.draw_msdf_texture_rect_region].

en: Draws a 2D multiline on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_multiline] and [method CanvasItem.draw_multiline_colors].
ga: Tarraingíonn sé illíne 2T ar an [CanvasItem] a bhfuil an [param item] [RID] dírithe uirthi. Féach freisin [method CanvasItem.draw_multiline] agus [method CanvasItem.draw_multiline_colors].

en: Draws a 2D [MultiMesh] on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_multimesh].
ga: Tarraingíonn sé 2T [MultiMesh] ar an [CanvasItem] a chuir an [param item] [RID] in iúl. Féach freisin [method CanvasItem.draw_multimesh].

en: Draws a nine-patch rectangle on the [CanvasItem] pointed to by the [param item] [RID].
ga: Tarraingíonn sé dronuilleog naoi bpaiste ar an [CanvasItem] a bhfuil an [param item] [RID] dírithe uirthi.

en: Draws particles on the [CanvasItem] pointed to by the [param item] [RID].
ga: Tarraingíonn sé cáithníní ar an [CanvasItem] a chuir an [param item] [RID] in iúl.

en: Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_polyline] and [method CanvasItem.draw_polyline_colors].
ga: Tarraingíonn sé polyline 2T ar an [CanvasItem] a chuir an [param item] [RID] in iúl. Féach freisin [method CanvasItem.draw_polyline] agus [method CanvasItem.draw_polyline_colors].

en: Draws a 2D primitive on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_primitive].
ga: Tarraingíonn sé primitive 2T ar an [CanvasItem] a chuir an [param item] [RID] in iúl. Féach freisin [method CanvasItem.draw_primitive].

en: Draws a rectangle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_rect].
ga: Tarraingíonn sé dronuilleog ar an [CanvasItem] a bhfuil an [param item] [RID] dírithe uirthi. Féach freisin [method CanvasItem.draw_rect].

en: Sets a [Transform2D] that will be used to transform subsequent canvas item commands.
ga: Socraíonn sé [Transform2D] a úsáidfear chun orduithe mír chanbhás ina dhiaidh sin a athrú.

en: Draws a 2D textured rectangle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_texture_rect] and [method Texture2D.draw_rect].
ga: Tarraingíonn sé dronuilleog uigeach 2T ar an [CanvasItem] a bhfuil an [param item] [RID] dírithe uirthi. Féach freisin [method CanvasItem.draw_texture_rect] agus [method Texture2D.draw_rect].

en: Draws the specified region of a 2D textured rectangle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_texture_rect_region] and [method Texture2D.draw_rect_region].
ga: Tarraingíonn sé an réigiún sonraithe de dhronuilleog uigeachta 2T ar an [CanvasItem] a bhfuil an [param item] [RID] dírithe air. Féach freisin [method CanvasItem.draw_texture_rect_region] agus [method Texture2D.draw_rect_region].

en: Draws a triangle array on the [CanvasItem] pointed to by the [param item] [RID]. This is internally used by [Line2D] and [StyleBoxFlat] for rendering. [method canvas_item_add_triangle_array] is highly flexible, but more complex to use than [method canvas_item_add_polygon].
    [b]Note:[/b] [param count] is unused and can be left unspecified.
ga: Tarraingíonn sé eagar triantáin ar an [CanvasItem] a bhfuil an [param item] [RID] dírithe air. Úsáideann [Line2D] agus [StyleBoxFlat] é seo go hinmheánach le haghaidh rindreála. Tá [method canvas_item_add_triangle_array] thar a bheith solúbtha, ach níos casta le húsáid ná [method canvas_item_add_polygon].
    [b]Nóta:[/b] nach bhfuil [comhaireamh param] in úsáid agus is féidir é a fhágáil neamhshonraithe.

en: Clears the [CanvasItem] and removes all commands in it.
ga: Glanann an [CanvasItem] agus bain gach ordú ann.

en: Creates a new CanvasItem instance and returns its [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_item_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [CanvasItem].
ga: Cruthaíonn sé sampla CanvasItem nua agus seolann sé a [RID] ar ais. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]canvas_item_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é an nód coibhéiseach [CanvasItem].

en: Prevents physics interpolation for the current physics tick.
    This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.
ga: Cosc ar idirshuíomh na fisice don tic reatha fisice.
    Tá sé seo úsáideach nuair a bhogtar mír chanbhás go suíomh nua, chun athrú meandrach a thabhairt seachas idirshuíomh ón suíomh roimhe seo.

en: Sets the canvas group mode used during 2D rendering for the canvas item specified by the [param item] RID. For faster but more limited clipping, use [method canvas_item_set_clip] instead.
    [b]Note:[/b] The equivalent node functionality is found in [CanvasGroup] and [member CanvasItem.clip_children].
ga: Socraíonn sé an modh grúpa canbháis a úsáidtear le linn rindreála 2T don mhír chanbhás atá sonraithe ag an [param item] RID. Le haghaidh bearradh níos tapúla ach níos teoranta, úsáid [method canvas_item_set_clip] ina ionad sin.
    [b]Nóta:[/b] Tá an fheidhmiúlacht nód chomhionann le fáil in [CanvasGroup] agus [comhalta CanvasItem.clip_children].

en: If [param clip] is [code]true[/code], makes the canvas item specified by the [param item] RID not draw anything outside of its rect's coordinates. This clipping is fast, but works only with axis-aligned rectangles. This means that rotation is ignored by the clipping rectangle. For more advanced clipping shapes, use [method canvas_item_set_canvas_group_mode] instead.
    [b]Note:[/b] The equivalent node functionality is found in [member Label.clip_text], [RichTextLabel] (always enabled) and more.
ga: Más [code]true[/code] é [gearrthóg param], ní tharraingíonn an mhír chanbhás atá sonraithe ag an [param item] RID aon rud lasmuigh dá chomhordanáidí rect. Tá an bearradh seo tapa, ach ní oibríonn sé ach le dronuilleoga ailínithe aise. Ciallaíonn sé seo go ndéanann an dronuilleog clipping neamhaird ar an rothlú. Le haghaidh cruthanna bearrtha níos forbartha, úsáid [method canvas_item_set_canvas_group_mode] ina ionad sin.
    [b]Nóta:[/b] Tá an fheidhmiúlacht nód chomhionann le fáil i [member Label.clip_text], [RichTextLabel] (cumasaithe i gcónaí) agus níos mó.

en: Sets the [CanvasItem] to copy a rect to the backbuffer.
ga: Socraíonn sé an [CanvasItem] chun ceart a chóipeáil go dtí an maolán cúil.

en: If [param use_custom_rect] is [code]true[/code], sets the custom visibility rectangle (used for culling) to [param rect] for the canvas item specified by [param item]. Setting a custom visibility rect can reduce CPU load when drawing lots of 2D instances. If [param use_custom_rect] is [code]false[/code], automatically computes a visibility rectangle based on the canvas item's draw commands.
ga: Má tá [param use_custom_rect] [code]true[/code], socraítear an dronuilleog infheictheachta saincheaptha (a úsáidtear le haghaidh maraithe) go [param rect] don mhír chanbhás atá sonraithe ag [param item]. Is féidir an t-ualach LAP a laghdú nuair a bhíonn go leor cásanna 2D á dtarraingt amach má shocraítear infheictheacht shaincheaptha. Má tá [param use_custom_rect] [code]false[/code], ríomhann sé dronuilleog infheictheachta go huathoibríoch bunaithe ar orduithe tarraingthe an mhír chanbhás.

en: Sets the default texture filter mode for the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.texture_filter].
ga: Socraíonn sé an modh réamhshocraithe scagaire uigeachta don mhír chanbhás atá sonraithe ag an [param item] RID. Comhionann le [comhalta CanvasItem.texture_filter].

en: Sets the default texture repeat mode for the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.texture_repeat].
ga: Socraíonn sé an modh athrá uigeachta réamhshocraithe don mhír chanbhás atá sonraithe ag an [param item] RID. Comhionann le [comhalta CanvasItem.texture_repeat].

en: If [param enabled] is [code]true[/code], enables multichannel signed distance field rendering mode for the canvas item specified by the [param item] RID. This is meant to be used for font rendering, or with specially generated images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url].
ga: Má tá [param-chumasaithe] [code]true[/code], cumasaíonn sé mód rindreála achair sínithe ilchainéil don mhír chanbhás atá sonraithe ag an [param item] RID. Tá sé seo i gceist é seo a úsáid le haghaidh rindreáil cló, nó le híomhánna a ghintear go speisialta ag baint úsáide as [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url].

en: If [param enabled] is [code]true[/code], draws the canvas item specified by the [param item] RID behind its parent. Equivalent to [member CanvasItem.show_behind_parent].
ga: Má tá [param-chumas] [code]true[/code], tarraing an mhír chanbhás atá sonraithe ag an [param item] RID taobh thiar dá tuismitheoir. Comhionann le [comhalta CanvasItem.show_behind_parent].

en: Sets the index for the [CanvasItem].
ga: Socraíonn sé an t-innéacs don [CanvasItem].

en: If [param interpolated] is [code]true[/code], turns on physics interpolation for the canvas item.
ga: Má tá [param idirshuite] [code]true[/code], cuireann sé idirshuíomh fisice ar siúl don mhír chanbhás.

en: Sets the light [param mask] for the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.light_mask].
ga: Socraíonn sé an solas [masc param] don mhír chanbhás atá sonraithe ag an [param item] RID. Comhionann le [comhalta CanvasItem.light_mask].

en: Sets a new [param material] to the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.material].
ga: Socraíonn sé [ábhar param] nua don mhír chanbhás atá sonraithe ag an [param item] RID. Comhionann le [comhalta CanvasItem.material].

en: Multiplies the color of the canvas item specified by the [param item] RID, while affecting its children. See also [method canvas_item_set_self_modulate]. Equivalent to [member CanvasItem.modulate].
ga: Iolraíonn sé dath na míre chanbhás atá sonraithe ag an [param item] RID, agus tionchar aige ar a leanaí. Féach freisin [method canvas_item_set_self_modulate]. Comhionann le [comhalta CanvasItem.modulate].

en: Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit transform, modulation and visibility from its parent, like [CanvasItem] nodes in the scene tree.
ga: Socraíonn sé tuismitheoir [CanvasItem] don [CanvasItem]. Gheobhaidh an t-earra claochlú, modhnú agus infheictheacht le hoidhreacht óna tuismitheoir, cosúil le nóid [CanvasItem] sa chrann radhairc.

en: Multiplies the color of the canvas item specified by the [param item] RID, without affecting its children. See also [method canvas_item_set_modulate]. Equivalent to [member CanvasItem.self_modulate].
ga: Iolraíonn sé dath an mhír chanbhás atá sonraithe ag an [param item] RID, gan cur isteach ar a leanaí. Féach freisin [method canvas_item_set_modulate]. Comhionann le [comhalta CanvasItem.self_modulate].

en: If [param enabled] is [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. Y-sorting only affects children that inherit from the canvas item specified by the [param item] RID, not the canvas item itself. Equivalent to [member CanvasItem.y_sort_enabled].
ga: Má tá [param-chumas] [code]true[/code], tarraingítear nóid leanaí a bhfuil an suíomh Y is ísle acu roimh na cinn a bhfuil suíomh Y níos airde acu. Ní dhéanann sórtáil Y ach difear do leanaí a thagann le hoidhreacht ón mír chanbhás atá sonraithe ag an [param item] RID, ní an mhír chanbhás féin. Comhionann le [comhalta CanvasItem.y_sort_enabled].

en: Sets the [param transform] of the canvas item specified by the [param item] RID. This affects where and how the item will be drawn. Child canvas items' transforms are multiplied by their parent's transform. Equivalent to [member Node2D.transform].
ga: Socraíonn sé [param transform] na míre chanbhás atá sonraithe ag an [param item] RID. Bíonn tionchar aige seo ar cén áit agus conas a tharraingeofar an mhír. Iolraítear claochlú míreanna chanbhás leanaí faoi chlaochlú a dtuismitheoirí. Comhionann le [comhalta Node2D.transform].

en: Sets if the [CanvasItem] uses its parent's material.
ga: Socraíonn sé má úsáideann an [CanvasItem] ábhar a thuismitheora.

en: Sets the rendering visibility layer associated with this [CanvasItem]. Only [Viewport] nodes with a matching rendering mask will render this [CanvasItem].
ga: Socraíonn sé an ciseal infheictheachta rindreála a bhaineann leis an [CanvasItem] seo. Ní dhéanfaidh ach nóid [Viewport] a bhfuil masc rindreála meaitseála orthu an [CanvasItem] seo a sholáthar.

en: Sets the given [CanvasItem] as visibility notifier. [param area] defines the area of detecting visibility. [param enter_callable] is called when the [CanvasItem] enters the screen, [param exit_callable] is called when the [CanvasItem] exits the screen. If [param enable] is [code]false[/code], the item will no longer function as notifier.
    This method can be used to manually mimic [VisibleOnScreenNotifier2D].
ga: Socraíonn sé an [CanvasItem] tugtha mar fhógróir infheictheachta. sainmhíníonn [limistéar param] an limistéar ina mbraitear infheictheacht. Glaoitear [param enter_callable] nuair a thagann an [CanvasItem] isteach sa scáileán, tugtar [param exit_callable] nuair a fhágann [CanvasItem] an scáileán. Más [code]false[/code] é [param enable], ní fheidhmeoidh an mhír mar fhógróir a thuilleadh.
    Is féidir an modh seo a úsáid chun aithris a dhéanamh de láimh [VisibleOnScreenNotifier2D].

en: Sets the visibility of the [CanvasItem].
ga: Socraíonn sé infheictheacht an [CanvasItem].

en: If this is enabled, the Z index of the parent will be added to the children's Z index.
ga: Má tá sé seo cumasaithe, cuirfear innéacs Z an tuismitheora le hinnéacs Z na bpáistí.

en: Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn first).
ga: Socraíonn sé innéacs Z [CanvasItem], i.e. a ordú tarraingthe (tarraingítear innéacsanna níos ísle ar dtús).

en: Transforms both the current and previous stored transform for a canvas item.
    This allows transforming a canvas item without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.
ga: Déanann sé an t-athrú reatha agus an t-athrú a stóráiltear roimhe seo le haghaidh earra chanbhás.
    Ligeann sé seo mír chanbhás a athrú gan "glitch" a chruthú san idirshuíomh, rud atá thar a bheith úsáideach do dhomhan móra a úsáideann bunús aistrithe.

en: Attaches the canvas light to the canvas. Removes it from its previous canvas.
ga: Ceangail an solas chanbhás leis an chanbhás. Baineann sé as a chanbhás roimhe seo.

en: Creates a canvas light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [Light2D].
ga: Cruthaíonn sé solas chanbhás agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]canvas_light_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [Light2D] an nód coibhéiseach.

en: Attaches a light occluder to the canvas. Removes it from its previous canvas.
ga: Cuireann occluder éadrom leis an chanbhás. Baineann sé as a chanbhás roimhe seo.

en: Creates a light occluder and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_occluder_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [LightOccluder2D].
ga: Cruthaíonn occluder solais agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]canvas_light_occluder_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [LightOccluder2D] an nód coibhéiseach.

en: Prevents physics interpolation for the current physics tick.
    This is useful when moving an occluder to a new location, to give an instantaneous change rather than interpolation from the previous location.
ga: Cosc ar idirshuíomh na fisice don tic reatha fisice.
    Tá sé seo úsáideach nuair a bhogtar occluder chuig suíomh nua, chun athrú meandarach a thabhairt seachas idirshuíomh ón suíomh roimhe seo.

en: Enables or disables light occluder.
ga: Cumasaíonn nó díchumasaítear occluder solais.

en: If [param interpolated] is [code]true[/code], turns on physics interpolation for the light occluder.
ga: Má tá [param idirshuite] [code]true[/code], cuireann sé idirshuíomh na fisice ar siúl don fhoclúdóir solais.

en: The light mask. See [LightOccluder2D] for more information on light masks.
ga: An masc solais. Féach [LightOccluder2D] le haghaidh tuilleadh eolais ar mhaiscí solais.

en: Sets a light occluder's polygon.
ga: Socraíonn sé polagán occluder solais.

en: Sets a light occluder's [Transform2D].
ga: Socraíonn sé occluder solais [Transform2D].

en: Transforms both the current and previous stored transform for a light occluder.
    This allows transforming an occluder without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.
ga: Trasfhoirmítear an sruth atá stóráilte agus a bhí ann roimhe seo le haghaidh occluder solais.
    Ligeann sé seo occluder a athrú gan "glitch" a chruthú san idirshuíomh, rud atá thar a bheith úsáideach do dhomhan móra ag baint úsáide as bunús aistrithe.

en: Sets the blend mode for the given canvas light. See [enum CanvasLightBlendMode] for options. Equivalent to [member Light2D.blend_mode].
ga: Socraíonn sé an modh cumaisc don solas canbháis a thugtar. Féach [enum CanvasLightBlendMode] le haghaidh roghanna. Comhionann le [comhalta Light2D.blend_mode].

en: Sets the color for a light.
ga: Socraíonn sé an dath le haghaidh solas.

en: Enables or disables a canvas light.
ga: Cumasaíonn nó díchumasaítear solas chanbhás.

en: Sets a canvas light's energy.
ga: Socraíonn sé fuinneamh solais chanbhás.

en: Sets a canvas light's height.
ga: Socraíonn sé airde solais chanbhás.

en: If [param interpolated] is [code]true[/code], turns on physics interpolation for the canvas light.
ga: Má tá [param idirshuite] [code]true[/code], cuireann sé idirshuíomh fisice ar siúl don solas canbháis.

en: The binary mask used to determine which layers this canvas light's shadows affects. See [LightOccluder2D] for more information on light masks.
ga: An masc dénártha a úsáidtear chun a chinneadh cé na sraitheanna a mbíonn tionchar ag scáthanna an tsolais chanbhás seo. Féach [LightOccluder2D] le haghaidh tuilleadh eolais ar mhaiscí solais.

en: The layer range that gets rendered with this light.
ga: An raon ciseal a fhaigheann rindreáil leis an solas seo.

en: The mode of the light, see [enum CanvasLightMode] constants.
ga: Modh an tsolais, féach tairisigh [enum CanvasLightMode].

en: Sets the color of the canvas light's shadow.
ga: Socraíonn sé dath scáth an tsolais chanbhás.

en: Enables or disables the canvas light's shadow.
ga: Cumasaíonn nó díchumasaítear scáth an tsolais chanbhás.

en: Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] constants.
ga: Socraíonn sé scagaire scáth an tsolais chanbhás, féach tairisigh [enum CanvasLightShadowFilter].

en: Smoothens the shadow. The lower, the smoother.
ga: Smoothens an scáth. An níos ísle, an smoother.

en: Sets the texture to be used by a [PointLight2D]. Equivalent to [member PointLight2D.texture].
ga: Socraíonn sé an uigeacht a bheidh le húsáid ag [PointLight2D]. Comhionann le [comhalta PointLight2D.texture].

en: Sets the offset of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.offset].
ga: Socraíonn sé fritháireamh uigeacht [PointLight2D]. Comhionann le [comhalta PointLight2D.offset].

en: Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.texture_scale].
ga: Socraíonn sé fachtóir scála uigeacht [PointLight2D]. Comhionann le [comhalta PointLight2D.texture_scale].

en: Sets the canvas light's [Transform2D].
ga: Socraíonn sé solas an chanbhás [Transform2D].

en: Sets the Z range of objects that will be affected by this light. Equivalent to [member Light2D.range_z_min] and [member Light2D.range_z_max].
ga: Socraíonn sé an raon réad Z a mbeidh tionchar ag an solas seo orthu. Coibhéiseach le [comhalta Light2D.range_z_min] agus [comhalta Light2D.range_z_max].

en: Creates a new light occluder polygon and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_occluder_polygon_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [OccluderPolygon2D].
ga: Cruthaíonn polagán occluder solais nua agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]canvas_occluder_polygon_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [OccluderPolygon2D] an acmhainn choibhéiseach.

en: Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] constants.
ga: Socraíonn sé modh maraithe polagán occluder. Féach tairisigh [enum CanvasOccluderPolygonCullMode].

en: Sets the shape of the occluder polygon.
ga: Socraíonn sé cruth an pholagán occluder.

en: A copy of the canvas item will be drawn with a local offset of the [param mirroring].
    [b]Note:[/b] This is equivalent to calling [method canvas_set_item_repeat] like [code]canvas_set_item_repeat(item, mirroring, 1)[/code], with an additional check ensuring [param canvas] is a parent of [param item].
ga: Déanfar cóip den mhír chanbhás a tharraingt le fritháireamh áitiúil den [param mirroring].
    [b]Nóta:[/b] Is ionann é seo agus glaoch ar [method canvas_set_item_repeat] cosúil le [code]canvas_set_item_repeat(item, mirroring,1)[/code], le seiceáil breise a chinntíonn gur tuismitheoir [param canvas] é [param canvas] mír].

en: A copy of the canvas item will be drawn with a local offset of the [param repeat_size] by the number of times of the [param repeat_times]. As the [param repeat_times] increases, the copies will spread away from the origin texture.
ga: Déanfar cóip den mhír chanbhás a tharraingt le fritháireamh áitiúil den [param repeat_size] de réir líon uaireanta an [param repeat_times]. De réir mar a mhéadaíonn [param repeat_times], leathfaidh na cóipeanna amach ón uigeacht bhunaidh.

en: Modulates all colors in the given canvas.
ga: Modhnaíonn sé gach dath sa chanbhás a thugtar.

en: Sets the [member ProjectSettings.rendering/2d/shadow_atlas/size] to use for [Light2D] shadow rendering (in pixels). The value is rounded up to the nearest power of 2.
ga: Socraíonn sé an [member ProjectSettings.rendering/2d/shadow_atlas/size] le húsáid le haghaidh rindreáil scátha [Light2D] (i bpicteilíní). Déantar an luach a shlánú suas go dtí an chumhacht is gaire de 2.

en: Creates a canvas texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_texture_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. See also [method texture_2d_create].
    [b]Note:[/b] The equivalent resource is [CanvasTexture] and is only meant to be used in 2D rendering, not 3D.
ga: Cruthaíonn sé uigeacht chanbhás agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]canvas_texture_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer. Féach freisin [method texture_2d_create].
    [b]Nóta:[/b] Is é [CanvasTexture] an acmhainn choibhéiseach agus ní gá í a úsáid ach i rindreáil 2T, ní i 3T.

en: Sets the [param channel]'s [param texture] for the canvas texture specified by the [param canvas_texture] RID. Equivalent to [member CanvasTexture.diffuse_texture], [member CanvasTexture.normal_texture] and [member CanvasTexture.specular_texture].
ga: Socraíonn sé [uigeacht param] an [param channel] don uigeacht chanbhás atá sonraithe ag an [param canvas_texture] RID. Comhionann le [comhalta CanvasTexture.diffuse_texture], [comhalta CanvasTexture.normal_texture] agus [comhalta CanvasTexture.specular_texture].

en: Sets the [param base_color] and [param shininess] to use for the canvas texture specified by the [param canvas_texture] RID. Equivalent to [member CanvasTexture.specular_color] and [member CanvasTexture.specular_shininess].
ga: Socraíonn sé an [param base_color] agus [param shininess] le húsáid don uigeacht chanbhás atá sonraithe ag an [param canvas_texture] RID. Comhionann le [comhalta CanvasTexture.specular_color] agus [comhalta CanvasTexture.specular_shininess].

en: Sets the texture [param filter] mode to use for the canvas texture specified by the [param canvas_texture] RID.
ga: Socraíonn sé an modh [param filter]uigeachta le húsáid don uigeacht chanbhás sonraithe ag an [param canvas_texture] RID.

en: Sets the texture [param repeat] mode to use for the canvas texture specified by the [param canvas_texture] RID.
ga: Socraíonn sé an modh uigeachta [param repeat] le húsáid don uigeacht chanbhás sonraithe ag an [param canvas_texture] RID.

en: Creates a new compositor and adds it to the RenderingServer. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
ga: Cruthaíonn sé cumadóir nua agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.

en: Creates a new rendering effect and adds it to the RenderingServer. It can be accessed with the RID that is returned.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
ga: Cruthaíonn sé éifeacht rindreála nua agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.

en: Sets the callback type ([param callback_type]) and callback method([param callback]) for this rendering effect.
ga: Socraíonn sé an cineál aisghlao ([param callback_type]) agus an modh aisghlao ([param callback]) don éifeacht rindreála seo.

en: Enables/disables this rendering effect.
ga: Cumasaíonn/díchumasaítear an éifeacht rindreála seo.

en: Sets the flag ([param flag]) for this rendering effect to [code]true[/code] or [code]false[/code] ([param set]).
ga: Socraíonn sé an bhratach ([bratach param]) don éifeacht rindreála seo go [code]true[/code] nó [code]bréagach[/code] ([sraith param]).

en: Sets the compositor effects for the specified compositor RID. [param effects] should be an array containing RIDs created with [method compositor_effect_create].
ga: Socraíonn sé éifeachtaí an chumadóra don RID cumadóir sonraithe. Ba cheart go mbeadh [éifeachtaí param] ina sraith ina bhfuil RIDanna a cruthaíodh le [method compositor_effect_create].

en: Returns the bounding rectangle for a canvas item in local space, as calculated by the renderer. This bound is used internally for culling.
    [b]Warning:[/b] This function is intended for debugging in the editor, and will pass through and return a zero [Rect2] in exported projects.
ga: Filleann sé an dronuilleog teorann le haghaidh mír chanbhás sa spás áitiúil, arna ríomh ag an rindreálaí. Úsáidtear an cheangail seo go hinmheánach le haghaidh maraithe.
    [b]Rabhadh:[/b] Tá an fheidhm seo beartaithe le haghaidh dífhabhtaithe san eagarthóir, agus rachaidh sé tríd agus tabharfaidh sé ar ais nialas [Rect2] i dtionscadail easpórtáilte.

en: Creates a decal and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]decal_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach this decal to an instance using [method instance_set_base] using the returned RID.
    [b]Note:[/b] The equivalent node is [Decal].
ga: Cruthaíonn sé decal agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach feidhm [code]decal_*[/code] Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun é a chur i radharc, ceangail an decal seo le háis ag baint úsáide as [method instance_set_base] ag baint úsáide as an RID aischurtha.
    [b]Nóta:[/b] Is é [Decal] an nód coibhéiseach.

en: Sets the [param albedo_mix] in the decal specified by the [param decal] RID. Equivalent to [member Decal.albedo_mix].
ga: Socraíonn sé an [param albedo_mix] sa decal atá sonraithe ag an [param decal] RID. Comhionann le [comhalta Decal.albedo_mix].

en: Sets the cull [param mask] in the decal specified by the [param decal] RID. Equivalent to [member Decal.cull_mask].
ga: Socraíonn sé an marbhán [param masc] sa decal atá sonraithe ag an [param decal] RID. Comhionann le [comhalta Decal.cull_mask].

en: Sets the distance fade parameters in the decal specified by the [param decal] RID. Equivalent to [member Decal.distance_fade_enabled], [member Decal.distance_fade_begin] and [member Decal.distance_fade_length].
ga: Socraíonn sé na paraiméadair fad-chéimnithe sa decal atá sonraithe ag an [param decal] RID. Coibhéiseach le [comhalta Decal.distance_fade_enabled], [comhalta Decal.distance_fade_begin] agus [comhalta Decal.distance_fade_length].

en: Sets the emission [param energy] in the decal specified by the [param decal] RID. Equivalent to [member Decal.emission_energy].
ga: Socraíonn sé an t-astú [param energy] sa decal atá sonraithe ag an [param decal] RID. Comhionann le [comhalta Decal.emission_energy].

en: Sets the upper fade ([param above]) and lower fade ([param below]) in the decal specified by the [param decal] RID. Equivalent to [member Decal.upper_fade] and [member Decal.lower_fade].
ga: Socraíonn sé an céimnithe uachtair ([param thuas]) agus an céimnithe íochtair ([param thíos]) sa decal atá sonraithe ag an [param decal] RID. Coibhéiseach le [comhalta Decal.upper_fade] agus [comhalta Decal.lower_fade].

en: Sets the color multiplier in the decal specified by the [param decal] RID to [param color]. Equivalent to [member Decal.modulate].
ga: Socraíonn sé an t-iolraitheoir datha sa decal atá sonraithe ag an [param decal] RID go [dath param]. Comhionann le [comhalta Decal.modulate].

en: Sets the normal [param fade] in the decal specified by the [param decal] RID. Equivalent to [member Decal.normal_fade].
ga: Socraíonn sé an gnáth [param céimnithe] sa decal atá sonraithe ag an [param decal] RID. Comhionann le [comhalta Decal.normal_fade].

en: Sets the [param size] of the decal specified by the [param decal] RID. Equivalent to [member Decal.size].
ga: Socraíonn sé [méid param] an decal atá sonraithe ag an [param decal] RID. Comhionann le [comhalta Decal.size].

en: Sets the [param texture] in the given texture [param type] slot for the specified decal. Equivalent to [method Decal.set_texture].
ga: Socraíonn sé an [uigeacht param] sa sliotán uigeachta tugtha [cineál param] don decal sonraithe. Comhionann le [method Decal.set_texture].

en: Sets the texture [param filter] mode to use when rendering decals. This parameter is global and cannot be set on a per-decal basis.
ga: Socraíonn sé an modh uigeachta [param filter] le húsáid agus decals rindreála. Paraiméadar domhanda is ea an paraiméadar seo agus ní féidir é a shocrú ar bhonn per-decal.

en: Creates a directional light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach this directional light to an instance using [method instance_set_base] using the returned RID.
    [b]Note:[/b] The equivalent node is [DirectionalLight3D].
ga: Cruthaíonn sé solas treorach agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais. Is féidir an RID seo a úsáid i bhformhór na bhfeidhmeanna [code]light_*[/code] Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun é a chur i radharc, ceangail an treosholas seo d’áis ag baint úsáide as [method instance_set_base] ag baint úsáide as an RID aischurtha.
    [b]Nóta:[/b] Is é [directional Light3D] an nód coibhéiseach.

en: Sets the [param size] of the directional light shadows in 3D. See also [member ProjectSettings.rendering/lights_and_shadows/directional_shadow/size]. This parameter is global and cannot be set on a per-viewport basis.
ga: Socraíonn sé [méid param] na scáthanna solais treo i 3D. Féach freisin [comhalta ProjectSettings.rendering/lights_and_shadows/directional_shadow/size]. Paraiméadar domhanda is ea an paraiméadar seo agus ní féidir é a shocrú ar bhonn in aghaidh an amhairc.

en: Sets the filter [param quality] for directional light shadows in 3D. See also [member ProjectSettings.rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality]. This parameter is global and cannot be set on a per-viewport basis.
ga: Socraíonn sé an scagaire [caighdeán param] le haghaidh scáthanna solais treorach i 3D. Féach freisin [comhalta ProjectSettings.rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality]. Paraiméadar domhanda is ea an paraiméadar seo agus ní féidir é a shocrú ar bhonn in aghaidh an amhairc.

en: Generates and returns an [Image] containing the radiance map for the specified [param environment] RID's sky. This supports built-in sky material and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also [method sky_bake_panorama].
    [b]Note:[/b] The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor.
    [b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than [member Sky.radiance_size], as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.
ga: Gineann agus seolann ar ais [Íomhá] ina bhfuil an léarscáil radiance don [timpeallacht param] sonraithe spéir RID. Tacaíonn sé seo le hábhar spéir ionsuite agus scáthaitheoirí spéir saincheaptha. Má tá [param bake_irradiance] [code]true[/code], sábhálfar an léarscáil ionradaíochta in ionad an léarscáil radiance. Úsáidtear an léarscáil radiance chun solas frithchaite a sholáthar, agus úsáidtear an léarscáil ionradaíochta chun solas comhthimpeallach a sholáthar. Féach freisin [method sky_bake_panorama].
    [b]Nóta:[/b] Sábháiltear an íomhá i spás datha líneach gan aon tonmapáil a dhéanamh, rud a chiallaíonn go mbeidh cuma ró-dhorcha uirthi má bhreathnaítear uirthi go díreach in eagarthóir íomhá.
    [b]Nóta:[/b] ba cheart go mbeadh [paraméid] ina chóimheas treoíochta 2:1 chun go mbeadh picteilíní cearnacha ag an lánléargas ginte. Maidir le léarscáileanna radiance, níl aon phointe ag baint úsáide as airde níos mó ná [comhalta Sky.radiance_size], mar ní mhéadóidh sé sonraí. Ní bhíonn ach sonraí ar mhinicíocht íseal ar léarscáileanna ionradaíochta, mar sin de ghnáth ní bhíonn aon chiall le dul thar 128 × 64 picteilín agus léarscáil ionradaíochta á shábháil.

en: Creates an environment and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]environment_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [Environment].
ga: Cruthaíonn sé timpeallacht agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]timpeallacht_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [Comhshaol] an acmhainn choibhéiseach.

en: If [param enable] is [code]true[/code], enables bicubic upscaling for glow which improves quality at the cost of performance. Equivalent to [member ProjectSettings.rendering/environment/glow/upscale_mode].
ga: Má tá [param enable] [code]true[/code], cumasaíonn sé ardúscála déchiúbach le haghaidh glow a fheabhsaíonn cáilíocht ar chostas feidhmíochta. Comhionann le [comhalta ProjectSettings.rendering/environment/glow/upscale_mode].

en: Sets the values to be used with the "adjustments" post-process effect. See [Environment] for more details.
ga: Socraíonn sé na luachanna atá le húsáid leis an éifeacht iar-phróiseála "coigeartuithe". Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Sets the values to be used for ambient light rendering. See [Environment] for more details.
ga: Socraíonn sé na luachanna atá le húsáid le haghaidh rindreáil solais chomhthimpeallaigh. Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Sets the environment's background mode. Equivalent to [member Environment.background_mode].
ga: Socraíonn sé modh cúlra an chomhshaoil. Comhionann le [comhalta Environment.background_mode].

en: Color displayed for clear areas of the scene. Only effective if using the [constant ENV_BG_COLOR] background mode.
ga: Dath ar taispeáint le haghaidh réimsí soiléire den radharc. Ní bheidh sé i bhfeidhm ach amháin má úsáideann tú an mód cúlra [ENV_BG_COLOR leanúnach].

en: Sets the intensity of the background color.
ga: Socraíonn sé déine an dath cúlra.

en: Sets the maximum layer to use if using Canvas background mode.
ga: Socraíonn sé an ciseal uasta le húsáid má tá modh cúlra Canbhás in úsáid.

en: Configures fog for the specified environment RID. See [code]fog_*[/code] properties in [Environment] for more information.
ga: Cumraigh ceo don RID timpeallachta sonraithe. Féach ar [code] ceo_*[/code] airíonna sa [Timpeallacht] le haghaidh tuilleadh eolais.

en: Configures glow for the specified environment RID. See [code]glow_*[/code] properties in [Environment] for more information.
ga: Cumraíonn sé glow don RID timpeallachta sonraithe. Féach ar airíonna [code] glow_*[/code] in [Comhshaol] le haghaidh tuilleadh faisnéise.

en: Configures signed distance field global illumination for the specified environment RID. See [code]sdfgi_*[/code] properties in [Environment] for more information.
ga: Cumraíonn sé an t-achar sínithe soilsiú réimse domhanda don RID timpeallachta sonraithe. Féach ar [code]sdfgi_*[/code] airí sa [Comhshaol] le haghaidh tuilleadh faisnéise.

en: Sets the number of frames to use for converging signed distance field global illumination. Equivalent to [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_converge].
ga: Socraíonn sé líon na bhfrámaí le húsáid le haghaidh soilsiú domhanda páirce faid sínithe inréimneach. Comhionann le [comhalta ProjectSettings.rendering/global_illumination/sdfgi/frames_to_converge].

en: Sets the update speed for dynamic lights' indirect lighting when computing signed distance field global illumination. Equivalent to [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights].
ga: Socraíonn sé an luas nuashonraithe do shoilsiú indíreach soilse dinimiciúla nuair a bhíonn soilsiú domhanda allamuigh sínithe á ríomh. Comhionann le [comhalta ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights].

en: Sets the number of rays to throw per frame when computing signed distance field global illumination. Equivalent to [member ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count].
ga: Socraíonn sé líon na gathanna atá le caitheamh in aghaidh an fhráma agus an t-achar sínithe soilsithe réimse domhanda á ríomh. Comhionann le [comhalta ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count].

en: Sets the [Sky] to be used as the environment's background when using [i]BGMode[/i] sky. Equivalent to [member Environment.sky].
ga: Socraíonn sé an [Spéir] le húsáid mar chúlra na timpeallachta agus an spéir [i]BGMód[/i] in úsáid. Comhionann le [comhalta Environment.sky].

en: Sets a custom field of view for the background [Sky]. Equivalent to [member Environment.sky_custom_fov].
ga: Socraíonn sé réimse radhairc saincheaptha don chúlra [Spéir]. Coibhéiseach le [comhalta Environment.sky_custom_fov].

en: Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent to [member Environment.sky_rotation], where the rotation vector is used to construct the [Basis].
ga: Socraíonn sé rothlú an chúlra [Spéir] arna shloinneadh mar [Bunús]. Comhionann le [ball Environment.sky_rotation], áit a n-úsáidtear an veicteoir rothlaithe chun an [Bunús] a thógáil.

en: Sets the variables to be used with the screen-space ambient occlusion (SSAO) post-process effect. See [Environment] for more details.
ga: Socraíonn sé na hathróga atá le húsáid le héifeacht iar-phróiseála an chuisithe chomhthimpeallaigh spás-scáileáin (SSAO). Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Sets the quality level of the screen-space ambient occlusion (SSAO) post-process effect. See [Environment] for more details.
ga: Socraíonn sé leibhéal cáilíochta éifeacht iar-phróisis an occlusion comhthimpeallach spás-scáileáin (SSAO). Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Sets the quality level of the screen-space indirect lighting (SSIL) post-process effect. See [Environment] for more details.
ga: Socraíonn sé leibhéal cáilíochta éifeacht iar-phróisis soilsithe indíreach spáis scáileáin (SSIL). Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Sets the variables to be used with the screen-space reflections (SSR) post-process effect. See [Environment] for more details.
ga: Socraíonn sé na hathróga atá le húsáid le héifeacht iar-phróiseála an mhachnaimh scáileáin-spáis (SSR). Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Sets the variables to be used with the "tonemap" post-process effect. See [Environment] for more details.
ga: Socraíonn sé na hathróga atá le húsáid leis an éifeacht iarphróisis "tonemap". Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Sets the variables to be used with the volumetric fog post-process effect. See [Environment] for more details.
ga: Socraíonn sé na hathróga atá le húsáid le héifeacht iar-phróisis an cheo toirtmhéadrach. Féach [Comhshaol] le haghaidh tuilleadh sonraí.

en: Enables filtering of the volumetric fog scattering buffer. This results in much smoother volumes with very few under-sampling artifacts.
ga: Cumasaíonn sé scagadh an mhaoláin scaipthe ceo toirtmhéadrach. Is é an toradh a bhíonn air seo ná toirteanna i bhfad níos míne agus is fíorbheagán déantúsán tearc-shamplála.

en: Sets the resolution of the volumetric fog's froxel buffer. [param size] is modified by the screen's aspect ratio and then used to set the width and height of the buffer. While [param depth] is directly used to set the depth of the buffer.
ga: Socraíonn sé taifeach maolán froxel an cheo toirtmhéadrach. Déantar [méid param] a mhodhnú le cóimheas gné an scáileáin agus ansin úsáidtear é chun leithead agus airde an mhaoláin a shocrú. Cé go n-úsáidtear [doimhneacht param] go díreach chun doimhneacht an mhaoláin a shocrú.

en: Creates a new fog volume and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]fog_volume_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [FogVolume].
ga: Cruthaíonn sé toirt ceo nua agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]fog_volume_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [FogVolume] an nód coibhéiseach.

en: Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a custom [ShaderMaterial].
ga: Socraíonn sé [Ábhar] toirt an cheo. Is féidir a bheith ina [FogMaterial] nó ina shaincheap [ShaderMaterial].

en: Sets the shape of the fog volume to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
ga: Socraíonn sé cruth an toirte ceo go [RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [RenderingServer.FOG_VOLUME_SHAPE_CONE], [RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [RenderingServer.BOLUME_SHAPE_CYLINDER], [constant Rendering ag teacht arServer.FOG_VOLUME_SHAPE_WORLD].

en: Sets the size of the fog volume when shape is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
ga: Socraíonn sé méid an toirt ceo nuair a bhíonn cruth [RenderingServerServer.FOG_VOLUME_SHAPE_ELLIPSOID], [RenderingServer.FOG_VOLUME_SHAPE_CONE], [RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] nó [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] nó [constant.VOLUME_CYLINDER].

en: Forces redrawing of all viewports at once. Must be called from the main thread.
ga: Fórsaí ag aththarraingt gach radharcphort ag an am céanna. Ní mór a bheith ar a dtugtar as an snáithe is mó.

en: Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.
ga: Fórsaí sioncrónaithe idir an LAP agus GPU, d'fhéadfadh a bheith ag teastáil i gcásanna áirithe. Ná glaoch air seo ach amháin nuair is gá, toisc go bhfuil costas feidhmíochta ag sioncrónú CPU-GPU.

en: Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingServer directly.
ga: Déanann sé iarracht réad a shaoradh sa RenderingServer. Chun sceitheadh cuimhne a sheachaint, ba cheart é seo a ghlaoch tar éis réad a úsáid mar ní tharlaíonn bainistíocht cuimhne go huathoibríoch nuair a bhíonn RenderingServer á úsáid go díreach.

en: Returns the default clear color which is used when a specific clear color has not been selected. See also [method set_default_clear_color].
ga: Filleann sé seo an dath soiléir réamhshocraithe a úsáidtear nuair nach bhfuil dath soiléir ar leith roghnaithe. Féach freisin [method set_default_clear_color].

en: Returns the time taken to setup rendering on the CPU in milliseconds. This value is shared across all viewports and does [i]not[/i] require [method viewport_set_measure_render_time] to be enabled on a viewport to be queried. See also [method viewport_get_measured_render_time_cpu].
ga: Filleann sé an t-am a thógann sé chun rindreáil a shocrú ar an LAP i milleasoicindí. Roinntear an luach seo thar na hamharcanna go léir agus [i]ní[/i] éilíonn sé [method viewport_set_measure_render_time] a bheith cumasaithe ar amharcport le ceistiú. Féach freisin [method viewport_get_measured_render_time_cpu].

en: Returns a statistic about the rendering engine which can be used for performance profiling. See [enum RenderingServer.RenderingInfo] for a list of values that can be queried. See also [method viewport_get_render_info], which returns information specific to a viewport.
    [b]Note:[/b] Only 3D rendering is currently taken into account by some of these values, such as the number of draw calls.
    [b]Note:[/b] Rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, [method get_rendering_info] returns [code]0[/code]. To print rendering information in [code]_ready()[/code] successfully, use the following:
    [codeblock]
    func _ready():
        for _i in 2:
            await get_tree().process_frame
    
        print(RenderingServer.get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))
    [/codeblock]
ga: Seoltar ar ais staitistic faoin inneall rindreála is féidir a úsáid le haghaidh próifíliú feidhmíochta. Féach [enum RenderingServer.RenderingInfo] le haghaidh liosta luachanna is féidir a cheistiú. Féach freisin [method viewport_get_render_info], a sheolann faisnéis a bhaineann go sonrach le hamharc ar ais.
    [b]Nóta:[/b] Ní chuirtear san áireamh faoi láthair ach rindreáil 3D i gcuid de na luachanna seo, amhail líon na nglaonna tarraingthe.
    [b]Nóta:[/b] Níl faisnéis rindreála ar fáil go dtí go mbeidh 2 fhráma ar a laghad rindreáilte ag an inneall. Mura bhfuil faisnéis rindreála ar fáil, filleann [method get_rendering_info] [code]0[/code]. Chun faisnéis rindreála a phriontáil i [code]_ready()[/code] go rathúil, bain úsáid as an méid seo a leanas:
    [codeblock]
    func _réidh():
        le haghaidh _i i 2:
            fanacht get_tree().process_frame
    
        priontáil(RenderingServer.get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))
    [/codeblock]

en: Returns the parameters of a shader.
ga: Fill ar ais na paraiméadair de shader.

en: Returns the RID of the test cube. This mesh will be created and returned on the first call to [method get_test_cube], then it will be cached for subsequent calls. See also [method make_sphere_mesh].
ga: Filleann RID an chiúb tástála. Cruthófar an mogalra seo agus cuirfear ar ais é ar an gcéad ghlao chuig [method get_test_cube], ansin cuirfear i dtaisce é le haghaidh glaonna ina dhiaidh sin. Féach freisin [method make_sphere_mesh].

en: Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. See also [method OS.get_video_adapter_driver_info].
    [b]Note:[/b] When running a headless or server binary, this function returns an empty string.
ga: Seoltar ar ais leagan an chultúir fhíseáin ghrafaice [i] atá in úsáid faoi láthair[/i] (m.sh. "1.2.189" do Vulkan, "3.3.0 NVIDIA 510.60.02" le haghaidh OpenGL). D’fhéadfadh go mbeadh an leagan seo difriúil leis an leagan is déanaí a fhaigheann tacaíocht ó na crua-earraí, mar go mb’fhéidir nach n-iarrfaidh Godot an leagan is déanaí i gcónaí. Féach freisin [method OS.get_video_adapter_driver_info].
    [b]Nóta:[/b] Nuair a bhíonn dénártha gan cheann nó freastalaí á rith, filleann an fheidhm seo teaghrán folamh.

en: Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2").
    [b]Note:[/b] When running a headless or server binary, this function returns an empty string.
    [b]Note:[/b] On the web platform, some browsers such as Firefox may report a different, fixed GPU name such as "GeForce GTX 980" (regardless of the user's actual GPU model). This is done to make fingerprinting more difficult.
ga: Seoltar ar ais ainm an chultóra físeáin (m.sh. "GeForce GTX 1080/PCIe/SSE2").
    [b]Nóta:[/b] Nuair a bhíonn dénártha gan cheann nó freastalaí á rith, filleann an fheidhm seo teaghrán folamh.
    [b] Nóta:[/b] Ar an ardán gréasáin, d'fhéadfadh roinnt brabhsálaithe ar nós Firefox ainm GPU seasta difriúil a thuairisciú mar "GeForce GTX 980" (beag beann ar mhúnla GPU iarbhír an úsáideora). Déantar é seo chun méarlorgaireacht a dhéanamh níos deacra.

en: Returns the vendor of the video adapter (e.g. "NVIDIA Corporation").
    [b]Note:[/b] When running a headless or server binary, this function returns an empty string.
ga: Filleann sé díoltóir an oiriúntóra físeáin (m.sh. "NVIDIA Corporation").
    [b]Nóta:[/b] Nuair a bhíonn dénártha gan cheann nó freastalaí á rith, filleann an fheidhm seo teaghrán folamh.

en: If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution on each axis (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. Equivalent to [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution].
ga: Má tá [param half_resolution] [code]true[/code], rindreálann sé maoláin [VoxelGI] agus SDFGI ([member Environment.sdfgi_enabled]) ag taifeach leath ar gach ais (m.sh. 960×540 nuair is é 1920×1080 méid an amharcphoirt) . Feabhsaíonn sé seo feidhmíocht go suntasach nuair a chuirtear VoxelGI nó SDFGI ar chumas, ar chostas déantáin a d'fhéadfadh a bheith le feiceáil ar imill polagán. Éiríonn an caillteanas cáilíochta níos lú faoi deara de réir mar a mhéadaíonn taifeach an amhairc. Ní chuireann an socrú seo isteach ar rindreáil [LightmapGI]. Comhionann le [comhalta ProjectSettings.rendering/global_illumination/gi/use_half_resolution].

en: Creates a new global shader uniform.
    [b]Note:[/b] Global shader parameter names are case-sensitive.
ga: Cruthaíonn éide scáthaithe domhanda nua.
    [b]Nóta:[/b] Tá ainmneacha na bparaiméadar scáthaithe domhanda cás-íogair.

en: Returns the value of the global shader uniform specified by [param name].
    [b]Note:[/b] [method global_shader_parameter_get] has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
ga: Filleann sé luach na héide scáthaithe domhanda atá sonraithe ag [ainm param].
    [b]Nóta:[/b] Tá pionós feidhmíochta mór ag [method global_shader_parameter_get] mar ní mór don snáithe rindreála sioncronú leis an snáithe glaonna, rud atá mall. Ná húsáid an modh seo le linn gameplay chun stuttering a sheachaint. Más gá duit luachanna a léamh i script tar éis duit iad a shocrú, smaoinigh ar uathlódáil a chruthú ina stórálann tú na luachanna a theastaíonn uait a fhiosrú ag an am céanna agus tú á socrú mar pharaiméadair dhomhanda.

en: Returns the list of global shader uniform names.
    [b]Note:[/b] [method global_shader_parameter_get] has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
ga: Seoltar ar ais liosta na n-ainmneacha aonfhoirmeacha scáthaithe domhanda.
    [b]Nóta:[/b] Tá pionós feidhmíochta mór ag [method global_shader_parameter_get] mar ní mór don snáithe rindreála sioncronú leis an snáithe glaonna, rud atá mall. Ná húsáid an modh seo le linn gameplay chun stuttering a sheachaint. Más gá duit luachanna a léamh i script tar éis duit iad a shocrú, smaoinigh ar uathlódáil a chruthú ina stórálann tú na luachanna a theastaíonn uait a fhiosrú ag an am céanna agus tú á socrú mar pharaiméadair dhomhanda.

en: Returns the type associated to the global shader uniform specified by [param name].
    [b]Note:[/b] [method global_shader_parameter_get] has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
ga: Filleann sé an cineál a bhaineann leis an éide scáthaithe dhomhanda atá sonraithe ag [ainm param].
    [b]Nóta:[/b] Tá pionós feidhmíochta mór ag [method global_shader_parameter_get] mar ní mór don snáithe rindreála sioncronú leis an snáithe glaonna, rud atá mall. Ná húsáid an modh seo le linn gameplay chun stuttering a sheachaint. Más gá duit luachanna a léamh i script tar éis duit iad a shocrú, smaoinigh ar uathlódáil a chruthú ina stórálann tú na luachanna a theastaíonn uait a fhiosrú ag an am céanna agus tú á socrú mar pharaiméadair dhomhanda.

en: Removes the global shader uniform specified by [param name].
ga: Baintear an éide scáthaithe domhanda atá sonraithe ag [ainm param].

en: Sets the global shader uniform [param name] to [param value].
ga: Socraíonn sé an éide scáthaithe domhanda [param name] go [paramluach].

en: Overrides the global shader uniform [param name] with [param value]. Equivalent to the [ShaderGlobalsOverride] node.
ga: Sáraíonn sé an éide scáthaithe domhanda [paramname] le [luach param]. Comhionann leis an nód [ShaderGlobalsOverride].

en: Returns [code]true[/code] if changes have been made to the RenderingServer's data. [method force_draw] is usually called if this happens.
ga: Filleann sé [code]true[/code] má rinneadh athruithe ar shonraí an RenderingServer. [method force_draw] a thugtar de ghnáth má tharlaíonn sé seo.

en: This method has not been used since Godot 3.0.
ga: Níor úsáideadh an modh seo ó Godot 3.0.

en: This method does nothing and always returns [code]false[/code].
ga: Ní dhéanann an modh seo faic agus cuireann sé ar ais [code]bréagach[/code] i gcónaí.

en: Returns [code]true[/code] if the OS supports a certain [param feature]. Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code].
ga: Filleann sé [code]true[/code] má thacaíonn an OS le [gné param] áirithe. D’fhéadfadh gnéithe a bheith mar [code]s3tc[/code], [code] etc[/code], agus [code]etc2[/code].

en: Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with [method instances_cull_aabb], [method instances_cull_convex], and [method instances_cull_ray].
ga: Ceangailte Aitheantas Réada uathúil le mar shampla. Ní mór Aitheantas an Réada a cheangal le mar shampla le haghaidh maraithe cuí le [method instances_cull_aabb], [method instances_cull_convex], agus [method instances_cull_ray].

en: Attaches a skeleton to an instance. Removes the previous skeleton from the instance.
ga: Ceanglaítear creatlach le sampla. Baineann sé an creatlach roimhe seo as an ásc.

en: Creates a visual instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, reflection probes and decals need to be associated with an instance to be visible in the scenario using [method instance_set_base].
    [b]Note:[/b] The equivalent node is [VisualInstance3D].
ga: Cruthaíonn sé sampla amhairc agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]cás_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Bealach is ea sampla chun réad 3D a chur sa chás. Ní mór oibiachtaí cosúil le cáithníní, mogaill, tóireadóirí machnaimh agus decals a bheith bainteach le hásc le bheith infheicthe sa chás ag baint úsáide as [method instance_set_base].
    [b]Nóta:[/b] Is é an nód coibhéiseach [VisualInstance3D].

en: Creates a visual instance, adds it to the RenderingServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. This is a shorthand for using [method instance_create] and setting the base and scenario manually.
ga: Cruthaíonn sé sampla amhairc, cuireann sé leis an RenderingServer é, agus socraíonn sé an bonn agus an cás. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]cás_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer. Is gearrscríbhinn é seo chun [method instance_create] a úsáid agus chun an bonn agus an cás a shocrú de láimh.

en: Returns the value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to [method GeometryInstance3D.get_instance_shader_parameter].
    [b]Note:[/b] Per-instance shader parameter names are case-sensitive.
ga: Aischuireann sé luach na héide scáthaithe in aghaidh na huaire ón ásc sonraithe céimseata 3D. Comhionann le [method GeometryInstance3D.get_instance_shader_parameter].
    [b]Nóta:[/b] Tá ainmneacha paraiméadar scáthaithe de réir cáise cás-íogair.

en: Returns the default value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to [method GeometryInstance3D.get_instance_shader_parameter].
ga: Filleann sé seo luach réamhshocraithe an éide scáthaithe in aghaidh na cáise ón ásc sonraithe céimseata 3D. Comhionann le [method GeometryInstance3D.get_instance_shader_parameter].

en: Returns a dictionary of per-instance shader uniform names of the per-instance shader uniform from the specified 3D geometry instance. The returned dictionary is in PropertyInfo format, with the keys [code]name[/code], [code]class_name[/code], [code]type[/code], [code]hint[/code], [code]hint_string[/code] and [code]usage[/code]. Equivalent to [method GeometryInstance3D.get_instance_shader_parameter].
ga: Filleann foclóir d'ainmneacha aonfhoirmeacha scáthaithe in aghaidh na huaire den éide scáthaithe in aghaidh na huaire ón gcás céimseata 3D sonraithe. Tá an foclóir ar ais i bhformáid PropertyInfo, leis na heochracha [code]ainm[/code], [code]class_name[/code], [code]cineál[/code], [code]leide[/code], [code] hint_string[/code] agus [code]úsáid[/code]. Comhionann le [method GeometryInstance3D.get_instance_shader_parameter].

en: Sets the shadow casting setting to one of [enum ShadowCastingSetting]. Equivalent to [member GeometryInstance3D.cast_shadow].
ga: Socraíonn sé an socrú scáth-theilgthe go ceann de [enum ShadowCastingSetting]. Comhionann le [comhalta GeometryInstance3D.cast_shadow].

en: Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for more details.
ga: Socraíonn sé an bhratach le haghaidh [enum InstanceFlags] ar leith. Féach [enum InstanceFlags] le haghaidh tuilleadh sonraí.

en: Sets the lightmap GI instance to use for the specified 3D geometry instance. The lightmap UV scale for the specified instance (equivalent to [member GeometryInstance3D.gi_lightmap_scale]) and lightmap atlas slice must also be specified.
ga: Socraíonn sé an t-ásc lightmap GI le húsáid don ásc sonraithe céimseata 3D. Ní mór scála solasmapa UV don ásc sonraithe (comhionann le [member GeometryInstance3D.gi_lightmap_scale]) agus slisne atlas lightmap a shonrú freisin.

en: Sets the level of detail bias to use when rendering the specified 3D geometry instance. Higher values result in higher detail from further away. Equivalent to [member GeometryInstance3D.lod_bias].
ga: Socraíonn sé leibhéal an chlaonais mhionsonraithe le húsáid agus an t-ásc céimseata 3D sonraithe á rindreáil. Bíonn sonraí níos airde ó níos faide ar shiúl mar thoradh ar luachanna níos airde. Comhionann le [comhalta GeometryInstance3D.lod_bias].

en: Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_overlay].
ga: Socraíonn sé ábhar a bheidh rindreáilte do gach dromchla de bhreis ar ábhair ghníomhacha don mhogall a bhaineann leis an gcás seo. Comhionann le [comhalta GeometryInstance3D.material_overlay].

en: Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_override].
ga: Socraíonn sé ábhar a sháróidh an t-ábhar do gach dromchla ar an mogalra a bhaineann leis an gcás seo. Comhionann le [comhalta GeometryInstance3D.material_override].

en: Sets the per-instance shader uniform on the specified 3D geometry instance. Equivalent to [method GeometryInstance3D.set_instance_shader_parameter].
ga: Socraíonn sé an éide scáthaithe in aghaidh na huaire ar an gcás céimseata 3D sonraithe. Comhionann le [method GeometryInstance3D.set_instance_shader_parameter].

en: Sets the transparency for the given geometry instance. Equivalent to [member GeometryInstance3D.transparency].
    A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [param transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
    In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
    [b]Note:[/b] [param transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
ga: Socraíonn sé an trédhearcacht don chás céimseata tugtha. Comhionann le [comhalta GeometryInstance3D.transparency].
    Tá trédhearcacht de [code]0.0[/code] go hiomlán teimhneach, agus tá [code]1.0[/code] go hiomlán trédhearcach. Cuirfidh luachanna níos mó ná [code]0.0[/code] (eisiach) iallach ar ábhair na céimseata dul tríd an bpíblíne thrédhearcach, atá níos moille le rindreáil agus is féidir le saincheisteanna rindreála a léiriú mar gheall ar shórtáil mícheart trédhearcachta. Murab ionann agus ábhar trédhearcach a úsáid, áfach, má shocraítear [param trédhearcachta] chuig luach atá níos mó ná [code]0.0[/code] (eisiach) [i]ní[/i] rindreáil scátha a dhíchumasú.
    I scáthaitheoirí spáis, socraítear [code]1.0 - trédhearcacht[/code] mar luach réamhshocraithe an [code]ALPHA[/code] ionsuite.
    [b]Nóta:[/b] tá [param trédhearcachta] clampáilte idir [code]0.0[/code] agus [code]1.0[/code], mar sin ní féidir an t-airí seo a úsáid chun ábhair thrédhearcacha a dhéanamh níos teimhneach ná mar a bhí siad ar dtús .

en: Sets the visibility range values for the given geometry instance. Equivalent to [member GeometryInstance3D.visibility_range_begin] and related properties.
ga: Socraíonn sé na luachanna raon infheictheachta don ásc céimseata tugtha. Comhionann le [comhalta GeometryInstance3D.visibility_range_begin] agus airíonna gaolmhara.

en: Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, particle system, reflection probe, decal, lightmap, voxel GI and visibility notifiers are all types that can be set as the base of an instance in order to be displayed in the scenario.
ga: Socraíonn sé bonn an ásc. Is féidir bonn a bheith mar aon cheann de na rudaí 3D a chruthaítear sa RenderingServer is féidir a thaispeáint. Mar shampla, is cineálacha iad aon cheann de na cineálacha solais, mogall, ilmhogaill, córas cáithníní, taiscéalaí machnaimh, decal, map solais, voxel GI agus fógraí infheictheachta gach cineál is féidir a shocrú mar bhunús na háise chun iad a thaispeáint sa chás.

en: Sets the weight for a given blend shape associated with this instance.
ga: Socraíonn sé an meáchan le haghaidh cruth cumaisc ar leith a bhaineann leis an gcás seo.

en: Sets a custom AABB to use when culling objects from the view frustum. Equivalent to setting [member GeometryInstance3D.custom_aabb].
ga: Socraíonn sé AABB saincheaptha le húsáid agus rudaí á mbaint as an radharc frustum. Comhionann le socrú [comhalta GeometryInstance3D.custom_aabb].

en: Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin].
ga: Socraíonn sé corrlach chun méid an AABB a mhéadú agus rudaí á mbaint as an radharc frustum. Ligeann sé seo duit marú rudaí nach dtagann lasmuigh den fhrustum radhairc a sheachaint. Comhionann le [comhalta GeometryInstance3D.extra_cull_margin].

en: If [code]true[/code], ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as [member GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion culling and leaves frustum culling intact.
ga: Más rud é [code]true[/code], neamhaird ar an dá frustam agus marú occlusion ar an sampla sonraithe céimseata 3D. Ní hionann é seo agus [member GeometryInstance3D.ignore_occlusion_culling], rud a thugann neamhaird ar marú occlusion agus a fhágann marú frustum slán.

en: Sets the render layers that this instance will be drawn to. Equivalent to [member VisualInstance3D.layers].
ga: Socraíonn sé na sraitheanna rindreála ar a dtarraingeofar an cás seo. Comhionann le [comhalta VisualInstance3D.layers].

en: Sets the sorting offset and switches between using the bounding box or instance origin for depth sorting.
ga: Socraíonn sé an fritháireamh sórtála agus aistríonn sé idir úsáid a bhaint as an mbosca teorann nó an tionscnamh ásc chun doimhneacht a shórtáil.

en: Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.
ga: Socraíonn sé an cás ina bhfuil an cás. Is é an cás an domhan 3D a mbeidh na réada ar taispeáint ann.

en: Sets the override material of a specific surface. Equivalent to [method MeshInstance3D.set_surface_override_material].
ga: Socraíonn sé an t-ábhar sáraithe ar dhromchla ar leith. Comhionann le [method MeshInstance3D.set_surface_override_material].

en: Sets the world space transform of the instance. Equivalent to [member Node3D.global_transform].
ga: Socraíonn sé claochlú spás an domhain ar an ásc. Comhionann le [comhalta Node3D.global_transform].

en: Sets the visibility parent for the given instance. Equivalent to [member Node3D.visibility_parent].
ga: Socraíonn sé an tuismitheoir infheictheachta don chás ar leith. Comhionann le [comhalta Node3D.visibility_parent].

en: Sets whether an instance is drawn or not. Equivalent to [member Node3D.visible].
ga: Socraíonn sé cibé an dtarraingítear nó nach dtarraingítear sampla. Comhionann le [comhalta Node3D.visible].

en: Returns an array of object IDs intersecting with the provided AABB. Only 3D nodes that inherit from [VisualInstance3D] are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
    [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
ga: Filleann sé raon d'aitheantais oibiachta a thrasnaíonn an AABB a cuireadh ar fáil. Ní mheastar ach nóid 3D a fhaigheann oidhreacht ó [VisualInstance3D], mar [MeshInstance3D] nó [DirectionalLight3D]. Úsáid [method @GlobalScope.instance_from_id] chun na nóid iarbhír a fháil. Ní mór RID do chás a sholáthar, atá ar fáil sa [World3D] a bhfuil tú ag iarraidh a cheistiú. Fágann sé seo go mbeidh uasdátú ann do na hacmhainní go léir atá ciúáilte lena nuashonrú.
    [b]Rabhadh:[/b] Tá an fheidhm seo dírithe go príomha ar úsáid an eagarthóra. I gcásanna úsáide in-chluiche, is fearr imbhualadh fisice.

en: Returns an array of object IDs intersecting with the provided convex shape. Only 3D nodes that inherit from [VisualInstance3D] are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
    [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
ga: Filleann sé raon aitheantais oibiachta a thrasnaíonn an cruth dronnach a cuireadh ar fáil. Ní mheastar ach nóid 3D a fhaigheann oidhreacht ó [VisualInstance3D], mar [MeshInstance3D] nó [DirectionalLight3D]. Úsáid [method @GlobalScope.instance_from_id] chun na nóid iarbhír a fháil. Ní mór RID do chás a sholáthar, atá ar fáil sa [World3D] a bhfuil tú ag iarraidh a cheistiú. Fágann sé seo go mbeidh uasdátú ann do na hacmhainní go léir atá ciúáilte lena nuashonrú.
    [b]Rabhadh:[/b] Tá an fheidhm seo dírithe go príomha ar úsáid an eagarthóra. I gcásanna úsáide in-chluiche, is fearr imbhualadh fisice.

en: Returns an array of object IDs intersecting with the provided 3D ray. Only 3D nodes that inherit from [VisualInstance3D] are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
    [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
ga: Filleann sé raon aitheantais oibiachta a thrasnaíonn an ga 3D a sholáthraítear. Ní mheastar ach nóid 3D a fhaigheann oidhreacht ó [VisualInstance3D], mar [MeshInstance3D] nó [DirectionalLight3D]. Úsáid [method @GlobalScope.instance_from_id] chun na nóid iarbhír a fháil. Ní mór RID do chás a sholáthar, atá ar fáil sa [World3D] a bhfuil tú ag iarraidh a cheistiú. Cuireann sé seo iachall ar nuashonrú do na hacmhainní go léir atá ciúáilte le nuashonrú.
    [b]Rabhadh:[/b] Tá an fheidhm seo dírithe go príomha ar úsáid an eagarthóra. I gcásanna úsáide in-chluiche, is fearr imbhualadh fisice.

en: Returns [code]true[/code] if our code is currently executing on the rendering thread.
ga: Filleann sé [code]true[/code] má tá ár gcód ag feidhmiú ar an snáithe rindreála faoi láthair.

en: If [code]true[/code], this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to [member DirectionalLight3D.directional_shadow_blend_splits].
ga: Más [code]true[/code], cumascfaidh an treosholas seo idir scoilteanna scáthléarscáileanna agus beidh trasdul níos míne eatarthu. Comhionann le [comhalta DirectionalLight3D.directional_shadow_blend_splits].

en: Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.
ga: Socraíonn sé an modh scáth don solas treo seo. Comhionann le [comhalta DirectionalLight3D.directional_shadow_mode]. Féach [enum LightDirectionalShadowMode] le haghaidh roghanna.

en: If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
ga: Más rud é [code]true[/code], ní úsáidfear an solas seo le haghaidh rud ar bith seachas scáthaitheoirí spéir. Bain úsáid as seo le haghaidh soilse a bhfuil tionchar acu ar do scáthóir spéire agus b'fhéidir gur mhaith leat a cheilt ó chur isteach ar an gcuid eile den radharc. Mar shampla, b'fhéidir gur mhaith leat é seo a chumasú nuair a thiteann an ghrian i do scáthóir spéir faoi bhun na spéire.

en: Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode].
ga: Socraítear cé acu is ceart dé-pharabúlóideach nó mapa ciúb a úsáid don scáthléarscáil. Tá paraboloid dé níos tapúla ach d’fhéadfadh sé a bheith ag fulaingt ó artifacts. Comhionann le [comhalta OmniLight3D.omni_shadow_mode].

en: Sets the texture filter mode to use when rendering light projectors. This parameter is global and cannot be set on a per-light basis.
ga: Socraíonn sé modh an scagaire uigeachta le húsáid agus teilgeoirí solais á rindreáil. Paraiméadar domhanda is ea an paraiméadar seo agus ní féidir é a shocrú ar bhonn in aghaidh an tsolais.

en: Sets the bake mode to use for the specified 3D light. Equivalent to [member Light3D.light_bake_mode].
ga: Socraíonn sé an modh bácála le húsáid don solas 3D sonraithe. Comhionann le [comhalta Light3D.light_bake_mode].

en: Sets the color of the light. Equivalent to [member Light3D.light_color].
ga: Socraíonn sé dath an tsolais. Comhionann le [comhalta Light3D.light_color].

en: Sets the cull mask for this 3D light. Lights only affect objects in the selected layers. Equivalent to [member Light3D.light_cull_mask].
ga: Socraíonn sé an masc maraithe don solas 3D seo. Ní dhéanann soilse difear ach do rudaí sna sraitheanna roghnaithe. Comhionann le [comhalta Light3D.light_cull_mask].

en: Sets the distance fade for this 3D light. This acts as a form of level of detail (LOD) and can be used to improve performance. Equivalent to [member Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], [member Light3D.distance_fade_shadow], and [member Light3D.distance_fade_length].
ga: Socraíonn sé an fad céimnithe don solas 3D seo. Feidhmíonn sé seo mar chineál leibhéal sonraí (LOD) agus is féidir é a úsáid chun feidhmíocht a fheabhsú. Coibhéiseach le [comhalta Light3D.distance_fade_enabled], [comhalta Light3D.distance_fade_begin], [comhalta Light3D.distance_fade_shadow], agus [comhalta Light3D.distance_fade_length].

en: Sets the maximum SDFGI cascade in which the 3D light's indirect lighting is rendered. Higher values allow the light to be rendered in SDFGI further away from the camera.
ga: Socraíonn sé an t-uas-easasc SDFGI ina ndéantar soilsiú indíreach an tsolais 3D a rindreáil. Ligeann luachanna níos airde an solas a rindreáil i SDFGI níos faide ar shiúl ón gceamara.

en: If [code]true[/code], the 3D light will subtract light instead of adding light. Equivalent to [member Light3D.light_negative].
ga: Más [code]true[/code], bainfidh an solas 3D solas seachas solas a chur leis. Comhionann le [comhalta Light3D.light_negative].

en: Sets the specified 3D light parameter. See [enum LightParam] for options. Equivalent to [method Light3D.set_param].
ga: Socraíonn sé an paraiméadar solais 3D sonraithe. Féach [enum LightParam] le haghaidh roghanna. Comhionann le [method Light3D.set_param].

en: Sets the projector texture to use for the specified 3D light. Equivalent to [member Light3D.light_projector].
ga: Socraíonn sé uigeacht an teilgeora le húsáid don solas 3D sonraithe. Comhionann le [comhalta Light3D.light_projector].

en: If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent to [member Light3D.shadow_reverse_cull_face].
ga: Más rud é [code]true[/code], aisiompaíonn sé an marbhántacht ar chúl an mhogaill. Is féidir é seo a bheith úsáideach nuair a bhíonn mogalra cothrom agat a bhfuil solas taobh thiar de. Más gá duit scáth a chaitheamh ar an dá thaobh den mhogalra, socraigh an mogalra chun scáthanna déthaobhacha a úsáid le [method instance_geometry_set_cast_shadows_setting]. Comhionann le [comhalta Light3D.shadow_reverse_cull_face].

en: If [code]true[/code], light will cast shadows. Equivalent to [member Light3D.shadow_enabled].
ga: Más rud é [code]true[/code], beidh solas a chaitheamh scáthanna. Comhionann le [comhalta Light3D.shadow_enabled].

en: Creates a new lightmap global illumination instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [LightmapGI].
ga: Cruthaítear sampla soilsithe domhanda mapa solais nua agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach feidhm [code]lightmap_*[/code] Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é an nód coibhéiseach [LightmapGI].

en: Used to inform the renderer what exposure normalization value was used while baking the lightmap. This value will be used and modulated at run time to ensure that the lightmap maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see [method camera_attributes_set_exposure].
ga: Úsáidte é chun an rindreálaí a chur ar an eolas cén luach normalaithe nochta a úsáideadh agus an léarscáil solais á bhácáil. Úsáidfear agus modhnófar an luach seo ag am rite chun a áirithiú go gcoimeádfaidh an léarscáil solais leibhéal comhsheasmhach nochta fiú má athraítear an normalú nochta ar fud an radhairc le linn am rite. Le haghaidh tuilleadh faisnéise féach [method camera_attributes_set_exposure].

en: Set the textures on the given [param lightmap] GI instance to the texture array pointed to by the [param light] RID. If the lightmap texture was baked with [member LightmapGI.directional] set to [code]true[/code], then [param uses_sh] must also be [code]true[/code].
ga: Socraigh na huigeachtaí ar an sampla GI [param lightmap] a thugtar don eagar uigeachta a bhfuil RID [param light] dírithe air. Má bhí uigeacht an mhapa solais bácáilte le [comhalta LightmapGI.directional] socraithe go [code]true[/code], ansin caithfidh [param uses_sh] a bheith [code]true[/code] freisin.

en: Returns a mesh of a sphere with the given number of horizontal subdivisions, vertical subdivisions and radius. See also [method get_test_cube].
ga: Filleann sé mogalra sféir leis an líon tugtha d'fhoranna cothrománacha, d'fhoranna ingearacha agus do gha. Féach freisin [method get_test_cube].

en: Creates an empty material and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]material_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [Material].
ga: Cruthaíonn sé ábhar folamh agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]ábhar_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [Ábhar] an acmhainn choibhéiseach.

en: Returns the value of a certain material's parameter.
ga: Tuairisceáin luach paraiméadar ábhair áirithe.

en: Sets an object's next material.
ga: Socraíonn sé an chéad ábhar eile de chuid réad.

en: Sets a material's parameter.
ga: Socraíonn sé paraiméadar an ábhair.

en: Sets a material's render priority.
ga: Socraíonn sé tosaíocht rindreála ábhair.

en: Sets a shader material's shader.
ga: Socraíonn shader ábhar scáthaithe.

en: Removes all surfaces from a mesh.
ga: Baintear gach dromchla as mogall.

en: Creates a new mesh and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]mesh_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach this mesh to an instance using [method instance_set_base] using the returned RID.
    [b]Note:[/b] The equivalent resource is [Mesh].
ga: Cruthaíonn sé mogalra nua agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code] mogaill_ *[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun é a chur i radharc, ceangail an mogalra seo le háis ag baint úsáide as [method instance_set_base] ag baint úsáide as an RID aischurtha.
    [b]Nóta:[/b] Is é [mogalra] an acmhainn choibhéiseach.

en: Returns a mesh's blend shape count.
ga: Filleann sé comhaireamh cruth cumasc mogalra.

en: Returns a mesh's blend shape mode.
ga: Filleann sé modh cruth cumaisc mogaill.

en: Returns a mesh's custom aabb.
ga: Tugann sé aabb saincheaptha mogaill ar ais.

en: Returns a mesh's number of surfaces.
ga: Filleann sé líon mogaill dromchlaí.

en: Sets a mesh's blend shape mode.
ga: Socraíonn sé modh cruth cumaisc mogaill.

en: Sets a mesh's custom aabb.
ga: Socraíonn sé aabb saincheaptha mogaill.

en: Returns a mesh's surface's buffer arrays.
ga: Filleann eagair mhaoláin dhromchla mogaill.

en: Returns a mesh's surface's arrays for blend shapes.
ga: Filltear eagair dromchla mogaill le haghaidh cruthanna a chumasc.

en: Returns the stride of the attribute buffer for a mesh with given [param format].
ga: Filleann sé an dul chun cinn sa maolán aitreabúide do mhogall a bhfuil [formáid param] tugtha.

en: Returns the stride of the combined normals and tangents for a mesh with given [param format]. Note importantly that, while normals and tangents are in the vertex buffer with vertices, they are only interleaved with each other and so have a different stride than vertex positions.
ga: Filleann sé stríoc na ngnáthnós agus na dtadhlaithe comhcheangailte le haghaidh mogall le [formáid param] tugtha. Tabhair faoi deara, cé go bhfuil normanna agus tadhlaí sa rinn maolán le rinn, nach bhfuil siad ach idirdhuilleogach lena chéile agus mar sin tá dul chun cinn éagsúil acu ná suíomhanna rinn.

en: Returns the offset of a given attribute by [param array_index] in the start of its respective buffer.
ga: Filleann sé fritháireamh aitreabúide tugtha le [param array_index] i dtús a maoláin faoi seach.

en: Returns the stride of the skin buffer for a mesh with given [param format].
ga: Filleann sé stríoc an mhaoláin chraicinn le haghaidh mogall le [formáid param] tugtha.

en: Returns the stride of the vertex positions for a mesh with given [param format]. Note importantly that vertex positions are stored consecutively and are not interleaved with the other attributes in the vertex buffer (normals and tangents).
ga: Filleann sé stríoc na suíomhanna rinn do mhogall le [formáid param] tugtha. Tabhair faoi deara go bhfuil sé tábhachtach go ndéantar suíomhanna rinn a stóráil i ndiaidh a chéile agus nach bhfuil siad idirdhuilleach leis na tréithe eile sa rinn maolán (gnáth agus tadhlaí).

en: Returns a mesh's surface's material.
ga: Filleann sé ábhar dromchla mogaill.

en: Sets a mesh's surface's material.
ga: Socraíonn sé ábhar dromchla mogaill.

en: Creates a new multimesh on the RenderingServer and returns an [RID] handle. This RID will be used in all [code]multimesh_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach this multimesh to an instance using [method instance_set_base] using the returned RID.
    [b]Note:[/b] The equivalent resource is [MultiMesh].
ga: Cruthaíonn sé ilmhogra nua ar an RenderingServer agus cuireann sé hanla [RID] ar ais. Úsáidfear an RID seo i ngach [code]multimesh_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun é a chur i radharc, ceangail an t-ilmhogra seo le háis ag baint úsáide as [method instance_set_base] ag baint úsáide as an RID aischurtha.
    [b]Nóta:[/b] Is é an acmhainn choibhéiseach [Il-Mhagall].

en: Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.
ga: Ríomhann agus seolann ar ais an bosca teorann aise-ailínithe a chumhdaíonn gach cás laistigh den ilmhogra.

en: Returns the MultiMesh data (such as instance transforms, colors, etc.). See [method multimesh_set_buffer] for details on the returned data.
    [b]Note:[/b] If the buffer is in the engine's internal cache, it will have to be fetched from GPU memory and possibly decompressed. This means [method multimesh_get_buffer] is potentially a slow operation and should be avoided whenever possible.
ga: Filleann sé na sonraí MultiMesh (mar shampla claochluithe, dathanna, etc.). Féach ar [method multimesh_set_buffer] le haghaidh sonraí ar na sonraí a cuireadh ar ais.
    [b]Nóta:[/b] Má tá an maolán i dtaisce inmheánach an innill, beidh ort é a fháil ó chuimhne GPU agus b'fhéidir dí-chomhbhrúite a dhéanamh. Ciallaíonn sé seo gur oibríocht mhall é [method multimesh_get_buffer] agus ba cheart é a sheachaint nuair is féidir.

en: Returns the custom AABB defined for this MultiMesh resource.
ga: Seoltar ar ais an AABB saincheaptha atá sainithe don acmhainn Ilmhogra seo.

en: Returns the number of instances allocated for this multimesh.
ga: Seoltar ar ais líon na gcásanna a leithdháileadh don ilmhogra seo.

en: Returns the RID of the mesh that will be used in drawing this multimesh.
ga: Filleann sé RID an mhogaill a úsáidfear chun an t-ilmhogra seo a tharraingt.

en: Returns the number of visible instances for this multimesh.
ga: Seoltar ar ais líon na gcásanna infheicthe don ilmhogra seo.

en: Returns the color by which the specified instance will be modulated.
ga: Filleann sé an dath trína modhnófar an ásc sonraithe.

en: Returns the custom data associated with the specified instance.
ga: Filleann sé na sonraí saincheaptha a bhaineann leis an ásc sonraithe.

en: Returns the [Transform3D] of the specified instance.
ga: Seoltar ar ais [Transform3D] den ásc sonraithe.

en: Returns the [Transform2D] of the specified instance. For use when the multimesh is set to use 2D transforms.
ga: Seoltar ar ais [Transform2D] den ásc sonraithe. Le húsáid nuair a bhíonn an multimesh socraithe chun claochluithe 2T a úsáid.

en: Sets the color by which this instance will be modulated. Equivalent to [method MultiMesh.set_instance_color].
ga: Socraíonn sé an dath trína modhnófar an cás seo. Comhionann le [method MultiMesh.set_instance_color].

en: Sets the custom data for this instance. Custom data is passed as a [Color], but is interpreted as a [code]vec4[/code] in the shader. Equivalent to [method MultiMesh.set_instance_custom_data].
ga: Socraíonn sé na sonraí saincheaptha don chás seo. Cuirtear sonraí saincheaptha ar aghaidh mar [Color], ach léirmhínítear iad mar [code]vec4[/code] sa scáthaitheoir. Comhionann le [method MultiMesh.set_instance_custom_data].

en: Sets the [Transform3D] for this instance. Equivalent to [method MultiMesh.set_instance_transform].
ga: Socraíonn sé an [Transform3D] don chás seo. Comhionann le [method MultiMesh.set_instance_transform].

en: Sets the [Transform2D] for this instance. For use when multimesh is used in 2D. Equivalent to [method MultiMesh.set_instance_transform_2d].
ga: Socraíonn sé an [Transform2D] don chás seo. Le húsáid nuair a úsáidtear multimesh i 2T. Comhionann le [method MultiMesh.set_instance_transform_2d].

en: Sets the custom AABB for this MultiMesh resource.
ga: Socraíonn sé an AABB saincheaptha don acmhainn MultiMesh seo.

en: Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh.mesh].
ga: Socraíonn sé an mogalra a tharraingt ag an multimosh. Coibhéiseach le [comhalta MultiMesh.mesh].

en: Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to [member MultiMesh.visible_instance_count].
ga: Socraíonn sé líon na gcásanna atá le feiceáil ag am ar leith. Más rud é -1, tarraingítear gach cás a leithdháileadh. Comhionann le [comhalta MultiMesh.visible_instance_count].

en: Creates an occluder instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]occluder_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [Occluder3D] (not to be confused with the [OccluderInstance3D] node).
ga: Cruthaíonn sé sampla occluder agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]occluder_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [Occluder3D] an acmhainn choibhéiseach (gan a mheascadh leis an nód [OccluderInstance3D]).

en: Sets the mesh data for the given occluder RID, which controls the shape of the occlusion culling that will be performed.
ga: Socraíonn sé na sonraí mogaill don RID occluder tugtha, a rialaíonn an cruth ar an marú occlusion a bheidh le déanamh.

en: Creates a new omni light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach this omni light to an instance using [method instance_set_base] using the returned RID.
    [b]Note:[/b] The equivalent node is [OmniLight3D].
ga: Cruthaíonn sé solas omni nua agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Is féidir an RID seo a úsáid i bhformhór na bhfeidhmeanna [code]light_*[/code] Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun é a chur i radharc, ceangail an t-uilesholas seo d'áis ag baint úsáide as [method instance_set_base] ag baint úsáide as an RID aischurtha.
    [b]Nóta:[/b] Is é [OmniLight3D] an nód coibhéiseach.

en: Creates a new 3D GPU particle collision or attractor and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]particles_collision_*[/code] RenderingServer functions.
    [b]Note:[/b] The equivalent nodes are [GPUParticlesCollision3D] and [GPUParticlesAttractor3D].
ga: Cruthaíonn imbhualadh nó mealltóir cáithníní GPU 3D nua agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Is féidir an RID seo a úsáid i bhformhór na [code]particles_collision_*[/code] feidhmeanna Rindreála Freastalaí.
    [b]Nóta:[/b] Is iad na nóid choibhéiseacha [GPUParticlesCollision3D] agus [GPUParticlesAttractor3D].

en: Requests an update for the 3D GPU particle collision heightfield. This may be automatically called by the 3D GPU particle collision heightfield depending on its [member GPUParticlesCollisionHeightField3D.update_mode].
ga: Iarrann sé nuashonrú ar réimse airde imbhuailte cáithníní GPU 3D. D'fhéadfadh sé seo a bheith glaoite go huathoibríoch ag an raon airde imbhuailte cáithníní GPU 3D ag brath ar a [member GPUParticlesCollisionHeightField3D.update_mode].

en: Sets the attenuation [param curve] for the 3D GPU particles attractor specified by the [param particles_collision] RID. Only used for attractors, not colliders. Equivalent to [member GPUParticlesAttractor3D.attenuation].
ga: Socraíonn sé an tanúchán [cuar param] don mhealltóir cáithníní GPU 3D atá sonraithe ag an [param cáithníní_collision] RID. Ní úsáidtear ach amháin le haghaidh mealltaí, ní imbhuailteoirí. Comhionann le [comhalta GPUParticlesAttractor3D.attenuation].

en: Sets the directionality [param amount] for the 3D GPU particles attractor specified by the [param particles_collision] RID. Only used for attractors, not colliders. Equivalent to [member GPUParticlesAttractor3D.directionality].
ga: Socraíonn sé an treoshuíomh [méid param] don mhealltóir cáithníní GPU 3D atá sonraithe ag an [paramáithníní_collision] RID. Ní úsáidtear ach amháin le haghaidh mealltaí, ní imbhuailteoirí. Comhionann le [comhalta GPUParticlesAttractor3D.directionality].

en: Sets the [param strength] for the 3D GPU particles attractor specified by the [param particles_collision] RID. Only used for attractors, not colliders. Equivalent to [member GPUParticlesAttractor3D.strength].
ga: Socraíonn sé an [neart param] don mhealltóir cáithníní GPU 3D atá sonraithe ag an [paramáithníní_collision] RID. Ní úsáidtear ach amháin le haghaidh mealltaí, ní imbhuailteoirí. Comhionann le [comhalta GPUParticlesAttractor3D.strength].

en: Sets the [param extents] for the 3D GPU particles collision by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionBox3D.size], [member GPUParticlesCollisionSDF3D.size], [member GPUParticlesCollisionHeightField3D.size], [member GPUParticlesAttractorBox3D.size] or [member GPUParticlesAttractorVectorField3D.size] depending on the [param particles_collision] type.
ga: Socraíonn sé an [param extents] don imbhualadh cáithníní GPU 3D ag an [param cáithníní_collision] RID. Coibhéiseach le [comhalta GPUParticlesCollisionBox3D.size], [comhalta GPUParticlesCollisionSDF3D.size], [comhalta GPUParticlesCollisionHeightField3D.size], [comhalta GPUParticlesAttractorBox3D.size] nó [comhalta GPUParticlesCollisionSDF3D.size], [comhalta GPUParticlesCollisionHeightField3D.size], [comhalta GPUParticlesAttractorBox3D.size] nó [comhalta GPUParticlesAttractorD.

en: Sets the collision or attractor shape [param type] for the 3D GPU particles collision or attractor specified by the [param particles_collision] RID.
ga: Socraíonn sé cruth an imbhuailte nó an tarraingeora [cineál param] don imbhualadh nó don mhealltóir cáithníní GPU 3D atá sonraithe ag an [param cáithníní_collision] RID.

en: Sets the cull [param mask] for the 3D GPU particles collision or attractor specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollision3D.cull_mask] or [member GPUParticlesAttractor3D.cull_mask] depending on the [param particles_collision] type.
ga: Socraíonn sé an marbhán [masc param] don imbhualadh nó don mhealltóir cáithníní GPU 3D atá sonraithe ag an [param cáithníní_collision] RID. Comhionann le [comhalta GPUParticlesCollision3D.cull_mask] nó [comhalta GPUParticlesAttractor3D.cull_mask] ag brath ar an gcineál [param cáithníní_collision].

en: Sets the signed distance field [param texture] for the 3D GPU particles collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionSDF3D.texture] or [member GPUParticlesAttractorVectorField3D.texture] depending on the [param particles_collision] type.
ga: Socraíonn sé an réimse faid sínithe [uigeacht param] don imbhualadh cáithníní GPU 3D atá sonraithe ag an [param cáithníní_collision] RID. Comhionann le [comhalta GPUParticlesCollisionSDF3D.texture] nó [comhalta GPUParticlesAttractorVectorField3D.texture] ag brath ar an gcineál [param cáithníní_collision].

en: Sets the heightmap [param resolution] for the 3D GPU particles heightfield collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionHeightField3D.resolution].
ga: Socraíonn sé an léarscáil airde [taifeach param] don imbhualadh airde-raoin cáithníní GPU 3D atá sonraithe ag an [param cáithníní_collision] RID. Comhionann le [comhalta GPUParticlesCollisionHeightField3D.resolution].

en: Sets the [param radius] for the 3D GPU particles sphere collision or attractor specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionSphere3D.radius] or [member GPUParticlesAttractorSphere3D.radius] depending on the [param particles_collision] type.
ga: Socraíonn sé an [ga param] don imbhualadh sféar cáithníní GPU 3D nó don mhealltóir atá sonraithe ag an [param cáithníní_collision] RID. Comhionann le [comhalta GPUParticlesCollisionSphere3D.radius] nó [comhalta GPUParticlesAttractorSphere3D.radius] ag brath ar an gcineál [paramáithníní_collision].

en: Creates a GPU-based particle system and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]particles_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach these particles to an instance using [method instance_set_base] using the returned RID.
    [b]Note:[/b] The equivalent nodes are [GPUParticles2D] and [GPUParticles3D].
    [b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do not have equivalent RenderingServer functions available, as these use [MultiMeshInstance2D] and [MultiMeshInstance3D] under the hood (see [code]multimesh_*[/code] methods).
ga: Cruthaíonn sé córas cáithníní GPU-bhunaithe agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]cáithnín_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun iad a chur i radharc, ceangail na cáithníní seo le háis ag baint úsáide as [method instance_set_base] ag baint úsáide as an RID ar ais.
    [b]Nóta:[/b] Is iad [GPUParticles2D] agus [GPUParticles3D] na nóid choibhéiseacha.
    [b]Nóta:[/b] Ní bhaineann na modhanna [code]cáithníní_*[/code] go léir ach le cáithníní GPU-bhunaithe, ní cáithníní CPU-bhunaithe. Níl feidhmeanna coibhéiseacha rindreála ar fáil ag [CPUParticles2D] agus [CPUParticles3D], toisc go n-úsáideann siad seo [MultiMeshInstance2D] agus [MultiMeshInstance3D] faoin gcochall (féach modhanna [code]multimesh_*[/code]).

en: Manually emits particles from the [param particles] instance.
ga: Astaíonn de láimh cáithníní ón sampla [paramáithníní].

en: Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to [method GPUParticles3D.capture_aabb].
ga: Ríomhann agus aischuireann an bosca teorann aise-ailínithe ina bhfuil na cáithníní go léir. Comhionann le [method GPUParticles3D.capture_aabb].

en: Returns [code]true[/code] if particles are currently set to emitting.
ga: Filleann sé [code]true[/code] má tá cáithníní réidh le hastú faoi láthair.

en: Returns [code]true[/code] if particles are not emitting and particles are set to inactive.
ga: Filleann sé [code]true[/code] mura bhfuil cáithníní ag astú agus má tá cáithníní socraithe go neamhghníomhach.

en: Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to [method instances_cull_aabb], [method instances_cull_convex], or [method instances_cull_ray].
ga: Cuir córas na gcáithníní leis an liosta de na córais cháithníní ar gá iad a nuashonrú. Déanfar nuashonrú ar an gcéad fhráma eile, nó ar an gcéad ghlao eile chuig [method instances_cull_aabb], [method instances_cull_convex], nó [method instances_cull_ray].

en: Reset the particles on the next update. Equivalent to [method GPUParticles3D.restart].
ga: Athshocraigh na cáithníní ar an gcéad nuashonrú eile. Comhionann le [method GPUParticles3D.restart].

en: Sets the number of particles to be drawn and allocates the memory for them. Equivalent to [member GPUParticles3D.amount].
ga: Socraíonn sé líon na gcáithníní atá le tarraingt agus leithdháileann sé an chuimhne dóibh. Comhionann le [comhalta GPUParticles3D.amount].

en: Sets the amount ratio for particles to be emitted. Equivalent to [member GPUParticles3D.amount_ratio].
ga: Socraíonn sé an cóimheas méide do na cáithníní atá le hastú. Comhionann le [comhalta GPUParticles3D.amount_ratio].

en: Sets a custom axis-aligned bounding box for the particle system. Equivalent to [member GPUParticles3D.visibility_aabb].
ga: Socraíonn sé bosca teorannaithe sain-ailínithe le haghaidh chóras na gcáithníní. Comhionann le [comhalta GPUParticles3D.visibility_aabb].

en: Sets the draw order of the particles to one of the named enums from [enum ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to [member GPUParticles3D.draw_order].
ga: Socraíonn sé ord tarraingthe na gcáithníní do cheann amháin de na héinní ainmnithe ó [enum ParticlesDrawOrder]. Féach [enum ParticlesDrawOrder] le haghaidh roghanna. Comhionann le [comhalta GPUParticles3D.draw_order].

en: Sets the mesh to be used for the specified draw pass. Equivalent to [member GPUParticles3D.draw_pass_1], [member GPUParticles3D.draw_pass_2], [member GPUParticles3D.draw_pass_3], and [member GPUParticles3D.draw_pass_4].
ga: Socraíonn sé an mogalra a úsáidfear don phas tarraingthe sonraithe. Coibhéiseach le [comhalta GPUParticles3D.draw_pass_1], [comhalta GPUParticles3D.draw_pass_2], [comhalta GPUParticles3D.draw_pass_3], agus [comhalta GPUParticles3D.draw_pass_4].

en: Sets the number of draw passes to use. Equivalent to [member GPUParticles3D.draw_passes].
ga: Socraíonn sé líon na bpasanna tarraingthe le húsáid. Comhionann le [comhalta GPUParticles3D.draw_passes].

en: Sets the [Transform3D] that will be used by the particles when they first emit.
ga: Socraíonn sé an [Transform3D] a bheidh in úsáid ag na cáithníní nuair a scaoileann siad den chéad uair.

en: Sets the velocity of a particle node, that will be used by [member ParticleProcessMaterial.inherit_velocity_ratio].
ga: Socraíonn sé treoluas nód cáithníneach, a úsáidfidh [comhalta ParticleProcessMaterial.inherit_velocity_ratio].

en: Sets the explosiveness ratio. Equivalent to [member GPUParticles3D.explosiveness].
ga: Socraíonn sé an cóimheas pléascachachta. Comhionann le [comhalta GPUParticles3D.explosiveness].

en: Sets the frame rate that the particle system rendering will be fixed to. Equivalent to [member GPUParticles3D.fixed_fps].
ga: Socraíonn sé an ráta fráma a socrófar rindreáil an chórais cháithníní dó. Comhionann le [comhalta GPUParticles3D.fixed_fps].

en: If [code]true[/code], uses fractional delta which smooths the movement of the particles. Equivalent to [member GPUParticles3D.fract_delta].
ga: Más [code]true[/code], úsáidtear deilt codánach a mhíníonn gluaiseacht na gcáithníní. Comhionann le [comhalta GPUParticles3D.fract_delta].

en: Sets the value that informs a [ParticleProcessMaterial] to rush all particles towards the end of their lifetime.
ga: Socraíonn sé an luach a thugann eolas do [ParticleProcessMaterial] chun na cáithníní go léir a ruaigeadh i dtreo dheireadh a saoil.

en: Sets the lifetime of each particle in the system. Equivalent to [member GPUParticles3D.lifetime].
ga: Socraíonn sé saolré gach cáithnín sa chóras. Comhionann le [comhalta GPUParticles3D.lifetime].

en: Sets whether the GPU particles specified by the [param particles] RID should be rendered in 2D or 3D according to [param mode].
ga: Socraíonn sé cé acu ar cheart na cáithníní GPU atá sonraithe ag an [paramáithníní] RID a rindreáil i 2D nó 3D de réir [param method].

en: If [code]true[/code], particles will emit once and then stop. Equivalent to [member GPUParticles3D.one_shot].
ga: Más [code]true[/code], astóidh cáithníní uair amháin agus stopfaidh siad ansin. Comhionann le [comhalta GPUParticles3D.one_shot].

en: Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member GPUParticles3D.preprocess].
ga: Socraíonn sé an t-am réamhphróiseála do bheochan na gcáithníní. Ligeann sé seo duit moill a chur ar bheochan a thosú go dtí go bhfuil na cáithníní tosaithe ag astú. Comhionann le [comhalta GPUParticles3D.preprocess].

en: Sets the material for processing the particles.
    [b]Note:[/b] This is not the material used to draw the materials. Equivalent to [member GPUParticles3D.process_material].
ga: Socraíonn sé an t-ábhar chun na cáithníní a phróiseáil.
    [b]Nóta:[/b] Ní hé seo an t-ábhar a úsáidtear chun na hábhair a tharraingt. Comhionann le [comhalta GPUParticles3D.process_material].

en: Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to [member GPUParticles3D.randomness].
ga: Socraíonn sé an cóimheas randamacht astaithe. Déanann sé seo randamach astuithe na gcáithníní laistigh dá gcéim. Comhionann le [comhalta GPUParticles3D.randomness].

en: Sets the speed scale of the particle system. Equivalent to [member GPUParticles3D.speed_scale].
ga: Socraíonn sé luasscála chóras na gcáithníní. Comhionann le [comhalta GPUParticles3D.speed_scale].

en: If [param enable] is [code]true[/code], enables trails for the [param particles] with the specified [param length_sec] in seconds. Equivalent to [member GPUParticles3D.trail_enabled] and [member GPUParticles3D.trail_lifetime].
ga: Má tá [param enable] [code]true[/code], cumasaigh rianta do na [paramáithníní] leis an [param length_sec] sonraithe i soicindí. Comhionann le [comhalta GPUParticles3D.trail_enabled] agus [comhalta GPUParticles3D.trail_lifetime].

en: If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member GPUParticles3D.local_coords].
ga: Más [code]true[/code], úsáideann cáithníní comhordanáidí áitiúla. Má tá [code]false[/code] úsáideann siad comhordanáidí domhanda. Comhionann le [comhalta GPUParticles3D.local_coords].

en: Sets the filter quality for omni and spot light shadows in 3D. See also [member ProjectSettings.rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality]. This parameter is global and cannot be set on a per-viewport basis.
ga: Socraíonn sé cáilíocht an scagaire le haghaidh scáthanna solais omni agus spot i 3D. Féach freisin [comhalta ProjectSettings.rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality]. Paraiméadar domhanda is ea an paraiméadar seo agus ní féidir é a shocrú ar bhonn in aghaidh an amhairc.

en: Creates a reflection probe and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]reflection_probe_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID.
    [b]Note:[/b] The equivalent node is [ReflectionProbe].
ga: Cruthaíonn taiscéalaí machnaimh agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]reflection_probe_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun é a chur i radharc, ceangail an taiscéalaí machnaimh seo le háis a úsáideann [method instance_set_base] ag baint úsáide as an RID aischurtha.
    [b]Nóta:[/b] Is é [ReflectionProbe] an nód coibhéiseach.

en: Sets the reflection probe's custom ambient light color. Equivalent to [member ReflectionProbe.ambient_color].
ga: Socraíonn sé dath solais chomhthimpeallach saincheaptha an taiscéalaí machnaimh. Comhionann le [comhalta ReflectionProbe.ambient_color].

en: Sets the reflection probe's custom ambient light energy. Equivalent to [member ReflectionProbe.ambient_color_energy].
ga: Socraíonn sé fuinneamh solais chomhthimpeallach saincheaptha an taiscéalaí machnaimh. Comhionann le [comhalta ReflectionProbe.ambient_color_energy].

en: Sets the reflection probe's ambient light mode. Equivalent to [member ReflectionProbe.ambient_mode].
ga: Socraíonn sé modh solais chomhthimpeallaigh an taiscéalaí frithchaite. Comhionann le [comhalta ReflectionProbe.ambient_mode].

en: If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior].
ga: Más [code]true[/code], ní thabharfar aird ar fhrithchaitheamh ar rannchuidiú na spéire. Comhionann le [comhalta ReflectionProbe.interior].

en: Sets the render cull mask for this reflection probe. Only instances with a matching layer will be reflected by this probe. Equivalent to [member ReflectionProbe.cull_mask].
ga: Socraíonn sé an masc maraithe rindreála don taiscéalaí machnaimh seo. Ní léireofar sa taiscéalaí seo ach cásanna ina bhfuil ciseal meaitseála. Comhionann le [member ReflectionProbe.cull_mask].

en: If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection].
ga: Más [code]true[/code], úsáidtear teilgean bosca. Féadann sé seo cuma níos cruinne ar mhachnaimh i gcásanna áirithe. Comhionann le [comhalta ReflectionProbe.box_projection].

en: If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows].
ga: Más [code]true[/code], ríomhtar scáthanna sa tóireadóir frithchaitheamh. Déanann sé seo an machnamh i bhfad níos moille le ríomh. Comhionann le [comhalta ReflectionProbe.enable_shadows].

en: Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity].
ga: Socraíonn sé déine an taiscéalaithe machnaimh. Modhnaíonn déine neart an mhachnaimh. Comhionann le [comhalta ReflectionProbe.intensity].

en: Sets the max distance away from the probe an object can be before it is culled. Equivalent to [member ReflectionProbe.max_distance].
ga: Socraíonn sé an t-achar uasta ón taiscéalaí is féidir le réad a bheith sula mbaintear amach é. Comhionann le [comhalta ReflectionProbe.max_distance].

en: Sets the mesh level of detail to use in the reflection probe rendering. Higher values will use less detailed versions of meshes that have LOD variations generated, which can improve performance. Equivalent to [member ReflectionProbe.mesh_lod_threshold].
ga: Socraíonn sé an leibhéal mogaill mionsonraí le húsáid i rindreáil an taiscéalaithe frithchaite. Úsáidfidh luachanna níos airde leaganacha nach bhfuil chomh mionsonraithe sin de mhogaill a bhfuil éagsúlachtaí LOD ginte acu, ar féidir leo feidhmíocht a fheabhsú. Comhionann le [comhalta ReflectionProbe.mesh_lod_threshold].

en: Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to [member ReflectionProbe.origin_offset].
ga: Socraíonn sé an fritháireamh tionscnaimh a úsáidfear nuair atá an taiscéalaí machnaimh seo i mód an bhosca tionscadail. Comhionann le [comhalta ReflectionProbe.origin_offset].

en: Sets the render reflection mask for this reflection probe. Only instances with a matching layer will have reflections applied from this probe. Equivalent to [member ReflectionProbe.reflection_mask].
ga: Socraíonn sé an masc machnaimh rindreála don taiscéalaí machnaimh seo. Is i gcásanna ina bhfuil ciseal meaitseála amháin a chuirfear machnaimh ón taiscéalaí seo. Comhionann le [comhalta ReflectionProbe.reflection_mask].

en: Sets the resolution to use when rendering the specified reflection probe. The [param resolution] is specified for each cubemap face: for instance, specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus mipmaps for roughness levels).
ga: Socraíonn sé an taifeach atá le húsáid agus an taiscéalaí machnaimh sonraithe á rindreáil. Tá an [taifeach param] sonraithe do gach aghaidh léarscáile ciúb: mar shampla, má shonraítear [code]512[/code] leithdháilfear 6 aghaidh de 512×512 an ceann (móide mipmaps le haghaidh leibhéil gharbh).

en: Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.size].
ga: Socraíonn sé méid an limistéir a ghabhfaidh an taiscéalaí machnaimh. Comhionann le [member ReflectionProbe.size].

en: Sets how often the reflection probe updates. Can either be once or every frame. See [enum ReflectionProbeUpdateMode] for options.
ga: Socraíonn sé cé chomh minic is a nuashonraíonn an taiscéalaí machnaimh. Is féidir a bheith uair amháin nó gach fráma. Féach [enum ReflectionProbeUpdateMode] le haghaidh roghanna.

en: Schedules a callback to the given callable after a frame has been drawn.
ga: Sceidealaíonn sé aisghlao chuig an gceann inghlaoite a thugtar tar éis fráma a tharraingt.

en: Creates a scenario and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]scenario_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    The scenario is the 3D world that all the visual instances exist in.
ga: Cruthaíonn sé cás agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]cás_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Is é an cás an domhan 3D ina bhfuil na cásanna amhairc go léir ann.

en: Sets the camera attributes ([param effects]) that will be used with this scenario. See also [CameraAttributes].
ga: Socraíonn sé tréithe an cheamara ([éifeachtaí param]) a úsáidfear sa chás seo. Féach freisin [CameraAttributes].

en: Sets the compositor ([param compositor]) that will be used with this scenario. See also [Compositor].
ga: Socraíonn sé an cumadóir ([param compositor]) a úsáidfear leis an gcás seo. Féach freisin [Compositor].

en: Sets the environment that will be used with this scenario. See also [Environment].
ga: Socraíonn sé an timpeallacht a úsáidfear leis an gcás seo. Féach freisin [Timpeallacht].

en: Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.
ga: Socraíonn sé an timpeallacht chúltaca a bheidh le húsáid sa chás seo. Úsáidtear an timpeallacht fallback mura bhfuil aon timpeallacht socraithe. Go hinmheánach, úsáideann an t-eagarthóir é seo chun timpeallacht réamhshocraithe a sholáthar.

en: Sets the screen-space roughness limiter parameters, such as whether it should be enabled and its thresholds. Equivalent to [member ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/enabled], [member ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/amount] and [member ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/limit].
ga: Socraíonn sé na paraiméadair teorannaithe gharbháis scáileáin-spás, amhail ar cheart é a chumasú agus a thairseacha. Comhionann le [comhalta ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/enabled], [comhalta ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/amount] agus [comhalta ProjectSettings.rendering/anti_aliaring/screenness_limiter].

en: Sets a boot image. The color defines the background color. If [param scale] is [code]true[/code], the image will be scaled to fit the screen size. If [param use_filter] is [code]true[/code], the image will be scaled with linear interpolation. If [param use_filter] is [code]false[/code], the image will be scaled with nearest-neighbor interpolation.
ga: Socraíonn íomhá tosaithe. Sainmhíníonn an dath an dath cúlra. Má tá [scála param] [code]true[/code], déanfar an íomhá a scála le bheith oiriúnach do mhéid an scáileáin. Má tá [param use_filter] [code]true[/code], déanfar an íomhá a scála le hidirshuíomh líneach. Má tá [param use_filter] [code]false[/code], déanfar an íomhá a scála le hidirshuíomh comharsan is gaire.

en: Sets the default clear color which is used when a specific clear color has not been selected. See also [method get_default_clear_color].
ga: Socraíonn sé an dath soiléir réamhshocraithe a úsáidtear nuair nach bhfuil dath soiléir ar leith roghnaithe. Féach freisin [method get_default_clear_color].

en: Creates an empty shader and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]shader_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [Shader].
ga: Cruthaíonn sé scáthlán folamh agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]shader_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [Shader] an acmhainn choibhéiseach.

en: Returns a shader's source code as a string.
ga: Filleann sé cód foinse scáthaitheora mar theaghrán.

en: Returns a default texture from a shader searched by name.
    [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
ga: Filleann sé uigeacht réamhshocraithe ó scáthóir a cuardaíodh de réir ainm.
    [b]Nóta:[/b] Má úsáidtear an t-eagar samplóra úsáid [param index] chun an uigeacht sonraithe a rochtain.

en: Returns the default value for the specified shader uniform. This is usually the value written in the shader source code.
ga: Filleann sé an luach réamhshocraithe don éide scáthaithe sonraithe. De ghnáth is é seo an luach atá scríofa sa chód foinse shader.

en: Sets the shader's source code (which triggers recompilation after being changed).
ga: Socraíonn sé cód foinse an scáthaitheora (a spreagann aththiomsú tar éis é a bheith athraithe).

en: Sets a shader's default texture. Overwrites the texture given by name.
    [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
ga: Socraíonn sé uigeacht réamhshocraithe shader. Forscríobhann an uigeacht a thugtar de réir ainm.
    [b]Nóta:[/b] Má úsáidtear an t-eagar samplóra úsáid [param index] chun an uigeacht sonraithe a rochtain.

en: Sets the path hint for the specified shader. This should generally match the [Shader] resource's [member Resource.resource_path].
ga: Socraíonn sé an leid cosáin don scáthóir sonraithe. Ba cheart go mbeadh sé seo ag teacht le hacmhainn [Shader] [member Resource.resource_path].

en: Returns the [Transform3D] set for a specific bone of this skeleton.
ga: Filleann sé an tacar [Transform3D] do chnámh ar leith den chnámharlach seo.

en: Returns the [Transform2D] set for a specific bone of this skeleton.
ga: Filleann sé an tacar [Transform2D] do chnámh ar leith den chnámharlach seo.

en: Sets the [Transform3D] for a specific bone of this skeleton.
ga: Socraíonn sé an [Transform3D] do chnámh ar leith den chnámharlach seo.

en: Sets the [Transform2D] for a specific bone of this skeleton.
ga: Socraíonn sé an [Transform2D] do chnámh ar leith den chnámharlach seo.

en: Creates a skeleton and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]skeleton_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
ga: Cruthaíonn sé creatlach agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]cnámharlach_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.

en: Returns the number of bones allocated for this skeleton.
ga: Filleann sé líon na gcnámh a leithdháileadh don chnámharlach seo.

en: Generates and returns an [Image] containing the radiance map for the specified [param sky] RID. This supports built-in sky material and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also [method environment_bake_panorama].
    [b]Note:[/b] The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor. [param energy] values above [code]1.0[/code] can be used to brighten the resulting image.
    [b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than [member Sky.radiance_size], as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.
ga: Gineann agus seolann ar ais [Íomhá] ina bhfuil an léarscáil radiance don RID sonraithe [param sky]. Tacaíonn sé seo le hábhar spéir ionsuite agus scáthaitheoirí spéir saincheaptha. Má tá [param bake_irradiance] [code]true[/code], sábhálfar an léarscáil ionradaíochta in ionad an léarscáil radiance. Úsáidtear an léarscáil radiance chun solas frithchaite a sholáthar, agus úsáidtear an léarscáil ionradaíochta chun solas comhthimpeallach a sholáthar. Féach freisin [method environment_bake_panorama].
    [b]Nóta:[/b] Sábháiltear an íomhá i spás datha líneach gan aon tonmapáil a dhéanamh, rud a chiallaíonn go mbeidh cuma ró-dhorcha uirthi má bhreathnaítear uirthi go díreach in eagarthóir íomhá. Is féidir [param energy] luachanna os cionn [code]1.0[/code] a úsáid chun an íomhá mar thoradh air a ghealú.
    [b]Nóta:[/b] ba cheart go mbeadh [paraméid] ina chóimheas treoíochta 2:1 chun go mbeadh picteilíní cearnacha ag an lánléargas ginte. Maidir le léarscáileanna radiance, níl aon phointe ag baint úsáide as airde níos mó ná [comhalta Sky.radiance_size], mar ní mhéadóidh sé sonraí. Ní bhíonn ach sonraí ar mhinicíocht íseal ar léarscáileanna ionradaíochta, mar sin de ghnáth ní bhíonn aon chiall le dul thar méid 128×64 picteilín nuair a bhíonn léarscáil ionradaíochta á shábháil.

en: Creates an empty sky and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]sky_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
ga: Cruthaíonn sé spéir fholamh agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]sky_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.

en: Sets the material that the sky uses to render the background, ambient and reflection maps.
ga: Socraíonn sé an t-ábhar a úsáideann an spéir chun na léarscáileanna cúlra, comhthimpeallacha agus machnaimh a sholáthar.

en: Sets the process [param mode] of the sky specified by the [param sky] RID. Equivalent to [member Sky.process_mode].
ga: Socraíonn sé próiseas [param method] na spéire atá sonraithe ag RID [param sky]. Comhionann le [comhalta Sky.process_mode].

en: Sets the [param radiance_size] of the sky specified by the [param sky] RID (in pixels). Equivalent to [member Sky.radiance_size].
ga: Socraíonn sé [param radiance_size] na spéire atá sonraithe ag an [param sky] RID (i bpicteilíní). Coibhéiseach le [ball Sky.radiance_size].

en: Creates a spot light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    To place in a scene, attach this spot light to an instance using [method instance_set_base] using the returned RID.
ga: Cruthaíonn spotsolas agus cuireann sé leis an RenderingServer é. Is féidir é a rochtain leis an RID a chuirtear ar ais. Is féidir an RID seo a úsáid i bhformhór na bhfeidhmeanna [code]light_*[/code] Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    Chun é a chur i radharc, ceangail an spotsolas seo le sampla a úsáideann [method instance_set_base] ag baint úsáide as an RID aischurtha.

en: Sets [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality] to use when rendering materials that have subsurface scattering enabled.
ga: Socraíonn sé [ball ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality] le húsáid agus ábhair á rindreáil a bhfuil scaipthe faoin dromchla cumasaithe acu.

en: Sets the [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale] and [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale] to use when rendering materials that have subsurface scattering enabled.
ga: Socraítear an [comhalta ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale] agus [comhalta ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale] le húsáid agus ábhair á rindreáil a bhfuil scaipthe faoin dromchla cumasaithe acu.

en: Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [Texture2D].
    [b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], which creates the graphics API's own texture type as opposed to the Godot-specific [Texture2D] resource.
ga: Cruthaíonn sé uigeacht dhéthoiseach agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]uigeacht_2d_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [Uigeacht2D] an acmhainn choibhéiseach.
    [b]Nóta:[/b] Gan a mheascadh le [method RenderingDevice.texture_create], a chruthaíonn cineál uigeachta an API grafaic féin i gcomparáid leis an acmhainn Godot-shonrach [Texture2D].

en: Returns an [Image] instance from the given [param texture] [RID] and [param layer].
ga: Filleann sé sampla [Íomhá] ón [uigeacht param] [RID] agus [param layer] a tugadh.

en: Creates a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_layered_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [TextureLayered].
ga: Cruthaíonn sé uigeacht cisealach 2-thoiseach agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Bainfear úsáid as an RID seo i ngach [code]texture_2d_layered_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is í an acmhainn choibhéiseach [Uigeacht-Sraithe].

en: Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_layered_*[/code] RenderingServer functions, although it does nothing when used. See also [method texture_2d_placeholder_create].
    [b]Note:[/b] The equivalent resource is [PlaceholderTextureLayered].
ga: Cruthaítear áitchoinneálaí d’uigeacht chiseal déthoiseach agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]texture_2d_layered_*[/code] feidhmeanna Rindreála Freastalaí, cé nach ndéanann sé faic nuair a úsáidtear é. Féach freisin [method texture_2d_placeholder_create].
    [b]Nóta:[/b] Is é [PlaceholderTextureLayered] an acmhainn choibhéiseach.

en: Updates the texture specified by the [param texture] [RID] with the data in [param image]. A [param layer] must also be specified, which should be [code]0[/code] when updating a single-layer texture ([Texture2D]).
    [b]Note:[/b] The [param image] must have the same width, height and format as the current [param texture] data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height or format, use [method texture_replace] instead.
ga: Nuashonraítear an uigeacht atá sonraithe ag an [uigeacht param] [RID] leis na sonraí in [íomhá param]. Ní mór [param layer] a shonrú freisin, ar cheart [code]0[/code] a bheith air agus uigeacht aonchiseal ([Texture2D]) á nuashonrú.
    [b]Nóta:[/b] Caithfidh an leithead, an airde agus an fhormáid chéanna a bheith ag an [íomhá param] agus atá ag na sonraí reatha [uigeacht param]. Seachas sin, déanfar earráid a phriontáil agus ní athrófar an uigeacht bhunaidh. Más gá duit leithead, airde nó formáid éagsúil a úsáid, úsáid [method texture_replace] ina ionad sin.

en: [b]Note:[/b] The equivalent resource is [Texture3D].
ga: [b]Nóta:[/b] Is é [Uigeacht 3D] an acmhainn choibhéiseach.

en: Returns 3D texture data as an array of [Image]s for the specified texture [RID].
ga: Filleann sé sonraí uigeachta 3D mar raon [Íomhá]anna don uigeacht shonraithe [RID].

en: Creates a placeholder for a 3-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_3d_*[/code] RenderingServer functions, although it does nothing when used.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent resource is [PlaceholderTexture3D].
ga: Cruthaítear áitchoinneálaí le haghaidh uigeacht 3thoiseach agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach feidhm [code]texture_3d_*[/code] Rindreála Freastalaí, cé nach ndéanann sé faic nuair a úsáidtear é.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [PlaceholderTexture3D] an acmhainn choibhéiseach.

en: Updates the texture specified by the [param texture] [RID]'s data with the data in [param data]. All the texture's layers must be replaced at once.
    [b]Note:[/b] The [param texture] must have the same width, height, depth and format as the current texture data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height, depth or format, use [method texture_replace] instead.
ga: Nuashonraítear an uigeacht atá sonraithe ag sonraí [uigeacht param] [RID] leis na sonraí i [sonraí param]. Ní mór sraitheanna uile an uigeachta a athsholáthar ag an am céanna.
    [b]Nóta:[/b] Caithfidh an leithead, an airde, an doimhneacht agus an fhormáid chéanna a bheith ag an [uigeacht param] agus atá ag na sonraí reatha uigeachta. Seachas sin, déanfar earráid a phriontáil agus ní athrófar an uigeacht bhunaidh. Más gá duit leithead, airde, doimhneacht nó formáid dhifriúil a úsáid, bain úsáid as [method texture_replace] ina ionad sin.

en: Returns the format for the texture.
ga: Filleann sé an fhormáid don uigeacht.

en: Returns a texture [RID] that can be used with [RenderingDevice].
ga: Filleann sé uigeacht [RID] is féidir a úsáid le [RenderingDevice].

en: ProxyTexture was removed in Godot 4.
ga: Baineadh ProxyTexture in Godot 4.

en: This method does nothing and always returns an invalid [RID].
ga: Ní dhéanann an modh seo faic agus cuireann sé [RID] neamhbhailí ar ais i gcónaí.

en: Creates a new texture object based on a texture created directly on the [RenderingDevice]. If the texture contains layers, [param layer_type] is used to define the layer type.
ga: Cruthaíonn réad uigeachta nua bunaithe ar uigeacht a cruthaíodh go díreach ar an [RenderingDevice]. Má tá sraitheanna san uigeacht, úsáidtear [param layer_type] chun an cineál ciseal a shainiú.

en: Replaces [param texture]'s texture data by the texture specified by the [param by_texture] RID, without changing [param texture]'s RID.
ga: Cuirtear an uigeacht atá sonraithe ag an [param by_texture] RID in ionad sonraí uigeachta [param texture], gan RID [uigeacht param] a athrú.

en: Sets a viewport's camera.
ga: Socraíonn sé ceamara amharcport.

en: Sets a viewport's canvas.
ga: Socraíonn sé canbhás amhairc.

en: Creates an empty viewport and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]viewport_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [Viewport].
ga: Cruthaíonn radharc folamh agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach feidhm [code]viewport_*[/code] Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é [Viewport] an nód coibhéiseach.

en: Returns the CPU time taken to render the last frame in milliseconds. This [i]only[/i] includes time spent in rendering-related operations; scripts' [code]_process[/code] functions and other engine subsystems are not included in this readout. To get a complete readout of CPU time spent to render the scene, sum the render times of all viewports that are drawn every frame plus [method get_frame_setup_time_cpu]. Unlike [method Engine.get_frames_per_second], this method will accurately reflect CPU utilization even if framerate is capped via V-Sync or [member Engine.max_fps]. See also [method viewport_get_measured_render_time_gpu].
    [b]Note:[/b] Requires measurements to be enabled on the specified [param viewport] using [method viewport_set_measure_render_time]. Otherwise, this method returns [code]0.0[/code].
ga: Filleann sé an t-am LAP a thógann sé chun an fráma deiridh a sholáthar i milleasoicindí. Áirítear leis seo [i]ach[/i] am a chaitear in oibríochtaí a bhaineann le rindreáil; níl feidhmeanna [code]_process[/code] scripteanna agus fochórais innill eile san áireamh san léamh amach seo. Chun léamh iomlán a fháil ar an am LAP a chaitear chun an radharc a sholáthar, suimigh amanna rindreála na n-amharc ar fad a tharraingítear gach fráma móide [method get_frame_setup_time_cpu]. Murab ionann agus [method Engine.get_frames_per_second], léireoidh an modh seo úsáid LAP go cruinn fiú má tá teorainn ar an bhfráma trí V-Sync nó [ball Engine.max_fps]. Féach freisin [method viewport_get_measured_render_time_gpu].
    [b]Nóta:[/b] Ní mór tomhais a chumasú ar an [param viewport] sonraithe ag baint úsáide as [method viewport_set_measure_render_time]. Seachas sin, seolann an modh seo [code]0.0[/code] ar ais.

en: Returns a statistic about the rendering engine which can be used for performance profiling. This is separated into render pass [param type]s, each of them having the same [param info]s you can query (different passes will return different values). See [enum RenderingServer.ViewportRenderInfoType] for a list of render pass types and [enum RenderingServer.ViewportRenderInfo] for a list of information that can be queried.
    See also [method get_rendering_info], which returns global information across all viewports.
    [b]Note:[/b] Viewport rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, [method viewport_get_render_info] returns [code]0[/code]. To print rendering information in [code]_ready()[/code] successfully, use the following:
    [codeblock]
    func _ready():
        for _i in 2:
            await get_tree().process_frame
    
        print(
                RenderingServer.viewport_get_render_info(get_viewport().get_viewport_rid(),
                RenderingServer.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,
                RenderingServer.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)
        )
    [/codeblock]
ga: Seoltar ar ais staitistic faoin inneall rindreála is féidir a úsáid le haghaidh próifíliú feidhmíochta. Déantar é seo a dheighilt ina pasanna rindreála [cineál param]anna, agus na [faisnéis param]anna céanna ag gach ceann acu is féidir leat a fhiosrú (beidh pasanna difriúla ar ais ag luachanna difriúla). Féach [enum RenderingServer.ViewportRenderInfoType] le haghaidh liosta de na cineálacha pas rindreála agus [enum RenderingServer.ViewportRenderInfo] le haghaidh liosta faisnéise is féidir a cheistiú.
    Féach freisin [method get_rendering_info], a sheolann faisnéis dhomhanda ar ais thar gach radharc.
    [b]Nóta:[/b] Níl faisnéis rindreála Viewport ar fáil go dtí go mbeidh 2 fhráma ar a laghad rindreáilte ag an inneall. Mura bhfuil faisnéis rindreála ar fáil, filleann [method viewport_get_render_info] [code] 0[/code]. Chun faisnéis rindreála a phriontáil i [code]_ready()[/code] go rathúil, bain úsáid as an méid seo a leanas:
    [codeblock]
    func _réidh():
        le haghaidh _i i 2:
            fanacht get_tree().process_frame
    
        priontáil (
                RenderingServer.viewport_get_render_info(get_viewport().get_viewport_rid(),
                Freastalaí Rindreála.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,
                Freastalaí Rindreála.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)
        )
    [/codeblock]

en: Returns the render target for the viewport.
ga: Filleann sé an sprioc rindreála don amharcport.

en: Returns the viewport's last rendered frame.
ga: Filleann sé fráma rindreáilte deiridh an amhairc.

en: Returns the viewport's update mode. See [enum ViewportUpdateMode] constants for options.
    [b]Warning:[/b] Calling this from any thread other than the rendering thread will be detrimental to performance.
ga: Filleann sé modh nuashonraithe an amhairc. Féach tairisigh [enum ViewportUpdateMode] le haghaidh roghanna.
    [b]Rabhadh:[/b] Má ghlaoitear air seo ó aon snáithe seachas an snáithe rindreála, beidh sé díobhálach don fheidhmíocht.

en: Detaches a viewport from a canvas.
ga: Scarann sé radharcphort ó chanbhás.

en: If [code]true[/code], sets the viewport active, else sets it inactive.
ga: Más rud é [code]true[/code], socraíonn an t-amharcport gníomhach, eile socraíonn sé neamhghníomhach é.

en: Sets the rendering mask associated with this [Viewport]. Only [CanvasItem] nodes with a matching rendering visibility layer will be rendered by this [Viewport].
ga: Socraíonn sé an masc rindreála a bhaineann leis an [Viewport] seo. Ní dhéanfaidh an [Viewport] seo ach nóid [CanvasItem] le ciseal infheictheachta rindreála meaitseála.

en: Sets the stacking order for a viewport's canvas.
    [param layer] is the actual canvas layer, while [param sublayer] specifies the stacking order of the canvas among those in the same layer.
ga: Socraíonn sé an t-ordú cruachta do chanbhás amhairc.
    Is é [param layer] an ciseal chanbhás iarbhír, agus sonraíonn [param sublayer] ord cruachta an chanbhás ina measc siúd atá sa tsraith chéanna.

en: Sets the transformation of a viewport's canvas.
ga: Socraíonn sé claochlú chanbhás amhairc.

en: Sets the clear mode of a viewport. See [enum ViewportClearMode] for options.
ga: Socraíonn sé modh soiléir an amhairc. Féach [enum ViewportClearMode] le haghaidh roghanna.

en: Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for options.
ga: Socraíonn sé modh tarraingthe dífhabhtaithe an amhairc. Féach [enum ViewportDebugDraw] le haghaidh roghanna.

en: Sets the default texture filtering mode for the specified [param viewport] RID. See [enum CanvasItemTextureFilter] for options.
ga: Socraíonn sé an modh scagtha uigeachta réamhshocraithe don RID sonraithe [param viewport]. Féach ar [enum CanvasItemTextureFilter] le haghaidh roghanna.

en: Sets the default texture repeat mode for the specified [param viewport] RID. See [enum CanvasItemTextureRepeat] for options.
ga: Socraíonn sé an modh athrá uigeachta réamhshocraithe don RID [param viewport] sonraithe. Féach [enum CanvasItemTextureRepeat] le haghaidh roghanna.

en: If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is not rendered.
ga: Más [code]true[/code], ní rindreáiltear canbhás an amhaircport (i.e. eilimintí 2D agus GUI).

en: If [code]true[/code], the viewport's 3D elements are not rendered.
ga: Más [code]true[/code], ní rindreáiltear eilimintí 3D an amhaircport.

en: Sets the viewport's environment mode which allows enabling or disabling rendering of 3D environment over 2D canvas. When disabled, 2D will not be affected by the environment. When enabled, 2D will be affected by the environment if the environment background mode is [constant ENV_BG_CANVAS]. The default behavior is to inherit the setting from the viewport's parent. If the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], then the behavior will be the same as if it was set to [constant VIEWPORT_ENVIRONMENT_ENABLED].
ga: Socraíonn sé modh timpeallachta an phort amhairc a cheadaíonn rindreáil timpeallachta 3D thar chanbhás 2T a chumasú nó a dhíchumasú. Nuair a bheidh sé díchumasaithe, ní bheidh tionchar ag an gcomhshaol ar 2D. Nuair a bheidh sé cumasaithe, beidh tionchar ag an timpeallacht ar 2D más é an modh cúlra timpeallachta [ENV_BG_CANVAS leanúnach]. Is é an t-iompar réamhshocraithe ná an socrú a fháil le hoidhreacht ó thuismitheoir an amhairc. Má tá an tuismitheoir is airde socraithe mar [VIEWPORT_ENVIRONMENT_INHERIT] chomh maith, ansin beidh an t-iompar mar a chéile agus dá mba rud é go raibh sé socraithe go [seasmhach VIEWPORT_ENVIRONMENT_ENABLED].

en: Sets the viewport's global transformation matrix.
ga: Socraíonn sé maitrís claochlaithe domhanda an amhairc.

en: Sets the measurement for the given [param viewport] RID (obtained using [method Viewport.get_viewport_rid]). Once enabled, [method viewport_get_measured_render_time_cpu] and [method viewport_get_measured_render_time_gpu] will return values greater than [code]0.0[/code] when queried with the given [param viewport].
ga: Socraíonn sé an tomhas don [param viewport] RID (a fhaightear trí úsáid a bhaint as [method Viewport.get_viewport_rid]). Nuair a bheidh sé cumasaithe, tabharfaidh [method viewport_get_measured_render_time_cpu] agus [method viewport_get_measured_render_time_gpu] luachanna níos mó ná [code]0.0[/code] ar ais nuair a chuirtear ceisteanna orthu leis an [param viewport] a tugadh.

en: Sets the [member ProjectSettings.rendering/occlusion_culling/bvh_build_quality] to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.
ga: Socraíonn sé an [member ProjectSettings.rendering/occlusion_culling/bvh_build_quality] le húsáid le haghaidh marú occlusion. Paraiméadar domhanda is ea an paraiméadar seo agus ní féidir é a shocrú ar bhonn in aghaidh an amhairc.

en: Sets the [member ProjectSettings.rendering/occlusion_culling/occlusion_rays_per_thread] to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.
ga: Socraíonn sé an [member ProjectSettings.rendering/occlusion_culling/occlusion_rays_per_thread] le húsáid le haghaidh marú occlusion. Paraiméadar domhanda is ea an paraiméadar seo agus ní féidir é a shocrú ar bhonn in aghaidh an amhairc.

en: Sets the viewport's parent to the viewport specified by the [param parent_viewport] RID.
ga: Socraíonn tuismitheoir an amhairc an t-amharc atá sonraithe ag an [param parent_viewport] RID.

en: Sets the number of subdivisions to use in the specified shadow atlas [param quadrant] for omni and spot shadows. See also [method Viewport.set_positional_shadow_atlas_quadrant_subdiv].
ga: Socraíonn sé líon na bhfo-ranna le húsáid san atlas scátha sonraithe [ceathrú param] le haghaidh scáthanna uile agus spotscáileáin. Féach freisin [method Viewport.set_positional_shadow_atlas_quadrant_subdiv].

en: Sets the [param size] of the shadow atlas's images (used for omni and spot lights) on the viewport specified by the [param viewport] RID. The value is rounded up to the nearest power of 2. If [param use_16_bits] is [code]true[/code], use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
    [b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).
ga: Socraíonn sé [méid param] íomhánna an scáth-atlais (a úsáidtear do shoilse omni agus spotshoilse) ar an radharc atá sonraithe ag an [param viewport] RID. Déantar an luach a shlánú suas go dtí an chumhacht is gaire de 2. Má tá [param use_16_bits] [code]true[/code], úsáid 16 ghiotán don léarscáil doimhneachta scátha omni/spota. Mar thoradh air seo a chumasú bíonn níos lú beachtas ag scáthanna agus d'fhéadfadh sé go mbeadh scáth-acne mar thoradh air, ach d'fhéadfadh feabhsuithe feidhmíochta a bheith mar thoradh ar roinnt feistí.
    [b]Nóta:[/b] Má tá sé seo socraithe go [code]0[/code], ní bheidh aon scáthanna suímh le feiceáil ar chor ar bith. Is féidir leis seo feidhmíocht a fheabhsú go suntasach ar chórais íseal-deireadh tríd an ualach LAP agus GPU a laghdú (mar go bhfuil gá le níos lú glaonna tarraingthe chun an radharc a tharraingt gan scáthanna).

en: If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.
ga: Más [code]true[/code], cuir inneachar an amhairc go díreach ar an scáileán. Ligeann sé seo leas iomlán a bhaint as leibhéal íseal inar féidir leat radharc a tharraingt go dtí an t-amharc fréimhe a tharraingt siar. Cé gur féidir méadú suntasach ar luas a bheith mar thoradh ar an leas iomlán a bhaint seo (go háirithe ar fheistí níos sine), tagann sé ar chostas inúsáidteachta. Nuair atá sé seo cumasaithe, ní féidir leat léamh ón radharc ná ón screen_texture. Cailleann tú freisin an leas a bhaint as socruithe áirithe fuinneoige, mar na modhanna stráice éagsúla. Iarmhairt eile nach mór a bheith ar an eolas faoi ná go dtarlaíonn an rindreáil i gcomhordanáidí na bhfuinneog i 2D, mar sin má tá radharc agat atá faoi dhó ar mhéid na fuinneoige, agus má shocraíonn tú é seo, ní dhéanfar ach an chuid a luíonn laistigh den fhuinneog a tharraingt, níl aon scálú uathoibríoch indéanta, fiú má tá do radharc cluiche i bhfad níos mó ná méid na fuinneoige.

en: Sets the 3D resolution scaling mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.
ga: Socraíonn sé an modh scálaithe taifeach 3D. Fágann scálú délíneach le réiteach difriúil chun an radharc a fhoshampláil nó a shárshampla. Is teicneolaíocht ardscála é FidelityFX Super Resolution 1.0, arna ghiorrú go FSR, a tháirgeann íomhánna ardchaighdeáin ag frámaí tapa trí úsáid a bhaint as algartam ardúscála atá feasach ar spásúlacht. Tá FSR beagán níos costasaí ná an délíneach, ach táirgeann sé cáilíocht íomhá i bhfad níos airde. Ba cheart FSR a úsáid nuair is féidir.

en: Scales the 3D render buffer based on the viewport size uses an image filter specified in [enum ViewportScaling3DMode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [enum ViewportMSAA] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.
    When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.
ga: Scálaí an maolán rindreála 3D bunaithe ar mhéid an amharcphoirt úsáidtear scagaire íomhá atá sonraithe in [enum ViewportScaling3DMode] chun an íomhá aschuir a scála go dtí méid iomlán an amhairc. Is féidir luachanna níos ísle ná [code]1.0[/code] a úsáid chun rindreáil 3D a bhrostú ar chostas cáilíochta (undersampling). Níl luachanna níos mó ná [code]1.0[/code] bailí ach amháin le haghaidh mód délíneach agus is féidir iad a úsáid chun cáilíocht rindreála 3D a fheabhsú ar chostas ardfheidhmíochta (forshampláil). Féach freisin [enum ViewportMSAA] le haghaidh antialiasing ilshampla, atá i bhfad níos saoire ach amháin smoothens an imill na polagán.
    Agus FSR upscaling á úsáid, molann AMD na luachanna seo a leanas a nochtadh mar roghanna réamhshocraithe d'úsáideoirí "Cáilíocht Ultra: 0.77", "Cáilíocht: 0.67", "Cothrom: 0.59", "Feidhmíocht: 0.5" in ionad an scála iomlán a nochtadh.

en: Sets a viewport's scenario. The scenario contains information about environment information, reflection atlas, etc.
ga: Socraíonn sé cás radhairc. Tá faisnéis sa chás faoi fhaisnéis faoin gcomhshaol, atlas machnaimh, etc.

en: Sets the viewport's 2D signed distance field [member ProjectSettings.rendering/2d/sdf/oversize] and [member ProjectSettings.rendering/2d/sdf/scale]. This is used when sampling the signed distance field in [CanvasItem] shaders as well as [GPUParticles2D] collision. This is [i]not[/i] used by SDFGI in 3D rendering.
ga: Socraíonn sé réimse achar sínithe 2D an phortamharc [comhalta ProjectSettings.rendering/2d/sdf/oversize] agus [comhalta ProjectSettings.rendering/2d/sdf/scale]. Úsáidtear é seo nuair a dhéantar sampláil ar an réimse faid sínithe i scáthaitheoirí [CanvasItem] chomh maith le himbhualadh [GPUParticles2D]. [i]ní[/i] é seo a úsáideann SDFGI i rindreáil 3T.

en: Sets the viewport's width and height in pixels.
ga: Socraíonn sé leithead agus airde an amhairc i bpicteilíní.

en: If [code]true[/code], canvas item transforms (i.e. origin position) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].
ga: Más [code]true[/code], claochlaítear an mhír chanbhás (i.e. suíomh an tionscnaimh) gearrtar go dtí an picteilín is gaire nuair a bhíonn sé á rindreáil. D'fhéadfadh cuma níos géire a bheith mar thoradh air seo ar chostas níos lú gluaiseachta réidh, go háirithe nuair a bhíonn smúdála [Camera2D] cumasaithe. Comhionann le [comhalta ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].

en: If [code]true[/code], canvas item vertices (i.e. polygon points) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel].
ga: Más [code]true[/code], gearrtar rinn míreanna an chanbhás (i.e. pointí polagán) go dtí an picteilín is gaire agus iad á rindreáil. D'fhéadfadh cuma níos géire a bheith mar thoradh air seo ar chostas níos lú gluaiseachta réidh, go háirithe nuair a bhíonn smúdála [Camera2D] cumasaithe. Comhionann le [comhalta ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel].

en: Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias.
    [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code].
ga: Tionchar aige ar an géire uigeachta deiridh trí léamh ó mipmap níos ísle nó níos airde (ar a dtugtar freisin "laofacht LOD uigeacht"). De bharr luachanna diúltacha, bíonn uigeachtaí maipthe níos géire ach níos géire nuair a bhreathnaítear orthu i bhfad uainn, agus bíonn uigeachtaí maipthe níos doiléire de bharr luachanna dearfacha (fiú nuair atá siad gar). Chun uigeachtaí níos géire a fháil i bhfad uait gan an iomarca gráinneachta a thabhairt isteach, socraigh é seo idir [code]-0.75[/code] agus [code]0.0[/code]. Má chuirtear frithaliasú ama ar fáil ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) is féidir leis an ngráinneacht atá le feiceáil nuair a bhíonn laofacht dhiúltach mipmap á úsáid a laghdú.
    [b]Nóta:[/b] Nuair a shocraítear an modh scálaithe 3D go FSR 1.0, úsáidtear an luach seo chun an laofacht uathoibríoch mipmap a choigeartú a ríomhtar go hinmheánach bunaithe ar an bhfachtóir scála. Is í an fhoirmle dó seo ná [code]-log2(1.0 / scála) + mipmap_bias[/code].

en: If [code]true[/code], the viewport renders its background as transparent.
ga: Más [code]true[/code] é, fágann an t-amharcport a chúlra trédhearcach.

en: Sets when the viewport should be updated. See [enum ViewportUpdateMode] constants for options.
ga: Socraíonn sé cathain ba cheart an t-amharcport a nuashonrú. Féach tairisigh [enum ViewportUpdateMode] le haghaidh roghanna.

en: If [code]true[/code], enables occlusion culling on the specified viewport. Equivalent to [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling].
ga: Más rud é [code]true[/code], cumasaítear marú occlusion ar an radharc sonraithe. Comhionann le [comhalta ProjectSettings.rendering/occlusion_culling/use_occlusion_culling].

en: If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [XRInterface].
ga: Más [code]true[/code], úsáideann an t-amharcport teicneolaíochtaí réaltachta méadaithe nó fíorúla. Féach [XRInterface].

en: Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does not support VRS, this property is ignored. Equivalent to [member ProjectSettings.rendering/vrs/mode].
ga: Socraíonn sé an modh Scáthlíniú Ráta Athróg (VRS) don amharcport. Mura dtacaíonn an GPU le VRS, déantar neamhaird den mhaoin seo. Comhionann le [comhalta ProjectSettings.rendering/vrs/mode].

en: The texture to use when the VRS mode is set to [constant RenderingServer.VIEWPORT_VRS_TEXTURE]. Equivalent to [member ProjectSettings.rendering/vrs/texture].
ga: An uigeacht le húsáid nuair atá an mód VRS socraithe go [RenderingServer.VIEWPORT_VRS_TEXTURE]. Comhionann le [comhalta ProjectSettings.rendering/vrs/texture].

en: Sets the update mode for Variable Rate Shading (VRS) for the viewport. VRS requires the input texture to be converted to the format usable by the VRS method supported by the hardware. The update mode defines how often this happens. If the GPU does not support VRS, or VRS is not enabled, this property is ignored.
    If set to [constant RenderingServer.VIEWPORT_VRS_UPDATE_ONCE], the input texture is copied once and the mode is changed to [constant RenderingServer.VIEWPORT_VRS_UPDATE_DISABLED].
ga: Socraíonn sé an modh nuashonraithe le haghaidh Scáthlánú Ráta Athraitheach (VRS) don amharcport. Éilíonn VRS go ndéanfaí an uigeacht ionchuir a thiontú go formáid inúsáidte leis an modh VRS arna thacú ag na crua-earraí. Sainmhíníonn an modh nuashonraithe cé chomh minic a tharlaíonn sé seo. Mura dtacaíonn an GPU le VRS, nó mura bhfuil VRS cumasaithe, déantar neamhaird den mhaoin seo.
    Má tá sé socraithe go [Constant RenderingServer.VIEWPORT_VRS_UPDATE_ONCE], cóipeáiltear an uigeacht ionchuir uair amháin agus athraítear an mód go [constant RenderingServer.VIEWPORT_VRS_UPDATE_DISABLED].

en: Creates a new voxel-based global illumination object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]voxel_gi_*[/code] RenderingServer functions.
    Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
    [b]Note:[/b] The equivalent node is [VoxelGI].
ga: Cruthaíonn réad soilsithe domhanda nua voxel-bhunaithe agus cuireann sé leis an RenderingServer. Is féidir é a rochtain leis an RID a chuirtear ar ais. Úsáidfear an RID seo i ngach [code]voxel_gi_*[/code] feidhmeanna Rindreála Freastalaí.
    Nuair a bheidh tú críochnaithe le do RID, beidh tú ag iarraidh an RID a shaoradh ag baint úsáide as modh [method free_rid] RenderingServer.
    [b]Nóta:[/b] Is é an nód coibhéiseach [VoxelGI].

en: Used to inform the renderer what exposure normalization value was used while baking the voxel gi. This value will be used and modulated at run time to ensure that the voxel gi maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see [method camera_attributes_set_exposure].
ga: Úsáidtear é chun an rindreálaí a chur ar an eolas cén luach normalaithe nochta a úsáideadh agus an voxel gi á bhácáil. Úsáidfear agus modhnófar an luach seo ag am rite chun a áirithiú go gcoimeádfaidh an voxel gi leibhéal comhsheasmhach nochta fiú má athraítear an normalú nochta ar fud an radhairc le linn am rite. Le haghaidh tuilleadh faisnéise féach [method camera_attributes_set_exposure].

en: Sets the [member VoxelGIData.bias] value to use on the specified [param voxel_gi]'s [RID].
ga: Socraíonn sé an luach [comhalta VoxelGIData.bias] le húsáid ar na [param voxel_gi]'s [RID] sonraithe.

en: Sets the [member VoxelGIData.dynamic_range] value to use on the specified [param voxel_gi]'s [RID].
ga: Socraíonn sé an luach [comhalta VoxelGIData.dynamic_range] le húsáid ar na [param voxel_gi]'s [RID] sonraithe.

en: Sets the [member VoxelGIData.energy] value to use on the specified [param voxel_gi]'s [RID].
ga: Socraíonn sé an luach [comhalta VoxelGIData.energy] le húsáid ar na [param voxel_gi]'s [RID] sonraithe.

en: Sets the [member VoxelGIData.interior] value to use on the specified [param voxel_gi]'s [RID].
ga: Socraíonn sé an luach [comhalta VoxelGIData.interior] le húsáid ar na [param voxel_gi]'s [RID] sonraithe.

en: Sets the [member VoxelGIData.normal_bias] value to use on the specified [param voxel_gi]'s [RID].
ga: Socraíonn sé an luach [comhalta VoxelGIData.normal_bias] le húsáid ar na [param voxel_gi]'s [RID] sonraithe.

en: Sets the [member VoxelGIData.propagation] value to use on the specified [param voxel_gi]'s [RID].
ga: Socraíonn sé an luach [comhalta VoxelGIData.propagation] le húsáid ar na [param voxel_gi]'s [RID] sonraithe.

en: Sets the [member ProjectSettings.rendering/global_illumination/voxel_gi/quality] value to use when rendering. This parameter is global and cannot be set on a per-VoxelGI basis.
ga: Socraíonn sé an luach [member ProjectSettings.rendering/global_illumination/voxel_gi/quality] le húsáid agus tú ag rindreáil. Paraiméadar domhanda é seo agus ní féidir é a shocrú ar bhonn per-VoxelGI.

en: Sets the [member VoxelGIData.use_two_bounces] value to use on the specified [param voxel_gi]'s [RID].
ga: Socraíonn sé an luach [comhalta VoxelGIData.use_two_bounces] le húsáid ar na [param voxel_gi]'s [RID] sonraithe.

en: If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled.
ga: Má dhíchumasaítear [code]bréagach[/code] an rindreáil go hiomlán, ach tá loighic an innill fós á próiseáil. Is féidir leat glaoch ar [method force_draw] chun fráma a tharraingt fiú agus an rindreáil díchumasaithe.

en: Emitted at the end of the frame, after the RenderingServer has finished updating all the Viewports.
ga: Astaítear ag deireadh an fhráma, tar éis don RenderingServer na Viewports go léir a nuashonrú.

en: Emitted at the beginning of the frame, before the RenderingServer updates all the Viewports.
ga: Astaítear ag tús an fhráma, sula ndéanann an RenderingServer na Viewports go léir a nuashonrú.

en: Marks an error that shows that the index array is empty.
ga: Marcáil earráid a thaispeánann go bhfuil an t-eagar innéacs folamh.

en: Number of weights/bones per vertex.
ga: Líon meáchain/cnámha in aghaidh an rinn.

en: The minimum Z-layer for canvas items.
ga: An Z-ciseal íosta le haghaidh míreanna chanbhás.

en: The maximum Z-layer for canvas items.
ga: An ciseal Z uasta le haghaidh míreanna chanbhás.

en: The maximum number of glow levels that can be used with the glow post-processing effect.
ga: An líon uasta de leibhéil glow is féidir a úsáid leis an glow iar-phróiseáil éifeacht.

en: This constant is not used by the engine.
ga: Ní úsáideann an t-inneall an tairiseach seo.

en: The maximum number of directional lights that can be rendered at a given time in 2D.
ga: An t-uaslíon soilse treorach is féidir a sholáthar ag am ar leith i 2T.

en: The maximum number of surfaces a mesh can have.
ga: An t-uaslíon dromchlaí is féidir a bheith ar mhogall.

en: Array of 2-dimensional textures (see [Texture2DArray]).
ga: Eagar d'uigeachtaí déthoiseacha (féach [Texture2DArray]).

en: Cubemap texture (see [Cubemap]).
ga: Uigeacht Cubemap (féach [Cubemap]).

en: Array of cubemap textures (see [CubemapArray]).
ga: Eagar d'uigeachtaí ciúbmap (féach [CubemapArray]).

en: Left face of a [Cubemap].
ga: Aghaidh chlé [Cubemap].

en: Right face of a [Cubemap].
ga: Aghaidh dheis [Cubemap].

en: Bottom face of a [Cubemap].
ga: Aghaidh íochtair [Cubemap].

en: Top face of a [Cubemap].
ga: Aghaidh barr [Cubemap].

en: Front face of a [Cubemap].
ga: Aghaidh tosaigh [Cubemap].

en: Back face of a [Cubemap].
ga: Aghaidh chúl [Cubemap].

en: Shader is a 3D shader.
ga: Is scáthaitheoir 3D é Shader.

en: Shader is a 2D shader.
ga: Is scáthaitheoir 2D é Shader.

en: Shader is a particle shader (can be used in both 2D and 3D).
ga: Is scáthaitheoir cáithníní é Shader (is féidir é a úsáid i 2T agus i 3T araon).

en: Shader is a 3D sky shader.
ga: Is scáthaitheoir spéir 3D é Shader.

en: Shader is a 3D fog shader.
ga: Is scáthaitheoir ceo 3D é Shader.

en: Represents the size of the [enum ShaderMode] enum.
ga: Léiríonn sé méid an [enum ShaderMode] enum.

en: The minimum renderpriority of all materials.
ga: Íostosaíocht na n-ábhar go léir.

en: The maximum renderpriority of all materials.
ga: Uastosaíocht na n-ábhar go léir.

en: Array is a vertex position array.
ga: Is eagar suímh rinn é eagar.

en: Array is a normal array.
ga: Is gnáth-eagar é eagar.

en: Array is a tangent array.
ga: Is eagar tadhlaí é eagar.

en: Array is a vertex color array.
ga: Is eagar dathanna rinn é eagar.

en: Array is a UV coordinates array.
ga: Is eagar comhordanáidí UV é Eagar.

en: Array is a UV coordinates array for the second set of UV coordinates.
ga: Is eagar comhordanáidí UV é Eagar don dara sraith de chomhordanáidí UV.

en: Array is a custom data array for the first set of custom data.
ga: Is eagar sonraí saincheaptha é Array don chéad tacar sonraí saincheaptha.

en: Array is a custom data array for the second set of custom data.
ga: Is eagar sonraí saincheaptha é Array don dara sraith de shonraí saincheaptha.

en: Array is a custom data array for the third set of custom data.
ga: Is eagar sonraí saincheaptha é Array don tríú sraith de shonraí saincheaptha.

en: Array is a custom data array for the fourth set of custom data.
ga: Is eagar sonraí saincheaptha é Array don cheathrú sraith de shonraí saincheaptha.

en: Array contains bone information.
ga: Tá eolas cnámh in eagar.

en: Array is weight information.
ga: Is faisnéis meáchain é eagar.

en: Array is an index array.
ga: Is eagar innéacs é eagar.

en: The number of custom data arrays available ([constant ARRAY_CUSTOM0], [constant ARRAY_CUSTOM1], [constant ARRAY_CUSTOM2], [constant ARRAY_CUSTOM3]).
ga: Líon na n-eagair sonraí saincheaptha atá ar fáil ([ ARRAY_CUSTOM0 leanúnach], [ ARRAY_CUSTOM1 leanúnach ] , [ ARRAY_CUSTOM2 leanúnach ] , [ ARRAY_CUSTOM3 leanúnach ]).

en: Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, unsigned floating-point in the [code][0.0, 1.0][/code] range.
ga: Tá eagar sonraí saincheaptha 8-giotán in aghaidh an chainéil dearg / glas / gorm / sonraí dath alfa. Tá luachanna normalaithe, snámhphointe gan síniú sa raon [code][0.0, 1.0][/code].

en: Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, signed floating-point in the [code][-1.0, 1.0][/code] range.
ga: Tá eagar sonraí saincheaptha 8-giotán in aghaidh an chainéil dearg / glas / gorm / sonraí dath alfa. Déantar luachanna a normalú, snámhphointe sínithe sa raon [code][-1.0, 1.0][/code].

en: Custom data array contains 16-bit-per-channel red/green color data. Values are floating-point in half precision.
ga: Tá sonraí dath dearg/glas 16-giotán in aghaidh an chainéil in eagar sonraí saincheaptha. Is snámhphointe iad luachanna i leath beachtas.

en: Custom data array contains 16-bit-per-channel red/green/blue/alpha color data. Values are floating-point in half precision.
ga: Tá eagar sonraí saincheaptha 16-giotán in aghaidh an chainéil dearg / glas / gorm / sonraí dath alfa. Is snámhphointe iad luachanna i leath beachtas.

en: Custom data array contains 32-bit-per-channel red color data. Values are floating-point in single precision.
ga: Tá sonraí dath dearg 32-giotán in aghaidh an chainéil in eagar sonraí saincheaptha. Is snámhphointe iad luachanna i mbeachtais aonair.

en: Custom data array contains 32-bit-per-channel red/green color data. Values are floating-point in single precision.
ga: Tá sonraí dath dearg/glas 32-giotán in aghaidh an chainéil in eagar sonraí saincheaptha. Is snámhphointe iad luachanna i mbeachtais aonair.

en: Custom data array contains 32-bit-per-channel red/green/blue color data. Values are floating-point in single precision.
ga: Cuimsíonn eagar sonraí saincheaptha 32-giotán in aghaidh an chainéil sonraí dath dearg/glas/gorm. Is snámhphointe iad luachanna i mbeachtais aonair.

en: Custom data array contains 32-bit-per-channel red/green/blue/alpha color data. Values are floating-point in single precision.
ga: Tá eagar sonraí saincheaptha 32-giotán in aghaidh an chainéil dearg / glas / gorm / sonraí dath alfa. Is snámhphointe iad luachanna i mbeachtais aonair.

en: Flag used to mark a vertex position array.
ga: Bratach a úsáidtear chun eagar suímh rinn a mharcáil.

en: Flag used to mark a normal array.
ga: Bratach a úsáidtear chun gnáth-eagar a mharcáil.

en: Flag used to mark a tangent array.
ga: Bratach a úsáidtear chun eagar tadhlaí a mharcáil.

en: Flag used to mark a vertex color array.
ga: Bratach a úsáidtear chun eagar dathanna rinn a mharcáil.

en: Flag used to mark a UV coordinates array.
ga: Bratach a úsáidtear chun eagar comhordanáidí UV a mharcáil.

en: Flag used to mark a UV coordinates array for the second UV coordinates.
ga: Bratach a úsáidtear chun eagar comhordanáidí UV a mharcáil don dara comhordanáidí UV.

en: Flag used to mark an array of custom per-vertex data for the first set of custom data.
ga: Bratach a úsáidtear chun raon sonraí saincheaptha in aghaidh na rinn a mharcáil don chéad tacar sonraí saincheaptha.

en: Flag used to mark an array of custom per-vertex data for the second set of custom data.
ga: Bratach a úsáidtear chun raon sonraí saincheaptha in aghaidh na rinn a mharcáil don dara sraith de shonraí saincheaptha.

en: Flag used to mark an array of custom per-vertex data for the third set of custom data.
ga: Bratach a úsáidtear chun raon sonraí saincheaptha in aghaidh na rinn a mharcáil don tríú tacar de shonraí saincheaptha.

en: Flag used to mark an array of custom per-vertex data for the fourth set of custom data.
ga: Bratach a úsáidtear chun raon sonraí saincheaptha in aghaidh na rinn a mharcáil don cheathrú tacar de shonraí saincheaptha.

en: Flag used to mark a bone information array.
ga: Bratach a úsáidtear chun eagar faisnéise cnámh a mharcáil.

en: Flag used to mark a weights array.
ga: Bratach a úsáidtear chun eagar meáchain a mharcáil.

en: Flag used to mark an index array.
ga: Bratach a úsáidtear chun eagar innéacs a mharcáil.

en: Flag used to mark that the array uses 8 bone weights instead of 4.
ga: Bratach a úsáidtear chun a mharcáil go n-úsáideann an t-eagar 8 gcnámh meáchain in ionad 4 chnámh.

en: Flag used to mark that the mesh does not have a vertex array and instead will infer vertex positions in the shader using indices and other information.
ga: Bratach a úsáidtear chun a mharcáil nach bhfuil eagar rinn an mhogaill agus ina ionad sin beidh sé tátal ar shuíomhanna rinn sa scáthóir ag baint úsáide as innéacsanna agus faisnéis eile.

en: Flag used to mark the start of the bits used to store the mesh version.
ga: Bratach a úsáidtear chun tús na ngiotán a úsáidtear chun an leagan mogall a stóráil a mharcáil.

en: Flag used to shift a mesh format int to bring the version into the lowest digits.
ga: Úsáidtear an bhratach chun formáid mogaill a aistriú isteach chun an leagan a thabhairt isteach sna digití is ísle.

en: Flag used to record the format used by prior mesh versions before the introduction of a version.
ga: Bratach a úsáidtear chun an fhormáid a d'úsáid leaganacha mogaill roimhe seo a thaifeadadh sular tugadh isteach an leagan.

en: Flag used to record the second iteration of the mesh version flag. The primary difference between this and [constant ARRAY_FLAG_FORMAT_VERSION_1] is that this version supports [constant ARRAY_FLAG_COMPRESS_ATTRIBUTES] and in this version vertex positions are de-interleaved from normals and tangents.
ga: Bratach a úsáidtear chun an dara atriall de bhratach an leagain mhogalra a thaifeadadh. Is í an phríomhdhifríocht idir seo agus [ARRAY_FLAG_FORMAT_VERSION_1] ná go dtacaíonn an leagan seo le [ARRAY_FLAG_COMPRESS_ATTRIBUTES] agus sa leagan seo dí-idirdhuilleogach suíomhanna rinn ó normanna agus tadhlaí.

en: Flag used to record the current version that the engine expects. Currently this is the same as [constant ARRAY_FLAG_FORMAT_VERSION_2].
ga: Bratach a úsáidtear chun an leagan reatha a bhfuil an t-inneall ag súil leis a thaifeadadh. Faoi láthair tá sé seo mar an gcéanna le [ARRAY_FLAG_FORMAT_VERSION_2].

en: Flag used to isolate the bits used for mesh version after using [constant ARRAY_FLAG_FORMAT_VERSION_SHIFT] to shift them into place.
ga: Bratach a úsáidtear chun na giotáin a úsáidtear don leagan mogaill a aonrú tar éis [ARRAY_FLAG_FORMAT_VERSION_SHIFT] a úsáid chun iad a chur ina n-áit.

en: Primitive to draw consists of points.
ga: Is éard atá primitive a tharraingt ná pointí.

en: Primitive to draw consists of lines.
ga: Is éard atá primitive a tharraingt ná línte.

en: Primitive to draw consists of a line strip from start to end.
ga: Is éard atá i primitive to draw stiall líne ó thús go deireadh.

en: Primitive to draw consists of triangles.
ga: Is éard atá primitive a tharraingt ná triantáin.

en: Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
ga: Is éard atá i primitive a tharraingt ná stiall triantáin (cuirtear na 3 rinn dheireanacha le chéile i gcónaí chun triantán a dhéanamh).

en: Represents the size of the [enum PrimitiveType] enum.
ga: Léiríonn sé méid an [enum PrimitiveType] enum.

en: Use [Transform2D] to store MultiMesh transform.
ga: Úsáid [Transform2D] chun claochlú MultiMesh a stóráil.

en: Use [Transform3D] to store MultiMesh transform.
ga: Úsáid [Transform3D] chun claochlú MultiMesh a stóráil.

en: Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
ga: Scagaire comharsanachta is gaire do theilgeoirí solais (úsáid le haghaidh teilgeoirí solais ealaíne picteilín). Ní úsáidtear mipmaps le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma ghéar ar theilgeoirí solais i bhfad uait ach go bhfuil siad gránna. Tá thart ar an gcostas feidhmíochta céanna aige seo agus atá ag baint úsáide as mipmaps.

en: Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
ga: Scagaire líneach le haghaidh teilgeoirí solais (úsáid le haghaidh teilgeoirí solais ealaíne neamh-picteilín). Ní úsáidtear mipmaps le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma mín ach doiléir ar theilgeoirí solais i bhfad uait. Tá thart ar an gcostas feidhmíochta céanna aige seo agus atá ag baint úsáide as mipmaps.

en: Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
ga: Scagaire comharsanachta is gaire do theilgeoirí solais (úsáid le haghaidh teilgeoirí solais ealaíne picteilín). Úsáidtear mipmaps isotrópacha le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma réidh ach doiléir ar theilgeoirí solais i bhfad uait. Tá thart ar an gcostas feidhmíochta céanna aige seo agus gan úsáid a bhaint as mipmaps.

en: Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
ga: Scagaire líneach le haghaidh teilgeoirí solais (úsáid le haghaidh teilgeoirí solais ealaíne neamh-picteilín). Úsáidtear mipmaps isotrópacha le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma réidh ach doiléir ar theilgeoirí solais i bhfad uait. Tá thart ar an gcostas feidhmíochta céanna aige seo agus gan úsáid a bhaint as mipmaps.

en: Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
ga: Scagaire comharsanachta is gaire do theilgeoirí solais (úsáid le haghaidh teilgeoirí solais ealaíne picteilín). Úsáidtear mipmaps anisotrópacha le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma réidh agus géar ar theilgeoirí solais i bhfad uait nuair a bhreathnaítear orthu ó uillinneacha fiar. Breathnaíonn sé seo níos fearr i gcomparáid le mipmaps isotrópacha, ach tá sé níos moille. Sainmhínítear an leibhéal scagtha anisotrópach ag [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].

en: Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
ga: Scagaire líneach le haghaidh teilgeoirí solais (úsáid le haghaidh teilgeoirí solais ealaíne neamh-picteilín). Úsáidtear mipmaps anisotrópacha le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma réidh agus géar ar theilgeoirí solais i bhfad uait nuair a bhreathnaítear orthu ó uillinneacha fiar. Breathnaíonn sé seo níos fearr i gcomparáid le mipmaps isotrópacha, ach tá sé níos moille. Sainmhínítear an leibhéal scagtha anisotrópach ag [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].

en: Directional (sun/moon) light (see [DirectionalLight3D]).
ga: Solas treo (ghrian/gealach) (féach [DirectionalLight3D]).

en: Omni light (see [OmniLight3D]).
ga: Solas omni (féach [OmniLight3D]).

en: Spot light (see [SpotLight3D]).
ga: Spotsolas (féach [SpotLight3D]).

en: The light's energy multiplier.
ga: Iolraitheoir fuinnimh an tsolais.

en: The light's indirect energy multiplier (final indirect energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY]).
ga: Iolraitheoir fuinnimh indíreach an tsolais (is é an fuinneamh indíreach deiridh [LIGHT_PARAM_ENERGY] * [ tairiseach LIGHT_PARAM_INDIRECT_ENERGY]).

en: The light's volumetric fog energy multiplier (final volumetric fog energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY]).
ga: Is é iolraitheoir fuinnimh ceo toirtmhéadrach an tsolais (fuinneamh ceo toirtmhéadrach deiridh [LIGHT_PARAM_ENERGY] * [ tairiseach LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY]).

en: The light's influence on specularity.
ga: Tionchar an tsolais ar an specularity.

en: The light's range.
ga: Raon an tsolais.

en: The size of the light when using spot light or omni light. The angular size of the light when using directional light.
ga: Méid an tsolais nuair a bhíonn solas spot nó solas omni á úsáid. Méid uilleach an tsolais nuair a bhíonn solas treorach á úsáid.

en: The light's attenuation.
ga: Maolú an tsolais.

en: The spotlight's angle.
ga: Uillinn an spotsolas.

en: The spotlight's attenuation.
ga: Maolú an spotsolas.

en: Proportion of shadow atlas occupied by the first split.
ga: Comhréir na scátha atlais áitithe ag an chéad scoilt.

en: Proportion of shadow atlas occupied by the second split.
ga: Comhréir na scátha atlais áitithe ag an dara scoilt.

en: Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
ga: Comhréir na scátha atlais áitithe ag an tríú scoilt. Áitíonn an ceathrú scoilt an chuid eile.

en: Proportion of shadow max distance where the shadow will start to fade out.
ga: Comhréir d'achar uasta an scáth áit a dtosóidh an scáth ag dul in olcas.

en: Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
ga: Gnáthlaofacht a úsáidtear chun scáthchuardach a fhritháireamh le gnáthrud. Is féidir é a úsáid chun artifacts féin-scáthfhoghlaim a dheisiú.

en: Bias the shadow lookup to fix self-shadowing artifacts.
ga: Déan an scáthchuardach a chlaonadh chun déantáin féinscáthaithe a dheisiú.

en: The light's shadow opacity. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
ga: Teimhneacht scáth an tsolais. De bharr luachanna atá níos ísle ná [code]1.0[/code] feictear an solas trí scáthanna. Is féidir é seo a úsáid chun soilsiú domhanda falsa ar chostas íseal feidhmíochta.

en: Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
ga: Blurs imill an scáth. Is féidir é a úsáid chun déantáin picteilín a cheilt i scáthléarscáileanna ísealtaifeach. Is féidir le luach ard scáthanna a dhéanamh le feiceáil gránach agus is féidir le déantáin eile nach dteastaíonn a chruthú. Déan iarracht an réamhshocrú a choinneáil chomh gar agus is féidir.

en: Constant representing the intensity of the light, measured in Lumens when dealing with a [SpotLight3D] or [OmniLight3D], or measured in Lux with a [DirectionalLight3D]. Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code].
ga: Tairiseach a léiríonn déine an tsolais, tomhaiste i Lumens nuair a bhíonn sé ag déileáil le [SpotLight3D] nó [OmniLight3D], nó tomhaiste i Lux le [DirectionalLight3D]. Ní úsáidtear é ach amháin nuair atá [code]true[/code] ar [ball ProjectSettings.rendering/lights_and_shadows/use_physical_light_units].

en: Represents the size of the [enum LightParam] enum.
ga: Léiríonn sé méid an [enum LightParam] enum.

en: Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
ga: Déantar neamhaird de sholas nuair a bhíonn sé ag bácáil. Is é seo an modh is tapúla, ach cuirfear an solas san áireamh nuair a bhíonn soilsiú domhanda á bhácáil. Ba cheart an modh seo a úsáid go ginearálta le haghaidh soilse dinimiciúla a athraíonn go tapa, toisc go bhfuil éifeacht an soilsithe domhanda níos lú faoi deara ar na soilse sin.

en: Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
ga: Cuirtear solas san áireamh i mbácáil statach ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). Is féidir an solas a bhogadh timpeall nó a mhodhnú, ach ní nuashonróidh a soilsiú domhanda i bhfíor-am. Tá sé seo oiriúnach d'athruithe subtle (cosúil le tóirsí caochaíl), ach go ginearálta ní bhíonn athruithe móra ann, mar shampla solas a scoránú agus as.

en: Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to [constant LIGHT_BAKE_STATIC]. This has a greater performance cost compared to [constant LIGHT_BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is affected by [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights].
ga: Cuirtear solas san áireamh i mbácáil dhinimiciúil ([VoxelGI] agus SDFGI ([member Environment.sdfgi_enabled]) amháin). Is féidir an solas a bhogadh timpeall nó a mhodhnú le soilsiú domhanda a nuashonrú i bhfíor-am. Beidh cuma soilsithe domhanda an tsolais beagán difriúil i gcomparáid le [LIGHT_BAKE_STATIC leanúnach]. Tá costas feidhmíochta níos airde aige seo i gcomparáid le [LIGHT_BAKE_STATIC leanúnach]. Nuair a bhíonn SDFGI in úsáid, bíonn tionchar ag [comhalta ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights] ar luas nuashonraithe na soilse dinimiciúla.

en: Use a dual paraboloid shadow map for omni lights.
ga: Bain úsáid as léarscáil scáth paraboloid dé do soilse omni.

en: Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.
ga: Úsáid scáthléarscáil ciúb le haghaidh soilse omni. Caighdeán níos moille ach níos fearr ná paraboloid dé.

en: Use orthogonal shadow projection for directional light.
ga: Úsáid teilgean scáth orthogonal le haghaidh solas treorach.

en: Use 2 splits for shadow projection when using directional light.
ga: Úsáid 2 scoilt le haghaidh scáth-theilgean agus tú ag úsáid solas treorach.

en: Use 4 splits for shadow projection when using directional light.
ga: Bain úsáid as 4 scoilt le haghaidh scáth-theilgean agus tú ag úsáid solas treorach.

en: Use DirectionalLight3D in both sky rendering and scene lighting.
ga: Úsáid DirectionalLight3D i rindreáil spéire agus i soilsiú radhairc.

en: Only use DirectionalLight3D in scene lighting.
ga: Ná húsáid ach DirectionalLight3D i soilsiú radhairc.

en: Only use DirectionalLight3D in sky rendering.
ga: Ná húsáid ach DirectionalLight3D i rindreáil spéir.

en: Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code].
    [b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.
ga: Cáilíocht scagtha scáth is ísle (is tapúla). Níl scáthanna boga ar fáil leis an socrú cáilíochta seo, rud a chiallaíonn go dtugtar neamhaird ar an airí [comhalta Light3D.shadow_blur] más é [comhalta Light3D.light_size] agus [comhalta Light3D.light_angular_distance] [code]0.0[/code] é.
    [b]Nóta:[/b] Tá an doiléir scáth athróg arna dhéanamh ag [comhalta Light3D.light_size] agus [comhalta Light3D.light_angular_distance] fós éifeachtach nuair a úsáidtear scagadh scáth crua. Sa chás seo, cuirtear [comhalta Light3D.shadow_blur] [i][/i] san áireamh. Mar sin féin, ní bheidh na torthaí doiléir, ina ionad sin caitear leis an méid doiléir mar gha uasta don penumbra.

en: Very low shadow filtering quality (faster). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
ga: Cáilíocht scagtha scáth an-íseal (níos tapúla). Nuair a bhíonn an socrú cáilíochta seo á úsáid, déantar [comhalta Light3D.shadow_blur] a iolrú go huathoibríoch faoi 0.75 × chun an iomarca torainn a sheachaint. Ní bhaineann an rannán seo ach le soilse arb é [code]0.0[/code] [comhalta Light3D.light_size] nó [comhalta Light3D.light_angular_distance]).

en: Low shadow filtering quality (fast).
ga: Cáilíocht scagtha scáth íseal (tapa).

en: Medium low shadow filtering quality (average).
ga: Cáilíocht scagtha scáth mheán íseal (meán).

en: High low shadow filtering quality (slow). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
ga: Cáilíocht scagtha scáth ard íseal (mall). Nuair a bhíonn an socrú cáilíochta seo á úsáid, déantar [comhalta Light3D.shadow_blur] a iolrú go huathoibríoch faoi 1.5 × chun úsáid níos fearr a bhaint as an líon ard samplach. Feabhsaíonn an doiléire méadaithe seo cobhsaíocht scáthanna dinimiciúla oibiachta. Ní bhaineann an t-iolraitheoir seo ach le soilse a bhfuil [code]0.0[/code] ar [comhalta Light3D.light_size] nó [comhalta Light3D.light_angular_distance] orthu).

en: Highest low shadow filtering quality (slowest). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
ga: Cáilíocht scagtha scáth íseal is airde (is moille). Agus an socrú cáilíochta seo á úsáid, déantar [comhalta Light3D.shadow_blur] a iolrú go huathoibríoch faoi 2 × chun úsáid níos fearr a bhaint as an líon ard samplach. Feabhsaíonn an doiléire méadaithe seo cobhsaíocht scáthanna dinimiciúla oibiachta. Ní bhaineann an t-iolraitheoir seo ach le soilse a bhfuil [code]0.0[/code] ar [comhalta Light3D.light_size] nó [comhalta Light3D.light_angular_distance] orthu).

en: Represents the size of the [enum ShadowQuality] enum.
ga: Léiríonn sé méid an [enum ShadowQuality] enum.

en: Reflection probe will update reflections once and then stop.
ga: Déanfaidh taiscéalaí machnaimh na machnaimh a nuashonrú uair amháin agus stopfaidh sé ansin.

en: Reflection probe will update each frame. This mode is necessary to capture moving objects.
ga: Déanfaidh taiscéalaí machnaimh gach fráma a nuashonrú. Tá an modh seo riachtanach chun rudaí atá ag gluaiseacht a ghabháil.

en: Do not apply any ambient lighting inside the reflection probe's box defined by its size.
ga: Ná cuir aon soilsiú comhthimpeallach i bhfeidhm laistigh de bhosca an taiscéalaí frithchaite, arna shainiú ag a mhéid.

en: Apply automatically-sourced environment lighting inside the reflection probe's box defined by its size.
ga: Cuir soilsiú timpeallachta a fhaightear go huathoibríoch i bhfeidhm taobh istigh de bhosca an taiscéalaithe machnaimh arna shainiú ag a mhéid.

en: Apply custom ambient lighting inside the reflection probe's box defined by its size. See [method reflection_probe_set_ambient_color] and [method reflection_probe_set_ambient_energy].
ga: Cuir soilsiú comhthimpeallach saincheaptha i bhfeidhm taobh istigh de bhosca an taiscéalaí machnaimh arna shainiú ag a mhéid. Féach [method reflection_probe_set_ambient_color] agus [method reflection_probe_set_ambient_energy].

en: Albedo texture slot in a decal ([member Decal.texture_albedo]).
ga: Sliotán uigeachta Albedo i decal ([comhalta Decal.texture_albedo]).

en: Normal map texture slot in a decal ([member Decal.texture_normal]).
ga: Sliotán uigeacht léarscáil gnáth i decal ([member Decal.texture_normal]).

en: Occlusion/Roughness/Metallic texture slot in a decal ([member Decal.texture_orm]).
ga: Sliotán Uigeachta Occlusion/Roughness/Miotalacha i decal ([member Decal.texture_orm]).

en: Emission texture slot in a decal ([member Decal.texture_emission]).
ga: Sliotán uigeachta astaithe i decal ([member Decal.texture_emission]).

en: Represents the size of the [enum DecalTexture] enum.
ga: Léiríonn sé méid an [enum DecalTexture] enum.

en: Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
ga: Scagaire chomharsa is gaire le haghaidh decals (úsáid le haghaidh decals ealaín picteilín). Ní úsáidtear mipmaps le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma ghéar ar dhecalanna i bhfad uait ach go bhfuil siad gránna. Tá thart ar an gcostas feidhmíochta céanna aige seo agus atá ag baint úsáide as mipmaps.

en: Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
ga: Scagaire líneach le haghaidh decals (úsáid le haghaidh decals ealaíne neamh-picteilín). Ní úsáidtear mipmaps le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma mhín réidh ach doiléir ar dhecals i bhfad uait. Tá thart ar an gcostas feidhmíochta céanna aige seo agus atá ag baint úsáide as mipmaps.

en: Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
ga: Scagaire chomharsa is gaire le haghaidh decals (úsáid le haghaidh decals ealaín picteilín). Úsáidtear mipmaps isotrópacha le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma mín réidh ach doiléir ar dhecals fadó. Tá thart ar an gcostas feidhmíochta céanna aige seo agus gan úsáid a bhaint as mipmaps.

en: Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
ga: Scagaire líneach le haghaidh decals (úsáid le haghaidh decals ealaíne neamh-picteilín). Úsáidtear mipmaps isotrópacha le haghaidh rindreála, rud a chiallaíonn go mbeidh cuma mín réidh ach doiléir ar dhecals fadó. Tá thart ar an gcostas feidhmíochta céanna aige seo agus gan úsáid a bhaint as mipmaps.

en: Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
ga: Scagaire chomharsa is gaire le haghaidh decals (úsáid le haghaidh decals ealaín picteilín). Úsáidtear mipmaps anisotrópacha le haghaidh rindreála, rud a chiallaíonn go bhféachfaidh decals i bhfad i gcéin go réidh agus go géar nuair a bhreathnaítear orthu ó uillinneacha fiar. Breathnaíonn sé seo níos fearr i gcomparáid le mipmaps isotrópacha, ach tá sé níos moille. Sainmhínítear an leibhéal scagtha anisotrópach ag [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].

en: Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
ga: Scagaire líneach le haghaidh decals (úsáid le haghaidh decals ealaíne neamh-picteilín). Úsáidtear mipmaps anisotrópacha le haghaidh rindreála, rud a chiallaíonn go bhféachfaidh decals i bhfad i gcéin go réidh agus go géar nuair a bhreathnaítear orthu ó uillinneacha fiar. Breathnaíonn sé seo níos fearr i gcomparáid le mipmaps isotrópacha, ach tá sé níos moille. Sainmhínítear an leibhéal scagtha anisotrópach ag [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].

en: Low [VoxelGI] rendering quality using 4 cones.
ga: Cáilíocht rindreála íseal [VoxelGI] ag úsáid 4 chón.

en: High [VoxelGI] rendering quality using 6 cones.
ga: Cáilíocht rindreála ard [VoxelGI] ag úsáid 6 chón.

en: 2D particles.
ga: Cáithníní 2D.

en: 3D particles.
ga: Cáithníní 3D.

en: Draw particles in the order that they appear in the particles array.
ga: Tarraing cáithníní san ord go bhfuil siad le feiceáil san eagar cáithníní.

en: Sort particles based on their lifetime. In other words, the particle with the highest lifetime is drawn at the front.
ga: Sórtáil cáithníní bunaithe ar a saolré. I bhfocail eile, tarraingítear an cáithnín leis an saolré is airde ag an tosaigh.

en: Sort particles based on the inverse of their lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
ga: Sórtáil cáithníní bunaithe ar inbhéartach a saolré. I bhfocail eile, tarraingítear an cáithnín leis an saolré is ísle ag an tosaigh.

en: Sort particles based on their distance to the camera.
ga: Sórtáil cáithníní bunaithe ar a n-achar go dtí an ceamara.

en: Represents the size of the [enum ParticlesCollisionHeightfieldResolution] enum.
ga: Léiríonn sé méid an [enum ParticlesCollisionHeightfieldResolution] enum.

en: [FogVolume] will be shaped like an ellipsoid (stretched sphere).
ga: Cruthófar [FogVolume] cosúil le ellipsoid (sféar sínte).

en: [FogVolume] will be shaped like a cone pointing upwards (in local coordinates). The cone's angle is set automatically to fill the size. The cone will be adjusted to fit within the size. Rotate the [FogVolume] node to reorient the cone. Non-uniform scaling via size is not supported (scale the [FogVolume] node instead).
ga: Cruthófar [FogVolume] cosúil le cón ag díriú aníos (i gcomhordanáidí áitiúla). Socraítear uillinn an chón go huathoibríoch chun an méid a líonadh. Déanfar an cón a choigeartú chun a bheith oiriúnach laistigh den mhéid. Rothlaigh an nód [FogVolume] chun an cón a atreorú. Ní thacaítear le scálaiú neamhéide de réir méid (scála an nód [FogVolume] ina ionad sin).

en: [FogVolume] will be shaped like an upright cylinder (in local coordinates). Rotate the [FogVolume] node to reorient the cylinder. The cylinder will be adjusted to fit within the size. Non-uniform scaling via size is not supported (scale the [FogVolume] node instead).
ga: Déanfar [FogVolume] a mhúnlú mar shorcóir ina seasamh (i gcomhordanáidí áitiúla). Rothlaigh an nód [FogVolume] chun an sorcóir a atreorú. Déanfar an sorcóir a choigeartú chun a bheith oiriúnach laistigh den mhéid. Ní thacaítear le scálaiú neamhéide de réir méid (scála an nód [FogVolume] ina ionad sin).

en: [FogVolume] will be shaped like a box.
ga: Cruthófar [FogVolume] mar bhosca.

en: [FogVolume] will have no shape, will cover the whole world and will not be culled.
ga: Ní bheidh cruth ar bith ag [FogVolume], clúdóidh sé an domhan ar fad agus ní dhéanfar é a mharú.

en: Represents the size of the [enum FogVolumeShape] enum.
ga: Léiríonn sé méid an [enum FogVolumeShape] enum.

en: Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
ga: Úsáid scálú délíneach le haghaidh maolán 3D an amhairc. Is féidir an méid scálaithe a shocrú trí úsáid a bhaint as [member Viewport.scaling_3d_scale]. Beidh foshampláil mar thoradh ar luachanna níos lú ná [code]1.0[/code] agus déanfar forshampláil mar thoradh ar luachanna níos mó ná [code]1.0[/code]. Díchumasaítear scálú le luach [code]1.0[/code].

en: Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
ga: Úsáid AMD FidelityFX Super Resolution 1.0 upscaling le haghaidh maolán 3D an amhairc. Is féidir an méid scálaithe a shocrú trí úsáid a bhaint as [member Viewport.scaling_3d_scale]. Is é an toradh a bheidh ar luachanna níos lú ná [code]1.0[/code] go n-uasghrádófar an t-amharclann ag baint úsáide as FSR. Ní thacaítear le luachanna níos mó ná [code]1.0[/code] agus úsáidfear íosshampláil délíneach ina ionad sin. Díchumasaítear scálú le luach [code]1.0[/code].

en: Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.
ga: Úsáid AMD FidelityFX Super Resolution 2.2 upscaling le haghaidh maolán 3D an amhairc. Is féidir an méid scálaithe a shocrú trí úsáid a bhaint as [member Viewport.scaling_3d_scale]. Is é an toradh a bheidh ar luachanna níos lú ná [code]1.0[/code] ná go n-uasghrádófar an t-amharcmharc ag baint úsáide as FSR2. Ní thacaítear le luachanna níos mó ná [code]1.0[/code] agus úsáidfear íosshampláil délíneach ina ionad sin. Úsáidfidh luach [code]1.0[/code] FSR2 ag taifeach dúchais mar réiteach TAA.

en: Represents the size of the [enum ViewportScaling3DMode] enum.
ga: Léiríonn sé méid an [enum ViewportScaling3DMode] enum.

en: Do not update the viewport's render target.
ga: Ná nuashonraigh sprioc rindreála an amhaircport.

en: Update the viewport's render target once, then switch to [constant VIEWPORT_UPDATE_DISABLED].
ga: Nuashonraigh sprioc rindreála an amhairc uair amháin, ansin athraigh go [ VIEWPORT_UPDATE_DISABLED].

en: Update the viewport's render target only when it is visible. This is the default value.
ga: Nuashonraigh sprioc rindreála an amhairc nuair atá sé le feiceáil. Is é seo an luach réamhshocraithe.

en: Update the viewport's render target only when its parent is visible.
ga: Nuashonraigh sprioc rindreála an amhairc nuair a bhíonn a thuismitheoir le feiceáil.

en: Always update the viewport's render target.
ga: Nuashonraigh sprioc rindreála an amhaircport i gcónaí.

en: Always clear the viewport's render target before drawing.
ga: Glan sprioc rindreála an amhairc i gcónaí roimh líníocht.

en: Never clear the viewport's render target.
ga: Ná soiléir riamh sprioc rindreála an amhairc.

en: Clear the viewport's render target on the next frame, then switch to [constant VIEWPORT_CLEAR_NEVER].
ga: Glan sprioc rindreála an amhairc ar an gcéad fhráma eile, ansin athraigh go [ VIEWPORT_CLEAR_NEVER leanúnach].

en: Disable rendering of 3D environment over 2D canvas.
ga: Díchumasaigh rindreáil timpeallacht 3D thar chanbhás 2T.

en: Enable rendering of 3D environment over 2D canvas.
ga: Cumasaigh rindreáil timpeallacht 3D thar chanbhás 2T.

en: Inherit enable/disable value from parent. If the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], then this has the same behavior as [constant VIEWPORT_ENVIRONMENT_ENABLED].
ga: Oidhreacht cumasaithe/díchumasaigh luach ón tuismitheoir. Má tá an tuismitheoir is airde socraithe chuig [VIEWPORT_ENVIRONMENT_INHERIT] chomh maith, tá an t-iompar céanna aige agus atá ag [ tairiseach VIEWPORT_ENVIRONMENT_ENABLED].

en: Represents the size of the [enum ViewportEnvironmentMode] enum.
ga: Léiríonn sé méid an [enum ViewportEnvironmentMode] enum.

en: Do not oversize the 2D signed distance field. Occluders may disappear when touching the viewport's edges, and [GPUParticles3D] collision may stop working earlier than intended. This has the lowest GPU requirements.
ga: Ná ró-mhór an réimse faid sínithe 2D. D'fhéadfadh sé go n-imeoidh occluders agus iad ag baint le himill an amhairc, agus d'fhéadfadh imbhualadh [GPUParticles3D] stopadh ag obair níos luaithe ná mar a bhí beartaithe. Tá na riachtanais GPU is ísle aige seo.

en: 2D signed distance field covers 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
ga: Clúdaíonn réimse faid sínithe 2D 20% de mhéid an amhairc lasmuigh den radharc ar gach taobh (barr, ar dheis, ag bun, ar chlé).

en: 2D signed distance field covers 50% of the viewport's size outside the viewport on each side (top, right, bottom, left).
ga: Clúdaíonn réimse faid sínithe 2D 50% de mhéid an amhairc lasmuigh den radharc ar gach taobh (barr, ar dheis, ar bun, ar chlé).

en: 2D signed distance field covers 100% of the viewport's size outside the viewport on each side (top, right, bottom, left). This has the highest GPU requirements.
ga: Clúdaíonn réimse faid sínithe 2D 100% de mhéid an amhairc lasmuigh den radharc ar gach taobh (barr, ar dheis, ag bun, ar chlé). Tá na riachtanais GPU is airde aige seo.

en: Represents the size of the [enum ViewportSDFOversize] enum.
ga: Léiríonn sé méid an [enum ViewportSDFOversize] enum.

en: Full resolution 2D signed distance field scale. This has the highest GPU requirements.
ga: Scála páirce faid sínithe 2D lántaifeach. Tá na riachtanais GPU is airde aige seo.

en: Half resolution 2D signed distance field scale on each axis (25% of the viewport pixel count).
ga: Scála páirce faid sínithe 2D leath-taifeach ar gach ais (25% den chomhaireamh picteilín amhairc).

en: Quarter resolution 2D signed distance field scale on each axis (6.25% of the viewport pixel count). This has the lowest GPU requirements.
ga: Scála páirce achair sínithe 2D taifeach ceathrúna ar gach ais (6.25% den chomhaireamh picteilín amhairc). Tá na riachtanais GPU is ísle aige seo.

en: Represents the size of the [enum ViewportSDFScale] enum.
ga: Léiríonn sé méid an [enum ViewportSDFSscale] enum.

en: Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting.
ga: Tá antialiasing ilshampla do 3D díchumasaithe. Is é seo an luach réamhshocraithe, agus freisin an socrú is tapúla.

en: Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance.
ga: Úsáideann frithaliasú ilshampla 2 shampla in aghaidh an picteilín le haghaidh 3D. Bíonn tionchar measartha aige seo ar fheidhmíocht.

en: Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance.
ga: Úsáideann frithaliasú ilshampla 4 shampla in aghaidh an picteilín le haghaidh 3D. Bíonn tionchar mór aige seo ar fheidhmíocht.

en: Multisample antialiasing uses 8 samples per pixel for 3D. This has a very high impact on performance. Likely unsupported on low-end and older hardware.
ga: Úsáideann frithaliasú ilshampla 8 sampla in aghaidh an picteilín le haghaidh 3D. Bíonn tionchar an-ard aige seo ar fheidhmíocht. Is dócha nach dtacaítear leis ar chrua-earraí ísealchríche agus níos sine.

en: Represents the size of the [enum ViewportMSAA] enum.
ga: Léiríonn sé méid an [enum ViewportMSAA] enum.

en: Do not perform any antialiasing in the full screen post-process.
ga: Ná déan aon fhrithaliasú san iarphróiseas lánscáileáin.

en: Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
ga: Bain úsáid as gar-fhrithaliasing. Is modh coitianta antialiasing spás-scáileáin é FXAA, atá tapa ach a dhéanfaidh cuma doiléir ar an íomhá, go háirithe ag rúin níos ísle. Is féidir leis oibriú go measartha maith fós ag rúin mhóra mar 1440p agus 4K.

en: Represents the size of the [enum ViewportScreenSpaceAA] enum.
ga: Léiríonn sé méid an [enum ViewportScreenSpaceAA] enum.

en: Low occlusion culling BVH build quality (as defined by Embree). Results in the lowest CPU usage, but least effective culling.
ga: Cáilíocht tógála BVH mar gheall ar occlusion íseal (mar atá sainmhínithe ag Embree). Is é an toradh a bhíonn ar an úsáid LAP is ísle, ach is lú éifeachtach marú.

en: Medium occlusion culling BVH build quality (as defined by Embree).
ga: Cáilíocht thógála BVH maraithe meánmhéide (mar atá sainmhínithe ag Embree).

en: High occlusion culling BVH build quality (as defined by Embree). Results in the highest CPU usage, but most effective culling.
ga: Ard-occlusion marú BVH cáilíochta tógála (mar a shainmhínítear ag Embree). Mar thoradh ar an úsáid is airde LAP, ach is éifeachtaí marú.

en: Number of objects drawn in a single frame.
ga: Líon na n-ábhar tarraingthe i bhfráma amháin.

en: Number of points, lines, or triangles drawn in a single frame.
ga: Líon na bpointí, línte, nó triantán tarraingthe i bhfráma amháin.

en: Number of draw calls during this frame.
ga: Líon na nglaonna tarraingthe le linn an fhráma seo.

en: Represents the size of the [enum ViewportRenderInfo] enum.
ga: Léiríonn sé méid an [enum ViewportRenderInfo] enum.

en: Visible render pass (excluding shadows).
ga: Pas rindreála infheicthe (gan scáthanna a áireamh).

en: Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.
ga: Pas rindreáil scáth. Déanfar rudaí a rindreáil arís agus arís eile ag brath ar líon na méideanna soilse le scáthanna agus líon na scoilteann scáthanna treorach.

en: Canvas item rendering. This includes all 2D rendering.
ga: Rindreáil earra chanbhás. Áirítear leis seo gach rindreáil 2T.

en: Represents the size of the [enum ViewportRenderInfoType] enum.
ga: Léiríonn sé méid an [enum ViewportRenderInfoType] enum.

en: Debug draw is disabled. Default setting.
ga: Tá tarraingt dífhabhtaithe díchumasaithe. Socrú réamhshocraithe.

en: Objects are displayed without light information.
ga: Taispeántar rudaí gan faisnéis éadrom.

en: Objects are displayed with only light information.
ga: Taispeántar rudaí gan ach faisnéis éadrom.

en: Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
    [b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore.
ga: Taispeántar rudaí leath-trédhearcach le cumasc breiseán ionas gur féidir leat a fheiceáil cá bhfuil siad ag tarraingt thar barr a chéile. Ciallaíonn rótharraingt níos airde (arna léiriú ag dathanna níos gile) go bhfuil tú ag cur amú feidhmíochta ar tharraingt picteilín atá á cheilt taobh thiar de dhaoine eile.
    [b]Nóta:[/b] Agus an modh tarraingthe dífhabhtaithe seo in úsáid, ní thabharfar aird ar scáthchruthairí saincheaptha. Ciallaíonn sé seo nach mbeidh díláithriú rinn le feiceáil a thuilleadh.

en: Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.
ga: Tarraingítear gnáth-mhaolán in ionad radharc rialta ionas gur féidir leat na normalanna in aghaidh an picteilín a fheiceáil a úsáidfidh éifeachtaí iar-phróiseála.

en: Objects are displayed with only the albedo value from [VoxelGI]s.
ga: Taispeántar réada gan ach an luach albedo ó [VoxelGI]s.

en: Objects are displayed with only the lighting value from [VoxelGI]s.
ga: Taispeántar rudaí nach bhfuil ach an luach soilsithe acu ó [VoxelGI]s.

en: Objects are displayed with only the emission color from [VoxelGI]s.
ga: Taispeántar réada gan ach an dath astaíochta ó [VoxelGI]s.

en: Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].
ga: Tarraingíonn sé an t-atlas scátha a stórálann scáthanna ó [OmniLight3D]s agus [SpotLight3D]s sa cheathrú uachtarach ar chlé den [Viewport].

en: Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].
    The slice of the camera frustum related to the shadow map cascade is superimposed to visualize coverage. The color of each slice matches the colors used for [constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS]. When shadow cascades are blended the overlap is taken into account when drawing the frustum slices.
    The last cascade shows all frustum slices to illustrate the coverage of all slices.
ga: Tarraingíonn sé an t-atlas scátha a stórálann scáthanna ó [DirectionalLight3D]s sa cheathrú uachtarach ar chlé den [Viewport].
    Forshuitetar an tslis den fhrustum ceamara a bhaineann le easghluaiseachta na scáthléarscáile chun clúdach a shamhlú. Meaitseálann dath gach slisne na dathanna a úsáidtear do [VIEWPORT_DEBUG_DRAW_PSSM_SPLITS]. Nuair a dhéantar cascáidí scáth a chumasc cuirtear an forluí san áireamh agus na slices frustum á dtarraingt.
    Taispeánann an cascáid dheireanach gach slices frustum chun clúdach na slisne go léir a léiriú.

en: Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.
ga: Tarraingíonn an luminance radharc measta. Uigeacht 1×1 é seo a ghintear nuair a chuirtear ar chumas uathnochtadh an radharc a rialú.

en: Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
ga: Tarraingíonn sé uigeacht occlusion comhthimpeallach an spáis scáileáin in ionad an radhairc ionas gur féidir leat a fheiceáil go soiléir conas atá sé ag dul i bhfeidhm ar rudaí. Chun go n-oibreoidh an mód taispeána seo, ní mór duit [member Environment.ssao_enabled] a bheith socraithe i do [WorldEnvironment].

en: Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
ga: Tarraingíonn sé uigeacht soilsithe indíreach an spáis scáileáin in ionad an radhairc ionas gur féidir leat a fheiceáil go soiléir conas a théann sé i bhfeidhm ar rudaí. Chun go n-oibreoidh an mód taispeána seo, ní mór duit [member Environment.ssil_enabled] a bheith socraithe i do [WorldEnvironment].

en: Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
ga: Dathaíonn gach scoilt PSSM do na [DirectionalLight3D]s sa radharc dath difriúil ionas gur féidir leat a fheiceáil cá bhfuil na scoilteanna. D'fhonn beidh siad daite dearg, glas, gorm, buí.

en: Draws the decal atlas that stores decal textures from [Decal]s.
ga: Tarraingíonn sé an decal atlas a stórálann uigeachtaí decal ó [Decal]s.

en: Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.
ga: Tarraingíonn sé sonraí cascáide SDFGI. Is é seo an struchtúr sonraí a úsáidtear chun an soilsiú a phreabadh in aghaidh agus chun machnamh a chruthú.

en: Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.
ga: Tarraingíonn sé sonraí taiscéalaithe SDFGI. Is é seo an struchtúr sonraí a úsáidtear chun soilsiú indíreach a thabhairt do rudaí dinimiciúla ag gluaiseacht laistigh den radharc.

en: Draws the global illumination buffer ([VoxelGI] or SDFGI).
ga: Tarraingíonn sé an maolán soilsithe domhanda ([VoxelGI] nó SDFGI).

en: Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance.
ga: Díchumasaigh LOD mogalra. Tarraingítear gach mogaill le mionsonraí iomlána, ar féidir iad a úsáid chun feidhmíocht a chur i gcomparáid.

en: Draws the [OmniLight3D] cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
ga: Tarraingíonn sé an bhraisle [OmniLight3D]. Cinneann cnuasú cá háit a bhfuil soilse suite sa spás scáileáin, rud a fhágann nach féidir leis an inneall ach na codanna sin den scáileán a phróiseáil le haghaidh soilsiú.

en: Draws the [SpotLight3D] cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
ga: Tarraingíonn sé an bhraisle [SpotLight3D]. Cinneann cnuasú cá háit a bhfuil soilse suite sa spás scáileáin, rud a fhágann nach féidir leis an inneall ach na codanna sin den scáileán a phróiseáil le haghaidh soilsiú.

en: Draws the [Decal] cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.
ga: Tarraingíonn sé an bhraisle [Decal]. Cinneann cnuasú cá háit a bhfuil decals suite sa spás scáileáin, rud a ligeann don inneall na codanna seo den scáileán a phróiseáil le haghaidh decals amháin.

en: Draws the [ReflectionProbe] cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.
ga: Tarraingíonn sé braisle [ReflectionProbe]. Cinneann cnuasú cá háit a bhfuil tóireadóirí machnaimh suite sa spás scáileáin, rud a fhágann nach féidir leis an inneall ach na codanna seo den scáileán a phróiseáil le haghaidh tóireadóirí machnaimh.

en: Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.
ga: Tarraingíonn an maolán marú occlusion. Tá an maolán maraithe occlusion ísealtaifigh seo rasterized ar an LAP agus úsáidtear é chun a sheiceáil cibé an bhfuil cásanna folaithe ag réada eile.

en: Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.
ga: Tarraingíonn sé maolán na veicteoirí gluaisne. Úsáideann antialiasing ama é seo chun ceartú a dhéanamh ar ghluaisne a tharlaíonn le linn gameplay.

en: Internal buffer is drawn instead of regular scene so you can see the per-pixel output that will be used by post-processing effects.
ga: Tarraingítear maolán inmheánach in ionad radharc rialta ionas gur féidir leat an t-aschur in aghaidh an picteilín a fheiceáil a úsáidfidh éifeachtaí iar-phróiseála.

en: Variable rate shading is disabled.
ga: Tá scáthú ráta inathraithe díchumasaithe.

en: Variable rate shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
ga: Úsáideann scáthú ráta inathraithe uigeacht. Tabhair faoi deara, le haghaidh úsáid steiréascópach atlais uigeachta le huigeacht do gach radharc.

en: Variable rate shading texture is supplied by the primary [XRInterface]. Note that this may override the update mode.
ga: Soláthraíonn an príomhúil [XRInterface] uigeacht scáthaithe ráta athraitheach. Tabhair faoi deara go bhféadfadh sé seo an modh nuashonraithe a shárú.

en: Represents the size of the [enum ViewportVRSMode] enum.
ga: Léiríonn sé méid an [enum ViewportVRSMode] enum.

en: The input texture for variable rate shading will not be processed.
ga: Ní dhéanfar an uigeacht ionchuir le haghaidh scáthú ráta athraitheach a phróiseáil.

en: The input texture for variable rate shading will be processed once.
ga: Déanfar an uigeacht ionchuir le haghaidh scáthú ráta athraitheach a phróiseáil uair amháin.

en: The input texture for variable rate shading will be processed each frame.
ga: Déanfar an uigeacht ionchuir le haghaidh scáthú ráta inathraithe a phróiseáil gach fráma.

en: Represents the size of the [enum ViewportVRSUpdateMode] enum.
ga: Léiríonn sé méid an [enum ViewportVRSUpdateMode] enum.

en: Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant SKY_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant SKY_MODE_INCREMENTAL]. Otherwise, this defaults to [constant SKY_MODE_QUALITY].
ga: Roghnaíonn sé go huathoibríoch an modh próisis chuí bunaithe ar do scáthóir spéir. Má úsáideann do scáthóir [code]TIME[/code] nó [code]POSITION[/code], úsáidfidh sé seo [Sky_MODE_REALTIME] leanúnach. Má úsáideann do scáthóir aon cheann de na hathróga [code]LIGHT_*[/code] nó aon éide shaincheaptha, úsáideann sé seo [SKY_MODE_INCREMENTAL]. Seachas sin, tá sé seo réamhshocraithe go [SKY_MODE_QUALITY].

en: Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant SKY_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].
ga: Úsáideann sé sampláil tábhachta ardchaighdeáin chun an léarscáil radiance a phróiseáil. Go ginearálta, bíonn cáilíocht i bhfad níos airde mar thoradh air seo ná [SKY_MODE_REALTIME leanúnach] ach tógann sé i bhfad níos faide é a ghiniúint. Níor cheart é seo a úsáid má tá sé beartaithe agat an spéir a athrú ag am rite. Más rud é go bhfuil tú ag fáil amach nach bhfuil an frithchaitheamh doiléir go leor agus go bhfuil spréach nó cuileoga dóiteáin á dtaispeáint agat, bain triail as méadú [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].

en: Uses the same high quality importance sampling to process the radiance map as [constant SKY_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
ga: Úsáideann sé an tsampláil ardcháilíochta céanna chun an léarscáil radiance a phróiseáil agus atá [SKY_MODE_QUALITY], ach nuashonraítear é thar roinnt frámaí. Cinntear líon na bhfrámaí ag [comhalta ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Bain úsáid as seo nuair a theastaíonn uait léarscáileanna radiance den chaighdeán is airde, ach bíodh spéir agat a nuashonraíonn go mall.

en: Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
    [b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so [method sky_set_radiance_size] must be set to [code]256[/code]. Otherwise, a warning is printed and the overridden radiance size is ignored.
ga: Úsáideann sé an algartam scagtha tapa chun an léarscáil radiance a phróiseáil. Go ginearálta bíonn cáilíocht níos ísle, ach amanna rite i bhfad níos tapúla, mar thoradh air seo. Más gá duit cáilíocht níos fearr, ach fós is gá a thabhairt cothrom le dáta an spéir gach fráma, smaoineamh ar casadh ar [comhalta ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
    [b]Nóta:[/b] Tá an t-algartam mearscagtha teoranta do 256×256 cubemaps, mar sin ní mór [method sky_set_radiance_size] a shocrú go [code]256[/code]. Seachas sin, clóitear rabhadh agus déantar neamhaird ar mhéid an radiance sáraithe.

en: The rendering effect requires the color buffer to be resolved if MSAA is enabled.
ga: Éilíonn an éifeacht rindreála go réiteofar an maolán datha má tá MSAA cumasaithe.

en: The rendering effect requires the depth buffer to be resolved if MSAA is enabled.
ga: Éilíonn an éifeacht rindreála go réiteofar an maolán doimhneachta má tá MSAA cumasaithe.

en: The rendering effect requires motion vectors to be produced.
ga: Éilíonn an éifeacht rindreála veicteoirí gluaisne a tháirgeadh.

en: The rendering effect requires normals and roughness g-buffer to be produced (Forward+ only).
ga: Éilíonn an éifeacht rindreála g-maolán normálta agus garbh a tháirgeadh (Ar Aghaidh+ amháin).

en: The rendering effect requires specular data to be separated out (Forward+ only).
ga: Éilíonn an éifeacht rindreála sonraí amhantrach a scaradh amach (Ar Aghaidh+ amháin).

en: Use the clear color as background.
ga: Úsáid an dath soiléir mar chúlra.

en: Use a specified color as the background.
ga: Úsáid dath sonraithe mar chúlra.

en: Use a sky resource for the background.
ga: Bain úsáid as acmhainn spéir don chúlra.

en: Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
ga: Bain úsáid as sraith chanbhás sonraithe mar chúlra. Is féidir é seo a bheith úsáideach chun radharc 2T a chur ar an toirt i ndomhan 3D.

en: Do not clear the background, use whatever was rendered last frame as the background.
ga: Ná soiléir an cúlra, úsáid is cuma cad a rinneadh fráma deireanach mar chúlra.

en: Represents the size of the [enum EnvironmentBG] enum.
ga: Is ionann é agus méid an [enum EnvironmentBG] enum.

en: Disable ambient light.
ga: Díchumasaigh solas comhthimpeallach.

en: Specify a specific [Color] for ambient light.
ga: Sonraigh [Color] ar leith don solas comhthimpeallach.

en: Disable reflections.
ga: Díchumasaigh machnaimh.

en: Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
ga: Caighdeán is ísle scagaire roughness le haghaidh machnaimh scáileáin-spás. Ní bheidh frithchaitheamh spáis scáileáin níos géire ag ábhair gharbh i gcomparáid le hábhair mhíne (neamh-gharbh). Is é seo an rogha is tapúla.

en: Low quality of roughness filter for screen-space reflections.
ga: Caighdeán íseal scagaire roughness le haghaidh machnaimh scáileáin-spás.

en: Medium quality of roughness filter for screen-space reflections.
ga: Caighdeán meánach an scagaire roughness le haghaidh machnaimh scáileáin-spás.

en: High quality of roughness filter for screen-space reflections. This is the slowest option.
ga: Scagaire garbh ardchaighdeáin le haghaidh machnaimh spáis scáileáin. Is é seo an rogha is moille.

en: Lowest quality of screen-space ambient occlusion.
ga: An caighdeán is ísle d'occlusion comhthimpeallach spáis scáileáin.

en: Low quality screen-space ambient occlusion.
ga: Occlusion comhthimpeallach scáileán-spáis ar chaighdeán íseal.

en: Medium quality screen-space ambient occlusion.
ga: Occlusion comhthimpeallach scáileán-spáis de chaighdeán meánach.

en: High quality screen-space ambient occlusion.
ga: Occlusion comhthimpeallach scáileán-spás ardchaighdeáin.

en: Highest quality screen-space ambient occlusion. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.
ga: Occlusion comhthimpeallach scáileán-spás den chaighdeán is airde. Úsáideann sé an socrú oiriúnaitheach sprice ar féidir a choigeartú go dinimiciúil chun feidhmíocht agus cáilíocht amhairc a chothromú go réidh.

en: Lowest quality of screen-space indirect lighting.
ga: An caighdeán is ísle de soilsiú indíreach spáis scáileáin.

en: Low quality screen-space indirect lighting.
ga: Soilsiú indíreach spáis scáileáin ar chaighdeán íseal.

en: High quality screen-space indirect lighting.
ga: Soilsiú indíreach spás scáileáin ar ardchaighdeán.

en: Highest quality screen-space indirect lighting. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.
ga: Soilsiú indíreach spáis scáileáin den chaighdeán is airde. Úsáideann sé an socrú oiriúnaitheach sprice ar féidir a choigeartú go dinimiciúil chun feidhmíocht agus cáilíocht amhairc a chothromú go réidh.

en: Throw 4 rays per frame when converging SDFGI. This has the lowest GPU requirements, but creates the most noisy result.
ga: Caith 4 gha in aghaidh an fhráma agus SDFGI á chóineasú. Tá na riachtanais GPU is ísle aige seo, ach cruthaíonn sé an toradh is torannaí.

en: Throw 8 rays per frame when converging SDFGI.
ga: Caith 8 gha in aghaidh an fhráma agus SDFGI á chóineasú.

en: Throw 16 rays per frame when converging SDFGI.
ga: Caith 16 gha in aghaidh an fhráma agus SDFGI á chóineasú.

en: Throw 32 rays per frame when converging SDFGI.
ga: Caith 32 ga in aghaidh an fhráma agus SDFGI á chóineasú.

en: Throw 64 rays per frame when converging SDFGI.
ga: Caith 64 gha in aghaidh an fhráma agus SDFGI á chóineasú.

en: Throw 96 rays per frame when converging SDFGI. This has high GPU requirements.
ga: Caith 96 ghathanna in aghaidh an fhráma agus SDFGI á chóineasú. Tá riachtanais GPU arda aige seo.

en: Throw 128 rays per frame when converging SDFGI. This has very high GPU requirements, but creates the least noisy result.
ga: Caith 128 ga in aghaidh an fhráma agus SDFGI á chóineasú. Tá riachtanais GPU an-ard aige seo, ach cruthaíonn sé an toradh is lú torann.

en: Represents the size of the [enum EnvironmentSDFGIRayCount] enum.
ga: Is ionann é agus méid an [enum EnvironmentSDFGIRayCount] enum.

en: Converge SDFGI over 5 frames. This is the most responsive, but creates the most noisy result with a given ray count.
ga: Cónaigh SDFGI thar 5 fhráma. Is é seo an ceann is freagraí, ach cruthaíonn sé an toradh is torannaí le comhaireamh gathanna tugtha.

en: Configure SDFGI to fully converge over 10 frames.
ga: Cumraigh SDFGI chun níos mó ná 10 bhfráma a chóineasú go hiomlán.

en: Configure SDFGI to fully converge over 15 frames.
ga: Cumraigh SDFGI chun breis agus 15 fhráma a chóineasú go hiomlán.

en: Configure SDFGI to fully converge over 20 frames.
ga: Cumraigh SDFGI chun breis agus 20 fráma a chóineasú go hiomlán.

en: Configure SDFGI to fully converge over 25 frames.
ga: Cumraigh SDFGI chun breis agus 25 fráma a chóineasú go hiomlán.

en: Configure SDFGI to fully converge over 30 frames. This is the least responsive, but creates the least noisy result with a given ray count.
ga: Cumraigh SDFGI chun breis agus 30 fráma a chóineasú go hiomlán. Is é seo an ceann is lú freagrúla, ach cruthaíonn sé an toradh is lú torann le comhaireamh gathanna tugtha.

en: Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum.
ga: Is ionann é agus méid an [enum EnvironmentSDFGIFramesToConverge] enum.

en: Update indirect light from dynamic lights in SDFGI over 1 frame. This is the most responsive, but has the highest GPU requirements.
ga: Nuashonraigh solas indíreach ó shoilse dinimiciúla i SDFGI thar 1 fhráma. Is é seo an ceann is freagraí, ach tá na riachtanais GPU is airde aige.

en: Update indirect light from dynamic lights in SDFGI over 2 frames.
ga: Nuashonraigh solas indíreach ó shoilse dinimiciúla i SDFGI thar 2 fhráma.

en: Update indirect light from dynamic lights in SDFGI over 4 frames.
ga: Nuashonraigh solas indíreach ó shoilse dinimiciúla i SDFGI thar 4 fhráma.

en: Update indirect light from dynamic lights in SDFGI over 8 frames.
ga: Nuashonraigh solas indíreach ó shoilse dinimiciúla i SDFGI thar 8 bhfráma.

en: Update indirect light from dynamic lights in SDFGI over 16 frames. This is the least responsive, but has the lowest GPU requirements.
ga: Nuashonraigh solas indíreach ó shoilse dinimiciúla i SDFGI thar 16 fhráma. Is é seo an ceann is lú sofhreagrach, ach tá na riachtanais GPU is ísle aige.

en: Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum.
ga: Is ionann é agus méid an [enum EnvironmentSDFGIFramesToUpdateLight] enum.

en: Disables subsurface scattering entirely, even on materials that have [member BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code]. This has the lowest GPU requirements.
ga: Díchumasaítear an fodhromchla scaipthe go hiomlán, fiú ar ábhair a bhfuil [code]true[/code] socraithe acu. Tá na riachtanais GPU is ísle aige seo.

en: Low subsurface scattering quality.
ga: Cáilíocht scaipthe faoin dromchla íseal.

en: Medium subsurface scattering quality.
ga: Caighdeán meánach scaipthe faoin dromchla.

en: High subsurface scattering quality. This has the highest GPU requirements.
ga: Ardchaighdeán scaipthe faoin dromchla. Tá na riachtanais GPU is airde aige seo.

en: Calculate the DOF blur using a box filter. The fastest option, but results in obvious lines in blur pattern.
ga: Ríomh an doiléirigh DOF le scagaire bosca. An rogha is tapúla, ach mar thoradh ar línte soiléire i patrún Doiléirigh.

en: Calculates DOF blur using a hexagon shaped filter.
ga: Ríomhann sé doiléir DOF ag baint úsáide as scagaire heicseagán i gcruth.

en: Calculates DOF blur using a circle shaped filter. Best quality and most realistic, but slowest. Use only for areas where a lot of performance can be dedicated to post-processing (e.g. cutscenes).
ga: Ríomhann sé geamhú DOF ag baint úsáide as scagaire i gcruth ciorcail. An caighdeán is fearr agus is réadúla, ach is moille. Bain úsáid as ach amháin le haghaidh réimsí inar féidir go leor feidhmíochta a thiomnú don iar-phróiseáil (m.sh. gearrthóga).

en: Lowest quality DOF blur. This is the fastest setting, but you may be able to see filtering artifacts.
ga: Doiléirigh DOF chaighdeán is ísle. Is é seo an socrú is tapúla, ach seans go mbeidh tú in ann artifacts scagtha a fheiceáil.

en: Low quality DOF blur.
ga: Doiléirigh DOF ar chaighdeán íseal.

en: Medium quality DOF blur.
ga: Doiléirigh DOF de mheán-chaighdeán.

en: Highest quality DOF blur. Results in the smoothest looking blur by taking the most samples, but is also significantly slower.
ga: Doiléirigh DOF den chaighdeán is airde. Bíonn an chuma is míne mar thoradh ar an líon is mó samplaí a thógáil, ach tá sé i bhfad níos moille freisin.

en: The instance does not have a type.
ga: Níl cineál ag an ásc.

en: The instance is a mesh.
ga: Is é an cás a mogalra.

en: The instance is a multimesh.
ga: Is é an sampla a multimesh.

en: The instance is a particle emitter.
ga: Is astaír cáithníneach é an ásc.

en: The instance is a GPUParticles collision shape.
ga: Cruth imbhuailte GPUParticles atá sa chás.

en: The instance is a light.
ga: Is éadrom é an ásc.

en: The instance is a reflection probe.
ga: Taiscéalaí machnaimh atá sa chás.

en: The instance is a decal.
ga: Is é an sampla decal.

en: The instance is a VoxelGI.
ga: Is é an sampla VoxelGI.

en: The instance is a lightmap.
ga: Is léarscáil solais é an sampla.

en: The instance is an occlusion culling occluder.
ga: Is éard atá sa chás ná occluser maraithe occlusion.

en: The instance is a visible on-screen notifier.
ga: Is fógróir infheicthe ar an scáileán é an ásc.

en: The instance is a fog volume.
ga: Is é an sampla toirt ceo.

en: Represents the size of the [enum InstanceType] enum.
ga: Léiríonn sé méid an [enum InstanceType] enum.

en: A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).
ga: Meascán de na bratacha cásanna céimseata (mogalra, multimesh, láithreach agus cáithníní).

en: Allows the instance to be used in baked lighting.
ga: Ligeann sé an sampla a úsáid i soilsiú bácáilte.

en: Allows the instance to be used with dynamic global illumination.
ga: Ligeann sé seo an sampla a úsáid le soilsiú dinimiciúil domhanda.

en: When set, manually requests to draw geometry on next frame.
ga: Nuair a bheidh sé socraithe, iarrtar de láimh ar chéimseata a tharraingt ar an gcéad fhráma eile.

en: Always draw, even if the instance would be culled by occlusion culling. Does not affect view frustum culling.
ga: Tarraing i gcónaí, fiú dá mba rud é go ndéanfaí an cás a bhaint de bharr cealú occlusion. Ní chuireann sé isteach ar an radharc marú frustum.

en: Represents the size of the [enum InstanceFlags] enum.
ga: Léiríonn sé méid an [enum InstanceFlags] enum.

en: Disable shadows from this instance.
ga: Díchumasaigh scáthanna ón gcás seo.

en: Cast shadows from this instance.
ga: Caith scáthanna ón gcás seo.

en: Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.
ga: Díchumasaigh marú aghaidh droma agus scáth an réada á rindreáil. Tá sé seo beagán níos moille ach d'fhéadfadh scáthanna níos cruinne a bheith mar thoradh air.

en: Only render the shadows from the object. The object itself will not be drawn.
ga: Ná fág ach na scáthanna ón réad. Ní bheidh an réad féin a tharraingt.

en: Disable visibility range fading for the given instance.
ga: Díchumasaigh fading raon infheictheachta don chás ar leith.

en: Fade-out the given instance when it approaches its visibility range limits.
ga: Maolaigh an cás a thugtar nuair a bheidh sé ag druidim lena theorainneacha raoin infheictheachta.

en: Fade-in the given instance's dependencies when reaching its visibility range limits.
ga: Céimnithe-sa chás áirithe a spleáchais nuair a shroicheann sé a theorainneacha raon infheictheachta.

en: Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBA8] and contains albedo color in the [code].rgb[/code] channels and alpha in the [code].a[/code] channel.
ga: Innéacs [Íomhá] in eagar de [Íomhá]s curtha ar ais ag [method bake_render_uv2]. Úsáideann an íomhá [Constant Image.FORMAT_RGBA8] agus tá dath albedo sna cainéil [code].rgb[/code] agus alfa sa chainéal [code].a[/code].

en: Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal of the object in the [code].rgb[/code] channels and nothing in the [code].a[/code] channel. The per-pixel normal is encoded as [code]normal * 0.5 + 0.5[/code].
ga: Innéacs [Íomhá] in eagar de [Íomhá]s curtha ar ais ag [method bake_render_uv2]. Úsáideann an íomhá [Constant Image.FORMAT_RGBA8] agus tá gnáth in aghaidh an picteilín den réad sna cainéil [code].rgb[/code] agus níl aon rud sa chainéal [code].a[/code]. Tá an normal in aghaidh an picteilín ionchódaithe mar [code]gnáth * 0.5 + 0.5[/code].

en: Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion (from material and decals only) in the [code].r[/code] channel, roughness in the [code].g[/code] channel, metallic in the [code].b[/code] channel and sub surface scattering amount in the [code].a[/code] channel.
ga: Innéacs [Íomhá] in eagar de [Íomhá]s curtha ar ais ag [method bake_render_uv2]. Úsáideann an íomhá [Image leanúnach.FORMAT_RGBA8] agus tá occlusion comhthimpeallach (ó ábhar agus decals amháin) sa [code].r[/code] cainéal, roughness sa [code].g[/code] cainéal, miotalach sa [code]. cód].b[/code] méid scaipthe cainéal agus fo-dhromchla sa chainéal [code].a[/code].

en: Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBAH] and contains emission color in the [code].rgb[/code] channels and nothing in the [code].a[/code] channel.
ga: Innéacs [Íomhá] in eagar de [Íomhá]s curtha ar ais ag [method bake_render_uv2]. Úsáideann an íomhá [Constant Image.FORMAT_RGBAH] agus tá dath astaíochtaí sna cainéil [code].rgb[/code] agus níl aon rud sa chainéal [code].a[/code].

en: Diffuse canvas texture ([member CanvasTexture.diffuse_texture]).
ga: Uigeacht chanbhás idirleata ([ball CanvasTexture.diffuse_texture]).

en: Normal map canvas texture ([member CanvasTexture.normal_texture]).
ga: Uigeacht chanbhás gnáthléarscáileanna ([ball CanvasTexture.normal_texture]).

en: Specular map canvas texture ([member CanvasTexture.specular_texture]).
ga: Uigeacht chanbhás léarscáil specular ([ball CanvasTexture.specular_texture]).

en: The nine patch gets stretched where needed.
ga: Cuirtear na naoi bpaiste sínte nuair is gá.

en: The nine patch gets filled with tiles where needed.
ga: Líontar na naoi bpaiste le tíleanna nuair is gá.

en: The nine patch gets filled with tiles where needed and stretches them a bit if needed.
ga: Líontar na naoi bpaiste le tíleanna nuair is gá agus síneann sé iad beagán más gá.

en: Uses the default filter mode for this [Viewport].
ga: Úsáideann sé an modh réamhshocraithe scagaire don [Viewport] seo.

en: The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
    [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case.
ga: Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]fíor [/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.
    [b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i dtionscadail 2T. [ tairiseach CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] níos oiriúnaí de ghnáth sa chás seo.

en: The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
    [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case.
ga: Cumascann an scagaire uigeachta idir na 4 phicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.
    [b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i dtionscadail 2T. [ tairiseach CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] níos oiriúnaí de ghnáth sa chás seo.

en: Max value for [enum CanvasItemTextureFilter] enum.
ga: Luach uasta le haghaidh [enum CanvasItemTextureFilter] enum.

en: Uses the default repeat mode for this [Viewport].
ga: Úsáideann sé an modh athdhéanta réamhshocraithe don [Viewport] seo.

en: Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.
ga: Díchumasaigh uigeachtaí athrá. Ina áit sin, nuair a bhíonn UVanna lasmuigh den raon 0-1 á léamh, déanfar an luach a chlampáil go dtí imeall an uigeachta, rud a fhágann go mbeidh cuma sínte ar theorainneacha an uigeachta.

en: Flip the texture when repeating so that the edge lines up instead of abruptly changing.
ga: Smeach an uigeacht agus tú ag athdhéanamh ionas go n-imeoidh an t-imeall in ionad é a athrú go tobann.

en: Max value for [enum CanvasItemTextureRepeat] enum.
ga: Luach uasta le haghaidh [enum CanvasItemTextureRepeat] enum.

en: 2D point light (see [PointLight2D]).
ga: Solas pointe 2D (féach [PointLight2D]).

en: 2D directional (sun/moon) light (see [DirectionalLight2D]).
ga: Solas treo 2T (an ghrian/gealach) (féach [DirectionalLight2D]).

en: Adds light color additive to the canvas.
ga: Cuireann breiseán dath éadrom leis an chanbhás.

en: Adds light color subtractive to the canvas.
ga: Cuireann dath éadrom dealaitheach leis an chanbhás.

en: The light adds color depending on transparency.
ga: Cuireann an solas dath ag brath ar thrédhearcacht.

en: Do not apply a filter to canvas light shadows.
ga: Ná cuir scagaire i bhfeidhm ar scáthanna solais chanbhás.

en: Use PCF5 filtering to filter canvas light shadows.
ga: Bain úsáid as scagadh PCF5 chun scáthanna solais chanbhás a scagadh.

en: Use PCF13 filtering to filter canvas light shadows.
ga: Bain úsáid as scagadh PCF13 chun scáthanna solais chanbhás a scagadh.

en: Max value of the [enum CanvasLightShadowFilter] enum.
ga: Luach uasta an [enum CanvasLightShadowFilter] enum.

en: Culling of the canvas occluder is disabled.
ga: Tá baint an occluder chanbhás díchumasaithe.

en: Culling of the canvas occluder is clockwise.
ga: Déantar occluder an chanbhás a bhaint deiseal.

en: Culling of the canvas occluder is counterclockwise.
ga: Déantar marú an occluder chanbhás tuathalach.

en: Boolean global shader parameter ([code]global uniform bool ...[/code]).
ga: Paraiméadar scáthaithe domhanda Boole ([code]bolg aonfhoirmeach domhanda ...[/code]).

en: 2-dimensional boolean vector global shader parameter ([code]global uniform bvec2 ...[/code]).
ga: Paraiméadar scáthaithe domhanda veicteoir déthoiseach boolean ([code]éide dhomhanda bvec2 ...[/code]).

en: 3-dimensional boolean vector global shader parameter ([code]global uniform bvec3 ...[/code]).
ga: Paraiméadar scáthaithe domhanda veicteoir 3thoiseach boolean ([code]éide dhomhanda bvec3 ...[/code]).

en: 4-dimensional boolean vector global shader parameter ([code]global uniform bvec4 ...[/code]).
ga: Paraiméadar scáthaithe domhanda veicteoir boolean ceithrethoiseach ([code]éide dhomhanda bvec4 ...[/code]).

en: Integer global shader parameter ([code]global uniform int ...[/code]).
ga: Slánuimhir paraiméadar scáthaithe domhanda ([code]éide dhomhanda int ...[/code]).

en: 2-dimensional integer vector global shader parameter ([code]global uniform ivec2 ...[/code]).
ga: Veicteoir déthoiseach slánuimhir paraiméadar scáthaithe cruinne ([code]éide dhomhanda ivec2 ...[/code]).

en: 3-dimensional integer vector global shader parameter ([code]global uniform ivec3 ...[/code]).
ga: Slánuimhir veicteoir 3thoiseach paraiméadar scáthaithe domhanda ([code]éide dhomhanda ivec3 ...[/code]).

en: 4-dimensional integer vector global shader parameter ([code]global uniform ivec4 ...[/code]).
ga: Slánuimhir veicteoir 4thoiseach paraiméadar scáthaithe domhanda ([code]éide dhomhanda ivec4 ...[/code]).

en: 2-dimensional integer rectangle global shader parameter ([code]global uniform ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in shader code, but exposed as a [Rect2i] in the editor UI.
ga: Slánuimhir 2-thoiseach paraiméadar scáthaithe cruinneachán dronuilleog ([code]éide dhomhanda ivec4 ...[/code]). Comhionann le [GLOBAL_VAR_TYPE_IVEC4] i gcód scáthaithe, ach nochta mar [Rect2i] in Chomhéadain an eagarthóra.

en: Unsigned integer global shader parameter ([code]global uniform uint ...[/code]).
ga: Paraiméadar scáthaithe cruinne slánuimhir gan síniú ([code]uint aonfhoirmeach domhanda ...[/code]).

en: 2-dimensional unsigned integer vector global shader parameter ([code]global uniform uvec2 ...[/code]).
ga: Paraiméadar scáthaithe cruinne veicteoir slánuimhir déthoiseach gan síniú ([code]éide dhomhanda uvec2 ...[/code]).

en: 3-dimensional unsigned integer vector global shader parameter ([code]global uniform uvec3 ...[/code]).
ga: Paraiméadar scáthaithe cruinne veicteoir 3-tríthoiseach gan síniú ([code]éide dhomhanda uvec3 ...[/code]).

en: 4-dimensional unsigned integer vector global shader parameter ([code]global uniform uvec4 ...[/code]).
ga: Paraiméadar scáthaithe cruinne veicteoir slánuimhir 4thoiseach gan síniú ([code]éide dhomhanda uvec4 ...[/code]).

en: Single-precision floating-point global shader parameter ([code]global uniform float ...[/code]).
ga: Paraiméadar scáthaithe cruinne snámhphointe aon-chruinneas ([code]snámhphointe aonfhoirmeach domhanda ...[/code]).

en: 2-dimensional floating-point vector global shader parameter ([code]global uniform vec2 ...[/code]).
ga: Paraiméadar scáthaithe domhanda veicteoir 2thoiseach snámhphointe ([code]éide dhomhanda vec2 ...[/code]).

en: 3-dimensional floating-point vector global shader parameter ([code]global uniform vec3 ...[/code]).
ga: Paraiméadar scáthaithe domhanda veicteoir 3thoiseach snámhphointe ([code]éide dhomhanda vec3 ...[/code]).

en: 4-dimensional floating-point vector global shader parameter ([code]global uniform vec4 ...[/code]).
ga: Paraiméadar scáthaithe domhanda veicteoir 4thoiseach snámhphointe ([code]éide dhomhanda vec4 ...[/code]).

en: Color global shader parameter ([code]global uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as a [Color] in the editor UI.
ga: Dath paraiméadar scáthaithe domhanda ([code]éide dhomhanda vec4 ...[/code]). Comhionann le [GLOBAL_VAR_TYPE_VEC4] i gcód scáthaithe, ach nochta mar [Color] in Chomhéadain an eagarthóra.

en: 2-dimensional floating-point rectangle global shader parameter ([code]global uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as a [Rect2] in the editor UI.
ga: Paraiméadar scáthaithe cruinne dronuilleog snámhphointe 2thoiseach ([code]éide dhomhanda vec4 ...[/code]). Comhionann le [GLOBAL_VAR_TYPE_VEC4] i gcód scáthaithe, ach nochta mar [Rect2] in Chomhéadain an eagarthóra.

en: 2×2 matrix global shader parameter ([code]global uniform mat2 ...[/code]). Exposed as a [PackedInt32Array] in the editor UI.
ga: Paraiméadar scáthaithe domhanda maitrís 2 × 2 ([code] mata aonfhoirmeach domhanda2 ...[/code]). Nochtar mar [PackedInt32Array] in Chomhéadain an eagarthóra.

en: 3×3 matrix global shader parameter ([code]global uniform mat3 ...[/code]). Exposed as a [Basis] in the editor UI.
ga: Paraiméadar scáthaithe domhanda maitrís 3 × 3 ([code] mata aonfhoirmeach domhanda3 ...[/code]). Nochtar mar [Bhonn] in Chomhéadain an eagarthóra.

en: 4×4 matrix global shader parameter ([code]global uniform mat4 ...[/code]). Exposed as a [Projection] in the editor UI.
ga: Paraiméadar scáthaithe domhanda maitrís 4 × 4 ([code]éide dhomhanda mata4 ...[/code]). Nochtar mar [Teilgean] in Chomhéadain an eagarthóra.

en: 2-dimensional transform global shader parameter ([code]global uniform mat2x3 ...[/code]). Exposed as a [Transform2D] in the editor UI.
ga: Paraiméadar scáthaithe domhanda trasfhoirmithe déthoiseach ([code]éide dhomhanda mat2x3 ...[/code]). Nochtar mar [Transform2D] in Chomhéadain an eagarthóra.

en: 3-dimensional transform global shader parameter ([code]global uniform mat3x4 ...[/code]). Exposed as a [Transform3D] in the editor UI.
ga: Paraiméadar scáthaithe domhanda trasfhoirmithe tríthoiseach ([code]éide dhomhanda mat3x4 ...[/code]). Nochtar mar [Transform3D] in Chomhéadain an eagarthóra.

en: 2D sampler global shader parameter ([code]global uniform sampler2D ...[/code]). Exposed as a [Texture2D] in the editor UI.
ga: Paraiméadar scáthaithe domhanda samplóir 2D ([code] samplóir aonfhoirmeach domhanda2D ...[/code]). Nochtar mar [Texture2D] in Chomhéadain an eagarthóra.

en: 2D sampler array global shader parameter ([code]global uniform sampler2DArray ...[/code]). Exposed as a [Texture2DArray] in the editor UI.
ga: Eagar samplóir 2D paraiméadar scáthaithe domhanda ([code]samplálaí aonfhoirmeach domhanda2DArray ...[/code]). Nochtar mar [Texture2DArray] in Chomhéadain an eagarthóra.

en: 3D sampler global shader parameter ([code]global uniform sampler3D ...[/code]). Exposed as a [Texture3D] in the editor UI.
ga: Paraiméadar scáthaithe domhanda samplóir 3d ([code] samplóir aonfhoirmeach domhanda 3D ...[/code]). Nochtar mar [Texture3D] in Chomhéadain an eagarthóra.

en: Cubemap sampler global shader parameter ([code]global uniform samplerCube ...[/code]). Exposed as a [Cubemap] in the editor UI.
ga: Cubemap sampler paraiméadar scáthú domhanda ([code]shamplarCube aonfhoirmeach domhanda ...[/code]). Nochtar mar [Cubemap] in Chomhéadain an eagarthóra.

en: Represents the size of the [enum GlobalShaderParameterType] enum.
ga: Léiríonn sé méid an [enum GlobalShaderParameterType] enum.

en: Number of objects rendered in the current 3D scene. This varies depending on camera position and rotation.
ga: Líon na n-ábhar a rinneadh sa radharc 3D reatha. Athraíonn sé seo ag brath ar shuíomh ceamara agus rothlú.

en: Number of points, lines, or triangles rendered in the current 3D scene. This varies depending on camera position and rotation.
ga: Líon na bpointí, línte, nó triantán a rinneadh sa radharc 3D reatha. Athraíonn sé seo ag brath ar shuíomh ceamara agus rothlú.

en: Number of draw calls performed to render in the current 3D scene. This varies depending on camera position and rotation.
ga: Líon na nglaonna tarraingthe a rinneadh chun an radharc 3D reatha a sholáthar. Athraíonn sé seo ag brath ar shuíomh ceamara agus rothlú.

en: Texture memory used (in bytes).
ga: Cuimhne uigeachta a úsáidtear (i mbeart).

en: Buffer memory used (in bytes). This includes vertex data, uniform buffers, and many miscellaneous buffer types used internally.
ga: Cuimhne maolánach a úsáidtear (i mbeart). Áirítear leis seo sonraí rinn, maoláin aonfhoirmeacha, agus go leor cineálacha maoláin ilghnéitheacha a úsáidtear go hinmheánach.

en: This constant has not been used since Godot 3.0.
ga: Níor úsáideadh an tairiseach seo ó Godot 3.0.

en: Abstract scene buffers object, created for each viewport for which 3D rendering is done.
ga: Réad maoláin radharc teibí, cruthaithe do gach radharcphort a ndéantar rindreáil 3D ina leith.

en: Abstract scene buffers object, created for each viewport for which 3D rendering is done. It manages any additional buffers used during rendering and will discard buffers when the viewport is resized.
    [b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
ga: Réad maoláin radharc teibí, cruthaithe do gach radharcphort a ndéantar rindreáil 3D ina leith. Bainistíonn sé aon mhaoláin bhreise a úsáidtear le linn rindreála agus caithfidh sé maoláin nuair a athraítear méid an amhairc.
    [b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar an toirt ón script.

en: This method is called by the rendering server when the associated viewports configuration is changed. It will discard the old buffers and recreate the internal buffers used.
ga: Glaonn an freastalaí rindreála ar an modh seo nuair a athraítear cumraíocht na bpoirt amhairc lena mbaineann. Scriosfaidh sé na sean-mhaoláin agus athchruthóidh sé na maoláin inmheánacha a úsáideadh.

en: Configuration object used to setup a [RenderSceneBuffers] object.
ga: Úsáideadh réad cumraíochta chun réad [RenderSceneBuffers] a shocrú.

en: This configuration object is created and populated by the render engine on a viewport change and used to (re)configure a [RenderSceneBuffers] object.
ga: Cruthaítear agus líonann an t-inneall rindreála an réad cumraíochta seo ar athrú amhairc agus úsáidtear é chun oibiacht [RenderSceneBuffers] a (ath)chumrú.

en: FSR Sharpness applicable if FSR upscaling is used.
ga: FSR Géire infheidhme má úsáidtear uasghrádú FSR.

en: The size of the 3D render buffer used for rendering.
ga: Méid an mhaoláin rindreála 3D a úsáidtear le haghaidh rindreála.

en: The MSAA mode we're using for 3D rendering.
ga: An modh MSAA atá á úsáid againn le haghaidh rindreála 3D.

en: The render target associated with these buffer.
ga: An sprioc rindreála a bhaineann leis na maoláin seo.

en: The requested scaling mode with which we upscale/downscale if [member internal_size] and [member target_size] are not equal.
ga: An modh scálaithe iarrtha lena ndéanaimid uasghrádú/íosscála mura bhfuil [comhalta inmheánach_size] agus [member target_size] comhionann.

en: The requested screen space AA applied in post processing.
ga: Cuireadh an spás scáileáin iarrtha AA i bhfeidhm i bpróiseáil iar-.

en: The target (upscale) size if scaling is used.
ga: An spriocmhéid (upscale) má úsáidtear scálú.

en: Bias applied to mipmaps.
ga: Laofacht i bhfeidhm ar mipmaps.

en: The number of views we're rendering.
ga: An líon tuairimí atá á dtabhairt againn.

en: This class allows for a RenderSceneBuffer implementation to be made in GDExtension.
ga: Ceadaíonn an aicme seo do chur i bhfeidhm RenderSceneBuffer a dhéanamh in GDE Síneadh.

en: Implement this in GDExtension to handle the (re)sizing of a viewport.
ga: Cuir é seo i bhfeidhm in GDEExtension chun (ath)mhéid radhairc a láimhseáil.

en: Implement this in GDExtension to record a new FSR sharpness value.
ga: Cuir é seo i bhfeidhm in GDEExtension chun luach géire FSR nua a thaifeadadh.

en: Implement this in GDExtension to change the texture mipmap bias.
ga: Cuir é seo i bhfeidhm in GDEExtension chun an claonadh mipmap uigeachta a athrú.

en: Implement this in GDExtension to react to the debanding flag changing.
ga: Cuir é seo i bhfeidhm in GDEExtension chun freagairt don athrú ar an mbratach díbanda.

en: Render scene buffer implementation for the RenderingDevice based renderers.
ga: Cur i bhfeidhm maolán radharc rindreála do na rindreálaithe atá bunaithe ar RenderingDevice.

en: This object manages all 3D rendering buffers for the rendering device based renderers. An instance of this object is created for every viewport that has 3D rendering enabled.
    All buffers are organized in [b]contexts[/b]. The default context is called [b]render_buffers[/b] and can contain amongst others the color buffer, depth buffer, velocity buffers, VRS density map and MSAA variants of these buffers.
    Buffers are only guaranteed to exist during rendering of the viewport.
    [b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
ga: Bainistíonn an oibiacht seo na maoláin rindreála 3D go léir do na rindreálaithe atá bunaithe ar an ngléas rindreála. Cruthaítear sampla den oibiacht seo do gach radharc a bhfuil rindreáil 3D cumasaithe aige.
    Eagraítear na maoláin go léir i [b]chomhthéacsanna[/b]. Tugtar [b]maoláin rindreála[/b] ar an gcomhthéacs réamhshocraithe agus féadann sé, i measc nithe eile, maolán datha, maolán doimhneachta, maoláin luais, léarscáil dlúis VRS agus leaganacha MSAA de na maoláin seo a áireamh.
    Ní ráthaítear go mbeidh maoláin ann ach le linn an radharc a thabhairt.
    [b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar an toirt ón script.

en: Frees all buffers related to this context.
ga: Saorann sé gach maolán a bhaineann leis an gcomhthéacs seo.

en: Create a new texture with the given definition and cache this under the given name. Will return the existing texture if it already exists.
ga: Cruthaigh uigeacht nua leis an sainmhíniú a thugtar agus cuir é seo i dtaisce faoin ainm a thugtar. Tabharfaidh sé ar ais an uigeacht atá ann cheana féin má tá sé ann cheana féin.

en: Create a new texture using the given format and view and cache this under the given name. Will return the existing texture if it already exists.
ga: Cruthaigh uigeacht nua ag baint úsáide as an bhformáid a thugtar agus féach agus cuir i dtaisce é seo faoin ainm tugtha. Tabharfaidh sé ar ais an uigeacht atá ann cheana féin má tá sé ann cheana féin.

en: Returns the FSR sharpness value used while rendering the 3D content (if [method get_scaling_3d_mode] is an FSR mode).
ga: Filleann sé an luach géire FSR a úsáideadh agus an t-ábhar 3D á rindreáil (más modh FSR é [method get_scaling_3d_mode]).

en: Returns the internal size of the render buffer (size before upscaling) with which textures are created by default.
ga: Filleann sé méid inmheánach an mhaoláin rindreála (méid roimh ardúscála) lena gcruthaítear uigeachtaí de réir réamhshocraithe.

en: Returns the applied 3D MSAA mode for this viewport.
ga: Seoltar ar ais an mód 3D MSAA feidhmithe don radharc seo.

en: Returns the render target associated with this buffers object.
ga: Filleann sé an sprioc rindreála a bhaineann leis an oibiacht maolánach seo.

en: Returns the scaling mode used for upscaling.
ga: Filleann sé an mód scálaithe a úsáidtear le haghaidh uasghrádú.

en: Returns the screen-space antialiasing method applied.
ga: Seoltar ar ais an modh frithaliasaithe spáis scáileáin a cuireadh i bhfeidhm.

en: Returns the target size of the render buffer (size after upscaling).
ga: Filleann sé méid sprice an mhaoláin rindreála (méid tar éis ardú scála).

en: Returns a cached texture with this name.
ga: Filleann sé uigeacht i dtaisce leis an ainm seo.

en: Returns the texture format information with which a cached texture was created.
ga: Filleann sé an t-eolas formáid uigeachta lenar cruthaíodh uigeacht i dtaisce.

en: Returns the number of MSAA samples used.
ga: Tuairisceáin líon na samplaí MSAA a úsáideadh.

en: Returns a specific slice (layer or mipmap) for a cached texture.
ga: Filleann slice ar leith (ciseal nó mipmap) le haghaidh uigeacht i dtaisce.

en: Returns the texture size of a given slice of a cached texture.
ga: Filleann sé méid uigeachta slisne tugtha d'uigeacht i dtaisce.

en: Returns a specific view of a slice (layer or mipmap) for a cached texture.
ga: Filleann sé radharc sonrach de shlisne (ciseal nó mipmap) le haghaidh uigeacht i dtaisce.

en: Returns [code]true[/code] if debanding is enabled.
ga: Filleann sé [code]true[/code] má tá díbannáil cumasaithe.

en: Returns [code]true[/code] if TAA is enabled.
ga: Filleann sé [code]true[/code] má tá TAA cumasaithe.

en: Returns the specified layer from the velocity texture we are rendering 3D content to.
ga: Filleann sé an ciseal sonraithe ón uigeacht treoluas a bhfuil muid ag rindreáil ábhar 3D dó.

en: Returns the velocity texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
    If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
ga: Filleann sé an uigeacht treoluas a bhfuil muid ag rindreáil ábhar 3D dó. Má úsáidtear ilamhairc beidh sé seo ina eagar uigeachta le gach radharc.
    Má tá [param etc] [b]fíor[/b] agus má tá MSAA cumasaithe, seolann sé seo an leagan MSAA den mhaolán.

en: Returns the view count for the associated viewport.
ga: Filleann sé an comhaireamh amhairc don amharcphort gaolmhar.

en: Returns [code]true[/code] if a cached texture exists for this name.
ga: Filleann sé [code]true[/code] má tá uigeacht i dtaisce don ainm seo.

en: Abstract render data object, holds scene data related to rendering a single frame of a viewport.
ga: oibiacht sonraí rindreála teibí, tá sonraí radhairc a bhaineann le fráma amháin d'amharcphointe a sholáthar.

en: Abstract scene data object, exists for the duration of rendering a single viewport.
    [b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
ga: Ábhar sonraí radharc teibí, ann ar feadh ré rindreála radharc amháin.
    [b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar an toirt ón script.

en: Returns the camera projection used to render this frame.
    [b]Note:[/b] If more than one view is rendered, this will return a combined projection.
ga: Filleann sé an teilgean ceamara a úsáideadh chun an fráma seo a rindreáil.
    [b]Nóta:[/b] Má thugtar níos mó ná radharc amháin, tabharfaidh sé seo teilgean comhcheangailte ar ais.

en: Returns the camera transform used to render this frame.
    [b]Note:[/b] If more than one view is rendered, this will return a centered transform.
ga: Filleann sé an claochlú ceamara a úsáidtear chun an fráma seo a rindreáil.
    [b]Nóta:[/b] Má dhéantar níos mó ná radharc amháin a rindreáil, tabharfaidh sé seo claochlú lárnaithe ar ais.

en: Return the [RID] of the uniform buffer containing the scene data as a UBO.
ga: Tabhair ar ais [RID] an mhaoláin aonfhoirmeach ina bhfuil sonraí an radhairc mar UBO.

en: Returns the number of views being rendered.
ga: Filleann sé líon na radharcanna atá á thabhairt.

en: Returns the eye offset per view used to render this frame. This is the offset between our camera transform and the eye transform.
ga: Filleann sé an fritháireamh súl in aghaidh an radhairc a úsáidtear chun an fráma seo a rindreáil. Is é seo an fritháireamh idir ár gclaochlú ceamara agus an claochlú súl.

en: Returns the view projection per view used to render this frame.
    [b]Note:[/b] If a single view is rendered, this returns the camera projection. If more than one view is rendered, this will return a projection for the given view including the eye offset.
ga: Filleann sé an teilgean amhairc in aghaidh an amhairc a úsáideadh chun an fráma seo a rindreáil.
    [b]Nóta:[/b] Má dhéantar amharc aonair, seolann sé seo teilgean an cheamara ar ais. Má dhéantar níos mó ná radharc amháin, tabharfaidh sé seo teilgean ar ais don radharc a thugtar lena n-áirítear fritháireamh na súl.

en: This class allows for a RenderSceneData implementation to be made in GDExtension.
ga: Ligeann an rang seo do chur i bhfeidhm RenderSceneData a dhéanamh in GDEExtension.

en: Implement this in GDExtension to return the camera [Projection].
ga: Cuir é seo i bhfeidhm in GDEExtension chun an ceamara a thabhairt ar ais [Teilgean].

en: Implement this in GDExtension to return the camera [Transform3D].
ga: Cuir é seo i bhfeidhm in GDEExtension chun an ceamara a thabhairt ar ais [Transform3D].

en: Implement this in GDExtension to return the [RID] of the uniform buffer containing the scene data as a UBO.
ga: Cuir é seo i bhfeidhm in GDEExtension chun [RID] den mhaolán aonfhoirmeach ina bhfuil sonraí an radhairc a chur ar ais mar UBO.

en: Implement this in GDExtension to return the view count.
ga: Cuir é seo i bhfeidhm in GDEExtension chun an comhaireamh amhairc a thabhairt ar ais.

en: Implement this in GDExtension to return the eye offset for the given [param view].
ga: Cuir é seo i bhfeidhm in GDEExtension chun fritháireamh na súl a thabhairt ar ais don [param view] a tugadh.

en: Implement this in GDExtension to return the view [Projection] for the given [param view].
ga: Cuir é seo i bhfeidhm in GDEExtension chun an t-amharc [Teilgean] don [param view] a tugadh a thabhairt ar ais.

en: Render scene data implementation for the RenderingDevice based renderers.
ga: Cur i bhfeidhm sonraí radharc rindreála do na rindreálaithe atá bunaithe ar RenderingDevice.

en: Object holds scene data related to rendering a single frame of a viewport.
    [b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
ga: Coinníonn Object sonraí radharc a bhaineann le fráma amháin d’amharcphointe a sholáthar.
    [b]Nóta:[/b] Is réad freastalaí rindreála inmheánach é seo, ná cuir é seo ar an toirt ón script.

en: Base class for serializable objects.
ga: Bunrang le haghaidh rudaí sraitheach.

en: Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. [PackedScene], one of the most common [Object]s in a Godot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired.
    In GDScript, resources can loaded from disk by their [member resource_path] using [method @GDScript.load] or [method @GDScript.preload].
    The engine keeps a global cache of all loaded resources, referenced by paths (see [method ResourceLoader.has_cached]). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference.
    [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will remain in memory for a while before being removed.
ga: Is é acmhainn an bunrang do gach cineál acmhainne a bhaineann go sonrach le Godot, a fheidhmíonn go príomha mar choimeádáin sonraí. Ós rud é go dtagann siad le hoidhreacht ó [RefCounted], déantar acmhainní a chomhaireamh agus a shaoradh nuair nach bhfuil siad in úsáid a thuilleadh. Is féidir iad a neadú freisin laistigh d'acmhainní eile, agus iad a shábháil ar diosca. Is acmhainn é [PackedScene], ceann de na [Réada] is coitianta i dtionscadal Godot, freisin, atá uathúil in ann na [Nóid] atá ann a stóráil agus a chur ar an toirt a mhéad uair agus a theastaíonn.
    I GDScript, is féidir acmhainní a luchtú ón diosca trína [member resource_path] ag baint úsáide as [method @GDScript.load] nó [method @GDScript.preload].
    Coinníonn an t-inneall taisce domhanda de na hacmhainní lódáilte go léir, dá dtagraítear ag cosáin (féach [method ResourceLoader.has_cached]). Déanfar acmhainn a thaisceadh nuair a lódálfar í don chéad uair agus a bhaint as an taisce nuair a bheidh na tagairtí go léir scaoilte. Nuair a dhéantar acmhainn a thaisceadh, tabharfaidh ualaí ina dhiaidh sin ag baint úsáide as a cosán an tagairt i dtaisce ar ais.
    [b]Nóta:[/b] In C#, ní shaorfar acmhainní láithreach nuair nach mbeidh siad in úsáid a thuilleadh. Ina áit sin, reáchtálfar bailiú truflais go tréimhsiúil agus saorfaidh sé acmhainní nach bhfuil in úsáid a thuilleadh. Ciallaíonn sé seo go bhfanfaidh acmhainní nár úsáideadh sa chuimhne ar feadh tamaill sula mbainfear iad.

en: Override this method to return a custom [RID] when [method get_rid] is called.
ga: Sáraigh an modh seo chun saincheaptha [RID] a thabhairt ar ais nuair a ghlaoitear [method get_rid].

en: Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original.
    If [param subresources] is [code]false[/code], a shallow copy is returned; nested resources within subresources are not duplicated and are shared with the original resource (with one exception; see below). If [param subresources] is [code]true[/code], a deep copy is returned; nested subresources will be duplicated and are not shared (with two exceptions; see below).
    [param subresources] is usually respected, with the following exceptions:
    - Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] flag are always duplicated.
    - Subresource properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated.
    - Subresources inside [Array] and [Dictionary] properties are never duplicated.
    [b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters.
ga: Déantar an acmhainn seo a dhúbláil, ag tabhairt acmhainn nua ar ais lena [code]easpórtála[/code]ed nó [proPERTY_USAGE_STORAGE] airíonna cóipeáilte ón mbunleagan.
    Más [code]bréagach[/code] é [fo-acmhainní param], cuirtear cóip éadomhain ar ais; ní dhéantar acmhainní neadaithe laistigh de na fo-acmhainní a mhacasamhlú agus roinntear iad leis an acmhainn bhunaidh (le heisceacht amháin; féach thíos). Más [code]true[/code] é [param subresources], seolfar cóip dhomhain ar ais; déanfar fo-acmhainní neadaithe a mhacasamhlú agus ní roinntear iad (le dhá eisceacht; féach thíos).
    De ghnáth bíonn meas ar [fo-acmhainní param], cé is moite de na heisceachtaí seo a leanas:
    - Déantar airíonna fo-acmhainn a bhfuil an bhratach [PROPERTY_USAGE_ALWAYS_DUPLICATE] orthu i gcónaí a mhacasamhlú.
    - Ní dhéanfar airíonna fo-acmhainn a bhfuil an bhratach [PROPERTY_USAGE_NEVER_DUPLICATE] orthu a mhacasamhlú riamh.
    - Ní dhéantar fo-acmhainní taobh istigh d’airíonna [Eagar] agus [Foclóir] a mhacasamhlú riamh.
    [b]Nóta:[/b] Maidir le hacmhainní saincheaptha, teipfidh an modh seo má tá [method Object._init] sainmhínithe leis na paraiméadair riachtanacha.

en: Emits the [signal changed] signal. This method is called automatically for some built-in resources.
    [b]Note:[/b] For custom resources, it's recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom [Object]s depending on the resource are properly updated.
    [codeblock]
    var damage:
        set(new_value):
            if damage != new_value:
                damage = new_value
                emit_changed()
    [/codeblock]
ga: Astaíonn an comhartha [athraigh an comhartha]. Glaoitear an modh seo go huathoibríoch le haghaidh roinnt acmhainní ionsuite.
    [b]Nóta:[/b] Maidir le hacmhainní saincheaptha, moltar an modh seo a ghlaoch gach uair a tharlaíonn athrú brí, amhail airí modhnaithe. Cinntíonn sé seo go ndéantar [Réada] saincheaptha ag brath ar an acmhainn a nuashonrú i gceart.
    [codeblock]
    damáiste var:
        tacar(luach_nua):
            má dhéantar damáiste!= new_value:
                damáiste = new_value
                emit_changed()
    [/codeblock]

en: Generates a unique identifier for a resource to be contained inside a [PackedScene], based on the current date, time, and a random value. The returned string is only composed of letters ([code]a[/code] to [code]y[/code]) and numbers ([code]0[/code] to [code]8[/code]). See also [member resource_scene_unique_id].
ga: Gineann sé aitheantóir uathúil chun acmhainn a choinneáil laistigh de [PackedScene], bunaithe ar an dáta reatha, an t-am agus an luach randamach. Níl sa teaghrán ar ais comhdhéanta ach de litreacha ([code]a[/code] go [code]y[/code]) agus uimhreacha ([code]0[/code] go [code]8[/code]). Féach freisin [member resource_scene_unique_id].

en: If [member resource_local_to_scene] is set to [code]true[/code] and the resource has been loaded from a [PackedScene] instantiation, returns the root [Node] of the scene where this resource is used. Otherwise, returns [code]null[/code].
ga: Má tá [member resource_local_to_scene] socraithe go [code]true[/code] agus má tá an acmhainn lódáilte ó mheandarach [PackedScene], seolfaidh sé fréamh [Nóid] an radharc ina n-úsáidtear an acmhainn seo ar ais. Seachas sin, seolann [code]null[/code] ar ais.

en: Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID].
ga: Filleann sé [RID] na hacmhainne seo (nó RID folamh). Is astarraingtí ardleibhéil iad go leor acmhainní (amhail [Texture2D], [Mogalra], agus mar sin de) ar acmhainní atá stóráilte i bhfreastalaí speisialaithe ([DisplayServer], [RenderingServer], etc.), agus mar sin tabharfaidh an fheidhm seo ar ais an bhunaidh [ RID].

en: This method should only be called internally.
ga: Níor cheart an modh seo a ghlaoch ach go hinmheánach.

en: Calls [method _setup_local_to_scene]. If [member resource_local_to_scene] is set to [code]true[/code], this method is automatically called from [method PackedScene.instantiate] by the newly duplicated resource within the scene instance.
ga: Glaonna ar [method _setup_local_to_scene]. Má tá [member resource_local_to_scene] socraithe go [code]true[/code], glaoitear an modh seo go huathoibríoch ó [method PackedScene.instantiate] ag an acmhainn nua-dhúbailte laistigh den ásc radharc.

en: Sets the [member resource_path] to [param path], potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.
ga: Socraíonn sé an [member resource_path] go [param path], rud a d'fhéadfadh a bheith sáraitheach ar iontráil taisce atá ann cheana don chonair seo. Tabharfaidh iarrachtaí breise chun acmhainn sáraithe a lódáil de réir cosáin an acmhainn seo ar ais ina ionad sin.

en: If [code]true[/code], the resource is duplicated for each instance of all scenes using it. At run-time, the resource can be modified in one scene without affecting other instances (see [method PackedScene.instantiate]).
    [b]Note:[/b] Changing this property at run-time has no effect on already created duplicate resources.
ga: Más [code]true[/code] é, déantar an acmhainn a mhacasamhlú do gach cás de gach radharc a úsáideann é. Ag am rite, is féidir an acmhainn a mhodhnú i radharc amháin gan cur isteach ar chásanna eile (féach [method PackedScene.instantiate]).
    [b]Nóta:[/b] Ní bheidh aon éifeacht ar acmhainní dúblacha cruthaithe cheana féin má dhéantar an t-airí seo a athrú ag am rite.

en: An optional name for this resource. When defined, its value is displayed to represent the resource in the Inspector dock. For built-in scripts, the name is displayed as part of the tab name in the script editor.
    [b]Note:[/b] Some resource formats do not support resource names. You can still set the name in the editor or via code, but it will be lost when the resource is reloaded. For example, only built-in scripts can have a resource name, while scripts stored in separate files cannot.
ga: Ainm roghnach don acmhainn seo. Nuair a shainítear é, taispeántar a luach chun an acmhainn a léiriú i nduga an Chigire. I gcás scripteanna ionsuite, taispeántar an t-ainm mar chuid den ainm cluaisín san eagarthóir scripte.
    [b]Nóta:[/b] Ní thacaíonn roinnt formáidí acmhainní le hainmneacha acmhainní. Is féidir leat an t-ainm a shocrú fós san eagarthóir nó trí chód, ach caillfear é nuair a athlódálfar an acmhainn. Mar shampla, ní féidir ach ainm acmhainne a bheith ag scripteanna ionsuite, agus ní féidir le scripteanna a stóráiltear i gcomhaid ar leith.

en: The unique path to this resource. If it has been saved to disk, the value will be its filepath. If the resource is exclusively contained within a scene, the value will be the [PackedScene]'s filepath, followed by a unique identifier.
    [b]Note:[/b] Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, use [method take_over_path].
ga: An cosán uathúil chuig an acmhainn seo. Má tá sé sábháilte ar diosca, is é an luach a chomhaid. Má tá an acmhainn cuimsithe laistigh de radharc amháin, is é an luach ná cosán comhaid [PackedScene], agus aitheantóir uathúil ina dhiaidh sin.
    [b]Nóta:[/b] Seans go dteipfidh ar shocrú an airí seo de láimh má tá acmhainn leis an gcosán céanna lódáilte cheana féin. Más gá, úsáid [method take_over_path].

en: An unique identifier relative to the this resource's scene. If left empty, the ID is automatically generated when this resource is saved inside a [PackedScene]. If the resource is not inside a scene, this property is empty by default.
    [b]Note:[/b] When the [PackedScene] is saved, if multiple resources in the same scene use the same ID, only the earliest resource in the scene hierarchy keeps the original ID. The other resources are assigned new IDs from [method generate_scene_unique_id].
    [b]Note:[/b] Setting this property does not emit the [signal changed] signal.
    [b]Warning:[/b] When setting, the ID must only consist of letters, numbers, and underscores. Otherwise, it will fail and default to a randomly generated ID.
ga: Aitheantóir uathúil i gcoibhneas le radharc na hacmhainne seo. Má fhágtar folamh é, gintear an t-aitheantas go huathoibríoch nuair a shábhálfar an acmhainn seo laistigh de [PackedScene]. Mura bhfuil an acmhainn taobh istigh de radharc, tá an mhaoin seo folamh de réir réamhshocraithe.
    [b]Nóta:[/b] Nuair a shábhálfar an [PackedScene], má úsáideann acmhainní iolracha sa radharc céanna an t-aitheantas céanna, ní choimeádann ach an acmhainn is luaithe san ordlathas radharc an t-aitheantas bunaidh. Sanntar aitheantais nua do na hacmhainní eile ó [method Generation_scene_unique_id].
    [b]Nóta:[/b] Ní astaíonn socrú an airí seo an comhartha [athraigh an comhartha].
    [b]Rabhadh:[/b] Nuair a bheidh an t-aitheantas á socrú, ní mór ach litreacha, uimhreacha agus pointí béime a chur san áireamh. Seachas sin, beidh sé teip agus réamhshocraithe le haitheantas a ghintear go randamach.

en: Emitted when the resource changes, usually when one of its properties is modified. See also [method emit_changed].
    [b]Note:[/b] This signal is not emitted automatically for properties of custom resources. If necessary, a setter needs to be created to emit the signal.
ga: Astaítear nuair a athraíonn an acmhainn, de ghnáth nuair a athraítear ceann dá airíonna. Féach freisin [method emit_changed].
    [b]Nóta:[/b] Ní astaítear an comhartha seo go huathoibríoch le haghaidh airíonna acmhainní saincheaptha. Más gá, is gá socraitheoir a chruthú chun an comhartha a astú.

en: This signal is only emitted when the resource is created. Override [method _setup_local_to_scene] instead.
ga: Ní astaítear an comhartha seo ach amháin nuair a chruthaítear an acmhainn. Sáraigh [method _setup_local_to_scene] ina ionad sin.

en: Emitted by a newly duplicated resource with [member resource_local_to_scene] set to [code]true[/code].
ga: Astaithe ag acmhainn nua-dhúbailte le [member resource_local_to_scene] socraithe go [code]true[/code].

en: Loads a specific resource type from a file.
ga: Lódálann sé cineál acmhainne ar leith ó chomhad.

en: Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine.
    Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver].
    [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card.
ga: Lódálann Godot acmhainní san eagarthóir nó i gcluichí easpórtáilte ag baint úsáide as ResourceFormatLoaders. Ceistítear iad go huathoibríoch tríd an singil [ResourceLoader], nó nuair a lódáiltear acmhainn le spleáchais inmheánacha. Féadfaidh gach cineál comhaid lódáil mar chineál eile acmhainne, agus mar sin tá iolrach ResourceFormatLoaders cláraithe san inneall.
    Má leathnaíonn tú an rang seo is féidir leat do lódóir féin a shainiú. Bí cinnte go bhfuil meas agat ar na cineálacha agus na luachanna tuairisceáin doiciméadaithe. Ba cheart duit ainm ranga domhanda a thabhairt dó le [code]class_name[/code] chun é a chlárú. Cosúil le ResourceFormatLoaders ionsuite, cuirfear glaoch air go huathoibríoch nuair a bheidh acmhainní den chineál/na cineálacha láimhsithe á luchtú. Is féidir leat [ResourceFormatSaver] a chur i bhfeidhm freisin.
    [b]Nóta:[/b] Is féidir leat [EditorImportPlugin] a shíneadh freisin má tá an cineál acmhainne atá uait ann ach nach bhfuil Godot in ann an fhormáid a lódáil. Braitheann roghnú bealach amháin thar bhealach eile ar an bhfuil an fhormáid oiriúnach nó nach bhfuil don chluiche easpórtála deiridh. Mar shampla, tá sé níos fearr [code].png[/code] uigeachtaí a allmhairiú mar [code].ctex[/code] ([CompressedTexture2D]) ar dtús, ionas gur féidir iad a luchtú le héifeachtacht níos fearr ar an gcárta grafaice.

en: If implemented, gets the dependencies of a given resource. If [param add_types] is [code]true[/code], paths should be appended [code]::TypeName[/code], where [code]TypeName[/code] is the class name of the dependency.
    [b]Note:[/b] Custom resource types defined by scripts aren't known by the [ClassDB], so you might just return [code]"Resource"[/code] for them.
ga: Má chuirtear i bhfeidhm é, faigheann sé spleáchais acmhainn ar leith. Má tá [param add_types] [code]true[/code], ba cheart cosáin a chur i gceangal [code]::TypeName[/code], áit arb é [code]CineálName[/code] ainm ranga an spleáchais.
    [b] Nóta:[/b] Níl na cineálacha acmhainní saincheaptha arna sainiú ag scripteanna ar eolas ag an [Aicme DB], mar sin seans go dtabharfaidh tú [code]"Acmhainn"[/code] ar ais dóibh.

en: Gets the list of extensions for files this loader is able to read.
ga: Faigheann sé liosta síntí do chomhaid atá an lódóir seo in ann a léamh.

en: Returns the script class name associated with the [Resource] under the given [param path]. If the resource has no script or the script isn't a named class, it should return [code]""[/code].
ga: Seol ar ais ainm an ranga scripte a bhaineann leis an [Acmhainn] faoin [cosán param] a thugtar. Mura bhfuil script ag an acmhainn nó mura rang ainmnithe í an script, ba cheart di [code] ""[/code] a thabhairt ar ais.

en: Gets the class name of the resource associated with the given path. If the loader cannot handle it, it should return [code]""[/code].
    [b]Note:[/b] Custom resource types defined by scripts aren't known by the [ClassDB], so you might just return [code]"Resource"[/code] for them.
ga: Faigheann sé ainm ranga na hacmhainne a bhaineann leis an gcosán a thugtar. Mura féidir leis an lódóir é a láimhseáil, ba cheart dó [code] ""[/code] a thabhairt ar ais.
    [b] Nóta:[/b] Níl na cineálacha acmhainní saincheaptha arna sainiú ag scripteanna ar eolas ag an [Aicme DB], mar sin seans go dtabharfaidh tú [code]"Acmhainn"[/code] ar ais dóibh.

en: Tells which resource class this loader can load.
    [b]Note:[/b] Custom resource types defined by scripts aren't known by the [ClassDB], so you might just handle [code]"Resource"[/code] for them.
ga: Insíonn sé cén rang acmhainne is féidir leis an lódóir seo a lódáil.
    [b] Nóta:[/b] Níl na cineálacha acmhainní saincheaptha arna sainiú ag scripteanna ar eolas ag an [RangDB], mar sin seans go láimhseálfá [code]"Acmhainn"[/code] dóibh.

en: Loads a resource when the engine finds this loader to be compatible. If the loaded resource is the result of an import, [param original_path] will target the source file. Returns a [Resource] object on success, or an [enum Error] constant in case of failure.
    The [param cache_mode] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
ga: Lódálann sé acmhainn nuair a aimsíonn an t-inneall go bhfuil an lódóir seo comhoiriúnach. Más toradh ar iompórtáil í an acmhainn luchtaithe, díreoidh [param original_path] ar an gcomhad foinse. Filleann sé oibiacht [Acmhainn] ar rath, nó tairiseach [Earráid enum] i gcás teipe.
    Sainmhíníonn an airí [param cache_mode] cé acu agus conas ba cheart an taisce a úsáid nó a nuashonrú agus an acmhainn á luchtú. Féach [enum CacheMode] le haghaidh sonraí.

en: Tells whether or not this loader should load a resource from its resource path for a given type.
    If it is not implemented, the default behavior returns whether the path's extension is within the ones provided by [method _get_recognized_extensions], and if the type is within the ones provided by [method _get_resource_type].
ga: Insíonn sé cé acu ba cheart nó nár cheart don lódóir seo acmhainn a lódáil óna chonair acmhainní do chineál áirithe.
    Mura gcuirtear i bhfeidhm é, filleann an t-iompar réamhshocraithe cibé an bhfuil síneadh an chosáin laistigh de na cinn a sholáthraíonn [method _get_recognized_extensions], agus an bhfuil an cineál laistigh de na cinn a sholáthraíonn [method _get_resource_type].

en: If implemented, renames dependencies within the given resource and saves it. [param renames] is a dictionary [code]{ String => String }[/code] mapping old dependency paths to new paths.
    Returns [constant OK] on success, or an [enum Error] constant in case of failure.
ga: Má chuirtear i bhfeidhm é, athainmnítear spleáchais laistigh den acmhainn tugtha agus sábhálann sé é. Is foclóir é [param renames] [code]{ String => String }[/code] a mhapálann seanbhealaí spleáchais chuig cosáin nua.
    Filleann sé [constant OK] ar rath, nó tairiseach [enum Error] i gcás teipe.

en: Neither the main resource (the one requested to be loaded) nor any of its subresources are retrieved from cache nor stored into it. Dependencies (external resources) are loaded with [constant CACHE_MODE_REUSE].
ga: Ní dhéantar an phríomhacmhainn (an ceann a iarradh a luchtú) ná aon chuid dá fo-acmhainní a aisghabháil ón taisce ná a stóráil isteach ann. Tá spleáchais (acmhainní seachtracha) luchtaithe le [CACHE_MODE_REUSE leanúnach].

en: The main resource (the one requested to be loaded), its subresources, and its dependencies (external resources) are retrieved from cache if present, instead of loaded. Those not cached are loaded and then stored into the cache. The same rules are propagated recursively down the tree of dependencies (external resources).
ga: Déantar an phríomhacmhainn (an ceann a iarrtar a luchtú), a fo-acmhainní, agus a spleáchais (acmhainní seachtracha) a aisghabháil ón taisce má tá siad i láthair, in ionad iad a luchtú. Déantar iad siúd nach bhfuil i dtaisce a luchtú agus ansin iad a stóráil isteach sa taisce. Déantar na rialacha céanna a iomadú arís agus arís eile síos crann na spleáchais (acmhainní seachtracha).

en: Like [constant CACHE_MODE_REUSE], but the cache is checked for the main resource (the one requested to be loaded) as well as for each of its subresources. Those already in the cache, as long as the loaded and cached types match, have their data refreshed from storage into the already existing instances. Otherwise, they are recreated as completely new objects.
ga: Cosúil le [CACHE_MODE_REUSE leanúnach], ach seiceáiltear an taisce don phríomhacmhainn (an ceann a iarrtar a lódáil) agus do gach fo-acmhainní. Iad siúd atá sa taisce cheana féin, chomh fada agus a mheaitseálann na cineálacha lódáilte agus taisce, déanfar a gcuid sonraí a athnuachan ón stóráil go dtí na cásanna atá ann cheana féin. Seachas sin, déantar iad a athchruthú mar rudaí nua go hiomlán.

en: Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree of dependencies (external resources).
ga: Cosúil le [CACHE_MODE_IGNORE leanúnach], ach iomadaíodh arís agus arís eile síos crann na spleáchais (acmhainní seachtracha).

en: Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree of dependencies (external resources).
ga: Cosúil le [CACHE_MODE_REPLACE leanúnach], ach iomadaíodh arís agus arís eile síos crann na spleáchais (acmhainní seachtracha).

en: Saves a specific resource type to a file.
ga: Sábhálann sé cineál acmhainne ar leith i gcomhad.

en: The engine can save resources when you do it from the editor, or when you use the [ResourceSaver] singleton. This is accomplished thanks to multiple [ResourceFormatSaver]s, each handling its own format and called automatically by the engine.
    By default, Godot saves resources as [code].tres[/code] (text-based), [code].res[/code] (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a [ResourceFormatLoader].
ga: Is féidir leis an inneall acmhainní a shábháil nuair a dhéanann tú é ón eagarthóir, nó nuair a úsáideann tú an singil [ResourceSaver]. Baintear é seo amach a bhuíochas le il[ResourceFormatSaver]s, gach ceann acu ag láimhseáil a bhformáid féin agus á nglaoite go huathoibríoch ag an inneall.
    De réir réamhshocraithe, sábhálann Godot acmhainní mar [code].tres[/code] (bunaithe ar théacs), [code].res[/code] (dénártha) nó formáid ionsuite eile, ach is féidir leat an rogha a dhéanamh do fhormáid féin a chruthú tríd an rang seo a leathnú. Bí cinnte go bhfuil meas agat ar na cineálacha agus na luachanna tuairisceáin doiciméadaithe. Ba cheart duit ainm ranga domhanda a thabhairt dó le [code]class_name[/code] chun é a chlárú. Cosúil le ResourceFormatSavers ionsuite, déanfar é a ghlaoch go huathoibríoch nuair a shábhálfar acmhainní dá chineál(í) aitheanta. Is féidir leat [ResourceFormatLoader] a chur i bhfeidhm freisin.

en: Returns the list of extensions available for saving the resource object, provided it is recognized (see [method _recognize]).
ga: Seoltar ar ais liosta na síntí atá ar fáil chun an réad acmhainne a shábháil, ar choinníoll go n-aithnítear é (féach [method _recognize]).

en: Returns whether the given resource object can be saved by this saver.
ga: Filleann sé seo cé acu an féidir leis an spárálaíscáil seo an réad acmhainne a tugadh a shábháil.

en: Returns [code]true[/code] if this saver handles a given save path and [code]false[/code] otherwise.
    If this method is not implemented, the default behavior returns whether the path's extension is within the ones provided by [method _get_recognized_extensions].
ga: Filleann sé [code]true[/code] má láimhseálann an spárálaíscáileáin seo conair shábháil tugtha agus [code]bréagach[/code] ar shlí eile.
    Mura gcuirtear an modh seo i bhfeidhm, filleann an t-iompar réamhshocraithe cibé an bhfuil síneadh an chosáin laistigh de na cinn a sholáthraíonn [method _get_recognized_extensions].

en: Saves the given resource object to a file at the target [param path]. [param flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.
    Returns [constant OK] on success, or an [enum Error] constant in case of failure.
ga: Sábhálann sé an réad acmhainne tugtha i gcomhad ag an sprioc [cosán param]. Is masc giotán é [bratacha param] comhdhéanta le tairisigh [enum ResourceSaver.SaverFlags].
    Filleann sé [seasmhach OK] ar rath, nó tairiseach [Earráid enum] i gcás teipe.

en: Sets a new UID for the resource at the given [param path]. Returns [constant OK] on success, or an [enum Error] constant in case of failure.
ga: Socraíonn sé AitheantasÚsáideora nua don acmhainn ag an [cosán param] a thugtar. Filleann sé [seasmhach OK] ar rath, nó tairiseach [Earráid enum] i gcás teipe.

en: Base class for resource importers.
ga: Bunrang le haghaidh allmhaireoirí acmhainní.

en: This is the base class for Godot's resource importers. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
ga: Is é seo an bunrang d’allmhaireoirí acmhainní Godot. Chun d’allmhaireoirí acmhainne féin a chur i bhfeidhm ag baint úsáide as forlíontáin eagarthóra, féach [EditorImportPlugin].

en: The default import order.
ga: An t-ordú allmhairiú réamhshocraithe.

en: The import order for scenes, which ensures scenes are imported [i]after[/i] all other core resources such as textures. Custom importers should generally have an import order lower than [code]100[/code] to avoid issues when importing scenes that rely on custom resources.
ga: An t-ordú allmhairiúcháin do radhairc, lena n-áirithítear go n-allmhairítear radhairc [i]i ndiaidh[/i] na hacmhainní lárnacha eile go léir amhail uigeachtaí. Ba cheart go ginearálta go mbeadh ordú allmhairithe níos ísle ná [code]100[/code] ag allmhaireoirí saincheaptha chun saincheisteanna a sheachaint agus radhairc á n-iompórtáil ag brath ar acmhainní saincheaptha.

en: Imports a [BitMap] resource (2D array of boolean values).
ga: Allmhairítear acmhainn [BitMap] (sraith 2T de luachanna Boole).

en: [BitMap] resources are typically used as click masks in [TextureButton] and [TouchScreenButton].
ga: Úsáidtear acmhainní [BitMap] go hiondúil mar mhascanna cliceáil in [TextureButton] agus [TouchScreenButton].

en: The data source to use for generating the bitmap.
    [b]Black & White:[/b] Pixels whose HSV value is greater than the [member threshold] will be considered as "enabled" (bit is [code]true[/code]). If the pixel is lower than or equal to the threshold, it will be considered as "disabled" (bit is [code]false[/code]).
    [b]Alpha:[/b] Pixels whose alpha value is greater than the [member threshold] will be considered as "enabled" (bit is [code]true[/code]). If the pixel is lower than or equal to the threshold, it will be considered as "disabled" (bit is [code]false[/code]).
ga: An fhoinse sonraí le húsáid chun an léarscáil ghiotán a ghiniúint.
    [b]Dubh & Bán:[/b] Measfar go bhfuil picteilíní a bhfuil a luach HSV níos airde ná an [tairseach ball] “cumasaithe” (tá giotán [code]true[/code]). Má tá an picteilín níos ísle ná nó cothrom leis an tairseach, measfar é a bheith "díchumasaithe" (tá giotán [code]false[/code]).
    [b]Alfa:[/b] Measfar go bhfuil picteilíní a bhfuil a luach alfa níos mó ná an [ballthairsí] “cumasaithe” (tá giotán [code]true[/code]). Má tá an picteilín níos ísle ná nó cothrom leis an tairseach, measfar é a bheith "díchumasaithe" (tá giotán [code]true[/code]).

en: The threshold to use to determine which bits should be considered enabled or disabled. See also [member create_from].
ga: An tairseach le húsáid chun a chinneadh cé na giotáin ar cheart a mheas a bheith cumasaithe nó díchumasaithe. Féach freisin [ball create_from].

en: Imports a bitmap font in the BMFont ([code].fnt[/code]) format.
ga: Allmhairítear cló giotánmap san fhormáid BMFont ([code].fnt[/code]).

en: The BMFont format is a format created by the [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] program. Many BMFont-compatible programs also exist, like [url=https://www.bmglyph.com/]BMGlyph[/url].
    Compared to [ResourceImporterImageFont], [ResourceImporterBMFont] supports bitmap fonts with varying glyph widths/heights.
    See also [ResourceImporterDynamicFont].
ga: Is formáid í an fhormáid BMFont a chruthaigh an clár [url=https://www.angelcode.com/products/bmfont/]BMFont[/url]. Tá go leor clár atá comhoiriúnach le BMFont ann freisin, mar [url=https://www.bmglyph.com/]BMGlyph[/url].
    I gcomparáid le [ResourceImporterImageFont], tacaíonn [ResourceImporterBMFont] le clónna giotánmap a bhfuil leithead/airde glyph éagsúla acu.
    Féach freisin [ResourceImporterDynamicFont].

en: Bitmap fonts - Using fonts
ga: Clónna bitmap - Clónna a úsáid

en: If [code]true[/code], uses lossless compression for the resulting font.
ga: Más [code]true[/code], úsáidí comhbhrú gan chailliúint don chló a thagann as.

en: List of font fallbacks to use if a glyph isn't found in this bitmap font. Fonts at the beginning of the array are attempted first.
ga: Liosta de chúluithe cló le húsáid mura bhfuil glyph le fáil sa chló giotánmap seo. Déantar iarracht ar chlónna ag tús an eagar ar dtús.

en: Font scaling mode.
ga: Modh scálaithe cló.

en: Imports comma-separated values
ga: Allmhairítear luachanna camóg-scartha

en: Comma-separated values are a plain text table storage format. The format's simplicity makes it easy to edit in any text editor or spreadsheet software. This makes it a common choice for game localization.
    [b]Example CSV file:[/b]
    [codeblock lang=text]
    keys,en,es,ja
    GREET,"Hello, friend!","Hola, amigo!",こんにちは
    ASK,How are you?,Cómo está?,元気ですか
    BYE,Goodbye,Adiós,さようなら
    QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました
    [/codeblock]
ga: Is formáid stórála tábla gnáth-théacs iad luachanna camóg-scartha. Déanann simplíocht na formáide go bhfuil sé éasca é a chur in eagar in aon eagarthóir téacs nó bogearraí scarbhileog.
    [b]Comhad CSV mar shampla:[/b]
    [codeblock lang=text]
    keys,en,es,ja
    GREET,"Hello, friend!","Hola, amigo!",こんにちは
    ASK,How are you?,Cómo está?,元気ですか
    BYE,Goodbye,Adiós,さようなら
    QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました
    [/codeblock]

en: Importing translations
ga: Aistriúcháin á n-iompórtáil

en: If [code]true[/code], creates an [OptimizedTranslation] instead of a [Translation]. This makes the resulting file smaller at the cost of a small CPU overhead.
ga: Más [code]true[/code], cruthaítear [Ollaistriúchán] in ionad [Aistriúchán]. Déanann sé seo an comhad mar thoradh air níos lú ar chostas LAP beag lastuas.

en: The delimiter to use in the CSV file. The default value matches the common CSV convention. Tab-separated values are sometimes called TSV files.
ga: An teorannóir le húsáid sa chomhad CSV. Tagann an luach réamhshocraithe leis an ngnáthghnás CSV. Uaireanta tugtar comhaid TSV ar luachanna atá deighilte le cluaisíní.

en: Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering that adapts to any size.
ga: Allmhairítear clóchomhad TTF, TTC, OTF, OTC, WOFF nó WOFF2 le haghaidh rindreáil cló a chuireann in oiriúint d’aon mhéid.

en: Unlike bitmap fonts, dynamic fonts can be resized to any size and still look crisp. Dynamic fonts also optionally support MSDF font rendering, which allows for run-time scale changes with no re-rasterization cost.
    While WOFF and especially WOFF2 tend to result in smaller file sizes, there is no universally "better" font format. In most situations, it's recommended to use the font format that was shipped on the font developer's website.
    See also [ResourceImporterBMFont] and [ResourceImporterImageFont].
ga: Murab ionann agus clónna bitmap, is féidir clónna dinimiciúla a athrú go dtí méid ar bith agus cuma briosc orthu fós. Tacaíonn clónna dinimiciúla freisin go roghnach le rindreáil cló MSDF, a cheadaíonn athruithe ar scála ama rite gan aon chostas ath-rasterization.
    Cé gur gnách go mbíonn méideanna comhaid níos lú mar thoradh ar WOFF agus go háirithe WOFF2, níl aon fhormáid cló “níos fearr” i gcoitinne. I bhformhór na gcásanna, moltar úsáid a bhaint as an bhformáid chló a seoladh ar shuíomh Gréasáin an fhorbróra cló.
    Féach freisin [ResourceImporterBMFont] agus [ResourceImporterImageFont].

en: Dynamic fonts - Using fonts
ga: Clónna dinimiciúla - Ag baint úsáide as clónna

en: If [code]true[/code], automatically use system fonts as a fallback if a glyph isn't found in this dynamic font. This makes supporting CJK characters or emoji more straightforward, as you don't need to include a CJK/emoji font in your project. See also [member fallbacks].
    [b]Note:[/b] The appearance of system fonts varies across platforms. Loading system fonts is only supported on Windows, macOS, Linux, Android and iOS.
ga: Más [code]true[/code], úsáid clónna córais go huathoibríoch mar chúltaca mura bhfaightear glyph sa chló dinimiciúil seo. Déanann sé seo níos simplí tacú le carachtair CJK nó emoji, mar ní gá duit cló CJK/emoji a chur san áireamh i do thionscadal. Féach freisin [member fallbacks].
    [b]Nóta:[/b] Athraíonn cuma na gclónna córais trasna ardán. Ní thacaítear le clónna córais a lódáil ach ar Windows, macOS, Linux, Android agus iOS.

en: The font antialiasing method to use.
    [b]Disabled:[/b] Most suited for pixel art fonts, although you do not [i]have[/i] to change the antialiasing from the default [b]Grayscale[/b] if the font file was well-created and the font is used at an integer multiple of its intended size. If pixel art fonts have a bad appearance at their intended size, try setting [member subpixel_positioning] to [b]Disabled[/b] instead.
    [b]Grayscale:[/b] Use grayscale antialiasing. This is the approach used by the operating system on macOS, Android and iOS.
    [b]LCD Subpixel:[/b] Use antialiasing with subpixel patterns to make fonts sharper on LCD displays. This is the approach used by the operating system on Windows and most Linux distributions. The downside is that this can introduce "fringing" on edges, especially on display technologies that don't use standard RGB subpixels (such as OLED displays). The LCD subpixel layout is globally controlled by [member ProjectSettings.gui/theme/lcd_subpixel_layout], which also allows falling back to grayscale antialiasing.
ga: An modh antialiasing cló le húsáid.
    [b]Díchumasaithe:[/b] is fóirsteanaí do chlónna ealaíne picteilín, cé nach bhfuil [i]a[/i] chun an frithaliasing a athrú ón réamhshocrú [b]Grayscale[/b] má bhí an clóchomhad go maith- cruthaithe agus úsáidtear an cló ag iolraí slánuimhir dá mhéid atá beartaithe. Má tá droch-chuma ar chlónna ealaíne picteilín ag an méid atá beartaithe dóibh, bain triail as [member subpixel_positioning] a shocrú go [b]Díchumasaithe[/b] ina ionad sin.
    [b] Liathscála:[/b] Úsáid frithaliasú liathscála. Is é seo an cur chuige a úsáideann an córas oibriúcháin ar macOS, Android agus iOS.
    [b]Fophicteilín LCD:[/b] Bain úsáid as frithaliasú le patrúin fo-phicteilín chun clónna a dhéanamh níos géire ar thaispeántais LCD. Is é seo an cur chuige a úsáideann an córas oibriúcháin ar Windows agus an chuid is mó dáileacháin Linux. Is é an míbhuntáiste gur féidir leis seo "imeall" a thabhairt isteach ar imill, go háirithe ar theicneolaíochtaí taispeána nach n-úsáideann fo-phicteilíní caighdeánacha RGB (cosúil le taispeántais OLED). Tá leagan amach fophicteilín LCD á rialú ar fud an domhain ag [comhalta ProjectSettings.gui/theme/lcd_subpixel_layout], rud a fhágann gur féidir titim ar ais chuig frithaliasú liathscála.

en: List of font fallbacks to use if a glyph isn't found in this dynamic font. Fonts at the beginning of the array are attempted first, but fallback fonts that don't support the glyph's language and script are attempted last (see [member language_support] and [member script_support]). See also [member allow_system_fallback].
ga: Liosta de chúluithe cló le húsáid mura bhfuil glyph le fáil sa chló dinimiciúil seo. Déantar iarracht ar chlónna ag tús an eagar ar dtús, ach déantar iarracht ar deireadh le clónna cúl-ais nach dtacaíonn teanga agus script an glyph (féach [member language_support] agus [member script_support]). Féach freisin [ball allow_system_fallback].

en: If [code]true[/code], forces generation of hinting data for the font using [url=https://freetype.org/]FreeType[/url]'s autohinter. This will make [member hinting] effective with fonts that don't include hinting data.
ga: Más rud é [code]true[/code], cuireann sé iallach ar ghiniúint sonraí leide don chló trí úsáid a bhaint as autohinter [url=https://freetype.org/]FreeType[/url]. Cuirfidh sé seo éifeacht [leid ball] le clónna nach n-áirítear sonraí leide.

en: If [code]true[/code], this font will have mipmaps generated. This prevents text from looking grainy when a [Control] is scaled down, or when a [Label3D] is viewed from a long distance (if [member Label3D.texture_filter] is set to a mode that displays mipmaps).
    Enabling [member generate_mipmaps] increases font generation time and memory usage. Only enable this setting if you actually need it.
ga: Más [code]true[/code], ginfear mipmaps don chló seo. Cuireann sé seo cosc ar théacs a bheith gránach nuair a dhéantar [Rialú] a laghdú de réir scála, nó nuair a bhreathnaítear ar [Lipéad3D] ó achar fada (má tá [member Label3D.texture_filter] socraithe chuig mód a thaispeánann mipmaps).
    Méadaíonn cumasú [comhalta giniúna_mipmaps] am giniúna cló agus úsáid cuimhne. Ná cumasaigh an socrú seo ach amháin má tá sé de dhíth ort.

en: The hinting mode to use. This controls how aggressively glyph edges should be snapped to pixels when rasterizing the font. Depending on personal preference, you may prefer using one hinting mode over the other. Hinting modes other than [b]None[/b] are only effective if the font contains hinting data (see [member force_autohinter]).
    [b]None:[/b] Smoothest appearance, which can make the font look blurry at small sizes.
    [b]Light:[/b] Sharp result by snapping glyph edges to pixels on the Y axis only.
    [b]Full:[/b] Sharpest by snapping glyph edges to pixels on both X and Y axes.
ga: An modh leide a úsáid. Rialaíonn sé seo cé chomh ionsaitheach ba cheart imill glyph a ghearradh go picteilín nuair a bhíonn an cló á róstadh. Ag brath ar rogha pearsanta, b'fhéidir gur fearr leat modh leid amháin a úsáid thar an gceann eile. Ní bhíonn modhanna leide seachas [b]Níl aon cheann ar bith[/b] éifeachtach ach amháin má tá sonraí leide sa chló (féach [member force_autohinter]).
    [b]Tada:[/b] An chuma is réidhe, rud a fhágann go bhfuil cuma blurry ag méideanna beaga ar an gcló.
    [b]Solas:[/b] Toradh géar trí chiumhaiseanna an glyph a bhualadh go picteilíní ar an Y-ais amháin.
    [b]Iomlán:[/b] Níos géire trí imill glyph a phiocadh go picteilíní ar ais X agus Y araon.

en: Override the list of languages supported by this font. If left empty, this is supplied by the font metadata. There is usually no need to change this. See also [member script_support].
ga: Sáraigh liosta na dteangacha a dtacaíonn an cló seo leo. Má fhágtar folamh é, soláthraíonn na meiteashonraí cló é seo. De ghnáth ní gá é seo a athrú. Féach freisin [member script_support].

en: The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline. The default [member msdf_pixel_range] value of [code]8[/code] allows outline sizes up to [code]4[/code] to look correct.
ga: Leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus uasta. Má tá imlíne an chló in úsáid, ní mór [comhalta msdf_pixel_range] a shocrú go dtí ar a laghad [i] faoi dhó[/i] méid imlíne an chló is mó. Ceadaíonn an réamhshocrú [comhalta msdf_pixel_range] luach [code]8[/code] méideanna imlíne suas go dtí [code]4[/code] chun breathnú i gceart.

en: Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering. Only effective if [member multichannel_signed_distance_field] is [code]true[/code].
ga: Foinse clómhéid a úsáidtear chun uigeachtaí MSDF a ghiniúint. Ligeann luachanna níos airde do bheachtais níos mó, ach tá siad níos moille le rindreáil agus teastaíonn níos mó cuimhne. Méadaigh an luach seo ach amháin má thugann tú faoi deara go bhfuil easpa infheicthe cruinnis i rindreáil glyph. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [comhalta multichannel_signed_distance_field].

en: The OpenType features to enable, disable or set a value for this font. This can be used to enable optional features provided by the font, such as ligatures or alternative glyphs. The list of supported OpenType features varies on a per-font basis.
ga: Gnéithe an OpenType chun luach a chumasú, a dhíchumasú nó a shocrú don chló seo. Is féidir é seo a úsáid chun gnéithe roghnacha a sholáthraíonn an cló a chumasú, mar ligatures nó glyphs malartacha. Athraíonn liosta na ngnéithe OpenType tacaithe de réir an chló.

en: If set to a value greater than [code]0.0[/code], overrides the oversampling factor for the font. This can be used to render the font at a higher or lower resolution than intended without affecting its physical size. In most cases, this should be left at [code]0.0[/code].
ga: Má shocraítear é ar luach níos mó ná [code]0.0[/code], sáraítear an fachtóir róshamplála don chló. Is féidir é seo a úsáid chun an cló a sholáthar ar thaifeach níos airde nó níos ísle ná mar a bhí beartaithe gan cur isteach ar a mhéid fisiciúil. I bhformhór na gcásanna, ba cheart é seo a fhágáil ag [code]0.0[/code].

en: The glyph ranges to prerender. This can avoid stuttering during gameplay when new characters need to be rendered, especially if [member subpixel_positioning] is enabled. The downside of using preloading is that initial project load times will increase, as well as memory usage.
ga: Raonta an glyph go réamhrá. Is féidir leis seo stuttering a sheachaint le linn gameplay nuair is gá carachtair nua a rindreáil, go háirithe má tá [member subpixel_positioning] cumasaithe. Is é an míbhuntáiste a bhaineann le réamhlódáil a úsáid ná go méadóidh amanna ualaigh tosaigh tionscadail, chomh maith le húsáid chuimhne.

en: Override the list of language scripts supported by this font. If left empty, this is supplied by the font metadata. There is usually no need to change this. See also [member language_support].
ga: Sáraigh liosta na scripteanna teanga a dtacaíonn an cló seo leo. Má fhágtar folamh é, soláthraíonn na meiteashonraí cló é seo. De ghnáth ní gá é seo a athrú. Féach freisin [ball language_support].

en: Imports a image for use in scripting, with no rendering capabilities.
ga: Iompórtálann sé íomhá le húsáid i scriptiú, gan aon chumas rindreála.

en: This importer imports [Image] resources, as opposed to [CompressedTexture2D]. If you need to render the image in 2D or 3D, use [ResourceImporterTexture] instead.
ga: Iompórtálann an t-allmhaireoir seo acmhainní [Íomhá], i gcomparáid le [CompressedTexture2D]. Más gá duit an íomhá a rindreáil i 2T nó i 3D, úsáid [ResourceImporterTexture] ina ionad sin.

en: Imports a bitmap font where all glyphs have the same width and height.
ga: Allmhairítear cló giotánmap ina bhfuil an leithead agus an airde chéanna ag gach glyph.

en: This image-based workflow can be easier to use than [ResourceImporterBMFont], but it requires all glyphs to have the same width and height, glyph advances and drawing offsets can be customized. This makes [ResourceImporterImageFont] most suited to fixed-width fonts.
    See also [ResourceImporterDynamicFont].
ga: Is féidir an sreabhadh oibre íomhá-bhunaithe seo a bheith níos éasca le húsáid ná [ResourceImporterBMFont], ach éilíonn sé go mbeadh an leithead agus an airde céanna ag gach glyph, is féidir dul chun cinn glyph agus fritháirimh líníochta a shaincheapadh. Fágann sin go bhfuil [ResourceImporterImageFont] níos oiriúnaí do chlónna leithead seasta.
    Féach freisin [ResourceImporterDynamicFont].

en: Font ascent (number of pixels above the baseline). If set to [code]0[/code], half of the character height is used.
ga: Ascent cló (líon picteilín os cionn na bunlíne). Má tá sé socraithe go [code]0[/code], úsáidtear leath airde an charachtair.

en: Margin applied around every imported glyph. If your font image contains guides (in the form of lines between glyphs) or if spacing between characters appears incorrect, try adjusting [member character_margin].
ga: Cuireadh corrlach i bhfeidhm thart ar gach glyph allmhairithe. Má tá treoracha i d’íomhá cló (i bhfoirm línte idir glyphs) nó má tá an chuma ar an scéal go bhfuil an spásáil idir carachtair mícheart, bain triail as [member character_margin] a choigeartú.

en: The character ranges to import from the font image. This is an array that maps each position on the image (in tile coordinates, not pixels). The font atlas is traversed from left to right and top to bottom. Characters can be specified with decimal numbers (127), hexadecimal numbers ([code]0x007f[/code], or [code]U+007f[/code]) or between single quotes ([code]'~'[/code]). Ranges can be specified with a hyphen between characters.
    For example, [code]0-127[/code] represents the full ASCII range. It can also be written as [code]0x0000-0x007f[/code] (or [code]U+0000-U+007f[/code]). As another example, [code]' '-'~'[/code] is equivalent to [code]32-127[/code] and represents the range of printable (visible) ASCII characters.
    For any range, the character advance and offset can be customized by appending three space-separated integer values (additional advance, x offset, y offset) to the end. For example [code]'a'-'b' 4 5 2[/code] sets the advance to [code]char_width + 4[/code] and offset to [code]Vector2(5, 2)[/code] for both `a` and `b` characters.
    Make sure [member character_ranges] doesn't exceed the number of [member columns] * [member rows] defined. Otherwise, the font will fail to import.
ga: Raonta an carachtar a allmhairiú ón íomhá cló. Seo eagar a mhapálann gach suíomh ar an íomhá (i gcomhordanáidí tíl, ní picteilíní). Trasnaítear an t-atlas cló ó chlé go deas agus ó bhun go barr. Is féidir carachtair a shonrú le huimhreacha deachúla (127), le huimhreacha heicsidheacha ([code]0x007f[/code], nó [code]U+007f[/code]) nó idir comharthaí athfhriotail shingil ([code]'~'[/code] ). Is féidir raonta a shonrú le fleiscín idir carachtair.
    Mar shampla, is ionann [code]0-127[/code] don raon iomlán ASCII. Is féidir é a scríobh freisin mar [code]0x0000-0x007f[/code] (nó [code]U+0000-U+007f[/code]). Mar shampla eile, tá [code]' '-'~'[/code] comhionann le [code]32-127[/code] agus is ionann é agus raon na gcarachtar ASCII inphriontáilte (infheicthe).
    I gcás raon ar bith, is féidir an t-airleacan agus an fhritháireamh carachtar a shaincheapadh trí thrí luach slánuimhir spásscartha (roimh ré breise, x fritháireamh, y fritháireamh) a cheangal leis an deireadh. Mar shampla socraíonn [code]'a'-'b' 4 5 2[/code] an réamhíocaíocht chuig [code]char_width + 4[/code] agus déantar é a fhritháireamh go [code]Vector2(5, 2)[/code] le haghaidh carachtair `a` agus `b` araon.
    Cinntigh nach sáraíonn [member character_ranges] líon na [colún ball] * [sraitheanna ball] sainithe. Seachas sin, ní iompórtálfar an cló.

en: Number of columns in the font image. See also [member rows].
ga: Líon na gcolún san íomhá cló. Féach freisin [sraitheanna na mball].

en: Font descent (number of pixels below the baseline). If set to [code]0[/code], half of the character height is used.
ga: Ghinealach cló (líon picteilín faoin mbunlíne). Má tá sé socraithe go [code]0[/code], úsáidtear leath airde an charachtair.

en: Margin to cut on the sides of the entire image. This can be used to cut parts of the image that contain attribution information or similar.
ga: Imeall a ghearradh ar thaobh an íomhá ar fad. Is féidir é seo a úsáid chun codanna den íomhá a ghearradh ina bhfuil faisnéis faoi shannadh nó a leithéid.

en: Kerning pairs for the font. Kerning pair adjust the spacing between two characters.
    Each string consist of three space separated values: "from" string, "to" string and integer offset. Each combination form the two string for a kerning pair, e.g, [code]ab cd -3[/code] will create kerning pairs [code]ac[/code], [code]ad[/code], [code]bc[/code], and [code]bd[/code] with offset [code]-3[/code]. [code]\uXXXX[/code] escape sequences can be used to add Unicode characters.
ga: Péirí kerning don chló. Coigeartaigh péire kerning an spásáil idir dhá charachtar.
    Tá trí luach spásscartha i ngach teaghrán: "ó" teaghrán, "go" teaghrán agus fritháireamh slánuimhir. Cruthaíonn gach teaglaim an dá teaghrán do phéire kerning, m.sh., cruthóidh [code]ab cd -3[/code] péirí eithne [code]ac[/code], [code]ad[/code], [code]bc [/code], agus [code]bd[/code] le fritháireamh [code]-3[/code]. Is féidir seichimh éalaithe [code]\uXXXX[/code] a úsáid chun carachtair Unicode a chur leis.

en: Number of rows in the font image. See also [member columns].
ga: Líon na sraitheanna san íomhá cló. Féach freisin [colúin na mball].

en: Imports a 3-dimensional texture ([Texture3D]), a [Texture2DArray], a [Cubemap] or a [CubemapArray].
ga: Allmhairítear uigeacht 3thoiseach ([Texture3D]), [Texture2DArray], [Cubemap] nó [CubemapArray].

en: This imports a 3-dimensional texture, which can then be used in custom shaders, as a [FogMaterial] density map or as a [GPUParticlesAttractorVectorField3D]. See also [ResourceImporterTexture] and [ResourceImporterTextureAtlas].
ga: Allmhairíonn sé seo uigeacht tríthoiseach, ar féidir a úsáid ansin i scáthaitheoirí saincheaptha, mar léarscáil dlúis [FogMaterial] nó mar [GPUParticlesAttractorVectorField3D]. Féach freisin [ResourceImporterTexture] agus [ResourceImporterTextureAtlas].

en: Controls how VRAM compression should be performed for HDR images.
    [b]Disabled:[/b] Never use VRAM compression for HDR textures, regardless of whether they're opaque or transparent. Instead, the texture is converted to RGBE9995 (9-bits per channel + 5-bit exponent = 32 bits per pixel) to reduce memory usage compared to a half-float or single-precision float image format.
    [b]Opaque Only:[/b] Only uses VRAM compression for opaque HDR textures. This is due to a limitation of HDR formats, as there is no VRAM-compressed HDR format that supports transparency at the same time.
    [b]Always:[/b] Force VRAM compression even for HDR textures with an alpha channel. To perform this, the alpha channel is discarded on import.
    [b]Note:[/b] Only effective on Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) images.
ga: Rialaíonn sé an chaoi ar cheart comhbhrú VRAM a dhéanamh le haghaidh íomhánna HDR.
    [b]Díchumasaithe:[/b] Ná húsáid comhbhrú VRAM le haghaidh uigeachtaí HDR riamh, is cuma an bhfuil siad teimhneach nó trédhearcach. Ina áit sin, déantar an uigeacht a thiontú go RGBE9995 (9-giotán in aghaidh an chainéil + easpónant 5-giotán = 32 giotán in aghaidh an picteilín) chun úsáid chuimhne a laghdú i gcomparáid le formáid íomhá snámhphointe leath-snámhphointe nó aon-chruinneas.
    [b] Teimhneach amháin:[/b] Ní úsáideann ach comhbhrú VRAM le haghaidh uigeachtaí teimhneacha HDR. Tá sé seo mar gheall ar theorannú formáidí HDR, toisc nach bhfuil aon fhormáid HDR comhbhrúite VRAM ann a thacaíonn le trédhearcacht ag an am céanna.
    [b] I gcónaí:[/b] Cuir comhbhrú VRAM i bhfeidhm fiú d'uigeachtaí HDR le cainéal alfa. Chun é seo a dhéanamh, cuirtear an cainéal alfa i leataobh ar iompórtáil.
    [b]Nóta:[/b] Éifeachtach amháin ar íomhánna Radiance HDR ([code].hdr[/code]) agus OpenEXR ([code].exr[/code]).

en: If [code]true[/code], uses BPTC compression on desktop platforms and ASTC compression on mobile platforms. When using BPTC, BC7 is used for SDR textures and BC6H is used for HDR textures.
    If [code]false[/code], uses the faster but lower-quality S3TC compression on desktop platforms and ETC2 on mobile/web platforms. When using S3TC, DXT1 (BC1) is used for opaque textures and DXT5 (BC3) is used for transparent or normal map (RGTC) textures.
    BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 do not (see [member compress/hdr_compression]).
ga: Más [code]true[/code], úsáidtear comhbhrú BPTC ar ardáin deisce agus comhbhrú ASTC ar ardáin mhóibíleacha. Nuair a úsáidtear BPTC, úsáidtear BC7 le haghaidh uigeachtaí SDR agus úsáidtear BC6H le haghaidh uigeachtaí HDR.
    Má tá [code]false[/code], úsáideann an comhbhrú S3TC níos tapúla ach ar chaighdeán níos ísle ar ardáin deisce agus ETC2 ar ardáin mhóibíleacha/gréasáin. Nuair a úsáidtear S3TC, úsáidtear DXT1 (BC1) le haghaidh uigeachtaí teimhneach agus úsáidtear DXT5 (BC3) le haghaidh uigeachtaí trédhearcacha nó gnáthléarscáileanna (RGTC).
    Tacaíonn BPTC agus ASTC le comhbhrú VRAM le haghaidh uigeachtaí HDR, ach ní dhéanann S3TC agus ETC2 (féach [member compress/hdr_compression]).

en: The quality to use when using the [b]Lossy[/b] compression mode. Higher values result in better quality, at the cost of larger file sizes. Lossy quality does not affect memory usage of the imported texture, only its file size on disk.
ga: An cháilíocht le húsáid agus modh comhbhrú [b]Lossy[/b] á úsáid. Bíonn cáilíocht níos fearr mar thoradh ar luachanna níos airde, ar chostas méideanna comhaid níos mó. Ní chuireann cáilíocht an chaillteanais isteach ar úsáid chuimhne na huigeachta allmhairithe, ach a mhéid comhaid ar an diosca.

en: The compression mode to use. Each compression mode provides a different tradeoff:
    [b]Lossless[/b]: Original quality, high memory usage, high size on disk, fast import.
    [b]Lossy:[/b] Reduced quality, high memory usage, low size on disk, fast import.
    [b]VRAM Compressed:[/b] Reduced quality, low memory usage, low size on disk, slowest import. Only use for textures in 3D scenes, not for 2D elements.
    [b]VRAM Uncompressed:[/b] Original quality, high memory usage, highest size on disk, fastest import.
    [b]Basis Universal:[/b] Reduced quality, low memory usage, lowest size on disk, slow import. Only use for textures in 3D scenes, not for 2D elements.
    See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-mode]Compress mode[/url] in the manual for more details.
ga: An modh comhbhrúite a úsáid. Soláthraíonn gach modh comhbhrúite comhshó difriúil:
    [b] Gan chailleadh[/b]: Cáilíocht bhunaidh, úsáid ard cuimhne, méid ard ar an diosca, allmhairiú tapa.
    [b] Lossy:[/b] Caighdeán laghdaithe, úsáid cuimhne ard, méid íseal ar an diosca, allmhairiú tapa.
    [b] VRAM Comhbhrúite:[/b] Caighdeán laghdaithe, úsáid cuimhne íseal, méid íseal ar an diosca, allmhairiú is moille. Ná húsáid ach le haghaidh uigeachtaí i radhairc 3D, ní le haghaidh eilimintí 2T.
    [b] VRAM Neamh-chomhbhrúite:[/b] Buncháilíocht, úsáid cuimhne ard, an méid is airde ar an diosca, an t-iompórtáil is tapúla.
    [b] Bunús Uilíoch:[/b] Caighdeán laghdaithe, úsáid cuimhne íseal, an méid is ísle ar an diosca, allmhairiú mall. Ná húsáid ach le haghaidh uigeachtaí i radhairc 3D, ní le haghaidh eilimintí 2T.
    Féach [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-mode]Mód comhbhrúite[/url] sa lámhleabhar le haghaidh tuilleadh sonraí.

en: If [code]true[/code], smaller versions of the texture are generated on import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2, 1×1). This has several benefits:
    - Textures will not become grainy in the distance (in 3D), or if scaled down due to [Camera2D] zoom or [CanvasItem] scale (in 2D).
    - Performance will improve if the texture is displayed in the distance, since sampling smaller versions of the original texture is faster and requires less memory bandwidth.
    The downside of mipmaps is that they increase memory usage by roughly 33% (for [Texture2DArray], [Cubemap] and [CubemapArray]) or 14% (for [Texture3D]).
    It's recommended to enable mipmaps in 3D. However, in 2D, this should only be enabled if your project visibly benefits from having mipmaps enabled. If the camera never zooms out significantly, there won't be a benefit to enabling mipmaps but memory usage will increase.
ga: Más [code]true[/code], gintear leaganacha níos lú den uigeacht ar iompórtáil. Mar shampla, ginfidh uigeacht 64×64 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2, 1×1). Tá roinnt buntáistí ag baint leis seo:
    - Ní éireoidh uigeachtaí gráinín i gcéin (i 3D), nó má dhéantar scála orthu de bharr súmáil [Camera2D] nó scála [CanvasItem] (i 2D).
    - Feabhsófar an fheidhmíocht má thaispeánfar an uigeacht i gcéin, toisc go bhfuil sampláil leaganacha níos lú den uigeacht bhunaidh níos tapúla agus go dteastaíonn níos lú bandaleithead cuimhne.
    Is é an míbhuntáiste a bhaineann le mipmaps ná go méadaíonn siad úsáid chuimhne thart ar 33% (le haghaidh [Texture2DArray], [Cubemap] agus [CubemapArray]) nó 14% (le haghaidh [Texture3D]).
    Moltar mipmaps a chumasú i 3D. Mar sin féin, i 2T, níor cheart é seo a chumasú ach amháin má tá buntáiste le feiceáil ag do thionscadal as mipmaps a chumasú. Mura n-imíonn an ceamara amach go suntasach riamh, ní bhainfidh tairbhe as mipmaps a chumasú ach méadóidh úsáid cuimhne.

en: Unimplemented. This currently has no effect when changed.
ga: Neamhfheidhmithe. Níl aon éifeacht aige seo faoi láthair nuair a athraítear é.

en: Controls how the cubemap's texture is internally laid out. When using high-resolution cubemaps, [b]2×3[/b] and [b]3×2[/b] are less prone to exceeding hardware texture size limits compared to [b]1×6[/b] and [b]6×1[/b].
ga: Rialaíonn sé conas a leagtar amach go hinmheánach uigeacht an mhapa ciúb. Agus léarscáileanna ciúbanna ardtaifigh á n-úsáid, is lú an seans go sáróidh [b]2×3[/b] agus [b]3×2[/b] teorainneacha méide uigeachta crua-earraí i gcomparáid le [b]1×6[/b] agus [b]6×1[/b].

en: Imports an MP3 audio file for playback.
ga: Iompórtálann sé comhad fuaime MP3 le haghaidh athsheinm.

en: MP3 is a lossy audio format, with worse audio quality compared to [ResourceImporterOggVorbis] at a given bitrate.
    In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using an MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.
    MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.
ga: Is formáid chaillteanas fuaime é MP3, le caighdeán fuaime níos measa i gcomparáid le [ResourceImporterOggVorbis] ag ráta giotán ar leith.
    I bhformhór na gcásanna, moltar Ogg Vorbis a úsáid thar MP3. Mar sin féin, má tá tú ag baint úsáide as foinse fuaime MP3 nach bhfuil aon fhoinse cáilíochta níos airde ar fáil, moltar duit an comhad MP3 a úsáid go díreach chun comhbhrú dúbailte caillte a sheachaint.
    Teastaíonn níos mó LAP chun MP3 a dhíchódú ná [ResourceImporterWAV]. Más gá duit go leor fuaimeanna comhuaineacha a sheinm, moltar WAV a úsáid do na fuaimeanna sin ina ionad sin, go háirithe má tá tú ag díriú ar ghléasanna íseal-deireadh.

en: Importing audio samples
ga: Íosluchtaigh samplaí fuaime

en: If enabled, the audio will begin playing at the beginning after playback ends by reaching the end of the audio.
    [b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] signal won't be emitted for looping audio when it reaches the end of the audio file, as the audio will keep playing indefinitely.
ga: Má tá sé cumasaithe, tosóidh an fhuaim ag seinm ag an tús nuair a chríochnaíonn an t-athsheinm trí dheireadh na fuaime a bhaint amach.
    [b]Nóta:[/b] In [AudioStreamPlayer], ní astaítear an comhartha [signal AudioStreamPlayer.finished] chun fuaim a lúbadh nuair a shroicheann sé deireadh an chomhaid fuaime, mar go leanfaidh an fhuaim ag imirt ar feadh tréimhse éiginnte.

en: Determines where audio will start to loop after playback reaches the end of the audio. This can be used to only loop a part of the audio file, which is useful for some ambient sounds or music. The value is determined in seconds relative to the beginning of the audio. A value of [code]0.0[/code] will loop the entire audio file.
    Only has an effect if [member loop] is [code]true[/code].
    A more convenient editor for [member loop_offset] is provided in the [b]Advanced Import Settings[/b] dialog, as it lets you preview your changes without having to reimport the audio.
ga: Cinneann sé cá dtosóidh an fhuaim ag lúbadh tar éis don athsheinm deireadh na fuaime a shroicheadh. Ní féidir é seo a úsáid ach chun cuid den chomhad fuaime a lúbadh, rud atá úsáideach le haghaidh roinnt fuaimeanna nó ceol comhthimpeallach. Socraítear an luach i soicindí i gcoibhneas le tús na fuaime. Lúbfaidh luach [code]0.0[/code] an comhad fuaime ar fad.
    Ní bheidh éifeacht aige ach amháin má tá [code]true[/code] ar [code].
    Cuirtear eagarthóir níos áisiúla ar fáil do [member loop_offset] sa dialóg [b]Ardsocruithe Iompórtála[/b], toisc go ligeann sé duit réamhamharc a dhéanamh ar do chuid athruithe gan an fhuaim a athallmhairiú.

en: Imports an OBJ 3D model as an independent [Mesh] or scene.
ga: Allmhairítear samhail OBJ 3D mar [mogalra] nó radharc neamhspleách.

en: Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single [Mesh] resource by default instead of importing a [PackedScene]. This makes it easier to use the [Mesh] resource in nodes that expect direct [Mesh] resources, such as [GridMap], [GPUParticles3D] or [CPUParticles3D]. Note that it is still possible to save mesh resources from 3D scenes using the [b]Advanced Import Settings[/b] dialog, regardless of the source format.
    See also [ResourceImporterScene], which is used for more advanced 3D formats such as glTF.
ga: Murab ionann agus [ResourceImporterScene], allmhaireoidh [ResourceImporterOBJ] acmhainn [mogalra] amháin de réir réamhshocraithe in ionad [PackedScene] a iompórtáil. Fágann sin gur fusa an acmhainn [mogalra] a úsáid i nóid a bhfuiltear ag súil le hacmhainní díreacha [mogalra], mar [GridMap], [GPUParticles3D] nó [CPUParticles3D]. Tabhair faoi deara gur féidir fós acmhainní mogaill a shábháil ó radhairc 3D trí úsáid a bhaint as an dialóg [b]Ardsocruithe Iompórtála[/b], beag beann ar fhormáid na foinse.
    Féach freisin [ResourceImporterScene], a úsáidtear le haghaidh formáidí 3D níos forbartha ar nós glTF.

en: Importing 3D scenes
ga: Radhairc 3D a allmhairiú

en: If [code]true[/code], mesh compression will not be used. Consider enabling if you notice blocky artifacts in your mesh normals or UVs, or if you have meshes that are larger than a few thousand meters in each direction.
ga: Más [code]true[/code], ní úsáidfear comhbhrú mogaill. Smaoinigh ar chumasú má thugann tú faoi deara déantáin bhlocála i do mhogalra nó i do UVanna, nó má tá mogaill agat atá níos mó ná cúpla míle méadar i ngach treo.

en: If [code]true[/code], generates lower detail variants of the mesh which will be displayed in the distance to improve rendering performance. Not all meshes benefit from LOD, especially if they are never rendered from far away. Disabling this can reduce output file size and speed up importing. See [url=$DOCS_URL/tutorials/3d/mesh_lod.html#doc-mesh-lod]Mesh level of detail (LOD)[/url] for more information.
ga: Más rud é [code]true[/code], gineann sé mionathraithigh níos ísle den mhogalra a thaispeánfar i gcéin chun feidhmíocht rindreála a fheabhsú. Ní bhaineann gach mogaill leas as LOD, go háirithe mura ndéantar iad a rindreáil ó i bhfad i gcéin. Má dhéantar é seo a dhíchumasú, is féidir méid an aschuir comhaid a laghdú agus iompórtáil a bhrostú. Féach [url=$DOCS_URL/tutorials/3d/mesh_lod.html#doc-mesh-lod]Leibhéal mionsonraí mogall (LOD)[/url] le haghaidh tuilleadh faisnéise.

en: If [code]true[/code], enables the generation of shadow meshes on import. This optimizes shadow rendering without reducing quality by welding vertices together when possible. This in turn reduces the memory bandwidth required to render shadows. Shadow mesh generation currently doesn't support using a lower detail level than the source mesh (but shadow rendering will make use of LODs when relevant).
ga: Más rud é [code]true[/code], cumasaítear giniúint mogaill scátha nuair a dhéantar allmhairiú. Déanann sé seo rindreáil scáth a bharrfheabhsú gan cáilíocht a laghdú trí rinn a tháthú le chéile nuair is féidir. Laghdaíonn sé seo ar a sheal an bandaleithead cuimhne a theastaíonn chun scáthanna a sholáthar. Ní thacaíonn giniúint scáthmhogaill le húsáid leibhéal sonraí níos ísle ná an fhoinse mogall (ach bainfidh rindreáil scáth úsáid as LODs nuair is cuí).

en: If [code]true[/code], generate vertex tangents using [url=http://www.mikktspace.com/]Mikktspace[/url] if the source mesh doesn't have tangent data. When possible, it's recommended to let the 3D modeling software generate tangents on export instead on relying on this option. Tangents are required for correct display of normal and height maps, along with any material/shader features that require tangents.
    If you don't need material features that require tangents, disabling this can reduce output file size and speed up importing if the source 3D file doesn't contain tangents.
ga: Más rud é [code]true[/code], giniúint tadhlaí rinn ag baint úsáid as [url=http://www.mikktspace.com/]Mikktspace[/url] mura bhfuil sonraí tadhlaí sa mhogalra foinseach. Nuair is féidir, moltar ligean do na bogearraí samhaltaithe 3D tadhlaí a ghiniúint ar onnmhairiú seachas a bheith ag brath ar an rogha seo. Teastaíonn tadhlaithe le haghaidh gnáthléarscáileanna agus léarscáileanna airde a thaispeáint i gceart, mar aon le haon ghnéithe ábhair/scátháin a dteastaíonn tadhlaí uathu.
    Mura bhfuil gnéithe ábhartha ag teastáil uait a dteastaíonn tadhlaí uathu, má dhéantar é seo a dhíchumasú is féidir méid an aschuir a laghdú agus iompórtáil a bhrostú mura bhfuil tadhlaí sa bhunchomhad 3D.

en: Offsets the mesh's data by the specified value. This can be used to work around misaligned meshes without having to modify the source file.
ga: Déanann sé sonraí an mhogalra a fhritháireamh faoin luach sonraithe. Is féidir é seo a úsáid chun oibriú timpeall ar mhogaill mhí-ailínithe gan an comhad foinse a mhodhnú.

en: Scales the mesh's data by the specified value. This can be used to work around misscaled meshes without having to modify the source file.
ga: Scálaí ar shonraí an mhogalra faoin luach sonraithe. Is féidir é seo a úsáid chun oibriú timpeall ar mhogaill mhíscála gan an comhad foinse a mhodhnú.

en: Imports an Ogg Vorbis audio file for playback.
ga: Allmhairítear comhad fuaime Ogg Vorbis le haghaidh athsheinm.

en: Ogg Vorbis is a lossy audio format, with better audio quality compared to [ResourceImporterMP3] at a given bitrate.
    In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using an MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.
    Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.
ga: Is formáid chaillteanas fuaime é Ogg Vorbis, le caighdeán fuaime níos fearr i gcomparáid le [ResourceImporterMP3] ag ráta giotán ar leith.
    I bhformhór na gcásanna, moltar Ogg Vorbis a úsáid thar MP3. Mar sin féin, má tá tú ag baint úsáide as foinse fuaime MP3 nach bhfuil aon fhoinse cáilíochta níos airde ar fáil, moltar duit an comhad MP3 a úsáid go díreach chun comhbhrú dúbailte caillte a sheachaint.
    Tá níos mó LAP ag teastáil ó Ogg Vorbis le díchódú ná [ResourceImporterWAV]. Más gá duit go leor fuaimeanna comhuaineacha a sheinm, moltar WAV a úsáid do na fuaimeanna sin ina ionad sin, go háirithe má tá tú ag díriú ar ghléasanna ísealchríocha.

en: Imports a glTF, FBX, Collada or Blender 3D scene.
ga: Allmhairítear radharc glTF, FBX, Collada nó Cumascóir 3D.

en: See also [ResourceImporterOBJ], which is used for OBJ models that can be imported as an independent [Mesh] or a scene.
    Additional options (such as extracting individual meshes or materials to files) are available in the [b]Advanced Import Settings[/b] dialog. This dialog can be accessed by double-clicking a 3D scene in the FileSystem dock or by selecting a 3D scene in the FileSystem dock, going to the Import dock and choosing [b]Advanced[/b].
    [b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, such as [code].tscn[/code] and [code].scn[/code] files.
ga: Féach freisin [ResourceImporterOBJ], a úsáidtear le haghaidh samhlacha OBJ ar féidir iad a allmhairiú mar [mogalra] neamhspleách nó mar radharc.
    Tá roghanna breise (cosúil le mogaill aonair nó ábhair a bhaint as comhaid) ar fáil sa dialóg [b]Socruithe Casta Iompórtála[/b]. Is féidir teacht ar an dialóg seo trí chliceáil faoi dhó ar radharc 3D sa duga FileSystem nó trí radharc 3D a roghnú sa duga FileSystem, dul chuig an duga Iompórtála agus [b]Advanced[/b] a roghnú.
    [b]Nóta:[/b] [I]Ní úsáidtear [ResourceImporterScene] [i][/i] do [PackedScene]s, amhail [code].tscn[/code] agus [code].scn[/code] comhaid .

en: Contains properties for the scene's subresources. This is an internal option which is not visible in the Import dock.
ga: Tá airíonna d'fho-acmhainní an radhairc. Is rogha inmheánach é seo nach bhfuil le feiceáil sa duga Iompórtála.

en: The number of frames per second to use for baking animation curves to a series of points with linear interpolation. It's recommended to configure this value to match the value you're using as a baseline in your 3D modeling software. Higher values result in more precise animation with fast movement changes, at the cost of higher file sizes and memory usage. Thanks to interpolation, there is usually not much benefit in going above 30 FPS (as the animation will still appear smooth at higher rendering framerates).
ga: Líon na bhfrámaí in aghaidh an tsoicind atá le húsáid chun cuair bheochana a bhácáil go dtí sraith pointí le hidirshuíomh líneach. Moltar an luach seo a chumrú chun teacht leis an luach atá á úsáid agat mar bhunlíne i do bhogearraí samhaltaithe 3D. Bíonn beochan níos beaichte mar thoradh ar luachanna níos airde le hathruithe ar ghluaiseachtaí tapa, ag costas méideanna comhaid níos airde agus úsáid cuimhne. A bhuí le hidirshuíomh, de ghnáth ní bhíonn mórán tairbhe ag baint le dul os cionn 30 CCT (toisc go mbeidh an beochan fós le feiceáil go réidh ag frámaí rindreála níos airde).

en: If [code]true[/code], import animations from the 3D scene.
ga: Más [code]true[/code], iompórtáil beochan ón radharc 3D.

en: If [code]true[/code], adds an [Animation] named [code]RESET[/code], containing the [method Skeleton3D.get_bone_rest] from [Skeleton3D] nodes. This can be useful to extract an animation in the reference pose.
ga: Má tá [code]true[/code], cuireann [Beochan] darb ainm [code]RESET[/code] leis, ina bhfuil na nóid [method Skeleton3D.get_bone_rest] ó [Skeleton3D]. Is féidir é seo a bheith úsáideach chun beochan a bhaint as an staidiúir tagartha.

en: If [code]true[/code], remove animation tracks that only contain default values. This can reduce output file size and memory usage with certain 3D scenes, depending on the contents of their animation tracks.
ga: Más [code]true[/code], bain rianta beochana nach bhfuil iontu ach na luachanna réamhshocraithe. Féadfaidh sé seo méid comhaid aschuir agus úsáid cuimhne a laghdú le radhairc 3D áirithe, ag brath ar a bhfuil sna rianta beochana.

en: If [code]true[/code], trim the beginning and end of animations if there are no keyframe changes. This can reduce output file size and memory usage with certain 3D scenes, depending on the contents of their animation tracks.
ga: Más rud é [code]true[/code], Baile Átha Troim tús agus deireadh beochana mura bhfuil aon athruithe eochairfhráma. Féadfaidh sé seo méid comhaid aschuir agus úsáid cuimhne a laghdú le radhairc 3D áirithe, ag brath ar a bhfuil sna rianta beochana.

en: Path to an import script, which can run code after the import process has completed for custom processing. See [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html#using-import-scripts-for-automation]Using import scripts for automation[/url] for more information.
ga: Conair chuig script iompórtála, ar féidir leis an gcód a rith tar éis don phróiseas iompórtála a bheith críochnaithe le haghaidh próiseála saincheaptha. Féach [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html#using-import-scripts-for-uathoibriú]Ag úsáid scripteanna iompórtála le haghaidh uathoibriú[/url] le haghaidh tuilleadh eolais.

en: If [code]true[/code], generate vertex tangents using [url=http://www.mikktspace.com/]Mikktspace[/url] if the input meshes don't have tangent data. When possible, it's recommended to let the 3D modeling software generate tangents on export instead on relying on this option. Tangents are required for correct display of normal and height maps, along with any material/shader features that require tangents.
    If you don't need material features that require tangents, disabling this can reduce output file size and speed up importing if the source 3D file doesn't contain tangents.
ga: Más [code]true[/code], giniúint tadhlaí rinn ag úsáid [url=http://www.mikktspace.com/]Mikktspace[/url] mura bhfuil sonraí tadhlaí ag na mogaill ionchuir. Nuair is féidir, moltar ligean do na bogearraí samhaltaithe 3D tadhlaí a ghiniúint ar onnmhairiú seachas a bheith ag brath ar an rogha seo. Teastaíonn tadhlaithe chun gnáthléarscáileanna agus léarscáileanna airde a thaispeáint i gceart, mar aon le haon ghnéithe ábhair/scátháin a dteastaíonn tadhlaí uathu.
    Mura bhfuil gnéithe ábhartha ag teastáil uait a dteastaíonn tadhlaí uathu, má dhéantar é seo a dhíchumasú is féidir méid an aschuir a laghdú agus iompórtáil a bhrostú mura bhfuil tadhlaí sa bhunchomhad 3D.

en: Configures the meshes' [member GeometryInstance3D.gi_mode] in the 3D scene. If set to [b]Static Lightmaps[/b], sets the meshes' GI mode to Static and generates UV2 on import for [LightmapGI] baking.
ga: Cumraíonn sé na mogaill '[ball GeometryInstance3D.gi_mode] sa radharc 3D. Má tá sé socraithe go [b]Mapaí Solais Statach[/b], socraítear mód GI na mogaill go Statach agus gineann sé UV2 ar iompórtáil do bhácáil [LightmapGI].

en: Controls the size of each texel on the baked lightmap. A smaller value results in more precise lightmaps, at the cost of larger lightmap sizes and longer bake times.
    [b]Note:[/b] Only effective if [member meshes/light_baking] is set to [b]Static Lightmaps[/b].
ga: Rialaíonn sé méid gach texel ar an mapa solais bácáilte. Bíonn mapaí solais níos cruinne mar thoradh ar luach níos lú, ar chostas méideanna léarscáileanna solais níos mó agus amanna bácála níos faide.
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [ball meshes/light_baking] socraithe chuig [b]Léarscáileanna Statach[/b].

en: If [code]true[/code], [member nodes/root_scale] will be applied to the descendant nodes, meshes, animations, bones, etc. This means that if you add a child node later on within the imported scene, it won't be scaled. If [code]false[/code], [member nodes/root_scale] will multiply the scale of the root node instead.
ga: Má chuirtear [code]true[/code], [ball nóid/root_scale] i bhfeidhm ar na nóid shliochtacha, na mogaill, na beochana, na cnámha, etc. Ciallaíonn sé seo má chuireann tú nód linbh isteach sa radharc iompórtáilte níos déanaí 'ná scála. Más rud é go bhfuil [code]false[/code], déanfaidh [ball nóid/root_scale] scála an bhunnóid a iolrú ina ionad sin.

en: Treat all nodes in the imported scene as if they are bones within a single [Skeleton3D]. Can be used to guarantee that imported animations target skeleton bones rather than nodes. May also be used to assign the [code]"Root"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] for more information.
ga: Déan gach nóid sa radharc iompórtáilte a chóireáil amhail is gur cnámha iad laistigh d'aonair [Skeleton3D]. Is féidir é a úsáid chun a ráthú go ndíreoidh beochan iompórtáilte ar chnámha cnámharlaigh seachas ar nóid. Is féidir é a úsáid freisin chun cnámh [code]"Root"[/code] a shannadh i [BoneMap]. Féach ar [url=$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html]Cnámharlaigh 3D a athspriocdhíriú[/url] le haghaidh tuilleadh eolais.

en: Override for the root node name. If empty, the root node will use what the scene specifies, or the file name if the scene does not specify a root name.
ga: Sárú don bhunainm nód. Má tá sé folamh, úsáidfidh an nód fréimhe an rud a shonraíonn an radharc, nó ainm an chomhaid mura sonraíonn an radharc ainm fréimhe.

en: The uniform scale to use for the scene root. The default value of [code]1.0[/code] will not perform any rescaling. See [member nodes/apply_root_scale] for details of how this scale is applied.
ga: An scála aonfhoirmeach le húsáid don fhréamh radharc. Ní dhéanfar aon athscálú ar luach réamhshocraithe [code]1.0[/code]. Féach ar [ball nóid/apply_root_scale] le haghaidh sonraí faoin gcaoi a gcuirtear an scála seo i bhfeidhm.

en: Override for the root node type. If empty, the root node will use what the scene specifies, or [Node3D] if the scene does not specify a root type. Using a node type that inherits from [Node3D] is recommended. Otherwise, you'll lose the ability to position the node directly in the 3D editor.
ga: Sárú don chineál nód fréimhe. Má tá sé folamh, úsáidfidh an nód fréimhe an rud a shonraíonn an radharc, nó [Node3D] mura sonraíonn an radharc cineál fréimhe. Moltar úsáid a bhaint as cineál nóid a fhaigheann oidhreacht ó [Node3D]. Seachas sin, caillfidh tú an cumas an nód a shuíomh go díreach san eagarthóir 3D.

en: If checked, use named [Skin]s for animation. The [MeshInstance3D] node contains 3 properties of relevance here: a skeleton [NodePath] pointing to the [Skeleton3D] node (usually [code]..[/code]), a mesh, and a skin:
    - The [Skeleton3D] node contains a list of bones with names, their pose and rest, a name and a parent bone.
    - The mesh is all of the raw vertex data needed to display a mesh. In terms of the mesh, it knows how vertices are weight-painted and uses some internal numbering often imported from 3D modeling software.
    - The skin contains the information necessary to bind this mesh onto this Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling software, it contains two things. Firstly, a matrix known as the Bind Pose Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the [Skin] contains each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or the bone's index within the [Skeleton3D] list (if [member skins/use_named_skins] is [code]false[/code]).
    Together, this information is enough to tell Godot how to use the bone poses in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note that each [MeshInstance3D] may share binds, as is common in models exported from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as is common in models exported from other tools such as Maya.
ga: Má dhéantar é a sheiceáil, bain úsáid as [Craiceann]anna ainmnithe le haghaidh beochana. Tá 3 airí ábhartha sa nód [MeshInstance3D] anseo: cnámharlach [NodePath] a dhíríonn ar an nód [Skeleton3D] (go hiondúil [code]..[/code]), mogalra, agus craiceann:
    - Tá liosta cnámha sa nód [Skeleton3D] ar a bhfuil ainmneacha, a staidiúir agus scíthe, ainm agus máthair-chnámh.
    - Is é an mogalra na sonraí rinn go léir a theastaíonn chun mogalra a thaispeáint. Maidir leis an mogalra, tá a fhios aige conas a dhéantar reanna a phéinteáil le meáchan agus úsáideann sé roinnt uimhriú inmheánach a allmhairítear go minic ó bhogearraí samhaltaithe 3D.
    - Tá an fhaisnéis atá riachtanach sa chraiceann chun an mogalra seo a cheangal ar an gCnámharlach3D seo. I gcás gach ceann de na haitheantais cnámh inmheánacha a roghnaíonn na bogearraí samhaltaithe 3D, tá dhá rud ann. Ar an gcéad dul síos, maitrís ar a dtugtar Maitrís Bind Pose, Maitrís Inbhéarta Ceangail, nó IBM go gearr. Ar an dara dul síos, tá ainm gach cnámh sa [Craiceann] (má tá [craiceann ball/use_named_skins] [code]true[/code]), nó innéacs na gcnámh laistigh den liosta [Skeleton3D] (más é [craiceann ball/use_named_skins] [code] ]bréagach[/code]).
    Le chéile, is leor an fhaisnéis seo chun a insint do Godot conas na cnámha a úsáid sa nód [Skeleton3D] chun an mogalra ó gach [MeshInstance3D] a sholáthar. Tabhair faoi deara go bhféadfaidh gach [MeshInstance3D] ceangail a roinnt, mar atá coitianta i múnlaí a onnmhairítear ó Chumascóir, nó féadfaidh gach [MeshInstance3D] réad [Skin] ar leith a úsáid, mar atá coitianta i múnlaí a onnmhairítear ó uirlisí eile ar nós Maya.

en: Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile].
ga: Allmhairíonn sé scáthaitheoirí GLSL dúchasacha (ní scáthaitheoirí Godot) mar [RDShaderFile].

en: This imports native GLSL shaders as [RDShaderFile] resources, for use with low-level [RenderingDevice] operations. This importer does [i]not[/i] handle [code].gdshader[/code] files.
ga: Iompórtálann sé seo scáthaitheoirí GLSL dúchasacha mar acmhainní [RDShaderFile], le húsáid le hoibríochtaí ísealleibhéil [RenderingDevice]. [i]Ní [/i] láimhseálann an t-allmhaireoir seo comhaid [code].gdshader[/code].

en: Imports an image for use in 2D or 3D rendering.
ga: Allmhairítear íomhá le húsáid i rindreáil 2T nó 3D.

en: This importer imports [CompressedTexture2D] resources. If you need to process the image in scripts in a more convenient way, use [ResourceImporterImage] instead. See also [ResourceImporterLayeredTexture].
ga: Iompórtálann an t-allmhaireoir seo acmhainní [CompressedTexture2D]. Más gá duit an íomhá a phróiseáil i scripteanna ar bhealach níos áisiúla, úsáid [ResourceImporterImage] ina ionad sin. Féach freisin [ResourceImporterLayeredTexture].

en: Controls how color channels should be used in the imported texture.
    [b]sRGB Friendly:[/b] Prevents the RG color format from being used, as it does not support sRGB color.
    [b]Optimized:[/b] Allows the RG color format to be used if the texture does not use the blue channel. This reduces memory usage if the texture's blue channel can be discarded (all pixels must have a blue value of [code]0[/code]).
ga: Rialaíonn sé an chaoi ar cheart cainéil datha a úsáid san uigeacht iompórtáilte.
    [b] sRGB Friendly:[/b] Cosc ar úsáid an fhormáid datha RG, mar ní thacaíonn sé le dath sRGB.
    [b]Ollmhéadaithe:[/b] Ligeann sé seo an fhormáid datha RG a úsáid mura n-úsáideann an uigeacht an cainéal gorm. Laghdaíonn sé seo úsáid chuimhne más féidir cainéal gorm na huigeachta a chaitheamh i leataobh (ní mór luach gorm [code]0[/code] a bheith ag gach picteilín).

en: When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to Enable will make Godot import the image as RGTC compressed. By default, it's set to Detect. This means that if the texture is ever detected to be used as a normal map, it will be changed to Enable and reimported automatically.
    Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map's blue channel to take this into account. Built-in material shaders already ignore the blue channel in a normal map (regardless of the actual normal map's contents).
ga: Nuair a bhíonn uigeacht á úsáid mar ghnáthléarscáil, ní gá ach na bealaí dearga agus glasa. Ós rud é go dtáirgeann halgartaim chomhbhrúite uigeachta rialta déantáin nach bhfuil cuma chomh deas sin orthu i ngnáthléarscáileanna, is í an fhormáid chomhbhrú RGTC an ceann is fearr a oireann do na sonraí seo. Má chuirtear brú ar an rogha seo Cumasaigh, iompórtálfar Godot an íomhá mar chomhbhrúite RGTC. De réir réamhshocraithe, tá sé socraithe chun Braith. Ciallaíonn sé seo má aimsítear an uigeacht riamh le húsáid mar ghnáthléarscáil, déanfar é a athrú go Cumasaigh agus a ath-allmhairiú go huathoibríoch.
    Tabhair faoi deara go mbíonn tionchar ag comhbhrú RGTC ar an ngnáthíomhá léarscáile mar thoradh air. Beidh ort scáthaitheoirí saincheaptha a úsáideann gnáthchainéal gorm na léarscáile a choigeartú chun é seo a chur san áireamh. Déanann scáthaitheoirí ábhair ionsuite neamhaird cheana féin ar an gcainéal gorm i ngnáthléarscáil (beag beann ar a bhfuil sa ghnáthléarscáil).

en: This changes the [member compress/mode] option that is used when a texture is detected as being used in 3D.
    Changing this import option only has an effect if a texture is detected as being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not change the existing compress mode on a texture (if it's detected to be used in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will.
ga: Athraíonn sé seo an rogha [comhbhrú ball/mód] a úsáidtear nuair a bhraitear uigeacht a bheith in úsáid i 3D.
    Ní bhíonn éifeacht ag athrú an rogha iompórtála seo ach amháin má aimsítear uigeacht a bheith in úsáid i 3D. Má athraítear é seo go [b]Díchumasaithe[/b] ansin ní athróidh athiompórtáil an modh comhbhrúite reatha ar uigeacht (má bhraithtear go bhfuil sé in úsáid i 3D), ach roghnóidh [b]VRAM Comhbhrúite[/b] nó [b]Basis Uacht uilíoch[/b].

en: If [code]true[/code], converts the imported image's colors to match [member EditorSettings.interface/theme/icon_and_font_color]. This assumes the image uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/creating_icons.html]Godot's own color palette for editor icons[/url], with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise.
    [b]Note:[/b] Only available for SVG images.
ga: Más rud é [code]true[/code], athraíonn dathanna na híomhá allmhairithe a mheaitseáil [member EditorSettings.interface/theme/icon_and_font_color]. Glacann sé seo leis go n-úsáideann an íomhá na dathanna ceannann céanna le [url=$DOCS_URL/contributing/development/editor/creating_icons.html]pailéad dathanna Godot féin le haghaidh deilbhíní an eagarthóra[/url], agus an bunchomhad deartha do théama dorcha eagarthóra. Ba cheart é seo a chumasú le haghaidh deilbhíní breiseán eagarthóireachta agus deilbhíní ranga saincheaptha, ach ba cheart é a fhágáil díchumasaithe ar shlí eile.
    [b]Nóta:[/b] Ar fáil d’íomhánna SVG amháin.

en: If [code]true[/code], scales the imported image to match [member EditorSettings.interface/editor/custom_display_scale]. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise.
    [b]Note:[/b] Only available for SVG images.
ga: Más [code]true[/code], scálaigh an íomhá iompórtáilte chun teacht le [member EditorSettings.interface/editor/custom_display_scale]. Ba cheart é seo a chumasú le haghaidh deilbhíní breiseán eagarthóireachta agus deilbhíní ranga saincheaptha, ach ba cheart é a fhágáil díchumasaithe ar shlí eile.
    [b]Nóta:[/b] Ar fáil d’íomhánna SVG amháin.

en: If [code]true[/code], smaller versions of the texture are generated on import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2, 1×1). This has several benefits:
    - Textures will not become grainy in the distance (in 3D), or if scaled down due to [Camera2D] zoom or [CanvasItem] scale (in 2D).
    - Performance will improve if the texture is displayed in the distance, since sampling smaller versions of the original texture is faster and requires less memory bandwidth.
    The downside of mipmaps is that they increase memory usage by roughly 33%.
    It's recommended to enable mipmaps in 3D. However, in 2D, this should only be enabled if your project visibly benefits from having mipmaps enabled. If the camera never zooms out significantly, there won't be a benefit to enabling mipmaps but memory usage will increase.
ga: Más [code]true[/code], gintear leaganacha níos lú den uigeacht ar iompórtáil. Mar shampla, ginfidh uigeacht 64×64 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2, 1×1). Tá roinnt buntáistí ag baint leis seo:
    - Ní éireoidh uigeachtaí gráinín i gcéin (i 3D), nó má dhéantar scála orthu de bharr súmáil [Camera2D] nó scála [CanvasItem] (i 2D).
    - Feabhsófar an fheidhmíocht má thaispeánfar an uigeacht i gcéin, toisc go bhfuil sampláil leaganacha níos lú den uigeacht bhunaidh níos tapúla agus go dteastaíonn níos lú bandaleithead cuimhne.
    Is é an míbhuntáiste a bhaineann le mipmaps ná go méadaíonn siad úsáid cuimhne thart ar 33%.
    Moltar mipmaps a chumasú i 3D. Mar sin féin, i 2T, níor cheart é seo a chumasú ach amháin má tá buntáiste le feiceáil ag do thionscadal as mipmaps a chumasú. Mura n-imíonn an ceamara amach go suntasach riamh, ní bhainfidh tairbhe as mipmaps a chumasú ach méadóidh úsáid cuimhne.

en: If [code]true[/code], puts pixels of the same surrounding color in transition from transparent to opaque areas. For textures displayed with bilinear filtering, this helps to reduce the outline effect when exporting images from an image editor.
    It's recommended to leave this enabled (as it is by default), unless this causes issues for a particular image.
ga: Má tá [code]true[/code], cuireann sé picteilíní den dath céanna timpeall orthu san aistriú ó limistéir thrédhearcacha go dtí limistéir teimhneacha. Maidir le huigeachtaí a léirítear le scagadh délíneach, cabhraíonn sé seo leis an éifeacht imlíne a laghdú agus íomhánna á n-onnmhairiú ó eagarthóir íomhá.
    Moltar é seo a fhágáil cumasaithe (mar atá sé de réir réamhshocraithe), mura rud é go n-eascraíonn sé seo fadhbanna le haghaidh íomhá ar leith.

en: Some HDR images you can find online may be broken and contain sRGB color data (instead of linear color data). It is advised not to use those files. If you absolutely have to, enabling [member process/hdr_as_srgb] will make them look correct.
    [b]Warning:[/b] Enabling [member process/hdr_as_srgb] on well-formatted HDR images will cause the resulting image to look too dark, so leave this on [code]false[/code] if unsure.
ga: D’fhéadfadh go mbeadh roinnt íomhánna HDR is féidir leat a aimsiú ar líne briste agus go bhfuil sonraí datha sRGB iontu (in ionad sonraí datha líneacha). Moltar gan na comhaid sin a úsáid. Más gá duit, má chumasaítear [member process/hdr_as_srgb] beidh cuma cheart orthu.
    [b] Rabhadh:[/b] Má chuirtear ar chumas [member process/hdr_as_srgb] ar íomhánna HDR dea-fhormáidithe beidh cuma ró-dhorcha ar an íomhá dá bharr, mar sin fág é seo ar [code]bréagach[/code] mura bhfuil tú cinnte.

en: If [code]true[/code], clamps exposure in the imported high dynamic range images using a smart clamping formula (without introducing [i]visible[/i] clipping).
    Some HDR panorama images you can find online may contain extremely bright pixels, due to being taken from real life sources without any clipping.
    While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Godot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this.
ga: Más rud é [code]true[/code], teanntáin nochtadh sna híomhánna raon ard dinimiciúil allmhairithe ag baint úsáide as foirmle clampála cliste (gan [i] infheicthe[/i] clipping a thabhairt isteach).
    D’fhéadfadh go mbeadh picteilíní thar a bheith geal i gcuid de na híomhánna lánléargais HDR is féidir leat a fháil ar líne, toisc iad a bheith tógtha ó fhoinsí fíorshaoil gan aon ghearrthóg.
    Cé go bhfuil na híomhánna lánléargais HDR seo cruinn don fhíorshaol, is féidir leis seo a chur faoi deara go mbeidh spléachaí sa léarscáil radiance a ghineann Godot nuair a úsáidtear é mar spéir chúlra. Is féidir é seo a fheiceáil i machnaimh ábhartha (fiú ar ábhair garbh i gcásanna tromchúiseacha). Má chuirtear ar chumas [member process/hdr_clamp_exposure] is féidir é seo a réiteach.

en: If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ (OpenGL-style) by inverting its green color channel. This is the normal map convention expected by Godot.
    More information about normal maps (including a coordinate order table for popular engines) can be found [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]here[/url].
ga: Más [code]true[/code], tiontaigh an gnáthléarscáil ó Y- (stíl DirectX) go Y+ (stíl OpenGL) tríd an gcainéal dath glas a aisiompú. Is é seo an gnáthghnáthamh léarscáile a mbíonn Godot ag súil leis.
    Is féidir tuilleadh faisnéise a fháil faoi ghnáthléarscáileanna (lena n-áirítear tábla ordaithe comhordanáidí d’innill mhóréilimh) [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]anseo[/url].

en: An alternative to fixing darkened borders with [member process/fix_alpha_border] is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. A premultiplied alpha texture requires specific materials to be displayed correctly:
    - In 2D, a [CanvasItemMaterial] will need to be created and configured to use the [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] blend mode on [CanvasItem]s that use this texture. In custom [code]@canvas_item[/code] shaders, [code]render_mode blend_premul_alpha;[/code] should be used.
    - In 3D, a [BaseMaterial3D] will need to be created and configured to use the [constant BaseMaterial3D.BLEND_MODE_PREMULT_ALPHA] blend mode on materials that use this texture. In custom [code]spatial[/code] shaders, [code]render_mode blend_premul_alpha;[/code] should be used.
ga: Rogha eile seachas teorainneacha dorcha a shocrú le [member process/fix_alpha_border] is ea alfa réamhiolraithe a úsáid. Tríd an rogha seo a chumasú, déanfar an uigeacht a thiontú go dtí an fhormáid seo. Ní mór ábhair shonracha a thaispeáint i gceart d’uigeacht alfa réamh-iolraithe:
    - In 2D, beidh gá le [CanvasItemMaterial] a chruthú agus a chumrú chun an modh cumasc [CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] a úsáid ar [CanvasItem]anna a úsáideann an uigeacht seo. I scáthaitheoirí saincheaptha [code]@canvas_item[/code], ba cheart [code]render_mode blend_premul_alpha;[/code] a úsáid.
    - I 3D, beidh gá [BaseMaterial3D] a chruthú agus a chumrú chun an modh cumasc [BaseMaterial3D.BLEND_MODE_PREMULT_ALPHA] a úsáid ar ábhair a úsáideann an uigeacht seo. I scáthaitheoirí [code]spásúla[/code] saincheaptha, ba cheart [code]render_mode blend_premul_alpha;[/code] a úsáid.

en: The path to the texture to consider as a normal map for roughness filtering on import. Specifying this can help decrease specular aliasing slightly in 3D.
    Roughness filtering on import is only used in 3D rendering, not 2D.
ga: An cosán go dtí an uigeacht a mheas mar ghnáthléarscáil le haghaidh scagadh roughness ar allmhairiú. Is féidir leis seo a shonrú cabhrú le hailiasú amhantrach a laghdú beagán i 3D.
    Ní úsáidtear scagadh garbhachta ar allmhairiú ach amháin i rindreáil 3D, ní i 2T.

en: The scale the SVG should be rendered at, with [code]1.0[/code] being the original design size. Higher values result in a larger image. Note that unlike font oversampling, this affects the size the SVG is rendered at in 2D. See also [member editor/scale_with_editor_scale].
    [b]Note:[/b] Only available for SVG images.
ga: An scála ar cheart an SVG a rindreáil ag, agus is é [code]1.0[/code] an bhunmhéid dearaidh. Bíonn íomhá níos mó mar thoradh ar luachanna níos airde. Tabhair faoi deara, murab ionann agus róshampláil cló, go mbíonn tionchar aige seo ar an méid a rindreáiltear an SVG i 2T. Féach freisin [member editor/scale_with_editor_scale].
    [b]Nóta:[/b] Ar fáil d’íomhánna SVG amháin.

en: Imports a collection of textures from a PNG image into an optimized [AtlasTexture] for 2D rendering.
ga: Allmhairítear bailiúchán uigeachtaí ó íomhá PNG go [AtlasTexture] optamaithe le haghaidh rindreála 2T.

en: This imports a collection of textures from a PNG image into an [AtlasTexture] or 2D [ArrayMesh]. This can be used to save memory when importing 2D animations from spritesheets. Texture atlases are only supported in 2D rendering, not 3D. See also [ResourceImporterTexture] and [ResourceImporterLayeredTexture].
    [b]Note:[/b] [ResourceImporterTextureAtlas] does not handle importing [TileSetAtlasSource], which is created using the [TileSet] editor instead.
ga: Iompórtálann sé seo bailiúchán uigeachtaí ó íomhá PNG isteach in [AtlasTexture] nó 2D [ArrayMesh]. Is féidir é seo a úsáid chun cuimhne a shábháil agus beochan 2T á n-iompórtáil ó spritesheets. Ní thacaítear le atlais uigeachta ach amháin i rindreáil 2T, ní i 3D. Féach freisin [ResourceImporterTexture] agus [ResourceImporterLayeredTexture].
    [b]Nóta:[/b] Ní láimhseálann [ResourceImporterTextureAtlas] iompórtáil [TileSetAtlasSource], rud a chruthaítear leis an eagarthóir [TileSet] ina ionad sin.

en: Path to the atlas spritesheet. This [i]must[/i] be set to valid path to a PNG image. Otherwise, the atlas will fail to import.
ga: An cosán go dtí an spritesheet atlas. [i]Ní mór[/i] é seo a shocrú mar chonair bhailí chuig íomhá PNG. Seachas sin, ní theipfidh ar an atlas a allmhairiú.

en: If [code]true[/code], discards empty areas from the atlas. This only affects final sprite positioning, not storage. See also [member trim_alpha_border_from_region].
    [b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b].
ga: Má tá [code]true[/code], caitheann sé achair fholmha ón atlas. Ní chuireann sé seo isteach ach ar shuíomh sprite deiridh, ní ar stóráil. Féach freisin [member trim_alpha_border_from_region].
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin más é [b]mód iompórtála ball] [b]Réigiún[/b].

en: [b]Region:[/b] Imports the atlas in an [AtlasTexture] resource, which is rendered as a rectangle. This is fast to render, but transparent areas still have to be rendered if they can't be trimmed effectively by [member trim_alpha_border_from_region]. This can reduce performance when rendering large sprites on screen.
    [b]Mesh:[/b] Imports the atlas as an [ArrayMesh] resource, keeping the original bitmap visible (but rendered as a polygon). This can be used to reduce fill rate when rendering large transparent sprites, at the cost of slower rendering if there are little to no transparent areas in the sprite.
ga: [b]Réigiún:[/b] Allmhairítear an atlas in acmhainn [AtlasTexture], atá rindreáilte mar dhronuilleog. Tá sé seo le déanamh go tapa, ach ní mór limistéir thrédhearcacha a sholáthar fós mura féidir iad a bhearradh go héifeachtach ag [member trim_alpha_border_from_region]. Is féidir leis seo feidhmíocht a laghdú nuair a bhíonn sprites móra á rindreáil ar an scáileán.
    [b] Mogall:[/b] Allmhairítear an t-atlas mar acmhainn [ArrayMesh], ag coinneáil an léarscáil ghiotán bunaidh infheicthe (ach rindreáilte mar pholagán). Is féidir é seo a úsáid chun an ráta líonta a laghdú agus sprites móra trédhearcacha á rindreáil, ar chostas rindreála níos moille mura bhfuil mórán áiteanna trédhearcacha sa sprite ann.

en: If [code]true[/code], trims the region to exclude fully transparent pixels using a clipping rectangle (which is never rotated). This can be used to save memory. See also [member crop_to_region].
    [b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b].
ga: Más rud é [code]true[/code], trims an réigiún chun picteilíní atá go hiomlán trédhearcach a eisiamh ag baint úsáide as dronuilleog clipping (nach rothlú riamh). Is féidir é seo a úsáid chun cuimhne a shábháil. Féach freisin [ball crop_to_region].
    [b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin más é [b]mód iompórtála ball] [b]Réigiún[/b].

en: Imports a WAV audio file for playback.
ga: Allmhairítear comhad fuaime WAV le haghaidh athsheinm.

en: The begin loop point to use when [member edit/loop_mode] is [b]Forward[/b], [b]Ping-Pong[/b], or [b]Backward[/b]. This is set in samples after the beginning of the audio file.
ga: An pointe tosaithe lúibe le húsáid nuair atá [member edit/loop_mode] [b]Ar Aghaidh[/b], [b]Ping-Pong[/b], nó [b]Ar Chúl[/b]. Socraítear é seo i samplaí tar éis thús an chomhaid fuaime.

en: The end loop point to use when [member edit/loop_mode] is [b]Forward[/b], [b]Ping-Pong[/b], or [b]Backward[/b]. This is set in samples after the beginning of the audio file. A value of [code]-1[/code] uses the end of the audio file as the end loop point.
ga: Is é an pointe lúb deiridh le húsáid nuair a bhíonn [ball edit/loop_mode] [b]Ar aghaidh[/b], [b]Ping-Pong[/b], nó [b] Siar[/b]. Socraítear é seo i samplaí tar éis thús an chomhaid fuaime. Úsáideann luach [code]-1[/code] deireadh an chomhaid fuaime mar phointe deiridh na lúb.

en: If [code]true[/code], normalize the audio volume so that its peak volume is equal to 0 dB. When enabled, normalization will make audio sound louder depending on its original peak volume.
ga: Más [code]true[/code], normalaigh an toirt fuaime ionas go mbeidh a bhuaictoirt cothrom le 0 dB. Nuair a bheidh sé cumasaithe, déanfaidh normalú an fhuaim fuaime níos airde ag brath ar a bhuaic-toirte bunaidh.

en: If [code]true[/code], automatically trim the beginning and end of the audio if it's lower than -50 dB after normalization (see [member edit/normalize]). This prevents having files with silence at the beginning or end, which increases their size unnecessarily and adds latency to the moment they are played back. A fade-in/fade-out period of 500 samples is also used during trimming to avoid audible pops.
ga: Más [code]true[/code], déan tús agus deireadh na fuaime a bhearradh go huathoibríoch má tá sé níos ísle ná -50 dB tar éis an normalaithe (féach [athraigh ball in eagar / normalú]). Cuireann sé seo cosc ar chomhaid a bheith ina dtost ag an tús nó ag an deireadh, rud a mhéadaíonn a méid gan ghá agus a chuireann bac leis an nóiméad a imrítear ar ais iad. Baintear úsáid freisin as tréimhse céimnithe isteach / céimnithe amach de 500 sampla le linn bearradh chun popanna inchloiste a sheachaint.

en: If [code]true[/code], forces the imported audio to use 8-bit quantization if the source file is 16-bit or higher.
    Enabling this is generally not recommended, as 8-bit quantization decreases audio quality significantly. If you need smaller file sizes, consider using Ogg Vorbis or MP3 audio instead.
ga: Más rud é go bhfuil [code]true[/code], cuireann sé iallach ar an bhfuaim iompórtáilte cainníochtú 8-giotán a úsáid má tá an comhad foinse 16-giotán nó níos airde.
    Go ginearálta ní mholtar é seo a chumasú, toisc go laghdaíonn cainníochtú 8-giotán cáilíocht fuaime go suntasach. Má theastaíonn méideanna comhaid níos lú uait, smaoinigh ar Ogg Vorbis nó fuaime MP3 a úsáid ina ionad sin.

en: If set to a value greater than [code]0[/code], forces the audio's sample rate to be reduced to a value lower than or equal to the value specified in [member force/max_rate_hz].
    This can decrease file size noticeably on certain sounds, without impacting quality depending on the actual sound's contents. See [url=$DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html#doc-importing-audio-samples-best-practices]Best practices[/url] for more information.
ga: Má shocraítear é ar luach níos mó ná [code]0[/code], laghdófar ráta sampla na fuaime go luach atá níos ísle ná nó cothrom leis an luach atá sonraithe i [member force/max_rate_hz].
    Is féidir leis seo méid comhaid a laghdú go suntasach ar fhuaimeanna áirithe, gan tionchar a imirt ar cháilíocht ag brath ar a bhfuil san fhuaim iarbhír. Féach [url=$DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html#doc-importing-audio-samples-best-practices]Dea-chleachtais[/url] le haghaidh tuilleadh faisnéise.

en: The frequency to limit the imported audio sample to (in Hz). Only effective if [member force/max_rate] is [code]true[/code].
ga: An mhinicíocht chun an sampla fuaime allmhairithe a theorannú go (i Hz). Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar an [ballfhórsa/uasráta].

en: If [code]true[/code], forces the imported audio to be mono if the source file is stereo. This decreases the file size by 50% by merging the two channels into one.
ga: Más rud é go bhfuil [code]true[/code], cuireann sé iallach ar an bhfuaim iompórtáilte a bheith ina mona má tá an comhad foinse steirió. Laghdaíonn sé seo méid an chomhaid 50% tríd an dá chainéal a chumasc i gceann amháin.

en: A singleton for loading resource files.
ga: A singleton chun comhaid acmhainne a luchtú.

en: Registers a new [ResourceFormatLoader]. The ResourceLoader will use the ResourceFormatLoader as described in [method load].
    This method is performed implicitly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information).
ga: Cláraítear [ResourceFormatLoader] nua. Úsáidfidh an ResourceLoader an ResourceFormatLoader mar a thuairiscítear in [ualach modh].
    Déantar an modh seo go hintuigthe le haghaidh ResourceFormatLoaders atá scríofa i GDScript (féach [ResourceFormatLoader] le haghaidh tuilleadh eolais).

en: Returns whether a recognized resource exists for the given [param path].
    An optional [param type_hint] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
    [b]Note:[/b] If you use [method Resource.take_over_path], this method will return [code]true[/code] for the taken path even if the resource wasn't saved (i.e. exists only in resource cache).
ga: Filleann sé cibé an bhfuil acmhainn aitheanta ann don [chosán param] tugtha.
    Is féidir [param type_hint] roghnach a úsáid chun an cineál [Acmhainn] ar cheart don [ResourceFormatLoader] a láimhseáil a shonrú tuilleadh. Is féidir aon rud a fhaigheann oidhreacht ó [Acmhainn] a úsáid mar leid cineáil, mar shampla [Íomhá].
    [b]Nóta:[/b] Má úsáideann tú [method Resource.take_over_path], seolfaidh an modh seo [code]true[/code] ar ais don chonair a tógadh fiú murar sábháladh an acmhainn (i.e. níl ann ach i dtaisce acmhainne). ).

en: Returns the list of recognized extensions for a resource type.
ga: Seoltar ar ais liosta na síntí aitheanta do chineál acmhainne.

en: Returns the ID associated with a given resource path, or [code]-1[/code] when no such ID exists.
ga: Filleann sé an t-aitheantas a bhaineann le conair acmhainne ar leith, nó [code]-1[/code] nuair nach bhfuil a leithéid d'aitheantas ann.

en: Returns whether a cached resource is available for the given [param path].
    Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the [method load] method will use the cached version. The cached resource can be overridden by using [method Resource.take_over_path] on a new resource for that same path.
ga: Filleann sé cibé an bhfuil acmhainn i dtaisce ar fáil don [param path] tugtha.
    Nuair a bheidh acmhainn luchtaithe ag an inneall, cuirtear i dtaisce sa chuimhne í le haghaidh rochtain níos tapúla, agus bainfidh glaonna amach anseo chuig an modh [ualach modh] úsáid as an leagan i dtaisce. Is féidir an acmhainn i dtaisce a shárú trí úsáid a bhaint as [method Resource.take_over_path] ar acmhainn nua don chonair chéanna sin.

en: Loads a resource at the given [param path], caching the result for further access.
    The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
    An optional [param type_hint] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
    The [param cache_mode] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
    Returns an empty resource if no [ResourceFormatLoader] could handle the file, and prints an error if no file is found at the specified path.
    GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
    [b]Note:[/b] If [member ProjectSettings.editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to read converted files in an exported project. If you rely on run-time loading of files present within the PCK, set [member ProjectSettings.editor/export/convert_text_resources_to_binary] to [code]false[/code].
    [b]Note:[/b] Relative paths will be prefixed with [code]"res://"[/code] before loading, to avoid unexpected results make sure your paths are absolute.
ga: Lódálann sé acmhainn ag an [cosán param] tugtha, ag taisceadh an toraidh le haghaidh tuilleadh rochtana.
    Ceistítear na [ResourceFormatLoader]s cláraithe go seicheamhach chun teacht ar an gcéad cheann atá in ann síneadh an chomhaid a láimhseáil, agus ansin déan iarracht luchtú. Má theipeann ar an luchtú, déantar iarracht na ResourceFormatLoaders atá fágtha a dhéanamh freisin.
    Is féidir [param type_hint] roghnach a úsáid chun an cineál [Acmhainn] ar cheart don [ResourceFormatLoader] a láimhseáil a shonrú tuilleadh. Is féidir aon rud a fhaigheann oidhreacht ó [Acmhainn] a úsáid mar leid cineáil, mar shampla [Íomhá].
    Sainmhíníonn an airí [param cache_mode] cé acu agus conas ba cheart an taisce a úsáid nó a nuashonrú agus an acmhainn á luchtú. Féach [enum CacheMode] le haghaidh sonraí.
    Filleann sé acmhainn fholamh mura mbeadh [ResourceFormatLoader] in ann an comhad a láimhseáil, agus priontaí sé earráid mura bhfaightear aon chomhad ag an gcosán sonraithe.
    Tá modh simplithe [method @GDScript.load] simplithe ag GDScript is féidir a úsáid i bhformhór na gcásanna, rud a fhágann úsáid [ResourceLoader] le haghaidh cásanna níos forbartha.
    [b]Nóta:[/b] Má tá [member ProjectSettings.editor/export/convert_text_resources_to_binary] [code]true[/code], [method @GDScript.load] ní bheidh sé in ann comhaid chomhshó a léamh i dtionscadal easpórtáilte. Má tá tú ag brath ar luchtú ama rite na gcomhad atá laistigh den PCK, socraigh [member ProjectSettings.editor/export/convert_text_resources_to_binary] go [code]bréagach[/code].
    [b]Nóta:[/b] Déanfar [code]"res: //"[/code] do chonairí coibhneasta sula luchtú, chun torthaí gan choinne a sheachaint déan cinnte go bhfuil do chosáin absalóideach.

en: Returns the resource loaded by [method load_threaded_request].
    If this is called before the loading thread is done (i.e. [method load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling thread will be blocked until the resource has finished loading. However, it's recommended to use [method load_threaded_get_status] to known when the load has actually completed.
ga: Seoltar ar ais an acmhainn arna luchtú ag [method load_threaded_request].
    Má ghlaoitear air seo sula ndéantar an snáithe luchtaithe (i.e. níl [method load_threaded_get_status] [method THREAD_LOAD_LOADED]) ann, cuirfear bac ar an snáithe glaonna go dtí go mbeidh luchtú na hacmhainne críochnaithe. Mar sin féin, moltar [method load_threaded_get_status] a úsáid le fios nuair a bheidh an t-ualach críochnaithe.

en: Loads the resource using threads. If [param use_sub_threads] is [code]true[/code], multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns).
    The [param cache_mode] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
ga: Íoslódáil an acmhainn ag baint úsáide as snáitheanna. Má tá [param use_sub_threads] [code]true[/code], úsáidfear snáitheanna iolracha chun an acmhainn a luchtú, rud a fhágann go mbeidh an luchtú níos tapúla, ach d’fhéadfadh tionchar a bheith aige ar an bpríomhshnáithe (agus mar sin a bheith ina chúis le moilliú sa chluiche).
    Sainmhíníonn an airí [param cache_mode] cé acu agus conas ba cheart an taisce a úsáid nó a nuashonrú agus an acmhainn á luchtú. Féach [enum CacheMode] le haghaidh sonraí.

en: Unregisters the given [ResourceFormatLoader].
ga: Díchláraítear an [ResourceFormatLoader] tugtha.

en: Changes the behavior on missing sub-resources. The default behavior is to abort loading.
ga: Athraíonn sé an t-iompar maidir le fo-acmhainní atá ar iarraidh. Is é an t-iompar réamhshocraithe ná deireadh a chur leis an luchtú.

en: The resource is invalid, or has not been loaded with [method load_threaded_request].
ga: Tá an acmhainn neamhbhailí, nó níl sí luchtaithe le [method load_threaded_request].

en: The resource is still being loaded.
ga: Tá an acmhainn á luchtú fós.

en: Some error occurred during loading and it failed.
ga: Tharla earráid le linn an luchtú agus theip air.

en: The resource was loaded successfully and can be accessed via [method load_threaded_get].
ga: D’éirigh le luchtú an acmhainn agus is féidir í a rochtain trí [method load_threaded_get].

en: A node used to preload sub-resources inside a scene.
ga: Nód a úsáidtear chun fo-acmhainní a réamhlódáil laistigh de radharc.

en: This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader. You can add the resources using the ResourcePreloader tab when the node is selected.
    GDScript has a simplified [method @GDScript.preload] built-in method which can be used in most situations, leaving the use of [ResourcePreloader] for more advanced scenarios.
ga: Úsáidtear an nód seo chun fo-acmhainní a réamhluchtú taobh istigh de radharc, agus mar sin nuair a bhíonn an radharc luchtaithe, tá na hacmhainní go léir réidh le húsáid agus is féidir iad a aisghabháil ón réamhlódóir. Is féidir leat na hacmhainní a chur leis ag baint úsáide as an táb ResourcePreloader nuair a roghnaítear an nód.
    Tá modh simplithe [method @GDScript.preload] simplithe ag GDScript is féidir a úsáid i bhformhór na gcásanna, rud a fhágann úsáid [ResourcePreloader] le haghaidh cásanna níos forbartha.

en: Adds a resource to the preloader with the given [param name]. If a resource with the given [param name] already exists, the new resource will be renamed to "[param name] N" where N is an incrementing number starting from 2.
ga: Cuireann sé acmhainn leis an réamhlódóir leis an [ainm param] tugtha. Má tá acmhainn leis an [ainm param] tugtha cheana féin, déanfar an acmhainn nua a athainmniú go "[paramname] N" nuair is uimhir incriminteach é N a thosaíonn ó 2.

en: Returns the resource associated to [param name].
ga: Filleann sé an acmhainn a bhaineann le [ainm param].

en: Returns the list of resources inside the preloader.
ga: Seoltar ar ais liosta na n-acmhainní taobh istigh den réamhlódóir.

en: Returns [code]true[/code] if the preloader contains a resource associated to [param name].
ga: Filleann sé [code]true[/code] má tá acmhainn sa réamhlódóir a bhaineann le [ainm param].

en: Removes the resource associated to [param name] from the preloader.
ga: Baintear an acmhainn a bhaineann le [ainm param] den réamhlódóir.

en: Renames a resource inside the preloader from [param name] to [param newname].
ga: Athainmnítear acmhainn taobh istigh den réamhlódóir ó [param name] go [param newname].

en: A singleton for saving [Resource]s to the filesystem.
ga: Singleton chun [Acmhainn]s a shábháil ar an gcóras comhad.

en: A singleton for saving resource types to the filesystem.
    It uses the many [ResourceFormatSaver] classes registered in the engine (either built-in or from a plugin) to save resource data to text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/code] or [code].scn[/code]).
ga: A singleton chun cineálacha acmhainní a shábháil ar an gcóras comhad.
    Úsáideann sé an iliomad ranganna [ResourceFormatSaver] atá cláraithe san inneall (ionsuite nó ó bhreiseán) chun sonraí acmhainne a shábháil go téacsbhunaithe (m.sh. [code].tres[/code] nó [code].tscn[/code]) nó comhaid dhénártha (m.sh. [code].res[/code] nó [code].scn[/code]).

en: Registers a new [ResourceFormatSaver]. The ResourceSaver will use the ResourceFormatSaver as described in [method save].
    This method is performed implicitly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
ga: Cláraítear [ResourceFormatSaver] nua. Úsáidfidh an ResourceSaver an ResourceFormatSaver mar a mhínítear sa [method sábháil].
    Déantar an modh seo go hintuigthe le haghaidh ResourceFormatSavers atá scríofa i GDScript (féach [ResourceFormatSaver] le haghaidh tuilleadh eolais).

en: Returns the list of extensions available for saving a resource of a given type.
ga: Seoltar ar ais liosta na síntí atá ar fáil chun acmhainn de chineál ar leith a shábháil.

en: Unregisters the given [ResourceFormatSaver].
ga: Díchláraítear an [ResourceFormatSaver] tugtha.

en: Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. If [param path] is empty, [ResourceSaver] will try to use [member Resource.resource_path].
    The [param flags] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags.
    Returns [constant OK] on success.
    [b]Note:[/b] When the project is running, any generated UID associated with the resource will not be saved as the required code is only executed in editor mode.
ga: Sábháiltear acmhainn ar diosca go dtí an cosán tugtha, ag baint úsáide as [ResourceFormatSaver] a aithníonn an oibiacht acmhainne. Má tá [cosán param] folamh, déanfaidh [ResourceSaver] iarracht [member Resource.resource_path] a úsáid.
    Is féidir an [bratacha param] a shonrú chun an t-iompar sábhála a shaincheapadh trí úsáid a bhaint as bratacha [enum SaverFlags].
    Filleann [ tairiseach OK ] ar rath.
    [b]Nóta:[/b] Agus an tionscadal ar siúl, ní shábhálfar aon AitheantasÚsáideora ginte a bhaineann leis an acmhainn mar ní dhéantar an cód riachtanach a fhorghníomhú ach i mód an eagarthóra.

en: No resource saving option.
ga: Níl aon rogha sábhála acmhainne.

en: Save the resource with a path relative to the scene which uses it.
ga: Sábháil an acmhainn le cosán a bhaineann leis an radharc a úsáideann é.

en: Bundles external resources.
ga: Cuimsítear acmhainní seachtracha.

en: Changes the [member Resource.resource_path] of the saved resource to match its new location.
ga: Athraítear [member Resource.resource_path] na hacmhainne sábháilte chun teacht lena suíomh nua.

en: Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix).
ga: Ná sábháil meiteashonraí a bhaineann go sonrach leis an eagarthóir (arna sainaithint ag a réimír [code]__eagarthóir[/code]).

en: Save as big endian (see [member FileAccess.big_endian]).
ga: Sábháil mar endian mór (féach [comhalta FileAccess.big_endian]).

en: Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. Only available for binary resource types.
ga: Comhbhrúigh an acmhainn ar shábháil trí úsáid a bhaint as [FileAccess.COMPRESSION_ZSTD] leanúnach. Ar fáil ach amháin le haghaidh cineálacha acmhainní dénártha.

en: Take over the paths of the saved subresources (see [method Resource.take_over_path]).
ga: Tóg cosáin na bhfo-acmhainní sábháilte ar láimh (féach [method Resource.take_over_path]).

en: A singleton that manages the unique identifiers of all resources within a project.
ga: Singleton a bhainistíonn aitheantóirí uathúla na n-acmhainní go léir laistigh de thionscadal.

en: Adds a new UID value which is mapped to the given resource path.
    Fails with an error if the UID already exists, so be sure to check [method has_id] beforehand, or use [method set_id] instead.
ga: Cuireann sé luach AitheantasÚsáideora nua leis atá mapáilte leis an gconair acmhainne tugtha.
    Theipeann leis an earráid má tá an AitheantasÚsáideora ann cheana féin, mar sin déan cinnte [method has_id] a sheiceáil roimh ré, nó úsáid [method set_id] ina ionad sin.

en: Generates a random resource UID which is guaranteed to be unique within the list of currently loaded UIDs.
    In order for this UID to be registered, you must call [method add_id] or [method set_id].
ga: Gineann AitheantasÚsáideora randamacha acmhainne a ráthaítear a bheith uathúil laistigh de liosta na Aitheanna AitheantasÚsáide atá luchtaithe faoi láthair.
    Chun an AitheantasÚsáideora seo a chlárú, ní mór duit glaoch ar [method add_id] nó ar [method set_id].

en: Returns the path that the given UID value refers to.
    Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand.
ga: Filleann sé an cosán dá dtagraíonn an luach AitheantasÚsáideora tugtha.
    Theipeann leis an earráid mura bhfuil an AitheantasÚsáideora ann, mar sin déan cinnte [method has_id] a sheiceáil roimh ré.

en: Returns whether the given UID value is known to the cache.
ga: Filleann sé cibé an bhfuil an luach AitheantasÚsáideora ar eolas ag an taisce.

en: Converts the given UID to a [code]uid://[/code] string value.
ga: Athraíonn sé an AitheantasÚsáideora tugtha go luach teaghrán [code]uid://[/code].

en: Removes a loaded UID value from the cache.
    Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand.
ga: Baineann sé luach UID luchtaithe as an taisce.
    Theipeann leis an earráid mura bhfuil an AitheantasÚsáideora ann, mar sin déan cinnte [method has_id] a sheiceáil roimh ré.

en: Updates the resource path of an existing UID.
    Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand, or use [method add_id] instead.
ga: Nuashonraítear cosán acmhainne AitheantasÚsáideora atá ann cheana.
    Theipeann leis an earráid mura bhfuil an AitheantasÚsáideora ann, mar sin déan cinnte [method has_id] a sheiceáil roimh ré, nó úsáid [method add_id] ina ionad sin.

en: Extracts the UID value from the given [code]uid://[/code] string.
ga: Baintear an luach AitheantasÚsáideora as an teaghrán [code]uid://[/code] a thugtar.

en: The value to use for an invalid UID, for example if the resource could not be loaded.
    Its text representation is [code]uid://<invalid>[/code].
ga: An luach le húsáid le haghaidh AitheantasÚsáideora neamhbhailí, mar shampla mura bhféadfaí an acmhainn a lódáil.
    Is é a léiriú téacs ná [code]uid:// <invalid>[/code].

en: Represents a straight ribbon-shaped [PrimitiveMesh] with variable width.
ga: Léiríonn sé ribín díreach-chruthach [PrimitiveMesh] le leithead athraitheach.

en: [RibbonTrailMesh] represents a straight ribbon-shaped mesh with variable width. The ribbon is composed of a number of flat or cross-shaped sections, each with the same [member section_length] and number of [member section_segments]. A [member curve] is sampled along the total length of the ribbon, meaning that the curve determines the size of the ribbon along its length.
    This primitive mesh is usually used for particle trails.
ga: Seasann [RibbonTrailMesh] do mhogalra díreach cruth ribín le leithead athraitheach. Tá an ribín comhdhéanta de roinnt codanna cothrom nó tras-chruthach, gach ceann acu mar an gcéanna [ball section_length] agus líon [ball section_segments]. Déantar [cuar ball] a shampláil feadh fad iomlán an ribín, rud a chiallaíonn go gcinnfidh an cuar méid an ribín feadh a fhad.
    Úsáidtear an mogalra primitive seo de ghnáth le haghaidh rianta cáithníní.

en: 3D Particle trails
ga: Cosáin Cháithníní 3D

en: The length of a section of the ribbon.
ga: Fad cuid den ribín.

en: The number of segments in a section. The [member curve] is sampled on each segment to determine its size. Higher values result in a more detailed ribbon at the cost of performance.
ga: Líon na míreanna i roinn. Déantar [cuar na mball] a shampláil ar gach teascán lena mhéid a chinneadh. Mar thoradh ar luachanna níos airde bíonn ribín níos mionsonraithe ar chostas na feidhmíochta.

en: The total number of sections on the ribbon.
ga: Líon iomlán na hailt ar an ribín.

en: Determines the shape of the ribbon.
ga: Cinneann an cruth ar an ribín.

en: The baseline size of the ribbon. The size of a particular section segment is obtained by multiplying this size by the value of the [member curve] at the given distance.
ga: Méid bunlíne an ribín. Faightear méid míre ar leith tríd an méid seo a iolrú faoi luach an [ballchuar] ag an bhfad tugtha.

en: Gives the mesh a single flat face.
ga: Tugann sé aghaidh cothrom amháin don mhogalra.

en: Gives the mesh two perpendicular flat faces, making a cross shape.
ga: Tugann sé dhá aghaidh chothroma ingearacha don mhogalra, ag déanamh cruth croise.

en: A custom effect for a [RichTextLabel].
ga: Éifeacht shaincheaptha le haghaidh [RichTextLabel].

en: A custom effect for a [RichTextLabel], which can be loaded in the [RichTextLabel] inspector or using [method RichTextLabel.install_effect].
    [b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be defined as a member variable called [code]bbcode[/code] in the script.
    [codeblocks]
    [gdscript skip-lint]
    # The RichTextEffect will be usable like this: `[example]Some text[/example]`
    var bbcode = "example"
    [/gdscript]
    [csharp skip-lint]
    // The RichTextEffect will be usable like this: `[example]Some text[/example]`
    string bbcode = "example";
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
ga: Éifeacht shaincheaptha le haghaidh [RichTextLabel], ar féidir é a luchtú sa chigire [RichTextLabel] nó ag baint úsáide as [method RichTextLabel.install_effect].
    [b]Nóta:[/b] Le go mbeidh [RichTextEffect] inúsáidte, ní mór clib BBCode a shainmhíniú mar athróg ball ar a dtugtar [code]bbcode[/code] sa script.
    [codeblocks]
    [gdscript skip-lint]
    # Beidh an RichTextEffect inúsáidte mar seo: `[example]Roinnt téacs[/example]`
    var bbcode = "sampla"
    [/gdscript]
    [csharp skip-lint]
    // Beidh an RichTextEffect inúsáidte mar seo: `[example]Roinnt téacs[/example]`
    teaghrán bbcode = "shampla";
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] A luaithe a bheidh [RichTextLabel] amháin ar a laghad in [RichTextEffect], déanfaidh sé an éifeacht a phróiseáil go leanúnach mura gcuirtear an tionscadal ar sos. D'fhéadfadh sé seo tionchar diúltach a imirt ar shaol na ceallraí.

en: RichTextEffect test project (third-party)
ga: Tionscadal tástála RichTextEffect (tríú páirtí)

en: Override this method to modify properties in [param char_fx]. The method must return [code]true[/code] if the character could be transformed successfully. If the method returns [code]false[/code], it will skip transformation to avoid displaying broken text.
ga: Sáraigh an modh seo chun airíonna a mhodhnú i [param char_fx]. Caithfidh an modh [code]true[/code] a thabhairt ar ais más féidir an carachtar a athrú go rathúil. Má fhilleann an modh [code]false[/code], ní rachaidh sé thar chlaochlú ionas nach dtaispeánfar téacs briste.

en: A control for displaying text that can contain different font styles, images, and basic formatting.
ga: Rialú chun téacs a thaispeáint ar féidir stíleanna éagsúla cló, íomhánna agus formáidiú bunúsach a bheith ann.

en: Rich Text Label with BBCode Demo
ga: Lipéad Téacs Saibhir le Taispeántas BBCode

en: Adds an image's opening and closing tags to the tag stack, optionally providing a [param width] and [param height] to resize the image, a [param color] to tint the image and a [param region] to only use parts of the image.
    If [param width] or [param height] is set to 0, the image size will be adjusted in order to keep the original aspect ratio.
    If [param width] and [param height] are not set, but [param region] is, the region's rect will be used.
    [param key] is an optional identifier, that can be used to modify the image via [method update_image].
    If [param pad] is set, and the image is smaller than the size specified by [param width] and [param height], the image padding is added to match the size instead of upscaling.
    If [param size_in_percent] is set, [param width] and [param height] values are percentages of the control width instead of pixels.
ga: Cuireann sé clibeanna oscailte agus deiridh íomhá leis an stack clibeanna, ag soláthar [leithead param] agus [airde param] go roghnach chun an íomhá a athrú, [dath param] chun an íomhá a dathú agus [réigiún param] chun codanna den íomhá.
    Má tá [leithead param] nó [airde param] socraithe go 0, déanfar méid na híomhá a choigeartú chun an cóimheas gné bunaidh a choinneáil.
    Mura bhfuil [leithead param] agus [airde param] socraithe, ach go bhfuil [réigiún param], úsáidfear rect an réigiúin.
    Is aitheantóir roghnach é [eochair param], ar féidir é a úsáid chun an íomhá a mhodhnú trí [method update_image].
    Má tá [eochaircheap param] socraithe, agus go bhfuil an íomhá níos lú ná an méid atá sonraithe ag [leithead param] agus [airde param], cuirtear an stuáil íomhá leis an méid a mheaitseáil in ionad an t-uasghrádú.
    Má shocraítear [param size_in_percent], is céatadáin den leithead rialaithe iad luachanna [param size_in_percent] agus luachanna [airde param] in ionad picteilín.

en: Adds raw non-BBCode-parsed text to the tag stack.
ga: Cuireann sé téacs amh neamh-BBCode-parsáilte leis an stack clibeanna.

en: Parses [param bbcode] and adds tags to the tag stack as needed.
    [b]Note:[/b] Using this method, you can't close a tag that was opened in a previous [method append_text] call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the [member text] instead of using [method append_text].
ga: Parsálann [param bbcode] agus cuireann sé clibeanna leis an stack clibeanna de réir mar is gá.
    [b]Nóta:[/b] Leis an modh seo, ní féidir leat clib a osclaíodh i nglao [method append_text] roimhe seo a dhúnadh. Déantar é seo chun feidhmíocht a fheabhsú, go háirithe nuair a nuashonraítear RichTextLabels móra ós rud é go mbeadh atógáil an BBCode iomlán gach uair níos moille. Más gá duit clib a dhúnadh i nglao modha amach anseo, cuir an [member text] i gceangal leis in ionad [method append_text] a úsáid.

en: Clears the tag stack, causing the label to display nothing.
    [b]Note:[/b] This method does not affect [member text], and its contents will show again if the label is redrawn. However, setting [member text] to an empty [String] also clears the stack.
ga: Glanann sé an chairn chlibe, rud a fhágann nach dtaispeánfaidh an lipéad aon rud.
    [b]Nóta:[/b] Níl aon tionchar ag an modh seo ar [ballthéacs], agus taispeánfar a bhfuil ann arís má dhéantar an lipéad a aththarraingt. Mar sin féin, má shocraítear [ballthéacs] go [Teaghrán] folamh glantar an chruach freisin.

en: Returns the [PopupMenu] of this [RichTextLabel]. By default, this menu is displayed when right-clicking on the [RichTextLabel].
    You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see [enum MenuItems]). For example:
    [codeblocks]
    [gdscript]
    func _ready():
        var menu = get_menu()
        # Remove "Select All" item.
        menu.remove_item(MENU_SELECT_ALL)
        # Add custom items.
        menu.add_separator()
        menu.add_item("Duplicate Text", MENU_MAX + 1)
        # Connect callback.
        menu.id_pressed.connect(_on_item_pressed)
    
    func _on_item_pressed(id):
        if id == MENU_MAX + 1:
            add_text("\n" + get_parsed_text())
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var menu = GetMenu();
        // Remove "Select All" item.
        menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);
        // Add custom items.
        menu.AddSeparator();
        menu.AddItem("Duplicate Text", RichTextLabel.MenuItems.Max + 1);
        // Add event handler.
        menu.IdPressed += OnItemPressed;
    }
    
    public void OnItemPressed(int id)
    {
        if (id == TextEdit.MenuItems.Max + 1)
        {
            AddText("\n" + GetParsedText());
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
ga: Seoltar ar ais an [PopupMenu] den [RichTextLabel] seo. De réir réamhshocraithe, taispeántar an roghchlár seo nuair a chliceálann tú ar dheis ar an [RichTextLabel].
    Is féidir leat míreanna roghchláir saincheaptha a chur leis nó na cinn chaighdeánacha a bhaint. Cinntigh nach bhfuil d’aitheantais ag teacht salach ar na cinn chaighdeánacha (féach [enum MenuItems]). Mar shampla:
    [codeblocks]
    [gdscript]
    func _réidh():
        roghchlár var = get_menu()
        # Bain an mhír "Roghnaigh Uile".
        menu.remove_item(MENU_SELECT_ALL)
        # Cuir míreanna saincheaptha leis.
        menu.add_separator()
        menu.add_item("Téacs Dúblach", MENU_MAX + 1)
        # Ceangail aisghlao.
        menu.id_pressed.connect(_on_item_pressed)
    
    feidhm _on_item_brúite(id):
        más id == MENU_MAX + 1:
            add_text("\n" + get_parsed_text())
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        roghchlár var = GetMenu();
        // Bain "Roghnaigh Gach" mír.
        menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);
        // Cuir míreanna saincheaptha leis.
        roghchlár.AddSeparator();
        menu.AddItem("Téacs Dúblach", RichTextLabel.MenuItems.Max + 1);
        // Cuir láimhseálaí imeachta leis.
        menu.IdPressed += OnItemPressed;
    }
    
    folús poiblí OnItemPressed(int id)
    {
        más rud é (id == TextEdit.MenuItems.Max + 1)
        {
            AddText("\n" + GetParsedText());
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a chur i bhfolach, bain úsáid as a maoin [member Window.visible].

en: Returns the total number of paragraphs (newlines or [code]p[/code] tags in the tag stack's text tags). Considers wrapped text as one paragraph.
ga: Seoltar ar ais líon iomlán na míreanna (línte nua nó [code]p[/code] clibeanna i gclibeanna téacs an chairn chlibe). Measann téacs fillte mar alt amháin.

en: Returns the text without BBCode mark-up.
ga: Filleann sé an téacs gan marcáil suas BBCode.

en: Returns the current selection text. Does not include BBCodes.
ga: Seoltar ar ais an téacs roghnaithe reatha. Ní fholaíonn sé BBCodes.

en: Returns the current selection first character index if a selection is active, [code]-1[/code] otherwise. Does not include BBCodes.
ga: Seoltar ar ais an t-innéacs roghnúcháin céad charachtar reatha má tá rogha gníomhach, [code]-1[/code] ar shlí eile. Ní fholaíonn sé BBCodes.

en: Returns the current selection last character index if a selection is active, [code]-1[/code] otherwise. Does not include BBCodes.
ga: Seoltar ar ais an t-innéacs carachtar deiridh roghnaithe reatha má tá rogha gníomhach, [code]-1[/code] ar shlí eile. Ní fholaíonn sé BBCodes.

en: Returns the total number of characters from text tags. Does not include BBCodes.
ga: Filleann sé líon iomlán na gcarachtar ó chlibeanna téacs. Ní fholaíonn sé BBCodes.

en: Invalidates [param paragraph] and all subsequent paragraphs cache.
ga: Neamhbhailí é [param mír] agus taisce gach mír ina dhiaidh sin.

en: If [member threaded] is enabled, returns [code]true[/code] if the background thread has finished text processing, otherwise always return [code]true[/code].
ga: Má tá [ball snáithithe] cumasaithe, filleann sé [code]true[/code] má tá próiseáil an téacs críochnaithe ag an snáithe cúlra, nó cuir ar ais [code]true[/code] i gcónaí.

en: Adds a newline tag to the tag stack.
ga: Cuireann sé clib nualíne leis an stack clibeanna.

en: The assignment version of [method append_text]. Clears the tag stack and inserts the new content.
ga: Leagan an taisc de [method append_text]. Glanann sé an chairn chlib agus cuireann sé an t-ábhar nua isteach.

en: Parses BBCode parameter [param expressions] into a dictionary.
ga: Parsálann paraiméadar BBCode [param expressions] isteach i bhfoclóir.

en: Terminates the current tag. Use after [code]push_*[/code] methods to close BBCodes manually. Does not need to follow [code]add_*[/code] methods.
ga: Críochnaíonn an chlib reatha. Bain úsáid as modhanna [code] push_*[/code] chun BBCodes a dhúnadh de láimh. Ní gá modhanna [code]cuir_*[/code] a leanúint.

en: Terminates all tags opened by [code]push_*[/code] methods.
ga: Críochnaíonn gach clib a osclaítear trí mhodhanna [code] bhrú_*[/code].

en: Terminates tags opened after the last [method push_context] call (including context marker), or all tags if there's no context marker on the stack.
ga: Críochnaíonn sé clibeanna a osclaíodh tar éis an ghlao deiridh [method push_context] (lena n-áirítear marcóir comhthéacs), nó gach clib mura bhfuil marcóir comhthéacs ar an stack.

en: Adds a [code skip-lint][bgcolor][/code] tag to the tag stack.
ga: Cuireann sé clib [code skip-lint][bgcolor][/code] leis an stack clibeanna.

en: Adds a [code skip-lint][font][/code] tag with a bold font to the tag stack. This is the same as adding a [code skip-lint][b][/code] tag if not currently in a [code skip-lint][i][/code] tag.
ga: Cuireann sé clib [code skip-lint][font][/code] le cló trom leis an stack clibeanna. Tá sé seo mar an gcéanna le clib [code skip-lint][b][/code] a chur leis mura bhfuil sé i gclib [code skip-lint][i][/code] faoi láthair.

en: Adds a [code skip-lint][font][/code] tag with a bold italics font to the tag stack.
ga: Cuireann sé clib [code skip-lint][font][/code] le cló trom iodálach leis an stack clibeanna.

en: Adds a [code skip-lint][cell][/code] tag to the tag stack. Must be inside a [code skip-lint][table][/code] tag. See [method push_table] for details. Use [method set_table_column_expand] to set column expansion ratio, [method set_cell_border_color] to set cell border, [method set_cell_row_background_color] to set cell background, [method set_cell_size_override] to override cell size, and [method set_cell_padding] to set padding.
ga: Cuireann sé clib [code skip-lint][cill][/code] leis an stack clibeanna. Caithfidh sé a bheith taobh istigh de chlib [code skip-lint][table][/code]. Féach ar [method push_table] le haghaidh sonraí. Úsáid [method set_table_column_expand] chun cóimheas leathnú colún a shocrú, [method set_cell_border_color] chun teorainn cille a shocrú, [method set_cell_row_background_color] chun cúlra cille a shocrú, [method set_cell_size_override] chun méid cille a shárú, agus [method set_cell_padding] chun stuáil a shocrú.

en: Adds a [code skip-lint][color][/code] tag to the tag stack.
ga: Cuireann sé clib [code skip-lint][color][/code] leis an stack clibeanna.

en: Adds a context marker to the tag stack. See [method pop_context].
ga: Cuireann sé marcóir comhthéacs leis an stack clibeanna. Féach ar [method pop_context].

en: Adds a custom effect tag to the tag stack. The effect does not need to be in [member custom_effects]. The environment is directly passed to the effect.
ga: Cuireann sé clib éifeacht saincheaptha leis an stack clibeanna. Ní gá go mbeadh an éifeacht in [member custom_effects]. Cuirtear an timpeallacht ar aghaidh go díreach leis an éifeacht.

en: Adds a [code skip-lint][dropcap][/code] tag to the tag stack. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text.
ga: Cuireann sé clib [code skip-lint][dropcap][/code] leis an stack clibeanna. Gné mhaisiúil is ea caipín titim (caipín tite) ag tús alt atá níos mó ná an chuid eile den téacs.

en: Adds a [code skip-lint][fgcolor][/code] tag to the tag stack.
ga: Cuireann sé clib [code skip-lint][fgcolor][/code] leis an stack clibeanna.

en: Adds a [code skip-lint][font][/code] tag to the tag stack. Overrides default fonts for its duration.
    Passing [code]0[/code] to [param font_size] will use the existing default font size.
ga: Cuireann sé clib [code skip-lint][font][/code] leis an stack clibeanna. Sáraíonn sé clónna réamhshocraithe ar feadh a ré.
    Má chuirtear [code]0[/code] go [param font_size], úsáidfear an clómhéid atá ann cheana féin.

en: Adds a [code skip-lint][font_size][/code] tag to the tag stack. Overrides default font size for its duration.
ga: Cuireann sé clib [code skip-lint][font_size][/code] leis an stack clibeanna. Sáraítear clómhéid réamhshocraithe ar feadh a ré.

en: Adds a [code skip-lint][hint][/code] tag to the tag stack. Same as BBCode [code skip-lint][hint=something]{text}[/hint][/code].
ga: Cuireann sé clib [code skip-lint][hint][/code] leis an stack clibeanna. Mar an gcéanna le BBCode [code skip-lint][hint=something]{text}[/hint][/code].

en: Adds an [code skip-lint][indent][/code] tag to the tag stack. Multiplies [param level] by current [member tab_size] to determine new margin length.
ga: Cuireann sé clib [code skip-lint][fleasc][/code] leis an stack clibeanna. Iolraítear [leibhéal param] faoi [member tab_size] reatha chun fad corrlaigh nua a chinneadh.

en: Adds a [code skip-lint][font][/code] tag with an italics font to the tag stack. This is the same as adding an [code skip-lint][i][/code] tag if not currently in a [code skip-lint][b][/code] tag.
ga: Cuireann sé clib [code skip-lint][font][/code] le cló iodálach leis an stack clibeanna. Tá sé seo mar an gcéanna le clib [code skip-lint][i][/code] a chur leis mura bhfuil sé i gclib [code skip-lint][b][/code] faoi láthair.

en: Adds language code used for text shaping algorithm and Open-Type font features.
ga: Cuireann sé leis an gcód teanga a úsáidtear chun algartam múnlú téacs agus gnéithe cló Open-Cineál.

en: Adds [code skip-lint][ol][/code] or [code skip-lint][ul][/code] tag to the tag stack. Multiplies [param level] by current [member tab_size] to determine new margin length.
ga: Cuireann sé [code skip-lint][ol][/code] nó [code skip-lint][ul][/code] chlib leis an stack clibeanna. Iolraítear [leibhéal param] faoi [member tab_size] reatha chun fad corrlaigh nua a chinneadh.

en: Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint][url=something]{text}[/url][/code], but supports non-[String] metadata types.
    If [member meta_underlined] is [code]true[/code], meta tags display an underline. This behavior can be customized with [param underline_mode].
    [b]Note:[/b] Meta tags do nothing by default when clicked. To assign behavior when clicked, connect [signal meta_clicked] to a function that is called when the meta tag is clicked.
ga: Cuireann sé meta chlib leis an stack clibeanna. Cosúil leis an BBCode [code skip-lint][url=rud éigin]{text}[/url][/code], ach tacaíonn sé le cineálacha meiteashonraí nach [Teaghrán] iad.
    Má tá [comhalta meta_underlined] [code]true[/code], taispeánann meite-chlibeanna líne. Is féidir an t-iompar seo a shaincheapadh le [param underline_mode].
    [b] Nóta:[/b] Ní dhéanann meta-chlibeanna aon rud de réir réamhshocraithe nuair a chliceáiltear orthu. Chun iompraíocht a shannadh nuair a chliceáiltear é, ceangail [comhartha meta_clicked] le feidhm a dtugtar nuair a chliceáiltear ar an meitea-chlib.

en: Adds a [code skip-lint][font][/code] tag with a monospace font to the tag stack.
ga: Cuireann sé clib [code skip-lint][font][/code] le cló monaspáis leis an stack clibeanna.

en: Adds a [code skip-lint][font][/code] tag with a normal font to the tag stack.
ga: Cuireann sé clib [code skip-lint][font][/code] le gnáthchló leis an stack clibeanna.

en: Adds a [code skip-lint][outline_color][/code] tag to the tag stack. Adds text outline for its duration.
ga: Cuireann sé clib [code skip-lint][outline_color][/code] leis an stack clibeanna. Cuireann sé imlíne téacs ar a fhad.

en: Adds a [code skip-lint][outline_size][/code] tag to the tag stack. Overrides default text outline size for its duration.
ga: Cuireann sé clib [code skip-lint][outline_size][/code] leis an stack clibeanna. Sáraíonn sé méid imlíne réamhshocraithe an téacs ar feadh a fhad ama.

en: Adds a [code skip-lint][p][/code] tag to the tag stack.
ga: Cuireann sé clib [code skip-lint][p][/code] leis an stack clibeanna.

en: Adds a [code skip-lint][s][/code] tag to the tag stack.
ga: Cuireann sé clib [code skip-lint][s][/code] leis an stack clibeanna.

en: Adds a [code skip-lint][table=columns,inline_align][/code] tag to the tag stack. Use [method set_table_column_expand] to set column expansion ratio. Use [method push_cell] to add cells.
ga: Cuireann sé clib [code skip-lint][table=columns,inline_align][/code] leis an stack clibeanna. Úsáid [method set_table_column_expand] chun cóimheas leathnaithe colúin a shocrú. Úsáid [method push_cell] chun cealla a chur leis.

en: Adds a [code skip-lint][u][/code] tag to the tag stack.
ga: Cuireann sé clib [code skip-lint][u][/code] leis an stack clibeanna.

en: Removes a paragraph of content from the label. Returns [code]true[/code] if the paragraph exists.
    The [param paragraph] argument is the index of the paragraph to remove, it can take values in the interval [code][0, get_paragraph_count() - 1][/code].
    If [param no_invalidate] is set to [code]true[/code], cache for the subsequent paragraphs is not invalidated. Use it for faster updates if deleted paragraph is fully self-contained (have no unclosed tags), or this call is part of the complex edit operation and [method invalidate_paragraph] will be called at the end of operation.
ga: Baintear mír inneachair den lipéad. Filleann sé [code]true[/code] má tá an t-alt ann.
    Is é an [param alt] argóint an t-innéacs na míre a bhaint, is féidir é a ghlacadh luachanna san eatramh [code][0, get_paragraph_count() - 1][/code].
    Má tá [param no_invalidate] socraithe go [code]true[/code], níl taisce do na hailt ina dhiaidh sin neamhbhailí. Úsáid é le haghaidh nuashonruithe níos tapúla má tá an t-alt scriosta féinchuimsitheach go hiomlán (níl aon chlibeanna neamhdhúnta), nó má tá an glao seo mar chuid den oibríocht casta eagarthóireachta agus glaofar [method invalidate_paragraph] ag deireadh na hoibríochta.

en: Scrolls the window's top line to match [param line].
ga: Scrollaigh barrlíne na fuinneoige chun teacht le [paraimlíne].

en: Scrolls the window's top line to match first line of the [param paragraph].
ga: Scrollaigh barrlíne na fuinneoige chun an chéad líne den [paragraf] a mheaitseáil.

en: Scrolls to the beginning of the current selection.
ga: Scrollaigh go dtí tús an roghnúcháin reatha.

en: Select all the text.
    If [member selection_enabled] is [code]false[/code], no selection will occur.
ga: Roghnaigh an téacs ar fad.
    Más [code]false[/code] é [roghnú ball_chumasaithe], ní dhéanfar aon roghnú.

en: Sets color of a table cell border.
ga: Socraíonn sé dath teorann cille boird.

en: Sets inner padding of a table cell.
ga: Socraíonn sé stuáil istigh de chill boird.

en: Sets color of a table cell. Separate colors for alternating rows can be specified.
ga: Socraíonn sé dath cille boird. Is féidir dathanna ar leith le haghaidh sraitheanna ailtéarnacha a shonrú.

en: Sets minimum and maximum size overrides for a table cell.
ga: Socraíonn sé sáruithe íosta agus uasta do chill boird.

en: Edits the selected column's expansion options. If [param expand] is [code]true[/code], the column expands in proportion to its expansion ratio versus the other columns' ratios.
    For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width would expand 30 and 40 pixels, respectively.
    If [param expand] is [code]false[/code], the column will not contribute to the total ratio.
ga: Cuireann sé roghanna leathnaithe an cholúin roghnaithe in eagar. Má tá [param expand] [code]true[/code], leathnaíonn an colún i gcomhréir lena chóimheas leathnaithe i gcoinne cóimheasa na gcolún eile.
    Mar shampla, leathnódh 2 cholún le cóimheasa 3 agus 4 móide 70 picteilín ar leithead atá ar fáil 30 agus 40 picteilín, faoi seach.
    Más [code]bréagach[/code] é [param expand], ní rannchuideoidh an colún leis an gcóimheas iomlán.

en: Updates the existing images with the key [param key]. Only properties specified by [param mask] bits are updated. See [method add_image].
ga: Nuashonraítear na híomhánna reatha leis an eochair [param key]. Ní nuashonraítear ach na hairíonna atá sonraithe ag giotán [param masc]. Féach ar [method add_image].

en: If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. To see how each mode behaves, see [enum TextServer.AutowrapMode].
ga: Má tá sé socraithe chuig rud éigin eile seachas [TextServer.AUTOWRAP_OFF leanúnach], filltear an téacs taobh istigh de dhronuilleog teorann an nód. Chun a fheiceáil conas a iompraíonn gach modh, féach [enum TextServer.AutowrapMode].

en: If [code]true[/code], the label uses BBCode formatting.
    [b]Note:[/b] This only affects the contents of [member text], not the tag stack.
ga: Más [code]true[/code], úsáideann an lipéad formáidiú BBCode.
    [b]Nóta:[/b] Ní chuireann sé seo isteach ach ar a bhfuil i [ballthéacs], ní ar chruach na gclibeanna.

en: If [code]true[/code], a right-click displays the context menu.
ga: Más [code]true[/code], taispeánann deascchliceáil an roghchlár comhthéacs.

en: The currently installed custom effects. This is an array of [RichTextEffect]s.
    To add a custom effect, it's more convenient to use [method install_effect].
ga: Na héifeachtaí saincheaptha atá suiteáilte faoi láthair. Seo raon de [RichTextEffect]s.
    Chun éifeacht saincheaptha a chur leis, tá sé níos áisiúla [method install_effect] a úsáid.

en: If [code]true[/code], the label's minimum size will be automatically updated to fit its content, matching the behavior of [Label].
ga: Más [code]true[/code], déanfar íosmhéid an lipéid a nuashonrú go huathoibríoch chun a inneachar a oiriúnú, ag teacht le hiompar [Lipéad].

en: If [code]true[/code], the label underlines hint tags such as [code skip-lint][hint=description]{text}[/hint][/code].
ga: Más [code]true[/code], cuireann an lipéad béim ar chlibeanna leid ar nós [code skip-lint][hint=description]{text}[/hint][/code].

en: If [code]true[/code], the label underlines meta tags such as [code skip-lint][url]{text}[/url][/code]. These tags can call a function when clicked if [signal meta_clicked] is connected to a function.
ga: Más [code]true[/code], leagtar béim ar an lipéad ar mheitibileacha mar [code skip-lint][url]{text}[/url][/code]. Is féidir leis na clibeanna seo feidhm a ghlaoch nuair a chliceáiltear é má tá [comhartha meta_clicked] ceangailte le feidhm.

en: The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely.
    [b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled.
ga: An mhoill ina dhiaidh sin taispeántar an barra dul chun cinn luchtaithe, i milleasoicindí. Socraigh go [code]-1[/code] chun an barra dul chun cinn a dhíchumasú go hiomlán.
    [b]Nóta:[/b] Ní thaispeánfar barra dul chun cinn ach amháin má tá [ball snáithithe] cumasaithe.

en: If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/code] does not block scrolling completely. See [method scroll_to_line].
ga: Más [code]true[/code], tá an scrollbharra le feiceáil. Má shocraítear é seo go [code]bréagach[/code], ní chuireann sé seo bac ar scrollú go hiomlán. Féach ar [method scroll_to_line].

en: If [code]true[/code], the window scrolls down to display new content automatically.
ga: Más [code]true[/code], scrollaíonn an fhuinneog síos chun ábhar nua a thaispeáint go huathoibríoch.

en: If [code]true[/code], the label allows text selection.
ga: Más [code]true[/code], ceadaíonn an lipéad roghnú téacs.

en: The number of spaces associated with a single tab length. Does not affect [code]\t[/code] in text tags, only indent tags.
ga: Líon na spásanna a bhaineann le fad cluaisín amháin. Ní chuireann sé isteach ar [code]\t[/code] i gclibeanna téacs, níl ann ach clibeanna fleasc.

en: The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited.
    [b]Note:[/b] If [member bbcode_enabled] is [code]true[/code], it is unadvised to use the [code]+=[/code] operator with [member text] (e.g. [code]text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. It will also erase all BBCode that was added to stack using [code]push_*[/code] methods. Use [method append_text] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call.
ga: Téacs an lipéid i bhformáid BBCode. Níl sé ionadaíoch ar mhionathruithe láimhe ar chruach na gclibeanna inmheánacha. Scriosann sé athruithe a dhéantar ar mhodhanna eile nuair a chuirtear in eagar iad.
    [b]Nóta:[/b] Más [code]true[/code] é [comhalta bbcode_enabled], ní mholtar an t-oibreoir [code]+=[/code] a úsáid le [cod-téacs] (m.sh. [code] text += "teaghrán éigin"[/code]) mar go dtagann sé in ionad an téacs ar fad agus go bhféadfadh sé moilliú a chur faoi deara. Scriosfaidh sé freisin gach BBCode a cuireadh le stack ag baint úsáide as modhanna [code] push_ * [/code]. Úsáid [method append_text] chun téacs a chur leis ina ionad sin, ach amháin má theastaíonn uait clib a dhúnadh a osclaíodh i nglao modha níos luaithe.

en: If [code]true[/code], text processing is done in a background thread.
ga: Más [code]true[/code], déantar próiseáil téacs i snáithe cúlra.

en: Triggered when the user clicks on content between meta (URL) tags. If the meta is defined in BBCode, e.g. [code skip-lint][url={"key": "value"}]Text[/url][/code], then the parameter for this signal will always be a [String] type. If a particular type or an object is desired, the [method push_meta] method must be used to manually insert the data into the tag stack. Alternatively, you can convert the [String] input to the desired type based on its contents (such as calling [method JSON.parse] on it).
    For example, the following method can be connected to [signal meta_clicked] to open clicked URLs using the user's default web browser:
    [codeblocks]
    [gdscript]
    # This assumes RichTextLabel's `meta_clicked` signal was connected to
    # the function below using the signal connection dialog.
    func _richtextlabel_on_meta_clicked(meta):
        # `meta` is of Variant type, so convert it to a String to avoid script errors at run-time.
        OS.shell_open(str(meta))
    [/gdscript]
    [/codeblocks]
ga: Spreagtar nuair a chliceálann an t-úsáideoir ar ábhar idir meta-clibeanna (URL). Má shainmhínítear an meitea i BBCode, e.g. [code skip-lint][url={"eochair": "luach"}]Téacs[/url][/code], ansin is cineál [Teaghrán] paraiméadar an chomhartha seo i gcónaí. Má tá cineál nó réad áirithe ag teastáil, ní mór an modh [method push_meta] a úsáid chun na sonraí a chur isteach sa chruach clibeanna de láimh. Mar mhalairt air sin, is féidir leat an t-ionchur [Teaghrán] a thiontú go dtí an cineál atá ag teastáil bunaithe ar a bhfuil ann (cosúil le glaoch ar [method JSON.parse] air).
    Mar shampla, is féidir an modh seo a leanas a nascadh le [signal meta_clicked] chun URLanna a chliceáiltear a oscailt ag baint úsáide as brabhsálaí gréasáin réamhshocraithe an úsáideora:
    [codeblocks]
    [gdscript]
    # Glactar leis seo go raibh comhartha `meta_clicked` RichTextLabel ceangailte le
    # an fheidhm thíos ag baint úsáide as an dialóg nasc comhartha.
    feidhm _richtextlabel_on_meta_chliceáil(meta):
        Is cineál athraitheach é # `meta`, mar sin tiontaigh go Teaghrán é chun earráidí scripte a sheachaint ag am rite.
        OS.shell_open(str(meta))
    [/gdscript]
    [/codeblocks]

en: Triggers when the mouse exits a meta tag.
ga: Truicear nuair a scoireann an luch meitea-chlib.

en: Triggers when the mouse enters a meta tag.
ga: Truicear nuair a théann an luch isteach i meta chlib.

en: Each list item has a number marker.
ga: Tá marcóir uimhreach ag gach mír liosta.

en: Each list item has a letter marker.
ga: Tá marcóir litreach ag gach mír liosta.

en: Each list item has a roman number marker.
ga: Tá marcóir uimhir rómhánach ag gach mír liosta.

en: Each list item has a filled circle marker.
ga: Tá marcóir ciorcail líonta ag gach mír liosta.

en: Selects the whole [RichTextLabel] text.
ga: Roghnaíonn sé an téacs iomlán [RichTextLabel].

en: Meta tag does not display an underline, even if [member meta_underlined] is [code]true[/code].
ga: Ní thaispeánann metachlib folíne, fiú má tá [code]true[/code] ar [comhalta meta_underlined].

en: If [member meta_underlined] is [code]true[/code], meta tag always display an underline.
ga: Má tá [comhalta meta_underlined] [code]true[/code], taispeáin meta chlib líne i gcónaí.

en: If [member meta_underlined] is [code]true[/code], meta tag display an underline when the mouse cursor is over it.
ga: Má tá [comhalta meta_underlined] [code]true[/code], taispeáin meta chlib folíne nuair a bhíonn cúrsóir na luiche os a chionn.

en: If this bit is set, [method update_image] changes image texture.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] uigeacht íomhá.

en: If this bit is set, [method update_image] changes image size.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] méid na híomhá.

en: If this bit is set, [method update_image] changes image color.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] dath na híomhá.

en: If this bit is set, [method update_image] changes image inline alignment.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] ailíniú inlíne íomhá.

en: If this bit is set, [method update_image] changes image texture region.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] réigiún uigeachta an íomhá.

en: If this bit is set, [method update_image] changes image padding.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] stuáil íomhá.

en: If this bit is set, [method update_image] changes image tooltip.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] leid uirlisí íomhá.

en: If this bit is set, [method update_image] changes image width from/to percents.
ga: Má tá an giotán seo socraithe, athraíonn [method update_image] leithead na híomhá ó/go céatadáin.

en: The default text color.
ga: Dath an téacs réamhshocraithe.

en: The default tint of text outline.
ga: An tint réamhshocraithe den imlíne téacs.

en: The color of selected text, used when [member selection_enabled] is [code]true[/code]. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored.
ga: Is é [code]true[/code] dath an téacs roghnaithe, a úsáidtear nuair a bhíonn [roghnú ball_chumasaithe]. Más ionann é agus [code]Dath(0, 0, 0, 0)[/code], ní thabharfar aird air.

en: The color of the font's shadow.
ga: Dath scáth an chló.

en: The color of the selection box.
ga: Dath an bhosca roghnúcháin.

en: The default cell border color.
ga: An dath teorann réamhshocraithe cille.

en: The default background color for even rows.
ga: An dath cúlra réamhshocraithe le haghaidh sraitheanna cothroma.

en: The default background color for odd rows.
ga: An dath cúlra réamhshocraithe le haghaidh sraitheanna corracha.

en: The horizontal offset of the font's shadow.
ga: Fritháireamh cothrománach scáth an chló.

en: The vertical offset of the font's shadow.
ga: Fritháireamh ingearach scáth an chló.

en: The horizontal separation of elements in a table.
ga: Scaradh cothrománach na ndúl i dtábla.

en: The vertical separation of elements in a table.
ga: Scaradh ingearach na ndúl i dtábla.

en: The horizontal padding around boxes drawn by the [code][fgcolor][/code] and [code][bgcolor][/code] tags. This does not affect the appearance of text selection.
ga: An stuáil chothrománach timpeall boscaí arna tharraingt ag na clibeanna [code][fgcolor][/code] agus [code][bgcolor][/code]. Ní chuireann sé seo isteach ar chuma roghnú an téacs.

en: The vertical padding around boxes drawn by the [code][fgcolor][/code] and [code][bgcolor][/code] tags. This does not affect the appearance of text selection.
ga: An stuáil ingearach timpeall boscaí arna tharraingt ag na clibeanna [code][fgcolor][/code] agus [code][bgcolor][/code]. Ní chuireann sé seo isteach ar chuma roghnú an téacs.

en: The font used for bold text.
ga: An cló a úsáidtear le haghaidh téacs trom.

en: The font used for bold italics text.
ga: An cló a úsáidtear le haghaidh téacs trom iodálach.

en: The font used for italics text.
ga: An cló a úsáidtear le haghaidh téacs iodálach.

en: The font used for monospace text.
ga: An cló a úsáidtear le haghaidh téacs monaspáis.

en: The default text font.
ga: An cló téacs réamhshocraithe.

en: The font size used for bold text.
ga: An clómhéid a úsáidtear le haghaidh téacs trom.

en: The font size used for bold italics text.
ga: An clómhéid a úsáidtear le haghaidh téacs trom iodálach.

en: The font size used for italics text.
ga: An clómhéid a úsáidtear le haghaidh téacs iodálach.

en: The font size used for monospace text.
ga: An clómhéid a úsáidtear le haghaidh téacs monaspáis.

en: The default text font size.
ga: An clómhéid téacs réamhshocraithe.

en: The background used when the [RichTextLabel] is focused. The [theme_item focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
ga: An cúlra a úsáidtear nuair a bhíonn an [RichTextLabel] dírithe. Taispeántar an [theme_item focus] [StyleBox] [i] os cionn [/i] an bonn [StyleBox], mar sin ba chóir [StyleBox] atá trédhearcach go páirteach a úsáid chun a chinntiú go bhfanann an bonn [StyleBox] le feiceáil. Feidhmíonn [StyleBox] a léiríonn imlíne nó líne go maith chun na críche seo. Chun an éifeacht amhairc fócasaithe a dhíchumasú, sann acmhainn [StyleBoxEmpty]. Tabhair faoi deara go ndéanfaidh díchumasú na héifeachta amhairc fócais dochar d'inúsáidteacht loingseoireachta méarchláir/rialtóra, mar sin ní mholtar é seo ar chúiseanna inrochtaineachta.

en: The normal background for the [RichTextLabel].
ga: An gnáthchúlra don [RichTextLabel].

en: A handle for a [Resource]'s unique identifier.
ga: Buail le haghaidh aitheantóir uathúil [Acmhainn].

en: The RID [Variant] type is used to access a low-level resource by its unique ID. RIDs are opaque, which means they do not grant access to the resource by themselves. They are used by the low-level server classes, such as [DisplayServer], [RenderingServer], [TextServer], etc.
    A low-level resource may correspond to a high-level [Resource], such as [Texture] or [Mesh].
    [b]Note:[/b] RIDs are only useful during the current session. It won't correspond to a similar resource if sent over a network, or loaded from a file at a later time.
ga: Úsáidtear an cineál RID [Athróg] chun rochtain a fháil ar acmhainn ísealleibhéil ag a ID uathúil. Tá RIDanna teimhneach, rud a chiallaíonn nach dtugann siad rochtain ar an acmhainn leo féin. Úsáideann na ranganna freastalaí ísealleibhéil iad, mar [DisplayServer], [RenderingServer], [TextServer], etc.
    D’fhéadfadh acmhainn ísealleibhéil a bheith ag freagairt do [Acmhainn] ardleibhéil, mar [Uigeacht] nó [mogalra].
    [b]Nóta:[/b] Ní bhíonn RIDanna úsáideach ach amháin le linn an tseisiúin reatha. Ní fhreagraíonn sé d'acmhainn chomhchosúil má sheoltar é thar líonra, nó má lódáiltear é ó chomhad níos déanaí.

en: Constructs an empty [RID] with the invalid ID [code]0[/code].
ga: Tógtar [RID] folamh leis an ID neamhbhailí [code]0[/code].

en: Constructs a [RID] as a copy of the given [RID].
ga: Tógtar [RID] mar chóip den [RID] tugtha.

en: Returns the ID of the referenced low-level resource.
ga: Seoltar ar ais aitheantas na hacmhainne íseal-leibhéil atá luaite.

en: Returns [code]true[/code] if the [RID] is not [code]0[/code].
ga: Filleann sé [code]true[/code] mura [code]0[/code] é an [RID].

en: Returns [code]true[/code] if the [RID]s are not equal.
ga: Filleann sé [code]true[/code] mura bhfuil na [RID]anna comhionann.

en: Returns [code]true[/code] if the [RID]'s ID is less than [param right]'s ID.
ga: Filleann sé [code]true[/code] má tá aitheantas an [RID] níos lú ná aitheantas [param ar dheis].

en: Returns [code]true[/code] if the [RID]'s ID is less than or equal to [param right]'s ID.
ga: Filleann sé [code]true[/code] má tá ID an [RID] níos lú ná nó cothrom le haitheantas [param ar dheis].

en: Returns [code]true[/code] if both [RID]s are equal, which means they both refer to the same low-level resource.
ga: Filleann sé [code]true[/code] más comhionann an dá [RID], rud a chiallaíonn go dtagraíonn siad araon don acmhainn íseal-leibhéil chéanna.

en: Returns [code]true[/code] if the [RID]'s ID is greater than [param right]'s ID.
ga: Filleann sé [code]true[/code] má tá aitheantas an [RID] níos mó ná aitheantas [param ar dheis].

en: Returns [code]true[/code] if the [RID]'s ID is greater than or equal to [param right]'s ID.
ga: Filleann sé [code]true[/code] má tá aitheantas an [RID] níos mó ná nó cothrom le haitheantas [param ar dheis].

en: A 2D physics body that is moved by a physics simulation.
ga: Corp fisice 2D a bhogann insamhalta fisice.

en: [RigidBody2D] implements full 2D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.
    The body's behavior can be adjusted via [member lock_rotation], [member freeze], and [member freeze_mode]. By changing various properties of the object, such as [member mass], you can control how the physics simulation acts on it.
    A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.
    If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
    [b]Note:[/b] Changing the 2D transform or [member linear_velocity] of a [RigidBody2D] very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer [method _integrate_forces] as it allows you to directly access the physics state.
ga: Cuireann [RgidBody2D] fisic iomlán 2D i bhfeidhm. Ní féidir é a rialú go díreach, ina ionad sin, ní mór duit fórsaí a chur i bhfeidhm air (domhantarraingt, ríoga, etc.), agus ríomhfaidh an insamhalta fisice an ghluaiseacht, an rothlú mar thoradh air, imoibriú le himbhuailtí, agus cuirfidh sé isteach ar chomhlachtaí fisice eile ina chonair.
    Is féidir iompar an choirp a choigeartú trí [member lock_rotation], [member freeze_mode]. Trí airíonna éagsúla an réada a athrú, mar [mais na mball], is féidir leat an chaoi a bhfeidhmíonn an t-ionsamhlú fisice air a rialú.
    Coinneoidh comhlacht docht a chruth agus a mhéid i gcónaí, fiú nuair a chuirtear fórsaí i bhfeidhm air. Tá sé úsáideach le haghaidh rudaí ar féidir idirghníomhú leo i dtimpeallacht, mar chrann ar féidir é a bhualadh nó stoc cliathbhoscaí ar féidir iad a bhrú timpeall.
    Más gá duit an t-iompar fisice réamhshocraithe a shárú, is féidir leat feidhm comhtháthú fórsa saincheaptha a scríobh. Féach ar [ball custom_integrator].
    [b]Nóta:[/b] D’fhéadfadh roinnt iompraíochtaí dothuartha a bheith mar thoradh ar athrú an trasfhoirmithe 2T nó [member linear_velocity] de [RigidBody2D] go minic. Más gá duit dul i bhfeidhm go díreach ar an gcomhlacht, is fearr [method _integrate_forces] mar go gceadaíonn sé duit rochtain dhíreach a fháil ar staid na fisice.

en: 2D Physics Platformer Demo
ga: Taispeántas 2D Platformer Fisic

en: Instancing Demo
ga: Taispeántas Instantála

en: Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
    [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
ga: Cuirtear fórsa rothlach i bhfeidhm gan cur isteach ar an suíomh. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    [b]Nóta:[/b] tá [ball táimhe] ag teastáil le go n-oibreoidh sé seo. Chun [ball táimhe] a bheith agat, caithfidh [CollisionShape2D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member táimhe] a shocrú de láimh.

en: Applies a rotational impulse to the body without affecting the position.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
ga: Cuireann sé impulse rothlach leis an gcorp gan cur isteach ar an suíomh.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    [b]Nóta:[/b] tá [ball táimhe] ag teastáil le go n-oibreoidh sé seo. Chun [ball táimhe] a bheith agat, caithfidh [CollisionShape2D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member táimhe] a shocrú de láimh.

en: Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions.
    [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
ga: Seol ar ais liosta de na coirp a imbhuail leis an gceann seo. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath.
    [b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag gluaiseacht. Le haghaidh feidhmíochta, déantar liosta na n-imbhuailtí a nuashonrú uair amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar chomharthaí a úsáid ina ionad sin.

en: Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see [member contact_monitor]).
    [b]Note:[/b] To retrieve the colliding bodies, use [method get_colliding_bodies].
ga: Tuairiscíonn sé líon na dteagmhálacha a bhíonn ag an gcomhlacht seo le comhlachtaí eile. De réir réamhshocraithe, filleann sé seo 0 mura bhfuil comhlachtaí cumraithe chun monatóireacht a dhéanamh ar theagmhálaithe (féach [member contact_monitor]).
    [b]Nóta:[/b] Chun na coirp imbhuailte a fháil, úsáid [method get_colliding_bodies].

en: Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
ga: Socraíonn sé treoluas an choirp ar an ais tugtha. Socrófar an treoluas san ais veicteoireach tugtha mar an fad veicteora tugtha. Tá sé seo úsáideach le haghaidh iompar léim.

en: If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
ga: Más [code]true[/code], is féidir leis an gcorp an modh codlata a chur isteach nuair nach mbíonn aon ghluaiseacht ann. Féach [codladh ball].

en: The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
    When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
ga: Lárionad mais saincheaptha an chomhlachta, i gcoibhneas le suíomh tionscnaimh an chomhlachta, nuair a shocraítear [member centre_of_mass_mode] go [seasmhach CENTER_OF_MASS_MODE_CUSTOM]. Is é seo pointe cothromaithe an choirp, áit nach mbíonn fórsaí feidhmeacha ina gcúis ach le luasghéarú líneach. Má chuirtear fórsaí lasmuigh de lár na maise is cúis le luasghéarú uilleach.
    Nuair a shocraítear [member centre_of_mass_mode] go [CENTRE_OF_MASS_MODE_AUTO] (luach réamhshocraithe), ríomhtar lár na maise go huathoibríoch.

en: Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
ga: Sainmhíníonn sé an bealach a shocraítear lárionad mais an chomhlachta. Féach [enum CenterOfMassMode] le haghaidh luachanna féideartha.

en: The body's total constant positional forces applied during each physics update.
    See [method add_constant_force] and [method add_constant_central_force].
ga: Cuireadh fórsaí seasta seasaimh iomlána an chomhlachta i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method add_constant_force] agus [method add_constant_central_force].

en: The body's total constant rotational forces applied during each physics update.
    See [method add_constant_torque].
ga: Cuireadh fórsaí rothlaithe tairiseacha iomlána an chomhlachta i bhfeidhm le linn gach nuashonrú fisice.
    Féach ar [method add_constant_torque].

en: If [code]true[/code], the RigidBody2D will emit signals when it collides with another body.
    [b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
ga: Más [code]true[/code], astóidh an RigidBody2D comharthaí nuair a imbhuaileann sé le corp eile.
    [b]Nóta:[/b] De réir réamhshocraithe tá na teagmhálaithe uasta a thuairiscítear socraithe go 0, rud a chiallaíonn nach ndéanfar aon rud a thaifeadadh, féach [member max_contacts_reported].

en: Continuous collision detection mode.
    Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details.
ga: Modh braite imbhuailte leanúnach.
    Déanann braite imbhuailte leanúnach iarracht a thuar cá háit a imbhuailfidh corp atá ag gluaiseacht seachas é a bhogadh agus a ghluaiseacht a cheartú tar éis imbhuailte. Bíonn braite imbhuailte leanúnach níos moille, ach níos cruinne agus is lú imbhuailtí a chailleann rudaí beaga a ghluaiseann go tapa. Tá modhanna raycasting agus shapecasting ar fáil. Féach [enum CCDMode] le haghaidh sonraí.

en: If [code]true[/code], the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] method, if that virtual method is overridden.
    Setting this property will call the method [method PhysicsServer2D.body_set_omit_force_integration] internally.
ga: Más rud é [code]true[/code], beidh an comhtháthú fórsa caighdeánach (cosúil le domhantarraingthe nó taiseadh) díchumasaithe don chomhlacht seo. Seachas freagairt imbhuailte, ní ghluaisfidh an corp ach mar a chinntear leis an modh [method _integrate_forces], má sháraítear an modh fíorúil sin.
    Má shocraítear an t-airí seo, glaofar an modh [method PhysicsServer2D.body_set_omit_force_integration] go hinmheánach.

en: If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore.
    See [member freeze_mode] to set the body's behavior when frozen.
    For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead.
ga: Más [code]true[/code], reoitear an corp. Ní chuirtear domhantarraingt agus fórsaí i bhfeidhm a thuilleadh.
    Féach ar [member freeze_mode] chun iompar an choirp a shocrú nuair a bhíonn sé reoite.
    Maidir le corp atá reoite i gcónaí, úsáid [StaticBody2D] nó [AnimatableBody2D] ina ionad sin.

en: The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values.
    For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead.
ga: Modh reo an chomhlachta. Is féidir é a úsáid chun iompar an chomhlachta a shocrú nuair a bhíonn [reo ball] cumasaithe. Féach [enum FreezeMode] le haghaidh luachanna féideartha.
    Maidir le corp atá reoite i gcónaí, úsáid [StaticBody2D] nó [AnimatableBody2D] ina ionad sin.

en: The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
    If set to [code]0[/code], inertia is automatically computed (default value).
    [b]Note:[/b] This value does not change when inertia is automatically computed. Use [PhysicsServer2D] to get the computed inertia.
    [codeblocks]
    [gdscript]
    @onready var ball = $Ball
    
    func get_ball_inertia():
        return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid()).inverse_inertia
    [/gdscript]
    [csharp]
    private RigidBody2D _ball;
    
    public override void _Ready()
    {
        _ball = GetNode<RigidBody2D>("Ball");
    }
    
    private float GetBallInertia()
    {
        return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid()).InverseInertia;
    }
    [/csharp]
    [/codeblocks]
ga: Nóiméad táimhe an chomhlachta. Tá sé seo cosúil le mais, ach le haghaidh rothlú: cinneann sé cé mhéad chasmhóiminte a thógann sé chun an comhlacht a rothlú. De ghnáth déantar nóiméad na táimhe a ríomh go huathoibríoch ó na masa agus na cruthanna, ach ceadaíonn an mhaoin seo duit luach saincheaptha a shocrú.
    Má shocraítear é go [code]0[/code], ríomhtar táimhe go huathoibríoch (luach réamhshocraithe).
    [b]Nota:[/b] Ní athraíonn an luach seo nuair a ríomhtar táimhe go huathoibríoch. Úsáid [PhysicsServer2D] chun an táimhe ríofa a fháil.
    [codeblocks]
    [gdscript]
    @onready var ball = $Ball
    
    func get_ball_inertia():
        return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid()).inverse_inertia
    [/gdscript]
    [csharp]
    private RigidBody2D _ball;
    
    public override void _Ready()
    {
        _ball = GetNode<RigidBody2D>("Ball");
    }
    
    private float GetBallInertia()
    {
        return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid()).InverseInertia;
    }
    [/csharp]
    [/codeblocks]

en: The body's linear velocity in pixels per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
ga: Treoluas líneach an choirp i bpicteilíní in aghaidh an tsoicind. Is féidir é a úsáid ó am go chéile, ach [b] ná socraigh gach fráma[/b], mar is féidir go n-imeoidh an fhisic i snáithe eile agus go n-imíonn sí ag gráinneacht eile. Bain úsáid as [method _integrate_forces] mar do lúb próisis chun staid an choirp a rialú go beacht.

en: If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement.
ga: Más [code]true[/code], ní féidir leis an gcorp rothlú. Ní bhaineann domhantarraingt agus fórsaí ach gluaiseacht líneach.

en: The maximum number of contacts that will be recorded. Requires a value greater than 0 and [member contact_monitor] to be set to [code]true[/code] to start to register contacts. Use [method get_contact_count] to retrieve the count or [method get_colliding_bodies] to retrieve bodies that have been collided with.
    [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
ga: An t-uaslíon teagmhálacha a thaifeadfar. Teastaíonn luach níos mó ná 0 agus [member contact_monitor] a shocrú go [code]true[/code] chun tús a chur le clárú teagmhálaithe. Úsáid [method get_contact_count] chun an comhaireamh a fháil nó [method get_colliding_bodies] chun coirp a raibh imbhualadh orthu a aisghabháil.
    [b]Nóta:[/b] Ní hionann líon na dteagmhálacha agus líon na n-imbhuailtí. Mar thoradh ar imbhuailtí idir imill comhthreomhara beidh dhá theagmháil (ceann amháin ag gach ceann), agus beidh ceithre theagmháil mar thoradh ar imbhuailtí idir aghaidheanna comhthreomhara (ceann ag gach cúinne).

en: The physics material override for the body.
    If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
ga: Sáraíonn an t-ábhar fisice don chorp.
    Má shanntar ábhar don airí seo, úsáidfear é in ionad aon ábhar fisice eile, mar ábhar a fuarthas le hoidhreacht.

en: If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method apply_force] methods.
ga: Más [code]true[/code], ní ghluaisfidh an corp agus ní ríomhfaidh sé fórsaí go dtí go ndúisítear é ag corp eile trí imbhualadh, mar shampla, nó trí úsáid a bhaint as na modhanna [method apply_impulse] nó [method apply_force].

en: Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
ga: Astaítear nuair a tharlaíonn imbhualadh le [PhysicsBody2D] nó [TileMap] eile. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Aimsítear [TileMap]anna má tá Imbhualadh [Shape2D]s ag an [TileSet].
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody2D] nó [TileMap].

en: Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
ga: Astaítear nuair a thagann deireadh leis an imbhualadh le [FisicBody2D] nó [TileMap] eile. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Aimsítear [TileMap]anna má tá Imbhualadh [Shape2D]s ag an [TileSet].
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody2D] nó [TileMap].

en: Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
    [param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
    [param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
ga: Astaítear nuair a imbhuaileann ceann de na RigidBody2D [Shape2D]anna seo le [PhysicsBody2D] nó [TileMap] [Shape2D]s eile. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Aimsítear [TileMap]anna má tá Imbhualadh [Shape2D]s ag an [TileSet].
    [param body_rid] an [RID] an ceann eile [PhysicsBody2D] nó [TileSet] ar [CollisionObject2D] a úsáideann an [PhysicsServer2D].
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody2D] nó [TileMap].
    [param body_shape_index] an t-innéacs [Shape2D] den [PhysicsBody2D] nó [TileMap] eile a úsáideann an [PhysicsServer2D]. Faigh an nód [CollisionShape2D] le [code] body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] innéacs an [Shape2D] den RigidBody2D seo a úsáideann an [PhysicsServer2D]. Faigh an nód [CollisionShape2D] le [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].

en: Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
    [param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
    [param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
ga: Astaítear nuair a thagann deireadh leis an imbhualadh idir ceann de na RigidBody2D [Shape2D]s seo agus ceann eile [PhysicsBody2D] nó [TileMap] [Shape2D]. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Aimsítear [TileMap]anna má tá Imbhualadh [Shape2D]s ag an [TileSet].
    [param body_rid] an [RID] an ceann eile [PhysicsBody2D] nó [TileSet] ar [CollisionObject2D] a úsáideann an [PhysicsServer2D].
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody2D] nó [TileMap].
    [param body_shape_index] an t-innéacs [Shape2D] den [PhysicsBody2D] nó [TileMap] eile a úsáideann an [PhysicsServer2D]. Faigh an nód [CollisionShape2D] le [code] body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] innéacs an [Shape2D] den RigidBody2D seo a úsáideann an [PhysicsServer2D]. Faigh an nód [CollisionShape2D] le [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].

en: Emitted when the physics engine changes the body's sleeping state.
    [b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used.
ga: Astaítear nuair a athraíonn inneall na fisice staid codlata an chomhlachta.
    [b]Nóta:[/b] Má athraítear an luach [codlata ball], ní spreagfar an comhartha seo. Ní astaítear é ach amháin má athraítear an staid codlata ag inneall na fisice nó má úsáidtear [code]emit_signal ("codlata_state_changed")[/code].

en: Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.
ga: Modh reo comhlacht statach (réamhshocraithe). Níl tionchar ag domhantarraingthe agus fórsaí ar an gcorp. Ní féidir é a bhogadh ach le cód úsáideora agus ní imbhuaileann sé le comhlachtaí eile feadh a chosáin.

en: Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.
ga: Modh reo coirp cineamatach. Cosúil le [freeze_MODE_STATIC leanúnach], ach imbhuaileann sé le coirp eile feadh a chosáin nuair a bhogtar é. Úsáideach le haghaidh comhlacht reoite is gá a bheochan.

en: In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass.
ga: Sa mhodh seo, ríomhtar lárionad mais an chomhlachta go huathoibríoch bunaithe ar a chruthanna. Glacann sé seo leis gurb iad bunús na gcruthanna a lárionad maise freisin.

en: In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position.
ga: Sa mhód seo, socraítear lárionad maise an choirp trí [member centre_of_mass]. Réamhshocruithe le seasamh tionscnaimh an chomhlachta.

en: Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
ga: Díchumasaíodh braite imbhuailte leanúnach. Is é seo an bealach is tapúla chun imbhuailtí coirp a bhrath, ach is féidir rudaí beaga a ghluaiseann go tapa a chailleann.

en: Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
ga: Cumasaíodh braite imbhuailte leanúnach trí úsáid a bhaint as gachraoladh. Tá sé seo níos tapúla ná cruthchraoladh ach ní bhíonn sé chomh beacht.

en: Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.
ga: Cumasaíodh braite imbhuailte leanúnach trí úsáid a bhaint as múnlú cruth. Is é seo an modh CCD is moille agus an ceann is cruinne.

en: A 3D physics body that is moved by a physics simulation.
ga: Corp fisice 3D a bhogann insamhalta fisice.

en: [RigidBody3D] implements full 3D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.
    The body's behavior can be adjusted via [member lock_rotation], [member freeze], and [member freeze_mode]. By changing various properties of the object, such as [member mass], you can control how the physics simulation acts on it.
    A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.
    If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
    [b]Note:[/b] Changing the 3D transform or [member linear_velocity] of a [RigidBody3D] very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer [method _integrate_forces] as it allows you to directly access the physics state.
ga: Cuireann [RgidBody3D] fisic iomlán 3D i bhfeidhm. Ní féidir é a rialú go díreach, ina ionad sin, ní mór duit fórsaí a chur i bhfeidhm air (domhantarraingt, ríoga, etc.), agus ríomhfaidh an insamhalta fisice an ghluaiseacht, an rothlú mar thoradh air, imoibriú le himbhuailtí, agus cuirfidh sé isteach ar chomhlachtaí fisice eile ina chonair.
    Is féidir iompar an choirp a choigeartú trí [member lock_rotation], [member freeze_mode]. Trí airíonna éagsúla an réada a athrú, mar [mais na mball], is féidir leat an chaoi a bhfeidhmíonn an t-ionsamhlú fisice air a rialú.
    Coinneoidh comhlacht docht a chruth agus a mhéid i gcónaí, fiú nuair a chuirtear fórsaí i bhfeidhm air. Tá sé úsáideach le haghaidh rudaí ar féidir idirghníomhú leo i dtimpeallacht, mar chrann ar féidir é a bhualadh nó stoc cliathbhoscaí ar féidir iad a bhrú timpeall.
    Más gá duit an t-iompar fisice réamhshocraithe a shárú, is féidir leat feidhm comhtháthú fórsa saincheaptha a scríobh. Féach ar [ball custom_integrator].
    [b]Nóta:[/b] D’fhéadfadh roinnt iompraíochtaí dothuartha a bheith mar thoradh ar athrú an trasfhoirmithe 3D nó [member linear_velocity] de [RigidBody3D] go minic. Más gá duit dul i bhfeidhm go díreach ar an gcomhlacht, is fearr [method _integrate_forces] mar go gceadaíonn sé duit rochtain dhíreach a fháil ar staid na fisice.

en: Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
    [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
ga: Cuirtear fórsa rothlach i bhfeidhm gan cur isteach ar an suíomh. Tá fórsa ag brath ar am agus tá sé i gceist é a chur i bhfeidhm gach nuashonrú fisice.
    [b]Nóta:[/b] tá [ball táimhe] ag teastáil le go n-oibreoidh sé seo. Chun [ball táimhe] a bheith agat, caithfidh [CollisionShape3D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member táimhe] a shocrú de láimh.

en: Applies a rotational impulse to the body without affecting the position.
    An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
    [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
ga: Cuireann sé impulse rothlach leis an gcorp gan cur isteach ar an suíomh.
    Tá impulse neamhspleách ar am! Dá gcuirfí ríog i bhfeidhm gach fráma bheadh fórsa ag brath ar an bhfráma. Ar an gcúis seo, níor cheart é a úsáid ach amháin nuair a bhíonn tionchair aonuaire á n-ionsamhlú (bain úsáid as na feidhmeanna "_force" ar shlí eile).
    [b]Nóta:[/b] tá [ball táimhe] ag teastáil le go n-oibreoidh sé seo. Chun [ball táimhe] a bheith agat, caithfidh [CollisionShape3D] gníomhach a bheith ina leanbh den nód, nó is féidir leat [member táimhe] a shocrú de láimh.

en: Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D].
ga: Tuairiscíonn sé an bonn tensor táimhe inbhéartach. Úsáidtear é seo chun an luasghéarú uilleach a thagann ó chasmhóimint a chuirtear i bhfeidhm ar an [RigidBody3D] a ríomh.

en: The RigidBody3D's rotational velocity in [i]radians[/i] per second.
ga: Treoluas rothlach an RigidBody3D i [i]raidiain[/i] in aghaidh an tsoicind.

en: If [code]true[/code], the RigidBody3D will emit signals when it collides with another body.
    [b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
ga: Más [code]true[/code], astóidh an RigidBody3D comharthaí nuair a imbhuaileann sé le corp eile.
    [b]Nóta:[/b] De réir réamhshocraithe tá na teagmhálaithe uasta a thuairiscítear socraithe go 0, rud a chiallaíonn nach ndéanfar aon rud a thaifeadadh, féach [member max_contacts_reported].

en: If [code]true[/code], continuous collision detection is used.
    Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
ga: Más [code]true[/code], úsáidtear brath imbhuailte leanúnach.
    Déanann braite imbhuailte leanúnach iarracht a thuar cá háit a imbhuailfidh corp atá ag gluaiseacht, in ionad é a bhogadh agus a ghluaiseacht a cheartú má imbhuail sé. Tá sé níos cruinne imbhuailtí a bhrath go leanúnach, agus is lú an tionchar a bhíonn aige ar rudaí beaga a ghluaiseann go tapa. Tá sé níos tapúla gan úsáid a bhaint as brath imbhuailte leanúnach a ríomh, ach is féidir rudaí beaga a ghluaiseann go tapa a chailleann.

en: If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore.
    See [member freeze_mode] to set the body's behavior when frozen.
    For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
ga: Más [code]true[/code], reoitear an corp. Ní chuirtear domhantarraingt agus fórsaí i bhfeidhm a thuilleadh.
    Féach ar [member freeze_mode] chun iompar an choirp a shocrú nuair a bhíonn sé reoite.
    Maidir le corp atá reoite i gcónaí, úsáid [StaticBody3D] nó [AnimatableBody3D] ina ionad.

en: The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values.
    For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
ga: Modh reo an chomhlachta. Is féidir é a úsáid chun iompar an chomhlachta a shocrú nuair a bhíonn [reo ball] cumasaithe. Féach [enum FreezeMode] le haghaidh luachanna féideartha.
    Maidir le corp atá reoite i gcónaí, úsáid [StaticBody3D] nó [AnimatableBody3D] ina ionad.

en: The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
    If set to [constant Vector3.ZERO], inertia is automatically computed (default value).
    [b]Note:[/b] This value does not change when inertia is automatically computed. Use [PhysicsServer3D] to get the computed inertia.
    [codeblocks]
    [gdscript]
    @onready var ball = $Ball
    
    func get_ball_inertia():
        return PhysicsServer3D.body_get_direct_state(ball.get_rid()).inverse_inertia.inverse()
    [/gdscript]
    [csharp]
    private RigidBody3D _ball;
    
    public override void _Ready()
    {
        _ball = GetNode<RigidBody3D>("Ball");
    }
    
    private Vector3 GetBallInertia()
    {
        return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia.Inverse();
    }
    [/csharp]
    [/codeblocks]
ga: Nóiméad táimhe an chomhlachta. Tá sé seo cosúil le mais, ach le haghaidh rothlú: cinneann sé cé mhéad chasmhóiminte a thógann sé chun an corp a rothlú ar gach ais. De ghnáth déantar nóiméad na táimhe a ríomh go huathoibríoch ó na masa agus na cruthanna, ach ceadaíonn an mhaoin seo duit luach saincheaptha a shocrú.
    Má tá sé socraithe go [constant Vector3.ZERO], ríomhtar táimhe go huathoibríoch (luach réamhshocraithe).
    [b]Nóta:[/b] Ní athraíonn an luach seo nuair a ríomhtar táimhe go huathoibríoch. Úsáid [PhysicsServer3D] chun an táimhe ríofa a fháil.
    [codeblocks]
    [gdscript]
    @onready var ball = $Ball
    
    func get_ball_inertia():
        return PhysicsServer3D.body_get_direct_state(ball.get_rid()).inverse_inertia.inverse()
    [/gdscript]
    [csharp]
    private RigidBody3D _ball;
    
    public override void _Ready()
    {
        _ball = GetNode<RigidBody3D>("Ball");
    }
    
    private Vector3 GetBallInertia()
    {
        return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia.Inverse();
    }
    [/csharp]
    [/codeblocks]

en: Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
ga: Astaítear nuair a tharlaíonn imbhualadh le [PhysicsBody3D] nó [GridMap] eile. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Braitear [GridMap]anna má bhíonn Imbhualadh [Shape3D]s ag an [MeshLibrary].
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody3D] nó [GridMap].

en: Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
ga: Astaítear nuair a thagann deireadh leis an imbhualadh le [PhysicsBody3D] nó [GridMap] eile. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Braitear [GridMap]anna má bhíonn Imbhualadh [Shape3D]s ag an [MeshLibrary].
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody3D] nó [GridMap].

en: Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
    [param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
    [param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
ga: Astaítear nuair a imbhuaileann ceann de na RigidBody3D [Shape3D]s seo le [PhysicsBody3D] nó [GridMap] [Shape3D]s eile. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Braitear [GridMap]anna má bhíonn Imbhualadh [Shape3D]s ag an [MeshLibrary].
    [param body_rid] an [RID] de na [PhysicsBody3D] nó [MeshLibrary] ar [CollisionObject3D] eile a úsáideann an [PhysicsServer3D].
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody3D] nó [GridMap].
    [param body_shape_index] an t-innéacs [Shape3D] den [PhysicsBody3D] nó [GridMap] eile a úsáideann an [PhysicsServer3D]. Faigh an nód [CollisionShape3D] le [code] body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] innéacs an [Shape3D] den RigidBody3D seo a úsáideann an [PhysicsServer3D]. Faigh an nód [CollisionShape3D] le [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].

en: Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
    [param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s.
    [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
    [param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
ga: Astaítear é nuair a thagann deireadh leis an imbhualadh idir ceann de na RigidBody3D [Shape3D]s seo agus ceann eile [PhysicsBody3D] nó [GridMap] [Shape3D]s. Éilíonn [member contact_monitor] a shocrú go [code]true[/code] agus [comhalta max_contacts_reported] a bheith socraithe ard go leor chun na himbhuailtí go léir a bhrath. Braitear [GridMap]anna má bhíonn Imbhualadh [Shape3D]s ag an [MeshLibrary].
    [param body_rid] an [RID] de na [PhysicsBody3D] nó [MeshLibrary] ar [CollisionObject3D] eile a úsáideann an [PhysicsServer3D]. Braitear [GridMap]anna má tá [Shape3D]s ag na mogaill.
    [corp param] an [Nóid], má tá sé sa chrann, den cheann eile [FisicBody3D] nó [GridMap].
    [param body_shape_index] an t-innéacs [Shape3D] den [PhysicsBody3D] nó [GridMap] eile a úsáideann an [PhysicsServer3D]. Faigh an nód [CollisionShape3D] le [code] body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
    [param local_shape_index] innéacs an [Shape3D] den RigidBody3D seo a úsáideann an [PhysicsServer3D]. Faigh an nód [CollisionShape3D] le [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].

en: Editor-only helper for setting up root motion in [AnimationMixer].
ga: Cúntóir don eagarthóir amháin chun bunghluaiseacht a shocrú in [AnimationMixer].

en: [i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationMixer].
    [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
ga: Tagraíonn [i]Ghluaisne fréimhe[/i] do theicníc bheochana ina n-úsáidtear cnámharlach mogaill chun spreagadh a thabhairt do charachtar. Agus iad ag obair le beochan 3D, is teicníocht choitianta é go n-úsáidfeadh beochantóirí cnámh an bhunchnámharlaigh chun gluaiseacht a thabhairt don chuid eile den chnámharlach. Ligeann sé seo carachtair a bheochan ar bhealach a mheaitseálann céimeanna an t-urlár thíos. Ceadaíonn sé freisin idirghníomhú beacht le rudaí le linn cinematics. Féach freisin [AnimationMixer].
    [b]Nóta:[/b] Níl [RootMotionView] le feiceáil ach san eagarthóir. Beidh sé i bhfolach go huathoibríoch sa tionscadal reatha.

en: Using AnimationTree - Root motion
ga: Ag baint úsáide as AnimationTree - tairiscint fréimhe

en: Path to an [AnimationMixer] node to use as a basis for root motion.
ga: Conair chuig nód [AnimationMixer] le húsáid mar bhunús do ghluaisne fréimhe.

en: The grid's cell size in 3D units.
ga: Méid cille na greille in aonaid 3D.

en: The grid's color.
ga: Dath an ghreille.

en: The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
ga: Ga na greille in aonaid 3D. Beidh teimhneacht na greille céimnithe de réir a chéile de réir mar a mhéadaíonn an fad ón mbunús go dtí go sroichfear an [ga ball] seo.

en: If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
ga: Más [code]true[/code], beidh pointí na greille ar fad ar an gcomhordanáid Y chéanna ([i]áitiúil[/i] Y = 0). Má tá [code]false[/code], caomhnaítear comhordanáid bhunaidh Y na bpointí.

en: High-level multiplayer API implementation.
ga: Cur i bhfeidhm API il-imreora ardleibhéil.

en: This class is the default implementation of [MultiplayerAPI], used to provide multiplayer functionalities in Godot Engine.
    This implementation supports RPCs via [method Node.rpc] and [method Node.rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it will fail for other object types).
    This implementation additionally provide [SceneTree] replication via the [MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the [SceneReplicationConfig] resource.
    [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Is é an rang seo cur i bhfeidhm réamhshocraithe [MultiplayerAPI], a úsáidtear chun feidhmiúlachtaí il-imreora a sholáthar in Inneall Godot.
    Tacaíonn an cur i bhfeidhm seo le RPCanna trí [method Node.rpc] agus [method Node.rpc_id] agus éilíonn sé [method MultiplayerAPI.rpc] a chur ar aghaidh i [Nóid] (teipfidh ar chineálacha réad eile).
    Soláthraíonn an cur chun feidhme seo freisin macasamhlú [SceneTree] trí na nóid [MultiplayerSpawner] agus [MultiplayerSynchronizer], agus an acmhainn [SceneReplicationConfig].
    [b]Nóta:[/b] Is sonraí feidhmithe é an prótacal API il-imreora ardleibhéil agus níl sé i gceist go n-úsáidfidh freastalaithe neamh-Godot é. Féadfaidh sé athrú gan fógra.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing).
ga: Glanann sé staid líonra reatha SceneMultiplayer (níor cheart duit é seo a ghlaoch mura bhfuil a fhios agat cad atá á dhéanamh agat).

en: Mark the authentication step as completed for the remote peer identified by [param id]. The [signal MultiplayerAPI.peer_connected] signal will be emitted for this peer once the remote side also completes the authentication. No further authentication messages are expected to be received from this peer.
    If a peer disconnects before completing authentication, either due to a network issue, the [member auth_timeout] expiring, or manually calling [method disconnect_peer], the [signal peer_authentication_failed] signal will be emitted instead of [signal MultiplayerAPI.peer_disconnected].
ga: Marcáil an chéim fíordheimhnithe mar atá críochnaithe don phiara cianda arna sainaithint ag [param id]. Astófar an comhartha [signal MultiplayerAPI.peer_connected] don phiara seo a luaithe a chríochnaíonn an taobh cianda an fíordheimhniú freisin. Níltear ag súil nach bhfaighfear tuilleadh teachtaireachtaí fíordheimhnithe ón gcomhghleacaí seo.
    Má dhícheanglaíonn piaraí roimh an fíordheimhniú a chur i gcrích, de bharr saincheist líonra, an [member auth_timeout] ag dul in éag, nó ag glaoch de láimh ar [method disconnect_peer], astaithefar an comhartha [signal peer_authentication_failed] in ionad [comhartha MultiplayerAPI.peer_disconnected].

en: Disconnects the peer identified by [param id], removing it from the list of connected peers, and closing the underlying connection with it.
ga: Dínasctar an piaraí atá sainaitheanta ag [param id], baintear é de liosta na bpiaraí nasctha, agus dúnadh an nasc bunúsach leis.

en: Returns the IDs of the peers currently trying to authenticate with this [MultiplayerAPI].
ga: Filleann sé aitheantais na gcomhghleacaithe atá ag iarraidh fíordheimhniú a dhéanamh leis an [MultiplayerAPI] seo.

en: Sends the specified [param data] to the remote peer identified by [param id] as part of an authentication message. This can be used to authenticate peers, and control when [signal MultiplayerAPI.peer_connected] is emitted (and the remote peer accepted as one of the connected peers).
ga: Seoltar na [sonraí param] sonraithe chuig an gcianphiara arna sainaithint ag [param id] mar chuid de theachtaireacht fíordheimhnithe. Is féidir é seo a úsáid chun piaraí a fhíordheimhniú, agus chun rialú a dhéanamh nuair a astaítear [signal MultiplayerAPI.peer_connected] (agus an cianrialtán glactha mar cheann de na piaraí nasctha).

en: Sends the given raw [param bytes] to a specific peer identified by [param id] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
ga: Seolann sé an t-amh a thugtar [param bytes] chuig piara ar leith a shainaithníonn [param id] (féach [method MultiplayerPeer.set_target_peer]). Is é [code]0[/code] an t-aitheantas réamhshocraithe, i.e. craoltar é chuig gach piaraí.

en: If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs.
    [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threat such as remote code execution.
ga: Más [code]true[/code], ceadóidh an MultiplayerAPI réad a ionchódú agus a dhíchódú le linn RPCanna.
    [b]Rabhadh:[/b] Is féidir cód a bheith i réada dísriailithe a dhéantar a fhorghníomhú. Ná húsáid an rogha seo má thagann an réad sraitheach ó fhoinsí neamhiontaofa chun bagairt shlándála a d’fhéadfadh a bheith ann a sheachaint, amhail feidhmiú cianchóid.

en: Maximum size of each delta packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of causing networking congestion (higher latency, disconnections). See [MultiplayerSynchronizer].
ga: Uasmhéid gach paicéad deilt. Méadaíonn luachanna níos airde an seans go bhfaighfear nuashonruithe iomlána in aon fhráma amháin, ach freisin an seans go gcruthófar plódú líonraithe (faille níos airde, dícheangail). Féach [MultiplayerSynchronizer].

en: Maximum size of each synchronization packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of packet loss. See [MultiplayerSynchronizer].
ga: Uasmhéid gach paicéad sioncrónaithe. Méadaíonn luachanna níos airde an seans go bhfaighidh tú nuashonruithe iomlána i bhfráma amháin, ach freisin an seans go gcaillfear paicéid. Féach [MultiplayerSynchronizer].

en: If [code]true[/code], the MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] refuses new incoming connections.
ga: Más [code]true[/code], diúltaíonn [comhalta MultiplayerAPI.multiplayer_peer] naisc nua isteach an MultiplayerAPI.

en: The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
    This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.
ga: An cosán fréimhe le húsáid le haghaidh RPCanna agus macasamhlú. In ionad cosán absalóideach, úsáidfear cosán coibhneasta chun an nód ar cheart an RPC a fhorghníomhú a fháil.
    Ligeann sé seo go héifeachtach go mbeadh brainsí éagsúla den chrann radharc á mbainistiú ag MultiplayerAPI éagsúla, rud a ligeann mar shampla an cliant agus an freastalaí araon a reáchtáil sa radharc céanna.

en: Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is [code]false[/code], clients won't be automatically notified of other peers and won't be able to send them packets through the server.
    [b]Note:[/b] Changing this option while other peers are connected may lead to unexpected behaviors.
    [b]Note:[/b] Support for this feature may depend on the current [MultiplayerPeer] configuration. See [method MultiplayerPeer.is_server_relay_supported].
ga: Cumasaigh nó díchumasaigh an ghné freastalaí a thugann fógra do chliaint faoi cheangal/dícheangal piaraí eile, agus a athsheolaíonn teachtaireachtaí eatarthu. Nuair a bhíonn an rogha seo [code]false[/code], ní thabharfar fógra go huathoibríoch do chliaint maidir le piaraí eile agus ní bheidh siad in ann paicéid a sheoladh tríd an bhfreastalaí.
    [b]Nóta:[/b] Má athraítear an rogha seo agus piaraí eile nasctha, d’fhéadfadh iompraíochtaí gan choinne a bheith mar thoradh air.
    [b]Nóta:[/b] Seans go mbeidh tacaíocht don ghné seo ag brath ar an gcumraíocht reatha [MultiplayerPeer]. Féach ar [method MultiplayerPeer.is_server_relay_supported].

en: Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] connects to a new peer and a valid [member auth_callback] is set. In this case, the [signal MultiplayerAPI.peer_connected] will not be emitted until [method complete_auth] is called with given peer [param id]. While in this state, the peer will not be included in the list returned by [method MultiplayerAPI.get_peers] (but in the one returned by [method get_authenticating_peers]), and only authentication data will be sent or received. See [method send_auth] for sending authentication data.
ga: Astaítear é nuair a cheanglaíonn [comhalta MultiplayerAPI.multiplayer_peer] an MultiplayerAPI seo le piara nua agus nuair a shocraítear [member auth_callback] bailí. Sa chás seo, ní bheidh an [comhartha MultiplayerAPI.peer_connected] astaithe go dtí go nglaofar [method complete_auth] leis an bpiaraí tugtha [param id]. Cé go bhfuil sé sa stát seo, ní bheidh an piara san áireamh sa liosta a sheoltar ar ais ag [method MultiplayerAPI.get_peers] (ach sa cheann a sheoltar ar ais le [method get_authenticating_peers]), agus ní sheolfar nó ní bhfaighfear ach sonraí fíordheimhnithe. Féach ar [method send_auth] chun sonraí fíordheimhnithe a sheoladh.

en: Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] disconnects from a peer for which authentication had not yet completed. See [signal peer_authenticating].
ga: Astaítear é nuair a dhícheanglaíonn [comhalta MultiplayerAPI.multiplayer_peer] an MultiplayerAPI seo ó phiara nach raibh fíordheimhniú déanta ina leith go fóill. Féach [comhartha piaraí_fhíordheimhniú].

en: Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] receives a [param packet] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
ga: Astaítear nuair a fhaigheann [comhalta MultiplayerAPI.multiplayer_peer] seo [comhaltaí MultiplayerAPI.multiplayer_peer] [param paicéad] le sonraí saincheaptha (féach [method send_bytes]). Is ionann ID agus ID piaraí an phiara a sheol an paicéad.

en: Configuration for properties to synchronize with a [MultiplayerSynchronizer].
ga: Cumraíocht chun airíonna a shioncronú le [MultiplayerSynchronizer].

en: Adds the property identified by the given [param path] to the list of the properties being synchronized, optionally passing an [param index].
    [b]Note:[/b] For details on restrictions and limitations on property synchronization, see [MultiplayerSynchronizer].
ga: Cuireann sé an t-airí atá aitheanta ag an [cosán param] tugtha leis an liosta de na hairíonna atá á sioncronú, ag dul thar [innéacs param] go roghnach.
    [b]Nóta:[/b] Le haghaidh sonraí ar shrianta agus srianta ar shioncrónú maoine, féach [MultiplayerSynchronizer].

en: Returns a list of synchronized property [NodePath]s.
ga: Seoltar ar ais liosta d'airí sioncronaithe [NodePath]s.

en: Returns [code]true[/code] if the given [param path] is configured for synchronization.
ga: Filleann sé [code]true[/code] má tá an [cosán param] tugtha cumraithe le haghaidh sioncrónaithe.

en: Finds the index of the given [param path].
ga: Faightear innéacs an [param cosán] tugtha.

en: Returns the replication mode for the property identified by the given [param path]. See [enum ReplicationMode].
ga: Filleann sé an modh macasamhlaithe don airí a shainaithnítear leis an [cosán param] a thugtar. Féach [enum ReplicationMode].

en: Returns [code]true[/code] if the property identified by the given [param path] is configured to be synchronized on spawn.
ga: Filleann sé [code]true[/code] má tá an t-airí atá sainaitheanta ag an [cosán param] tugtha cumraithe le bheith sioncronaithe ar sceith.

en: Use [method property_get_replication_mode] instead.
ga: Úsáid [method property_get_replication_mode] ina ionad sin.

en: Returns [code]true[/code] if the property identified by the given [param path] is configured to be synchronized on process.
ga: Filleann sé [code]true[/code] má tá an t-airí atá sainaitheanta ag an [cosán param] tugtha cumraithe le bheith sioncronaithe ar phróiseas.

en: Returns [code]true[/code] if the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
ga: Filleann sé [code]true[/code] má tá an t-airí atá sainaitheanta ag an [cosán param] tugtha cumraithe le bheith sioncronaithe go hiontaofa nuair a bhraitear athruithe ar an bpróiseas.

en: Sets the synchronization mode for the property identified by the given [param path]. See [enum ReplicationMode].
ga: Socraíonn sé an modh sioncrónaithe don airí a shainaithnítear leis an [cosán param] a thugtar. Féach [enum ReplicationMode].

en: Sets whether the property identified by the given [param path] is configured to be synchronized on spawn.
ga: Socraíonn sé cé acu an bhfuil an t-airí atá aitheanta ag an [cosán param] tugtha cumraithe le bheith sioncronaithe ar sceith.

en: Use [method property_set_replication_mode] with [constant REPLICATION_MODE_ALWAYS] instead.
ga: Úsáid [method airí_set_replication_mode] le [REPLICATION_MODE_ALWAYS] ina ionad sin.

en: Sets whether the property identified by the given [param path] is configured to be synchronized on process.
ga: Socraíonn sé cibé an bhfuil an t-airí a shainaithnítear leis an [cosán param] tugtha cumraithe le bheith sioncronaithe ar phróiseas.

en: Use [method property_set_replication_mode] with [constant REPLICATION_MODE_ON_CHANGE] instead.
ga: Úsáid [method airí_set_replication_mode] le [REPLICATION_MODE_ON_CHANGE] ina ionad sin.

en: Sets whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
ga: Socraíonn sé cibé an bhfuil an t-airí a shainaithnítear leis an [cosán param] tugtha cumraithe le bheith sioncronaithe go hiontaofa nuair a bhraitear athruithe ar an bpróiseas.

en: Removes the property identified by the given [param path] from the configuration.
ga: Baintear an t-airí atá sainaitheanta ag an [cosán param] a tugadh ón gcumraíocht.

en: Do not keep the given property synchronized.
ga: Ná coinnigh an t-airí tugtha sioncronaithe.

en: Replicate the given property on process by constantly sending updates using unreliable transfer mode.
ga: Déan an mhaoin a thugtar ar phróiseas a mhacasamhlú trí nuashonruithe a sheoladh i gcónaí ag baint úsáide as modh aistrithe neamhiontaofa.

en: Replicate the given property on process by sending updates using reliable transfer mode when its value changes.
ga: Déan an mhaoin a thugtar ar phróiseas a mhacasamhlú trí nuashonruithe a sheoladh ag baint úsáide as modh aistrithe iontaofa nuair a athraíonn a luach.

en: Provides access to a scene file's information.
ga: Soláthraíonn rochtain ar fhaisnéis comhad radhairc.

en: Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene. They cannot be modified from a [SceneState], only accessed. Useful for peeking into what a [PackedScene] contains without instantiating it.
    This class cannot be instantiated directly, it is retrieved for a given scene as the result of [method PackedScene.get_state].
ga: Coinníonn sé liosta acmhainní, nóid, airíonna easpórtáilte agus sáraithe, agus scripteanna ionsuite a bhaineann le radharc. Ní féidir iad a mhodhnú ó [SceneState], ní féidir rochtain a fháil orthu ach amháin. Úsáideach chun breathnú ar a bhfuil i [PackedScene] gan é a chur ar an toirt.
    Ní féidir an rang seo a chur ar an toirt go díreach, faightear é do radharc ar leith mar thoradh ar [method PackedScene.get_state].

en: Returns the list of bound parameters for the signal at [param idx].
ga: Seoltar ar ais liosta na bparaiméadar faoi cheangal don chomhartha ag [param idx].

en: Returns the number of signal connections in the scene.
    The [code]idx[/code] argument used to query connection metadata in other [code]get_connection_*[/code] methods in the interval [code][0, get_connection_count() - 1][/code].
ga: Filleann sé líon na nasc comhartha sa radharc.
    An argóint [code]idx[/code] a úsáidtear chun meiteashonraí nasc a cheistiú i modhanna [code]get_connection_*[/code] eile san eatramh [code][0, get_connection_count() - 1][/code].

en: Returns the connection flags for the signal at [param idx]. See [enum Object.ConnectFlags] constants.
ga: Filleann sé na bratacha naisc don chomhartha ag [param idx]. Féach [enum Object.ConnectFlags] tairisigh.

en: Returns the method connected to the signal at [param idx].
ga: Filleann sé an modh atá nasctha leis an comhartha ag [param idx].

en: Returns the name of the signal at [param idx].
ga: Filleann sé ainm an chomhartha ag [param idx].

en: Returns the path to the node that owns the signal at [param idx], relative to the root node.
ga: Filleann sé an cosán go dtí an nód ar leis an comhartha ag [param idx], i gcoibhneas leis an nód fhréamh.

en: Returns the path to the node that owns the method connected to the signal at [param idx], relative to the root node.
ga: Filleann sé an cosán go dtí an nód ar leis an modh atá nasctha leis an comhartha ag [param idx], i gcoibhneas leis an nód fréimhe.

en: Returns the number of unbound parameters for the signal at [param idx].
ga: Filleann sé líon na bparaiméadar neamhcheangailte don chomhartha ag [param idx].

en: Returns the number of nodes in the scene.
    The [code]idx[/code] argument used to query node data in other [code]get_node_*[/code] methods in the interval [code][0, get_node_count() - 1][/code].
ga: Filleann sé líon na nóid sa radharc.
    An argóint [code]idx[/code] a úsáidtear chun sonraí nóid a cheistiú i modhanna [code]get_node_*[/code] eile san eatramh [code][0, get_node_count() - 1][/code].

en: Returns the list of group names associated with the node at [param idx].
ga: Filleann sé seo liosta ainmneacha na ngrúpaí a bhaineann leis an nód ag [param idx].

en: Returns the node's index, which is its position relative to its siblings. This is only relevant and saved in scenes for cases where new nodes are added to an instantiated or inherited scene among siblings from the base scene. Despite the name, this index is not related to the [param idx] argument used here and in other methods.
ga: Filleann sé innéacs an nód, is é sin a shuíomh i gcoibhneas lena siblíní. Níl sé seo ábhartha agus sábháilte ach amháin i radhairc do chásanna ina gcuirtear nóid nua le radharc láithreach nó oidhreachta i measc siblíní ón mbunradharc. In ainneoin an ainm, níl baint ag an innéacs seo leis an argóint [param idx] a úsáidtear anseo agus i modhanna eile.

en: Returns a [PackedScene] for the node at [param idx] (i.e. the whole branch starting at this node, with its child nodes and resources), or [code]null[/code] if the node is not an instance.
ga: Filleann sé [PackedScene] don nód ag [param idx] (i.e. an brainse iomlán ag tosú ag an nód seo, lena nóid linbh agus acmhainní), nó [code]null[/code] mura sampla é an nód.

en: Returns the path to the represented scene file if the node at [param idx] is an [InstancePlaceholder].
ga: Filleann sé an cosán go dtí an comhad radhairc léirithe más rud é go bhfuil an nód ag [param idx] ina [InstancePlaceholder].

en: Returns the name of the node at [param idx].
ga: Filleann sé ainm an nód ag [param idx].

en: Returns the path to the owner of the node at [param idx], relative to the root node.
ga: Filleann sé an cosán chuig úinéir an nód ag [param idx], i gcoibhneas leis an bhfréamh nód.

en: Returns the path to the node at [param idx].
    If [param for_parent] is [code]true[/code], returns the path of the [param idx] node's parent instead.
ga: Filleann sé an cosán go dtí an nód ag [param idx].
    Má tá [param for_parent] [code]true[/code], filleann sé cosán thuismitheoir an nód [param idx] ina ionad sin.

en: Returns the number of exported or overridden properties for the node at [param idx].
    The [code]prop_idx[/code] argument used to query node property data in other [code]get_node_property_*[/code] methods in the interval [code][0, get_node_property_count() - 1][/code].
ga: Filleann sé líon na n-airíonna easpórtáilte nó sáraithe don nód ag [param idx].
    An [code]prop_idx[/code] argóint a úsáidtear chun ceist a chur ar shonraí airí nód i modhanna [code] get_node_property_*[/code] eile san eatramh [code][0, get_node_property_count() - 1][/code].

en: Returns the name of the property at [param prop_idx] for the node at [param idx].
ga: Filleann sé ainm na maoine ag [param prop_idx] don nód ag [param idx].

en: Returns the value of the property at [param prop_idx] for the node at [param idx].
ga: Filleann sé luach na maoine ag [param prop_idx] don nód ag [param idx].

en: Returns the type of the node at [param idx].
ga: Filleann sé cineál an nóid ag [param idx].

en: Returns [code]true[/code] if the node at [param idx] is an [InstancePlaceholder].
ga: Filleann sé [code]true[/code] más é [param idx] an nód ag [InstancePlaceholder].

en: If passed to [method PackedScene.instantiate], blocks edits to the scene state.
ga: Má chuirtear ar aghaidh chuig [method PackedScene.instantiate] é, cuirtear bloic in eagar go staid an radhairc.

en: If passed to [method PackedScene.instantiate], provides inherited scene resources to the local scene.
    [b]Note:[/b] Only available in editor builds.
ga: Má chuirtear ar aghaidh chuig [method PackedScene.instantiate], soláthraíonn sé acmhainní radharc oidhreachta don radharc áitiúil.
    [b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra.

en: If passed to [method PackedScene.instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
    [b]Note:[/b] Only available in editor builds.
ga: Má chuirtear ar aghaidh chuig [method PackedScene.instantiate], cuireann sé acmhainní radharc áitiúil ar fáil don radharc áitiúil. Níor cheart go bhfaigheadh ach an príomhradharc an príomhstaid eagarthóireachta.
    [b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra.

en: If passed to [method PackedScene.instantiate], it's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
    [b]Note:[/b] Only available in editor builds.
ga: Má chuirtear ar aghaidh chuig [method PackedScene.instantiate] é, tá sé cosúil le [GEN_EDIT_STATE_MAIN leanúnach], ach sa chás go bhfuil an radharc á láithriú mar bhunús le ceann eile.
    [b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra.

en: Manages the game loop via a hierarchy of nodes.
ga: Bainistíonn sé an lúb cluiche trí ordlathas na nóid.

en: As one of the most important classes, the [SceneTree] manages the hierarchy of nodes in a scene, as well as scenes themselves. Nodes can be added, fetched and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.
    You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: every node can be added to as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the nodes belonging to any given group.
    [SceneTree] is the default [MainLoop] implementation used by the engine, and is thus in charge of the game loop.
ga: Mar cheann de na haicmí is tábhachtaí, bainistíonn an [SceneTree] ordlathas na nóid i radharc, chomh maith leis na radhairc iad féin. Is féidir nóid a chur leis, a fháil agus a bhaint. Is féidir an crann radharc iomlán (agus mar sin an radharc reatha) a chur ar sos. Is féidir radhairc a luchtú, a lascadh agus a athlódáil.
    Is féidir leat an [SceneTree] a úsáid freisin chun do nóid a eagrú ina [b]grúpaí[/b]: is féidir gach nód a chur leis an oiread grúpaí agus is mian leat a chruthú, m.sh. grúpa "namhaid". Is féidir leat na grúpaí seo a athrá ansin nó fiú modhanna a ghlaoch agus airíonna a shocrú ar na nóid go léir a bhaineann le haon ghrúpa ar leith.
    Is é [SceneTree] an cur i bhfeidhm réamhshocraithe [MainLoop] a úsáideann an t-inneall, agus mar sin tá sé i gceannas ar an lúb cluiche.

en: SceneTree
ga: Crann Radharc

en: Calls [param method] on each node inside this tree added to the given [param group]. You can pass arguments to [param method] by specifying them at the end of this method call. Nodes that cannot call [param method] (either because the method doesn't exist or the arguments do not match) are ignored. See also [method set_group] and [method notify_group].
    [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations.
    [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
ga: Glaonna [param method] ar gach nód taobh istigh den chrann seo a chuirtear leis an [paraghrúpa] a thugtar. Is féidir leat argóintí a chur ar aghaidh chuig [param method] trí iad a shonrú ag deireadh an ghlao modha seo. Ní thugtar aird ar nóid nach féidir glaoch ar [param method] (ceachtar toisc nach bhfuil an modh ann nó nach ionann na hargóintí). Féach freisin [method set_group] agus [method notify_group].
    [b]Nóta:[/b] Feidhmíonn an modh seo láithreach ar na nóid roghnaithe go léir, rud a d’fhéadfadh a bheith ina chúis le stuttering i gcásanna áirithe dianfheidhmíochta.
    [b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Calls the given [param method] on each node inside this tree added to the given [param group]. Use [param flags] to customize this method's behavior (see [enum GroupCallFlags]). Additional arguments for [param method] can be passed at the end of this method. Nodes that cannot call [param method] (either because the method doesn't exist or the arguments do not match) are ignored.
    [codeblock]
    # Calls "hide" to all nodes of the "enemies" group, at the end of the frame and in reverse tree order.
    get_tree().call_group_flags(
            SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,
            "enemies", "hide")
    [/codeblock]
    [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
ga: Glaonn an [param method] a thugtar ar gach nód taobh istigh den chrann seo a chuirtear leis an [paraghrúpa] a thugtar. Úsáid [bratacha param] chun iompar an mhodha seo a shaincheapadh (féach [enum GroupCallFlags]). Is féidir argóintí breise ar son [param method] a rith ag deireadh an mhodha seo. Ní thugtar aird ar nóid nach féidir glaoch ar [param method] (ceachtar toisc nach bhfuil an modh ann nó nach ionann na hargóintí).
    [codeblock]
    # Glaonna "i bhfolach" ar gach nóid den ghrúpa "naimhde", ag deireadh an fhráma agus in ord droim ar ais crann.
    get_tree().call_group_flags(
            SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,
            "naimhde", "hide")
    [/codeblock]
    [b]Nóta:[/b] I C#, ní mór [param method] a bheith i snake_case agus tagairt á dhéanamh do mhodhanna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]MethodName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Changes the running scene to the one at the given [param path], after loading it into a [PackedScene] and creating a new instance.
    Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated.
    [b]Note:[/b] See [method change_scene_to_packed] for details on the order of operations.
ga: Athraíonn an radharc reatha go dtí an ceann ag an [cosán param] a thugtar, tar éis é a lódáil isteach i [PackedScene] agus sampla nua a chruthú.
    Filleann sé [maith go leor] nuair a éiríonn leis, [ERR_CANT_OPEN leanúnach] murar féidir an [cosán param] a lódáil isteach i [PackedScene], nó [ERR_CANT_CREATE leanúnach] murar féidir an radharc sin a chur ar an toirt.
    [b]Nóta:[/b] Féach [method change_scene_to_packed] le haghaidh sonraí ar ord na n-oibríochtaí.

en: Changes the running scene to a new instance of the given [PackedScene] (which must be valid).
    Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is invalid.
    [b]Note:[/b] Operations happen in the following order when [method change_scene_to_packed] is called:
    1. The current scene node is immediately removed from the tree. From that point, [method Node.get_tree] called on the current (outgoing) scene will return [code]null[/code]. [member current_scene] will be [code]null[/code], too, because the new scene is not available yet.
    2. At the end of the frame, the formerly current scene, already removed from the tree, will be deleted (freed from memory) and then the new scene will be instantiated and added to the tree. [method Node.get_tree] and [member current_scene] will be back to working as usual.
    This ensures that both scenes aren't running at the same time, while still freeing the previous scene in a safe way similar to [method Node.queue_free].
ga: Athraítear an radharc reatha go sampla nua den [PackedScene] tugtha (nach mór a bheith bailí).
    Filleann sé [maith go leor] nuair a d'éirigh leis, [ERR_CANT_CREATE leanúnach] mura féidir an radharc a chur ar an toirt, nó [ERR_INVALID_PARAMETER leanúnach] má tá an radharc neamhbhailí.
    [b]Nóta:[/b] Tarlaíonn oibríochtaí san ord seo a leanas nuair a thugtar [method change_scene_to_packed]:
    1. Baintear an nód radharc reatha láithreach ón gcrann. Ón áit sin, tabharfaidh [method Node.get_tree] a ghlaoitear ar an radharc reatha (amach) ar ais [code]null[/code]. Beidh [member current_scene] ina [code]null[/code], freisin, toisc nach bhfuil an radharc nua ar fáil fós.
    2. Ag deireadh an fhráma, scriosfar an radharc a bhí ann cheana féin, a baineadh as an gcrann cheana féin (saor ó chuimhne) agus ansin cuirfear an radharc nua ar an toirt agus cuirfear leis an gcrann. Beidh [method Node.get_tree] agus [member current_scene] ar ais ag obair mar is gnách.
    Cinntíonn sé seo nach bhfuil an dá radharc ag rith ag an am céanna, agus fós saor in aisce ar an radharc roimhe seo ar bhealach sábháilte cosúil le [method Node.queue_free].

en: Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have passed, the timer will emit [signal SceneTreeTimer.timeout] and will be automatically freed.
    If [param process_always] is [code]false[/code], the timer will be paused when setting [member SceneTree.paused] to [code]true[/code].
    If [param process_in_physics] is [code]true[/code], the timer will update at the end of the physics frame, instead of the process frame.
    If [param ignore_time_scale] is [code]true[/code], the timer will ignore [member Engine.time_scale] and update with the real, elapsed time.
    This method is commonly used to create a one-shot delay timer, as in the following example:
    [codeblocks]
    [gdscript]
    func some_function():
        print("start")
        await get_tree().create_timer(1.0).timeout
        print("end")
    [/gdscript]
    [csharp]
    public async Task SomeFunction()
    {
        GD.Print("start");
        await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
        GD.Print("end");
    }
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in the tree. A node's [method Node._process] method would be called before the timer updates (or [method Node._physics_process] if [param process_in_physics] is set to [code]true[/code]).
ga: Seoltar [SceneTreeTimer] nua ar ais. Tar éis [param time_sec] i soicindí a bheith caite, astaitheoidh an t-amadóir [comhartha SceneTreeTimer.timeout] agus beidh sé saor go huathoibríoch.
    Má tá [param process_always] [code]false[/code], cuirfear an t-amadóir ar sos nuair atá [member SceneTree.paused] á shocrú go [code]true[/code].
    Má tá [param process_in_physics] [code]true[/code], nuashonróidh an t-amadóir ag deireadh an fhráma fisice, in ionad fráma an phróisis.
    Má tá [param ignore_time_scale] [code]true[/code], déanfaidh an t-amadóir neamhaird ar [member Engine.time_scale] agus nuashonróidh sé leis an bhfíor-am atá caite.
    Úsáidtear an modh seo go coitianta chun lasc ama moille aon lámhaigh a chruthú, mar atá sa sampla seo a leanas:
    [codeblocks]
    [gdscript]
    feidhm some_function():
        cló ("tús")
        fan ar get_tree().create_timer(1.0).time out
        cló ("deireadh")
    [/gdscript]
    [csharp]
    Tasc sioncronaithe poiblí SomeFunction()
    {
        GD.Print ("tús");
        ag fanacht ar ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
        GD.Print ("deireadh");
    }
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Déantar an t-amadóir a nuashonrú i gcónaí [i]i ndiaidh[/i] na nóid go léir sa chrann. Thabharfaí modh [method Nód._process] nód roimh nuashonruithe an lasc ama (nó [method Node._physics_process] má tá [param process_in_physics] socraithe go [code]true[/code]).

en: Creates and returns a new [Tween] processed in this tree. The Tween will start automatically on the next process frame or physics frame (depending on its [enum Tween.TweenProcessMode]).
    [b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. It may keep working until there is nothing left to animate. If you want the [Tween] to be automatically killed when the [Node] is freed, use [method Node.create_tween] or [method Tween.bind_node].
ga: Cruthaíonn agus seolann ar ais [Tween] nua próiseáilte sa chrann seo. Tosóidh an Tween go huathoibríoch ar an gcéad fhráma próisis eile nó ar an bhfráma fisice (ag brath ar a [enum Tween.TweenProcessMode]).
    [b]Nóta:[/b] Níl A [Tween] a cruthaíodh leis an modh seo ceangailte d'aon [Nóid]. Féadfaidh sé leanúint ar aghaidh ag obair go dtí nach bhfuil aon rud fágtha le beochan. Más mian leat an [Tween] a mharú go huathoibríoch nuair a bheidh an [Node] saor, úsáid [method Node.create_tween] nó [method Tween.bind_node].

en: Returns the first [Node] found inside the tree, that has been added to the given [param group], in scene hierarchy order. Returns [code]null[/code] if no match is found. See also [method get_nodes_in_group].
ga: Filleann sé an chéad [nód] a fuarthas taobh istigh den chrann, atá curtha leis an [paraghrúpa] a tugadh, in ord ordlathas radharc. Seoltar ar ais [code]null[/code] mura bhfuarthas meaitseáil. Féach freisin [method get_nodes_in_group].

en: Returns how many frames have been processed, since the application started. This is [i]not[/i] a measurement of elapsed time.
ga: Tuairiscítear cé mhéad fráma a próiseáladh, ó thosaigh an t-iarratas. [i]ní[/i] é seo ar an am atá caite.

en: Searches for the [MultiplayerAPI] configured for the given path, if one does not exist it searches the parent paths until one is found. If the path is empty, or none is found, the default one is returned. See [method set_multiplayer].
ga: Cuardaítear an [MultiplayerAPI] atá cumraithe don chonair tugtha, mura bhfuil ceann ann déanann sé cuardach ar na cosáin tuismitheora go dtí go bhfaightear ceann amháin. Má tá an cosán folamh, nó mura bhfuarthas aon cheann, cuirtear an ceann réamhshocraithe ar ais. Féach ar [method set_multiplayer].

en: Returns the number of nodes inside this tree.
ga: Filleann sé líon na nóid taobh istigh den chrann seo.

en: Returns the number of nodes assigned to the given group.
ga: Filleann sé líon na nóid sannta don ghrúpa tugtha.

en: Returns an [Array] containing all nodes inside this tree, that have been added to the given [param group], in scene hierarchy order.
ga: Filleann sé [Eagar] ina bhfuil na nóid go léir taobh istigh den chrann seo, a cuireadh leis an [paraghrúpa] a thugtar, in ord ordlathais an radhairc.

en: Returns an [Array] of currently existing [Tween]s in the tree, including paused tweens.
ga: Tugann sé ar ais [Eagar] de [Tween]anna atá sa chrann faoi láthair, lena n-áirítear tweens ar sos.

en: Returns [code]true[/code] if a node added to the given group [param name] exists in the tree.
ga: Filleann sé [code]true[/code] má tá nód a cuireadh leis an ngrúpa a thugtar [ainm param] sa chrann.

en: Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Godot notifications[/url] and [method call_group] and [method set_group].
    [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations.
ga: Glaonna [method Object.notification] leis an [fógra param] tugtha do gach nód taobh istigh den chrann seo a chuirtear leis an [param group]. Féach freisin [url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Fógraí Godot[/url] agus [method call_group] agus [method set_group].
    [b]Nóta:[/b] Feidhmíonn an modh seo láithreach ar na nóid roghnaithe go léir, rud a d’fhéadfadh a bheith ina chúis le stuttering i gcásanna áirithe dianfheidhmíochta.

en: Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. Use [param call_flags] to customize this method's behavior (see [enum GroupCallFlags]).
ga: Glaonna [method Object.notification] leis an [fógra param] tugtha do gach nód taobh istigh den chrann seo a chuirtear leis an [param group]. Úsáid [param call_flags] chun iompar an mhodha seo a shaincheapadh (féach [enum GroupCallFlags]).

en: Queues the given [param obj] to be deleted, calling its [method Object.free] at the end of the current frame. This method is similar to [method Node.queue_free].
ga: Scoirtear an [param obj] a thugtar le scriosadh, ag glaoch ar a [method Object.free] ag deireadh an fhráma reatha. Tá an modh seo cosúil le [method Node.queue_free].

en: Quits the application at the end of the current iteration, with the given [param exit_code].
    By convention, an exit code of [code]0[/code] indicates success, whereas any other exit code indicates an error. For portability reasons, it should be between [code]0[/code] and [code]125[/code] (inclusive).
    [b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the [url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS Human Interface Guidelines[/url], the user is expected to close apps via the Home button.
ga: Scoir an feidhmchlár ag deireadh an atriallta reatha, agus an [param exit_code] tugtha.
    De réir an ghnáis, léiríonn cód scoir de [code]0[/code] rath, ach léiríonn aon chód scoir eile earráid. Ar chúiseanna iniomparthachta, ba cheart go mbeadh sé idir [code]0[/code] agus [code]125[/code] (san áireamh).
    [b]Nóta:[/b] Ar iOS ní oibríonn an modh seo. Ina áit sin, mar atá molta ag an [url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]Treoirlínte iOS Human Interface[/url], táthar ag súil go ndúnfaidh an t-úsáideoir aipeanna tríd an Baile cnaipe.

en: Reloads the currently active scene, replacing [member current_scene] with a new instance of its original [PackedScene].
    Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] is defined, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
ga: Athlódáil an radharc atá gníomhach faoi láthair, ag cur sampla nua dá bhunaidh [PackedScene] in ionad [member current_scene].
    Filleann sé [constant go leor] nuair a d'éirigh leis, [ERR_UNCONFIGURED leanúnach] mura bhfuil [comhalta reatha_scene] sainmhínithe, [ERR_CANT_OPEN leanúnach] mura féidir [member current_scene] a lódáil isteach i [PackedScene], nó [ERR_CANT_CREATE leanúnach] mura féidir an radharc a chur ar an toirt .

en: Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. See also [method call_group] and [method notify_group].
    [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations.
    [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
ga: Socraíonn sé an [airí param] tugtha go [paramluach] ar gach nód taobh istigh den chrann seo a chuirtear leis an [paraghrúpa] a thugtar. Ní thugtar aird ar nóid nach bhfuil an [airí param] acu. Féach freisin [method call_group] agus [method notify_group].
    [b]Nóta:[/b] Feidhmíonn an modh seo láithreach ar na nóid roghnaithe go léir, rud a d’fhéadfadh a bheith ina chúis le stuttering i gcásanna áirithe dianfheidhmíochta.
    [b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. Use [param call_flags] to customize this method's behavior (see [enum GroupCallFlags]).
    [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
ga: Socraíonn sé an [airí param] tugtha go [paramluach] ar gach nód taobh istigh den chrann seo a chuirtear leis an [paraghrúpa] a thugtar. Ní thugtar aird ar nóid nach bhfuil an [airí param] acu. Úsáid [param call_flags] chun iompar an mhodha seo a shaincheapadh (féach [enum GroupCallFlags]).
    [b]Nóta:[/b] I C#, ní mór [airí param] a bheith i snake_case agus tagairt á dhéanamh d'airíonna Godot ionsuite. Is fearr na hainmneacha a nochtar sa rang [code]PropertyName[/code] a úsáid chun [StringName] nua a sheachaint ar gach glao.

en: Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling also the relative subpaths), or override the default one if [param root_path] is empty.
    [b]Note:[/b] No [MultiplayerAPI] must be configured for the subpath containing [param root_path], nested custom multiplayers are not allowed. I.e. if one is configured for [code]"/root/Foo"[/code] setting one for [code]"/root/Foo/Bar"[/code] will cause an error.
ga: Socraíonn sé saincheaptha [MultiplayerAPI] leis an [param root_path] tugtha (lena rialaítear na fobhealaí coibhneasta freisin), nó sáraigh an ceann réamhshocraithe má tá [param root_path] folamh.
    [b]Nóta:[/b] Ní mór [MultiplayerAPI] a chumrú don fhobhealach ina bhfuil [param root_path], ní cheadaítear il-imritheoirí neadaithe saincheaptha. i.e. má tá ceann cumraithe le haghaidh [code]" / root / Foo" [/code] ag socrú ceann amháin le haghaidh [code]" / root / Foo / Bar" [/code] cuirfidh sé faoi deara earráid.

en: If a current scene is loaded, calling this method will unload it.
ga: Má luchtaítear radharc reatha, díluchtófar trí ghlaoch ar an modh seo é.

en: If [code]true[/code], the application automatically accepts quitting requests.
    For mobile platforms, see [member quit_on_go_back].
ga: Más [code]true[/code], glacann an feidhmchlár go huathoibríoch le hiarratais scoir.
    Le haghaidh ardáin mhóibíleacha, féach [comhalta quit_on_go_back].

en: The root node of the currently loaded main scene, usually as a direct child of [member root]. See also [method change_scene_to_file], [method change_scene_to_packed], and [method reload_current_scene].
    [b]Warning:[/b] Setting this property directly may not work as expected, as it does [i]not[/i] add or remove any nodes from this tree.
ga: Nód fréimhe an phríomhradharc atá á luchtú faoi láthair, de ghnáth mar leanbh díreach de [fréimhe comhalta]. Féach freisin [method change_scene_to_file], [method change_scene_to_packed], agus [method reload_current_scene].
    [b]Rabhadh:[/b] Seans nach n-oibreoidh socrú an airí seo go díreach mar a bhíothas ag súil leis, mar ní [i]ní[/i] aon nóid a chur leis nó a bhaint den chrann seo.

en: If [code]true[/code], collision shapes will be visible when running the game from the editor for debugging purposes.
    [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_collisions_hint] while the project is running will not have the desired effect.
ga: Más [code]true[/code], beidh cruthanna imbhuailte le feiceáil agus an cluiche á rith ón eagarthóir chun críocha dífhabhtaithe.
    [b]Nóta:[/b] Níl an t-airí seo deartha chun é a athrú ag am rite. Ní bheidh an éifeacht inmhianaithe ag athrú luach [member debug_collisions_hint] agus an tionscadal ar siúl.

en: If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes.
    [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_navigation_hint] while the project is running will not have the desired effect.
ga: Más [code]true[/code], beidh polagáin nascleanúna le feiceáil agus an cluiche á rith ón eagarthóir chun críocha dífhabhtaithe.
    [b]Nóta:[/b] Níl an t-airí seo deartha chun é a athrú ag am rite. Ní bheidh an éifeacht inmhianaithe ag athrú luach [member debug_navigation_hint] agus an tionscadal ar siúl.

en: If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible when running the game from the editor for debugging purposes.
    [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_paths_hint] while the project is running will not have the desired effect.
ga: Más [code]true[/code], beidh cuair ó nóid [Path2D] agus [Path3D] le feiceáil agus an cluiche á rith ón eagarthóir chun críocha dífhabhtaithe.
    [b]Nóta:[/b] Níl an t-airí seo deartha chun é a athrú ag am rite. Ní bheidh an éifeacht inmhianaithe ag athrú luach [member debug_paths_hint] agus an tionscadal ar siúl.

en: The root of the scene currently being edited in the editor. This is usually a direct child of [member root].
    [b]Note:[/b] This property does nothing in release builds.
ga: Fréamh an radharc atá á chur in eagar faoi láthair san eagarthóir. De ghnáth is leanbh díreach é seo de [fréimhe comhalta].
    [b]Nóta:[/b] Ní dhéanann an t-airí seo faic i bhfoirgnimh scaoilte.

en: If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
    If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
ga: Má chumasaíonn [code]true[/code] (luach réamhshocraithe), vótáil uathoibríoch ar an [MultiplayerAPI] don SceneTree seo le linn [signal process_frame].
    Más rud é [code]false[/code], ní mór duit glaoch de láimh ar [method MultiplayerAPI.poll] chun paicéid líonra a phróiseáil agus RPCanna a sheachadadh. Ligeann sé seo RPCanna a rith i lúb eile (m.sh. fisic, snáithe, céim shonrach ama) agus do chosaint láimhe [Mutex] nuair a bhíonn rochtain á fháil ar an [MultiplayerAPI] ó snáitheanna.

en: If [code]true[/code], the scene tree is considered paused. This causes the following behavior:
    - 2D and 3D physics will be stopped, as well as collision detection and related signals.
    - Depending on each node's [member Node.process_mode], their [method Node._process], [method Node._physics_process] and [method Node._input] callback methods may not called anymore.
ga: Más [code]true[/code], meastar go bhfuil an crann radhairc ar sos. Is cúis leis seo an iompar seo a leanas:
    - Stopfar fisic 2D agus 3D, chomh maith le brath imbhuailte agus comharthaí gaolmhara.
    - Ag brath ar [ball Node.process_mode] gach nód, ní féidir a gcuid [method Node._process], [method Node._physics_process] agus [method Node._input] a ghairm ar ais a thuilleadh.

en: If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames.
    The default value of this property is controlled by [member ProjectSettings.physics/common/physics_interpolation].
ga: Más [code]true[/code], déanfaidh an rindreálaí trasfhoirmiú réada fisice a idirshuíomh idir an dá chlaochlú dheireanacha, ionas go bhfeicfear gluaisne mhín fiú nuair nach mbíonn sceartáin na fisice i gcomhthráth le frámaí rindreáilte.
    Tá luach réamhshocraithe na maoine seo á rialú ag [member ProjectSettings.physics/common/physics_interpolation].

en: If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
    To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
ga: Más [code]true[/code] é, scoirfidh an feidhmchlár go huathoibríoch agus é á nascleanúint ar ais (m.sh. ag baint úsáide as cnaipe an chórais "Ar ais" ar Android).
    Chun an cnaipe ‘Téigh Ar Ais’ a láimhseáil nuair atá an rogha seo díchumasaithe, úsáid [Constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].

en: The tree's root [Window]. This is top-most [Node] of the scene tree, and is always present. An absolute [NodePath] always starts from this node. Children of the root node may include the loaded [member current_scene], as well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload.html]AutoLoad[/url] configured in the Project Settings.
    [b]Warning:[/b] Do not delete this node. This will result in unstable behavior, followed by a crash.
ga: Fréamh an chrainn [Fuinneog]. Is é seo an barr is mó [Nóid] den chrann radhairc, agus bíonn sé i gcónaí i láthair. Tosaíonn iomlán [NodePath] ón nód seo i gcónaí. Féadfaidh leanaí den bhunnóid an [member current_scene] luchtaithe a áireamh, chomh maith le haon [url=$DOCS_URL/tutorials/scripting/singletons_autoload.html]AutoLoad[/url] cumraithe i Socruithe an Tionscadail.
    [b]Rabhadh:[/b] Ná scrios an nód seo. Mar thoradh air seo beidh iompar éagobhsaí, agus timpiste ina dhiaidh sin.

en: Emitted when the [param node] enters this tree.
ga: Astaítear nuair a théann an [param node] isteach sa chrann seo.

en: Emitted when the [param node]'s [method Node.update_configuration_warnings] is called. Only emitted in the editor.
ga: Astaítear nuair a ghlaoitear an [method nód] an [method Node.update_configuration_warnings]. Astaítear san eagarthóir amháin.

en: Emitted when the [param node] exits this tree.
ga: Astaítear nuair a fhágann an [param node] an crann seo.

en: Emitted when the [param node]'s [member Node.name] is changed.
ga: Astaítear nuair a athraítear an [param node] [member Node.name].

en: Emitted immediately before [method Node._physics_process] is called on every node in this tree.
ga: Astaítear díreach roimh [method Node._physics_process] a thugtar ar gach nód sa chrann seo.

en: Emitted immediately before [method Node._process] is called on every node in this tree.
ga: Astaítear díreach roimh [method Node._process] a thugtar ar gach nód sa chrann seo.

en: Emitted any time the tree's hierarchy changes (nodes being moved, renamed, etc.).
ga: Astaítear aon uair a athraíonn ordlathas an chrainn (nóid á n-aistriú, á n-athainmniú, etc.).

en: Emitted when the [member Node.process_mode] of any node inside the tree is changed. Only emitted in the editor, to update the visibility of disabled nodes.
ga: Astaítear nuair a athraítear [member Node.process_mode] aon nód taobh istigh den chrann. Astaítear san eagarthóir amháin, chun infheictheacht nóid dhíchumasaithe a nuashonrú.

en: Call nodes within a group with no special behavior (default).
ga: Glaoch ar nóid laistigh de ghrúpa gan aon iompar speisialta (réamhshocraithe).

en: Call nodes within a group in reverse tree hierarchy order (all nested children are called before their respective parent nodes).
ga: Cuir glaoch ar nóid laistigh de ghrúpa in ord ordlathach droim ar ais (cuirtear glaoch ar gach leanbh neadaithe roimh a nóid tuismitheora faoi seach).

en: Call nodes within a group at the end of the current frame (can be either process or physics frame), similar to [method Object.call_deferred].
ga: nóid glao laistigh de ghrúpa ag deireadh an fhráma reatha (is féidir a bheith ina phróiseas nó fráma fisice), cosúil le [method Object.call_deferred].

en: Call nodes within a group only once, even if the call is executed many times in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to work.
    [b]Note:[/b] Different arguments are not taken into account. Therefore, when the same call is executed with different arguments, only the first call will be performed.
ga: Nóid glaonna laistigh de ghrúpa ach uair amháin, fiú má dhéantar an glao go minic sa fhráma céanna. Ní mór é a chomhcheangal le [GROUP_CALL_DEFERRED leanúnach] chun oibriú.
    [b]Nóta:[/b] Ní chuirtear argóintí éagsúla san áireamh. Mar sin, nuair a dhéantar an glao céanna le hargóintí éagsúla, ní dhéanfar ach an chéad ghlao.

en: One-shot timer.
ga: Uaineadóir aon-lámhaigh.

en: A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer].
    As opposed to [Timer], it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example:
    [codeblocks]
    [gdscript]
    func some_function():
        print("Timer started.")
        await get_tree().create_timer(1.0).timeout
        print("Timer ended.")
    [/gdscript]
    [csharp]
    public async Task SomeFunction()
    {
        GD.Print("Timer started.");
        await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
        GD.Print("Timer ended.");
    }
    [/csharp]
    [/codeblocks]
    The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted].
    [b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [code]process_in_physics[/code] in [method SceneTree.create_timer] has been set to [code]true[/code]).
ga: Uaineadóir aon-lámhaigh arna bhainistiú ag an gcrann radhairc, a astaíonn [tráth ama an chomhartha] nuair a bhíonn sé críochnaithe. Féach freisin [method SceneTree.create_timer].
    Murab ionann agus [Uamadóir], ní éilíonn sé nód a chur ar an toirt. Úsáidtear go coitianta é chun lasc ama moille aon-shot a chruthú mar atá sa sampla seo a leanas:
    [codeblocks]
    [gdscript]
    feidhm some_function():
        print ("Thosaigh an t-amadóir.")
        fan ar get_tree().create_timer(1.0).time out
        print ("Críochnaithe an t-amadóir.")
    [/gdscript]
    [csharp]
    Tasc sioncronaithe poiblí SomeFunction()
    {
        GD.Print ("Thosaigh an t-amadóir.");
        ag fanacht ar ChunSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
        GD.Print ("Críochnaíonn an t-amadóir.");
    }
    [/csharp]
    [/codeblocks]
    Déanfar an t-amadóir a dhífhostú nuair a bheidh an t-am istigh. Chun an t-amadóir a chaomhnú, is féidir leat tagairt a choinneáil dó. Féach [RefCounted].
    [b]Nóta:[/b] Próiseáiltear an t-amadóir tar éis na nóid go léir sa fhráma reatha, i.e. chuirfí modh [method Node._process] nód roimh an lasc ama (nó [method Node._physics_process] dá mbeadh [code] process_in_physics[/code] i [method SceneTree.create_timer] socraithe go [code]true[/code]).

en: The time remaining (in seconds).
ga: An t-am atá fágtha (i soicindí).

en: Emitted when the timer reaches 0.
ga: Astaítear nuair a shroicheann an t-amadóir 0.

en: A class stored as a resource.
ga: Rang a stóráiltear mar acmhainn.

en: A class stored as a resource. A script extends the functionality of all objects that instantiate it.
    This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error.
    The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
ga: Rang a stóráiltear mar acmhainn. Síneann script feidhmiúlacht na n-oibiachtaí go léir a chuireann ar an toirt é.
    Is é seo an bunrang do gach script agus níor chóir é a úsáid go díreach. Má dhéantar iarracht script nua a chruthú leis an rang seo beidh earráid ann.
    Cruthaíonn an modh [code]nua[/code] d'fho-aicme scripte cás nua. Leathnaíonn [method Object.set_script] réad atá ann cheana féin, má mheaitseálann rang an oibiachta sin le ceann de bhunranganna an script.

en: Scripting documentation index
ga: Innéacs doiciméadú scriptithe

en: Returns [code]true[/code] if the script can be instantiated.
ga: Filleann sé [code]true[/code] más féidir an script a chur ar an toirt.

en: Returns the script directly inherited by this script.
ga: Filleann sé an script a fuair an script seo go díreach le hoidhreacht.

en: Returns the class name associated with the script, if there is one. Returns an empty string otherwise.
    To give the script a global name, you can use the [code]class_name[/code] keyword in GDScript and the [code][GlobalClass][/code] attribute in C#.
    [codeblocks]
    [gdscript]
    class_name MyNode
    extends Node
    [/gdscript]
    [csharp]
    using Godot;
    
    [GlobalClass]
    public partial class MyNode : Node
    {
    }
    [/csharp]
    [/codeblocks]
ga: Seol ar ais ainm an ranga a bhaineann leis an script, má tá ceann ann. Filleann teaghrán folamh ar shlí eile.
    Chun ainm domhanda a thabhairt don script, is féidir leat an eochairfhocal [code]class_name[/code] a úsáid in GDScript agus an aitreabúid [code][GlobalClass][/code] in C#.
    [codeblocks]
    [gdscript]
    class_name MyNode
    leathnaíonn Nód
    [/gdscript]
    [csharp]
    ag baint úsáide as Godot;
    
    [Global Class]
    páirt-aicme poiblí MyNode : Nód
    {
    }
    [/csharp]
    [/codeblocks]

en: Returns the script's base type.
ga: Filltear bunchineál an script.

en: Returns the default value of the specified property.
ga: Tugann sé ar ais luach réamhshocraithe na maoine sonraithe.

en: Returns a dictionary containing constant names and their values.
ga: Filleann foclóir ina bhfuil ainmneacha tairiseacha agus a luachanna.

en: Returns the list of methods in this [Script].
ga: Filleann sé liosta na modhanna sa [Script].

en: Returns the list of properties in this [Script].
ga: Seoltar ar ais liosta na maoine sa [Script] seo.

en: Returns the list of user signals defined in this [Script].
ga: Seoltar ar ais liosta na gcomharthaí úsáideora atá sainmhínithe sa [Script] seo.

en: Returns [code]true[/code] if the script, or a base class, defines a signal with the given name.
ga: Filleann sé [code]true[/code] má shainmhíníonn an script, nó rang bonn, comhartha leis an ainm tugtha.

en: Returns [code]true[/code] if the script contains non-empty source code.
    [b]Note:[/b] If a script does not have source code, this does not mean that it is invalid or unusable. For example, a [GDScript] that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked with [method can_instantiate].
ga: Filleann sé [code]true[/code] má tá cód foinse neamhfholamh sa script.
    [b]Nóta:[/b] Mura bhfuil cód foinse ag script, ní chiallaíonn sé seo go bhfuil sé neamhbhailí nó neamh-inúsáidte. Mar shampla, níl aon chód foinse ag [GDScript] a onnmhairíodh le comharthaíocht dhénártha, ach iompraíonn sé fós mar a bhíothas ag súil leis agus d'fhéadfaí é a chur ar an toirt. Is féidir é seo a sheiceáil le [method can_instantiate].

en: Returns [code]true[/code] if [param base_object] is an instance of this script.
ga: Filleann sé [code]true[/code] más rud é [param base_object] mar shampla den script seo.

en: Returns [code]true[/code] if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
ga: Filleann sé [code]true[/code] más script teibí an script. Níl cruthaitheoir ag script teibí agus ní féidir é a mheantú.

en: Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor.
ga: Filleann sé [code]true[/code] más script uirlise an script. Is féidir script uirlisí a reáchtáil san eagarthóir.

en: Reloads the script's class implementation. Returns an error code.
ga: Athlódálann sé feidhmiú an ranga an script. Seoltar cód earráide ar ais.

en: The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
ga: Cód foinse an script nó teaghrán folamh mura bhfuil an cód foinse ar fáil. Nuair a bheidh sé socraithe, ní athluchtaítear cur i bhfeidhm an ranga go huathoibríoch.

en: Godot editor's popup dialog for creating new [Script] files.
ga: Dialóg aníos an eagarthóra Godot chun comhaid [Script] nua a chruthú.

en: The [ScriptCreateDialog] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Window.popup] methods.
    [codeblocks]
    [gdscript]
    func _ready():
        var dialog = ScriptCreateDialog.new();
        dialog.config("Node", "res://new_node.gd") # For in-engine types.
        dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # For script types.
        dialog.popup_centered()
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var dialog = new ScriptCreateDialog();
        dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
        dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
        dialog.PopupCentered();
    }
    [/csharp]
    [/codeblocks]
ga: Cruthaíonn an [ScriptCreateDialog] comhaid scripte de réir teimpléad tugtha do theanga scriptithe ar leith. Is é an gnáthúsáid ná a réimsí a chumrú roimh ghlaoch ar cheann de na modhanna [method Window.popup].
    [codeblocks]
    [gdscript]
    func _réidh():
        dialóg var = ScriptCreateDialog.new();
        dialog.config ("Nóid", "res://new_node.gd") # Le haghaidh cineálacha in-inneall.
        dialog.config ("\"res://base_node.gd\"", "res://derived_node.gd") # Le haghaidh cineálacha scripte.
        dialog.popup_centered()
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        dialóg var = nua ScriptCreateDialog();
        dialog.Config("Nóid", "res://NewNode.cs"); // Le haghaidh cineálacha in-inneall.
        dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // Le haghaidh cineálacha scripte.
        dialóg.PopupCentered();
    }
    [/csharp]
    [/codeblocks]

en: Prefills required fields to configure the ScriptCreateDialog for use.
ga: Réamhlíonann sé na réimsí riachtanacha chun an ScriptCreateDialog a chumrú le húsáid.

en: Emitted when the user clicks the OK button.
ga: Astaítear nuair a chliceálann an t-úsáideoir an cnaipe OK.

en: Godot editor's script editor.
ga: Godot eagarthóir scripte.

en: Godot editor's script editor.
    [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_script_editor].
ga: Godot eagarthóir scripte.
    [b]Nóta:[/b] Níor cheart an rang seo a chur ar an toirt go díreach. Ina áit sin, rochtain a fháil ar an singleton ag baint úsáide as [method EditorInterface.get_script_editor].

en: Returns the [ScriptEditorBase] object that the user is currently editing.
ga: Filleann sé an oibiacht [ScriptEditorBase] atá á chur in eagar ag an úsáideoir faoi láthair.

en: Returns a [Script] that is currently active in editor.
ga: Filleann sé [Script] atá gníomhach san eagarthóir faoi láthair.

en: Returns an array with all [ScriptEditorBase] objects which are currently open in editor.
ga: Filleann sé eagar le gach réad [ScriptEditorBase] atá ar oscailt san eagarthóir faoi láthair.

en: Returns an array with all [Script] objects which are currently open in editor.
ga: Filleann sé eagar le gach réad [Script] atá ar oscailt san eagarthóir faoi láthair.

en: Goes to the specified line in the current script.
ga: Téann sé go dtí an líne sonraithe sa script reatha.

en: Opens the script create dialog. The script will extend [param base_name]. The file extension can be omitted from [param base_path]. It will be added based on the selected scripting language.
ga: Osclaíonn sé an script cruthaigh dialóg. Síneoidh an script [param base_name]. Is féidir an síneadh comhad a fhágáil ar lár ó [param base_path]. Cuirfear leis bunaithe ar an teanga scriptithe roghnaithe.

en: Registers the [EditorSyntaxHighlighter] to the editor, the [EditorSyntaxHighlighter] will be available on all open scripts.
    [b]Note:[/b] Does not apply to scripts that are already opened.
ga: Cláraítear an [EditorSyntaxHighlighter] don eagarthóir, beidh an [EditorSyntaxHighlighter] ar fáil ar gach script oscailte.
    [b]Nóta:[/b] Ní bhaineann sé le scripteanna atá oscailte cheana féin.

en: Unregisters the [EditorSyntaxHighlighter] from the editor.
    [b]Note:[/b] The [EditorSyntaxHighlighter] will still be applied to scripts that are already opened.
ga: Díchláraítear an [EditorSyntaxHighlighter] ón eagarthóir.
    [b]Nóta:[/b] Cuirfear an [EditorSyntaxHighlighter] i bhfeidhm fós ar scripteanna atá oscailte cheana féin.

en: Emitted when user changed active script. Argument is a freshly activated [Script].
ga: Astaithe nuair a d'athraigh an t-úsáideoir an script ghníomhach. [Script] úrnua-ghníomhachtaithe is ea an argóint.

en: Emitted when editor is about to close the active script. Argument is a [Script] that is going to be closed.
ga: Astaithe nuair a bhíonn an t-eagarthóir ar tí an script ghníomhach a dhúnadh. Is [Script] í an argóint atá le dúnadh.

en: Base editor for editing scripts in the [ScriptEditor].
ga: Bonneagarthóir chun scripteanna a chur in eagar sa [ScriptEditor].

en: Base editor for editing scripts in the [ScriptEditor]. This does not include documentation items.
ga: Bonneagarthóir chun scripteanna a chur in eagar sa [ScriptEditor]. Ní chuimsíonn sé seo míreanna doiciméadachta.

en: Adds a [EditorSyntaxHighlighter] to the open script.
ga: Cuireann [EditorSyntaxHighlighter] leis an script oscailte.

en: Returns the underlying [Control] used for editing scripts. For text scripts, this is a [CodeEdit].
ga: Filleann sé an [Rialú] bhunúsach a úsáidtear le haghaidh eagarthóireacht scripteanna. Maidir le scripteanna téacs, is é seo [CodeEdit].

en: Emitted after script validation.
ga: Astaithe tar éis bailíochtú scripte.

en: Emitted when the user requests a specific documentation page.
ga: Astaítear nuair a iarrann an t-úsáideoir leathanach doiciméadúcháin ar leith.

en: Emitted when the user requests to view a specific method of a script, similar to [signal request_open_script_at_line].
ga: Astaítear nuair a iarrann an t-úsáideoir modh ar leith de script a fheiceáil, cosúil le [signal request_open_script_at_line].

en: Emitted after script validation or when the edited resource has changed.
ga: Astaithe tar éis bailíochtú scripte nó nuair a athraítear an acmhainn curtha in eagar.

en: Emitted when the user request to find and replace text in the file system.
ga: Astaítear nuair a iarrann an t-úsáideoir téacs a aimsiú agus a athsholáthar sa chóras comhad.

en: Emitted when the user requests contextual help.
ga: Astaítear nuair a iarrann an t-úsáideoir cabhair chomhthéacsúil.

en: Emitted when the user requests to view a specific line of a script, similar to [signal go_to_method].
ga: Astaithe nuair a iarrann an t-úsáideoir líne ar leith de script a fheiceáil, cosúil le [signal go_to_method].

en: Emitted when the user contextual goto and the item is in the same script.
ga: Astaítear nuair a fuair an comhthéacs úsáideora agus tá an mhír sa script chéanna.

en: Emitted when the user changes current script or moves caret by 10 or more columns within the same script.
ga: Astaítear nuair a athraíonn an t-úsáideoir an script reatha nó nuair a bhogann sé cúram faoi 10 gcolún nó níos mó laistigh den script chéanna.

en: Emitted when the user request to search text in the file system.
ga: Astaítear nuair a iarrann an t-úsáideoir téacs a chuardach sa chóras comhad.

en: Return the expected argument count for the given [param method], or [code]null[/code] if it can't be determined (which will then fall back to the default behavior).
ga: Tabhair ar ais an comhaireamh argóint a bhfuiltear ag súil leis don [param method] a tugadh, nó [code] null[/code] mura féidir é a chinneadh (a thitfidh ar ais go dtí an t-iompar réamhshocraithe ansin).

en: Returns the source associated with a given debug stack position.
ga: Filleann sé an fhoinse a bhaineann le suíomh stoic dífhabhtaithe tugtha.

en: Returns the line where the function is defined in the code, or [code]-1[/code] if the function is not present.
ga: Filleann sé an líne ina bhfuil an fheidhm sainithe sa chód, nó [code]-1[/code] mura bhfuil an fheidhm i láthair.

en: This method is not called by the engine.
ga: Níl an modh seo ar a dtugtar an t-inneall.

en: Abstract base class for scrollbars.
ga: Bunrang teibí le haghaidh barraí scrollbharra.

en: Abstract base class for scrollbars, typically used to navigate through content that extends beyond the visible area of a control. Scrollbars are [Range]-based controls.
ga: Bunrang teibí do scrollbharraí, a úsáidtear de ghnáth chun nascleanúint a dhéanamh trí ábhar a shíneann thar limistéar infheicthe an rialaitheora. Rialuithe bunaithe ar [Raon] is ea scrollbharraí.

en: Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
ga: Sáraítear an chéim a úsáidtear nuair a chliceáiltear ar chnaipí incriminte agus laghdaithe nó nuair a bhíonn saigheadeochracha in úsáid nuair a bhíonn an [ScrollBar] dírithe.

en: Emitted when the scrollbar is being scrolled.
ga: Astaithe nuair atá an scrollbharra á scrollú.

en: Icon used as a button to scroll the [ScrollBar] left/up. Supports custom step using the [member ScrollBar.custom_step] property.
ga: Deilbhín a úsáidtear mar chnaipe chun an [Scrollbharra] a scrollú ar chlé/suas. Tacaíonn sé le céim saincheaptha ag baint úsáide as an airí [member ScrollBar.custom_step].

en: Displayed when the mouse cursor hovers over the decrement button.
ga: Ar taispeáint nuair a aistríonn cúrsóir na luiche thar an gcnaipe laghdaithe.

en: Displayed when the decrement button is being pressed.
ga: Ar taispeáint nuair a bhíonn an cnaipe laghdaithe á bhrú.

en: Icon used as a button to scroll the [ScrollBar] right/down. Supports custom step using the [member ScrollBar.custom_step] property.
ga: Deilbhín a úsáidtear mar chnaipe chun an [ScrollBar] a scrollú ar dheis/síos. Tacaíonn sé le céim saincheaptha ag baint úsáide as an airí [member ScrollBar.custom_step].

en: Displayed when the mouse cursor hovers over the increment button.
ga: Ar taispeáint nuair a aistríonn cúrsóir na luiche thar an gcnaipe incriminte.

en: Displayed when the increment button is being pressed.
ga: Ar taispeáint nuair a bhíonn an cnaipe incrimint á bhrú.

en: Used as texture for the grabber, the draggable element representing current scroll.
ga: Úsáidtear é mar uigeacht don grabber, an eilimint in-tharraingt a léiríonn an scrolla reatha.

en: Used when the mouse hovers over the grabber.
ga: Úsáidtear é nuair a bhogann an luch thar an grabber.

en: Used when the grabber is being dragged.
ga: Úsáidtear é nuair a bhíonn an grabber á tharraingt.

en: Used as background of this [ScrollBar].
ga: Úsáidte mar chúlra seo [ScrollBar].

en: Used as background when the [ScrollBar] has the GUI focus.
ga: Úsáidtear é mar chúlra nuair a bhíonn an fócas GUI ar an [ScrollBar].

en: A container used to provide scrollbars to a child control when needed.
ga: Coimeádán a úsáidtear chun barraí scrollbharra a sholáthar do rialtán linbh nuair is gá.

en: A container used to provide a child control with scrollbars when needed. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.custom_minimum_size] of the Control relative to the ScrollContainer.
ga: Coimeádán a úsáidtear chun scrollbharraí a sholáthar do leanbh nuair is gá. Beidh scrollbharraí a tharraingt go huathoibríoch ar dheis (do ingearach) nó bun (do cothrománach) agus beidh sé ar chumas dragging a bhogadh ar an Rialú viewable (agus a leanaí) laistigh den ScrollContainer. Déanfaidh scrollbharraí an grabber a athrú go huathoibríoch freisin bunaithe ar [ball Control.custom_minimum_size] den Rialú i gcoibhneas leis an ScrollContainer.

en: Ensures the given [param control] is visible (must be a direct or indirect child of the ScrollContainer). Used by [member follow_focus].
    [b]Note:[/b] This will not work on a node that was just added during the same frame. If you want to scroll to a newly added child, you must wait until the next frame using [signal SceneTree.process_frame]:
    [codeblock]
    add_child(child_node)
    await get_tree().process_frame
    ensure_control_visible(child_node)
    [/codeblock]
ga: Cinntíonn sé go bhfuil an [rialú param] tugtha le feiceáil (caithfidh sé a bheith ina leanbh díreach nó indíreach den ScrollContainer). Úsáidte ag [comhalta follow_focus].
    [b]Nóta:[/b] Ní oibreoidh sé seo ar nód a cuireadh leis le linn an fhráma chéanna. Más mian leat scrollú chuig leanbh nua-chur leis, ní mór duit fanacht go dtí an chéad fhráma eile ag baint úsáide as [signal SceneTree.process_frame]:
    [codeblock]
    add_child(child_node)
    fanacht get_tree().process_frame
    sure_control_visible(páiste_nód)
    [/codeblock]

en: Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to disable or hide a scrollbar, you can use [member horizontal_scroll_mode].
ga: Filleann an scrollbharra cothrománach [HScrollBar] den [ScrollCoimeádán] seo.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat scrollbharra a dhíchumasú nó a chur i bhfolach, is féidir leat [comhaltaí cothrománacha_scroll_mode] a úsáid.

en: Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to disable or hide a scrollbar, you can use [member vertical_scroll_mode].
ga: Filleann sé an scrollbharra ceartingearach [VScrollBar] den [ScrollCoimeádán] seo.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat scrollbharra a dhíchumasú nó a chur i bhfolach, is féidir leat [member vertical_scroll_mode] a úsáid.

en: If [code]true[/code], the ScrollContainer will automatically scroll to focused children (including indirect children) to make sure they are fully visible.
ga: Más [code]true[/code], scrollóidh an Coimeádán Scrollaigh go huathoibríoch chuig leanaí dírithe (lena n-áirítear leanaí indíreacha) lena chinntiú go bhfuil siad infheicthe go hiomlán.

en: Controls whether horizontal scrollbar can be used and when it should be visible. See [enum ScrollMode] for options.
ga: Rialaíonn an féidir scrollbharra cothrománach a úsáid agus cathain ba cheart go mbeadh sé le feiceáil. Féach [enum ScrollMode] le haghaidh roghanna.

en: Deadzone for touch scrolling. Lower deadzone makes the scrolling more sensitive.
ga: Deadzone le haghaidh scrollaithe tadhaill. Déanann crios marbh níos ísle an scrollú níos íogaire.

en: The current horizontal scroll value.
    [b]Note:[/b] If you are setting this value in the [method Node._ready] function or earlier, it needs to be wrapped with [method Object.set_deferred], since scroll bar's [member Range.max_value] is not initialized yet.
    [codeblock]
    func _ready():
        set_deferred("scroll_horizontal", 600)
    [/codeblock]
ga: An luach reatha scrollbharra cothrománach.
    [b]Nóta:[/b] Má tá an luach seo á shocrú agat san fheidhm [method Node._ready] nó níos luaithe, ní mór é a fhilleadh le [method Object.set_deferred], ós rud é gurb é [member Range.max_value] an barra scrollaithe níor cuireadh tús leis fós.
    [codeblock]
    func _réidh():
        set_deferred("scroll_cothrománach", 600)
    [/codeblock]

en: Overrides the [member ScrollBar.custom_step] used when clicking the internal scroll bar's horizontal increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
ga: Sáraíonn sé an [ball ScrollBar.custom_step] a úsáidtear nuair a chliceálann sé cnaipí incriminteacha agus laghdaithe cothrománacha an bharra scrollbharra inmheánaigh nó nuair a bhíonn na heochracha saigheada in úsáid nuair a bhíonn an [ScrollBar] dírithe.

en: The current vertical scroll value.
    [b]Note:[/b] Setting it early needs to be deferred, just like in [member scroll_horizontal].
    [codeblock]
    func _ready():
        set_deferred("scroll_vertical", 600)
    [/codeblock]
ga: An luach scrollaigh ingearach reatha.
    [b]Nóta:[/b] Ní mór é a shocrú go luath a chur siar, díreach mar atá in [member scroll_horizontal].
    [codeblock]
    func _réidh():
        set_deferred("scroll_ingearach", 600)
    [/codeblock]

en: Overrides the [member ScrollBar.custom_step] used when clicking the internal scroll bar's vertical increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
ga: Sáraíonn sé an [comhalta ScrollBar.custom_step] a úsáidtear nuair a chliceáiltear ar chnaipí incriminteacha agus laghdaithe ingearacha an bharra scrollaigh inmheánaigh nó nuair a bhíonn saigheadeochracha in úsáid nuair atá an [ScrollBar] dírithe.

en: Controls whether vertical scrollbar can be used and when it should be visible. See [enum ScrollMode] for options.
ga: Rialaíonn an féidir scrollbharra ingearach a úsáid agus cathain ba cheart go mbeadh sé le feiceáil. Féach [enum ScrollMode] le haghaidh roghanna.

en: Emitted when scrolling stops when dragging the scrollable area [i]with a touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/gamepad events.
    [b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web platforms when [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is enabled.
ga: Astaítear nuair a stopann scrollú nuair a tharraingítear an limistéar inscrollaithe [i] le teagmhas tadhaill[/i]. Ní astaítear an comhartha seo [i][/i] agus tú ag scrollú tríd an scrollbharra a tharraingt, scrollaigh le roth na luiche nó scrollaigh le himeachtaí méarchláir/chluiche.
    [b]Nóta:[/b] Ní astaítear an comhartha seo ach ar Android nó iOS, nó ar ardáin deisce/gréasáin nuair atá [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] cumasaithe.

en: Emitted when scrolling starts when dragging the scrollable area w[i]ith a touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/gamepad events.
    [b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web platforms when [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is enabled.
ga: Astaítear nuair a thosaíonn an scrollú agus an limistéar inscrollaithe á tharraingt [i]le himeacht tadhaill[/i]. [i]Ní[/i] astaítear an comhartha seo agus tú ag scrollú tríd an scrollbharra a tharraingt, scrollaigh le roth na luiche nó scrollaigh le himeachtaí méarchláir/chluiche.
    [b]Nóta:[/b] Ní astaítear an comhartha seo ach ar Android nó iOS, nó ar ardáin deisce/gréasáin nuair atá [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] cumasaithe.

en: Scrolling disabled, scrollbar will be invisible.
ga: Scrollaigh díchumasaithe, beidh scrollbharra dofheicthe.

en: Scrolling enabled, scrollbar will be visible only if necessary, i.e. container's content is bigger than the container.
ga: Scrollaigh cumasaithe, ní bheidh scrollbharra le feiceáil ach amháin más gá, i.e. tá ábhar an choimeádáin níos mó ná an coimeádán.

en: Scrolling enabled, scrollbar will be always visible.
ga: Scrollaigh cumasaithe, beidh scrollbharra le feiceáil i gcónaí.

en: Scrolling enabled, scrollbar will be hidden.
ga: Scrollaigh cumasaithe, beidh scrollbharra i bhfolach.

en: The background [StyleBox] of the [ScrollContainer].
ga: Cúlra [StyleBox] an [ScrollContainer].

en: A 2D line segment shape used for physics collision.
ga: Cruth mírlíne 2T a úsáidtear le haghaidh imbhualadh san fhisic.

en: A 2D line segment shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape2D].
ga: Tá cruth mírlíne 2D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape2D].

en: The segment's first point position.
ga: Suíomh chéad phointe na míre.

en: The segment's second point position.
ga: Seasamh dara pointe na míre.

en: A synchronization mechanism used to control access to a shared resource by [Thread]s.
ga: Meicníocht sioncrónaithe a úsáidtear chun rochtain ar acmhainn roinnte ag [Snáithe]anna a rialú.

en: A synchronization semaphore that can be used to synchronize multiple [Thread]s. Initialized to zero on creation. For a binary version, see [Mutex].
    [b]Warning:[/b] Semaphores must be used carefully to avoid deadlocks.
    [b]Warning:[/b] To guarantee that the operating system is able to perform proper cleanup (no crashes, no deadlocks), these conditions must be met:
    - When a [Semaphore]'s reference count reaches zero and it is therefore destroyed, no threads must be waiting on it.
    - When a [Thread]'s reference count reaches zero and it is therefore destroyed, it must not be waiting on any semaphore.
ga: Seimeafóir sioncrónaithe is féidir a úsáid chun il[Snáithe]anna a shioncronú. Cuireadh tús leis go nialas ar chruthú. Le haghaidh leagan dénártha, féach [Mutex].
    [b]Rabhadh:[/b] Ní mór seimeafóir a úsáid go cúramach chun stop a chur leis.
    [b]Rabhadh:[/b] Chun a ráthú go bhfuil an córas oibriúcháin in ann glantachán ceart a dhéanamh (gan aon tuairteanna, gan aon ghlas glas), ní mór na coinníollacha seo a chomhlíonadh:
    - Nuair a shroicheann comhaireamh tagartha [Seemaphore] náid agus scriostar é mar sin, ní gá go mbeadh aon snáitheanna ag fanacht air.
    - Nuair a shroicheann comhaireamh tagartha [Snáithe] náid agus go scriostar é dá bhrí sin, níor cheart go mbeadh sé ag fanacht ar aon semaphore.

en: Like [method wait], but won't block, so if the value is zero, fails immediately and returns [code]false[/code]. If non-zero, it returns [code]true[/code] to report success.
ga: Cosúil le [method fan], ach ní bhacfaidh sé, mar sin má tá an luach náid, teipeann láithreach agus filleann sé [code]false[/code]. Mura bhfuil sé nialasach, filleann sé [code]true[/code] chun rath a thuairisciú.

en: Waits for the [Semaphore], if its value is zero, blocks until non-zero.
ga: Fanann leis an [Seemaphore], más é a luach náid, bloic go dtí neamh-nialas.

en: A 2D ray shape used for physics collision that tries to separate itself from any collider.
ga: Cruth ga 2T a úsáidtear le haghaidh imbhualadh fisice a dhéanann iarracht é féin a scaradh ó imbhuailteoir ar bith.

en: A 2D ray shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape2D]. When a [SeparationRayShape2D] collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. For example, a [SeparationRayShape2D] next to a character can allow it to instantly move up when touching stairs.
ga: Cruth gathanna 2D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape2D]. Nuair a imbhuaileann [SparationRayShape2D] réad, déanann sé iarracht é féin a scaradh uaidh trína chríochphointe a bhogadh go dtí an pointe imbhuailte. Mar shampla, is féidir le [SeparationRayShape2D] in aice le carachtar ligean dó bogadh suas láithreach agus é ag baint le staighre.

en: The ray's length.
ga: Fad an gha.

en: If [code]false[/code] (default), the shape always separates and returns a normal along its own direction.
    If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.
ga: Más [code]bréagach[/code] (réamhshocraithe), scarann an cruth i gcónaí agus filleann sé gnáth ar a threo féin.
    Más [code]true[/code], is féidir leis an gcruth an gnáth cheart a thabhairt ar ais agus scaradh i dtreo ar bith, rud a ligeann do ghluaisne sleamhnáin ar fhánaí.

en: A 3D ray shape used for physics collision that tries to separate itself from any collider.
ga: Cruth ga 3D a úsáidtear le haghaidh imbhualadh fisice a dhéanann iarracht é féin a scaradh ó imbhuailteoir ar bith.

en: A 3D ray shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D]. When a [SeparationRayShape3D] collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. For example, a [SeparationRayShape3D] next to a character can allow it to instantly move up when touching stairs.
ga: Cruth gathanna 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape3D]. Nuair a imbhuaileann [SparationRayShape3D] réad, déanann sé iarracht é féin a scaradh uaidh trína chríochphointe a bhogadh go dtí an pointe imbhuailte. Mar shampla, is féidir le [SeparationRayShape3D] in aice le carachtar ligean dó bogadh suas láithreach agus é ag baint le staighre.

en: Abstract base class for separators.
ga: Bunrang teibí le haghaidh deighilteoirí.

en: Abstract base class for separators, used for separating other controls. [Separator]s are purely visual and normally drawn as a [StyleBoxLine].
ga: Bunrang teibí le haghaidh deighilteoirí, a úsáidtear chun rialuithe eile a scaradh. Is éard atá i [Deighilteoir]sanna amhairc amháin agus de ghnáth tarraingítear iad mar [StyleBoxLine].

en: The size of the area covered by the separator. Effectively works like a minimum width/height.
ga: Méid an limistéir atá clúdaithe ag an deighilteoir. Oibríonn sé go héifeachtach mar íosleithead/airde.

en: The style for the separator line. Works best with [StyleBoxLine] (remember to enable [member StyleBoxLine.vertical] for [VSeparator]).
ga: An stíl le haghaidh an líne deighilteoir. Oibríonn sé is fearr le [StyleBoxLine] (cuimhnigh [comhalta StyleBoxLine.vertical] a chumasú do [VSeparator]).

en: A shader implemented in the Godot shading language.
ga: A shader i bhfeidhm sa teanga scáthú Godot.

en: A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension.
    This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
ga: Clár scáthaithe saincheaptha curtha i bhfeidhm sa teanga scáthú Godot, sábháilte leis an síneadh [code].gdshader[/code].
    Úsáideann [ShaderMaterial] an rang seo agus ligeann sé duit d'iompar saincheaptha féin a scríobh chun míreanna amhairc a rindreáil nó chun faisnéis na gcáithníní a nuashonrú. Le haghaidh míniú mionsonraithe agus úsáid, féach le do thoil ar na ranganna teagaisc atá nasctha thíos.

en: Shaders documentation index
ga: Innéacs doiciméadú Shaders

en: Returns the texture that is set as default for the specified parameter.
    [b]Note:[/b] [param name] must match the name of the uniform in the code exactly.
    [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
ga: Filleann sé an uigeacht atá socraithe mar réamhshocrú don pharaiméadar sonraithe.
    [b]Nóta:[/b] caithfidh [ainm param] a bheith ag teacht go díreach le hainm na héide sa chód.
    [b]Nóta:[/b] Má úsáidtear an t-eagar samplóra úsáid [param index] chun an uigeacht sonraithe a rochtain.

en: Returns the shader mode for the shader.
ga: Filleann sé an modh shader don shader.

en: Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
    [b]Note:[/b] [param name] must match the name of the uniform in the code exactly.
    [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
ga: Socraíonn sé an uigeacht réamhshocraithe le húsáid le héide uigeachta. Úsáidtear an réamhshocrú mura bhfuil uigeacht socraithe sa [ShaderMaterial].
    [b]Nóta:[/b] caithfidh [ainm param] a bheith díreach mar a chéile le hainm na héide sa chód.
    [b]Nóta:[/b] Má úsáidtear an t-eagar samplóra úsáid [param index] chun an uigeacht sonraithe a rochtain.

en: Returns the shader's code as the user has written it, not the full generated code used internally.
ga: Filleann sé cód an scáthaitheora mar a scríobh an t-úsáideoir é, ní an cód iomlán ginte a úsáidtear go hinmheánach.

en: Mode used to draw all 3D objects.
ga: Mód a úsáidtear chun gach réad 3D a tharraingt.

en: Mode used to draw all 2D objects.
ga: Mód a úsáidtear chun gach réad 2T a tharraingt.

en: Mode used to calculate particle information on a per-particle basis. Not used for drawing.
ga: Modh a úsáidtear chun faisnéis na gcáithníní a ríomh ar bhonn in aghaidh na gcáithníní. Ní úsáidtear le haghaidh líníocht.

en: Mode used for drawing skies. Only works with shaders attached to [Sky] objects.
ga: Mód a úsáidtear chun spéartha a tharraingt. Ní oibríonn sé ach le scáthairí atá ceangailte le réada [Spéir].

en: Mode used for setting the color and density of volumetric fog effect.
ga: Mód a úsáidtear chun dath agus dlús éifeacht ceo toirtmhéadrach a shocrú.

en: A node used to override global shader parameters' values in a scene.
ga: Nód a úsáidtear chun luachanna paraiméadair scáthaithe domhanda a shárú i radharc.

en: Similar to how a [WorldEnvironment] node can be used to override the environment while a specific scene is loaded, [ShaderGlobalsOverride] can be used to override global shader parameters temporarily. Once the node is removed, the project-wide values for the global shader parameters are restored. See the [RenderingServer] [code]global_shader_parameter_*[/code] methods for more information.
    [b]Note:[/b] Only one [ShaderGlobalsOverride] can be used per scene. If there is more than one [ShaderGlobalsOverride] node in the scene tree, only the first node (in tree order) will be taken into account.
    [b]Note:[/b] All [ShaderGlobalsOverride] nodes are made part of a [code]"shader_overrides_group"[/code] group when they are added to the scene tree. The currently active [ShaderGlobalsOverride] node also has a [code]"shader_overrides_group_active"[/code] group added to it. You can use this to check which [ShaderGlobalsOverride] node is currently active.
ga: Cosúil leis an gcaoi ar féidir nód [Comhshaoil an Domhain] a úsáid chun an comhshaol a shárú agus radharc ar leith á luchtú, is féidir [ShaderGlobalsOverride] a úsáid chun paraiméadair scáthaithe domhanda a shárú go sealadach. Nuair a bhaintear an nód, déantar na luachanna ar fud an tionscadail do pharaiméadair scáthaithe domhanda a athbhunú. Féach ar na modhanna [RenderingServer] [code]global_shader_parameter_*[/code] le haghaidh tuilleadh faisnéise.
    [b]Nóta:[/b] Ní féidir ach ceann amháin [ShaderGlobalsOverride] a úsáid in aghaidh an radhairc. Má tá níos mó ná nód amháin [ShaderGlobalsOverride] sa chrann radharc, ní chuirfear san áireamh ach an chéad nód (in ord crann).
    [b]Nóta:[/b] Déantar gach nód [ShaderGlobalsOverride] mar chuid de ghrúpa [code]"shader_overrides_group"[/code] nuair a chuirtear leis an gcrann radhairc iad. Tá grúpa [code]"shader_overrides_group_active"[/code] atá gníomhach faoi láthair [/code] curtha leis ag an nód [ShaderGlobalsOverride] atá gníomhach faoi láthair. Is féidir leat é seo a úsáid chun a sheiceáil cé acu nód [ShaderGlobalsOverride] atá gníomhach faoi láthair.

en: Shading language
ga: Teanga scáthaithe

en: A snippet of shader code to be included in a [Shader] with [code]#include[/code].
ga: Blúire de chód scáthaithe le cur san áireamh i [Scáthaitheoir] le [code]# cuir san áireamh[/code].

en: A shader include file, saved with the [code].gdshaderinc[/code] extension. This class allows you to define a custom shader snippet that can be included in a [Shader] by using the preprocessor directive [code]#include[/code], followed by the file path (e.g. [code]#include "res://shader_lib.gdshaderinc"[/code]). The snippet doesn't have to be a valid shader on its own.
ga: A shader include file, shábháil leis an [code].gdshaderinc[/code] síneadh. Ligeann an aicme seo duit gearrthóg scáthaithe saincheaptha a shainiú is féidir a áireamh i [Shader] trí úsáid a bhaint as an treoir réamhphróiseálaí [code] # cuir san áireamh[/code], agus conair an chomhaid ina dhiaidh sin (m.sh. [code] # cuir san áireamh" res:/ /shader_lib.gdshaderinc"[/code]). Ní gá don bhlúire a bheith ina scáthóir bailí leis féin.

en: Shader preprocessor
ga: Réamhphróiseálaí scáth

en: Returns the code of the shader include file. The returned text is what the user has written, not the full generated code used internally.
ga: Tuairisceáin Áirítear comhad le cód an scáthaitheora. Is é an téacs ar ais an méid atá scríofa ag an úsáideoir, ní an cód iomlán ginte a úsáidtear go hinmheánach.

en: A material defined by a custom [Shader] program and the values of its shader parameters.
ga: Ábhar sainithe ag clár saincheaptha [Shader] agus luachanna a pharaiméadair scáthaithe.

en: A material that uses a custom [Shader] program to render visual items (canvas items, meshes, skies, fog), or to process particles. Compared to other materials, [ShaderMaterial] gives deeper control over the generated shader code. For more information, see the shaders documentation index below.
    Multiple [ShaderMaterial]s can use the same shader and configure different values for the shader uniforms.
    [b]Note:[/b] For performance reasons, the [signal Resource.changed] signal is only emitted when the [member Resource.resource_name] changes. Only in editor, it is also emitted for [member shader] changes.
ga: Ábhar a úsáideann clár saincheaptha [Shader] chun míreanna amhairc (míreanna chanbhás, mogaill, spéartha, ceo) a sholáthar nó chun cáithníní a phróiseáil. I gcomparáid le hábhair eile, tugann [ShaderMaterial] smacht níos doimhne ar an gcód shader ginte. Le haghaidh tuilleadh faisnéise, féach an t-innéacs doiciméadúcháin shaders thíos.
    Is féidir le iolraí [ShaderMaterial]s an scáthlánóir céanna a úsáid agus luachanna éagsúla a chumrú do na héide scáthaithe.
    [b]Nóta:[/b] Ar chúiseanna feidhmíochta, ní astaítear an comhartha [signal Resource.changed] ach amháin nuair a athraíonn an [member Resource.resource_name]. San eagarthóir amháin, astaítear é freisin le haghaidh athruithe [member shader].

en: Returns the current value set for this material of a uniform in the shader.
ga: Filleann sé an luach reatha atá socraithe don ábhar seo d'éide sa scáthlán.

en: Changes the value set for this material of a uniform in the shader.
    [b]Note:[/b] [param param] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).
    [b]Note:[/b] Changes to the shader uniform will be effective on all instances using this [ShaderMaterial]. To prevent this, use per-instance uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the [ShaderMaterial] when possible.
ga: Athraíonn sé an luach atá leagtha síos don ábhar seo d'éide sa scáthlán.
    [b]Nóta:[/b] go bhfuil [param param] cás-íogair agus caithfidh sé a bheith ag teacht go beacht le hainm na héide sa chód (ní an t-ainm caipitlithe sa chigire).
    [b]Nóta:[/b] Beidh athruithe ar an éide scáthaithe éifeachtach i ngach cás agus an [ShaderMaterial] seo á úsáid. Chun é seo a chosc, bain úsáid as éidí in aghaidh na huaire le [method GeometryInstance3D.set_instance_shader_parameter] nó dúblaigh an acmhainn [ShaderMaterial] ag baint úsáide as [method Resource.duplicate]. Ligeann éidí de réir an scéil d’athúsáid scáthláin níos fearr agus dá bhrí sin tá siad níos tapúla, mar sin ba cheart gurbh fhearr iad seachas an [ShaderMaterial] a dhúbailt nuair is féidir.

en: The [Shader] program used to render this material.
ga: An clár [Shader] a úsáidtear chun an t-ábhar seo a rindreáil.

en: Abstract base class for 2D shapes used for physics collision.
ga: Bunrang teibí do chruthanna 2T a úsáidtear le haghaidh imbhualadh san fhisic.

en: Abstract base class for all 2D shapes, intended for use in physics.
    [b]Performance:[/b] Primitive shapes, especially [CircleShape2D], are fast to check collisions against. [ConvexPolygonShape2D] is slower, and [ConcavePolygonShape2D] is the slowest.
ga: Bunrang teibí do gach cruthanna 2T, atá beartaithe le húsáid san fhisic....
    [b]Feidhmíocht:[/b] Tá cruthanna primitive, go háirithe [CircleShape2D], tapa chun imbhuailtí a sheiceáil. Tá [ConvexPolygonShape2D] níos moille, agus is é [ConcavePolygonShape2D] an ceann is moille.

en: Returns [code]true[/code] if this shape is colliding with another.
    This method needs the transformation matrix for this shape ([param local_xform]), the shape to check collisions with ([param with_shape]), and the transformation matrix of that shape ([param shape_xform]).
ga: Filleann sé [code]true[/code] má tá an cruth seo ag imbhualadh le cruth eile.
    Tá gá leis an modh seo an maitrís claochlaithe don chruth seo ([param local_xform]), an cruth chun imbhuailtí a sheiceáil le ([param with_shape]), agus maitrís claochlaithe an chruth sin ([param shape_xform]).

en: Returns a list of contact point pairs where this shape touches another.
    If there are no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of [param with_shape].
    A collision pair A, B can be used to calculate the collision normal with [code](B - A).normalized()[/code], and the collision depth with [code](B - A).length()[/code]. This information is typically used to separate shapes, particularly in collision solvers.
    This method needs the transformation matrix for this shape ([param local_xform]), the shape to check collisions with ([param with_shape]), and the transformation matrix of that shape ([param shape_xform]).
ga: Filleann sé liosta de phéirí pointe teagmhála a dtéann an cruth seo i dteagmháil le cruth eile.
    Mura bhfuil aon imbhuailtí ann, tá an liosta ar ais folamh. Seachas sin, tá pointí teagmhála ar an liosta ar ais eagraithe i bpéirí, agus iontrálacha ag athrú idir pointí ar theorainn an chrutha seo agus pointí ar theorainn [param with_shape].
    Is féidir péire imbhuailte A, B a úsáid chun gnáth-imbhualadh le [code] (B - A). normalaithe()[/code] a ríomh, agus doimhneacht an imbhuailte le [code](B - A).fad()[/code]. Úsáidtear an fhaisnéis seo de ghnáth chun cruthanna a scaradh, go háirithe i réititheoirí imbhuailte.
    Tá gá leis an modh seo an maitrís claochlaithe don chruth seo ([param local_xform]), an cruth chun imbhuailtí a sheiceáil le ([param with_shape]), agus maitrís claochlaithe an chruth sin ([param shape_xform]).

en: Returns whether this shape would collide with another, if a given movement was applied.
    This method needs the transformation matrix for this shape ([param local_xform]), the movement to test on this shape ([param local_motion]), the shape to check collisions with ([param with_shape]), the transformation matrix of that shape ([param shape_xform]), and the movement to test onto the other object ([param shape_motion]).
ga: Tuairiscítear cé acu an imbhuailfeadh an cruth seo le cruth eile, dá gcuirfí gluaiseacht áirithe i bhfeidhm.
    Ní mór don mhodh seo an maitrís claochlaithe don chruth seo ([param local_xform]), an ghluaiseacht chun tástáil a dhéanamh ar an gcruth seo ([param local_motion]), an cruth chun imbhuailtí a sheiceáil le ([param with_shape]), an maitrís claochlaithe den chruth sin ( [param shape_xform]), agus an ghluaiseacht chun tástáil a dhéanamh ar an réad eile ([param shape_motion]).

en: Returns a list of contact point pairs where this shape would touch another, if a given movement was applied.
    If there would be no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of [param with_shape].
    A collision pair A, B can be used to calculate the collision normal with [code](B - A).normalized()[/code], and the collision depth with [code](B - A).length()[/code]. This information is typically used to separate shapes, particularly in collision solvers.
    This method needs the transformation matrix for this shape ([param local_xform]), the movement to test on this shape ([param local_motion]), the shape to check collisions with ([param with_shape]), the transformation matrix of that shape ([param shape_xform]), and the movement to test onto the other object ([param shape_motion]).
ga: Seol ar ais liosta de na péirí pointí teagmhála a mbeadh an cruth seo i dteagmháil le ceann eile, dá gcuirfí gluaiseacht ar leith i bhfeidhm.
    Mura mbeadh aon imbhuailtí ann, tá an liosta ar ais folamh. Seachas sin, tá pointí teagmhála ar an liosta ar ais eagraithe i bpéirí, agus iontrálacha ag athrú idir pointí ar theorainn an chrutha seo agus pointí ar theorainn [param with_shape].
    Is féidir péire imbhuailte A, B a úsáid chun gnáth-imbhualadh le [code] (B - A). normalaithe()[/code] a ríomh, agus doimhneacht an imbhuailte le [code](B - A).fad()[/code]. Úsáidtear an fhaisnéis seo de ghnáth chun cruthanna a scaradh, go háirithe i réititheoirí imbhuailte.
    Ní mór don mhodh seo an maitrís claochlaithe don chruth seo ([param local_xform]), an ghluaiseacht chun tástáil a dhéanamh ar an gcruth seo ([param local_motion]), an cruth chun imbhuailtí a sheiceáil le ([param with_shape]), an maitrís claochlaithe den chruth sin ( [param shape_xform]), agus an ghluaiseacht chun tástáil a dhéanamh ar an réad eile ([param shape_motion]).

en: Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled with the specified [param color]. The exact drawing method is specific for each shape and cannot be configured.
ga: Tarraingíonn sé cruth soladach ar [CanvasItem] agus an API [RenderingServer] líonta leis an [dath param] sonraithe. Tá an modh tarraingthe beacht sonrach do gach cruth agus ní féidir é a chumrú.

en: Returns a [Rect2] representing the shapes boundary.
ga: Filleann sé [Rect2] a léiríonn teorainn na gcruthanna.

en: The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
    When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_contact_bias] is used.
ga: Claonadh réiteora saincheaptha an chruth. Sainmhíníonn sé cé mhéad a imoibríonn comhlachtaí chun scaradh teagmhála a fhorfheidhmiú nuair a bhíonn an cruth seo i gceist.
    Nuair atá sé socraithe go [code]0[/code], úsáidtear an luach réamhshocraithe ó [member ProjectSettings.physics/2d/solver/default_contact_bias].

en: Abstract base class for 3D shapes used for physics collision.
ga: Bunrang teibí le haghaidh cruthanna 3D a úsáidtear le haghaidh imbhualadh san fhisic.

en: Abstract base class for all 3D shapes, intended for use in physics.
    [b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are slower, and [ConcavePolygonShape3D] is the slowest.
ga: Bunrang teibí do gach cruthanna 3D, atá beartaithe le húsáid san fhisic.
    [b]Feidhmíocht:[/b] Tá cruthanna primitive, go háirithe [SphereShape3D], tapa chun imbhuailtí a sheiceáil. Tá [ConvexPolygonShape3D] agus [HeightMapShape3D] níos moille, agus [ConcavePolygonShape3D] ar na cinn is moille.

en: Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
ga: Filleann sé an [ArrayMesh] a úsáideadh chun an t-imbhualadh dífhabhtaithe don [Shape3D] seo a tharraingt.

en: The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
    When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
ga: Claonadh réiteora saincheaptha an chruth. Sainmhíníonn sé cé mhéad a imoibríonn comhlachtaí chun scaradh teagmhála a fhorfheidhmiú nuair a bhíonn an cruth seo i gceist.
    Nuair atá sé socraithe go [code]0[/code], úsáidtear an luach réamhshocraithe ó [member ProjectSettings.physics/3d/solver/default_contact_bias].

en: The collision margin for the shape. This is not used in Godot Physics.
    Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
ga: An lamháil imbhuailte don chruth. Ní úsáidtear é seo i bhFisic Godot.
    Ligeann corrlaigh imbhuailtí a bheith níos éifeachtaí chun imbhuailtí a bhrath trí shliogán breise a chur timpeall ar chruthanna. Bíonn halgartaim imbhuailte níos costasaí nuair a fhorluíonn rudaí níos mó ná a gcorrlach, mar sin is fearr luach corrlaigh níos airde don fheidhmíocht, ar chostas cruinnis timpeall imill mar go ndéanann sé níos lú géar iad.

en: A 2D shape that sweeps a region of space to detect [CollisionObject2D]s.
ga: Cruth 2T a scuabann réigiún spáis chun [CollisionObject2D]s a bhrath.

en: Shape casting allows to detect collision objects by sweeping its [member shape] along the cast direction determined by [member target_position]. This is similar to [RayCast2D], but it allows for sweeping a region of space, rather than just a straight line. [ShapeCast2D] can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.
    Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same physics frame. This helps to overcome some limitations of [Area2D] when used as an instantaneous detection area, as collision information isn't immediately available to it.
    [b]Note:[/b] Shape casting is more computationally expensive than ray casting.
ga: Ceadaíonn réitigh cruth rudaí imbhuailte a bhrath trína [cruth ball] a scuabadh feadh an treo teilgthe arna chinneadh ag [member target_position]. Tá sé seo cosúil le [RayCast2D], ach ceadaíonn sé réigiún spáis a scuabadh, seachas díreach líne dhíreach. Is féidir le [ShapeCast2D] réada imbhuailte iolracha a bhrath. Tá sé úsáideach le haghaidh rudaí cosúil le léasacha leathana léasair nó le cruth simplí a ghearradh ar urlár.
    Is féidir forluí imbhuailte láithreach a dhéanamh leis an [member target_position] socraithe go [code]Vector2(0, 0)[/code] agus trí ghlaoch a chur ar [method force_shapecast_update] laistigh den fhráma fisice céanna. Cuidíonn sé seo le roinnt teorainneacha de [Area2D] a shárú nuair a úsáidtear é mar limistéar braite meandrach, toisc nach bhfuil faisnéis imbhuailte ar fáil láithreach dó.
    [b]Nóta:[/b] Tá cruth-réitigh níos costasaí ó thaobh ríomhaireacht de ná ga-theilgin.

en: Adds a collision exception so the shape does not report collisions with the specified [RID].
ga: Cuirtear eisceacht imbhuailte leis ionas nach dtuairiscíonn an cruth imbhuailtí leis an [RID] sonraithe.

en: Removes all collision exceptions for this shape.
ga: Baintear gach eisceacht imbhuailte don chruth seo.

en: Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
ga: Filleann sé an [Réad] imbhuailte de cheann de na himbhuailtí iolracha ag [param index], nó [code]null[/code] mura bhfuil aon réad ag trasnú an chruth (i.e. filleann [method is_colliding] [code]bréagach[/code]) .

en: Returns the [RID] of the collided object of one of the multiple collisions at [param index].
ga: Filleann sé [RID] an réad imbhuailte de cheann de na himbhuailtí iolracha ag [innéacs param].

en: Returns the shape ID of the colliding shape of one of the multiple collisions at [param index], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
ga: Filleann sé ID cruth an chruth imbhuailte ar cheann de na himbhuailtí iolracha ag [param index], nó [code]0[/code] mura bhfuil aon réad ag trasnú an chruth (i.e. filleann [method is_colliding] [code]bréagach[/code] ]).

en: The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
ga: Líon na n-imbhuailtí a braitheadh ag an bpointe imbhuailte. Bain úsáid as seo chun athrá thar imbhuailtí iolracha mar a fhoráiltear le [method get_collider], [method get_collider_shape], [method get_collision_point], agus [method get_collision_normal] modhanna.

en: Returns the normal of one of the multiple collisions at [param index] of the intersecting object.
ga: Filleann sé an normal de cheann amháin de na himbhuailtí iolracha ag [paraminnéacs] den réad trasnaithe.

en: Returns whether any object is intersecting with the shape's vector (considering the vector length).
ga: Filleann sé cibé an bhfuil réad ar bith trasnaithe le veicteoir an chrutha (ag smaoineamh ar fhad an veicteora).

en: Removes a collision exception so the shape does report collisions with the specified [RID].
ga: Baintear eisceacht imbhuailte ionas go dtuairiscíonn an cruth imbhuailtí leis an [RID] sonraithe.

en: The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Masc imbhuailte an chruth. Ní bhraithfear ach rudaí i gciseal imbhuailte amháin ar a laghad atá cumasaithe sa masc. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
ga: Tugann sé an t-eolas imbhuailte iomlán ar ais ón scuab imbhuailte. Tá na sonraí a chuirtear ar ais mar an gcéanna leis an modh [method PhysicsDirectSpaceState2D.get_rest_info].

en: The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
ga: An lamháil imbhuailte don chruth. Cuidíonn corrlach níos mó le himbhuailtí a bhrath ar bhealach níos comhsheasmhaí, ar chostas beachtas.

en: The number of intersections can be limited with this parameter, to reduce the processing time.
ga: Is féidir líon na dtrasnaíonn a bheith teoranta leis an bparaiméadar seo, chun an t-am próiseála a laghdú.

en: A 3D shape that sweeps a region of space to detect [CollisionObject3D]s.
ga: Cruth 3D a scuabann réigiún spáis chun [CollisionObject3D]s a bhrath.

en: Shape casting allows to detect collision objects by sweeping its [member shape] along the cast direction determined by [member target_position]. This is similar to [RayCast3D], but it allows for sweeping a region of space, rather than just a straight line. [ShapeCast3D] can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.
    Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same physics frame. This helps to overcome some limitations of [Area3D] when used as an instantaneous detection area, as collision information isn't immediately available to it.
    [b]Note:[/b] Shape casting is more computationally expensive than ray casting.
ga: Ceadaíonn réitigh cruth rudaí imbhuailte a bhrath trína [cruth ball] a scuabadh feadh an treo teilgthe arna chinneadh ag [member target_position]. Tá sé seo cosúil le [RayCast3D], ach ceadaíonn sé réigiún spáis a scuabadh, seachas díreach líne dhíreach. Is féidir le [ShapeCast3D] réada imbhuailte iolracha a bhrath. Tá sé úsáideach le haghaidh rudaí cosúil le léasacha leathana léasair nó le cruth simplí a ghearradh ar urlár.
    Is féidir forluí imbhuailte láithreach a dhéanamh leis an [member target_position] socraithe go [code]Vector3(0, 0, 0)[/code] agus trí ghlaoch a chur ar [method force_shapecast_update] laistigh den fhráma fisice céanna. Cuidíonn sé seo le roinnt teorainneacha de [Area3D] a shárú nuair a úsáidtear é mar limistéar braite meandrach, toisc nach bhfuil faisnéis imbhuailte ar fáil láithreach dó.
    [b]Nóta:[/b] Tá cruth-réitigh níos costasaí ó thaobh ríomhaireacht de ná ga-theilgin.

en: Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
ga: Tugann sé an t-eolas imbhuailte iomlán ar ais ón scuab imbhuailte. Tá na sonraí a chuirtear ar ais mar an gcéanna leis an modh [method PhysicsDirectSpaceState3D.get_rest_info].

en: The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something.
    If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
ga: An dath saincheaptha le húsáid chun an cruth a tharraingt san eagarthóir agus ag am rite má tá [b]Cruthanna Infheicthe Imbhuailte[/b] cumasaithe sa roghchlár [b]Dífhabhtaithe[/b]. Aibhseofar an dath seo ag am rite má tá an [ShapeCast3D] ag bualadh le rud éigin.
    Má tá sé socraithe go [code]Dath(0.0, 0.0, 0.0)[/code] (de réir réamhshocraithe), úsáidtear an dath atá socraithe i [member ProjectSettings.debug/shapes/collision/shape_color].

en: A shortcut for binding input.
ga: Aicearra le haghaidh ionchur ceangailteach.

en: Returns the shortcut's first valid [InputEvent] as a [String].
ga: Seoltar ar ais an chéad [InputEvent] bhailí den aicearra mar [Teaghrán].

en: Returns whether [member events] contains an [InputEvent] which is valid.
ga: Filleann sé cibé an bhfuil [IonputEvent] bailí ag [imeachtaí ball].

en: The shortcut's [InputEvent] array.
    Generally the [InputEvent] used is an [InputEventKey], though it can be any [InputEvent], including an [InputEventAction].
ga: Eagar [InputEvent] an aicearra.
    Go ginearálta is é an [InputEvent] a úsáidtear [InputEventKey], cé gur féidir leis a bheith in aon [InputEvent], lena n-áirítear [InputEventAction].

en: A built-in type representing a signal of an [Object].
ga: Cineál ionsuite a léiríonn comhartha [Réad].

en: Using Signals
ga: Ag Úsáid Comharthaí

en: GDScript Basics
ga: Bunúsacha GDScript

en: Constructs an empty [Signal] with no object nor signal name bound.
ga: Tógtar [Comhartha] folamh gan aon réad ná ainm comhartha faoi cheangal.

en: Constructs a [Signal] as a copy of the given [Signal].
ga: Tógtar [Comhartha] mar chóip den [Comhartha] tugtha.

en: Connects this signal to the specified [param callable]. Optional [param flags] can be also added to configure the connection's behavior (see [enum Object.ConnectFlags] constants). You can provide additional arguments to the connected [param callable] by using [method Callable.bind].
    A signal can only be connected once to the same [Callable]. If the signal is already connected, returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant Object.CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections.
    [codeblock]
    for button in $Buttons.get_children():
        button.pressed.connect(_on_pressed.bind(button))
    
    func _on_pressed(button):
        print(button.name, " was pressed")
    [/codeblock]
ga: Nascann sé an comhartha seo leis an [param inghlaoite] sonraithe. Is féidir [bratacha param] roghnacha a chur leis freisin chun iompar an naisc a chumrú (féach tairisigh [enum Object.ConnectFlags]). Is féidir leat argóintí breise a sholáthar don [param callable] ceangailte trí úsáid a bhaint as [method Callable.bind].
    Ní féidir comhartha a nascadh ach uair amháin leis an [Inghlaoch] céanna. Má tá an comhartha ceangailte cheana, filleann sé [ERR_INVALID_PARAMETER leanúnach] agus brúnn sé teachtaireacht earráide, ach amháin má tá an comhartha ceangailte le [constant Object.CONNECT_REFERENCE_COUNTED]. Chun é seo a chosc, bain úsáid as [method is_connected] ar dtús chun naisc atá ann cheana a sheiceáil.
    [codeblock]
    le haghaidh cnaipe in $Buttons.get_children():
        button.pressed.connect(_on_pressed.bind(button))
    
    feidhm _on_brúite(cnaipe):
        cló (cnaipe.name, "brúite")
    [/codeblock]

en: Disconnects this signal from the specified [Callable]. If the connection does not exist, generates an error. Use [method is_connected] to make sure that the connection exists.
ga: Dínascann sé an comhartha seo ón [Inghlao] sonraithe. Mura bhfuil an nasc ann, cruthaítear earráid. Úsáid [method is_connected] lena chinntiú go bhfuil an nasc ann.

en: Emits this signal. All [Callable]s connected to this signal will be triggered. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
ga: Astaíonn an comhartha seo. Spreagfar gach [Inghlao] atá nasctha leis an gcomhartha seo. Tacaíonn an modh seo le líon athraitheach argóintí, mar sin is féidir paraiméadair a chur ar aghaidh mar liosta scartha le camóga.

en: Returns an [Array] of connections for this signal. Each connection is represented as a [Dictionary] that contains three entries:
    - [code]signal[/code] is a reference to this signal;
    - [code]callable[/code] is a reference to the connected [Callable];
    - [code]flags[/code] is a combination of [enum Object.ConnectFlags].
ga: Filleann sé [Eagar] de naisc don chomhartha seo. Léirítear gach nasc mar [Foclóir] ina bhfuil trí iontráil:
    - Is tagairt don chomhartha seo é [code]comhartha[/code];
    - Is tagairt é [code] inghlaoite[/code] don [Inghlaoite] nasctha;
    - [code]bratacha[/code] meascán de [enum Object.ConnectFlags].

en: Returns the name of this signal.
ga: Seoltar ainm an chomhartha seo ar ais.

en: Returns the object emitting this signal.
ga: Filleann sé an réad a astaíonn an comhartha seo.

en: Returns the ID of the object emitting this signal (see [method Object.get_instance_id]).
ga: Filleann sé ID an oibiachta a astaíonn an comhartha seo (féach [method Object.get_instance_id]).

en: Returns [code]true[/code] if the specified [Callable] is connected to this signal.
ga: Filleann sé [code]true[/code] má tá an [Inghlaoite] sonraithe ceangailte leis an gcomhartha seo.

en: Returns [code]true[/code] if the signals do not share the same object and name.
ga: Filleann sé [code]true[/code] mura roinneann na comharthaí an réad agus an t-ainm céanna.

en: Returns [code]true[/code] if both signals share the same object and name.
ga: Filleann sé [code]true[/code] má roinneann an dá chomhartha an réad céanna agus an t-ainm céanna.

en: The parent of a hierarchy of [Bone2D]s, used to create a 2D skeletal animation.
ga: Tuismitheoir ordlathas [Bone2D]s, a úsáidtear chun beochan cnámharlaigh 2T a chruthú.

en: [Skeleton2D] parents a hierarchy of [Bone2D] nodes. It holds a reference to each [Bone2D]'s rest pose and acts as a single point of access to its bones.
    To set up different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. The inverse kinematics be applied by increasing [member SkeletonModificationStack2D.modification_count] and creating the desired number of modifications.
ga: [Skeleton2D] ordlathas nóid [Bone2D] do thuismitheoirí. Tá tagairt ann do gach staidiúir scíthe [Bone2D] agus feidhmíonn sé mar phointe rochtana aonair ar a chnámha.
    Chun cineálacha éagsúla cineamatach inbhéartach a shocrú don Skeleton2D a thugtar, ba cheart [SkeletonModificationStack2D] a chruthú. Cuirfear an chinéimeolaíocht inbhéartach i bhfeidhm trí [ball SkeletonModificationStack2D.modification_count] a mhéadú agus an líon modhnuithe atá ag teastáil a chruthú.

en: 2D skeletons
ga: cnámharlach 2D

en: Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned.
ga: Déanann sé na modhnuithe go léir ar an [SkeletonModificationStack2D], má tá ceann sannta don Skeleton2D.

en: Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [param idx]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
ga: Filleann sé [Bone2D] ón ordlathas nóid atá tuismitheora ag Skeleton2D. Sainaithnítear an réad atá le filleadh leis an bparaiméadar [param idx]. Déantar cnámha a innéacsú tríd an ordlathas nód a ísliú ó bhun go barr, ag cur na bpáistí de gach brainse sula mbogtar chuig an gcéad sibling eile.

en: Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
ga: Filleann sé ar ais líon na nód [Bone2D] san ordlathas nód tuismitheora ag Skeleton2D.

en: Returns the local pose override transform for [param bone_idx].
ga: Filleann sé trasfhoirmiú sáraithe an staidiúir áitiúil do [param bone_idx].

en: Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists.
ga: Filleann sé an [SkeletonModificationStack2D] atá ceangailte leis an gcnámharlach seo, má tá ceann ann.

en: Returns the [RID] of a Skeleton2D instance.
ga: Filleann sé [RID] shampla Skeleton2D.

en: Sets the local pose transform, [param override_pose], for the bone at [param bone_idx].
    [param strength] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
    [b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [param bone_idx]!
ga: Socraíonn sé an claochlú staidiúir áitiúil, [param override_pose], don chnámh ag [param bone_idx].
    Is é [param strength] an neart idirshuíomh a úsáidfear agus an staidiúir á chur i bhfeidhm, agus cinneann [param persistent] an bhfanfaidh an staidiúir fheidhmeach.
    [b]Nóta:[/b] Is gá gur claochlú áitiúil é an claochlú posa i gcoibhneas leis an nód [Bone2D] ag [param bone_idx]!

en: Sets the [SkeletonModificationStack2D] attached to this skeleton.
ga: Socraíonn sé an [SkeletonModificationStack2D] a ghabhann leis an gcnámharlach seo.

en: Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton.
ga: Astaítear nuair a athraíonn an socrú [Bone2D] a ghabhann leis an gcnámharlach seo. Úsáidtear é seo go príomha laistigh den chnámharlach.

en: A node containing a bone hierarchy, used to create a 3D skeletal animation.
ga: Nód ina bhfuil ordlathas cnámh, a úsáidtear chun beochan chnámharlaigh 3D a chruthú.

en: [Skeleton3D] provides an interface for managing a hierarchy of bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
    The overall transform of a bone with respect to the skeleton is determined by bone pose. Bone rest defines the initial transform of the bone pose.
    Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone.
ga: Soláthraíonn [Skeleton3D] comhéadan chun ordlathas cnámha a bhainistiú, lena n-áirítear staidiúir, scíthe agus beochan (féach [Beochan]). Is féidir leis fisic ragdoll a úsáid freisin.
    Is é staidiúir na gcnámh a chinneann claochlú iomlán cnámh maidir leis an gcnámharlach. Sainmhíníonn scíthe cnámh claochlú tosaigh staid na gcnámh.
    Tabhair faoi deara go dtagraíonn "staid dhomhanda" thíos do chlaochlú iomlán na cnámh maidir leis an gcnámharlach, mar sin ní claochlú domhanda/domhan iarbhír na cnámh é.

en: Adds a new bone with the given name. Returns the new bone's index, or [code]-1[/code] if this method fails.
    [b]Note:[/b] Bone names should be unique, non empty, and cannot include the [code]:[/code] and [code]/[/code] characters.
ga: Cuireann cnámh nua leis an ainm tugtha. Seoltar ar ais innéacs na cnámh nua, nó [code]-1[/code] má theipeann ar an modh seo.
    [b]Nóta:[/b] Ba cheart go mbeadh ainmneacha cnámh uathúil, neamhfholamh, agus ní féidir na carachtair [code]:[/code] agus [code]/[/code] a áireamh.

en: Clear all the bones in this skeleton.
ga: Glan na cnámha go léir sa chnámharlach seo.

en: Removes the global pose override on all bones in the skeleton.
ga: Cuireann sé deireadh leis an staidiúir dhomhanda ar gach cnámh sa chnámharlach.

en: Returns the bone index that matches [param name] as its name. Returns [code]-1[/code] if no bone with this name exists.
ga: Filleann sé an t-innéacs cnámh a mheaitseálann [paraainm] mar a ainm. Filleann sé [code]-1[/code] mura bhfuil cnámh ann leis an ainm seo.

en: Force updates the bone transforms/poses for all bones in the skeleton.
ga: Nuashonraíonn fórsa an chnámh a chlaochlú / a chur i gcás gach cnámh sa chnámharlach.

en: Force updates the bone transform for the bone at [param bone_idx] and all of its children.
ga: Déanann Force nuashonrú ar an gclaochlú cnámh don chnámh ag [param bone_idx] agus a leanaí go léir.

en: Returns an array containing the bone indexes of all the child node of the passed in bone, [param bone_idx].
ga: Tugann sé ar ais eagar ina bhfuil innéacsanna cnámh an nód linbh go léir den chnámh a ritheadh i gcnámh, [param bone_idx].

en: Returns the number of bones in the skeleton.
ga: Filleann sé líon na gcnámha sa chnámharlach.

en: Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
    [b]Note:[/b] This is the global pose you set to the skeleton in the process, the final global pose can get overridden by modifiers in the deferred process, if you want to access the final global pose, use [signal SkeletonModifier3D.modification_processed].
ga: Filleann sé claochlú iomlán na cnámh sonraithe, maidir leis an gcnámharlach. Ós rud é go bhfuil sé i gcoibhneas le fráma an chnámharlaigh, ní hé seo an claochlú iarbhír "domhanda" den chnámh.
    [b]Nóta:[/b] Seo é an staidear domhanda a shocraigh tú don chnámharlach sa phróiseas, is féidir leis na modhnóirí an staidiúir dhomhanda deiridh a shárú sa phróiseas iarchurtha, más mian leat rochtain a fháil ar an staidiúir dhomhanda deiridh, úsáid [comhartha SkeletonModifier3D.modification_processed].

en: Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
ga: Tugann sé ar ais claochlú iomlán na cnámh sonraithe, maidir leis an gcnámharlach, ach gan aon sáruithe staide domhanda. Ós rud é go bhfuil sé i gcoibhneas le fráma an chnámharlaigh, ní hé seo an claochlú iarbhír "domhanda" den chnámh.

en: Returns the global pose override transform for [param bone_idx].
ga: Filleann sé an t-athrú sáraithe staide domhanda do [param bone_idx].

en: Returns the global rest transform for [param bone_idx].
ga: Filleann sé an chuid eile domhanda claochlú do [param bone_idx].

en: Returns the name of the bone at index [param bone_idx].
ga: Tugann sé ar ais ainm na cnámh ag innéacs [param bone_idx].

en: Returns the bone index which is the parent of the bone at [param bone_idx]. If -1, then bone has no parent.
    [b]Note:[/b] The parent bone returned will always be less than [param bone_idx].
ga: Filleann sé an t-innéacs cnámh atá mar thuismitheoir na cnámh ag [param bone_idx]. Más rud é -1, ansin níl aon tuismitheoir ag cnámh.
    [b]Nóta:[/b] Beidh an tuismitheoir cnámh a thugtar ar ais i gcónaí níos lú ná [param bone_idx].

en: Returns the pose transform of the specified bone.
    [b]Note:[/b] This is the pose you set to the skeleton in the process, the final pose can get overridden by modifiers in the deferred process, if you want to access the final pose, use [signal SkeletonModifier3D.modification_processed].
ga: Filleann sé claochlú staidiúir na cnámh sonraithe.
    [b]Nóta:[/b] Seo é an staidiúir a shocraigh tú don chnámharlach sa phróiseas, is féidir leis an staidiúir deiridh a bheith sáraithe ag modhnóirí sa phróiseas iarchurtha, más mian leat rochtain a fháil ar an staidiúir deiridh, bain úsáid as [signal SkeletonModifier3D.modification_processed ].

en: Returns the pose position of the bone at [param bone_idx]. The returned [Vector3] is in the local coordinate space of the [Skeleton3D] node.
ga: Filleann sé suíomh staidiúir na cnámh ag [param bone_idx]. Tá an [Vector3] ar ais sa spás comhordanáidí áitiúil den nód [Skeleton3D].

en: Returns the pose rotation of the bone at [param bone_idx]. The returned [Quaternion] is local to the bone with respect to the rotation of any parent bones.
ga: Filleann sé rothlú staidiúir na cnámh ag [param bone_idx]. Tá an [Ceathrúnán] ar ais áitiúil don chnámh maidir le rothlú cnámha ar bith.

en: Returns the pose scale of the bone at [param bone_idx].
ga: Filleann sé scála staidiúir na cnámh ag [param bone_idx].

en: Returns the rest transform for a bone [param bone_idx].
ga: Filleann an chuid eile claochlú le haghaidh cnámh [param bone_idx].

en: Returns all bone names concatenated with commas ([code],[/code]) as a single [StringName].
    It is useful to set it as a hint for the enum property.
ga: Seoltar ar ais gach ainm cnámh atá i gcomhchatagú le camóga ([code],[/code]) mar [StringName] amháin.
    Tá sé úsáideach é a shocrú mar leid don mhaoin enum.

en: Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
ga: Filleann sé sraith ina bhfuil na cnámha go léir gan tuismitheora. Bealach eile le breathnú air seo ná go dtugann sé ar ais innéacsanna na gcnámh go léir nach bhfuil ag brath nó modhnaithe ag cnámha eile sa Chnámharlach.

en: Returns the number of times the bone hierarchy has changed within this skeleton, including renames.
    The Skeleton version is not serialized: only use within a single instance of Skeleton3D.
    Use for invalidating caches in IK solvers and other nodes which process bones.
ga: Tuairiscítear ar ais an líon uaireanta a d’athraigh an t-ordlathas cnámh laistigh den chnámharlach seo, lena n-áirítear athainmneacha.
    Níl an leagan creatlach sraitheach: bain úsáid as laistigh de chás amháin de Skeleton3D amháin.
    Úsáid chun taisce a neamhbhailiú i réiteoirí IK agus nóid eile a phróiseálann cnámha.

en: Returns whether the bone pose for the bone at [param bone_idx] is enabled.
ga: Filleann sé cibé an bhfuil staid na cnámh don chnámh ag [param bone_idx] cumasaithe.

en: Returns all bones in the skeleton to their rest poses.
ga: Filleann sé na cnámha go léir sa chnámharlach chuig a gcuid staideanna scíthe.

en: Binds the given Skin to the Skeleton.
ga: Ceanglaíonn sé an Craiceann a thugtar leis an gCnámharlach.

en: Sets the bone pose to rest for [param bone_idx].
ga: Socraíonn an cnámh spairne le haghaidh [param bone_idx].

en: Sets all bone poses to rests.
ga: Socraíonn gach cnámha ag sos.

en: Disables the pose for the bone at [param bone_idx] if [code]false[/code], enables the bone pose if [code]true[/code].
ga: Díchumasaítear an staidiúir don chnámh ag [param bone_idx] má tá [code]false[/code], cumasaíonn sé an staidiúir chnámh más [code]true[/code] é.

en: Sets the global pose transform, [param pose], for the bone at [param bone_idx].
    [b]Note:[/b] If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using [method set_bone_pose] with precalculation.
ga: Socraíonn sé an claochlú staidiúir dhomhanda, [param pose], don chnámh ag [param bone_idx].
    [b]Nóta:[/b] Má athraítear staideanna cnámh eile, déanann an modh seo athríomh staideanna salach agus rachaidh an fheidhmíocht in olcas. Má tá a fhios agat go gcuirfear il-staideanna domhanda i bhfeidhm, smaoinigh ar [method set_bone_pose] a úsáid agus réamhríomh.

en: Sets the global pose transform, [param pose], for the bone at [param bone_idx].
    [param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
    [b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform.
ga: Socraíonn sé an claochlú staidiúir dhomhanda, [param pose], don chnámh ag [param bone_idx].
    Is é [param amount] an neart idirshuíomh a úsáidfear nuair a bheidh an staidiúir á chur i bhfeidhm, agus cinneann [param persistent] an bhfanfaidh an staidiúir fheidhmeach.
    [b]Nóta:[/b] Is gá gur staidiúir dhomhanda é an claochlú staidiúir! Chun domhan a chlaochlú ó [Node3D] go staid chnámh dhomhanda, iolraigh an [method Transform3D.afine_inverse] de [member Node3D.global_transform] an nód faoin gclaochlú domhan atá ag teastáil.

en: Sets the bone name, [param name], for the bone at [param bone_idx].
ga: Socraíonn sé an t-ainm cnámh, [ainm param], don chnámh ag [param bone_idx].

en: Sets the bone index [param parent_idx] as the parent of the bone at [param bone_idx]. If -1, then bone has no parent.
    [b]Note:[/b] [param parent_idx] must be less than [param bone_idx].
ga: Socraíonn sé an t-innéacs cnámh [param parent_idx] mar thuismitheoir na cnámh ag [param bone_idx]. Más rud é -1, ansin níl aon tuismitheoir ag cnámh.
    [b]Nóta:[/b] caithfidh [param parent_idx] a bheith níos lú ná [param bone_idx].

en: Sets the pose transform, [param pose], for the bone at [param bone_idx].
ga: Socraíonn sé an claochlú staidiúir, [param pose], don chnámh ag [param bone_idx].

en: Sets the pose position of the bone at [param bone_idx] to [param position]. [param position] is a [Vector3] describing a position local to the [Skeleton3D] node.
ga: Socraíonn sé suíomh staidiúir na cnámh ag [param bone_idx] go [suíomh param]. [Veicteoir3] is ea [suíomh param] a chuireann síos ar shuíomh atá áitiúil don nód [Skeleton3D].

en: Sets the pose rotation of the bone at [param bone_idx] to [param rotation]. [param rotation] is a [Quaternion] describing a rotation in the bone's local coordinate space with respect to the rotation of any parent bones.
ga: Socraíonn sé rothlú staidiúir na cnámh ag [param bone_idx] go [param rothlú]. [Ceathrún] is ea [uainíocht param] a chuireann síos ar rothlú i spás comhordanáidí áitiúil na cnámh maidir le rothlú aon chnámha tuismitheora.

en: Sets the pose scale of the bone at [param bone_idx] to [param scale].
ga: Socraíonn sé scála staide na cnámh ag [param bone_idx] go [param scale].

en: Sets the rest transform for bone [param bone_idx].
ga: Socraíonn an chuid eile claochlú le haghaidh cnámh [param bone_idx].

en: Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset.
ga: Díthuismitheoir an chnámh ag [param bone_idx] agus socraíonn sé a shuímh scíthe go dtí suíomh a tuismitheora sula n-athshocraítear é.

en: If you follow the recommended workflow and explicitly have [PhysicalBoneSimulator3D] as a child of [Skeleton3D], you can control whether it is affected by raycasting without running [method physical_bones_start_simulation], by its [member SkeletonModifier3D.active].
    However, for old (deprecated) configurations, [Skeleton3D] has an internal virtual [PhysicalBoneSimulator3D] for compatibility. This property controls the internal virtual [PhysicalBoneSimulator3D]'s [member SkeletonModifier3D.active].
ga: Má leanann tú an sreabhadh oibre molta agus go bhfuil [PhysicalBoneSimulator3D] agat mar leanbh de [Skeleton3D], is féidir leat a rialú an bhfuil tionchar ag raycasting air gan [method physical_bones_start_simulation] a reáchtáil, ag a [ball SkeletonModifier3D.active].
    I gcás cumraíochtaí d'aois (neamhmheasta), áfach, tá fíorúil inmheánach [PhysicalBoneSimulator3D] ag [Skeleton3D] le haghaidh comhoiriúnachta. Rialaíonn an t-airí seo an fíorúil inmheánach [PhysicalBoneSimulator3D]'s [ball SkeletonModifier3D.active].

en: Sets the processing timing for the Modifier.
ga: Socraíonn sé an t-am próiseála don Mionathraitheoir.

en: Multiplies the 3D position track animation.
    [b]Note:[/b] Unless this value is [code]1.0[/code], the key value in animation will not match the actual position value.
ga: Iolraíonn sé an beochan rian suímh 3D.
    [b]Nóta:[/b] Murab é [code]1.0[/code] an luach seo, ní bheidh an luach eochrach sa bheochan ag teacht leis an luach suímh iarbhír.

en: If [code]true[/code], forces the bones in their default rest pose, regardless of their values. In the editor, this also prevents the bones from being edited.
ga: Más rud é go bhfuil [code]true[/code], cuireann sé brú ar na cnámha ina staid scíthe réamhshocraithe, beag beann ar a luachanna. San eagarthóir, cuireann sé seo cosc ar na cnámha ó bheith in eagar freisin.

en: Emitted when the bone at [param bone_idx] is toggled with [method set_bone_enabled]. Use [method is_bone_enabled] to check the new value.
ga: Astaítear nuair a scoránaítear an chnámh ag [param bone_idx] le [method set_bone_enabled]. Úsáid [method is_bone_enabled] chun an luach nua a sheiceáil.

en: Emitted when the pose is updated.
    [b]Note:[/b] During the update process, this signal is not fired, so modification by [SkeletonModifier3D] is not detected.
ga: Astaítear nuair a nuashonraítear an staidiúir.
    [b]Nóta:[/b] Le linn an phróisis nuashonraithe, ní scaoiltear an comhartha seo, mar sin ní bhraitear modhnú le [SkeletonModifier3D].

en: Emitted when the value of [member show_rest_only] changes.
ga: Astaithe nuair a athraíonn luach [member show_rest_only].

en: Emitted when the final pose has been calculated will be applied to the skin in the update process.
    This means that all [SkeletonModifier3D] processing is complete. In order to detect the completion of the processing of each [SkeletonModifier3D], use [signal SkeletonModifier3D.modification_processed].
ga: Astaítear nuair a bheidh an staidiúir deiridh ríofa cuirfear i bhfeidhm é ar an gcraiceann sa phróiseas nuashonraithe.
    Ciallaíonn sé seo go bhfuil gach próiseáil [SkeletonModifier3D] críochnaithe. D'fhonn críochnú próiseála gach [SkeletonModifier3D] a bhrath, bain úsáid as [comhartha SkeletonModifier3D.modification_processed].

en: Notification received when this skeleton's pose needs to be updated. In that case, this is called only once per frame in a deferred process.
ga: Fógra faighte nuair is gá staidiúir an chnámharlaigh seo a nuashonrú. Sa chás sin, ní thugtar é seo ach uair amháin in aghaidh an fhráma i bpróiseas iarchurtha.

en: Set a flag to process modification during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
ga: Socraigh bratach chun modhnú a phróiseáil le linn frámaí fisice (féach [Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).

en: Set a flag to process modification during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
ga: Socraigh bratach chun modhnú a phróiseáil le linn frámaí próisis (féach [Node.NOTIFICATION_INTERNAL_PROCESS]).

en: A node used to rotate all bones of a [Skeleton3D] bone chain a way that places the end bone at a desired 3D position.
ga: Nód a úsáidtear chun gach cnámh de shlabhra cnámh [Skeleton3D] a rothlú ar bhealach a chuireann an cnámh deiridh ag suíomh 3D atá ag teastáil.

en: SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way that places the end bone at a desired 3D position. A typical scenario for IK in games is to place a character's feet on the ground or a character's hands on a currently held object. SkeletonIK uses FabrikInverseKinematic internally to solve the bone chain and applies the results to the [Skeleton3D] [code]bones_global_pose_override[/code] property for all affected bones in the chain. If fully applied, this overwrites any bone transform from [Animation]s or bone custom poses set by users. The applied amount can be controlled with the [member SkeletonModifier3D.influence] property.
    [codeblock]
    # Apply IK effect automatically on every new frame (not the current)
    skeleton_ik_node.start()
    
    # Apply IK effect only on the current frame
    skeleton_ik_node.start(true)
    
    # Stop IK effect and reset bones_global_pose_override on Skeleton
    skeleton_ik_node.stop()
    
    # Apply full IK effect
    skeleton_ik_node.set_influence(1.0)
    
    # Apply half IK effect
    skeleton_ik_node.set_influence(0.5)
    
    # Apply zero IK effect (a value at or below 0.01 also removes bones_global_pose_override on Skeleton)
    skeleton_ik_node.set_influence(0.0)
    [/codeblock]
ga: Úsáidtear SkeletonIK3D chun gach cnámh de shlabhra cnámh [Skeleton3D] a rothlú ar bhealach a chuireann an cnámh deiridh ag suíomh 3D atá ag teastáil. Cás tipiciúil le haghaidh IK i gcluichí is ea cosa charachtair a chur ar an talamh nó lámha carachtair ar réad atá á choimeád faoi láthair. Úsáideann SkeletonIK FabrikInverseKinematic go hinmheánach chun an slabhra cnámh a réiteach agus cuireann sé na torthaí i bhfeidhm ar an airí [Skeleton3D] [code]bones_global_pose_override[/code] do na cnámha go léir sa slabhra lena mbaineann. Má chuirtear i bhfeidhm go hiomlán é, déanann sé seo forscríobh ar aon chlaochlú cnámh ó [Beochan]s nó ó chnámh-staid saincheaptha atá socraithe ag úsáideoirí. Is féidir an méid feidhmithe a rialú leis an maoin [ball SkeletonModifier3D.influence].
    [codeblock]
    # Cuir éifeacht IK i bhfeidhm go huathoibríoch ar gach fráma nua (ní an sruth)
    creatlach_ik_node.start()
    
    # Cuir éifeacht IK i bhfeidhm ar an bhfráma reatha amháin
    creatlach_ik_node.start(fíor)
    
    # Cuir stop le héifeacht IK agus athshocraigh bones_global_pose_override ar Chnámharlach
    creatlach_ik_node.stop()
    
    # Cuir éifeacht IK iomlán i bhfeidhm
    creatlach_ik_node.set_influence(1.0)
    
    # Cuir leath éifeacht IK i bhfeidhm
    creatlach_ik_node.set_fluence(0.5)
    
    # Cuir éifeacht nialasach IK i bhfeidhm (baineann luach ag 0.01 nó faoi bhun na cnámha_global_pose_override ar an gCnámharlach freisin)
    creatlach_ik_node.set_influence(0.0)
    [/codeblock]

en: Returns [code]true[/code] if SkeletonIK is applying IK effects on continues frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is stopped or [method start] was used with the [code]one_time[/code] parameter set to [code]true[/code].
ga: Filleann sé [code]true[/code] má tá SkeletonIK ag cur éifeachtaí IK i bhfeidhm ar fhrámaí leanúnacha chuig na cnámha [Skeleton3D]. Filleann sé [code]false[/code] má stoptar SkeletonIK nó má úsáideadh [tosú modh] leis an bparaiméadar [code]one_time[/code] socraithe go [code]true[/code].

en: Starts applying IK effects on each frame to the [Skeleton3D] bones but will only take effect starting on the next frame. If [param one_time] is [code]true[/code], this will take effect immediately but also reset on the next frame.
ga: Cuirtear tús le héifeachtaí IK a chur i bhfeidhm ar gach fráma ar na cnámha [Skeleton3D] ach ní bheidh éifeacht leis ach ag tosú ar an gcéad fhráma eile. Má tá [param one_time] [code]true[/code], tiocfaidh sé seo i bhfeidhm láithreach ach athshocróidh sé ar an gcéad fhráma eile freisin.

en: Stops applying IK effects on each frame to the [Skeleton3D] bones and also calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing overrides on all bones.
ga: Stopann sé ag cur éifeachtaí IK ar gach fráma ar na cnámha [Skeleton3D] agus iarrann sé freisin ar [method Skeleton3D.clear_bones_global_pose_override] na sáruithe atá ann cheana féin ar na cnámha go léir a bhaint.

en: Use [member SkeletonModifier3D.influence] instead.
ga: Úsáid [ball SkeletonModifier3D.influence] ina ionad sin.

en: Interpolation value for how much the IK results are applied to the current skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton bone transforms completely while a value of [code]0.0[/code] will visually disable the SkeletonIK.
ga: Luach idirshuíomh maidir le cé mhéad torthaí IK a chuirtear i bhfeidhm ar an slabhra cnámh cnámharlaigh atá ann faoi láthair. Déanfaidh luach [code]1.0[/code] gach claochlú cnámh cnámharlaigh a fhorscríobh go hiomlán agus déanfaidh luach [code]0.0[/code] an creatlach a dhíchumasú go radhairc.

en: Secondary target position (first is [member target] property or [member target_node]) for the IK chain. Use magnet position (pole target) to control the bending of the IK chain. Only works if the bone chain has more than 2 bones. The middle chain bone position will be linearly interpolated with the magnet position.
ga: Suíomh sprice tánaisteach (is é an chéad áit [sprioc bhall] nó [ball target_node]) don slabhra IK. Úsáid suíomh maighnéad (sprioc cuaille) chun lúbadh an tslabhra IK a rialú. Ní oibríonn sé ach amháin má tá níos mó ná dhá chnámh sa slabhra cnámh. Déanfar suíomh cnámh an lárshlabhra a idirshuíomh go líneach leis an suíomh maighnéad.

en: Number of iteration loops used by the IK solver to produce more accurate (and elegant) bone chain results.
ga: Líon na lúb atriallta a úsáideann an réiteoir IK chun torthaí slabhra cnámh níos cruinne (agus galánta) a tháirgeadh.

en: The minimum distance between bone and goal target. If the distance is below this value, the IK solver stops further iterations.
ga: An t-achar íosta idir cnámh agus sprioc sprioc. Má tá an fad faoi bhun an luacha seo, stopann an réiteoir IK a thuilleadh atriallta.

en: If [code]true[/code] overwrites the rotation of the tip bone with the rotation of the [member target] (or [member target_node] if defined).
ga: Má fhorscríobhann [code]true[/code] rothlú an chnámh tip le rothlú an [ball target] (nó [ball target_node] má shainítear é).

en: The name of the current root bone, the first bone in the IK chain.
ga: Ainm an chnámh fréimhe atá ann faoi láthair, an chéad chnámh sa slabhra IK.

en: First target of the IK chain where the tip bone is placed and, if [member override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a [member target_node] path is available the nodes transform is used instead and this property is ignored.
ga: An chéad sprioc den slabhra IK mar a gcuirtear an cnámh rinn agus, má tá [member override_tip_basis] ar [code]true[/code], conas a rothlaíonn cnámh na rinn. Má tá conair [member target_node] ar fáil úsáidtear an trasfhoirmiú nóid ina ionad sin agus ní thugtar aird ar an airí seo.

en: Target node [NodePath] for the IK chain. If available, the node's current [Transform3D] is used instead of the [member target] property.
ga: Nód sprice [NodePath] don slabhra IK. Má tá sé ar fáil, úsáidtear sruth an nód [Transform3D] in ionad an airí [ball sprice].

en: The name of the current tip bone, the last bone in the IK chain placed at the [member target] transform (or [member target_node] if defined).
ga: Ainm an chnámh tip reatha, an cnámh dheireanach sa slabhra IK a chuirtear ag an [sprioc ball] claochlú (nó [ball target_node] má shainítear é).

en: If [code]true[/code], instructs the IK solver to consider the secondary magnet target (pole target) when calculating the bone chain. Use the magnet position (pole target) to control the bending of the IK chain.
ga: Más [code]true[/code], treoir don réiteoir IK an sprioc maighnéad tánaisteach (sprioc cuaille) a mheas agus an slabhra cnámh á ríomh. Bain úsáid as an suíomh maighnéad (sprioc cuaille) chun lúbadh an tslabhra IK a rialú.

en: Base class for resources that operate on [Bone2D]s in a [Skeleton2D].
ga: Bunrang d'acmhainní a fheidhmíonn ar [Bone2D]s i [Cnámharlach2D].

en: This resource provides an interface that can be expanded so code that operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched together to create complex interactions.
    This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.
ga: Soláthraíonn an acmhainn seo comhéadan is féidir a leathnú ionas gur féidir cód a oibríonn ar nóid [Bone2D] i [Skeleton2D] a mheascadh agus a mheaitseáil le chéile chun idirghníomhaíochtaí casta a chruthú.
    Úsáidtear é seo chun réiteach solúbtha agus cumhachtach Inbhéarta Inbhéartach a sholáthar do Godot ar féidir é a oiriúnú do go leor úsáidí éagsúla.

en: Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
    [b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
ga: Úsáidte le haghaidh líníocht [b]eagarthóir amháin[/b] gizmos modhnú. Ní dhéanfar an fheidhm seo a ghlaoch ach san eagarthóir Godot agus is féidir é a shárú chun gizmos saincheaptha a tharraingt.
    [b]Nóta:[/b] Beidh ort an Skeleton2D ó [method SkeletonModificationStack2D.get_skeleton] a úsáid agus a feidhmeanna tarraingthe, mar ní féidir leis an acmhainn [SkeletonModification2D] tarraingt as féin.

en: Executes the given modification. This is where the modification performs whatever function it is designed to do.
ga: Déanann sé an modhnú tugtha. Seo an áit a ndéanann an modhnú cibé feidhm atá ceaptha dó a dhéanamh.

en: Called when the modification is setup. This is where the modification performs initialization.
ga: Glaoitear air nuair a bhíonn an modhnú socraithe. Seo an áit a ndéanann an modhnú tosaighú.

en: Takes an angle and clamps it so it is within the passed-in [param min] and [param max] range. [param invert] will inversely clamp the angle, clamping it to the range outside of the given bounds.
ga: Glacann sé uillinn agus teannann sé é ionas go bhfuil sé laistigh den raon pas-isteach [param min] agus [param max]. clampfaidh [param invert] an uillinn go contrártha, agus é a chlampáil go dtí an raon lasmuigh de na teorainneacha tugtha.

en: Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
ga: Filleann sé cé acu an dtabharfaidh an modhnú seo glaoch ar [method _draw_editor_gizmo] in eagarthóir Godot chun gizmos mionathraithe a tharraingt.

en: Returns whether this modification has been successfully setup or not.
ga: Filleann sé cibé an bhfuil an modhnú seo socraithe go rathúil nó nach bhfuil.

en: Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on.
ga: Filleann sé an [SkeletonModificationStack2D] a bhfuil an modhnú seo ceangailte dó. Tríd an stack modhnuithe, is féidir leat rochtain a fháil ar an Skeleton2D a bhfuil an modhnú ag feidhmiú air.

en: Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
ga: Socraíonn sé cé acu an dtabharfaidh an modhnú seo glaoch ar [method _draw_editor_gizmo] in eagarthóir Godot chun gizmos mionathraithe a tharraingt.

en: Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack2D] the modification is bound to should handle setting the modification up.
ga: Ceadaíonn láimh duit staid socraithe an mhodhnaithe a shocrú. Níor cheart an fheidhm seo a úsáid ach go hannamh, mar ba cheart go láimhseálfaidh an [SkeletonModificationStack2D] a bhfuil an modhnú socraithe an modhnú suas.

en: If [code]true[/code], the modification's [method _execute] function will be called by the [SkeletonModificationStack2D].
ga: Más [code]true[/code], is é an [SkeletonModificationStack2D] a thabharfar ar fheidhm [method _execute] an mhodhnaithe.

en: The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.
ga: An modh forghníomhaithe don mhodhnú. Insíonn sé seo don chruach modhnuithe cathain is ceart an modhnú a dhéanamh. Tá socruithe ag roinnt modhnuithe nach bhfuil ar fáil ach i modhanna áirithe forghníomhaithe.

en: A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D.
ga: Mionathrú a úsáideann CCDIK chun sraith cnámha a ionramháil chun sprioc i 2T a bhaint amach.

en: This [SkeletonModification2D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a [Skeleton2D] so it reaches a defined target.
    CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers.
    [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.
    CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.
ga: Úsáideann an [SkeletonModification2D] seo algartam ar a dtugtar Cinématics Inbhéartach Comhordanáideach Rothlach, nó CCDIK, chun slabhra cnámha a ionramháil i [Skeleton2D] ionas go sroicheann sé sprioc shainithe.
    Oibríonn CCDIK trí shraith cnámha, ar a dtugtar "slabhra cnámh" de ghnáth a rothlú ar ais amháin. Rothlaíonn gach cnámh chun aghaidh a thabhairt ar an sprioc ón rinn (de réir réamhshocraithe), rud a ligeann dó rothlú i gceart chun an sprioc a bhaint amach thar shlabhra cnámha. Toisc nach rothlaíonn na cnámha ach ar ais amháin, is féidir le CCDIK [i][/i] breathnú níos róbaití ná réititheoirí IK eile.
    [b]Nóta:[/b] Tá [code]ccdik_joints[/code] ag an modhnóir CCDIK, arb iad na hoibiachtaí sonraí a choinníonn na sonraí do gach alt sa slabhra CCDIK. Tá sé seo difriúil ó chnámh! Coinníonn hailt CCDIK na sonraí a theastaíonn do gach cnámh sa slabhra cnámh a úsáideann CCDIK.
    Tacaíonn CCDIK go hiomlán freisin le srianta uillinne, rud a ligeann do níos mó smachta a fháil ar an gcaoi a gcomhlíontar réiteach.

en: Returns the [Bone2D] node assigned to the CCDIK joint at [param joint_idx].
ga: Filleann sé an nód [Bone2D] atá sannta don alt CCDIK ag [param joint_idx].

en: Returns the index of the [Bone2D] node assigned to the CCDIK joint at [param joint_idx].
ga: Filleann sé seo innéacs an nód [Bone2D] atá sannta don alt CCDIK ag [param joint_idx].

en: Returns whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. See [method set_ccdik_joint_constraint_angle_invert] for details.
ga: Tuairiscítear cé acu an n-úsáideann an t-alt CCDIK ag [param joint_idx] srianadh inbhéartaithe ailt. Féach ar [method set_ccdik_joint_constraint_angle_invert] le haghaidh sonraí.

en: Returns the maximum angle constraint for the joint at [param joint_idx].
ga: Filleann sé an srian uillinn uasta don alt ag [param joint_idx].

en: Returns the minimum angle constraint for the joint at [param joint_idx].
ga: Filleann sé an srian uillinn íosta don alt ag [param joint_idx].

en: Returns whether angle constraints on the CCDIK joint at [param joint_idx] are enabled.
ga: Filleann sé cé acu an bhfuil srianta uillinne ar an alt CCDIK ag [param joint_idx] cumasaithe.

en: Returns whether the joint at [param joint_idx] is set to rotate from the joint, [code]true[/code], or to rotate from the tip, [code]false[/code]. The default is to rotate from the tip.
ga: Filleann sé cibé an bhfuil an t-alt ag [param joint_idx] socraithe chun rothlú ón alt, [code]true[/code], nó chun rothlú ón rinn, [code]bréagach[/code]. Is é an réamhshocrú ná rothlú ón rinn.

en: Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx].
ga: Socraíonn sé an nód [Bone2D] atá sannta don alt CCDIK ag [param joint_idx].

en: Sets the bone index, [param bone_idx], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone2d_node[/code] of the CCDIK joint based on data provided by the linked skeleton.
ga: Socraíonn sé an t-innéacs cnámh, [param bone_idx], den chomhpháirteach CCDIK ag [param joint_idx]. Nuair is féidir, déanfaidh sé seo nuashonrú freisin ar [code]bone2d_node[/code] den chomhpháirt CCDIK bunaithe ar shonraí a chuir an creatlach nasctha ar fáil.

en: Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint.
    An inverted joint constraint only constraints the CCDIK joint to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.
ga: Socraíonn sé cé acu an n-úsáideann an t-alt CCDIK ag [param joint_idx] srianadh inbhéartaithe ailt.
    Ní shrianann srian ailt inbhéartaithe ach an t-alt CCDIK go dtí na huillinneacha [i] taobh amuigh de[/i] na huillinneacha íosta agus uasta a ionchuirtear. Ar an ábhar sin, tagraítear dó mar shrianadh comhpháirteach inbhéartaithe, toisc go gcuireann sé srian ar an alt go dtí an taobh amuigh de na luachanna ionchuir.

en: Sets the maximum angle constraint for the joint at [param joint_idx].
ga: Socraíonn sé an srian uillinn uasta don alt ag [param joint_idx].

en: Sets the minimum angle constraint for the joint at [param joint_idx].
ga: Socraíonn sé an srian uillinn íosta don alt ag [param joint_idx].

en: Determines whether angle constraints on the CCDIK joint at [param joint_idx] are enabled. When [code]true[/code], constraints will be enabled and taken into account when solving.
ga: Cinntear an bhfuil srianta uillinne ar an alt CCDIK ag [param joint_idx] cumasaithe. Nuair a bheidh [code]true[/code], cumasófar srianta agus cuirfear san áireamh iad agus iad á réiteach.

en: Sets whether the joint at [param joint_idx] is set to rotate from the joint, [code]true[/code], or to rotate from the tip, [code]false[/code].
ga: Socraítear cé acu an bhfuil an t-alt ag [param joint_idx] socraithe chun rothlú ón alt, [code]true[/code], nó chun rothlú ón rinn, [code]bréagach[/code].

en: The number of CCDIK joints in the CCDIK modification.
ga: Líon na n-alt CCDIK sa mhodhnú CCDIK.

en: The NodePath to the node that is the target for the CCDIK modification. This node is what the CCDIK chain will attempt to rotate the bone chain to.
ga: An NodePath chuig an nód atá mar sprioc don mhodhnú CCDIK. Is é an nód seo a dhéanfaidh an slabhra CCDIK iarracht an slabhra cnámh a rothlú.

en: The end position of the CCDIK chain. Typically, this should be a child of a [Bone2D] node attached to the final [Bone2D] in the CCDIK chain.
ga: Suíomh deiridh an tslabhra CCDIK. Go hiondúil, ba chóir gur leanbh nód [Bone2D] a bheadh ceangailte leis an [Bone2D] deiridh sa slabhra CCDIK a bheadh i gceist leis seo.

en: A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to reach a target.
ga: Modhnú a úsáideann FABRIK chun sraith nóid [Bone2D] a ionramháil chun sprioc a bhaint amach.

en: This [SkeletonModification2D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target.
    FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. Then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.
    Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle constraints, which are fully taken into account when solving.
    [b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from [Bone2D] nodes! FABRIK joints hold the data needed for each [Bone2D] in the bone chain used by FABRIK.
    To help control how the FABRIK joints move, a magnet vector can be passed, which can nudge the bones in a certain direction prior to solving, giving a level of control over the final result.
ga: Úsáideann an [SkeletonModification2D] algartam ar a dtugtar Forward And Backward Reaching Inverse Kinematics, nó FABRIK, chun slabhra cnámh a rothlú ionas go sroicheann sé sprioc.
    Oibríonn FABRIK trí shuíomhanna agus faid shraith cnámha a bheith eolach, ar a dtugtar "slabhra cnámh" de ghnáth. Tosaíonn sé ar dtús le pas ar aghaidh a rith, a chuireann an cnámh deiridh ag suíomh an sprice. Ansin bogtar na cnámha eile go léir i dtreo na cnámh rinn, agus mar sin fanann siad ar an gcnámh sainithe ar shiúl. Ansin déantar pas ar gcúl, áit a gcuirtear an fhréamh/an chéad chnámh sa slabhra FABRIK ar ais ag an mbunús. Ansin bogtar na cnámha eile go léir ionas go bhfanann siad ar an fad cnámh sainithe ar shiúl. Socraíonn sé seo an slabhra cnámh ionas go sroicheann sé an sprioc nuair is féidir, ach fanann na cnámha go léir an fad ceart óna chéile.
    Mar gheall ar an gcaoi a n-oibríonn FABRIK, is minic a thugann sé torthaí níos nádúrtha ná iad siúd a fheictear i [SkeletonModification2DCCDIK]. Tacaíonn FABRIK freisin le srianta uillinn, a chuirtear san áireamh go hiomlán agus iad ag réiteach.
    [b]Nóta:[/b] Tá [code]fabrik_joints[/code] ag an modhnóir FABRIK, arb iad na oibiachtaí sonraí a choinníonn na sonraí do gach alt sa slabhra FABRIK. Tá sé seo difriúil ó nóid [Bone2D]! Coinníonn hailt FABRIK na sonraí atá ag teastáil le haghaidh gach [Bone2D] sa slabhra cnámh a úsáideann FABRIK.
    Chun cabhrú le rialú a dhéanamh ar conas a ghluaiseann na hailt FABRIK, is féidir veicteoir maighnéad a rith, a fhéadfaidh na cnámha a nudge i dtreo áirithe roimh réiteach, rud a thugann leibhéal rialaithe ar an toradh deiridh.

en: Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx].
ga: Filleann sé an nód [Bone2D] atá sannta don alt FABRIK ag [param joint_idx].

en: Returns the index of the [Bone2D] node assigned to the FABRIK joint at [param joint_idx].
ga: Filleann sé innéacs an nód [Bone2D] atá sannta don alt FABRIK ag [param joint_idx].

en: Returns the magnet position vector for the joint at [param joint_idx].
ga: Filleann sé an veicteoir suímh maighnéad don alt ag [param joint_idx].

en: Returns whether the joint is using the target's rotation rather than allowing FABRIK to rotate the joint. This option only applies to the tip/final joint in the chain.
ga: Filleann an bhfuil an t-alt ag baint úsáide as rothlú an sprice seachas ligean do FABRIK an t-alt a rothlú. Ní bhaineann an rogha seo ach leis an rinn/alt deiridh sa slabhra.

en: Sets the [Bone2D] node assigned to the FABRIK joint at [param joint_idx].
ga: Socraíonn sé an nód [Bone2D] atá sannta don alt FABRIK ag [param joint_idx].

en: Sets the bone index, [param bone_idx], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone2d_node[/code] of the FABRIK joint based on data provided by the linked skeleton.
ga: Socraíonn sé an t-innéacs cnámh, [param bone_idx], den chomhpháirteach FABRIK ag [param joint_idx]. Nuair is féidir, déanfaidh sé seo nuashonrú freisin ar [code]bone2d_node[/code] an chomhpháirteach FABRIK bunaithe ar shonraí a chuir an creatlach nasctha ar fáil.

en: Sets the magnet position vector for the joint at [param joint_idx].
ga: Socraíonn sé an veicteoir suímh maighnéad don alt ag [param joint_idx].

en: Sets whether the joint at [param joint_idx] will use the target node's rotation rather than letting FABRIK rotate the node.
    [b]Note:[/b] This option only works for the tip/final joint in the chain. For all other nodes, this option will be ignored.
ga: Socraítear cé acu an úsáidfidh an t-alt ag [param joint_idx] rothlú an nód sprice seachas ligean do FABRIK an nód a rothlú.
    [b]Nóta:[/b] Ní oibríonn an rogha seo ach le haghaidh an rinn/alt deiridh sa slabhra. I gcás gach nóid eile, ní thabharfar aird ar an rogha seo.

en: The number of FABRIK joints in the FABRIK modification.
ga: Líon na n-alt FABRIK i modhnú FABRIK.

en: The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to.
ga: An NodePath chuig an nód atá mar sprioc don mhodhnú FABRIK. Is é an nód seo a dhéanfaidh an slabhra FABRIK iarracht an slabhra cnámh a rothlú.

en: A modification that jiggles [Bone2D] nodes as they move towards a target.
ga: Mionathrú a ghluaiseann nóid [Bone2D] agus iad ag bogadh i dtreo sprice.

en: This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might.
    This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves.
    [b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are the data objects that hold the data for each joint in the Jiggle chain. This is different from than [Bone2D] nodes! Jiggle joints hold the data needed for each [Bone2D] in the bone chain used by the Jiggle modification.
ga: Gluaiseann an modhnú seo sraith cnámha, ar a dtugtar slabhra cnámh de ghnáth, i dtreo sprice. Is é an rud a dhéanann an modhnú seo speisialta ná go ríomhann sé an treoluas agus an luasghéarú do gach cnámh sa slabhra cnámh, agus go ndéanann sé ríomh an-éadrom cosúil le fisic ag baint úsáide as na luachanna ionchuir. Ligeann sé seo do na cnámha an sprioc a shárú agus "jiggle" timpeall. Is féidir é a chumrú le gníomhú níos cosúla le spriongaí, nó le bheith ag luascadh thart ar nós éadach.
    Tá an modhnú seo úsáideach chun tairiscint bhreise a chur le rudaí cosúil le gruaig, imill éadaí, agus níos mó. Tá roinnt socruithe ann a cheadaíonn rialú ar an mbealach a ghluaiseann an t-alt nuair a bhogann an sprioc.
    [b]Nóta:[/b] Tá [code]jiggle_joints[/code] ag an modhnóir Jiggle, arb iad na oibiachtaí sonraí a choinníonn na sonraí do gach alt sa slabhra Jiggle. Tá sé seo difriúil ó nóid [Bone2D]! Coinníonn hailt jiggle na sonraí atá ag teastáil le haghaidh gach [Bone2D] sa slabhra cnámh a úsáideann modhnú Jiggle.

en: Returns the collision mask used by the Jiggle modifier when collisions are enabled.
ga: Filleann sé an masc imbhuailte a úsáideann an modhnóir Jiggle nuair a chumasaítear imbhuailtí.

en: Returns the [Bone2D] node assigned to the Jiggle joint at [param joint_idx].
ga: Filleann sé an nód [Bone2D] atá sannta don alt Jiggle ag [param joint_idx].

en: Returns the index of the [Bone2D] node assigned to the Jiggle joint at [param joint_idx].
ga: Filleann sé seo innéacs an nód [Bone2D] atá sannta don alt Jiggle ag [param joint_idx].

en: Returns the amount of damping of the Jiggle joint at [param joint_idx].
ga: Filleann sé méid taiseadh an alt Jiggle ag [param joint_idx].

en: Returns a [Vector2] representing the amount of gravity the Jiggle joint at [param joint_idx] is influenced by.
ga: Filleann sé [Vector2] a léiríonn an méid domhantarraingthe a mbíonn tionchar ag an alt Jiggle ag [param joint_idx].

en: Returns the amount of mass of the jiggle joint at [param joint_idx].
ga: Filleann sé méid mais an alt jiggle ag [param joint_idx].

en: Returns a boolean that indicates whether the joint at [param joint_idx] is overriding the default Jiggle joint data defined in the modification.
ga: Filleann boolean a léiríonn an bhfuil an t-alt ag [param joint_idx] ag sárú na sonraí réamhshocraithe comhpháirteacha Jiggle atá sainithe sa mhodhnú.

en: Returns the stiffness of the Jiggle joint at [param joint_idx].
ga: Filleann sé stiffness an alt Jiggle ag [param joint_idx].

en: Returns a boolean that indicates whether the joint at [param joint_idx] is using gravity or not.
ga: Filleann boolean a léiríonn cé acu an bhfuil an t-alt ag [param joint_idx] ag baint úsáide as domhantarraingthe nó nach bhfuil.

en: Returns whether the jiggle modifier is taking physics colliders into account when solving.
ga: Filleann sé cibé an bhfuil an modhnóir jiggle ag cur imbhuailteoirí fisice san áireamh agus iad ag réiteach.

en: Sets the collision mask that the Jiggle modifier will use when reacting to colliders, if the Jiggle modifier is set to take colliders into account.
ga: Socraíonn sé an masc imbhuailte a úsáidfidh an modhnóir Jiggle agus é ag freagairt d'imbhuailteoirí, má tá an modhnóir Jiggle socraithe chun imbhuailteoirí a chur san áireamh.

en: Sets the [Bone2D] node assigned to the Jiggle joint at [param joint_idx].
ga: Socraíonn sé an nód [Bone2D] atá sannta don alt Jiggle ag [param joint_idx].

en: Sets the bone index, [param bone_idx], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone2d_node[/code] of the Jiggle joint based on data provided by the linked skeleton.
ga: Socraíonn sé an t-innéacs cnámh, [param bone_idx], den alt Jiggle ag [param joint_idx]. Nuair is féidir, déanfaidh sé seo nuashonrú freisin ar [code]bone2d_node[/code] an chomhpháirteach Jiggle bunaithe ar shonraí a chuir an creatlach nasctha ar fáil.

en: Sets the amount of damping of the Jiggle joint at [param joint_idx].
ga: Socraíonn sé méid taiseadh an alt Jiggle ag [param joint_idx].

en: Sets the gravity vector of the Jiggle joint at [param joint_idx].
ga: Socraíonn sé veicteoir domhantarraingthe an alt Jiggle ag [param joint_idx].

en: Sets the of mass of the Jiggle joint at [param joint_idx].
ga: Socraíonn sé mais an alt Jiggle ag [param joint_idx].

en: Sets whether the Jiggle joint at [param joint_idx] should override the default Jiggle joint settings. Setting this to [code]true[/code] will make the joint use its own settings rather than the default ones attached to the modification.
ga: Socraíonn sé cé acu ar cheart don alt Jiggle ag [param joint_idx] socruithe réamhshocraithe an chomhpháirteacha Jiggle a shárú. Má shocraítear é seo go [code]true[/code], bainfidh an comhúsáid a socruithe féin as seachas na cinn réamhshocraithe a ghabhann leis an modhnú.

en: Sets the of stiffness of the Jiggle joint at [param joint_idx].
ga: Socraíonn sé stiffness an alt Jiggle ag [param joint_idx].

en: Sets whether the Jiggle joint at [param joint_idx] should use gravity.
ga: Socraítear cé acu ar cheart don alt Jiggle ag [param joint_idx] domhantarraingthe a úsáid.

en: If [code]true[/code], the Jiggle modifier will take colliders into account, keeping them from entering into these collision objects.
ga: Más [code]true[/code], cuirfidh modhnóir Jiggle imbhuailteoirí san áireamh, rud a fhágann nach rachaidh siad isteach sna réada imbhuailte seo.

en: The default amount of damping applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied.
ga: Chuir an méid maolaithe réamhshocraithe i bhfeidhm ar na hailt Jiggle, mura ndéantar iad a shárú. Mar thoradh ar luachanna níos airde cuirtear níos mó den treoluas ríofa i bhfeidhm.

en: The default amount of gravity applied to the Jiggle joints, if they are not overridden.
ga: An méid réamhshocraithe domhantarraingthe a chuirtear i bhfeidhm ar na hailt Jiggle, mura ndéantar iad a shárú.

en: The amount of Jiggle joints in the Jiggle modification.
ga: Méid na n-alt Jiggle i modhnú Jiggle.

en: The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting.
ga: Méid réamhshocraithe na maise a shanntar do na hailt Jiggle, mura ndéantar iad a shárú. Cruthaíonn luachanna níos airde gluaiseachtaí níos tapúla agus níos mó róghníomhaithe.

en: The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position.
ga: An méid réamhshocraithe stiffness a shanntar do na hailt Jiggle, más rud é nach bhfuil siad sáraithe. Feidhmíonn luachanna níos airde níos mó cosúil le spriongaí, ag bogadh go tapa isteach sa suíomh ceart.

en: The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to.
ga: An NodePath go dtí an nód atá mar sprioc don mhodhnú Jiggle. Is é an nód seo a dhéanfaidh an slabhra Jiggle iarracht an slabhra cnámh a rothlú.

en: Whether the gravity vector, [member gravity], should be applied to the Jiggle joints, assuming they are not overriding the default settings.
ga: Cibé ar cheart an veicteoir domhantarraingthe, [mheáchanlár ball], a chur i bhfeidhm ar na hailt Jiggle, ag glacadh leis nach bhfuil siad ag sárú na socruithe réamhshocraithe.

en: A modification that rotates a [Bone2D] node to look at a target.
ga: Mionathrú a rothlaíonn nód [Bone2D] chun breathnú ar sprioc.

en: This [SkeletonModification2D] rotates a bone to look a target. This is extremely helpful for moving character's head to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily.
ga: Rothlaíonn an [SkeletonModification2D] cnámh chun breathnú ar sprioc. Tá sé seo thar a bheith cabhrach chun ceann carachtar a bhogadh chun breathnú ar an imreoir, ag rothlú turret chun breathnú ar sprioc, nó aon chás eile inar mian leat cnámh a rothlú i dtreo rud éigin go tapa agus go héasca.

en: Returns the amount of additional rotation that is applied after the LookAt modification executes.
ga: Filleann sé an méid uainíochta breise a chuirtear i bhfeidhm tar éis an modhnú LookAt a fhorghníomhú.

en: Returns whether the constraints to this modification are inverted or not.
ga: Tuairiscítear cé acu an bhfuil nó nach bhfuil na srianta ar an modhnú seo inbhéartaithe.

en: Returns the constraint's maximum allowed angle.
ga: Filleann sé uasuillinn cheadaithe an tsrianta.

en: Returns the constraint's minimum allowed angle.
ga: Filleann sé íos-uillinn cheadaithe an tsrianta.

en: Returns [code]true[/code] if the LookAt modification is using constraints.
ga: Filleann sé [code]true[/code] má tá srianta in úsáid sa mhodhnú LookAt.

en: Sets the amount of additional rotation that is to be applied after executing the modification. This allows for offsetting the results by the inputted rotation amount.
ga: Socraíonn sé an méid uainíochta breise atá le cur i bhfeidhm tar éis an modhnú a dhéanamh. Ligeann sé seo do na torthaí a fhritháireamh leis an méid uainíochta ionchurtha.

en: When [code]true[/code], the modification will use an inverted joint constraint.
    An inverted joint constraint only constraints the [Bone2D] to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.
ga: Nuair a bheidh [code]true[/code], úsáidfidh an modhnú srianadh comhpháirteach inbhéartaithe.
    Ní shrianann srianadh ailt inbhéartaithe ach an [Bone2D] leis na huillinneacha [i]lasmuigh de[/i] na huillinneacha íosta agus uasta a ionchuirtear. Ar an gcúis seo, tagraítear dó mar shrianadh comhpháirteach inbhéartaithe, toisc go gcuireann sé srian ar an alt go dtí an taobh amuigh de na luachanna ionchuir.

en: Sets the constraint's maximum allowed angle.
ga: Socraíonn sé uasuillinn cheadaithe an tsrianta.

en: Sets the constraint's minimum allowed angle.
ga: Socraíonn sé íos-uillinn cheadaithe an tsrianta.

en: Sets whether this modification will use constraints or not. When [code]true[/code], constraints will be applied when solving the LookAt modification.
ga: Socraítear cé acu an úsáidfidh an modhnú seo srianta nó nach n-úsáidfidh. Nuair a bheidh [code]true[/code], cuirfear srianta i bhfeidhm agus an modhnú LookAt á réiteach.

en: The [Bone2D] node that the modification will operate on.
ga: An nód [Bone2D] a oibreoidh an modhnú air.

en: The index of the [Bone2D] node that the modification will operate on.
ga: Innéacs an nód [Bone2D] ar a n-oibreoidh an modhnú.

en: The NodePath to the node that is the target for the LookAt modification. This node is what the modification will rotate the [Bone2D] to.
ga: An NódPath go dtí an nód atá mar sprioc don mhodhnú LookAt. Is é an nód seo a dhéanfaidh an modhnú an [Bone2D] a rothlú.

en: Physical bones may be changed in the future to perform the position update of [Bone2D] on their own, without needing this resource.
ga: D’fhéadfaí cnámha fisiceacha a athrú amach anseo chun an suíomh cothrom le dáta [Bone2D] a dhéanamh ina n-aonar, gan gá leis an acmhainn seo.

en: A modification that applies the transforms of [PhysicalBone2D] nodes to [Bone2D] nodes.
ga: Modhnú a chuireann na nóid [PhysicalBone2D] i bhfeidhm ar nóid [Bone2D] a chlaochlú.

en: This modification takes the transforms of [PhysicalBone2D] nodes and applies them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics thanks to the linked [PhysicalBone2D] nodes.
ga: Glacann an modhnú seo na nóid [PhysicalBone2D] a chlaochlú agus cuireann sé i bhfeidhm iad ar nóid [Bone2D]. Ligeann sé seo do na nóid [Bone2D] freagairt don fhisic a bhuíochas leis na nóid nasctha [PhysicalBone2D].

en: Empties the list of [PhysicalBone2D] nodes and populates it with all [PhysicalBone2D] nodes that are children of the [Skeleton2D].
ga: Folaíonn sé liosta na nóid [PhysicalBone2D] agus líonann sé nód [PhysicalBone2D] ar leanaí iad den [Skeleton2D].

en: Returns the [PhysicalBone2D] node at [param joint_idx].
ga: Filleann sé an nód [PhysicalBone2D] ag [param joint_idx].

en: Sets the [PhysicalBone2D] node at [param joint_idx].
    [b]Note:[/b] This is just the index used for this modification, not the bone index used in the [Skeleton2D].
ga: Socraíonn sé an nód [PhysicalBone2D] ag [param joint_idx].
    [b]Nóta:[/b] Níl anseo ach an t-innéacs a úsáidtear don mhodhnú seo, ní an t-innéacs cnámh a úsáidtear sa [Skeleton2D].

en: Tell the [PhysicalBone2D] nodes to start simulating and interacting with the physics world.
    Optionally, an array of bone names can be passed to this function, and that will cause only [PhysicalBone2D] nodes with those names to start simulating.
ga: Abair leis na nóid [PhysicalBone2D] tosú ag ionsamhladh agus ag idirghníomhú le saol na fisice.
    De rogha air sin, is féidir sraith ainmneacha cnámh a chur ar aghaidh chuig an bhfeidhm seo, agus ní dhéanfaidh sé sin ach nóid [PhysicalBone2D] leis na hainmneacha sin a thosú insamhladh.

en: Tell the [PhysicalBone2D] nodes to stop simulating and interacting with the physics world.
    Optionally, an array of bone names can be passed to this function, and that will cause only [PhysicalBone2D] nodes with those names to stop simulating.
ga: Abair leis na nóid [PhysicalBone2D] stop a chur le ionsamhlú agus idirghníomhú le saol na fisice.
    De rogha air sin, is féidir sraith ainmneacha cnámh a chur ar aghaidh chuig an bhfeidhm seo, agus ní fhágfaidh sin go mbeidh ach nóid [PhysicalBone2D] a bhfuil na hainmneacha sin orthu in ann insamhladh a stopadh.

en: The number of [PhysicalBone2D] nodes linked in this modification.
ga: Líon na nóid [PhysicalBone2D] atá nasctha sa mhodhnú seo.

en: A modification that holds and executes a [SkeletonModificationStack2D].
ga: Mionathrú a shealbhaíonn agus a fhorghníomhaíonn [SkeletonModificationStack2D].

en: This [SkeletonModification2D] holds a reference to a [SkeletonModificationStack2D], allowing you to use multiple modification stacks on a single [Skeleton2D].
    [b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will only be executed if their execution mode matches the execution mode of the SkeletonModification2DStackHolder.
ga: Tá tagairt ag an [SkeletonModification2D] seo do [SkeletonModificationStack2D], rud a ligeann duit stoic ilmhodhnúcháin a úsáid ar [Skeleton2D] amháin.
    [b]Nóta:[/b] Ní dhéanfar na modhnuithe sa [SkeletonModificationStack2D] a choinnítear a chur i gcrích ach amháin má mheaitseálann a mód forghníomhaithe le modh feidhmithe an SkeletonModification2DStackHolder.

en: Returns the [SkeletonModificationStack2D] that this modification is holding.
ga: Seoltar ar ais an [SkeletonModificationStack2D] atá ar siúl ag an modhnú seo.

en: Sets the [SkeletonModificationStack2D] that this modification is holding. This modification stack will then be executed when this modification is executed.
ga: Socraíonn sé an [SkeletonModificationStack2D] atá ar siúl ag an modhnú seo. Déanfar an stack modhnuithe seo a fhorghníomhú ansin nuair a dhéanfar an modhnú seo.

en: A modification that rotates two bones using the law of cosines to reach the target.
ga: Modhnú a rothlaíonn dhá chnámh ag baint úsáide as dlí na gcóisíní chun an sprioc a bhaint amach.

en: This [SkeletonModification2D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosines and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones.
    TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification2DFABRIK], but gives similar, natural looking results.
ga: Úsáideann an [SkeletonModification2D] seo algartam ar a dtugtar TwoBoneIK de ghnáth. Oibríonn an t-algartam seo trí dhlí na gcosíní agus faid na gcnámha a ghiaráil chun a dhéanamh amach cén rothlú atá ag na cnámha faoi láthair, agus cén rothlú a theastaíonn uathu chun triantán iomlán a dhéanamh, áit a bhfuil an chéad chnámh, an dara cnámh, agus an spriocfhoirm an trí rinn an triantáin. Toisc go n-oibríonn an algartam trí thriantán a dhéanamh, ní féidir leis oibriú ach ar dhá chnámha.
    Tá TwoBoneIK iontach le haghaidh arm, cosa, agus i ndáiríre aon hailt is féidir a léiriú ag dhá chnámha a lúbann chun sprioc a bhaint amach. Tá an réiteoir seo níos éadroma ná [SkeletonModification2DFABRIK], ach tugann sé torthaí cosúla, nádúrtha.

en: Returns the [Bone2D] node that is being used as the first bone in the TwoBoneIK modification.
ga: Filleann sé an nód [Bone2D] atá á úsáid mar an chéad chnámh i modhnú TwoBoneIK.

en: Returns the index of the [Bone2D] node that is being used as the first bone in the TwoBoneIK modification.
ga: Filleann sé innéacs an nód [Bone2D] atá á úsáid mar an chéad chnámh i modhnú TwoBoneIK.

en: Returns the [Bone2D] node that is being used as the second bone in the TwoBoneIK modification.
ga: Filleann sé an nód [Bone2D] atá á úsáid mar an dara cnámh i modhnú TwoBoneIK.

en: Returns the index of the [Bone2D] node that is being used as the second bone in the TwoBoneIK modification.
ga: Filleann sé innéacs an nód [Bone2D] atá á úsáid mar an dara cnámh i modhnú TwoBoneIK.

en: Sets the [Bone2D] node that is being used as the first bone in the TwoBoneIK modification.
ga: Socraíonn sé an nód [Bone2D] atá á úsáid mar an chéad chnámh i modhnú TwoBoneIK.

en: Sets the index of the [Bone2D] node that is being used as the first bone in the TwoBoneIK modification.
ga: Socraíonn sé innéacs an nód [Bone2D] atá á úsáid mar an chéad chnámh i modhnú TwoBoneIK.

en: Sets the [Bone2D] node that is being used as the second bone in the TwoBoneIK modification.
ga: Socraíonn sé an nód [Bone2D] atá á úsáid mar an dara cnámh i modhnú TwoBoneIK.

en: Sets the index of the [Bone2D] node that is being used as the second bone in the TwoBoneIK modification.
ga: Socraíonn sé innéacs an nód [Bone2D] atá á úsáid mar an dara cnámh i modhnú TwoBoneIK.

en: The maximum distance the target can be at. If the target is farther than this distance, the modification will solve as if it's at this maximum distance. When set to [code]0[/code], the modification will solve without distance constraints.
ga: An t-achar uasta is féidir leis an sprioc a bheith ag. Má tá an sprioc níos faide ná an fad seo, réiteofar an modhnú amhail is go bhfuil sé ag an uasfhad seo. Nuair a bheidh sé socraithe go [code]0[/code], réiteoidh an modhnú gan srianta achair.

en: The minimum distance the target can be at. If the target is closer than this distance, the modification will solve as if it's at this minimum distance. When set to [code]0[/code], the modification will solve without distance constraints.
ga: An t-achar íosta is féidir leis an sprioc a bheith ag. Má tá an sprioc níos gaire ná an t-achar seo, réiteofar an modhnú amhail is go bhfuil sé ag an achar íosta seo. Nuair a bheidh sé socraithe go [code]0[/code], réiteoidh an modhnú gan srianta achair.

en: The NodePath to the node that is the target for the TwoBoneIK modification. This node is what the modification will use when bending the [Bone2D] nodes.
ga: An NodePath go dtí an nód atá mar sprioc don mhodhnú TwoBoneIK. Is é an nód seo a úsáidfidh an modhnú agus na nóid [Bone2D] á lúbadh.

en: A resource that holds a stack of [SkeletonModification2D]s.
ga: Acmhainn ina bhfuil stoic de [SkeletonModification2D]s.

en: This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s.
    This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
    This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
ga: Úsáideann an Chnámharlach an acmhainn seo agus tá stoic [SkeletonModification2D]s inti.
    Rialaíonn sé seo ord na modhnuithe agus conas a chuirtear i bhfeidhm iad. Tá ordú modhnuithe thar a bheith tábhachtach le haghaidh socruithe IK lán-chomhlachta, mar ní mór duit na modhnuithe a dhéanamh san ord ceart chun na torthaí inmhianaithe a fháil. Mar shampla, ba mhaith leat modhnú a dhéanamh ar an spine [i]roimh[/i] na hairm ar chnámharlach humanoid.
    Rialaíonn an acmhainn seo chomh maith cé chomh láidir is a chuirtear na modhnuithe go léir i bhfeidhm ar an [Skeleton2D].

en: Adds the passed-in [SkeletonModification2D] to the stack.
ga: Cuireann sé an pas-isteach [SkeletonModification2D] leis an stack.

en: Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.
ga: Scrios an [SkeletonModification2D] ag an suíomh innéacs [param mod_idx], má tá sé ann.

en: Enables all [SkeletonModification2D]s in the stack.
ga: Cumasaítear gach [SkeletonModification2D]s sa chruach.

en: Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count].
    [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
ga: Ritheann sé gach ceann de na [SkeletonModification2D]s sa stack a úsáideann an modh forghníomhaithe céanna leis an [param execution_mode] a cuireadh ar aghaidh, ag tosú ón innéacs [code]0[/code] go [member modification_count].
    [b]Nóta:[/b] Féadfaidh ord na modhnuithe a bheith tábhachtach ag brath ar na modhnuithe. Mar shampla, ba cheart go n-oibreodh modhnuithe ar dhromlach roimh mhodhnuithe ar na hairm chun torthaí cearta a fháil.

en: Returns a boolean that indicates whether the modification stack is setup and can execute.
ga: Filleann boolean a thugann le fios an bhfuil an chairn modhnuithe socraithe agus an féidir é a rith.

en: Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx].
ga: Filleann sé an [SkeletonModification2D] ag an innéacs pas-isteach, [param mod_idx].

en: Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
ga: Filleann sé an nód [Skeleton2D] a bhfuil an SkeletonModificationStack2D ceangailte dó.

en: Sets the modification at [param mod_idx] to the passed-in modification, [param modification].
ga: Socraíonn sé an modhnú ag [param mod_idx] go dtí an modhnú pas-isteach, [methodnú param].

en: Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.
ga: Socraíonn sé an chairn modhnuithe ionas gur féidir é a fhorghníomhú. Ba cheart go mbeadh [Skeleton2D] ar an bhfeidhm seo agus níor cheart é a ghlaoch de láimh mura bhfuil a fhios agat cad atá á dhéanamh agat.

en: If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
ga: Más [code]true[/code], tabharfar na modhnuithe sa chruach. Déantar é seo a láimhseáil go huathoibríoch tríd an nód [Skeleton2D].

en: The number of modifications in the stack.
ga: Líon na modhnuithe sa chruach.

en: The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses.
ga: Neart idirshuíomh na modhnuithe i stack. Cuirfidh luach [code]0[/code] é i gcás nach gcuirtear na modhnuithe i bhfeidhm, cuirfear neart [code]0.5[/code] i bhfeidhm go leath, agus cuirfear neart [code]1[/code] i bhfeidhm. cead a thabhairt do na modhnuithe a chur i bhfeidhm go hiomlán agus na cásanna [Skeleton2D] [Bone2D] a shárú.

en: [SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
    If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
    This node should be used to implement custom IK solvers, constraints, or skeleton physics.
ga: Aisghabhann [SkeletonModifier3D] sprioc [Skeleton3D] trí thuismitheoir [Skeleton3D] a bheith aige.
    Má tá [AnimationMixer] ann, déantar modhnú i gcónaí tar éis próiseas athsheinm an [AnimationMixer].
    Ba cheart an nód seo a úsáid chun réitigh IK saincheaptha, srianta, nó fisic chnámharlaigh a chur i bhfeidhm.

en: Design of the Skeleton Modifier 3D
ga: Dearadh an Chnámharlaigh Mionathraitheoir 3D

en: Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here.
    [method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
ga: Sáraigh an modh fíorúil seo chun modhnóir saincheaptha creatlach a chur i bhfeidhm. Ba cheart duit rudaí a dhéanamh cosúil le staidiúir reatha an [Skeleton3D] a fháil agus an staidiúir a chur i bhfeidhm anseo.
    Níor cheart go mbeadh feidhm ag [method _process_modification] [tionchar ball] ar chásanna cnámh toisc go gcuireann an [Skeleton3D] tionchar i bhfeidhm go huathoibríoch ar gach staidiúir chnámh atá socraithe ag an modhnóir.

en: Get parent [Skeleton3D] node if found.
ga: Faigh nód tuismitheoir [Skeleton3D] má aimsítear é.

en: If [code]true[/code], the [SkeletonModifier3D] will be processing.
ga: Más [code]true[/code], beidh an [SkeletonModifier3D] á phróiseáil.

en: Sets the influence of the modification.
    [b]Note:[/b] This value is used by [Skeleton3D] to blend, so the [SkeletonModifier3D] should always apply only 100% of the result without interpolation.
ga: Socraíonn sé tionchar an mhodhnaithe.
    [b]Nóta:[/b] Úsáideann [Skeleton3D] an luach seo chun cumasc, mar sin níor cheart go gcuirfeadh an [SkeletonModifier3D] i bhfeidhm i gcónaí ach 100% den toradh gan idirshuíomh.

en: Notifies when the modification have been finished.
    [b]Note:[/b] If you want to get the modified bone pose by the modifier, you must use [method Skeleton3D.get_bone_pose] or [method Skeleton3D.get_bone_global_pose] at the moment this signal is fired.
ga: Cuirtear in iúl nuair a bheidh an modhnú críochnaithe.
    [b]Nóta:[/b] Más mian leat an staidiúir chnámh mionathraithe a fháil leis an modhnóir, ní mór duit [method Skeleton3D.get_bone_pose] nó [method Skeleton3D.get_bone_global_pose] a úsáid faoi láthair a scaoiltear an comhartha seo.

en: Base class for a profile of a virtual skeleton used as a target for retargeting.
ga: Bunrang do phróifíl de chnámharlach fíorúil a úsáidtear mar sprioc chun athspriocdhíriú.

en: This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile].
    [b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values.
ga: Úsáidtear an acmhainn seo in [EditorScenePostImport]. Tá roinnt paraiméadair ag tagairt do chnámha i [Skeleton3D], [Skin], [Beochan], agus athscríobhtar roinnt nóid eile bunaithe ar pharaiméadair [SkeletonProfile].
    [b]Nóta:[/b] Ní gá na paraiméadair seo a shocrú ach amháin nuair atá próifíl shaincheaptha á cruthú. In [SkeletonProfileHumanoid], sainmhínítear iad go hinmheánach mar luachanna inléite amháin.

en: Returns the bone index that matches [param bone_name] as its name.
ga: Filleann sé an t-innéacs cnámh a mheaitseálann [param bone_name] mar ainm.

en: Returns the name of the bone at [param bone_idx] that will be the key name in the [BoneMap].
    In the retargeting process, the returned bone name is the bone name of the target skeleton.
ga: Tugann sé ar ais ainm na cnámh ag [param bone_idx] a bheidh mar phríomhainm sa [BoneMap].
    Sa phróiseas aisghabhála, is é an t-ainm cnámh ar ais ainm cnámh an sprioc-chnámharlaigh.

en: Returns the name of the bone which is the parent to the bone at [param bone_idx]. The result is empty if the bone has no parent.
ga: Tugann sé ar ais ainm na cnámh atá mar thuismitheoir don chnámh ag [param bone_idx]. Tá an toradh folamh mura bhfuil aon tuismitheoir ag an gcnámh.

en: Returns the name of the bone which is the tail of the bone at [param bone_idx].
ga: Tugann sé ar ais ainm na cnámh atá mar eireaball na cnámh ag [param bone_idx].

en: Returns the group of the bone at [param bone_idx].
ga: Filleann sé grúpa na gcnámh ag [param bone_idx].

en: Returns the name of the group at [param group_idx] that will be the drawing group in the [BoneMap] editor.
ga: Filleann sé seo ainm an ghrúpa ag [param group_idx] a bheidh mar an grúpa líníochta san eagarthóir [BoneMap].

en: Returns the offset of the bone at [param bone_idx] that will be the button position in the [BoneMap] editor.
    This is the offset with origin at the top left corner of the square.
ga: Filleann sé fritháireamh na cnámh ag [param bone_idx] a bheidh mar shuíomh an chnaipe san eagarthóir [BoneMap].
    Is é seo an fhritháireamh le bunús ag an gcúinne uachtarach ar chlé den chearnóg.

en: Returns the reference pose transform for bone [param bone_idx].
ga: Filleann sé an t-athrú pose tagartha le haghaidh cnámh [param bone_idx].

en: Returns the tail direction of the bone at [param bone_idx].
ga: Filleann sé treo eireaball na cnámh ag [param bone_idx].

en: Returns the texture of the group at [param group_idx] that will be the drawing group background image in the [BoneMap] editor.
ga: Filleann sé uigeacht an ghrúpa ag [param group_idx] a bheidh mar íomhá chúlra an ghrúpa líníochta san eagarthóir [BoneMap].

en: Returns whether the bone at [param bone_idx] is required for retargeting.
    This value is used by the bone map editor. If this method returns [code]true[/code], and no bone is assigned, the handle color will be red on the bone map editor.
ga: Filleann sé cibé an bhfuil an cnámh ag [param bone_idx] ag teastáil chun ath-spriocdhíriú.
    Úsáideann an t-eagarthóir léarscáile cnámh an luach seo. Má thagann an modh seo ar ais [code]true[/code], agus mura sanntar cnámh ar bith, beidh dath an láimhseála dearg ar an eagarthóir léarscáile cnámh.

en: Sets the name of the bone at [param bone_idx] that will be the key name in the [BoneMap].
    In the retargeting process, the setting bone name is the bone name of the target skeleton.
ga: Socraíonn sé ainm na cnámh ag [param bone_idx] a bheidh mar phríomhainm sa [BoneMap].
    Sa phróiseas aisghabhála, is é an t-ainm cnámh socraithe an t-ainm cnámh atá ar an gcnámharlach sprice.

en: Sets the bone with name [param bone_parent] as the parent of the bone at [param bone_idx]. If an empty string is passed, then the bone has no parent.
ga: Socraíonn sé an cnámh leis an ainm [param bone_parent] mar thuismitheoir na cnámh ag [param bone_idx]. Má rithtear sreang folamh, níl aon tuismitheoir ag an gcnámh.

en: Sets the bone with name [param bone_tail] as the tail of the bone at [param bone_idx].
ga: Socraíonn sé an cnámh leis an ainm [param bone_tail] mar eireaball na cnámh ag [param bone_idx].

en: Sets the group of the bone at [param bone_idx].
ga: Socraíonn sé grúpa na gcnámh ag [param bone_idx].

en: Sets the name of the group at [param group_idx] that will be the drawing group in the [BoneMap] editor.
ga: Socraíonn sé ainm an ghrúpa ag [param group_idx] a bheidh mar an grúpa líníochta san eagarthóir [BoneMap].

en: Sets the offset of the bone at [param bone_idx] that will be the button position in the [BoneMap] editor.
    This is the offset with origin at the top left corner of the square.
ga: Socraíonn sé fritháireamh na cnámh ag [param bone_idx] a bheidh mar shuíomh an chnaipe san eagarthóir [BoneMap].
    Is é seo an fhritháireamh le bunús ag an gcúinne uachtarach ar chlé den chearnóg.

en: Sets the reference pose transform for bone [param bone_idx].
ga: Socraíonn sé an claochlú údar tagartha le haghaidh cnámh [param bone_idx].

en: Sets the required status for bone [param bone_idx] to [param required].
ga: Socraíonn sé an stádas riachtanach do chnámh [param bone_idx] go [param required].

en: Sets the tail direction of the bone at [param bone_idx].
    [b]Note:[/b] This only specifies the method of calculation. The actual coordinates required should be stored in an external skeleton, so the calculation itself needs to be done externally.
ga: Socraíonn sé treo eireaball na cnámh ag [param bone_idx].
    [b]Nóta:[/b] Ní shonraítear anseo ach an modh ríofa. Ba cheart na comhordanáidí iarbhír a theastaíonn a stóráil i gcnámharlach seachtrach, agus mar sin ní mór an ríomh féin a dhéanamh go seachtrach.

en: Sets the texture of the group at [param group_idx] that will be the drawing group background image in the [BoneMap] editor.
ga: Socraíonn sé uigeacht an ghrúpa ag [param group_idx] a bheidh mar íomhá chúlra an ghrúpa líníochta san eagarthóir [BoneMap].

en: The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones.
    The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile].
ga: An méid cnámha in eagarthóir [BoneMap] na rannóige a athspriocdhíriú. Mar shampla, tá 56 cnámh ag [SkeletonProfileHumanoid].
    Nuashonraítear méid na n-eilimintí in [BoneMap] nuair a athraítear an t-airí seo ina [SkeletonProfile] sannta.

en: The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups.
    This property exists to separate the bone list into several sections in the editor.
ga: An méid grúpaí cnámha in eagarthóir [BoneMap] na rannóige a athspriocdhíriú. Mar shampla, tá 4 ghrúpa ag [SkeletonProfileHumanoid].
    Tá an t-airí seo ann chun an liosta cnámha a dheighilt ina roinnt codanna san eagarthóir.

en: A bone name that will be used as the root bone in [AnimationTree]. This should be the bone of the parent of hips that exists at the world origin.
ga: Ainm cnámh a úsáidfear mar an fhréamhchnámh in [AnimationTree]. Ba chóir gurb é seo cnámh an tuismitheora cromáin atá ann ag bunús an domhain.

en: A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code].
ga: Ainm cnámh a úsáidfidh airde an mhúnla mar chomhéifeacht don normalú. Mar shampla, sainmhíníonn [SkeletonProfileHumanoid] é mar [code]Hips[/code].

en: This signal is emitted when change the value in profile. This is used to update key name in the [BoneMap] and to redraw the [BoneMap] editor.
    [b]Note:[/b] This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the [BoneMap].
ga: Astaítear an comhartha seo nuair a athraítear an luach sa phróifíl. Úsáidtear é seo chun eochair-ainm sa [BoneMap] a nuashonrú agus chun eagarthóir [BoneMap] a aththarraingt.
    [b]Nóta:[/b] Níl an comhartha seo ceangailte go díreach leis an eagarthóir chun an tagairt a shimpliú, ina ionad sin cuirtear ar aghaidh chuig an eagarthóir é tríd an [BoneMap].

en: Direction to the average coordinates of bone children.
ga: Treo chuig comhordanáidí meán leanaí cnámh.

en: Direction to the coordinates of specified bone child.
ga: Treo chuig comhordanáidí an linbh chnámh sonraithe.

en: Direction is not calculated.
ga: Ní ríomhtar an treo.

en: A humanoid [SkeletonProfile] preset.
ga: Réamhshocrú humanoid [SkeletonProfile].

en: A reference-counted holder object for a skeleton RID used in the [RenderingServer].
ga: Réad sealbhóir tagartha-chomhaireamh le haghaidh RID creatlach a úsáidtear sa [RenderingServer].

en: An internal object containing a mapping from a [Skin] used within the context of a particular [MeshInstance3D] to refer to the skeleton's [RID] in the RenderingServer.
    See also [method MeshInstance3D.get_skin_reference] and [method RenderingServer.instance_attach_skeleton].
    Note that despite the similar naming, the skeleton RID used in the [RenderingServer] does not have a direct one-to-one correspondence to a [Skeleton3D] node.
    In particular, a [Skeleton3D] node with no [MeshInstance3D] children may be unknown to the [RenderingServer].
    On the other hand, a [Skeleton3D] with multiple [MeshInstance3D] nodes which each have different [member MeshInstance3D.skin] objects may have multiple SkinReference instances (and hence, multiple skeleton [RID]s).
ga: Réad inmheánach ina bhfuil léarscáiliú ó [Craiceann] a úsáidtear laistigh de chomhthéacs [MeshInstance3D] ar leith chun tagairt a dhéanamh do [RID] an chnámharlaigh sa RenderingServer.
    Féach freisin [method MeshInstance3D.get_skin_reference] agus [method RenderingServer.instance_attach_skeleton].
    Tabhair faoi deara, ainneoin an t-ainmnithe comhchosúil, nach bhfuil comhfhreagras díreach duine le duine ag an RID creatlach a úsáidtear sa [RenderingServer] chuig nód [Skeleton3D].
    Go háirithe, d’fhéadfadh go mbeadh nód [Skeleton3D] gan aon leanaí [MeshInstance3D] ar eolas ag an [RenderingServer].
    Ar an láimh eile, d'fhéadfadh go mbeadh cásanna iolracha SkinReference ag [Cnámharlach3D] le nóid iolracha [MeshInstance3D] a bhfuil oibiachtaí [comhalta MeshInstance3D.skin] éagsúla acu (agus mar sin, cnámharlach iolrach [RID]s).

en: Returns the [RID] owned by this SkinReference, as returned by [method RenderingServer.skeleton_create].
ga: Seoltar ar ais an [RID] ar leis an SkinReference seo é, arna chur ar ais ag [method RenderingServer.skeleton_create].

en: Returns the [Skin] connected to this SkinReference. In the case of [MeshInstance3D] with no [member MeshInstance3D.skin] assigned, this will reference an internal default [Skin] owned by that [MeshInstance3D].
    Note that a single [Skin] may have more than one [SkinReference] in the case that it is shared by meshes across multiple [Skeleton3D] nodes.
ga: Filleann sé an [Skin] atá nasctha leis an SkinReference seo. I gcás [MeshInstance3D] gan aon [comhalta MeshInstance3D.skin] sannta, déanfaidh sé seo tagairt do réamhshocrú inmheánach [Skin] atá ar úinéireacht ag an [MeshInstance3D] sin.
    Tabhair faoi deara go bhféadfadh níos mó ná [SkinReference] amháin a bheith ag [Craiceann] amháin sa chás go bhfuil sé roinnte ag mogaill thar nóid iolracha [Skeleton3D].

en: Defines a 3D environment's background by using a [Material].
ga: Sainmhíníonn sé cúlra timpeallachta 3D trí úsáid a bhaint as [Ábhar].

en: The [Sky] class uses a [Material] to render a 3D environment's background and the light it emits by updating the reflection/radiance cubemaps.
ga: Úsáideann an rang [Spéir] [Ábhar] chun cúlra timpeallachta 3D agus an solas a astaíonn sé a sholáthar trí na léarscáileanna ciúbanna frithchaitheamh/radaíochta a nuashonrú.

en: Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See [enum ProcessMode] for options.
ga: Socraíonn sé an modh chun an léarscáil radiance a ghiniúint ón spéir. Is léarscáil ciúb é an léarscáil radiance le leaganacha níos doiléire den spéir a chomhfhreagraíonn do leibhéil éagsúla gairbhe. Is féidir le léarscáileanna radiance a bheith costasach le ríomh. Féach [enum ProcessMode] le haghaidh roghanna.

en: The [Sky]'s radiance map size. The higher the radiance map size, the more detailed the lighting from the [Sky] will be.
    See [enum RadianceSize] constants for values.
    [b]Note:[/b] Some hardware will have trouble with higher radiance sizes, especially [constant RADIANCE_SIZE_512] and above. Only use such high values on high-end hardware.
ga: Méid léarscáil radiance an [Spéir]. Dá airde an méid léarscáil radiance, is amhlaidh is mionsonraithe a bheidh an soilsiú ón [Spéir].
    Féach tairisigh [enum RadianceSize] le haghaidh luachanna.
    [b]Nóta:[/b] Beidh deacrachtaí ag roinnt crua-earraí le méideanna níos airde radiance, go háirithe [RADIANCE_SIZE_512] agus os a chionn. Ná húsáid ach luachanna arda den sórt sin ar chrua-earraí ardleibhéil.

en: [Material] used to draw the background. Can be [PanoramaSkyMaterial], [ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] if you want to use your own custom shader.
ga: [Ábhar] a úsáidtear chun an cúlra a tharraingt. Is féidir é a bheith ina [PanoramaSkyMaterial], [ProceduralSkyMaterial], [PhysicalSkyMaterial], nó fiú ina [ShaderMaterial] más mian leat do shader saincheaptha féin a úsáid.

en: Radiance texture size is 32×32 pixels.
ga: Is é méid uigeachta gathach 32×32 picteilín.

en: Radiance texture size is 64×64 pixels.
ga: Is é méid uigeachta radiance 64×64 picteilín.

en: Radiance texture size is 128×128 pixels.
ga: Is é méid uigeachta radiance 128 × 128 picteilín.

en: Radiance texture size is 256×256 pixels.
ga: Is é méid uigeachta radiance 256 × 256 picteilín.

en: Radiance texture size is 512×512 pixels.
ga: Is é méid uigeachta gathach 512 × 512 picteilín.

en: Radiance texture size is 1024×1024 pixels.
ga: Is é méid uigeachta radiance 1024 × 1024 picteilín.

en: Radiance texture size is 2048×2048 pixels.
ga: Is é méid uigeachta radiance 2048 × 2048 picteilín.

en: Represents the size of the [enum RadianceSize] enum.
ga: Léiríonn sé méid an [enum RadianceSize] enum.

en: Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY].
ga: Roghnaíonn sé go huathoibríoch an modh próisis chuí bunaithe ar do scáthóir spéir. Má úsáideann do scáthóir [code]TIME[/code] nó [code]POSITION[/code], úsáidfidh sé seo [proCESS_MODE_REALTIME] leanúnach. Má úsáideann do scáthóir aon cheann de na hathróga [code]LIGHT_*[/code] nó aon éide shaincheaptha, úsáideann sé seo [PROCESS_MODE_INCREMENTAL]. Seachas sin, tá sé seo réamhshocraithe go [proCESS_MODE_QUALITY leanúnach].

en: Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].
ga: Úsáideann sé sampláil tábhachta ardchaighdeáin chun an léarscáil radiance a phróiseáil. Go ginearálta, bíonn cáilíocht i bhfad níos airde mar thoradh air seo ná [PROCESS_MODE_REALTIME leanúnach] ach tógann sé i bhfad níos faide é a ghiniúint. Níor cheart é seo a úsáid má tá sé beartaithe agat an spéir a athrú ag am rite. Más rud é go bhfuil tú ag fáil amach nach bhfuil an frithchaitheamh doiléir go leor agus go bhfuil spréach nó cuileoga dóiteáin á dtaispeáint agat, bain triail as méadú [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].

en: Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
ga: Úsáideann sé an sampláil ardcháilíochta céanna chun an léarscáil radiance a phróiseáil agus atá [PROCESS_MODE_QUALITY leanúnach], ach nuashonraítear é thar roinnt frámaí. Cinntear líon na bhfrámaí ag [comhalta ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Bain úsáid as seo nuair a theastaíonn uait léarscáileanna radiance den chaighdeán is airde, ach bíodh spéir agat a nuashonraíonn go mall.

en: Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
    [b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]. Otherwise, a warning is printed and the overridden radiance size is ignored.
ga: Úsáideann sé an algartam scagtha tapa chun an léarscáil radiance a phróiseáil. Go ginearálta bíonn cáilíocht níos ísle, ach amanna rite i bhfad níos tapúla, mar thoradh air seo. Más gá duit cáilíocht níos fearr, ach fós is gá a thabhairt cothrom le dáta an spéir gach fráma, smaoineamh ar casadh ar [comhalta ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
    [b]Nóta:[/b] Tá an t-algartam mearscagtha teoranta do 256×256 cubemaps, mar sin ní mór [member radiance_size] a shocrú go [RADIANCE_SIZE_256]. Seachas sin, clóitear rabhadh agus déantar neamhaird ar mhéid an radiance sáraithe.

en: Abstract base class for sliders.
ga: Bunrang teibí le haghaidh sleamhnáin.

en: Abstract base class for sliders, used to adjust a value by moving a grabber along a horizontal or vertical axis. Sliders are [Range]-based controls.
ga: Bunrang teibí do shleamhnáin, a úsáidtear chun luach a choigeartú trí ghreamair a bhogadh feadh ais chothrománach nó ingearach. Is rialuithe bunaithe ar [Raon] iad na Barraí Sleamhnáin.

en: If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code.
ga: Más [code]true[/code], is féidir idirghníomhú leis an sleamhnán. Má tá [code]false[/code], ní féidir an luach a athrú ach trí chód.

en: If [code]true[/code], the value can be changed using the mouse wheel.
ga: Más [code]true[/code], is féidir an luach a athrú trí úsáid a bhaint as roth na luiche.

en: Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers.
ga: Líon na sceartán ar taispeáint ar an sleamhnán, lena n-áirítear sceartáin teorann. Is marcóirí luacha a dháiltear go haonfhoirmeach iad sceartáin.

en: If [code]true[/code], the slider will display ticks for minimum and maximum values.
ga: Más [code]true[/code], taispeánfaidh an sleamhnán sceartáin le haghaidh luachanna íosta agus uasta.

en: Boolean constant. If [code]1[/code], the grabber texture size will be ignored and it will fit within slider's bounds based only on its center position.
ga: Tairiseach Boole. Más rud é [code]1[/code], ní thabharfar aird ar mhéid uigeacht an grabber agus beidh sé oiriúnach laistigh de theorainneacha an sleamhnáin bunaithe ar a ionad amháin.

en: Vertical or horizontal offset of the grabber.
ga: Fritháireamh ingearach nó cothrománach an grabber.

en: The texture for the grabber (the draggable element).
ga: Uigeacht an grabber (an eilimint intarraingthe).

en: The texture for the grabber when it's disabled.
ga: An uigeacht don grabber nuair atá sé díchumasaithe.

en: The texture for the grabber when it's focused.
ga: An uigeacht don grabber nuair atá sé dírithe.

en: The texture for the ticks, visible when [member Slider.tick_count] is greater than 0.
ga: Uigeacht na sceartán, le feiceáil nuair atá [comhalta Slider.tick_count] níos mó ná 0.

en: The background of the area to the left or bottom of the grabber.
ga: Cúlra an limistéir ar thaobh na láimhe clé nó bun an grabber.

en: The background of the area to the left or bottom of the grabber that displays when it's being hovered or focused.
ga: Cúlra an limistéir ar thaobh na láimhe clé nó bun an ghreamaithe a thaispeánann cathain a bhíonn sé á fholúsú nó á dhíriú.

en: The background for the whole slider. Affects the height or width of the [theme_item grabber_area].
ga: Cúlra le haghaidh an sleamhnán ar fad saor in aisce,. Bíonn tionchar aige ar airde nó ar leithead an [theme_item grabber_area].

en: A physics joint that restricts the movement of a 3D physics body along an axis relative to another physics body.
ga: Alt fisice a chuireann srian le gluaiseacht coirp fisice 3D feadh ais i gcoibhneas le corp fisice eile.

en: A physics joint that restricts the movement of a 3D physics body along an axis relative to another physics body. For example, Body A could be a [StaticBody3D] representing a piston base, while Body B could be a [RigidBody3D] representing the piston head, moving up and down.
ga: Alt fisice a chuireann srian le gluaiseacht coirp fisice 3D feadh ais i gcoibhneas le corp fisice eile. Mar shampla, d’fhéadfadh Corp A a bheith ina [StaticBody3D] a sheasann do bhonn loine, agus d’fhéadfadh Corp B a bheith ina [RigidBody3D] a sheasann don cheann loine, ag bogadh suas agus síos.

en: Returns the value of the given parameter (see [enum Param] constants).
ga: Filleann sé luach an pharaiméadar tugtha (féach tairisigh [enum Param]).

en: Assigns [param value] to the given parameter (see [enum Param] constants).
ga: Sanntar [paramluach] don pharaiméadar tugtha (féach tairisigh [enum Param]).

en: The amount of damping of the rotation when the limit is surpassed.
    A lower damping value allows a rotation initiated by body A to travel to body B slower.
ga: Méid damping an uainíochta nuair a sháraítear an teorainn.
    Ligeann luach taise níos ísle do rothlú a thionscnaíonn corp A taisteal go corp B níos moille.

en: The amount of restitution of the rotation when the limit is surpassed.
    Does not affect damping.
ga: Méid aisíocaíocht an uainíochta nuair a sháraítear an teorainn.
    Ní chuireann sé isteach ar damping.

en: A factor applied to the all rotation once the limit is surpassed.
    Makes all rotation slower when between 0 and 1.
ga: Fachtóir a chuirtear i bhfeidhm ar an rothlú uile a luaithe a sháraítear an teorainn.
    Déanann sé gach rothlú níos moille nuair a bhíonn sé idir 0 agus 1.

en: A factor applied to the all rotation in the limits.
ga: Fachtóir a chuirtear i bhfeidhm ar an rothlú ar fad sna teorainneacha.

en: A factor applied to the all rotation across axes orthogonal to the slider.
ga: Fachtóir a cuireadh i bhfeidhm ar an rothlú uile trasna aiseanna orthogonal go dtí an sleamhnán.

en: The amount of damping that happens once the limit defined by [member linear_limit/lower_distance] and [member linear_limit/upper_distance] is surpassed.
ga: An méid taise a tharlaíonn nuair a sháraítear an teorainn arna sainiú ag [member linear_limit/lower_distance] agus [member linear_limit/upper_distance].

en: Constant for accessing [member linear_limit/upper_distance]. The maximum difference between the pivot points on their X axis before damping happens.
ga: Tairiseach maidir le rochtain a fháil ar [member linear_limit/upper_distance]. An difríocht uasta idir na pointí maighdeog ar a n-ais X sula dtarlaíonn taiseadh.

en: Constant for accessing [member linear_limit/lower_distance]. The minimum difference between the pivot points on their X axis before damping happens.
ga: Tairiseach maidir le rochtain a fháil ar [member linear_limit/lower_distance]. An difríocht íosta idir na pointí maighdeog ar a n-ais X sula dtarlaíonn taiseadh.

en: Constant for accessing [member linear_limit/softness]. A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
ga: Tairiseach maidir le rochtain a fháil ar [ball linear_limit/softness]. Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna na haise sleamhnáin a luaithe a sháraítear na teorainneacha. An níos ísle, an níos moille an ghluaiseacht.

en: Constant for accessing [member linear_limit/restitution]. The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost.
ga: Tairiseach maidir le rochtain a fháil ar [comhalta linear_limit/restitution]. An méid cúitimh a luaithe a sháraítear na teorainneacha. Dá ísle, is ea is mó treoluas-fhuinneamh a chailltear.

en: Constant for accessing [member linear_limit/damping]. The amount of damping once the slider limits are surpassed.
ga: Tairiseach maidir le rochtain a fháil ar [member linear_limit/damping]. An méid taise a luaithe a sháraítear na teorainneacha sleamhnáin.

en: Constant for accessing [member linear_motion/softness]. A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
ga: Tairiseach maidir le rochtain a fháil ar [ball linear_motion/softness]. Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna an ais sleamhnáin chomh fada agus a bhíonn an sleamhnán sna teorainneacha. An níos ísle, an níos moille an ghluaiseacht.

en: Constant for accessing [member linear_motion/restitution]. The amount of restitution inside the slider limits.
ga: Tairiseach maidir le rochtain a fháil ar [ball linear_motion/restitution]. An méid cúitimh laistigh de na teorainneacha sleamhnáin.

en: Constant for accessing [member linear_motion/damping]. The amount of damping inside the slider limits.
ga: Tairiseach maidir le rochtain a fháil ar [ball linear_motion/damping]. An méid taise taobh istigh de na teorainneacha sleamhnáin.

en: Constant for accessing [member linear_ortho/softness]. A factor applied to the movement across axes orthogonal to the slider.
ga: Tairiseach maidir le rochtain a fháil ar [ball linear_ortho/softness]. Fachtóir a chuirtear i bhfeidhm ar an ngluaiseacht trasna aiseanna orthogonal go dtí an sleamhnán.

en: Constant for accessing [member linear_motion/restitution]. The amount of restitution when movement is across axes orthogonal to the slider.
ga: Tairiseach maidir le rochtain a fháil ar [ball linear_motion/restitution]. An méid cúitimh nuair a bhíonn gluaiseacht trasna na haiseanna orthogonal go dtí an sleamhnán.

en: Constant for accessing [member linear_motion/damping]. The amount of damping when movement is across axes orthogonal to the slider.
ga: Tairiseach maidir le rochtain a fháil ar [ball linear_motion/damping]. An méid taise nuair a bhíonn gluaiseacht trasna na haiseanna orthogonal go dtí an sleamhnán.

en: Constant for accessing [member angular_limit/upper_angle]. The upper limit of rotation in the slider.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_limit/upper_angle]. Teorainn uachtarach an rothlaithe sa sleamhnán.

en: Constant for accessing [member angular_limit/lower_angle]. The lower limit of rotation in the slider.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_limit/lower_angle]. An teorainn níos ísle ar an rothlú sa sleamhnán.

en: Constant for accessing [member angular_limit/softness]. A factor applied to the all rotation once the limit is surpassed.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_limit/softness]. Fachtóir a chuirtear i bhfeidhm ar an rothlú uile a luaithe a sháraítear an teorainn.

en: Constant for accessing [member angular_limit/restitution]. The amount of restitution of the rotation when the limit is surpassed.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_limit/restitution]. Méid aisíocaíocht an uainíochta nuair a sháraítear an teorainn.

en: Constant for accessing [member angular_limit/damping]. The amount of damping of the rotation when the limit is surpassed.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_limit/damping]. Méid damping an uainíochta nuair a sháraítear an teorainn.

en: Constant for accessing [member angular_motion/softness]. A factor applied to the all rotation in the limits.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_motion/softness]. Fachtóir a chuirtear i bhfeidhm ar an rothlú ar fad sna teorainneacha.

en: Constant for accessing [member angular_motion/restitution]. The amount of restitution of the rotation in the limits.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_motion/restitution]. An méid aiseag an uainíochta sna teorainneacha.

en: Constant for accessing [member angular_motion/damping]. The amount of damping of the rotation in the limits.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_motion/damping]. An méid taiseadh an uainíochta sna teorainneacha.

en: Constant for accessing [member angular_ortho/softness]. A factor applied to the all rotation across axes orthogonal to the slider.
ga: Tairiseach maidir le rochtain a fháil ar [ball angular_ortho/softness]. Fachtóir a cuireadh i bhfeidhm ar an rothlú uile trasna aiseanna orthogonal go dtí an sleamhnán.

en: Constant for accessing [member angular_ortho/restitution]. The amount of restitution of the rotation across axes orthogonal to the slider.
ga: Tairiseach maidir le rochtain a fháil ar [member angular_ortho/restitution]. Méid aisíocaíocht an uainíochta trasna aiseanna orthogonal go dtí an sleamhnán.

en: Constant for accessing [member angular_ortho/damping]. The amount of damping of the rotation across axes orthogonal to the slider.
ga: Tairiseach maidir le rochtain a fháil ar [ball angular_ortho/damping]. Méid an uainíochta trasna na haiseanna orthogonal go dtí an sleamhnán.

en: A deformable 3D physics mesh.
ga: Mogalra fisice 3D dífhoirmithe.

en: A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
    Additionally, [SoftBody3D] is subject to wind forces defined in [Area3D] (see [member Area3D.wind_source_path], [member Area3D.wind_force_magnitude], and [member Area3D.wind_attenuation_factor]).
    [b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines).
ga: Mogalra fisice 3D dífhoirmithe. Úsáidtear é chun rudaí leaisteacha nó deformable a chruthú mar éadach, rubair, nó ábhair sholúbtha eile.
    Ina theannta sin, tá [SoftBody3D] faoi réir fórsaí gaoithe a shainmhínítear i [Area3D] (féach [comhalta Area3D.wind_source_path], [comhalta Area3D.wind_force_magnitude], agus [comhalta Area3D.wind_attenuation_factor]).
    [b]Nóta:[/b] Tá go leor fabhtanna aitheanta i [SoftBody3D]. Mar sin, ní mholtar iad a úsáid le haghaidh rudaí a d'fhéadfadh cur isteach ar gameplay (cosúil le trampolines).

en: SoftBody
ga: Comhlacht Bog

en: Returns the internal [RID] used by the [PhysicsServer3D] for this body.
ga: Filleann sé an [RID] inmheánach a úsáideann an [PhysicsServer3D] don chomhlacht seo.

en: Returns local translation of a vertex in the surface array.
ga: Filleann sé aistriúchán áitiúil ar rinn san eagar dromchla.

en: Returns [code]true[/code] if vertex is set to pinned.
ga: Filleann sé [code]true[/code] má tá an rinn socraithe chun pinn.

en: Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [param attachment_path] can define a [Node3D] the pinned vertex will be attached to.
ga: Socraíonn sé staid phionnáilte rinn an dromchla. Nuair atá sé socraithe go [code]true[/code], is féidir leis an [param attachment_path] roghnach [Node3D] a shainiú a mbeidh an rinn pinn ceangailte leis.

en: The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
    [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Leagann an fhisic an SoftBody3D seo [b]i[/b]. Is féidir le réada imbhuailte a bheith ann i gceann amháin nó níos mó de 32 sraitheanna éagsúla. Féach freisin [member collision_mask].
    [b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
    [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Leagann an fhisic an SoftBody3D seo [b]scan[/b] amach. Is féidir le réada imbhuailte ceann amháin nó níos mó de 32 sraithe éagsúla a scanadh. Féach freisin [member collision_layer].
    [b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: The body's damping coefficient. Higher values will slow down the body more noticeably when forces are applied.
ga: Comhéifeacht damping an chomhlachta. Cuirfidh luachanna níos airde moill níos suntasaí ar an gcorp nuair a chuirtear fórsaí i bhfeidhm.

en: The body's drag coefficient. Higher values increase this body's air resistance.
    [b]Note:[/b] This value is currently unused by Godot's default physics implementation.
ga: Comhéifeacht tarraing an chomhlachta. Méadaíonn luachanna níos airde friotaíocht aeir an chomhlachta seo.
    [b]Nóta:[/b] Níl an luach seo in úsáid faoi láthair ag cur i bhfeidhm réamhshocraithe fisice Godot.

en: Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between [code]0.0[/code] and [code]1.0[/code] (inclusive).
ga: Mar thoradh ar luachanna níos airde beidh corp níos déine, agus méadóidh luachanna níos ísle cumas an chomhlachta lúbadh. Is féidir leis an luach a bheith idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh).

en: [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
ga: [NodePath] chuig [CollisionObject3D] ba cheart don SoftBody3D seo bearradh a sheachaint.

en: The pressure coefficient of this soft body. Simulate pressure build-up from inside this body. Higher values increase the strength of this effect.
ga: Comhéifeacht brú an chomhlachta bog seo. Insamhail méadú brú ón taobh istigh den chorp seo. Méadaíonn luachanna níos airde neart an éifeacht seo.

en: If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s.
ga: Más [code]true[/code], freagróidh an [SoftBody3D] do [RayCast3D]s.

en: Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
ga: Feabhsóidh an luach seo a mhéadú an insamhalta mar thoradh air, ach is féidir leis tionchar a imirt ar fheidhmíocht. Bain úsáid as go cúramach.

en: The SoftBody3D's mass.
ga: mais an SoftBody3D.

en: When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D].
    Automatically re-added to the physics simulation when the [Node] is processed again.
ga: Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED leanúnach], bain den insamhalta fisice chun stop a chur le gach idirghníomhaíocht fhisiceach leis seo [SoftBody3D].
    Athchur go huathoibríoch leis an insamhalta fisice nuair a dhéantar an [Nóid] a phróiseáil arís.

en: Class representing a spherical [PrimitiveMesh].
ga: Rang a ionadaíonn sféarúil [PrimitiveMesh].

en: Full height of the sphere.
ga: Airde iomlán an sféir.

en: If [code]true[/code], a hemisphere is created rather than a full sphere.
    [b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere must be equal.
ga: Más [code]true[/code], cruthaítear leathsféar seachas sféar iomlán.
    [b]Nóta:[/b] Chun leathsféar rialta a fháil, caithfidh airde agus ga an sféir a bheith cothrom.

en: Number of radial segments on the sphere.
ga: Líon na gcodanna gathacha ar an sféar.

en: Radius of sphere.
ga: Ga sféir.

en: Number of segments along the height of the sphere.
ga: Líon na gcodanna feadh airde an sféir.

en: Spherical shape for use with occlusion culling in [OccluderInstance3D].
ga: Cruth sféarúil le húsáid le marú occlusion in [OccluderInstance3D].

en: [SphereOccluder3D] stores a sphere shape that can be used by the engine's occlusion culling system.
    See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
ga: Stórálann [SphereOccluder3D] cruth sféir ar féidir le córas maraithe occlusion an innill a úsáid.
    Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú occlusion a bhunú.

en: The sphere's radius in 3D units.
ga: Ga an sféir in aonaid 3D.

en: A 3D sphere shape used for physics collision.
ga: Cruth sféar 3D a úsáidtear le haghaidh imbhualadh san fhisic.

en: A 3D sphere shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
    [b]Performance:[/b] [SphereShape3D] is fast to check collisions against. It is faster than [BoxShape3D], [CapsuleShape3D], and [CylinderShape3D].
ga: Cruth sféar 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth chun cruth a sholáthar do [CollisionShape3D].
    [b]Feidhmíocht:[/b] Tá [SphereShape3D] tapa chun imbhuailtí a sheiceáil. Tá sé níos tapúla ná [BoxShape3D], [CapsuleShape3D], agus [CylinderShape3D].

en: The sphere's radius. The shape's diameter is double the radius.
ga: Ga an sféir. Tá trastomhas an chruth dhá oiread an ga.

en: An input field for numbers.
ga: Réimse ionchuir le haghaidh uimhreacha.

en: Applies the current value of this [SpinBox].
ga: Cuirtear luach reatha an [SpinBox] seo i bhfeidhm.

en: Returns the [LineEdit] instance from this [SpinBox]. You can use it to access properties and methods of [LineEdit].
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
ga: Filleann an sampla [LineEdit] ón [SpinBox] seo. Is féidir leat é a úsáid chun airíonna agus modhanna [LineEdit] a rochtain.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem.visible].

en: Changes the alignment of the underlying [LineEdit].
ga: Athraítear ailíniú an bhunaigh [LineEdit].

en: If not [code]0[/code], [member Range.value] will always be rounded to a multiple of [member custom_arrow_step] when interacting with the arrow buttons of the [SpinBox].
ga: Mura bhfuil [code]0[/code], déanfar [member Range.value] a shlánú go iolraí de [member custom_arrow_step] i gcónaí agus tú ag idirghníomhú le cnaipí saigheada an [SpinBox].

en: If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be read only.
ga: Más [code]true[/code], beidh an [SpinBox] in eagar. Seachas sin, ní léifear ach é.

en: Adds the specified prefix string before the numerical value of the [SpinBox].
ga: Cuirtear an teaghrán réimír sonraithe leis roimh luach uimhriúil an [SpinBox].

en: If [code]true[/code], the [SpinBox] will select the whole text when the [LineEdit] gains focus. Clicking the up and down arrows won't trigger this behavior.
ga: Más [code]true[/code], roghnóidh an [SpinBox] an téacs iomlán nuair a dhíreofar ar [LineEdit]. Má chliceáiltear ar na saigheada suas agus síos, ní spreagfar an t-iompar seo.

en: Adds the specified suffix string after the numerical value of the [SpinBox].
ga: Cuirtear teaghrán na hiarmhíre sonraithe leis tar éis luach uimhriúil an [SpinBox].

en: Sets the value of the [Range] for this [SpinBox] when the [LineEdit] text is [i]changed[/i] instead of [i]submitted[/i]. See [signal LineEdit.text_changed] and [signal LineEdit.text_submitted].
ga: Socraítear luach an [Raon] don [SpinBox] seo nuair a [i]athraítear [/i] an téacs [LineEdit] in ionad [i]curtha isteach[/i]. Féach [comhartha LineEdit.text_changed] agus [comhartha LineEdit.text_submitted].

en: A container that splits two child controls horizontally or vertically and provides a grabber for adjusting the split ratio.
ga: Rialaíonn coimeádán a scoilteann beirt leanbh go cothrománach nó go hingearach agus soláthraíonn sé grabber chun an cóimheas scoilte a choigeartú.

en: A container that accepts only two child controls, then arranges them horizontally or vertically and creates a divisor between them. The divisor can be dragged around to change the size relation between the child controls.
ga: Rialaíonn coimeádán nach nglacann ach dhá leanbh, ansin iad a shocrú go cothrománach nó go hingearach agus cruthaíonn sé roinnteoir eatarthu. Is féidir an roinnteoir a tharraingt timpeall chun an coibhneas méide idir rialuithe an linbh a athrú.

en: Clamps the [member split_offset] value to not go outside the currently possible minimal and maximum values.
ga: Clampann an luach [member split_offset] ionas nach dtéann sé lasmuigh de na híosluachanna agus na huasluachanna is féidir faoi láthair.

en: The initial offset of the splitting between the two [Control]s, with [code]0[/code] being at the end of the first [Control].
ga: An chéad fhritháireamh den scoilteadh idir an dá [Rialú], agus [code]0[/code] ag deireadh an chéad [Rialú].

en: If [code]true[/code], the [SplitContainer] will arrange its children vertically, rather than horizontally.
    Can't be changed when using [HSplitContainer] and [VSplitContainer].
ga: Más [code]true[/code], socróidh an [SplitContainer] a pháistí go hingearach, seachas go cothrománach.
    Ní féidir é a athrú agus [HSplitContainer] agus [VSplitContainer] in úsáid.

en: Emitted when the dragger is dragged by user.
ga: Astaithe nuair a tharraingíonn an t-úsáideoir an tarraiceán.

en: The icon used for the grabber drawn in the middle area.
ga: An deilbhín a úsáidtear le haghaidh an grabber tharraingt sa limistéar lár.

en: The icon used for the grabber drawn in the middle area when [member vertical] is [code]false[/code].
ga: Is é an deilbhín a úsáidtear don ghrafadóir a tharraingítear sa limistéar lár nuair a bhíonn [code]false[/code] air.

en: The icon used for the grabber drawn in the middle area when [member vertical] is [code]true[/code].
ga: Is é an deilbhín a úsáidtear don ghrafadóir a tharraingítear sa limistéar lár nuair a bhíonn [ball ingearach] [code]true[/code].

en: A spotlight, such as a reflector spotlight or a lantern.
ga: Spotsolas, cosúil le spotsolas frithchaiteora nó lóchrainn.

en: A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
    [b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot lights can be displayed on each mesh resource by default, but this can be increased by adjusting [member ProjectSettings.rendering/limits/opengl/max_lights_per_object].
    [b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
ga: Is cineál nód [Light3D] é Spotsolas a astaíonn soilse i dtreo sonrach, i gcruth cón. Déantar an solas a mhaolú tríd an gcéin. Is féidir an maolú seo a chumrú trí pharaiméadair fuinnimh, ga agus tanúcháin [Light3D] a athrú.
    [b]Nóta:[/b] Agus an modh rindreála Móibíleach á úsáid, ní féidir ach 8 spotsolas a thaispeáint ar gach acmhainn mogaill. Má dhéantar iarracht níos mó ná 8 spotsholas a thaispeáint ar acmhainn mogaill amháin, beidh spotsoilse ag caochadh isteach agus amach de réir mar a ghluaiseann an ceamara. Agus an modh rindreála Comhoiriúnachta á úsáid, ní féidir ach 8 spotsholas a thaispeáint ar gach acmhainn mogalra de réir réamhshocraithe, ach is féidir é seo a mhéadú trí [member ProjectSettings.rendering/limits/opengl/max_lights_per_object] a choigeartú.
    [b]Nóta:[/b] Agus na modhanna rindreála Soghluaiste nó Comhoiriúnachta á n-úsáid, ní dhéanfaidh spotsoilse difear ceart ach amháin ar mhogaill a dtrasnaíonn a n-infheictheacht AABB le AABB an tsolais. Má úsáidtear scáthlán chun an mogalra a dhífhoirmiú ar bhealach a fhágann go dtéann sé lasmuigh dá AABB, ní mór [member GeometryInstance3D.extra_cull_margin] a mhéadú ar an mogalra. Seachas sin, ní fhéadfaidh an solas a bheith le feiceáil ar an mogalra.

en: The spotlight's angle in degrees.
    [b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
ga: Uillinn an spotsolas ina chéimeanna.
    [b]Nóta:[/b] níl aon tionchar ag [member Node3D.scale] (scála an tsolais nó scála a thuismitheora) ar [ball spot_angle].

en: The spotlight's [i]angular[/i] attenuation curve. See also [member spot_attenuation].
ga: Cuar caolúcháin [i]uilleach[/i] an spotsolas. Féach freisin [spot_attenuation ball].

en: Controls the distance attenuation function for spotlights.
    A value of [code]0.0[/code] will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of [code]2.0[/code] for physically accurate lights as it results in the proper inverse square attenutation.
    [b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units is attenuated by a factor of [code]0.0001[/code]. With a default brightness of [code]1[/code], the light would not be visible at that distance.
    [b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead to unexpected results.
ga: Rialaíonn sé an fheidhm caolaithe faid le haghaidh spotsoilse.
    Coimeádfaidh luach [code]0.0[/code] gile tairiseach tríd an gcuid is mó den raon, ach maolóidh sé go réidh an solas ag imeall an raoin. Úsáid luach [code]2.0[/code] le haghaidh soilse atá cruinn go fisiciúil mar go mbíonn an maolú ceart inbhéartach cearnach mar thoradh air.
    [b]Nóta:[/b] Má shocraítear caolú ar [code]2.0[/code] nó níos airde, d’fhéadfadh go bhfaigheadh réada i bhfad i gcéin an solas íosta, fiú laistigh den raon. Mar shampla, le raon [code]4096[/code], déantar réad ag [code]100[/code] aonad a mhaolú le fachtóir [code]0.0001[/code]. Le gile réamhshocraithe de [code]1[/code], ní bheadh an solas le feiceáil an t-achar sin.
    [b]Nóta:[/b] Má úsáidtear luachanna diúltacha nó luachanna atá níos airde ná [code]10.0[/code], d’fhéadfadh torthaí gan choinne a bheith mar thoradh air.

en: The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range.
    [b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
ga: An raon uasta is féidir leis an spotsolas a bhaint amach. Tabhair faoi deara go bhféadfadh an chuma ar an limistéar soilsithe go héifeachtach a bheith níos lú ag brath ar an [spot_attenuation ball] atá in úsáid. Is cuma an [spot_attenuation ball] atá in úsáid, ní shroichfidh an solas aon rud lasmuigh den raon seo.
    [b]Nóta:[/b] níl aon tionchar ag [member Node3D.scale] (scála an tsolais nó scála a thuismitheora) ar [member spot_range].

en: A 3D raycast that dynamically moves its children near the collision point.
ga: Craoladh gathach 3D a bhogann a leanaí go dinimiciúil in aice leis an bpointe imbhuailte.

en: [SpringArm3D] casts a ray or a shape along its Z axis and moves all its direct children to the collision point, with an optional margin. This is useful for 3rd person cameras that move closer to the player when inside a tight space (you may need to exclude the player's collider from the [SpringArm3D]'s collision check).
ga: Casann [SpringArm3D] ga nó cruth feadh a ais Z agus bogann sé a leanaí díreach go léir go pointe an imbhuailte, le corrlach roghnach. Tá sé seo úsáideach do cheamaraí 3ú duine a ghluaiseann níos gaire don imreoir agus é laistigh de spás daingean (b’fhéidir go mbeidh ort imbhuailteoir an imreora a eisiamh ó sheiceáil imbhuailte [SpringArm3D]).

en: Adds the [PhysicsBody3D] object with the given [RID] to the list of [PhysicsBody3D] objects excluded from the collision check.
ga: Cuirtear an oibiacht [PhysicsBody3D] leis an [RID] tugtha le liosta na n-oibiachtaí [PhysicsBody3D] atá eisiata ón tseiceáil imbhuailte.

en: Clears the list of [PhysicsBody3D] objects excluded from the collision check.
ga: Glanann sé liosta na réad [PhysicsBody3D] atá eisiata ón tseiceáil imbhuailte.

en: Returns the spring arm's current length.
ga: Filleann sé fad reatha lámh an earraigh.

en: Removes the given [RID] from the list of [PhysicsBody3D] objects excluded from the collision check.
ga: Baintear an [RID] tugtha as liosta na réad [PhysicsBody3D] atá eisiata ón tseiceáil imbhuailte.

en: The layers against which the collision check shall be done. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
ga: Na sraitheanna a ndéanfar an tseiceáil imbhuailte ina leith. Féach [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh tuilleadh faisnéise.

en: When the collision check is made, a candidate length for the SpringArm3D is given.
    The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm3D.
    This margin is useful for when the SpringArm3D has a [Camera3D] as a child node: without the margin, the [Camera3D] would be placed on the exact point of collision, while with the margin the [Camera3D] would be placed close to the point of collision.
ga: Nuair a dhéantar an t-imbhualadh a sheiceáil, tugtar fad iarrthóra don SpringArm3D.
    Baintear an t-imeall ansin go dtí an fad seo agus cuirtear an t-aistriúchán i bhfeidhm ar na rudaí linbh den SpringArm3D.
    Tá an corrlach seo úsáideach nuair a bhíonn [Camera3D] mar leanbh nód ag an SpringArm3D: gan an corrlach, chuirfí an [Camera3D] ar phointe beacht an imbhuailte, agus leis an gcorrlach chuirfí an [Camera3D] gar don pointe imbhuailte.

en: The [Shape3D] to use for the SpringArm3D.
    When the shape is set, the SpringArm3D will cast the [Shape3D] on its z axis instead of performing a ray cast.
ga: An [Shape3D] le húsáid don SpringArm3D.
    Nuair a bheidh an cruth socraithe, caithfidh an SpringArm3D an [Shape3D] ar a z-ais in ionad ga-theilgthe a dhéanamh.

en: The maximum extent of the SpringArm3D. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm3D's child nodes.
    To know more about how to perform a shape cast or a ray cast, please consult the [PhysicsDirectSpaceState3D] documentation.
ga: Uasmhéid an SpringArm3D. Úsáidtear é seo mar fhad don gha agus don chruth-theilgthe a úsáidtear go hinmheánach chun suíomh inmhianaithe nóid linbh SpringArm3D a ríomh.
    Chun tuilleadh eolais a fháil faoi conas cruth-theilgthe nó ga-theilgthe a dhéanamh, féach ar an gcáipéisíocht [PhysicsDirectSpaceState3D].

en: General-purpose sprite node.
ga: Nód sprite ilchuspóireach.

en: A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
ga: Nód a thaispeánann uigeacht 2T. Is féidir leis an uigeacht a thaispeántar a bheith ina réigiún ó uigeacht atlais níos mó, nó ina fráma ó bheochan leatháin sprite.

en: Returns [code]true[/code], if the pixel at the given position is opaque and [code]false[/code] in other case. The position is in local coordinates.
    [b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is [code]null[/code] or if the given position is invalid.
ga: Filleann sé [code]true[/code], má tá an picteilín ag an suíomh tugtha teimhneach agus [code]bréagach[/code] i gcás eile. Tá an suíomh i gcomhordanáidí áitiúla.
    [b]Nóta:[/b] Filleann sé freisin [code]bréagach[/code], más é [code]null[/code] uigeacht an sprite nó má tá an suíomh tugtha neamhbhailí.

en: If [code]true[/code], texture is centered.
    [b]Note:[/b] For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to [code]false[/code], or consider enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].
ga: Más [code]true[/code], tá an uigeacht lárnaithe.
    [b]Nóta:[/b] I gcás cluichí a bhfuil aeistéitiúil ealaíne picteilín acu, d’fhéadfadh go bhfeicfear uigeachtaí dífhoirmithe agus iad lárnaithe. Is é is cúis leis seo ná go bhfuil a suíomh idir picteilíní. Chun é seo a chosc, socraigh an t-airí seo go [code]bréagach[/code], nó smaoinigh ar chumasú [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] agus [comhalta ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].

en: Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1. This property is automatically adjusted when [member hframes] or [member vframes] are changed to keep pointing to the same visual frame (same column and row). If that's impossible, this value is reset to [code]0[/code].
ga: Fráma reatha le taispeáint ón mbileog sprite. Ní mór [comhalta hframes] nó [comhalta vframes] a bheith níos mó ná 1. Déantar an t-airí seo a choigeartú go huathoibríoch nuair a athraítear [member hframes] nó [member vframes] chun díriú ar an bhfráma amhairc céanna (an colún céanna agus an tsraith chéanna). Mura bhfuil sé sin dodhéanta, athshocraítear an luach seo go [code]0[/code].

en: Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1.
ga: Comhordanáidí an fhráma le taispeáint ón mbileog sprite. Tá sé seo mar ailias don mhaoin [ball fráma]. caithfidh [comhalta hframes] nó [member vframes] a bheith níos mó ná 1.

en: The number of columns in the sprite sheet. When this property is changed, [member frame] is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, [member frame] is reset to [code]0[/code].
ga: Líon na gcolún sa bhileog sprite. Nuair a athraítear an mhaoin seo, déantar [fráma ball] a choigeartú ionas go gcoimeádtar an fráma amhairc céanna (an tsraith chéanna agus an colún céanna). Mura bhfuil sé sin dodhéanta, athshocraítear [fráma na mball] go [code]0[/code].

en: If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect].
ga: Más [code]true[/code], gearrtar uigeacht as uigeacht atlais níos mó. Féach ar [ball region_rect].

en: The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
ga: Réigiúin uigeacht an atlais le taispeáint. Ní mór [code]true[/code] a bheith i [ball region_enable].

en: [Texture2D] object to draw.
ga: [Uigeacht2D] réad le tarraingt.

en: The number of rows in the sprite sheet. When this property is changed, [member frame] is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, [member frame] is reset to [code]0[/code].
ga: Líon na sraitheanna sa bhileog sprite. Nuair a athraítear an mhaoin seo, déantar [fráma ball] a choigeartú ionas go gcoimeádtar an fráma amhairc céanna (an tsraith chéanna agus an colún céanna). Mura bhfuil sé sin dodhéanta, athshocraítear [fráma na mball] go [code]0[/code].

en: Emitted when the [member frame] changes.
ga: Astaítear nuair a athraíonn an [fráma ball].

en: Emitted when the [member texture] changes.
ga: Astaítear nuair a athraíonn [uigeacht na mball].

en: 2D sprite node in a 3D world.
ga: Nód sprite 2D i ndomhan 3D.

en: A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. See also [SpriteBase3D] where properties such as the billboard mode are defined.
ga: Nód a thaispeánann uigeacht 2T i dtimpeallacht 3D. Is féidir leis an uigeacht a thaispeántar a bheith ina réigiún ó uigeacht atlais níos mó, nó ina fráma ó bheochan leatháin sprite. Féach freisin [SpriteBase3D] áit a sainmhínítear airíonna mar mhodh an chláir fhógraí.

en: If [code]true[/code], the sprite will use [member region_rect] and display only the specified part of its texture.
ga: Más [code]true[/code], úsáidfidh an sprite [member region_rect] agus ní thaispeánfaidh sé ach an chuid sonraithe dá uigeacht.

en: [Texture2D] object to draw. If [member GeometryInstance3D.material_override] is used, this will be overridden. The size information is still used.
ga: [Uigeacht2D] réad le tarraingt. Má úsáidtear [member GeometryInstance3D.material_override], sárófar é seo. Úsáidtear an fhaisnéis méide fós.

en: 2D sprite node in 3D environment.
ga: Nód sprite 2D i dtimpeallacht 3D.

en: A node that displays 2D texture information in a 3D environment. See also [Sprite3D] where many other properties are defined.
ga: Nód a thaispeánann faisnéis uigeachta 2T i dtimpeallacht 3D. Féach freisin [Sprite3D] áit a sainmhínítear go leor maoine eile.

en: Returns a [TriangleMesh] with the sprite's vertices following its current configuration (such as its [member axis] and [member pixel_size]).
ga: Filleann sé [TriangleMesh] le rinn an sprite ag leanúint a chumraíocht reatha (amhail a [ball-ais] agus [member pixel_size]).

en: Returns the rectangle representing this sprite.
ga: Filleann sé an dronuilleog a léiríonn an sprite seo.

en: If [code]true[/code], the specified flag will be enabled. See [enum SpriteBase3D.DrawFlags] for a list of flags.
ga: Más [code]true[/code], beidh an bhratach sonraithe cumasaithe. Féach [enum SpriteBase3D.DrawFlags] le haghaidh liosta bratacha.

en: The direction in which the front of the texture faces.
ga: An treo ina bhfuil aghaidh an uigeachta.

en: The billboard mode to use for the sprite. See [enum BaseMaterial3D.BillboardMode] for possible values.
    [b]Note:[/b] When billboarding is enabled and the material also casts shadows, billboards will face [b]the[/b] camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See [url=https://github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for details.
ga: An modh clár fógraí a úsáidfear don sprite. Féach [enum BaseMaterial3D.BillboardMode] le haghaidh luachanna féideartha.
    [b]Nóta:[/b] Nuair atá clár fógraí cumasaithe agus nuair a bhíonn an t-ábhar ag caitheamh scáthanna freisin, tabharfaidh cláir fógraí aghaidh [b] an[/b] ceamara sa radharc agus scáthanna á rindreáil. I radhairc le ceamaraí iolracha, ní féidir an scáth atá beartaithe a chinneadh agus beidh iompar neamhshainithe mar thoradh air. Féach [url=https://github.com/godotenginine/godot/pull/72638]Iarratas Tarraingthe GitHub #72638[/url] le haghaidh sonraí.

en: If [code]true[/code], texture will be centered.
ga: Más [code]true[/code], díreofar an uigeacht.

en: If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
ga: Más [code]true[/code], is féidir uigeacht a fheiceáil ón gcúl freisin, más rud é go bhfuil [code]false[/code], tá sé dofheicthe agus é ag féachaint air ón taobh thiar.

en: A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of ambient light.
    [b]Note:[/b] Unlike [member CanvasItem.modulate] for 2D, colors with values above [code]1.0[/code] (overbright) are not supported.
    [b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function.
ga: Luach datha a úsáidtear chun [i]iolrú[/i] dathanna an uigeachta. Is féidir é a úsáid le haghaidh dathú giúmar nó chun dath an tsolais chomhthimpeallaigh a insamhail.
    [b]Nóta:[/b] Murab ionann agus [member CanvasItem.modulate] do 2D, ní thacaítear le dathanna a bhfuil luachanna os cionn [code]1.0[/code] (ró-gheal) orthu.
    [b]Nóta:[/b] Má shainítear [member GeometryInstance3D.material_override] ar an [SpriteBase3D], ní mór an t-ábhar a shárú a chumrú chun dathanna rinn a chur san áireamh le haghaidh albedo. Seachas sin, ní thabharfar aird ar an dath a shainítear i [ball modulate]. Maidir le [BaseMaterial3D], caithfidh [comhalta BaseMaterial3D.vertex_color_use_as_albedo] a bheith [code]true[/code]. Le haghaidh [ShaderMaterial], ní mór [code]ALBEDO *= COLOR.rgb;[/code] a chur isteach i bhfeidhm [code]bhroinn()[/code] an scáthaitheoir.

en: The size of one pixel's width on the sprite to scale it in 3D.
ga: Méid leithead picteilín amháin ar an sprite chun é a scála i 3D.

en: Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
    [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
    [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
ga: Socraíonn sé an tosaíocht rindreála don sprite. Déanfar rudaí tosaíochta níos airde a shórtáil os comhair rudaí tosaíochta níos ísle.
    [b]Nóta:[/b] Ní bheidh feidhm aige seo ach amháin má tá [member alpha_cut] socraithe go [ALPHA_CUT_DISABLED] (luach réamhshocraithe).
    [b]Nóta:[/b] Ní bhaineann sé seo ach le sórtáil réad trédhearcach. Ní bheidh tionchar aige seo ar an gcaoi a ndéantar rudaí trédhearcacha a shórtáil i gcoibhneas le rudaí teimhneach. Tá sé seo amhlaidh toisc nach ndéantar rudaí teimhneacha a shórtáil, agus rudaí trédhearcacha a shórtáil ó chúl go dtí tosaigh (faoi réir tosaíochta).

en: If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite.
ga: Más [code]true[/code], tá éifeachtaí ag an [Light3D] sa [Timpeallacht] ar an sprite.

en: Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options.
    [b]Note:[/b] Linear filtering may cause artifacts around the edges, which are especially noticeable on opaque textures. To prevent this, use textures with transparent or identical colors around the edges.
ga: Scag bratacha don uigeacht. Féach [enum BaseMaterial3D.TextureFilter] le haghaidh roghanna.
    [b]Nóta:[/b] Is féidir le scagadh líneach déantáin timpeall na n-imill, atá le feiceáil go háirithe ar uigeachtaí teimhneacha. Chun seo a chosc, bain úsáid as uigeachtaí le dathanna trédhearcacha nó comhionann timpeall na n-imill.

en: If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible.
ga: Más [code]true[/code], úsáidtear trédhearcacht an uigeachta agus an teimhneacht chun na codanna sin den sprite a dhéanamh dofheicthe.

en: If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
ga: Má tá sé socraithe, úsáidtear trédhearcacht an uigeachta agus an teimhneacht chun na codanna sin den sprite a dhéanamh dofheicthe.

en: If set, lights in the environment affect the sprite.
ga: Má shocraítear iad, bíonn tionchar ag soilse sa timpeallacht ar an sprite.

en: If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
ga: Má tá sé socraithe, is féidir uigeacht a fheiceáil ón gcúl freisin. Mura bhfuil, tá an uigeacht dofheicthe agus é ag féachaint air ón taobh thiar.

en: This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
ga: Déanann an modh seo cumasc caighdeánach alfa. Is féidir leis achair thréshoilseach a thaispeáint, ach d’fhéadfadh saincheisteanna sórtála trédhearcachta a bheith le feiceáil nuair a bhíonn ábhair thrédhearcacha iolracha ag forluí.

en: This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].
ga: Ní cheadaíonn an mód seo ach picteilíní atá go hiomlán trédhearcach nó go hiomlán teimhneach. Beidh imill gharbh le feiceáil ach amháin má tá cineál éigin frithaliasaithe spáis scáileáin cumasaithe (féach [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). Ar an taobh geal, ní bhíonn fadhbanna sórtála trédhearcachta ag baint leis an modh seo nuair a bhíonn ábhair thrédhearcacha iolracha ag forluí. Tugtar [i]tástáil alfa[/i] nó [i]trédhearcacht 1 ghiotán[/i] ar an mód seo freisin.

en: This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.
ga: Tarraingíonn an mód seo picteilíní atá go hiomlán teimhneach sa réamhbhealach doimhneacht. Tá sé seo níos moille ná [ALPHA_CUT_DISABLED] nó [ALPHA_CUT_DISCARD leanúnach], ach ceadaíonn sé achair thréshoilseacha agus imill mhíne a thaispeáint agus an sórtáil chuí á úsáid.

en: Sprite frame library for AnimatedSprite2D and AnimatedSprite3D.
ga: Leabharlann fráma sprite do AnimatedSprite2D agus AnimatedSprite3D.

en: Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. Contains frames and animation data for playback.
ga: Leabharlann fráma sprite le haghaidh nód [AnimatedSprite2D] nó [AnimatedSprite3D]. Tá frámaí agus sonraí beochana le haghaidh athsheinm.

en: Adds a new [param anim] animation to the library.
ga: Cuireann beochan nua [param anim] leis an leabharlann.

en: Adds a frame to the [param anim] animation. If [param at_position] is [code]-1[/code], the frame will be added to the end of the animation. [param duration] specifies the relative duration, see [method get_frame_duration] for details.
ga: Cuirtear fráma leis an mbeochan [param anim]. Más é [param at_position] [code] -1[/code], cuirfear an fráma le deireadh na beochana. Sonraíonn [fad param] an fad coibhneasta, féach [method get_frame_duration] le haghaidh sonraí.

en: Removes all frames from the [param anim] animation.
ga: Baineann sé gach fráma as an beochan [param anim].

en: Removes all animations. An empty [code]default[/code] animation will be created.
ga: Baintear gach beochan. Cruthófar beochan folamh [code]réamhshocraithe[/code].

en: Returns [code]true[/code] if the given animation is configured to loop when it finishes playing. Otherwise, returns [code]false[/code].
ga: Filleann sé [code]true[/code] má tá an beochan tugtha cumraithe chun lúb nuair a chríochnaíonn sé ag imirt. Seachas sin, filleann sé [code]bréagach[/code].

en: Returns an array containing the names associated to each animation. Values are placed in alphabetical order.
ga: Filleann sé eagar ina bhfuil na hainmneacha a bhaineann le gach beochan. Cuirtear na luachanna in ord aibítre.

en: Returns the speed in frames per second for the [param anim] animation.
ga: Filleann sé an luas i bhfrámaí sa soicind don bheochan [param anim].

en: Returns the number of frames for the [param anim] animation.
ga: Filleann sé líon na bhfrámaí don bheochan [param anim].

en: Returns a relative duration of the frame [param idx] in the [param anim] animation (defaults to [code]1.0[/code]). For example, a frame with a duration of [code]2.0[/code] is displayed twice as long as a frame with a duration of [code]1.0[/code]. You can calculate the absolute duration (in seconds) of a frame using the following formula:
    [codeblock]
    absolute_duration = relative_duration / (animation_fps * abs(playing_speed))
    [/codeblock]
    In this example, [code]playing_speed[/code] refers to either [method AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D.get_playing_speed].
ga: Filleann sé fad coibhneasta an fhráma [param idx] sa bheochan [param anim] (réamhshocraithe go [code]1.0[/code]). Mar shampla, taispeántar fráma dar ré [code]2.0[/code] dhá uair chomh fada le fráma a bhfuil fad [code]1.0[/code] aige. Is féidir leat absalóideach (i soicindí) fráma a ríomh ag baint úsáide as an bhfoirmle seo a leanas:
    [codeblock]
    absolute_duration = coibhneasta_fad / (beochan_fps * ABS (speed_speed))
    [/codeblock]
    Sa sampla seo, tagraíonn [code]playing_speed[/code] do [method AnimatedSprite2D.get_playing_speed] nó [method AnimatedSprite3D.get_playing_speed].

en: Returns the texture of the frame [param idx] in the [param anim] animation.
ga: Filleann sé uigeacht an fhráma [param idx] sa bheochan [param anim].

en: Returns [code]true[/code] if the [param anim] animation exists.
ga: Filleann sé [code]true[/code] má tá an beochan [param anim] ann.

en: Removes the [param anim] animation.
ga: Baintear an beochan [param anim].

en: Removes the [param anim] animation's frame [param idx].
ga: Baintear fráma na beochana [param anim] [param idx].

en: Changes the [param anim] animation's name to [param newname].
ga: Athraítear ainm na beochana [param anim] go [param newname].

en: If [param loop] is [code]true[/code], the [param anim] animation will loop when it reaches the end, or the start if it is played in reverse.
ga: Más [code]true[/code] é [lúb param], lúbfaidh an bheochan [param anim] nuair a shroicheann sé an deireadh, nó an tús má sheinntear i gcúl é.

en: Sets the speed for the [param anim] animation in frames per second.
ga: Socraíonn sé an luas don bheochan [param anim] i bhfrámaí in aghaidh an tsoicind.

en: Sets the [param texture] and the [param duration] of the frame [param idx] in the [param anim] animation. [param duration] specifies the relative duration, see [method get_frame_duration] for details.
ga: Socraíonn sé [uigeacht param] agus [fad param] an fhráma [param idx] sa bheochan [param anim]. Sonraíonn [fad param] an fad coibhneasta, féach [method get_frame_duration] le haghaidh sonraí.

en: A PBR (Physically Based Rendering) material to be used on 3D objects.
ga: Ábhar PBR (Rindeáil Fhisiciúil) le húsáid ar réada 3T.

en: [StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. [StandardMaterial3D] uses separate textures for ambient occlusion, roughness and metallic maps. To use a single ORM map for all 3 textures, use an [ORMMaterial3D] instead.
ga: Faightear airíonna [StandardMaterial3D] le hoidhreacht ó [BaseMaterial3D]. Úsáideann [StandardMaterial3D] uigeachtaí ar leith le haghaidh occlusion comhthimpeallach, garbh agus léarscáileanna miotalacha. Chun léarscáil amháin ORM a úsáid do na 3 uigeacht go léir, úsáid [ORMMaterial3D] ina ionad sin.

en: A 2D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
ga: Corp fisice 2T nach féidir le fórsaí seachtracha a bhogadh. Nuair a bhogtar é de láimh, ní chuireann sé isteach ar chomhlachtaí eile ina chonair.

en: A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform2D].
    When [StaticBody2D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody2D] instead.
    [StaticBody2D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
ga: Comhlacht statach san fhisic 2D. Ní féidir le fórsaí seachtracha nó teagmhálaithe é a bhogadh, ach is féidir é a bhogadh de láimh ar bhealaí eile cosúil le cód, [AnimationMixer]s (le [member AnimationMixer.callback_mode_process] socraithe go [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), agus [RemoteDform] .
    Nuair a bhogtar [StaticBody2D], déantar é a theileaportáil chuig a shuíomh nua gan cur isteach ar chomhlachtaí fisice eile ina chonair. Mura bhfuil sé seo inmhianaithe, úsáid [AnimatableBody2D] ina ionad sin.
    Tá [StaticBody2D] úsáideach le haghaidh rudaí atá go hiomlán statach cosúil le hurláir agus ballaí, chomh maith le dromchlaí gluaiseachta cosúil le criosanna iompair agus ardáin imrothlacha ciorclach (trí úsáid a bhaint as [member constant_linear_velocity] agus [member constant_angular_velocity]).

en: The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
ga: Treoluas uilleach tairiseach an chomhlachta. Ní rothlaíonn sé seo an comhlacht, ach bíonn tionchar aige ar chomhlachtaí tadhaill, amhail is dá mba rothlú é.

en: The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
ga: Treoluas líneach tairiseach an chomhlachta. Ní bhogann sé seo an comhlacht, ach cuireann sé isteach ar chomhlachtaí tadhaill, amhail is dá mba rud é go raibh sé ag gluaiseacht.

en: A 3D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
ga: Corp fisice 3D nach féidir le fórsaí seachtracha a bhogadh. Nuair a bhogtar é de láimh, ní chuireann sé isteach ar chomhlachtaí eile ina chonair.

en: A static 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform3D].
    When [StaticBody3D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody3D] instead.
    [StaticBody3D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
ga: Comhlacht fisice 3D statach. Ní féidir le fórsaí seachtracha nó teagmhálaithe é a bhogadh, ach is féidir é a bhogadh de láimh ar bhealaí eile cosúil le cód, [AnimationMixer]s (le [member AnimationMixer.callback_mode_process] socraithe go [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), agus [RemoteTransform] .
    Nuair a bhogtar [StaticBody3D], déantar é a theileaportáil chuig a phost nua gan cur isteach ar chomhlachtaí fisice eile ina chonair. Mura bhfuil sé seo inmhianaithe, úsáid [AnimatableBody3D] ina ionad sin.
    Tá [StaticBody3D] úsáideach le haghaidh rudaí atá go hiomlán statach cosúil le hurláir agus ballaí, chomh maith le dromchlaí gluaiseachta cosúil le criosanna iompair agus ardáin imrothlacha ciorclach (trí úsáid a bhaint as [member constant_linear_velocity] agus [member constant_angular_velocity]).

en: Application status indicator (aka notification area icon).
    [b]Note:[/b] Status indicator is implemented on macOS and Windows.
ga: Táscaire stádais iarratais (deilbhín an limistéir fhógra aka).
    [b]Nóta:[/b] Cuirtear táscaire stádais i bhfeidhm ar macOS agus Windows.

en: Returns the status indicator rectangle in screen coordinates. If this status indicator is not visible, returns an empty [Rect2].
ga: Filleann sé dronuilleog an táscaire stádais i gcomhordanáidí an scáileáin. Mura bhfuil an táscaire stádais seo le feiceáil, filleann sé folamh [Rect2].

en: Status indicator icon.
ga: Deilbhín táscaire stádais.

en: Status indicator native popup menu. If this is set, the [signal pressed] signal is not emitted.
    [b]Note:[/b] Native popup is only supported if [NativeMenu] supports [constant NativeMenu.FEATURE_POPUP_MENU] feature.
ga: Táscaire stádais roghchlár dúchasach aníos. Má shocraítear é seo, ní astaítear an comhartha [brúite comhartha].
    [b]Nóta:[/b] Ní thacaítear le preabfhuinneog Dúchasach ach amháin má thacaíonn [NativeMenu] le [constant NativeMenu.FEATURE_POPUP_MENU] gné.

en: Status indicator tooltip.
ga: Leid uirlise táscaire stádais.

en: If [code]true[/code], the status indicator is visible.
ga: Más [code]true[/code], tá an táscaire stádais le feiceáil.

en: Emitted when the status indicator is pressed.
ga: Astaítear nuair a bhíonn an táscaire stádais brúite.

en: Abstract base class for interacting with streams.
ga: Bunrang teibí le haghaidh idirghníomhú le sruthanna.

en: StreamPeer is an abstract base class mostly used for stream-based protocols (such as TCP). It provides an API for sending and receiving data through streams as raw data or strings.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Is bunrang teibí é StreamPeer a úsáidtear go príomha le haghaidh prótacail sruthbhunaithe (amhail TCP). Soláthraíonn sé API chun sonraí a sheoladh agus a fháil trí shruthanna mar shonraí amh nó teaghráin.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Gets a signed byte from the stream.
ga: Faigheann beart sínithe ón sruth.

en: Gets a signed 16-bit value from the stream.
ga: Faigheann sé luach sínithe 16-giotán ón sruth.

en: Gets a signed 32-bit value from the stream.
ga: Faigheann sé luach sínithe 32-giotán ón sruth.

en: Gets a signed 64-bit value from the stream.
ga: Faigheann sé luach sínithe 64-giotán ón sruth.

en: Returns the number of bytes this [StreamPeer] has available.
ga: Seoltar ar ais líon na mbeart atá ar fáil ag an [StreamPeer] seo.

en: Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the [param bytes] argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [enum Error] code and a data array.
ga: Filleann sé smután sonraí leis na bearta faighte. Is féidir líon na mbeart atá le fáil a iarraidh san argóint [param beart]. Mura bhfuil go leor beart ar fáil, cuirfear bac ar an bhfeidhm go dtí go bhfaighfear an méid atá ag teastáil. Tugann an fheidhm seo dhá luach ar ais, cód [Earráid enum] agus eagar sonraí.

en: Gets a double-precision float from the stream.
ga: Faigheann snámhphointe dúbailte-chruinneas ón sruth.

en: Gets a single-precision float from the stream.
ga: Faigheann snámhphointe aon-chruinneas ón sruth.

en: Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [enum Error] code, and a data array.
ga: Filleann sé smután sonraí leis na bearta faighte. Is féidir líon na mbeart atá le fáil a iarraidh san argóint "bearta". Mura bhfuil go leor beart ar fáil, tabharfaidh an fheidhm ar ais cé mhéad a fuarthas i ndáiríre. Tugann an fheidhm seo ar ais dhá luach, cód [Earráid enum], agus eagar sonraí.

en: Gets an ASCII string with byte-length [param bytes] from the stream. If [param bytes] is negative (default) the length will be read from the stream using the reverse process of [method put_string].
ga: Faigheann sé teaghrán ASCII le fad beart [para beart] ón sruth. Má tá [param bytes] diúltach (réamhshocraithe) léifear an fad ón sruth ag baint úsáide as an bpróiseas droim ar ais [method put_string].

en: Gets an unsigned byte from the stream.
ga: Faigheann beart gan síniú ón sruth.

en: Gets an unsigned 16-bit value from the stream.
ga: Faigheann sé luach 16-giotán gan síniú ón sruth.

en: Gets an unsigned 32-bit value from the stream.
ga: Faigheann sé luach 32-giotán gan síniú ón sruth.

en: Gets an unsigned 64-bit value from the stream.
ga: Faigheann sé luach 64-giotán gan síniú ón sruth.

en: Gets a UTF-8 string with byte-length [param bytes] from the stream (this decodes the string sent as UTF-8). If [param bytes] is negative (default) the length will be read from the stream using the reverse process of [method put_utf8_string].
ga: Faigheann sé teaghrán UTF-8 le fad beart [para beart] ón sruth (díchódaíonn sé seo an teaghrán a sheoltar mar UTF-8). Má tá [param bytes] diúltach (réamhshocraithe) léifear an fad ón sruth ag baint úsáide as an bpróiseas droim ar ais [method put_utf8_string].

en: Gets a Variant from the stream. If [param allow_objects] is [code]true[/code], decoding objects is allowed.
    Internally, this uses the same decoding mechanism as the [method @GlobalScope.bytes_to_var] method.
    [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
ga: Faigheann Variant ón sruth. Má tá [param allow_objects] [code]true[/code], ceadaítear réada a dhíchódú.
    Go hinmheánach, úsáideann sé seo an mheicníocht díchódaithe céanna leis an modh [method @GlobalScope.bytes_to_var].
    [b]Rabhadh:[/b] Is féidir cód a bheith i réada dísriailithe a dhéantar a fhorghníomhú. Ná húsáid an rogha seo má thagann an réad sraitheach ó fhoinsí neamhiontaofa chun bagairtí slándála a d’fhéadfadh a bheith ann a sheachaint, amhail feidhmiú cianchóid.

en: Puts a signed byte into the stream.
ga: Cuireann sé beart sínithe isteach sa sruth.

en: Puts a signed 16-bit value into the stream.
ga: Cuireann sé luach sínithe 16-giotán isteach sa sruth.

en: Puts a signed 32-bit value into the stream.
ga: Cuireann sé luach sínithe 32-giotán isteach sa sruth.

en: Puts a signed 64-bit value into the stream.
ga: Cuireann sé luach sínithe 64-giotán isteach sa sruth.

en: Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum Error] code.
ga: Seolann smután sonraí tríd an nasc, blocáil más gá go dtí go bhfuil na sonraí déanta a sheoladh. Tugann an fheidhm seo cód [Earráid enum] ar ais.

en: Puts a double-precision float into the stream.
ga: Cuireann sé snámhphointe dúbailte-chruinneas isteach sa sruth.

en: Puts a single-precision float into the stream.
ga: Cuireann sé snámhphointe aon-chruinneas isteach sa sruth.

en: Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an [enum Error] code and an integer, describing how much data was actually sent.
ga: Seolann smután sonraí tríd an nasc. Mura bhféadfaí na sonraí go léir a sheoladh láithreach, ní dhéanfar ach cuid de. Tugann an fheidhm seo ar ais dhá luach, cód [Earráid enum] agus slánuimhir, ag cur síos ar cé mhéad sonraí a seoladh i ndáiríre.

en: Puts a zero-terminated ASCII string into the stream prepended by a 32-bit unsigned integer representing its size.
    [b]Note:[/b] To put an ASCII string without prepending its size, you can use [method put_data]:
    [codeblocks]
    [gdscript]
    put_data("Hello world".to_ascii_buffer())
    [/gdscript]
    [csharp]
    PutData("Hello World".ToAsciiBuffer());
    [/csharp]
    [/codeblocks]
ga: Cuireann sé téad ASCII le críoch nialasach isteach sa sruth réamhspleách ag slánuimhir 32-giotán gan síniú a léiríonn a mhéid.
    [b]Nóta:[/b] Chun teaghrán ASCII a chur gan a méid a réamh-mheas, is féidir leat [method put_data] a úsáid:
    [codeblocks]
    [gdscript]
    put_data("Dia duit a domhan".to_ascii_buffer())
    [/gdscript]
    [csharp]
    PutData ("Dia duit an Domhain".ToAsciiBuffer());
    [/csharp]
    [/codeblocks]

en: Puts an unsigned byte into the stream.
ga: Cuireann sé beart gan síniú isteach sa sruth.

en: Puts an unsigned 16-bit value into the stream.
ga: Cuireann sé luach 16-giotán gan síniú isteach sa sruth.

en: Puts an unsigned 32-bit value into the stream.
ga: Cuireann sé luach 32-giotán neamhshínithe isteach sa sruth.

en: Puts an unsigned 64-bit value into the stream.
ga: Cuireann sé luach 64-giotán gan síniú isteach sa sruth.

en: Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits unsigned integer representing its size.
    [b]Note:[/b] To put a UTF-8 string without prepending its size, you can use [method put_data]:
    [codeblocks]
    [gdscript]
    put_data("Hello world".to_utf8_buffer())
    [/gdscript]
    [csharp]
    PutData("Hello World".ToUtf8Buffer());
    [/csharp]
    [/codeblocks]
ga: Cuireann sé téad UTF-8 le críoch nialasach isteach sa sruth agus slánuimhir 32 ghiotán gan síniú a sheasann dá mhéid.
    [b]Nóta:[/b] Chun teaghrán UTF-8 a chur gan a méid a réamh-mheas, is féidir leat [method put_data] a úsáid:
    [codeblocks]
    [gdscript]
    put_data("Dia duit a domhan".to_utf8_buffer())
    [/gdscript]
    [csharp]
    PutData ("Dia duit an Domhain".ToUtf8Buffer());
    [/csharp]
    [/codeblocks]

en: Puts a Variant into the stream. If [param full_objects] is [code]true[/code] encoding objects is allowed (and can potentially include code).
    Internally, this uses the same encoding mechanism as the [method @GlobalScope.var_to_bytes] method.
ga: Cuireann Variant isteach sa sruthán. Má tá [param full_objects] [code]true[/code] ceadaithe oibiachtaí ionchódaithe (agus d’fhéadfadh cód a bheith san áireamh).
    Go hinmheánach, úsáideann sé seo an meicníocht ionchódaithe céanna leis an modh [method @GlobalScope.var_to_bytes].

en: If [code]true[/code], this [StreamPeer] will using big-endian format for encoding and decoding.
ga: Más [code]true[/code], bainfidh an [StreamPeer] seo úsáid as formáid mhórfhorleathan le haghaidh ionchódú agus díchódaithe.

en: A stream peer used to handle binary data streams.
ga: Piaraí sruth a úsáidtear chun sruthanna sonraí dénártha a láimhseáil.

en: A data buffer stream peer that uses a byte array as the stream. This object can be used to handle binary data from network sessions. To handle binary data stored in files, [FileAccess] can be used directly.
    A [StreamPeerBuffer] object keeps an internal cursor which is the offset in bytes to the start of the buffer. Get and put operations are performed at the cursor position and will move the cursor accordingly.
ga: Piaraí sruth maolánach sonraí a úsáideann eagar beart mar an sruth. Is féidir an réad seo a úsáid chun sonraí dénártha a láimhseáil ó sheisiúin líonra. Chun sonraí dénártha atá stóráilte i gcomhaid a láimhseáil, is féidir [FileAccess] a úsáid go díreach.
    Coinníonn réad [StreamPeerBuffer] cúrsóir inmheánach arb é an fritháireamh é i mbearta go dtí tús an mhaoláin. Déantar oibríochtaí faigh agus cuir ag suíomh an chúrsóra agus bogfar an cúrsóir dá réir.

en: Clears the [member data_array] and resets the cursor.
ga: Glanann an [member data_array] agus athshocraíonn sé an cúrsóir.

en: Returns a new [StreamPeerBuffer] with the same [member data_array] content.
ga: Filleann sé [StreamPeerBuffer] nua leis an ábhar [member data_array] céanna.

en: Returns the current cursor position.
ga: Filleann sé suíomh reatha an chúrsóra.

en: Returns the size of [member data_array].
ga: Filleann sé méid [member data_array].

en: Resizes the [member data_array]. This [i]doesn't[/i] update the cursor.
ga: Athmhéadaigh sé an [member data_array]. [i]ní[/i] seo an cúrsóir a nuashonrú.

en: Moves the cursor to the specified position. [param position] must be a valid index of [member data_array].
ga: Bogtar an cúrsóir go dtí an suíomh sonraithe. Caithfidh [suíomh param] a bheith ina innéacs bailí de [member data_array].

en: The underlying data buffer. Setting this value resets the cursor.
ga: An maolán sonraí bunúsacha. Athshocróidh socrú an luach seo an cúrsóir.

en: A stream peer that handles GZIP and deflate compression/decompression.
ga: Piaraí srutha a láimhseálann GZIP agus a dhíbhoilscíonn comhbhrú/dí-chomhbhrú.

en: This class allows to compress or decompress data using GZIP/deflate in a streaming fashion. This is particularly useful when compressing or decompressing files that have to be sent through the network without needing to allocate them all in memory.
    After starting the stream via [method start_compression] (or [method start_decompression]), calling [method StreamPeer.put_partial_data] on this stream will compress (or decompress) the data, writing it to the internal buffer. Calling [method StreamPeer.get_available_bytes] will return the pending bytes in the internal buffer, and [method StreamPeer.get_partial_data] will retrieve the compressed (or decompressed) bytes from it. When the stream is over, you must call [method finish] to ensure the internal buffer is properly flushed (make sure to call [method StreamPeer.get_available_bytes] on last time to check if more data needs to be read after that).
ga: Ceadaíonn an rang seo sonraí a chomhbhrú nó a dhí-chomhbhrú trí úsáid a bhaint as GZIP/deflate ar bhealach sruthaithe. Tá sé seo úsáideach go háirithe agus comhaid á gcomhbhrú nó á ndí-chomhbhrú a chaithfear a sheoladh tríd an líonra gan gá iad go léir a leithdháileadh i gcuimhne.
    Tar éis duit an sruth a thosú trí [method start_compression] (nó [method start_decompression]), cuirfidh glaoch ar [method StreamPeer.put_partial_data] ar an sruth seo na sonraí a chomhbhrú (nó a dhí-chomhbhrú), agus é á scríobh chuig an maolán inmheánach. Má chuirtear glaoch ar [method StreamPeer.get_available_bytes] seolfar na bearta ar feitheamh ar ais sa mhaolán inmheánach, agus gheobhaidh [method StreamPeer.get_partial_data] na bearta comhbhrúite (nó dí-chomhbhrúite) uaidh. Nuair a bhíonn an sruth thart, ní mór duit [method bailchríoch] a ghlaoch chun a chinntiú go bhfuil an maolán inmheánach sruthlaithe i gceart (déan cinnte glaoch a chur ar [method StreamPeer.get_available_bytes] an uair dheireanach chun seiceáil an bhfuil gá le tuilleadh sonraí a léamh ina dhiaidh sin).

en: Clears this stream, resetting the internal state.
ga: Glanann sé an sruth seo, ag athshocrú an staid inmheánach.

en: Finalizes the stream, compressing or decompressing any buffered chunk left.
ga: Críochnaíonn an sruth, ag comhbhrú nó ag dí-chomhbhrú aon smután maoláin atá fágtha.

en: Start the stream in compression mode with the given [param buffer_size], if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP.
ga: Tosaigh an sruth i mód comhbhrú leis an [param buffer_size] a thugtar, más rud é go bhfuil [param use_deflate] [code]true[/code] úsáidí deflate in ionad GZIP.

en: Start the stream in decompression mode with the given [param buffer_size], if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP.
ga: Tosaigh an sruth i mód dí-chomhbhrúite leis an [param buffer_size] a thugtar, más rud é go bhfuil [param use_deflate] [code]true[/code] úsáidí díbhoilscithe in ionad GZIP.

en: A stream peer that handles TCP connections.
ga: Piaraí sruth a láimhseálann naisc TCP.

en: A stream peer that handles TCP connections. This object can be used to connect to TCP servers, or also is returned by a TCP server.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Piaraí sruth a láimhseálann naisc TCP. Is féidir an réad seo a úsáid chun ceangal le freastalaithe TCP, nó cuireann freastalaí TCP ar ais é freisin.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Opens the TCP socket, and binds it to the specified local address.
    This method is generally not needed, and only used to force the subsequent call to [method connect_to_host] to use the specified [param host] and [param port] as source address. This can be desired in some NAT punchthrough techniques, or when forcing the source network interface.
ga: Osclaíonn sé an soicéad TCP, agus ceanglaíonn sé go dtí an seoladh áitiúil sonraithe é.
    De ghnáth ní bhíonn gá leis an modh seo, agus ní úsáidtear é ach chun an glao ina dhiaidh sin a chur i bhfeidhm ar [method connect_to_host] chun an [param host] agus [param port] sonraithe a úsáid mar sheoladh foinse. Is féidir é seo a bheith inmhianaithe i roinnt teicníochtaí punchthrough NAT, nó nuair a bhrú ar an comhéadan líonra foinse.

en: Connects to the specified [code]host:port[/code] pair. A hostname will be resolved if valid. Returns [constant OK] on success.
ga: Nascann sé leis an bpéire sonraithe [code]ósta: port[/code]. Réiteofar óstainm má tá sé bailí. Filleann [ tairiseach OK ] ar rath.

en: Disconnects from host.
ga: Dícheangail ón óstach.

en: Returns the IP of this peer.
ga: Seoltar IP an phiara seo ar ais.

en: Returns the port of this peer.
ga: Filleann sé port an chomhghleacaí seo.

en: Returns the status of the connection, see [enum Status].
ga: Filleann sé stádas an naisc, féach [enum Status].

en: Poll the socket, updating its state. See [method get_status].
ga: Poll an soicéad, ag nuashonrú a staid. Féach ar [method get_status].

en: If [param enabled] is [code]true[/code], packets will be sent immediately. If [param enabled] is [code]false[/code] (the default), packet transfers will be delayed and combined using [url=https://en.wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].
    [b]Note:[/b] It's recommended to leave this disabled for applications that send large packets or need to transfer a lot of data, as enabling this can decrease the total available bandwidth.
ga: Má tá [param-chumas] [code]true[/code], seolfar paicéid láithreach. Má tá [param-chumasaithe] [code]bréagach[/code] (an réamhshocrú), cuirfear moill ar aistrithe paicéid agus cuirfear le chéile iad trí úsáid a bhaint as [url=https://en.wikipedia.org/wiki/Nagle%27s_algorithm]algartam Nagle[/ url].
    [b]Nóta:[/b] Moltar é seo a fhágáil díchumasaithe d’fheidhmchláir a sheolann paicéid mhóra nó a bhfuil gá acu le go leor sonraí a aistriú, mar go laghdóidh sé seo an bandaleithead iomlán atá ar fáil.

en: The initial status of the [StreamPeerTCP]. This is also the status after disconnecting.
ga: Stádas tosaigh an [StreamPeerTCP]. Is é seo an stádas freisin tar éis dícheangal.

en: A status representing a [StreamPeerTCP] that is connecting to a host.
ga: Stádas a sheasann do [StreamPeerTCP] atá ag nascadh le hóstach.

en: A status representing a [StreamPeerTCP] that is connected to a host.
ga: Stádas a sheasann do [StreamPeerTCP] atá nasctha le hóstach.

en: A status representing a [StreamPeerTCP] in error state.
ga: Stádas a sheasann do [StreamPeerTCP] i staid earráide.

en: A stream peer that handles TLS connections.
ga: Piaraí srutha a láimhseálann naisc TLS.

en: A stream peer that handles TLS connections. This object can be used to connect to a TLS server or accept a single TLS client connection.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Piaraí srutha a láimhseálann naisc TLS. Is féidir an réad seo a úsáid chun ceangal le freastalaí TLS nó chun glacadh le nasc cliant TLS amháin.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Accepts a peer connection as a server using the given [param server_options]. See [method TLSOptions.server].
ga: Glacann sé le nasc piaraí mar fhreastalaí ag baint úsáide as an [param server_options] tugtha. Féach ar [method TLSOptions.server].

en: Connects to a peer using an underlying [StreamPeer] [param stream] and verifying the remote certificate is correctly signed for the given [param common_name]. You can pass the optional [param client_options] parameter to customize the trusted certification authorities, or disable the common name verification. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
ga: Nascann sé le piaraí trí úsáid a bhaint as [StreamPeer] [sruth param] faoi bhun agus ag fíorú go bhfuil an cianteastas sínithe i gceart don [param common_name] tugtha. Is féidir leat an paraiméadar roghnach [param client_options] a chur ar aghaidh chun na húdaráis deimhniúcháin iontaofa a shaincheapadh, nó an fíorú ainm coitianta a dhíchumasú. Féach ar [method TLSOptions.client] agus [method TLSOptions.client_unsafe].

en: Returns the underlying [StreamPeer] connection, used in [method accept_stream] or [method connect_to_stream].
ga: Filleann sé seo an nasc bunúsach [StreamPeer], a úsáidtear i [method accept_stream] nó [method connect_to_stream].

en: Poll the connection to check for incoming bytes. Call this right before [method StreamPeer.get_available_bytes] for it to work properly.
ga: Déan vótaíocht ar an nasc le seiceáil an bhfuil beart ag teacht isteach. Cuir glaoch air seo roimh [method StreamPeer.get_available_bytes] le go n-oibreoidh sé i gceart.

en: A status representing a [StreamPeerTLS] that is disconnected.
ga: Stádas a sheasann do [StreamPeerTLS] atá dícheangailte.

en: A status representing a [StreamPeerTLS] during handshaking.
ga: Stádas a sheasann do [StreamPeerTLS] le linn croitheadh láimhe.

en: A status representing a [StreamPeerTLS] that is connected to a host.
ga: Stádas a sheasann do [StreamPeerTLS] atá nasctha le hóstach.

en: A status representing a [StreamPeerTLS] in error state.
ga: Stádas arb ionann é agus [StreamPeerTLS] i staid earráide.

en: An error status that shows a mismatch in the TLS certificate domain presented by the host and the domain requested for validation.
ga: Stádas earráide a thaispeánann easaontas san fhearann teastais TLS arna chur i láthair ag an ósta agus san fhearann a iarradh bailíochtú.

en: A built-in type for strings.
ga: Cineál ionsuite le haghaidh teaghráin.

en: GDScript format strings
ga: Teaghráin i bhformáid GDZscript

en: Constructs an empty [String] ([code]""[/code]).
ga: Tógtar [Teaghrán] folamh ([code] ""[/code]).

en: Constructs a [String] as a copy of the given [String].
ga: Tógtar [Teaghrán] mar chóip den [Teaghrán] tugtha.

en: Constructs a new [String] from the given [NodePath].
ga: Tógtar [Teaghrán] nua ón [NodePath] tugtha.

en: Constructs a new [String] from the given [StringName].
ga: Tógtar [Teaghrán] nua ón [StringName] a tugadh.

en: Returns [code]true[/code] if the string begins with the given [param text]. See also [method ends_with].
ga: Filleann sé [code]true[/code] má thosaíonn an teaghrán leis an [param text] a thugtar. Féach freisin [method ends_with].

en: Returns an array containing the bigrams (pairs of consecutive characters) of this string.
    [codeblock]
    print("Get up!".bigrams()) # Prints ["Ge", "et", "t ", " u", "up", "p!"]
    [/codeblock]
ga: Filleann sé eagar ina bhfuil na bigramanna (péire carachtair as a chéile) den téad seo.
    [codeblock]
    print("Éirigh!".bigrams()) # Priontála ["Ge", "et", "t", "u", "up", "p!"]
    [/codeblock]

en: Converts the string representing a binary number into an [int]. The string may optionally be prefixed with [code]"0b"[/code], and an additional [code]-[/code] prefix for negative numbers.
    [codeblocks]
    [gdscript]
    print("101".bin_to_int())   # Prints 5
    print("0b101".bin_to_int()) # Prints 5
    print("-0b10".bin_to_int()) # Prints -2
    [/gdscript]
    [csharp]
    GD.Print("101".BinToInt());   // Prints 5
    GD.Print("0b101".BinToInt()); // Prints 5
    GD.Print("-0b10".BinToInt()); // Prints -2
    [/csharp]
    [/codeblocks]
ga: Tiontaíonn sé an téad a léiríonn uimhir dhénártha ina [int]. Is féidir an teaghrán a réamhshocrú go roghnach le [code]"0b"[/code], agus réimír [code]-[/code] breise d'uimhreacha diúltacha.
    [codeblocks]
    [gdscript]
    print("101".bin_to_int()) # Priontála 5
    print("0b101".bin_to_int()) # Priontála 5
    print("-0b10".bin_to_int()) # Priontála -2
    [/gdscript]
    [csharp]
    GD.Print("101".BinToInt());   // Priontaí 5
    GD.Print("0b101".BinToInt()); // Priontaí 5
    GD.Print ("-0b10".BinToInt()); // Priontaí -2
    [/csharp]
    [/codeblocks]

en: Returns a copy of the string with special characters escaped using the C language standard.
ga: Filleann sé cóip den teaghrán le carachtair speisialta éalaigh ag baint úsáide as an gcaighdeán teanga C.

en: Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
    [b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence.
ga: Filleann sé cóip den teaghrán le carachtair éalaigh in ionad a gcuid bríonna. Is iad na seichimh éalaithe a dtacaítear leo ná [code] \'[/code], [code]\"[/code], [code] \[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
    [b]Nóta:[/b] Murab ionann agus an parsálaí GDScript, ní thacaíonn an modh seo leis an seicheamh éalaithe [code]\uXXXX[/code].

en: Changes the appearance of the string: replaces underscores ([code]_[/code]) with spaces, adds spaces before uppercase letters in the middle of a word, converts all letters to lowercase, then converts the first one and each one following a space to uppercase.
    [codeblocks]
    [gdscript]
    "move_local_x".capitalize()   # Returns "Move Local X"
    "sceneFile_path".capitalize() # Returns "Scene File Path"
    "2D, FPS, PNG".capitalize()   # Returns "2d, Fps, Png"
    [/gdscript]
    [csharp]
    "move_local_x".Capitalize();   // Returns "Move Local X"
    "sceneFile_path".Capitalize(); // Returns "Scene File Path"
    "2D, FPS, PNG".Capitalize();   // Returns "2d, Fps, Png"
    [/csharp]
    [/codeblocks]
ga: Athraíonn cuma na teaghrán: cuirtear spásanna in ionad foscóranna ([code]_[/code]), cuireann sé spásanna roimh litreacha móra i lár an fhocail, tiontaíonn sé gach litir go cás íochtair, ansin tiontaítear an chéad cheann agus gach ceann i ndiaidh a spás go cás uachtair.
    [codeblocks]
    [gdscript]
    "move_local_x".capitalize() # Fill ar ais "Bog Logánta X"
    "sceneFile_path".capitalize() # Fill ar "Conair an Chomhaid Radharc"
    "2D, CCT, PNG".capitalize() # Fill ar ais "2d, Fps, Png"
    [/gdscript]
    [csharp]
    "move_local_x".Caipitliú();   // Filleann "Bog Logánta X"
    "sceneFile_path".Caipitliú(); // Filleann "Conair Chomhad Radharc"
    "2D, CCT, PNG".Caipitliú();   // Filleann sé "2d, Fps, Png"
    [/csharp]
    [/codeblocks]

en: Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" and "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order.
    With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
    To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to], [method filecasecmp_to], and [method naturalcasecmp_to].
ga: Déanann sé comparáid cás-íogair le téad eile. Filleann sé [code]-1[/code] más lú é ná, [code]1[/code] más mó é, nó [code]0[/code] más comhionann é. Cinntear "níos lú ná" agus "níos mó ná" ag [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]pointí cóid Unicode[/url] de gach teaghrán, a mheaitseálann go garbh leis an ord aibítre.
    Le faid teaghrán éagsúla, filleann [code]1[/code] má tá an teaghrán seo níos faide ná an téad [param go], nó [code]-1[/code] más giorra. Tabhair faoi deara gurb é [i]i gcónaí[/i] [code]0[/code] fad teaghráin fholmha.
    Chun toradh [bool] a fháil ó chomparáid teaghrán, úsáid an t-oibreoir [code]==[/code] ina ionad sin. Féach freisin [method nocasecmp_to], [method filecasecmp_to], agus [method naturalcasecmp_to].

en: Returns a single Unicode character from the decimal [param char]. You may use [url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www.unicode.org/charts/]unicode.org[/url] as points of reference.
    [codeblock]
    print(String.chr(65))     # Prints "A"
    print(String.chr(129302)) # Prints "🤖" (robot face emoji)
    [/codeblock]
ga: Filleann sé carachtar Unicode amháin ón deachúlacha [paracharr]. Is féidir leat [url=https://unicodelookup.com/]unicodelookup.com[/url] nó [url=https://www.unicode.org/charts/]unicode.org[/url] a úsáid mar phointí tagartha .
    [codeblock]
    print(String.chr(65)) # Priontála "A"
    cló (Teaghrán.chr(129302)) # Priontála "🤖" (aghaidh robot emoji)
    [/codeblock]

en: Returns [code]true[/code] if the string contains [param what], [b]ignoring case[/b].
    If you need to know where [param what] is within the string, use [method findn]. See also [method contains].
ga: Filleann sé [code]true[/code] má tá [param what] sa teaghrán, [b]gan aird ar chás[/b].
    Más gá duit fios a bheith agat cá bhfuil [param cad] laistigh den téad, úsáid [method aimsithe]. Féach freisin [method ina bhfuil].

en: Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions. If [param to] is 0, the search continues until the end of the string.
ga: Filleann sé líon na dteagmhas den fhotheaghrán [param what] idir [param ó] agus [param go] suíomhanna. Más é 0 [param le], leantar den chuardach go dtí deireadh na teaghrán.

en: Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is 0, the search continues until the end of the string.
ga: Filleann sé líon tarluithe na fotheideal [param what] idir [param ó] agus [param go] suíomhanna, [b]gan aird ar chás[/b]. Más é 0 [param le], leantar den chuardach go dtí deireadh na teaghrán.

en: Returns a copy of the string with indentation (leading tabs and spaces) removed. See also [method indent] to add indentation.
ga: Filleann sé cóip den teaghrán agus an eangú (cluaisíní tosaigh agus spásanna) bainte as. Féach freisin [fleasc modh] chun eangú a chur leis.

en: Returns [code]true[/code] if the string ends with the given [param text]. See also [method begins_with].
ga: Filleann sé [code]true[/code] má chríochnaíonn an teaghrán leis an [param text] a thugtar. Féach freisin [method begins_with].

en: Returns a string with [param chars] characters erased starting from [param position]. If [param chars] goes beyond the string's length given the specified [param position], fewer characters will be erased from the returned string. Returns an empty string if either [param position] or [param chars] is negative. Returns the original string unmodified if [param chars] is [code]0[/code].
ga: Filleann sé teaghrán le [paramchars] carachtair scriosta ag tosú ó [suíomh param]. Má théann [paramchars] níos faide ná fad na sreinge nuair a thugtar an [suíomh param] sonraithe, scriosfar níos lú carachtar ón téad ar ais. Filleann sé teaghrán folamh má tá ceachtar [suíomh param] nó [paramchars] diúltach. Filleann sé an teaghrán bunaidh gan mhodhnú más é [code] 0[/code] é [paramchars].

en: Like [method naturalcasecmp_to] but prioritizes strings that begin with periods ([code].[/code]) and underscores ([code]_[/code]) before any other character. Useful when sorting folders or file names.
    To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method filenocasecmp_to], [method naturalcasecmp_to], and [method casecmp_to].
ga: Cosúil le [method naturalcasecmp_to] ach tugann sé tosaíocht do theaghráin a thosaíonn le tréimhsí ([code].[/code]) agus a chuireann béim ar ([code]_[/code]) roimh aon charachtar eile. Úsáideach nuair atá fillteáin nó ainmneacha comhaid á sórtáil.
    Chun toradh [bool] a fháil ó chomparáid teaghrán, úsáid an t-oibreoir [code]==[/code] ina ionad sin. Féach freisin [method filenocasecmp_to], [method naturalcasecmp_to], agus [method casecmp_to].

en: Like [method naturalnocasecmp_to] but prioritizes strings that begin with periods ([code].[/code]) and underscores ([code]_[/code]) before any other character. Useful when sorting folders or file names.
    To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method filecasecmp_to], [method naturalnocasecmp_to], and [method nocasecmp_to].
ga: Cosúil le [method naturalnocasecmp_to] ach tugann sé tosaíocht do theaghráin a thosaíonn le tréimhsí ([code].[/code]) agus a chuireann béim ar ([code]_[/code]) roimh aon charachtar eile. Úsáideach nuair atá fillteáin nó ainmneacha comhaid á sórtáil.
    Chun toradh [bool] a fháil ó chomparáid teaghrán, úsáid an t-oibreoir [code]==[/code] ina ionad sin. Féach freisin [method filecasecmp_to], [method naturalnocasecmp_to], agus [method nocasecmp_to].

en: Returns the index of the [b]first[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the end of the string.
    [codeblocks]
    [gdscript]
    print("Team".find("I")) # Prints -1
    
    print("Potato".find("t"))    # Prints 2
    print("Potato".find("t", 3)) # Prints 4
    print("Potato".find("t", 5)) # Prints -1
    [/gdscript]
    [csharp]
    GD.Print("Team".Find("I")); // Prints -1
    
    GD.Print("Potato".Find("t"));    // Prints 2
    GD.Print("Potato".Find("t", 3)); // Prints 4
    GD.Print("Potato".Find("t", 5)); // Prints -1
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] If you just want to know whether the string contains [param what], use [method contains]. In GDScript, you may also use the [code]in[/code] operator.
ga: Filleann sé innéacs an [b]an chéad[/b] a tharla de [param what] sa teaghrán seo, nó [code]-1[/code] mura bhfuil ceann ar bith ann. Is féidir tús an chuardaigh a shonrú le [param ó], ag leanúint ar aghaidh go dtí deireadh na teaghrán.
    [codeblocks]
    [gdscript]
    print ("Team".find("I")) # Priontaí -1
    
    print("Práta".find("t")) # Priontála 2
    print("Práta".find("t", 3)) # Priontála 4
    print("Práta".find("t", 5)) # Priontála -1
    [/gdscript]
    [csharp]
    GD.Print ("Foireann".Faigh ("I")); // Priontaí -1
    
    GD.Print ("Práta". Faigh ("t"));    // Priontaí 2
    GD.Print ("Prátaí". Faigh ("t", 3)); // Priontaí 4
    GD.Print ("Prátaí". Faigh ("t", 5)); // Priontaí -1
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] Más mian leat a fháil amach an bhfuil [param what] sa téad, bain úsáid as [method atá sa mhodh]. In GDScript, is féidir leat an t-oibreoir [code]in[/code] a úsáid freisin.

en: Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the end of the string.
ga: Filleann sé innéacs an [b]chéad[/b] [b] cás-íogair[/b] tharlú de [param what] sa teaghrán seo, nó [code]-1[/code] mura bhfuil aon. Is féidir an t-innéacs cuardaigh tosaigh a shonrú le [param ó], ag leanúint ar aghaidh go dtí deireadh na teaghrán.

en: If the string is a valid file path, returns the base directory name.
    [codeblock]
    var dir_path = "/path/to/file.txt".get_base_dir() # dir_path is "/path/to"
    [/codeblock]
ga: Más conair comhaid bhailí í an teaghrán, seolann an bunainm eolaire ar ais.
    [codeblock]
    var dir_path = "/path/to/file.txt.get_base_dir() # dir_path is "/path/to"
    [/codeblock]

en: If the string is a valid file path, returns the full file path, without the extension.
    [codeblock]
    var base = "/path/to/file.txt".get_basename() # base is "/path/to/file"
    [/codeblock]
ga: Más cosán comhaid bhailí í an teaghrán, filleann sé an chonair iomlán comhaid, gan an síneadh.
    [codeblock]
    var base = "/path/to/file.txt.get_basename() # bonn is "/path/to/file"
    [/codeblock]

en: If the string is a valid file name or path, returns the file extension without the leading period ([code].[/code]). Otherwise, returns an empty string.
    [codeblock]
    var a = "/path/to/file.txt".get_extension() # a is "txt"
    var b = "cool.txt".get_extension()          # b is "txt"
    var c = "cool.font.tres".get_extension()    # c is "tres"
    var d = ".pack1".get_extension()            # d is "pack1"
    
    var e = "file.txt.".get_extension()  # e is ""
    var f = "file.txt..".get_extension() # f is ""
    var g = "txt".get_extension()        # g is ""
    var h = "".get_extension()           # h is ""
    [/codeblock]
ga: Más ainm comhaid bailí nó cosán bailí an teaghrán, seolann sí an síneadh comhad ar ais gan an tréimhse tosaigh ([code].[/code]). Seachas sin, filleann teaghrán folamh.
    [codeblock]
    var a = "/path/to/file.txt.get_extension() # a is "txt"
    var b = "cool.txt".get_extension() # b is "txt"
    var c = "cool.font.tres".get_extension() # c is "tres"
    var d = ".pack1".get_extension() # d is "pack1"
    
    var e = "file.txt.".get_extension() # e is""
    var f = "comhad.txt..".get_extension() # f é ""
    var g = "txt.get_extension() # g is""
    var h = "".get_extension() # h is""
    [/codeblock]

en: If the string is a valid file path, returns the file name, including the extension.
    [codeblock]
    var file = "/path/to/icon.png".get_file() # file is "icon.png"
    [/codeblock]
ga: Más cosán comhaid bhailí í an teaghrán, seolfaidh tú ainm an chomhaid ar ais, an síneadh san áireamh.
    [codeblock]
    var comhad = "/path/to/icon.png.get_file() # comhad is "icon.png"
    [/codeblock]

en: Returns the total number of slices when the string is split with the given [param delimiter] (see [method split]).
ga: Filleann sé líon iomlán na slisní nuair a roinntear an téad leis an [teorainneacha param] tugtha (féach [method scoilte]).

en: Splits the string using a Unicode character with code [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist.
    This is faster than [method split], if you only need one substring.
ga: Scoiltear an teaghrán ag baint úsáide as carachtar Unicode le cód [teorainnteoir param] agus seol ar ais an tsubstring ag an innéacs [param slice]. Filleann sé teaghrán folamh mura bhfuil an [slis param] ann.
    Tá sé seo níos tapúla ná [method scoilte], mura bhfuil uait ach fotheaghrán amháin.

en: Returns the 32-bit hash value representing the string's contents.
    [b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the contrary, strings with different hash values are guaranteed to be different.
ga: Filleann sé an luach hais 32-giotán a léiríonn inneachar na téad.
    [b]Nóta:[/b] Ní ráthaítear [i][/i] go mbeidh teaghráin a bhfuil luachanna comhionanna hais acu mar an gcéanna, mar thoradh ar imbhuailtí hash. Ar a mhalairt, ráthaítear go mbeidh teaghráin le luachanna hash éagsúla difriúil.

en: Decodes a hexadecimal string as a [PackedByteArray].
    [codeblocks]
    [gdscript]
    var text = "hello world"
    var encoded = text.to_utf8_buffer().hex_encode() # outputs "68656c6c6f20776f726c64"
    print(buf.hex_decode().get_string_from_utf8())
    [/gdscript]
    [csharp]
    var text = "hello world";
    var encoded = text.ToUtf8Buffer().HexEncode(); // outputs "68656c6c6f20776f726c64"
    GD.Print(buf.HexDecode().GetStringFromUtf8());
    [/csharp]
    [/codeblocks]
ga: Díchódaíonn sé téad heicsidheachúil mar [PackedByteArray].
    [codeblocks]
    [gdscript]
    var text = "Dia duit ar domhan"
    var ionchódaithe = text.to_utf8_buffer().hex_encode() # aschur "68656c6c6f20776f726c64"
    priontáil(buf.hex_decode().get_string_from_utf8())
    [/gdscript]
    [csharp]
    var text = "hello world";
    var ionchódaithe = text.ToUtf8Buffer().HexEncode(); // aschuir "68656c6c6f20776f726c64"
    GD.Print(buf.HexDecode().GetStringFromUtf8());
    [/csharp]
    [/codeblocks]

en: Converts the string representing a hexadecimal number into an [int]. The string may be optionally prefixed with [code]"0x"[/code], and an additional [code]-[/code] prefix for negative numbers.
    [codeblocks]
    [gdscript]
    print("0xff".hex_to_int()) # Prints 255
    print("ab".hex_to_int())   # Prints 171
    [/gdscript]
    [csharp]
    GD.Print("0xff".HexToInt()); // Prints 255
    GD.Print("ab".HexToInt());   // Prints 171
    [/csharp]
    [/codeblocks]
ga: Tiontaíonn sé an téad a léiríonn uimhir heicsidheachúil ina [int]. Is féidir an teaghrán a réamhshocrú go roghnach le [code]"0x"[/code], agus réimír [code] -[/code] breise d'uimhreacha diúltacha.
    [codeblocks]
    [gdscript]
    print("0xff".hex_to_int()) # Priontála 255
    print("ab".hex_to_int()) # Priontála 171
    [/gdscript]
    [csharp]
    GD.Print("0xff".HexToInt()); // Priontaí 255
    GD.Print ("ab".HexToInt());   // Priontaí 171
    [/csharp]
    [/codeblocks]

en: Converts [param size] which represents a number of bytes into a human-readable form.
    The result is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], which may end in either [code]"B"[/code], [code]"KiB"[/code], [code]"MiB"[/code], [code]"GiB"[/code], [code]"TiB"[/code], [code]"PiB"[/code], or [code]"EiB"[/code].
ga: Tiontaíonn sé [méid param] a sheasann do roinnt beart go foirm inléite ag an duine.
    Tá an toradh i [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]Formáid réimír IEC[/url], a d'fhéadfadh críochnú i gceachtar den dá [code]"B"[/code], [code] "KiB"[/code], [code]"MiB"[/code], [code]"GiB"[/code], [code]"TiB"[/code], [code]"PiB"[/code], nó [code]"EiB"[/code].

en: Indents every line of the string with the given [param prefix]. Empty lines are not indented. See also [method dedent] to remove indentation.
    For example, the string can be indented with two tabulations using [code]"\t\t"[/code], or four spaces using [code]"    "[/code].
ga: Feannadh gach líne den téad leis an [paraimín réimír] a thugtar. Níl línte folamh eangaithe. Féach freisin [method díent] chun eangú a bhaint.
    Mar shampla, is féidir an teaghrán a eangú le dhá tháblú ag baint úsáide as [code]"\t\t" [/code], nó ceithre spás ag baint úsáide as [code] "" [/code].

en: Inserts [param what] at the given [param position] in the string.
ga: Ionsáigh [param what] ag an [suíomh param] a thugtar sa téad.

en: Returns [code]true[/code] if the string is a path to a file or directory, and its starting point is explicitly defined. This method is the opposite of [method is_relative_path].
    This includes all paths starting with [code]"res://"[/code], [code]"user://"[/code], [code]"C:\"[/code], [code]"/"[/code], etc.
ga: Filleann sé [code]true[/code] más cosán chuig comhad nó eolaire í an teaghrán, agus go bhfuil a pointe tosaigh sainithe go sainráite. Is é an modh seo a mhalairt de [method is_relative_path].
    Áirítear leis seo gach cosán ag tosú le [code]"res://"[/code], [code]"user://"[/code], [code]"C:\"[/code], [code] "/"[/code], etc.

en: Returns [code]true[/code] if the string's length is [code]0[/code] ([code]""[/code]). See also [method length].
ga: Filleann sé [code]true[/code] más é fad na teaghrán ná [code]0[/code] ([code]""[/code]). Féach freisin [fad modha].

en: Returns [code]true[/code] if the string is a path, and its starting point is dependent on context. The path could begin from the current directory, or the current [Node] (if the string is derived from a [NodePath]), and may sometimes be prefixed with [code]"./"[/code]. This method is the opposite of [method is_absolute_path].
ga: Filleann [code]true[/code] más cosán í an téad, agus má tá a pointe tosaigh ag brath ar chomhthéacs. D'fhéadfadh an cosán tosú ón eolaire reatha, nó ón [Nóid] reatha (má tá an teaghrán díorthaithe ó [NodePath]), agus uaireanta féadfar é a réamhshocrú le [code]"./"[/code]. Is é an modh seo a mhalairt de [method is_absolute_path].

en: Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order.
    [codeblock]
    var text = "Wow, incredible!"
    
    print("inedible".is_subsequence_of(text)) # Prints true
    print("Word!".is_subsequence_of(text))    # Prints true
    print("Window".is_subsequence_of(text))   # Prints false
    print("".is_subsequence_of(text))         # Prints true
    [/codeblock]
ga: Filleann sé [code]true[/code] más féidir gach carachtar den teaghrán seo a fháil i [param text] ina n-ord bunaidh.
    [codeblock]
    var text = "Wow, dochreidte!"
    
    print("do-ite". is_subsequence_of(text)) # Priontála fíor
    print("Focal!".is_subsequence_of(text)) # Priontála fíor
    print("Fuinneog".is_subsequence_of(text)) # Priontála bréagach
    print("".is_subsequence_of(text)) # Priontála fíor
    [/codeblock]

en: Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order, [b]ignoring case[/b].
ga: Filleann sé [code]true[/code] más féidir gach carachtar den teaghrán seo a fháil i [param text] ina n-ord bunaidh, [b]gan aird ar chás[/b].

en: Returns [code]true[/code] if this string does not contain characters that are not allowed in file names ([code]:[/code] [code]/[/code] [code]\[/code] [code]?[/code] [code]*[/code] [code]"[/code] [code]|[/code] [code]%[/code] [code]<[/code] [code]>[/code]).
ga: Filleann sé [code]true[/code] mura bhfuil carachtair sa teaghrán seo nach bhfuil ceadaithe in ainmneacha comhaid ([code]:[/code] [code]/[/code] [code] \[/code] [code] ]?[/code] [code]*[/code] [code]"[/code] [code] |[/code] [code]%[/code] [code] </[/code] [code]> [/code]).

en: Returns [code]true[/code] if this string represents a valid floating-point number. A valid float may contain only digits, one decimal point ([code].[/code]), and the exponent letter ([code]e[/code]). It may also be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid integer is also a valid float (see [method is_valid_int]). See also [method to_float].
    [codeblock]
    print("1.7".is_valid_float())   # Prints true
    print("24".is_valid_float())    # Prints true
    print("7e3".is_valid_float())   # Prints true
    print("Hello".is_valid_float()) # Prints false
    [/codeblock]
ga: Filleann sé [code]true[/code] más ionann an teaghrán seo agus uimhir snámhphointe bhailí. Ní fhéadfaidh ach digití, pointe deachúil amháin ([code].[/code]), agus an litir easpónantúil ([code]e[/code]) a bheith i snámhán bailí. Is féidir comhartha dearfach ([code]+[/code]) nó diúltach ([code]-[/code]) a chur air freisin. Is snámhán bailí é aon slánuimhir bhailí freisin (féach [method is_valid_int]). Féach freisin [method to_float].
    [codeblock]
    print("1.7".is_valid_float()) # Priontála fíor
    print("24".is_valid_float()) # Priontála fíor
    print("7e3".is_valid_float()) # Priontála fíor
    print("Dia duit".is_valid_float()) # Priontála bréagach
    [/codeblock]

en: Returns [code]true[/code] if this string is a valid hexadecimal number. A valid hexadecimal number only contains digits or letters [code]A[/code] to [code]F[/code] (either uppercase or lowercase), and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign.
    If [param with_prefix] is [code]true[/code], the hexadecimal number needs to prefixed by [code]"0x"[/code] to be considered valid.
    [codeblock]
    print("A08E".is_valid_hex_number())    # Prints true
    print("-AbCdEf".is_valid_hex_number()) # Prints true
    print("2.5".is_valid_hex_number())     # Prints false
    
    print("0xDEADC0DE".is_valid_hex_number(true)) # Prints true
    [/codeblock]
ga: Filleann sé [code]true[/code] más uimhir heicsidheachúil bhailí í an teaghrán seo. Níl in uimhir heicsidheachúil bhailí ach digití nó litreacha [code]A[/code] go [code]F[/code] (cás uachtair nó cás íochtair), agus is féidir deimhneach ([code]+[/code]) a chur ar an réimír í. nó comhartha diúltach ([code]-[/code]).
    Má tá [param with_prefix] [code]true[/code], ní mór an uimhir heicsidheachúil a réamhshocrú le [code]"0x"[/code] chun go measfar í a bheith bailí.
    [codeblock]
    print("A08E".is_valid_hex_number()) # Priontála fíor
    print("-AbCdEf".is_valid_hex_number()) # Priontála fíor
    print("2.5".is_valid_hex_number()) # Priontála bréagach
    
    print("0xDEADC0DE".is_valid_hex_number(fíor)) # Priontála fíor
    [/codeblock]

en: Returns [code]true[/code] if this string is a valid color in hexadecimal HTML notation. The string must be a hexadecimal value (see [method is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). Other HTML notations for colors, such as names or [code]hsl()[/code], are not considered valid. See also [method Color.html].
ga: Filleann sé [code]true[/code] más dath bailí é an téad seo i nodaireacht heicsidheachúil HTML. Ní mór luach heicsidheachúil a bheith sa teaghrán (féach [method is_valid_hex_number]) de cheachtar 3, 4, 6 nó 8 ndigit, agus féadfar í a réamhshocrú le comhartha hais ([code]#[/code]). Ní mheastar go bhfuil nodaireacht HTML eile le haghaidh dathanna, mar ainmneacha nó [code]hsl()[/code] bailí, bailí. Féach freisin [method Color.html].

en: Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]), and the first character may not be a digit.
    [codeblock]
    print("node_2d".is_valid_identifier())    # Prints true
    print("TYPE_FLOAT".is_valid_identifier()) # Prints true
    print("1st_method".is_valid_identifier()) # Prints false
    print("MyMethod#2".is_valid_identifier()) # Prints false
    [/codeblock]
ga: Filleann sé [code]true[/code] más aitheantóir bailí an teaghrán seo. Ní fhéadfaidh ach litreacha, digití agus béim ([code]_[/code]) a bheith in aitheantóir bailí, agus b’fhéidir nach digit atá sa chéad charachtar.
    [codeblock]
    print("node_2d".is_valid_identifier()) # Priontála fíor
    print("TYPE_FLOAT".is_valid_identifier()) # Priontála fíor
    print("1st_method".is_valid_identifier()) # Priontála bréagach
    print("MyMethod#2".is_valid_identifier()) # Priontála bréagach
    [/codeblock]

en: Returns [code]true[/code] if this string represents a valid integer. A valid integer only contains digits, and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. See also [method to_int].
    [codeblock]
    print("7".is_valid_int())    # Prints true
    print("1.65".is_valid_int()) # Prints false
    print("Hi".is_valid_int())   # Prints false
    print("+3".is_valid_int())   # Prints true
    print("-12".is_valid_int())  # Prints true
    [/codeblock]
ga: Filleann sé [code]true[/code] más ionann an teaghrán seo agus slánuimhir bhailí. Níl ach digití i slánuimhir bhailí, agus féadfar comhartha dearfach ([code]+[/code]) nó comhartha diúltach ([code]-[/code]) a chur air. Féach freisin [method to_int].
    [codeblock]
    print("7".is_valid_int()) # Priontála fíor
    print("1.65".is_valid_int()) # Priontála bréagach
    print("Hi".is_valid_int()) # Priontála bréagach
    print("+3".is_valid_int()) # Priontála fíor
    print("-12".is_valid_int()) # Priontála fíor
    [/codeblock]

en: Returns [code]true[/code] if this string represents a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]"0.0.0.0"[/code] and [code]"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff"[/code] as valid.
ga: Filleann sé [code]true[/code] más ionann an teaghrán seo agus seoladh IPv4 nó IPv6 dea-fhormáidithe. Féachann an modh seo ar [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]seoltaí IP in áirithe[/url] amhail [code]"0.0.0.0"[/code] agus [code]"ffff:ffff: ffff:ffff:ffff:ffff:ffff:ffff"[/code] mar bhailí.

en: Returns a copy of the string with special characters escaped using the JSON standard. Because it closely matches the C standard, it is possible to use [method c_unescape] to unescape the string, if necessary.
ga: Filleann sé seo cóip den teaghrán le carachtair speisialta a éalaigh trí úsáid a bhaint as an gcaighdeán JSON. Toisc go dtagann sé go dlúth le caighdeán C, is féidir [method c_unescape] a úsáid chun an teaghrán a dhí-éalú, más gá.

en: Returns the first [param length] characters from the beginning of the string. If [param length] is negative, strips the last [param length] characters from the string's end.
    [codeblock]
    print("Hello World!".left(3))  # Prints "Hel"
    print("Hello World!".left(-4)) # Prints "Hello Wo"
    [/codeblock]
ga: Filleann sé na chéad [param fad] carachtair ó thús na téad. Má tá [fad param] diúltach, scrios na carachtair dheireanacha [param] ó fhoirceann na téad.
    [codeblock]
    print("Hello World!".left(3)) # Priontála "Hel"
    print("Hello World!".left(-4)) # Priontála "Hello Wo"
    [/codeblock]

en: Returns the number of characters in the string. Empty strings ([code]""[/code]) always return [code]0[/code]. See also [method is_empty].
ga: Filleann sé líon na gcarachtar sa teaghrán. Filleann teaghráin fholmha ([code] ""[/code]) [code]0[/code] i gcónaí. Féach freisin [method is_empty].

en: Formats the string to be at least [param min_length] long by adding [param character]s to the left of the string, if necessary. See also [method rpad].
ga: Formáidigh an teaghrán go mbeidh sé ar a laghad [param min_length] ar fad trí [charachtar param]anna a chur leis ar thaobh na láimhe clé den téad, más gá. Féach freisin [method rpad].

en: Removes a set of characters defined in [param chars] from the string's beginning. See also [method rstrip].
    [b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to remove a single prefix, rather than a set of characters.
ga: Baineann sé seo sraith de charachtair atá sainmhínithe i [para chars] ó thús na teaghrán. Féach freisin [method rstrip].
    [b]Nóta:[/b] ní réimír é [paramchars]. Úsáid [method trim_prefix] chun réimír amháin a bhaint, seachas tacar carachtar.

en: Does a simple expression match (also called "glob" or "globbing"), where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
ga: An meaitseálann slonn simplí (ar a dtugtar "glob" nó "globbing" freisin), nuair a mheaitseálann [code]*[/code] náid carachtar treallach nó níos mó agus [code]?[/code] mar aon le carachtar amháin seachas tréimhse ([code].[/code]). Déanann teaghrán folamh nó slonn folamh meastóireacht i gcónaí go [code]false[/code].

en: Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
ga: An meaitseálann slonn simplí [b]cás-íogair[/b], áit a mheaitseálann [code]*[/code] náid carachtar treallach nó níos mó agus an meaitseálann [code]?[/code] aon charachtar amháin seachas tréimhse ([code].[/code]). Déanann teaghrán folamh nó slonn folamh meastóireacht i gcónaí go [code]false[/code].

en: Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as a [PackedByteArray].
ga: Seoltar ar ais an [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] den téad mar [PackedByteArray].

en: Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as another [String].
ga: Seoltar ar ais an [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] den téad mar [Teaghrán] eile.

en: Performs a [b]case-sensitive[/b], [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order.
    When used for sorting, natural order comparison orders sequences of numbers by the combined value of each digit as is often expected, instead of the single digit's value. A sorted sequence of numbered strings will be [code]["1", "2", "3", ...][/code], not [code]["1", "10", "2", "3", ...][/code].
    With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
    To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method naturalnocasecmp_to], [method filecasecmp_to], and [method nocasecmp_to].
ga: Déanann sé comparáid [b] cás-íogair[/b], [i]ord nádúrtha[/i] le téad eile. Filleann sé [code]-1[/code] más lú é ná, [code]1[/code] más mó é, nó [code]0[/code] más comhionann é. Cinntear "níos lú ná" nó "níos mó ná" ag [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]pointí cóid Unicode[/url] de gach teaghrán, a mheaitseálann go garbh leis an ord aibítre.
    Nuair a úsáidtear é le haghaidh sórtála, ordaíonn comparáid ord nádúrtha seichimh uimhreacha de réir luach comhcheangailte gach digite mar a bheifí ag súil leis go minic, in ionad luach na digite singil. Is é a bheidh i seicheamh sórtáilte teaghráin uimhrithe ná [code]["1", "2", "3", ...][/code], ní [code]["1", "10", "2", "3", ...][/code].
    Le faid teaghrán éagsúla, filleann [code]1[/code] má tá an teaghrán seo níos faide ná an téad [param go], nó [code]-1[/code] más giorra. Tabhair faoi deara gurb é [i]i gcónaí[/i] [code]0[/code] fad teaghráin fholmha.
    Chun toradh [bool] a fháil ó chomparáid teaghrán, úsáid an t-oibreoir [code]==[/code] ina ionad sin. Féach freisin [method naturalnocasecmp_to], [method filecasecmp_to], agus [method nocasecmp_to].

en: Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison.
    When used for sorting, natural order comparison orders sequences of numbers by the combined value of each digit as is often expected, instead of the single digit's value. A sorted sequence of numbered strings will be [code]["1", "2", "3", ...][/code], not [code]["1", "10", "2", "3", ...][/code].
    With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
    To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method naturalcasecmp_to], [method filenocasecmp_to], and [method casecmp_to].
ga: Déanann sé comparáid [b] cás-íogair[/b], [i]ord nádúrtha[/i] le téad eile. Filleann sé [code]-1[/code] más lú é ná, [code]1[/code] más mó é, nó [code]0[/code] más comhionann é. Cinntear "níos lú ná" nó "níos mó ná" ag [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]pointí cóid Unicode[/url] de gach teaghrán, a mheaitseálann go garbh leis an ord aibítre. Go hinmheánach, tiontaítear carachtair chás íochtair go cás uachtair don chomparáid.
    Nuair a úsáidtear é le haghaidh sórtála, ordaíonn comparáid ord nádúrtha seichimh uimhreacha de réir luach comhcheangailte gach digite mar a bheifí ag súil leis go minic, in ionad luach na digite singil. Is é a bheidh i seicheamh sórtáilte teaghráin uimhrithe ná [code]["1", "2", "3", ...][/code], ní [code]["1", "10", "2", "3", ...][/code].
    Le faid teaghrán éagsúla, filleann [code]1[/code] má tá an teaghrán seo níos faide ná an téad [param go], nó [code]-1[/code] más giorra. Tabhair faoi deara gurb é [i]i gcónaí[/i] [code]0[/code] fad teaghráin fholmha.
    Chun toradh [bool] a fháil ó chomparáid teaghrán, úsáid an t-oibreoir [code]==[/code] ina ionad sin. Féach freisin [method naturalcasecmp_to], [method filenocasecmp_to], agus [method casecmp_to].

en: Performs a [b]case-insensitive[/b] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison.
    With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
    To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to], [method filenocasecmp_to], and [method naturalnocasecmp_to].
ga: Déanann sé comparáid [b] cás-íogair[/b] le téad eile. Filleann sé [code]-1[/code] más lú é ná, [code]1[/code] más mó é, nó [code]0[/code] más comhionann é. Cinntear "níos lú ná" nó "níos mó ná" ag [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]pointí cóid Unicode[/url] de gach teaghrán, a mheaitseálann go garbh leis an ord aibítre. Go hinmheánach, tiontaítear carachtair chás íochtair go cás uachtair don chomparáid.
    Le faid teaghrán éagsúla, filleann [code]1[/code] má tá an teaghrán seo níos faide ná an téad [param go], nó [code]-1[/code] más giorra. Tabhair faoi deara gurb é [i]i gcónaí[/i] [code]0[/code] fad teaghráin fholmha.
    Chun toradh [bool] a fháil ó chomparáid teaghrán, úsáid an t-oibreoir [code]==[/code] ina ionad sin. Féach freisin [method casecmp_to], [method filenocasecmp_to], agus [method naturalnocasecmp_to].

en: Converts the given [param number] to a string representation, with the given [param base].
    By default, [param base] is set to decimal ([code]10[/code]). Other common bases in programming include binary ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/code]).
    If [param capitalize_hex] is [code]true[/code], digits higher than 9 are represented in uppercase.
ga: Tiontaíonn sé an [paramuimhir] tugtha ina léiriú teaghrán, leis an [bun param] a thugtar.
    De réir réamhshocraithe, socraítear [bun param] go deachúil ([code]10[/code]). I measc na mbonn coitianta eile sa ríomhchlárú tá dénártha ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]) , heicsidheachúlach ([code]16[/code]).
    Má tá [param capitalize_hex] [code]true[/code], léirítear digití níos airde ná 9 sa chás uachtair.

en: Converts the given [param number] to a string representation, in scientific notation.
    [codeblocks]
    [gdscript]
    var n = -5.2e8
    print(n)                        # Prints -520000000
    print(String.num_scientific(n)) # Prints -5.2e+08
    [/gdscript]
    [csharp]
    // This method is not implemented in C#.
    // Use `string.ToString()` with "e" to achieve similar results.
    var n = -5.2e8f;
    GD.Print(n);                // Prints -520000000
    GD.Print(n.ToString("e1")); // Prints -5.2e+008
    [/csharp]
    [/codeblocks]
    [b]Note:[/b] In C#, this method is not implemented. To achieve similar results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-strings]Standard numeric format strings[/url]
ga: Tiontaíonn sé an [paramuimhir] tugtha ina léiriú teaghrán, i nodaireacht eolaíoch.
    [codeblocks]
    [gdscript]
    var n = -5.2e8
    priontáil(n) # Priontaí -520000000
    print(String.num_scientific(n)) # Priontaí -5.2e+08
    [/gdscript]
    [csharp]
    // Níl an modh seo i bhfeidhm in C#.
    // Úsáid `string.ToString()` le "e" chun torthaí cosúla a bhaint amach.
    var n = -5.2e8f;
    GD.Print(n);                // Priontaí -520000000
    GD.Print(n.ToString("e1")); // Priontaí -5.2e+008
    [/csharp]
    [/codeblocks]
    [b]Nóta:[/b] In C#, níl an modh seo curtha i bhfeidhm. Chun torthaí comhchosúla a bhaint amach, féach ar C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-strings]Teaghráin de bhformáid uimhriúil chaighdeánach[/url]

en: Converts the given unsigned [int] to a string representation, with the given [param base].
    By default, [param base] is set to decimal ([code]10[/code]). Other common bases in programming include binary ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/code]).
    If [param capitalize_hex] is [code]true[/code], digits higher than 9 are represented in uppercase.
ga: Tiontaíonn sé an [int] gan síniú a tugadh ina léiriú teaghrán, leis an [bun param] a thugtar.
    De réir réamhshocraithe, socraítear [bun param] go deachúil ([code]10[/code]). I measc na mbonn coitianta eile sa ríomhchlárú tá dénártha ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]) , heicsidheachúlach ([code]16[/code]).
    Má tá [param capitalize_hex] [code]true[/code], léirítear digití níos airde ná 9 sa chás uachtair.

en: Formats the string representing a number to have an exact number of [param digits] [i]after[/i] the decimal point.
ga: Formáidtear an teaghrán a sheasann d’uimhir chun go mbeidh uimhir bheacht [para digit] [i]i ndiaidh[/i] aici ar an bpointe deachúil.

en: Formats the string representing a number to have an exact number of [param digits] [i]before[/i] the decimal point.
ga: Formáidítear an teaghrán a sheasann d’uimhir ionas go mbeidh uimhir bheacht [para digit] [i]roimh an phointe deachúil[/i] aici.

en: Concatenates [param file] at the end of the string as a subpath, adding [code]/[/code] if necessary.
    [b]Example:[/b] [code]"this/is".path_join("path") == "this/is/path"[/code].
ga: Comhdhlúthaíonn [comhad param] ag deireadh na sreinge mar fhobhealach, ag cur [code]/[/code] leis más gá.
    [b]Sampla:[/b] [code]"this/is".path_join("conair") == "seo/is/cosán"[/code].

en: Repeats this string a number of times. [param count] needs to be greater than [code]0[/code]. Otherwise, returns an empty string.
ga: Athdhéantar seo roinnt uaireanta. Ní mór [code]0[/code] a bheith níos mó ná [code]. Seachas sin, filleann teaghrán folamh.

en: Replaces all occurrences of [param what] inside the string with the given [param forwhat].
ga: Cuirtear an [param forwhat] a thugtar in ionad gach teagmhas de [param what] taobh istigh den téad.

en: Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the string with the given [param forwhat].
ga: Cuirtear an [param forwhat] a thugtar in ionad gach teagmhas [b]cás-íogair[/b] de [param what] taobh istigh den téad.

en: Returns the copy of this string in reverse order. This operation works on unicode codepoints, rather than sequences of codepoints, and may break things like compound letters or emojis.
ga: Filleann sé cóip den teaghrán seo in ord droim ar ais. Oibríonn an oibríocht seo ar chódphointí aonchóid, seachas ar sheichimh de chódphointí, agus d'fhéadfadh sé rudaí mar litreacha cumaisc nó emojis a bhriseadh.

en: Returns the index of the [b]last[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method find].
ga: Seoltar ar ais innéacs an [b]deireanaí[/b] de [param what] sa teaghrán seo, nó [code]-1[/code] mura bhfuil ceann ar bith ann. Is féidir tús an chuardaigh a shonrú le [param ó], ag leanúint ar aghaidh go dtí tús na teaghrán. Is é an modh seo a mhalairt de [method a fháil].

en: Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method findn].
ga: Filleann sé seo innéacs an [b]deireanaí[/b] [b] cás-íogair[/b] a tharla de [param what] sa teaghrán seo, nó [code]-1[/code] mura bhfuil ceann ar bith ann. Is féidir an t-innéacs cuardaigh tosaigh a shonrú le [param ó], ag leanúint ar aghaidh go dtí tús na teaghrán. Is é an modh seo a mhalairt de [method aimsithe].

en: Returns the last [param length] characters from the end of the string. If [param length] is negative, strips the first [param length] characters from the string's beginning.
    [codeblock]
    print("Hello World!".right(3))  # Prints "ld!"
    print("Hello World!".right(-4)) # Prints "o World!"
    [/codeblock]
ga: Filleann sé na carachtair deiridh [param] ó dheireadh na téad. Má tá [fad param] diúltach, scrios na chéad charachtair [param] ó thús na téad.
    [codeblock]
    print("Hello World!".right(3)) # Priontála "ld!"
    print("Dia duit a Dhomhan!".right(-4)) # Priontála "o Dhomhanda!"
    [/codeblock]

en: Formats the string to be at least [param min_length] long, by adding [param character]s to the right of the string, if necessary. See also [method lpad].
ga: Formáidigh an téad go mbeidh sé ar a laghad [param min_length], trí [charachtar param]anna a chur leis ar dheis na téad, más gá. Féach freisin [method lpad].

en: Removes a set of characters defined in [param chars] from the string's end. See also [method lstrip].
    [b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to remove a single suffix, rather than a set of characters.
ga: Baineann sé seo sraith de charachtair atá sainmhínithe i [parachars] ó dheireadh na teaghrán. Féach freisin [method lstrip].
    [b]Nóta:[/b] ní iarmhír é [paramchars]. Úsáid [method trim_suffix] chun iarmhír amháin a bhaint, seachas tacar carachtar.

en: Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as a [PackedByteArray].
ga: Seoltar ar ais hash na teaghrán [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] mar [PackedByteArray].

en: Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as another [String].
ga: Seoltar ar ais an hais [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] na téad mar [Teaghrán] eile.

en: Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as a [PackedByteArray].
ga: Seoltar ar ais hash na teaghrán [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] mar [PackedByteArray].

en: Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as another [String].
ga: Filleann sé [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash na téad mar [Teaghrán] eile.

en: If the string is a valid file path, converts the string into a canonical path. This is the shortest possible path, without [code]"./"[/code], and all the unnecessary [code]".."[/code] and [code]"/"[/code].
    [codeblock]
    var simple_path = "./path/to///../file".simplify_path()
    print(simple_path) # Prints "path/file"
    [/codeblock]
ga: Más cosán comhaid bhailí í an teaghrán, tiontaítear an teaghrán ina cosán canónach. Is é seo an cosán is giorra is féidir, gan [code]"./"[/code], agus gach [code]" gan ghá."[/code] agus [code]"/"[/code].
    [codeblock]
    var simple_path = "./path/to///../file".simplify_path()
    print(simplí_path) # Priontálann "conair/comhad"
    [/codeblock]

en: Splits the string into floats by using a [param delimiter] and returns a [PackedFloat64Array].
    If [param allow_empty] is [code]false[/code], empty or invalid [float] conversions between adjacent delimiters are excluded.
    [codeblock]
    var a = "1,2,4.5".split_floats(",")         # a is [1.0, 2.0, 4.5]
    var c = "1| ||4.5".split_floats("|")        # c is [1.0, 0.0, 0.0, 4.5]
    var b = "1| ||4.5".split_floats("|", false) # b is [1.0, 4.5]
    [/codeblock]
ga: Scoiltear an téad ina snámháin trí úsáid a bhaint as [teorannóir param] agus cuireann sé [PackedFloat64Array] ar ais.
    Má tá [param allow_empty] [code]false[/code], tiontaithe [snámhphointe] folamh nó neamhbhailí idir teorainneacha cóngaracha eisiata.
    [codeblock]
    var a = "1,2,4.5".split_floats(",") # a is [1.0, 2.0, 4.5]
    var c = "1| ||4.5".split_floats("|") # c é [1.0, 0.0, 0.0, 4.5]
    var b = "1| ||4.5".split_floats("|", bréagach) # b is [1.0, 4.5]
    [/codeblock]

en: Strips all non-printable characters from the beginning and the end of the string. These include spaces, tabulations ([code]\t[/code]), and newlines ([code]\n[/code] [code]\r[/code]).
    If [param left] is [code]false[/code], ignores the string's beginning. Likewise, if [param right] is [code]false[/code], ignores the string's end.
ga: Stiallacha gach carachtar neamhphriontáilte ó thús agus deireadh na sreinge. Áirítear leo seo spásanna, táblaí ([code]\t[/code]), agus línte nua ([code]\n[/code] [code]\r[/code]).
    Má tá [param ar chlé] [code]false[/code], neamhaird ar thús na téad. Mar an gcéanna, má tá [param ar dheis] [code]false[/code], neamhaird ar fhoirceann na teaghrán.

en: Strips all escape characters from the string. These include all non-printable control characters of the first page of the ASCII table (values from 0 to 31), such as tabulation ([code]\t[/code]) and newline ([code]\n[/code], [code]\r[/code]) characters, but [i]not[/i] spaces.
ga: Stiallacha gach carachtar éalú ón téad. Áiríonn siad seo gach carachtar rialaithe neamhphriontáilte ar an gcéad leathanach den tábla ASCII (luachanna ó 0 go 31), amhail táblú ([code]\t[/code]) agus líne nua ([code]\n[/code] , [code]\r[/code]) carachtair, ach [i]ní[/i] spásanna.

en: Returns part of the string from the position [param from] with length [param len]. If [param len] is [code]-1[/code] (as by default), returns the rest of the string starting from the given position.
ga: Filleann sé cuid den téad ón suíomh [param ó] le fad [param len]. Más é [param len] [code] -1[/code] (mar de réir réamhshocraithe), filleann sé an chuid eile den téad ag tosú ón suíomh tugtha.

en: Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than [method to_utf8_buffer], but replaces all unsupported characters with spaces. This is the inverse of [method PackedByteArray.get_string_from_ascii].
ga: Tiontaíonn sé an teaghrán go [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 ionchódaithe [PackedByteArray]. Tá an modh seo beagán níos tapúla ná [method to_utf8_buffer], ach cuirtear spásanna in ionad gach carachtar nach dtacaítear leo. Is é seo an inbhéartach de [method PackedByteArray.get_string_from_ascii].

en: Returns the string converted to [code]camelCase[/code].
ga: Filleann sé an teaghrán a tiontaíodh go [code]camelCase[/code].

en: Converts the string representing a decimal number into a [float]. This method stops on the first non-number character, except the first decimal point ([code].[/code]) and the exponent letter ([code]e[/code]). See also [method is_valid_float].
    [codeblock]
    var a = "12.35".to_float()  # a is 12.35
    var b = "1.2.3".to_float()  # b is 1.2
    var c = "12xy3".to_float()  # c is 12.0
    var d = "1e3".to_float()    # d is 1000.0
    var e = "Hello!".to_float() # e is 0.0
    [/codeblock]
ga: Tiontaíonn sé an téad a ionadaíonn d'uimhir dheachúil ina [snámhphointe]. Stopann an modh seo ar an gcéad charachtar gan uimhir, ach amháin an chéad phointe deachúil ([code].[/code]) agus an litir easpónantúil ([code]e[/code]). Féach freisin [method is_valid_float].
    [codeblock]
    var a = "12.35".to_float() Is é # a 12.35
    var b = "1.2.3".to_float() Is é # b 1.2
    var c = "12xy3".to_float() Is é # c 12.0
    var d = "1e3".to_float() Is é # d 1000.0
    var e = "Dia duit!".to_float() Is é 0.0 # e
    [/codeblock]

en: Converts the string representing an integer number into an [int]. This method removes any non-number character and stops at the first decimal point ([code].[/code]). See also [method is_valid_int].
    [codeblock]
    var a = "123".to_int()    # a is 123
    var b = "x1y2z3".to_int() # b is 123
    var c = "-1.2.3".to_int() # c is -1
    var d = "Hello!".to_int() # d is 0
    [/codeblock]
ga: Tiontaíonn sé an téad a léiríonn uimhir slánuimhir ina [int]. Baineann an modh seo aon charachtar gan uimhir agus stopann sé ag an gcéad phointe deachúil ([code].[/code]). Féach freisin [method is_valid_int].
    [codeblock]
    var a = "123".to_int() tá # a 123
    var b = "x1y2z3".to_int() Is é 123 # b
    var c = "-1.2.3".to_int() # c is -1
    var d = "Dia duit!".to_int() # d é 0
    [/codeblock]

en: Returns the string converted to [code]lowercase[/code].
ga: Filleann sé an teaghrán a tiontaíodh go [code]cás íseal[/code].

en: Returns the string converted to [code]PascalCase[/code].
ga: Filleann sé an teaghrán a tiontaíodh go [code]PascalCase[/code].

en: Returns the string converted to [code]snake_case[/code].
    [b]Note:[/b] Numbers followed by a [i]single[/i] letter are not separated in the conversion to keep some words (such as "2D") together.
    [codeblocks]
    [gdscript]
    "Node2D".to_snake_case()               # Returns "node_2d"
    "2nd place".to_snake_case()            # Returns "2_nd_place"
    "Texture3DAssetFolder".to_snake_case() # Returns "texture_3d_asset_folder"
    [/gdscript]
    [csharp]
    "Node2D".ToSnakeCase();               // Returns "node_2d"
    "2nd place".ToSnakeCase();            // Returns "2_nd_place"
    "Texture3DAssetFolder".ToSnakeCase(); // Returns "texture_3d_asset_folder"
    [/csharp]
    [/codeblocks]
ga: Filleann sé an teaghrán a tiontaíodh go [code]nathair_cás[/code].
    [b]Nóta:[/b] Níl uimhreacha ina dhiaidh [i]litir shingil[/i] scartha sa chomhshó chun roinnt focal (amhail “2D”) a choinneáil le chéile.
    [codeblocks]
    [gdscript]
    "Node2D".to_snake_case() # Filleann "node_2d"
    "2ú áit".to_snake_case() # Filleann "2_nd_place"
    "Texture3DAssetFolder".to_snake_case() # Fill ar ais "texture_3d_asset_folder"
    [/gdscript]
    [csharp]
    "Node2D".ToSnakeCase();               // Filleann sé "node_2d"
    "2ú áit".ToSnakeCase();            // Filleann sé "2_nd_place"
    "Texture3DAssetFolder".ToSnakeCase(); // Filleann sé "uigeacht_3d_asset_folder"
    [/csharp]
    [/codeblocks]

en: Returns the string converted to [code]UPPERCASE[/code].
ga: Filleann sé an teaghrán a tiontaíodh go [code]UPPERCASE[/code].

en: Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] encoded [PackedByteArray]. This method is slightly slower than [method to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer using this method. This is the inverse of [method PackedByteArray.get_string_from_utf8].
ga: Tiontaíonn sé an teaghrán go [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] ionchódaithe [PackedByteArray]. Tá an modh seo beagán níos moille ná [method to_ascii_buffer], ach tacaíonn sé le gach carachtar UTF-8. I bhformhór na gcásanna, is fearr an modh seo a úsáid. Is é seo an inbhéartach de [method PackedByteArray.get_string_from_utf8].

en: Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/url] encoded [PackedByteArray]. This is the inverse of [method PackedByteArray.get_string_from_utf16].
ga: Tiontaíonn sé an teaghrán go [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/url] ionchódaithe [PackedByteArray]. Is é seo an inbhéartach de [method PackedByteArray.get_string_from_utf16].

en: Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/url] encoded [PackedByteArray]. This is the inverse of [method PackedByteArray.get_string_from_utf32].
ga: Tiontaíonn sé an teaghrán go [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/url] ionchódaithe [PackedByteArray]. Is é seo an inbhéartach de [method PackedByteArray.get_string_from_utf32].

en: Converts the string to a [url=https://en.wikipedia.org/wiki/Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, UTF-32 on other platforms) encoded [PackedByteArray]. This is the inverse of [method PackedByteArray.get_string_from_wchar].
ga: Tiontaíonn sé an teaghrán go [url=https://en.wikipedia.org/wiki/Wide_character]charachtar leathan[/url] ([code]wchar_t[/code], UTF-16 ar Windows, UTF-32 ar ardáin eile ) ionchódaithe [ PackedByteArray]. Is é seo an inbhéartach de [method PackedByteArray.get_string_from_wchar].

en: Removes the given [param prefix] from the start of the string, or returns the string unchanged.
ga: Baintear an [réimír param] a thugtar ó thús na sreinge, nó filleann sé an téad gan athrú.

en: Removes the given [param suffix] from the end of the string, or returns the string unchanged.
ga: Baintear an [iarmhír param] tugtha ó dheireadh na sreinge, nó filleann sé an téad gan athrú.

en: Returns the character code at position [param at].
ga: Filleann sé an cód carachtar ag an ionad [param ag].

en: Decodes the string from its URL-encoded format. This method is meant to properly decode the parameters in a URL when receiving an HTTP request. See also [method uri_encode].
    [codeblocks]
    [gdscript]
    var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Godot Engine:docs"
    [/gdscript]
    [csharp]
    var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Godot Engine:docs"
    [/csharp]
    [/codeblocks]
ga: Díchódaíonn sé an teaghrán óna bhformáid URL-ionchódaithe. Tá an modh seo i gceist chun na paraiméadair i URL a dhíchódú i gceart nuair a fhaightear iarratas HTTP. Féach freisin [method uri_ionchódú].
    [codeblocks]
    [gdscript]
    var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    print(url.uri_decode()) # Priontála "$DOCS_URL/?highlight=Inneall Godot: docs"
    [/gdscript]
    [csharp]
    var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    GD.Print(url.URIDecode()) // Priontálann "$DOCS_URL/?highlight=Inneall Godot: docs"
    [/csharp]
    [/codeblocks]

en: Encodes the string to URL-friendly format. This method is meant to properly encode the parameters in a URL when sending an HTTP request. See also [method uri_decode].
    [codeblocks]
    [gdscript]
    var prefix = "$DOCS_URL/?highlight="
    var url = prefix + "Godot Engine:docs".uri_encode()
    
    print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    [/gdscript]
    [csharp]
    var prefix = "$DOCS_URL/?highlight=";
    var url = prefix + "Godot Engine:docs".URIEncode();
    
    GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    [/csharp]
    [/codeblocks]
ga: Ionchódaíonn sé an teaghrán go formáid URL-chairdiúil. Tá an modh seo i gceist chun na paraiméadair i URL a ionchódú i gceart agus iarratas HTTP á sheoladh. Féach freisin [method uri_decode].
    [codeblocks]
    [gdscript]
    var réimír = "$DOCS_URL/?highlight="
    var url = réimír + "Godot Engine: docs".uri_encode()
    
    print(url) # Priontála "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    [/gdscript]
    [csharp]
    var réimír = "$DOCS_URL/?highlight=";
    var url = réimír + "Godot Engine:docs".URIEncode();
    
    GD.Print(url); // Priontaí "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
    [/csharp]
    [/codeblocks]

en: Returns a copy of the string with all characters that are not allowed in [method is_valid_filename] replaced with underscores.
ga: Filleann sé seo cóip den teaghrán le gach carachtar nach bhfuil ceadaithe i [method is_valid_filename] ionad le underscores.

en: Returns a copy of the string with all characters that are not allowed in [member Node.name] ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]) replaced with underscores.
ga: Filleann sé cóip den teaghrán le gach carachtar nach bhfuil ceadaithe i [comhalta Node.name] ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]) a cuireadh in ionad na bhfoinsí.

en: Returns a copy of the string with special characters escaped using the XML standard. If [param escape_quotes] is [code]true[/code], the single quote ([code]'[/code]) and double quote ([code]"[/code]) characters are also escaped.
ga: Filleann sé cóip den teaghrán le carachtair speisialta a d'éalaigh leis an gcaighdeán XML. Má tá [param escape_quotes] [code]true[/code], éalaítear freisin na carachtair athfhriotail aonair ([code]'[/code]) agus an athfhriotail dhúbailte ([code]"[/code]).

en: Returns a copy of the string with escaped characters replaced by their meanings according to the XML standard.
ga: Filleann sé cóip den teaghrán le carachtair éalaigh a chur in ionad a gcuid bríonna de réir an chaighdeáin XML.

en: Returns [code]true[/code] if both strings do not contain the same sequence of characters.
ga: Filleann sé [code]true[/code] mura bhfuil an t-ord céanna carachtar sa dá teaghrán.

en: Returns [code]true[/code] if this [String] is not equivalent to the given [StringName].
ga: Filleann sé [code]true[/code] mura bhfuil an [Teaghrán] seo comhionann leis an [StringName] a thugtar.

en: Formats the [String], replacing the placeholders with one or more parameters. To pass multiple parameters, [param right] needs to be an [Array].
    [codeblock]
    print("I caught %d fishes!" % 2) # Prints "I caught 2 fishes!"
    
    var my_message = "Travelling to %s, at %2.2f km/h."
    var location = "Deep Valley"
    var speed = 40.3485
    print(my_message % [location, speed]) # Prints "Travelling to Deep Valley, at 40.35 km/h."
    [/codeblock]
    For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format strings[/url] tutorial.
    [b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/interpolated]how to interpolate strings with "$"[/url].
ga: Formáidí an [Teaghrán], ag cur paraiméadair amháin nó níos mó in ionad na sealbhóirí áite. Chun paraiméadair iolracha a shárú, ní mór [param ar dheis] a bheith ina [Eagar].
    [codeblock]
    print("Ghlac mé %d iasc!" % 2) # Priontála "Rug mé 2 iasc!"
    
    var my_message = "Ag taisteal go %s, ag %2.2f km/u."
    var location = "Deep Valley"
    luas var = 40.3485
    print(my_message % [suíomh, luas]) # Priontála "Ag taisteal go Deep Valley, ag 40.35 km/u."
    [/codeblock]
    Le haghaidh tuilleadh faisnéise, féach ar an [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]Teaghráin bhformáid GDScript[/url] teagaisc.
    [b]Nóta:[/b] In C#, níl an t-oibreoir seo ar fáil. Ina áit sin, féach ar [url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/interpolated]conas teaghráin a idirshuí le "$"[/url].

en: Appends [param right] at the end of this [String], also known as a string concatenation.
ga: Cuireann [param ar dheis] leis ag deireadh an [Teaghrán] seo, ar a dtugtar comhchatún téad freisin.

en: Appends [param right] at the end of this [String], returning a [String]. This is also known as a string concatenation.
ga: Cuireann [param ar dheis] ag deireadh an [Teaghrán] seo, ag filleadh [Teaghrán]. Tugtar comhchatún teaghrán air seo freisin.

en: Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting.
ga: Filleann sé [code]true[/code] má thagann an [Teaghrán] ar chlé roimh [param ar dheis] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url], a mheaitseálann go garbh leis an ord aibítre. Úsáideach le haghaidh sórtáil.

en: Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal.
ga: Filleann sé [code]true[/code] má thagann an [Teaghrán] ar chlé roimh [param ar dheis] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url], a mheaitseálann go garbh leis an ord aibítre, nó más ionann an dá cheann.

en: Returns [code]true[/code] if both strings contain the same sequence of characters.
ga: Filleann sé [code]true[/code] má tá an t-ord céanna carachtar sa dá teaghrán.

en: Returns [code]true[/code] if this [String] is equivalent to the given [StringName].
ga: Filleann sé [code]true[/code] más ionann an [Teaghrán] seo agus an [StringName] a thugtar.

en: Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting.
ga: Filleann sé [code]true[/code] má thagann an [Teaghrán] ar chlé i ndiaidh [param ar dheis] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url], a mheaitseálann go garbh leis an ord aibítre. Úsáideach le haghaidh sórtáil.

en: Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal.
ga: Filleann sé [code]true[/code] má thagann an [Teaghrán] ar chlé i ndiaidh [param ar dheis] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url], a mheaitseálann go garbh leis an ord aibítre, nó más ionann an dá cheann.

en: Returns a new [String] that only contains the character at [param index]. Indices start from [code]0[/code]. If [param index] is greater or equal to [code]0[/code], the character is fetched starting from the beginning of the string. If [param index] is a negative value, it is fetched starting from the end. Accessing a string out-of-bounds will cause a run-time error, pausing the project execution if run from the editor.
ga: Filleann sé [Teaghrán] nua nach bhfuil ann ach an carachtar ag [innéacs param]. Tosaíonn na hinnéacsanna ó [code]0[/code]. Má tá [innéacs param] níos mó nó cothrom le [code]0[/code], faightear an carachtar ag tosú ó thús na sreinge. Más luach diúltach é [innéacs param], faightear é ag tosú ón deireadh. Má fhaigheann tú rochtain ar theaghrán lasmuigh de theorainneacha, cruthófar earráid ama rite, agus cuirfear an tionscadal ar sos má ritheann an t-eagarthóir é.

en: A built-in type for unique strings.
ga: Cineál ionsuite le haghaidh teaghráin uathúla.

en: Constructs an empty [StringName].
ga: Tógtar [StringName] folamh.

en: Constructs a [StringName] as a copy of the given [StringName].
ga: Tógtar [StringName] mar chóip den [StringName] a tugadh.

en: Creates a new [StringName] from the given [String]. In GDScript, [code]StringName("example")[/code] is equivalent to [code]&"example"[/code].
ga: Cruthaíonn [StringName] nua ón [Teaghrán] tugtha. I GDScript, tá [code]StringName ("sampla")[/code] comhionann le [code] & "mar shampla"[/code].

en: Returns [code]true[/code] if this [StringName] is not equivalent to the given [String].
ga: Filleann sé [code]true[/code] mura bhfuil an [StringName] seo comhionann leis an [Teaghrán] tugtha.

en: Returns [code]true[/code] if the [StringName] and [param right] do not refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons.
ga: Filleann sé [code]true[/code] mura dtagraíonn an [StringName] agus [param right] don ainm céanna. Bíonn comparáidí idir [StringName]s i bhfad níos tapúla ná comparáidí rialta [Teaghrán].

en: Formats the [StringName], replacing the placeholders with one or more parameters, returning a [String]. To pass multiple parameters, [param right] needs to be an [Array].
    For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format strings[/url] tutorial.
    [b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/interpolated]how to interpolate strings with "$"[/url].
ga: Formáidítear an [StringName], ag cur paraiméadair amháin nó níos mó in ionad na sealbhóirí áite, ag filleadh [Teaghrán]. Chun paraiméadair iolracha a shárú, ní mór [param ar dheis] a bheith ina [Eagar].
    Le haghaidh tuilleadh faisnéise, féach ar an [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]Teaghráin bhformáid GDScript[/url] teagaisc.
    [b]Nóta:[/b] In C#, níl an t-oibreoir seo ar fáil. Ina áit sin, féach ar [url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/interpolated]conas teaghráin a idirshuí le "$"[/url].

en: Appends [param right] at the end of this [StringName], returning a [String]. This is also known as a string concatenation.
ga: Cuireann [param ar dheis] leis ag deireadh an [StringName] seo, ag filleadh [Teaghrán]. Tugtar comhchatún teaghrán air seo freisin.

en: Returns [code]true[/code] if the left [StringName]'s pointer comes before [param right]. Note that this will not match their [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url].
ga: Filleann sé [code]true[/code] má thagann pointeoir [StringName] ar chlé roimh [param ar dheis]. Tabhair faoi deara nach mbeidh sé seo ag teacht lena [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url].

en: Returns [code]true[/code] if the left [StringName]'s pointer comes before [param right] or if they are the same. Note that this will not match their [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url].
ga: Filleann sé [code]true[/code] má thagann pointeoir [StringName] ar chlé roimh [param ar dheis] nó más mar a chéile iad. Tabhair faoi deara nach mbeidh sé seo ag teacht lena [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url].

en: Returns [code]true[/code] if this [StringName] is equivalent to the given [String].
ga: Filleann sé [code]true[/code] má tá an [StringName] seo comhionann leis an [Teaghrán] tugtha.

en: Returns [code]true[/code] if the [StringName] and [param right] refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons.
ga: Filleann sé [code]true[/code] má thagraíonn an [StringName] agus [param right] don ainm céanna. Bíonn comparáidí idir [StringName]s i bhfad níos tapúla ná comparáidí rialta [Teaghrán].

en: Returns [code]true[/code] if the left [StringName]'s pointer comes after [param right]. Note that this will not match their [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url].
ga: Filleann sé [code]true[/code] má thagann pointeoir [StringName] ar chlé i ndiaidh [param ar dheis]. Tabhair faoi deara nach mbeidh sé seo ag teacht lena [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url].

en: Returns [code]true[/code] if the left [StringName]'s pointer comes after [param right] or if they are the same. Note that this will not match their [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url].
ga: Filleann sé [code]true[/code] má thagann pointeoir [StringName] ar chlé i ndiaidh [param ar dheis] nó más mar a chéile iad. Tabhair faoi deara nach mbeidh sé seo ag teacht lena [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Ordú Unicode[/url].

en: Abstract base class for defining stylized boxes for UI elements.
ga: Bunrang teibí chun boscaí stílithe le haghaidh eilimintí Chomhéadain a shainiú.

en: [StyleBox] is an abstract base class for drawing stylized boxes for UI elements. It is used for panels, buttons, [LineEdit] backgrounds, [Tree] backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a [StyleBox] assigned as mask to a control, clicks and motion signals will go through it to the one below.
    [b]Note:[/b] For control nodes that have [i]Theme Properties[/i], the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], [code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the [code]focus[/code] [StyleBox] more reusable across different nodes.
ga: Is bunrang teibí é [StyleBox] chun boscaí stílithe a tharraingt d’eilimintí Chomhéadain. Úsáidtear é le haghaidh painéil, cnaipí, cúlraí [LineEdit], cúlraí [Crann], etc. agus freisin chun masc trédhearcachta a thástáil le haghaidh comharthaí pointeora. Má theipeann ar thástáil masc ar [StyleBox] a shanntar mar masc do rialtán, rachaidh cliceanna agus comharthaí gluaisne tríd go dtí an ceann thíos.
    [b]Nóta:[/b] Maidir le nóid rialaithe a bhfuil [i]Airíonna Téama[/i] acu, taispeántar an [code]fócas[/code] [StyleBox] thar an [code]gnáth[/code], [code]hover[/code] nó [code]brúite[/code] [StyleBox]. Fágann sin gur féidir an [code]fócas[/code] [StyleBox] a ath-úsáid thar nóid éagsúla.

en: Virtual method to be implemented by the user. Returns a custom minimum size that the stylebox must respect when drawing. By default [method get_minimum_size] only takes content margins into account. This method can be overridden to add another size restriction. A combination of the default behavior and the output of this method will be used, to account for both sizes.
ga: Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Filleann sé íosmhéid saincheaptha nach mór don bhosca stíle a urramú agus é ag tarraingt. De réir réamhshocraithe ní thógann [method get_minimum_size] ach corrlaigh ábhair san áireamh. Is féidir an modh seo a shárú chun srian méide eile a chur leis. Úsáidfear meascán den iompar réamhshocraithe agus aschur an mhodha seo, chun an dá mhéid a chur san áireamh.

en: Draws this stylebox using a canvas item identified by the given [RID].
    The [RID] value can either be the result of [method CanvasItem.get_canvas_item] called on an existing [CanvasItem]-derived node, or directly from creating a canvas item in the [RenderingServer] with [method RenderingServer.canvas_item_create].
ga: Tarraingíonn sé an stílbhosca seo le mír chanbhás a shainaithníonn an [RID] tugtha.
    Is féidir leis an luach [RID] a bheith mar thoradh ar [method CanvasItem.get_canvas_item] a ghlaoitear ar nód díorthaithe [CanvasItem] atá ann cheana féin, nó go díreach ó mhír chanbhás a chruthú sa [RenderingServer] le [method RenderingServer.canvas_item_create].

en: Returns the default margin of the specified [enum Side].
ga: Filleann sé an corrlach réamhshocraithe den [enum Side] sonraithe.

en: Returns the [CanvasItem] that handles its [constant CanvasItem.NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment.
ga: Seoltar ar ais an [CanvasItem] a láimhseálann a aisghlao [CanvasItem.NOTIFICATION_DRAW] nó [method CanvasItem._draw] faoi láthair.

en: Returns the content margin offset for the specified [enum Side].
    Positive values reduce size inwards, unlike [Control]'s margin values.
ga: Filleann sé an corrlach ábhair don [enum Side] sonraithe.
    Laghdaíonn luachanna dearfacha méid isteach, murab ionann agus luachanna corrlaigh [Control].

en: Returns the minimum size that this stylebox can be shrunk to.
ga: Filleann sé seo an méid íosta ar féidir an bosca stíle seo a laghdú dó.

en: Returns the "offset" of a stylebox. This helper function returns a value equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code].
ga: Tuairisceáin an "fritháireamh" de stíl bhosca. Filleann an fheidhm chúntóra seo luach atá comhionann le [code]Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code].

en: Sets the default value of the specified [enum Side] to [param offset] pixels.
ga: Socraíonn sé luach réamhshocraithe an [enum Side] sonraithe go [param fhritháireamh] picteilín.

en: Sets the default margin to [param offset] pixels for all sides.
ga: Socraíonn sé an corrlach réamhshocraithe go [param offset] picteilín do gach taobh.

en: Test a position in a rectangle, return whether it passes the mask test.
ga: Déan suíomh i dronuilleog a thástáil, faigh ar ais cibé an n-éiríonn leis an tástáil masc.

en: The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom.
    If this value is negative, it is ignored and a child-specific margin is used instead. For example, for [StyleBoxFlat], the border thickness (if any) is used instead.
    It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button.
    [method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above.
ga: An corrlach bun le haghaidh ábhar an bhosca stíl seo. Laghdaíonn méadú ar an luach seo an spás atá ar fáil don ábhar ón mbun.
    Má tá an luach seo diúltach, déantar neamhaird de agus úsáidtear corrlach a bhaineann go sonrach le leanbh ina ionad. Mar shampla, le haghaidh [StyleBoxFlat], úsáidtear an tiús teorann (más ann dó) ina ionad.
    Tá sé de dhualgas ar an gcód an bosca stíle seo a úsáid chun cinneadh a dhéanamh cad iad na hábhair seo: mar shampla, tá meas ag [Cnaipe] ar an gcorrlach ábhair seo d’inneachar téacsúil an chnaipe.
    Ba cheart [method get_margin] a úsáid chun an luach seo a fháil mar thomhaltóir seachas na hairíonna seo a léamh go díreach. Tá sé seo amhlaidh toisc go n-urramaíonn sé i gceart luachanna diúltacha agus an t-aiseolas a luaitear thuas.

en: The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left.
    Refer to [member content_margin_bottom] for extra considerations.
ga: An imeall clé le haghaidh ábhar an bhosca stíle seo. Laghdaíonn méadú ar an luach seo an spás atá ar fáil don ábhar ón taobh clé.
    Déan tagairt do [member content_margin_bottom] le haghaidh breithnithe breise.

en: The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right.
    Refer to [member content_margin_bottom] for extra considerations.
ga: An corrlach ceart le haghaidh ábhar an bhosca stíl seo. Laghdaíonn méadú ar an luach seo an spás atá ar fáil don ábhar ón taobh deas.
    Déan tagairt do [member content_margin_bottom] le haghaidh breithnithe breise.

en: The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top.
    Refer to [member content_margin_bottom] for extra considerations.
ga: An corrlach barr le haghaidh ábhar an bhosca stíl seo. Laghdaíonn méadú ar an luach seo an spás atá ar fáil don ábhar ón mbarr.
    Déan tagairt do [member content_margin_bottom] le haghaidh breithnithe breise.

en: An empty [StyleBox] (does not display anything).
ga: [StyleBox] folamh (ní thaispeánann aon rud).

en: An empty [StyleBox] that can be used to display nothing instead of the default style (e.g. it can "disable" [code]focus[/code] styles).
ga: [StyleBox] folamh is féidir a úsáid chun aon rud a thaispeáint in ionad na stíle réamhshocraithe (m.sh. is féidir stíleanna [code]fócais[/code] a “dhíchumasú”.

en: A customizable [StyleBox] that doesn't use a texture.
ga: [StyleBox] inoiriúnaithe nach n-úsáideann uigeacht.

en: Returns the specified [enum Side]'s border width.
ga: Filltear leithead teorann an [enum Side] sonraithe.

en: Returns the smallest border width out of all four borders.
ga: Filleann sé an leithead teorann is lú as na ceithre theorainn go léir.

en: Returns the given [param corner]'s radius. See [enum Corner] for possible values.
ga: Filleann sé ga an [chúinne param] a tugadh. Féach [enum Corner] le haghaidh luachanna féideartha.

en: Returns the size of the specified [enum Side]'s expand margin.
ga: Filleann sé méid an chorrlaigh leathnaithe [enum Side] sonraithe.

en: Sets the specified [enum Side]'s border width to [param width] pixels.
ga: Socraíonn sé leithead teorann an [enum Side] sonraithe go dtí [leithead param] picteilíní.

en: Sets the border width to [param width] pixels for all sides.
ga: Socraíonn sé leithead na teorann go [leithead param] picteilíní do gach taobh.

en: Sets the corner radius to [param radius] pixels for the given [param corner]. See [enum Corner] for possible values.
ga: Socraíonn sé ga an choirnéil go [param radius] picteilíni don [chúinne param] a thugtar. Féach [enum Corner] le haghaidh luachanna féideartha.

en: Sets the corner radius to [param radius] pixels for all corners.
ga: Socraíonn sé ga an choirnéil go [param radius] picteilíni do gach coirnéal.

en: Sets the expand margin to [param size] pixels for the specified [enum Side].
ga: Socraíonn sé an corrlach leathnaithe go [param size] picteilín don [enum Side] sonraithe.

en: Sets the expand margin to [param size] pixels for all sides.
ga: Socraíonn sé an corrlach leathnaithe go [param size] picteilín do gach taobh.

en: Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners or [member skew].
    [b]Note:[/b] When using beveled corners with 45-degree angles ([member corner_detail] = 1), it is recommended to set [member anti_aliasing] to [code]false[/code] to ensure crisp visuals and avoid possible visual glitches.
ga: Tarraingíonn Antialiasing fáinne beag timpeall na n-imill, a théann siar go trédhearcacht. Mar thoradh air sin, cuma imill i bhfad níos smoother. Níl sé seo faoi deara ach amháin nuair a úsáidtear coirnéil chothromú nó [sceabhach ball].
    [b]Nóta:[/b] Agus coirnéil beveled á n-úsáid le huillinneacha 45 céim ([member corner_detail] = 1), moltar [ball anti_aliasing] a shocrú go [code]bréagach[/code] chun amhairc chrisp agus seachain glitches amhairc féideartha.

en: This changes the size of the antialiasing effect. [code]1.0[/code] is recommended for an optimal result at 100% scale, identical to how rounded rectangles are rendered in web browsers and most vector drawing software.
    [b]Note:[/b] Higher values may produce a blur effect but can also create undesired artifacts on small boxes with large-radius corners.
ga: Athraíonn sé seo méid an éifeacht antialiasing. Moltar [code]1.0[/code] le haghaidh toradh optamach ar scála 100%, comhionann leis an gcaoi a rindreáiltear dronuilleoga slánaithe i mbrabhsálaithe gréasáin agus i bhformhór na mbogearraí líníochta veicteora.
    [b]Nóta:[/b] Is féidir le luachanna níos airde éifeacht doiléir a chruthú ach is féidir leo déantáin neamh-inmhianaithe a chruthú ar bhoscaí beaga le coirnéil mhórga.

en: The background color of the stylebox.
ga: Dath cúlra an bhosca stíle.

en: If [code]true[/code], the border will fade into the background color.
ga: Más rud é [code]true[/code], beidh an teorainn céimnithe go dtí an dath cúlra.

en: Sets the color of the border.
ga: Socraíonn sé dath na teorann.

en: Border width for the bottom border.
ga: Leithead teorann don teorainn bun.

en: Border width for the left border.
ga: Leithead teorann don teorainn chlé.

en: Border width for the right border.
ga: Leithead teorann don teorainn cheart.

en: Border width for the top border.
ga: Leithead teorann don teorainn uachtarach.

en: This sets the number of vertices used for each corner. Higher values result in rounder corners but take more processing power to compute. When choosing a value, you should take the corner radius ([method set_corner_radius_all]) into account.
    For corner radii less than 10, [code]4[/code] or [code]5[/code] should be enough. For corner radii less than 30, values between [code]8[/code] and [code]12[/code] should be enough.
    A corner detail of [code]1[/code] will result in chamfered corners instead of rounded corners, which is useful for some artistic effects.
ga: Socraíonn sé seo líon na rinn a úsáidtear do gach cúinne. Mar thoradh ar luachanna níos airde bíonn coirnéil níos cruinne ach glacann sé níos mó cumhachta próiseála chun ríomh. Agus luach á roghnú agat, ba cheart duit ga an choirnéil ([method set_corner_radius_all]) a chur san áireamh.
    I gcás gathanna cúinne níos lú ná 10, ba cheart gur leor [code]4[/code] nó [code]5[/code]. I gcás gathanna cúinne níos lú ná 30, ba cheart gur leor na luachanna idir [code]8[/code] agus [code]12[/code].
    Mar thoradh ar mhionsonra cúinne de [code]1[/code], beidh coirnéil seamróg in ionad coirnéil chothromú, rud atá úsáideach le haghaidh roinnt éifeachtaí ealaíne.

en: The bottom-left corner's radius. If [code]0[/code], the corner is not rounded.
ga: Ga an chúinne ag bun ar chlé. Má tá [code]0[/code], níl an cúinne slánaithe.

en: The bottom-right corner's radius. If [code]0[/code], the corner is not rounded.
ga: Ga an chúinne ag bun ar dheis. Má tá [code]0[/code], níl an cúinne slánaithe.

en: The top-left corner's radius. If [code]0[/code], the corner is not rounded.
ga: Ga an chúinne barr ar chlé. Má tá [code]0[/code], níl an cúinne slánaithe.

en: The top-right corner's radius. If [code]0[/code], the corner is not rounded.
ga: Ga an chúinne uachtarach ar dheis. Má tá [code]0[/code], níl an cúinne slánaithe.

en: Toggles drawing of the inner part of the stylebox.
ga: Scoránaigh an líníocht den chuid istigh den bhosca stíle.

en: Expands the stylebox outside of the control rect on the bottom edge. Useful in combination with [member border_width_bottom] to draw a border outside the control rect.
    [b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member expand_margin_bottom] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
ga: Leathnaíonn an bosca stíl taobh amuigh den rect rialaithe ar an imeall bun. Úsáideach i gcomhcheangal le [comhalta border_width_bottom] chun teorainn lasmuigh den rialú ceart a tharraingt.
    [b]Nóta:[/b] Murab ionann agus [comhalta StyleBox.content_margin_bottom], ní [i]ní[/i] difear do [member expand_margin_bottom] ar mhéid an limistéir inchliceáilte do [Control]s. Is féidir leis seo tionchar diúltach a imirt ar inúsáidteacht má úsáidtear go mícheart é, mar go bhféadfadh an t-úsáideoir iarracht a dhéanamh cliceáil ar limistéar den Stíl Bosca nach féidir cliceáil a fháil i ndáiríre.

en: Expands the stylebox outside of the control rect on the left edge. Useful in combination with [member border_width_left] to draw a border outside the control rect.
    [b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member expand_margin_left] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
ga: Leathnaíonn an bosca stíl taobh amuigh den rect rialaithe ar an imeall clé. Úsáideach i gcomhcheangal le [member border_width_left] chun teorainn a tharraingt taobh amuigh den rialú ceart.
    [b]Nóta:[/b] Murab ionann agus [member StyleBox.content_margin_left], ní [i]ní[/i] difear do [member expand_margin_left] ar mhéid an limistéir inchliceáilte do [Control]s. Is féidir leis seo tionchar diúltach a imirt ar inúsáidteacht má úsáidtear go mícheart é, mar go bhféadfadh an t-úsáideoir iarracht a dhéanamh cliceáil ar limistéar den Stíl Bosca nach féidir cliceáil a fháil i ndáiríre.

en: Expands the stylebox outside of the control rect on the right edge. Useful in combination with [member border_width_right] to draw a border outside the control rect.
    [b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member expand_margin_right] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
ga: Leathnaíonn an bosca stíl taobh amuigh den rect rialaithe ar an imeall ceart. Úsáideach i gcomhcheangal le [member border_width_right] chun teorainn a tharraingt taobh amuigh den rialú ceart.
    [b]Nóta:[/b] Murab ionann agus [member StyleBox.content_margin_right], ní [i]ní[/i] difear do [member expand_margin_right] ar mhéid an limistéir inchliceáilte do [Control]s. Is féidir leis seo tionchar diúltach a imirt ar inúsáidteacht má úsáidtear go mícheart é, mar go bhféadfadh an t-úsáideoir iarracht a dhéanamh cliceáil ar limistéar den Stíl Bosca nach féidir cliceáil a fháil i ndáiríre.

en: Expands the stylebox outside of the control rect on the top edge. Useful in combination with [member border_width_top] to draw a border outside the control rect.
    [b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member expand_margin_top] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
ga: Leathnaíonn an bosca stíl taobh amuigh den cheart rialaithe ar an imeall barr. Úsáideach i gcomhcheangal le [comhalta border_width_top] chun teorainn a tharraingt lasmuigh den rialú ceart.
    [b]Nóta:[/b] Murab ionann agus [member StyleBox.content_margin_top], ní [i]ní[/i] difear do [member expand_margin_top] ar mhéid an limistéir inchliceáilte do [Control]s. Is féidir leis seo tionchar diúltach a imirt ar inúsáidteacht má úsáidtear go mícheart é, mar go bhféadfadh an t-úsáideoir iarracht a dhéanamh cliceáil ar limistéar den Stíl Bosca nach féidir cliceáil a fháil i ndáiríre.

en: The color of the shadow. This has no effect if [member shadow_size] is lower than 1.
ga: Dath an scáth. Níl aon éifeacht aige seo má tá [ball shadow_size] níos ísle ná 1.

en: The shadow offset in pixels. Adjusts the position of the shadow relatively to the stylebox.
ga: An scáth fhritháireamh i picteilíni. Coigeartaíonn suíomh an scáth go réasúnta leis an mbosca stíl.

en: The shadow size in pixels.
ga: Méid an scáth i bpicteilín.

en: If set to a non-zero value on either axis, [member skew] distorts the StyleBox horizontally and/or vertically. This can be used for "futuristic"-style UIs. Positive values skew the StyleBox towards the right (X axis) and upwards (Y axis), while negative values skew the StyleBox towards the left (X axis) and downwards (Y axis).
    [b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider increasing the [StyleBox]'s content margin (see [member StyleBox.content_margin_bottom]). It is preferable to increase the content margin instead of the expand margin (see [member expand_margin_bottom]), as increasing the expand margin does not increase the size of the clickable area for [Control]s.
ga: Má shocraítear é ar luach neamh-nialais ar cheachtar ais, déanann [sceab na mball] an Bosca Stíl a shaobhadh go cothrománach agus/nó go hingearach. Is féidir é seo a úsáid le haghaidh comhéadain "futuristic" de stíl. Déanann luachanna dearfacha an Bosca Stíl a scealú i dtreo na láimhe deise (ais X) agus suas (ais Y), fad is a sceanaíonn luachanna diúltacha an Bosca Stíl i dtreo na láimhe clé (ais X) agus síos (ais Y).
    [b]Nóta:[/b] Lena chinntiú nach mbaineann an téacs le himill an StyleBox, smaoinigh ar corrlach ábhair [StyleBox] a mhéadú (féach [member StyleBox.content_margin_bottom]). Is fearr an corrlach ábhair a mhéadú in ionad an chorrlaigh leathnaithe (féach [member expand_margin_bottom]), mar ní mhéadaíonn méadú ar an gcorrlach leathnaithe méid an limistéir inchliceáilte do [Control]s.

en: A [StyleBox] that displays a single line of a given color and thickness.
ga: A [StyleBox] a thaispeánann líne shingil de dhath agus de thiús tugtha.

en: A [StyleBox] that displays a single line of a given color and thickness. The line can be either horizontal or vertical. Useful for separators.
ga: A [StyleBox] a thaispeánann líne shingil de dhath agus de thiús tugtha. Is féidir leis an líne a bheith cothrománach nó ingearach. Úsáideach le haghaidh deighilteoirí.

en: The line's color.
ga: Dath an líne.

en: The number of pixels the line will extend before the [StyleBoxLine]'s bounds. If set to a negative value, the line will begin inside the [StyleBoxLine]'s bounds.
ga: Líon na bpicteilín a shínfidh an líne roimh theorainneacha [StyleBoxLine]. Má shocraítear ar luach diúltach é, cuirfear tús leis an líne laistigh de theorainneacha [StyleBoxLine].

en: The number of pixels the line will extend past the [StyleBoxLine]'s bounds. If set to a negative value, the line will end inside the [StyleBoxLine]'s bounds.
ga: An líon picteilín a shínfidh an líne thar theorainneacha [StyleBoxLine]. Má shocraítear é ar luach diúltach, críochnóidh an líne laistigh de theorainneacha [StyleBoxLine].

en: The line's thickness in pixels.
ga: Tiús na líne i bpicteilíní.

en: If [code]true[/code], the line will be vertical. If [code]false[/code], the line will be horizontal.
ga: Más [code]true[/code], beidh an líne ingearach. Má tá [code]false[/code], beidh an líne cothrománach.

en: A texture-based nine-patch [StyleBox].
ga: A uigeacht-bhunaithe naoi-paiste [StyleBox].

en: A texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. This stylebox performs a 3×3 scaling of a texture, where only the center cell is fully stretched. This makes it possible to design bordered styles regardless of the stylebox's size.
ga: A uigeacht-bhunaithe naoi-paiste [StyleBox], ar bhealach cosúil le [NinePatchRect]. Déanann an bosca stíl seo scálú 3×3 ar uigeacht, áit nach bhfuil ach an lárchill sínte go hiomlán. Fágann sé seo gur féidir stíleanna teorannacha a dhearadh beag beann ar mhéid an bhosca stíl.

en: Returns the expand margin size of the specified [enum Side].
ga: Filleann sé méid corrlaigh leathnaithe an [enum Side] sonraithe.

en: Returns the margin size of the specified [enum Side].
ga: Filleann sé méid corrlaigh an [enum Side] sonraithe.

en: Sets the margin to [param size] pixels for the specified [enum Side].
ga: Socraíonn sé an corrlach go [param size] picteilíni don [enum Side] sonraithe.

en: Sets the margin to [param size] pixels for all sides.
ga: Socraíonn sé an corrlach go [param size] picteilín do gach taobh.

en: Controls how the stylebox's texture will be stretched or tiled horizontally. See [enum AxisStretchMode] for possible values.
ga: Rialaíonn sé conas a dhéanfar uigeacht an bhosca stíl a shíneadh nó a thíleáil go cothrománach. Féach [enum AxisStretchMode] le haghaidh luachanna féideartha.

en: Controls how the stylebox's texture will be stretched or tiled vertically. See [enum AxisStretchMode] for possible values.
ga: Rialaíonn sé conas a dhéanfar uigeacht an bhosca stíl a shíneadh nó a thíleáil go hingearach. Féach [enum AxisStretchMode] le haghaidh luachanna féideartha.

en: If [code]true[/code], the nine-patch texture's center tile will be drawn.
ga: Más [code]true[/code], tarraingeofar tíl láir an uigeachta naoi bpaiste.

en: Expands the bottom margin of this style box when drawing, causing it to be drawn larger than requested.
ga: Leathnaíonn sé corrlach bun an bhosca stíl seo nuair a bhíonn sé ag tarraingt, rud a fhágann go dtarraingeofar níos mó é ná mar a iarrtar.

en: Expands the left margin of this style box when drawing, causing it to be drawn larger than requested.
ga: Leathnaíonn sé imeall clé an bhosca stíl seo agus é ag tarraingt, rud a fhágann go bhfuil sé tarraingthe níos mó ná mar a iarrtar.

en: Expands the right margin of this style box when drawing, causing it to be drawn larger than requested.
ga: Leathnaíonn sé imeall ceart an bhosca stíl seo agus é ag tarraingt, rud a fhágann go bhfuil sé tarraingthe níos mó ná mar a iarrtar.

en: Expands the top margin of this style box when drawing, causing it to be drawn larger than requested.
ga: Leathnaíonn sé corrlach barr an bhosca stíl seo nuair a bhíonn sé ag tarraingt, rud a fhágann go bhfuil sé tarraingthe níos mó ná mar a iarrtar.

en: Modulates the color of the texture when this style box is drawn.
ga: Modhnaíonn sé dath an uigeachta nuair a tharraingítear an bosca stíl seo.

en: The texture to use when drawing this style box.
ga: An uigeacht le húsáid agus an bosca stíl seo á tharraingt.

en: Increases the bottom margin of the 3×3 texture box.
    A higher value means more of the source texture is considered to be part of the bottom border of the 3×3 box.
    This is also the value used as fallback for [member StyleBox.content_margin_bottom] if it is negative.
ga: Méadaíonn sé corrlach bun an bhosca uigeachta 3×3.
    Ciallaíonn luach níos airde go meastar go bhfuil níos mó den uigeacht fhoinseach mar chuid den teorainn íochtair den bhosca 3×3.
    Seo é freisin an luach a úsáidtear mar chúltaca do [member StyleBox.content_margin_bottom] má tá sé diúltach.

en: Increases the left margin of the 3×3 texture box.
    A higher value means more of the source texture is considered to be part of the left border of the 3×3 box.
    This is also the value used as fallback for [member StyleBox.content_margin_left] if it is negative.
ga: Méaduithe ar an imeall clé den bhosca uigeachta 3×3.
    Ciallaíonn luach níos airde go meastar go bhfuil níos mó den uigeacht foinse mar chuid den teorainn chlé den bhosca 3×3.
    Seo é freisin an luach a úsáidtear mar chúltaca do [member StyleBox.content_margin_left] má tá sé diúltach.

en: Increases the right margin of the 3×3 texture box.
    A higher value means more of the source texture is considered to be part of the right border of the 3×3 box.
    This is also the value used as fallback for [member StyleBox.content_margin_right] if it is negative.
ga: Méadaíonn sé corrlach ceart an bhosca uigeachta 3×3.
    Ciallaíonn luach níos airde go meastar go bhfuil níos mó den uigeacht foinse mar chuid den teorainn cheart den bhosca 3×3.
    Seo é freisin an luach a úsáidtear mar chúltaca do [member StyleBox.content_margin_right] má tá sé diúltach.

en: Increases the top margin of the 3×3 texture box.
    A higher value means more of the source texture is considered to be part of the top border of the 3×3 box.
    This is also the value used as fallback for [member StyleBox.content_margin_top] if it is negative.
ga: Méadaíonn sé corrlach barr an bhosca uigeachta 3×3.
    Ciallaíonn luach níos airde go meastar go bhfuil níos mó den uigeacht foinse mar chuid den teorainn uachtarach den bhosca 3×3.
    Seo é freisin an luach a úsáidtear mar chúltaca do [member StyleBox.content_margin_top] má tá sé diúltach.

en: Stretch the stylebox's texture. This results in visible distortion unless the texture size matches the stylebox's size perfectly.
ga: Sín uigeacht an bhosca stíl. Bíonn saobhadh sofheicthe mar thoradh air seo mura dtagann méid an uigeachta go foirfe le méid an bhosca stíl.

en: Repeats the stylebox's texture to match the stylebox's size according to the nine-patch system.
ga: Athdhéantar seo uigeacht an bhosca stíl chun méid an bhosca stíl a mheaitseáil de réir an chórais naoi bpaiste.

en: Repeats the stylebox's texture to match the stylebox's size according to the nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may be slightly stretched to make the nine-patch texture tile seamlessly.
ga: Athdhéantar seo uigeacht an bhosca stíle chun méid an bhosca stíl a mheaitseáil de réir an chórais naoi bpaiste. Murab ionann agus [AXIS_STRETCH_MODE_TILE], is féidir an uigeacht a shíneadh beagán chun an tíl uigeachta naoi bpaiste a dhéanamh gan uaim.

en: An interface to a game world that doesn't create a window or draw to the screen directly.
ga: Comhéadan le domhan cluiche nach gcruthaíonn fuinneog nó nach dtarraingíonn go dtí an scáileán go díreach.

en: Using Viewports
ga: Ag baint úsáide as Viewports

en: 3D in 2D Viewport Demo
ga: Taispeántas Viewport 3D i 2D

en: Screen Capture Demo
ga: Taispeántas Gabhála Scáileáin

en: Dynamic Split Screen Demo
ga: Taispeántas Scáileán Scoilte Dinimiciúla

en: 3D Resolution Scaling Demo
ga: Taispeántas Scálú Taifeach 3D

en: The clear mode when the sub-viewport is used as a render target.
    [b]Note:[/b] This property is intended for 2D usage.
ga: An mód soiléir nuair a úsáidtear an fo-amharc mar sprioc rindreála.
    [b]Nóta:[/b] Tá an t-airí seo beartaithe le haghaidh úsáide 2T.

en: The update mode when the sub-viewport is used as a render target.
ga: An modh nuashonraithe nuair a úsáidtear an fo-amharc mar sprioc rindreála.

en: The width and height of the sub-viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed.
    [b]Note:[/b] If the parent node is a [SubViewportContainer] and its [member SubViewportContainer.stretch] is [code]true[/code], the viewport size cannot be changed manually.
ga: Leithead agus airde an fho-amharcphoirt. Ní mór é a shocrú go luach atá níos mó ná nó cothrom le 2 picteilín ar an dá thoise. Seachas sin, ní thaispeánfar aon rud.
    [b]Nóta:[/b] Más [SubViewportContainer] an nód tuismitheora agus go bhfuil a [code]true[/code] ag a [member SubViewportContainer.stretch], ní féidir méid an amharcphoirt a athrú de láimh.

en: The 2D size override of the sub-viewport. If either the width or height is [code]0[/code], the override is disabled.
ga: Sáraíonn méid 2D an fho-amharcphort. Más é [code]0[/code] an leithead nó an airde, díchumasaítear an sárú.

en: If [code]true[/code], the 2D size override affects stretch as well.
ga: Má tá [code]true[/code], bíonn tionchar ag an sárú ar mhéid 2T ar stráice freisin.

en: Always clear the render target before drawing.
ga: Glan an sprioc rindreála i gcónaí roimh líníocht.

en: Never clear the render target.
ga: Ná soiléir an sprioc rindreála.

en: Clear the render target on the next frame, then switch to [constant CLEAR_MODE_NEVER].
ga: Glan an sprioc rindreála ar an gcéad fhráma eile, ansin athraigh go [CLEAR_MODE_NEVER leanúnach].

en: Do not update the render target.
ga: Ná nuashonraigh an sprioc rindreála.

en: Update the render target once, then switch to [constant UPDATE_DISABLED].
ga: Nuashonraigh an sprioc rindreála uair amháin, ansin aistrigh go [UPDATE_DISABLED leanúnach].

en: Update the render target only when it is visible. This is the default value.
ga: Nuashonraigh an sprioc rindreála ach amháin nuair atá sé le feiceáil. Is é seo an luach réamhshocraithe.

en: Update the render target only when its parent is visible.
ga: Nuashonraigh an sprioc rindreála ach amháin nuair atá a thuismitheoir le feiceáil.

en: Always update the render target.
ga: Nuashonraigh an sprioc rindreála i gcónaí.

en: A container used for displaying the contents of a [SubViewport].
ga: Coimeádán a úsáidtear chun inneachar [FoViewport] a thaispeáint.

en: A container that displays the contents of underlying [SubViewport] child nodes. It uses the combined size of the [SubViewport]s as minimum size, unless [member stretch] is enabled.
    [b]Note:[/b] Changing a [SubViewportContainer]'s [member Control.scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).
    [b]Note:[/b] The [SubViewportContainer] forwards mouse-enter and mouse-exit notifications to its sub-viewports.
ga: Coimeádán a thaispeánann inneachar na nóid linbh [SubViewport] bhunúsacha. Úsáideann sé comhmhéid na [SubViewport]s mar íosmhéid, ach amháin má tá [síneadh ball] cumasaithe.
    [b]Nóta:[/b] Má athraítear [member Control.scale] ar [SubViewportContainer], beidh an chuma ar a bhfuil saobhadh. Chun a mhéid amhairc a athrú gan saobhadh a dhéanamh, déan corrlaigh an nód a choigeartú ina ionad sin (mura bhfuil sé i gcoimeádán cheana féin).
    [b]Nóta:[/b] Cuireann an [SubViewportContainer] fógraí isteach luiche agus scoir luiche ar aghaidh chuig na fo-amharcanna.

en: Virtual method to be implemented by the user. If it returns [code]true[/code], the [param event] is propagated to [SubViewport] children. Propagation doesn't happen if it returns [code]false[/code]. If the function is not implemented, all events are propagated to SubViewports.
ga: Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Má fhilleann sé [code]true[/code], iomadaítear an [imeacht param] chuig leanaí [SubViewport]. Ní tharlaíonn bolscaireacht má fhilleann sé [code]false[/code]. Mura gcuirtear an fheidhm i bhfeidhm, iomadaítear gach imeacht go SubViewports.

en: If [code]true[/code], the sub-viewport will be automatically resized to the control's size.
    [b]Note:[/b] If [code]true[/code], this will prohibit changing [member SubViewport.size] of its children manually.
ga: Más rud é [code]true[/code], déanfar an fo-amharc a athrú go huathoibríoch go dtí méid an rialaitheora.
    [b]Nóta:[/b] Más rud é [code]true[/code], beidh sé seo cosc a athrú [member SubViewport.size] a leanaí de láimh.

en: Divides the sub-viewport's effective resolution by this value while preserving its scale. This can be used to speed up rendering.
    For example, a 1280×720 sub-viewport with [member stretch_shrink] set to [code]2[/code] will be rendered at 640×360 while occupying the same size in the container.
    [b]Note:[/b] [member stretch] must be [code]true[/code] for this property to work.
ga: Roinntear réiteach éifeachtach an fho-amharc ar an luach seo agus a scála á chaomhnú. Is féidir é seo a úsáid chun rindreáil a bhrostú.
    Mar shampla, déanfar fo-amharc 1280×720 le [member stretch_shrink] socraithe go [code]2[/code] a rindreáil ag 640×360 agus é ar an méid céanna sa choimeádán.
    [b]Nóta:[/b] caithfidh [stráice ball] a bheith ina [code]true[/code] le go n-oibreoidh an t-airí seo.

en: Helper tool to create geometry.
ga: Uirlis chúnta chun céimseata a chruthú.

en: The [SurfaceTool] is used to construct a [Mesh] by specifying vertex attributes individually. It can be used to construct a [Mesh] from a script. All properties except indices need to be added before calling [method add_vertex]. For example, to add vertex colors and UVs:
    [codeblocks]
    [gdscript]
    var st = SurfaceTool.new()
    st.begin(Mesh.PRIMITIVE_TRIANGLES)
    st.set_color(Color(1, 0, 0))
    st.set_uv(Vector2(0, 0))
    st.add_vertex(Vector3(0, 0, 0))
    [/gdscript]
    [csharp]
    var st = new SurfaceTool();
    st.Begin(Mesh.PrimitiveType.Triangles);
    st.SetColor(new Color(1, 0, 0));
    st.SetUV(new Vector2(0, 0));
    st.AddVertex(new Vector3(0, 0, 0));
    [/csharp]
    [/codeblocks]
    The above [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calling [method set_uv] or [method set_color], then the last values would be used.
    Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. Failure to do so will result in an error when committing the vertex information to a mesh.
    Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.
    See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural geometry generation.
    [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
ga: Úsáidtear an [SurfaceTool] chun [mogalra] a thógáil trí shaintréithe rinn a shonrú ina n-aonar. Is féidir é a úsáid chun [mogalra] a thógáil ó script. Ní mór gach maoin seachas innéacsanna a chur leis roimh ghlaoch ar [method add_vertex]. Mar shampla, chun dathanna rinn agus UVanna a chur leis:
    [codeblocks]
    [gdscript]
    var st = SurfaceTool.new()
    st.begin(mogalra.PRIMITIVE_TRIANGLES)
    st.set_color(Dath(1, 0, 0))
    st.set_uv(Veicteoir 2(0, 0))
    st.add_vertex(Veicteoir 3(0, 0, 0))
    [/gdscript]
    [csharp]
    var st = nua SurfaceTool();
    st.Begin(Mogall.Type.Primitive.Triantáin);
    st.SetColor(Dath nua(1, 0, 0));
    st.SetUV(Vector2(0, 0) nua);
    st.AddVertex(Vector3(0, 0, 0) nua);
    [/csharp]
    [/codeblocks]
    Tá rinn amháin de thriantán san [SurfaceTool] thuas anois a bhfuil comhordanáid UV aige agus [Color] sonraithe. Dá gcuirfí rinn eile leis gan glaoch ar [method set_uv] nó [method set_color], d’úsáidfí na luachanna deiridh.
    Ní mór tréithe rinn a chur ar aghaidh [b]roimh[/b] glaoch ar [method add_vertex]. Má theipeann ort é sin a dhéanamh beidh earráid ann agus an fhaisnéis rinn a chur i mogaill.
    Ina theannta sin, cinneann na tréithe a úsáideadh sula gcuirtear an chéad rinn isteach formáid an mhogalra. Mar shampla, mura gcuireann tú ach UVanna leis an gcéad rinn, ní féidir leat dath a chur le haon cheann de na rinn ina dhiaidh sin.
    Féach freisin [ArrayMesh], [ImmediateMesh] agus [MeshDataTool] maidir le giniúint céimseata nós imeachta.
    [b]Nóta:[/b] Úsáideann Godot deiseal [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]ord foirceannadh[/url] le haghaidh aghaidheanna tosaigh na modhanna triantáin primitive.

en: Using the SurfaceTool
ga: Ag baint úsáide as an SurfaceTool

en: Adds a vertex to index array if you are using indexed vertices. Does not need to be called before adding vertices.
ga: Cuireann rinn le eagar innéacs má tá tú ag úsáid rinn innéacsaithe. Ní gá glaoch a chur air sula gcuirtear rinn.

en: Inserts a triangle fan made of array data into [Mesh] being constructed.
    Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES].
ga: Ionsáigh fean triantáin atá déanta de shonraí eagair isteach i [mogalra] á thógáil.
    Is gá an cineál primitive a shocrú go [Mogall leanúnach.PRIMITIVE_TRIANGLES].

en: Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
ga: Sonraítear suíomh an rinn reatha. Ba chóir é a ghlaoch tar éis airíonna rinn eile a shonrú (m.sh. Dath, UV).

en: Append vertices from a given [Mesh] surface onto the current vertex array with specified [Transform3D].
ga: Ceangail rinn ó dhromchla tugtha [mogalra] isteach san eagar rinn reatha le [Transform3D] sonraithe.

en: Called before adding any vertices. Takes the primitive type as an argument (e.g. [constant Mesh.PRIMITIVE_TRIANGLES]).
ga: Glaodh air roimh aon rinn a chur leis. Glactar leis an gcineál primitive mar argóint (m.sh. [Mesh.PRIMITIVE_TRIANGLES leanúnach]).

en: Clear all information passed into the surface tool so far.
ga: Glan an fhaisnéis go léir a cuireadh isteach san uirlis dromchla go dtí seo.

en: Commits the data to the same format used by [method ArrayMesh.add_surface_from_arrays], [method ImporterMesh.add_surface], and [method create_from_arrays]. This way you can further process the mesh data using the [ArrayMesh] or [ImporterMesh] APIs.
ga: Tiomnaíonn sé na sonraí don fhormáid chéanna a úsáideann [method ArrayMesh.add_surface_from_arrays], [method ImporterMesh.add_surface], agus [method create_from_arrays]. Ar an mbealach seo is féidir leat na sonraí mogaill a phróiseáil tuilleadh ag baint úsáide as an [ArrayMesh] nó [ImporterMesh] APIs.

en: Creates a vertex array from an existing [Mesh].
ga: Cruthaítear eagar rinn ó [mogalra] atá ann cheana féin.

en: Creates this SurfaceTool from existing vertex arrays such as returned by [method commit_to_arrays], [method Mesh.surface_get_arrays], [method Mesh.surface_get_blend_shape_arrays], [method ImporterMesh.get_surface_arrays], and [method ImporterMesh.get_surface_blend_shape_arrays]. [param primitive_type] controls the type of mesh data, defaulting to [constant Mesh.PRIMITIVE_TRIANGLES].
ga: Cruthaíonn an SurfaceTool seo ó eagair rinn atá ann cheana, mar atá curtha ar ais ag [method commit_to_arrays], [method Mesh.surface_get_arrays], [method Mesh.surface_get_blend_shape_arrays], [method ImporterMesh.get_surface_arrays], agus [method ImporterMesh.get_surface_blendys] [param primitive_type] rialaíonn an cineál sonraí mogaill, réamhshocraithe go [Mesh.PRIMITIVE_TRIANGLES seasmhach].

en: Creates a vertex array from the specified blend shape of an existing [Mesh]. This can be used to extract a specific pose from a blend shape.
ga: Cruthaítear eagar rinn ón gcruth cumasc sonraithe ar [mogalra] atá ann cheana. Is féidir é seo a úsáid chun staidiúir ar leith a bhaint as cruth cumaisc.

en: Removes the index array by expanding the vertex array.
ga: Baintear an t-eagar innéacs tríd an eagar rinn a leathnú.

en: This method is unused internally, as it does not preserve normals or UVs. Consider using [method ImporterMesh.generate_lods] instead.
ga: Níl an modh seo in úsáid go hinmheánach, toisc nach gcaomhnaíonn sé normanna nó UVanna. Smaoinigh ar [method ImporterMesh.generate_lods] a úsáid ina ionad sin.

en: Generates an LOD for a given [param nd_threshold] in linear units (square root of quadric error metric), using at most [param target_index_count] indices.
ga: Gineann LOD le haghaidh [param nd_threshold] tugtha in aonaid líneacha (fréamh chearnach méadrach earráid cheathair), ag baint úsáide as innéacsanna [param target_index_count] ar a mhéad.

en: Returns the axis-aligned bounding box of the vertex positions.
ga: Filleann an bosca teorann ais-ailínithe de shuímh na rinn.

en: Returns the format for custom [param channel_index] (currently up to 4). Returns [constant CUSTOM_MAX] if this custom channel is unused.
ga: Filleann sé an fhormáid le haghaidh saincheaptha [param channel_index] (suas go dtí 4 faoi láthair). Filleann sé [CUSTOM_MAX leanúnach] mura bhfuil an cainéal saincheaptha seo in úsáid.

en: Returns the type of mesh geometry, such as [constant Mesh.PRIMITIVE_TRIANGLES].
ga: Filleann sé an cineál geoiméadracht mogaill, mar [Mogall leanúnach.PRIMITIVE_TRIANGLES].

en: By default, returns [constant SKIN_4_WEIGHTS] to indicate only 4 bone influences per vertex are used.
    Returns [constant SKIN_8_WEIGHTS] if up to 8 influences are used.
    [b]Note:[/b] This function returns an enum, not the exact number of weights.
ga: De réir réamhshocraithe, úsáidtear tuairisceáin [SKIN_4_WEIGHTS leanúnach] chun 4 thionchar cnámh in aghaidh an rinn a léiriú.
    Filleann sé [ SKIN_8_WEIGHTS leanúnach] má úsáidtear suas le 8 dtionchar.
    [b]Nóta:[/b] Tugann an fheidhm seo airnim, ní líon beacht na meáchain.

en: Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.
ga: Laghdaíonn sé an t-eagar rinn trí eagar innéacs a chruthú. Is féidir leis seo feidhmíocht a fheabhsú trí athúsáid rinn a sheachaint.

en: Optimizes triangle sorting for performance. Requires that [method get_primitive_type] is [constant Mesh.PRIMITIVE_TRIANGLES].
ga: Optimizes sórtáil triantáin le haghaidh feidhmíochta. Éilíonn [method get_primitive_type] go bhfuil [mogall leanúnach.PRIMITIVE_TRIANGLES].

en: Specifies an array of bones to use for the [i]next[/i] vertex. [param bones] must contain 4 integers.
ga: Sonraíonn sé sraith cnámha le húsáid don rinn [i]ar aghaidh[/i]. Ní mór 4 slánuimhir a bheith i [cnámha param].

en: Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
    [b]Note:[/b] The material must have [member BaseMaterial3D.vertex_color_use_as_albedo] enabled for the vertex color to be visible.
ga: Sonraítear [Color] le húsáid don rinn [i]ar aghaidh[/i]. Más gá an tacar faisnéise seo a bheith ag gach rinn agus má theipeann ort é a chur isteach don chéad rinn, ní féidir an fhaisnéis seo a úsáid ar chor ar bith.
    [b]Nóta:[/b] Caithfidh [member BaseMaterial3D.vertex_color_use_as_albedo] an t-ábhar a chumasú le go mbeidh dath na rinn infheicthe.

en: Sets the custom value on this vertex for [param channel_index].
    [method set_custom_format] must be called first for this [param channel_index]. Formats which are not RGBA will ignore other color channels.
ga: Socraíonn sé an luach saincheaptha ar an rinn seo do [param channel_index].
    Ní mór [method set_custom_format] a ghlaoch ar dtús don [param channel_index] seo. Déanfaidh formáidí nach RGBA iad neamhaird de chainéil datha eile.

en: Sets the color format for this custom [param channel_index]. Use [constant CUSTOM_MAX] to disable.
    Must be invoked after [method begin] and should be set before [method commit] or [method commit_to_arrays].
ga: Socraíonn sé an fhormáid datha don shaincheap seo [param channel_index]. Úsáid [CUSTOM_MAX leanúnach] chun é a dhíchumasú.
    Ní mór é a agairt tar éis [method tús] agus ba chóir é a chur roimh [method gealltanas] nó [method gealltanas_to_arrays].

en: Sets [Material] to be used by the [Mesh] you are constructing.
ga: Tacair [Ábhar] le húsáid ag an [mogalra] atá á thógáil agat.

en: Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
ga: Sonraíonn sé norm le húsáid don rinn [i]ar aghaidh[/i]. Más gá an tacar faisnéise seo a bheith ag gach rinn agus má theipeann ort é a chur isteach don chéad rinn, ní féidir an fhaisnéis seo a úsáid ar chor ar bith.

en: Specifies the smooth group to use for the [i]next[/i] vertex. If this is never called, all vertices will have the default smooth group of [code]0[/code] and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to [code]-1[/code].
    [b]Note:[/b] This function actually takes a [code]uint32_t[/code], so C# users should use [code]uint32.MaxValue[/code] instead of [code]-1[/code] to produce a mesh with flat normals.
ga: Sonraítear an grúpa mín atá le húsáid don rinn [i]ar aghaidh[/i]. Mura dtugtar é seo riamh, beidh an grúpa mín réamhshocraithe de [code]0[/code] ag gach rinn agus sleamhnófar é le rinn cóngaracha den ghrúpa céanna. Chun mogalra a tháirgeadh le normanna cothroma, socraigh an grúpa mín go [code]-1[/code].
    [b]Nóta:[/b] Glacann an fheidhm seo [code]uint32_t[/code] i ndáiríre, mar sin ba cheart d'úsáideoirí C# [code]uint32.MaxValue[/code] a úsáid in ionad [code]-1[/code] chun tháirgeadh mogalra le normals cothrom.

en: Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
ga: Sonraíonn sé tadhlaí le húsáid don rinn [i]ar aghaidh[/i]. Más gá an tacar faisnéise seo a bheith ag gach rinn agus má theipeann ort é a chur isteach don chéad rinn, ní féidir an fhaisnéis seo a úsáid ar chor ar bith.

en: Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
ga: Sonraíonn sé tacar comhordanáidí UV le húsáid don rinn [i]ar aghaidh[/i]. Más gá an tacar faisnéise seo a bheith ag gach rinn agus má theipeann ort é a chur isteach don chéad rinn, ní féidir an fhaisnéis seo a úsáid ar chor ar bith.

en: Specifies an optional second set of UV coordinates to use for the [i]next[/i] vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
ga: Sonraítear an dara tacar comhordanáidí UV roghnach le húsáid don rinn [i]ar aghaidh[/i]. Más gá an tacar faisnéise seo a bheith ag gach rinn agus má theipeann ort é a chur isteach don chéad rinn, ní féidir an fhaisnéis seo a úsáid ar chor ar bith.

en: Specifies weight values to use for the [i]next[/i] vertex. [param weights] must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
ga: Sonraíonn sé luachanna meáchain le húsáid don rinn [i]ar aghaidh[/i]. caithfidh 4 luach a bheith i [pararam meáchain]. Más gá an tacar faisnéise seo a bheith ag gach rinn agus má theipeann ort é a chur isteach don chéad rinn, ní féidir an fhaisnéis seo a úsáid ar chor ar bith.

en: Limits range of data passed to [method set_custom] to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM].
ga: Teorainneacha ar raon na sonraí a chuirtear ar aghaidh chuig [method set_custom] go dtí 0 go 1 normalaithe gan síniú, arna stóráil in 8 ngiotán in aghaidh an chainéil. Féach ar [mogall leanúnach.ARRAY_CUSTOM_RGBA8_UNORM].

en: Limits range of data passed to [method set_custom] to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM].
ga: Teorainneacha ar raon na sonraí a chuirtear ar aghaidh chuig [method set_custom] go dtí an normalaithe sínithe -1 go 1 stóráilte in 8 ngiotán in aghaidh an chainéil. Féach ar [mogall leanúnach.ARRAY_CUSTOM_RGBA8_SNORM].

en: Stores data passed to [method set_custom] as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF].
ga: Stórálann sé sonraí a chuirtear ar aghaidh chuig [method set_custom] mar leathbheachtais ar snámh, agus ní úsáideann sé ach cainéil dathanna dearga agus glasa. Féach ar [mogall leanúnach.ARRAY_CUSTOM_RG_HALF].

en: Stores data passed to [method set_custom] as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF].
ga: Stórálann sé sonraí arna gcur ar aghaidh chuig [method set_custom] mar leathbheachtais agus úsáideann sé gach cainéal datha. Féach ar [mogall seasta.ARRAY_CUSTOM_RGBA_HALF].

en: Stores data passed to [method set_custom] as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT].
ga: Stóráiltear sonraí arna gcur ar aghaidh chuig [method set_custom] mar shnámhann lánbheachtais, agus ní úsáideann sé ach cainéal dath dearg. Féach ar [mogall leanúnach.ARRAY_CUSTOM_R_FLOAT].

en: Stores data passed to [method set_custom] as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT].
ga: Stórálann sé sonraí a chuirtear ar aghaidh chuig [method set_custom] mar shnámhann lánbheachtais, agus ní úsáideann sé ach cainéil dathanna dearga agus glasa. Féach ar [mogall leanúnach.ARRAY_CUSTOM_RG_FLOAT].

en: Stores data passed to [method set_custom] as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT].
ga: Stórálann sé sonraí a chuirtear ar aghaidh chuig [method set_custom] mar shnámhann lánbheachtais, agus ní úsáideann sé ach cainéil dathanna dearga, glasa agus gorma. Féach ar [mogall leanúnach.ARRAY_CUSTOM_RGB_FLOAT].

en: Stores data passed to [method set_custom] as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT].
ga: Stórálann sé sonraí arna gcur ar aghaidh chuig [method set_custom] mar shnámhann lánbheachtais, agus úsáideann sé gach cainéal datha. Féach ar [mogall leanúnach.ARRAY_CUSTOM_RGBA_FLOAT].

en: Used to indicate a disabled custom channel.
ga: Úsáidtear é chun cainéal saincheaptha díchumasaithe a léiriú.

en: Each individual vertex can be influenced by only 4 bone weights.
ga: Ní féidir tionchar a imirt ar gach rinn aonair ach 4 mheáchan cnámh.

en: Each individual vertex can be influenced by up to 8 bone weights.
ga: Féadfaidh suas le 8 gcnámh meáchain tionchar a bheith ag gach rinn aonair.

en: Base class for syntax highlighters. Provides syntax highlighting data to a [TextEdit].
ga: Bunrang le haghaidh aibhsithe comhréire. Soláthraíonn sé sonraí aibhsithe comhréire chuig [TextEdit].

en: Base class for syntax highlighters. Provides syntax highlighting data to a [TextEdit]. The associated [TextEdit] will call into the [SyntaxHighlighter] on an as-needed basis.
    [b]Note:[/b] A [SyntaxHighlighter] instance should not be used across multiple [TextEdit] nodes.
ga: Bunrang le haghaidh aibhsithe comhréire. Soláthraíonn sé sonraí aibhsithe comhréire chuig [TextEdit]. Cuirfidh an [TextEdit] gaolmhar isteach ar an [SyntaxHighlighter] de réir mar is gá.
    [b]Nóta:[/b] Níor cheart sampla [SyntaxHighlighter] a úsáid thar nóid iolracha [TextEdit].

en: Virtual method which can be overridden to clear any local caches.
ga: Modh fíorúil ar féidir é a shárú chun aon taisce áitiúil a ghlanadh.

en: Virtual method which can be overridden to return syntax highlighting data.
    See [method get_line_syntax_highlighting] for more details.
ga: Modh fíorúil ar féidir é a shárú chun sonraí aibhsithe comhréire a sheoladh ar ais.
    Féach ar [method get_line_syntax_highlighting] le haghaidh tuilleadh sonraí.

en: Virtual method which can be overridden to update any local caches.
ga: Modh fíorúil ar féidir é a shárú chun aon taisce áitiúil a nuashonrú.

en: Clears all cached syntax highlighting data.
    Then calls overridable method [method _clear_highlighting_cache].
ga: Glanann sé gach sonra aibhsithe comhréire i dtaisce.
    Ansin glaonna modh sáraitheach [method _clear_highlighting_cache].

en: Returns the associated [TextEdit] node.
ga: Filleann sé an nód [TextEdit] gaolmhar.

en: Clears then updates the [SyntaxHighlighter] caches. Override [method _update_cache] for a callback.
    [b]Note:[/b] This is called automatically when the associated [TextEdit] node, updates its own cache.
ga: Glantar ansin na taisceanna [SyntaxHighlighter] a nuashonrú. Sáraigh [method _update_cache] le haghaidh aisghlao.
    [b]Nóta:[/b] Glaoitear é seo go huathoibríoch nuair a dhéanann an nód [TextEdit] a bhaineann leis a thaisce féin a nuashonrú.

en: A font loaded from a system font. Falls back to a default theme font if not implemented on the host OS.
ga: Cló luchtaithe ó chló córais. Titeann sé ar ais go dtí cló téama réamhshocraithe mura gcuirtear i bhfeidhm é ar an OS óstach.

en: [SystemFont] loads a font from a system font with the first matching name from [member font_names].
    It will attempt to match font style, but it's not guaranteed.
    The returned font might be part of a font collection or be a variable font with OpenType "weight", "width" and/or "italic" features set.
    You can create [FontVariation] of the system font for precise control over its features.
    [b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on other platforms it will fallback to default theme font.
ga: Lódálann [SystemFont] cló ó chló córais a bhfuil an chéad ainm ag teacht leis ó [member font_names].
    Déanfaidh sé iarracht stíl an chló a mheaitseáil, ach níl sé cinnte.
    D'fhéadfadh an cló a sheoltar ar ais a bheith ina chuid de bhailiúchán cló nó gur cló athróg é le gnéithe OpenType "meáchan", "leithead" agus/nó "iodálach".
    Is féidir leat [FontVariation] de chló an chórais a chruthú chun a ghnéithe a rialú go beacht.
    [b]Nóta:[/b] Cuirtear an rang seo i bhfeidhm ar iOS, Linux, macOS agus Windows, ar ardáin eile beidh sé inchurtha ar ais chuig an gcló téama réamhshocraithe.

en: If set to [code]true[/code], italic or oblique font is preferred.
ga: Má tá sé socraithe go [code]true[/code], is fearr cló iodálach nó fiarchló.

en: Array of font family names to search, first matching font found is used.
ga: Sraith de ainmneacha teaghlaigh cló le cuardach a dhéanamh, úsáidtear an cló a fuarthas ar dtús.

en: Preferred font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
ga: Méid stráice cló is fearr leat, i gcomparáid le leithead gnáth. Luach céatadáin idir [code]50%[/code] agus [code]200%[/code].

en: Preferred weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
ga: Meáchan roghnaithe (trom) an chló. Tá luach sa raon [code]100...999[/code], gnáthmheáchan cló [code]400[/code], is é meáchan cló trom [code]700[/code].

en: If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting.
ga: Má tá sé socraithe go [code]true[/code], tacaítear le huathleideanna agus b’fhearr é seachas leid cló ionsuite.

en: Font hinting mode.
ga: Mód leide cló.

en: If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
ga: Má tá sé socraithe go [code]true[/code], rindreáiltear glyphs de gach méid ag baint úsáide as réimse faid sínithe ilchainéil amháin a ghintear ó shonraí dinimiciúil veicteoir an chló.

en: Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead.
ga: Fachtóir róshamplála cló, má tá sé socraithe go [code]0.0[/code] úsáidtear fachtóir forshamplála domhanda ina ionad sin.

en: Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
ga: Cló glyph modh suite subpixel. Soláthraíonn suíomh subpixel téacs shaper agus kerning níos fearr do mhéideanna cló níos lú, ag costas úsáide cuimhne agus luas rasterization cló. Úsáid [Constant TextServer.SUBPIXEL_POSITIONING_AUTO] chun é a chumasú go huathoibríoch bunaithe ar mhéid an chló.

en: A control that provides a horizontal bar with tabs.
ga: Rialtóir a sholáthraíonn barra cothrománach le cluaisíní.

en: A control that provides a horizontal bar with tabs. Similar to [TabContainer] but is only in charge of drawing tabs, not interacting with children.
ga: Rialtóir a sholáthraíonn barra cothrománach le cluaisíní. Cosúil le [TabContainer] ach níl sé i gceannas ach cluaisíní a tharraingt, gan idirghníomhú le leanaí.

en: Adds a new tab.
ga: Cuireann cluaisín nua leis.

en: Clears all tabs.
ga: Glanann gach cluaisín.

en: Moves the scroll view to make the tab visible.
ga: Bogtar an scrollbharra chun an cluaisín a dhéanamh infheicthe.

en: Returns [code]true[/code] if the offset buttons (the ones that appear when there's not enough space for all tabs) are visible.
ga: Filleann sé [code]true[/code] má tá na cnaipí fritháireamh (na cinn a thaispeánfar nuair nach bhfuil go leor spáis ann do na cluaisíní go léir) le feiceáil.

en: Returns the previously active tab index.
ga: Filleann sé an t-innéacs cluaisíní a bhí gníomhach roimhe seo.

en: Returns the icon for the right button of the tab at index [param tab_idx] or [code]null[/code] if the right button has no icon.
ga: Filleann sé seo an deilbhín don chnaipe ar dheis den chluaisín ag innéacs [param tab_idx] nó [code]null[/code] mura bhfuil aon íocón ar an gcnaipe ar dheis.

en: Returns the icon for the tab at index [param tab_idx] or [code]null[/code] if the tab has no icon.
ga: Filleann sé seo an deilbhín don chluaisín ag innéacs [param tab_idx] nó [code] null[/code] mura bhfuil deilbhín ar an gcluaisín.

en: Returns the maximum allowed width of the icon for the tab at index [param tab_idx].
ga: Filleann sé seo an t-uasleithead ceadaithe don deilbhín don chluaisín ag innéacs [param tab_idx].

en: Returns the index of the tab at local coordinates [param point]. Returns [code]-1[/code] if the point is outside the control boundaries or if there's no tab at the queried position.
ga: Filleann sé innéacs an táb ag comhordanáidí áitiúla [paraphointe]. Filleann sé [code]-1[/code] má tá an pointe lasmuigh de na teorainneacha rialaithe nó mura bhfuil cluaisín ag an suíomh ceistithe.

en: Returns tab title language code.
ga: Seoltar cód teanga teidil na gcluaisíní ar ais.

en: Returns the metadata value set to the tab at index [param tab_idx] using [method set_tab_metadata]. If no metadata was previously set, returns [code]null[/code] by default.
ga: Filleann sé seo an luach meiteashonraí socraithe chuig an gcluaisín ag innéacs [param tab_idx] ag baint úsáide as [method set_tab_metadata]. Murar socraíodh aon meiteashonraí roimhe seo, seolfar [code]null[/code] ar ais de réir réamhshocraithe.

en: Returns the number of hidden tabs offsetted to the left.
ga: Filleann sé líon na gcluaisíní folaithe fritháirithe ar chlé.

en: Returns tab [Rect2] with local position and size.
ga: Filleann an táb [Rect2] leis an suíomh agus an méid áitiúil.

en: Returns tab title text base writing direction.
ga: Tuairisceáin táb teidil bonn téacs treoir scríbhneoireachta.

en: Returns the title of the tab at index [param tab_idx].
ga: Filleann sé seo teideal an táb ag an innéacs [param tab_idx].

en: Returns the tooltip text of the tab at index [param tab_idx].
ga: Filleann sé téacs leid uirlisí an táb ag an innéacs [param tab_idx].

en: Returns [code]true[/code] if the tab at index [param tab_idx] is disabled.
ga: Filleann sé [code]true[/code] má tá an cluaisín ag innéacs [param tab_idx] díchumasaithe.

en: Returns [code]true[/code] if the tab at index [param tab_idx] is hidden.
ga: Filleann sé [code]true[/code] má tá an cluaisín ag an innéacs [param tab_idx] i bhfolach.

en: Moves a tab from [param from] to [param to].
ga: Bogtar cluaisín ó [param ó] go dtí [param go].

en: Removes the tab at index [param tab_idx].
ga: Baintear an cluaisín ag an innéacs [param tab_idx].

en: Selects the first available tab with greater index than the currently selected. Returns [code]true[/code] if tab selection changed.
ga: Roghnaíonn sé an chéad chluaisín atá ar fáil a bhfuil innéacs níos mó aige ná an ceann atá roghnaithe faoi láthair. Filleann sé [code]true[/code] má athraítear roghnú na gcluaisíní.

en: Selects the first available tab with lower index than the currently selected. Returns [code]true[/code] if tab selection changed.
ga: Roghnaíonn sé an chéad chluaisín atá ar fáil le hinnéacs níos ísle ná an ceann atá roghnaithe faoi láthair. Filleann sé [code]true[/code] má athraítear roghnú na gcluaisíní.

en: Sets an [param icon] for the button of the tab at index [param tab_idx] (located to the right, before the close button), making it visible and clickable (See [signal tab_button_pressed]). Giving it a [code]null[/code] value will hide the button.
ga: Socraíonn sé [param icon] do chnaipe an táb ag innéacs [param tab_idx] (suite ar dheis, roimh an gcnaipe dúnta), rud a fhágann go mbeidh sé infheicthe agus inchliceáilte (Féach [signal tab_button_pressed]). Má thugtar luach [code]null[/code] dó, cuirfear an cnaipe i bhfolach.

en: If [param disabled] is [code]true[/code], disables the tab at index [param tab_idx], making it non-interactable.
ga: Má tá [param míchumasaithe] [code]true[/code], díchumasaítear an cluaisín ag innéacs [param tab_idx], rud a fhágann nach féidir é a idirghníomhú.

en: If [param hidden] is [code]true[/code], hides the tab at index [param tab_idx], making it disappear from the tab area.
ga: Má tá [param i bhfolach] [code]true[/code], seithí an cluaisín ag an innéacs [param tab_idx], rud a fhágann go n-imíonn sé as limistéar na gcluaisíní.

en: Sets an [param icon] for the tab at index [param tab_idx].
ga: Socraíonn sé [param icon] don chluaisín ag innéacs [param tab_idx].

en: Sets the maximum allowed width of the icon for the tab at index [param tab_idx]. This limit is applied on top of the default size of the icon and on top of [theme_item icon_max_width]. The height is adjusted according to the icon's ratio.
ga: Socraíonn sé an t-uasleithead ceadaithe don íocón don chluaisín ag innéacs [param tab_idx]. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín agus ar bharr [theme_item icon_max_width]. Déantar an airde a choigeartú de réir chóimheas an deilbhín.

en: Sets language code of tab title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
ga: Socraíonn sé cód teanga de theideal na gcluaisíní a úsáidtear le haghaidh halgartaim a bhriseann an líne agus chun téacs a mhúnlú, má fhágtar é, úsáidtear locale reatha folamh ina ionad.

en: Sets the metadata value for the tab at index [param tab_idx], which can be retrieved later using [method get_tab_metadata].
ga: Socraíonn sé luach meiteashonraí don chluaisín ag innéacs [param tab_idx], ar féidir é a aisghabháil ar ball trí úsáid a bhaint as [method get_tab_metadata].

en: Sets tab title base writing direction.
ga: Socraíonn sé treoir scríbhneoireachta bonn teidil na gcluaisíní.

en: Sets a [param title] for the tab at index [param tab_idx].
ga: Socraíonn sé [teideal param] don chluaisín ag an innéacs [param tab_idx].

en: Sets a [param tooltip] for tab at index [param tab_idx].
    [b]Note:[/b] By default, if the [param tooltip] is empty and the tab text is truncated (not all characters fit into the tab), the title will be displayed as a tooltip. To hide the tooltip, assign [code]" "[/code] as the [param tooltip] text.
ga: Socraíonn sé [param tooltip] le haghaidh cluaisín ag innéacs [param tab_idx].
    [b]Nóta:[/b] De réir réamhshocraithe, má tá an [param tooltip] folamh agus an téacs cluaisín teasctha (níl gach carachtar oiriúnach don chluaisín), taispeánfar an teideal mar leid uirlisí. Chun an leid uirlisí a cheilt, sann [code] "" [/code] mar an téacs [param tooltip].

en: If [code]true[/code], tabs overflowing this node's width will be hidden, displaying two navigation buttons instead. Otherwise, this node's minimum size is updated so that all tabs are visible.
ga: Más [code]true[/code], cuirfear cluaisíní a sháraíonn leithead an nóid seo i bhfolach, ag taispeáint dhá chnaipe nascleanúna ina ionad sin. Seachas sin, déantar íosmhéid an nód seo a nuashonrú ionas go mbeidh gach cluaisín le feiceáil.

en: The index of the current selected tab. A value of [code]-1[/code] means that no tab is selected and can only be set when [member deselect_enabled] is [code]true[/code] or if all tabs are hidden or disabled.
ga: Innéacs an chluaisín roghnaithe reatha. Ciallaíonn luach [code]-1[/code] nach roghnaítear aon chluaisín agus ní féidir é a shocrú ach amháin nuair a bhíonn [member deselect_enabled] ar [code]true[/code] nó má tá gach cluaisín i bhfolach nó díchumasaithe.

en: If [code]true[/code], all tabs can be deselected so that no tab is selected. Click on the current tab to deselect it.
ga: Más [code]true[/code], is féidir gach cluaisín a dhíroghnú ionas nach roghnaítear cluaisín ar bith. Cliceáil ar an táb reatha chun é a dhíroghnú.

en: If [code]true[/code], tabs can be rearranged with mouse drag.
ga: Más [code]true[/code], is féidir cluaisíní a atheagrú le luchóg a tharraingt.

en: Sets the maximum width which all tabs should be limited to. Unlimited if set to [code]0[/code].
ga: Socraíonn sé an t-uasleithead ar cheart do gach cluaisín a theorannú dó. Gan teorainn má tá sé socraithe go [code]0[/code].

en: If [code]true[/code], the tab offset will be changed to keep the currently selected tab visible.
ga: Más [code]true[/code], athrófar an fritháireamh cluaisín chun an cluaisín atá roghnaithe faoi láthair a choinneáil infheicthe.

en: if [code]true[/code], the mouse's scroll wheel can be used to navigate the scroll view.
ga: más rud é [code]true[/code], is féidir scrollbharra na luiche a úsáid chun an t-amharc scrollbharra a nascleanúint.

en: If [code]true[/code], enables selecting a tab with the right mouse button.
ga: Más [code]true[/code], is féidir cluaisín a roghnú leis an gcnaipe deas luiche.

en: Sets the position at which tabs will be placed. See [enum AlignmentMode] for details.
ga: Socraíonn sé an suíomh ag a gcuirfear cluaisíní. Féach [enum AlinmentMode] le haghaidh sonraí.

en: Sets when the close button will appear on the tabs. See [enum CloseButtonDisplayPolicy] for details.
ga: Socraíonn sé cathain a bheidh an cnaipe dúnta le feiceáil ar na cluaisíní. Féach [enum CloseButtonDisplayPolicy] le haghaidh sonraí.

en: The number of tabs currently in the bar.
ga: Líon na gcluaisíní atá sa bharra faoi láthair.

en: [TabBar]s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with [member drag_to_rearrange_enabled].
    Setting this to [code]-1[/code] will disable rearranging between [TabBar]s.
ga: Ceadóidh [TabBar]s leis an aitheantas grúpa céanna a athshocrú na cluaisíní a tharraingt eatarthu. Cumasaigh tarraing le [ball drag_to_rearrange_enabled].
    Má shocraítear é seo go [code]-1[/code], díchumasófar atheagrú idir [TabBar]s.

en: Emitted when the active tab is rearranged via mouse drag. See [member drag_to_rearrange_enabled].
ga: Astaítear nuair a atheagraítear an cluaisín gníomhach trí tharraingt luiche. Féach ar [ball drag_to_rearrange_enabled].

en: Emitted when a tab's right button is pressed. See [method set_tab_button_icon].
ga: Astaithe nuair a bhrúitear cnaipe ceart cluaisín. Féach ar [method set_tab_button_icon].

en: Emitted when switching to another tab.
ga: Astaítear nuair a aistrítear go cluaisín eile.

en: Emitted when a tab is clicked, even if it is the current tab.
ga: Astaítear nuair a chliceáiltear cluaisín, fiú más é an cluaisín reatha é.

en: Emitted when a tab's close button is pressed.
    [b]Note:[/b] Tabs are not removed automatically once the close button is pressed, this behavior needs to be programmed manually. For example:
    [codeblocks]
    [gdscript]
    $TabBar.tab_close_pressed.connect($TabBar.remove_tab)
    [/gdscript]
    [csharp]
    GetNode<TabBar>("TabBar").TabClosePressed += GetNode<TabBar>("TabBar").RemoveTab;
    [/csharp]
    [/codeblocks]
ga: Astaítear nuair a bhrúitear cnaipe gar cluaisín.
    [b]Nóta:[/b] Ní bhaintear cluaisíní go huathoibríoch nuair a bhíonn an cnaipe dúnta brúite, ní mór an t-iompar seo a ríomhchlárú de láimh. Mar shampla:
    [codeblocks]
    [gdscript]
    $TabBar.tab_close_pressed.connect($TabBar.remove_tab)
    [/gdscript]
    [csharp]
    GetNode<TabBar>("TabBar").TabClosePressed += GetNode <TabBar>("TabBar").RemoveTab;
    [/csharp]
    [/codeblocks]

en: Emitted when a tab is hovered by the mouse.
ga: Astaítear nuair a bhíonn cluaisín hovered ag an luch.

en: Emitted when a tab is right-clicked. [member select_with_rmb] must be enabled.
ga: Astaithe nuair a bhíonn cluaisín deaschliceáil. Ní mór [ball select_with_rmb] a chumasú.

en: Emitted when a tab is selected via click, directional input, or script, even if it is the current tab.
ga: Astaítear nuair a roghnaítear cluaisín trí chliceáil, ionchur treorach, nó script, fiú más é an cluaisín reatha é.

en: Places tabs to the left.
ga: Cuireann sé cluaisíní ar chlé.

en: Places tabs in the middle.
ga: Cuirtear cluaisíní sa lár.

en: Places tabs to the right.
ga: Cuireann sé cluaisíní ar dheis.

en: Represents the size of the [enum AlignmentMode] enum.
ga: Léiríonn sé méid an [enum AlinmentMode] enum.

en: Never show the close buttons.
ga: Ná taispeáin na cnaipí gar riamh.

en: Only show the close button on the currently active tab.
ga: Ná taispeáin ach an cnaipe dúnta ar an táb atá gníomhach faoi láthair.

en: Show the close button on all tabs.
ga: Taispeáin an cnaipe gar ar gach cluaisín.

en: Represents the size of the [enum CloseButtonDisplayPolicy] enum.
ga: Léiríonn sé méid an [enum CloseButtonDisplayPolicy] enum.

en: Modulation color for the [theme_item drop_mark] icon.
ga: Dath modhnú don deilbhín [theme_item drop_mark].

en: Font color of disabled tabs.
ga: Dath cló na gcluaisíní díchumasaithe.

en: Font color of the currently hovered tab. Does not apply to the selected tab.
ga: Dath cló an chluaisín a bhfuil ainliú air faoi láthair. Ní bhaineann sé leis an gcluaisín roghnaithe.

en: The tint of text outline of the tab name.
ga: Imlíne an tint téacs ar ainm an táb.

en: Font color of the currently selected tab.
ga: Dath cló an chluaisín roghnaithe faoi láthair.

en: Font color of the other, unselected tabs.
ga: Dath cló na gcluaisíní eile, neamhroghnaithe.

en: The horizontal separation between the elements inside tabs.
ga: An scaradh cothrománach idir na heilimintí taobh istigh tabs.

en: The maximum allowed width of the tab's icon. This limit is applied on top of the default size of the icon, but before the value set with [method set_tab_icon_max_width]. The height is adjusted according to the icon's ratio.
ga: An leithead uasta ceadaithe de dheilbhín an chluaisín. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín, ach roimh an luach atá socraithe le [method set_tab_icon_max_width]. Déantar an airde a choigeartú de réir chóimheas an deilbhín.

en: The size of the tab text outline.
    [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
ga: Méid imlíne an téacs cluaisín.
    [b]Nóta:[/b] Má tá cló á úsáid le [member FontFile.multichannel_signed_distance_field] cumasaithe, ní mór a [comhalta FontFile.msdf_pixel_range] a shocrú go dtí [i] faoi dhó[/i] luach [theme_item outline_size] ar a laghad le haghaidh rindreála imlíne chun breathnú ceart. Seachas sin, d'fhéadfadh an chuma ar an imlíne a ghearradh amach níos luaithe ná mar a bhí beartaithe.

en: The font used to draw tab names.
ga: An cló a úsáidtear chun ainmneacha cluaisíní a tharraingt.

en: Font size of the tab names.
ga: Clómhéid na n-ainmneacha cluaisíní.

en: The icon for the close button (see [member tab_close_display_policy]).
ga: An deilbhín don chnaipe dúnta (féach [member tab_close_display_policy]).

en: Icon for the left arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the first tab is visible), it appears semi-transparent.
ga: Deilbhín don chnaipe saighead chlé a fheictear nuair a bhíonn an iomarca cluaisíní ann a d’oirfeadh i leithead an choimeádáin. Nuair a bhíonn an cnaipe díchumasaithe (i.e. tá an chéad chluaisín le feiceáil), tá an chuma air leath-trédhearcach.

en: Icon for the left arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor.
ga: Deilbhín don chnaipe saighead chlé a fheictear nuair a bhíonn an iomarca cluaisíní ann a d’oirfeadh i leithead an choimeádáin. Úsáidtear é nuair a bhíonn an cnaipe á hovered leis an cúrsóir.

en: Icon shown to indicate where a dragged tab is gonna be dropped (see [member drag_to_rearrange_enabled]).
ga: Deilbhín a thaispeántar chun a léiriú cá bhfuil cluaisín tarraingthe le titim (féach [member drag_to_rearrange_enabled]).

en: Icon for the right arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the last tab is visible) it appears semi-transparent.
ga: Deilbhín don chnaipe saigheada ar dheis a fheictear nuair a bhíonn an iomarca cluaisíní ann a d’oirfeadh i leithead an choimeádáin. Nuair a bhíonn an cnaipe díchumasaithe (i.e. tá an cluaisín deireanach le feiceáil) tá an chuma air leath-trédhearcach.

en: Icon for the right arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor.
ga: Deilbhín don chnaipe saigheada ar dheis a fheictear nuair a bhíonn an iomarca cluaisíní ann a d’oirfeadh i leithead an choimeádáin. Úsáidtear é nuair a bhíonn an cnaipe á hovered leis an cúrsóir.

en: Background of the tab and close buttons when they're being hovered with the cursor.
ga: Cúlra an chluaisín agus dún na cnaipí nuair a bhíonn an cúrsóir á bhfolús acu.

en: Background of the tab and close buttons when it's being pressed.
ga: Cúlra an chluaisín agus dún na cnaipí nuair a bhíonn sé á bhrú.

en: The style of disabled tabs.
ga: Stíl na gcluaisíní díchumasaithe.

en: [StyleBox] used when the [TabBar] is focused. The [theme_item tab_focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox] of the selected tab, so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
ga: [StyleBox] a úsáidtear nuair a bhíonn an [TabBar] dírithe. Taispeántar an [theme_item tab_focus] [StyleBox] [i] os cionn [/i] an bonn [StyleBox] den chluaisín roghnaithe, mar sin ba cheart [StyleBox] atá trédhearcach go páirteach a úsáid chun a chinntiú go bhfanann an bonn [StyleBox] le feiceáil. Feidhmíonn [StyleBox] a léiríonn imlíne nó líne go maith chun na críche seo. Chun an éifeacht amhairc fócasaithe a dhíchumasú, sann acmhainn [StyleBoxEmpty]. Tabhair faoi deara go ndéanfaidh díchumasú na héifeachta amhairc fócais dochar d'inúsáidteacht loingseoireachta méarchláir/rialtóra, mar sin ní mholtar é seo ar chúiseanna inrochtaineachta.

en: The style of the currently hovered tab. Does not apply to the selected tab.
    [b]Note:[/b] This style will be drawn with the same width as [theme_item tab_unselected] at minimum.
ga: Stíl an chluaisín a bhfuil foluain air faoi láthair. Ní bhaineann sé leis an gcluaisín roghnaithe.
    [b]Nóta:[/b] Beidh an stíl seo a tharraingt ar an leithead céanna le [theme_item tab_unselected] ar a laghad.

en: The style of the currently selected tab.
ga: Stíl an chluaisín roghnaithe faoi láthair.

en: The style of the other, unselected tabs.
ga: Stíl na gcluaisíní eile, neamhroghnaithe.

en: A container that creates a tab for each child control, displaying only the active tab's control.
ga: Coimeádán a chruthaíonn cluaisín do gach rialú linbh, ag taispeáint rialú an chluaisín gníomhach amháin.

en: Arranges child controls into a tabbed view, creating a tab for each one. The active tab's corresponding control is made visible, while all other child controls are hidden. Ignores non-control children.
    [b]Note:[/b] The drawing of the clickable tabs is handled by this node; [TabBar] is not needed.
ga: Socraíonn sé rialuithe leanaí isteach i radharc cluaisíní, ag cruthú cluaisín do gach ceann acu. Tá rialú comhfhreagrach an chluaisín gníomhach le feiceáil, agus tá gach rialú leanaí eile i bhfolach. Déanann sé neamhaird ar leanaí neamhrialaithe.
    [b]Nóta:[/b] Láimhseálann an nód seo líníocht na gcluaisíní inchliceáilte; Níl gá le [TabBar].

en: Returns the child [Control] node located at the active tab index.
ga: Filleann sé an nód [Rialú] leanbh atá suite ag an innéacs cluaisín gníomhach.

en: Returns the [Popup] node instance if one has been set already with [method set_popup].
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
ga: Filleann sé an sampla nód [Preabfhuinneog] má tá ceann socraithe cheana féin le [method set_popup].
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a chur i bhfolach, bain úsáid as a maoin [member Window.visible].

en: Returns the [TabBar] contained in this container.
    [b]Warning:[/b] This is a required internal node, removing and freeing it or editing its tabs may cause a crash. If you wish to edit the tabs, use the methods provided in [TabContainer].
ga: Filleann sé an [TabBar] atá sa choimeádán seo.
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, dá mba rud é go mbainfí amach agus go scaoilfí saor é nó go n-eagrófaí a chuid cluaisíní b'fhéidir go dtiocfadh tuairteáil. Más mian leat na cluaisíní a chur in eagar, úsáid na modhanna a sholáthraítear in [TabContainer].

en: Returns the button icon from the tab at index [param tab_idx].
ga: Filleann sé deilbhín an chnaipe ón gcluaisín ag an innéacs [param tab_idx].

en: Returns the [Control] node from the tab at index [param tab_idx].
ga: Filleann sé an nód [Rialú] ón gcluaisín ag innéacs [param tab_idx].

en: Returns the number of tabs.
ga: Filleann líon na gcluaisíní.

en: Returns the [Texture2D] for the tab at index [param tab_idx] or [code]null[/code] if the tab has no [Texture2D].
ga: Seoltar ar ais an [Texture2D] don chluaisín ag innéacs [param tab_idx] nó [code]null[/code] mura bhfuil [Texture2D] ar an gcluaisín.

en: Returns the index of the tab tied to the given [param control]. The control must be a child of the [TabContainer].
ga: Filleann sé innéacs an táb atá ceangailte leis an [param control] a thugtar. Caithfidh an rialú a bheith ina leanbh den [TabContainer].

en: Returns the title of the tab at index [param tab_idx]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title].
ga: Filleann sé seo teideal an táb ag an innéacs [param tab_idx]. Réamhshocrú teidil na gcluaisíní d’ainm an nód linbh innéacsaithe, ach is féidir é seo a shárú le [method set_tab_title].

en: If set on a [Popup] node instance, a popup menu icon appears in the top-right corner of the [TabContainer] (setting it to [code]null[/code] will make it go away). Clicking it will expand the [Popup] node.
ga: Má tá sé socraithe ar shampla nód [Preabfhuinneog], feictear deilbhín roghchláir aníos sa chúinne uachtarach ar dheis den [TabContainer] (má shocraítear é go [code]null[/code], fágfar é). Má chliceálann tú é, leathnófar an nód [Preabfhuinneog].

en: Sets the button icon from the tab at index [param tab_idx].
ga: Socraíonn sé deilbhín an chnaipe ón gcluaisín ag innéacs [param tab_idx].

en: Sets an icon for the tab at index [param tab_idx].
ga: Socraíonn sé deilbhín don chluaisín ag an innéacs [param tab_idx].

en: Sets a custom title for the tab at index [param tab_idx] (tab titles default to the name of the indexed child node). Set it back to the child's name to make the tab default to it again.
ga: Socraíonn sé teideal saincheaptha don chluaisín ag an innéacs [param tab_idx] (réamhshocraithe teidil na gcluaisíní le hainm nód an linbh innéacsaithe). Socraigh ar ais go dtí ainm an linbh é chun an cluaisín a dhéanamh réamhshocraithe dó arís.

en: Sets a custom tooltip text for tab at index [param tab_idx].
    [b]Note:[/b] By default, if the [param tooltip] is empty and the tab text is truncated (not all characters fit into the tab), the title will be displayed as a tooltip. To hide the tooltip, assign [code]" "[/code] as the [param tooltip] text.
ga: Socraíonn sé téacs saincheaptha leid uirlisí don chluaisín ag innéacs [param tab_idx].
    [b]Nóta:[/b] De réir réamhshocraithe, má tá an [param tooltip] folamh agus an téacs cluaisín teasctha (níl gach carachtar oiriúnach don chluaisín), taispeánfar an teideal mar leid uirlisí. Chun an leid uirlisí a cheilt, sann [code] "" [/code] mar an téacs [param tooltip].

en: If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel.
ga: Más [code]true[/code], tarraingítear gach cluaisín os comhair an phainéil. Má tá [code]false[/code], tarraingítear cluaisíní neamhghníomhacha taobh thiar den phainéal.

en: The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
    A value of [code]-1[/code] means that no tab is selected.
ga: An t-innéacs cluaisín reatha. Nuair a shocraítear é, socraítear airí [code] infheicthe[/code] nód [Rialú] an innéacs seo go [code]true[/code] agus socraítear na cinn eile go [code]bréagach[/code].
    Ciallaíonn luach [code]-1[/code] nach roghnaítear cluaisín ar bith.

en: If [code]true[/code], all tabs can be deselected so that no tab is selected. Click on the [member current_tab] to deselect it.
    Only the tab header will be shown if no tabs are selected.
ga: Más [code]true[/code], is féidir gach cluaisín a dhíroghnú ionas nach roghnaítear cluaisín ar bith. Cliceáil ar an [member current_tab] chun é a dhíroghnú.
    Ní thaispeánfar ach ceanntásc na gcluaisíní mura roghnaítear cluaisíní.

en: Sets the position at which tabs will be placed. See [enum TabBar.AlignmentMode] for details.
ga: Socraíonn sé an suíomh ag a gcuirfear cluaisíní. Féach [enum TabBar.AlignmentMode] le haghaidh sonraí.

en: The focus access mode for the internal [TabBar] node.
ga: An mód rochtana fócais don nód inmheánach [TabBar].

en: Sets the position of the tab bar. See [enum TabPosition] for details.
ga: Socraíonn sé suíomh an bharra cluaisíní. Féach [enum TabPosition] le haghaidh sonraí.

en: [TabContainer]s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with [member drag_to_rearrange_enabled].
    Setting this to [code]-1[/code] will disable rearranging between [TabContainer]s.
ga: Ceadóidh [TabContainer]s leis an aitheantas grúpa céanna a athshocrú na cluaisíní a tharraingt eatarthu. Cumasaigh tarraing le [ball drag_to_rearrange_enabled].
    Má shocraítear é seo go [code]-1[/code], díchumasófar atheagrú idir [Cluaisín Coimeádán]s.

en: If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content and titles are hidden.
ga: Más [code]true[/code], tá cluaisíní le feiceáil. Má tá [code]false[/code], tá ábhar agus teidil na gcluaisíní i bhfolach.

en: If [code]true[/code], child [Control] nodes that are hidden have their minimum size take into account in the total, instead of only the currently visible one.
ga: Más rud é [code]true[/code], cuirtear a n-íosmhéid nóid leanaí [Rialú] atá i bhfolach san iomlán san áireamh, seachas an ceann atá le feiceáil faoi láthair amháin.

en: Emitted when the [TabContainer]'s [Popup] button is clicked. See [method set_popup] for details.
ga: Astaítear é nuair a chliceáiltear ar chnaipe [Preabfhuinneog] an [TabContainer]. Féach ar [method set_popup] le haghaidh sonraí.

en: Emitted when the user clicks on the button icon on this tab.
ga: Astaithe nuair a chliceálann an t-úsáideoir ar an deilbhín cnaipe ar an táb seo.

en: Places the tab bar at the top.
ga: Cuireann sé an barra cluaisín ag an mbarr.

en: Places the tab bar at the bottom. The tab bar's [StyleBox] will be flipped vertically.
ga: Cuireann sé an barra cluaisín ag bun an leathanaigh. Déanfar [StyleBox] an bharra cluaisíní a smeach go hingearach.

en: Represents the size of the [enum TabPosition] enum.
ga: Léiríonn sé méid an [enum TabPosition] enum.

en: Font color of the currently hovered tab.
ga: Dath cló an chluaisín a bhfuil ainliú air faoi láthair.

en: The maximum allowed width of the tab's icon. This limit is applied on top of the default size of the icon, but before the value set with [method TabBar.set_tab_icon_max_width]. The height is adjusted according to the icon's ratio.
ga: An leithead uasta ceadaithe de dheilbhín an chluaisín. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín, ach roimh an luach atá socraithe le [method TabBar.set_tab_icon_max_width]. Déantar an airde a choigeartú de réir chóimheas an deilbhín.

en: Space between tab's name and its icon.
ga: Spás idir ainm cluaisín agus a dheilbhín.

en: The space at the left or right edges of the tab bar, accordingly with the current [member tab_alignment].
    The margin is ignored with [constant TabBar.ALIGNMENT_RIGHT] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [constant TabBar.ALIGNMENT_CENTER].
ga: An spás ar imill chlé nó ar dheis an bharra cluaisíní, dá réir sin leis an [member tab_alignment] reatha.
    Ní thugtar aird ar an gcorrlach le [TabBar.ALIGNMENT_RIGHT seasmhach] má ghearrtar na cluaisíní (féach [member clip_tabs]) nó má tá preabfhuinneog socraithe (féach [method set_popup]). Déantar neamhaird den chorrlach i gcónaí le [TabBar.ALIGNMENT_CENTER leanúnach].

en: The icon for the menu button (see [method set_popup]).
ga: An deilbhín don chnaipe roghchláir (féach [method set_popup]).

en: The icon for the menu button (see [method set_popup]) when it's being hovered with the cursor.
ga: An deilbhín don chnaipe roghchláir (féach [method set_popup]) agus an cúrsóir á hovered aige.

en: The style for the background fill.
ga: Líonann an stíl don chúlra.

en: The style of the currently hovered tab.
    [b]Note:[/b] This style will be drawn with the same width as [theme_item tab_unselected] at minimum.
ga: Stíl an chluaisín a bhfuil foluain air faoi láthair.
    [b]Nóta:[/b] Beidh an stíl seo a tharraingt ar an leithead céanna le [theme_item tab_unselected] ar a laghad.

en: The style for the background fill of the [TabBar] area.
ga: An stíl le haghaidh líonadh cúlra an limistéir [TabBar].

en: A TCP server.
ga: Freastalaí TCP.

en: A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] when it gets an incoming connection.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Freastalaí TCP. Éisteann sé le naisc ar phort agus filleann sé [StreamPeerTCP] nuair a fhaigheann sé nasc isteach.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Returns the local port this server is listening to.
ga: Filleann sé an port áitiúil a bhfuil an freastalaí seo ag éisteacht leis.

en: Returns [code]true[/code] if a connection is available for taking.
ga: Filleann sé [code]true[/code] má tá nasc ar fáil le glacadh.

en: Returns [code]true[/code] if the server is currently listening for connections.
ga: Filleann sé [code]true[/code] má tá an freastalaí ag éisteacht le haghaidh naisc faoi láthair.

en: Listen on the [param port] binding to [param bind_address].
    If [param bind_address] is set as [code]"*"[/code] (default), the server will listen on all available addresses (both IPv4 and IPv6).
    If [param bind_address] is set as [code]"0.0.0.0"[/code] (for IPv4) or [code]"::"[/code] (for IPv6), the server will listen on all available addresses matching that IP type.
    If [param bind_address] is set to any valid address (e.g. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc.), the server will only listen on the interface with that address (or fail if no interface with the given address exists).
ga: Éist ar an [port param] ceangailteach le [param bind_address].
    Má tá [param bind_address] socraithe mar [code] ""*"[/code] (réamhshocraithe), éistfidh an freastalaí ar na seoltaí go léir atá ar fáil ( IPv4 agus IPv6 araon).
    Má tá [param bind_address] socraithe mar [code]"0.0.0.0"[/code] (do IPv4) nó [code]"::"[/code] (do IPv6), éistfidh an freastalaí ar gach seoladh atá ar fáil a mheaitseálann an cineál IP sin.
    Má tá [param bind_address] socraithe chuig aon seoladh bailí (m.sh. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc.), ní éistfidh an freastalaí ach ar an comhéadan leis an seoladh sin (nó teip mura bhfuil comhéadan leis an seoladh tugtha).

en: Stops listening.
ga: Stopann ag éisteacht.

en: If a connection is available, returns a StreamPeerTCP with the connection.
ga: Má tá nasc ar fáil, seolfaidh StreamPeerTCP leis an nasc ar ais.

en: A multiline text editor.
ga: Eagarthóir téacs il-líne.

en: A multiline text editor. It also has limited facilities for editing code, such as syntax highlighting support. For more advanced facilities for editing code, see [CodeEdit].
    [b]Note:[/b] Most viewport, caret, and edit methods contain a [code]caret_index[/code] argument for [member caret_multiple] support. The argument should be one of the following: [code]-1[/code] for all carets, [code]0[/code] for the main caret, or greater than [code]0[/code] for secondary carets in the order they were created.
    [b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor.
ga: Eagarthóir téacs il-líne. Tá áiseanna teoranta aige freisin chun cód a chur in eagar, mar thacaíocht chun béim a chur ar chomhréir. Le haghaidh áiseanna níos forbartha chun cód a chur in eagar, féach [CodeEdit].
    [b]Nóta:[/b] Tá argóint [code]caret_index[/code] ar son na tacaíochta [member caret_multiple] ar an gcuid is mó de na modhanna amhairc, cúraim agus eagarthóireachta. Ba cheart go mbeadh an argóint ar cheann díobh seo a leanas: [code]-1[/code] do gach cúram, [code]0[/code] don phríomh-aireagán, nó níos mó ná [code]0[/code] do chúramaí tánaisteacha i an t-ord a cruthaíodh iad.
    [b]Nóta:[/b] Agus [kbd]Alt[/kbd] á choinneáil síos, scrollóidh an roth scrollaithe ingearach 5 huaire chomh tapa agus a dhéanfadh sé de ghnáth. Oibríonn sé seo freisin in eagarthóir script Godot.

en: Override this method to define what happens when the user presses the backspace key.
ga: Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a bhrúnn an t-úsáideoir an eochair chúlspás.

en: Override this method to define what happens when the user performs a copy operation.
ga: Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a dhéanann an t-úsáideoir oibríocht cóipe.

en: Override this method to define what happens when the user performs a cut operation.
ga: Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a dhéanann an t-úsáideoir oibríocht ghearrtha.

en: Override this method to define what happens when the user types in the provided key [param unicode_char].
ga: Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a chineálálann an t-úsáideoir san eochair a sholáthraítear [param unicode_char].

en: Override this method to define what happens when the user performs a paste operation.
ga: Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a dhéanann an t-úsáideoir oibríocht ghreamú.

en: Override this method to define what happens when the user performs a paste operation with middle mouse button.
    [b]Note:[/b] This method is only implemented on Linux.
ga: Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a dhéanann an t-úsáideoir oibríocht ghreamú le cnaipe lár na luiche.
    [b]Nóta:[/b] Ní chuirtear an modh seo i bhfeidhm ach ar Linux.

en: Adds a new caret at the given location. Returns the index of the new caret, or [code]-1[/code] if the location is invalid.
ga: Cuireann sé cúram nua leis ag an suíomh tugtha. Seoltar ar ais innéacs an fheighlí nua, nó [code]-1[/code] má tá an suíomh neamhbhailí.

en: Adds an additional caret above or below every caret. If [param below] is [code]true[/code] the new caret will be added below and above otherwise.
ga: Cuirtear cúram breise os cionn nó faoi bhun gach cúram. Má tá [param thíos] [code]true[/code] cuirfear an airíoch nua thíos agus thuas ar shlí eile.

en: Register a new gutter to this [TextEdit]. Use [param at] to have a specific gutter order. A value of [code]-1[/code] appends the gutter to the right.
ga: Cláraigh gutter nua don [TextEdit] seo. Bain úsáid as [param at] chun ord sonrach gáitéir a bheith agat. Cuireann luach [code]-1[/code] an gáitéar ar dheis.

en: Adds a selection and a caret for the next occurrence of the current selection. If there is no active selection, selects word under caret.
ga: Cuirtear leis rogha agus cúram don chéad chás eile den roghnúchán reatha. Mura bhfuil aon roghnú gníomhach ann, roghnaigh an focal faoi chúram.

en: No longer necessary since methods now adjust carets themselves.
ga: Níl gá leis a thuilleadh ós rud é go ndéanann modhanna coigeartú ar na cúramaí iad féin anois.

en: Adjust the viewport so the caret is visible.
ga: Coigeartaigh an radharcphort ionas go mbeidh an feirm infheicthe.

en: Applies text from the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME) to each caret and closes the IME if it is open.
ga: Cuireann sé téacs ón [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME) i bhfeidhm ar gach airíoch agus dúnann sé an GS má bhíonn sé oscailte.

en: Called when the user presses the backspace key. Can be overridden with [method _backspace].
ga: Glaoitear air nuair a bhrúnn an t-úsáideoir an eochair chúlspás. Is féidir é a shárú le [method _backspace].

en: Starts a multipart edit. All edits will be treated as one action until [method end_complex_operation] is called.
ga: Tosaíonn eagarthóireacht ilpháirteach. Déileálfar le gach eagarthóireacht mar ghníomh amháin go dtí go nglaofar [method end_complex_operation].

en: Centers the viewport on the line the editing caret is at. This also resets the [member scroll_horizontal] value to [code]0[/code].
ga: Lár an radharc ar an líne a bhfuil an cúram eagarthóireachta uirthi. Athshocraíonn sé seo an luach [ball scroll_horizontal] go [code]0[/code] freisin.

en: Performs a full reset of [TextEdit], including undo history.
ga: Déanann sé athshocrú iomlán ar [TextEdit], lena n-áirítear an stair a chealú.

en: Clears the undo history.
ga: Glanann sé an stair a chealú.

en: Collapse all carets in the given range to the [param from_line] and [param from_column] position.
    [param inclusive] applies to both ends.
    If [method is_in_mulitcaret_edit] is [code]true[/code], carets that are collapsed will be [code]true[/code] for [method multicaret_edit_ignore_caret].
    [method merge_overlapping_carets] will be called if any carets were collapsed.
ga: Laghdaigh gach cúram sa raon tugtha go dtí an suíomh [param from_line] agus [param from_column].
    Baineann [param go huile] leis an dá chríoch.
    Má tá [method is_in_mulitcaret_edit] [code]true[/code], beidh cúramaí atá tite [code]true[/code] le haghaidh [method multicaret_edit_ignore_caret].
    [method merge_overlapping_carets] a ghlaoch má thit aon chúramaí.

en: Copies the current text selection. Can be overridden with [method _copy].
ga: Cóipeáil an rogha téacs reatha. Is féidir é a shárú le [method _copy].

en: Cut's the current selection. Can be overridden with [method _cut].
ga: Gearr an rogha reatha. Is féidir é a shárú le [method _cut].

en: Deletes the selected text.
ga: Scrios an téacs roghnaithe.

en: Deselects the current selection.
ga: Díroghnaíonn sé an rogha reatha.

en: Marks the end of steps in the current action started with [method start_action].
ga: Marcáil deireadh céimeanna sa ghníomh reatha a thosaigh le [method start_action].

en: Ends a multipart edit, started with [method begin_complex_operation]. If called outside a complex operation, the current operation is pushed onto the undo/redo stack.
ga: Críochnaíonn eagarthóireacht ilpháirteach, tosaithe le [method start_complex_operation]. Má ghlaoitear air lasmuigh d’oibríocht choimpléascach, déantar an oibríocht reatha a bhrú ar an stack Cealaigh/Athdhéan.

en: Ends an edit for multiple carets, that was started with [method begin_multicaret_edit]. If this was the last [method end_multicaret_edit] and [method merge_overlapping_carets] was called, carets will be merged.
ga: Críochnaíonn eagarthóireacht le haghaidh cúramaí iolracha, ar cuireadh tús leis le [method start_multicaret_edit]. Más é seo an [method end_multicaret_edit] deiridh agus dá nglaodh [method merge_overlapping_carets], cumascfar airí.

en: Returns the column the editing caret is at.
ga: Seol ar ais an colún a bhfuil an cúram eagarthóireachta ag.

en: Returns the number of carets in this [TextEdit].
ga: Seoltar ar ais líon na gcáirithe sa [TextEdit] seo.

en: Returns the caret pixel draw position.
ga: Fill ar ais suíomh tarraingt picteilín caret.

en: Carets no longer need to be edited in any specific order. If the carets need to be sorted, use [method get_sorted_carets] instead.
ga: Ní gá cares a chur in eagar in aon ord ar leith a thuilleadh. Más gá na cúramaí a shórtáil, úsáid [method get_sorted_carets] ina ionad sin.

en: Returns a list of caret indexes in their edit order, this done from bottom to top. Edit order refers to the way actions such as [method insert_text_at_caret] are applied.
ga: Seoltar ar ais liosta innéacsanna caret ina n-ord eagarthóireachta, déanta seo ó bhun go barr. Tagraíonn ordú in eagar don chaoi a gcuirtear gníomhartha ar nós [method insert_text_at_caret] i bhfeidhm.

en: Returns the line the editing caret is on.
ga: Fill ar ais an líne a bhfuil an cúram eagarthóireachta ar.

en: Returns the wrap index the editing caret is on.
ga: Seoltar ar ais an t-innéacs fillte a bhfuil an cúram eagarthóireachta air.

en: Returns the first visible line.
ga: Filleann sé an chéad líne infheicthe.

en: Returns the number of gutters registered.
ga: Tuairisceáin líon na gáitéir cláraithe.

en: Returns the name of the gutter at the given index.
ga: Filleann sé ainm an gháitéir ag an treoir a thugtar.

en: Returns the type of the gutter at the given index. Gutters can contain icons, text, or custom visuals. See [enum TextEdit.GutterType] for options.
ga: Tuairisceáin cineál an gháitéir ag an treoir a thugtar. Is féidir le gutters deilbhíní, téacs, nó amhairc saincheaptha. Féach [enum TextEdit.GutterType] le haghaidh roghanna.

en: Returns the width of the gutter at the given index.
ga: Filleann sé leithead an gháitéir ag an treoir a thugtar.

en: Returns the [HScrollBar] used by [TextEdit].
ga: Filleann sé an [HScrollBar] a úsáideann [TextEdit].

en: Returns the last visible line. Use [method get_last_full_visible_line_wrap_index] for the wrap index.
ga: Filleann sé an líne dheireanach infheicthe. Úsáid [method get_last_full_visible_line_wrap_index] don innéacs fillte.

en: Returns the last visible wrap index of the last visible line.
ga: Filleann sé an t-innéacs fillte infheicthe deiridh den líne dheireanach infheicthe.

en: Returns the last unhidden line in the entire [TextEdit].
ga: Filleann sé seo an líne dheireanach neamhfholaithe san iomlán [TextEdit].

en: Returns the text of a specific line.
ga: Filleann sé téacs líne ar leith.

en: Returns the number of lines in the text.
ga: Filleann sé líon na línte sa téacs.

en: Returns the icon currently in [param gutter] at [param line]. This only works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method set_gutter_type]).
ga: Filleann sé an deilbhín atá i [param gutter] ag [param line] faoi láthair. Ní oibríonn sé seo ach amháin nuair is é an cineál gáitéir [GUTTER_TYPE_ICON leanúnach] (féach [method set_gutter_type]).

en: Returns the color currently in [param gutter] at [param line].
ga: Filleann sé seo an dath atá i [param gutter] ag [param line] faoi láthair.

en: Returns the metadata currently in [param gutter] at [param line].
ga: Filleann sé na meiteashonraí atá i [param gutter] ag [param line] faoi láthair.

en: Returns the text currently in [param gutter] at [param line]. This only works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method set_gutter_type]).
ga: Filleann sé an téacs atá i [param gutter] faoi láthair ag [param line]. Ní oibríonn sé seo ach amháin nuair atá an cineál gáitéir [gUTTER_TYPE_STRING seasmhach] (féach [method set_gutter_type]).

en: Returns the maximum value of the line height among all lines.
    [b]Note:[/b] The return value is influenced by [theme_item line_spacing] and [theme_item font_size]. And it will not be less than [code]1[/code].
ga: Tuairisceáin uasluach airde na líne i measc na línte go léir.
    [b]Nóta:[/b] Bíonn tionchar ag [theme_item line_spacing] agus [theme_item font_size] ar an luach aischuir. Agus ní bheidh sé níos lú ná [code]1[/code].

en: Returns an [Array] of line ranges where [code]x[/code] is the first line and [code]y[/code] is the last line. All lines within these ranges will have a caret on them or be part of a selection. Each line will only be part of one line range, even if it has multiple carets on it.
    If a selection's end column ([method get_selection_to_column]) is at column [code]0[/code], that line will not be included. If a selection begins on the line after another selection ends and [param merge_adjacent] is [code]true[/code], or they begin and end on the same line, one line range will include both selections.
ga: Filleann sé [Eagar] de raonta líne áit arb é [code]x[/code] an chéad líne agus [code]y[/code] an líne dheireanach. Beidh cúram orthu ar gach líne laistigh de na raonta seo nó beidh siad mar chuid de rogha. Ní bheidh gach líne ach mar chuid de raon líne amháin, fiú má tá go leor airíle uirthi.
    Má tá colún deiridh rogha ([method get_selection_to_column]) ag colún [code]0[/code], ní chuirfear an líne sin san áireamh. Má thosaíonn rogha ar an líne tar éis do rogha eile críochnú agus má tá [param merge_adjacent] [code]true[/code], nó má thosaíonn agus má chríochnaíonn siad ar an líne chéanna, áireofar an dá roghnú i raon líne amháin.

en: Returns the width in pixels of the [param wrap_index] on [param line].
ga: Filleann sé leithead an [param wrap_index] i bpicteilíní ar [param line].

en: Returns the number of times the given line is wrapped.
ga: Filleann sé an líon uaireanta a bhfuil an líne tugtha fillte.

en: Returns an array of [String]s representing each wrapped index.
ga: Filleann sé raon [Teaghrán]anna a léiríonn gach innéacs fillte.

en: Returns the local mouse position adjusted for the text direction.
ga: Filleann suíomh na luiche áitiúil coigeartaithe do threoir an téacs.

en: Returns the [PopupMenu] of this [TextEdit]. By default, this menu is displayed when right-clicking on the [TextEdit].
    You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see [enum MenuItems]). For example:
    [codeblocks]
    [gdscript]
    func _ready():
        var menu = get_menu()
        # Remove all items after "Redo".
        menu.item_count = menu.get_item_index(MENU_REDO) + 1
        # Add custom items.
        menu.add_separator()
        menu.add_item("Insert Date", MENU_MAX + 1)
        # Connect callback.
        menu.id_pressed.connect(_on_item_pressed)
    
    func _on_item_pressed(id):
        if id == MENU_MAX + 1:
            insert_text_at_caret(Time.get_date_string_from_system())
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var menu = GetMenu();
        // Remove all items after "Redo".
        menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;
        // Add custom items.
        menu.AddSeparator();
        menu.AddItem("Insert Date", TextEdit.MenuItems.Max + 1);
        // Add event handler.
        menu.IdPressed += OnItemPressed;
    }
    
    public void OnItemPressed(int id)
    {
        if (id == TextEdit.MenuItems.Max + 1)
        {
            InsertTextAtCaret(Time.GetDateStringFromSystem());
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
ga: Filleann an [PopupMenu] den [TextEdit] seo. De réir réamhshocraithe, taispeántar an roghchlár seo nuair a chliceálann tú ar dheis ar an [TextEdit].
    Is féidir leat míreanna roghchláir saincheaptha a chur leis nó na cinn chaighdeánacha a bhaint. Cinntigh nach bhfuil d’aitheantais ag teacht salach ar na cinn chaighdeánacha (féach [enum MenuItems]). Mar shampla:
    [codeblocks]
    [gdscript]
    func _réidh():
        roghchlár var = get_menu()
        # Bain gach mír i ndiaidh "Athdhéan".
        menu.item_count = menu.get_item_index(MENU_REDO) + 1
        # Cuir míreanna saincheaptha leis.
        menu.add_separator()
        menu.add_item("Ionsáigh Dáta", MENU_MAX + 1)
        # Ceangail aisghlao.
        menu.id_pressed.connect(_on_item_pressed)
    
    feidhm _on_item_brúite(id):
        más id == MENU_MAX + 1:
            cuir isteach_text_at_caret(Time.get_date_string_from_system())
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        roghchlár var = GetMenu();
        // Bain gach mír tar éis "Athdhéan".
        menu.ItemCount = roghchlár.GetItemIndex(TextEdit.MenuItems.Redo) + 1;
        // Cuir míreanna saincheaptha leis.
        roghchlár.AddSeparator();
        menu.AddItem("Ionsáigh Dáta", TextEdit.MenuItems.Max + 1);
        // Cuir láimhseálaí imeachta leis.
        menu.IdPressed += OnItemPressed;
    }
    
    folús poiblí OnItemPressed(int id)
    {
        más rud é (id == TextEdit.MenuItems.Max + 1)
        {
            InsertTextAtCaret(Time.GetDateStringFromSystem());
        }
    }
    [/csharp]
    [/codeblocks]
    [b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é nó aon duine dá leanaí a chur i bhfolach, bain úsáid as a maoin [member Window.visible].

en: Returns the equivalent minimap line at [param position].
ga: Filleann sé an líne íosmhapála coibhéiseach ag [suíomh param].

en: Returns the number of lines that may be drawn on the minimap.
ga: Filleann sé líon na línte is féidir a tharraingt ar an íosmhapa.

en: Similar to [method get_next_visible_line_offset_from], but takes into account the line wrap indexes. In the returned vector, [code]x[/code] is the line, [code]y[/code] is the wrap index.
ga: Cosúil le [method get_next_visible_line_offset_from], ach cuireann sé na hinnéacsanna fillte líne san áireamh. Sa veicteoir ar ais, is é [code]x[/code] an líne, is é [code]y[/code] an t-innéacs fillte.

en: Returns the count to the next visible line from [param line] to [code]line + visible_amount[/code]. Can also count backwards. For example if a [TextEdit] has 5 lines with lines 2 and 3 hidden, calling this with [code]line = 1, visible_amount = 1[/code] would return 3.
ga: Filleann sé an comhaireamh go dtí an chéad líne infheicthe eile ó [param line] go [code] líne + visible_amount[/code]. Is féidir comhaireamh ar gcúl freisin. Mar shampla má tá 5 líne ag [TextEdit] le línte 2 agus 3 i bhfolach, chuirfí 3 ar ais ag glaoch air seo le [code]líne = 1, visible_amount = 1[/code].

en: Returns the local position for the given [param line] and [param column]. If [code]x[/code] or [code]y[/code] of the returned vector equal [code]-1[/code], the position is outside of the viewable area of the control.
    [b]Note:[/b] The Y position corresponds to the bottom side of the line. Use [method get_rect_at_line_column] to get the top side position.
ga: Filleann sé an suíomh áitiúil don [paramlíne] agus [param column] tugtha. Más ionann [code]x[/code] nó [code]y[/code] den veicteoir a cuireadh ar ais ar ais [code]-1[/code], tá an suíomh lasmuigh d’achar infheicthe an rialaithe.
    [b]Nóta:[/b] Freagraíonn suíomh Y do thaobh íochtair na líne. Úsáid [method get_rect_at_line_column] chun suíomh an taoibh uachtair a fháil.

en: Returns the local position and size for the grapheme at the given [param line] and [param column]. If [code]x[/code] or [code]y[/code] position of the returned rect equal [code]-1[/code], the position is outside of the viewable area of the control.
    [b]Note:[/b] The Y position of the returned rect corresponds to the top side of the line, unlike [method get_pos_at_line_column] which returns the bottom side.
ga: Filleann sé suíomh áitiúil agus méid an grapheme ag an [param line] agus [param column] tugtha. Má tá suíomh [code]x[/code] nó [code]y[/code] den cheart ar ais cothrom [code]-1[/code], tá an suíomh lasmuigh d'achar infheicthe an rialaithe.
    [b]Nóta:[/b] Freagraíonn suíomh Y an dronfhill don taobh uachtarach den líne, murab ionann agus [method get_pos_at_line_column] a fhilleann an taobh íochtair.

en: Returns the last tagged saved version from [method tag_saved_version].
ga: Filleann sé seo an leagan sábháilte clibeáilte deiridh ó [method tag_saved_version].

en: Returns the scroll position for [param wrap_index] of [param line].
ga: Filleann sé seo suíomh an scrolla do [param wrap_index] de [param line].

en: Returns the text inside the selection of a caret, or all the carets if [param caret_index] is its default value [code]-1[/code].
ga: Filleann sé seo an téacs taobh istigh de roghnú airíoch, nó gach cares más é [param caret_index] a luach réamhshocraithe [code]-1[/code].

en: Returns the caret index of the selection at the given [param line] and [param column], or [code]-1[/code] if there is none.
    If [param include_edges] is [code]false[/code], the position must be inside the selection and not at either end. If [param only_selections] is [code]false[/code], carets without a selection will also be considered.
ga: Seoltar ar ais innéacs aireach an roghnúcháin ag an [paramlíne] agus [param column] a thugtar, nó [code]-1[/code] mura bhfuil ceann ar bith ann.
    Má tá [param include_edges] [code]false[/code], caithfidh an suíomh a bheith laistigh den roghnú agus ní ag ceachtar den dá cheann. Más [code]bréagach[/code] é [param only_selections], déanfar cúramaí gan rogha a mheas freisin.

en: Use [method get_selection_origin_column] instead.
ga: Úsáid [method get_selection_origin_column] ina ionad sin.

en: Returns the original start column of the selection.
ga: Filltear an buncholún tosaigh den roghnúchán.

en: Returns the selection begin column. Returns the caret column if there is no selection.
ga: Seoltar ar ais an colún tosaigh roghnaithe. Filleann an colún cúram mura bhfuil aon rogha ann.

en: Returns the selection begin line. Returns the caret line if there is no selection.
ga: Filleann sé an líne tosaigh roghnaithe. Filleann an líne cúram mura bhfuil aon rogha ann.

en: Use [method get_selection_origin_line] instead.
ga: Úsáid [method get_selection_origin_line] ina ionad sin.

en: Returns the original start line of the selection.
ga: Filleann sé líne tosaigh an roghnúcháin.

en: Returns the current selection mode.
ga: Filleann sé an modh roghnaithe reatha.

en: Returns the origin column of the selection. This is the opposite end from the caret.
ga: Seoltar ar ais colún tionscnaimh an roghnúcháin. Is é seo an taobh eile as an caret.

en: Returns the origin line of the selection. This is the opposite end from the caret.
ga: Filltear líne bhunaidh an roghnúcháin. Is é seo an taobh eile as an caret.

en: Returns the selection end column. Returns the caret column if there is no selection.
ga: Filleann an colún deiridh roghnaithe. Filleann an colún cúram mura bhfuil aon rogha ann.

en: Returns the selection end line. Returns the caret line if there is no selection.
ga: Filleann sé deireadhlíne an roghnúcháin. Filleann an líne cúram mura bhfuil aon rogha ann.

en: Returns the carets sorted by selection beginning from lowest line and column to highest (from top to bottom of text).
    If [param include_ignored_carets] is [code]false[/code], carets from [method multicaret_edit_ignore_caret] will be ignored.
ga: Filleann sé na aireach curtha in eagar de réir roghnúcháin ag tosú ón líne is ísle agus ón gcolún go dtí an ceann is airde (ó bhun go barr an téacs).
    Má tá [param include_ignored_carets] [code]false[/code], ní thabharfar aird ar chúramaí ó [method multicaret_edit_ignore_caret].

en: Returns the [TextEdit]'s' tab size.
ga: Filleann sé méid cluaisín [TextEdit]'s.

en: Returns the total width of all gutters and internal padding.
ga: Filleann sé leithead iomlán gach gáitéir agus stuáil inmheánach.

en: Returns the [VScrollBar] of the [TextEdit].
ga: Seoltar ar ais an [VScrollBar] den [TextEdit].

en: Returns the current version of the [TextEdit]. The version is a count of recorded operations by the undo/redo history.
ga: Seoltar ar ais an leagan reatha den [TextEdit]. Is éard atá sa leagan ná comhaireamh na n-oibríochtaí taifeadta de réir na staire Cealaigh/athdhéan.

en: Returns the word at [param position].
ga: Filleann sé an focal ag [suíomh param].

en: Returns a [String] text with the word under the caret's location.
ga: Filleann sé téacs [Teaghrán] leis an bhfocal faoi shuíomh an fheighlí.

en: Inserts a new line with [param text] at [param line].
ga: Ionsáigh líne nua le [téacs param] ag [paramlíne].

en: Inserts the [param text] at [param line] and [param column].
    If [param before_selection_begin] is [code]true[/code], carets and selections that begin at [param line] and [param column] will moved to the end of the inserted text, along with all carets after it.
    If [param before_selection_end] is [code]true[/code], selections that end at [param line] and [param column] will be extended to the end of the inserted text. These parameters can be used to insert text inside of or outside of selections.
ga: Ionsáigh an [téacs param] ag [param line] agus [param column].
    Má tá [param before_selection_begin] [code]true[/code], bogfar cúramaí agus roghanna a thosaíonn ag [param line] agus [param column] go dtí deireadh an téacs a cuireadh isteach, mar aon leis na cúramaí go léir ina dhiaidh.
    Má tá [param before_selection_end] [code]true[/code], leathnófar roghanna a chríochnaíonn ag [param line] agus [param column] go dtí deireadh an téacs a cuireadh isteach. Is féidir na paraiméadair seo a úsáid chun téacs a chur isteach laistigh de nó lasmuigh de na roghanna.

en: Insert the specified text at the caret position.
ga: Cuir isteach an téacs sonraithe ag suíomh an airíoch.

en: Returns [code]true[/code] if the caret of the selection is after the selection origin. This can be used to determine the direction of the selection.
ga: Seoltar ar ais [code]true[/code] má tá cúram an roghnúcháin tar éis bhunús an roghnúcháin. Is féidir é seo a úsáid chun treo an roghnúcháin a chinneadh.

en: Returns [code]true[/code] if the user is dragging their mouse for scrolling, selecting, or text dragging.
ga: Filleann sé [code]true[/code] má tá an t-úsáideoir ag tarraingt a luiche le haghaidh scrollaithe, roghnú nó téacs a tharraingt.

en: Returns [code]true[/code] if a [method begin_multicaret_edit] has been called and [method end_multicaret_edit] has not yet been called.
ga: Seoltar ar ais [code]true[/code] má tá glao déanta ar [method start_multicaret_edit] agus mura bhfuil glao déanta fós ar [method end_multicaret_edit].

en: Returns if the given line is wrapped.
ga: Filleann sé má tá an líne tugtha fillte.

en: Merges any overlapping carets. Will favor the newest caret, or the caret with a selection.
    If [method is_in_mulitcaret_edit] is [code]true[/code], the merge will be queued to happen at the end of the multicaret edit. See [method begin_multicaret_edit] and [method end_multicaret_edit].
    [b]Note:[/b] This is not called when a caret changes position but after certain actions, so it is possible to get into a state where carets overlap.
ga: Cumasctar aon chúramaí forluiteacha. Beidh sé i bhfabhar an airíoch is nua, nó an airíoch le rogha.
    Má tá [method is_in_mulitcaret_edit] [code]true[/code], cuirfear an cumasc i scuaine le tarlú ag deireadh an eagarthóireachta multicaret. Féach ar [method start_multicaret_edit] agus [method end_multicaret_edit].
    [b]Nóta:[/b] Ní thugtar é seo nuair a athraíonn feighlí suíomh ach tar éis gníomhartha áirithe, agus mar sin is féidir dul isteach i riocht ina bhforluíonn cúramaí.

en: Returns [code]true[/code] if the given [param caret_index] should be ignored as part of a multicaret edit. See [method begin_multicaret_edit] and [method end_multicaret_edit]. Carets that should be ignored are ones that were part of removed text and will likely be merged at the end of the edit, or carets that were added during the edit.
    It is recommended to [code]continue[/code] within a loop iterating on multiple carets if a caret should be ignored.
ga: Seoltar ar ais [code]true[/code] más rud é gur cheart neamhaird a dhéanamh den [param caret_index] a tugadh mar chuid d'eagarthóireacht ilchúramach. Féach ar [method start_multicaret_edit] agus [method end_multicaret_edit]. Is éard is cúramaí ar chóir neamhaird a dhéanamh orthu ná cinn a bhí mar chuid de théacs a baineadh agus is dócha go ndéanfar iad a chumasc ag deireadh an eagarthóireachta, nó cúramaí a cuireadh leis le linn an eagarthóireachta.
    Moltar [code] leanúint ar aghaidh[/code] laistigh de lúb ag atriail ar ilchúraimí más rud é gur chóir neamhaird a dhéanamh de airíoch.

en: Paste at the current location. Can be overridden with [method _paste].
ga: Greamaigh ag an suíomh reatha. Is féidir é a shárú le [method _paste].

en: Pastes the primary clipboard.
ga: Greamaíonn sé an gearrthaisce bunscoile.

en: Perform redo operation.
ga: Déan oibríocht athdhéanta.

en: Removes the given caret index.
    [b]Note:[/b] This can result in adjustment of all other caret indices.
ga: Baintear an t-innéacs cúraim a thugtar.
    [b]Nóta:[/b] D’fhéadfadh coigeartú a dhéanamh ar gach innéacs cúraim eile mar thoradh air seo.

en: Removes the line of text at [param line]. Carets on this line will attempt to match their previous visual x position.
    If [param move_carets_down] is [code]true[/code] carets will move to the next line down, otherwise carets will move up.
ga: Baintear an líne téacs ag [paramlíne]. Déanfaidh carúil ar an líne seo iarracht a suíomh amhairc x roimhe seo a mheaitseáil.
    Má tá [param move_carets_down] [code]true[/code] bogfaidh na feighlithe go dtí an chéad líne eile síos, nó bogfaidh na cúramaí suas.

en: Removes all additional carets.
ga: Baintear gach cúram breise.

en: Removes text between the given positions.
ga: Baintear an téacs idir na suíomhanna tugtha.

en: Perform a search inside the text. Search flags can be specified in the [enum SearchFlags] enum.
    In the returned vector, [code]x[/code] is the column, [code]y[/code] is the line. If no results are found, both are equal to [code]-1[/code].
    [codeblocks]
    [gdscript]
    var result = search("print", SEARCH_WHOLE_WORDS, 0, 0)
    if result.x != -1:
        # Result found.
        var line_number = result.y
        var column_number = result.x
    [/gdscript]
    [csharp]
    Vector2I result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
    if (result.X != -1)
    {
        // Result found.
        int lineNumber = result.Y;
        int columnNumber = result.X;
    }
    [/csharp]
    [/codeblocks]
ga: Déan cuardach taobh istigh den téacs. Is féidir bratacha cuardaigh a shonrú san [enum SearchFlags] enum.
    Sa veicteoir ar ais, is é [code]x[/code] an colún, is é [code]y[/code] an líne. Mura bhfaightear torthaí, tá an dá cheann cothrom le [code]-1[/code].
    [codeblocks]
    [gdscript]
    var result = cuardaigh ("priontáil", SEARCH_WHOLE_WORDS, 0, 0)
    más toradh.x!= -1:
        Aimsíodh # Toradh.
        var line_number = toradh.y
        var column_number = toradh.x
    [/gdscript]
    [csharp]
    Vector2I result = Cuardach ("priontáil", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
    más rud é (toradh.X!= -1)
    {
        // Toradh aimsithe.
        int lineNumber = toradh.Y;
        int columnNumber = toradh.X;
    }
    [/csharp]
    [/codeblocks]

en: Selects text from [param origin_line] and [param origin_column] to [param caret_line] and [param caret_column] for the given [param caret_index]. This moves the selection origin and the caret. If the positions are the same, the selection will be deselected.
    If [member selecting_enabled] is [code]false[/code], no selection will occur.
    [b]Note:[/b] If supporting multiple carets this will not check for any overlap. See [method merge_overlapping_carets].
ga: Roghnaíonn sé téacs ó [param origin_line] agus [param origin_column] go [param caret_line] agus [param caret_column] don [param caret_index] a tugadh. Bogann sé seo an bunús roghnaithe agus an cúram. Má tá na suímh mar an gcéanna, déanfar an roghnú a dhíroghnú.
    Má tá [code]false[/code] ar [ball selecting_enabled], ní dhéanfar aon roghnú.
    [b]Nóta:[/b] Más rud é ag tacú le cúramóirí iolracha, ní seiceálfaidh sé seo an bhfuil aon fhorluí ann. Féach ar [method merge_overlapping_carets].

en: Select all the text.
    If [member selecting_enabled] is [code]false[/code], no selection will occur.
ga: Roghnaigh an téacs ar fad.
    Má tá [code]false[/code] ag [comhalta_comasaithe], ní dhéanfar aon roghnú.

en: Selects the word under the caret.
ga: Roghnaíonn sé an focal faoin gcúram.

en: Moves the caret to the specified [param column] index.
    If [param adjust_viewport] is [code]true[/code], the viewport will center at the caret position after the move occurs.
    [b]Note:[/b] If supporting multiple carets this will not check for any overlap. See [method merge_overlapping_carets].
ga: Bogtar an airíoch go dtí an t-innéacs sonraithe [param column].
    Má tá [param adjust_viewport] [code]true[/code], beidh an t-amharc ar lár ag suíomh an aireach tar éis an t-aistriú.
    [b]Nóta:[/b] Más rud é go dtacaítear le cúramóirí iolracha, ní seiceálfaidh sé seo an bhfuil aon fhorluí ann. Féach ar [method merge_overlapping_carets].

en: Moves the caret to the specified [param line] index. The caret column will be moved to the same visual position it was at the last time [method set_caret_column] was called, or clamped to the end of the line.
    If [param adjust_viewport] is [code]true[/code], the viewport will center at the caret position after the move occurs.
    If [param can_be_hidden] is [code]true[/code], the specified [param line] can be hidden.
    If [param wrap_index] is [code]-1[/code], the caret column will be clamped to the [param line]'s length. If [param wrap_index] is greater than [code]-1[/code], the column will be moved to attempt to match the visual x position on the line's [param wrap_index] to the position from the last time [method set_caret_column] was called.
    [b]Note:[/b] If supporting multiple carets this will not check for any overlap. See [method merge_overlapping_carets].
ga: Bogann sé an feirm go dtí an t-innéacs sonraithe [paramlíne]. Aistreofar an colún aireach go dtí an suíomh amhairc céanna a bhí sé an uair dheireanach a glaodh [method set_caret_column], nó clampáladh é go dtí deireadh na líne.
    Má tá [param adjust_viewport] [code]true[/code], díreoidh an t-amharc ar shuíomh an aireach tar éis don aistriú tarlú.
    Má tá [param can_be_hidden] [code]true[/code], is féidir an [paramlíne] sonraithe a chur i bhfolach.
    Más é [param wrap_index] [code] -1[/code], clampálfar an colún cúraim go fad [param line]. Má tá [param wrap_index] níos mó ná [code]-1[/code], bogfar an colún chun iarracht a dhéanamh suíomh amhairc x ar [param wrap_index] na líne a mheaitseáil leis an suíomh ón uair dheireanach a bhí [method set_caret_column] ar a dtugtar.
    [b]Nóta:[/b] Más rud é go dtacaítear le cúramóirí iolracha, ní seiceálfaidh sé seo an bhfuil aon fhorluí ann. Féach ar [method merge_overlapping_carets].

en: Sets the text for a specific [param line].
    Carets on the line will attempt to keep their visual x position.
ga: Socraíonn sé an téacs le haghaidh [paralíne] ar leith.
    Déanfaidh na feighlithe ar an líne iarracht a n-ionad amhairc x a choinneáil.

en: Positions the [param wrap_index] of [param line] at the center of the viewport.
ga: Suíonn sé an [param wrap_index] de [param line] i lár an amhairc.

en: Positions the [param wrap_index] of [param line] at the top of the viewport.
ga: Suíonn sé an [param wrap_index] de [param line] ag barr an amhairc.

en: Positions the [param wrap_index] of [param line] at the bottom of the viewport.
ga: Suíonn sé an [param wrap_index] de [param line] ag bun an amhairc.

en: Sets the icon for [param gutter] on [param line] to [param icon]. This only works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method set_gutter_type]).
ga: Socraíonn sé an deilbhín le haghaidh [param gutter] ar [param line] go dtí [param icon]. Ní oibríonn sé seo ach amháin nuair is é an cineál gáitéir [gUTTER_TYPE_ICON leanúnach] (féach [method set_gutter_type]).

en: Sets the color for [param gutter] on [param line] to [param color].
ga: Socraíonn sé an dath do [param gutter] ar [param line] go [dath param].

en: Sets the metadata for [param gutter] on [param line] to [param metadata].
ga: Socraíonn sé na meiteashonraí do [param gutter] ar [param line] go [meiteashonraí param].

en: Sets the text for [param gutter] on [param line] to [param text]. This only works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method set_gutter_type]).
ga: Socraíonn sé an téacs do [param gutter] ar [param line] go [param text]. Ní oibríonn sé seo ach amháin nuair atá an cineál gáitéir [gUTTER_TYPE_STRING seasmhach] (féach [method set_gutter_type]).

en: Sets the search [param flags]. This is used with [method set_search_text] to highlight occurrences of the searched text. Search flags can be specified from the [enum SearchFlags] enum.
ga: Socraíonn sé an cuardach [bratacha param]. Úsáidtear é seo le [method set_search_text] chun aird a tharraingt ar tharluithe an téacs cuardaigh. Is féidir bratacha cuardaigh a shonrú ón [enum SearchFlags] enum.

en: Sets the search text. See [method set_search_flags].
ga: Socraíonn an téacs cuardaigh. Féach ar [method set_search_flags].

en: Sets the current selection mode.
ga: Socraíonn sé an modh roghnaithe reatha.

en: Sets the selection origin column to the [param column] for the given [param caret_index]. If the selection origin is moved to the caret position, the selection will deselect.
ga: Socraíonn sé an colún tionscnaimh roghnaithe go dtí an [param column] don [param caret_index] a thugtar. Má bhogtar tionscnamh an roghnúcháin go dtí an t-ionad feighlíochta, díroghnófar an roghnúchán.

en: Sets the selection origin line to the [param line] for the given [param caret_index]. If the selection origin is moved to the caret position, the selection will deselect.
    If [param can_be_hidden] is [code]false[/code], The line will be set to the nearest unhidden line below or above.
    If [param wrap_index] is [code]-1[/code], the selection origin column will be clamped to the [param line]'s length. If [param wrap_index] is greater than [code]-1[/code], the column will be moved to attempt to match the visual x position on the line's [param wrap_index] to the position from the last time [method set_selection_origin_column] or [method select] was called.
ga: Socraíonn sé an líne bhunaidh roghnaithe go dtí an [param line] don [param caret_index] a thugtar. Má bhogtar an tionscnamh roghnaithe go dtí an t-ionad feighlí, díroghnófar an roghnúchán.
    Má tá [param can_be_hidden] [code]false[/code], socrófar an líne go dtí an líne neamhfholaithe is gaire thíos nó os a chionn.
    Más é [param wrap_index] [code] -1[/code], clampálfar an colún tionscnaimh roghnaithe go dtí fad na [paramlíne]. Má tá [param wrap_index] níos mó ná [code]-1[/code], bogfar an colún chun iarracht a dhéanamh an suíomh amhairc x ar [param wrap_index] na líne a mheaitseáil leis an suíomh ón uair dheireanach [method set_selection_origin_column] nó Glaodh [method roghnaigh].

en: Sets the tab size for the [TextEdit] to use.
ga: Socraíonn sé méid na gcluaisíní le haghaidh [TextEdit] a úsáid.

en: Provide custom tooltip text. The callback method must take the following args: [code]hovered_word: String[/code].
ga: Cuir téacs leid uirlisí saincheaptha ar fáil. Caithfidh na hairgí seo a leanas a bheith sa mhodh aisghlao: [code]hovered_word: String[/code].

en: Moves a selection and a caret for the next occurrence of the current selection. If there is no active selection, moves to the next occurrence of the word under caret.
ga: Bogtar rogha agus cúram don chéad chás eile den roghnú reatha. Mura bhfuil roghnú gníomhach ann, bogtar chuig an gcéad chás eile den fhocal faoi chúram.

en: Starts an action, will end the current action if [param action] is different.
    An action will also end after a call to [method end_action], after [member ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new undoable step outside the [method start_action] and [method end_action] calls.
ga: Tosaíonn gníomh, cuirfidh sé deireadh leis an ngníomh reatha má tá [gníomh param] difriúil.
    Tiocfaidh deireadh le gníomh freisin tar éis glao chuig [method end_action], tar éis [comhalta ProjectSettings.gui/timers/text_edit_idle_detect_sec] a bheith spreagtha nó céim nua do-dhéanta lasmuigh de na glaonna [method start_action] agus [method end_action].

en: Swaps the two lines. Carets will be swapped with the lines.
ga: Malartaíonn an dá líne. Déanfar cares a mhalartú leis na línte.

en: Tag the current version as saved.
ga: Clibeáil an leagan reatha mar atá sábháilte.

en: Perform undo operation.
ga: Déan oibríocht chealaigh.

en: If [member wrap_mode] is set to [constant LINE_WRAPPING_BOUNDARY], sets text wrapping mode. To see how each mode behaves, see [enum TextServer.AutowrapMode].
ga: Má tá [member wrap_mode] socraithe go dtí [LINE_WRAPPING_BOUNDARY], socraítear mód fillte an téacs. Chun a fheiceáil conas a iompraíonn gach modh, féach [enum TextServer.AutowrapMode].

en: If [code]true[/code], caret will be visible when [member editable] is disabled.
ga: Más [code]true[/code], beidh an cúram le feiceáil nuair a bheidh [ball in eagar] díchumasaithe.

en: If [code]true[/code], a right-click moves the caret at the mouse position before displaying the context menu.
    If [code]false[/code], the context menu ignores mouse location.
ga: Más [code]true[/code], bogann deascchliceáil an cúram ag suíomh na luiche roimh an roghchlár comhthéacs a thaispeáint.
    Má tá [code]false[/code], déanann an roghchlár comhthéacs neamhaird ar shuíomh na luiche.

en: Set the type of caret to draw.
ga: Socraigh an cineál cúram a tharraingt.

en: The characters to consider as word delimiters if [member use_custom_word_separators] is [code]true[/code]. The characters should be defined without separation, for example [code]#_![/code].
ga: Na carachtair atá le meas mar theorainneacha focal más rud é [code]true[/code] [ball use_custom_word_separators]. Ba cheart na carachtair a shainiú gan deighilt, mar shampla [code]#_![/code].

en: If [code]true[/code], allow drag and drop of selected text. Text can still be dropped from other sources.
ga: Más [code]true[/code], lig do tharraingt agus scaoil an téacs roghnaithe. Is féidir téacs a scaoileadh ó fhoinsí eile fós.

en: If [code]true[/code], the "space" character will have a visible representation.
ga: Más [code]true[/code], beidh léiriú infheicthe ag an gcarachtar "spás".

en: If [code]true[/code], the "tab" character will have a visible representation.
ga: Más [code]true[/code], beidh léiriú infheicthe ag an gcluaisín "cluaisín".

en: If [code]true[/code], all occurrences of the selected text will be highlighted.
ga: Más [code]true[/code], cuirfear béim ar gach teagmhas den téacs roghnaithe.

en: If [code]true[/code], the line containing the cursor is highlighted.
ga: Más [code]true[/code], aibhsítear an líne ina bhfuil an cúrsóir.

en: If [code]true[/code], a minimap is shown, providing an outline of your source code. The minimap uses a fixed-width text size.
ga: Más [code]true[/code], taispeántar íosmhap, ag tabhairt breac-chuntas ar do chód foinseach. Úsáideann an mionléarscáil méid téacs ar leithead fosaithe.

en: The width, in pixels, of the minimap.
ga: Leithead, i bpicteilíní, an íosmhap.

en: Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s default value (see [member text]).
ga: Téacs a thaispeántar nuair a bhíonn an [TextEdit] folamh. [b]ní[/b] é luach réamhshocraithe an [TextEdit] (féach [téacs ball]).

en: If there is a horizontal scrollbar, this determines the current horizontal scroll value in pixels.
ga: Má tá scrollbharra cothrománach ann, socróidh sé seo luach reatha an scrolla cothrománach i bpicteilíní.

en: Allow scrolling past the last line into "virtual" space.
ga: Ceadaigh scrollú thar an líne dheireanach isteach sa spás "fíorúil".

en: Scroll smoothly over the text rather than jumping to the next location.
ga: Scrollaigh go réidh thar an téacs seachas léim go dtí an chéad áit eile.

en: Sets the scroll speed with the minimap or when [member scroll_smooth] is enabled.
ga: Socraíonn sé luas an scrolla leis an íosmhap nó nuair atá [member scroll_smooth] cumasaithe.

en: If there is a vertical scrollbar, this determines the current vertical scroll value in line numbers, starting at 0 for the top line.
ga: Má tá scrollbharra ingearach, socraíonn sé seo an luach scrollaigh ceartingearach reatha i líon na línte, ag tosú ag 0 don líne uachtarach.

en: If [code]true[/code], text can be selected.
    If [code]false[/code], text can not be selected by the user or by the [method select] or [method select_all] methods.
ga: Más [code]true[/code], is féidir téacs a roghnú.
    Más rud é [code]false[/code], ní féidir leis an úsáideoir téacs a roghnú ná leis na modhanna [method roghnaigh] nó [method roghnaigh_all].

en: String value of the [TextEdit].
ga: Luach teaghrán an [TextEdit].

en: If [code]false[/code], using [kbd]Ctrl + Left[/kbd] or [kbd]Ctrl + Right[/kbd] ([kbd]Cmd + Left[/kbd] or [kbd]Cmd + Right[/kbd] on macOS) bindings will use the behavior of [member use_default_word_separators]. If [code]true[/code], it will also stop the caret if a character within [member custom_word_separators] is detected. Useful for subword moving. This behavior also will be applied to the behavior of text selection.
ga: Má tá [code]false[/code], ag baint úsáide as [kbd] Ctrl + Left[/kbd] nó [kbd] Ctrl + Ar dheis[/kbd] ([kbd]Cmd + Clé[/kbd] nó [kbd]Cmd + Ar dheis [/kbd] ar macOS) bainfidh ceangail úsáid as iompar [member use_default_word_separators]. Más [code]true[/code], stopfaidh sé an feighlí freisin má aimsítear carachtar laistigh de [comhaltaí saincheaptha_word_separators]. Úsáideach le haghaidh aistriú fofhocal. Cuirfear an t-iompar seo i bhfeidhm freisin maidir le hiompar roghnú téacs.

en: If [code]false[/code], using [kbd]Ctrl + Left[/kbd] or [kbd]Ctrl + Right[/kbd] ([kbd]Cmd + Left[/kbd] or [kbd]Cmd + Right[/kbd] on macOS) bindings will stop moving caret only if a space or punctuation is detected. If [code]true[/code], it will also stop the caret if a character is part of [code]!"#$%&'()*+,-./:;<=>?@[\]^`{|}~[/code], the Unicode General Punctuation table, or the Unicode CJK Punctuation table. Useful for subword moving. This behavior also will be applied to the behavior of text selection.
ga: Má tá [code]false[/code], ag baint úsáide as [kbd] Ctrl + Left[/kbd] nó [kbd] Ctrl + Ar dheis[/kbd] ([kbd]Cmd + Clé[/kbd] nó [kbd]Cmd + Ar dheis [/kbd] ar macOS) ní chuirfidh ceangail stop le bogadh airí ach amháin má aimsítear spás nó poncaíocht. Más [code]true[/code], stopfaidh sé an feighlí freisin má tá carachtar mar chuid de [code]!"#$%&'()*+,-./:;<=>?@[\] ^`{|}~[/code], an tábla poncaíochta Unicode, nó an tábla poncaíochta Unicode CJK Úsáideach chun fofhocal a aistriú.

en: Sets the line wrapping mode to use.
ga: Socraíonn sé an modh fillte líne le húsáid.

en: Emitted when any caret changes position.
ga: Astaítear nuair a athraíonn cúramóir suíomh.

en: Emitted when a gutter is added.
ga: Astaítear nuair a chuirtear gáitéir leis.

en: Emitted when a gutter is clicked.
ga: Astaítear nuair a chliceáiltear gáitéar.

en: Emitted when a gutter is removed.
ga: Astaítear nuair a bhaintear gáitéir.

en: Emitted immediately when the text changes.
    When text is added [param from_line] will be less than [param to_line]. On a remove [param to_line] will be less than [param from_line].
ga: Astaítear láithreach nuair a athraíonn an téacs.
    Nuair a chuirtear téacs leis beidh [param from_line] níos lú ná [param to_line]. Ar bhaint beidh [param to_line] níos lú ná [param from_line].

en: Emitted when [method clear] is called or [member text] is set.
ga: Astaítear nuair a ghlaoitear [method soiléir] nó nuair a shocraítear [comhalta téacs].

en: Pastes the clipboard text over the selected text (or at the cursor's position).
ga: Greamaíonn sé an téacs gearrthaisce thar an téacs roghnaithe (nó ag suíomh an chúrsóra).

en: Erases the whole [TextEdit] text.
ga: Scriosann sé an téacs iomlán [TextEdit].

en: Selects the whole [TextEdit] text.
ga: Roghnaíonn sé an téacs iomlán [TextEdit].

en: Redoes the previous action.
ga: Athdhéan an gníomh roimhe seo.

en: No current action.
ga: Gan gníomh reatha.

en: A typing action.
ga: Gníomh clóscríofa.

en: A backwards delete action.
ga: Gníomh scrios ar gcúl.

en: A forward delete action.
ga: Gníomh scriosta ar aghaidh.

en: Match case when searching.
ga: Meaitseáil cás nuair a chuardach.

en: Match whole words when searching.
ga: Meaitseáil focail iomlána agus tú ag cuardach.

en: Search from end to beginning.
ga: Cuardaigh ó thús go deireadh.

en: Vertical line caret.
ga: Cúram líne ingearach.

en: Block caret.
ga: Bloc cúram.

en: Not selecting.
ga: Gan roghnú.

en: Select as if [code]shift[/code] is pressed.
ga: Roghnaigh amhail is dá bhfuil [code]shift[/code] brúite.

en: Select single characters as if the user single clicked.
ga: Roghnaigh carachtair aonair amhail is dá mba chliceáil an t-úsáideoir singil.

en: Select whole words as if the user double clicked.
ga: Roghnaigh focail iomlána amhail is dá mba chliceáil an t-úsáideoir faoi dhó.

en: Select whole lines as if the user triple clicked.
ga: Roghnaigh línte iomlána amhail is dá mba chliceáil an t-úsáideoir faoi thrí.

en: Line wrapping is disabled.
ga: Tá beartú líne díchumasaithe.

en: Line wrapping occurs at the control boundary, beyond what would normally be visible.
ga: Tarlaíonn clúdach líne ag an teorainn rialaithe, níos faide ná mar a bheadh le feiceáil de ghnáth.

en: When a gutter is set to string using [method set_gutter_type], it is used to contain text set via the [method set_line_gutter_text] method.
ga: Nuair a shocraítear gutter le teaghrán ag baint úsáide as [method set_gutter_type], úsáidtear é chun téacs a shocrú tríd an modh [method set_line_gutter_text] a chuimsiú.

en: When a gutter is set to icon using [method set_gutter_type], it is used to contain an icon set via the [method set_line_gutter_icon] method.
ga: Nuair a shocraítear gutter mar dheilbhín ag baint úsáide as [method set_gutter_type], úsáidtear é chun tacar deilbhíní a chuimsiú tríd an modh [method set_line_gutter_icon].

en: When a gutter is set to custom using [method set_gutter_type], it is used to contain custom visuals controlled by a callback method set via the [method set_gutter_custom_draw] method.
ga: Nuair a shocraítear gutter go saincheaptha ag baint úsáide as [method set_gutter_type], úsáidtear é chun amhairc shaincheaptha a bheith ann arna rialú ag modh aisghlao arna shocrú tríd an modh [method set_gutter_custom_draw].

en: Sets the background [Color] of this [TextEdit].
ga: Socraíonn sé cúlra [Color] an [TextEdit] seo.

en: [Color] of the text behind the caret when using a block caret.
ga: [Color] an téacs ar chúl an airíoch nuair a bhíonn bloc airíoch in úsáid.

en: [Color] of the caret. This can be set to a fully transparent color to hide the caret entirely.
ga: [Color] an aireach. Is féidir é seo a shocrú go dath iomlán trédhearcach chun an cúram a cheilt go hiomlán.

en: Background [Color] of the line containing the caret.
ga: Cúlra [Color] na líne ina bhfuil an airíoch.

en: Sets the font [Color].
ga: Socraíonn sé an cló [Color].

en: The tint of text outline of the [TextEdit].
ga: Imlíne an tint téacs ar an [TextEdit].

en: Sets the font [Color] when [member editable] is disabled.
ga: Socraíonn sé an cló [Color] nuair atá [ball in eagar] díchumasaithe.

en: Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored.
ga: Socraíonn sé [Color] an téacs roghnaithe. Más ionann é agus [code]Dath(0, 0, 0, 0)[/code], ní thabharfar aird air.

en: [Color] of the border around text that matches the search query.
ga: [Color] den teorainn thart ar théacs a mheaitseálann an cheist chuardaigh.

en: [Color] behind the text that matches the search query.
ga: [Color] ar chúl an téacs a mheaitseálann an cheist chuardaigh.

en: Sets the highlight [Color] of text selections.
ga: Socraíonn sé buaicphointe [Color] na roghnúcháin téacs.

en: Sets the highlight [Color] of multiple occurrences. [member highlight_all_occurrences] has to be enabled.
ga: Socraíonn sé buaicphointe [Color] tarluithe iolracha. Ní mór [member highlight_all_occurrences] a chumasú.

en: The caret's width in pixels. Greater values can be used to improve accessibility by ensuring the caret is easily visible, or to ensure consistency with a large font size. If set to [code]0[/code] or lower, the caret width is automatically set to 1 pixel and multiplied by the display scaling factor.
ga: Leithead an aireach i bpicteilíní. Is féidir luachanna níos mó a úsáid chun inrochtaineacht a fheabhsú trína chinntiú go bhfuil an feirm le feiceáil go héasca, nó chun comhsheasmhacht le clómhéid mór a chinntiú. Má shocraítear é go [code]0[/code] nó níos ísle, socrófar leithead an fheirme go 1 picteilín go huathoibríoch agus iolraítear é faoin bhfachtóir scálaithe taispeána.

en: Sets the default [Font].
ga: Socraíonn sé an réamhshocrú [Cló].

en: Sets default font size.
ga: Socraíonn clómhéid réamhshocraithe.

en: Sets a custom [Texture2D] for space text characters.
ga: Socraíonn sé [Texture2D] saincheaptha do charachtair téacs spáis.

en: Sets a custom [Texture2D] for tab text characters.
ga: Socraíonn sé [Texture2D] saincheaptha do charachtair téacs cluaisíní.

en: Sets the [StyleBox] when in focus. The [theme_item focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
ga: Socraíonn sé an [StyleBox] agus é i bhfócas. Taispeántar an [theme_item focus] [StyleBox] [i] os cionn [/i] an bonn [StyleBox], mar sin ba chóir [StyleBox] atá trédhearcach go páirteach a úsáid chun a chinntiú go bhfanann an bonn [StyleBox] le feiceáil. Feidhmíonn [StyleBox] a léiríonn imlíne nó líne go maith chun na críche seo. Chun an éifeacht amhairc fócasaithe a dhíchumasú, sann acmhainn [StyleBoxEmpty]. Tabhair faoi deara go ndéanfaidh díchumasú na héifeachta amhairc fócais dochar d'inúsáidteacht loingseoireachta méarchláir/rialtóra, mar sin ní mholtar é seo ar chúiseanna inrochtaineachta.

en: Sets the [StyleBox] of this [TextEdit].
ga: Socraíonn sé an [StyleBox] den [TextEdit] seo.

en: Sets the [StyleBox] of this [TextEdit] when [member editable] is disabled.
ga: Socraíonn sé an [StyleBox] den [TextEdit] seo nuair atá [ball in eagar] díchumasaithe.

en: Holds a line of text.
ga: Tá líne téacs ann.

en: Abstraction over [TextServer] for handling a single line of text.
ga: Astarraingt thar [TextServer] chun líne amháin téacs a láimhseáil.

en: Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters.
ga: Cuireann réad inlíne leis an maolán téacs, caithfidh [eochair param] a bheith uathúil. Sa téacs, léirítear an réad mar charachtair athsholáthair réada [fad param].

en: Adds text span and font to draw it.
ga: Cuirtear réise téacs agus cló leis chun é a tharraingt.

en: Clears text line (removes text and inline objects).
ga: Glanann an téacs líne (baineann an téacs agus rudaí inlíne).

en: Draw text into a canvas item at a given position, with [param color]. [param pos] specifies the top left corner of the bounding box.
ga: Tarraing téacs isteach i mír chanbhás ag suíomh ar leith, le [dath param]. sonraíonn [param pos] an chúinne uachtarach ar chlé den bhosca teorann.

en: Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
ga: Filleann sé ascent an téacs (líon picteilín os cionn na bunlíne le haghaidh leagan amach cothrománach nó ar chlé den bhunlíne don ingearach).

en: Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
ga: Filltear ar ais an sliocht téacs (líon picteilín faoi bhun na bunlíne le haghaidh leagan amach cothrománach nó ar dheis den bhunlíne don ingearach).

en: Returns thickness of the underline.
ga: Tuairisceáin tiús an líne.

en: Returns width (for horizontal layout) or height (for vertical) of the text.
ga: Leithead tuairisceáin (do leagan amach cothrománach) nó airde (le haghaidh ingearach) an téacs.

en: Returns bounding rectangle of the inline object.
ga: Filleann dronuilleog teorannach an réad inlíne.

en: Returns array of inline objects.
ga: Tuairisceáin raon de rudaí inlíne.

en: Returns TextServer buffer RID.
ga: Filleann RID maolánach TextServer.

en: Returns size of the bounding box of the text.
ga: Filleann sé méid bhosca teorann an téacs.

en: Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position.
ga: Filleann sé fritháireamh ar charachtair aireach ag an bhfritháireamh picteilín sonraithe ag an mbunlíne. Tugann an fheidhm seo seasamh bailí ar ais i gcónaí.

en: Sets new size and alignment of embedded object.
ga: Socraíonn sé méid nua agus ailíniú réad leabaithe.

en: Overrides BiDi for the structured text.
    Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately.
ga: Sáraítear BiDi don téacs struchtúrtha.
    Ba chóir go gcumhdódh raonta sáraithe téacs foinse iomlán gan forluí. Bainfear úsáid as algartam BiDi ar gach raon ar leithligh.

en: Sets text alignment within the line as if the line was horizontal.
ga: Socraíonn sé ailíniú téacs laistigh den líne amhail is dá mbeadh an líne cothrománach.

en: Text writing direction.
ga: Treo scríofa téacs.

en: Line alignment rules. For more info see [TextServer].
ga: Rialacha ailíniú líne. Le haghaidh tuilleadh faisnéise féach ar [TextServer].

en: Text orientation.
ga: Treoshuíomh téacs.

en: If set to [code]true[/code] text will display control characters.
ga: Má shocraítear é go [code]true[/code] taispeánfar carachtair rialaithe sa téacs.

en: If set to [code]true[/code] text will display invalid characters.
ga: Má tá sé socraithe go [code]true[/code] taispeánfar carachtair neamhbhailí sa téacs.

en: Sets the clipping behavior when the text exceeds the text line's set width. See [enum TextServer.OverrunBehavior] for a description of all modes.
ga: Socraíonn sé an iompar bearrtha nuair a sháraíonn an téacs leithead socraithe na líne téacs. Féach [enum TextServer.OverrunBehavior] le haghaidh cur síos ar gach modh.

en: Text line width.
ga: Leithead líne téacs.

en: Generate an [PrimitiveMesh] from the text.
ga: Gin [PrimitiveMesh] ón téacs.

en: Generate an [PrimitiveMesh] from the text.
    TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.
    The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.
ga: Gin [PrimitiveMesh] ón téacs.
    Ní féidir TextMesh a ghiniúint ach amháin nuair a úsáidtear clónna dinimiciúla le comhrianta glyph veicteora. Ní thacaítear le clónna bitmap (lena n-áirítear sonraí bitmap sna coimeádáin TrueType/OpenType, cosúil le clónna emoji datha).
    Socraítear an leagan amach UV i 4 stiallacha cothrománacha, ó bhun go barr: 40% den airde don aghaidh tosaigh, 40% don aghaidh chúl, 10% do na himill seachtracha agus 10% do na himill istigh.

en: Step (in pixels) used to approximate Bézier curves.
ga: Céim (i bpicteilíní) a úsáidtear chun cuair Bézier a chomhfhogasú.

en: Depths of the mesh, if set to [code]0.0[/code] only front surface, is generated, and UV layout is changed to use full texture for the front face only.
ga: Ní ghintear doimhneacht an mhogalra, má tá sé socraithe go [code]0.0[/code] ach an dromchla tosaigh, agus athraítear leagan amach UV chun uigeacht iomlán a úsáid don aghaidh tosaigh amháin.

en: Font size of the [TextMesh]'s text.
ga: Clómhéid théacs [TextMesh].

en: Language code used for text shaping algorithms, if left empty current locale is used instead.
ga: Cód teanga a úsáidtear le haghaidh halgartaim múnlú téacs, má fhágtar an logán reatha folamh a úsáidtear ina ionad sin.

en: The size of one pixel's width on the text to scale it in 3D.
ga: Méid leithead picteilín amháin ar an téacs chun é a scála i 3D.

en: The text to generate mesh from.
    [b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of [member Node.auto_translate_mode]. If disabling translation is desired, it should be done manually with [method Object.set_message_translation].
ga: An téacs chun mogalra a ghiniúint as.
    [b]Nóta:[/b] Toisc gur [Acmhainn] é, ní leanann sé rialacha [member Node.auto_translate_mode]. Más mian leat aistriúchán a dhíchumasú, ba cheart é a dhéanamh de láimh le [method Object.set_message_translation].

en: Text width (in pixels), used for fill alignment.
ga: Leithead an téacs (i bpicteilíní), a úsáidtear le haghaidh ailíniú líonta.

en: Holds a paragraph of text.
ga: Tá alt téacs.

en: Abstraction over [TextServer] for handling a single paragraph of text.
ga: Astarraingt thar [TextServer] chun aon mhír amháin de théacs a láimhseáil.

en: Clears text paragraph (removes text and inline objects).
ga: Glanann an téacs alt (baineann sé an téacs agus rudaí inlíne).

en: Removes dropcap.
ga: Baintear dropcap.

en: Draw all lines of the text and drop cap into a canvas item at a given position, with [param color]. [param pos] specifies the top left corner of the bounding box.
ga: Tarraing gach líne den téacs agus scaoil an caipín isteach i mír chanbhás ag suíomh ar leith, le [dath param]. Sonraíonn [param pos] an chúinne uachtarach ar chlé den bhosca teorann.

en: Draw drop cap into a canvas item at a given position, with [param color]. [param pos] specifies the top left corner of the bounding box.
ga: Tarraing caipín titim isteach i mír chanbhás ag suíomh ar leith, le [dath param]. sonraíonn [param pos] an chúinne uachtarach ar chlé den bhosca teorann.

en: Draw drop cap outline into a canvas item at a given position, with [param color]. [param pos] specifies the top left corner of the bounding box.
ga: Tarraing imlíne caipín anuas isteach i mír chanbhás ag suíomh ar leith, le [dath param]. Sonraíonn [param pos] an chúinne uachtarach ar chlé den bhosca teorann.

en: Draw single line of text into a canvas item at a given position, with [param color]. [param pos] specifies the top left corner of the bounding box.
ga: Tarraing líne singil téacs isteach i mír chanbhás ag suíomh ar leith, le [dath param]. sonraíonn [param pos] an chúinne uachtarach ar chlé den bhosca teorann.

en: Draw outline of the single line of text into a canvas item at a given position, with [param color]. [param pos] specifies the top left corner of the bounding box.
ga: Tarraing imlíne den líne singil téacs isteach i mír chanbhás ag suíomh ar leith, le [dath param]. sonraíonn [param pos] an chúinne uachtarach ar chlé den bhosca teorann.

en: Draw outlines of all lines of the text and drop cap into a canvas item at a given position, with [param color]. [param pos] specifies the top left corner of the bounding box.
ga: Tarraing imlíne de línte uile an téacs agus scaoil an caipín isteach i mír chanbhás ag suíomh ar leith, le [dath param]. sonraíonn [param pos] an chúinne uachtarach ar chlé den bhosca teorann.

en: Returns number of lines used by dropcap.
ga: Filleann sé líon na línte a úsáideann dropcap.

en: Returns drop cap text buffer RID.
ga: Filleann sé RID maolánach téacs caipín titim.

en: Returns drop cap bounding box size.
ga: Filleann sé méid an bhosca teorann caipín titim.

en: Returns the text line ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
ga: Filleann sé ascent líne an téacs (líon picteilín os cionn na bunlíne le haghaidh leagan amach cothrománach nó ar chlé den bhunlíne don ingearach).

en: Returns number of lines in the paragraph.
ga: Tuairisceáin líon na línte sa mhír.

en: Returns the text line descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
ga: Filltear ar ais an sliocht líne téacs (líon picteilín faoi bhun na bunlíne le haghaidh leagan amach cothrománach nó ar dheis na bunlíne le haghaidh ingearach).

en: Returns array of inline objects in the line.
ga: Tuairisceáin raon de rudaí inlíne sa líne.

en: Returns character range of the line.
ga: Tuairisceáin raon carachtar na líne.

en: Returns TextServer line buffer RID.
ga: Filleann RID maolánach líne TextServer.

en: Returns size of the bounding box of the line of text. Returned size is rounded up.
ga: Filleann sé méid an bhosca teorann den líne téacs. Déantar an méid ar ais a shlánú suas.

en: Returns width (for horizontal layout) or height (for vertical) of the line of text.
ga: Leithead tuairisceáin (do leagan amach cothrománach) nó airde (do ingearach) líne an téacs.

en: Returns the size of the bounding box of the paragraph, without line breaks.
ga: Tuairisceáin méid bhosca teorann na míre, gan briseadh líne.

en: Returns TextServer full string buffer RID.
ga: Filleann TextServer RID maolánach lánteaghrán.

en: Returns the size of the bounding box of the paragraph.
ga: Filleann sé méid bhosca teorann na míre.

en: Returns caret character offset at the specified coordinates. This function always returns a valid position.
ga: Tuairisceáin fhritháireamh carachtar caret ag na comhordanáidí sonraithe. Tugann an fheidhm seo seasamh bailí ar ais i gcónaí.

en: Sets drop cap, overrides previously set drop cap. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text.
ga: Socraíonn caipín titim, sáraíonn sé caipín titim socraithe roimhe seo. Gné mhaisiúil is ea caipín titim (caipín tite) ag tús alt atá níos mó ná an chuid eile den téacs.

en: Aligns paragraph to the given tab-stops.
ga: Ailíniú alt leis na stadanna cluaisíní a thugtar.

en: Paragraph horizontal alignment.
ga: Alt ailíniú cothrománach.

en: Line breaking rules. For more info see [TextServer].
ga: Rialacha briseadh líne. Le haghaidh tuilleadh faisnéise féach ar [TextServer].

en: Custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
ga: Liosta carachtar poncaíochta saincheaptha, a úsáidtear chun focal a bhriseadh. Má shocraítear teaghrán folamh, úsáidtear réamhshocruithe freastalaí.

en: Limits the lines of text shown.
ga: Cuireann sé teorainn leis na línte téacs a thaispeántar.

en: Sets the clipping behavior when the text exceeds the paragraph's set width. See [enum TextServer.OverrunBehavior] for a description of all modes.
ga: Socraíonn sé an iompar clipping nuair a sháraíonn an téacs leithead socraithe na míre. Féach [enum TextServer.OverrunBehavior] le haghaidh cur síos ar gach modh.

en: Paragraph width.
ga: Leithead ailt.

en: A server interface for font management and text rendering.
ga: Comhéadan freastalaí le haghaidh bainistíocht cló agus rindreáil téacs.

en: [TextServer] is the API backend for managing fonts and rendering text.
    [b]Note:[/b] This is a low-level API, consider using [TextLine], [TextParagraph], and [Font] classes instead.
    This is an abstract class, so to get the currently active [TextServer] instance, use the following code:
    [codeblocks]
    [gdscript]
    var ts = TextServerManager.get_primary_interface()
    [/gdscript]
    [csharp]
    var ts = TextServerManager.GetPrimaryInterface();
    [/csharp]
    [/codeblocks]
ga: Is é [TextServer] inneall API chun clónna a bhainistiú agus téacs a rindreáil.
    [b] Nóta:[/b] Is API leibhéal íseal é seo, smaoinigh ar ranganna [TextLine], [TextParagraph], agus [Font] a úsáid ina ionad sin.
    Is aicme teibí é seo, mar sin chun an sampla [TextServer] atá gníomhach faoi láthair a fháil, úsáid an cód seo a leanas:
    [codeblocks]
    [gdscript]
    var ts = TextServerManager.get_primary_interface()
    [/gdscript]
    [csharp]
    var ts = TextServerManager.GetPrimaryInterface();
    [/csharp]
    [/codeblocks]

en: Creates a new, empty font cache entry resource. To free the resulting resource, use the [method free_rid] method.
ga: Cruthaíonn acmhainn iontrála taisce cló nua, folamh. Chun an acmhainn a bheidh mar thoradh air a shaoradh, bain úsáid as an modh [method free_rid].

en: Creates a new variation existing font which is reusing the same glyph cache and font data. To free the resulting resource, use the [method free_rid] method.
ga: Cruthaíonn sé cló athróg atá ann cheana féin atá ag athúsáid an taisce glyph céanna agus na sonraí cló. Chun an acmhainn a bheidh mar thoradh air a shaoradh, bain úsáid as an modh [method free_rid].

en: Creates a new buffer for complex text layout, with the given [param direction] and [param orientation]. To free the resulting buffer, use [method free_rid] method.
    [b]Note:[/b] Direction is ignored if server does not support [constant FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).
    [b]Note:[/b] Orientation is ignored if server does not support [constant FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced]).
ga: Cruthaíonn maolán nua do leagan amach casta téacs, leis an [treo param] agus [treoshuíomh param] tugtha. Chun an maolán mar thoradh air a shaoradh, bain úsáid as modh [method free_rid].
    [b]Nóta:[/b] Ní thugtar aird ar threoir mura dtacaíonn an freastalaí le gné [FEATURE_BIDI_LAYOUT leanúnach] (le tacaíocht ó [TextServerAdvanced]).
    [b]Nóta:[/b] Ní thugtar aird ar an treoshuíomh mura dtacaíonn an freastalaí le gné [FEATURE_VERTICAL_LAYOUT leanúnach] (le tacaíocht ó [TextServerAdvanced]).

en: Draws box displaying character hexadecimal code. Used for replacing missing characters.
ga: Tarraingíonn sé bosca a thaispeánann cód heicsidheachúil an charachtair. Úsáidtear é chun carachtair atá ar iarraidh a athsholáthar.

en: Removes all rendered glyph information from the cache entry.
    [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually.
ga: Baintear gach faisnéis glyph rindreáilte den iontráil taisce.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo uigeachtaí a bhaineann leis na glyphs, úsáid [method font_remove_texture] chun iad a bhaint de láimh.

en: Removes all textures from font cache entry.
    [b]Note:[/b] This function will not remove glyphs associated with the texture, use [method font_remove_glyph] to remove them manually.
ga: Baineann sé gach uigeacht ó iontráil taisce cló.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo glyphs a bhaineann leis an uigeacht, úsáid [method font_remove_glyph] chun iad a bhaint de láimh.

en: Draws single glyph into a canvas item at the position, using [param font_rid] at the size [param size].
    [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
    [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
ga: Tarraingíonn sé glyph amháin isteach i mír chanbhás ag an suíomh, ag baint úsáide as [param font_rid] ag an méid [param size].
    [b]Nóta:[/b] Baineann an t-innéacs glyph go sonrach leis an gcló, úsáid innéacsanna glyphs curtha ar ais ag [method chruthach_text_get_glyphs] nó [method font_get_glyph_index].
    [b]Nóta:[/b] Má tá glyphs ar feitheamh le rindreáil, d'fhéadfadh sé go spreagfadh glao na feidhme seo an nuashonrú taisce uigeachta.

en: Draws single glyph outline of size [param outline_size] into a canvas item at the position, using [param font_rid] at the size [param size].
    [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
    [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
ga: Tarraingíonn sé imlíne glyph amháin de mhéid [param outline_size] isteach i mír chanbhás ag an suíomh, ag baint úsáide as [param font_rid] ag an méid [param size].
    [b]Nóta:[/b] Baineann an t-innéacs glyph go sonrach leis an gcló, úsáid innéacsanna glyphs curtha ar ais ag [method chruthach_text_get_glyphs] nó [method font_get_glyph_index].
    [b] Nóta:[/b] Má tá glyphs ar feitheamh le rindreáil, d'fhéadfadh go gcuirfí tús le nuashonrú an taisce uigeachta trí ghlaoch ar an bhfeidhm seo.

en: Returns font anti-aliasing mode.
ga: Filleann an cló mód frith-ailiasaithe.

en: Returns character code associated with [param glyph_index], or [code]0[/code] if [param glyph_index] is invalid. See [method font_get_glyph_index].
ga: Filleann sé cód carachtar a bhaineann le [param glyph_index], nó [code]0[/code] má tá [param glyph_index] neamhbhailí. Féach ar [method font_get_glyph_index].

en: Returns whether the font's embedded bitmap loading is disabled.
ga: Filleann sé cibé an bhfuil luchtú an chló ghiopa leabaithe díchumasaithe.

en: Returns font embolden strength.
ga: Filleann an cló neart embolden.

en: Returns bitmap font fixed size.
ga: Filleann cló giotánmapa méid seasta.

en: Returns bitmap font scaling mode.
ga: Filleann sé modh scálaithe cló bitmap.

en: Returns [code]true[/code] if font texture mipmap generation is enabled.
ga: Filleann sé [code]true[/code] má tá giniúint mipmap uigeachta cló cumasaithe.

en: Returns the font oversampling factor, shared by all fonts in the TextServer.
ga: Filleann sé an fachtóir róshamplála cló, roinnte ag gach cló sa TextServer.

en: Returns the glyph index of a [param char], optionally modified by the [param variation_selector]. See [method font_get_char_from_glyph_index].
ga: Filleann sé an t-innéacs glyph de [param char], arna mhodhnú go roghnach ag an [param variation_selector]. Féach ar [method font_get_char_from_glyph_index].

en: Returns size of the glyph.
ga: Tuairisceáin méid an glyph.

en: Returns resource ID of the cache texture containing the glyph.
    [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
ga: Filleann Aitheantas acmhainne uigeacht an taisce ina bhfuil an glyph.
    [b]Nóta:[/b] Má tá glyphs ar feitheamh le rindreáil, d'fhéadfadh sé go spreagfadh glao na feidhme seo an nuashonrú taisce uigeachta.

en: Returns size of the cache texture containing the glyph.
    [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
ga: Filleann sé méid uigeacht an taisce ina bhfuil an glyph.
    [b]Nóta:[/b] Má tá glyphs ar feitheamh le rindreáil, d'fhéadfadh sé go spreagfadh glao na feidhme seo an nuashonrú taisce uigeachta.

en: Returns the font hinting mode. Used by dynamic fonts only.
ga: Filleann sé an modh leide cló. Úsáidte ag clónna dinimiciúla amháin.

en: Returns the width of the range around the shape between the minimum and maximum representable signed distance.
ga: Filleann sé leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus uasta.

en: Returns source font size used to generate MSDF textures.
ga: Tuairisceáin clómhéid foinse a úsáidtear chun uigeachtaí MSDF a ghiniúint.

en: Returns font OpenType feature set override.
ga: Sáraíonn tacar gné an chló OpenType.

en: Returns font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
ga: Fachtóir forshamplála cló tuairisceáin, má tá sé socraithe go [code]0.0[/code] úsáidtear fachtóir forshamplála domhanda ina ionad sin. Úsáidte ag clónna dinimiciúla amháin.

en: Returns the spacing for [param spacing] (see [enum TextServer.SpacingType]) in pixels (not relative to the font size).
ga: Filleann sé an spásáil do [spásáil param] (féach [enum TextServer.SpacingType]) i bpicteilíní (gan a bheith i gcoibhneas le méid an chló).

en: Returns font style flags, see [enum FontStyle].
ga: Filleann bratacha stíl chló, féach [enum FontStyle].

en: Returns font subpixel glyph positioning mode.
ga: Filleann cló fo-phicteilín modh suite glyph.

en: Returns a string containing all the characters available in the font.
ga: Filleann sé teaghrán ina bhfuil na carachtair go léir atá ar fáil sa chló.

en: Returns font cache texture image data.
ga: Filleann sé sonraí íomhá uigeachta taisce cló.

en: Returns array containing glyph packing data.
ga: Eagar tuairisceáin ina bhfuil sonraí pacála glyph.

en: Returns 2D transform applied to the font outlines.
ga: Tuairisceáin claochlú 2T curtha i bhfeidhm ar imlíne an chló.

en: Returns variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
ga: Tuairisceáin comhordanáidí athraithe don iontráil taisce cló sonraithe. Féach ar [method font_supported_variation_list] le haghaidh tuilleadh eolais.

en: Returns [code]true[/code] if system fonts can be automatically used as fallbacks.
ga: Filleann sé [code]true[/code] más féidir clónna córais a úsáid go huathoibríoch mar chúltacaí.

en: Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
ga: Seoltar ar ais [code]true[/code] má thacaítear le huathleideanna agus más fearr leat leid cló ionsuite. Úsáidte ag clónna dinimiciúla amháin.

en: Returns [code]true[/code] if glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
ga: Filleann sé [code]true[/code] má rindreáiltear glyphs de gach méid ag baint úsáide as réimse achair sínithe ilchainéil amháin a ghintear ó shonraí dinimiciúil veicteoir an chló.

en: Returns [code]true[/code], if font supports given script (ISO 15924 code).
ga: Filleann sé [code]true[/code], má thacaíonn an cló leis an script a thugtar (cód ISO 15924).

en: Removes specified rendered glyph information from the cache entry.
    [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually.
ga: Baineann sé faisnéis glyph rindreáilte sonraithe ón iontráil taisce.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo uigeachtaí a bhaineann leis na glyphs, úsáid [method font_remove_texture] chun iad a bhaint de láimh.

en: Removes specified texture from the cache entry.
    [b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method font_remove_glyph].
ga: Baineann sé uigeacht sonraithe as an iontráil taisce.
    [b]Nóta:[/b] Ní bhainfidh an fheidhm seo glyphs a bhaineann leis an uigeacht, bainfidh sí de láimh iad, ag baint úsáide as [method font_remove_glyph].

en: Sets font anti-aliasing mode.
ga: Socraíonn sé modh frith-ailiasaithe cló.

en: Sets font source data, e.g contents of the dynamic font source file.
ga: Socraíonn sé sonraí foinse an chló, m.sh. inneachar an chomhaid fhoinse dinimiciúil.

en: Sets font embolden strength. If [param strength] is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
ga: Socraíonn an cló neart embolden. Mura bhfuil [neart param] cothrom le nialas, bogann imlíne an chló. Laghdaíonn luachanna diúltacha an tiús imlíne.

en: Sets bitmap font fixed size. If set to value greater than zero, same cache entry will be used for all font sizes.
ga: Socraíonn cló giotánmap méid seasta. Má tá luach níos mó ná nialas socraithe, bainfear úsáid as an iontráil taisce céanna do gach clómhéid.

en: Sets bitmap font scaling mode. This property is used only if [code]fixed_size[/code] is greater than zero.
ga: Socraíonn sé modh scálaithe cló giotánmap. Ní úsáidtear an t-airí seo ach amháin má tá [code]fixed_size[/code] níos mó ná nialas.

en: If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
ga: Má tá sé socraithe go [code]true[/code] is fearr leid uathoibríoch ná leid cló-ionsuite.

en: If set to [code]true[/code] font texture mipmap generation is enabled.
ga: Má tá sé socraithe go [code]true[/code] cló- uigeacht mipmap giniúint cumasaithe.

en: Sets oversampling factor, shared by all font in the TextServer.
    [b]Note:[/b] This value can be automatically changed by display server.
ga: Socraíonn sé fachtóir róshamplála, roinnte ag gach cló sa TextServer.
    [b]Nóta:[/b] Is féidir leis an bhfreastalaí taispeána an luach seo a athrú go huathoibríoch.

en: Sets size of the glyph.
ga: Socraíonn sé méid an glyph.

en: Sets font hinting mode. Used by dynamic fonts only.
ga: Socraíonn sé mód leid na gclónna. Úsáidte ag clónna dinimiciúla amháin.

en: Adds override for [method font_is_language_supported].
ga: Cuirtear sáraíocht leis le haghaidh [method font_is_language_supported].

en: Sets the width of the range around the shape between the minimum and maximum representable signed distance.
ga: Socraíonn sé leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus uasta inléirithe.

en: Sets source font size used to generate MSDF textures.
ga: Socraítear clómhéid foinse a úsáidtear chun uigeachtaí MSDF a ghiniúint.

en: If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. MSDF rendering allows displaying the font at any scaling factor without blurriness, and without incurring a CPU cost when the font size changes (since the font no longer needs to be rasterized on the CPU). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.
    [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.
ga: Má tá sé socraithe go [code]true[/code], rindreáiltear glyphs de gach méid ag baint úsáide as réimse faid sínithe ilchainéil amháin a ghintear ó shonraí dinimiciúil veicteoir an chló. Ligeann rindreáil MSDF an cló a thaispeáint ag aon fhachtóir scálaithe gan doiléire, agus gan costas LAP a thabhú nuair a athraíonn méid an chló (toisc nach gá an cló a rasterized a thuilleadh ar an LAP). Mar bhuntáiste, níl leid cló ar fáil le MSDF. D’fhéadfadh go mbeadh clónna nach bhfuil chomh brioscach agus nach bhfuil chomh inléite ag méideanna beaga mar thoradh ar easpa leid cló.
    [b]Nóta:[/b] Ní fhágann rindreáil cló MSDF glyphs le cruthanna forluiteacha i gceart. Níl cruthanna forluiteacha bailí de réir an chaighdeáin OpenType, ach tá siad fós le fáil go coitianta i go leor comhad cló, go háirithe iad siúd a thiontaíonn Google Fonts. Chun fadhbanna a bhaineann le glyphs forluiteacha a sheachaint, smaoinigh ar an gclóchomhad a íoslódáil go díreach ón teilgcheárta cineáil in ionad a bheith ag brath ar Chlónna Google.

en: Sets the font family name.
ga: Socraíonn an t-ainm teaghlaigh cló.

en: Sets font OpenType feature set override.
ga: Socraíonn sé sáraíocht ar thacar gné OpenType cló.

en: Sets font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
ga: Socraítear fachtóir róshamplála cló, má tá sé socraithe go [code]0.0[/code] úsáidtear fachtóir forshamplála domhanda ina ionad sin. Úsáidte ag clónna dinimiciúla amháin.

en: Adds override for [method font_is_script_supported].
ga: Cuirtear sáraíocht leis le haghaidh [method font_is_script_supported].

en: Sets font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
    [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], or [method font_set_transform] instead.
ga: Socraíonn méid stráice cló, i gcomparáid le leithead gnáth. Luach céatadáin idir [code]50%[/code] agus [code]200%[/code].
    [b]Nóta:[/b] Úsáidtear an luach seo chun cló a mheaitseáil amháin agus ní bheidh tionchar aige ar rindreáil cló. Úsáid [method font_set_face_index], [method font_set_variation_coordinates], nó [method font_set_transform] ina ionad sin.

en: Sets the font style flags, see [enum FontStyle].
    [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], [method font_set_embolden], or [method font_set_transform] instead.
ga: Socraíonn sé na bratacha stíl chló, féach [enum FontStyle].
    [b]Nóta:[/b] Úsáidtear an luach seo chun cló a mheaitseáil amháin agus ní bheidh tionchar aige ar rindreáil cló. Úsáid [method font_set_face_index], [method font_set_variation_coordinates], [method font_set_embolden], nó [method font_set_transform] ina ionad sin.

en: Sets the font style name.
ga: Socraíonn an t-ainm stíl an chló.

en: Sets font subpixel glyph positioning mode.
ga: Socraíonn sé modh suite glyph fo-phicteilín.

en: Sets font cache texture image data.
ga: Socraíonn sé sonraí íomhá uigeachta taisce cló.

en: Sets 2D transform, applied to the font outlines, can be used for slanting, flipping, and rotating glyphs.
    For example, to simulate italic typeface by slanting, apply the following transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code].
ga: Is féidir tacair chlaochlaithe 2D, a chuirtear i bhfeidhm ar imlíne an chló, a úsáid le haghaidh slanting, flipping, agus glyphs rothlach.
    Mar shampla, chun cló iodálach a insamhladh le slanting, cuir an claochlú seo a leanas i bhfeidhm [code]Transform2D(1.0, leataobhach, 0.0, 1.0, 0.0, 0.0)[/code].

en: Sets variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
ga: Socraíonn sé comhordanáidí éagsúlachta don iontráil taisce cló sonraithe. Féach ar [method font_supported_variation_list] le haghaidh tuilleadh eolais.

en: Sets weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
    [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], or [method font_set_embolden] instead.
ga: Socraíonn sé meáchan (trom) an chló. Tá luach sa raon [code]100...999[/code], gnáthmheáchan cló [code]400[/code], is é meáchan cló trom [code]700[/code].
    [b]Nóta:[/b] Úsáidtear an luach seo chun cló a mheaitseáil amháin agus ní bheidh tionchar aige ar rindreáil cló. Úsáid [method font_set_face_index], [method font_set_variation_coordinates], nó [method font_set_embolden] ina ionad sin.

en: Returns the dictionary of the supported OpenType features.
ga: Filleann foclóir na ngnéithe OpenType a dtacaítear leo.

en: Returns the dictionary of the supported OpenType variation coordinates.
ga: Filleann foclóir na gcomhordanáidí athraithe OpenType tacaithe.

en: Converts a number from the Western Arabic (0..9) to the numeral systems used in [param language].
    If [param language] is omitted, the active locale will be used.
ga: Tiontaíonn sé uimhir ón Araibis Thiar (0..9) go dtí na córais uimhriúla a úsáidtear i [teanga pharam].
    Má fhágtar [teanga param] ar lár, úsáidfear an locale gníomhach.

en: Frees an object created by this [TextServer].
ga: Saorann sé réad cruthaithe ag an [TextServer] seo.

en: Returns text server features, see [enum Feature].
ga: Filleann gnéithe freastalaí téacs, féach [Gné enum].

en: Returns size of the replacement character (box with character hexadecimal code that is drawn in place of invalid characters).
ga: Tuairisceáin méid an charachtair ionaid (bosca le cód heicsidheachúlach carachtar a tharraingítear in ionad carachtair neamhbhailí).

en: Returns the name of the server interface.
ga: Filleann sé ainm an chomhéadain freastalaí.

en: Returns default TextServer database (e.g. ICU break iterators and dictionaries) filename.
ga: Seoltar ar ais bunachar sonraí réamhshocraithe TextServer (m.sh. atriallta briseadh ICU agus foclóirí) ainm comhaid.

en: Returns TextServer database (e.g. ICU break iterators and dictionaries) description.
ga: Tuairisceáin bunachar sonraí TextServer (m.sh. atriallta briste ICU agus foclóirí).

en: Returns [code]true[/code] if [param rid] is valid resource owned by this text server.
ga: Filleann sé [code]true[/code] más acmhainn bhailí é [param rid] ar leis an bhfreastalaí téacs seo é.

en: Returns [code]true[/code] if the server supports a feature.
ga: Filleann sé [code]true[/code] má thacaíonn an freastalaí le gné.

en: Returns index of the first string in [param dict] which is visually confusable with the [param string], or [code]-1[/code] if none is found.
    [b]Note:[/b] This method doesn't detect invisible characters, for spoof detection use it in combination with [method spoof_check].
    [b]Note:[/b] Always returns [code]-1[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature.
ga: Tuairisceáin innéacs den chéad teaghrán i [param dict] atá inbhraite ó thaobh amhairc leis an [param teaghrán], nó [code]-1[/code] mura bhfaightear ceann ar bith.
    [b]Nóta:[/b] Ní bhraitheann an modh seo carachtair dofheicthe, bain úsáid as i gcomhcheangal le [method spoof_check] chun é a bhrath.
    [b]Nóta:[/b] Filleann [code]-1[/code] i gcónaí mura dtacaíonn an freastalaí leis an ngné [FEATURE_UNICODE_SECURITY] leanúnach.

en: Returns [code]true[/code] if locale is right-to-left.
ga: Filleann sé [code]true[/code] má tá locale deas go clé.

en: Returns [code]true[/code] if [param string] is a valid identifier.
    If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] feature, a valid identifier must:
    - Conform to normalization form C.
    - Begin with a Unicode character of class XID_Start or [code]"_"[/code].
    - May contain Unicode characters of class XID_Continue in the other positions.
    - Use UAX #31 recommended scripts only (mixed scripts are allowed).
    If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a valid identifier must:
    - Begin with a Unicode character of class XID_Start or [code]"_"[/code].
    - May contain Unicode characters of class XID_Continue in the other positions.
ga: Filleann sé [code]true[/code] más aitheantóir bailí é [param string].
    Má thacaíonn an freastalaí téacs leis an ngné [FEATURE_UNICODE_IDENTIFIERS leanúnach], caithfidh aitheantóir bailí:
    - Cloí le foirm C normalaithe.
    - Tosaigh le carachtar Unicode den aicme XID_Start nó [code]"_"[/code].
    - D'fhéadfadh carachtair Unicode d'aicme XID_Continue a bheith sna poist eile.
    - Úsáid UAX #31 scripteanna molta amháin (ceadaítear scripteanna measctha).
    Mura dtacaítear leis an ngné [FEATURE_UNICODE_IDENTIFIERS] leanúnach, caithfidh aitheantóir bailí:
    - Tosaigh le carachtar Unicode den aicme XID_Start nó [code]"_"[/code].
    - D'fhéadfadh carachtair Unicode d'aicme XID_Continue a bheith sna poist eile.

en: Returns [code]true[/code] if the given code point is a valid letter, i.e. it belongs to the Unicode category "L".
ga: Filleann sé [code]true[/code] más litir bhailí é an pointe cóid a thugtar, i.e. baineann sé leis an gcatagóir Unicode “L”.

en: Loads optional TextServer database (e.g. ICU break iterators and dictionaries).
    [b]Note:[/b] This function should be called before any other TextServer functions used, otherwise it won't have any effect.
ga: Lódálann sé bunachar sonraí roghnach TextServer (m.sh. atriallta briste ICU agus foclóirí).
    [b]Nóta:[/b] Ba cheart glaoch ar an bhfeidhm seo roimh aon fheidhmeanna TextServer eile a úsáidtear, nó ní bheidh aon éifeacht aige.

en: Converts readable feature, variation, script, or language name to OpenType tag.
ga: Athraíonn sé gné inléite, éagsúlacht, script, nó ainm teanga go gclib OpenType.

en: Converts [param number] from the numeral systems used in [param language] to Western Arabic (0..9).
ga: Athraíonn [uimhir pharam] ó na córais uimhriúla a úsáidtear i [teanga pharam] go hAraibis Thiar (0..9).

en: Default implementation of the BiDi algorithm override function. See [enum StructuredTextParser] for more info.
ga: Feidhm sáraithe algartam BiDi a chur i bhfeidhm réamhshocraithe. Féach [enum StructuredTextParser] le haghaidh tuilleadh faisnéise.

en: Returns percent sign used in the [param language].
ga: Tuairisceáin faoin gcéad comhartha a úsáidtear sa [teanga param].

en: Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file.
    [b]Note:[/b] This function is used by during project export, to include TextServer database.
ga: Sábháiltear bunachar sonraí roghnach TextServer (m.sh. atriallta briste ICU agus foclóirí) sa chomhad.
    [b]Nóta:[/b] Úsáideann an fheidhm seo le linn easpórtáil tionscadail, chun bunachar sonraí TextServer a chur san áireamh.

en: Returns number of text spans added using [method shaped_text_add_string] or [method shaped_text_add_object].
ga: Filleann sé líon na réisí téacs a cuireadh leis trí úsáid a bhaint as [method shaped_text_add_string] nó [method shaped_text_add_object].

en: Returns text span metadata.
ga: Filleann meiteashonraí réise téacs.

en: Changes text span font, font size, and OpenType features, without changing the text.
ga: Athraíonn cló réise téacs, clómhéid, agus gnéithe OpenType, gan an téacs a athrú.

en: Adds text span and font to draw it to the text buffer.
ga: Cuireann sé réise téacs agus cló leis chun é a tharraingt chuig an maolán téacs.

en: Clears text buffer (removes text and inline objects).
ga: Glanann maolán téacs (baineann sé téacs agus réada inlíne).

en: Returns composite character position closest to the [param pos].
ga: Filleann an suíomh carachtar ilchodach is gaire don [param pos].

en: Draw shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
ga: Tarraing téacs múnlaithe isteach i mír chanbhás ag suíomh ar leith, le [dath param]. Sonraíonn [param pos] an pointe is faide ar chlé den bhunlíne (do leagan amach cothrománach) nó an pointe is airde den bhunlíne (do leagan amach ingearach).

en: Draw the outline of the shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
ga: Tarraing imlíne an téacs múnlaithe isteach i mír chanbhás ag suíomh ar leith, le [dath param]. Sonraíonn [param pos] an pointe is faide ar chlé den bhunlíne (do leagan amach cothrománach) nó an pointe is airde den bhunlíne (do leagan amach ingearach).

en: Adjusts text width to fit to specified width, returns new text width.
ga: Coigeartaíonn leithead an téacs chun a bheith oiriúnach don leithead sonraithe, cuireann sé leithead an téacs nua ar ais.

en: Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
    [b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline.
ga: Filleann sé ascent an téacs (líon picteilín os cionn na bunlíne don leagan amach cothrománach nó ar chlé den bhunlíne don ingearach).
    [b]Nóta:[/b] Is féidir leis an ardú foriomlán a bheith níos airde ná an t-ardú cló, má dhíláithrítear roinnt glyphs ón mbunlíne.

en: Returns shapes of the carets corresponding to the character offset [param position] in the text. Returned caret shape is 1 pixel wide rectangle.
ga: Filleann sé cruthanna na gcairit a fhreagraíonn don fhritháireamh carachtair [suíomh param] sa téacs. Dronuilleog 1 picteilín ar leithead atá i gcruth an chúramaí fillte.

en: Returns array of the composite character boundaries.
ga: Sraith tuairisceáin de theorainneacha na gcarachtar ilchodach.

en: Returns ellipsis character used for text clipping.
ga: Filleann sé carachtar éilips a úsáidtear chun téacs a ghearradh.

en: Returns custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
ga: Filleann sé liosta carachtar poncaíochta saincheaptha, a úsáidtear chun focal a bhriseadh. Má shocraítear teaghrán folamh, úsáidtear réamhshocruithe freastalaí.

en: Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
    [b]Note:[/b] Overall descent can be higher than font descent, if some glyphs are displaced from the baseline.
ga: Filltear ar ais an sliocht téacs (líon picteilín faoi bhun na bunlíne le haghaidh leagan amach cothrománach nó ar dheis den bhunlíne don ingearach).
    [b]Nóta:[/b] Is féidir leis an sliocht iomlán a bheith níos airde ná an bunlíne, má dhíláithrítear roinnt glyphs ón mbunlíne.

en: Returns direction of the text.
ga: Filleann treo an téacs.

en: Returns dominant direction of in the range of text.
ga: Filleann treo ceannasach sa raon téacs.

en: Returns number of glyphs in the ellipsis.
ga: Filleann sé líon na glyphs san éilips.

en: Returns array of the glyphs in the ellipsis.
ga: Tuairisceáin raon de na glyphs san éilips.

en: Returns position of the ellipsis.
ga: Filleann suíomh an éilips.

en: Returns number of glyphs in the buffer.
ga: Filleann sé líon na glyphs sa mhaolán.

en: Returns an array of glyphs in the visual order.
ga: Filleann sé sraith glyphs san ord amhairc.

en: Returns composite character's bounds as offsets from the start of the line.
ga: Filleann sé teorainneacha carachtar ilchodach mar fhritháirimh ó thús na líne.

en: Returns direction of the text, inferred by the BiDi algorithm.
ga: Filleann sé treo an téacs, tátal ag algartam BiDi.

en: Breaks text to the lines and returns character ranges for each line.
ga: Briseann téacs go dtí na línte agus cuireann sé raonta carachtar ar ais do gach líne.

en: Breaks text to the lines and columns. Returns character ranges for each segment.
ga: Briseann téacs go dtí na línte agus na colúin. Tuairisceáin raonta carachtar do gach deighleog.

en: Returns the glyph index of the inline object.
ga: Filleann sé innéacs glyph an réad inlíne.

en: Returns the character range of the inline object.
ga: Filleann sé raon carachtar an réad inlíne.

en: Returns text orientation.
ga: Filleann treoshuíomh téacs.

en: Returns the parent buffer from which the substring originates.
ga: Filleann sé an maolán tuismitheora as a dtagann an fhotheaghrán.

en: Returns [code]true[/code] if text buffer is configured to display control characters.
ga: Filleann sé [code]true[/code] má tá maolán téacs cumraithe chun carachtair rialaithe a thaispeáint.

en: Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters.
    [b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters.
ga: Filleann sé [code]true[/code] má tá maolán téacs cumraithe chun cóid heicsidheacha a thaispeáint in ionad carachtair neamhbhailí.
    [b]Nóta:[/b] Má tá sé socraithe go [code]bréagach[/code], ní thaispeánfar aon rud in ionad carachtair neamhbhailí.

en: Returns substring buffer character range in the parent buffer.
ga: Filleann sé raon carachtar maolánach an fhotheaghráin sa mhaolán tuismitheora.

en: Returns selection rectangles for the specified character range.
ga: Filleann dronuilleoga roghnaithe don raon carachtar sonraithe.

en: Returns size of the text.
ga: Filleann méid an téacs.

en: Returns extra spacing added between glyphs or lines in pixels.
ga: Filleann sé spás breise a cuireadh idir glyphs nó línte i bpicteilíní.

en: Returns the position of the overrun trim.
ga: Filleann suíomh an ró-reatha Baile Átha Troim.

en: Breaks text into words and returns array of character ranges. Use [param grapheme_flags] to set what characters are used for breaking (see [enum GraphemeFlag]).
ga: Briseann téacs ina fhocail agus cuireann sé sraith de charachtair ar ais. Úsáid [param grapheme_flags] chun na carachtair a úsáidtear le haghaidh briseadh a shocrú (féach [enum GraphemeFlag]).

en: Returns [code]true[/code] if text buffer contains any visible characters.
ga: Filleann sé [code]true[/code] má tá aon charachtair infheicthe ag maolán téacs.

en: Returns grapheme index at the specified pixel offset at the baseline, or [code]-1[/code] if none is found.
ga: Filleann sé innéacs grapheme ag an bhfritháireamh picteilín sonraithe ag an mbunlíne, nó [code]-1[/code] mura bhfuarthas aon cheann.

en: Returns [code]true[/code] if buffer is successfully shaped.
ga: Filleann sé [code]true[/code] má dhéantar maolán a mhúnlú go rathúil.

en: Returns composite character end position closest to the [param pos].
ga: Filleann an suíomh deiridh carachtar ilchodach is gaire don [param pos].

en: Returns grapheme end position closest to the [param pos].
ga: Filleann sé suíomh deiridh grapheme is gaire don [param pos].

en: Trims text if it exceeds the given width.
ga: Trim an téacs má sháraíonn sé an leithead tugtha.

en: Returns composite character start position closest to the [param pos].
ga: Filleann sé an suíomh tosaigh carachtar ilchodach is gaire don [param pos].

en: Returns grapheme start position closest to the [param pos].
ga: Filleann sé an suíomh tosaigh grapheme is gaire don [param pos].

en: Sets ellipsis character used for text clipping.
ga: Socraíonn sé carachtar éilips a úsáidtear chun téacs a ghearradh.

en: Sets custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
ga: Socraíonn sé liosta carachtar poncaíochta saincheaptha, a úsáidtear chun focal a bhriseadh. Má shocraítear teaghrán folamh, úsáidtear réamhshocruithe freastalaí.

en: Sets desired text direction. If set to [constant DIRECTION_AUTO], direction will be detected based on the buffer contents and current locale.
    [b]Note:[/b] Direction is ignored if server does not support [constant FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).
ga: Socraíonn sé treo téacs inmhianaithe. Má tá sé socraithe go [DIRECTION_AUTO leanúnach], braithfidh treo bunaithe ar inneachar an mhaoláin agus ar an logán reatha.
    [b]Nóta:[/b] Ní thugtar aird ar threoir mura dtacaíonn an freastalaí le gné [FEATURE_BIDI_LAYOUT leanúnach] (le tacaíocht ó [TextServerAdvanced]).

en: Sets desired text orientation.
    [b]Note:[/b] Orientation is ignored if server does not support [constant FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced]).
ga: Socraíonn treoshuíomh téacs inmhianaithe.
    [b]Nóta:[/b] Ní thugtar aird ar an treoshuíomh mura dtacaíonn an freastalaí le gné [FEATURE_VERTICAL_LAYOUT leanúnach] (le tacaíocht ó [TextServerAdvanced]).

en: If set to [code]true[/code] text buffer will display control characters.
ga: Má tá sé socraithe go [code]true[/code], taispeánfaidh maolán téacs carachtair rialaithe.

en: If set to [code]true[/code] text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed.
ga: Má tá sé socraithe go [code]true[/code], taispeánfaidh maolán téacs carachtair neamhbhailí mar chóid heicsidheacha, nó ní thaispeánfar aon rud.

en: Sets extra spacing added between glyphs or lines in pixels.
ga: Socraíonn sé spás breise a chuirtear idir glyphs nó línte i bpicteilíní.

en: Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully.
    [b]Note:[/b] It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested.
ga: Maolán cruthanna mura bhfuil sé múnlaithe. Filleann sé [code]true[/code] má tá an teaghrán múnlaithe go rathúil.
    [b]Nóta:[/b] Ní gá an fheidhm seo a ghlaoch de láimh, déanfar maolán a mhúnlú go huathoibríoch a luaithe a iarrtar aon cheann dá shonraí aschuir.

en: Returns text glyphs in the logical order.
ga: Filleann glyphs téacs san ord loighciúil.

en: Returns text buffer for the substring of the text in the [param shaped] text buffer (including inline objects).
ga: Filleann maolán téacs le haghaidh fhotheaghrán an téacs sa mhaolán téacs [param chruthach] (lena n-áirítear réada inlíne).

en: Aligns shaped text to the given tab-stops.
ga: Ailíníonn sé téacs múnlaithe leis na stadanna cluaisíní a thugtar.

en: Returns [code]true[/code] if [param string] is likely to be an attempt at confusing the reader.
    [b]Note:[/b] Always returns [code]false[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature.
ga: Filleann sé [code]true[/code] más dócha gur iarracht é [param string] an léitheoir a chur amú.
    [b]Nóta:[/b] Filleann [code]bréagach[/code] i gcónaí mura dtacaíonn an freastalaí leis an ngné [FEATURE_UNICODE_SECURITY] leanúnach.

en: Returns the string converted to lowercase.
    [b]Note:[/b] Casing is locale dependent and context sensitive if server support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature (supported by [TextServerAdvanced]).
    [b]Note:[/b] The result may be longer or shorter than the original.
ga: Filleann sé an teaghrán aistrithe go cás íochtair.
    [b]Nóta:[/b] Braitheann an chásáil ar locale agus íogair don chomhthéacs má thacaíonn freastalaí [FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] gné (le tacaíocht ó [TextServerAdvanced]).
    [b]Nóta:[/b] Féadfaidh an toradh a bheith níos faide nó níos giorra ná an toradh bunaidh.

en: Returns the string converted to title case.
    [b]Note:[/b] Casing is locale dependent and context sensitive if server support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature (supported by [TextServerAdvanced]).
    [b]Note:[/b] The result may be longer or shorter than the original.
ga: Filleann sé an teaghrán a tiontaíodh go cás teidil.
    [b]Nóta:[/b] Braitheann an chásáil ar locale agus íogair don chomhthéacs má thacaíonn freastalaí [FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] gné (le tacaíocht ó [TextServerAdvanced]).
    [b]Nóta:[/b] Féadfaidh an toradh a bheith níos faide nó níos giorra ná an toradh bunaidh.

en: Returns the string converted to uppercase.
    [b]Note:[/b] Casing is locale dependent and context sensitive if server support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature (supported by [TextServerAdvanced]).
    [b]Note:[/b] The result may be longer or shorter than the original.
ga: Filleann sé an teaghrán aistrithe go cás uachtair.
    [b]Nóta:[/b] Braitheann an chásáil ar locale agus íogair don chomhthéacs má thacaíonn freastalaí [FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] gné (le tacaíocht ó [TextServerAdvanced]).
    [b]Nóta:[/b] Féadfaidh an toradh a bheith níos faide nó níos giorra ná an toradh bunaidh.

en: Strips diacritics from the string.
    [b]Note:[/b] The result may be longer or shorter than the original.
ga: Stiallacha diacritics as an téad.
    [b]Nóta:[/b] Féadfaidh an toradh a bheith níos faide nó níos giorra ná an toradh bunaidh.

en: Converts OpenType tag to readable feature, variation, script, or language name.
ga: Athraíonn an chlib OpenType go gné inléite, athrú, script nó ainm teanga.

en: Font glyphs are rasterized as 1-bit bitmaps.
ga: Déantar glyphs cló a rasterized mar léarscáileanna giotán 1-giotán.

en: Font glyphs are rasterized as 8-bit grayscale anti-aliased bitmaps.
ga: Déantar glyphs cló a rasterized mar ghiotán frith-ailiasaithe liathscála 8-giotán.

en: Font glyphs are rasterized for LCD screens.
    LCD subpixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings.
    LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.
ga: Déantar glyphs cló a rasterized le haghaidh scáileáin LCD.
    Cinntear leagan amach fophicteilín LCD de réir luach socruithe tionscadail [code]gui/theme/lcd_subpixel_layout[/code].
    Níl modh frith-ailiasála fo-phicteilín LCD oiriúnach ach amháin chun téacs cothrománach gan scála a dhéanamh i 2D.

en: Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled.
ga: Leagan amach fophicteilín anaithnid nó nach dtacaítear leis, tá antialiasing fo-phicteilín LCD díchumasaithe.

en: Horizontal RGB subpixel layout.
ga: Leagan amach cothrománach fophicteilín RGB.

en: Horizontal BGR subpixel layout.
ga: Leagan amach cothrománach fophicteilín BGR.

en: Vertical RGB subpixel layout.
ga: Leagan amach ingearach RGB subpixel.

en: Vertical BGR subpixel layout.
ga: Leagan amach fophicteilín ingearach BGR.

en: Represents the size of the [enum FontLCDSubpixelLayout] enum.
ga: Léiríonn sé méid an [enum FontLCDSubpixelLayout] enum.

en: Text direction is determined based on contents and current locale.
ga: Socraítear treo an téacs bunaithe ar an ábhar agus ar an logán reatha.

en: Text is written from left to right.
ga: Scríobhtar an téacs ó chlé go deas.

en: Text is written from right to left.
ga: Scríobhtar an téacs ó dheis go clé.

en: Text writing direction is the same as base string writing direction. Used for BiDi override only.
ga: Tá treo scríbhneoireachta téacs mar an gcéanna leis an treo scríbhneoireachta bonn teaghrán. Úsáidtear é le haghaidh sáraithe BiDi amháin.

en: Text is written horizontally.
ga: Scríobhtar an téacs go cothrománach.

en: Left to right text is written vertically from top to bottom.
    Right to left text is written vertically from bottom to top.
ga: Scríobhtar téacs ó chlé go deas go hingearach ó bhun go barr.
    Tá téacs ceart go clé scríofa go hingearach ó bhun go barr.

en: Do not justify text.
ga: Ná údar téacs.

en: Justify text by adding and removing kashidas.
ga: Cosain an téacs trí kashidas a chur leis agus a bhaint.

en: Justify text by changing width of the spaces between the words.
ga: Cosain an téacs trí leithead na spásanna idir na focail a athrú.

en: Remove trailing and leading spaces from the justified text.
ga: Bain spásanna rianaithe agus tosaigh ón téacs a bhfuil údar leis.

en: Only apply justification to the part of the text after the last tab.
ga: Ná cuir fírinniú i bhfeidhm ach ar an gcuid den téacs tar éis an chluaisín dheireanaigh.

en: Apply justification to the trimmed line with ellipsis.
ga: Cuir fírinniú i bhfeidhm ar an líne bearrtha le héilips.

en: Do not apply justification to the last line of the paragraph.
ga: Ná cuir an bonn cirt i bhfeidhm ar líne dheireanach na míre.

en: Do not apply justification to the last line of the paragraph with visible characters (takes precedence over [constant JUSTIFICATION_SKIP_LAST_LINE]).
ga: Ná cuir an bonn cirt i bhfeidhm ar líne dheireanach na míre le carachtair infheicthe (tá tosaíocht ag baint leis ar [ JUSTIFICATION_SKIP_LAST_LINE leanúnach]).

en: Always apply justification to the paragraphs with a single line ([constant JUSTIFICATION_SKIP_LAST_LINE] and [constant JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS] are ignored).
ga: Cuir fírinniú i bhfeidhm i gcónaí ar na hailt a bhfuil líne shingil iontu ([déantar neamhaird ar [seasmhach JUSTIFICATION_SKIP_LAST_LINE] agus [constant JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS]).

en: Autowrap is disabled.
ga: Tá Autowrap díchumasaithe.

en: Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
ga: Fillteann sé an téacs taobh istigh de dhronuilleog theoranta an nód trí ligean do línte a bhriseadh ag suíomhanna treallacha, rud atá úsáideach nuair atá spás an-teoranta ar fáil.

en: Wraps the text inside the node's bounding rectangle by soft-breaking between words.
ga: Fillteann sé an téacs taobh istigh de dhronuilleog theoranta an nód trí bhriseadh bog idir focail.

en: Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
ga: Iompraíonn sé mar a chéile le [AUTOWRAP_WORD leanúnach], ach briseann fórsa focal mura n-oireann an focal singil sin in aon líne amháin.

en: Do not break the line.
ga: Ná bris an líne.

en: Break the line at the line mandatory break characters (e.g. [code]"\n"[/code]).
ga: Bris an líne ag an líne charachtair sos éigeantach (m.sh. [code]"\n"[/code]).

en: Break the line between the words.
ga: Bris an líne idir na focail.

en: Break the line between any unconnected graphemes.
ga: Bris an líne idir aon graphemes neamhcheangailte.

en: Should be used only in conjunction with [constant BREAK_WORD_BOUND], break the line between any unconnected graphemes, if it's impossible to break it between the words.
ga: Níor cheart é a úsáid ach i gcomhar le [BREAK_WORD_BOUND leanúnach], briseadh an líne idir aon ghraiféis neamhcheangailte, mura bhfuil sé dodhéanta é a bhriseadh idir na focail.

en: Remove edge spaces from the broken line segments.
ga: Bain spásanna imeall ó na codanna líne briste.

en: Subtract first line indentation width from all lines after the first one.
ga: Bain leithead eangaithe na chéad líne de gach líne tar éis an chéad líne.

en: Displays glyphs that are mapped to the first [member Label.visible_characters] or [member RichTextLabel.visible_characters] characters from the beginning of the text.
ga: Taispeáin glyphs atá mapáilte chuig na chéad [comhalta Label.visible_characters] nó [comhalta RichTextLabel.visible_characters] carachtair ó thús an téacs.

en: Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
ga: Taispeánann sé [comhalta Label.visible_ratio] nó [comhalta RichTextLabel.visible_ratio] glyphs, ag tosú ón taobh clé nó ón taobh deas, ag brath ar luach [comhalta Control.layout_direction].

en: Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left.
ga: Taispeánann sé [comhalta Label.visible_ratio] nó [comhalta RichTextLabel.visible_ratio] glyphs, ag tosú ón taobh clé.

en: Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the right.
ga: Taispeánann sé [comhalta Label.visible_ratio] nó [comhalta RichTextLabel.visible_ratio] glyphs, ag tosú ón taobh deas.

en: No text trimming is performed.
ga: Ní dhéantar aon scamhadh téacs.

en: Trims the text per character.
ga: Trim an téacs in aghaidh an charachtair.

en: Trims the text per word.
ga: Trims an téacs in aghaidh an fhocail.

en: Trims the text per character and adds an ellipsis to indicate that parts are hidden.
ga: Trim an téacs in aghaidh an charachtair agus cuirtear éilips leis chun a chur in iúl go bhfuil codanna i bhfolach.

en: Trims the text per word and adds an ellipsis to indicate that parts are hidden.
ga: Trim an téacs in aghaidh an fhocail agus cuirtear éilips leis chun a chur in iúl go bhfuil codanna i bhfolach.

en: No trimming is performed.
ga: Ní dhéantar aon scamhadh.

en: Trims the text when it exceeds the given width.
ga: Trim an téacs nuair a sháraíonn sé an leithead tugtha.

en: Trims the text per word instead of per grapheme.
ga: Trim an téacs in aghaidh an fhocail seachas in aghaidh an ghraif.

en: Determines whether an ellipsis should be added at the end of the text.
ga: Cinneann an ceart éilips a chur ag deireadh an téacs.

en: Determines whether the ellipsis at the end of the text is enforced and may not be hidden.
ga: Cinneann an bhfuil an éilips ag deireadh an téacs i bhfeidhm nó nach bhfuil sé i bhfolach.

en: Accounts for the text being justified before attempting to trim it (see [enum JustificationFlag]).
ga: Cuntais don téacs a bhfuil údar maith leo sula ndéantar iarracht é a bhearradh (féach [enum JustificationFlag]).

en: Grapheme is supported by the font, and can be drawn.
ga: Tá an cló tacaithe ag Grapheme, agus is féidir é a tharraingt.

en: Grapheme is part of right-to-left or bottom-to-top run.
ga: Tá Grapheme mar chuid den rith ó dheas go clé nó ó bhun go barr.

en: Grapheme is not part of source text, it was added by justification process.
ga: Ní cuid den bhuntéacs é Grapheme, cuireadh é trí phróiseas fírinnithe.

en: Grapheme is whitespace.
ga: Is spás bán é grapheme.

en: Grapheme is mandatory break point (e.g. [code]"\n"[/code]).
ga: Is brisphointe éigeantach é grapheme (m.sh. [code]"\n"[/code]).

en: Grapheme is optional break point (e.g. space).
ga: Is briseadhphointe roghnach é grapheme (m.sh. spás).

en: Grapheme is the tabulation character.
ga: Is é Grapheme an carachtar táblaithe.

en: Grapheme is kashida.
ga: Tá Grapheme i dtaisce.

en: Grapheme is punctuation character.
ga: Is carachtar poncaíochta é Grapheme.

en: Grapheme is underscore character.
ga: Is é Grapheme an carachtar béime.

en: Grapheme is connected to the previous grapheme. Breaking line before this grapheme is not safe.
ga: Tá Grapheme ceangailte leis an grapheme roimhe seo. Níl an líne briste roimh an grapheme seo sábháilte.

en: It is safe to insert a U+0640 before this grapheme for elongation.
ga: Tá sé sábháilte U+0640 a chur isteach roimh an graiféim seo le haghaidh fadaithe.

en: Grapheme is an object replacement character for the embedded object.
ga: Is carachtar athsholáthair oibiachta é Grapheme don réad leabaithe.

en: Grapheme is a soft hyphen.
ga: Is fleiscín bog é grapheme.

en: Disables font hinting (smoother but less crisp).
ga: Díchumasaítear leid cló (níos réidh ach níos lú briosc).

en: Use the light font hinting mode.
ga: Úsáid mód leide an chló éadrom.

en: Use the default font hinting mode (crisper but less smooth).
    [b]Note:[/b] This hinting mode changes both horizontal and vertical glyph metrics. If applied to monospace font, some glyphs might have different width.
ga: Bain úsáid as an modh leide cló réamhshocraithe (crisper ach nach bhfuil chomh réidh).
    [b]Nóta:[/b] Athraíonn an modh leid seo méadracht glyph chothrománach agus ingearach araon. Má chuirtear i bhfeidhm é ar chló monaspáis, d'fhéadfadh leithead difriúil a bheith ag roinnt glyphs.

en: Glyph horizontal position is rounded to the whole pixel size, each glyph is rasterized once.
ga: Déantar suíomh cothrománach Glyph a shlánú go dtí an méid iomlán picteilín, déantar gach glyph a rasterized uair amháin.

en: Glyph horizontal position is rounded based on font size.
    - To one quarter of the pixel size if font size is smaller or equal to [constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].
    - To one half of the pixel size if font size is smaller or equal to [constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].
    - To the whole pixel size for larger fonts.
ga: Tá suíomh cothrománach Glyph slánaithe bunaithe ar chlómhéid.
    - Go dtí an ceathrú cuid den mhéid picteilín má tá clómhéid níos lú nó cothrom le [SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].
    - Go leath den mhéid picteilín má tá clómhéid níos lú nó cothrom le [subpIXEL_POSITIONING_ONE_HALF_MAX_SIZE].
    - Go dtí an méid iomlán picteilín le haghaidh clónna níos mó.

en: Glyph horizontal position is rounded to one half of the pixel size, each glyph is rasterized up to two times.
ga: Déantar suíomh cothrománach Glyph a shlánú go leath den mhéid picteilín, déantar gach glyph a rasterized suas le dhá uair.

en: Glyph horizontal position is rounded to one quarter of the pixel size, each glyph is rasterized up to four times.
ga: Déantar suíomh cothrománach Glyph a shlánú go dtí an ceathrú cuid den mhéid picteilín, déantar gach glyph a rasterized suas le ceithre huaire.

en: Maximum font size which will use one half of the pixel subpixel positioning in [constant SUBPIXEL_POSITIONING_AUTO] mode.
ga: Uasmhéid cló a úsáidfidh leath den suíomh picteilín fo-phicteilín sa mhód [SUBPIXEL_POSITIONING_AUTO leanúnach].

en: Maximum font size which will use one quarter of the pixel subpixel positioning in [constant SUBPIXEL_POSITIONING_AUTO] mode.
ga: Uasmhéid cló a úsáidfidh an ceathrú cuid den suíomh picteilín fo-phicteilín sa mhód [SUBPIXEL_POSITIONING_AUTO leanúnach].

en: TextServer supports simple text layouts.
ga: Tacaíonn TextServer le leagan amach simplí téacs.

en: TextServer supports bidirectional text layouts.
ga: Tacaíonn TextServer le leagan amach téacs déthreo.

en: TextServer supports vertical layouts.
ga: Tacaíonn TextServer le leagan amach ingearach.

en: TextServer supports complex text shaping.
ga: Tacaíonn TextServer le múnlú casta téacs.

en: TextServer supports justification using kashidas.
ga: Tacaíonn TextServer le fírinniú ag baint úsáide as kashidas.

en: TextServer supports complex line/word breaking rules (e.g. dictionary based).
ga: Tacaíonn TextServer le rialacha casta líne/focal a bhriseadh (m.sh. bunaithe ar fhoclóir).

en: TextServer supports loading bitmap fonts.
ga: Tacaíonn TextServer le clónna giotánmap a lódáil.

en: TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts.
ga: Tacaíonn TextServer le clónna dinimiciúla (TrueType, OpeType, etc.) a luchtú.

en: TextServer supports multichannel signed distance field dynamic font rendering.
ga: Tacaíonn TextServer le rindreáil cló dinimiciúil réimse achar sínithe ilchainéil.

en: TextServer supports loading system fonts.
ga: Tacaíonn TextServer le clónna córais a luchtú.

en: TextServer supports variable fonts.
ga: Tacaíonn TextServer le clónna athraitheacha.

en: TextServer supports locale dependent and context sensitive case conversion.
ga: Tacaíonn TextServer le comhshó cásanna atá ag brath ar locale agus comhthéacs.

en: TextServer require external data file for some features, see [method load_support_data].
ga: Tá comhad sonraí seachtrach ag teastáil ó TextServer le haghaidh roinnt gnéithe, féach [method load_support_data].

en: TextServer supports UAX #31 identifier validation, see [method is_valid_identifier].
ga: Tacaíonn TextServer le bailíochtú aitheantóra UAX #31, féach [method is_valid_identifier].

en: TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical Standard #39[/url] based spoof detection features.
ga: Tacaíonn TextServer le [url=https://unicode.org/reports/tr36/]Unicode Technical Report #36[/url] agus [url=https://unicode.org/reports/tr39/]Caighdeán Teicniúil Unicode #39[ /url] gnéithe braite spoof bunaithe.

en: Contour point is on the curve.
ga: Tá an pointe comhrianta ar an gcuar.

en: Contour point isn't on the curve, but serves as a control point for a conic (quadratic) Bézier arc.
ga: Níl an pointe comhrianta ar an gcuar, ach feidhmíonn sé mar phointe rialaithe do stua cónúil Bézier (cearnógach).

en: Contour point isn't on the curve, but serves as a control point for a cubic Bézier arc.
ga: Níl an pointe comhrianta ar an gcuar, ach feidhmíonn sé mar phointe rialaithe do stua ciúbach Bézier.

en: Spacing for each glyph.
ga: Spásáil do gach glyph.

en: Spacing for the space character.
ga: Spásáil do charachtar spáis.

en: Spacing at the top of the line.
ga: Spásáil ag barr na líne.

en: Spacing at the bottom of the line.
ga: Spásáil ag bun na líne.

en: Represents the size of the [enum SpacingType] enum.
ga: Léiríonn sé méid an [enum SpaceingType] enum.

en: Font is bold.
ga: Tá cló trom.

en: Font is italic or oblique.
ga: Tá cló iodálach nó fiar.

en: Font have fixed-width characters.
ga: Tá carachtair leithead seasta ag an gcló.

en: Use default Unicode BiDi algorithm.
ga: Úsáid algartam réamhshocraithe Unicode BiDi.

en: BiDi override for URI.
ga: Sárú BiDi le haghaidh URI.

en: BiDi override for file path.
ga: Sárú BiDi le haghaidh cosán comhaid.

en: BiDi override for email.
ga: Sárú BiDi le haghaidh ríomhphoist.

en: BiDi override for lists. Structured text options: list separator [String].
ga: Sáraíonn BiDi le haghaidh liostaí. Roghanna struchtúrtha téacs: deighilteoir liosta [Teaghrán].

en: BiDi override for GDScript.
ga: Sárú BiDi le haghaidh GDScript.

en: User defined structured text BiDi override function.
ga: Feidhm sáraithe BiDi téacs struchtúrtha sainithe.

en: Bitmap font is not scaled.
ga: Níl an cló bitmap de réir scála.

en: Bitmap font is scaled to the closest integer multiple of the font's fixed size. This is the recommended option for pixel art fonts.
ga: Tá cló bitmap de réir scála go dtí an t-iolra slánuimhir is gaire de mhéid seasta an chló. Is é seo an rogha molta le haghaidh clónna ealaíne picteilín.

en: Bitmap font is scaled to an arbitrary (fractional) size. This is the recommended option for non-pixel art fonts.
ga: Tá cló giotánmap de réir scála go méid treallach (chodánach). Is é seo an rogha molta le haghaidh clónna ealaíne neamh-picteilín.

en: An advanced text server with support for BiDi, complex text layout, and contextual OpenType features. Used in Godot by default.
ga: Ardfhreastalaí téacs le tacaíocht do BiDi, leagan amach casta téacs, agus gnéithe comhthéacsúla OpenType. Úsáidte i Godot de réir réamhshocraithe.

en: An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to support BiDi, complex text layouts and contextual OpenType features. This is Godot's default primary [TextServer] interface.
ga: Cur i bhfeidhm [TextServer] a úsáideann HarfBuzz, ICU agus SIL Graphite chun tacú le BiDi, leagan amach casta téacs agus gnéithe comhthéacsúla OpenType. Is é seo príomhchomhéadan [TextServer] réamhshocraithe Godot.

en: A dummy text server that can't render text or manage fonts.
ga: Freastalaí téacs caochadán nach féidir téacs a rindreáil ná clónna a bhainistiú.

en: A dummy [TextServer] interface that doesn't do anything. Useful for freeing up memory when rendering text is not needed, as text servers are resource-intensive. It can also be used for performance comparisons in complex GUIs to check the impact of text rendering.
    A dummy text server is always available at the start of a project. Here's how to access it:
    [codeblock]
    var dummy_text_server = TextServerManager.find_interface("Dummy")
    if dummy_text_server != null:
        TextServerManager.set_primary_interface(dummy_text_server)
        # If the other text servers are unneeded, they can be removed:
        for i in TextServerManager.get_interface_count():
            var text_server = TextServerManager.get_interface(i)
            if text_server != dummy_text_server:
                TextServerManager.remove_interface(text_server)
    [/codeblock]
    The command line argument [code]--text-driver Dummy[/code] (case-sensitive) can be used to force the "Dummy" [TextServer] on any project.
ga: Comhéadan caocha [TextServer] nach ndéanann aon rud. Tá sé úsáideach chun cuimhne a shaoradh nuair nach bhfuil gá le téacs a rindreáil, toisc go mbíonn freastalaithe téacs dian ar acmhainní. Is féidir é a úsáid freisin le haghaidh comparáidí feidhmíochta i GUIanna casta chun tionchar rindreála téacs a sheiceáil.
    Bíonn freastalaí téacs caol ar fáil i gcónaí ag tús tionscadail. Seo conas é a rochtain:
    [codeblock]
    var dummy_text_server = TextServerManager.find_interface("Caochadán")
    má chaochail_text_server!= null:
        TextServerManager.set_primary_interface(caochadán_téacs_fhreastalaí)
        # Mura bhfuil gá leis na freastalaithe téacs eile, is féidir iad a bhaint:
        le haghaidh mé i TextServerManager.get_interface_count():
            var text_server = TextServerManager.get_interface(i)
            má tá text_server!= caochadán_text_server:
                TextServerManager.remove_interface(text_server)
    [/codeblock]
    Is féidir an argóint líne ordaithe [code] --text-driver Caochadán[/code] (cás-íogair) a úsáid chun an "Caochadán" [TextServer] a bhrú ar aon tionscadal.

en: Base class for custom [TextServer] implementations (plugins).
ga: Bunrang le haghaidh feidhmiúcháin saincheaptha [TextServer] (breiseáin).

en: External [TextServer] implementations should inherit from this class.
ga: Ba cheart go mbeadh feidhmithe seachtracha [TextServer] le hoidhreacht ón aicme seo.

en: [b]Optional.[/b]
    This method is called before text server is unregistered.
ga: [b]Roghnach.[/b]
    Glaoitear an modh seo sula mbíonn an freastalaí téacs neamhchláraithe.

en: [b]Required.[/b]
    Creates a new, empty font cache entry resource.
ga: [b]Ag teastáil.[/b]
    Cruthaíonn acmhainn iontrála taisce cló nua, folamh.

en: Optional, implement if font supports extra spacing or baseline offset.
    Creates a new variation existing font which is reusing the same glyph cache and font data.
ga: Roghnach, cuir i bhfeidhm má thacaíonn an cló le spásáil bhreise nó le fritháireamh bunlíne.
    Cruthaíonn sé cló athróg atá ann cheana féin atá ag athúsáid an taisce glyph céanna agus na sonraí cló.

en: [b]Required.[/b]
    Creates a new buffer for complex text layout, with the given [param direction] and [param orientation].
ga: [b]Ag teastáil.[/b]
    Cruthaíonn maolán nua do leagan amach casta téacs, leis an [treo param] agus [treoshuíomh param] tugtha.

en: [b]Optional.[/b]
    Draws box displaying character hexadecimal code.
ga: [b]Roghnach.[/b]
    Tarraingíonn sé bosca a thaispeánann cód heicsidheachúil carachtar.

en: [b]Required.[/b]
    Removes all rendered glyph information from the cache entry.
ga: [b]Ag teastáil.[/b]
    Baintear gach faisnéis glyph rindreáilte den iontráil taisce.

en: [b]Optional.[/b]
    Removes all kerning overrides.
ga: [b]Roghnach.[/b]
    Baintear gach sáruithe eithne.

en: [b]Required.[/b]
    Removes all font sizes from the cache entry.
ga: [b]Ag teastáil.[/b]
    Baintear gach clómhéid den iontráil taisce.

en: [b]Required.[/b]
    Removes all textures from font cache entry.
ga: [b]Ag teastáil.[/b]
    Baineann sé gach uigeacht ó iontráil taisce cló.

en: [b]Required.[/b]
    Draws single glyph into a canvas item at the position, using [param font_rid] at the size [param size].
ga: [b]Ag teastáil.[/b]
    Tarraingíonn sé glyph amháin isteach i mír chanbhás ag an suíomh, ag baint úsáide as [param font_rid] ag an méid [param size].

en: [b]Required.[/b]
    Draws single glyph outline of size [param outline_size] into a canvas item at the position, using [param font_rid] at the size [param size].
ga: [b]Ag teastáil.[/b]
    Tarraingíonn sé imlíne glyph amháin de mhéid [param outline_size] isteach i mír chanbhás ag an suíomh, ag baint úsáide as [param font_rid] ag an méid [param size].

en: [b]Optional.[/b]
    Returns font anti-aliasing mode.
ga: [b]Roghnach.[/b]
    Filleann an cló mód frith-ailiasaithe.

en: [b]Required.[/b]
    Returns the font ascent (number of pixels above the baseline).
ga: [b]Ag teastáil.[/b]
    Filleann sé an t-ardú cló (líon picteilín os cionn na bunlíne).

en: [b]Optional.[/b]
    Returns extra baseline offset (as a fraction of font height).
ga: [b]Roghnach.[/b]
    Filleann sé fritháireamh bunlíne breise (mar chodán d'airde an chló).

en: [b]Required.[/b]
    Returns character code associated with [param glyph_index], or [code]0[/code] if [param glyph_index] is invalid.
ga: [b]Ag teastáil.[/b]
    Filleann sé cód carachtar a bhaineann le [param glyph_index], nó [code]0[/code] má tá [param glyph_index] neamhbhailí.

en: [b]Required.[/b]
    Returns the font descent (number of pixels below the baseline).
ga: [b]Ag teastáil.[/b]
    Filltear ar shliocht an chló (líon picteilín faoin mbunlíne).

en: [b]Optional.[/b]
    Returns whether the font's embedded bitmap loading is disabled.
ga: [b]Roghnach.[/b]
    Filleann sé cibé an bhfuil luchtú an chló ghiopa leabaithe díchumasaithe.

en: [b]Optional.[/b]
    Returns font embolden strength.
ga: [b]Roghnach.[/b]
    Filleann an cló neart embolden.

en: [b]Optional.[/b]
    Returns number of faces in the TrueType / OpenType collection.
ga: [b]Roghnach.[/b]
    Filleann sé líon na n-aghaidheanna sa bhailiúchán TrueType / OpenType.

en: [b]Optional.[/b]
    Returns an active face index in the TrueType / OpenType collection.
ga: [b]Roghnach.[/b]
    Filleann sé innéacs aghaidhe gníomhach sa bhailiúchán TrueType / OpenType.

en: [b]Required.[/b]
    Returns bitmap font fixed size.
ga: [b]Ag teastáil.[/b]
    Filleann cló giotánmapa méid seasta.

en: [b]Required.[/b]
    Returns bitmap font scaling mode.
ga: [b]Ag teastáil.[/b]
    Filleann sé modh scálaithe cló bitmap.

en: [b]Optional.[/b]
    Returns [code]true[/code] if font texture mipmap generation is enabled.
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] má tá giniúint mipmap uigeachta cló cumasaithe.

en: [b]Optional.[/b]
    Returns the font oversampling factor, shared by all fonts in the TextServer.
ga: [b]Roghnach.[/b]
    Filleann sé an fachtóir róshamplála cló, roinnte ag gach cló sa TextServer.

en: [b]Required.[/b]
    Returns glyph advance (offset of the next glyph).
ga: [b]Ag teastáil.[/b]
    Filleann sé roimh ré glyph (fritháireamh an chéad glyph eile).

en: [b]Optional.[/b]
    Returns outline contours of the glyph.
ga: [b]Roghnach.[/b]
    Tuairisceáin imlíne comhrianta an glyph.

en: [b]Required.[/b]
    Returns the glyph index of a [param char], optionally modified by the [param variation_selector].
ga: [b]Ag teastáil.[/b]
    Filleann sé an t-innéacs glyph de [param char], arna mhodhnú go roghnach ag an [param variation_selector].

en: [b]Required.[/b]
    Returns list of rendered glyphs in the cache entry.
ga: [b]Ag teastáil.[/b]
    Seoltar ar ais liosta de na glyphs rindreáilte san iontráil taisce.

en: [b]Required.[/b]
    Returns glyph offset from the baseline.
ga: [b]Ag teastáil.[/b]
    Filleann sé fritháireamh glyph ón mbunlíne.

en: [b]Required.[/b]
    Returns size of the glyph.
ga: [b]Ag teastáil.[/b]
    Tuairisceáin méid an glyph.

en: [b]Required.[/b]
    Returns index of the cache texture containing the glyph.
ga: [b]Ag teastáil.[/b]
    Innéacs tuairisceáin d'uigeacht an taisce ina bhfuil an glyph.

en: [b]Required.[/b]
    Returns resource ID of the cache texture containing the glyph.
ga: [b]Ag teastáil.[/b]
    Filleann Aitheantas acmhainne uigeacht an taisce ina bhfuil an glyph.

en: [b]Required.[/b]
    Returns size of the cache texture containing the glyph.
ga: [b]Ag teastáil.[/b]
    Filleann sé méid uigeacht an taisce ina bhfuil an glyph.

en: [b]Required.[/b]
    Returns rectangle in the cache texture containing the glyph.
ga: [b]Ag teastáil.[/b]
    Filleann dronuilleog san uigeacht taisce ina bhfuil an glyph.

en: [b]Optional.[/b]
    Returns the font hinting mode. Used by dynamic fonts only.
ga: [b]Roghnach.[/b]
    Filleann sé an modh leide cló. Úsáidte ag clónna dinimiciúla amháin.

en: [b]Optional.[/b]
    Returns kerning for the pair of glyphs.
ga: [b]Roghnach.[/b]
    Filleann kerning don péire glyphs.

en: [b]Optional.[/b]
    Returns list of the kerning overrides.
ga: [b]Roghnach.[/b]
    Liosta tuairisceáin de na kerning overrides.

en: [b]Optional.[/b]
    Returns [code]true[/code] if support override is enabled for the [param language].
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] má tá sáraithe tacaíochta cumasaithe don [teanga param].

en: [b]Optional.[/b]
    Returns list of language support overrides.
ga: [b]Roghnach.[/b]
    Tuairisceáin liosta sáruithe tacaíochta teanga.

en: [b]Optional.[/b]
    Returns the width of the range around the shape between the minimum and maximum representable signed distance.
ga: [b]Roghnach.[/b]
    Filleann sé leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus uasta.

en: [b]Optional.[/b]
    Returns source font size used to generate MSDF textures.
ga: [b]Roghnach.[/b]
    Tuairisceáin clómhéid foinse a úsáidtear chun uigeachtaí MSDF a ghiniúint.

en: [b]Optional.[/b]
    Returns font family name.
ga: [b]Roghnach.[/b]
    Seoltar ainm teaghlaigh an chló ar ais.

en: [b]Optional.[/b]
    Returns font OpenType feature set override.
ga: [b]Roghnach.[/b]
    Sáraíonn tacar gné an chló OpenType.

en: [b]Optional.[/b]
    Returns [Dictionary] with OpenType font name strings (localized font names, version, description, license information, sample text, etc.).
ga: [b]Roghnach.[/b]
    Filleann sé [Foclóir] le teaghráin ainm cló OpenType (ainmneacha cló logánta, leagan, cur síos, faisnéis ceadúnais, téacs samplach, etc.).

en: [b]Optional.[/b]
    Returns font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
ga: [b]Roghnach.[/b]
    Fachtóir forshamplála cló tuairisceáin, má tá sé socraithe go [code]0.0[/code] úsáidtear fachtóir forshamplála domhanda ina ionad sin. Úsáidte ag clónna dinimiciúla amháin.

en: [b]Required.[/b]
    Returns scaling factor of the color bitmap font.
ga: [b]Ag teastáil.[/b]
    Tuairisceáin fachtóir scálaithe an chló dathma léarscáile.

en: [b]Optional.[/b]
    Returns [code]true[/code] if support override is enabled for the [param script].
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] má tá sáraithe tacaíochta cumasaithe don [param script].

en: [b]Optional.[/b]
    Returns list of script support overrides.
ga: [b]Roghnach.[/b]
    Sáraítear an liosta tuairisceáin de thacaíocht scripteanna.

en: [b]Required.[/b]
    Returns list of the font sizes in the cache. Each size is [Vector2i] with font size and outline size.
ga: [b]Ag teastáil.[/b]
    Seoltar liosta ar ais de na méideanna cló sa taisce. Tá gach méid [Vector2i] le clómhéid agus imlíne.

en: [b]Optional.[/b]
    Returns the spacing for [param spacing] (see [enum TextServer.SpacingType]) in pixels (not relative to the font size).
ga: [b]Roghnach.[/b]
    Filleann sé an spásáil do [spásáil param] (féach [enum TextServer.SpacingType]) i bpicteilíní (gan a bheith i gcoibhneas le méid an chló).

en: [b]Optional.[/b]
    Returns font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
ga: [b]Roghnach.[/b]
    Tuairisceáin méid stráice cló, i gcomparáid le leithead gnáth. Luach céatadáin idir [code]50%[/code] agus [code]200%[/code].

en: [b]Optional.[/b]
    Returns font style flags, see [enum TextServer.FontStyle].
ga: [b]Roghnach.[/b]
    Filleann sé bratacha stíl chló, féach [enum TextServer.FontStyle].

en: [b]Optional.[/b]
    Returns font style name.
ga: [b]Roghnach.[/b]
    Seoltar ainm stíl an chló ar ais.

en: [b]Optional.[/b]
    Returns font subpixel glyph positioning mode.
ga: [b]Roghnach.[/b]
    Filleann cló fo-phicteilín modh suite glyph.

en: [b]Required.[/b]
    Returns a string containing all the characters available in the font.
ga: [b]Ag teastáil.[/b]
    Filleann sé teaghrán ina bhfuil na carachtair go léir atá ar fáil sa chló.

en: [b]Required.[/b]
    Returns number of textures used by font cache entry.
ga: [b]Ag teastáil.[/b]
    Tuairisceáin líon na n-uigeachtaí a úsáidtear ag iontráil taisce cló.

en: [b]Required.[/b]
    Returns font cache texture image data.
ga: [b]Ag teastáil.[/b]
    Filleann sé sonraí íomhá uigeachta taisce cló.

en: [b]Optional.[/b]
    Returns array containing glyph packing data.
ga: [b]Roghnach.[/b]
    Eagar tuairisceáin ina bhfuil sonraí pacála glyph.

en: [b]Optional.[/b]
    Returns 2D transform applied to the font outlines.
ga: [b]Roghnach.[/b]
    Tuairisceáin claochlú 2T curtha i bhfeidhm ar imlíne an chló.

en: [b]Required.[/b]
    Returns pixel offset of the underline below the baseline.
ga: [b]Ag teastáil.[/b]
    Filleann sé fritháireamh picteilín na folíne faoin mbunlíne.

en: [b]Required.[/b]
    Returns thickness of the underline in pixels.
ga: [b]Ag teastáil.[/b]
    Filleann tiús na líne i bpicteilíní.

en: [b]Optional.[/b]
    Returns variation coordinates for the specified font cache entry.
ga: [b]Roghnach.[/b]
    Tuairisceáin comhordanáidí athraithe don iontráil taisce cló sonraithe.

en: [b]Optional.[/b]
    Returns weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
ga: [b]Roghnach.[/b]
    Filleann meáchan (trom) an chló. Tá luach sa raon [code]100...999[/code], gnáthmheáchan cló [code]400[/code], is é meáchan cló trom [code]700[/code].

en: [b]Required.[/b]
    Returns [code]true[/code] if a Unicode [param char] is available in the font.
ga: [b]Ag teastáil.[/b]
    Filleann sé [code]true[/code] má tá Unicode [param char] ar fáil sa chló.

en: [b]Optional.[/b]
    Returns [code]true[/code] if system fonts can be automatically used as fallbacks.
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] más féidir clónna córais a úsáid go huathoibríoch mar chúltacaí.

en: [b]Optional.[/b]
    Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting.
ga: [b]Roghnach.[/b]
    Seoltar ar ais [code]true[/code] má thacaítear le huathleideanna agus más fearr leat leid cló ionsuite.

en: [b]Optional.[/b]
    Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code).
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code], má thacaíonn an cló le teanga tugtha ([url=https://en.wikipedia.org/wiki/ISO_639-1]cód ISO 639[/url]).

en: [b]Optional.[/b]
    Returns [code]true[/code] if glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] má rindreáiltear glyphs de gach méid ag baint úsáide as réimse achair sínithe ilchainéil amháin a ghintear ó shonraí dinimiciúil veicteoir an chló.

en: [b]Optional.[/b]
    Returns [code]true[/code], if font supports given script (ISO 15924 code).
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code], má thacaíonn an cló leis an script a thugtar (cód ISO 15924).

en: [b]Required.[/b]
    Removes specified rendered glyph information from the cache entry.
ga: [b]Ag teastáil.[/b]
    Baineann sé faisnéis glyph rindreáilte sonraithe ón iontráil taisce.

en: [b]Optional.[/b]
    Removes kerning override for the pair of glyphs.
ga: [b]Roghnach.[/b]
    Cuireann sé deireadh le sárú eithne don phéire glyphs.

en: [b]Optional.[/b]
    Remove language support override.
ga: [b]Roghnach.[/b]
    Bain an sárú tacaíochta teanga.

en: [b]Optional.[/b]
    Removes script support override.
ga: [b]Roghnach.[/b]
    Baintear an sárú tacaíochta scripte.

en: [b]Required.[/b]
    Removes specified font size from the cache entry.
ga: [b]Ag teastáil.[/b]
    Baintear clómhéid sonraithe den iontráil taisce.

en: [b]Required.[/b]
    Removes specified texture from the cache entry.
ga: [b]Ag teastáil.[/b]
    Baineann sé uigeacht sonraithe as an iontráil taisce.

en: [b]Optional.[/b]
    Renders specified glyph to the font cache texture.
ga: [b]Roghnach.[/b]
    Rindreáil glyph sonraithe d'uigeacht an taisce chló.

en: [b]Optional.[/b]
    Renders the range of characters to the font cache texture.
ga: [b]Roghnach.[/b]
    Rindreáil raon na gcarachtar chuig uigeacht an taisce chló.

en: [b]Optional.[/b]
    If set to [code]true[/code], system fonts can be automatically used as fallbacks.
ga: [b]Roghnach.[/b]
    Má tá sé socraithe go [code]true[/code], is féidir clónna córais a úsáid go huathoibríoch mar chúltacaí.

en: [b]Optional.[/b]
    Sets font anti-aliasing mode.
ga: [b]Roghnach.[/b]
    Socraíonn sé modh frith-ailiasaithe cló.

en: [b]Required.[/b]
    Sets the font ascent (number of pixels above the baseline).
ga: [b]Ag teastáil.[/b]
    Socraíonn sé an t-ardú cló (líon picteilín os cionn na bunlíne).

en: [b]Optional.[/b]
    Sets extra baseline offset (as a fraction of font height).
ga: [b]Roghnach.[/b]
    Socraíonn sé fritháireamh bunlíne breise (mar chodán d'airde an chló).

en: [b]Optional.[/b]
    Sets font source data, e.g contents of the dynamic font source file.
ga: [b]Roghnach.[/b]
    Socraíonn sé sonraí foinse an chló, m.sh. inneachar an chomhaid fhoinse dinimiciúil.

en: [b]Optional.[/b]
    Sets pointer to the font source data, e.g contents of the dynamic font source file.
ga: [b]Roghnach.[/b]
    Socraíonn sé pointeoir do shonraí foinse an chló, m.sh. inneachar an chomhaid bhunfhoinse dinimiciúil.

en: [b]Required.[/b]
    Sets the font descent (number of pixels below the baseline).
ga: [b]Ag teastáil.[/b]
    Socraíonn sé bunlíne an chló (líon picteilín faoin mbunlíne).

en: [b]Optional.[/b]
    If set to [code]true[/code], embedded font bitmap loading is disabled.
ga: [b]Roghnach.[/b]
    Má tá sé socraithe go [code]true[/code], tá luchtú an chló ghiopa leabaithe díchumasaithe.

en: [b]Optional.[/b]
    Sets an active face index in the TrueType / OpenType collection.
ga: [b]Roghnach.[/b]
    Socraíonn sé innéacs aghaidh gníomhach sa bhailiúchán TrueType / OpenType.

en: [b]Required.[/b]
    Sets bitmap font fixed size. If set to value greater than zero, same cache entry will be used for all font sizes.
ga: [b]Ag teastáil.[/b]
    Socraíonn cló giotánmap méid seasta. Má tá luach níos mó ná nialas socraithe, bainfear úsáid as an iontráil taisce céanna do gach clómhéid.

en: [b]Required.[/b]
    Sets bitmap font scaling mode. This property is used only if [code]fixed_size[/code] is greater than zero.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé modh scálaithe cló giotánmap. Ní úsáidtear an t-airí seo ach amháin má tá [code]fixed_size[/code] níos mó ná nialas.

en: [b]Optional.[/b]
    If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
ga: [b]Roghnach.[/b]
    Má tá sé socraithe go [code]true[/code] is fearr leid uathoibríoch ná leid cló-ionsuite.

en: [b]Optional.[/b]
    If set to [code]true[/code] font texture mipmap generation is enabled.
ga: [b]Roghnach.[/b]
    Má tá sé socraithe go [code]true[/code] cló- uigeacht mipmap giniúint cumasaithe.

en: [b]Optional.[/b]
    Sets oversampling factor, shared by all font in the TextServer.
ga: [b]Roghnach.[/b]
    Socraíonn sé fachtóir róshamplála, roinnte ag gach cló sa TextServer.

en: [b]Required.[/b]
    Sets glyph advance (offset of the next glyph).
ga: [b]Ag teastáil.[/b]
    Socraíonn sé dul chun cinn glyph (fritháireamh an chéad glyph eile).

en: [b]Required.[/b]
    Sets glyph offset from the baseline.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé fritháireamh glyph ón mbunlíne.

en: [b]Required.[/b]
    Sets size of the glyph.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé méid an glyph.

en: [b]Required.[/b]
    Sets index of the cache texture containing the glyph.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé innéacs d'uigeacht an taisce ina bhfuil an glyph.

en: [b]Required.[/b]
    Sets rectangle in the cache texture containing the glyph.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé dronuilleog san uigeacht taisce ina bhfuil an glyph.

en: [b]Optional.[/b]
    Sets font hinting mode. Used by dynamic fonts only.
ga: [b]Roghnach.[/b]
    Socraíonn sé mód leid na gclónna. Úsáidte ag clónna dinimiciúla amháin.

en: [b]Optional.[/b]
    Sets kerning for the pair of glyphs.
ga: [b]Roghnach.[/b]
    Socraíonn kerning don péire glyphs.

en: [b]Optional.[/b]
    Adds override for [method _font_is_language_supported].
ga: [b]Roghnach.[/b]
    Cuirtear sáraíocht leis le haghaidh [method _font_is_language_supported].

en: [b]Optional.[/b]
    Sets the width of the range around the shape between the minimum and maximum representable signed distance.
ga: [b]Roghnach.[/b]
    Socraíonn sé leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus uasta inléirithe.

en: [b]Optional.[/b]
    Sets source font size used to generate MSDF textures.
ga: [b]Roghnach.[/b]
    Socraíonn sé clómhéid foinse a úsáidtear chun uigeachtaí MSDF a ghiniúint.

en: [b]Optional.[/b]
    If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. MSDF rendering allows displaying the font at any scaling factor without blurriness, and without incurring a CPU cost when the font size changes (since the font no longer needs to be rasterized on the CPU). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.
ga: [b]Roghnach.[/b]
    Má tá sé socraithe go [code]true[/code], rindreáiltear glyphs de gach méid ag baint úsáide as réimse faid sínithe ilchainéil amháin a ghintear ó shonraí dinimiciúil veicteoir an chló. Ligeann rindreáil MSDF an cló a thaispeáint ag aon fhachtóir scálaithe gan doiléire, agus gan costas LAP a thabhú nuair a athraíonn méid an chló (toisc nach gá an cló a rasterized a thuilleadh ar an LAP). Mar bhuntáiste, níl leid cló ar fáil le MSDF. D’fhéadfadh go mbeadh clónna nach bhfuil chomh brioscach agus nach bhfuil chomh inléite ag méideanna beaga mar thoradh ar easpa leid cló.

en: [b]Optional.[/b]
    Sets the font family name.
ga: [b]Roghnach.[/b]
    Socraíonn an t-ainm teaghlaigh cló.

en: [b]Optional.[/b]
    Sets font OpenType feature set override.
ga: [b]Roghnach.[/b]
    Socraíonn sé sáraíocht ar thacar gné OpenType cló.

en: [b]Optional.[/b]
    Sets font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
ga: [b]Roghnach.[/b]
    Socraítear fachtóir róshamplála cló, má tá sé socraithe go [code]0.0[/code] úsáidtear fachtóir forshamplála domhanda ina ionad sin. Úsáidte ag clónna dinimiciúla amháin.

en: [b]Required.[/b]
    Sets scaling factor of the color bitmap font.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé fachtóir scálaithe an chló dathmamapa.

en: [b]Optional.[/b]
    Adds override for [method _font_is_script_supported].
ga: [b]Roghnach.[/b]
    Cuirtear sáraíocht leis le haghaidh [method _font_is_script_supported].

en: [b]Optional.[/b]
    Sets the spacing for [param spacing] (see [enum TextServer.SpacingType]) to [param value] in pixels (not relative to the font size).
ga: [b]Roghnach.[/b]
    Socraíonn sé an spásáil do [spásáil param] (féach [enum TextServer.SpacingType]) go [param value] i bpicteilíní (gan a bheith i gcoibhneas le méid an chló).

en: [b]Optional.[/b]
    Sets font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
ga: [b]Roghnach.[/b]
    Socraíonn méid stráice cló, i gcomparáid le leithead gnáth. Luach céatadáin idir [code]50%[/code] agus [code]200%[/code].

en: [b]Optional.[/b]
    Sets the font style flags, see [enum TextServer.FontStyle].
ga: [b]Roghnach.[/b]
    Socraíonn na bratacha stíl chló, féach [enum TextServer.FontStyle].

en: [b]Optional.[/b]
    Sets the font style name.
ga: [b]Roghnach.[/b]
    Socraíonn an t-ainm stíl an chló.

en: [b]Optional.[/b]
    Sets font subpixel glyph positioning mode.
ga: [b]Roghnach.[/b]
    Socraíonn sé modh suite glyph fo-phicteilín.

en: [b]Required.[/b]
    Sets font cache texture image data.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé sonraí íomhá uigeachta taisce cló.

en: [b]Optional.[/b]
    Sets array containing glyph packing data.
ga: [b]Roghnach.[/b]
    Socraíonn sé eagar ina bhfuil sonraí pacála glyph.

en: [b]Optional.[/b]
    Sets 2D transform, applied to the font outlines, can be used for slanting, flipping, and rotating glyphs.
ga: [b]Roghnach.[/b]
    Is féidir tacair chlaochlaithe 2D, a chuirtear i bhfeidhm ar imlíne an chló, a úsáid le haghaidh slanting, flipping, agus glyphs rothlach.

en: [b]Required.[/b]
    Sets pixel offset of the underline below the baseline.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé fritháireamh picteilín na folíne faoin mbunlíne.

en: [b]Required.[/b]
    Sets thickness of the underline in pixels.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé tiús na líne i bpicteilíní.

en: [b]Optional.[/b]
    Sets variation coordinates for the specified font cache entry.
ga: [b]Roghnach.[/b]
    Socraíonn sé comhordanáidí éagsúlachta don iontráil taisce cló sonraithe.

en: [b]Optional.[/b]
    Sets weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
ga: [b]Roghnach.[/b]
    Socraítear meáchan (trom) an chló. Tá luach sa raon [code]100...999[/code], gnáthmheáchan cló [code]400[/code], is é meáchan cló trom [code]700[/code].

en: [b]Optional.[/b]
    Returns the dictionary of the supported OpenType features.
ga: [b]Roghnach.[/b]
    Filleann foclóir na ngnéithe OpenType a dtacaítear leo.

en: [b]Optional.[/b]
    Returns the dictionary of the supported OpenType variation coordinates.
ga: [b]Roghnach.[/b]
    Filleann foclóir na gcomhordanáidí athraithe OpenType tacaithe.

en: [b]Optional.[/b]
    Converts a number from the Western Arabic (0..9) to the numeral systems used in [param language].
ga: [b]Roghnach.[/b]
    Tiontaíonn sé uimhir ón Araibis Thiar (0..9) go dtí na córais uimhriúla a úsáidtear i [teanga pharam].

en: [b]Required.[/b]
    Frees an object created by this [TextServer].
ga: [b]Ag teastáil.[/b]
    Saorann sé réad cruthaithe ag an [TextServer] seo.

en: [b]Required.[/b]
    Returns text server features, see [enum TextServer.Feature].
ga: [b]Ag teastáil.[/b]
    Filleann gnéithe freastalaí téacs, féach [enum TextServer.Feature].

en: [b]Optional.[/b]
    Returns size of the replacement character (box with character hexadecimal code that is drawn in place of invalid characters).
ga: [b]Roghnach.[/b]
    Tuairisceáin méid an charachtair ionaid (bosca le cód heicsidheachúlach carachtar a tharraingítear in ionad carachtair neamhbhailí).

en: [b]Required.[/b]
    Returns the name of the server interface.
ga: [b]Ag teastáil.[/b]
    Filleann sé ainm an chomhéadain freastalaí.

en: [b]Optional.[/b]
    Returns default TextServer database (e.g. ICU break iterators and dictionaries) filename.
ga: [b]Roghnach.[/b]
    Seoltar ar ais bunachar sonraí réamhshocraithe TextServer (m.sh. atriallta briseadh ICU agus foclóirí) ainm comhaid.

en: [b]Optional.[/b]
    Returns TextServer database (e.g. ICU break iterators and dictionaries) description.
ga: [b]Roghnach.[/b]
    Tuairisceáin bunachar sonraí TextServer (m.sh. atriallta briste ICU agus foclóirí).

en: [b]Required.[/b]
    Returns [code]true[/code] if [param rid] is valid resource owned by this text server.
ga: [b]Ag teastáil.[/b]
    Filleann sé [code]true[/code] más acmhainn bhailí é [param rid] ar leis an bhfreastalaí téacs seo é.

en: [b]Required.[/b]
    Returns [code]true[/code] if the server supports a feature.
ga: [b]Ag teastáil.[/b]
    Filleann sé [code]true[/code] má thacaíonn an freastalaí le gné.

en: [b]Optional.[/b]
    Returns index of the first string in [param dict] which is visually confusable with the [param string], or [code]-1[/code] if none is found.
ga: [b]Roghnach.[/b]
    Tuairisceáin innéacs den chéad teaghrán i [param dict] atá inbhraite ó thaobh amhairc leis an [param teaghrán], nó [code]-1[/code] mura bhfaightear ceann ar bith.

en: [b]Required.[/b]
    Returns [code]true[/code] if locale is right-to-left.
ga: [b]Ag teastáil.[/b]
    Filleann sé [code]true[/code] má tá locale deas go clé.

en: [b]Optional.[/b]
    Returns [code]true[/code] if [param string] is a valid identifier.
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] más aitheantóir bailí é [param string].

en: [b]Optional.[/b]
    Loads optional TextServer database (e.g. ICU break iterators and dictionaries).
ga: [b]Roghnach.[/b]
    Lódálann sé bunachar sonraí roghnach TextServer (m.sh. atriallta briste ICU agus foclóirí).

en: [b]Optional.[/b]
    Converts readable feature, variation, script, or language name to OpenType tag.
ga: [b]Roghnach.[/b]
    Athraíonn sé gné inléite, éagsúlacht, script, nó ainm teanga go gclib OpenType.

en: [b]Optional.[/b]
    Converts [param number] from the numeral systems used in [param language] to Western Arabic (0..9).
ga: [b]Roghnach.[/b]
    Athraíonn [uimhir pharam] ó na córais uimhriúla a úsáidtear i [teanga pharam] go hAraibis Thiar (0..9).

en: [b]Optional.[/b]
    Default implementation of the BiDi algorithm override function. See [enum TextServer.StructuredTextParser] for more info.
ga: [b]Roghnach.[/b]
    Feidhm sáraithe algartam BiDi a chur i bhfeidhm réamhshocraithe. Féach [enum TextServer.StructuredTextParser] le haghaidh tuilleadh faisnéise.

en: [b]Optional.[/b]
    Returns percent sign used in the [param language].
ga: [b]Roghnach.[/b]
    Tuairisceáin faoin gcéad comhartha a úsáidtear sa [teanga param].

en: [b]Optional.[/b]
    Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file.
ga: [b]Roghnach.[/b]
    Sábháiltear bunachar sonraí roghnach TextServer (m.sh. atriallta briste ICU agus foclóirí) sa chomhad.

en: [b]Required.[/b]
    Returns number of text spans added using [method _shaped_text_add_string] or [method _shaped_text_add_object].
ga: [b]Ag teastáil.[/b]
    Filleann sé líon na réisí téacs a cuireadh leis trí úsáid a bhaint as [method _shaped_text_add_string] nó [method _shaped_text_add_object].

en: [b]Required.[/b]
    Returns text span metadata.
ga: [b]Ag teastáil.[/b]
    Filleann meiteashonraí réise téacs.

en: [b]Required.[/b]
    Changes text span font, font size, and OpenType features, without changing the text.
ga: [b]Ag teastáil.[/b]
    Athraíonn cló réise téacs, clómhéid, agus gnéithe OpenType, gan an téacs a athrú.

en: [b]Required.[/b]
    Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters.
ga: [b]Ag teastáil.[/b]
    Cuireann réad inlíne leis an maolán téacs, caithfidh [eochair param] a bheith uathúil. Sa téacs, léirítear an réad mar charachtair athsholáthair réada [fad param].

en: [b]Required.[/b]
    Adds text span and font to draw it to the text buffer.
ga: [b]Ag teastáil.[/b]
    Cuireann sé réise téacs agus cló leis chun é a tharraingt chuig an maolán téacs.

en: [b]Required.[/b]
    Clears text buffer (removes text and inline objects).
ga: [b]Ag teastáil.[/b]
    Glanann maolán téacs (baineann sé téacs agus réada inlíne).

en: [b]Optional.[/b]
    Returns composite character position closest to the [param pos].
ga: [b]Roghnach.[/b]
    Filleann an suíomh carachtar ilchodach is gaire don [param pos].

en: [b]Optional.[/b]
    Draw shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
ga: [b]Roghnach.[/b]
    Tarraing téacs múnlaithe isteach i mír chanbhás ag suíomh ar leith, le [dath param]. Sonraíonn [param pos] an pointe is faide ar chlé den bhunlíne (do leagan amach cothrománach) nó an pointe is airde den bhunlíne (do leagan amach ingearach).

en: [b]Optional.[/b]
    Draw the outline of the shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
ga: [b]Roghnach.[/b]
    Tarraing imlíne an téacs múnlaithe isteach i mír chanbhás ag suíomh ar leith, le [dath param]. Sonraíonn [param pos] an pointe is faide ar chlé den bhunlíne (do leagan amach cothrománach) nó an pointe is airde den bhunlíne (do leagan amach ingearach).

en: [b]Optional.[/b]
    Adjusts text width to fit to specified width, returns new text width.
ga: [b]Roghnach.[/b]
    Coigeartaíonn leithead an téacs chun a bheith oiriúnach don leithead sonraithe, cuireann sé leithead an téacs nua ar ais.

en: [b]Required.[/b]
    Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
ga: [b]Ag teastáil.[/b]
    Filleann sé ascent an téacs (líon picteilín os cionn na bunlíne le haghaidh leagan amach cothrománach nó ar chlé den bhunlíne don ingearach).

en: [b]Optional.[/b]
    Returns shapes of the carets corresponding to the character offset [param position] in the text. Returned caret shape is 1 pixel wide rectangle.
ga: [b]Roghnach.[/b]
    Filleann sé cruthanna na gcairit a fhreagraíonn don fhritháireamh carachtair [suíomh param] sa téacs. Dronuilleog 1 picteilín ar leithead atá i gcruth an chúramaí fillte.

en: [b]Optional.[/b]
    Returns array of the composite character boundaries.
ga: [b]Roghnach.[/b]
    Sraith tuairisceáin de theorainneacha na gcarachtar ilchodach.

en: [b]Optional.[/b]
    Returns ellipsis character used for text clipping.
ga: [b]Roghnach.[/b]
    Filleann sé carachtar éilips a úsáidtear chun téacs a ghearradh.

en: [b]Optional.[/b]
    Returns custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
ga: [b]Roghnach.[/b]
    Filleann sé liosta carachtar poncaíochta saincheaptha, a úsáidtear chun focal a bhriseadh. Má shocraítear teaghrán folamh, úsáidtear réamhshocruithe freastalaí.

en: [b]Required.[/b]
    Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
ga: [b]Ag teastáil.[/b]
    Filltear ar ais an sliocht téacs (líon picteilín faoi bhun na bunlíne le haghaidh leagan amach cothrománach nó ar dheis den bhunlíne don ingearach).

en: [b]Optional.[/b]
    Returns direction of the text.
ga: [b]Roghnach.[/b]
    Filleann treo an téacs.

en: [b]Optional.[/b]
    Returns dominant direction of in the range of text.
ga: [b]Roghnach.[/b]
    Filleann treo ceannasach sa raon téacs.

en: [b]Required.[/b]
    Returns number of glyphs in the ellipsis.
ga: [b]Ag teastáil.[/b]
    Filleann sé líon na glyphs san éilips.

en: [b]Required.[/b]
    Returns array of the glyphs in the ellipsis.
ga: [b]Ag teastáil.[/b]
    Tuairisceáin raon de na glyphs san éilips.

en: [b]Required.[/b]
    Returns position of the ellipsis.
ga: [b]Ag teastáil.[/b]
    Filleann suíomh an éilips.

en: [b]Required.[/b]
    Returns number of glyphs in the buffer.
ga: [b]Ag teastáil.[/b]
    Filleann sé líon na glyphs sa mhaolán.

en: [b]Required.[/b]
    Returns an array of glyphs in the visual order.
ga: [b]Ag teastáil.[/b]
    Filleann sé sraith glyphs san ord amhairc.

en: [b]Optional.[/b]
    Returns composite character's bounds as offsets from the start of the line.
ga: [b]Roghnach.[/b]
    Filleann sé teorainneacha carachtar ilchodach mar fhritháirimh ó thús na líne.

en: [b]Optional.[/b]
    Returns direction of the text, inferred by the BiDi algorithm.
ga: [b]Roghnach.[/b]
    Filleann sé treo an téacs, tátal ag algartam BiDi.

en: [b]Optional.[/b]
    Breaks text to the lines and returns character ranges for each line.
ga: [b]Roghnach.[/b]
    Briseann téacs go dtí na línte agus cuireann sé raonta carachtar ar ais do gach líne.

en: [b]Optional.[/b]
    Breaks text to the lines and columns. Returns character ranges for each segment.
ga: [b]Roghnach.[/b]
    Briseann téacs go dtí na línte agus na colúin. Tuairisceáin raonta carachtar do gach deighleog.

en: [b]Required.[/b]
    Returns the glyph index of the inline object.
ga: [b]Ag teastáil.[/b]
    Filleann sé innéacs glyph an réad inlíne.

en: [b]Required.[/b]
    Returns the character range of the inline object.
ga: [b]Ag teastáil.[/b]
    Filleann sé raon carachtar an réad inlíne.

en: [b]Required.[/b]
    Returns bounding rectangle of the inline object.
ga: [b]Ag teastáil.[/b]
    Filleann dronuilleog teorannach an réad inlíne.

en: [b]Required.[/b]
    Returns array of inline objects.
ga: [b]Ag teastáil.[/b]
    Tuairisceáin raon de rudaí inlíne.

en: [b]Optional.[/b]
    Returns text orientation.
ga: [b]Roghnach.[/b]
    Filleann treoshuíomh téacs.

en: [b]Required.[/b]
    Returns the parent buffer from which the substring originates.
ga: [b]Ag teastáil.[/b]
    Filleann sé an maolán tuismitheora as a dtagann an fhotheaghrán.

en: [b]Optional.[/b]
    Returns [code]true[/code] if text buffer is configured to display control characters.
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] má tá maolán téacs cumraithe chun carachtair rialaithe a thaispeáint.

en: [b]Optional.[/b]
    Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters.
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] má tá maolán téacs cumraithe chun cóid heicsidheacha a thaispeáint in ionad carachtair neamhbhailí.

en: [b]Required.[/b]
    Returns substring buffer character range in the parent buffer.
ga: [b]Ag teastáil.[/b]
    Filleann sé raon carachtar maolánach an fhotheaghráin sa mhaolán tuismitheora.

en: [b]Optional.[/b]
    Returns selection rectangles for the specified character range.
ga: [b]Roghnach.[/b]
    Filleann dronuilleoga roghnaithe don raon carachtar sonraithe.

en: [b]Required.[/b]
    Returns size of the text.
ga: [b]Ag teastáil.[/b]
    Filleann sé méid an téacs.

en: [b]Optional.[/b]
    Returns extra spacing added between glyphs or lines in pixels.
ga: [b]Roghnach.[/b]
    Filleann sé spás breise a cuireadh idir glyphs nó línte i bpicteilíní.

en: [b]Required.[/b]
    Returns the position of the overrun trim.
ga: [b]Ag teastáil.[/b]
    Filleann suíomh an ró-reatha Baile Átha Troim.

en: [b]Required.[/b]
    Returns thickness of the underline.
ga: [b]Ag teastáil.[/b]
    Tuairisceáin tiús an líne.

en: [b]Required.[/b]
    Returns width (for horizontal layout) or height (for vertical) of the text.
ga: [b]Ag teastáil.[/b]
    Leithead tuairisceáin (do leagan amach cothrománach) nó airde (le haghaidh ingearach) an téacs.

en: [b]Optional.[/b]
    Breaks text into words and returns array of character ranges. Use [param grapheme_flags] to set what characters are used for breaking (see [enum TextServer.GraphemeFlag]).
ga: [b]Roghnach.[/b]
    Briseann téacs ina fhocail agus cuireann sé sraith de charachtair ar ais. Úsáid [param grapheme_flags] chun na carachtair a úsáidtear le briseadh a shocrú (féach [enum TextServer.GraphemeFlag]).

en: [b]Optional.[/b]
    Returns grapheme index at the specified pixel offset at the baseline, or [code]-1[/code] if none is found.
ga: [b]Roghnach.[/b]
    Filleann sé innéacs grapheme ag an bhfritháireamh picteilín sonraithe ag an mbunlíne, nó [code]-1[/code] mura bhfuarthas aon cheann.

en: [b]Optional.[/b]
    Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position.
ga: [b]Roghnach.[/b]
    Filleann sé fritháireamh ar charachtair aireach ag an bhfritháireamh picteilín sonraithe ag an mbunlíne. Tugann an fheidhm seo seasamh bailí ar ais i gcónaí.

en: [b]Required.[/b]
    Returns [code]true[/code] if buffer is successfully shaped.
ga: [b]Ag teastáil.[/b]
    Filleann sé [code]true[/code] má dhéantar maolán a mhúnlú go rathúil.

en: [b]Optional.[/b]
    Returns composite character end position closest to the [param pos].
ga: [b]Roghnach.[/b]
    Filleann an suíomh deiridh carachtar ilchodach is gaire don [param pos].

en: [b]Optional.[/b]
    Returns grapheme end position closest to the [param pos].
ga: [b]Roghnach.[/b]
    Filleann sé suíomh deiridh grapheme is gaire don [param pos].

en: [b]Optional.[/b]
    Trims text if it exceeds the given width.
ga: [b]Roghnach.[/b]
    Trim an téacs má sháraíonn sé an leithead tugtha.

en: [b]Optional.[/b]
    Returns composite character start position closest to the [param pos].
ga: [b]Roghnach.[/b]
    Filleann sé an suíomh tosaigh carachtar ilchodach is gaire don [param pos].

en: [b]Optional.[/b]
    Returns grapheme start position closest to the [param pos].
ga: [b]Roghnach.[/b]
    Filleann sé an suíomh tosaigh grapheme is gaire don [param pos].

en: [b]Required.[/b]
    Sets new size and alignment of embedded object.
ga: [b]Ag teastáil.[/b]
    Socraíonn sé méid nua agus ailíniú an réad leabaithe.

en: [b]Optional.[/b]
    Overrides BiDi for the structured text.
ga: [b]Roghnach.[/b]
    Sáraítear BiDi don téacs struchtúrtha.

en: [b]Optional.[/b]
    Sets ellipsis character used for text clipping.
ga: [b]Roghnach.[/b]
    Socraíonn sé carachtar éilips a úsáidtear chun téacs a ghearradh.

en: [b]Optional.[/b]
    Sets custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
ga: [b]Roghnach.[/b]
    Socraíonn sé liosta carachtar poncaíochta saincheaptha, a úsáidtear chun focal a bhriseadh. Má shocraítear teaghrán folamh, úsáidtear réamhshocruithe freastalaí.

en: [b]Optional.[/b]
    Sets desired text direction. If set to [constant TextServer.DIRECTION_AUTO], direction will be detected based on the buffer contents and current locale.
ga: [b]Roghnach.[/b]
    Socraíonn sé treo téacs inmhianaithe. Má tá sé socraithe go [Constant TextServer.DIRECTION_AUTO], braithfidh treo bunaithe ar inneachar an mhaoláin agus ar an logán reatha.

en: [b]Optional.[/b]
    Sets desired text orientation.
ga: [b]Roghnach.[/b]
    Socraíonn treoshuíomh téacs inmhianaithe.

en: [b]Optional.[/b]
    If set to [code]true[/code] text buffer will display control characters.
ga: [b]Roghnach.[/b]
    Má tá sé socraithe go [code]true[/code], taispeánfaidh maolán téacs carachtair rialaithe.

en: [b]Optional.[/b]
    If set to [code]true[/code] text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed.
ga: [b]Roghnach.[/b]
    Má tá sé socraithe go [code]true[/code], taispeánfaidh maolán téacs carachtair neamhbhailí mar chóid heicsidheacha, nó ní thaispeánfar aon rud.

en: [b]Optional.[/b]
    Sets extra spacing added between glyphs or lines in pixels.
ga: [b]Roghnach.[/b]
    Socraíonn sé spás breise a chuirtear idir glyphs nó línte i bpicteilíní.

en: [b]Required.[/b]
    Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully.
ga: [b]Ag teastáil.[/b]
    Maolán cruthanna mura bhfuil sé múnlaithe. Filleann sé [code]true[/code] má tá an teaghrán múnlaithe go rathúil.

en: [b]Required.[/b]
    Returns text glyphs in the logical order.
ga: [b]Ag teastáil.[/b]
    Filleann glyphs téacs san ord loighciúil.

en: [b]Required.[/b]
    Returns text buffer for the substring of the text in the [param shaped] text buffer (including inline objects).
ga: [b]Ag teastáil.[/b]
    Filleann maolán téacs le haghaidh fhotheaghrán an téacs sa mhaolán téacs [param chruthach] (lena n-áirítear réada inlíne).

en: [b]Optional.[/b]
    Aligns shaped text to the given tab-stops.
ga: [b]Roghnach.[/b]
    Ailíníonn sé téacs múnlaithe leis na stadanna cluaisíní a thugtar.

en: [b]Optional.[/b]
    Updates break points in the shaped text. This method is called by default implementation of text breaking functions.
ga: [b]Roghnach.[/b]
    Nuashonraíonn pointí briste sa téacs múnlaithe. Tugtar an modh seo ar fhorfheidhmiú réamhshocraithe feidhmeanna briseadh téacs.

en: [b]Optional.[/b]
    Updates justification points in the shaped text. This method is called by default implementation of text justification functions.
ga: [b]Roghnach.[/b]
    Nuashonraítear pointí fírinnithe sa téacs múnlaithe. Tugtar an modh seo ar fhorfheidhmiú réamhshocraithe feidhmeanna fírinnithe téacs.

en: [b]Optional.[/b]
    Returns [code]true[/code] if [param string] is likely to be an attempt at confusing the reader.
ga: [b]Roghnach.[/b]
    Filleann sé [code]true[/code] más dócha gur iarracht é [param string] an léitheoir a chur amú.

en: [b]Optional.[/b]
    Returns an array of the word break boundaries. Elements in the returned array are the offsets of the start and end of words. Therefore the length of the array is always even.
ga: [b]Roghnach.[/b]
    Filleann sé raon de na teorainneacha briseadh focal. Is éard atá i ngnéithe san eagar fillte ná fritháirimh thús agus deireadh na bhfocal. Dá bhrí sin tá fad an eagar i gcónaí cothrom.

en: [b]Optional.[/b]
    Returns the string converted to lowercase.
ga: [b]Roghnach.[/b]
    Filleann sé an teaghrán aistrithe go cás íochtair.

en: [b]Optional.[/b]
    Returns the string converted to title case.
ga: [b]Roghnach.[/b]
    Filleann sé an teaghrán a tiontaíodh go cás teidil.

en: [b]Optional.[/b]
    Returns the string converted to uppercase.
ga: [b]Roghnach.[/b]
    Filleann sé an teaghrán aistrithe go cás uachtair.

en: [b]Optional.[/b]
    Strips diacritics from the string.
ga: [b]Roghnach.[/b]
    Stiallacha diacritics as an téad.

en: [b]Optional.[/b]
    Converts OpenType tag to readable feature, variation, script, or language name.
ga: [b]Roghnach.[/b]
    Athraíonn an chlib OpenType go gné inléite, athrú, script nó ainm teanga.

en: A fallback implementation of Godot's text server, without support for BiDi and complex text layout.
ga: Cur i bhfeidhm cúltaca de fhreastalaí téacs Godot, gan tacaíocht do BiDi agus leagan amach casta téacs.

en: A singleton for managing [TextServer] implementations.
ga: A singleton chun feidhmeanna [TextServer] a bhainistiú.

en: [TextServerManager] is the API backend for loading, enumerating, and switching [TextServer]s.
    [b]Note:[/b] Switching text server at runtime is possible, but will invalidate all fonts and text buffers. Make sure to unload all controls, fonts, and themes before doing so.
ga: Is é [TextServerManager] inneall an API chun [TextServer]s a lódáil, a áireamh agus a athrú.
    [b]Nóta:[/b] Is féidir freastalaí téacs a athrú ag am rite, ach déanfar gach cló agus maolán téacs a neamhbhailiú. Bí cinnte gach rialtán, clónna agus téamaí a dhíluchtú sula ndéanann tú amhlaidh.

en: Registers a [TextServer] interface.
ga: Cláraítear comhéadan [TextServer].

en: Finds an interface by its [param name].
ga: Faigheann sé comhéadan de réir a [ainm param].

en: Returns the interface registered at a given index.
ga: Filleann sé an comhéadan cláraithe ag innéacs ar leith.

en: Returns the number of interfaces currently registered.
ga: Filleann sé líon na gcomhéadan atá cláraithe faoi láthair.

en: Returns a list of available interfaces, with the index and name of each interface.
ga: Seoltar ar ais liosta comhéadain atá ar fáil, le hinnéacs agus ainm gach comhéadain.

en: Returns the primary [TextServer] interface currently in use.
ga: Filleann sé an príomh-chomhéadan [TextServer] atá in úsáid faoi láthair.

en: Removes an interface. All fonts and shaped text caches should be freed before removing an interface.
ga: Baineann sé comhéadan. Ba cheart gach cló agus taisce téacs múnlaithe a shaoradh sula mbaintear comhéadan.

en: Sets the primary [TextServer] interface.
ga: Socraíonn sé an príomhchomhéadan [TextServer].

en: Emitted when a new interface has been added.
ga: Astaithe nuair a chuirtear comhéadan nua leis.

en: Emitted when an interface is removed.
ga: Astaítear nuair a bhaintear comhéadan.

en: Base class for all texture types.
ga: Bunrang do gach cineál uigeachta.

en: [Texture] is the base class for all texture types. Common texture types are [Texture2D] and [ImageTexture]. See also [Image].
ga: Is é [Uigeacht] an bunrang do gach cineál uigeachta. Is iad na cineálacha uigeachta coitianta ná [Texture2D] agus [ImageTexture]. Féach freisin [Íomhá].

en: Texture for 2D and 3D.
ga: Uigeacht le haghaidh 2D agus 3D.

en: A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite2D] or GUI [Control].
    Textures are often created by loading them from a file. See [method @GDScript.load].
    [Texture2D] is a base for other resources. It cannot be used directly.
    [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. Larger textures may fail to import.
ga: Oibríonn uigeacht trí íomhá a chlárú sna crua-earraí físeáin, ar féidir iad a úsáid ansin i múnlaí 3D nó 2D [Sprite2D] nó GUI [Control].
    Is minic a chruthaítear uigeachtaí trína luchtú ó chomhad. Féach ar [method @GDScript.load].
    Is bonn é [Texture2D] le haghaidh acmhainní eile. Ní féidir é a úsáid go díreach.
    [b]Nóta:[/b] Is é 16384 × 16384 picteilín an t-uasmhéid uigeachta de bharr srianta crua-earraí grafaice. Seans go dteipfidh ar uigeachtaí níos mó a allmhairiú.

en: Called when the entire [Texture2D] is requested to be drawn over a [CanvasItem], with the top-left offset specified in [param pos]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
    [b]Note:[/b] This is only used in 2D rendering, not 3D.
ga: Glaoitear air nuair a iarrtar an [Texture2D] iomlán a tharraingt thar [CanvasItem], agus an fritháireamh ar bharr ar chlé sonraithe in [param pos]. Sonraíonn [param modulate] iolraitheoir do na dathanna atá á dtarraingt, agus sonraíonn [param transpose] ar cheart an líníocht a dhéanamh in ord colún-mhór in ionad ró-mhór (mar thoradh ar rothlú deiseal 90 céim).
    [b]Nóta:[/b] Ní úsáidtear é seo ach amháin i rindreáil 2T, ní i 3T.

en: Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
    [b]Note:[/b] This is only used in 2D rendering, not 3D.
ga: Glaoitear air nuair a iarrtar an [Texture2D] a tharraingt ar shainráite [CanvasItem] [para rect]. Sonraíonn [param modulate] iolraitheoir do na dathanna atá á dtarraingt, agus sonraíonn [param transpose] ar cheart an líníocht a dhéanamh in ord colún-mhór in ionad ró-mhór (mar thoradh ar rothlú deiseal 90 céim).
    [b]Nóta:[/b] Ní úsáidtear é seo ach amháin i rindreáil 2T, ní i 3T.

en: Called when a part of the [Texture2D] specified by [param src_rect]'s coordinates is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
    [b]Note:[/b] This is only used in 2D rendering, not 3D.
ga: Glaoitear air nuair a iarrtar cuid de [Texture2D] arna sonrú ag comhordanáidí [param src_rect] a tharraingt ar [param rect] sonraithe [CanvasItem]. Sonraíonn [param modulate] iolraitheoir do na dathanna atá á dtarraingt, agus sonraíonn [param transpose] ar cheart an líníocht a dhéanamh in ord colún-mhór in ionad ró-mhór (mar thoradh ar rothlú deiseal 90 céim).
    [b]Nóta:[/b] Ní úsáidtear é seo ach amháin i rindreáil 2T, ní i 3T.

en: Called when the [Texture2D]'s height is queried.
ga: Glaoitear air nuair a cheistítear airde [Texture2D].

en: Called when the [Texture2D]'s width is queried.
ga: Glaoitear air nuair a cheistítear leithead an [Texture2D].

en: Called when the presence of an alpha channel in the [Texture2D] is queried.
ga: Glaoitear air nuair a cheistítear láithreacht cainéal alfa san [Texture2D].

en: Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position.
ga: Glaoitear air nuair a cheistítear staid teimhneach picteilín san [Texture2D] ag an suíomh sonraithe [code](x, y)[/code].

en: Creates a placeholder version of this resource ([PlaceholderTexture2D]).
ga: Cruthaíonn sé leagan áitsealbhóra den acmhainn seo ([PlaceholderTexture2D]).

en: Draws the texture using a [CanvasItem] with the [RenderingServer] API at the specified [param position].
ga: Tarraingíonn sé an uigeacht ag baint úsáide as [CanvasItem] leis an API [RenderingServer] ag an [suíomh param] sonraithe.

en: Draws the texture using a [CanvasItem] with the [RenderingServer] API.
ga: Tarraingíonn sé an uigeacht le [CanvasItem] leis an API [RenderingServer].

en: Draws a part of the texture using a [CanvasItem] with the [RenderingServer] API.
ga: Tarraingíonn sé cuid den uigeacht trí úsáid a bhaint as [CanvasItem] leis an API [RenderingServer].

en: Returns the texture height in pixels.
ga: Filleann sé an airde uigeachta i bpicteilín.

en: Returns the texture size in pixels.
ga: Filleann sé méid an uigeachta i bpicteilín.

en: Returns the texture width in pixels.
ga: Filleann sé leithead an uigeachta i bpicteilíní.

en: Returns [code]true[/code] if this [Texture2D] has an alpha channel.
ga: Filleann sé [code]true[/code] má tá cainéal alfa ag an [Texture2D] seo.

en: A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
ga: Acmhainn uigeachta aonair ina bhfuil íomhánna iolracha ar leith. Tá na toisí agus an líon céanna leibhéil mipmap ag gach íomhá.

en: Creates a placeholder version of this resource ([PlaceholderTexture2DArray]).
ga: Cruthaíonn sé leagan áitsealbhóra den acmhainn seo ([PlaceholderTexture2DArray]).

en: Texture Array for 2D that is bound to a texture created on the [RenderingDevice].
ga: Eagar Uigeachta do 2T atá ceangailte d'uigeacht a chruthaítear ar an [RenderingDevice].

en: This texture array class allows you to use a 2D array texture created directly on the [RenderingDevice] as a texture for materials, meshes, etc.
ga: Ceadaíonn an rang eagar uigeachta seo duit uigeacht eagar 2D a cruthaíodh go díreach ar an [RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc.

en: Texture for 2D that is bound to a texture created on the [RenderingDevice].
ga: Uigeacht do 2T atá ceangailte d'uigeacht a chruthaítear ar an [RenderingDevice].

en: This texture class allows you to use a 2D texture created directly on the [RenderingDevice] as a texture for materials, meshes, etc.
ga: Ligeann an rang uigeachta seo duit uigeacht 2D a cruthaíodh go díreach ar an [RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc.

en: The RID of the texture object created on the [RenderingDevice].
ga: RID an réad uigeachta a cruthaíodh ar an [RenderingDevice].

en: Base class for 3-dimensional textures.
ga: Bunrang d’uigeachtaí 3thoiseacha.

en: Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered].
    All images need to have the same width, height and number of mipmap levels.
    To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
ga: Bunrang do [ImageTexture3D] agus [CompressedTexture3D]. Ní féidir é a úsáid go díreach, ach tá na feidhmeanna go léir ann atá riachtanach chun rochtain a fháil ar na cineálacha acmhainní díorthaithe. Is é [Texture3D] an bunrang do gach cineál uigeachta tríthoiseach. Féach freisin [TextureLayered].
    Caithfidh an leithead céanna, an airde agus an líon céanna leibhéil mipmap a bheith ag gach íomhá.
    Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid comhad íomhá ag baint úsáide as na réamhshocruithe iompórtála Godot Editor.

en: Called when the [Texture3D]'s data is queried.
ga: Glaoitear air nuair a cheistítear sonraí [Texture3D].

en: Called when the [Texture3D]'s depth is queried.
ga: Glaoitear air nuair a cheistítear doimhneacht [Texture3D].

en: Called when the [Texture3D]'s format is queried.
ga: Glaoitear air nuair a cheistítear formáid [Texture3D].

en: Called when the [Texture3D]'s height is queried.
ga: Glaoitear air nuair a cheistítear airde [Texture3D].

en: Called when the [Texture3D]'s width is queried.
ga: Glaoitear air nuair a cheistítear leithead an [Texture3D].

en: Called when the presence of mipmaps in the [Texture3D] is queried.
ga: Glaoitear air nuair a cheistítear láithreacht mipmaps san [Texture3D].

en: Creates a placeholder version of this resource ([PlaceholderTexture3D]).
ga: Cruthaíonn sé leagan áitchoinneálaí den acmhainn seo ([PlaceholderTexture3D]).

en: Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] represents a [i]slice[/i] of the [Texture3D], with different slices mapping to different depth (Z axis) levels.
ga: Filleann sé sonraí [Texture3D] mar raon [Image]s. Seasann gach [Íomhá] do [i]slis[/i] den [Uigeacht 3D], le slisní éagsúla á mapáil go leibhéil doimhneachta éagsúla (ais Z).

en: Returns the [Texture3D]'s depth in pixels. Depth is typically represented by the Z axis (a dimension not present in [Texture2D]).
ga: Filleann sé seo doimhneacht [Texture3D] i bpicteilíní. Is gnách go léiríonn an ais Z an doimhneacht (toise nach bhfuil in [Uigeacht2D]).

en: Returns the current format being used by this texture. See [enum Image.Format] for details.
ga: Filleann sé an fhormáid reatha atá á húsáid ag an uigeacht seo. Féach [enum Image.Format] le haghaidh sonraí.

en: Returns the [Texture3D]'s height in pixels. Width is typically represented by the Y axis.
ga: Filleann sé airde [Texture3D] i bpicteilíní. Is gnách go léiríonn an ais Y an leithead.

en: Returns the [Texture3D]'s width in pixels. Width is typically represented by the X axis.
ga: Filleann sé leithead [Texture3D] i bpicteilíní. Is gnách go léiríonn an X ais an leithead.

en: Returns [code]true[/code] if the [Texture3D] has generated mipmaps.
ga: Seoltar ar ais [code]true[/code] má ghin an [Texture3D] mipmaps.

en: Texture for 3D that is bound to a texture created on the [RenderingDevice].
ga: Uigeacht do 3D atá ceangailte d'uigeacht a chruthaítear ar an [RenderingDevice].

en: This texture class allows you to use a 3D texture created directly on the [RenderingDevice] as a texture for materials, meshes, etc.
ga: Ligeann an rang uigeachta seo duit uigeacht 3D a cruthaíodh go díreach ar an [RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc.

en: Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
ga: Cnaipe bunaithe ar uigeacht. Tacaíonn stáit Bhrúite, Ainlithe, Dírithe agus Dírithe.

en: If [code]true[/code], the size of the texture won't be considered for minimum size calculation, so the [TextureButton] can be shrunk down past the texture size.
ga: Más rud é go bhfuil [code]true[/code], ní dhéanfar méid na huigeachta a mheas le haghaidh ríomh na híosmhéide, mar sin is féidir an [TextureButton] a chrapadh síos thar mhéid an uigeachta.

en: Controls the texture's behavior when you resize the node's bounding rectangle. See the [enum StretchMode] constants for available options.
ga: Rialaíonn sé iompar an uigeachta nuair a athraítear méid dronuilleog teorann an nóid. Féach ar na tairisigh [enum StretchMode] le haghaidh na roghanna atá ar fáil.

en: Pure black and white [BitMap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.
ga: Íomhá íon dubh agus bán [BitMap] le húsáid chun cliceáil a bhrath. Ar an masc, is ionann picteilíní bána agus limistéar inchliceáilte an chnaipe. Bain úsáid as é chun cnaipí a chruthú le cruthanna cuartha.

en: Texture to display by default, when the node is [b]not[/b] in the disabled, hover or pressed state. This texture is still displayed in the focused state, with [member texture_focused] drawn on top.
ga: Uigeacht le taispeáint de réir réamhshocraithe, nuair [b]ní[/b] an nód sa riocht díchumasaithe, ainlithe nó brúite. Tá an uigeacht seo fós ar taispeáint sa stát dírithe, le [member texture_focused] tarraingthe ar a bharr.

en: Scale to fit the node's bounding rectangle.
ga: Scála a d'oirfeadh do dhronuilleog theoranta an nód.

en: Tile inside the node's bounding rectangle.
ga: Tíleanna taobh istigh de dhronuilleog theoranta an nód.

en: The texture keeps its original size and stays in the bounding rectangle's top-left corner.
ga: Coinníonn an uigeacht a méid bunaidh agus fanann sé i gcúinne barr-chlé na dronuilleoige teorannaithe.

en: The texture keeps its original size and stays centered in the node's bounding rectangle.
ga: Coinníonn an uigeacht a méid bunaidh agus fanann sé dírithe ar dhronuilleog teorann an nód.

en: Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
ga: Scála an uigeacht a d'oirfeadh do dhronuilleog theorannaithe an nód, ach coinnigh cóimheas gné an uigeachta.

en: Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
ga: Scála an uigeacht a d'oirfeadh do dhronuilleog theoranta an nód, láraigh é, agus coinnigh a chóimheas gné.

en: Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
ga: Scála an uigeacht ionas go n-oireann an taobh is giorra don dronuilleog teorannach. Gearrthóga an taobh eile go dtí teorainneacha an nód.

en: Texture Array for Cubemaps that is bound to a texture created on the [RenderingDevice].
ga: Eagar Uigeachta le haghaidh Cubemaps atá ceangailte d'uigeacht a cruthaíodh ar an [RenderingDevice].

en: This texture class allows you to use a cubemap array texture created directly on the [RenderingDevice] as a texture for materials, meshes, etc.
ga: Ligeann an rang uigeachta seo duit uigeacht eagar ciúbmap a cruthaíodh go díreach ar an [RenderingDevice] a úsáid mar uigeacht d'ábhair, mogaill, etc.

en: Texture for Cubemap that is bound to a texture created on the [RenderingDevice].
ga: Uigeacht le haghaidh Cubemap atá ceangailte d'uigeacht a cruthaíodh ar an [RenderingDevice].

en: This texture class allows you to use a cubemap texture created directly on the [RenderingDevice] as a texture for materials, meshes, etc.
ga: Ligeann an rang uigeachta seo duit uigeacht léarscáile ciúb a úsáid a cruthaíodh go díreach ar an [RenderingDevice] mar uigeacht d'ábhair, mogaill, etc.

en: Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
ga: Bunrang do chineálacha uigeachta ina bhfuil sonraí iolraí [Íomhá]. Tá gach íomhá den mhéid agus den fhormáid chéanna.

en: Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
    Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
    All images need to have the same width, height and number of mipmap levels.
    A [TextureLayered] can be loaded with [method ResourceLoader.load].
    Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3).
ga: Bunrang le haghaidh [ImageTextureLayered] agus [CompressedTextureLayered]. Ní féidir é a úsáid go díreach, ach tá na feidhmeanna go léir ann atá riachtanach chun rochtain a fháil ar na cineálacha acmhainní díorthaithe. Féach freisin [Uigeacht3D].
    Socraítear sonraí ar bhonn in aghaidh na sraithe. I gcás [Texture2DArray]s, sonraíonn an ciseal an ciseal eagair.
    Caithfidh an leithead céanna, an airde agus an líon céanna leibhéil mipmap a bheith ag gach íomhá.
    Is féidir [TextureLayered] a luchtú le [method ResourceLoader.load].
    Go hinmheánach, mapálann Godot na comhaid seo dá gcomhghleacaithe faoi seach sa tiománaí rindreála sprice (Vulkan, OpenGL3).

en: Called when the [TextureLayered]'s format is queried.
ga: Glaoitear air nuair a cheistítear formáid [TextureLayered].

en: Called when the [TextureLayered]'s height is queried.
ga: Glaoitear air nuair a cheistítear airde [TextureLayered].

en: Called when the data for a layer in the [TextureLayered] is queried.
ga: Glaoitear air nuair a cheistítear na sonraí do shraith sa [TextureLayered].

en: Called when the layers' type in the [TextureLayered] is queried.
ga: Glaoitear air nuair a cheistítear cineál na sraitheanna sa [TextureLayered].

en: Called when the number of layers in the [TextureLayered] is queried.
ga: Glaoitear air nuair a cheistítear líon na sraitheanna sa [TextureLayered].

en: Called when the [TextureLayered]'s width queried.
ga: Glaodh air nuair a cheistigh leithead an [TextureLayered].

en: Called when the presence of mipmaps in the [TextureLayered] is queried.
ga: Glaoitear air nuair a cheistítear láithreacht mipmaps san [TextureLayered].

en: Returns the height of the texture in pixels. Height is typically represented by the Y axis.
ga: Filleann sé airde na huigeachta i bpicteilíní. Is gnách go léiríonn an ais Y airde.

en: Returns an [Image] resource with the data from specified [param layer].
ga: Filleann sé acmhainn [Íomhá] leis na sonraí ó [param layer] sonraithe.

en: Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types.
ga: Filltear an cineál [TextureLayered]. Cinneann an cineál conas a fhaightear rochtain ar na sonraí, agus tá cineálacha speisialta ag léarscáileanna ciúb.

en: Returns the number of referenced [Image]s.
ga: Filleann sé líon na [Íomhá]anna tagartha.

en: Returns the width of the texture in pixels. Width is typically represented by the X axis.
ga: Filleann sé leithead na huigeachta i bpicteilíní. Is gnách go léiríonn an X ais an leithead.

en: Returns [code]true[/code] if the layers have generated mipmaps.
ga: Filleann sé [code]true[/code] má tá mipmaps ginte ag na sraitheanna.

en: Texture is a generic [Texture2DArray].
ga: Is cineál [Texture2DArray] é uigeacht.

en: Texture is a [Cubemap], with each side in its own layer (6 in total).
ga: [Cubemap] atá san uigeacht, agus gach taobh ina chiseal féin (6 san iomlán).

en: Texture is a [CubemapArray], with each cubemap being made of 6 layers.
ga: [CubemapArray] atá san uigeacht, agus 6 shraith ar gach léarscáil ciúb.

en: Abstract base class for layered texture RD types.
ga: Bunrang teibí do chineálacha RD uigeachta cisealta.

en: Base class for [Texture2DArrayRD], [TextureCubemapRD] and [TextureCubemapArrayRD]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types.
ga: Bunrang do [Texture2DArrayRD], [TextureCubemapRD] agus [TextureCubemapArrayRD]. Ní féidir é a úsáid go díreach, ach tá na feidhmeanna go léir ann atá riachtanach chun rochtain a fháil ar na cineálacha acmhainní díorthaithe.

en: Texture-based progress bar. Useful for loading screens and life or stamina bars.
ga: Barra dul chun cinn bunaithe ar uigeacht. Úsáideach le haghaidh scáileáin agus barraí beatha nó stamina a luchtú.

en: TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars.
ga: Oibríonn TextureProgressBar mar [ProgressBar], ach úsáideann suas le 3 uigeacht in ionad acmhainn Godot [Téama]. Is féidir é a úsáid chun barraí dul chun cinn cothrománacha, ingearacha agus gathacha a chruthú.

en: Returns the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties.
ga: Filleann an corrlach stráice leis an innéacs sonraithe. Féach [member stretch_margin_bottom] agus airíonna gaolmhara.

en: Sets the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties.
ga: Socraíonn sé an corrlach stráice leis an innéacs sonraithe. Féach [member stretch_margin_bottom] agus airíonna gaolmhara.

en: Upper limit for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]max_value[/code], the texture fills up to this angle.
    See [member Range.value], [member Range.max_value].
ga: Teorainn uasta le haghaidh líonadh [member texture_progress] más é [member fill_mode] [FILL_CLOCKWISE leanúnach], [FILL_COUNTER_CLOCKWISE], nó [FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE] leanúnach]. Nuair atá [code]luach[/code] an nód cothrom lena [code]max_value[/code], líonann an uigeacht suas go dtí an uillinn seo.
    Féach [ball Range.value], [member Range.max_value].

en: The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. Only effective if [member nine_patch_stretch] is [code]true[/code].
ga: Airde bun an phaiste 9-paiste. Ciallaíonn corrlach 16 go mbeidh airde 16 picteilín ag coirnéil íochtair na 9 slisne agus ag an taobh. Is féidir leat na 4 luach corrlaigh go léir a shocrú ina n-aonar chun painéil a chruthú le teorainneacha neamhéide. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [ball nine_patch_stretch].

en: The width of the 9-patch's left column. Only effective if [member nine_patch_stretch] is [code]true[/code].
ga: Leithead an cholúin chlé 9-paiste. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [ball nine_patch_stretch].

en: The width of the 9-patch's right column. Only effective if [member nine_patch_stretch] is [code]true[/code].
ga: Leithead an cholúin dheis 9-paiste. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [ball nine_patch_stretch].

en: The height of the 9-patch's top row. Only effective if [member nine_patch_stretch] is [code]true[/code].
ga: Airde an tsraith barr 9-paiste. Ní bheidh sé i bhfeidhm ach amháin má tá [code]true[/code] ar [ball nine_patch_stretch].

en: [Texture2D] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
ga: [Uigeacht2D] a tharraingíonn thar an mbarra dul chun cinn. Úsáid é chun buaicphointí nó fráma uachtair a chur leis a fholaíonn cuid de [member texture_progress].

en: [Texture2D] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
    The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
ga: [Texture2D] a ghearrann gearrthóg bunaithe ar [code]value[/code] agus [member fill_mode] an nód. De réir mar a mhéadaíonn [code]value[/code], líonann an uigeacht suas. Taispeánann sé go hiomlán nuair a shroicheann luach [code]value[/code] an luach [code]max_value[/code]. Ní thaispeánann sé ar chor ar bith má tá [code]value[/code] cothrom le [code]min_value[/code].
    Tagann airíonna an [code]value[/code] ó [Range]. Féach [member Range.value], [member Range.min_value], [member Range.max_value].

en: The offset of [member texture_progress]. Useful for [member texture_over] and [member texture_under] with fancy borders, to avoid transparent margins in your progress texture.
ga: Fritháireamh [member texture_progress]. Úsáideach le haghaidh [comhalta texture_over] agus [comhalta texture_under] le teorainneacha mhaisiúil, chun corrlaigh trédhearcacha i do uigeacht dul chun cinn a sheachaint.

en: [Texture2D] that draws under the progress bar. The bar's background.
ga: [Uigeacht2D] a tharraingíonn faoin mbarra dul chun cinn. Cúlra an bheáir.

en: Multiplies the color of the bar's [member texture_over] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.
ga: Iolraíonn sé dath uigeacht [member texture_over] an bharra. Tá an éifeacht cosúil le [comhalta CanvasItem.modulate], ach amháin ní dhéanann sé difear ach don uigeacht shonrach seo in ionad an nód iomlán.

en: Multiplies the color of the bar's [member texture_progress] texture.
ga: Iolraíonn sé dath uigeacht [member texture_progress] an bharra.

en: Multiplies the color of the bar's [member texture_under] texture.
ga: Iolraíonn sé dath uigeacht [member texture_under] an bharra.

en: The [member texture_progress] fills from left to right.
ga: Líonann an [member texture_progress] ó chlé go deas.

en: The [member texture_progress] fills from right to left.
ga: Líonann an [member texture_progress] ó dheas go clé.

en: The [member texture_progress] fills from top to bottom.
ga: Líonann an [member texture_progress] ó bhun go barr.

en: The [member texture_progress] fills from bottom to top.
ga: Líonann an [member texture_progress] ó bhun go barr.

en: Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
ga: Déanann sé barra gathacha an nód. Líonann an [member texture_progress] deiseal. Féach [comhalta radial_center_offset], [member radial_initial_angle] agus [member radial_fill_degrees] chun rialú a dhéanamh ar an mbealach a líonann an barra suas.

en: Turns the node into a radial bar. The [member texture_progress] fills counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
ga: Déanann sé barra gathacha an nód. Líonann an [member texture_progress] tuathalach. Féach [comhalta radial_center_offset], [member radial_initial_angle] agus [member radial_fill_degrees] chun rialú a dhéanamh ar an mbealach a líonann an barra suas.

en: The [member texture_progress] fills from the center, expanding both towards the left and the right.
ga: Líonann an [member texture_progress] ón lár, ag leathnú i dtreo na láimhe clé agus ar dheis.

en: The [member texture_progress] fills from the center, expanding both towards the top and the bottom.
ga: Líonann an [member texture_progress] ón lár, ag leathnú i dtreo an bharr agus an bhun.

en: Turns the node into a radial bar. The [member texture_progress] fills radially from the center, expanding both clockwise and counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
ga: Déanann sé barra gathacha an nód. Líonann an [member texture_progress] go gathach ón lár, ag leathnú deiseal agus tuathalach araon. Féach [comhalta radial_center_offset], [member radial_initial_angle] agus [member radial_fill_degrees] chun rialú a dhéanamh ar an mbealach a líonann an barra suas.

en: A control that displays a texture.
ga: Rialtóir a thaispeánann uigeacht.

en: A control that displays a texture, for example an icon inside a GUI. The texture's placement can be controlled with the [member stretch_mode] property. It can scale, tile, or stay centered inside its bounding rectangle.
ga: rialtán a thaispeánann uigeacht, mar shampla íocón taobh istigh de GUI. Is féidir socrúchán an uigeachta a rialú leis an airí [member stretch_mode]. Is féidir leis scála, cur le tíl, nó fanacht lárnach laistigh dá dhronuilleog teorann.

en: Using [constant EXPAND_FIT_WIDTH], [constant EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT], or [constant EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some [Container] controls. This behavior may be re-evaluated and changed in the future.
ga: Má úsáidtear [EXPAND_FIT_WIDTH] leanúnach, [EXPAND_FIT_WIDTH_PROPORTIONAL], [EXPAND_FIT_HEIGHT leanúnach], nó [EXPAND_FIT_HEIGHT_PROPORTIONAL] d'fhéadfadh iompar éagobhsaí a bheith mar thoradh ar roinnt rialuithe [Coimeádán]. Féadfar an iompar seo a athmheasúnú agus a athrú amach anseo.

en: Defines how minimum size is determined based on the texture's size. See [enum ExpandMode] for options.
ga: Sainmhíníonn sé conas a chinntear íosmhéid bunaithe ar mhéid an uigeachta. Féach [enum ExpandMode] le haghaidh roghanna.

en: Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode].
ga: Rialaíonn sé iompar na huigeachta nuair a dhéantar athrú ar dhronuilleog teorann an nóid. Féach [enum StretchMode].

en: The node's [Texture2D] resource.
ga: Acmhainn [Uigeacht2D] an nód.

en: The minimum size will be equal to texture size, i.e. [TextureRect] can't be smaller than the texture.
ga: Beidh an t-íosmhéid cothrom le méid uigeachta, i.e. ní féidir le [TextureRect] a bheith níos lú ná an uigeacht.

en: The size of the texture won't be considered for minimum size calculation, so the [TextureRect] can be shrunk down past the texture size.
ga: Ní dhéanfar méid na huigeachta a mheas chun íosmhéid a ríomh, mar sin is féidir an [TextureRect] a laghdú thar mhéid an uigeachta.

en: The height of the texture will be ignored. Minimum width will be equal to the current height. Useful for horizontal layouts, e.g. inside [HBoxContainer].
ga: Déanfar neamhaird ar airde an uigeachta. Beidh an leithead íosta comhionann leis an airde reatha. Úsáideach le haghaidh leagan amach cothrománach, e.g. istigh [HBoxContainer].

en: Same as [constant EXPAND_FIT_WIDTH], but keeps texture's aspect ratio.
ga: Mar an gcéanna le [EXPAND_FIT_WIDTH leanúnach], ach coinníonn sé cóimheas gné an uigeachta.

en: The width of the texture will be ignored. Minimum height will be equal to the current width. Useful for vertical layouts, e.g. inside [VBoxContainer].
ga: Déanfar neamhaird ar leithead an uigeachta. Beidh an airde íosta comhionann leis an leithead reatha. Úsáideach le haghaidh leagan amach ingearach, e.g. taobh istigh [VBoxContainer].

en: Same as [constant EXPAND_FIT_HEIGHT], but keeps texture's aspect ratio.
ga: Mar an gcéanna le [EXPAND_FIT_HEIGHT leanúnach], ach coinníonn sé cóimheas gné an uigeachta.

en: Scale the texture to fit the node's bounding rectangle, center it and maintain its aspect ratio.
ga: Scála an uigeacht a d'oirfeadh do dhronuilleog theoranta an nód, láraigh é agus coinnigh a chóimheas gné.

en: A resource used for styling/skinning [Control]s and [Window]s.
ga: Acmhainn a úsáidtear le haghaidh stílithe / feannadh [Rialú]anna agus [Fuinneog]s.

en: A resource used for styling/skinning [Control] and [Window] nodes. While individual controls can be styled using their local theme overrides (see [method Control.add_theme_color_override]), theme resources allow you to store and apply the same settings across all controls sharing the same type (e.g. style all [Button]s the same). One theme resource can be used for the entire project, but you can also set a separate theme resource to a branch of control nodes. A theme resource assigned to a control applies to the control itself, as well as all of its direct and indirect children (as long as a chain of controls is uninterrupted).
    Use [member ProjectSettings.gui/theme/custom] to set up a project-scope theme that will be available to every control in your project.
    Use [member Control.theme] of any control node to set up a theme that will be available to that control and all of its direct and indirect children.
ga: Acmhainn a úsáidtear chun nóid [Rialú] agus [Fuinneog] a stíliú/feannadh. Cé gur féidir rialuithe aonair a stíliú agus a sáruithe téama áitiúla á n-úsáid (féach [method Control.add_theme_color_override]), ceadaíonn acmhainní téama duit na socruithe céanna a stóráil agus a chur i bhfeidhm thar na rialuithe go léir agus an cineál céanna á roinnt acu (m.sh. stíl gach [Button]s mar an gcéanna) . Is féidir acmhainn téama amháin a úsáid don tionscadal iomlán, ach is féidir leat acmhainn téama ar leith a shocrú do bhrainse de nóid rialaithe freisin. Baineann acmhainn téama a shanntar do rialú leis an rialú féin, chomh maith lena leanaí díreacha agus indíreacha go léir (chomh fada agus a bhíonn slabhra rialuithe gan bhriseadh).
    Úsáid [comhalta ProjectSettings.gui/theme/custom] chun téama scóip tionscadail a shocrú a bheidh ar fáil do gach rialú i do thionscadal.
    Úsáid [member Control.theme] as aon nód rialaithe chun téama a shocrú a bheidh ar fáil don rialú sin agus dá leanaí díreach agus indíreacha go léir.

en: GUI skinning
ga: Feannadh GUI

en: Using the theme editor
ga: Ag baint úsáide as an eagarthóir téama

en: Adds an empty theme type for every valid data type.
    [b]Note:[/b] Empty types are not saved with the theme. This method only exists to perform in-memory changes to the resource. Use available [code]set_*[/code] methods to add theme items.
ga: Cuireann sé cineál téama folamh leis do gach cineál sonraí bailí.
    [b]Nóta:[/b] Ní shábháiltear cineálacha folamh leis an téama. Níl an modh seo ann ach chun athruithe cuimhneacháin a dhéanamh ar an acmhainn. Bain úsáid as modhanna [code] set_*[/code] atá ar fáil chun míreanna téama a chur leis.

en: Removes all the theme properties defined on the theme resource.
ga: Baintear na hairíonna téama go léir atá sainithe ar an acmhainn téama.

en: Removes the [Color] property defined by [param name] and [param theme_type], if it exists.
    Fails if it doesn't exist. Use [method has_color] to check for existence.
ga: Baintear an t-airí [Color] atá sainmhínithe ag [param name] agus [param theme_type], má tá sé ann.
    Theipeann mura bhfuil sé ann. Úsáid [method has_color] chun a sheiceáil an bhfuil tú ann.

en: Removes the constant property defined by [param name] and [param theme_type], if it exists.
    Fails if it doesn't exist. Use [method has_constant] to check for existence.
ga: Baintear an t-airí tairiseach atá sainmhínithe ag [param name] agus [param theme_type], má tá sé ann.
    Theipeann mura bhfuil sé ann. Úsáid [method has_constant] le seiceáil an bhfuil sé ann.

en: Removes the [Font] property defined by [param name] and [param theme_type], if it exists.
    Fails if it doesn't exist. Use [method has_font] to check for existence.
ga: Baintear an t-airí [Cló] atá sainmhínithe ag [param name] agus [param theme_type], má tá sé ann.
    Theipeann mura bhfuil sé ann. Úsáid [method has_font] chun a sheiceáil an bhfuil tú ann.

en: Removes the font size property defined by [param name] and [param theme_type], if it exists.
    Fails if it doesn't exist. Use [method has_font_size] to check for existence.
ga: Baintear an t-airí clómhéid arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Theipeann mura bhfuil sé ann. Úsáid [method has_font_size] chun a sheiceáil an bhfuil tú ann.

en: Removes the icon property defined by [param name] and [param theme_type], if it exists.
    Fails if it doesn't exist. Use [method has_icon] to check for existence.
ga: Baintear an t-airí deilbhín atá sainmhínithe ag [param name] agus [param theme_type], má tá sé ann.
    Theipeann mura bhfuil sé ann. Úsáid [method has_icon] chun a sheiceáil an bhfuil tú ann.

en: Removes the [StyleBox] property defined by [param name] and [param theme_type], if it exists.
    Fails if it doesn't exist. Use [method has_stylebox] to check for existence.
ga: Baintear an t-airí [StyleBox] atá sainmhínithe ag [param name] agus [param theme_type], má tá sé ann.
    Theipeann mura bhfuil sé ann. Úsáid [method has_stylebox] chun a sheiceáil an bhfuil tú ann.

en: Removes the theme property of [param data_type] defined by [param name] and [param theme_type], if it exists.
    Fails if it doesn't exist. Use [method has_theme_item] to check for existence.
    [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.
ga: Baintear an t-airí téama de [param data_type] arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Theipeann mura bhfuil sé ann. Úsáid [method has_theme_item] chun a sheiceáil an bhfuil tú ann.
    [b]Nóta:[/b] Tá an modh seo ar aon dul le modh sonrach an chineáil sonraí comhfhreagrach a ghlaoch, ach is féidir é a úsáid le haghaidh loighic níos ginearálta.

en: Unmarks [param theme_type] as being a variation of another theme type. See [method set_type_variation].
ga: Dímharcáil [param theme_type] mar athrú ar chineál eile téama. Féach ar [method set_type_variation].

en: Returns the [Color] property defined by [param name] and [param theme_type], if it exists.
    Returns the default color value if the property doesn't exist. Use [method has_color] to check for existence.
ga: Filleann sé an t-airí [Color] arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Seoltar ar ais an luach réamhshocraithe datha mura bhfuil an t-airí ann. Úsáid [method has_color] chun a sheiceáil an bhfuil tú ann.

en: Returns a list of names for [Color] properties defined with [param theme_type]. Use [method get_color_type_list] to get a list of possible theme type names.
ga: Filleann sé seo liosta ainmneacha do [Color] airíonna sainithe le [param theme_type]. Úsáid [method get_color_type_list] chun liosta ainmneacha cineálacha téamaí féideartha a fháil.

en: Returns a list of all unique theme type names for [Color] properties. Use [method get_type_list] to get a list of all unique theme types.
ga: Filleann sé seo liosta de na hainmneacha uathúla cineál téama le haghaidh airíonna [Color]. Úsáid [method get_type_list] chun liosta a fháil de gach cineál téama ar leith.

en: Returns the constant property defined by [param name] and [param theme_type], if it exists.
    Returns [code]0[/code] if the property doesn't exist. Use [method has_constant] to check for existence.
ga: Filleann sé an t-airí tairiseach arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Filleann sé [code]0[/code] mura bhfuil an t-airí ann. Úsáid [method has_constant] le seiceáil an bhfuil sé ann.

en: Returns a list of names for constant properties defined with [param theme_type]. Use [method get_constant_type_list] to get a list of possible theme type names.
ga: Filleann sé liosta ainmneacha le haghaidh airíonna tairiseacha sainmhínithe le [param theme_type]. Úsáid [method get_constant_type_list] chun liosta ainmneacha cineálacha téamaí féideartha a fháil.

en: Returns a list of all unique theme type names for constant properties. Use [method get_type_list] to get a list of all unique theme types.
ga: Seoltar ar ais liosta de na hainmneacha uathúla de chineál téama le haghaidh airíonna tairiseacha. Úsáid [method get_type_list] chun liosta a fháil de gach cineál téama ar leith.

en: Returns the [Font] property defined by [param name] and [param theme_type], if it exists.
    Returns the default theme font if the property doesn't exist and the default theme font is set up (see [member default_font]). Use [method has_font] to check for existence of the property and [method has_default_font] to check for existence of the default theme font.
    Returns the engine fallback font value, if neither exist (see [member ThemeDB.fallback_font]).
ga: Filleann sé an t-airí [Cló] arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Filleann sé an cló téama réamhshocraithe mura bhfuil an t-airí ann agus má tá an cló téama réamhshocraithe socraithe (féach [member default_font]). Úsáid [method has_font] chun a sheiceáil an bhfuil an t-airí ann agus [method has_default_font] chun seiceáil an bhfuil an cló téama réamhshocraithe ann.
    Seoltar ar ais an clóluach inneall, mura bhfuil ceachtar acu ann (féach [member ThemeDB.fallback_font]).

en: Returns a list of names for [Font] properties defined with [param theme_type]. Use [method get_font_type_list] to get a list of possible theme type names.
ga: Filleann sé seo liosta ainmneacha do [Cló] airíonna sainithe le [param theme_type]. Úsáid [method get_font_type_list] chun liosta ainmneacha cineálacha téamaí féideartha a fháil.

en: Returns the font size property defined by [param name] and [param theme_type], if it exists.
    Returns the default theme font size if the property doesn't exist and the default theme font size is set up (see [member default_font_size]). Use [method has_font_size] to check for existence of the property and [method has_default_font_size] to check for existence of the default theme font.
    Returns the engine fallback font size value, if neither exist (see [member ThemeDB.fallback_font_size]).
ga: Filleann sé an t-airí clómhéid arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Filleann sé an clómhéid téama réamhshocraithe mura bhfuil an t-airí ann agus má tá an clómhéid téama réamhshocraithe socraithe (féach [member default_font_size]). Úsáid [method has_font_size] chun a sheiceáil an bhfuil an t-airí ann agus [method has_default_font_size] chun seiceáil an bhfuil an cló téama réamhshocraithe ann.
    Seoltar ar ais an t-inneall luach clómhéid fallback, mura bhfuil ceachtar acu ann (féach [member ThemeDB.fallback_font_size]).

en: Returns a list of names for font size properties defined with [param theme_type]. Use [method get_font_size_type_list] to get a list of possible theme type names.
ga: Seoltar ar ais liosta ainmneacha le haghaidh airíonna clómhéid atá sainithe le [param theme_type]. Úsáid [method get_font_size_type_list] chun liosta ainmneacha cineálacha téamaí féideartha a fháil.

en: Returns a list of all unique theme type names for font size properties. Use [method get_type_list] to get a list of all unique theme types.
ga: Seoltar ar ais liosta de na hainmneacha uathúla de chineál téama le haghaidh airíonna clómhéid. Úsáid [method get_type_list] chun liosta a fháil de gach cineál téama ar leith.

en: Returns a list of all unique theme type names for [Font] properties. Use [method get_type_list] to get a list of all unique theme types.
ga: Seoltar ar ais liosta de na hainmneacha uathúla de chineál téama le haghaidh airíonna [Cló]. Úsáid [method get_type_list] chun liosta a fháil de gach cineál téama ar leith.

en: Returns the icon property defined by [param name] and [param theme_type], if it exists.
    Returns the engine fallback icon value if the property doesn't exist (see [member ThemeDB.fallback_icon]). Use [method has_icon] to check for existence.
ga: Filleann sé airí an deilbhín atá sainmhínithe ag [param name] agus [param theme_type], má tá sé ann.
    Filleann sé luach deilbhín aisiompaithe an innill mura bhfuil an t-airí ann (féach [member ThemeDB.fallback_icon]). Úsáid [method has_icon] chun a sheiceáil an bhfuil tú ann.

en: Returns a list of names for icon properties defined with [param theme_type]. Use [method get_icon_type_list] to get a list of possible theme type names.
ga: Filleann sé seo liosta ainmneacha le haghaidh airíonna deilbhín atá sainmhínithe le [param theme_type]. Úsáid [method get_icon_type_list] chun liosta ainmneacha cineálacha téamaí féideartha a fháil.

en: Returns a list of all unique theme type names for icon properties. Use [method get_type_list] to get a list of all unique theme types.
ga: Seoltar ar ais liosta de na hainmneacha uathúla de chineál téama le haghaidh airíonna deilbhíní. Úsáid [method get_type_list] chun liosta a fháil de gach cineál téama ar leith.

en: Returns the [StyleBox] property defined by [param name] and [param theme_type], if it exists.
    Returns the engine fallback stylebox value if the property doesn't exist (see [member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check for existence.
ga: Filleann sé an t-airí [StyleBox] arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Filleann sé luach an bhosca stíl aisiompaithe innill mura bhfuil an t-airí ann (féach [member ThemeDB.fallback_stylebox]). Úsáid [method has_stylebox] chun a sheiceáil an bhfuil tú ann.

en: Returns a list of names for [StyleBox] properties defined with [param theme_type]. Use [method get_stylebox_type_list] to get a list of possible theme type names.
ga: Seoltar ar ais liosta ainmneacha le haghaidh airíonna [StyleBox] atá sainmhínithe le [param theme_type]. Úsáid [method get_stylebox_type_list] chun liosta ainmneacha cineálacha téamaí féideartha a fháil.

en: Returns a list of all unique theme type names for [StyleBox] properties. Use [method get_type_list] to get a list of all unique theme types.
ga: Seoltar ar ais liosta de na hainmneacha uathúla cineál téama le haghaidh airíonna [StyleBox]. Úsáid [method get_type_list] chun liosta a fháil de gach cineál téama ar leith.

en: Returns the theme property of [param data_type] defined by [param name] and [param theme_type], if it exists.
    Returns the engine fallback value if the property doesn't exist (see [ThemeDB]). Use [method has_theme_item] to check for existence.
    [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.
ga: Filleann sé airí téama [param data_type] arna sainmhíniú ag [param name] agus [param theme_type], má tá sé ann.
    Tugann sé ar ais luach an innill nuair nach bhfuil an t-airí ann (féach [TéamaDB]). Úsáid [method has_theme_item] chun a sheiceáil an bhfuil tú ann.
    [b]Nóta:[/b] Tá an modh seo ar aon dul le modh sonrach an chineáil sonraí comhfhreagrach a ghlaoch, ach is féidir é a úsáid le haghaidh loighic níos ginearálta.

en: Returns a list of names for properties of [param data_type] defined with [param theme_type]. Use [method get_theme_item_type_list] to get a list of possible theme type names.
    [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.
ga: Seoltar ar ais liosta ainmneacha le haghaidh airíonna [param data_type] arna sainmhíniú le [param theme_type]. Úsáid [method get_theme_item_type_list] chun liosta ainmneacha cineálacha téamaí féideartha a fháil.
    [b]Nóta:[/b] Tá an modh seo ar aon dul le modh sonrach an chineáil sonraí comhfhreagrach a ghlaoch, ach is féidir é a úsáid le haghaidh loighic níos ginearálta.

en: Returns a list of all unique theme type names for [param data_type] properties. Use [method get_type_list] to get a list of all unique theme types.
    [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.
ga: Filleann sé seo liosta de na hainmneacha uathúla cineál téama le haghaidh airíonna [param data_type]. Úsáid [method get_type_list] chun liosta a fháil de gach cineál téama ar leith.
    [b]Nóta:[/b] Tá an modh seo ar aon dul le modh sonrach an chineáil sonraí comhfhreagrach a ghlaoch, ach is féidir é a úsáid le haghaidh loighic níos ginearálta.

en: Returns a list of all unique theme type names. Use the appropriate [code]get_*_type_list[/code] method to get a list of unique theme types for a single data type.
ga: Seoltar ar ais liosta de na hainmneacha uathúla de chineál téama. Úsáid an modh cuí [code]get_*_type_list[/code] chun liosta de chineálacha téamaí uathúla a fháil do chineál amháin sonraí.

en: Returns the name of the base theme type if [param theme_type] is a valid variation type. Returns an empty string otherwise.
ga: Seoltar ar ais ainm an chineáil bhuntéama más cineál éagsúlachta bailí é [param theme_type]. Filleann teaghrán folamh ar shlí eile.

en: Returns a list of all type variations for the given [param base_type].
ga: Seoltar ar ais liosta de gach cineál éagsúlachtaí don [param base_type] a tugadh.

en: Returns [code]true[/code] if the [Color] property defined by [param name] and [param theme_type] exists.
    Returns [code]false[/code] if it doesn't exist. Use [method set_color] to define it.
ga: Filleann [code]true[/code] má tá an t-airí [Color] sainmhínithe ag [param name] agus [param theme_type] ann.
    Filleann sé [code]bréagach[/code] mura bhfuil sé ann. Úsáid [method set_color] chun é a shainiú.

en: Returns [code]true[/code] if the constant property defined by [param name] and [param theme_type] exists.
    Returns [code]false[/code] if it doesn't exist. Use [method set_constant] to define it.
ga: Filleann sé [code]true[/code] má tá an t-airí tairiseach sainmhínithe ag [param name] agus [param theme_type] ann.
    Filleann sé [code]bréagach[/code] mura bhfuil sé ann. Úsáid [method set_constant] chun é a shainiú.

en: Returns [code]true[/code] if [member default_base_scale] has a valid value.
    Returns [code]false[/code] if it doesn't. The value must be greater than [code]0.0[/code] to be considered valid.
ga: Filleann sé [code]true[/code] má tá luach bailí ag [member default_base_scale].
    Filleann sé [code]bréagach[/code] mura ndéanann sé. Caithfidh an luach a bheith níos mó ná [code]0.0[/code] chun go measfar é a bheith bailí.

en: Returns [code]true[/code] if [member default_font] has a valid value.
    Returns [code]false[/code] if it doesn't.
ga: Filleann sé [code]true[/code] má tá luach bailí ag [member default_font].
    Filleann sé [code]bréagach[/code] mura ndéanann sé.

en: Returns [code]true[/code] if [member default_font_size] has a valid value.
    Returns [code]false[/code] if it doesn't. The value must be greater than [code]0[/code] to be considered valid.
ga: Filleann sé [code]true[/code] má tá luach bailí ag [member default_font_size].
    Filleann sé [code]bréagach[/code] mura ndéanann sé. Caithfidh an luach a bheith níos mó ná [code]0[/code] chun go measfar é a bheith bailí.

en: Returns [code]true[/code] if the [Font] property defined by [param name] and [param theme_type] exists, or if the default theme font is set up (see [method has_default_font]).
    Returns [code]false[/code] if neither exist. Use [method set_font] to define the property.
ga: Filleann sé [code]true[/code] má tá an t-airí [Cló] sainmhínithe ag [param name] agus [param theme_type] ann, nó má tá an cló téama réamhshocraithe socraithe (féach [method has_default_font]).
    Filleann sé [code]bréagach[/code] mura bhfuil ceachtar acu ann. Úsáid [method set_font] chun an t-airí a shainiú.

en: Returns [code]true[/code] if the font size property defined by [param name] and [param theme_type] exists, or if the default theme font size is set up (see [method has_default_font_size]).
    Returns [code]false[/code] if neither exist. Use [method set_font_size] to define the property.
ga: Filleann sé [code] true [/code] má tá an t-airí clómhéid arna sainmhíniú ag [param name] agus [param theme_type] ann, nó má tá clómhéid an téama réamhshocraithe socraithe (féach [method has_default_font_size]).
    Filleann sé [code]bréagach[/code] mura bhfuil ceachtar acu ann. Úsáid [method set_font_size] chun an t-airí a shainiú.

en: Returns [code]true[/code] if the icon property defined by [param name] and [param theme_type] exists.
    Returns [code]false[/code] if it doesn't exist. Use [method set_icon] to define it.
ga: Filleann sé [code]true[/code] má tá an t-airí deilbhín atá sainmhínithe ag [param name] agus [param theme_type] ann.
    Filleann sé [code]bréagach[/code] mura bhfuil sé ann. Úsáid [method set_icon] chun é a shainiú.

en: Returns [code]true[/code] if the [StyleBox] property defined by [param name] and [param theme_type] exists.
    Returns [code]false[/code] if it doesn't exist. Use [method set_stylebox] to define it.
ga: Filleann sé [code]true[/code] má tá an t-airí [StyleBox] arna sainmhíniú ag [param name] agus [param theme_type] ann.
    Filleann sé [code]bréagach[/code] mura bhfuil sé ann. Úsáid [method set_stylebox] chun é a shainiú.

en: Returns [code]true[/code] if the theme property of [param data_type] defined by [param name] and [param theme_type] exists.
    Returns [code]false[/code] if it doesn't exist. Use [method set_theme_item] to define it.
    [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.
ga: Filleann sé [code]true[/code] má tá an t-airí téama de [param data_type] sainmhínithe ag [param name] agus [param theme_type] ann.
    Filleann sé [code]bréagach[/code] mura bhfuil sé ann. Úsáid [method set_theme_item] chun é a shainiú.
    [b]Nóta:[/b] Tá an modh seo ar aon dul le modh sonrach an chineáil sonraí comhfhreagrach a ghlaoch, ach is féidir é a úsáid le haghaidh loighic níos ginearálta.

en: Returns [code]true[/code] if [param theme_type] is marked as a variation of [param base_type].
ga: Filleann sé [code]true[/code] má tá [param theme_type] marcáilte mar athrú ar [param base_type].

en: Adds missing and overrides existing definitions with values from the [param other] theme resource.
    [b]Note:[/b] This modifies the current theme. If you want to merge two themes together without modifying either one, create a new empty theme and merge the other two into it one after another.
ga: Cuireann sé sainmhínithe atá in easnamh leis agus sáraítear na sainmhínithe atá ann cheana le luachanna ón acmhainn téama [param eile].
    [b]Nóta:[/b] Athraíonn sé seo an téama reatha. Más mian leat dhá théama a chumasc le chéile gan aon cheann acu a mhodhnú, cruthaigh téama folamh nua agus cumasc an dá cheann eile isteach ann ceann i ndiaidh a chéile.

en: Removes the theme type, gracefully discarding defined theme items. If the type is a variation, this information is also erased. If the type is a base for type variations, those variations lose their base.
ga: Baintear an cineál téama amach, ag caitheamh míreanna téama sainithe go galánta. Más éagsúlacht é an cineál, scriostar an fhaisnéis seo freisin. Más bonn é an cineál le haghaidh éagsúlachtaí cineáil, cailleann na héagsúlachtaí sin a mbonn.

en: Renames the [Color] property defined by [param old_name] and [param theme_type] to [param name], if it exists.
    Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_color] to check for existence, and [method clear_color] to remove the existing property.
ga: Athainmnítear an airí [Color] atá sainmhínithe ag [param old_name] agus [param theme_type] go [param name], má tá sé ann.
    Theipeann mura bhfuil sé ann, nó má tá airí cosúil leis an ainm nua ann cheana féin. Úsáid [method has_color] chun a sheiceáil an bhfuil sé ann, agus [method clear_color] chun an t-airí reatha a bhaint.

en: Renames the constant property defined by [param old_name] and [param theme_type] to [param name], if it exists.
    Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_constant] to check for existence, and [method clear_constant] to remove the existing property.
ga: Athainmnítear an t-airí tairiseach arna sainmhíniú ag [param old_name] agus [param theme_type] go [param name], má tá sé ann.
    Theipeann mura bhfuil sé ann, nó má tá airí cosúil leis an ainm nua ann cheana féin. Úsáid [method has_constant] le seiceáil an bhfuil sé ann, agus [method clear_constant] chun an t-airí reatha a bhaint.

en: Renames the [Font] property defined by [param old_name] and [param theme_type] to [param name], if it exists.
    Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_font] to check for existence, and [method clear_font] to remove the existing property.
ga: Athainmnítear an t-airí [Cló] arna sainmhíniú ag [param old_name] agus [param theme_type] go [param name], má tá sé ann.
    Theipeann mura bhfuil sé ann, nó má tá airí cosúil leis an ainm nua ann cheana féin. Úsáid [method has_font] chun a sheiceáil an bhfuil tú ann, agus [method clear_font] chun an t-airí reatha a bhaint.

en: Renames the font size property defined by [param old_name] and [param theme_type] to [param name], if it exists.
    Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_font_size] to check for existence, and [method clear_font_size] to remove the existing property.
ga: Athainmnítear an t-airí clómhéid arna sainmhíniú ag [param old_name] agus [param theme_type] go [param name], má tá sé ann.
    Theipeann mura bhfuil sé ann, nó má tá airí cosúil leis an ainm nua ann cheana féin. Úsáid [method has_font_size] chun a sheiceáil an bhfuil tú ann, agus [method clear_font_size] chun an t-airí reatha a bhaint.

en: Renames the icon property defined by [param old_name] and [param theme_type] to [param name], if it exists.
    Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_icon] to check for existence, and [method clear_icon] to remove the existing property.
ga: Athainmníonn sé an t-airí deilbhín atá sainmhínithe ag [param old_name] agus [param theme_type] go [param name], má tá sé ann.
    Theipeann mura bhfuil sé ann, nó má tá airí cosúil leis an ainm nua ann cheana féin. Úsáid [method has_icon] chun a sheiceáil an bhfuil sé ann, agus [method clear_icon] chun an t-airí reatha a bhaint.

en: Renames the [StyleBox] property defined by [param old_name] and [param theme_type] to [param name], if it exists.
    Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_stylebox] to check for existence, and [method clear_stylebox] to remove the existing property.
ga: Athainmnítear an t-airí [StyleBox] arna sainmhíniú ag [param old_name] agus [param theme_type] go [param name], má tá sé ann.
    Theipeann mura bhfuil sé ann, nó má tá airí cosúil leis an ainm nua ann cheana féin. Úsáid [method has_stylebox] chun a sheiceáil an bhfuil ann, agus [method clear_stylebox] chun an t-airí atá ann cheana a bhaint.

en: Renames the theme property of [param data_type] defined by [param old_name] and [param theme_type] to [param name], if it exists.
    Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_theme_item] to check for existence, and [method clear_theme_item] to remove the existing property.
    [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.
ga: Athainmníonn sé airí téama [param data_type] arna shainiú ag [param old_name] agus [param theme_type] go [param name], má tá sé ann.
    Theipeann mura bhfuil sé ann, nó má tá airí cosúil leis an ainm nua ann cheana féin. Úsáid [method has_theme_item] le seiceáil an bhfuil sé ann, agus [method clear_theme_item] chun an t-airí reatha a bhaint.
    [b]Nóta:[/b] Tá an modh seo ar aon dul le modh sonrach an chineáil sonraí comhfhreagrach a ghlaoch, ach is féidir é a úsáid le haghaidh loighic níos ginearálta.

en: Creates or changes the value of the [Color] property defined by [param name] and [param theme_type]. Use [method clear_color] to remove the property.
ga: Cruthaíonn nó athraíonn luach na maoine [Color] arna sainmhíniú ag [param name] agus [param theme_type]. Úsáid [method clear_color] chun an t-airí a bhaint.

en: Creates or changes the value of the constant property defined by [param name] and [param theme_type]. Use [method clear_constant] to remove the property.
ga: Cruthaíonn nó athraíonn luach na maoine tairiseach arna sainmhíniú ag [param name] agus [param theme_type]. Úsáid [method clear_constant] chun an t-airí a bhaint.

en: Creates or changes the value of the [Font] property defined by [param name] and [param theme_type]. Use [method clear_font] to remove the property.
ga: Cruthaíonn nó athraíonn luach na maoine [Cló] arna sainmhíniú ag [param name] agus [param theme_type]. Úsáid [method clear_font] chun an t-airí a bhaint.

en: Creates or changes the value of the font size property defined by [param name] and [param theme_type]. Use [method clear_font_size] to remove the property.
ga: Cruthaíonn nó athraíonn luach an airí clómhéid arna sainmhíniú ag [param name] agus [param theme_type]. Úsáid [method clear_font_size] chun an t-airí a bhaint.

en: Creates or changes the value of the icon property defined by [param name] and [param theme_type]. Use [method clear_icon] to remove the property.
ga: Cruthaíonn nó athraíonn luach airí an deilbhín atá sainmhínithe ag [param name] agus [param theme_type]. Úsáid [method clear_icon] chun an t-airí a bhaint.

en: Creates or changes the value of the [StyleBox] property defined by [param name] and [param theme_type]. Use [method clear_stylebox] to remove the property.
ga: Cruthaíonn nó athraíonn luach na maoine [StyleBox] arna sainmhíniú ag [param name] agus [param theme_type]. Úsáid [method clear_stylebox] chun an t-airí a bhaint.

en: Creates or changes the value of the theme property of [param data_type] defined by [param name] and [param theme_type]. Use [method clear_theme_item] to remove the property.
    Fails if the [param value] type is not accepted by [param data_type].
    [b]Note:[/b] This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.
ga: Cruthaíonn nó athraíonn luach airí an téama de [param data_type] arna sainmhíniú ag [param name] agus [param theme_type]. Úsáid [method clear_theme_item] chun an t-airí a bhaint.
    Theipeann air mura nglactar leis an gcineál [param value] le [param data_type].
    [b]Nóta:[/b] Tá an modh seo ar aon dul le modh sonrach an chineáil sonraí comhfhreagrach a ghlaoch, ach is féidir é a úsáid le haghaidh loighic níos ginearálta.

en: Marks [param theme_type] as a variation of [param base_type].
    This adds [param theme_type] as a suggested option for [member Control.theme_type_variation] on a [Control] that is of the [param base_type] class.
    Variations can also be nested, i.e. [param base_type] can be another variation. If a chain of variations ends with a [param base_type] matching the class of the [Control], the whole chain is going to be suggested as options.
    [b]Note:[/b] Suggestions only show up if this theme resource is set as the project default theme. See [member ProjectSettings.gui/theme/custom].
ga: Marcáil [param theme_type] mar athrú ar [param base_type].
    Cuireann sé seo [param theme_type] leis mar rogha mholta le haghaidh [member Control.theme_type_variation] ar [Rialú] atá den rang [param base_type].
    Is féidir éagsúlachtaí a neadú freisin, i.e. is féidir le [param base_type] a bheith ina athrú eile. Má chríochnaíonn slabhra éagsúlachtaí le [param base_type] a thagann le haicme an [Rialú], molfar an slabhra iomlán mar roghanna.
    [b]Nóta:[/b] Ní thaispeánfar moltaí ach amháin má tá an acmhainn téama seo socraithe mar théama réamhshocraithe an tionscadail. Féach [comhalta ProjectSettings.gui/theme/custom].

en: The default base scale factor of this theme resource. Used by some controls to scale their visual properties based on the global scale factor. If this value is set to [code]0.0[/code], the global scale factor is used (see [member ThemeDB.fallback_base_scale]).
    Use [method has_default_base_scale] to check if this value is valid.
ga: Fachtóir bonnscála réamhshocraithe na hacmhainne téama seo. Úsáidte ag roinnt rialuithe chun a n-airíonna amhairc a scála bunaithe ar an bhfachtóir scála domhanda. Má tá an luach seo socraithe go [code]0.0[/code], úsáidtear an fachtóir scála domhanda (féach [member ThemeDB.fallback_base_scale]).
    Úsáid [method has_default_base_scale] le seiceáil an bhfuil an luach seo bailí.

en: The default font of this theme resource. Used as the default value when trying to fetch a font resource that doesn't exist in this theme or is in invalid state. If the default font is also missing or invalid, the engine fallback value is used (see [member ThemeDB.fallback_font]).
    Use [method has_default_font] to check if this value is valid.
ga: Cló réamhshocraithe na hacmhainne téama seo. Úsáidtear é mar an luach réamhshocraithe agus tú ag iarraidh acmhainn cló a fháil nach bhfuil sa téama seo nó atá i staid neamhbhailí. Má tá an cló réamhshocraithe in easnamh nó neamhbhailí freisin, úsáidtear luach an t-inneall ar ais (féach [member ThemeDB.fallback_font]).
    Úsáid [method has_default_font] le seiceáil an bhfuil an luach seo bailí.

en: The default font size of this theme resource. Used as the default value when trying to fetch a font size value that doesn't exist in this theme or is in invalid state. If the default font size is also missing or invalid, the engine fallback value is used (see [member ThemeDB.fallback_font_size]).
    Values below [code]1[/code] are invalid and can be used to unset the property. Use [method has_default_font_size] to check if this value is valid.
ga: Clómhéid réamhshocraithe na hacmhainne téama seo. Úsáidtear é mar an luach réamhshocraithe agus tú ag iarraidh luach clómhéid a fháil nach bhfuil sa téama seo nó atá i staid neamhbhailí. Má tá an clómhéid réamhshocraithe in easnamh nó neamhbhailí freisin, úsáidtear luach an t-inneall ar ais (féach [member ThemeDB.fallback_font_size]).
    Tá luachanna faoi bhun [code]1[/code] neamhbhailí agus is féidir iad a úsáid chun an t-airí a dhíchóimeáil. Úsáid [method has_default_font_size] le seiceáil an bhfuil an luach seo bailí.

en: Theme's [Color] item type.
ga: Cineál míre [Color] an téama.

en: Theme's constant item type.
ga: Cineál tairiseach míre an téama.

en: Theme's [Font] item type.
ga: Cineál míre [Cló] Téama.

en: Theme's font size item type.
ga: Cineál na míre clómhéid an téama.

en: Theme's icon [Texture2D] item type.
ga: Cineál míre deilbhín an téama [Texture2D].

en: Theme's [StyleBox] item type.
ga: Cineál míre [StyleBox] de chuid Theme.

en: Maximum value for the DataType enum.
ga: Uasluach don enum DataType.

en: A singleton that provides access to static information about [Theme] resources used by the engine and by your project.
ga: Singleton a sholáthraíonn rochtain ar fhaisnéis statach faoi acmhainní [Téama] a úsáideann an t-inneall agus do thionscadal.

en: This singleton provides access to static information about [Theme] resources used by the engine and by your projects. You can fetch the default engine theme, as well as your project configured theme.
    [ThemeDB] also contains fallback values for theme properties.
ga: Soláthraíonn an singleton seo rochtain ar fhaisnéis statach faoi acmhainní [Téama] a úsáideann an t-inneall agus do thionscadail. Is féidir leat téama réamhshocraithe an innill a fháil, chomh maith le téama cumraithe do thionscadal.
    [ThemeDB] chomh maith tá luachanna cúltaca le haghaidh airíonna téama.

en: Returns a reference to the default engine [Theme]. This theme resource is responsible for the out-of-the-box look of [Control] nodes and cannot be overridden.
ga: Filleann sé tagairt don inneall réamhshocraithe [Téama]. Tá an acmhainn téama seo freagrach as cuma lasmuigh den bhosca ar nóid [Rialú] agus ní féidir é a shárú.

en: Returns a reference to the custom project [Theme]. This theme resources allows to override the default engine theme for every control node in the project.
    To set the project theme, see [member ProjectSettings.gui/theme/custom].
ga: Filleann sé tagairt don tionscadal saincheaptha [Téama]. Ligeann acmhainní an téama seo an téama innill réamhshocraithe a shárú do gach nód rialaithe sa tionscadal.
    Chun téama an tionscadail a shocrú, féach [comhalta ProjectSettings.gui/theme/custom].

en: The fallback base scale factor of every [Control] node and [Theme] resource. Used when no other value is available to the control.
    See also [member Theme.default_base_scale].
ga: Fachtóir bonnscála an chúltaca de gach nód [Rialú] agus acmhainn [Téama]. Úsáidtear é nuair nach bhfuil aon luach eile ar fáil don rialú.
    Féach freisin [comhalta Theme.default_base_scale].

en: The fallback font of every [Control] node and [Theme] resource. Used when no other value is available to the control.
    See also [member Theme.default_font].
ga: Cló cúltaca gach nód [Rialú] agus acmhainn [Téama]. Úsáidtear é nuair nach bhfuil aon luach eile ar fáil don rialú.
    Féach freisin [comhalta Theme.default_font].

en: The fallback font size of every [Control] node and [Theme] resource. Used when no other value is available to the control.
    See also [member Theme.default_font_size].
ga: An clómhéid cúltaca de gach nód [Rialú] agus acmhainn [Téama]. Úsáidtear é nuair nach bhfuil aon luach eile ar fáil don rialú.
    Féach freisin [comhalta Theme.default_font_size].

en: The fallback icon of every [Control] node and [Theme] resource. Used when no other value is available to the control.
ga: An deilbhín cúltaca de gach nód [Rialú] agus acmhainn [Téama]. Úsáidtear é nuair nach bhfuil aon luach eile ar fáil don rialú.

en: The fallback stylebox of every [Control] node and [Theme] resource. Used when no other value is available to the control.
ga: Bosca stíl chúltaca gach nód [Rialú] agus acmhainn [Téama]. Úsáidtear é nuair nach bhfuil aon luach eile ar fáil don rialú.

en: Emitted when one of the fallback values had been changed. Use it to refresh the look of controls that may rely on the fallback theme items.
ga: Astaithe nuair a athraíodh ceann amháin de na luachanna cúltais. Bain úsáid as é chun cuma na rialuithe a d'fhéadfadh a bheith ag brath ar na míreanna téama cúlaithe a athnuachan.

en: A unit of execution in a process.
ga: Aonad forghníomhaithe i bpróiseas.

en: A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects.
    [b]Warning:[/b]
    To ensure proper cleanup without crashes or deadlocks, when a [Thread]'s reference count reaches zero and it is therefore destroyed, the following conditions must be met:
    - It must not have any [Mutex] objects locked.
    - It must not be waiting on any [Semaphore] objects.
    - [method wait_to_finish] should have been called on it.
ga: Aonad forghníomhaithe i bpróiseas. Is féidir modhanna a rith ar [Réad]anna ag an am céanna. Moltar úsáid a bhaint as sioncrónú trí [Mutex] nó [Semaphore] má tá tú ag obair le réada comhroinnte.
    [b]Rabhadh:[/b]
    Chun glantachán ceart a chinntiú gan tuairteanna nó glas dúnta, nuair a shroicheann comhaireamh tagartha [Snáithe] náid agus nuair a scriostar é, ní mór na coinníollacha seo a leanas a chomhlíonadh:
    - Níor cheart go mbeadh aon réad [Mutex] glasáilte air.
    - Níor cheart go mbeadh sé ag fanacht ar aon rud [Seemaphore].
    - [method wait_to_finish] ba cheart a bheith glaoite air.

en: Returns the current [Thread]'s ID, uniquely identifying it among all threads. If the [Thread] has not started running or if [method wait_to_finish] has been called, this returns an empty string.
ga: Filleann sé Aitheantas na [Snáithe] reatha, agus é á aithint go haonarach i measc na snáitheanna go léir. Mura bhfuil an [Snáithe] tosaithe ag rith nó má tá glao déanta ar [method wait_to_finish], filleann sé seo teaghrán folamh.

en: Returns [code]true[/code] if this [Thread] is currently running the provided function. This is useful for determining if [method wait_to_finish] can be called without blocking the calling thread.
    To check if a [Thread] is joinable, use [method is_started].
ga: Filleann sé [code]true[/code] má tá an [Snáithe] seo ag rith na feidhme soláthraithe faoi láthair. Tá sé seo úsáideach chun a chinneadh an féidir [method wait_to_finish] a ghlaoch gan an snáithe glaonna a bhac.
    Chun a sheiceáil an bhfuil [Snáithe] inchurtha, úsáid [method is_started].

en: Returns [code]true[/code] if this [Thread] has been started. Once started, this will return [code]true[/code] until it is joined using [method wait_to_finish]. For checking if a [Thread] is still executing its task, use [method is_alive].
ga: Filleann sé [code]true[/code] má tá an [Snáithe] seo tosaithe. Nuair a bheidh sé tosaithe, seolfaidh sé [code]true[/code] ar ais go dtí go gcuirfear isteach é trí úsáid a bhaint as [method wait_to_finish]. Chun seiceáil an bhfuil [Snáithe] fós ag cur a thasc i gcrích, úsáid [method is_alive].

en: Sets whether the thread safety checks the engine normally performs in methods of certain classes (e.g., [Node]) should happen [b]on the current thread[/b].
    The default, for every thread, is that they are enabled (as if called with [param enabled] being [code]true[/code]).
    Those checks are conservative. That means that they will only succeed in considering a call thread-safe (and therefore allow it to happen) if the engine can guarantee such safety.
    Because of that, there may be cases where the user may want to disable them ([param enabled] being [code]false[/code]) to make certain operations allowed again. By doing so, it becomes the user's responsibility to ensure thread safety (e.g., by using [Mutex]) for those objects that are otherwise protected by the engine.
    [b]Note:[/b] This is an advanced usage of the engine. You are advised to use it only if you know what you are doing and there is no safer way.
    [b]Note:[/b] This is useful for scripts running on either arbitrary [Thread] objects or tasks submitted to the [WorkerThreadPool]. It doesn't apply to code running during [Node] group processing, where the checks will be always performed.
    [b]Note:[/b] Even in the case of having disabled the checks in a [WorkerThreadPool] task, there's no need to re-enable them at the end. The engine will do so.
ga: Socraítear cé acu an seiceálacha sábháilteachta snáithe a dhéanann an t-inneall de ghnáth ar mhodhanna d'aicmí áirithe (m.sh., [Nód]) ar cheart dóibh tarlú [b] ar an snáithe reatha[/b].
    Is é an réamhshocrú, do gach snáithe, ná go bhfuil siad cumasaithe (amhail is dá nglaofaí iad le [param-chumasaithe] mar [code]true[/code]).
    Tá na seiceálacha sin coimeádach. Ciallaíonn sé sin nach n-éireoidh leo ach glaoch a dhéanamh ar ghlao-sábháilte (agus dá bhrí sin ligean dó tarlú) más féidir leis an inneall sábháilteacht den sórt sin a ráthú.
    Mar gheall air sin, d'fhéadfadh go mbeadh cásanna ann ina mbeadh an t-úsáideoir ag iarraidh iad a dhíchumasú ([code]bréagach[/code]) chun oibríochtaí áirithe a cheadú arís. Tríd an méid sin a dhéanamh, beidh sé de fhreagracht ar an úsáideoir sábháilteacht snáithe a chinntiú (m.sh., trí úsáid a bhaint as [Mutex]) do na rudaí sin atá faoi chosaint an innill ar bhealach eile.
    [b]Nóta:[/b] Is ardúsáid an innill é seo. Moltar duit é a úsáid ach amháin má tá a fhios agat cad atá á dhéanamh agat agus nach bhfuil aon bhealach níos sábháilte.
    [b]Nóta:[/b] Tá sé seo úsáideach le haghaidh scripteanna a ritheann ar réada treallach [Snáithe] nó tascanna a chuirtear isteach chuig an [WorkerThreadPool]. Ní bhaineann sé le cód a ritheann le linn próiseála grúpa [Nóid], áit a ndéanfar na seiceálacha i gcónaí.
    [b]Nóta:[/b] Fiú i gcás na seiceálacha i dtasc [WorkerThreadPool] a dhíchumasú, ní gá iad a athchumasú ag an deireadh. Déanfaidh an t-inneall amhlaidh.

en: Starts a new [Thread] that calls [param callable].
    If the method takes some arguments, you can pass them using [method Callable.bind].
    The [param priority] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
    Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure.
ga: Cuirtear tús le [Snáithe] nua a ghlaonn [param inghlaoite].
    Má ghlacann an modh roinnt argóintí, is féidir leat iad a chur ar aghaidh ag baint úsáide as [method Callable.bind].
    Is féidir [param tosaíocht] an [Snáithe] a athrú trí luach a thabhairt ón [Tosaíocht enum] enum.
    Filleann sé [ tairiseach OK ] ar rath, nó [ ERR_CANT_CREATE leanúnach ] ar theip.

en: Joins the [Thread] and waits for it to finish. Returns the output of the [Callable] passed to [method start].
    Should either be used when you want to retrieve the value returned from the method called by the [Thread] or before freeing the instance that contains the [Thread].
    To determine if this can be called without blocking the calling thread, check if [method is_alive] is [code]false[/code].
ga: Nascann an [Snáithe] agus fanann go gcríochnóidh sé. Filleann sé aschur an [Inghlaoite] a cuireadh ar aghaidh chuig [tús an mhodha].
    Ba cheart é a úsáid nuair is mian leat an luach a fuarthas ar ais a fháil ón modh a dtugtar an [Snáithe] air nó sula scaoiltear saor an t-ásc ina bhfuil an [Snáithe].
    Chun a chinneadh an féidir é seo a ghlaoch gan an snáithe glaonna a bhlocáil, seiceáil an bhfuil [method is_alive] [code]false[/code].

en: A thread running with lower priority than normally.
ga: Snáithe a ritheann le tosaíocht níos ísle ná mar is gnách.

en: A thread with a standard priority.
ga: Snáithe le tosaíocht chaighdeánach.

en: A thread running with higher priority than normally.
ga: Snáithe a ritheann le tosaíocht níos airde ná mar is gnách.

en: Settings for a single tile in a [TileSet].
ga: Socruithe le haghaidh tíl amháin i [TileSet].

en: [TileData] object represents a single tile in a [TileSet]. It is usually edited using the tileset editor, but it can be modified at runtime using [method TileMap._tile_data_runtime_update].
ga: Léiríonn réad [TileData] tíl amháin i [TileSet]. De ghnáth déantar é a chur in eagar ag baint úsáide as an eagarthóir tíleanna, ach is féidir é a mhodhnú ag am rite ag baint úsáide as [method TileMap._tile_data_runtime_update].

en: Adds a collision polygon to the tile on the given TileSet physics layer.
ga: Cuireann sé polagán imbhuailte leis an tíl ar an gciseal fisice TileSet a thugtar.

en: Returns the one-way margin (for one-way platforms) of the polygon at index [param polygon_index] for TileSet physics layer with index [param layer_id].
ga: Filleann an corrlach aontreo (le haghaidh ardáin aontreo) an pholagán ag innéacs [param polygon_index] le haghaidh ciseal fisice TileSet le hinnéacs [param layer_id].

en: Returns the points of the polygon at index [param polygon_index] for TileSet physics layer with index [param layer_id].
ga: Filleann sé pointí an pholagán ag innéacs [param polygon_index] le haghaidh ciseal fisice TileSet le hinnéacs [param layer_id].

en: Returns how many polygons the tile has for TileSet physics layer with index [param layer_id].
ga: Filleann sé cé mhéad polagáin atá ag an tíl le haghaidh ciseal fisice TileSet le hinnéacs [param layer_id].

en: Returns the constant angular velocity applied to objects colliding with this tile.
ga: Filleann sé an treoluas uilleach tairiseach a chuirtear i bhfeidhm ar réada a imbhuaileann leis an tíl seo.

en: Returns the constant linear velocity applied to objects colliding with this tile.
ga: Filleann sé an treoluas líneach tairiseach a chuirtear i bhfeidhm ar réada a imbhuaileann leis an tíl seo.

en: Returns the custom data value for custom data layer with index [param layer_id].
ga: Filleann sé an luach sonraí saincheaptha le haghaidh ciseal sonraí saincheaptha leis an innéacs [param layer_id].

en: Returns the navigation polygon of the tile for the TileSet navigation layer with index [param layer_id].
    [param flip_h], [param flip_v], and [param transpose] allow transforming the returned polygon.
ga: Filleann sé polagán nascleanúna na tíl don chiseal nascleanúna TileSet le hinnéacs [param layer_id].
    Ceadaíonn [param flip_h], [param flip_v], agus [param transpose] an polagán ar ais a athrú.

en: Returns the occluder polygon of the tile for the TileSet occlusion layer with index [param layer_id].
    [param flip_h], [param flip_v], and [param transpose] allow transforming the returned polygon.
ga: Filleann sé polagán occluder na tíl don chiseal occlusion TileSet le hinnéacs [param layer_id].
    Ceadaíonn [param flip_h], [param flip_v], agus [param transpose] an polagán ar ais a athrú.

en: Returns the tile's terrain bit for the given [param peering_bit] direction. To check that a direction is valid, use [method is_valid_terrain_peering_bit].
ga: Filleann sé giotán tír-raon na tíl don treo [param peering_bit] tugtha. Le seiceáil go bhfuil treoir bailí, úsáid [method is_valid_terrain_peering_bit].

en: Returns whether one-way collisions are enabled for the polygon at index [param polygon_index] for TileSet physics layer with index [param layer_id].
ga: Tuairisceáin cibé an bhfuil imbhuailtí aontreo cumasaithe don pholagán ag innéacs [param polygon_index] do ciseal fisice TileSet le hinnéacs [param layer_id].

en: Returns whether the given [param peering_bit] direction is valid for this tile.
ga: Filleann sé cé acu an bhfuil an treoir [param peering_bit] a tugadh bailí don tíl seo.

en: Removes the polygon at index [param polygon_index] for TileSet physics layer with index [param layer_id].
ga: Baintear an polagán ag innéacs [param polygon_index] do chiseal fisice TileSet le hinnéacs [param layer_id].

en: Enables/disables one-way collisions on the polygon at index [param polygon_index] for TileSet physics layer with index [param layer_id].
ga: Cumasaíonn/díchumasaíonn imbhuailtí aontreo ar an bpolagán ag innéacs [param polygon_index] do chiseal fisice TileSet le hinnéacs [param layer_id].

en: Sets the points of the polygon at index [param polygon_index] for TileSet physics layer with index [param layer_id].
ga: Socraíonn sé pointí an pholagán ag innéacs [param polygon_index] do chiseal fisice TileSet le hinnéacs [param layer_id].

en: Sets the polygons count for TileSet physics layer with index [param layer_id].
ga: Socraíonn sé an comhaireamh polagáin le haghaidh ciseal fisice TileSet le hinnéacs [param layer_id].

en: Sets the constant angular velocity. This does not rotate the tile. This angular velocity is applied to objects colliding with this tile.
ga: Socraíonn sé an treoluas uilleach tairiseach. Ní rothlaíonn sé seo an tíl. Cuirtear an treoluas uilleach seo i bhfeidhm ar rudaí a imbhuaileann leis an tíl seo.

en: Sets the constant linear velocity. This does not move the tile. This linear velocity is applied to objects colliding with this tile. This is useful to create conveyor belts.
ga: Socraíonn sé an treoluas líneach tairiseach. Ní ghluaiseann sé seo an tíl. Cuirtear an treoluas líneach seo i bhfeidhm ar rudaí a imbhuaileann leis an tíl seo. Tá sé seo úsáideach criosanna iompair a chruthú.

en: Sets the tile's custom data value for the TileSet custom data layer with name [param layer_name].
ga: Socraíonn sé luach sonraí saincheaptha na tíl don tsraith sonraí saincheaptha TileSet leis an ainm [param layer_name].

en: Sets the tile's custom data value for the TileSet custom data layer with index [param layer_id].
ga: Socraíonn sé luach sonraí saincheaptha na tíl don tsraith sonraí saincheaptha TileSet le hinnéacs [param layer_id].

en: Sets the navigation polygon for the TileSet navigation layer with index [param layer_id].
ga: Socraíonn sé an polagán nascleanúna don chiseal nascleanúna TileSet le hinnéacs [param layer_id].

en: Sets the occluder for the TileSet occlusion layer with index [param layer_id].
ga: Socraíonn sé an t-occluder don chiseal occlusion TileSet le hinnéacs [param layer_id].

en: Sets the tile's terrain bit for the given [param peering_bit] direction. To check that a direction is valid, use [method is_valid_terrain_peering_bit].
ga: Socraíonn sé giotán tír-raon na tíl don treo [param peering_bit] tugtha. Le seiceáil go bhfuil treoir bailí, úsáid [method is_valid_terrain_peering_bit].

en: If [code]true[/code], the tile will have its texture flipped horizontally.
ga: Más rud é [code]true[/code], iompófar uigeacht na tíl go cothrománach.

en: If [code]true[/code], the tile will have its texture flipped vertically.
ga: Más [code]true[/code], déanfar uigeacht na tíl a iompaithe go hingearach.

en: The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use a custom shader.
ga: An [Ábhar] le húsáid don [TileData] seo. Féadfaidh sé a bheith ina [CanvasItemMaterial] chun an scáthóir réamhshocraithe a úsáid, nó ina [ShaderMaterial] chun scáthaitheoir saincheaptha a úsáid.

en: Color modulation of the tile.
ga: Modhnú datha na tíl.

en: Relative probability of this tile being selected when drawing a pattern of random tiles.
ga: Dóchúlacht choibhneasta go roghnófar an tíl seo agus patrún de thíleanna randamacha á tharraingt.

en: ID of the terrain from the terrain set that the tile uses.
ga: ID an tír-raon ón sraith tír-raon a úsáideann na tíl.

en: ID of the terrain set that the tile uses.
ga: ID an tacair tír-raon a úsáideann na tíl.

en: Offsets the position of where the tile is drawn.
ga: Fritháireamh é an suíomh ina bhfuil an tíl tarraingthe.

en: If [code]true[/code], the tile will display transposed, i.e. with horizontal and vertical texture UVs swapped.
ga: Más rud é [code]true[/code], taispeánfar an tíl trasuí, ie le UVanna uigeachta cothrománacha agus ingearacha arna malartú.

en: Vertical point of the tile used for determining y-sorted order.
ga: Pointe ingearach na tíl a úsáidtear chun ord y-sórtáil a chinneadh.

en: Ordering index of this tile, relative to [TileMap].
ga: Innéacs ordaithe na tíl seo, i gcoibhneas le [TileMap].

en: Emitted when any of the properties are changed.
ga: Astaítear nuair a athraítear aon cheann de na hairíonna.

en: Use multiple [TileMapLayer] nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.
ga: Úsáid nóid iolracha [TileMapLayer] ina ionad sin. Chun TileMap a thiontú go sraith nóid TileMapLayer, oscail an bunphainéal TileMap leis an nód roghnaithe, cliceáil ar dheilbhín an bhosca uirlisí sa chúinne uachtarach ar dheis agus roghnaigh 'Sliocht sraitheanna TileMap mar nóid aonair TileMapLayer'.

en: Node for 2D tile-based maps.
ga: Nód le haghaidh léarscáileanna tíleanna-bhunaithe 2D.

en: Using Tilemaps
ga: Ag baint úsáide as Tilemaps

en: 2D Hexagonal Demo
ga: Taispeántas heicseagánach 2D

en: 2D Grid-based Navigation with AStarGrid2D Demo
ga: Nascleanúint ghreille 2D le Taispeántas AStarGrid2D

en: Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.
    This method is only called if [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [param coords] and [param layer].
    [b]Warning:[/b] The [param tile_data] object's sub-resources are the same as the one in the TileSet. Modifying them might impact the whole TileSet. Instead, make sure to duplicate those resources.
    [b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method notify_runtime_tile_data_update] to notify the TileMap it needs an update.
ga: Glaoitear air agus réad TileData ar tí é a úsáid go hinmheánach ag an TileMap, rud a cheadaíonn é a mhodhnú ag am rite.
    Ní thugtar an modh seo ach amháin má chuirtear [method _use_tile_data_runtime_update] i bhfeidhm agus má sheolann sé ar ais [code]true[/code] don tíl tugtha [param coords] agus [param layer].
    [b]Rabhadh:[/b] Tá fo-acmhainní réad [param tile_data] mar an gcéanna leis an gceann sa TileSet. D'fhéadfadh go mbeadh tionchar ar an TileSet ar fad dá ndéanfaí iad a mhodhnú. Ina áit sin, déan cinnte na hacmhainní sin a dhúbailt.
    [b]Nóta:[/b] Más rud é gur cheart go n-athródh airíonna réad [param tile_data] le himeacht ama, úsáid [method notify_runtime_tile_data_update] chun fógra a thabhairt don TileMap tá nuashonrú ag teastáil uaidh.

en: Should return [code]true[/code] if the tile at coordinates [param coords] on layer [param layer] requires a runtime update.
    [b]Warning:[/b] Make sure this function only return [code]true[/code] when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
    [b]Note:[/b] If the result of this function should changed, use [method notify_runtime_tile_data_update] to notify the TileMap it needs an update.
ga: Ba cheart [code]true[/code] a thabhairt ar ais má tá nuashonrú ama rite ag teastáil ón tíl ag comhordanáidí [param coords] ar an gciseal [param layer].
    [b]Rabhadh:[/b] Cinntigh nach gcuireann an fheidhm seo [code]true[/code] ar ais ach amháin nuair is gá. Beidh pionós feidhmíochta suntasach le tuiscint as aon tíl a phróiseáiltear ag am rite gan gá a bheith leis.
    [b]Nóta:[/b] Más rud é gur cheart toradh na feidhme seo a athrú, úsáid [method notify_runtime_tile_data_update] chun fógra a thabhairt don TileMap tá nuashonrú ag teastáil uaidh.

en: Adds a layer at the given position [param to_position] in the array. If [param to_position] is negative, the position is counted from the end, with [code]-1[/code] adding the layer at the end of the array.
ga: Cuirtear ciseal leis ag an suíomh tugtha [param to_position] san eagar. Má tá [param to_position] diúltach, déantar an suíomh a chomhaireamh ón deireadh, le [code] -1[/code] ag cur an tsraith ag deireadh an eagar.

en: Clears all cells.
ga: Glanann gach cealla.

en: Clears all cells on the given layer.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Glanann gach cill ar an gciseal a thugtar.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Erases the cell on layer [param layer] at coordinates [param coords].
    If [param layer] is negative, the layers are accessed from the last one.
ga: Scriosann sé an chill ar chiseal [param layer] ag comhordanáidí [param coords].
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Clears cells that do not exist in the tileset.
ga: Glanann cealla nach bhfuil sa leac.

en: Use [method notify_runtime_tile_data_update] and/or [method update_internals] instead.
ga: Úsáid [method notify_runtime_tile_data_update] agus/nó [method update_internals] ina ionad sin.

en: Forces the TileMap and the layer [param layer] to update.
ga: Cuirtear iallach ar an TileMap agus ar an gciseal [param layer] a nuashonrú.

en: Returns the tile alternative ID of the cell on layer [param layer] at [param coords].
    If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann sé ID malartach tíl na cille ar ciseal [param layer] ag [param coords].
    Má tá [param use_proxies] [code]false[/code], déanann neamhaird de sheachvótálaithe tíl [TileSet], ag tabhairt an aitheantóra amh eile ar ais. Féach ar [method TileSet.map_tile_proxy].
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns the tile atlas coordinates ID of the cell on layer [param layer] at coordinates [param coords]. Returns [code]Vector2i(-1, -1)[/code] if the cell does not exist.
    If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw atlas coordinate identifier. See [method TileSet.map_tile_proxy].
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann an tíl atlas comhordanáidí ID na cille ar ciseal [param layer] ag comhordanáidí [param coords]. Filleann sé [code]Vector2i(-1, -1)[/code] mura bhfuil an chill ann.
    Má tá [param use_proxies] [code]false[/code], déanann neamhaird de sheachvótálaithe tíl [TileSet], ag tabhairt aitheantóra comhordanáidí an atlas amh ar ais. Féach ar [method TileSet.map_tile_proxy].
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns the tile source ID of the cell on layer [param layer] at coordinates [param coords]. Returns [code]-1[/code] if the cell does not exist.
    If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw source identifier. See [method TileSet.map_tile_proxy].
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filltear Aitheantas foinse tíl na cille ar chiseal [param layer] ag comhordanáidí [param coords]. Filleann sé [code] -1[/code] mura bhfuil an chill ann.
    Má tá [param use_proxies] [code]false[/code], déantar neamhaird de sheachvótálaithe tíl [TileSet], ag tabhairt aitheantóir na foinse amh ar ais. Féach ar [method TileSet.map_tile_proxy].
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell does not exist or is not a [TileSetAtlasSource].
    If [param layer] is negative, the layers are accessed from the last one.
    [codeblock]
    func get_clicked_tile_power():
        var clicked_cell = tile_map.local_to_map(tile_map.get_local_mouse_position())
        var data = tile_map.get_cell_tile_data(0, clicked_cell)
        if data:
            return data.get_custom_data("power")
        else:
            return 0
    [/codeblock]
    If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies. See [method TileSet.map_tile_proxy].
ga: Seoltar ar ais an réad [TileData] a bhaineann leis an gcill tugtha, nó [code] null[/code] mura bhfuil an chill ann nó mura bhfuil [TileSetAtlasSource] ann.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.
    [codeblock]
    func get_clicked_tile_power():
        var clicked_cell = tile_map.local_to_map(tile_map.get_local_mouse_position())
        sonraí var = tile_map.get_cell_tile_data(0, clicked_cell)
        más sonraí:
            ais data.get_custom_data("cumhacht")
        eile:
            ar ais 0
    [/codeblock]
    Má tá [param use_proxies] [code]false[/code], neamhaird ar sheachvótálaithe tíl [TileSet]. Féach ar [method TileSet.map_tile_proxy].

en: Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
ga: Filleann sé comhordanáidí na tíl do RID an choirp fisice tugtha. Is féidir RID den sórt sin a aisghabháil ó [method KinematicCollision2D.get_collider_rid], agus imbhualadh le tíl.

en: Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
ga: Filleann sé ciseal léarscáile na tíl do RID coirp fisice tugtha. Is féidir RID den sórt sin a aisghabháil ó [method KinematicCollision2D.get_collider_rid], agus imbhualadh le tíl.

en: Returns a TileMap layer's modulate.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann sé modhnú ciseal TileMap.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns a TileMap layer's name.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Seoltar ainm ciseal TileMap ar ais.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns the [RID] of the [NavigationServer2D] navigation map assigned to the specified TileMap layer [param layer].
    By default the TileMap uses the default [World2D] navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.
    In order to make [NavigationAgent2D] switch between TileMap layer navigation maps use [method NavigationAgent2D.set_navigation_map] with the navigation map received from [method get_layer_navigation_map].
    If [param layer] is negative, the layers are accessed from the last one.
ga: Seoltar ar ais an [RID] den léarscáil loingseoireachta [NavigationServer2D] a shanntar don chiseal TileMap sonraithe [param layer].
    De réir réamhshocraithe úsáideann an TileMap an léarscáil loingseoireachta réamhshocraithe [World2D] don chéad sraith TileMap. Cruthaítear léarscáil nascleanúna nua don tsraith bhreise i gcás gach ciseal breise TileMap.
    Chun [NavigationAgent2D] a dhéanamh aistriú idir léarscáileanna loingseoireachta ciseal TileMap úsáid [method NavigationAgent2D.set_navigation_map] leis an léarscáil nascleanúna a fuarthas ó [method get_layer_navigation_map].
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns a TileMap layer's Y sort origin.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filltear bunús saghas Y de shraith TileMap.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns a TileMap layer's Z-index value.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann sé luach innéacs Z ciseal TileMap.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns the number of layers in the TileMap.
ga: Filleann sé líon na sraitheanna sa TileMap.

en: Use [method get_layer_navigation_map] instead.
ga: Úsáid [method get_layer_navigation_map] ina ionad sin.

en: Returns the [RID] of the [NavigationServer2D] navigation map assigned to the specified TileMap layer [param layer].
ga: Seoltar ar ais an [RID] den léarscáil loingseoireachta [NavigationServer2D] a shanntar don chiseal TileMap sonraithe [param layer].

en: Returns the neighboring cell to the one at coordinates [param coords], identified by the [param neighbor] direction. This method takes into account the different layouts a TileMap can take.
ga: Filleann sé an chill chomharsanacht chuig an gceann ag comhordanáidí [param coords], arna aithint ag an treo [param comharsan]. Cuireann an modh seo san áireamh na leagan amach éagsúla is féidir le TileMap a ghlacadh.

en: Creates a new [TileMapPattern] from the given layer and set of cells.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Cruthaíonn sé [TileMapPattern] nua ón gciseal agus na cealla a thugtar.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns the list of all neighbourings cells to the one at [param coords].
ga: Seoltar liosta na gcillíní comharsanachta ar ais chuig an gceann ag [param coords].

en: Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann sé eagar [Vector2i] le suímh na gcealla go léir ina bhfuil tíl sa chiseal a thugtar. Meastar go bhfuil cill folamh más ionann a aitheantóir foinse agus -1, is é [code]Vector2(-1, -1)[/code] a haitheantóirí comhordanáidí atlais agus is é -1 a aitheantóir malartach.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]) or alternative id ([param alternative_tile]).
    If a parameter has its value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as [method get_used_cells].
    A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann sé eagar [Vector2i] le suímh na gcealla go léir ina bhfuil tíl sa chiseal a thugtar. Is féidir tíleanna a scagadh de réir a bhfoinse ([param source_id]), a gcomhordanáidí atlas ([param atlas_coords]) nó de réir aitheantais mhalartach ([param alternative_tile]).
    Má tá a luach socraithe ag paraiméadar go dtí an ceann réamhshocraithe, ní úsáidtear an paraiméadar seo chun cill a scagadh. Mar sin, má tá a luach réamhshocraithe faoi seach ag gach paraiméadair, filleann an modh seo an toradh céanna le [method get_used_cells].
    Meastar go bhfuil cill folamh más ionann a aitheantóir foinse agus -1, is é [code]Vector2(-1, -1)[/code] a haitheantóirí comhordanáidí atlais agus is é -1 a aitheantóir malartach.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
ga: Filleann sé dronuilleog a chuimsíonn na tíleanna úsáidte (neamhfholamh) den léarscáil, lena n-áirítear na sraitheanna go léir.

en: Returns if a layer is enabled.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann sé má tá ciseal cumasaithe.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns if a layer's built-in navigation regions generation is enabled.
ga: Filleann sé má tá giniúint réigiúin loingseoireachta ionsuite na sraithe cumasaithe.

en: Returns if a layer Y-sorts its tiles.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Filleann sé má shórtáil ciseal Y a tíleanna.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Returns the map coordinates of the cell containing the given [param local_position]. If [param local_position] is in global coordinates, consider using [method Node2D.to_local] before passing it to this method. See also [method map_to_local].
ga: Filleann sé seo comhordanáidí léarscáile na cille ina bhfuil an [param local_position] tugtha. Má tá [param local_position] i gcomhordanáidí domhanda, smaoinigh ar [method Node2D.to_local] a úsáid roimh é a chur ar aghaidh chuig an modh seo. Féach freisin [method map_to_local].

en: Returns for the given coordinate [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code].
ga: Tuairisceáin don chomhordanáid tugtha [param coords_in_pattern] i [TileMapPattern] na comhordanáidí cille comhfhreagracha má rinneadh an patrún a ghreamú ag na comhordanáidí [param position_in_tilemap] (féach [method set_pattern]). Tá an léarscáiliú seo ag teastáil mar i gcruthanna tíleanna leath-fhritháireamh, seans nach n-oibreoidh an mhapáil trí [code]position_in_tile_map + coords_in_pattern[/code] a ríomh.

en: Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use [method Node2D.to_global]. See also [method local_to_map].
    [b]Note:[/b] This may not correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_origin] property of individual tiles.
ga: Filleann sé suíomh lárnaithe cille i spás comhordanáidí áitiúil an TileMap. Chun an luach aischurtha a thiontú ina chomhordanáidí domhanda, úsáid [method Node2D.to_global]. Féach freisin [method local_to_map].
    [b]Nóta:[/b] Seans nach gcomhfhreagraíonn sé seo do shuíomh amhairc na tíl, i.e. déanann sé neamhaird ar airí [member TileData.texture_origin] tíleanna aonair.

en: Moves the layer at index [param layer] to the given position [param to_position] in the array.
ga: Bogtar an ciseal ag innéacs [param layer] go dtí an suíomh tugtha [param to_position] san eagar.

en: Notifies the TileMap node that calls to [method _use_tile_data_runtime_update] or [method _tile_data_runtime_update] will lead to different results. This will thus trigger a TileMap update.
    If [param layer] is provided, only notifies changes for the given layer. Providing the [param layer] argument (when applicable) is usually preferred for performance reasons.
    [b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.
    [b]Note:[/b] This does not trigger a direct update of the TileMap, the update will be done at the end of the frame as usual (unless you call [method update_internals]).
ga: Tugann sé fógra don nód TileMap a ghlaonn chuig [method _use_tile_data_runtime_update] nó [method _tile_data_runtime_update] mar thoradh ar thorthaí éagsúla. Spreagfaidh sé seo nuashonrú TileMap mar sin.
    Má chuirtear [param layer] ar fáil, ní fhógraítear ach athruithe don chiseal a thugtar. Is iondúil gurb é an argóint [param layer] a sholáthar (nuair is infheidhme) ar chúiseanna feidhmíochta.
    [b]Rabhadh:[/b] Tá sé costasach go ríomhaireachtúil an TileMap a nuashonrú agus d’fhéadfadh tionchar a bheith aige ar fheidhmíocht. Déan iarracht líon na nglaonna a theorannú don fheidhm seo chun nuashonrú gan ghá a sheachaint.
    [b]Nóta:[/b] Ní chuireann sé seo tús le nuashonrú díreach ar an TileMap, déanfar an nuashonrú ag deireadh an fhráma mar is gnách (mura gcuireann tú glaoch ar [method update_internals]).

en: Removes the layer at index [param layer].
ga: Baintear an ciseal ag innéacs [param layer].

en: Sets the tile identifiers for the cell on layer [param layer] at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts:
    - The source identifier [param source_id] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
    - The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]). For [TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/code]),
    - The alternative tile identifier [param alternative_tile] identifies a tile alternative in the atlas (if the source is a [TileSetAtlasSource]), and the scene for a [TileSetScenesCollectionSource].
    If [param source_id] is set to [code]-1[/code], [param atlas_coords] to [code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], the cell will be erased. An erased cell gets [b]all[/b] its identifiers automatically set to their respective invalid values, namely [code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code].
    If [param layer] is negative, the layers are accessed from the last one.
ga: Socraíonn sé na haitheantóirí tíl don chill ar an gciseal [param layer] ag comhordanáidí [param coords]. Sainaithnítear gach tíl den [TileSet] trí chuid a úsáid:
    - Aithníonn an t-aitheantóir foinse [param source_id] aitheantóir [TileSetSource]. Féach ar [method TileSet.set_source_id],
    - Sainaithníonn an t-aitheantóir comhordanáidí atlas [param atlas_coords] comhordanáidí tíl san atlas (más [TileSetAtlasSource] an fhoinse). I gcás [TileSetScenesCollectionSource] ba cheart go mbeadh [code]Vector2i(0, 0)[/code] ann i gcónaí),
    - Aithníonn an t-aitheantóir tíl malartach [param alternative_tile] rogha eile tíl san atlas (más [TileSetAtlasSource] an fhoinse), agus an radharc do [TileSetScenesCollectionSource].
    Má tá [param source_id] socraithe go [code]-1[/code], [param atlas_coords] go [code]Vector2i(-1, -1)[/code] nó [param alternative_tile] go [code]-1[/code], scriosfar an chill. Faigheann cill scriosta [b] gach[/b] a haitheantóirí socraithe go huathoibríoch chuig a luachanna neamhbhailí faoi seach, eadhon [code] -1[/code], [code]Vector2i(-1, -1)[/code] agus [code]-1[/code].
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Enables or disables the layer [param layer]. A disabled layer is not processed at all (no rendering, no physics, etc.).
    If [param layer] is negative, the layers are accessed from the last one.
ga: Cumasaítear nó díchumasaítear an ciseal [param layer]. Ní dhéantar ciseal faoi mhíchumas a phróiseáil ar chor ar bith (gan rindreáil, gan fisic, etc.).
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Socraíonn dath ciseal. Déanfar é a iolrú faoi dhath na tíl agus faoi mhodhnú TileMap.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Sets a layer's name. This is mostly useful in the editor.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Socraíonn ainm ciseal. Tá sé seo úsáideach den chuid is mó san eagarthóir.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Enables or disables a layer's built-in navigation regions generation. Disable this if you need to bake navigation regions from a TileMap using a [NavigationRegion2D] node.
ga: Cumasaítear nó díchumasaítear giniúint réigiún loingseoireachta ionsuite ciseal. Díchumasaigh é seo más gá duit réigiúin nascleanúna a bhácáil ó TileMap ag baint úsáide as nód [NavigationRegion2D].

en: Assigns [param map] as a [NavigationServer2D] navigation map for the specified TileMap layer [param layer].
    By default the TileMap uses the default [World2D] navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.
    In order to make [NavigationAgent2D] switch between TileMap layer navigation maps use [method NavigationAgent2D.set_navigation_map] with the navigation map received from [method get_layer_navigation_map].
    If [param layer] is negative, the layers are accessed from the last one.
ga: Sanntar [léarscáil param] mar léarscáil loingseoireachta [NavigationServer2D] don tsraith TileMap sonraithe [param layer].
    De réir réamhshocraithe úsáideann an TileMap an léarscáil loingseoireachta réamhshocraithe [World2D] don chéad sraith TileMap. Cruthaítear léarscáil nascleanúna nua don tsraith bhreise i gcás gach ciseal breise TileMap.
    Chun [NavigationAgent2D] a dhéanamh aistriú idir léarscáileanna loingseoireachta ciseal TileMap úsáid [method NavigationAgent2D.set_navigation_map] leis an léarscáil nascleanúna a fuarthas ó [method get_layer_navigation_map].
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted.
    Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behavior.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Cumasaítear nó díchumasaítear cineál-Y sraithe. Má tá ciseal Y-sórtáilte, beidh an ciseal féin a iompar mar nód CanvasItem áit a bhfaigheann gach ceann dá tíl Y-sórtáil.
    Ba cheart go mbeadh sraitheanna Y-sórtáilte de ghnáth ar luachanna innéacs Z éagsúla seachas ar shraitheanna sórtáilte Y, ar shlí eile, déanfar gach ceann de na sraitheanna sin a shórtáil ina n-iomláine leis an gceann Y-sórtáilte. De ghnáth is iompar neamh-inmhianaithe é seo.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value.
    This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Socraíonn sé luach tionscnaimh Y-sórtáil ciseal. Cuirtear an luach tionscnaimh Y-sórt seo le luach tionscnaimh Y-sort gach tíl.
    Ligeann sé seo, mar shampla, leibhéal airde difriúil a bhréagadh ar gach ciseal. Féadfaidh sé seo a bheith úsáideach le haghaidh cluichí amhairc ón mbarr anuas.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Socraíonn sé luach innéacs Z sraitheanna. Cuirtear an t-innéacs Z seo le luach innéacs Z gach tíl.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Use [method set_layer_navigation_map] instead.
ga: Úsáid [method set_layer_navigation_map] ina ionad sin.

en: Assigns [param map] as a [NavigationServer2D] navigation map for the specified TileMap layer [param layer].
ga: Sanntar [léarscáil param] mar léarscáil loingseoireachta [NavigationServer2D] don tsraith TileMap sonraithe [param layer].

en: Paste the given [TileMapPattern] at the given [param position] and [param layer] in the tile map.
    If [param layer] is negative, the layers are accessed from the last one.
ga: Greamaigh an [TileMapPattern] tugtha ag an [suíomh param] agus [param layer] sa léarscáil tíl.
    Má tá [param layer] diúltach, tá rochtain ar na sraitheanna ón gceann deireanach.

en: Triggers a direct update of the TileMap. Usually, calling this function is not needed, as TileMap node updates automatically when one of its properties or cells is modified.
    However, for performance reasons, those updates are batched and delayed to the end of the frame. Calling this function will force the TileMap to update right away instead.
    [b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.
ga: Spreagann sé nuashonrú díreach ar an TileMap. De ghnáth, ní gá glaoch ar an bhfeidhm seo, toisc go nuashonraíonn nód TileMap go huathoibríoch nuair a athraítear ceann dá airíonna nó cealla.
    Mar sin féin, ar chúiseanna feidhmíochta, déantar na nuashonruithe sin a bhaisc agus a mhoilliú go dtí deireadh an fhráma. Má ghlaoitear ar an bhfeidhm seo cuirfear iallach ar an TileMap nuashonrú láithreach ina ionad sin.
    [b]Rabhadh:[/b] Tá sé costasach go ríomhaireachtúil an TileMap a nuashonrú agus d’fhéadfadh tionchar a bheith aige ar fheidhmíocht. Déan iarracht teorainn a chur le líon na nuashonruithe agus cé mhéad tíleanna a mbíonn tionchar acu.

en: If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform.
    [b]Note:[/b] Enabling [member collision_animatable] may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
ga: Má tá sé cumasaithe, feicfidh an TileMap a imbhuailtí sioncronaithe leis an bhfisic tic agus a chineál imbhuailte a athrú ó statach go cineamatach. Tá sé seo riachtanach chun ardán gluaiseachta bunaithe ar TileMap a chruthú.
    [b]Nóta:[/b] D’fhéadfadh tionchar beag feidhmíochta a bheith ag cumasú [member collision_animatable], ná déan é ach amháin má tá an TileMap ag gluaiseacht agus má tá tíleanna imbhuailte aige.

en: Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings.
ga: Taispeáin nó folaigh cruthanna imbhuailte an TileMap. Má tá sé socraithe go [VISIBILITY_MODE_DEFAULT], braitheann sé seo ar na socruithe dífhabhtaithe imbhuailte seó.

en: Show or hide the TileMap's navigation meshes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
ga: Taispeáin nó folaigh mogaill nascleanúna an TileMap. Má tá sé socraithe go [VISIBILITY_MODE_DEFAULT], braitheann sé seo ar na socruithe dífhabhtaithe nascleanúna seó.

en: The TileMap's quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member rendering_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.
    The quadrant size does not apply on Y-sorted layers, as tiles are grouped by Y position instead in that case.
    [b]Note:[/b] As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the TileMap's local coordinate system.
ga: Méid cheathrú an TileMap. Is éard atá i gceathrú ná grúpa tíleanna atá le tarraingt le chéile ar mhír amháin ar chanbhás, chun críocha barrfheabhsaithe. Sainmhíníonn [member rendering_quadrant_size] fad slios na cearnóige, i gcóras comhordanáidí na léarscáile, a fhoirmíonn an ceathrú. Dá bhrí sin, grúpaí an cheathrú réamhshocraithe méid le chéile [code] 16 * 16 = 256[/code] tíleanna.
    Níl feidhm ag an gceathrún ar shraitheanna Y-sórtáilte, toisc go ndéantar tíleanna a ghrúpáil de réir suíomh Y ina ionad sin sa chás sin.
    [b]Nóta:[/b] De réir mar a chruthaítear ceathrúna de réir chóras comhordanáidí na léarscáile, seans nach mbeidh cuma chearnógach ar “chruth cearnach” an cheathrú i gcóras comhordanáidí áitiúil an TileMap.

en: The [TileSet] used by this [TileMap]. The textures, collisions, and additional behavior of all available tiles are stored here.
ga: An [TileSet] a úsáideann an [TileMap] seo. Stóráiltear uigeachtaí, imbhuailtí, agus iompar breise na tíleanna atá ar fáil anseo.

en: Emitted when the [TileSet] of this TileMap changes.
ga: Astaithe nuair a athraíonn [TileSet] den TileMap seo.

en: Use the debug settings to determine visibility.
ga: Úsáid na socruithe dífhabhtaithe chun infheictheacht a chinneadh.

en: Always hide.
ga: I bhfolach i gcónaí.

en: Always show.
ga: Taispeáin i gcónaí.

en: Called with a [TileData] object about to be used internally by the [TileMapLayer], allowing its modification at runtime.
    This method is only called if [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [param coords].
    [b]Warning:[/b] The [param tile_data] object's sub-resources are the same as the one in the TileSet. Modifying them might impact the whole TileSet. Instead, make sure to duplicate those resources.
    [b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method notify_runtime_tile_data_update] to notify the [TileMapLayer] it needs an update.
ga: Glaoitear air agus réad [TileData] ar tí é a úsáid go hinmheánach ag an [TileMapLayer], rud a cheadaíonn é a mhodhnú ag am rite.
    Ní thugtar an modh seo ach amháin má chuirtear [method _use_tile_data_runtime_update] i bhfeidhm agus má sheolann sé ar ais [code]true[/code] don tíl tugtha [param coords].
    [b]Rabhadh:[/b] Tá fo-acmhainní réad [param tile_data] mar an gcéanna leis an gceann sa TileSet. D'fhéadfadh go mbeadh tionchar ar an TileSet ina iomláine dá ndéanfaí iad a mhodhnú. Ina áit sin, déan cinnte na hacmhainní sin a dhúbailt.
    [b]Nóta:[/b] Más rud é gur cheart go n-athródh airíonna réad [param tile_data] le himeacht ama, úsáid [method notify_runtime_tile_data_update] chun fógra a thabhairt don [TileMapLayer] tá nuashonrú ag teastáil uaidh.

en: Should return [code]true[/code] if the tile at coordinates [param coords] requires a runtime update.
    [b]Warning:[/b] Make sure this function only returns [code]true[/code] when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
    [b]Note:[/b] If the result of this function should change, use [method notify_runtime_tile_data_update] to notify the [TileMapLayer] it needs an update.
ga: Ba cheart [code]true[/code] a thabhairt ar ais má tá nuashonrú ama rite ag teastáil ón tíl ag comhordanáidí [param coords].
    [b]Rabhadh:[/b] Cinntigh nach seolann an fheidhm seo ach [code]true[/code] nuair is gá. Beidh pionós feidhmíochta suntasach le tuiscint as aon tíl a phróiseáiltear ag am rite gan gá a bheith leis.
    [b]Nóta:[/b] Má thagann athrú ar thoradh na feidhme seo, úsáid [method notify_runtime_tile_data_update] chun fógra a thabhairt don [TileMapLayer] tá nuashonrú ag teastáil uaidh.

en: Erases the cell at coordinates [param coords].
ga: Scriosann sé an chill ag comhordanáidí [param coords].

en: Clears cells containing tiles that do not exist in the [member tile_set].
ga: Glantar cealla ina bhfuil tíleanna nach bhfuil sa [member tile_set].

en: Returns the tile alternative ID of the cell at coordinates [param coords].
ga: Filleann sé ID malartach tíl na cille ag comhordanáidí [param coords].

en: Returns the tile atlas coordinates ID of the cell at coordinates [param coords]. Returns [code]Vector2i(-1, -1)[/code] if the cell does not exist.
ga: Filleann an tíl atlas comhordanáidí ID na cille ag comhordanáidí [param coords]. Filleann sé [code]Vector2i(-1, -1)[/code] mura bhfuil an chill ann.

en: Returns the tile source ID of the cell at coordinates [param coords]. Returns [code]-1[/code] if the cell does not exist.
ga: Aitheantas foinse tíl na cille ar ais ag comhordanáidí [param coords]. Filleann sé [code] -1[/code] mura bhfuil an chill ann.

en: Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell does not exist or is not a [TileSetAtlasSource].
    [codeblock]
    func get_clicked_tile_power():
        var clicked_cell = tile_map_layer.local_to_map(tile_map_layer.get_local_mouse_position())
        var data = tile_map_layer.get_cell_tile_data(clicked_cell)
        if data:
            return data.get_custom_data("power")
        else:
            return 0
    [/codeblock]
ga: Seoltar ar ais an réad [TileData] a bhaineann leis an gcill tugtha, nó [code] null[/code] mura bhfuil an chill ann nó mura bhfuil [TileSetAtlasSource] ann.
    [codeblock]
    func get_clicked_tile_power():
        var clicked_cell = tile_map_layer.local_to_map(tile_map_layer.get_local_mouse_position())
        sonraí var = tile_map_layer.get_cell_tile_data(cliceáilte_cell)
        más sonraí:
            ais data.get_custom_data("cumhacht")
        eile:
            ar ais 0
    [/codeblock]

en: Returns the coordinates of the tile for given physics body [RID]. Such an [RID] can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
ga: Filleann sé comhordanáidí na tíl don chorp fisice tugtha [RID]. Is féidir [RID] den sórt sin a aisghabháil ó [method KinematicCollision2D.get_collider_rid], agus imbhualadh le tíl.

en: Returns the [RID] of the [NavigationServer2D] navigation used by this [TileMapLayer].
    By default this returns the default [World2D] navigation map, unless a custom map was provided using [method set_navigation_map].
ga: Filleann sé seo [RID] den nascleanúint [NavigationServer2D] a úsáideann an [TileMapLayer] seo.
    De réir réamhshocraithe, seolann sé seo ar ais an léarscáil réamhshocraithe nascleanúna [World2D], ach amháin má cuireadh léarscáil shaincheaptha ar fáil le [method set_navigation_map].

en: Creates and returns a new [TileMapPattern] from the given array of cells. See also [method set_pattern].
ga: Cruthaíonn agus seolann ar ais [TileMapPattern] nua ón raon de chealla a thugtar. Féach freisin [method set_pattern].

en: Returns a [Vector2i] array with the positions of all cells containing a tile. A cell is considered empty if its source identifier equals [code]-1[/code], its atlas coordinate identifier is [code]Vector2(-1, -1)[/code] and its alternative identifier is [code]-1[/code].
ga: Filleann sé eagar [Vector2i] le suímh na gcealla go léir ina bhfuil tíl. Meastar go bhfuil cill folamh más ionann a haitheantóir foinse agus [code]-1[/code], is é [code]Vector2(-1, -1)[/code] a haitheantóir comhordanáidí atlais agus is é [code]-1 a haitheantóir eile [/code].

en: Returns a [Vector2i] array with the positions of all cells containing a tile. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]), or alternative id ([param alternative_tile]).
    If a parameter has its value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default values, this method returns the same result as [method get_used_cells].
    A cell is considered empty if its source identifier equals [code]-1[/code], its atlas coordinate identifier is [code]Vector2(-1, -1)[/code] and its alternative identifier is [code]-1[/code].
ga: Filleann sé eagar [Vector2i] le suímh na gcealla go léir ina bhfuil tíl. Is féidir na tíleanna a scagadh de réir a bhfoinse ([param source_id]), a gcomhordanáidí atlas ([param atlas_coords]), nó a n-aitheantas malartach ([param alternative_tile]).
    Má tá a luach socraithe ag paraiméadar go dtí an ceann réamhshocraithe, ní úsáidtear an paraiméadar seo chun cill a scagadh. Mar sin, má tá a luachanna réamhshocraithe faoi seach ag gach paraiméadair, filleann an modh seo an toradh céanna le [method get_used_cells].
    Meastar go bhfuil cill folamh más ionann a haitheantóir foinse agus [code]-1[/code], is é [code]Vector2(-1, -1)[/code] a haitheantóir comhordanáidí atlais agus is é [code]-1 a haitheantóir eile [/code].

en: Returns a rectangle enclosing the used (non-empty) tiles of the map.
ga: Filleann sé dronuilleog a chuimsíonn na tíleanna úsáidte (neamhfholamh) den léarscáil.

en: Returns whether the provided [param body] [RID] belongs to one of this [TileMapLayer]'s cells.
ga: Filleann sé cibé an mbaineann an [param body] [RID] a cuireadh ar fáil le ceann de na cealla seo [TileMapLayer].

en: Returns for the given coordinates [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code].
ga: Tuairisceáin do na comhordanáidí tugtha [param coords_in_pattern] i [TileMapPattern] na comhordanáidí cille comhfhreagracha dá ndéanfaí an patrún a ghreamú ag na comhordanáidí [param position_in_tilemap] (féach [method set_pattern]). Tá an léarscáiliú seo ag teastáil mar i gcruthanna tíleanna leath-fhritháireamh, seans nach n-oibreoidh an mhapáil trí [code]position_in_tile_map + coords_in_pattern[/code] a ríomh.

en: Returns the centered position of a cell in the [TileMapLayer]'s local coordinate space. To convert the returned value into global coordinates, use [method Node2D.to_global]. See also [method local_to_map].
    [b]Note:[/b] This may not correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_origin] property of individual tiles.
ga: Filleann sé suíomh lárnaithe cille i spás comhordanáidí áitiúil [TileMapLayer]. Chun an luach aischurtha a thiontú ina chomhordanáidí domhanda, úsáid [method Node2D.to_global]. Féach freisin [method local_to_map].
    [b]Nóta:[/b] Seans nach gcomhfhreagraíonn sé seo do shuíomh amhairc na tíl, i.e. déanann sé neamhaird ar airí [member TileData.texture_origin] tíleanna aonair.

en: Notifies the [TileMapLayer] node that calls to [method _use_tile_data_runtime_update] or [method _tile_data_runtime_update] will lead to different results. This will thus trigger a [TileMapLayer] update.
    [b]Warning:[/b] Updating the [TileMapLayer] is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.
    [b]Note:[/b] This does not trigger a direct update of the [TileMapLayer], the update will be done at the end of the frame as usual (unless you call [method update_internals]).
ga: Tugtar fógra don nód [TileMapLayer] a ghlaonn chuig [method _use_tile_data_runtime_update] nó [method _tile_data_runtime_update] mar thoradh ar thorthaí éagsúla. Mar sin spreagfaidh sé seo nuashonrú [TileMapLayer].
    [b]Rabhadh:[/b] Tá sé costasach go ríomhaireachtúil an [TileMapLayer] a nuashonrú agus d’fhéadfadh tionchar a bheith aige ar fheidhmíocht. Déan iarracht líon na nglaonna a theorannú don fheidhm seo chun nuashonrú gan ghá a sheachaint.
    [b]Nóta:[/b] Ní spreagfaidh sé seo nuashonrú díreach ar an [TileMapLayer], déanfar an nuashonrú ag deireadh an fhráma mar is gnách (mura gcuireann tú glaoch ar [method update_internals]).

en: Sets the tile identifiers for the cell at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts:
    - The source identifier [param source_id] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
    - The atlas coordinate identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]). For [TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/code],
    - The alternative tile identifier [param alternative_tile] identifies a tile alternative in the atlas (if the source is a [TileSetAtlasSource]), and the scene for a [TileSetScenesCollectionSource].
    If [param source_id] is set to [code]-1[/code], [param atlas_coords] to [code]Vector2i(-1, -1)[/code], or [param alternative_tile] to [code]-1[/code], the cell will be erased. An erased cell gets [b]all[/b] its identifiers automatically set to their respective invalid values, namely [code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code].
ga: Socraíonn sé na haitheantóirí tíl don chill ag comhordanáidí [param coords]. Sainaithnítear gach tíl den [TileSet] trí chuid a úsáid:
    - Aithníonn an t-aitheantóir foinse [param source_id] aitheantóir [TileSetSource]. Féach ar [method TileSet.set_source_id],
    - Sainaithníonn an t-aitheantóir comhordanáidí atlas [param atlas_coords] comhordanáidí tíl san atlas (más [TileSetAtlasSource] an fhoinse). I gcás [TileSetScenesCollectionSource] ba cheart go mbeadh [code]Vector2i(0, 0)[/code] ann i gcónaí,
    - Aithníonn an t-aitheantóir tíl malartach [param alternative_tile] rogha eile tíl san atlas (más [TileSetAtlasSource] an fhoinse), agus an radharc do [TileSetScenesCollectionSource].
    Má tá [param source_id] socraithe go [code]-1[/code], [param atlas_coords] go [code]Vector2i(-1, -1)[/code], nó [param alternative_tile] go [code]-1 [/code], scriosfar an chill. Faigheann cill scriosta [b] gach[/b] a haitheantóirí socraithe go huathoibríoch chuig a luachanna neamhbhailí faoi seach, eadhon [code] -1[/code], [code]Vector2i(-1, -1)[/code] agus [code]-1[/code].

en: Sets a custom [param map] as a [NavigationServer2D] navigation map. If not set, uses the default [World2D] navigation map instead.
ga: Socraíonn sé [léarscáil param] saincheaptha mar léarscáil nascleanúna [NavigationServer2D]. Mura bhfuil sé socraithe, úsáidtear an léarscáil loingseoireachta réamhshocraithe [World2D] ina ionad.

en: Pastes the [TileMapPattern] at the given [param position] in the tile map. See also [method get_pattern].
ga: Greamaíonn sé an [TileMapPattern] ag an [suíomh param] tugtha sa léarscáil tíl. Féach freisin [method get_pattern].

en: Triggers a direct update of the [TileMapLayer]. Usually, calling this function is not needed, as [TileMapLayer] node updates automatically when one of its properties or cells is modified.
    However, for performance reasons, those updates are batched and delayed to the end of the frame. Calling this function will force the [TileMapLayer] to update right away instead.
    [b]Warning:[/b] Updating the [TileMapLayer] is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.
ga: Spreagann sé nuashonrú díreach ar an [TileMapLayer]. De ghnáth, ní gá an fheidhm seo a ghlaoch, toisc go nuashonraíonn nód [TileMapLayer] go huathoibríoch nuair a athraítear ceann dá airíonna nó cealla.
    Mar sin féin, ar chúiseanna feidhmíochta, déantar na nuashonruithe sin a bhaisc agus a mhoilliú go dtí deireadh an fhráma. Má ghlaoitear ar an bhfeidhm seo cuirfear iallach ar an [TileMapLayer] nuashonrú láithreach ina ionad sin.
    [b]Rabhadh:[/b] Tá sé costasach go ríomhaireachtúil an [TileMapLayer] a nuashonrú agus d’fhéadfadh tionchar a bheith aige ar fheidhmíocht. Déan iarracht teorainn a chur le líon na nuashonruithe agus cé mhéad tíleanna a mbíonn tionchar acu.

en: Enable or disable collisions.
ga: Cumasaigh nó díchumasaigh imbhuailtí.

en: Show or hide the [TileMapLayer]'s collision shapes. If set to [constant DEBUG_VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings.
ga: Taispeáin nó folaigh cruthanna imbhuailte an [TileMapLayer]. Má tá sé socraithe mar [DEBUG_VISIBILITY_MODE_DEFAULT], braitheann sé seo ar na socruithe dífhabhtaithe imbhuailte seó.

en: If [code]false[/code], disables this [TileMapLayer] completely (rendering, collision, navigation, scene tiles, etc.)
ga: Má tá [code]false[/code], díchumasaítear an [TileMapLayer] seo go hiomlán (rindreáil, imbhualadh, loingseoireacht, tíleanna radhairc, etc.)

en: If [code]true[/code], navigation regions are enabled.
ga: Más [code]true[/code], tá réigiúin nascleanúna cumasaithe.

en: Show or hide the [TileMapLayer]'s navigation meshes. If set to [constant DEBUG_VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
ga: Taispeáin nó folaigh mogaill nascleanúna an [TileMapLayer]. Má tá sé socraithe mar [DEBUG_VISIBILITY_MODE_DEFAULT], braitheann sé seo ar na socruithe dífhabhtaithe nascleanúna taispeáin.

en: The [TileMapLayer]'s quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member rendering_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.
    The quadrant size does not apply on a Y-sorted [TileMapLayer], as tiles are grouped by Y position instead in that case.
    [b]Note:[/b] As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the [TileMapLayer]'s local coordinate system.
ga: Méid cheathrú an [TileMapLayer]. Is éard atá i gceathrú ná grúpa tíleanna atá le tarraingt le chéile ar mhír amháin ar chanbhás, chun críocha barrfheabhsaithe. sainmhíníonn [member rendering_quadrant_size] fad slios na cearnóige, i gcóras comhordanáidí na léarscáile, a fhoirmíonn an ceathrú. Dá bhrí sin, grúpaí an cheathrú réamhshocraithe méid le chéile [code] 16 * 16 = 256[/code] tíleanna.
    Ní bhaineann méid na gceathrún le [TileMapLayer] atá curtha in eagar Y-, mar go ndéantar tíleanna a ghrúpáil de réir suíomh Y ina ionad sin sa chás sin.
    [b]Nóta:[/b] De réir mar a chruthaítear ceathrúna de réir chóras comhordanáidí na léarscáile, seans nach mbeidh cuma chearnógach ar “chruth cearnach” an cheathrú i gcóras comhordanáidí áitiúil an [TileMapLayer].

en: The raw tile map data as a byte array.
ga: Na sonraí léarscáile tíl amh mar eagar beart.

en: The [TileSet] used by this layer. The textures, collisions, and additional behavior of all available tiles are stored here.
ga: An [TileSet] a úsáideann an ciseal seo. Stóráiltear uigeachtaí, imbhuailtí, agus iompar breise na tíleanna atá ar fáil anseo.

en: If [code]true[/code], this [TileMapLayer] collision shapes will be instantiated as kinematic bodies. This can be needed for moving [TileMapLayer] nodes (i.e. moving platforms).
ga: Más [code]true[/code], déanfar na cruthanna imbhuailte seo [TileMapLayer] a láithriú mar chomhlachtaí cineamatacha. Is féidir é seo a bheith ag teastáil chun nóid [TileMapLayer] a bhogadh (i.e. ardáin ag gluaiseacht).

en: If [member CanvasItem.y_sort_enabled] is enabled, setting this to [code]true[/code] will reverse the order the tiles are drawn on the X-axis.
ga: Má tá [member CanvasItem.y_sort_enabled] cumasaithe, má shocraítear é seo go [code]true[/code], déanfar an t-ord ina dtarraingítear na tíleanna ar an X-ais a aisiompú.

en: This Y-sort origin value is added to each tile's Y-sort origin value. This allows, for example, to fake a different height level. This can be useful for top-down view games.
ga: Cuirtear an luach tionscnaimh Y-sórt seo le luach tionscnaimh Y-sort gach tíl. Ligeann sé seo, mar shampla, leibhéal airde difriúil a bhréagadh. Féadfaidh sé seo a bheith úsáideach le haghaidh cluichí amhairc ón mbarr anuas.

en: Emitted when this [TileMapLayer]'s properties changes. This includes modified cells, properties, or changes made to its assigned [TileSet].
    [b]Note:[/b] This signal may be emitted very often when batch-modifying a [TileMapLayer]. Avoid executing complex processing in a connected function, and consider delaying it to the end of the frame instead (i.e. calling [method Object.call_deferred]).
ga: Astaithe nuair a athraíonn airíonna an [TileMapLayer] seo. Áirítear leis seo cealla modhnaithe, airíonna, nó athruithe a rinneadh ar a [TileSet] sannta.
    [b]Nóta:[/b] Is féidir an comhartha seo a astú go minic agus baisc-mhodhnú á dhéanamh ar [TileMapLayer]. Seachain próiseáil chasta a dhéanamh i bhfeidhm nasctha, agus smaoinigh ar moill a chur uirthi go dtí deireadh an fhráma ina ionad sin (i.e. glaoch ar [method Object.call_deferred]).

en: Hide the collisions or navigation debug shapes in the editor, and use the debug settings to determine their visibility in game (i.e. [member SceneTree.debug_collisions_hint] or [member SceneTree.debug_navigation_hint]).
ga: Folaigh na himbhuailtí nó cruthanna dífhabhtaithe nascleanúna san eagarthóir, agus bain úsáid as na socruithe dífhabhtaithe chun a n-infheictheacht sa chluiche a chinneadh (i.e. [comhalta SceneTree.debug_collisions_hint] nó [comhalta SceneTree.debug_navigation_hint]).

en: Always hide the collisions or navigation debug shapes.
ga: Cuir na himbhuailtí nó na cruthanna dífhabhtaithe loingseoireachta i bhfolach i gcónaí.

en: Always show the collisions or navigation debug shapes.
ga: Taispeáin i gcónaí na himbhuailtí nó cruthanna dífhabhtaithe nascleanúna.

en: Holds a pattern to be copied from or pasted into [TileMap]s.
ga: Tá patrún ann le cóipeáil ó [TileMap]anna nó le greamú isteach ann.

en: This resource holds a set of cells to help bulk manipulations of [TileMap].
    A pattern always start at the [code](0,0)[/code] coordinates and cannot have cells with negative coordinates.
ga: Coinníonn an acmhainn seo sraith cealla chun cabhrú le mór-ionramhálacha [TileMap].
    Tosaíonn patrún i gcónaí ag na comhordanáidí [code](0,0)[/code] agus ní féidir cealla a bhfuil comhordanáidí diúltacha acu.

en: Returns the tile alternative ID of the cell at [param coords].
ga: Filleann sé ID malartach tíl na cille ag [param coords].

en: Returns the tile atlas coordinates ID of the cell at [param coords].
ga: Filleann an t-atlas comhordanáidí ID na cille ag [param coords].

en: Returns the tile source ID of the cell at [param coords].
ga: Filleann sé ID foinse tíl na cille ag [param coords].

en: Returns the size, in cells, of the pattern.
ga: Filleann sé méid, i gcealla, an phatrúin.

en: Returns the list of used cell coordinates in the pattern.
ga: Filleann sé liosta na gcomhordanáidí cille úsáidte sa phatrún.

en: Returns whether the pattern has a tile at the given coordinates.
ga: Filleann sé cibé an bhfuil tíl ag na comhordanáidí tugtha ag an bpatrún.

en: Returns whether the pattern is empty or not.
ga: Filleann sé cibé an bhfuil an patrún folamh nó nach bhfuil.

en: Remove the cell at the given coordinates.
ga: Bain an chill ag na comhordanáidí tugtha.

en: Sets the tile identifiers for the cell at coordinates [param coords]. See [method TileMap.set_cell].
ga: Socraíonn sé na haitheantóirí tíl don chill ag comhordanáidí [param coords]. Féach ar [method TileMap.set_cell].

en: Sets the size of the pattern.
ga: Socraíonn sé méid an patrún.

en: Tile library for tilemaps.
ga: Leabharlann tíleanna le haghaidh léarscáileanna tíl.

en: Adds a custom data layer to the TileSet at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
    Custom data layers allow assigning custom properties to atlas tiles.
ga: Cuireann sé ciseal sonraí saincheaptha leis an TileSet ag an suíomh tugtha [param to_position] san eagar. Más é -1 [param to_position], cuir leis ag deireadh an eagar é.
    Ligeann sraitheanna sonraí saincheaptha airíonna saincheaptha a shannadh do thíleanna atlais.

en: Adds a navigation layer to the TileSet at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
    Navigation layers allow assigning a navigable area to atlas tiles.
ga: Cuireann sé ciseal nascleanúna leis an TileSet ag an suíomh tugtha [param to_position] san eagar. Más é -1 [param to_position], cuir leis ag deireadh an eagar é.
    Ligeann sraitheanna loingseoireachta limistéar inseolta a shannadh do thíleanna atlais.

en: Adds an occlusion layer to the TileSet at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
    Occlusion layers allow assigning occlusion polygons to atlas tiles.
ga: Cuireann sé ciseal occlusion leis an TileSet ag an suíomh tugtha [param to_position] san eagar. Más é [param to_position] é -1, cuir leis ag deireadh an eagar é.
    Ligeann sraitheanna occlusion polagáin occlusion a shannadh do thíleanna atlas.

en: Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, insert it at the given [param index].
ga: Cuireann [TileMapPattern] leis le stóráil san acmhainn TileSet. Má chuirtear ar fáil é, cuir isteach é ag an [innéacs param] a thugtar.

en: Adds a physics layer to the TileSet at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
    Physics layers allow assigning collision polygons to atlas tiles.
ga: Cuireann sé ciseal fisice leis an TileSet ag an suíomh tugtha [param to_position] san eagar. Más é -1 [param to_position], cuir leis ag deireadh an eagar é.
    Ligeann sraitheanna fisice polagáin imbhuailte a shannadh do thíleanna atlais.

en: Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] is not -1, also set its source ID. Otherwise, a unique identifier is automatically generated.
    The function returns the added source ID or -1 if the source could not be added.
    [b]Warning:[/b] A source cannot belong to two TileSets at the same time. If the added source was attached to another [TileSet], it will be removed from that one.
ga: Cuireann [TileSetSource] leis an TileSet. Murab é -1 [param atlas_source_id_override], socraigh a fhoinse aitheantais freisin. Seachas sin, gintear aitheantóir uathúil go huathoibríoch.
    Filleann an fheidhm an fhoinse aitheantais breise nó -1 mura bhféadfaí an fhoinse a chur leis.
    [b]Rabhadh:[/b] Ní féidir le foinse a bheith mar bhall de dhá Thacar Tile ag an am céanna. Má bhí an fhoinse breise ceangailte le [TileSet] eile, bainfear den cheann sin í.

en: Adds a new terrain to the given terrain set [param terrain_set] at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
ga: Cuireann sé tír-raon nua leis an tacar tír-raon a thugtar [param terrain_set] ag an suíomh tugtha [param to_position] san eagar. Más é -1 [param to_position], cuir leis ag deireadh an eagar é.

en: Adds a new terrain set at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
ga: Cuirtear sraith tír-raon nua leis ag an suíomh tugtha [param to_position] san eagar. Más é -1 [param to_position], cuir leis ag deireadh an eagar é.

en: Clears tile proxies pointing to invalid tiles.
ga: Glanann seachvótálaithe tíl ag tagairt do tíleanna neamhbhailí.

en: Clears all tile proxies.
ga: Glanann gach seachvótálaí tíl.

en: Returns the alternative-level proxy for the given identifiers. The returned array contains the three proxie's target identifiers (source ID, atlas coords ID and alternative tile ID).
    If the TileSet has no proxy for the given identifiers, returns an empty Array.
ga: Filleann sé an seachfhreastalaí leibhéal malartach do na haitheantóirí tugtha. Tá sprioc-aitheantóirí na dtrí seachvótálaí san eagar a cuireadh ar ais (aitheantas foinseach, ID coords atlas agus ID tíl eile).
    Mura bhfuil seachfhreastalaí ag an TileSet le haghaidh na n-aitheantóirí tugtha, seolann Eagar folamh ar ais.

en: Returns the coordinate-level proxy for the given identifiers. The returned array contains the two target identifiers of the proxy (source ID and atlas coordinates ID).
    If the TileSet has no proxy for the given identifiers, returns an empty Array.
ga: Filleann sé an seachfhreastalaí leibhéal chomhordanáidí do na haitheantóirí tugtha. Tá dhá sprioc-aitheantóir an tseachfhreastalaí (ID foinseach agus ID comhordanáidí atlas) san eagar a cuireadh ar ais.
    Mura bhfuil seachfhreastalaí ag an TileSet le haghaidh na n-aitheantóirí tugtha, seolann Eagar folamh ar ais.

en: Returns the index of the custom data layer identified by the given name.
ga: Filleann sé innéacs na sraithe sonraí saincheaptha a shainaithnítear leis an ainm tugtha.

en: Returns the name of the custom data layer identified by the given index.
ga: Seoltar ar ais ainm na sraithe sonraí saincheaptha a shainaithnítear leis an innéacs a thugtar.

en: Returns the type of the custom data layer identified by the given index.
ga: Tuairisceáin cineál na sraithe sonraí saincheaptha a shainaithnítear leis an innéacs a thugtar.

en: Returns the custom data layers count.
ga: Tuairisceáin na sraitheanna sonraí saincheaptha a chomhaireamh.

en: Returns whether or not the specified navigation layer of the TileSet navigation data layer identified by the given [param layer_index] is enabled, given a navigation_layers [param layer_number] between 1 and 32.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe nascleanúna den tsraith sonraí nascleanúna TileSet sainaitheanta ag an [param layer_index] tugtha ar chumas, nuair a tugadh navigation_layers [param layer_number] idir 1 agus 32.

en: Returns the navigation layers (as in the Navigation server) of the given TileSet navigation layer.
ga: Filleann sé na sraitheanna nascleanúna (mar atá sa fhreastalaí Nascleanúna) den tsraith nascleanúna TileSet a thugtar.

en: Returns the navigation layers count.
ga: Tuairisceáin comhaireamh na sraitheanna nascleanúna.

en: Returns a new unused source ID. This generated ID is the same that a call to [method add_source] would return.
ga: Filleann sé aitheantas foinse nua nár úsáideadh. Is ionann an t-aitheantas ginte seo agus a d’fhillfí glao chuig [method add_source].

en: Returns the light mask of the occlusion layer.
ga: Filleann masc solais na ciseal occlusion.

en: Returns if the occluders from this layer use [code]sdf_collision[/code].
ga: Filleann sé má úsáideann occluders ón tsraith seo [code]sdf_collision[/code].

en: Returns the occlusion layers count.
ga: Tuairisceáin na sraitheanna occlusion chomhaireamh.

en: Returns the [TileMapPattern] at the given [param index].
ga: Filleann sé an [TileMapPattern] ag an [innéacs param] a thugtar.

en: Returns the number of [TileMapPattern] this tile set handles.
ga: Seol ar ais an líon [TileMapPattern] a láimhseálann an tacar tíleanna seo.

en: Returns the collision layer (as in the physics server) bodies on the given TileSet's physics layer are in.
ga: Filleann an ciseal imbhuailte (mar atá sa fhreastalaí fisice) go bhfuil comhlachtaí ar an gciseal fisice TileSet tugtha isteach.

en: Returns the collision mask of bodies on the given TileSet's physics layer.
ga: Filleann masc imbhuailte na gcorp ar an gciseal fisice TileSet a tugadh.

en: Returns the physics material of bodies on the given TileSet's physics layer.
ga: Tuairisceáin ábhar fisice na gcorp ar an gciseal fisice TileSet a tugadh.

en: Returns the physics layers count.
ga: Tuairisceáin na sraitheanna fisice a chomhaireamh.

en: Returns the [TileSetSource] with ID [param source_id].
ga: Filleann sé an [TileSetSource] le ID [param source_id].

en: Returns the number of [TileSetSource] in this TileSet.
ga: Filleann sé seo líon na [TileSetSource] sa TileSet seo.

en: Returns the source ID for source with index [param index].
ga: Seoltar ar ais an t-aitheantas foinse don fhoinse le hinnéacs [param index].

en: Returns the source-level proxy for the given source identifier.
    If the TileSet has no proxy for the given identifier, returns -1.
ga: Filleann sé an seachfhreastalaí leibhéal foinse don aitheantóir foinse tugtha.
    Mura bhfuil seachfhreastalaí ag TileSet don aitheantóir tugtha, filleann sé -1.

en: Returns a terrain's color.
ga: Filleann dath tír-raoin.

en: Returns a terrain's name.
ga: Tugann sé ainm tír-raoin ar ais.

en: Returns a terrain set mode.
ga: Filleann sé modh socraithe tír-raoin.

en: Returns the terrain sets count.
ga: Tuairisceáin na tacair tír-raon a chomhaireamh.

en: Returns the number of terrains in the given terrain set.
ga: Filleann sé líon na dtír-raon sa tacar tír-raon a tugadh.

en: Returns if there is an alternative-level proxy for the given identifiers.
ga: Filleann sé má tá seachfhreastalaí ar leibhéal eile ann do na haitheantóirí tugtha.

en: Returns if there is a coodinates-level proxy for the given identifiers.
ga: Filleann sé má tá seachfhreastalaí ar leibhéal na gcomhadánaithe do na haitheantóirí tugtha.

en: Returns if this TileSet has a source for the given source ID.
ga: Filleann sé má tá foinse ag an TileSet seo don aitheantas foinse tugtha.

en: Returns if there is a source-level proxy for the given source ID.
ga: Filleann sé má tá seachfhreastalaí ar leibhéal foinse don aitheantas foinse tugtha.

en: According to the configured proxies, maps the provided identifiers to a new set of identifiers. The source ID, atlas coordinates ID and alternative tile ID are returned as a 3 elements Array.
    This function first look for matching alternative-level proxies, then coordinates-level proxies, then source-level proxies.
    If no proxy corresponding to provided identifiers are found, returns the same values the ones used as arguments.
ga: De réir na seachvótálaithe cumraithe, mapálann na haitheantóirí a chuirtear ar fáil chuig sraith nua aitheantóirí. Cuirtear an t-aitheantas foinseach, an t-aitheantas comhordanáidí atlas agus an t-aitheantas tíl eile ar ais mar Eagar 3 eilimint.
    Féachann an fheidhm seo le seachvótálaithe malartacha a mheaitseáil ar dtús, ansin comhordaíonn sí seachvótálaithe leibhéal, ansin seachvótálaithe ar leibhéal foinse.
    Mura n-aimsítear seachfhreastalaí a fhreagraíonn d'aitheantóirí soláthraithe, filleann sé na luachanna céanna leis na cinn a úsáidtear mar argóintí.

en: Moves the custom data layer at index [param layer_index] to the given position [param to_position] in the array. Also updates the atlas tiles accordingly.
ga: Bogtar an ciseal sonraí saincheaptha ag innéacs [param layer_index] go dtí an suíomh tugtha [param to_position] san eagar. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Moves the navigation layer at index [param layer_index] to the given position [param to_position] in the array. Also updates the atlas tiles accordingly.
ga: Bogtar an ciseal nascleanúna ag innéacs [param layer_index] go dtí an suíomh tugtha [param to_position] san eagar. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Moves the occlusion layer at index [param layer_index] to the given position [param to_position] in the array. Also updates the atlas tiles accordingly.
ga: Bogtar an ciseal occlusion ag innéacs [param layer_index] go dtí an suíomh tugtha [param to_position] san eagar. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Moves the physics layer at index [param layer_index] to the given position [param to_position] in the array. Also updates the atlas tiles accordingly.
ga: Bogtar an ciseal fisice ag innéacs [param layer_index] go dtí an suíomh tugtha [param to_position] san eagar. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Moves the terrain at index [param terrain_index] for terrain set [param terrain_set] to the given position [param to_position] in the array. Also updates the atlas tiles accordingly.
ga: Bogann sé an tír-raon ag innéacs [param terrain_index] don tír-raon atá leagtha [param terrain_set] go dtí an suíomh tugtha [param to_position] san eagar. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Moves the terrain set at index [param terrain_set] to the given position [param to_position] in the array. Also updates the atlas tiles accordingly.
ga: Bogtar an tír-raon atá leagtha ag innéacs [param terrain_set] go dtí an suíomh tugtha [param to_position] san eagar. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Removes an alternative-level proxy for the given identifiers.
ga: Baintear seachfhreastalaí ar leibhéal malartach do na haitheantóirí tugtha.

en: Removes a coordinates-level proxy for the given identifiers.
ga: Baintear seachfhreastalaí leibhéal comhordanáidí do na haitheantóirí tugtha.

en: Removes the custom data layer at index [param layer_index]. Also updates the atlas tiles accordingly.
ga: Baintear an ciseal sonraí saincheaptha ag innéacs [param layer_index]. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Removes the navigation layer at index [param layer_index]. Also updates the atlas tiles accordingly.
ga: Baintear an ciseal nascleanúna ag innéacs [param layer_index]. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Removes the occlusion layer at index [param layer_index]. Also updates the atlas tiles accordingly.
ga: Baintear an ciseal occlusion ag innéacs [param layer_index]. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Remove the [TileMapPattern] at the given index.
ga: Bain an [TileMapPattern] ag an innéacs a thugtar.

en: Removes the physics layer at index [param layer_index]. Also updates the atlas tiles accordingly.
ga: Baintear an ciseal fisice ag an innéacs [param layer_index]. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Removes the source with the given source ID.
ga: Baintear an fhoinse leis an aitheantas foinse tugtha.

en: Removes a source-level tile proxy.
ga: Baineann seachfhreastalaí tíl foinse-leibhéal.

en: Removes the terrain at index [param terrain_index] in the given terrain set [param terrain_set]. Also updates the atlas tiles accordingly.
ga: Baintear an tír-raon ag innéacs [param terrain_index] sa tacar tír-raon tugtha [param terrain_set]. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Removes the terrain set at index [param terrain_set]. Also updates the atlas tiles accordingly.
ga: Baintear an tír-raon atá leagtha síos ag innéacs [param terrain_set]. Nuashonraítear na tíleanna atlas dá réir sin freisin.

en: Create an alternative-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers.
    This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.
    Proxied tiles can be automatically replaced in TileMap nodes using the editor.
ga: Cruthaigh seachfhreastalaí ar leibhéal malartach do na haitheantóirí tugtha. Déanfaidh seachfhreastalaí tacar aitheantóirí tíl a mhapáil chuig tacar eile aitheantóirí.
    Is féidir é seo a úsáid chun tíl a athsholáthar i ngach TileMaps a úsáideann an TileSet seo, mar go bhfaighidh nóid TileMap sprioc-leac an tseachfhreastalaí nuair a bheidh ceann ar fáil agus go n-úsáidfidh siad é.
    Is féidir tíleanna proxied a athsholáthar go huathoibríoch i nóid TileMap ag baint úsáide as an eagarthóir.

en: Creates a coordinates-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers. The alternative tile ID is kept the same when using coordinates-level proxies.
    This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.
    Proxied tiles can be automatically replaced in TileMap nodes using the editor.
ga: Cruthaíonn seachfhreastalaí leibhéal comhordanáidí do na haitheantóirí tugtha. Déanfaidh seachfhreastalaí tacar aitheantóirí tíl a mhapáil chuig tacar eile aitheantóirí. Coinnítear an t-aitheantas tíl eile mar an gcéanna nuair a úsáidtear seachfhreastalaí leibhéal comhordanáidí.
    Is féidir é seo a úsáid chun tíl a athsholáthar i ngach TileMaps a úsáideann an TileSet seo, mar go bhfaighidh nóid TileMap sprioc-leac an tseachfhreastalaí nuair a bheidh ceann ar fáil agus go n-úsáidfidh siad é.
    Is féidir tíleanna proxied a athsholáthar go huathoibríoch i nóid TileMap ag baint úsáide as an eagarthóir.

en: Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error.
ga: Socraíonn sé ainm na sraithe sonraí saincheaptha a shainaithnítear leis an innéacs a thugtar. Is aitheantóirí na sraithe iad ainmneacha, mar sin má tá an t-ainm glactha cheana féin, teipfidh sé agus ardóidh sé earráid.

en: Sets the type of the custom data layer identified by the given index.
ga: Socraíonn sé cineál na sraithe sonraí saincheaptha a shainaithnítear leis an innéacs a thugtar.

en: Based on [param value], enables or disables the specified navigation layer of the TileSet navigation data layer identified by the given [param layer_index], given a navigation_layers [param layer_number] between 1 and 32.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaíonn sé an ciseal sonraithe nascleanúna den chiseal sonraí nascleanúna TileSet a shainaithnítear leis an [param layer_index] a thugtar, nuair a thugtar navigation_layers [param layer_number] idir 1 agus 32.

en: Sets the navigation layers (as in the navigation server) for navigation regions in the given TileSet navigation layer.
ga: Socraíonn sé na sraitheanna nascleanúna (mar atá sa fhreastalaí nascleanúna) do réigiúin nascleanúna sa chiseal nascleanúna TileSet a thugtar.

en: Sets the occlusion layer (as in the rendering server) for occluders in the given TileSet occlusion layer.
ga: Socraíonn sé an ciseal occlusion (mar atá sa fhreastalaí rindreála) d'occluders sa ciseal occlusion TileSet tugtha.

en: Enables or disables SDF collision for occluders in the given TileSet occlusion layer.
ga: Cumasaítear nó díchumasaítear imbhualadh SDF d’occluders sa chiseal occlusion TileSet a thugtar.

en: Sets the physics material for bodies in the given TileSet physics layer.
ga: Socraíonn sé an t-ábhar fisice do chomhlachtaí sa chiseal fisice TileSet a thugtar.

en: Changes a source's ID.
ga: Athraíonn aitheantas foinse.

en: Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlas coordinates ID and the alternative tile ID are kept the same when using source-level proxies.
    This can be used to replace a source in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target source when one is available.
    Proxied tiles can be automatically replaced in TileMap nodes using the editor.
ga: Cruthaíonn seachfhreastalaí ar leibhéal foinse don aitheantas foinse tugtha. Déanfaidh seachfhreastalaí tacar aitheantóirí tíl a mhapáil chuig tacar eile aitheantóirí. Coinnítear ID comhordanáidí an atlais agus an t-aitheantas tíl eile mar an gcéanna nuair a úsáidtear seachfhreastalaí ar leibhéal foinse.
    Is féidir é seo a úsáid chun foinse a athsholáthar i ngach TileMaps a úsáideann an TileSet seo, mar go bhfaighidh nóid TileMap spriocfhoinse an tseachfhreastalaí agus go n-úsáidfidh siad é nuair a bheidh ceann ar fáil.
    Is féidir tíleanna proxied a athsholáthar go huathoibríoch i nóid TileMap ag baint úsáide as an eagarthóir.

en: Sets a terrain's color. This color is used for identifying the different terrains in the TileSet editor.
ga: Socraíonn sé dath an tír-raon. Úsáidtear an dath seo chun na tír-raon éagsúla a aithint in eagarthóir TileSet.

en: Sets a terrain's name.
ga: Socraíonn sé ainm tír-raon.

en: Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighboring tiles' terrains.
ga: Socraíonn sé modh tír-raoin. Cinneann gach modh cé na píosaí de chruth tíl a úsáidtear chun tír-raon na dtíleanna comharsanacha a mheaitseáil.

en: For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), changes the way tiles are indexed in the TileMap grid.
ga: Maidir le gach cruth leathfhritháireamh (cearnóg Isiméadrach, Heicseagánach agus Leathfhritháireamh), athraíonn an bealach a ndéantar tíleanna a innéacsú sa ghreille TileMap.

en: For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), determines the offset axis.
ga: I gcás gach cruthanna leathfhritháireamh (cearnóg Isiméadrach, Heicseagánach agus Leathfhritháireamh), cinneann an ais fhritháireamh.

en: The tile shape.
ga: An cruth tíl.

en: The tile size, in pixels. For all tile shapes, this size corresponds to the encompassing rectangle of the tile shape. This is thus the minimal cell size required in an atlas.
ga: An méid tíl, i picteilíni. Maidir le gach cruth tíl, comhfhreagraíonn an méid seo le dronuilleog a chuimsíonn cruth na tíl. Mar sin is é seo an t-íosmhéid cille a theastaíonn in atlas.

en: Enables/Disable uv clipping when rendering the tiles.
ga: Cumasaítear/Díchumasaigh bearradh UV agus na tíleanna á rindreáil.

en: Rectangular tile shape.
ga: Cruth tíl dronuilleogach.

en: Diamond tile shape (for isometric look).
    [b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers have Y-sort enabled.
ga: Cruth tíl Diamond (le haghaidh cuma isiméadrach).
    [b]Nóta:[/b] Is fearr a oibríonn [TileSet] isiméadrach má tá Y-sort cumasaithe ag [TileMap] agus a sraitheanna go léir.

en: Rectangular tile shape with one row/column out of two offset by half a tile.
ga: Cruth tíl dronuilleogach le sraith/colún amháin as dhá leath fritháirithe ag leath tíl.

en: Hexagonal tile shape.
ga: Cruth tíl heicseagánach.

en: Tile coordinates layout where both axis stay consistent with their respective local horizontal and vertical axis.
ga: Comhordaíonn tíl leagan amach áit a bhfanann an dá ais comhsheasmhach lena n-ais chothrománach áitiúil agus ingearach faoi seach.

en: Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative instead of positive.
ga: Mar an gcéanna le [TILE_LAYOUT_STACKED leanúnach], ach tá an chéad leath-fhritháireamh diúltach in ionad dearfach.

en: Tile coordinates layout where the horizontal axis stay horizontal, and the vertical one goes down-right.
ga: Comhordaíonn tíl leagan amach áit a bhfanann an ais chothrománach cothrománach, agus an ceann ingearach ag dul síos ar dheis.

en: Tile coordinates layout where the vertical axis stay vertical, and the horizontal one goes down-right.
ga: Comhordaíonn tíl leagan amach áit a bhfanann an ais ingearach ingearach, agus an ceann cothrománach ag dul síos ar dheis.

en: Tile coordinates layout where the horizontal axis goes up-right, and the vertical one goes down-right.
ga: Comhordaíonn tíl leagan amach áit a dtéann an ais chothrománach suas ar dheis, agus an ceann ingearach ag dul síos ar dheis.

en: Tile coordinates layout where the horizontal axis goes down-right, and the vertical one goes down-left.
ga: Comhordaíonn tíl leagan amach áit a dtéann an ais chothrománach síos ar dheis, agus téann an ceann ingearach síos-chlé.

en: Horizontal half-offset.
ga: Leathfhritháireamh cothrománach.

en: Vertical half-offset.
ga: Leathfhritháireamh ingearach.

en: Neighbor on the right side.
ga: Comharsa ar an taobh deas.

en: Neighbor in the right corner.
ga: Comharsa sa chúinne ar dheis.

en: Neighbor on the bottom right side.
ga: Comharsa ar an taobh deas bun.

en: Neighbor in the bottom right corner.
ga: Comharsa sa chúinne ag bun ar dheis.

en: Neighbor on the bottom side.
ga: Comharsa ar an taobh bun.

en: Neighbor in the bottom corner.
ga: Comharsa sa chúinne ag bun.

en: Neighbor on the bottom left side.
ga: Comharsa ar an taobh clé bun.

en: Neighbor in the bottom left corner.
ga: Comharsa sa chúinne ag bun ar chlé.

en: Neighbor on the left side.
ga: Comharsa ar an taobh clé.

en: Neighbor in the left corner.
ga: Comharsa sa chúinne ar chlé.

en: Neighbor on the top left side.
ga: Comharsa ar an taobh clé barr.

en: Neighbor in the top left corner.
ga: Comharsa sa chúinne uachtarach ar chlé.

en: Neighbor on the top side.
ga: Comharsa ar an taobh barr.

en: Neighbor in the top corner.
ga: Comharsa sa chúinne barr.

en: Neighbor on the top right side.
ga: Comharsa ar an taobh dheis barr.

en: Neighbor in the top right corner.
ga: Comharsa sa chúinne uachtarach ar dheis.

en: Requires both corners and side to match with neighboring tiles' terrains.
ga: Éilíonn an dá choirnéal agus an taobh a mheaitseáil le tír-raon tíleanna comharsanacha.

en: Requires corners to match with neighboring tiles' terrains.
ga: Éilíonn coirnéil a mheaitseáil le tír-raon tíleanna comharsanacha.

en: Requires sides to match with neighboring tiles' terrains.
ga: Éilíonn taobhanna a bheith ag meaitseáil le tír-raon na tíleanna in aice láimhe.

en: Exposes a 2D atlas texture as a set of tiles for a [TileSet] resource.
ga: Nochtar uigeacht atlais 2T mar thacar tíleanna le haghaidh acmhainn [TileSet].

en: An atlas is a grid of tiles laid out on a texture. Each tile in the grid must be exposed using [method create_tile]. Those tiles are then indexed using their coordinates in the grid.
    Each tile can also have a size in the grid coordinates, making it more or less cells in the atlas.
    Alternatives version of a tile can be created using [method create_alternative_tile], which are then indexed using an alternative ID. The main tile (the one in the grid), is accessed with an alternative ID equal to 0.
    Each tile alternate has a set of properties that is defined by the source's [TileSet] layers. Those properties are stored in a TileData object that can be accessed and modified using [method get_tile_data].
    As TileData properties are stored directly in the TileSetAtlasSource resource, their properties might also be set using [code]TileSetAtlasSource.set("<coords_x>:<coords_y>/<alternative_id>/<tile_data_property>")[/code].
ga: Is éard is atlas ann ná eangach tíleanna atá leagtha amach ar uigeacht. Ní mór gach tíl sa ghreille a nochtadh le [method create_tile]. Déantar na tíleanna sin a innéacsú ansin ag baint úsáide as a gcuid comhordanáidí sa ghreille.
    Is féidir méid a bheith ag gach tíl freisin sna comhordanáidí greille, rud a fhágann go bhfuil sé níos mó nó níos lú cealla san atlas.
    Is féidir leagan malartach de thíl a chruthú trí úsáid a bhaint as [method create_alternative_tile], a innéacsaítear ansin le haitheantas malartach. Tá rochtain ar an bpríomhthíl (an ceann sa ghreille), le haitheantas malartach cothrom le 0.
    Tá sraith airíonna ag gach malartach tíl atá sainmhínithe ag sraitheanna [TileSet] na foinse. Stóráiltear na hairíonna sin i réad TileData is féidir a rochtain agus a mhodhnú trí úsáid a bhaint as [method get_tile_data].
    Ós rud é go stóráiltear airíonna TileData go díreach san acmhainn TileSetAtlasSource, d'fhéadfaí a n-airíonna a shocrú trí úsáid a bhaint as [code]TileSetAtlasSource.set ("<coords_x>: <coords_y>/<alternative_id>/<tile_data_property>")[/code].

en: Removes all tiles that don't fit the available texture area. This method iterates over all the source's tiles, so it's advised to use [method has_tiles_outside_texture] beforehand.
ga: Baintear gach tíleanna nach n-oireann don limistéar uigeachta atá ar fáil. Atriálann an modh seo thar tíleanna uile na foinse, mar sin moltar [method has_tiles_outside_texture] a úsáid roimh ré.

en: Creates an alternative tile for the tile at coordinates [param atlas_coords]. If [param alternative_id_override] is -1, give it an automatically generated unique ID, or assigns it the given ID otherwise.
    Returns the new alternative identifier, or -1 if the alternative could not be created with a provided [param alternative_id_override].
ga: Cruthaítear tíl eile don tíl ag comhordanáidí [param atlas_coords]. Más é -1 [param alternative_id_override], tabhair aitheantas uathúil a ghintear go huathoibríoch dó, nó sann an t-aitheantas a thugtar dó ar shlí eile.
    Seoltar ar ais an t-aitheantóir malartach nua, nó -1 mura bhféadfaí an rogha eile a chruthú le [param alternative_id_override] curtha ar fáil.

en: Creates a new tile at coordinates [param atlas_coords] with the given [param size].
ga: Cruthaíonn sé tíl nua ag comhordanáidí [param atlas_coords] leis an [param size] a thugtar.

en: Returns the atlas grid size, which depends on how many tiles can fit in the texture. It thus depends on the [member texture]'s size, the atlas [member margins], and the tiles' [member texture_region_size].
ga: Tuairisceáin an méid greille atlas, a bhraitheann ar cé mhéad tíleanna is féidir a d'oirfeadh san uigeacht. Braitheann sé mar sin ar mhéid [uigeacht na mball], ar an atlas [imeall ball], agus ar na tíleanna '[member texture_region_size].

en: Returns the alternative ID a following call to [method create_alternative_tile] would return.
ga: Seoltar an t-aitheantas malartach ar ais dá gcuirfí glao seo a leanas chuig [method create_alternative_tile] ar ais.

en: If [member use_texture_padding] is [code]false[/code], returns [member texture]. Otherwise, returns and internal [ImageTexture] created that includes the padding.
ga: Más [code]false[/code] é [ball use_texture_padding], filleann sé [uigeacht na mball]. Seachas sin, cruthaítear tuairisceáin agus inmheánach [ImageTexture] a chuimsíonn an stuáil.

en: Returns the region of the tile at coordinates [param atlas_coords] for the given [param frame] inside the texture returned by [method get_runtime_texture].
    [b]Note:[/b] If [member use_texture_padding] is [code]false[/code], returns the same as [method get_tile_texture_region].
ga: Filleann sé réigiún an tíl ag comhordanáidí [param atlas_coords] don [fráma param] a thugtar taobh istigh den uigeacht ar ais ag [method get_runtime_texture].
    [b]Nóta:[/b] Más [code]bréagach[/code] é [ball use_texture_padding], filleann sé mar an gcéanna le [method get_tile_texture_region].

en: Returns how many columns the tile at [param atlas_coords] has in its animation layout.
ga: Filleann sé cé mhéad colún atá ag an tíl ag [param atlas_coords] ina leagan amach beochana.

en: Returns the animation frame duration of frame [param frame_index] for the tile at coordinates [param atlas_coords].
ga: Filleann sé fad fráma beochana an fhráma [param frame_index] don tíl ag comhordanáidí [param atlas_coords].

en: Returns how many animation frames has the tile at coordinates [param atlas_coords].
ga: Filleann sé cé mhéad fráma beochana a bhfuil an tíl ag comhordanáidí [param atlas_coords].

en: Returns the tile animation mode of the tile at [param atlas_coords]. See also [method set_tile_animation_mode].
ga: Filltear modh beochana tíl na tíl ag [param atlas_coords]. Féach freisin [method set_tile_animation_mode].

en: Returns the separation (as in the atlas grid) between each frame of an animated tile at coordinates [param atlas_coords].
ga: Filleann sé an deighilt (mar atá sa ghreille atlais) idir gach fráma de thíl bheoite ag comhordanáidí [param atlas_coords].

en: Returns the animation speed of the tile at coordinates [param atlas_coords].
ga: Filleann sé luas beochana na tíl ag comhordanáidí [param atlas_coords].

en: Returns the sum of the sum of the frame durations of the tile at coordinates [param atlas_coords]. This value needs to be divided by the animation speed to get the actual animation loop duration.
ga: Filleann sé suim fhad frámaí na tíl ag comhordanáidí [param atlas_coords]. Ní mór an luach seo a roinnt ar an luas beochana chun an ré lúb beochana iarbhír a fháil.

en: If there is a tile covering the [param atlas_coords] coordinates, returns the top-left coordinates of the tile (thus its coordinate ID). Returns [code]Vector2i(-1, -1)[/code] otherwise.
ga: Má tá tíl ann a chlúdaíonn na comhordanáidí [param atlas_coords], filleann sé comhordanáidí barr-chlé na tíl (dá bhrí sin a ID chomhordanáidí). Seoltar ar ais [code]Vector2i(-1, -1)[/code] ar shlí eile.

en: Returns the [TileData] object for the given atlas coordinates and alternative ID.
ga: Filleann sé an oibiacht [TileData] do na comhordanáidí atlais tugtha agus don ID mhalartach.

en: Returns the size of the tile (in the grid coordinates system) at coordinates [param atlas_coords].
ga: Filleann sé méid na tíl (sa chóras comhordanáidí greille) ag comhordanáidí [param atlas_coords].

en: Returns a tile's texture region in the atlas texture. For animated tiles, a [param frame] argument might be provided for the different frames of the animation.
ga: Filleann sé réigiún uigeachta tíl in uigeacht an atlais. I gcás tíleanna beoite, d’fhéadfaí argóint [param frame] a sholáthar do na frámaí éagsúla den bheochan.

en: Returns an array of tiles coordinates ID that will be automatically removed when modifying one or several of those properties: [param texture], [param margins], [param separation] or [param texture_region_size]. This can be used to undo changes that would have caused tiles data loss.
ga: Filleann sé ID comhordanáidí sraith tíleanna a bhainfear go huathoibríoch nuair a athrófar ceann amháin nó níos mó de na hairíonna sin: [uigeacht param], [imeall param], [scaradh param] nó [param texture_region_size]. Is féidir é seo a úsáid chun athruithe a d'fhág go gcaillfí sonraí tíleanna a chealú.

en: Returns whether there is enough room in an atlas to create/modify a tile with the given properties. If [param ignored_tile] is provided, act as is the given tile was not present in the atlas. This may be used when you want to modify a tile's properties.
ga: Filleann sé cibé an bhfuil go leor spáis in atlas chun tíl leis na hairíonna tugtha a chruthú / a mhodhnú. Má chuirtear [param ignored_tile] ar fáil, gníomhaigh mar nach raibh an tíl tugtha san atlas. Is féidir é seo a úsáid nuair is mian leat airíonna tíl a mhodhnú.

en: Checks if the source has any tiles that don't fit the texture area (either partially or completely).
ga: Seiceálann sé an bhfuil aon tíleanna ag an bhfoinse nach n-oireann don limistéar uigeachta (go páirteach nó go hiomlán).

en: Move the tile and its alternatives at the [param atlas_coords] coordinates to the [param new_atlas_coords] coordinates with the [param new_size] size. This functions will fail if a tile is already present in the given area.
    If [param new_atlas_coords] is [code]Vector2i(-1, -1)[/code], keeps the tile's coordinates. If [param new_size] is [code]Vector2i(-1, -1)[/code], keeps the tile's size.
    To avoid an error, first check if a move is possible using [method has_room_for_tile].
ga: Bog an tíl agus a roghanna eile ag na comhordanáidí [param atlas_coords] go dtí na comhordanáidí [param new_atlas_coords] leis an méid [param new_size]. Teipfidh ar na feidhmeanna seo má tá tíl i láthair cheana féin sa limistéar ar leith.
    Más é [param new_atlas_coords] [code]Vector2i(-1, -1)[/code], coimeádann comhordanáidí na tíl. Más é [param new_size] [code]Vector2i(-1, -1)[/code], coimeádann sé méid na tíl.
    Chun earráid a sheachaint, seiceáil ar dtús an féidir aistriú trí úsáid a bhaint as [method has_room_for_tile].

en: Remove a tile's alternative with alternative ID [param alternative_tile].
    Calling this function with [param alternative_tile] equals to 0 will fail, as the base tile alternative cannot be removed.
ga: Bain rogha tíl le haitheantas malartach [param alternative_tile].
    Theipeann ar ghlaoch ar an bhfeidhm seo le [param alternative_tile] cothrom le 0, mar ní féidir an tíl eile a bhaint.

en: Remove a tile and its alternative at coordinates [param atlas_coords].
ga: Bain tíl agus a rogha eile ag comhordanáidí [param atlas_coords].

en: Change a tile's alternative ID from [param alternative_tile] to [param new_id].
    Calling this function with [param new_id] of 0 will fail, as the base tile alternative cannot be moved.
ga: Athraigh ID malartach tíl ó [param alternative_tile] go [param new_id].
    Ní fhéadfar an fheidhm seo a ghlaoch le [param new_id] de 0, mar ní féidir an tíl eile a bhogadh.

en: Sets the number of columns in the animation layout of the tile at coordinates [param atlas_coords]. If set to 0, then the different frames of the animation are laid out as a single horizontal line in the atlas.
ga: Socraíonn sé líon na gcolún i leagan amach beochana na tíl ag comhordanáidí [param atlas_coords]. Má tá sé socraithe go 0, leagtar amach frámaí éagsúla na beochana mar líne chothrománach shingil san atlas.

en: Sets the animation frame [param duration] of frame [param frame_index] for the tile at coordinates [param atlas_coords].
ga: Socraíonn sé an fráma beochana [param ré] an fhráma [param frame_index] don tíl ag comhordanáidí [param atlas_coords].

en: Sets how many animation frames the tile at coordinates [param atlas_coords] has.
ga: Socraíonn sé cé mhéad fráma beochana atá ag an tíl ag comhordanáidí [param atlas_coords].

en: Sets the tile animation mode of the tile at [param atlas_coords] to [param mode]. See also [method get_tile_animation_mode].
ga: Socraíonn sé modh beochana tíl na tíl ag [param atlas_coords] go [param method]. Féach freisin [method get_tile_animation_mode].

en: Sets the margin (in grid tiles) between each tile in the animation layout of the tile at coordinates [param atlas_coords] has.
ga: Socraíonn sé an corrlach (i tíleanna greille) idir gach tíl i leagan amach beochan na tíl ag comhordanáidí [param atlas_coords].

en: Sets the animation speed of the tile at coordinates [param atlas_coords] has.
ga: Socraíonn sé luas beochana na tíl ag comhordanáidí [param atlas_coords].

en: Margins, in pixels, to offset the origin of the grid in the texture.
ga: Corrlaigh, i bpicteilíní, chun bunús na greille san uigeacht a fhritháireamh.

en: Separation, in pixels, between each tile texture region of the grid.
ga: Scaradh, i bpicteilíní, idir gach réigiún uigeachta tíl den ghreille.

en: The atlas texture.
ga: Uigeacht atlas.

en: If [code]true[/code], generates an internal texture with an additional one pixel padding around each tile. Texture padding avoids a common artifact where lines appear between tiles.
    Disabling this setting might lead a small performance improvement, as generating the internal texture requires both memory and processing time when the TileSetAtlasSource resource is modified.
ga: Más rud é [code]true[/code], gineann sé uigeacht inmheánach le stuáil picteilín amháin sa bhreis timpeall gach tíl. Seachnaíonn stuáil uigeachta déantán coitianta nuair a fheictear línte idir tíleanna.
    D'fhéadfadh feabhas beag feidhmíochta a bheith mar thoradh ar dhíchumasú an tsocraithe seo, mar go dteastaíonn cuimhne agus am próiseála araon chun an uigeacht inmheánach a ghiniúint nuair a athraítear acmhainn TileSetAtlasSource.

en: Tile animations start at same time, looking identical.
ga: Tosaíonn beochan tíl ag an am céanna, ag féachaint mar an gcéanna.

en: Tile animations start at random times, looking varied.
ga: Tosaíonn beochan tíl ag amanna randamacha, ag breathnú éagsúil.

en: Represents the size of the [enum TileAnimationMode] enum.
ga: Léiríonn sé méid an [enum TileAnimationMode] enum.

en: Represents cell's horizontal flip flag. Should be used directly with [TileMap] to flip placed tiles by altering their alternative IDs.
    [codeblock]
    var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))
    if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:
        # If tile is not already flipped, flip it.
        $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)
    [/codeblock]
    [b]Note:[/b] These transformations can be combined to do the equivalent of 0, 90, 180, and 270 degree rotations, as shown below:
    [codeblock]
    enum TileTransform {
        ROTATE_0 = 0,
        ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_H,
        ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource.TRANSFORM_FLIP_V,
        ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_V,
    }
    [/codeblock]
ga: Is ionann é agus bratach smeach chothrománach na cille. Ba chóir é a úsáid go díreach le [TileMap] chun tíleanna atá suite a smeach agus a gcuid aitheantais eile a athrú.
    [codeblock]
    var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))
    if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:
     # Mura bhfuil an tíl iompaithe cheana féin, smeach í.
        $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)
    [/codeblock]
    [b]Nóta:[/b] Is féidir na claochluithe seo a chomhcheangal chun uainíochtaí 0, 90, 180, agus 270 céim a dhéanamh, mar a thaispeántar thíos:
    [codeblock]
    enum TileTransform {
        ROTATE_0 = 0,
        ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_H,
        ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource.TRANSFORM_FLIP_V,
        ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_V,
    }
    [/codeblock]

en: Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for usage.
ga: Is ionann é agus bratach smeach ingearach na cille. Féach ar [ TRANSFORM_FLIP_H leanúnach] le haghaidh úsáide.

en: Represents cell's transposed flag. See [constant TRANSFORM_FLIP_H] for usage.
ga: Is ionann é agus bratach thrasnaithe na cille. Féach ar [ TRANSFORM_FLIP_H leanúnach] le haghaidh úsáide.

en: Exposes a set of scenes as tiles for a [TileSet] resource.
ga: Nochtann sé sraith radharc mar thíleanna le haghaidh acmhainn [TileSet].

en: When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will automatically instantiate an associated scene at the cell's position in the TileMap.
    Scenes are instantiated as children of the [TileMap] when it enters the tree. If you add/remove a scene tile in the [TileMap] that is already inside the tree, the [TileMap] will automatically instantiate/free the scene accordingly.
    [b]Note:[/b] Scene tiles all occupy one tile slot and instead use alternate tile ID to identify scene index. [method TileSetSource.get_tiles_count] will always return [code]1[/code]. Use [method get_scene_tiles_count] to get a number of scenes in a [TileSetScenesCollectionSource].
    Use this code if you want to find the scene path at a given tile in [TileMapLayer]:
    [codeblocks]
    [gdscript]
    var source_id = tile_map_layer.get_cell_source_id(Vector2i(x, y))
    if source_id > -1:
        var scene_source = tile_map_layer.tile_set.get_source(source_id)
        if scene_source is TileSetScenesCollectionSource:
            var alt_id = tile_map_layer.get_cell_alternative_tile(Vector2i(x, y))
            # The assigned PackedScene.
            var scene = scene_source.get_scene_tile_scene(alt_id)
    [/gdscript]
    [csharp]
    int sourceId = tileMapLayer.GetCellSourceId(new Vector2I(x, y));
    if (sourceId > -1)
    {
        TileSetSource source = tileMapLayer.TileSet.GetSource(sourceId);
        if (source is TileSetScenesCollectionSource sceneSource)
        {
            int altId = tileMapLayer.GetCellAlternativeTile(new Vector2I(x, y));
            // The assigned PackedScene.
            PackedScene scene = sceneSource.GetSceneTileScene(altId);
        }
    }
    [/csharp]
    [/codeblocks]
ga: Nuair a chuirtear ar [TileMap] iad, cuirfidh tíleanna ó [TileSetScenesCollectionSource] radharc gaolmhar ar an toirt go huathoibríoch ag suíomh na cille sa TileMap.
    Cuirtear radhairc ar an toirt mar leanaí den [TileMap] nuair a théann sé isteach sa chrann. Má chuireann tú leis/baineann tú tíl radhairc sa [TileMap] atá laistigh den chrann cheana féin, cuirfidh an [TileMap] an radharc ar an toirt / saor in aisce dá réir sin go huathoibríoch.
    [b]Tabhair faoi deara:[/b] Tá sliotán tíl amháin ag gach tíleanna radhairc agus ina ionad sin bain úsáid as ID tíl eile chun innéacs radhairc a aithint. Tabharfaidh [modh TileSetSource.get_tiles_count] ar ais [code]1[/code] i gcónaí. Úsáid [modh get_scene_tiles_count] chun roinnt radharcanna a fháil i [TileSetScenesCollectionSource].
    Úsáid an cód seo más mian leat conair an radhairc a fháil ag tíl ar leith i [TileMapLayer]:
    [codeblocks]
    [gdscript]
    var source_id = tile_map_layer.get_cell_source_id(Vector2i(x, y))
    if source_id > -1:
        var scene_source = tile_map_layer.tile_set.get_source(source_id)
        if scene_source is TileSetScenesCollectionSource:
            var alt_id = tile_map_layer.get_cell_alternative_tile(Vector2i(x, y))
     # An PackedScene sannta.
            var scene = scene_source.get_scene_tile_scene(alt_id)
    [/gdscript]
    [csharp]
    int sourceId = tileMapLayer.GetCellSourceId(new Vector2I(x, y));
    if (sourceId > -1)
    {
        TileSetSource source = tileMapLayer.TileSet.GetSource(sourceId);
        if (source is TileSetScenesCollectionSource sceneSource)
        {
            int altId = tileMapLayer.GetCellAlternativeTile(new Vector2I(x, y));
     // An PackedScene sannta.
            PackedScene scene = sceneSource.GetSceneTileScene(altId);
        }
    }
    [/csharp]
    [/codeblocks]

en: Creates a scene-based tile out of the given scene.
    Returns a newly generated unique ID.
ga: Cruthaíonn tíl radharcbhunaithe as an radharc a thugtar.
    Filleann sé aitheantas uathúil ginte nua.

en: Returns the scene ID a following call to [method create_scene_tile] would return.
ga: Tugann sé aitheantas an radhairc ar ais dá gcuirfí glao seo a leanas chuig [method create_scene_tile] ar ais.

en: Returns whether the scene tile with [param id] displays a placeholder in the editor.
ga: Filleann sé cibé an dtaispeánann an tíl radhairc le [param id] sealbhóir áite san eagarthóir.

en: Returns the scene tile ID of the scene tile at [param index].
ga: Filleann sé ID tíl radharc na tíl radhairc ag [param index].

en: Returns the [PackedScene] resource of scene tile with [param id].
ga: Seoltar ar ais acmhainn [PackedScene] de thíl radhairc le [param id].

en: Returns the number or scene tiles this TileSet source has.
ga: Filleann an uimhir nó an tíleanna radhairc atá ag an bhfoinse TileSet seo.

en: Returns whether this TileSet source has a scene tile with [param id].
ga: Filleann sé cibé an bhfuil tíl radhairc le [param id] ag an bhfoinse TileSet seo.

en: Remove the scene tile with [param id].
ga: Bain an tíl radhairc le [param id].

en: Sets whether or not the scene tile with [param id] should display a placeholder in the editor. This might be useful for scenes that are not visible.
ga: Socraíonn sé cé acu ar cheart nó nár cheart don tíl radhairc le [param id] áitchoinneálaí a thaispeáint san eagarthóir. D’fhéadfadh sé seo a bheith úsáideach do radhairc nach bhfuil le feiceáil.

en: Changes a scene tile's ID from [param id] to [param new_id]. This will fail if there is already a tile with an ID equal to [param new_id].
ga: Athraítear aitheantas tíl radhairc ó [param id] go [param new_id]. Teipfidh seo má tá tíl ann cheana a bhfuil ID comhionann le [param new_id] air.

en: Assigns a [PackedScene] resource to the scene tile with [param id]. This will fail if the scene does not extend CanvasItem, as positioning properties are needed to place the scene on the TileMap.
ga: Sanntar acmhainn [PackedScene] don tíl radhairc le [param id]. Teipfidh air seo mura leathnaíonn an radharc CanvasItem, mar tá gá le hairíonna suite chun an radharc a chur ar an TileMap.

en: Exposes a set of tiles for a [TileSet] resource.
ga: Nochtann sé sraith tíleanna le haghaidh acmhainn [TileSet].

en: Exposes a set of tiles for a [TileSet] resource.
    Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) and an alternative ID (of type int), named according to their use in the [TileSetAtlasSource] class.
    Depending on the TileSet source type, those IDs might have restrictions on their values, this is why the base [TileSetSource] class only exposes getters for them.
    You can iterate over all tiles exposed by a TileSetSource by first iterating over coordinates IDs using [method get_tiles_count] and [method get_tile_id], then over alternative IDs using [method get_alternative_tiles_count] and [method get_alternative_tile_id].
    [b]Warning:[/b] [TileSetSource] can only be added to one TileSet at the same time. Calling [method TileSet.add_source] on a second [TileSet] will remove the source from the first one.
ga: Nochtann sé sraith tíleanna le haghaidh acmhainn [TileSet].
    Tá tíleanna i bhfoinse innéacsaithe le dhá ID, ID comhordanáidí (den chineál Vector2i) agus ID eile (de chineál int), ainmnithe de réir a n-úsáide sa rang [TileSetAtlasSource].
    Ag brath ar an gcineál foinse TileSet, d'fhéadfadh srianta a bheith ag na haitheantais sin ar a luachanna, is é sin an fáth nach nochtar an bonnaicme [TileSetSource] ach faighteoirí dóibh.
    Is féidir leat athrá a dhéanamh ar gach tíl atá nochtaithe ag TileSetSource trí úsáid a bhaint as [method get_tiles_count] agus [method get_tile_id] a atrialltú ar chomhordanáidí aitheantais, ansin thar IDanna malartacha ag baint úsáide as [method get_alternative_tiles_count] agus [method get_alternative_tile_id].
    [b]Rabhadh:[/b] Ní féidir [TileSetSource] a chur le TileSet amháin ag an am céanna. Má ghlaoitear ar [method TileSet.add_source] ar an dara [TileSet] bainfear an fhoinse den chéad cheann.

en: Returns the alternative ID for the tile with coordinates ID [param atlas_coords] at index [param index].
ga: Filleann sé an t-aitheantas malartach don tíl le haitheantas comhordanáidí [param atlas_coords] ag innéacs [param index].

en: Returns the number of alternatives tiles for the coordinates ID [param atlas_coords].
    For [TileSetAtlasSource], this always return at least 1, as the base tile with ID 0 is always part of the alternatives list.
    Returns -1 if there is not tile at the given coords.
ga: Filleann sé ar ais líon na tíleanna malartacha le haghaidh ID na gcomhordanáidí [param atlas_coords].
    Maidir le [TileSetAtlasSource], seolann sé seo ar ais 1 ar a laghad i gcónaí, toisc go bhfuil an tíl bonn le hID 0 i gcónaí mar chuid den liosta roghanna eile.
    Filleann sé -1 mura bhfuil tíl ag na comhordan tugtha.

en: Returns the tile coordinates ID of the tile with index [param index].
ga: Filleann sé comhordanáidí tíl ID na tíl le hinnéacs [param index].

en: Returns how many tiles this atlas source defines (not including alternative tiles).
ga: Filleann sé cé mhéad tíleanna a shainíonn an fhoinse atlais seo (gan tíleanna malartacha a áireamh).

en: Returns if the base tile at coordinates [param atlas_coords] has an alternative with ID [param alternative_tile].
ga: Filleann sé má tá rogha eile ag an mbuntíl ag comhordanáidí [param atlas_coords] le ID [param alternative_tile].

en: Returns if this atlas has a tile with coordinates ID [param atlas_coords].
ga: Filleann sé má tá tíl san atlas seo ar a bhfuil ID na gcomhordanáidí [param atlas_coords].

en: A singleton for working with time data.
ga: Singleton le haghaidh oibriú le sonraí ama.

en: The Time singleton allows converting time between various formats and also getting time information from the system.
    This class conforms with as many of the ISO 8601 standards as possible. All dates follow the Proleptic Gregorian calendar. As such, the day before [code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the year before that (2 BC) being [code]-1[/code], etc.
    Conversion methods assume "the same timezone", and do not handle timezone conversions or DST automatically. Leap seconds are also not handled, they must be done manually if desired. Suffixes such as "Z" are not handled, you need to strip them away manually.
    When getting time information from the system, the time can either be in the local timezone or UTC depending on the [code]utc[/code] parameter. However, the [method get_unix_time_from_system] method always uses UTC as it returns the seconds passed since the [url=https://en.wikipedia.org/wiki/Unix_time]Unix epoch[/url].
    [b]Important:[/b] The [code]_from_system[/code] methods use the system clock that the user can manually set. [b]Never use[/b] this method for precise time calculation since its results are subject to automatic adjustments by the user or the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
ga: Ceadaíonn an singleton Time am a thiontú idir formáidí éagsúla agus freisin faisnéis ama a fháil ón gcóras.
    Cloíonn an rang seo leis an oiread agus is féidir de chaighdeáin ISO 8601. Leanann na dátaí go léir an féilire Proleptic Gregorian. Mar sin, is é [code]1582-10-14[/code] an lá roimh [code]1582-10-15[/code], ní [code]1582-10-04[/code]. Is í an bhliain roimh 1 AD (aka 1 BC) ná uimhir [code]0[/code], agus is é [code]-1[/code] an bhliain roimhe sin (2 RC), etc.
    Glacann modhanna comhshó "an crios ama céanna", agus ní láimhseálann siad tiontuithe crios ama nó DST go huathoibríoch. Ní láimhseáiltear soicind léim freisin, ní mór iad a dhéanamh de láimh más mian leo. Ní láimhseáiltear iarmhíreanna mar "Z", ní mór duit iad a bhaint de láimh.
    Agus faisnéis ama á fáil ón gcóras, féadfaidh an t-am a bheith sa chrios ama áitiúil nó UTC ag brath ar an bparaiméadar [code]utc[/code]. Mar sin féin, úsáideann an modh [method get_unix_time_from_system] UTC i gcónaí mar go dtugann sé ar ais na soicind a chuaigh thart ón [url=https://en.wikipedia.org/wiki/Unix_time]Aga Unix[/url].
    [b]Tábhachtach:[/b] Úsáideann na modhanna [code]_from_system[/code] an clog córais is féidir leis an úsáideoir a shocrú de láimh. [b] Ná húsáid[/b] an modh seo chun am beacht a ríomh toisc go bhfuil a thorthaí faoi réir coigeartuithe uathoibríocha ag an úsáideoir nó ag an gcóras oibriúcháin. [b]Bain úsáid i gcónaí[/b] [method get_ticks_usec] nó [method get_ticks_msec] chun am beacht a ríomh ina ionad sin, ós rud é go ráthaítear go mbeidh siad monotonach (i.e. nach laghdóidh siad riamh).

en: Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code].
    The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC.
ga: Filleann sé an dáta reatha mar fhoclóir eochracha: [code]bliain[/code], [code]mí[/code], [code]lá[/code], agus [code]lá na seachtaine[/code].
    Tá na luachanna ar ais in am áitiúil an chórais nuair a bhíonn [param utc] [code]false[/code], nó tá siad in UTC.

en: Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code].
ga: Athraíonn an stampa ama Unix tugtha go foclóir eochracha: [code]bliain[/code], [code]mí[/code], [code]lá[/code], agus [code]lá na seachtaine[/code].

en: Returns the current date as an ISO 8601 date string (YYYY-MM-DD).
    The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC.
ga: Seoltar ar ais an dáta reatha mar theaghrán dáta ISO 8601 (YYYY-MM-DD).
    Tá na luachanna ar ais in am áitiúil an chórais nuair a bhíonn [param utc] [code]false[/code], nó tá siad in UTC.

en: Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD).
ga: Athraíonn an stampa ama Unix tugtha go teaghrán dáta ISO 8601 (BBBB-MM-DD).

en: Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code skip-lint]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code].
    If [param weekday] is [code]false[/code], then the [code skip-lint]weekday[/code] entry is excluded (the calculation is relatively expensive).
    [b]Note:[/b] Any decimal fraction in the time string will be ignored silently.
ga: Tiontaíonn sé an teaghrán dáta agus ama ISO 8601 tugtha (BBBB-MM-DDTHH:MM:SS) go foclóir eochracha: [code]bliain[/code], [code]mí[/code], [code]lá[/code], [cód skip-lint] lá na seachtaine[/code], [code]uair[/code], [code]nóiméad[/code], agus [code]dara[/code].
    Más [code]bréagach[/code] é [param dayday], fágtar an iontráil [cód skip-lint]lá seachtaine[/code] as an áireamh (tá an ríomh sách daor).
    [b]Nóta:[/b] Ní thabharfar aird ar bith ar chodán deachúlach sa téad ama.

en: Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], [code]second[/code], and [code]dst[/code] (Daylight Savings Time).
ga: Seoltar ar ais an dáta reatha mar fhoclóir eochracha: [code]bliain[/code], [code]mí[/code], [code]lá[/code], [code]lá na seachtaine[/code], [code]uair [/code], [code]nóiméad[/code], [code]dara[/code], agus [code]dst[/code] (Am Coigiltis Solas an Lae).

en: Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code].
    The returned Dictionary's values will be the same as the [method get_datetime_dict_from_system] if the Unix timestamp is the current time, with the exception of Daylight Savings Time as it cannot be determined from the epoch.
ga: Athraíonn an stampa ama Unix tugtha go foclóir eochracha: [code]bliain[/code], [code]mí[/code], [code]lá[/code], [code]lá na seachtaine[/code], [code] uair[/code], [code]nóiméad[/code], agus [code]dara[/code].
    Beidh luachanna an Fhoclóra a sheoltar ar ais mar an gcéanna leis an [method get_datetime_dict_from_system] más é stampa ama Unix an t-am reatha, seachas Am Coigiltis Solas Lae toisc nach féidir é a chinneadh ón ré.

en: Converts the given dictionary of keys to an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS).
    The given dictionary can be populated with the following keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code]. Any other entries (including [code]dst[/code]) are ignored.
    If the dictionary is empty, [code]0[/code] is returned. If some keys are omitted, they default to the equivalent values for the Unix epoch timestamp 0 (1970-01-01 at 00:00:00).
    If [param use_space] is [code]true[/code], the date and time bits are separated by an empty space character instead of the letter T.
ga: Athraíonn an foclóir eochracha tugtha go teaghrán dáta agus ama ISO 8601 (BBBB-MM-DDTHH:MM:SS).
    Is féidir na heochracha seo a leanas a chur san fhoclóir a thugtar: [code]bliain[/code], [code]mí[/code], [code]lá[/code], [code]uair[/code], [code] nóiméad[/code], agus [code]dara[/code]. Ní thugtar aird ar aon iontrálacha eile (lena n-áirítear [code]dst[/code]).
    Má tá an foclóir folamh, cuirtear [code]0[/code] ar ais. Má fhágtar roinnt eochracha ar lár, tá siad réamhshocraithe chuig na luachanna coibhéiseacha do stampa ama epoch Unix 0 (1970-01-01 ag 00:00:00).
    Má tá [param use_space] [code]true[/code], scarann carachtar spáis fholamh idir an dáta agus an giotán ama in ionad na litreach T.

en: Returns the current date and time as an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS).
    The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC.
    If [param use_space] is [code]true[/code], the date and time bits are separated by an empty space character instead of the letter T.
ga: Filleann sé an dáta agus an t-am reatha mar theaghrán dáta agus ama ISO 8601 (YYYY-MM-DDTHH:MM:SS).
    Tá na luachanna ar ais in am áitiúil an chórais nuair a bhíonn [param utc] [code]false[/code], nó tá siad in UTC.
    Má tá [param use_space] [code]true[/code], scarann carachtar spáis fholamh idir an dáta agus an giotán ama in ionad na litreach T.

en: Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS).
    If [param use_space] is [code]true[/code], the date and time bits are separated by an empty space character instead of the letter T.
ga: Athraíonn an stampa ama Unix tugtha go teaghrán dáta agus ama ISO 8601 (BBBB-MM-DDTHH:MM:SS).
    Má tá [param use_space] [code]true[/code], scarann carachtar spáis fholamh idir an dáta agus an giotán ama in ionad na litreach T.

en: Converts the given timezone offset in minutes to a timezone offset string. For example, -480 returns "-08:00", 345 returns "+05:45", and 0 returns "+00:00".
ga: Tiontaíonn sé an fritháireamh crios ama tugtha i nóiméid go teaghrán fritháirimh crios ama. Mar shampla, filleann -480 "-08:00", filleann 345 "+05:45", agus filleann 0 "+00:00".

en: Returns the amount of time passed in milliseconds since the engine started.
    Will always be positive or 0 and uses a 64-bit value (it will wrap after roughly 500 million years).
ga: Tuairiscíonn sé an méid ama a chuaigh thart i milleasoicindí ó thosaigh an t-inneall.
    Beidh i gcónaí dearfach nó 0 agus úsáideann luach 64-giotán (Beidh sé wrap tar éis thart ar 500 milliún bliain).

en: Returns the amount of time passed in microseconds since the engine started.
    Will always be positive or 0 and uses a 64-bit value (it will wrap after roughly half a million years).
ga: Tuairiscíonn sé an méid ama a chuaigh thart i micrishoicindí ó thosaigh an t-inneall.
    Beidh i gcónaí dearfach nó 0 agus úsáideann luach 64-giotán (beidh sé wrap tar éis thart ar leathmhilliún bliain).

en: Returns the current time as a dictionary of keys: [code]hour[/code], [code]minute[/code], and [code]second[/code].
    The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC.
ga: Filleann sé an t-am reatha mar fhoclóir eochracha: [code]uair[/code], [code]nóiméad[/code], agus [code]dara[/code].
    Tá na luachanna ar ais in am áitiúil an chórais nuair a bhíonn [param utc] [code]false[/code], nó tá siad in UTC.

en: Converts the given time to a dictionary of keys: [code]hour[/code], [code]minute[/code], and [code]second[/code].
ga: Athraíonn an t-am tugtha go foclóir eochracha: [code]uair[/code], [code]nóiméad[/code], agus [code]dara[/code].

en: Returns the current time as an ISO 8601 time string (HH:MM:SS).
    The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC.
ga: Filleann sé an t-am reatha mar theaghrán ama ISO 8601 (HH:MM:SS).
    Tá na luachanna ar ais in am áitiúil an chórais nuair a bhíonn [param utc] [code]false[/code], nó tá siad in UTC.

en: Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS).
ga: Tiontaíonn sé an stampa ama Unix tugtha go teaghrán ama ISO 8601 (HH:MM:SS).

en: Returns the current time zone as a dictionary of keys: [code]bias[/code] and [code]name[/code].
    - [code]bias[/code] is the offset from UTC in minutes, since not all time zones are multiples of an hour from UTC.
    - [code]name[/code] is the localized name of the time zone, according to the OS locale settings of the current user.
ga: Filleann sé an crios ama reatha mar fhoclóir eochracha: [code]laofacht[/code] agus [code]ainm[/code].
    - Is éard atá i [code]laofacht[/code] an fritháireamh ó UTC i nóiméid, ós rud é nach iolraí uair an chloig ó UTC gach crios ama.
    - Is é [code]ainm [/code] ainm logánta an chrios ama, de réir socruithe OS locale an úsáideora reatha.

en: Converts a dictionary of time values to a Unix timestamp.
    The given dictionary can be populated with the following keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code]. Any other entries (including [code]dst[/code]) are ignored.
    If the dictionary is empty, [code]0[/code] is returned. If some keys are omitted, they default to the equivalent values for the Unix epoch timestamp 0 (1970-01-01 at 00:00:00).
    You can pass the output from [method get_datetime_dict_from_unix_time] directly into this function and get the same as what was put in.
    [b]Note:[/b] Unix timestamps are often in UTC. This method does not do any timezone conversion, so the timestamp will be in the same timezone as the given datetime dictionary.
ga: Athraíonn foclóir luachanna ama go stampa ama Unix.
    Is féidir na heochracha seo a leanas a chur san fhoclóir a thugtar: [code]bliain[/code], [code]mí[/code], [code]lá[/code], [code]uair[/code], [code] nóiméad[/code], agus [code]dara[/code]. Ní thugtar aird ar aon iontrálacha eile (lena n-áirítear [code]dst[/code]).
    Má tá an foclóir folamh, cuirtear [code]0[/code] ar ais. Má fhágtar roinnt eochracha ar lár, tá siad réamhshocraithe chuig na luachanna coibhéiseacha do stampa ama epoch Unix 0 (1970-01-01 ag 00:00:00).
    Is féidir leat an t-aschur ó [method get_datetime_dict_from_unix_time] a chur ar aghaidh go díreach isteach san fheidhm seo agus a fháil mar an gcéanna leis an méid a cuireadh isteach.
    [b]Nóta:[/b] Is minic a bhíonn stampaí ama Unix in UTC. Ní dhéanann an modh seo aon chomhshó crios ama, mar sin beidh an stampa ama sa chrios ama céanna leis an bhfoclóir datetime tugtha.

en: Converts the given ISO 8601 date and/or time string to a Unix timestamp. The string can contain a date only, a time only, or both.
    [b]Note:[/b] Unix timestamps are often in UTC. This method does not do any timezone conversion, so the timestamp will be in the same timezone as the given datetime string.
    [b]Note:[/b] Any decimal fraction in the time string will be ignored silently.
ga: Tiontaíonn sé an dáta ISO 8601 tugtha agus/nó teaghrán ama go stampa ama Unix. Is féidir dáta amháin, am amháin, nó an dá cheann a bheith sa téad.
    [b]Nóta:[/b] Is minic a bhíonn stampaí ama Unix in UTC. Ní dhéanann an modh seo aon chomhshó crios ama, mar sin beidh an stampa ama sa chrios ama céanna leis an teaghrán ama dáta tugtha.
    [b]Nóta:[/b] Ní thabharfar aird ar bith ar chodán deachúlach sa téad ama.

en: Returns the current Unix timestamp in seconds based on the system time in UTC. This method is implemented by the operating system and always returns the time in UTC. The Unix timestamp is the number of seconds passed since 1970-01-01 at 00:00:00, the [url=https://en.wikipedia.org/wiki/Unix_time]Unix epoch[/url].
    [b]Note:[/b] Unlike other methods that use integer timestamps, this method returns the timestamp as a [float] for sub-second precision.
ga: Seoltar ar ais stampa ama reatha Unix i soicindí bunaithe ar am an chórais in UTC. Cuireann an córas oibriúcháin an modh seo i bhfeidhm agus cuireann sé an t-am ar ais i UTC i gcónaí. Is é stampa ama Unix ná líon na soicind a ritheadh ó 1970-01-01 ag 00:00:00, an [url=https://en.wikipedia.org/wiki/Unix_time]Aga Unix[/url].
    [b]Nóta:[/b] Murab ionann agus modhanna eile a úsáideann stampaí ama slánuimhir, cuireann an modh seo an stampa ama ar ais mar [snámhphointe] le haghaidh beachtas fo-dara.

en: The month of January, represented numerically as [code]01[/code].
ga: Mí Eanáir, arna léiriú go huimhriúil mar [code]01[/code].

en: The month of February, represented numerically as [code]02[/code].
ga: Mí Feabhra, arna léiriú go huimhriúil mar [code]02[/code].

en: The month of March, represented numerically as [code]03[/code].
ga: Mí an Mhárta, arna léiriú go huimhriúil mar [code]03[/code].

en: The month of April, represented numerically as [code]04[/code].
ga: Mí Aibreáin, arna léiriú go huimhriúil mar [code]04[/code].

en: The month of May, represented numerically as [code]05[/code].
ga: Mí na Bealtaine, arna léiriú go huimhriúil mar [code]05[/code].

en: The month of June, represented numerically as [code]06[/code].
ga: Mí an Mheithimh, arna léiriú go huimhriúil mar [code]06[/code].

en: The month of July, represented numerically as [code]07[/code].
ga: Mí Iúil, arna léiriú go huimhriúil mar [code]07[/code].

en: The month of August, represented numerically as [code]08[/code].
ga: Mí Lúnasa, arna léiriú go huimhriúil mar [code]08[/code].

en: The month of September, represented numerically as [code]09[/code].
ga: Mí Mheán Fómhair, arna léiriú go huimhriúil mar [code]09[/code].

en: The month of October, represented numerically as [code]10[/code].
ga: Mí Dheireadh Fómhair, arna léiriú go huimhriúil mar [code]10[/code].

en: The month of November, represented numerically as [code]11[/code].
ga: Mí na Samhna, arna léiriú go huimhriúil mar [code]11[/code].

en: The month of December, represented numerically as [code]12[/code].
ga: Mí na Nollag, arna léiriú go huimhriúil mar [code]12[/code].

en: The day of the week Sunday, represented numerically as [code]0[/code].
ga: Lá na seachtaine Dé Domhnaigh, arna léiriú go huimhriúil mar [code]0[/code].

en: The day of the week Monday, represented numerically as [code]1[/code].
ga: Lá na seachtaine Dé Luain, arna léiriú go huimhriúil mar [code]1[/code].

en: The day of the week Tuesday, represented numerically as [code]2[/code].
ga: Lá na seachtaine Dé Máirt, arna léiriú go huimhriúil mar [code]2[/code].

en: The day of the week Wednesday, represented numerically as [code]3[/code].
ga: Lá na seachtaine Dé Céadaoin, arna léiriú go huimhriúil mar [code]3[/code].

en: The day of the week Thursday, represented numerically as [code]4[/code].
ga: Lá na seachtaine Déardaoin, arna léiriú go huimhriúil mar [code]4[/code].

en: The day of the week Friday, represented numerically as [code]5[/code].
ga: Lá na seachtaine Dé hAoine, arna léiriú go huimhriúil mar [code]5[/code].

en: The day of the week Saturday, represented numerically as [code]6[/code].
ga: Lá na seachtaine Dé Sathairn, arna léiriú go huimhriúil mar [code]6[/code].

en: A countdown timer.
ga: Amadóir comhaireamh síos.

en: The [Timer] node is a countdown timer and is the simplest way to handle time-based logic in the engine. When a timer reaches the end of its [member wait_time], it will emit the [signal timeout] signal.
    After a timer enters the tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
    Without requiring much code, a timer node can be added and configured in the editor. The [signal timeout] signal it emits can also be connected through the Node dock in the editor:
    [codeblock]
    func _on_timer_timeout():
        print("Time to attack!")
    [/codeblock]
    [b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
    [b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or [member Engine.physics_ticks_per_second].
ga: Is lasc ama comhaireamh síos é an nód [Timer] agus is é an bealach is simplí chun loighic am-bhunaithe a láimhseáil san inneall. Nuair a shroicheann an t-amadóir deireadh a [member wait_time], asbhainfidh sé an comhartha [t-am istigh].
    Tar éis don lasc ama dul isteach sa chrann, is féidir é a thosú de láimh le [tús modh]. Cuirtear tús le nód lasc ama go huathoibríoch freisin má tá [code]true[/code].
    Gan mórán cód a bheith ag teastáil, is féidir nód lasc ama a chur leis agus a chumrú san eagarthóir. Is féidir an comhartha [t-am istigh comhartha] a astaíonn sé a nascadh freisin tríd an duga Nód san eagarthóir:
    [codeblock]
    feidhm _on_uaineadóir_am istigh():
        print ("Am chun ionsaí!")
    [/codeblock]
    [b]Nóta:[/b] Chun lasc ama aon lámhaigh a chruthú gan nód a chur ar an toirt, úsáid [method SceneTree.create_timer].
    [b]Nóta:[/b] Bíonn tionchar ag [member Engine.time_scale] ar amadóirí. Dá airde an scála ama, is luaithe a thiocfaidh deireadh le hamadóirí. Cé chomh minic is a d’fhéadfadh próisis lasc ama a bheith ag brath ar an bhfráma nó ar [comhalta Engine.physics_ticks_per_second].

en: Returns [code]true[/code] if the timer is stopped or has not started.
ga: Filleann sé [code]true[/code] má stoptar an t-amadóir nó mura bhfuil sé tosaithe.

en: Stops the timer.
ga: Stopann an t-amadóir.

en: If [code]true[/code], the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
ga: Más [code]true[/code], stopfaidh an t-amadóir tar éis an deireadh a bhaint amach. Seachas sin, mar de réir réamhshocraithe, atosóidh an t-amadóir go huathoibríoch.

en: If [code]true[/code], the timer is paused. A paused timer does not process until this property is set back to [code]false[/code], even when [method start] is called.
ga: Más [code]true[/code], cuirtear an t-amadóir ar sos. Ní phróiseálann lasc ama sosaithe go dtí go gcuirtear an t-airí seo ar ais go [code]bréagach[/code], fiú nuair a ghlaoitear [tús an mhodha].

en: Specifies when the timer is updated during the main loop (see [enum TimerProcessCallback]).
ga: Sonraítear cathain a nuashonraítear an t-amadóir le linn an phríomhlúb (féach [enum TimerProcessCallback]).

en: The timer's remaining time in seconds. This is always [code]0[/code] if the timer is stopped.
    [b]Note:[/b] This property is read-only and cannot be modified. It is based on [member wait_time].
ga: Am fágtha an lasc ama i soicindí. Seo [code]0[/code] i gcónaí má stoptar an t-amadóir.
    [b]Nóta:[/b] Tá an t-airí seo inléite amháin agus ní féidir é a mhodhnú. Tá sé bunaithe ar [member wait_time].

en: The time required for the timer to end, in seconds. This property can also be set every time [method start] is called.
    [b]Note:[/b] Timers can only process once per physics or process frame (depending on the [member process_callback]). An unstable framerate may cause the timer to end inconsistently, which is especially noticeable if the wait time is lower than roughly [code]0.05[/code] seconds. For very short timers, it is recommended to write your own code instead of using a [Timer] node. Timers are also affected by [member Engine.time_scale].
ga: An t-am a theastaíonn chun an t-amadóir a chríochnú, i soicindí. Is féidir an t-airí seo a shocrú freisin gach uair a dtugtar [tús modh].
    [b]Nóta:[/b] Ní féidir le huaireadóirí próiseáil a dhéanamh ach uair amháin in aghaidh na fisice nó an fhráma próisis (ag brath ar [member process_callback]). Féadfaidh ráta fráma éagobhsaí a chur faoi deara go gcríochnóidh an t-amadóir ar bhealach neamhréireach, rud atá faoi deara go háirithe má tá an t-am feithimh níos ísle ná thart ar [code]0.05[/code] soicind. Maidir le hamadóirí an-ghearr, moltar do chód féin a scríobh seachas nód [Uamadóir] a úsáid. Bíonn tionchar ag [member Engine.time_scale] ar amadóirí freisin.

en: Emitted when the timer reaches the end.
ga: Astaítear nuair a shroicheann an t-amadóir an deireadh.

en: Update the timer every physics process frame (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
ga: Nuashonraigh an t-amadóir gach fráma próiseas fisice (féach [Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).

en: Update the timer every process (rendered) frame (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
ga: Nuashonraigh an t-amadóir gach fráma próiseas (rinneadh) (féach [Node.NOTIFICATION_INTERNAL_PROCESS] leanúnach).

en: TLS configuration for clients and servers.
ga: Cumraíocht TLS do chliaint agus freastalaithe.

en: TLSOptions abstracts the configuration options for the [StreamPeerTLS] and [PacketPeerDTLS] classes.
    Objects of this class cannot be instantiated directly, and one of the static methods [method client], [method client_unsafe], or [method server] should be used instead.
    [codeblocks]
    [gdscript]
    # Create a TLS client configuration which uses our custom trusted CA chain.
    var client_trusted_cas = load("res://my_trusted_cas.crt")
    var client_tls_options = TLSOptions.client(client_trusted_cas)
    
    # Create a TLS server configuration.
    var server_certs = load("res://my_server_cas.crt")
    var server_key = load("res://my_server_key.key")
    var server_tls_options = TLSOptions.server(server_key, server_certs)
    [/gdscript]
    [/codeblocks]
ga: Achoimríonn TLSOptions na roghanna cumraíochta do na ranganna [StreamPeerTLS] agus [PacketPeerDTLS].
    Ní féidir rudaí den aicme seo a chur ar an toirt go díreach, agus ba cheart ceann de na modhanna statacha [method cliant], [method client_unsafe], nó [freastalaí modh] a úsáid ina ionad sin.
    [codeblocks]
    [gdscript]
    # Cruthaigh cumraíocht cliant TLS a úsáideann ár slabhra saincheaptha CA iontaofa.
    var client_trusted_cas = luchtú ("res://my_trusted_cas.crt")
    var client_tls_options = TLSOptions.client(client_trusted_cas)
    
    # Cruthaigh cumraíocht freastalaí TLS.
    var server_certs = luchtú ("res://my_server_cas.crt")
    var server_key = luchtú ("res://my_server_key.key")
    var server_tls_options = TLSOptions.server(server_key, server_certs)
    [/gdscript]
    [/codeblocks]

en: Creates a TLS client configuration which validates certificates and their common names (fully qualified domain names).
    You can specify a custom [param trusted_chain] of certification authorities (the default CA list will be used if [code]null[/code]), and optionally provide a [param common_name_override] if you expect the certificate to have a common name other than the server FQDN.
    [b]Note:[/b] On the Web platform, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.
ga: Cruthaítear cumraíocht cliant TLS a bhailíochtaíonn teastais agus a n-ainmneacha coitianta (ainmneacha fearainn láncháilithe).
    Is féidir leat [param trusted_chain] saincheaptha na n-údarás deimhniúcháin a shonrú (úsáidfear an liosta CA réamhshocraithe má [code]null[/code]), agus de rogha ar [param common_name_override] a sholáthar má tá tú ag súil go mbeidh ainm coitianta eile ar an teastas ná an freastalaí FQDN.
    [b]Nóta:[/b] Ar an ardán Gréasáin, cuirtear fíorú TLS i bhfeidhm i gcónaí ar liosta CA an bhrabhsálaí gréasáin. Meastar gur gné slándála é seo.

en: Creates an [b]unsafe[/b] TLS client configuration where certificate validation is optional. You can optionally provide a valid [param trusted_chain], but the common name of the certificates will never be checked. Using this configuration for purposes other than testing [b]is not recommended[/b].
    [b]Note:[/b] On the Web platform, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.
ga: Cruthaítear cumraíocht chliaint [b]neamhshábháilte[/b] TLS ina bhfuil bailíochtú teastais roghnach. Is féidir leat [param trusted_chain] bailí a sholáthar go roghnach, ach ní seiceálfar ainm coitianta na dteastas choíche. Ní mholtar an chumraíocht seo a úsáid chun críocha seachas tástáil [b][/b].
    [b]Nóta:[/b] Ar an ardán Gréasáin, cuirtear fíorú TLS i bhfeidhm i gcónaí ar liosta CA an bhrabhsálaí gréasáin. Meastar gur gné slándála é seo.

en: Returns the common name (domain name) override specified when creating with [method TLSOptions.client].
ga: Filleann sé an t-ainm coitianta (ainm fearainn) sáraithe a shonraítear nuair a cruthaíodh le [method TLSOptions.client].

en: Returns the [X509Certificate] specified when creating with [method TLSOptions.server].
ga: Seoltar ar ais an [X509Certificate] a sonraíodh agus é á chruthú le [method TLSOptions.server].

en: Returns the [CryptoKey] specified when creating with [method TLSOptions.server].
ga: Filleann sé an [CryptoKey] sonraithe agus é á chruthú le [method TLSOptions.server].

en: Returns the CA [X509Certificate] chain specified when creating with [method TLSOptions.client] or [method TLSOptions.client_unsafe].
ga: Seoltar ar ais an slabhra CA [X509Certificate] a sonraíodh agus é á chruthú le [method TLSOptions.client] nó [method TLSOptions.client_unsafe].

en: Returns [code]true[/code] if created with [method TLSOptions.server], [code]false[/code] otherwise.
ga: Filleann sé [code]true[/code] má chruthaítear é le [method TLSOptions.server], [code]bréagach[/code] ar shlí eile.

en: Returns [code]true[/code] if created with [method TLSOptions.client_unsafe], [code]false[/code] otherwise.
ga: Seoltar ar ais [code]true[/code] má chruthaítear é le [method TLSOptions.client_unsafe], [code]bréagach[/code] ar shlí eile.

en: Creates a TLS server configuration using the provided [param key] and [param certificate].
    [b]Note:[/b] The [param certificate] should include the full certificate chain up to the signing CA (certificates file can be concatenated using a general purpose text editor).
ga: Cruthaíonn sé cumraíocht freastalaí TLS ag baint úsáide as an [eochair param] agus [teastas param] a soláthraíodh.
    [b]Nóta:[/b] Ba cheart go n-áireofaí ar an [deimhniú param] an slabhra iomlán deimhnithe suas go dtí an CA sínithe (is féidir comhad na ndeimhnithe a chomh-chomhtháthú le heagarthóir ginearálta téacs).

en: Class representing a torus [PrimitiveMesh].
ga: Rang a ionadaíonn torus [PrimitiveMesh].

en: Button for touch screen devices for gameplay use.
ga: Cnaipe le haghaidh gléasanna scáileáin tadhaill le húsáid gameplay.

en: Returns [code]true[/code] if this button is currently pressed.
ga: Filleann sé [code]true[/code] má tá an cnaipe seo brúite faoi láthair.

en: The button's action. Actions can be handled with [InputEventAction].
ga: Gníomh an chnaipe. Is féidir gníomhartha a láimhseáil le [InputEventAction].

en: The button's bitmask.
ga: Masc giotán an chnaipe.

en: If [code]true[/code], the [signal pressed] and [signal released] signals are emitted whenever a pressed finger goes in and out of the button, even if the pressure started outside the active area of the button.
    [b]Note:[/b] This is a "pass-by" (not "bypass") press mode.
ga: Más [code]true[/code], astaítear na comharthaí [comhartha brúite] agus [comhartha arna scaoileadh] gach uair a théann méar brúite isteach agus amach as an gcnaipe, fiú má thosaigh an brú lasmuigh d’achar gníomhach an chnaipe.
    [b]Nóta:[/b] Is mód brúigh “pass-by” (ní “seachbhóthar”) é seo.

en: The button's shape.
ga: Cruth an chnaipe.

en: If [code]true[/code], the button's shape is centered in the provided texture. If no texture is used, this property has no effect.
ga: Más [code]true[/code], tá cruth an chnaipe lárnaithe san uigeacht a cuireadh ar fáil. Mura n-úsáidtear aon uigeacht, níl aon éifeacht ag an maoin seo.

en: If [code]true[/code], the button's shape is visible in the editor.
ga: Más [code]true[/code], tá cruth an chnaipe le feiceáil san eagarthóir.

en: The button's texture for the normal state.
ga: Uigeacht an chnaipe don ghnáthstaid.

en: The button's texture for the pressed state.
ga: Uigeacht an chnaipe don stát brúite.

en: The button's visibility mode. See [enum VisibilityMode] for possible values.
ga: Modh infheictheachta an chnaipe. Féach [enum VisibilityMode] le haghaidh luachanna féideartha.

en: Emitted when the button is pressed (down).
ga: Astaítear nuair a bhíonn an cnaipe brúite (síos).

en: Emitted when the button is released (up).
ga: Astaítear nuair a scaoiltear an cnaipe (suas).

en: Always visible.
ga: I gcónaí le feiceáil.

en: Visible on touch screens only.
ga: Le feiceáil ar scáileáin tadhaill amháin.

en: A 2×3 matrix representing a 2D transformation.
ga: Maitrís 2×3 a léiríonn claochlú 2T.

en: The [Transform2D] built-in [Variant] type is a 2×3 [url=https://en.wikipedia.org/wiki/Matrix_(mathematics)]matrix[/url] representing a transformation in 2D space. It contains three [Vector2] values: [member x], [member y], and [member origin]. Together, they can represent translation, rotation, scale, and skew.
    The [member x] and [member y] axes form a 2×2 matrix, known as the transform's [b]basis[/b]. The length of each axis ([method Vector2.length]) influences the transform's scale, while the direction of all axes influence the rotation. Usually, both axes are perpendicular to one another. However, when you rotate one axis individually, the transform becomes skewed. Applying a skewed transform to a 2D sprite will make the sprite appear distorted.
    For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.
    [b]Note:[/b] Unlike [Transform3D], there is no 2D equivalent to the [Basis] type. All mentions of "basis" refer to the [member x] and [member y] components of [Transform2D].
ga: Is é an cineál [Transform2D] ionsuite [Athraíonn] ná 2×3 [url=https://en.wikipedia.org/wiki/Matrix_(mathematics)]maitrís[/url] a ionadaíonn do chlaochlú sa spás 2T. Tá trí [Veicteoir2] luach ann: [comhalta x], [comhalta y], agus [bunús ball]. Le chéile, is féidir leo aistriúchán, rothlú, scála agus sceabhacha a léiriú.
    Cruthaíonn na haiseanna [comhalta x] agus [comhalta y] maitrís 2×2, ar a dtugtar bunús [b][/b] an chlaochladáin. Bíonn tionchar ag fad gach aise ([method Vector2.length]) ar scála an chlaochlaithe, agus bíonn tionchar ag treo na n-aiseanna go léir ar an rothlú. De ghnáth, bíonn an dá ais ingearach lena chéile. Mar sin féin, nuair a rothlaíonn tú ais amháin ina n-aonar, éiríonn an claochlú sceabhach. Má chuirtear claochlú sceabhach ar sprite 2T, beidh an chuma ar an sprite a shaobhadh.
    Le haghaidh réamhrá ginearálta, féach ar an [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] teagaisc.
    [b]Nóta:[/b] Murab ionann agus [Transform3D], níl aon 2T comhionann leis an gcineál [Basis]. Tagraíonn gach tagairt do “bhonn” do na comhpháirteanna [comhalta x] agus [comhalta y] de [Transform2D].

en: Constructs a [Transform2D] as a copy of the given [Transform2D].
ga: Tógann [Transform2D] mar chóip den [Transform2D] a thugtar.

en: Constructs a [Transform2D] from a given angle (in radians) and position.
ga: Tógann [Transform2D] ó uillinn tugtha (i raidian) agus suíomh.

en: Constructs a [Transform2D] from a given angle (in radians), scale, skew (in radians), and position.
ga: [Transform2D] a thógáil as uillinn tugtha (i raidian), scála, sceabha (i raidian), agus suíomh.

en: Constructs a [Transform2D] from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three matrix columns).
ga: Tógann sé [Transform2D] ó 3 luach [Vector2] a léiríonn [comhalta x], [comhalta y], agus [bunús ball] (na trí cholún maitrís).

en: Returns a copy of the [param v] vector, transformed (multiplied) by the transform basis's matrix. Unlike the multiplication operator ([code]*[/code]), this method ignores the [member origin].
ga: Filleann sé cóip den veicteoir [param v], arna chlaochlú (iolrú) ag maitrís an bhonn claochlaithe. Murab ionann agus an t-oibreoir iolraithe ([code]*[/code]), déanann an modh seo neamhaird ar [bunús an chomhalta].

en: Returns a copy of the [param v] vector, transformed (multiplied) by the inverse transform basis's matrix (see [method inverse]). This method ignores the [member origin].
    [b]Note:[/b] This method assumes that this transform's basis is [i]orthonormal[/i] (see [method orthonormalized]). If the basis is not orthonormal, [code]transform.affine_inverse().basis_xform(vector)[/code] should be used instead (see [method affine_inverse]).
ga: Filleann sé cóip den veicteoir [param v], arna chlaochlú (iolrú) ag maitrís an bhonn claochlaithe inbhéarta (féach [method inbhéartach]). Déanann an modh seo neamhaird ar an [bunaidh ball].
    [b]Nóta:[/b] Glacann an modh seo leis go bhfuil bunús an chlaochlaithe seo [i]orthormónach[/i] (féach [method ortanormalaithe]). Mura bhfuil an bunús orthonormal, ba cheart [code]transform.afine_inverse().basis_xform(veicteoir)[/code] a úsáid ina ionad sin (féach [method affine_inverse]).

en: Returns this transform's translation. Equivalent to [member origin].
ga: Seoltar aistriúchán an chlaochlaithe seo ar ais. Comhionann le [ball tionscnaimh].

en: Returns this transform's rotation (in radians). This is equivalent to [member x]'s angle (see [method Vector2.angle]).
ga: Filleann sé rothlú an chlaochlaithe seo (i raidian). Tá sé seo comhionann le [comhalta x] uillinn (féach [method Vector2.uillinn]).

en: Returns this transform's skew (in radians).
ga: Filleann sceabha an chlaochlaithe seo (i raidian).

en: Returns the result of the linear interpolation between this transform and [param xform] by the given [param weight].
    The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). Values outside this range are allowed and can be used to perform [i]extrapolation[/i] instead.
ga: Filleann an toradh ar an idirshuíomh líneach idir an claochlú seo agus [param xform] leis an [meáchan param] a thugtar.
    Ba cheart go mbeadh an [meáchan param] idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh). Ceadaítear luachanna lasmuigh den raon seo agus is féidir iad a úsáid chun [i]eachtarshuíomh[/i] a dhéanamh ina ionad sin.

en: Returns [code]true[/code] if this transform's basis is conformal. A conformal basis is both [i]orthogonal[/i] (the axes are perpendicular to each other) and [i]uniform[/i] (the axes share the same length). This method can be especially useful during physics calculations.
ga: Filleann sé [code]true[/code] má tá bunús an chlaochlaithe seo comhréireach. Tá bunús comhréireach [i]orthogónach[/i] (tá na haiseanna ingearach lena chéile) agus [i]éide[/i] (tá an fad céanna ag na haiseanna). Is féidir an modh seo a bheith úsáideach go háirithe le linn ríomhaireachtaí fisice.

en: Returns [code]true[/code] if this transform and [param xform] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
ga: Filleann sé [code]true[/code] má tá an claochlú seo agus [param xform] beagnach comhionann, trí [method @GlobalScope.is_equal_approx] a rith ar gach comhpháirt.

en: Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component.
ga: Filleann sé [code]true[/code] má tá an claochlú seo críochta, trí ghlaoch a chur ar [method @GlobalScope.is_finite] ar gach comhpháirt.

en: Returns a copy of the transform rotated such that the rotated X-axis points towards the [param target] position, in global space.
ga: Filleann sé cóip den chlaochladán rothlaithe sa chaoi is go díríonn an X-ais rothlaithe i dtreo an ionaid [param sprice], sa spás domhanda.

en: Returns a copy of the transform rotated by the given [param angle] (in radians).
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
    This can be seen as transforming with respect to the local frame.
ga: Filleann sé cóip den chlaochlú arna rothlú ag an [param uillinn] tugtha (i raidian).
    Is leagan optamaithe é an modh seo chun an claochlú a thugtar [code]X[/code] a iolrú le rothlú comhfhreagrach claochlú [code]R[/code] ón taobh deas, i.e., [code]X * R[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an fhráma áitiúil.

en: Returns a copy of the transform scaled by the given [param scale] factor.
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
    This can be seen as transforming with respect to the global/parent frame.
ga: Filleann sé cóip den chlaochlú scálaithe ag an bhfachtóir [paraiméadar] a thugtar.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le claochlú scálaithe comhfhreagrach [code]S[/code] ón taobh clé, i.e., [code]S * X[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an chreata dhomhanda/tuismitheora.

en: Returns a copy of the transform scaled by the given [param scale] factor.
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
    This can be seen as transforming with respect to the local frame.
ga: Filleann sé cóip den chlaochlú scálaithe ag an bhfachtóir [paraiméadar] a thugtar.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le claochlú scálaithe comhfhreagrach [code]S[/code] ón taobh deas, i.e., [code]X * S[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an fhráma áitiúil.

en: Returns a copy of the transform translated by the given [param offset].
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
    This can be seen as transforming with respect to the global/parent frame.
ga: Filleann sé cóip den chlaochlú aistrithe ag an [param offset] tugtha.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le haistriúchán comhfhreagrach claochlú [code]T[/code] ón taobh clé, i.e., [code]T * X[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an chreata dhomhanda/tuismitheora.

en: Returns a copy of the transform translated by the given [param offset].
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
    This can be seen as transforming with respect to the local frame.
ga: Filleann sé cóip den chlaochlú aistrithe ag an [param offset] tugtha.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le haistriúchán comhfhreagrach claochlú [code]T[/code] ón taobh deas, i.e., [code]X * T[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an fhráma áitiúil.

en: The translation offset of this transform, and the column [code]2[/code] of the matrix. In 2D space, this can be seen as the position.
ga: Fritháireamh aistriúcháin an chlaochlaithe seo, agus an colún [code]2[/code] den mhaitrís. Sa spás 2T, is féidir é seo a fheiceáil mar an suíomh.

en: The transform basis's X axis, and the column [code]0[/code] of the matrix. Combined with [member y], this represents the transform's rotation, scale, and skew.
    On the identity transform, this vector points right ([constant Vector2.RIGHT]).
ga: X ais an bhonn claochlaithe, agus an colún [code]0[/code] den mhaitrís. In éineacht le [comhalta y], léiríonn sé seo rothlú, scála agus sceabh an chlaochladáin.
    Ar an gclaochlú céannachta, pointeálann an veicteoir seo ar dheis ([Vector2.RIGHT tairiseach]).

en: Returns [code]true[/code] if the components of both transforms are not equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] mura bhfuil comhpháirteanna an dá chlaochlú cothrom.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Transforms (multiplies) every [Vector2] element of the given [PackedVector2Array] by this transformation matrix.
    On larger arrays, this operation is much faster than transforming each [Vector2] individually.
ga: Trasfhoirmítear (iolrú) gach eilimint [Vector2] den [PackedVector2Array] tugtha ag an maitrís claochlaithe seo.
    Ar eagair níos mó, tá an oibríocht seo i bhfad níos tapúla ná gach [Vector2] a chlaochlú ina n-aonar.

en: Transforms (multiplies) the [Rect2] by this transformation matrix.
ga: Trasfhoirmíonn (iolrú) an [Rect2] leis an maitrís claochlaithe seo.

en: Transforms (multiplies) this transform by the [param right] transform.
    This is the operation performed between parent and child [CanvasItem] nodes.
    [b]Note:[/b] If you need to only modify one attribute of this transform, consider using one of the following methods, instead:
    - For translation, see [method translated] or [method translated_local].
    - For rotation, see [method rotated] or [method rotated_local].
    - For scale, see [method scaled] or [method scaled_local].
ga: Trasfhoirmítear (iolrú) é seo tríd an gclaochlú [param ar dheis].
    Seo an oibríocht a dhéantar idir nóid an tuismitheora agus an linbh [CanvasItem].
    [b]Nóta:[/b] Mura bhfuil uait ach tréith amháin den chlaochlú seo a mhodhnú, smaoinigh ar cheann de na modhanna seo a leanas a úsáid ina ionad sin:
    - Le haghaidh aistriúcháin, féach [method aistrithe] nó [method aistrithe_local].
    - Le haghaidh rothlú, féach [method rothlaithe] nó [method rotated_local].
    - Maidir le scála, féach [method scálaithe] nó [method scálaithe_local].

en: Transforms (multiplies) the [Vector2] by this transformation matrix.
ga: Trasfhoirmítear (iolrú) an [Veicteoir2] leis an maitrís claochlaithe seo.

en: Multiplies all components of the [Transform2D] by the given [float], including the [member origin]. This affects the transform's scale uniformly.
ga: Iolraítear gach comhpháirt den [Transform2D] faoin [snámhphointe] tugtha, lena n-áirítear an [ball tionscnaimh]. Cuireann sé seo isteach ar scála an chlaochlaithe go haonfhoirmeach.

en: Multiplies all components of the [Transform2D] by the given [int], including the [member origin]. This affects the transform's scale uniformly.
ga: Iolraítear gach comhpháirt den [Transform2D] faoin [int] a thugtar, lena n-áirítear an [ball tionscnaimh]. Cuireann sé seo isteach ar scála an chlaochlaithe go haonfhoirmeach.

en: Divides all components of the [Transform2D] by the given [float], including the [member origin]. This affects the transform's scale uniformly.
ga: Roinntear gach comhpháirt den [Transform2D] ar an [snámhphointe] tugtha, lena n-áirítear an [ball tionscnaimh]. Cuireann sé seo isteach ar scála an chlaochlaithe go haonfhoirmeach.

en: Divides all components of the [Transform2D] by the given [int], including the [member origin]. This affects the transform's scale uniformly.
ga: Roinntear gach comhpháirt den [Transform2D] ar an [int] tugtha, lena n-áirítear an [ball tionscnaimh]. Cuireann sé seo isteach ar scála an chlaochlaithe go haonfhoirmeach.

en: Returns [code]true[/code] if the components of both transforms are exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
ga: Filleann sé [code]true[/code] má tá comhpháirteanna an dá chlaochlú díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.

en: Accesses each axis (column) of this transform by their index. Index [code]0[/code] is the same as [member x], index [code]1[/code] is the same as [member y], and index [code]2[/code] is the same as [member origin].
ga: Trasfhoirmítear rochtain ar gach ais (colún) de seo trína n-innéacs. Tá an t-innéacs [code]0[/code] mar an gcéanna le [comhalta x], tá an t-innéacs [code]1[/code] mar an gcéanna le [comhalta y], agus tá an t-innéacs [code]2[/code] mar an gcéanna le [bunaidh ball].

en: A 3×4 matrix representing a 3D transformation.
ga: Maitrís 3×4 a léiríonn claochlú 3D.

en: The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a transformation in 3D space. It contains a [Basis], which on its own can represent rotation, scale, and shear. Additionally, combined with its own [member origin], the transform can also represent a translation.
    For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.
    [b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial.
ga: Is é an cineál [Transform3D] ionsuite [Athraithe] ná maitrís 3×4 a léiríonn claochlú sa spás 3D. Tá [Bunús] ann, ar féidir leis féin rothlú, scála agus lomadh a léiriú. Ina theannta sin, in éineacht lena [bunús ball] féin, is féidir leis an gclaochlú a bheith ina aistriúchán freisin.
    Le haghaidh réamhrá ginearálta, féach ar an [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] teagaisc.
    [b]Nóta:[/b] Úsáideann Godot [url=https://en.wikipedia.org/wiki/Right-hand_rule]córas comhordanáidí ar dheis[/url], ar comhchaighdeán é. Maidir le treoracha, is é an gnás do chineálacha ionsuite ar nós [Camera3D] ná -Z chun tosaigh (+ tá X ceart, tá +Y in airde, agus tá + Z ar ais). Féadfaidh rudaí eile úsáid a bhaint as coinbhinsiúin treo difriúla. Le haghaidh tuilleadh faisnéise, féach ar an [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]coinbhinsiúin treo shócmhainne 3D[/url] teagaisc.

en: Constructs a [Transform3D] as a copy of the given [Transform3D].
ga: Tógtar [Transform3D] mar chóip den [Transform3D] tugtha.

en: Constructs a [Transform3D] from a [Basis] and [Vector3].
ga: Tógann [Transform3D] ó [Bunús] agus [Veicteoir3].

en: Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a 3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new transform).
ga: Tógann [Transform3D] as [Teilgean]. Toisc gur maitrís 3×4 é [Transform3D] agus [Teilgean] maitrís 4×4, trims an oibríocht seo an tsraith dheireanach den mhaitrís teilgin ([code]ó.x.w[/code], [code]ó.y.w[/code], [code]ó.z.w[/code], agus [code]ó.w.w[/code] nach bhfuil san áireamh sa chlaochlú nua).

en: Constructs a [Transform3D] from four [Vector3] values (also called matrix columns).
    The first three arguments are the [member basis]'s axes ([member Basis.x], [member Basis.y], and [member Basis.z]).
ga: Tógann [Transform3D] as ceithre luach [Vector3] (ar a dtugtar colúin mhaitrís freisin).
    Is iad na chéad trí argóint na haiseanna [ball bonn] ([ball Basis.x], [ball Basis.y], agus [comhalta Basis.z]).

en: Returns a copy of this transform rotated so that the forward axis (-Z) points towards the [param target] position.
    The up axis (+Y) points as close to the [param up] vector as possible while staying perpendicular to the forward axis. The resulting transform is orthonormalized. The existing rotation, scale, and skew information from the original transform is discarded. The [param target] and [param up] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.
    If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).
ga: Filleann sé cóip den chlaochlú seo rothlaithe ionas go ndíreoidh an ais chun tosaigh (-Z) i dtreo an ionaid [param sprice].
    Pointí an ais suas (+Y) chomh gar agus is féidir don veicteoir [param suas] agus ag fanacht ingearach leis an ais chun tosaigh. Tá an claochlú mar thoradh air orthonormalized. Cuirtear i leataobh an t-eolas reatha uainíochta, scála agus sceabhacha ón mbunchlaochlú. Ní féidir leis na veicteoirí [param target] agus [param up] a bheith nialas, ní féidir leo a bheith comhthreomhar lena chéile, agus sainítear iad i spás domhanda/tuismitheora.
    Má tá [param use_model_front] [code]true[/code], caitear leis an ais +Z (tosach sócmhainne) mar chun tosaigh (tugann sé le tuiscint go bhfuil + X fágtha) agus dírítear i dtreo an tseasaimh [param target]. De réir réamhshocraithe, caitear leis an ais -Z (ceamara ar aghaidh) mar ais ar aghaidh (le tuiscint go bhfuil + X ceart).

en: Returns a copy of this transform scaled by the given [param scale] factor.
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
    This can be seen as transforming with respect to the global/parent frame.
ga: Filleann sé cóip den chlaochlú seo scálaithe ag an bhfachtóir [paraiméadar] a thugtar.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le claochlú scálaithe comhfhreagrach [code]S[/code] ón taobh clé, i.e., [code]S * X[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an chreata dhomhanda/tuismitheora.

en: Returns a copy of this transform scaled by the given [param scale] factor.
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
    This can be seen as transforming with respect to the local frame.
ga: Filleann sé cóip den chlaochlú seo scálaithe ag an bhfachtóir [paraiméadar] a thugtar.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le claochlú scálaithe comhfhreagrach [code]S[/code] ón taobh deas, i.e., [code]X * S[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an fhráma áitiúil.

en: Returns a copy of this transform translated by the given [param offset].
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
    This can be seen as transforming with respect to the global/parent frame.
ga: Filleann sé cóip den chlaochlú seo aistrithe ag an [fritháireamh param] tugtha.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le haistriúchán comhfhreagrach claochlú [code]T[/code] ón taobh clé, i.e., [code]T * X[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an chreata dhomhanda/tuismitheora.

en: Returns a copy of this transform translated by the given [param offset].
    This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
    This can be seen as transforming with respect to the local frame.
ga: Filleann sé cóip den chlaochlú seo aistrithe ag an [fritháireamh param] tugtha.
    Is leagan optamaithe é an modh seo chun an claochlú [code]X[/code] tugtha a iolrú le haistriúchán comhfhreagrach claochlú [code]T[/code] ón taobh deas, i.e., [code]X * T[/code].
    Is féidir é seo a fheiceáil mar athrú ó thaobh an fhráma áitiúil.

en: The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], [member Basis.y], and [member Basis.z]). Together, these represent the transform's rotation, scale, and shear.
ga: [Bunús] an chlaochlaithe seo. Tá sé comhdhéanta ag 3 ais ([ball Basis.x], [ball Basis.y], agus [ball Basis.z]). Le chéile, léiríonn siad seo rothlú, scála agus lomadh an chlaochlaithe.

en: The translation offset of this transform. In 3D space, this can be seen as the position.
ga: Fritháireamh aistriúcháin an chlaochlaithe seo. I spás 3D, is féidir é seo a fheiceáil mar an suíomh.

en: [Transform3D] with mirroring applied perpendicular to the YZ plane. Its [member basis] is equal to [constant Basis.FLIP_X].
ga: [Transform3D] le scáthánú ingearach leis an bplána YZ. Tá a [bonn ball] comhionann le [Constant Basis.FLIP_X].

en: [Transform3D] with mirroring applied perpendicular to the XZ plane. Its [member basis] is equal to [constant Basis.FLIP_Y].
ga: [Transform3D] le scáthánú ingearach leis an eitleán XZ. Tá a [bonn ball] comhionann le [Constant Basis.FLIP_Y].

en: [Transform3D] with mirroring applied perpendicular to the XY plane. Its [member basis] is equal to [constant Basis.FLIP_Z].
ga: [Transform3D] le scáthánú ingearach leis an bplána XY. Tá a [bonn ball] comhionann le [Constant Basis.FLIP_Z].

en: Transforms (multiplies) the [AABB] by this transformation matrix.
ga: Trasfhoirmítear (iolrú) an [AABB] leis an maitrís claochlaithe seo.

en: Transforms (multiplies) every [Vector3] element of the given [PackedVector3Array] by this transformation matrix.
    On larger arrays, this operation is much faster than transforming each [Vector3] individually.
ga: Trasfhoirmítear (iolrú) gach eilimint [Vector3] den [PackedVector3Array] tugtha ag an maitrís claochlaithe seo.
    Ar eagair níos mó, tá an oibríocht seo i bhfad níos tapúla ná gach [Vector3] a chlaochlú ina n-aonar.

en: Transforms (multiplies) the [Plane] by this transformation matrix.
ga: Trasfhoirmíonn (iolrú) an [Plána] leis an maitrís claochlaithe seo.

en: Transforms (multiplies) this transform by the [param right] transform.
    This is the operation performed between parent and child [Node3D]s.
    [b]Note:[/b] If you need to only modify one attribute of this transform, consider using one of the following methods, instead:
    - For translation, see [method translated] or [method translated_local].
    - For rotation, see [method rotated] or [method rotated_local].
    - For scale, see [method scaled] or [method scaled_local].
ga: Trasfhoirmítear (iolrú) é seo tríd an gclaochlú [param ar dheis].
    Seo an oibríocht a dhéantar idir tuismitheoir agus leanbh [Node3D]s.
    [b]Nóta:[/b] Mura bhfuil uait ach tréith amháin den chlaochlú seo a mhodhnú, smaoinigh ar cheann de na modhanna seo a leanas a úsáid ina ionad sin:
    - Le haghaidh aistriúcháin, féach [method aistrithe] nó [method aistrithe_local].
    - Le haghaidh rothlú, féach [method rothlaithe] nó [method rotated_local].
    - Maidir le scála, féach [method scálaithe] nó [method scálaithe_local].

en: Transforms (multiplies) the [Vector3] by this transformation matrix.
ga: Trasfhoirmítear (iolrú) an [Veicteoir3] leis an maitrís claochlaithe seo.

en: Multiplies all components of the [Transform3D] by the given [float], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
ga: Iolraítear gach comhpháirt den [Transform3D] faoin [snámhphointe] tugtha, lena n-áirítear an [ball tionscnaimh]. Bíonn tionchar aige seo ar scála an chlaochlaithe go haonfhoirmeach, ag scálaiú an [bonn ball].

en: Multiplies all components of the [Transform3D] by the given [int], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
ga: Iolraítear gach comhpháirt den [Transform3D] faoin [int] a thugtar, lena n-áirítear an [ball tionscnaimh]. Bíonn tionchar aige seo ar scála an chlaochlaithe go haonfhoirmeach, ag scálaiú an [bonn ball].

en: Divides all components of the [Transform3D] by the given [float], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
ga: Roinntear gach comhpháirt den [Transform3D] ar an [snámhphointe] tugtha, lena n-áirítear an [ball tionscnaimh]. Bíonn tionchar aige seo ar scála an chlaochlaithe go haonfhoirmeach, ag scálaiú an [bonn ball].

en: Divides all components of the [Transform3D] by the given [int], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
ga: Roinntear gach comhpháirt den [Transform3D] ar an [int] tugtha, lena n-áirítear an [ball tionscnaimh]. Bíonn tionchar aige seo ar scála an chlaochlaithe go haonfhoirmeach, ag scálaiú an [bonn ball].

en: A language translation that maps a collection of strings to their individual translations.
ga: Aistriúchán teanga a mhapálann bailiúchán teaghráin dá n-aistriúcháin aonair.

en: [Translation]s are resources that can be loaded and unloaded on demand. They map a collection of strings to their individual translations, and they also provide convenience methods for pluralization.
ga: Is acmhainní iad [Aistriúchán] is féidir a luchtú agus a dhíluchtú ar éileamh. Mapaíonn siad bailiúchán teaghráin dá n-aistriúcháin aonair, agus cuireann siad modhanna áise ar fáil freisin don iolrachas.

en: Internationalizing games
ga: Idirnáisiúnú cluichí

en: Locales
ga: Áitreabh

en: Virtual method to override [method get_message].
ga: Modh fíorúil chun [method get_message] a shárú.

en: Virtual method to override [method get_plural_message].
ga: Modh fíorúil chun [method get_plural_message] a shárú.

en: Adds a message if nonexistent, followed by its translation.
    An additional context could be used to specify the translation context or differentiate polysemic words.
ga: Cuirtear teachtaireacht leis mura bhfuil sé ann, agus ina dhiaidh sin aistriúchán.
    D’fhéadfaí comhthéacs breise a úsáid chun comhthéacs an aistriúcháin a shonrú nó chun focail ilghnéitheacha a dhifreáil.

en: Adds a message involving plural translation if nonexistent, followed by its translation.
    An additional context could be used to specify the translation context or differentiate polysemic words.
ga: Cuirtear leis teachtaireacht a bhaineann le haistriúchán iolra mura bhfuil sé ann, agus ina dhiaidh sin aistriúchán.
    D’fhéadfaí comhthéacs breise a úsáid chun comhthéacs an aistriúcháin a shonrú nó chun focail iolracha a dhifreáil.

en: Erases a message.
ga: Scriosann teachtaireacht.

en: Returns a message's translation.
ga: Seoltar aistriúchán na teachtaireachta ar ais.

en: Returns the number of existing messages.
ga: Filleann sé líon na dteachtaireachtaí atá ann cheana féin.

en: Returns all the messages (keys).
ga: Filleann sé gach teachtaireacht (eochracha).

en: Returns a message's translation involving plurals.
    The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
ga: Filleann sé aistriúchán teachtaireachta ina bhfuil iolraí.
    Is é an uimhir [param n] uimhir nó cainníocht an oibiachta iolra. Úsáidfear é chun an córas aistriúcháin a threorú chun an fhoirm iolra ceart a fháil don teanga roghnaithe.

en: Returns all the messages (translated text).
ga: Filleann sé na teachtaireachtaí go léir (téacs aistrithe).

en: The locale of the translation.
ga: Logán an aistriúcháin.

en: Returns the pseudolocalized string based on the [param message] passed in.
ga: Filleann sé an teaghrán pseudolocalized bunaithe ar an [teachtaireacht param] a cuireadh isteach.

en: The server responsible for language translations.
ga: An freastalaí atá freagrach as aistriúcháin teanga.

en: Compares two locales and returns a similarity score between [code]0[/code] (no match) and [code]10[/code] (full match).
ga: Déanann sé comparáid idir dhá logán agus seolann sé scór cosúlachta idir [code]0[/code] (gan mheaitseáil) agus [code]10[/code] (comhoiriúnach iomlán).

en: Returns an array of known country codes.
ga: Filleann sé raon de chóid tíre aitheanta.

en: Returns array of known language codes.
ga: Tuairisceáin raon de chóid teanga aitheanta.

en: Returns an array of known script codes.
ga: Filleann sé sraith de chóid scripte aithnidiúla.

en: Returns a readable country name for the [param country] code.
ga: Seoltar ar ais ainm tíre inléite don chód [param tír].

en: Returns a readable language name for the [param language] code.
ga: Seoltar ar ais ainm teanga inléite don chód [param language].

en: Returns an array of all loaded locales of the project.
ga: Filleann sé sraith de logaí luchtaithe an tionscadail.

en: Returns the current locale of the project.
    See also [method OS.get_locale] and [method OS.get_locale_language] to query the locale of the user system.
ga: Filleann sé logán reatha an tionscadail.
    Féach freisin [method OS.get_locale] agus [method OS.get_locale_language] chun logán an chórais úsáideora a fhiosrú.

en: Returns a locale's language and its variant (e.g. [code]"en_US"[/code] would return [code]"English (United States)"[/code]).
ga: Filleann sé teanga locale agus a mhalairt (m.sh. chuirfeadh [code]"en_US"[/code] ar ais [code]"Béarla (Stáit Aontaithe Mheiriceá)"[/code]).

en: Returns a readable script name for the [param script] code.
ga: Seoltar ar ais ainm script inléite don chód [param script].

en: Returns the current locale of the editor.
    [b]Note:[/b] When called from an exported project returns the same value as [method get_locale].
ga: Filleann sé logán reatha an eagarthóra.
    [b]Nóta:[/b] Nuair a ghlaoitear air ó thionscadal easpórtáilte, filleann sé an luach céanna agus [method get_locale].

en: Sets the locale of the project. The [param locale] string will be standardized to match known locales (e.g. [code]en-US[/code] would be matched to [code]en_US[/code]).
    If translations have been loaded beforehand for the new locale, they will be applied.
ga: Socraíonn sé locale an tionscadail. Déanfar an teaghrán [param locale] a chaighdeánú chun na logaí aitheanta a mheaitseáil (m.sh. mheaitseálfar [code]en-US[/code] le [code]en_US[/code]).
    Má tá aistriúcháin lódáilte roimh ré don locale nua, cuirfear i bhfeidhm iad.

en: A control used to show a set of internal [TreeItem]s in a hierarchical structure.
ga: rialtán a úsáidtear chun tacar de [TreeItem]s inmheánacha a thaispeáint i struchtúr ordlathach.

en: A control used to show a set of internal [TreeItem]s in a hierarchical structure. The tree items can be selected, expanded and collapsed. The tree can have multiple columns with custom controls like [LineEdit]s, buttons and popups. It can be useful for structured displays and interactions.
    Trees are built via code, using [TreeItem] objects to create the structure. They have a single root, but multiple roots can be simulated with [member hide_root]:
    [codeblocks]
    [gdscript]
    func _ready():
        var tree = Tree.new()
        var root = tree.create_item()
        tree.hide_root = true
        var child1 = tree.create_item(root)
        var child2 = tree.create_item(root)
        var subchild1 = tree.create_item(child1)
        subchild1.set_text(0, "Subchild1")
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        var tree = new Tree();
        TreeItem root = tree.CreateItem();
        tree.HideRoot = true;
        TreeItem child1 = tree.CreateItem(root);
        TreeItem child2 = tree.CreateItem(root);
        TreeItem subchild1 = tree.CreateItem(child1);
        subchild1.SetText(0, "Subchild1");
    }
    [/csharp]
    [/codeblocks]
    To iterate over all the [TreeItem] objects in a [Tree] object, use [method TreeItem.get_next] and [method TreeItem.get_first_child] after getting the root through [method get_root]. You can use [method Object.free] on a [TreeItem] to remove it from the [Tree].
    [b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
ga: rialtán a úsáidtear chun tacar de [TreeItem]s inmheánacha a thaispeáint i struchtúr ordlathach. Is féidir na míreanna crann a roghnú, a leathnú agus a thit. Is féidir le colúin iolracha a bheith sa chrann le rialuithe saincheaptha ar nós [LineEdit]s, cnaipí agus preabanna. Féadfaidh sé a bheith úsáideach le haghaidh taispeántais struchtúrtha agus idirghníomhaíochtaí.
    Tógtar crainn trí chód, ag baint úsáide as réada [TreeItem] chun an struchtúr a chruthú. Tá fréamh amháin acu, ach is féidir fréamhacha iolracha a insamhladh le [member hide_root]:
    [codeblocks]
    [gdscript]
    func _réidh():
        var crann = Crann.new()
        var root = crann.create_item()
        tree.hide_root = fíor
        var child1 = tree.create_item(root)
        var child2 = tree.create_item(root)
        var subchild1 = tree.create_item(páiste1)
        subchild1.set_text(0, "Fo-chlainne1")
    [/gdscript]
    [csharp]
    poiblí a shárú ar neamhní _Ready()
    {
        var crann = Crann nua();
        fréimhe TreeItem = tree.CreateItem();
        tree.HideRoot = fíor;
        TreeItem child1 = crann.CreateItem(fréimhe);
        TreeItem child2 = crann.CreateItem(fréimhe);
        TreeItem subchild1 = tree.CreateItem(páiste1);
        subchild1.SetText(0, "Subchild1");
    }
    [/csharp]
    [/codeblocks]
    Chun athrá a dhéanamh ar na rudaí [TreeItem] go léir i réad [Tree], bain úsáid as [method TreeItem.get_next] agus [method TreeItem.get_first_child] tar éis duit an fhréamh a fháil trí [method get_root]. Is féidir leat [method Object.free] a úsáid ar [TreeItem] chun é a bhaint as an [Crann].
    [b]Cuardach incriminteach:[/b] Cosúil le [ItemList] agus [PopupMenu], tacaíonn [Tree] le cuardach laistigh den liosta agus an rialú dírithe. Brúigh eochair a mheaitseálann an chéad litir d’ainm míre chun an chéad mhír a roghnú ag tosú leis an litir a thugtar. Tar éis an phointe sin, tá dhá bhealach le cuardach incriminteach a dhéanamh: 1) Brúigh an eochair chéanna arís roimh an am istigh chun an chéad mhír eile a roghnú ag tosú leis an litir chéanna. 2) Brúigh eochracha litreach a mheaitseálann an chuid eile den fhocal roimh an am istigh le meaitseáil chun an mhír atá i gceist a roghnú go díreach. Athshocrófar an dá ghníomh seo go dtí tús an liosta má tá an teorainn ama caite ó cláraíodh an eochairbhuille deiridh. Is féidir leat an t-am istigh a choigeartú trí [comhalta ProjectSettings.gui/timers/increment_search_max_interval_msec] a athrú.

en: Clears the tree. This removes all items.
ga: Glanann an crann. Baineann sé seo gach mír.

en: Creates an item in the tree and adds it as a child of [param parent], which can be either a valid [TreeItem] or [code]null[/code].
    If [param parent] is [code]null[/code], the root item will be the parent, or the new item will be the root itself if the tree is empty.
    The new item will be the [param index]-th child of parent, or it will be the last child if there are not enough siblings.
ga: Cruthaíonn sé mír sa chrann agus cuireann sé leis mar leanbh de [param parent], ar féidir leis a bheith ina [TreeItem] nó [code] null[/code] bailí.
    Más é [param parent] [code]null[/code], is é an tuismitheoir a bheidh sa bhunmhír, nó is í an mhír nua an fhréamh féin má tá an crann folamh.
    Is é [param index]-ú leanbh tuismitheora a bheidh sa mhír nua, nó beidh sé ar an leanbh deiridh mura bhfuil go leor siblíní ann.

en: Deselects all tree items (rows and columns). In [constant SELECT_MULTI] mode also removes selection cursor.
ga: Díroghnaíonn sé gach mír crann (sraitheanna agus colúin). Sa mhód [seasmhach SELECT_MULTI] baintear an cúrsóir roghnaithe freisin.

en: Edits the selected tree item as if it was clicked.
    Either the item must be set editable with [method TreeItem.set_editable] or [param force_edit] must be [code]true[/code].
    Returns [code]true[/code] if the item could be edited. Fails if no item is selected.
ga: Déanann sé an mhír chrainn roghnaithe a chur in eagar amhail is dá mba rud é gur cliceáileadh é.
    Ní mór an mhír a shocrú in eagar le [method TreeItem.set_editable] nó caithfidh [param force_edit] a bheith [code]true[/code].
    Filleann sé [code]true[/code] dá bhféadfaí an mhír a chur in eagar. Theipeann mura roghnaítear aon mhír.

en: Makes the currently focused cell visible.
    This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this will not do horizontal scrolling, as all the cells in the selected row is focused logically.
    [b]Note:[/b] Despite the name of this method, the focus cursor itself is only visible in [constant SELECT_MULTI] mode.
ga: A dhéanann an chill dírithe faoi láthair infheicthe.
    Scrolfaidh sé seo an crann más gá. Sa mhód [seasmhach SELECT_ROW], ní dhéanfaidh sé seo scrollú cothrománach, toisc go bhfuil na cealla go léir sa tsraith roghnaithe dírithe go loighciúil.
    [b]Nóta:[/b] In ainneoin ainm an mhodha seo, níl an cúrsóir fócais féin le feiceáil ach sa mhód [seasmhach SELECT_MULTI].

en: Returns the button ID at [param position], or -1 if no button is there.
ga: Filleann sé an t-aitheantas cnaipe ag [suíomh param], nó -1 mura bhfuil cnaipe ann.

en: Returns the column index at [param position], or -1 if no item is there.
ga: Filleann sé seo an t-innéacs colúin ag [suíomh param], nó -1 mura bhfuil aon mhír ann.

en: Returns the expand ratio assigned to the column.
ga: Filleann sé an cóimheas méadaithe a shanntar don cholún.

en: Returns the column's title.
ga: Seoltar teideal an cholúin ar ais.

en: Returns the column title alignment.
ga: Filleann sé ailíniú teideal an cholúin.

en: Returns column title base writing direction.
ga: Filleann teideal an cholúin treoir scríbhneoireachta bonn.

en: Returns column title language code.
ga: Seoltar cód teanga teideal an cholúin ar ais.

en: Returns the column's width in pixels.
ga: Filleann sé leithead an cholúin i bpicteilíní.

en: Returns the rectangle for custom popups. Helper to create custom cell controls that display a popup. See [method TreeItem.set_cell_mode].
ga: Filleann sé an dronuilleog do phreabfhuinneoga saincheaptha. Cúntóir chun rialuithe cille saincheaptha a chruthú a thaispeánann preabfhuinneog. Féach ar [method TreeItem.set_cell_mode].

en: Returns the drop section at [param position], or -100 if no item is there.
    Values -1, 0, or 1 will be returned for the "above item", "on item", and "below item" drop sections, respectively. See [enum DropModeFlags] for a description of each drop section.
    To get the item which the returned drop section is relative to, use [method get_item_at_position].
ga: Filleann sé an chuid titim ag [suíomh param], nó -100 mura bhfuil aon mhír ann.
    Cuirfear luachanna -1, 0, nó 1 ar ais do na hailt titim "mír thuas", "ar mhír", agus "faoi bhun na míre", faoi seach. Féach [enum DropModeFlags] le haghaidh cur síos ar gach cuid titim.
    Chun an t-alt a bhfuil an rannán titim aischurtha i gcoibhneas leis a fháil, úsáid [method get_item_at_position].

en: Returns the currently edited item. Can be used with [signal item_edited] to get the item that was modified.
    [codeblocks]
    [gdscript]
    func _ready():
        $Tree.item_edited.connect(on_Tree_item_edited)
    
    func on_Tree_item_edited():
        print($Tree.get_edited()) # This item just got edited (e.g. checked).
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        GetNode<Tree>("Tree").ItemEdited += OnTreeItemEdited;
    }
    
    public void OnTreeItemEdited()
    {
        GD.Print(GetNode<Tree>("Tree").GetEdited()); // This item just got edited (e.g. checked).
    }
    [/csharp]
    [/codeblocks]
ga: Filleann sé an mhír atá curtha in eagar faoi láthair. Is féidir é a úsáid le [signal item_edited] chun an mhír a athraíodh a fháil.
    [codeblocks]
    [gdscript]
    func _ready():
     $Tree.item_edited.connect(on_Tree_item_edited)
    
    func on_Tree_item_edited():
     print($Tree.get_edited()) # Tá an mhír seo curtha in eagar (m.sh. seiceáilte).
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
     GetNode<Tree>("Crann").ItemEdited += OnTreeItemEdited;
    }
    
    public void OnTreeItemEdited()
    {
     GD.Print(GetNode <Tree>("Crann").GetEdited()); // Tá an mhír seo díreach curtha in eagar (m.sh. seiceáilte).
    }
    [/csharp]
    [/codeblocks]

en: Returns the column for the currently edited item.
ga: Filleann sé an colún don mhír atá curtha in eagar faoi láthair.

en: Returns the rectangle area for the specified [TreeItem]. If [param column] is specified, only get the position and size of that column, otherwise get the rectangle containing all columns. If a button index is specified, the rectangle of that button will be returned.
ga: Filleann sé an t-achar dronuilleogach don [TreeItem] sonraithe. Má shonraítear [param column], ná faigh ach suíomh agus méid an cholúin sin, nó faigh an dronuilleog ina bhfuil na colúin go léir. Má shonraítear innéacs cnaipe, cuirfear dronuilleog an chnaipe sin ar ais.

en: Returns the tree item at the specified position (relative to the tree origin position).
ga: Filleann an mhír chrainn ag an suíomh sonraithe (i gcoibhneas le suíomh bhunadh an chrainn).

en: Returns the next selected [TreeItem] after the given one, or [code]null[/code] if the end is reached.
    If [param from] is [code]null[/code], this returns the first selected item.
ga: Filleann sé ar ais an chéad [TreeItem] roghnaithe tar éis an ceann a tugadh, nó [code] null[/code] má tá an deireadh sroichte.
    Más é [param ó] [code]null[/code], seolann sé seo an chéad mhír roghnaithe ar ais.

en: Returns the last pressed button's index.
ga: Seoltar ar ais innéacs an chnaipe is deireanaí a brúigh.

en: Returns the tree's root item, or [code]null[/code] if the tree is empty.
ga: Filltear mír fhréamh an chrainn, nó [code]null[/code] má tá an crann folamh.

en: Returns the current scrolling position.
ga: Filleann sé an suíomh scrollaithe reatha.

en: Returns the currently focused item, or [code]null[/code] if no item is focused.
    In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused item is same as the selected item. In [constant SELECT_MULTI] mode, the focused item is the item under the focus cursor, not necessarily selected.
    To get the currently selected item(s), use [method get_next_selected].
ga: Seoltar ar ais an mhír atá dírithe faoi láthair, nó [code]null[/code] mura bhfuil aon mhír dírithe.
    Ar mhodhanna [seasmhach SELECT_ROW] agus [seasmhach SELECT_SINGLE], is ionann an mhír dhírithe agus an mhír roghnaithe. Sa mhód [seasmhach SELECT_MULTI], is í an mhír dhírithe an mhír faoin chúrsóir fócais, ní gá go roghnófaí í.
    Chun na míreanna atá roghnaithe faoi láthair a fháil, úsáid [method get_next_selected].

en: Returns the currently focused column, or -1 if no column is focused.
    In [constant SELECT_SINGLE] mode, the focused column is the selected column. In [constant SELECT_ROW] mode, the focused column is always 0 if any item is selected. In [constant SELECT_MULTI] mode, the focused column is the column under the focus cursor, and there are not necessarily any column selected.
    To tell whether a column of an item is selected, use [method TreeItem.is_selected].
ga: Filleann sé an colún dírithe faoi láthair, nó -1 mura bhfuil aon cholún dírithe.
    Sa mhód [seasmhach SELECT_SINGLE], is é an colún dírithe an colún roghnaithe. Sa mhód [seasmhach SELECT_ROW], is é 0 an colún dírithe i gcónaí má roghnaítear mír ar bith. Sa mhód [seasmhach SELECT_MULTI], is é an colún dírithe an colún faoin cúrsóir fócais, agus ní gá go bhfuil aon cholún roghnaithe.
    Chun a chur in iúl cé acu an bhfuil colún de mhír roghnaithe, úsáid [method TreeItem.is_selected].

en: Returns [code]true[/code] if the column has enabled clipping (see [method set_column_clip_content]).
ga: Filleann sé [code]true[/code] má tá an colún tar éis bearradh a chumasú (féach [method set_column_clip_content]).

en: Returns [code]true[/code] if the column has enabled expanding (see [method set_column_expand]).
ga: Filleann sé [code]true[/code] má tá an colún cumasaithe leathnú (féach [method set_column_expand]).

en: Causes the [Tree] to jump to the specified [TreeItem].
ga: Cúiseanna an [Crann] chun léim go dtí an sonraithe [TreeItem].

en: Allows to enable clipping for column's content, making the content size ignored.
ga: Ligeann sé bearradh a chumasú le haghaidh ábhar an cholúin, rud a fhágann go ndéantar neamhaird de mhéid an ábhair.

en: Overrides the calculated minimum width of a column. It can be set to [code]0[/code] to restore the default behavior. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio].
ga: Sáraítear íosleithead ríofa colúin. Is féidir é a shocrú go [code]0[/code] chun an t-iompar réamhshocraithe a chur ar ais. Úsáidfidh colúin a bhfuil an bhratach “Leathnaigh” orthu a “min_width” ar an mbealach céanna le [member Control.size_flags_stretch_ratio].

en: If [code]true[/code], the column will have the "Expand" flag of [Control]. Columns that have the "Expand" flag will use their expand ratio in a similar fashion to [member Control.size_flags_stretch_ratio] (see [method set_column_expand_ratio]).
ga: Más [code]true[/code], beidh an bhratach “Leathnaigh” de [Rialú] ar an gcolún. Úsáidfidh colúin a bhfuil an bhratach “Leathnaigh” orthu a gcóimheas leathnaithe ar bhealach cosúil le [member Control.size_flags_stretch_ratio] (féach [method set_column_expand_ratio]).

en: Sets the relative expand ratio for a column. See [method set_column_expand].
ga: Socraíonn sé an cóimheas méadaithe coibhneasta do cholún. Féach ar [method set_column_expand].

en: Sets the title of a column.
ga: Socraíonn sé teideal colúin.

en: Sets the column title alignment. Note that [constant @GlobalScope.HORIZONTAL_ALIGNMENT_FILL] is not supported for column titles.
ga: Socraíonn ailíniú teideal an cholúin. Tabhair faoi deara nach dtacaítear le [constant @GlobalScope.HORIZONTAL_ALIGNMENT_FILL] le haghaidh teidil na gcolún.

en: Sets column title base writing direction.
ga: Socraíonn teideal an cholúin treoir scríbhneoireachta bonn.

en: Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
ga: Socraíonn sé cód teanga de theideal an cholúin a úsáidtear le haghaidh halgartaim a bhriseann an líne agus a chruthaítear téacs, má fhágtar é, úsáidtear locale reatha folamh ina ionad.

en: Selects the specified [TreeItem] and column.
ga: Roghnaíonn sé an [TreeItem] sonraithe agus an colún.

en: If [code]true[/code], the currently selected cell may be selected again.
ga: Más [code]true[/code], is féidir an chill atá roghnaithe faoi láthair a roghnú arís.

en: If [code]true[/code], a right mouse button click can select items.
ga: Más [code]true[/code], is féidir le cliceáil ar an gcnaipe deas luiche míreanna a roghnú.

en: If [code]true[/code], allows navigating the [Tree] with letter keys through incremental search.
ga: Más [code]true[/code], ceadaítear an [Crann] a nascleanúint le heochracha litreach trí chuardach incriminteach.

en: If [code]true[/code], column titles are visible.
ga: Más [code]true[/code], tá teidil na gcolún le feiceáil.

en: The number of columns.
ga: Líon na gcolún.

en: The drop mode as an OR combination of flags. See [enum DropModeFlags] constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. Setting this during [method Control._can_drop_data] is recommended.
    This controls the drop sections, i.e. the decision and drawing of possible drop locations based on the mouse position.
ga: An modh titim mar NÓ teaglaim de bhratacha. Féach [enum DropModeFlags] tairisigh. Nuair a bheidh an t-aistriú déanta, filleann sé ar [DROP_MODE_DISABLED leanúnach]. Moltar é seo a shocrú le linn [method Control._can_drop_data].
    Rialaíonn sé seo na codanna titim, i.e. cinneadh agus líníocht suíomhanna titime féideartha bunaithe ar shuíomh na luiche.

en: If [code]true[/code], recursive folding is enabled for this [Tree]. Holding down [kbd]Shift[/kbd] while clicking the fold arrow or using [code]ui_right[/code]/[code]ui_left[/code] shortcuts collapses or uncollapses the [TreeItem] and all its descendants.
ga: Más [code]true[/code], tá fillte athchúrsach cumasaithe don [Crann] seo. Má choinnítear síos [kbd]Shift[/kbd] agus an tsaighead fillte á chliceáil nó ag baint úsáide as [code]ui_right[/code]/[code]ui_left[/code] aicearraí, laghdaítear nó scriostar an [TreeItem] agus a sliocht go léir.

en: If [code]true[/code], the folding arrow is hidden.
ga: Más [code]true[/code], tá an tsaighead fillte i bhfolach.

en: If [code]true[/code], the tree's root is hidden.
ga: Más [code]true[/code], tá fréamh an chrainn i bhfolach.

en: If [code]true[/code], enables horizontal scrolling.
ga: Más [code]true[/code], cumasaítear scrollú cothrománach.

en: If [code]true[/code], enables vertical scrolling.
ga: Más [code]true[/code], cumasaítear scrollú ingearach.

en: Allows single or multiple selection. See the [enum SelectMode] constants.
ga: Ceadaíonn rogha singil nó iolrach. Féach ar na tairisigh [enum SelectMode].

en: Emitted when a button on the tree was pressed (see [method TreeItem.add_button]).
ga: Astaítear nuair a bhrúitear cnaipe ar an gcrann (féach [method TreeItem.add_button]).

en: Emitted when a cell is selected.
ga: Astaítear nuair a roghnaítear cill.

en: Emitted when [method TreeItem.propagate_check] is called. Connect to this signal to process the items that are affected when [method TreeItem.propagate_check] is invoked. The order that the items affected will be processed is as follows: the item that invoked the method, children of that item, and finally parents of that item.
ga: Astaítear nuair a ghlaoitear [method TreeItem.propagate_check]. Ceangail leis an gcomhartha seo chun na míreanna a bhfuil tionchar orthu a phróiseáil nuair a dhéantar [method TreeItem.propagate_check] a agairt. Is é seo a leanas an t-ordú go bpróiseálfar na míreanna lena mbaineann: an mhír a d’iarr an modh, leanaí na míre sin, agus ar deireadh tuismitheoirí na míre sin.

en: Emitted when a column's title is clicked with either [constant MOUSE_BUTTON_LEFT] or [constant MOUSE_BUTTON_RIGHT].
ga: Astaítear nuair a chliceáiltear teideal colúin le [MOUSE_BUTTON_LEFT leanúnach] nó [MOUSE_BUTTON_RIGHT].

en: Emitted when an item with [constant TreeItem.CELL_MODE_CUSTOM] is clicked with a mouse button.
ga: Astaítear é nuair a chliceáiltear cnaipe le cnaipe luiche ar mhír le [TreeItem.CELL_MODE_CUSTOM leanúnach].

en: Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked to be edited.
ga: Astaítear nuair a chliceáiltear cill a bhfuil an [TreeItem.CELL_MODE_CUSTOM seasta uirthi] lena chur in eagar.

en: Emitted when a mouse button is clicked in the empty space of the tree.
ga: Astaítear nuair a chliceáiltear cnaipe luiche i spás folamh an chrainn.

en: Emitted when an item is double-clicked, or selected with a [code]ui_accept[/code] input event (e.g. using [kbd]Enter[/kbd] or [kbd]Space[/kbd] on the keyboard).
ga: Astaítear nuair a dhéantar cliceáil faoi dhó ar mhír, nó nuair a roghnaítear é le teagmhas ionchuir [code]ui_accept[/code] (m.sh. ag baint úsáide as [kbd]Cuir isteach[/kbd] nó [kbd]Space[/kbd] ar an méarchlár).

en: Emitted when an item is collapsed by a click on the folding arrow.
ga: Astaítear nuair a thiteann mír trí chliceáil ar an tsaighead fillte.

en: Emitted when an item is edited.
ga: Astaithe nuair a chuirtear mír in eagar.

en: Emitted when an item's icon is double-clicked. For a signal that emits when any part of the item is double-clicked, see [signal item_activated].
ga: Astaítear nuair a dhéantar cliceáil faoi dhó ar dheilbhín míre. Le haghaidh comhartha a astaíonn nuair a dhéantar cliceáil faoi dhó ar aon chuid den mhír, féach [signal item_activated].

en: Emitted when an item is selected with a mouse button.
ga: Astaítear nuair a roghnaítear mír le cnaipe luiche.

en: Emitted when an item is selected.
ga: Astaítear nuair a roghnaítear mír.

en: Emitted instead of [signal item_selected] if [member select_mode] is set to [constant SELECT_MULTI].
ga: Astaithe in ionad [signal item_selected] má tá [member select_mode] socraithe go [constant SELECT_MULTI].

en: Emitted when a left mouse button click does not select any item.
ga: Astaítear nuair nach roghnaíonn cliceáil cnaipe luiche ar chlé aon rud.

en: Allows selection of a single cell at a time. From the perspective of items, only a single item is allowed to be selected. And there is only one column selected in the selected item.
    The focus cursor is always hidden in this mode, but it is positioned at the current selection, making the currently selected item the currently focused item.
ga: Is féidir cill amháin a roghnú ag an am céanna. Ó thaobh na míreanna de, ní cheadaítear ach mír amháin a roghnú. Agus níl ach colún amháin roghnaithe sa mhír roghnaithe.
    Bíonn an cúrsóir fócais i bhfolach i gcónaí sa mhód seo, ach tá sé suite ag an rogha reatha, rud a fhágann gurb í an mhír roghnaithe faoi láthair an mhír dírithe faoi láthair.

en: Allows selection of a single row at a time. From the perspective of items, only a single items is allowed to be selected. And all the columns are selected in the selected item.
    The focus cursor is always hidden in this mode, but it is positioned at the first column of the current selection, making the currently selected item the currently focused item.
ga: Ceadaíonn sé sraith shingil a roghnú ag an am. Ó thaobh na míreanna de, ní cheadaítear ach mír amháin a roghnú. Agus roghnaítear na colúin go léir sa mhír roghnaithe.
    Bíonn an cúrsóir fócais i bhfolach i gcónaí sa mhód seo, ach tá sé suite ag an gcéad cholún den rogha reatha, rud a fhágann gurb í an mhír roghnaithe faoi láthair an mhír dírithe faoi láthair.

en: Allows selection of multiple cells at the same time. From the perspective of items, multiple items are allowed to be selected. And there can be multiple columns selected in each selected item.
    The focus cursor is visible in this mode, the item or column under the cursor is not necessarily selected.
ga: Ceadaíonn roghnú na cealla iolracha ag an am céanna. Ó thaobh na míreanna de, ceadaítear míreanna iolracha a roghnú. Agus is féidir go mbeadh colúin iolracha roghnaithe i ngach mír roghnaithe.
    Tá an cúrsóir fócais le feiceáil sa mhód seo, ní gá an mhír nó an colún faoin chúrsóir a roghnú.

en: Disables all drop sections, but still allows to detect the "on item" drop section by [method get_drop_section_at_position].
    [b]Note:[/b] This is the default flag, it has no effect when combined with other flags.
ga: Díchumasaítear gach cuid titim, ach fós ceadaíonn sé an t-alt titim "ar mhír" a bhrath trí [method get_drop_section_at_position].
    [b]Nóta:[/b] Seo í an bhratach réamhshocraithe, níl aon éifeacht aige nuair a chomhcheanglaítear é le bratacha eile.

en: Enables the "on item" drop section. This drop section covers the entire item.
    When combined with [constant DROP_MODE_INBETWEEN], this drop section halves the height and stays centered vertically.
ga: Cumasaíonn sé an t-alt titim "ar mhír". Clúdaíonn an chuid titim seo an mhír iomlán.
    Nuair a dhéantar é a chomhcheangal le [DROP_MODE_INBETWEEN leanúnach], leathnaíonn an chuid titime seo an airde agus fanann sé dírithe go hingearach.

en: Enables "above item" and "below item" drop sections. The "above item" drop section covers the top half of the item, and the "below item" drop section covers the bottom half.
    When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves the height and stays on top / bottom accordingly.
ga: Cumasaíonn sé "mír thuas" agus "faoi mhír thíos" ailt titim. Clúdaíonn an chuid titim "mír thuas" leath barr na míre, agus clúdaíonn an chuid titim "faoi bhun an mhír" an leath bun.
    Nuair a chuirtear iad le [DROP_MODE_ON_ITEM leanúnach], leathnaíonn na codanna titim seo an airde ina leath agus fanann siad ar bharr / bun dá réir.

en: The [Color] of the relationship lines between the selected [TreeItem] and its children.
ga: [Color] na línte caidrimh idir an [TreeItem] roghnaithe agus a leanaí.

en: Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's hovered.
ga: Téacs [Color] le haghaidh cill mód [TreeItem.CELL_MODE_CUSTOM] leanúnach nuair a bhíonn sé ainlithe.

en: [Color] used to draw possible drop locations. See [enum DropModeFlags] constants for further description of drop locations.
ga: [Color] a úsáidtear chun láithreacha titim féideartha a tharraingt. Féach tairisigh [enum DropModeFlags] le haghaidh tuilleadh cur síos ar shuíomhanna titime.

en: Text [Color] for a [constant TreeItem.CELL_MODE_CHECK] mode cell when it's non-editable (see [method TreeItem.set_editable]).
ga: Téacs [Color] le haghaidh cill mód [TreeItem.CELL_MODE_CHECK] leanúnach nuair nach féidir é a chur in eagar (féach [method TreeItem.set_editable]).

en: Text [Color] used when the item is selected.
ga: Téacs [Color] a úsáidtear nuair a roghnaítear an mhír.

en: [Color] of the guideline.
ga: [Color] den treoirlíne.

en: The [Color] of the relationship lines between the selected [TreeItem] and its parents.
ga: [Color] na línte caidrimh idir an [TreeItem] roghnaithe agus a thuismitheoirí.

en: The default [Color] of the relationship lines.
ga: Réamhshocrú [Color] na línte caidrimh.

en: Default text [Color] of the title button.
ga: Téacs réamhshocraithe [Color] an chnaipe teidil.

en: The horizontal space between each button in a cell.
ga: An spás cothrománach idir gach cnaipe i gcill.

en: The width of the relationship lines between the selected [TreeItem] and its children.
ga: Leithead na línte caidrimh idir an [TreeItem] roghnaithe agus a leanaí.

en: Draws the guidelines if not zero, this acts as a boolean. The guideline is a horizontal line drawn at the bottom of each item.
ga: Tarraingíonn sé na treoirlínte mura nialas iad, feidhmíonn sé seo mar Boole. Is líne chothrománach í an treoirlíne a tharraingítear ag bun gach míre.

en: Draws the relationship lines if not zero, this acts as a boolean. Relationship lines are drawn at the start of child items to show hierarchy.
ga: Tarraingíonn sé na línte gaoil mura nialas iad, feidhmíonn sé seo mar Boole. Tarraingítear línte coibhneasa ag tús míreanna leanaí chun ordlathas a thaispeáint.

en: The horizontal space between item cells. This is also used as the margin at the start of an item when folding is disabled.
ga: An spás cothrománach idir cealla míre. Úsáidtear é seo freisin mar an corrlach ag tús míre nuair a bhíonn fillte díchumasaithe.

en: The maximum allowed width of the icon in item's cells. This limit is applied on top of the default size of the icon, but before the value set with [method TreeItem.set_icon_max_width]. The height is adjusted according to the icon's ratio.
ga: An leithead uasta ceadaithe don íocón i gcealla na míre. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín, ach roimh an luach atá socraithe le [method TreeItem.set_icon_max_width]. Déantar an airde a choigeartú de réir chóimheas an deilbhín.

en: The inner bottom margin of a cell.
ga: Imeall íochtair istigh cille.

en: The inner left margin of a cell.
ga: An imeall clé istigh de chill.

en: The inner right margin of a cell.
ga: Imeall ceart istigh cille.

en: The inner top margin of a cell.
ga: Imeall barr istigh cille.

en: The horizontal margin at the start of an item. This is used when folding is enabled for the item.
ga: An corrlach cothrománach ag tús míre. Úsáidtear é seo nuair a bhíonn fillte cumasaithe don mhír.

en: The space between the parent relationship lines for the selected [TreeItem] and the relationship lines to its siblings that are not selected.
ga: An spás idir na línte caidrimh tuismitheora don [TreeItem] roghnaithe agus na línte caidrimh lena siblíní nach bhfuil roghnaithe.

en: The width of the relationship lines between the selected [TreeItem] and its parents.
ga: Leithead na línte caidrimh idir an [TreeItem] roghnaithe agus a thuismitheoirí.

en: The default width of the relationship lines.
ga: Leithead réamhshocraithe na línte caidrimh.

en: The maximum distance between the mouse cursor and the control's border to trigger border scrolling when dragging.
ga: An t-achar uasta idir cúrsóir na luiche agus teorainn an rialaitheora chun scrollú teorann a spreagadh agus tú ag tarraingt.

en: The speed of border scrolling.
ga: Luas scrollaithe teorann.

en: The horizontal separation of tree content and scrollbar.
ga: Scaradh cothrománach ábhar crann agus scrollbharra.

en: The bottom margin of the scrollbars. When negative, uses [theme_item panel] bottom margin.
ga: Imeall íochtair na mbarraí scrollbharra. Nuair a bhíonn sé diúltach, úsáideann [painéal theme_item] corrlach íochtair.

en: The left margin of the horizontal scrollbar. When negative, uses [theme_item panel] left margin.
ga: Imeall clé an scrollbharra cothrománach. Nuair a bhíonn sé diúltach, úsáideann [painéal theme_item] corrlach clé.

en: The right margin of the scrollbars. When negative, uses [theme_item panel] right margin.
ga: Imeall ceart na scrollbharraí. Nuair a bhíonn sé diúltach, úsáideann [painéal theme_item] corrlach dheis.

en: The top margin of the vertical scrollbar. When negative, uses [theme_item panel] top margin.
ga: Imeall barr an scrollbharra ingearach. Nuair a bhíonn sé diúltach, úsáideann [painéal theme_item] corrlach barr.

en: The vertical separation of tree content and scrollbar.
ga: Scaradh ingearach ábhar crann agus scrollbharra.

en: The vertical padding inside each item, i.e. the distance between the item's content and top/bottom border.
ga: An stuáil ingearach taobh istigh de gach mír, i.e. an fad idir ábhar na míre agus teorainn barr/bun.

en: [Font] of the title button's text.
ga: [Cló] de théacs an chnaipe teidil.

en: Font size of the title button's text.
ga: Clómhéid téacs an chnaipe teidil.

en: The arrow icon used when a foldable item is not collapsed.
ga: An deilbhín saigheada a úsáidtear nuair nach gcloistear mír infhillte.

en: The arrow icon used when a foldable item is collapsed (for left-to-right layouts).
ga: An deilbhín saigheada a úsáidtear nuair a thittear mír infhillte (le haghaidh leagan amach clé go deas).

en: The arrow icon used when a foldable item is collapsed (for right-to-left layouts).
ga: An deilbhín saigheada a úsáidtear nuair a thittear mír infhillte (le haghaidh leagan amach ó dheas go clé).

en: The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is checked and editable (see [method TreeItem.set_editable]).
ga: An deilbhín seiceála le taispeáint nuair a bheidh an chill mód [TrenItem.CELL_MODE_CHECK] sheiceáil agus eagarthóireacht a dhéanamh air (féach [method TreeItem.set_editable]).

en: The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is checked and non-editable (see [method TreeItem.set_editable]).
ga: An deilbhín seiceála le taispeáint nuair a bhíonn an chill mód [Constant TreeItem.CELL_MODE_CHECK] sheiceáil agus neamh-in eagar (féach [method TreeItem.set_editable]).

en: The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is indeterminate and editable (see [method TreeItem.set_editable]).
ga: An deilbhín seiceála a thaispeánfar nuair a bhíonn an chill mód [Constant TreeItem.CELL_MODE_CHECK] éiginnte agus eagarthóireacht a dhéanamh air (féach [method TreeItem.set_editable]).

en: The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is indeterminate and non-editable (see [method TreeItem.set_editable]).
ga: An deilbhín seiceála a thaispeánfar nuair a bhíonn an chill mód [Constant TreeItem.CELL_MODE_CHECK] éiginnte agus neamh-in eagar (féach [method TreeItem.set_editable]).

en: The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell.
ga: An deilbhín saigheada le taispeáint don chill mód [TreeItem.CELL_MODE_RANGE] leanúnach.

en: The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is unchecked and editable (see [method TreeItem.set_editable]).
ga: An deilbhín seiceála le taispeáint nuair a bheidh an chill mód [TreeItem.CELL_MODE_CHECK] díthiceáilte agus in eagar (féach [method TreeItem.set_editable]).

en: The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is unchecked and non-editable (see [method TreeItem.set_editable]).
ga: An deilbhín seiceála le taispeáint nuair a bheidh an chill mód [Constant TreeItem.CELL_MODE_CHECK] díthiceáil agus neamh-in eagar (féach [method TreeItem.set_editable]).

en: The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell.
ga: An deilbhín saigheada suas le taispeáint don chill mód [TreeItem.CELL_MODE_RANGE] leanúnach.

en: [StyleBox] used when a button in the tree is pressed.
ga: Úsáidtear [StyleBox] nuair a bhrúitear cnaipe sa chrann.

en: [StyleBox] used for the cursor, when the [Tree] is being focused.
ga: [StyleBox] a úsáidtear don chúrsóir, nuair a bhíonn an [Crann] á dhíriú.

en: [StyleBox] used for the cursor, when the [Tree] is not being focused.
ga: [StyleBox] a úsáidtear don chúrsóir, nuair nach bhfuil an [Crann] á dhíriú.

en: Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when button is enabled with [method TreeItem.set_custom_as_button].
ga: Réamhshocrú [StyleBox] le haghaidh cill mód [TreeItem.CELL_MODE_CUSTOM leanúnach] nuair a bhíonn an cnaipe cumasaithe le [method TreeItem.set_custom_as_button].

en: [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode button cell when it's hovered.
ga: [StyleBox] le haghaidh cille cnaipe mód [TrenItem.CELL_MODE_CUSTOM] nuair a bhíonn sé hovered.

en: [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode button cell when it's pressed.
ga: [StyleBox] le haghaidh cille cnaipe mód [Constant TreeItem.CELL_MODE_CUSTOM] nuair a bhrúitear é.

en: The focused style for the [Tree], drawn on top of everything.
ga: An stíl dírithe don [Crann], arna tharraingt ar bharr gach rud.

en: The background style for the [Tree].
ga: An stíl chúlra don [Crann].

en: [StyleBox] for the selected items, used when the [Tree] is not being focused.
ga: [StyleBox] do na míreanna roghnaithe, a úsáidtear nuair nach bhfuil an [Crann] á dhíriú.

en: [StyleBox] for the selected items, used when the [Tree] is being focused.
ga: [StyleBox] do na míreanna roghnaithe, a úsáidtear nuair a bhíonn an [Crann] á dhíriú.

en: [StyleBox] used when the title button is being hovered.
ga: [StyleBox] a úsáidtear nuair a bhíonn an cnaipe teidil á hover.

en: Default [StyleBox] for the title button.
ga: Réamhshocrú [StyleBox] don chnaipe teidil.

en: [StyleBox] used when the title button is being pressed.
ga: [StyleBox] a úsáidtear nuair a bhíonn an cnaipe teidil á bhrú.

en: An internal control for a single item inside [Tree].
ga: Rialú inmheánach le haghaidh earra amháin taobh istigh de [Crann].

en: A single item of a [Tree] control. It can contain other [TreeItem]s as children, which allows it to create a hierarchy. It can also contain text and buttons. [TreeItem] is not a [Node], it is internal to the [Tree].
    To create a [TreeItem], use [method Tree.create_item] or [method TreeItem.create_child]. To remove a [TreeItem], use [method Object.free].
    [b]Note:[/b] The ID values used for buttons are 32-bit, unlike [int] which is always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/code].
ga: Mír amháin de rialú [Crann]. Is féidir leis [TreeItem]anna eile a bheith ann agus é ina leanaí, rud a ligeann dó ordlathas a chruthú. Is féidir téacs agus cnaipí a bheith ann freisin. Ní [Nóid] é [TreeItem], tá sé inmheánach don [Crann].
    Chun [TreeItem] a chruthú, úsáid [method Tree.create_item] nó [method TreeItem.create_child]. Chun [TreeItem] a bhaint, úsáid [method Object.free].
    [b]Nóta:[/b] Is iad na luachanna aitheantais a úsáidtear le haghaidh cnaipí ná 32-giotán, murab ionann agus [int] a bhíonn 64-giotán i gcónaí. Téann siad ó [code]-2147483648[/code] go [code]2147483647[/code].

en: Adds a previously unparented [TreeItem] as a direct child of this one. The [param child] item must not be a part of any [Tree] or parented to any [TreeItem]. See also [method remove_child].
ga: Cuireann [TreeItem] nach raibh tuismitheora roimhe seo leis mar leanbh díreach leis an gceann seo. Níor cheart go mbeadh an mhír [param child] ina cuid d’aon [Chrann] ná ina tuismitheoir ar aon [TreeItem]. Féach freisin [method remove_child].

en: Calls the [param method] on the actual TreeItem and its children recursively. Pass parameters as a comma separated list.
ga: Glaonn an [param method] ar an TreeItem iarbhír agus a leanaí go hathchúrsach. Paraiméadair pas mar liosta scartha le camóg.

en: Resets the background color for the given column to default.
ga: Athshocraigh an dath cúlra don cholún tugtha go réamhshocrú.

en: Resets the color for the given column to default.
ga: Athshocraigh an dath don cholún tugtha go réamhshocrú.

en: Creates an item and adds it as a child.
    The new item will be inserted as position [param index] (the default value [code]-1[/code] means the last position), or it will be the last child if [param index] is higher than the child count.
ga: Cruthaíonn mír agus cuireann sé mar leanbh.
    Cuirfear an mhír nua isteach mar shuíomh [paraminnéacs] (ciallaíonn an luach réamhshocraithe [code]-1[/code] an suíomh deireanach), nó is é an leanbh deireanach a bheidh ann má tá [innéacs param] níos airde ná an líon leanaí.

en: Deselects the given column.
ga: Díroghnaíonn sé an colún tugtha.

en: Removes the button at index [param button_index] in column [param column].
ga: Baintear an cnaipe ag innéacs [param button_index] sa cholún [param column].

en: Returns the text autowrap mode in the given [param column]. By default it is [constant TextServer.AUTOWRAP_OFF].
ga: Filleann sé seo modh uathfhillteáin an téacs sa [cholún param] a thugtar. De réir réamhshocraithe is é [TextServer.AUTOWRAP_OFF leanúnach].

en: Returns the [Texture2D] of the button at index [param button_index] in column [param column].
ga: Filleann sé [Texture2D] den chnaipe ag innéacs [param button_index] sa cholún [param column].

en: Returns the button index if there is a button with ID [param id] in column [param column], otherwise returns -1.
ga: Filleann an t-innéacs cnaipe má tá cnaipe a bhfuil ID [param id] air sa cholún [param column], nó filleann sé -1 ar shlí eile.

en: Returns the color of the button with ID [param id] in column [param column]. If the specified button does not exist, returns [constant Color.BLACK].
ga: Filleann sé dath an chnaipe le ID [param id] sa cholún [param column]. Mura bhfuil an cnaipe sonraithe ann, filleann [Dath seasta.BLACK].

en: Returns the number of buttons in column [param column].
ga: Filleann sé líon na gcnaipí sa cholún [param column].

en: Returns the ID for the button at index [param button_index] in column [param column].
ga: Filleann sé an t-aitheantas don chnaipe ag innéacs [param button_index] sa cholún [param column].

en: Returns the tooltip text for the button at index [param button_index] in column [param column].
ga: Filleann an téacs leid uirlisí don chnaipe ag index [param button_index] sa cholún [param column].

en: Returns the column's cell mode.
ga: Filleann sé modh cille an cholúin.

en: Returns a child item by its [param index] (see [method get_child_count]). This method is often used for iterating all children of an item.
    Negative indices access the children from the last one.
ga: Seoltar mír linbh ar ais faoina [innéacs param] (féach [method get_child_count]). Is minic a úsáidtear an modh seo chun gach leanbh de mhír a atriall.
    Tá rochtain ag innéacsanna diúltacha ar na páistí ón gceann deireanach.

en: Returns the number of child items.
ga: Filleann sé líon na míreanna linbh.

en: Returns an array of references to the item's children.
ga: Filleann sé raon tagairtí do pháistí na míre.

en: Returns the custom background color of column [param column].
ga: Filleann sé dath cúlra saincheaptha an cholúin [param column].

en: Returns the custom color of column [param column].
ga: Filleann sé dath saincheaptha an cholúin [param column].

en: Returns the custom callback of column [param column].
ga: Filleann sé aisghlao saincheaptha an cholúin [param column].

en: Returns custom font used to draw text in the column [param column].
ga: Filleann sé cló saincheaptha a úsáidtear chun téacs a tharraingt sa cholún [param column].

en: Returns custom font size used to draw text in the column [param column].
ga: Filleann sé clómhéid saincheaptha a úsáidtear chun téacs a tharraingt sa cholún [param column].

en: Returns [code]true[/code] if [code]expand_right[/code] is set.
ga: Filleann sé [code]true[/code] má tá [code]expand_right[/code] socraithe.

en: Returns the TreeItem's first child.
ga: Tugann sé ar ais an chéad leanbh de chuid TreeItem.

en: Returns the given column's icon [Texture2D]. Error if no icon is set.
ga: Filleann sé deilbhín an cholúin tugtha [Texture2D]. Earráid mura bhfuil aon deilbhín socraithe.

en: Returns the maximum allowed width of the icon in the given [param column].
ga: Filltear ar ais uasleithead ceadaithe an deilbhín sa [param column] a thugtar.

en: Returns the [Color] modulating the column's icon.
ga: Filleann an [Color] deilbhín an cholúin a mhodhnú.

en: Returns the icon [Texture2D] region as [Rect2].
ga: Seoltar an deilbhín réigiún [Texture2D] ar ais mar [Rect2].

en: Returns the node's order in the tree. For example, if called on the first child item the position is [code]0[/code].
ga: Tuairisceáin ordú an nód sa chrann. Mar shampla, má ghlaoitear ar an gcéad mhír linbh is é an suíomh [code]0[/code].

en: Returns the metadata value that was set for the given column using [method set_metadata].
ga: Seoltar ar ais an luach meiteashonraí a socraíodh don cholún tugtha trí úsáid a bhaint as [method set_metadata].

en: Returns the next TreeItem in the tree (in the context of a depth-first search) or a [code]null[/code] object if there is none.
    If [param wrap] is enabled, the method will wrap around to the first element in the tree when called on the last element, otherwise it returns [code]null[/code].
ga: Filleann sé an chéad TreeItem eile sa chrann (i gcomhthéacs an chéad chuardaigh doimhneacht) nó [code]null[/code] réad mura bhfuil aon cheann.
    Má tá [param wrap] cumasaithe, cuimseoidh an modh go dtí an chéad eilimint sa chrann nuair a ghlaoitear air ar an eilimint dheireanach, nó seolann sé [code]null[/code] ar ais.

en: Returns the next visible TreeItem in the tree (in the context of a depth-first search) or a [code]null[/code] object if there is none.
    If [param wrap] is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns [code]null[/code].
ga: Seoltar ar ais an chéad TreeItem eile atá le feiceáil sa chrann (i gcomhthéacs an chéad chuardaigh doimhneachta) nó réad [code]null[/code] mura bhfuil ceann ar bith ann.
    Má tá [param wrap] cumasaithe, cuimseoidh an modh go dtí an chéad eilimint infheicthe sa chrann nuair a ghlaoitear air ar an eilimint infheicthe dheireanach, nó seolann sé [code]null[/code] ar ais.

en: Returns the previous TreeItem in the tree (in the context of a depth-first search) or a [code]null[/code] object if there is none.
    If [param wrap] is enabled, the method will wrap around to the last element in the tree when called on the first visible element, otherwise it returns [code]null[/code].
ga: Filleann sé an TreeItem roimhe seo sa chrann (i gcomhthéacs an chéad chuardaigh doimhneachta) nó réad [code]null[/code] mura bhfuil ceann ar bith ann.
    Má tá [param wrap] cumasaithe, cuimseoidh an modh go dtí an eilimint dheireanach sa chrann nuair a ghlaoitear air ar an gcéad eilimint infheicthe, nó seolann sé [code]null[/code] ar ais.

en: Returns the previous visible sibling TreeItem in the tree (in the context of a depth-first search) or a [code]null[/code] object if there is none.
    If [param wrap] is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns [code]null[/code].
ga: Filleann sé an TreeItem deartháir nó deirfiúr infheicthe roimhe seo sa chrann (i gcomhthéacs an chéad chuardaigh doimhneachta) nó réad [code]null[/code] mura bhfuil ceann ar bith ann.
    Má tá [param wrap] cumasaithe, cuimseoidh an modh go dtí an eilimint infheicthe dheireanach sa chrann nuair a ghlaoitear air ar an gcéad eilimint infheicthe, nó seolann sé [code]null[/code] ar ais.

en: Returns the value of a [constant CELL_MODE_RANGE] column.
ga: Filleann sé luach colún [CELL_MODE_RANGE] leanúnach.

en: Returns a dictionary containing the range parameters for a given column. The keys are "min", "max", "step", and "expr".
ga: Filleann foclóir ina bhfuil na paraiméadair raoin do cholún ar leith. Is iad na heochracha ná "min", "max", "step", agus "expr".

en: Returns the BiDi algorithm override set for this cell.
ga: Seoltar ar ais an t-algartam BiDi a shocraítear don chill seo.

en: Returns the additional BiDi options set for this cell.
ga: Seoltar ar ais na roghanna breise BiDi atá socraithe don chill seo.

en: Gets the suffix string shown after the column value.
ga: Faigheann sé teaghrán an iarmhír a thaispeántar tar éis luach an cholúin.

en: Returns the given column's text.
ga: Filleann sé téacs an cholúin tugtha.

en: Returns the given column's text alignment.
ga: Filleann sé ailíniú téacs an cholúin tugtha.

en: Returns the clipping behavior when the text exceeds the item's bounding rectangle in the given [param column]. By default it is [constant TextServer.OVERRUN_TRIM_ELLIPSIS].
ga: Filleann sé an iompar bearrtha nuair a sháraíonn an téacs dronuilleog teorann na míre sa [cholún param] a thugtar. De réir réamhshocraithe is é [TextServer.OVERRUN_TRIM_ELLIPSIS] é.

en: Returns the given column's tooltip text.
ga: Filleann sé téacs leid uirlisí an cholúin tugtha.

en: Returns the [Tree] that owns this TreeItem.
ga: Tugann sé ar ais an [Crann] ar leis an TreeItem seo é.

en: Returns [code]true[/code] if this [TreeItem], or any of its descendants, is collapsed.
    If [param only_visible] is [code]true[/code] it ignores non-visible [TreeItem]s.
ga: Filleann sé [code]true[/code] má thit an [TreeItem] seo, nó aon cheann dá sliocht.
    Má tá [param only_visible] [code]true[/code], déanann sé neamhaird de [TreeItem]s nach féidir a fheiceáil.

en: Returns [code]true[/code] if the button at index [param button_index] for the given [param column] is disabled.
ga: Filleann sé [code]true[/code] má tá an cnaipe ag innéacs [param button_index] don [param column] tugtha díchumasaithe.

en: Returns [code]true[/code] if the given [param column] is checked.
ga: Filleann sé [code]true[/code] má dhéantar an [param column] a thugtar a sheiceáil.

en: Returns [code]true[/code] if the cell was made into a button with [method set_custom_as_button].
ga: Filleann sé [code]true[/code] má rinneadh cnaipe den chill le [method set_custom_as_button].

en: Returns [code]true[/code] if the given [param column] is multiline editable.
ga: Filleann sé [code]true[/code] más féidir eagarthóireacht a dhéanamh ar an [param column] a thugtar.

en: Returns [code]true[/code] if the given [param column] is editable.
ga: Filleann sé [code]true[/code] má tá an [param column] tugtha in eagar.

en: Returns [code]true[/code] if the given [param column] is indeterminate.
ga: Filleann sé [code]true[/code] má tá an [param column] a thugtar neamhchinntithe.

en: Returns [code]true[/code] if the given [param column] is selectable.
ga: Filleann sé [code]true[/code] más féidir an [param column] a thugtar a roghnú.

en: Returns [code]true[/code] if the given [param column] is selected.
ga: Filleann sé [code]true[/code] má roghnaítear an [param column] a thugtar.

en: Returns [code]true[/code] if [member visible] is [code]true[/code] and all its ancestors are also visible.
ga: Filleann sé [code]true[/code] má tá [ball infheicthe] [code]true[/code] agus má tá a sinsir go léir le feiceáil freisin.

en: Moves this TreeItem right after the given [param item].
    [b]Note:[/b] You can't move to the root or move the root.
ga: Bogtar an TreeItem seo díreach tar éis an [mhír pharam] a tugadh.
    [b]Nóta:[/b] Ní féidir leat aistriú go dtí an fhréamh ná an fhréamh a bhogadh.

en: Moves this TreeItem right before the given [param item].
    [b]Note:[/b] You can't move to the root or move the root.
ga: Bogtar an TreeItem seo díreach roimh an [mír pharam] a thugtar.
    [b]Nóta:[/b] Ní féidir leat aistriú go dtí an fhréamh ná an fhréamh a bhogadh.

en: Propagates this item's checked status to its children and parents for the given [param column]. It is possible to process the items affected by this method call by connecting to [signal Tree.check_propagated_to_item]. The order that the items affected will be processed is as follows: the item invoking this method, children of that item, and finally parents of that item. If [param emit_signal] is [code]false[/code], then [signal Tree.check_propagated_to_item] will not be emitted.
ga: Iomadaíonn stádas seiceála na míre seo chuig a leanaí agus a dtuismitheoirí don [param column] a tugadh. Is féidir na míreanna a bhfuil tionchar ag an nglao modha seo orthu a phróiseáil trí nascadh le [signal Tree.check_propagated_to_item]. Is é seo a leanas an t-ordú go bpróiseálfar na hítimí lena mbaineann: an mhír a bhfuil an modh seo á agairt aige, leanaí na míre sin, agus ar deireadh tuismitheoirí na míre sin. Má tá [param emit_signal] [code]false[/code], ansin ní bheidh [signal Tree.check_propagated_to_item] astaithe.

en: Removes the given child [TreeItem] and all its children from the [Tree]. Note that it doesn't free the item from memory, so it can be reused later (see [method add_child]). To completely remove a [TreeItem] use [method Object.free].
    [b]Note:[/b] If you want to move a child from one [Tree] to another, then instead of removing and adding it manually you can use [method move_before] or [method move_after].
ga: Baineann sé an leanbh a tugadh [TreeItem] agus a leanaí go léir as an [Crann]. Tabhair faoi deara nach ndéanann sé an mhír saor ó chuimhne, mar sin is féidir é a athúsáid níos déanaí (féach [method add_child]). Chun [TreeItem] a bhaint go hiomlán úsáid [method Object.free].
    [b]Nóta:[/b] Más mian leat leanbh a bhogadh ó [Crann] amháin go ceann eile, ansin in ionad é a bhaint agus a chur leis de láimh is féidir leat [method move_before] nó [method move_after] a úsáid.

en: Selects the given [param column].
ga: Roghnaíonn sé an [param column] a thugtar.

en: Sets the autowrap mode in the given [param column]. If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the cell's bounding rectangle.
ga: Socraíonn sé an modh uathfhillteáin sa [cholún param] a thugtar. Má tá sé socraithe chuig rud éigin eile seachas [TextServer.AUTOWRAP_OFF leanúnach], filltear an téacs taobh istigh de dhronuilleog teorannach na cille.

en: Sets the given column's button [Texture2D] at index [param button_index] to [param button].
ga: Socraíonn sé cnaipe an cholúin tugtha [Texture2D] ag an innéacs [param button_index] go [param button].

en: Sets the given column's button color at index [param button_index] to [param color].
ga: Socraíonn sé dath cnaipe an cholúin tugtha ag innéacs [param button_index] go [dath param].

en: If [code]true[/code], disables the button at index [param button_index] in the given [param column].
ga: Más rud é [code]true[/code], díchumasaítear an cnaipe ag innéacs [param button_index] sa [param column] a thugtar.

en: Sets the tooltip text for the button at index [param button_index] in the given [param column].
ga: Socraíonn sé an téacs leid uirlisí don chnaipe ag innéacs [param button_index] sa [cholún param] a thugtar.

en: Sets the given column's cell mode to [param mode]. This determines how the cell is displayed and edited. See [enum TreeCellMode] constants for details.
ga: Socraíonn sé modh cille an cholúin tugtha go [param method]. Cinneann sé seo conas a thaispeántar agus a gcuirtear in eagar an chill. Féach tairisigh [enum TreeCellMode] le haghaidh sonraí.

en: If [param checked] is [code]true[/code], the given [param column] is checked. Clears column's indeterminate status.
ga: Más [code]true[/code] é [param checked], seiceáiltear an [param column] a thugtar. Glanann stádas neamhchinntithe an cholúin.

en: Collapses or uncollapses this [TreeItem] and all the descendants of this item.
ga: Collapses or uncollapses this [TreeItem] agus sliocht uile na míre seo.

en: Makes a cell with [constant CELL_MODE_CUSTOM] display as a non-flat button with a [StyleBox].
ga: Déanann sé cill le [CELL_MODE_CUSTOM leanúnach] a thaispeáint mar chnaipe neamhréidh le [StyleBox].

en: Sets the given column's custom background color and whether to just use it as an outline.
ga: Socraíonn sé dath cúlra saincheaptha an cholúin a thugtar agus cé acu is ceart é a úsáid mar imlíne.

en: Sets the given column's custom color.
ga: Socraíonn sé dath saincheaptha an cholúin a thugtar.

en: Use [method TreeItem.set_custom_draw_callback] instead.
ga: Úsáid [method TreeItem.set_custom_draw_callback] ina ionad sin.

en: Sets the given column's custom draw callback to the [param callback] method on [param object].
    The method named [param callback] should accept two arguments: the [TreeItem] that is drawn and its position and size as a [Rect2].
ga: Socraíonn sé aisghlao aistarraingthe saincheaptha an cholúin tugtha chuig an modh [aisghlaoch param] ar [param object].
    Ba cheart go nglacfadh an modh ainmnithe [param callback] le dhá argóint: an [TreeItem] a tharraingítear agus a shuíomh agus a mhéid mar [Rect2].

en: Sets the given column's custom draw callback. Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the custom callback. The cell has to be in [constant CELL_MODE_CUSTOM] to use this feature.
    The [param callback] should accept two arguments: the [TreeItem] that is drawn and its position and size as a [Rect2].
ga: Socraíonn aisghlaoch aistarraingthe saincheaptha an cholúin tugtha. Úsáid [Inghlaoite] ([cód skip-lint]Inghlaoite()[/code]) folamh chun an aisghlao saincheaptha a ghlanadh. Caithfidh an chill a bheith i [CELL_MODE_CUSTOM leanúnach] chun an ghné seo a úsáid.
    Ba cheart go nglacfadh an [param callback] le dhá argóint: an [TreeItem] a tharraingítear agus a shuíomh agus a mhéid mar [Rect2].

en: Sets custom font used to draw text in the given [param column].
ga: Socraíonn sé cló saincheaptha a úsáidtear chun téacs a tharraingt sa [cholún param] a thugtar.

en: Sets custom font size used to draw text in the given [param column].
ga: Socraíonn sé clómhéid saincheaptha a úsáidtear chun téacs a tharraingt sa [cholún param] a thugtar.

en: If [param multiline] is [code]true[/code], the given [param column] is multiline editable.
    [b]Note:[/b] This option only affects the type of control ([LineEdit] or [TextEdit]) that appears when editing the column. You can set multiline values with [method set_text] even if the column is not multiline editable.
ga: Má tá [param multiline] [code]true[/code], is féidir an [param column] a thugtar a chur in eagar illíne.
    [b]Nóta:[/b] Ní dhéanann an rogha seo ach difear don chineál rialaithe ([LineEdit] nó [TextEdit]) a bhíonn le feiceáil agus an colún á chur in eagar. Is féidir leat luachanna illíne a shocrú le [method set_text] fiú mura bhfuil an colún in eagar illíne.

en: If [param enabled] is [code]true[/code], the given [param column] is editable.
ga: Má tá [param-chumasaithe] [code]true[/code], is féidir an [param column] a thugtar a chur in eagar.

en: If [param enable] is [code]true[/code], the given [param column] is expanded to the right.
ga: Má tá [param enable] [code]true[/code], leathnaítear an [param column] ar dheis.

en: Sets the maximum allowed width of the icon in the given [param column]. This limit is applied on top of the default size of the icon and on top of [theme_item Tree.icon_max_width]. The height is adjusted according to the icon's ratio.
ga: Socraíonn sé an t-uasleithead ceadaithe don íocón sa [cholún param] a thugtar. Cuirtear an teorainn seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín agus ar bharr [theme_item Tree.icon_max_width]. Déantar an airde a choigeartú de réir chóimheas an deilbhín.

en: Modulates the given column's icon with [param modulate].
ga: Modhnaíonn sé íocón an cholúin tugtha le [param modulate].

en: Sets the given column's icon's texture region.
ga: Socraíonn sé réigiún uigeachta an cholúin tugtha.

en: If [param indeterminate] is [code]true[/code], the given [param column] is marked indeterminate.
    [b]Note:[/b] If set [code]true[/code] from [code]false[/code], then column is cleared of checked status.
ga: Má tá [param neamhchinntithe] [code]true[/code], tá an [param column] marcáilte neamhchinntithe.
    [b]Nóta:[/b] Má shocraítear [code]true[/code] ó [code]bréagach[/code], ansin glantar an colún stádas ticeála.

en: Sets the metadata value for the given column, which can be retrieved later using [method get_metadata]. This can be used, for example, to store a reference to the original data.
ga: Socraíonn sé an luach meiteashonraí don cholún tugtha, ar féidir é a aisghabháil ar ball trí úsáid a bhaint as [method get_metadata]. Is féidir é seo a úsáid, mar shampla, chun tagairt do na sonraí bunaidh a stóráil.

en: Sets the value of a [constant CELL_MODE_RANGE] column.
ga: Socraíonn sé luach colún [CELL_MODE_RANGE] leanúnach.

en: Sets the range of accepted values for a column. The column must be in the [constant CELL_MODE_RANGE] mode.
    If [param expr] is [code]true[/code], the edit mode slider will use an exponential scale as with [member Range.exp_edit].
ga: Socraíonn sé raon na luachanna a nglactar leo do cholún. Caithfidh an colún a bheith sa mhód [CELL_MODE_RANGE] leanúnach.
    Má tá [param expr] [code]true[/code], úsáidfidh sleamhnán an mhodha eagarthóireachta scála easpónantúil mar atá le [member Range.exp_edit].

en: If [param selectable] is [code]true[/code], the given [param column] is selectable.
ga: Má tá [param selectable] [code]true[/code], is féidir an [param column] a thugtar a roghnú.

en: Set BiDi algorithm override for the structured text. Has effect for cells that display text.
ga: Socraigh sárú algartam BiDi don téacs struchtúrtha. Tá éifeacht aige ar chealla a thaispeánann téacs.

en: Set additional options for BiDi override. Has effect for cells that display text.
ga: Socraigh roghanna breise do shárú BiDi. Tá éifeacht aige ar chealla a thaispeánann téacs.

en: Sets a string to be shown after a column's value (for example, a unit abbreviation).
ga: Socraíonn sé teaghrán a thaispeánfar tar éis luach colúin (mar shampla, giorrúchán aonaid).

en: Sets the given column's text value.
ga: Socraíonn sé luach téacs an cholúin tugtha.

en: Sets the given column's text alignment. See [enum HorizontalAlignment] for possible values.
ga: Socraíonn sé ailíniú téacs an cholúin tugtha. Féach [enum HorizontalAlignment] le haghaidh luachanna féideartha.

en: Sets the clipping behavior when the text exceeds the item's bounding rectangle in the given [param column].
ga: Socraíonn sé an iompar bearrtha nuair a sháraíonn an téacs dronuilleog teorannach na míre sa [cholún param] a thugtar.

en: Sets the given column's tooltip text.
ga: Socraíonn sé téacs leid uirlisí an cholúin a thugtar.

en: Uncollapses all [TreeItem]s necessary to reveal this [TreeItem], i.e. all ancestor [TreeItem]s.
ga: Ní scriosann sé gach [TreeItem]s atá riachtanach chun an [TreeItem] seo a nochtadh, i.e. gach sinsear [TreeItem]s.

en: If [code]true[/code], the TreeItem is collapsed.
ga: Más [code]true[/code], tá an TreeItem tite.

en: The custom minimum height.
ga: An airde íosta saincheaptha.

en: If [code]true[/code], folding is disabled for this TreeItem.
ga: Más [code]true[/code], tá fillte díchumasaithe don TreeItem seo.

en: If [code]true[/code], the [TreeItem] is visible (default).
    Note that if a [TreeItem] is set to not be visible, none of its children will be visible either.
ga: Más [code]true[/code], tá an [TreeItem] le feiceáil (réamhshocraithe).
    Tabhair faoi deara má shocraítear nach mbeidh [TreeItem] infheicthe, ní bheidh aon duine dá leanaí le feiceáil ach an oiread.

en: Cell shows a numeric range. When editable, it can be edited using a range slider. Use [method set_range] to set the value and [method set_range_config] to configure the range.
    This cell can also be used in a text dropdown mode when you assign a text with [method set_text]. Separate options with a comma, e.g. [code]"Option1,Option2,Option3"[/code].
ga: Léiríonn cill raon uimhriúil. Nuair is féidir é a chur in eagar, is féidir é a chur in eagar le sleamhnán raoin. Úsáid [method set_range] chun an luach a shocrú agus [method set_range_config] chun an raon a chumrú.
    Is féidir an chill seo a úsáid freisin i mód anuas téacs nuair a sannann tú téacs le [method set_text]. Roghanna ar leith le camóg, e.g. [code]"Rogha 1, Rogha 2, Rogha 3"[/code].

en: Cell shows as a clickable button. It will display an arrow similar to [OptionButton], but doesn't feature a dropdown (for that you can use [constant CELL_MODE_RANGE]). Clicking the button emits the [signal Tree.item_edited] signal. The button is flat by default, you can use [method set_custom_as_button] to display it with a [StyleBox].
    This mode also supports custom drawing using [method set_custom_draw_callback].
ga: Léiríonn cill mar chnaipe inchliceáilte. Taispeánfaidh sé saighead cosúil le [OptionButton], ach níl anuas i gceist leis (mar sin is féidir leat [CELL_MODE_RANGE] leanúnach a úsáid). Má chliceálann tú an cnaipe astaítear an comhartha [signal Tree.item_edited]. Tá an cnaipe cothrom de réir réamhshocraithe, is féidir leat [method set_custom_as_button] a úsáid chun é a thaispeáint le [StyleBox].
    Tacaíonn an modh seo freisin le líníocht saincheaptha ag baint úsáide as [method set_custom_draw_callback].

en: Internal mesh type.
ga: Cineál mogalra inmheánach.

en: Mesh type used internally for collision calculations.
ga: Cineál mogalra a úsáidtear go hinmheánach le haghaidh ríomh imbhuailte.

en: Represents a straight tube-shaped [PrimitiveMesh] with variable width.
ga: Is ionann é agus feadán díreach múnlaithe [PrimitiveMesh] le leithead athraitheach.

en: [TubeTrailMesh] represents a straight tube-shaped mesh with variable width. The tube is composed of a number of cylindrical sections, each with the same [member section_length] and number of [member section_rings]. A [member curve] is sampled along the total length of the tube, meaning that the curve determines the radius of the tube along its length.
    This primitive mesh is usually used for particle trails.
ga: Léiríonn [TubeTrailMesh] mogalra díreach i gcruth feadán le leithead athraitheach. Tá an feadán comhdhéanta de roinnt codanna sorcóireacha, gach ceann acu mar an gcéanna [ball section_length] agus líon [ball section_rings]. Déantar [cuar ball] a shampláil feadh fhad iomlán an fheadáin, rud a chiallaíonn go socraíonn an cuar ga an fheadáin feadh a fhad.
    Úsáidtear an mogalra primitive seo de ghnáth le haghaidh rianta cáithníní.

en: If [code]true[/code], generates a cap at the bottom of the tube. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera.
ga: Más [code]true[/code], gineann caipín ag bun an fheadáin. Is féidir é seo a shocrú go [code]bréagach[/code] chun giniúint agus rindreáil a bhrostú nuair nach bhfeiceann an ceamara an caipín.

en: If [code]true[/code], generates a cap at the top of the tube. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera.
ga: Más [code]true[/code], gineann caipín ag barr an fheadáin. Is féidir é seo a shocrú go [code]bréagach[/code] chun giniúint agus rindreáil a bhrostú nuair nach bhfeiceann an ceamara an caipín.

en: The number of sides on the tube. For example, a value of [code]5[/code] means the tube will be pentagonal. Higher values result in a more detailed tube at the cost of performance.
ga: Líon na taobhanna ar an bhfeadán. Mar shampla, ciallaíonn luach [code]5[/code] go mbeidh an feadán pentagonal. Mar thoradh ar luachanna níos airde tá feadán níos mionsonraithe ar chostas feidhmíochta.

en: The baseline radius of the tube. The radius of a particular section ring is obtained by multiplying this radius by the value of the [member curve] at the given distance.
ga: Ga bonnlíne an fheadáin. Faightear ga fáinne comhghearrtha ar leith tríd an ga seo a iolrú faoi luach an [ballchuar] ag an bhfad tugtha.

en: The length of a section of the tube.
ga: Fad cuid den fheadán.

en: The number of rings in a section. The [member curve] is sampled on each ring to determine its radius. Higher values result in a more detailed tube at the cost of performance.
ga: Líon na bhfáinní i rannóg. Déantar [cuar na mball] a shampláil ar gach fáinne chun a gha a fháil. Mar thoradh ar luachanna níos airde tá feadán níos mionsonraithe ar chostas feidhmíochta.

en: The total number of sections on the tube.
ga: Líon iomlán na hailt ar an bhfeadán.

en: Lightweight object used for general-purpose animation via script, using [Tweener]s.
ga: Réad éadrom a úsáidtear le haghaidh beochana ginearálta trí script, ag baint úsáide as [Tweener]s.

en: Binds this [Tween] with the given [param node]. [Tween]s are processed directly by the [SceneTree], so they run independently of the animated nodes. When you bind a [Node] with the [Tween], the [Tween] will halt the animation when the object is not inside tree and the [Tween] will be automatically killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] will make the pausing behavior dependent on the bound node.
    For a shorter way to create and bind a [Tween], you can use [method Node.create_tween].
ga: Ceanglaíonn sé seo [Tween] leis an [param node] a thugtar. Próiseálann an [SceneTree] [Tween]s go díreach, mar sin ritheann siad go neamhspleách ar na nóid bheoite. Nuair a cheanglaíonn tú [Nóid] leis an [Tween], cuirfidh an [Tween] stop leis an mbeochan nuair nach bhfuil an réad taobh istigh den chrann agus marófar an [Tween] go huathoibríoch nuair a scaoiltear an réad faoi cheangal. Chomh maith leis sin [ar bhonn leanúnach TWEEN_PAUSE_BOUND] braithfidh an t-iompar sos ar an nód faoi cheangal.
    Chun bealach níos giorra chun [Tween] a chruthú agus a cheangal, is féidir leat [method Node.create_tween] a úsáid.

en: Used to chain two [Tweener]s after [method set_parallel] is called with [code]true[/code].
    [codeblocks]
    [gdscript]
    var tween = create_tween().set_parallel(true)
    tween.tween_property(...)
    tween.tween_property(...) # Will run parallelly with above.
    tween.chain().tween_property(...) # Will run after two above are finished.
    [/gdscript]
    [csharp]
    Tween tween = CreateTween().SetParallel(true);
    tween.TweenProperty(...);
    tween.TweenProperty(...); // Will run parallelly with above.
    tween.Chain().TweenProperty(...); // Will run after two above are finished.
    [/csharp]
    [/codeblocks]
ga: Úsáidtear é chun dhá [Tweener]s a shlabhraáil tar éis [method set_parallel] a dtugtar [code]true[/code] air.
    [codeblocks]
    [gdscript]
    var tween = create_tween().set_parallel(true)
    tween.tween_property(...)
    tween.tween_property(...) # Rithfidh sé go comhthreomhar leis an méid thuas.
    tween.chain().tween_property(...) # Rithfidh sé tar éis an dá cheann thuas a bheith críochnaithe.
    [/gdscript]
    [csharp]
    Tween tween = CreateTween().SetParallel(fíor);
    tween.TweenProperty(...);
    tween.TweenProperty(...); // Rithfidh sé comhthreomhar leis an méid thuas.
    tween.Chain().TweenProperty(...); // Rithfidh sé tar éis dhá cheann thuas a bheith críochnaithe.
    [/csharp]
    [/codeblocks]

en: Processes the [Tween] by the given [param delta] value, in seconds. This is mostly useful for manual control when the [Tween] is paused. It can also be used to end the [Tween] animation immediately, by setting [param delta] longer than the whole duration of the [Tween] animation.
    Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't finished.
ga: Próiseálann sé an [Tween] leis an luach [param delta] tugtha, i soicindí. Tá sé seo úsáideach den chuid is mó le haghaidh rialú láimhe nuair a bhíonn an [Tween] ar sos. Is féidir é a úsáid freisin chun deireadh a chur leis an mbeochan [Tween] láithreach, trí [param delta] a shocrú níos faide ná fad iomlán na beochana [Tween].
    Filleann sé [code]true[/code] má tá [Tween]anna fós ag na [Tween] nár chríochnaigh.

en: Returns the number of remaining loops for this [Tween] (see [method set_loops]). A return value of [code]-1[/code] indicates an infinitely looping [Tween], and a return value of [code]0[/code] indicates that the [Tween] has already finished.
ga: Filleann sé líon na lúb atá fágtha don [Tween] seo (féach [method set_loops]). Léiríonn luach aischuir [code]-1[/code] [Tween] atá lúbtha gan teorainn, agus léiríonn luach fillte [code]0[/code] go bhfuil an [Tween] críochnaithe cheana féin.

en: Returns the total time in seconds the [Tween] has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale], and [method stop] will reset it to [code]0[/code].
    [b]Note:[/b] As it results from accumulating frame deltas, the time returned after the [Tween] has finished animating will be slightly greater than the actual [Tween] duration.
ga: Filleann sé an t-am iomlán i soicindí a bhí an [Tween] ag beochan (i.e. an t-am ó thosaigh sé, gan sosanna a chomhaireamh etc.). Bíonn tionchar ag [method set_speed_scale] ar an am, agus athshocróidh [stad modh] é go [code]0[/code].
    [b]Nóta:[/b] Ós rud é go n-eascraíonn sé as frame deltas a charnadh, beidh an t-am a thugtar ar ais tar éis don [Tween] beocht a chríochnú beagán níos mó ná an ré iarbhír [Tween].

en: This method can be used for manual interpolation of a value, when you don't want [Tween] to do animating for you. It's similar to [method @GlobalScope.lerp], but with support for custom transition and easing.
    [param initial_value] is the starting value of the interpolation.
    [param delta_value] is the change of the value in the interpolation, i.e. it's equal to [code]final_value - initial_value[/code].
    [param elapsed_time] is the time in seconds that passed after the interpolation started and it's used to control the position of the interpolation. E.g. when it's equal to half of the [param duration], the interpolated value will be halfway between initial and final values. This value can also be greater than [param duration] or lower than 0, which will extrapolate the value.
    [param duration] is the total time of the interpolation.
    [b]Note:[/b] If [param duration] is equal to [code]0[/code], the method will always return the final value, regardless of [param elapsed_time] provided.
ga: Is féidir an modh seo a úsáid chun luach a idirshuíomh de láimh, nuair nach bhfuil tú ag iarraidh [Tween] beochan a dhéanamh duit. Tá sé cosúil le [method @GlobalScope.lerp], ach le tacaíocht d'aistriú agus éascú saincheaptha.
    Is é [param initial_value] luach tosaigh an idirshuímh.
    Is é [param delta_value] an t-athrú ar an luach san idirshuíomh, i.e. tá sé comhionann le [code] final_value - initial_value[/code].
    [param elapsed_time] an t-am i soicindí a chuaigh thart tar éis don idirshuíomh tosú agus úsáidtear é chun suíomh an idirshuímh a rialú. E.g. nuair atá sé cothrom le leath de [fhad na míre], beidh an luach idirshuite leath bealaigh idir an luach tosaigh agus an luach deiridh. Is féidir leis an luach seo a bheith níos mó ná [fad param] nó níos ísle ná 0, rud a dhéanfaidh an luach a eachtarshuíomh.
    Is é [fad param] am iomlán an idirshuímh.
    [b]Nóta:[/b] Más ionann [fad param] agus [code]0[/code], tabharfaidh an modh ar ais an luach deiridh i gcónaí, beag beann ar [param elapsed_time] a cuireadh ar fáil.

en: Returns whether the [Tween] is currently running, i.e. it wasn't paused and it's not finished.
ga: Filleann sé cibé an bhfuil an [Tween] ag rith faoi láthair, i.e. níor cuireadh ar sos é agus níl sé críochnaithe.

en: Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [Tween]). A [Tween] might become invalid when it has finished tweening, is killed, or when created with [code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended.
ga: Filleann sé cibé an bhfuil an [Tween] bailí. Is [Tween] bailí é [Tween] atá sa chrann radharc (i.e. beidh an [Tween] seo san eagar ó [method SceneTree.get_processed_tweens]). D’fhéadfadh [Tween] a bheith neamhbhailí nuair a bheidh an tweenáil críochnaithe aige, nuair a mharaítear é, nó nuair a chruthaítear é le [code]Tween.new()[/code]. Ní féidir [Tween]anna [Tween]anna neamhbhailí a chur i gceangal leis.

en: Aborts all tweening operations and invalidates the [Tween].
ga: Cuireann sé deireadh le gach oibríocht tweenála agus neamhbhailítear an [Tween].

en: Pauses the tweening. The animation can be resumed by using [method play].
    [b]Note:[/b] If a Tween is paused and not bound to any node, it will exist indefinitely until manually started or invalidated. If you lose a reference to such Tween, you can retrieve it using [method SceneTree.get_processed_tweens].
ga: Cuireann an tweening sos. Is féidir an bheochan a atosú trí úsáid a bhaint as [seinm modh].
    [b]Nóta:[/b] Má chuirtear Tween ar sos agus nach bhfuil sé ceangailte d’aon nód, beidh sé ann ar feadh tréimhse éiginnte go dtí go dtosófar de láimh nó go neamhbhaileofar é. Má chailleann tú tagairt do Tween den sórt sin, is féidir leat é a aisghabháil trí úsáid a bhaint as [method SceneTree.get_processed_tweens].

en: Resumes a paused or stopped [Tween].
ga: Atosaíonn sé ar sos nó stop [Tween].

en: Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice.
    Calling this method without arguments will make the [Tween] run infinitely, until either it is killed with [method kill], the [Tween]'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).
    [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single [CallbackTweener] with no delay) are stopped after a small number of loops, which may produce unexpected results. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
ga: Socraíonn sé an líon uaireanta a dhéanfar an seicheamh tweening a athdhéanamh, i.e. beidh [code]set_loops(2)[/code] ag rith an bheochan faoi dhó.
    Má ghlaonn tú ar an modh seo gan argóintí, beidh an [Tween] ag rith gan teorainn, go dtí go maraítear é le [method marú], go scaoilfear nód faoi cheangal an [Tween], nó go saorfar na réada beoite go léir (rud a fhágann nach féidir tuilleadh beochana a dhéanamh. ).
    [b]Rabhadh:[/b] Bí cinnte go gcuirfidh tú roinnt fad ama/moill leis i gcónaí agus lúba éigríochta in úsáid agat. Chun an cluiche a reo a chosc, stoptar beochan lúbtha 0-fhad (m.sh. aon [CallbackTweener] gan aon mhoill) tar éis líon beag lúb, rud a d’fhéadfadh torthaí gan choinne a thabhairt. Má bhraitheann saolré [Tween] ar nód éigin, úsáid [method bind_node] i gcónaí.

en: If [param parallel] is [code]true[/code], the [Tweener]s appended after this method will by default run simultaneously, as opposed to sequentially.
    [b]Note:[/b] Just like with [method parallel], the tweener added right before this method will also be part of the parallel step.
    [codeblock]
    tween.tween_property(self, "position", Vector2(300, 0), 0.5)
    tween.set_parallel()
    tween.tween_property(self, "modulate", Color.GREEN, 0.5) # Runs together with the position tweener.
    [/codeblock]
ga: Má tá [param comhthreomhar] [code]true[/code], beidh na [Tweener]anna atá i gceangal leis i ndiaidh an mhodha seo ag rith go comhuaineach de réir réamhshocraithe, seachas go seicheamhach.
    [b]Nóta:[/b] Cosúil le [method comhthreomhar], beidh an tweener a cuireadh leis díreach roimh an modh seo mar chuid den chéim chomhthreomhar freisin.
    [codeblock]
    tween.tween_property(féin, "suíomh", Vector2(300, 0), 0.5)
    tween.set_comhthreomhar()
    tween.tween_property(féin, "modulate", Color.GREEN, 0.5) # Ritheann sé mar aon leis an tweener suímh.
    [/codeblock]

en: Determines the behavior of the [Tween] when the [SceneTree] is paused. Check [enum TweenPauseMode] for options.
    Default value is [constant TWEEN_PAUSE_BOUND].
ga: Cinneann sé iompar an [Tween] nuair a chuirtear an [SceneTree] ar sos. Seiceáil [enum TweenPauseMode] le haghaidh roghanna.
    Is é an luach réamhshocraithe [TWEEN_PAUSE_BOUND].

en: Determines whether the [Tween] should run after process frames (see [method Node._process]) or physics frames (see [method Node._physics_process]).
    Default value is [constant TWEEN_PROCESS_IDLE].
ga: Cinneann cé acu ba chóir don [Tween] rith tar éis frámaí próisis (féach [method Node._process]) nó frámaí fisice (féach [method Node._physics_process]).
    Is é an luach réamhshocraithe ná [TWEEN_PROCESS_IDLE].

en: Scales the speed of tweening. This affects all [Tweener]s and their delays.
ga: Scálaí ar an luas tweening. Bíonn tionchar aige seo ar gach [Tweener] agus ar a gcuid moille.

en: Creates and appends a [CallbackTweener]. This method can be used to call an arbitrary method in any object. Use [method Callable.bind] to bind additional arguments for the call.
    [b]Example:[/b] Object that keeps shooting every 1 second:
    [codeblocks]
    [gdscript]
    var tween = get_tree().create_tween().set_loops()
    tween.tween_callback(shoot).set_delay(1)
    [/gdscript]
    [csharp]
    Tween tween = GetTree().CreateTween().SetLoops();
    tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);
    [/csharp]
    [/codeblocks]
    [b]Example:[/b] Turning a sprite red and then blue, with 2 second delay:
    [codeblocks]
    [gdscript]
    var tween = get_tree().create_tween()
    tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)
    tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)
    [/gdscript]
    [csharp]
    Tween tween = GetTree().CreateTween();
    Sprite2D sprite = GetNode<Sprite2D>("Sprite");
    tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f);
    tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f);
    [/csharp]
    [/codeblocks]
ga: Cruthaíonn agus cuireann [CallbackTweener] leis. Is féidir an modh seo a úsáid chun modh treallach a ghlaoch in aon réad. Úsáid [method Callable.bind] chun argóintí breise a cheangal don ghlao.
    [b]Sampla:[/b] Réad a choinníonn an lámhach gach 1 soicind:
    [codeblocks]
    [gdscript]
    var tween = get_tree().create_tween().set_loops()
    tween.tween_callback(shoot).set_delay(1)
    [/gdscript]
    [csharp]
    Tween tween = GetTree().CreateTween().SetLoops();
    tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);
    [/csharp]
    [/codeblocks]
    [b]Sampla:[/b] Ag casadh sprite dearg agus gorm ansin, le moill 2 soicind:
    [codeblocks]
    [gdscript]
    var tween = get_tree().create_tween()
    tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)
    tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)
    [/gdscript]
    [csharp]
    Tween tween = GetTree().CreateTween();
    Sprite2D sprite = GetNode<Sprite2D>("Sprite");
    tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f);
    tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f);
    [/csharp]
    [/codeblocks]

en: Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [Tween] acts as a timer). [param time] is the length of the interval, in seconds.
    [b]Example:[/b] Creating an interval in code execution:
    [codeblocks]
    [gdscript]
    # ... some code
    await create_tween().tween_interval(2).finished
    # ... more code
    [/gdscript]
    [csharp]
    // ... some code
    await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName.Finished);
    // ... more code
    [/csharp]
    [/codeblocks]
    [b]Example:[/b] Creating an object that moves back and forth and jumps every few seconds:
    [codeblocks]
    [gdscript]
    var tween = create_tween().set_loops()
    tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative()
    tween.tween_callback(jump)
    tween.tween_interval(2)
    tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative()
    tween.tween_callback(jump)
    tween.tween_interval(2)
    [/gdscript]
    [csharp]
    Tween tween = CreateTween().SetLoops();
    tween.TweenProperty(GetNode("Sprite"), "position:x", 200.0f, 1.0f).AsRelative();
    tween.TweenCallback(Callable.From(Jump));
    tween.TweenInterval(2.0f);
    tween.TweenProperty(GetNode("Sprite"), "position:x", -200.0f, 1.0f).AsRelative();
    tween.TweenCallback(Callable.From(Jump));
    tween.TweenInterval(2.0f);
    [/csharp]
    [/codeblocks]
ga: Cruthaíonn agus cuireann [IntervalTweener] leis. Is féidir an modh seo a úsáid chun moill a chur ar an mbeochan tween, mar mhalairt ar an moill i [Tweener]anna eile a úsáid, nó nuair nach bhfuil beochan ann (agus sa chás sin feidhmíonn an [Tween] mar lasc ama). Is é [am param] fad an eatraimh, i soicindí.
    [b]Sampla:[/b] Eatramh i bhfeidhmiú an chóid a chruthú:
    [codeblocks]
    [gdscript]
    #... cód éigin
    ag fanacht create_tween().tween_interval(2).críochnaithe
    #...níos mó cód
    [/gdscript]
    [csharp]
    // ... cód éigin
    ag fanacht le ToSignal(CruthaighTween().TweenInterval(2.0f), Tween.SignalName.Críochnaithe);
    // ... níos mó cód
    [/csharp]
    [/codeblocks]
    [b]Sampla:[/b] Ag cruthú réad a ghluaiseann anonn is anall agus a léimeann gach cúpla soicind:
    [codeblocks]
    [gdscript]
    var tween = create_tween().set_loops()
    tween.tween_property($Sprite, "suíomh:x", 200.0, 1). as_relative()
    tween.tween_callback(léim)
    tween.tween_eatramh(2)
    tween.tween_property($ Sprite, "suíomh: x", -200.0, 1). as_relative()
    tween.tween_callback(léim)
    tween.tween_eatramh(2)
    [/gdscript]
    [csharp]
    Tween tween = CreateTween().SetLoops();
    tween.TweenProperty(GetNode("Sprite"), "suíomh:x", 200.0f, 1.0f).AsRelative();
    tween.TweenCallback(Callable.From(Léim));
    tween.TweenInterval(2.0f);
    tween.TweenProperty(GetNode("Sprite"), "suíomh:x", -200.0f, 1.0f).AsRelative();
    tween.TweenCallback(Callable.From(Léim));
    tween.TweenInterval(2.0f);
    [/csharp]
    [/codeblocks]

en: Creates and appends a [MethodTweener]. This method is similar to a combination of [method tween_callback] and [method tween_property]. It calls a method over time with a tweened value provided as an argument. The value is tweened between [param from] and [param to] over the time specified by [param duration], in seconds. Use [method Callable.bind] to bind additional arguments for the call. You can use [method MethodTweener.set_ease] and [method MethodTweener.set_trans] to tweak the easing and transition of the value or [method MethodTweener.set_delay] to delay the tweening.
    [b]Example:[/b] Making a 3D object look from one point to another point:
    [codeblocks]
    [gdscript]
    var tween = create_tween()
    tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, 0, -1), 1) # The look_at() method takes up vector as second argument.
    [/gdscript]
    [csharp]
    Tween tween = CreateTween();
    tween.TweenMethod(Callable.From((Vector3 target) => LookAt(target, Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // Use lambdas to bind additional arguments for the call.
    [/csharp]
    [/codeblocks]
    [b]Example:[/b] Setting the text of a [Label], using an intermediate method and after a delay:
    [codeblocks]
    [gdscript]
    func _ready():
        var tween = create_tween()
        tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)
    
    func set_label_text(value: int):
        $Label.text = "Counting " + str(value)
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        base._Ready();
    
        Tween tween = CreateTween();
        tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f);
    }
    
    private void SetLabelText(int value)
    {
        GetNode<Label>("Label").Text = $"Counting {value}";
    }
    [/csharp]
    [/codeblocks]
ga: Cruthaíonn agus cuireann [MethodTweener] leis. Tá an modh seo cosúil le meascán de [method tween_callback] agus [method tween_property]. Glaonn sé modh le himeacht ama a bhfuil luach comhoiriúnaithe curtha ar fáil mar argóint. Déantar an luach a chomhoiriúnú idir [param from] agus [param to] thar an tréimhse ama atá sonraithe ag [param duration], i soicindí. Úsáid [method Callable.bind] chun argóintí breise a cheangal don ghlao. Is féidir leat [method MethodTweener.set_ease] agus [method MethodTweener.set_trans] a úsáid chun éascú agus trasdul an luach a tweak nó [method MethodTweener.set_delay] chun moill a chur ar an tweening.
    [b]Sampla:[/b] Breathnú ar réad 3T ó phointe amháin go pointe eile:
    [codeblocks]
    [gdscript]
    var tween = create_tween()
    tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, 0, -1), 1) # Glacann an modh look_at() veicteoir mar dhara argóint.
    [/gdscript]
    [csharp]
    Tween tween = CreateTween();
    ween.TweenMethod(Callable.From((Vector3 target) => LookAt(target, Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // Bain úsáid as lambdas chun argóintí breise a cheangal don ghlao.
    [/csharp]
    [/codeblocks]
    [b]Sampla:[/b] Téacs [Label] a shocrú, ag baint úsáide as modh idirmheánach agus tar éis moille:
    [codeblocks]
    [gdscript]
    func _ready():
        var tween = create_tween()
        tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)
    
    func set_label_text(value: int):
     $Label.text = "Ag comhaireamh" + str(luach)
    [/gdscript]
    [csharp]
    public override void _Ready()
    {
        base._Ready();
    
     Tween tween = CreateTween();
        tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f);
    }
    
    private void SetLabelText(int value)
    {
     GetNode<Label>("Label").Text = $"Comhaireamh {value}";
    }
    [/csharp]
    [/codeblocks]

en: Emitted when the [Tween] has finished all tweening. Never emitted when the [Tween] is set to infinite looping (see [method set_loops]).
ga: Astaítear nuair a bhíonn an [Tween] críochnaithe ag an tweenáil ar fad. Ná astaítear riamh nuair a bhíonn an [Tween] socraithe go lúbadh gan teorainn (féach [method set_loops]).

en: Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after the final loop, use [signal finished] instead for this case.
ga: Astaítear nuair a bhíonn lúb iomlán críochnaithe (féach [method set_loops]), ag soláthar an innéacs lúb. Ní astaítear an comhartha seo tar éis an lúb deiridh, bain úsáid as [signal finished] ina ionad sin sa chás seo.

en: Emitted when one step of the [Tween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running in parallel.
ga: Astaítear nuair a bhíonn céim amháin den [Tween] críochnaithe, ag soláthar an innéacs céime. Céim amháin is ea [Tweener] amháin nó grúpa [Tweener]anna a rith go comhthreomhar.

en: The [Tween] updates after each physics frame (see [method Node._physics_process]).
ga: Na nuashonruithe [Tween] tar éis gach fráma fisice (féach [method Node._physics_process]).

en: The [Tween] updates after each process frame (see [method Node._process]).
ga: Na nuashonruithe [Tween] tar éis gach fráma próiseas (féach [method Node._process]).

en: If the [Tween] has a bound node, it will process when that node can process (see [member Node.process_mode]). Otherwise it's the same as [constant TWEEN_PAUSE_STOP].
ga: Má tá nód faoi cheangal ag an [Tween], próiseálfaidh sé nuair is féidir an nód sin a phróiseáil (féach [member Node.process_mode]). Seachas sin tá sé mar an gcéanna le [TWEEN_PAUSE_STOP leanúnach].

en: If [SceneTree] is paused, the [Tween] will also pause.
ga: Má chuirtear [SceneTree] ar sos, cuirfear an [Tween] ar sos freisin.

en: The [Tween] will process regardless of whether [SceneTree] is paused.
ga: Próiseálfaidh an [Tween] is cuma an bhfuil [SceneTree] ar sos.

en: The animation is interpolated linearly.
ga: Tá an beochan idirshuite go líneach.

en: The animation is interpolated using a sine function.
ga: Déantar an bheochan a idirshuí le húsáid sínfheidhm.

en: The animation is interpolated with a quintic (to the power of 5) function.
ga: Tá an beochan idirshuite le feidhm quintic (go dtí an chumhacht de 5).

en: The animation is interpolated with a quartic (to the power of 4) function.
ga: Tá an bheochan idirshuite le feidhm cheathaireach (go dtí cumhacht 4).

en: The animation is interpolated with a quadratic (to the power of 2) function.
ga: Tá an bheochan idirshuite le feidhm chearnach (go dtí cumhacht 2).

en: The animation is interpolated with an exponential (to the power of x) function.
ga: Tá an bheochan idirshuite le feidhm easpónantúil (go dtí cumhacht x).

en: The animation is interpolated with elasticity, wiggling around the edges.
ga: Tá an beochan idirshuite le leaisteachas, wiggling timpeall an imill.

en: The animation is interpolated with a cubic (to the power of 3) function.
ga: Tá an bheochan idirshuite le feidhm chiúbach (go dtí cumhacht 3).

en: The animation is interpolated with a function using square roots.
ga: Déantar an bheochan a idirshuíomh le feidhm ag baint úsáide as fréamhacha cearnacha.

en: The animation is interpolated by bouncing at the end.
ga: Déantar an bheochan a idirshuíomh trí preabadh ag an deireadh.

en: The animation is interpolated backing out at ends.
ga: Tá an beochan idirshuite agus tacaíocht amach ag foircinn.

en: The animation is interpolated like a spring towards the end.
ga: Tá an beochan idirshuite cosúil le lingeán i dtreo an deireadh.

en: The interpolation starts slowly and speeds up towards the end.
ga: Tosaíonn an t-idirshuíomh go mall agus luasann sé suas i dtreo an deireadh.

en: The interpolation starts quickly and slows down towards the end.
ga: Tosaíonn an t-idirshuíomh go tapa agus slows síos i dtreo an deireadh.

en: A combination of [constant EASE_IN] and [constant EASE_OUT]. The interpolation is slowest at both ends.
ga: Meascán de [EASE_IN leanúnach] agus [EASE_OUT leanúnach]. Is é an t-idirshuíomh is moille ag an dá cheann.

en: A combination of [constant EASE_IN] and [constant EASE_OUT]. The interpolation is fastest at both ends.
ga: Meascán de [EASE_IN leanúnach] agus [EASE_OUT leanúnach]. Is é an t-idirshuíomh is tapúla ag an dá cheann.

en: Abstract class for all Tweeners used by [Tween].
ga: Rang teibí do gach Tweeners a úsáideann [Tween].

en: Tweeners are objects that perform a specific animating task, e.g. interpolating a property or calling a method at a given time. A [Tweener] can't be created manually, you need to use a dedicated method from [Tween].
ga: Is éard is tweenairí ann rudaí a dhéanann tasc beochana ar leith, e.g. ag idirshuíomh airí nó ag glaoch ar mhodh ag am ar leith. Ní féidir [Tweener] a chruthú de láimh, ní mór duit modh tiomnaithe a úsáid ó [Tween].

en: Helper class to implement a UDP server.
ga: Rang cúntóir chun freastalaí UDP a chur i bhfeidhm.

en: Returns [code]true[/code] if a packet with a new address/port combination was received on the socket.
ga: Seoltar ar ais [code]true[/code] má fuarthas paicéad ar an soicéad le comhcheangal seolta/poirt nua.

en: Returns [code]true[/code] if the socket is open and listening on a port.
ga: Filleann sé [code]true[/code] má tá an soicéad oscailte agus éisteacht ar phort.

en: Starts the server by opening a UDP socket listening on the given [param port]. You can optionally specify a [param bind_address] to only listen for packets sent to that address. See also [method PacketPeerUDP.bind].
ga: Tosaíonn an freastalaí trí soicéad UDP a oscailt ag éisteacht ar an [port param] a thugtar. Is féidir leat [param bind_address] a shonrú go roghnach chun éisteacht le haghaidh paicéid a sheoltar chuig an seoladh sin amháin. Féach freisin [method PacketPeerUDP.bind].

en: Call this method at regular intervals (e.g. inside [method Node._process]) to process new packets. And packet from known address/port pair will be delivered to the appropriate [PacketPeerUDP], any packet received from an unknown address/port pair will be added as a pending connection (see [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections].
ga: Glaoigh ar an modh seo go tráthrialta (m.sh. taobh istigh de [method Node._process]) chun paicéid nua a phróiseáil. Agus paicéad ón seoladh/péire poirt aitheanta a sheachadadh chuig an [PacketPeerUDP] cuí, cuirfear aon phaicéad a fhaightear ó sheoladh anaithnid / péire poirt leis mar nasc ar feitheamh (féach [method is_connection_available], [method take_connection]). Sainmhínítear an t-uaslíon nasc atá ar feitheamh trí [member max_pending_connections].

en: Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified).
ga: Stopann sé an freastalaí, dúnadh an soicéad UDP má osclaítear é. Dúnfar gach nasc [PacketPeerUDP] a ghlactar trí [method take_connection] (ní thabharfar fógra do phiaraí iargúlta).

en: Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host].
ga: Filleann sé an chéad nasc atá ar feitheamh (ceangailte leis an seoladh/port cuí). Seolfar [code]null[/code] ar ais mura bhfuil nasc nua ar fáil. Féach freisin [method is_connection_available], [method PacketPeerUDP.connect_to_host].

en: Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).
ga: Sainmhínigh an t-uaslíon nasc atá ar feitheamh, le linn na [vótaire modha], fágfar go huathoibríoch aon nasc nua ar feitheamh a sháraíonn an luach sin. Má shocraítear an luach seo go [code]0[/code], ní féidir glacadh le haon nasc nua atá ar feitheamh (m.sh. nuair a bhíonn do chuid imreoirí ar fad nasctha).

en: Provides a high-level interface for implementing undo and redo operations.
ga: Soláthraíonn sé comhéadan ardleibhéil chun oibríochtaí Cealaigh agus Athdhéan a chur i bhfeidhm.

en: UndoRedo works by registering methods and property changes inside "actions". You can create an action, then provide ways to do and undo this action using function calls and property changes, then commit the action.
    When an action is committed, all of the [code]do_*[/code] methods will run. If the [method undo] method is used, the [code]undo_*[/code] methods will run. If the [method redo] method is used, once again, all of the [code]do_*[/code] methods will run.
    Here's an example on how to add an action:
    [codeblocks]
    [gdscript]
    var undo_redo = UndoRedo.new()
    
    func do_something():
        pass # Put your code here.
    
    func undo_something():
        pass # Put here the code that reverts what's done by "do_something()".
    
    func _on_my_button_pressed():
        var node = get_node("MyNode2D")
        undo_redo.create_action("Move the node")
        undo_redo.add_do_method(do_something)
        undo_redo.add_undo_method(undo_something)
        undo_redo.add_do_property(node, "position", Vector2(100,100))
        undo_redo.add_undo_property(node, "position", node.position)
        undo_redo.commit_action()
    [/gdscript]
    [csharp]
    private UndoRedo _undoRedo;
    
    public override void _Ready()
    {
        _undoRedo = new UndoRedo();
    }
    
    public void DoSomething()
    {
        // Put your code here.
    }
    
    public void UndoSomething()
    {
        // Put here the code that reverts what's done by "DoSomething()".
    }
    
    private void OnMyButtonPressed()
    {
        var node = GetNode<Node2D>("MyNode2D");
        _undoRedo.CreateAction("Move the node");
        _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));
        _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));
        _undoRedo.AddDoProperty(node, "position", new Vector2(100, 100));
        _undoRedo.AddUndoProperty(node, "position", node.Position);
        _undoRedo.CommitAction();
    }
    [/csharp]
    [/codeblocks]
    Before calling any of the [code]add_(un)do_*[/code] methods, you need to first call [method create_action]. Afterwards you need to call [method commit_action].
    If you don't need to register a method, you can leave [method add_do_method] and [method add_undo_method] out; the same goes for properties. You can also register more than one method/property.
    If you are making an [EditorPlugin] and want to integrate into the editor's undo history, use [EditorUndoRedoManager] instead.
    If you are registering multiple properties/method which depend on one another, be aware that by default undo operation are called in the same order they have been added. Therefore instead of grouping do operation with their undo operations it is better to group do on one side and undo on the other as shown below.
    [codeblocks]
    [gdscript]
    undo_redo.create_action("Add object")
    
    # DO
    undo_redo.add_do_method(_create_object)
    undo_redo.add_do_method(_add_object_to_singleton)
    
    # UNDO
    undo_redo.add_undo_method(_remove_object_from_singleton)
    undo_redo.add_undo_method(_destroy_that_object)
    
    undo_redo.commit_action()
    [/gdscript]
    [csharp]
    _undo_redo.CreateAction("Add object");
    
    // DO
    _undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));
    _undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));
    
    // UNDO
    _undo_redo.AddUndoMethod(new Callable(this, MethodName.RemoveObjectFromSingleton));
    _undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));
    
    _undo_redo.CommitAction();
    [/csharp]
    [/codeblocks]
ga: Oibríonn UndoRedo trí mhodhanna agus athruithe maoine a chlárú taobh istigh de “ghníomhartha”. Is féidir leat gníomh a chruthú, ansin bealaí a sholáthar chun an gníomh seo a dhéanamh agus a chealú ag baint úsáide as glaonna feidhm agus athruithe maoine, ansin déan an gníomh.
    Nuair a dhéantar gníomh, rithfidh gach ceann de na modhanna [code]do_*[/code]. Má úsáidtear an modh [method Cealaigh], rithfidh na modhanna [code] undo_*[/code]. Má úsáidtear an modh [method athdhéan], arís eile, rithfidh gach ceann de na modhanna [code]do_*[/code].
    Seo sampla ar conas gníomh a chur leis:
    [codeblocks]
    [gdscript]
    var undo_redo = UndoRedo.new()
    
    func do_something():
     pass # Cuir do chód anseo.
    
    func undo_something():
     pass # Cuir anseo an cód a fhilleann ar a bhfuil déanta ag "do_something()".
    
    func _on_my_button_pressed():
        var node = get_node("MyNode2D")
        undo_redo.create_action("Move the node")
        undo_redo.add_do_method(do_something)
        undo_redo.add_undo_method(undo_something)
        undo_redo.add_do_property(node, "position", Vector2(100,100))
        undo_redo.add_undo_property(node, "position", node.position)
        undo_redo.commit_action()
    [/gdscript]
    [csharp]
    private UndoRedo _undoRedo;
    
    public override void _Ready()
    {
        _undoRedo = new UndoRedo();
    }
    
    public void DoSomething()
    {
     // Cuir do chód anseo.
    }
    
    public void UndoSomething()
    {
     // Cuir anseo an cód a fhilleann ar a bhfuil déanta ag "DoSomething()".
    }
    
    private void OnMyButtonPressed()
    {
        var node = GetNode<Node2D>("MyNode2D");
     _undoRedo.CreateAction("Bog an nód");
        _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));
        _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));
     _undoRedo.AddDoProperty(node, "suíomh", new Vector2(100, 100));
     _undoRedo.AddUndoProperty(node, "post", node.Position);
     _undoRedo.CommitAction();
    }
    [/csharp]
    [/codeblocks]
    Sula gcuirfidh tú glaoch ar aon cheann de na modhanna [code] cuir_(un)do_*[/code], ní mór duit [method create_action] a ghlaoch ar dtús. Ina dhiaidh sin ní mór duit [method gealltanas_action] a ghlaoch.
    Mura bhfuil ort modh a chlárú, is féidir leat [method add_do_method] agus [method add_undo_method] a fhágáil amach; mar an gcéanna do mhaoin. Is féidir leat níos mó ná modh/airí amháin a chlárú freisin.
    Má tá [EditorPlugin] á dhéanamh agat agus más mian leat comhtháthú a dhéanamh i stair cealaithe an eagarthóra, úsáid [EditorUndoRedoManager] ina ionad sin.
    Má tá tú ag clárú il-airíonna/modhanna atá ag brath ar a chéile, bí ar an eolas go dtugtar an oibríocht chealaigh de réir réamhshocraithe san ord céanna inar cuireadh leis iad. Mar sin, in ionad grúpáil a dhéanamh lena n-oibríochtaí cealaithe is fearr iad a ghrúpáil ar thaobh amháin agus a chealú ar an taobh eile mar a thaispeántar thíos.
    [codeblocks]
    [gdscript]
    undo_redo.create_action("Cuir réad leis")
    
    # DÉANAMH
    undo_redo.add_do_method(_create_object)
    undo_redo.add_do_method(_add_object_to_singleton)
    
    # UNDO
    undo_redo.add_undo_method(_remove_object_from_singleton)
    undo_redo.add_undo_method(_destroy_that_object)
    
    undo_redo.commit_action()
    [/gdscript]
    [csharp]
    _undo_redo.CreateAction("Cuir réad leis");
    
    // DÉANAMH
    _undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));
    _undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));
    
    // UNDO
    _undo_redo.AddUndoMethod(new Callable(this, MethodName.RemoveObjectFromSingleton));
    _undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));
    
    _undo_redo.CommitAction();
    [/csharp]
    [/codeblocks]

en: Register a [Callable] that will be called when the action is committed.
ga: Cláraigh [Inghlaoite] a ghlaofar nuair a dhéantar an gníomh.

en: Register a [param property] that would change its value to [param value] when the action is committed.
ga: Cláraigh [maoin param] a d’athródh a luach go [paramluach] nuair a dhéantar an gníomh.

en: Register a reference to an object that will be erased if the "do" history is deleted. This is useful for objects added by the "do" action and removed by the "undo" action.
    When the "do" history is deleted, if the object is a [RefCounted], it will be unreferenced. Otherwise, it will be freed. Do not use for resources.
    [codeblock]
    var node = Node2D.new()
    undo_redo.create_action("Add node")
    undo_redo.add_do_method(add_child.bind(node))
    undo_redo.add_do_reference(node)
    undo_redo.add_undo_method(remove_child.bind(node))
    undo_redo.commit_action()
    [/codeblock]
ga: Cláraigh tagairt do rud a scriosfar má scriostar an stair "Déan". Tá sé seo úsáideach le haghaidh rudaí a chuireann an gníomh "déan" leo agus a bhaintear as an ngníomh "Cealaigh".
    Nuair a scriostar an stair "déan", más rud é [RefCounted], ní dhéanfar tagairt dó. Seachas sin, beidh sé a shaoradh. Ná húsáid le haghaidh acmhainní.
    [codeblock]
    nód var = Nód2D.new()
    undo_redo.create_action("Cuir nód leis")
    undo_redo.add_do_method(cuir_child.bind(nód))
    undo_redo.add_do_reference(nód)
    undo_redo.add_undo_method(bain_child.bind(nód))
    undo_redo.commit_action()
    [/codeblock]

en: Register a [Callable] that will be called when the action is undone.
ga: Cláraigh [Inghlaoite] a ghlaofar nuair a bheidh an gníomh cealaithe.

en: Register a [param property] that would change its value to [param value] when the action is undone.
ga: Cláraigh [airí param] a d’athródh a luach go [paramluach] nuair a chealófar an gníomh.

en: Register a reference to an object that will be erased if the "undo" history is deleted. This is useful for objects added by the "undo" action and removed by the "do" action.
    When the "undo" history is deleted, if the object is a [RefCounted], it will be unreferenced. Otherwise, it will be freed. Do not use for resources.
    [codeblock]
    var node = $Node2D
    undo_redo.create_action("Remove node")
    undo_redo.add_do_method(remove_child.bind(node))
    undo_redo.add_undo_method(add_child.bind(node))
    undo_redo.add_undo_reference(node)
    undo_redo.commit_action()
    [/codeblock]
ga: Cláraigh tagairt do rud a scriosfar má scriostar an stair "Cealaigh". Tá sé seo úsáideach le haghaidh rudaí a chuireann an gníomh "Cealaigh" leis agus a bhaintear as an ngníomh "Déan".
    Nuair a scriostar an stair "Cealaigh", más rud é [RefCounted], ní dhéanfar tagairt dó. Seachas sin, beidh sé a shaoradh. Ná húsáid le haghaidh acmhainní.
    [codeblock]
    nód var = $Nóid 2D
    undo_redo.create_action("Bain nód")
    undo_redo.add_do_modh(bain_child.bind(nód))
    undo_redo.add_undo_method(cuir_child.bind(nód))
    undo_redo.add_undo_reference(nód)
    undo_redo.commit_action()
    [/codeblock]

en: Clear the undo/redo history and associated references.
    Passing [code]false[/code] to [param increase_version] will prevent the version number from increasing when the history is cleared.
ga: Glan an stair chealaigh/athdhéan agus tagairtí gaolmhara.
    Má chuirtear [code]bréagach[/code] go [param increase_version], ní bheidh an uimhir leagain ag dul i méid nuair a bheidh an stair glanta.

en: Commit the action. If [param execute] is [code]true[/code] (which it is by default), all "do" methods/properties are called/set when this function is called.
ga: Tiomantas an gníomh. Más [code]true[/code] é [param execute] (mar atá sé de réir réamhshocraithe), glaoitear/socraítear gach modh/maoin "déan" nuair a ghlaoitear an fheidhm seo.

en: Create a new action. After this is called, do all your calls to [method add_do_method], [method add_undo_method], [method add_do_property], and [method add_undo_property], then commit the action with [method commit_action].
    The way actions are merged is dictated by [param merge_mode]. See [enum MergeMode] for details.
    The way undo operation are ordered in actions is dictated by [param backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo option are ordered in the same order they were added. Which means the first operation to be added will be the first to be undone.
ga: Cruthaigh gníomh nua. Tar éis é seo a ghlaoch, déan do ghlaonna go léir chuig [method add_do_method], [method add_undo_method], [method add_do_property], agus [method add_undo_property], ansin déan an gníomh le [method gealltanas_action].
    Is é [param merge_mode] a shocraíonn an bealach a chumasctar gníomhartha. Féach [enum MergeMode] le haghaidh sonraí.
    Is é [param backward_undo_ops] a ordaíonn an oibríocht chealaigh i ngníomhartha. Nuair a bhíonn [param backward_undo_ops] [code]false[/code] ordaítear an rogha cealaithe san ord céanna cuireadh leis iad. Rud a chiallaíonn gurb í an chéad oibríocht a chuirfear leis an gcéad oibríocht a chealófar.

en: Stops marking operations as to be processed even if the action gets merged with another in the [constant MERGE_ENDS] mode. See [method start_force_keep_in_merge_ends].
ga: Cuireann sé stop le hoibríochtaí marcála mar atá le próiseáil fiú má chumasctar an gníomh le gníomh eile sa mhodh [MERGE_ENDS leanúnach]. Féach ar [method start_force_keep_in_merge_ends].

en: Gets the action name from its index.
ga: Faigheann ainm an ghnímh óna innéacs.

en: Gets the index of the current action.
ga: Faigheann sé innéacs na gníomhaíochta reatha.

en: Gets the name of the current action, equivalent to [code]get_action_name(get_current_action())[/code].
ga: Faigheann sé ainm an ghnímh reatha, atá comhionann le [code]get_action_name(get_current_action())[/code].

en: Returns how many elements are in the history.
ga: Tuairisceáin cé mhéad eilimint atá sa stair.

en: Gets the version. Every time a new action is committed, the [UndoRedo]'s version number is increased automatically.
    This is useful mostly to check if something changed from a saved version.
ga: Faigheann an leagan. Gach uair a dhéantar gníomh nua, méadaítear uimhir leagain [UndoRedo] go huathoibríoch.
    Tá sé seo úsáideach den chuid is mó le seiceáil ar athraigh rud éigin ó leagan sábháilte.

en: Returns [code]true[/code] if the [UndoRedo] is currently committing the action, i.e. running its "do" method or property change (see [method commit_action]).
ga: Filleann sé [code]true[/code] má tá an [UndoRedo] ag déanamh an ghnímh faoi láthair, i.e. ag rith a mhodha “déan” nó athrú airí (féach [method gealltanas_action]).

en: Redo the last action.
ga: Déan an gníomh deireanach arís.

en: Marks the next "do" and "undo" operations to be processed even if the action gets merged with another in the [constant MERGE_ENDS] mode. Return to normal operation using [method end_force_keep_in_merge_ends].
ga: Marcáil an chéad oibríochtaí “déan” agus “cealaigh” eile atá le próiseáil fiú má chumasctar an gníomh le gníomh eile sa mhodh [MERGE_ENDS leanúnach]. Fill ar an ngnáthoibríocht ag baint úsáid as [method end_force_keep_in_merge_ends].

en: Undo the last action.
ga: Cealaigh an gníomh deireanach.

en: The maximum number of steps that can be stored in the undo/redo history. If the number of stored steps exceeds this limit, older steps are removed from history and can no longer be reached by calling [method undo]. A value of [code]0[/code] or lower means no limit.
ga: Uaslíon na gcéimeanna is féidir a stóráil sa stair chealaigh/athdhéan. Má sháraíonn líon na gcéimeanna stóráilte an teorainn seo, baintear céimeanna níos sine den stair agus ní féidir iad a bhaint amach a thuilleadh trí ghlao a chur ar [method Cealaigh]. Ciallaíonn luach [code]0[/code] nó níos ísle gan teorainn.

en: Called when [method undo] or [method redo] was called.
ga: Glaodh air nuair a glaodh [method cealaithe] nó [method athdhéan].

en: Makes "do"/"undo" operations stay in separate actions.
ga: Fágann sé go bhfanann oibríochtaí “déan”/ “cealaigh” i ngníomhartha ar leith.

en: Merges this action with the previous one if they have the same name. Keeps only the first action's "undo" operations and the last action's "do" operations. Useful for sequential changes to a single value.
ga: Cumasc an gníomh seo leis an gceann roimhe seo má tá an t-ainm céanna orthu. Ní choimeádann sé ach oibríochtaí "cealaigh" an chéad ghníomh agus oibríochtaí "déanta" an ghnímh dheiridh. Úsáideach le haghaidh athruithe seicheamhacha ar luach amháin.

en: Merges this action with the previous one if they have the same name.
ga: Cumasc an gníomh seo leis an gceann roimhe seo má tá an t-ainm céanna orthu.

en: Uniform set cache manager for Rendering Device based renderers.
ga: Bainisteoir taisce socraithe aonfhoirmeach do rindreálaithe atá bunaithe ar Ghléas Rindreála.

en: Uniform set cache manager for Rendering Device based renderers. Provides a way to create a uniform set and reuse it in subsequent calls for as long as the uniform set exists. Uniform set will automatically be cleaned up when dependent objects are freed.
ga: Bainisteoir taisce socraithe aonfhoirmeach do rindreálaithe atá bunaithe ar Ghléas Rindreála. Soláthraíonn sé bealach chun tacar aonfhoirmeach a chruthú agus é a athúsáid i nglaonna ina dhiaidh sin chomh fada agus a bhíonn an tacar aonfhoirmeach ann. Glanfar sraith aonfhoirmeach go huathoibríoch nuair a scaoiltear rudaí cleithiúnacha.

en: Creates/returns a cached uniform set based on the provided uniforms for a given shader.
ga: Cruthaíonn/tugtar ar ais tacar éide i dtaisce bunaithe ar na héidí a chuirtear ar fáil do scáthóir ar leith.

en: Universal Plug and Play (UPnP) functions for network device discovery, querying and port forwarding.
ga: Feidhmeanna Uilíoch Breiseán agus Spraoi (UPnP) chun gléas líonra a aimsiú, fiosrú agus cur ar aghaidh poirt.

en: Adds the given [UPNPDevice] to the list of discovered devices.
ga: Cuireann sé an [UPNPDevice] tugtha le liosta na ngléasanna aimsithe.

en: Adds a mapping to forward the external [param port] (between 1 and 65535, although recommended to use port 1024 or above) on the default gateway (see [method get_gateway]) to the [param port_internal] on the local machine for the given protocol [param proto] (either [code]"TCP"[/code] or [code]"UDP"[/code], with UDP being the default). If a port mapping for the given port and protocol combination already exists on that gateway device, this method tries to overwrite it. If that is not desired, you can retrieve the gateway manually with [method get_gateway] and call [method add_port_mapping] on it, if any. Note that forwarding a well-known port (below 1024) with UPnP may fail depending on the device.
    Depending on the gateway device, if a mapping for that port already exists, it will either be updated or it will refuse this command due to that conflict, especially if the existing mapping for that port wasn't created via UPnP or points to a different network address (or device) than this one.
    If [param port_internal] is [code]0[/code] (the default), the same port number is used for both the external and the internal port (the [param port] value).
    The description ([param desc]) is shown in some routers management UIs and can be used to point out which application added the mapping.
    The mapping's lease [param duration] can be limited by specifying a duration in seconds. The default of [code]0[/code] means no duration, i.e. a permanent lease and notably some devices only support these permanent leases. Note that whether permanent or not, this is only a request and the gateway may still decide at any point to remove the mapping (which usually happens on a reboot of the gateway, when its external IP address changes, or on some models when it detects a port mapping has become inactive, i.e. had no traffic for multiple minutes). If not [code]0[/code] (permanent), the allowed range according to spec is between [code]120[/code] (2 minutes) and [code]86400[/code] seconds (24 hours).
    See [enum UPNPResult] for possible return values.
ga: Cuireann sé mapáil leis chun an [param port] seachtrach a chur ar aghaidh (idir 1 agus 65535, cé go moltar úsáid a bhaint as port 1024 nó níos airde) ar an ngeata réamhshocraithe (féach [method get_gateway]) chuig an [param port_internal] ar an meaisín áitiúil le haghaidh an sonraithe prótacal [param proto] (ceachtar [code]"TCP"[/code] nó [code]"UDP"[/code], agus UDP mar an réamhshocrú). Má tá léarscáiliú poirt don chomhcheangal calafoirt agus prótacail tugtha cheana féin ar an ngléas tairsí sin, déanann an modh seo iarracht é a fhorscríobh. Mura bhfuil sé sin inmhianaithe, is féidir leat an geata a aisghabháil de láimh le [method get_gateway] agus glaoch ar [method add_port_mapping] air, más ann dó. Tabhair faoi deara go bhféadfadh sé go dteipeann ar chur ar aghaidh port aitheanta (faoi bhun 1024) le UPnP ag brath ar an ngléas.
    Ag brath ar an ngléas tairsí, má tá léarscáiliú don phort sin ann cheana, déanfar í a nuashonrú nó diúltóidh sé don ordú seo de bharr na coinbhleachta sin, go háirithe murar cruthaíodh an mhapáil reatha don phort sin trí UPnP nó má dhíríonn sé ar cheann eile seoladh líonra (nó gléas) ná an ceann seo.
    Más é [param port_internal] [code] 0[/code] (an réamhshocrú), úsáidtear an uimhir phoirt chéanna don phort seachtrach agus inmheánach (an luach [param port]).
    Taispeántar an cur síos ([param desc]) i roinnt UI bainistíochta ródairí agus is féidir é a úsáid chun a chur in iúl cén feidhmchlár a chuir an léarscáiliú leis.
    Is féidir léas na mapála [fad param] a theorannú trí ré i soicindí a shonrú. Ní chiallaíonn réamhshocrú [code]0[/code] aon ré, i.e. léas buan agus go háirithe ní thacaíonn roinnt gléasanna ach leis na léasanna buana sin. Tabhair faoi deara, cibé an bhfuil sé buan nó nach ea, nach bhfuil anseo ach iarratas agus féadfaidh an geata cinneadh a dhéanamh ag am ar bith an léarscáiliú a bhaint (a tharlaíonn de ghnáth ar atosaigh an gheata, nuair a athraíonn a sheoladh IP seachtrach, nó ar roinnt samhlacha nuair a bhraitheann sé tá léarscáiliú poirt éirithe neamhghníomhach, i.e. ní raibh aon trácht ann ar feadh cúpla nóiméad). Mura bhfuil [code]0[/code] (buan), is é an raon ceadaithe de réir sonraíochta ná idir [code]120[/code] (2 nóiméad) agus [code]86400[/code] soicind (24 uair).
    Féach [enum UPNPResult] le haghaidh luachanna toraidh féideartha.

en: Clears the list of discovered devices.
ga: Glanann an liosta gléasanna aimsithe.

en: Deletes the port mapping for the given port and protocol combination on the default gateway (see [method get_gateway]) if one exists. [param port] must be a valid port between 1 and 65535, [param proto] can be either [code]"TCP"[/code] or [code]"UDP"[/code]. May be refused for mappings pointing to addresses other than this one, for well-known ports (below 1024), or for mappings not added via UPnP. See [enum UPNPResult] for possible return values.
ga: Scrios an mhapáil calafoirt don chomhcheangal calafoirt agus prótacail tugtha ar an tairseach réamhshocraithe (féach [method get_gateway]) má tá ceann ann. caithfidh [param port] a bheith ina phort bailí idir 1 agus 65535, is féidir [param proto] a bheith ina [code]"TCP"[/code] nó ina [code]"UDP"[/code]. D’fhéadfaí é a dhiúltú do mhapálacha a dhíríonn ar sheoltaí seachas an ceann seo, do phoirt a bhfuil clú orthu (faoi bhun 1024), nó do mhapálacha nach gcuirtear leis trí UPnP. Féach [enum UPNPResult] le haghaidh luachanna toraidh féideartha.

en: Discovers local [UPNPDevice]s. Clears the list of previously discovered devices.
    Filters for IGD (InternetGatewayDevice) type devices by default, as those manage port forwarding. [param timeout] is the time to wait for responses in milliseconds. [param ttl] is the time-to-live; only touch this if you know what you're doing.
    See [enum UPNPResult] for possible return values.
ga: Faightear amach [UPNPDevice]anna áitiúla. Glanann sé liosta na bhfeistí a aimsíodh roimhe seo.
    Scagairí le haghaidh feistí den chineál IGD (InternetGatewayDevice) de réir réamhshocraithe, mar is iad sin a bhainistíonn cur ar aghaidh calafoirt. Is é [am istigh param] an t-am le fanacht ar fhreagraí ina milleasoicindí. Is é [param ttl] an t-am le maireachtáil; déan teagmháil leis seo ach amháin má tá a fhios agat cad atá á dhéanamh agat.
    Féach [enum UPNPResult] le haghaidh luachanna toraidh féideartha.

en: Returns the [UPNPDevice] at the given [param index].
ga: Seoltar ar ais an [UPNPDevice] ag an [innéacs param] a thugtar.

en: Returns the number of discovered [UPNPDevice]s.
ga: Filleann sé líon na [UPNPDevice]s a aimsíodh.

en: Returns the default gateway. That is the first discovered [UPNPDevice] that is also a valid IGD (InternetGatewayDevice).
ga: Filleann sé an geata réamhshocraithe. Is é sin an chéad [UPNPDevice] atá ina IGD (InternetGatewayDevice) bailí freisin.

en: Returns the external [IP] address of the default gateway (see [method get_gateway]) as string. Returns an empty string on error.
ga: Seoltar ar ais seoladh seachtrach [IP] an gheata réamhshocraithe (féach [method get_gateway]) mar theaghrán. Filleann sé teaghrán folamh nuair a earráid.

en: Removes the device at [param index] from the list of discovered devices.
ga: Baineann sé an gléas ag [param index] ó liosta na ngléasanna aimsithe.

en: Sets the device at [param index] from the list of discovered devices to [param device].
ga: Socraíonn sé an gléas ag [param index] ón liosta gléasanna aimsithe go dtí [feiste param].

en: If [code]true[/code], IPv6 is used for [UPNPDevice] discovery.
ga: Más [code]true[/code], úsáidtear IPv6 chun [UPNPDevice] a fhionnachtain.

en: If [code]0[/code], the local port to use for discovery is chosen automatically by the system. If [code]1[/code], discovery will be done from the source port 1900 (same as destination port). Otherwise, the value will be used as the port.
ga: Más [code]0[/code], roghnaíonn an córas an calafort áitiúil le húsáid le haghaidh fionnachtana go huathoibríoch. Más rud é [code]1[/code], déanfar é a fhionnachtain ón mbunphort 1900 (mar an gcéanna leis an gcalafort cinn scríbe). Seachas sin, úsáidfear an luach mar an gcalafort.

en: Multicast interface to use for discovery. Uses the default multicast interface if empty.
ga: Comhéadan ilchraolacháin le húsáid le haghaidh fionnachtana. Úsáideann sé an comhéadan multicast réamhshocraithe má tá sé folamh.

en: UPNP command or discovery was successful.
ga: D'éirigh le ceannas nó fionnachtain UPNP.

en: Not authorized to use the command on the [UPNPDevice]. May be returned when the user disabled UPNP on their router.
ga: Gan cead an t-ordú ar an [UPNPDevice] a úsáid. Is féidir é a chur ar ais nuair a dhíchumasaigh an t-úsáideoir UPNP ar a ródaire.

en: No port mapping was found for the given port, protocol combination on the given [UPNPDevice].
ga: Níor aimsíodh aon mhapáil poirt don chomhcheangal poirt, prótacail ar an [UPNPDevice] tugtha.

en: Inconsistent parameters.
ga: Paraiméadair neamhréireach.

en: No such entry in array. May be returned if a given port, protocol combination is not found on an [UPNPDevice].
ga: Níl aon iontráil den sórt sin in eagar. Is féidir é a chur ar ais mura bhfaightear port, teaglaim prótacail ar [UPNPDevice].

en: The action failed.
ga: Theip ar an ngníomh.

en: The [UPNPDevice] does not allow wildcard values for the source IP address.
ga: Ní cheadaíonn an [UPNPDevice] luachanna cárta saoróg don seoladh IP foinseach.

en: The [UPNPDevice] does not allow wildcard values for the external port.
ga: Ní cheadaíonn an [UPNPDevice] luachanna cárta saoróg don phort seachtrach.

en: The [UPNPDevice] does not allow wildcard values for the internal port.
ga: Ní cheadaíonn an [UPNPDevice] luachanna cárta saoróg don phort inmheánach.

en: The remote host value must be a wildcard.
ga: Ní mór gur saoróg é an luach óstach cianda.

en: The external port value must be a wildcard.
ga: Ní mór gur saoróg é luach an chalafoirt sheachtraigh.

en: No port maps are available. May also be returned if port mapping functionality is not available.
ga: Níl aon léarscáileanna calafoirt ar fáil. Is féidir é a chur ar ais freisin mura bhfuil feidhmiúlacht léarscáilithe calafoirt ar fáil.

en: Conflict with other mechanism. May be returned instead of [constant UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an existing one.
ga: Coimhlint le meicníocht eile. Is féidir é a chur ar ais in ionad [UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] má thagann léarscáiliú poirt salach ar an gceann atá ann cheana féin.

en: Conflict with an existing port mapping.
ga: Coinbhleacht le léarscáiliú poirt atá ann cheana féin.

en: External and internal port values must be the same.
ga: Caithfidh luachanna calafoirt seachtracha agus inmheánacha a bheith mar an gcéanna.

en: Only permanent leases are supported. Do not use the [code]duration[/code] parameter when adding port mappings.
ga: Ní thacaítear ach le léasanna buana. Ná húsáid an paraiméadar [code]fad[/code] agus mapálacha calafoirt á gcur leis.

en: Invalid gateway.
ga: Geata neamhbhailí.

en: Invalid port.
ga: Port neamhbhailí.

en: Invalid protocol.
ga: Prótacal neamhbhailí.

en: Invalid duration.
ga: Ré neamhbhailí.

en: Invalid arguments.
ga: Argóintí neamhbhailí.

en: Invalid response.
ga: Freagra neamhbhailí.

en: Invalid parameter.
ga: Paraiméadar neamhbhailí.

en: HTTP error.
ga: Earráid HTTP.

en: Socket error.
ga: Earráid soicéad.

en: Error allocating memory.
ga: Earráid agus cuimhne á leithdháileadh.

en: No gateway available. You may need to call [method discover] first, or discovery didn't detect any valid IGDs (InternetGatewayDevices).
ga: Níl aon gheata ar fáil. Seans go mbeidh ort glaoch a chur ar [method fionnachtana] ar dtús, nó níor bhraith an fhionnachtain aon IGDanna bailí (InternetGatewayDevices).

en: No devices available. You may need to call [method discover] first, or discovery didn't detect any valid [UPNPDevice]s.
ga: Níl gléasanna ar fáil. Seans go mbeidh ort glaoch a chur ar [method discover] ar dtús, nó níor bhraith an aimsitheoir aon [UPNPDevice]s bailí.

en: Unknown error.
ga: Earráid anaithnid.

en: Universal Plug and Play (UPnP) device.
ga: Gléas Uilíoch Plug and Play (UPnP).

en: Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and utility functions. Provides low-level access to UPNP control commands. Allows to manage port mappings (port forwarding) and to query network information of the device (like local and external IP address and status). Note that methods on this class are synchronous and block the calling thread.
ga: Gléas Uilíoch Plug and Play (UPnP). Féach [UPNP] le haghaidh fionnachtain UPnP agus feidhmeanna fóntais. Soláthraíonn sé rochtain íseal-leibhéil ar orduithe rialaithe UPNP. Ligeann sé seo mapálacha calafoirt a bhainistiú (cur ar aghaidh calafoirt) agus faisnéis líonra an ghléis a fhiosrú (cosúil le seoladh IP áitiúil agus seachtrach agus stádas). Tabhair faoi deara go bhfuil modhanna sa rang seo sioncrónach agus cuir bac ar an snáithe glaonna.

en: Adds a port mapping to forward the given external port on this [UPNPDevice] for the given protocol to the local machine. See [method UPNP.add_port_mapping].
ga: Cuireann mapáil poirt leis chun an calafort seachtrach tugtha a chur ar aghaidh ar an [UPNPDevice] seo don phrótacal tugtha chuig an meaisín áitiúil. Féach ar [method UPNP.add_port_mapping].

en: Deletes the port mapping identified by the given port and protocol combination on this device. See [method UPNP.delete_port_mapping].
ga: Scrios an mhapáil poirt atá sainaitheanta ag an gcomhcheangal calafoirt agus prótacail a thugtar ar an ngléas seo. Féach ar [method UPNP.delete_port_mapping].

en: Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) which potentially supports port forwarding.
ga: Filleann sé [code]true[/code] más IGD (InternetGatewayDevice) bailí é seo a d'fhéadfadh a bheith ina thaca le cur ar aghaidh poirt.

en: Returns the external IP address of this [UPNPDevice] or an empty string.
ga: Seoltar ar ais seoladh IP seachtrach an [UPNPDevice] seo nó teaghrán folamh.

en: URL to the device description.
ga: URL le cur síos ar an ngléas.

en: IDG control URL.
ga: URL rialaithe IDG.

en: Address of the local machine in the network connecting it to this [UPNPDevice].
ga: Seoladh an mheaisín logánta sa líonra atá á nascadh leis an [UPNPDevice] seo.

en: IGD service type.
ga: Cineál seirbhíse IGD.

en: IGD status. See [enum IGDStatus].
ga: Stádas IGD. Féach [enum IGDSstatus].

en: Service type.
ga: Cineál seirbhíse.

en: OK.
ga: ceart go leor.

en: Empty HTTP response.
ga: Freagra HTTP folamh.

en: This value is no longer used.
ga: Ní úsáidtear an luach seo a thuilleadh.

en: Returned response contained no URLs.
ga: Ní raibh URL ar bith sa fhreagra a tugadh ar ais.

en: Not a valid IGD.
ga: Ní IGD bailí é.

en: Disconnected.
ga: Dícheangailte.

en: Unknown device.
ga: Gléas anaithnid.

en: Invalid control.
ga: Rialú neamhbhailí.

en: Memory allocation error.
ga: Earráid leithdháilte cuimhne.

en: The most important data type in Godot.
ga: An cineál sonraí is tábhachtaí i Godot.

en: In computer programming, a Variant class is a class that is designed to store a variety of other types. Dynamic programming languages like PHP, Lua, JavaScript and GDScript like to use them to store variables' data on the backend. With these Variants, properties are able to change value types freely.
    [codeblocks]
    [gdscript]
    var foo = 2 # foo is dynamically an integer
    foo = "Now foo is a string!"
    foo = RefCounted.new() # foo is an Object
    var bar: int = 2 # bar is a statically typed integer.
    # bar = "Uh oh! I can't make statically typed variables become a different type!"
    [/gdscript]
    [csharp]
    // C# is statically typed. Once a variable has a type it cannot be changed. You can use the `var` keyword to let the compiler infer the type automatically.
    var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in GDScript are 64-bit and the direct C# equivalent is `long`.
    // foo = "foo was and will always be an integer. It cannot be turned into a string!";
    var boo = "Boo is a string!";
    var ref = new RefCounted(); // var is especially useful when used together with a constructor.
    
    // Godot also provides a Variant type that works like a union of all the Variant-compatible types.
    Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` in the Variant type).
    fooVar = "Now fooVar is a string!";
    fooVar = new RefCounted(); // fooVar is a GodotObject.
    [/csharp]
    [/codeblocks]
    Godot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API.
    - GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types.
    - C# is statically typed, but uses its own implementation of the Variant type in place of Godot's [Variant] class when it needs to represent a dynamic value. C# Variant can be assigned any compatible type implicitly but converting requires an explicit cast.
    The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
    [codeblocks]
    [gdscript]
    var foo = 2
    match typeof(foo):
        TYPE_NIL:
            print("foo is null")
        TYPE_INT:
            print("foo is an integer")
        TYPE_OBJECT:
            # Note that Objects are their own special category.
            # To get the name of the underlying Object type, you need the `get_class()` method.
            print("foo is a(n) %s" % foo.get_class()) # inject the class name into a formatted string.
            # Note that this does not get the script's `class_name` global identifier.
            # If the `class_name` is needed, use `foo.get_script().get_global_name()` instead.
    [/gdscript]
    [csharp]
    Variant foo = 2;
    switch (foo.VariantType)
    {
        case Variant.Type.Nil:
            GD.Print("foo is null");
            break;
        case Variant.Type.Int:
            GD.Print("foo is an integer");
            break;
        case Variant.Type.Object:
            // Note that Objects are their own special category.
            // You can convert a Variant to a GodotObject and use reflection to get its name.
            GD.Print($"foo is a(n) {foo.AsGodotObject().GetType().Name}");
            break;
    }
    [/csharp]
    [/codeblocks]
    A Variant takes up only 20 bytes and can store almost any engine datatype inside of it. Variants are rarely used to hold information for long periods of time. Instead, they are used mainly for communication, editing, serialization and moving data around.
    Godot has specifically invested in making its Variant class as flexible as possible; so much so that it is used for a multitude of operations to facilitate communication between all of Godot's systems.
    A Variant:
    - Can store almost any datatype.
    - Can perform operations between many variants. GDScript uses Variant as its atomic/native datatype.
    - Can be hashed, so it can be compared quickly to other variants.
    - Can be used to convert safely between datatypes.
    - Can be used to abstract calling methods and their arguments. Godot exports all its functions through variants.
    - Can be used to defer calls or move data between threads.
    - Can be serialized as binary and stored to disk, or transferred via network.
    - Can be serialized to text and use it for printing values and editable settings.
    - Can work as an exported property, so the editor can edit it universally.
    - Can be used for dictionaries, arrays, parsers, etc.
    [b]Containers (Array and Dictionary):[/b] Both are implemented using variants. A [Dictionary] can match any datatype used as key to any other datatype. An [Array] just holds an array of Variants. Of course, a Variant can also hold a [Dictionary] and an [Array] inside, making it even more flexible.
    Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
ga: I ríomhchlárú, is aicme é rang Athróg atá deartha chun cineálacha éagsúla eile a stóráil. Is maith le teangacha dinimiciúil ríomhchlárúcháin mar PHP, Lua, JavaScript agus GDScript iad a úsáid chun sonraí na n-athróg a stóráil ar an inneall. Leis na hAthróga seo, is féidir le hairíonna cineálacha luacha a athrú gan bhac.
    [codeblocks]
    [gdscript]
    var foo = 2 # is slánuimhir dinimiciúil é foo.
    foo = "Is sreang é foo anois!"
    foo = RefCounted.new() # foo is an Object
    barra var: int = Is slánuimhir a chlóscríobhtar go statach é barra # 2.
    # bar = "Uh ó! ní féidir liom athróga atá clóscríofa go statach a dhéanamh a bheith ina gcineál difriúil!"
    [/gdscript]
    [csharp]
    // Tá C# clóscríofa go statach. Nuair a bhíonn cineál ag athróg ní féidir é a athrú. Is féidir leat an eochairfhocal `var` a úsáid chun ligean don tiomsaitheoir an cineál a thuiscint go huathoibríoch.
    var foo = 2; // Is slánuimhir (int) 32-giotán é Foo. Bí cúramach, tá slánuimhreacha i GDScript 64-giotán agus is é an coibhéis dhíreach C# ná `fada`.
    // foo = "Bhí agus beidh foo ina slánuimhir i gcónaí. Ní féidir téad a iompú ina sreang!";
    var boo = "Is teaghrán é Boo!";
    var ref = RefCounted nua(); Tá // var an-úsáideach nuair a úsáidtear é in éineacht le cruthaitheoir.
    
    // Soláthraíonn Godot cineál Athróg freisin a oibríonn mar aontas de na cineálacha uile Athróg-chomhoiriúnach.
    Athrú fooVar = 2; // Is slánuimhir dinimiciúil é fooVar (stóráilte mar `fada` sa chineál athraitheach).
    fooVar = "Is teaghrán í fooVar anois!";
    fooVar = RefCounted nua(); // Is GodotObject é fooVar.
    [/csharp]
    [/codeblocks]
    Rianaíonn Godot gach athróg API scriptithe laistigh d’Athraithe. Gan fiú é a thuiscint, úsáideann tú Athróga an t-am ar fad. Nuair a chuireann teanga ar leith a rialacha féin i bhfeidhm maidir le sonraí clóscríofa a choinneáil, tá a loighic saincheaptha féin á cur i bhfeidhm ag an teanga sin ar an mbunús API scriptithe Variant.
    - GDScript fillte go huathoibríoch luachanna iontu. Coinníonn sé na sonraí go léir i ngnáthathróga de réir réamhshocraithe agus ansin cuireann sé i bhfeidhm go roghnach rialacha clóscríobh statacha saincheaptha ar chineálacha athraitheacha.
    - Tá C# clóscríofa go statach, ach úsáideann sé a fhorfheidhmiú féin den chineál athraitheach in ionad aicme [Athróg] Godot nuair is gá dó luach dinimiciúil a léiriú. Is féidir aon chineál comhoiriúnach a shannadh go hintuigthe ar C# Variant ach teastaíonn teilgean sainráite chun athrú.
    Tugann an fheidhm dhomhanda [method @GlobalScope.typeof] ar ais luach áirithe an chineáil Variant atá stóráilte san athróg reatha (féach [enum Variant.Type]).
    [codeblocks]
    [gdscript]
    var foo = 2
    mheaitseáil cineál(foo):
        TYPE_NIL:
            cló ("foo is null")
        TYPE_INT:
            cló ("Is slánuimhir é foo")
        TYPE_OBJECT:
            # Tabhair faoi deara go bhfuil Réada ina gcatagóir speisialta féin.
            # Chun ainm an chineáil Oibiachta bhunúsach a fháil, beidh an modh `get_class()` uait.
            print("foo is a(n) %s" % foo.get_class()) # instealladh ainm an ranga isteach i teaghrán formáidithe.
            # Tabhair faoi deara nach bhfaigheann sé seo aitheantóir domhanda `class_name` na scripte.
            # Má tá an `class_name` ag teastáil, úsáid `foo.get_script().get_global_name()` ina ionad sin.
    [/gdscript]
    [csharp]
    Athrú foo = 2;
    lasc (foo.VariantType)
    {
        cás Variant.Type.Nil:
            GD.Print ("foo is null");
            briseadh ;
        cás Variant.Type.Int:
            GD.Print ("Is slánuimhir foo");
            briseadh ;
        cás Variant.Type.Object:
            // Tabhair faoi deara go bhfuil Réada ina gcatagóir speisialta féin.
            // Is féidir leat Athróg a thiontú go GodotObject agus machnamh a úsáid chun a ainm a fháil.
            GD.Print($"foo is a(n) {foo.AsGodotObject().GetType().Name}");
            briseadh ;
    }
    [/csharp]
    [/codeblocks]
    Ní thógann Athrú ach 20 beart agus is féidir leis beagnach aon chineál sonraí innill a stóráil laistigh de. Is annamh a úsáidtear leaganacha chun faisnéis a choinneáil ar feadh tréimhsí fada ama. Ina áit sin, úsáidtear iad go príomha le haghaidh cumarsáide, eagarthóireachta, sraitheachú agus bogadh sonraí timpeall.
    Tá infheistíocht shonrach déanta ag Godot chun a aicme athraitheach a dhéanamh chomh solúbtha agus is féidir; chomh mór sin go n-úsáidtear é don iliomad oibríochtaí chun cumarsáid a éascú idir córais Godot ar fad.
    Leagan:
    - An féidir a stóráil beagnach aon chineál data.
    - An féidir oibríochtaí a dhéanamh idir go leor leaganacha. Úsáideann GDScript Variant mar a chineál sonraí adamhach/dúchais.
    - Is féidir é a hashed, ionas gur féidir é a chur i gcomparáid go tapa le leaganacha eile.
    - Is féidir é a úsáid chun thiontú go sábháilte idir cineálacha sonraí.
    - Is féidir é a úsáid chun teibí a dhéanamh ar mhodhanna glao agus a gcuid argóintí. Onnmhairíonn Godot a chuid feidhmeanna go léir trí leaganacha éagsúla.
    - Is féidir é a úsáid chun glaonna a chur siar nó chun sonraí a bhogadh idir snáitheanna.
    - Is féidir é a serialized mar dhénártha agus a stóráil ar diosca, nó a aistriú tríd an líonra.
    - Is féidir é a serialized chun téacs agus é a úsáid le haghaidh priontála luachanna agus socruithe eagarthóireacht a dhéanamh air.
    - Is féidir leis oibriú mar mhaoin easpórtáilte, ionas gur féidir leis an eagarthóir é a chur in eagar go huilíoch.
    - Is féidir é a úsáid le haghaidh foclóirí, eagair, parsálaithe, etc.
    [b] Gabhdáin (Eagar agus Foclóir):[/b] Cuirtear an dá cheann i bhfeidhm ag baint úsáide as malairtí. Is féidir le [Foclóir] aon chineál sonraí a úsáidtear mar eochair a mheaitseáil le haon chineál sonraí eile. Níl ach raon de Leaganacha i seilbh [Eagar]. Ar ndóigh, is féidir le Athróg [Foclóir] agus [Eagar] a choinneáil taobh istigh freisin, rud a fhágann go bhfuil sé níos solúbtha fós.
    Déanfaidh modhnuithe ar choimeádán gach tagairt dó a mhodhnú. Ba cheart [Mutex] a chruthú chun é a ghlasáil má tá rochtain il-snáithithe ag teastáil.

en: Variant class introduction
ga: Réamhrá ranga athraitheach

en: A container that arranges its child controls vertically.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go hingearach.

en: A variant of [BoxContainer] that can only arrange its child controls vertically. Child controls are rearranged automatically when their minimum size changes.
ga: Athróg de [BoxContainer] nach féidir a rialuithe leanbh a shocrú ach go hingearach. Déantar rialuithe leanaí a atheagrú go huathoibríoch nuair a athraíonn a n-íosmhéid.

en: A 2D vector using floating-point coordinates.
ga: Veicteoir 2T a úsáideann comhordanáidí snámhphointe.

en: A 2-element structure that can be used to represent 2D coordinates or any other pair of numeric values.
    It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
    See [Vector2i] for its integer counterpart.
    [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
ga: Struchtúr 2-eilimint is féidir a úsáid chun comhordanáidí 2T nó aon phéire luachanna uimhriúla eile a léiriú.
    Úsáideann sé comhordanáidí snámhphointe. De réir réamhshocraithe, úsáideann na luachanna snámhphointe seo beachtas 32-giotán, murab ionann agus [snámhphointe] atá 64-giotán i gcónaí. Más gá cruinneas dúbailte, tiomsaigh an t-inneall leis an rogha [code]precision = double[/code].
    Féach [Vector2i] le haghaidh a mhacasamhail slánuimhir.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanfaidh Veicteoir2 meastóireacht go [code]bréagach[/code] má tá sé comhionann le [code]Vector2(0, 0)[/code]. Seachas sin, déanfaidh Vector2 luacháil go [code]true[/code] i gcónaí.

en: 3Blue1Brown Essence of Linear Algebra
ga: 3Blue1Brown Bunús an Ailgéabar Líneach

en: Constructs a default-initialized [Vector2] with all components set to [code]0[/code].
ga: Tógann sé [Vector2] ar cuireadh tús leis réamhshocraithe ina bhfuil na comhpháirteanna go léir socraithe go [code]0[/code].

en: Constructs a [Vector2] as a copy of the given [Vector2].
ga: Tógtar [Veicteoir2] mar chóip den [Vector2] a tugadh.

en: Constructs a new [Vector2] from [Vector2i].
ga: Tógtar [Vector2] nua ó [Vector2i].

en: Constructs a new [Vector2] from the given [param x] and [param y].
ga: Tógann sé [Veicteoir2] nua ón [param x] agus [param y] a thugtar.

en: Returns a new vector with all components in absolute values (i.e. positive).
ga: Filleann veicteoir nua ina bhfuil na comhpháirteanna go léir i ndearbhluachanna (i.e. dearfach).

en: Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians.
    For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).
    [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle.png]Illustration of the returned angle.[/url]
    Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
ga: Filleann sé uillinn an veicteora seo maidir leis an ais deimhneach X, nó [code](1, 0)([/code] veicteoir, i raidian.
    Mar shampla, seolfaidh [code]Vector2.RIGHT.angle()[/code] náid ar ais, tabharfaidh [code]Vector2.DOWN.angle()[/code] ar ais [code]PI / 2[/code] (an ceathrú cuid cas, nó 90 céim), agus cuirfidh [code]Vector2(1, -1).angle()[/code] ar ais [code]-PI / 4[/code] (ochtú cas diúltach, nó -45 céim) .
    [url=https://raw.githubusercontent.com/godotenginine/godot-docs/master/img/vector2_angle.png]Léaráid den uillinn a cuireadh ar ais.[/url]
    Comhionann le toradh [method @GlobalScope.atan2] nuair a ghlaoitear air le [ball y] agus [comhalta x] an veicteora mar pharaiméadair: [code]atan2(y, x)[/code].

en: Returns the angle between the line connecting the two points and the X axis, in radians.
    [code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()[/code].
    [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url]
ga: Filleann sé an uillinn idir an líne a nascann an dá phointe agus an ais X, ina raidian.
    [code]a.angle_to_point(b)[/code] comhionann le déanamh [code](b - a).angle()[/code]
    [url=https://raw.githubusercontent.com/godotenginine/godot-docs/master/img/vector2_angle_to_point.png]Léiriú na huillinne ar ais.[/url]

en: Returns the aspect ratio of this vector, the ratio of [member x] to [member y].
ga: Filleann sé cóimheas treoíochta an veicteora seo, an cóimheas [ball x] go [ball y].

en: Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
ga: Filleann sé an díorthach ag an [param t] tugtha ar an [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Cuar Bézier[/url] atá sainmhínithe ag an veicteoir seo agus an [param control_1] tugtha , [param control_2], agus [param end] pointí.

en: Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
ga: Filleann sé seo an pointe ag an [param t] tugtha ar an [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] arna shainiú ag an veicteoir seo agus an [param control_1] tugtha , [param control_2], agus [param end] pointí.

en: Returns the vector "bounced off" from a line defined by the given normal [param n] perpendicular to the line.
    [b]Note:[/b] [method bounce] performs the operation that most engines and frameworks call [code skip-lint]reflect()[/code].
ga: Filleann sé an veicteoir “preabtha as” ó líne arna sainmhíniú ag an normal [para n] a thugtar ingearach leis an líne.
    [b]Nóta:[/b] déanann [preab modh] an oibríocht a dtugann formhór na n-innill agus na gcreatlach ar [cód skip-lint]frithchaite()[/code].

en: Returns a new vector with all components rounded up (towards positive infinity).
ga: Filleann sé veicteoir nua ina bhfuil na comhpháirteanna uile cruinn (i dtreo na héigríochta deimhneach).

en: Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
ga: Filleann sé veicteoir nua ina bhfuil na comhpháirteanna go léir clampáilte idir na comhpháirteanna [param min] agus [param max], trí [method @GlobalScope.clamp] a rith ar gach comhpháirt.

en: Returns a new vector with all components clamped between [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
ga: Filleann veicteoir nua ina bhfuil na comhpháirteanna go léir clampáilte idir [param min] agus [param max], trí [method @GlobalScope.clamp] a rith ar gach comhpháirt.

en: Returns the 2D analog of the cross product for this vector and [param with].
    This is the signed area of the parallelogram formed by the two vectors. If the second vector is clockwise from the first vector, then the cross product is the positive area. If counter-clockwise, the cross product is the negative area. If the two vectors are parallel this returns zero, making it useful for testing if two vectors are parallel.
    [b]Note:[/b] Cross product is not defined in 2D mathematically. This method embeds the 2D vectors in the XY plane of 3D space and uses their cross product's Z component as the analog.
ga: Filleann sé analóg 2T an trastáirge don veicteoir seo agus [param le].
    Is é seo an t-achar sínithe den chomhthreomharán atá déanta ag an dá veicteoir. Má tá an dara veicteoir deiseal ón gcéad veicteoir, is é an trastáirge an t-achar deimhneach. Más tuathalach é, is é an trastháirge an limistéar diúltach. Má tá an dá veicteoir comhthreomhar, filleann sé seo nialas, rud a fhágann go bhfuil sé úsáideach chun tástáil a dhéanamh an bhfuil dhá veicteoir comhthreomhar.
    [b]Nóta:[/b] Ní shainítear trastáirge go matamaiticiúil 2T. Leabaíonn an modh seo na veicteoirí 2T sa phlána XY de spás 3D agus úsáideann sé comhpháirt Z a dtrastáirgeachta mar analóg.

en: Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
ga: Déanann sé idirshuíomh ciúbach idir an veicteoir seo agus [param b] ag baint úsáide as [param pre_a] agus [param post_b] mar lámha, agus cuireann sé an toradh ar ais ag suíomh [meáchan param]. Tá [meáchan param] ar an raon 0.0 go 1.0, rud a léiríonn an méid idirshuíomh.

en: Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
    It can perform smoother interpolation than [method cubic_interpolate] by the time values.
ga: Déanann sé idirshuíomh ciúbach idir an veicteoir seo agus [param b] ag baint úsáide as [param pre_a] agus [param post_b] mar lámha, agus cuireann sé an toradh ar ais ag suíomh [meáchan param]. Tá [meáchan param] ar an raon 0.0 go 1.0, rud a léiríonn an méid idirshuíomh.
    Is féidir leis idirshuíomh níos míne ná [method cubic_interpolate] a dhéanamh de réir na luachanna ama.

en: Returns the normalized vector pointing from this vector to [param to]. This is equivalent to using [code](b - a).normalized()[/code].
ga: Filleann an veicteoir normalaithe pointeáil ón veicteoir seo go [param go]. Tá sé seo comhionann le [code](b - a).normalaithe()[/code] a úsáid.

en: Returns the squared distance between this vector and [param to].
    This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
ga: Filleann sé an fad cearnach idir an veicteoir seo agus [param go].
    Ritheann an modh seo níos tapúla ná [method distance_to], mar sin b'fhearr leat é más gá duit veicteoirí a chur i gcomparáid nó má tá an fad cearnógach uait le haghaidh foirmle éigin.

en: Returns the distance between this vector and [param to].
ga: Filleann sé an fad idir an veicteoir seo agus [param go].

en: Returns the dot product of this vector and [param with]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
    The dot product will be [code]0[/code] for a right angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
    When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
    [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
ga: Filltear toradh ponc an veicteora seo agus [param with]. Is féidir é seo a úsáid chun an uillinn idir dhá veicteoir a chur i gcomparáid. Mar shampla, is féidir é seo a úsáid chun a chinneadh an bhfuil namhaid os comhair an imreora.
    Is é [code]0[/code] an táirge ponc do dhronuillinn (90 céim), níos mó ná 0 i gcás uillinneacha níos cúinge ná 90 céim agus níos ísle ná 0 i gcás uillinneacha níos leithne ná 90 céim.
    Agus veicteoirí aonaid (normalaithe) á n-úsáid, beidh an toradh i gcónaí idir [code]-1.0[/code] (uillinn 180 céim) nuair a bhíonn na veicteoirí ag tabhairt aghaidh ar threoracha urchomhaireacha, agus [code]1.0[/code] (uillinn 0 céim) nuair a bhíonn na veicteoirí ailínithe.
    [b]Nóta:[/b] Tá [code]a.dot(b)[/code] comhionann le [code]b.dot(a)[/code].

en: Returns a new vector with all components rounded down (towards negative infinity).
ga: Filleann sé veicteoir nua ina bhfuil na comhpháirteanna go léir slánaithe síos (i dtreo éigríochta diúltach).

en: Returns [code]true[/code] if this vector and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
ga: Filleann sé [code]true[/code] má tá an veicteoir seo agus [param to] thart ar cóimhéid, trí [method @GlobalScope.is_equal_approx] a rith ar gach comhpháirt.

en: Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component.
ga: Filleann sé [code]true[/code] má tá an veicteoir seo críochta, trí ghlaoch a chur ar [method @GlobalScope.is_finite] ar gach comhpháirt.

en: Returns [code]true[/code] if the vector is normalized, i.e. its length is approximately equal to 1.
ga: Filleann sé [code]true[/code] má normalaítear an veicteoir, i.e. tá a fhad timpeall cothrom le 1.

en: Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component.
    This method is faster than using [method is_equal_approx] with one value as a zero vector.
ga: Filleann sé [code]true[/code] má tá luachanna an veicteora seo thart ar nialas, trí [method @GlobalScope.is_zero_approx] a rith ar gach comhpháirt.
    Tá an modh seo níos tapúla ná úsáid a bhaint as [method is_equal_approx] le luach amháin mar veicteoir nialasach.

en: Returns the length (magnitude) of this vector.
ga: Filleann sé fad (méid) an veicteora seo.

en: Returns the squared length (squared magnitude) of this vector.
    This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
ga: Filleann sé fad cearnógach (méid cearnach) an veicteora seo.
    Ritheann an modh seo níos tapúla ná [fad modha], mar sin b'fhearr leat é más gá duit veicteoirí a chur i gcomparáid nó má tá an fad cearnach de dhíth le haghaidh foirmle éigin.

en: Returns the result of the linear interpolation between this vector and [param to] by amount [param weight]. [param weight] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
ga: Filleann sé toradh an idirshuímh líneach idir an veicteoir seo agus [param go] de réir méid [meáchan param]. Tá [meáchan param] ar an raon [code]0.0[/code] go [code]1.0[/code], a léiríonn méid an idirshuímh.

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector2(maxf(x, with.x), maxf(y, with.y))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhábhair agus [param le], atá comhionann le [code]Vector2(maxf(x, with.x), maxf(y, with.y))[/code].

en: Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
ga: Filleann ais luach is airde an veicteora. Féach ar [code]AXIS_*[/code] tairisigh. Má tá na comhpháirteanna go léir comhionann, filleann an modh seo [AXIS_X seasmhach].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector2(maxf(x, with), maxf(y, with))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector2(maxf(x, with), maxf(y, with))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector2(minf(x, with.x), minf(y, with.y))[/code].
ga: Seoltar ar ais an t-íosmhéid comhpháirte de seo agus [param le], atá comhionann le [code]Vector2(minf(x, with.x), minf(y, with.y))[/code].

en: Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Y].
ga: Filleann ais luach is ísle an veicteora. Féach ar [code]AXIS_*[/code] tairisigh. Má tá na comhpháirteanna go léir comhionann, filleann an modh seo [AXIS_Y leanúnach].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector2(minf(x, with), minf(y, with))[/code].
ga: Seoltar ar ais an t-íosmhéid comhpháirte de seo agus [param le], comhionann le [code]Vector2(minf(x, with), minf(y, with))[/code].

en: Returns a new vector moved toward [param to] by the fixed [param delta] amount. Will not go past the final value.
ga: Filleann sé veicteoir nua a bhogtar i dtreo [param go] faoin méid seasta [param delta]. Ní bheidh dul thar an luach deiridh.

en: Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. Returns [code](0, 0)[/code] if [code]v.length() == 0[/code]. See also [method is_normalized].
    [b]Note:[/b] This function may return incorrect values if the input vector length is near zero.
ga: Filleann sé an toradh ar scálú an veicteora go fad aonaid. Comhionann le [code]v / v.length()[/code]. Filleann sé [code](0, 0)[/code] má tá [code]v.length() == 0[/code]. Féach freisin [method is_normalaithe].
    [b]Nóta:[/b] Féadfaidh an fheidhm seo luachanna míchearta a thabhairt ar ais má tá fad an veicteora ionchuir gar do nialas.

en: Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
ga: Filleann veicteoir ingearach rothlú 90 céim tuathalach i gcomparáid leis an leagan bunaidh, a bhfuil an fad céanna.

en: Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
ga: Filleann sé veicteoir comhdhéanta de [method @GlobalScope.fposmod] de chomhpháirteanna an veicteora seo agus [param mod].

en: Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
ga: Filleann veicteoir atá comhdhéanta de [method @GlobalScope.fposmod] de chomhpháirteanna an veicteora seo agus de chomhpháirteanna [param modv].

en: Returns a new vector resulting from projecting this vector onto the given vector [param b]. The resulting new vector is parallel to [param b]. See also [method slide].
    [b]Note:[/b] If the vector [param b] is a zero vector, the components of the resulting new vector will be [constant @GDScript.NAN].
ga: Filleann sé veicteoir nua mar thoradh ar an veicteoir seo a theilgean ar an veicteoir a thugtar [para b]. Tá an veicteoir nua mar thoradh air comhthreomhar le [param b]. Féach freisin [sleamhnán modha].
    [b]Nóta:[/b] Más veicteoir nialais é an veicteoir [param b], is iad [seasamh @GDScript.NAN] comhpháirteanna an veicteora nua a bheidh mar thoradh air.

en: Returns the result of reflecting the vector from a line defined by the given direction vector [param line].
    [b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] takes a normal direction which is a direction perpendicular to the line. In Godot, you specify the direction of the line directly. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code].
ga: Filleann sé an toradh ar fhrithchaitheamh an veicteora ó líne arna sainmhíniú ag an treo-veicteor tugtha [paramlíne].
    [b]Nóta:[/b] Tá [method frithchaitheamh] difriúil leis an rud a dtugann innill agus creataí eile air [code skip-lint]rith ()[/code]. In innill eile, glacann [code skip-lint]refllect()[/code] gnáthtreo atá ingearach leis an líne. I Godot, sonraíonn tú treo na líne go díreach. Féach freisin [preab modh] a dhéanann an rud a thugann an chuid is mó de na hinnill air [cód skip-lint]léiriú()[/code].

en: Returns the result of rotating this vector by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad].
ga: Filleann sé toradh rothlú an veicteora seo faoi [phara-uillinn] (i raidian). Féach freisin [method @GlobalScope.deg_to_rad].

en: Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
ga: Filleann sé veicteoir nua ina bhfuil na comhpháirteanna go léir slánaithe go dtí an tslánuimhir is gaire, le cásanna leath bealaigh slánaithe ó nialas.

en: Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
ga: Filleann sé veicteoir nua le gach comhpháirt socraithe go [code]1.0[/code] má tá sé deimhneach, [code]-1.0[/code] má tá sé diúltach, agus [code]0.0[/code] más nialas é. Tá an toradh comhionann le glaoch ar [method @GlobalScope.sign] ar gach comhpháirt.

en: Returns the result of spherical linear interpolation between this vector and [param to], by amount [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
    This method also handles interpolating the lengths if the input vectors have different lengths. For the special case of one or both input vectors having zero length, this method behaves like [method lerp].
ga: Filleann sé an toradh ar idirshuíomh líneach sféarúil idir an veicteoir seo agus [param go], de réir méid [meáchan param]. Tá [meáchan param] ar an raon 0.0 go 1.0, rud a léiríonn an méid idirshuíomh.
    Láimhseálann an modh seo freisin idirshuí na faid má tá faid éagsúla ag na veicteoirí ionchuir. I gcás speisialta veicteoirí ionchuir amháin nó an dá cheann a bhfuil fad nialasach acu, iompraíonn an modh seo mar [method lerp].

en: Returns a new vector resulting from sliding this vector along a line with normal [param n]. The resulting new vector is perpendicular to [param n], and is equivalent to this vector minus its projection on [param n]. See also [method project].
    [b]Note:[/b] The vector [param n] must be normalized. See also [method normalized].
ga: Filleann sé veicteoir nua a thagann as an veicteoir seo a shleamhnú feadh líne le normal [pararam n]. Tá an veicteoir nua mar thoradh air ingearach le [para n], agus tá sé comhionann leis an veicteoir seo lúide a theilgean ar [para n]. Féach freisin [tionscadal modha].
    [b]Nóta:[/b] Ní mór an veicteoir [para n] a normalú. Féach freisin [method normalaithe].

en: Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
ga: Filleann sé veicteoir nua ina bhfuil gach comhpháirt gearrtha go dtí an iolraí is gaire den chomhpháirt chomhfhreagrach i [chéim param]. Is féidir é seo a úsáid freisin chun na comhpháirteanna a shlánú go líon treallach deachúlacha.

en: Returns a new vector with each component snapped to the nearest multiple of [param step]. This can also be used to round the components to an arbitrary number of decimals.
ga: Filleann sé veicteoir nua ina bhfuil gach comhpháirt gearrtha go dtí an iolraí is gaire de [chéim param]. Is féidir é seo a úsáid freisin chun na comhpháirteanna a shlánú go líon treallach deachúlacha.

en: The vector's X component. Also accessible by using the index position [code][0][/code].
ga: Comhpháirt X an veicteora. Tá rochtain air freisin tríd an suíomh innéacs [code][0][/code] a úsáid.

en: The vector's Y component. Also accessible by using the index position [code][1][/code].
ga: Comhpháirt Y an veicteora. Tá rochtain air freisin tríd an suíomh innéacs [code][1][/code] a úsáid.

en: Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
ga: Luach áirithe don X ais. Ar ais ag [method max_axis_index] agus [method min_axis_index].

en: Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
ga: Luach áirithe don ais Y. Ar ais ag [method max_axis_index] agus [method min_axis_index].

en: Zero vector, a vector with all components set to [code]0[/code].
ga: Veicteoir nialais, veicteoir a bhfuil na comhpháirteanna uile socraithe go [code]0[/code] air.

en: One vector, a vector with all components set to [code]1[/code].
ga: Veicteoir amháin, veicteoir ina bhfuil na comhpháirteanna uile socraithe go [code]1[/code].

en: Infinity vector, a vector with all components set to [constant @GDScript.INF].
ga: Veicteoir Infinity, veicteoir ina bhfuil na comhpháirteanna go léir socraithe go [ seasmhach @GDScript.INF].

en: Left unit vector. Represents the direction of left.
ga: Aonad clé veicteoir. Léiríonn sé treo na láimhe clé.

en: Right unit vector. Represents the direction of right.
ga: Aonad ceart veicteoir. Léiríonn sé treo an chirt.

en: Up unit vector. Y is down in 2D, so this vector points -Y.
ga: Íosluchtaigh veicteoir aonad suas. Tá Y síos i 2T, mar sin pointeálann an veicteoir seo -Y.

en: Down unit vector. Y is down in 2D, so this vector points +Y.
ga: Aonad síos veicteoir. Tá Y síos i 2T, mar sin pointeálann an veicteoir seo +Y.

en: Returns [code]true[/code] if the vectors are not equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] mura bhfuil na veicteoirí cothrom.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
    [code]vector * transform[/code] is equivalent to [code]transform.inverse() * vector[/code]. See [method Transform2D.inverse].
    For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * vector[/code] can be used instead. See [method Transform2D.affine_inverse].
ga: Trasfhoirmítear (iolraíonn) an [Vector2] go contrártha leis an maitrís claochlaithe [Transform2D] a thugtar, faoin toimhde go bhfuil bunús an chlaochlaithe go ortanormal (i.e. go bhfuil rothlú/machnamh ceart, níl an scálaithe/sceabhach).
    Tá [code]veicteoir * claochlú[/code] comhionann le [code]transform.inverse() * veicteoir[/code]. Féach [method Transform2D.inverse].
    Chun claochlú aifín a athrú trí inbhéartach (m.sh. le scálú) is féidir [code]transform.afine_inverse() * veicteoir[/code] a úsáid ina ionad sin. Féach [method Transform2D.afine_inverse].

en: Multiplies each component of the [Vector2] by the given [float].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir2] faoin [snámhphointe] a thugtar.

en: Multiplies each component of the [Vector2] by the given [int].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir2] faoin [int] a thugtar.

en: Divides each component of the [Vector2] by the given [float].
ga: Roinn gach comhpháirt den [Veicteoir2] ar an [snámhphointe] a thugtar.

en: Divides each component of the [Vector2] by the given [int].
ga: Roinn gach comhpháirt den [Veicteoir2] ar an [int] a thugtar.

en: Compares two [Vector2] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir2] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector2] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir2] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Returns [code]true[/code] if the vectors are exactly equal.
    [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Filleann sé [code]true[/code] má tá na veicteoirí díreach comhionann.
    [b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar [method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector2] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déan comparáid idir dhá veicteoir [Veicteoir2] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector2] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir2] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Access vector components using their [param index]. [code]v[0][/code] is equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to [code]v.y[/code].
ga: Faigh rochtain ar chomhpháirteanna veicteora ag baint úsáide as a [innéacs param]. Tá [code]v[0][/code] comhionann le [code]v.x[/code], agus tá [code]v[1][/code] comhionann le [code]v.y[/code].

en: Returns the negative value of the [Vector2]. This is the same as writing [code]Vector2(-v.x, -v.y)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
ga: Filleann sé luach diúltach an [Veicteoir2]. Tá sé seo mar an gcéanna le [code]Vector2(-v.x, -v.y)[/code] a scríobh. Siompaíonn an oibríocht seo treo an veicteora agus an méid céanna á coinneáil. Le snámháin, is féidir leis an uimhir náid a bheith dearfach nó diúltach.

en: A 2D vector using integer coordinates.
ga: Veicteoir 2D a úsáideann comhordanáidí slánuimhreacha.

en: A 2-element structure that can be used to represent 2D grid coordinates or any other pair of integers.
    It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector2] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
    [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code].
ga: Struchtúr 2 eilimint is féidir a úsáid chun comhordanáidí greille 2T nó aon phéire slánuimhreacha eile a léiriú.
    Úsáideann sé comhordanáidí slánuimhir agus mar sin is fearr é ná [Vector2] nuair is gá beachtas beacht. Tabhair faoi deara go bhfuil na luachanna teoranta do 32 giotán, agus murab ionann agus [Vector2] ní féidir é seo a chumrú le rogha inneall a thógáil. Úsáid [int] nó [PackedInt64Array] má tá luachanna 64-giotán ag teastáil.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanfaidh Vector2i meastóireacht go [code]bréagach[/code] má tá sé comhionann le [code]Vector2i(0, 0)[/code]. Seachas sin, déanfaidh Vector2i luacháil go [code]true[/code] i gcónaí.

en: Constructs a default-initialized [Vector2i] with all components set to [code]0[/code].
ga: Tógann sé [Vector2i] réamhshocraithe-tionscanta ina bhfuil na comhpháirteanna go léir socraithe go [code]0[/code].

en: Constructs a [Vector2i] as a copy of the given [Vector2i].
ga: Tógtar [Vector2i] mar chóip den [Vector2i] tugtha.

en: Constructs a new [Vector2i] from the given [Vector2] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector2.ceil], [method Vector2.floor] or [method Vector2.round] to this constructor instead.
ga: Tógann sé [Vector2i] nua ón [Vector2] a thugtar trí pháirteanna codánacha na gcomhpháirteanna a theorannú (a shlánú i dtreo nialas). Le haghaidh iompair eile smaoinigh ar thoradh [method Vector2.ceil], [method Vector2.floor] nó [method Vector2.round] a chur chuig an cruthaitheoir seo ina ionad sin.

en: Constructs a new [Vector2i] from the given [param x] and [param y].
ga: Tógann sé [Vector2i] nua ón [param x] agus [param y] a thugtar.

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector2i(maxi(x, with.x), maxi(y, with.y))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhábhair agus [param le], atá comhionann le [code]Vector2i(maxi(x, with.x), maxi(y, with.y))[/code].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector2i(maxi(x, with), maxi(y, with))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector2i(maxi(x, with), maxi(y, with))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector2i(mini(x, with.x), mini(y, with.y))[/code].
ga: Filleann sé seo an t-íosmhéid comhpháirte de seo agus [param le], atá comhionann le [code]Vector2i(mion(x, with.x), mion(y, with.y))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector2i(mini(x, with), mini(y, with))[/code].
ga: Filleann sé seo an t-íosmhéid comhpháirte de seo agus [param le], atá comhionann le [code]Vector2i(mion(x, with), mion(y, with))[/code].

en: Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
ga: Filleann sé veicteoir nua le gach comhpháirt socraithe go [code]1[/code] má tá sé deimhneach, [code]-1[/code] má tá sé diúltach, agus [code]0[/code] más nialas é. Tá an toradh comhionann le glaoch ar [method @GlobalScope.sign] ar gach comhpháirt.

en: Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
ga: Filleann sé veicteoir nua ina bhfuil gach comhpháirt gearrtha go dtí an iolraí is gaire den chomhpháirt chomhfhreagrach i [chéim param].

en: Returns a new vector with each component snapped to the closest multiple of [param step].
ga: Filleann sé veicteoir nua ina bhfuil gach comhpháirt gearrtha go dtí an iolraí is gaire de [chéim param].

en: Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can be used as a negative integer equivalent of [constant Vector2.INF].
ga: Veicteoir íosta, veicteoir a bhfuil na comhpháirteanna uile comhionann le [code]INT32_MIN[/code] air. Is féidir é a úsáid mar choibhéis slánuimhir dhiúltach de [Vector2.INF leanúnach].

en: Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can be used as an integer equivalent of [constant Vector2.INF].
ga: Veicteoir uasta, veicteoir a bhfuil na comhpháirteanna uile comhionann le [code]INT32_MAX[/code] air. Is féidir é a úsáid mar choibhéis slánuimhir de [Vector2.INF leanúnach].

en: Returns [code]true[/code] if the vectors are not equal.
ga: Filleann sé [code]true[/code] mura bhfuil na veicteoirí cothrom.

en: Multiplies each component of the [Vector2i] by the given [int].
ga: Iolraítear gach comhpháirt den [Vector2i] faoin [int] a thugtar.

en: Divides each component of the [Vector2i] by the given [int].
ga: Roinn gach comhpháirt den [Vector2i] ar an [int] a thugtar.

en: Compares two [Vector2i] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector2i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Compares two [Vector2i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector2i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Returns [code]true[/code] if the vectors are equal.
ga: Filleann sé [code]true[/code] más comhionann na veicteoirí.

en: Compares two [Vector2i] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector2i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Compares two [Vector2i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector2i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Returns the negative value of the [Vector2i]. This is the same as writing [code]Vector2i(-v.x, -v.y)[/code]. This operation flips the direction of the vector while keeping the same magnitude.
ga: Filleann sé luach diúltach an [Vector2i]. Tá sé seo mar an gcéanna le [code]Vector2i(-v.x, -v.y)[/code] a scríobh. Siompaíonn an oibríocht seo treo an veicteora agus an méid céanna á coinneáil.

en: A 3D vector using floating-point coordinates.
ga: Veicteoir 3D a úsáideann comhordanáidí snámhphointe.

en: A 3-element structure that can be used to represent 3D coordinates or any other triplet of numeric values.
    It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
    See [Vector3i] for its integer counterpart.
    [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
ga: Struchtúr 3-eilimint is féidir a úsáid chun comhordanáidí 3T nó aon luachanna uimhriúla triplet ar bith eile a léiriú.
    Úsáideann sé comhordanáidí snámhphointe. De réir réamhshocraithe, úsáideann na luachanna snámhphointe seo beachtas 32-giotán, murab ionann agus [snámhphointe] atá 64-giotán i gcónaí. Más gá cruinneas dúbailte, tiomsaigh an t-inneall leis an rogha [code]precision = double[/code].
    Féach [Vector3i] le haghaidh a mhacasamhail slánuimhir.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanfaidh Vector3 luacháil go [code]bréagach[/code] má tá sé comhionann le [code]Vector3(0, 0, 0)[/code]. Seachas sin, déanfaidh Vector3 luacháil go [code]true[/code] i gcónaí.

en: Constructs a default-initialized [Vector3] with all components set to [code]0[/code].
ga: Tógann sé [Vector3] réamhshocraithe-túsaithe ina bhfuil na comhpháirteanna go léir socraithe go [code]0[/code].

en: Constructs a [Vector3] as a copy of the given [Vector3].
ga: Tógtar [Veicteoir3] mar chóip den [Veicteoir3] tugtha.

en: Constructs a new [Vector3] from [Vector3i].
ga: Tógtar [Vector3] nua ó [Vector3i].

en: Returns a [Vector3] with the given components.
ga: Filleann [Veicteoir3] leis na comhpháirteanna tugtha.

en: Returns the unsigned minimum angle to the given vector, in radians.
ga: Filleann sé an uillinn íosta gan síniú go dtí an veicteoir tugtha, ina raidian.

en: Returns the vector "bounced off" from a plane defined by the given normal [param n].
    [b]Note:[/b] [method bounce] performs the operation that most engines and frameworks call [code skip-lint]reflect()[/code].
ga: Filleann sé an veicteoir “preabtha as” ó phlána arna shainmhíniú ag an norm tugtha [para n].
    [b]Nóta:[/b] déanann [preab modh] an oibríocht a dtugann formhór na n-innill agus na gcreatlach ar [cód skip-lint]frithchaite()[/code].

en: Returns the cross product of this vector and [param with].
    This returns a vector perpendicular to both this and [param with], which would be the normal vector of the plane defined by the two vectors. As there are two such vectors, in opposite directions, this method returns the vector defined by a right-handed coordinate system. If the two vectors are parallel this returns an empty vector, making it useful for testing if two vectors are parallel.
ga: Filleann sé trastáirge an veicteora seo agus [param le].
    Tugann sé seo veicteoir atá ingearach leis seo agus [param le] araon, a bheadh mar ghnáthveicteoir an phlána sainmhínithe ag an dá veicteoir. Toisc go bhfuil dhá veicteoir den sórt sin ann, i dtreonna contrártha, cuireann an modh seo ar ais an veicteoir atá sainmhínithe ag córas comhordanáidí ar dheis. Má tá an dá veicteoir comhthreomhar, filleann sé seo veicteoir folamh, rud a fhágann go bhfuil sé úsáideach chun tástáil a dhéanamh an bhfuil dhá veicteoir comhthreomhar.

en: Returns the inverse of the vector. This is the same as [code]Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z)[/code].
ga: Filleann sé inbhéartach an veicteora. Tá sé seo mar an gcéanna le [code]Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z)[/code].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z))[/code].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector3(maxf(x, with), maxf(y, with), maxf(z, with))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte agus [param le], atá comhionann le [code]Vector3(maxf(x, with), maxf(y, with), maxf(z, with))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z))[/code].
ga: Seoltar ar ais an t-íosmhéid comhpháirte de seo agus [param le], atá comhionann le [code]Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z))[/code].

en: Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
ga: Filleann ais luach is ísle an veicteora. Féach ar [code]AXIS_*[/code] tairisigh. Má tá na comhpháirteanna go léir comhionann, filleann an modh seo [AXIS_Z leanúnach].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector3(minf(x, with), minf(y, with), minf(z, with))[/code].
ga: Filleann sé seo an t-íosmhéid ciallmhar comhpháirte de seo agus [param le], comhionann le [code]Vector3(minf(x, le), minf(y, le), minf(z, le))[/code].

en: Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. Returns [code](0, 0, 0)[/code] if [code]v.length() == 0[/code]. See also [method is_normalized].
    [b]Note:[/b] This function may return incorrect values if the input vector length is near zero.
ga: Filleann sé an toradh ar scálú an veicteora go fad aonaid. Comhionann le [code]v / v.length()[/code]. Filleann sé [code](0, 0, 0)[/code] má tá [code]v.length() == 0[/code]. Féach freisin [method is_normalaithe].
    [b]Nóta:[/b] Féadfaidh an fheidhm seo luachanna míchearta a thabhairt ar ais má tá fad an veicteora ionchuir gar do nialas.

en: Returns the [Vector3] from an octahedral-compressed form created using [method octahedron_encode] (stored as a [Vector2]).
ga: Filleann sé an [Vector3] ó fhoirm chomhbhrúite octahedral cruthaithe ag baint úsáide as [method octahedron_encode] (stóráilte mar [Vector2]).

en: Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form of compression can be used to pass greater amounts of [method normalized] [Vector3]s without increasing storage or memory requirements. See also [method octahedron_decode].
    [b]Note:[/b] [method octahedron_encode] can only be used for [method normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether this [Vector3] is normalized, and will return a value that does not decompress to the original value if the [Vector3] is not normalized.
    [b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual differences are rarely perceptible in real world scenarios.
ga: Seoltar ar ais an fhoirm ochtach-ionchódaithe (oct32) den [Vector3] seo mar [Veicteoir2]. Ós rud é go bhfuil 1/3 níos lú cuimhne ag [Vector2] i gcomparáid le [Vector3], is féidir an cineál seo comhbhrú a úsáid chun méideanna níos mó [method normalaithe] [Vector3]s a rith gan riachtanais stórála nó cuimhne a mhéadú. Féach freisin [method octahedron_decode].
    [b]Nóta:[/b] ní féidir [method octahedron_ionchódú] a úsáid ach amháin le haghaidh veicteoirí [method normalaithe]. [method octahedron_encode] [i]ní[/i] seiceáil an bhfuil an [Vector3] seo normalaithe, agus tabharfaidh sé ar ais luach nach ndí-chomhbhrú go dtí an luach bunaidh mura bhfuil an [Vector3] normalaithe.
    [b]Nóta:[/b] Tá comhbhrú ochtachedral [i]caillte[/i], cé gur annamh a fheictear difríochtaí amhairc i gcásanna sa saol fíor.

en: Returns the outer product with [param with].
ga: Filleann sé an táirge seachtrach le [param with].

en: Returns the result of reflecting the vector through a plane defined by the given normal vector [param n].
    [b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] returns the result of the vector reflected by the given plane. The reflection thus passes through the given normal. While in Godot the reflection passes through the plane and can be thought of as bouncing off the normal. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code].
ga: Filleann sé an toradh ar fhrithchaitheamh an veicteora trí phlána arna shainmhíniú ag an ngnáthveicteoir [para n] a thugtar.
    [b]Nóta:[/b] Tá [method frithchaitheamh] difriúil leis an rud a dtugann innill agus creataí eile air [code skip-lint]rith ()[/code]. In innill eile, cuireann [code skip-lint]reflect()[/code] ar ais toradh an veicteora atá léirithe ag an bplána tugtha. Mar sin téann an frithchaitheamh tríd an ngnáth a thugtar. Agus é in Godot téann an machnamh tríd an eitleán agus is féidir smaoineamh air mar phreab as an ngnáth. Féach freisin [preab modh] a dhéanann an rud a thugann an chuid is mó de na hinnill air [cód skip-lint]léiriú()[/code].

en: Returns the result of rotating this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. See also [method @GlobalScope.deg_to_rad].
ga: Filleann sé an toradh ar rothlú an veicteora seo thart ar ais tugtha faoi [phara-uillinn] (i raidian). Caithfidh an ais a bheith ina veicteoir normalaithe. Féach freisin [method @GlobalScope.deg_to_rad].

en: Returns the signed angle to the given vector, in radians. The sign of the angle is positive in a counter-clockwise direction and negative in a clockwise direction when viewed from the side specified by the [param axis].
ga: Filleann sé an uillinn sínithe go dtí an veicteoir tugtha, ina raidian. Tá comhartha na huillinne deimhneach i dtreo tuathalach agus diúltach i dtreo deiseal nuair a bhreathnaítear air ón taobh atá sonraithe ag an [ais param].

en: Returns a new vector resulting from sliding this vector along a plane with normal [param n]. The resulting new vector is perpendicular to [param n], and is equivalent to this vector minus its projection on [param n]. See also [method project].
    [b]Note:[/b] The vector [param n] must be normalized. See also [method normalized].
ga: Filleann sé veicteoir nua mar thoradh ar an veicteoir seo a shleamhnú feadh plána le gnáth [para n]. Tá an veicteoir nua mar thoradh air ingearach le [para n], agus tá sé comhionann leis an veicteoir seo lúide a theilgean ar [para n]. Féach freisin [tionscadal modha].
    [b]Nóta:[/b] Ní mór an veicteoir [para n] a normalú. Féach freisin [method normalaithe].

en: The vector's Z component. Also accessible by using the index position [code][2][/code].
ga: Comhpháirt Z an veicteora. Tá rochtain air freisin tríd an suíomh innéacs [code][2][/code] a úsáid.

en: Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
ga: Luach áirithe don ais Z. Ar ais ag [method max_axis_index] agus [method min_axis_index].

en: Left unit vector. Represents the local direction of left, and the global direction of west.
ga: Aonad clé veicteoir. Léiríonn sé an treo áitiúil ar chlé, agus an treo domhanda an iarthair.

en: Right unit vector. Represents the local direction of right, and the global direction of east.
ga: Aonad ceart veicteoir. Léiríonn sé treo áitiúil an chirt, agus treo domhanda an oirthir.

en: Up unit vector.
ga: Íosluchtaigh veicteoir aonad suas.

en: Down unit vector.
ga: Aonad síos veicteoir.

en: Forward unit vector. Represents the local direction of forward, and the global direction of north. Keep in mind that the forward direction for lights, cameras, etc is different from 3D assets like characters, which face towards the camera by convention. Use [constant Vector3.MODEL_FRONT] and similar constants when working in 3D asset space.
ga: Aonad ar aghaidh veicteoir. Léiríonn sé an treo áitiúil chun tosaigh, agus an treo domhanda ó thuaidh. Coinnigh i gcuimhne go bhfuil an treo chun cinn le haghaidh soilse, ceamaraí, etc difriúil ó shócmhainní 3D cosúil le carachtair, a théann i dtreo an cheamara de réir gnáis. Úsáid [Vector3.MODEL_FRONT seasmhach] agus tairisigh chomhchosúla agus tú ag obair i spás sócmhainní 3D.

en: Back unit vector. Represents the local direction of back, and the global direction of south.
ga: Cúlra aonad veicteoir. Léiríonn sé an treo áitiúil cúl, agus an treo domhanda ó dheas.

en: Unit vector pointing towards the left side of imported 3D assets.
ga: Veicteoir aonad ag díriú i dtreo an taobh clé de shócmhainní 3D allmhairithe.

en: Unit vector pointing towards the right side of imported 3D assets.
ga: Veicteoir aonaid ag díriú ar thaobh na láimhe deise de shócmhainní 3D allmhairithe.

en: Unit vector pointing towards the top side (up) of imported 3D assets.
ga: Veicteoir aonaid ag díriú i dtreo an taoibh barr (suas) de shócmhainní 3D allmhairithe.

en: Unit vector pointing towards the bottom side (down) of imported 3D assets.
ga: Veicteoir aonaid ag díriú i dtreo an taobh íochtair (síos) de shócmhainní 3D allmhairithe.

en: Unit vector pointing towards the front side (facing forward) of imported 3D assets.
ga: Veicteoir aonaid ag díriú i dtreo an taoibh tosaigh (aghaidh ar aghaidh) de shócmhainní 3D allmhairithe.

en: Unit vector pointing towards the rear side (back) of imported 3D assets.
ga: Veicteoir aonaid ag díriú ar chúl (cúl) sócmhainní 3D allmhairithe.

en: Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
    [code]vector * basis[/code] is equivalent to [code]basis.transposed() * vector[/code]. See [method Basis.transposed].
    For transforming by inverse of a non-orthonormal basis (e.g. with scaling) [code]basis.inverse() * vector[/code] can be used instead. See [method Basis.inverse].
ga: Trasfhoirmítear (iolraíonn) an [Veicteoir3] go contrártha leis an maitrís [Bunús] tugtha, faoin toimhde go bhfuil an bonn ortanormal (i.e. tá rothlú/machnamh breá, níl scálaithe/sceabhach).
    Tá [code]bunús veicteoir *[/code] comhionann le [code]bunús.transposed() * veicteoir[/code]. Féach [method Bunús.transposed].
    Chun bonn neamh-orthormónach a chlaochlú trí inbhéartach (m.sh. le scálaiú) is féidir [code]basis.inverse() * veicteoir[/code] a úsáid ina ionad sin. Féach [method Basis.inverse].

en: Inversely transforms (multiplies) the [Vector3] by the given [Quaternion].
    [code]vector * quaternion[/code] is equivalent to [code]quaternion.inverse() * vector[/code]. See [method Quaternion.inverse].
ga: Trasfhoirmítear (iolraíonn) an [Veicteoir3] go contrártha leis an [Ceathrúnion] a thugtar.
    Tá [code]veicteoir * ceathartha[/code] comhionann le [code]quaternion.inverse() * veicteoir[/code]. Féach [method Quaternion.inverse].

en: Inversely transforms (multiplies) the [Vector3] by the given [Transform3D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
    [code]vector * transform[/code] is equivalent to [code]transform.inverse() * vector[/code]. See [method Transform3D.inverse].
    For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * vector[/code] can be used instead. See [method Transform3D.affine_inverse].
ga: Trasfhoirmítear (iolraíonn) an [Vector3] go contrártha leis an maitrís claochlaithe [Transform3D] a thugtar, faoin toimhde go bhfuil bunús an chlaochlaithe go ortanormal (i.e. tá rothlú/machnamh ceart, níl an scálaithe/sceabhach).
    Tá [code]veicteoir * claochlú[/code] comhionann le [code]transform.inverse() * veicteoir[/code]. Féach [method Transform3D.inverse].
    Chun claochlú aifín a athrú trí inbhéartach (m.sh. le scálú) is féidir [code]transform.afine_inverse() * veicteoir[/code] a úsáid ina ionad sin. Féach [method Transform3D.afine_inverse].

en: Multiplies each component of the [Vector3] by the given [int].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir3] faoin [int] a thugtar.

en: Divides each component of the [Vector3] by the given [float].
ga: Roinn gach comhpháirt den [Veicteoir3] ar an [snámhphointe] a thugtar.

en: Divides each component of the [Vector3] by the given [int].
ga: Roinn gach comhpháirt den [Veicteoir3] ar an [int] a thugtar.

en: Compares two [Vector3] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir3] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector3] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir3] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déan comparáid idir dhá veicteoir [Veicteoir3] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir3] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Access vector components using their [param index]. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code].
ga: Faigh rochtain ar chomhpháirteanna veicteora ag baint úsáide as a [innéacs param]. Tá [code]v[0][/code] comhionann le [code]v.x[/code], [code]v[1][/code] comhionann le [code]v.y[/code], agus [code] v[2][/code] comhionann le [code]v.z[/code].

en: Returns the negative value of the [Vector3]. This is the same as writing [code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
ga: Filleann sé luach diúltach an [Veicteoir3]. Tá sé seo mar an gcéanna le [code]Vector3(-v.x, -v.y, -v.z)[/code] a scríobh. Siompaíonn an oibríocht seo treo an veicteora agus an méid céanna á coinneáil. Le snámháin, is féidir leis an uimhir náid a bheith dearfach nó diúltach.

en: A 3D vector using integer coordinates.
ga: Veicteoir 3D a úsáideann comhordanáidí slánuimhir.

en: A 3-element structure that can be used to represent 3D grid coordinates or any other triplet of integers.
    It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector3] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
    [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
ga: Struchtúr 3-eilimint is féidir a úsáid chun comhordanáidí greille 3D nó aon triplet slánuimhreacha eile a léiriú.
    Úsáideann sé comhordanáidí slánuimhir agus mar sin is fearr é ná [Vector3] nuair is gá beachtas cruinn. Tabhair faoi deara go bhfuil na luachanna teoranta do 32 giotán, agus murab ionann agus [Vector3] ní féidir é seo a chumrú le rogha inneall a thógáil. Úsáid [int] nó [PackedInt64Array] má tá luachanna 64-giotán ag teastáil.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanfaidh Vector3i luacháil go [code]bréagach[/code] má tá sé comhionann le [code]Vector3i(0, 0, 0)[/code]. Seachas sin, déanfaidh Vector3i luacháil go [code]true[/code] i gcónaí.

en: Constructs a default-initialized [Vector3i] with all components set to [code]0[/code].
ga: Tógann sé [Vector3i] réamhshocraithe-tionscanta ina bhfuil na comhpháirteanna go léir socraithe go [code]0[/code].

en: Constructs a [Vector3i] as a copy of the given [Vector3i].
ga: Tógtar [Vector3i] mar chóip den [Vector3i] tugtha.

en: Constructs a new [Vector3i] from the given [Vector3] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector3.ceil], [method Vector3.floor] or [method Vector3.round] to this constructor instead.
ga: Tógann sé [Vector3i] nua ón [Vector3] a thugtar trí pháirteanna codánacha na gcomhpháirteanna a theorannú (a shlánú i dtreo nialas). Le haghaidh iompair eile smaoinigh ar thoradh [method Vector3.ceil], [method Vector3.floor] nó [method Vector3.round] a chur chuig an cruthaitheoir seo ina ionad.

en: Returns a [Vector3i] with the given components.
ga: Filleann [Vector3i] leis na comhpháirteanna tugtha.

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector3i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector3i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z))[/code].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector3i(maxi(x, with), maxi(y, with), maxi(z, with))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector3i(maxi(x, with), maxi(y, with), maxi(z, with))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector3i(mini(x, with.x), mini(y, with.y), mini(z, with.z))[/code].
ga: Filleann sé seo an t-íosmhéid comhpháirte de seo agus [param le], atá comhionann le [code]Vector3i(mion(x, with.x), mion(y, with.y), mion(z, with.z))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector3i(mini(x, with), mini(y, with), mini(z, with))[/code].
ga: Seoltar ar ais an t-íosmhéid comhpháirte de seo agus [param le], comhionann le [code]Vector3i(mion(x, le), mion(y, le), mion(z, le))[/code].

en: Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can be used as a negative integer equivalent of [constant Vector3.INF].
ga: Veicteoir íosta, veicteoir a bhfuil na comhpháirteanna uile comhionann le [code]INT32_MIN[/code] air. Is féidir é a úsáid mar choibhéis slánuimhir dhiúltach de [Vector3.INF tairiseach].

en: Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can be used as an integer equivalent of [constant Vector3.INF].
ga: Veicteoir uasta, veicteoir a bhfuil na comhpháirteanna uile comhionann le [code]INT32_MAX[/code] air. Is féidir é a úsáid mar choibhéis slánuimhir de [Vector3.INF leanúnach].

en: Forward unit vector. Represents the local direction of forward, and the global direction of north.
ga: Aonad ar aghaidh veicteoir. Léiríonn sé an treo áitiúil chun tosaigh, agus an treo domhanda ó thuaidh.

en: Multiplies each component of the [Vector3i] by the given [int].
ga: Iolraíonn sé gach comhpháirt den [Vector3i] faoin [int] a thugtar.

en: Divides each component of the [Vector3i] by the given [int].
ga: Roinn gach comhpháirt den [Vector3i] ar an [int] a thugtar.

en: Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector3i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector3i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector3i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, ansin déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector3i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, ansin déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, agus ansin leis na luachanna Z. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Returns the negative value of the [Vector3i]. This is the same as writing [code]Vector3i(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude.
ga: Filleann sé luach diúltach an [Vector3i]. Tá sé seo mar an gcéanna le [code]Vector3i(-v.x, -v.y, -v.z)[/code] a scríobh. Siompaíonn an oibríocht seo treo an veicteora agus an méid céanna á coinneáil.

en: A 4D vector using floating-point coordinates.
ga: Veicteoir 4D a úsáideann comhordanáidí snámhphointe.

en: A 4-element structure that can be used to represent 4D coordinates or any other quadruplet of numeric values.
    It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
    See [Vector4i] for its integer counterpart.
    [b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code].
ga: Struchtúr 4 eilimint is féidir a úsáid chun comhordanáidí 4T nó aon cheathairéad eile de luachanna uimhriúla a léiriú.
    Úsáideann sé comhordanáidí snámhphointe. De réir réamhshocraithe, úsáideann na luachanna snámhphointe seo beachtas 32-giotán, murab ionann agus [snámhphointe] atá 64-giotán i gcónaí. Más gá cruinneas dúbailte, tiomsaigh an t-inneall leis an rogha [code]precision = double[/code].
    Féach [Vector4i] le haghaidh a mhacasamhail slánuimhir.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanfaidh Vector4 luacháil go [code]bréagach[/code] má tá sé comhionann le [code]Vector4(0, 0, 0, 0)[/code]. Seachas sin, déanfaidh Vector4 luacháil go [code]true[/code] i gcónaí.

en: Constructs a default-initialized [Vector4] with all components set to [code]0[/code].
ga: Tógann sé [Vector4] réamhshocraithe-tionscanta ina bhfuil na comhpháirteanna go léir socraithe go [code]0[/code].

en: Constructs a [Vector4] as a copy of the given [Vector4].
ga: Tógtar [Veicteoir4] mar chóip den [Vector4] a tugadh.

en: Constructs a new [Vector4] from the given [Vector4i].
ga: Tógann sé [Vector4] nua ón [Vector4i] a thugtar.

en: Returns a [Vector4] with the given components.
ga: Filleann [Vector4] leis na comhpháirteanna tugtha.

en: Returns the dot product of this vector and [param with].
ga: Filltear toradh ponc an veicteora seo agus [param le].

en: Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code].
ga: Filleann sé inbhéartach an veicteora. Tá sé seo mar an gcéanna le [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector4(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z), maxf(w, with.w))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector4(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z), maxf( w, le.w))[/code].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector4(maxf(x, with), maxf(y, with), maxf(z, with), maxf(w, with))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector4(maxf(x, with), maxf(y, with), maxf(z, with), maxf(w, with))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector4(minf(x, with.x), minf(y, with.y), minf(z, with.z), minf(w, with.w))[/code].
ga: Filleann sé seo an t-íosmhéid ciallmhar comhpháirte de seo agus [param le], comhionann le [code]Vector4(minf(x, le.x), minf(y, with.y), minf(z, with.z), minf( w, le.w))[/code].

en: Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_W].
ga: Filleann ais luach is ísle an veicteora. Féach ar [code]AXIS_*[/code] tairisigh. Má tá na comhpháirteanna go léir comhionann, filleann an modh seo [AXIS_W leanúnach].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector4(minf(x, with), minf(y, with), minf(z, with), minf(w, with))[/code].
ga: Seoltar ar ais an t-íosmhéid comhpháirte de seo agus [param le], comhionann le [code]Vector4(minf(x, le), minf(y, le), minf(z, le), minf(w, le))[/code].

en: Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. Returns [code](0, 0, 0, 0)[/code] if [code]v.length() == 0[/code]. See also [method is_normalized].
    [b]Note:[/b] This function may return incorrect values if the input vector length is near zero.
ga: Filleann sé an toradh ar scálú an veicteora go fad aonaid. Comhionann le [code]v / v.length()[/code]. Filleann sé [code](0, 0, 0, 0)[/code] má tá [code]v.length() == 0[/code]. Féach freisin [method is_normalized].
    [b]Nóta:[/b] Féadfaidh an fheidhm seo luachanna míchearta a thabhairt ar ais má tá fad an veicteora ionchuir gar do nialas.

en: The vector's W component. Also accessible by using the index position [code][3][/code].
ga: Comhpháirt W an veicteora. Tá rochtain air freisin tríd an suíomh innéacs [code][3][/code] a úsáid.

en: Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index].
ga: Luach áirithe don ais W. Ar ais ag [method max_axis_index] agus [method min_axis_index].

en: Transforms (multiplies) the [Vector4] by the transpose of the given [Projection] matrix.
    For transforming by inverse of a projection [code]projection.inverse() * vector[/code] can be used instead. See [method Projection.inverse].
ga: Trasuí (méadaíonn) an [Veicteoir4] tríd an maitrís [Teilgean] tugtha a thrasuíomh.
    Chun teilgin a athrú trí inbhéartach [code]projection.inverse() * veicteoir[/code] is féidir é a úsáid ina ionad sin. Féach [method Projection.inverse].

en: Multiplies each component of the [Vector4] by the given [int].
ga: Iolraíonn sé gach comhpháirt den [Veicteoir4] faoin [int] a thugtar.

en: Divides each component of the [Vector4] by the given [int].
ga: Roinn gach comhpháirt den [Veicteoir4] ar an [int] a thugtar.

en: Compares two [Vector4] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Vector4] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector4] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir4] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Vector4] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
    [b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
ga: Déantar comparáid idir dhá veicteoir [Veicteoir4] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.
    [b]Nóta:[/b] Ní iompraíonn veicteoirí a bhfuil eilimintí [tairiseach @GDScript.NAN] orthu mar a chéile le veicteoirí eile. Mar sin, b’fhéidir nach mbeadh na torthaí ón oibreoir seo cruinn má chuirtear NaNanna san áireamh.

en: Access vector components using their [param index]. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/code] is equivalent to [code]v.w[/code].
ga: Faigh rochtain ar chomhpháirteanna veicteora ag baint úsáide as a [innéacs param]. Tá [code]v[0][/code] comhionann le [code]v.x[/code], [code]v[1][/code] comhionann le [code]v.y[/code], [code]v Tá [2][/code] comhionann le [code]v.z[/code], agus [code]v[3][/code] comhionann le [code]v.w[/code].

en: Returns the negative value of the [Vector4]. This is the same as writing [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
ga: Filleann sé luach diúltach an [Veicteoir4]. Tá sé seo mar an gcéanna le [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code] a scríobh. Siompaíonn an oibríocht seo treo an veicteora agus an méid céanna á coinneáil. Le snámháin, is féidir leis an uimhir náid a bheith dearfach nó diúltach.

en: A 4D vector using integer coordinates.
ga: Veicteoir 4D a úsáideann comhordanáidí slánuimhir.

en: A 4-element structure that can be used to represent 4D grid coordinates or any other quadruplet of integers.
    It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
    [b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector4i will always evaluate to [code]true[/code].
ga: Struchtúr 4 eilimint is féidir a úsáid chun comhordanáidí greille 4D nó aon cheathairéad slánuimhreacha eile a léiriú.
    Úsáideann sé comhordanáidí slánuimhir agus mar sin is fearr é ná [Vector4] nuair is gá beachtas beacht. Tabhair faoi deara go bhfuil na luachanna teoranta do 32 giotán, agus murab ionann agus [Vector4] ní féidir é seo a chumrú le rogha inneall a thógáil. Úsáid [int] nó [PackedInt64Array] má tá luachanna 64-giotán ag teastáil.
    [b]Nóta:[/b] I gcomhthéacs Boole, déanfaidh Vector4i meastóireacht go [code]bréagach[/code] má tá sé comhionann le [code]Vector4i(0, 0, 0, 0)[/code]. Seachas sin, déanfaidh Vector4i luacháil go [code]true[/code] i gcónaí.

en: Constructs a default-initialized [Vector4i] with all components set to [code]0[/code].
ga: Tógann sé [Vector4i] réamhshocraithe-tionscanta ina bhfuil na comhpháirteanna go léir socraithe go [code]0[/code].

en: Constructs a [Vector4i] as a copy of the given [Vector4i].
ga: Tógtar [Vector4i] mar chóip den [Vector4i] tugtha.

en: Constructs a new [Vector4i] from the given [Vector4] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector4.ceil], [method Vector4.floor] or [method Vector4.round] to this constructor instead.
ga: Tógann sé [Vector4i] nua ón [Vector4] a thugtar trí pháirteanna codánacha na gcomhpháirteanna a theorannú (a shlánú i dtreo nialas). Le haghaidh iompair eile smaoinigh ar thoradh [method Vector4.ceil], [method Vector4.floor] nó [method Vector4.round] a chur chuig an cruthaitheoir seo ina ionad.

en: Returns a [Vector4i] with the given components.
ga: Filleann [Vector4i] leis na comhpháirteanna tugtha.

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector4i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z), maxi(w, with.w))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhábhair agus [param le], atá comhionann le [code]Vector4i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z), maxi( w, le.w))[/code].

en: Returns the component-wise maximum of this and [param with], equivalent to [code]Vector4i(maxi(x, with), maxi(y, with), maxi(z, with), maxi(w, with))[/code].
ga: Filleann sé seo uasmhéid ciallmhar an chomhpháirte de seo agus [param le], comhionann le [code]Vector4i(maxi(x, with), maxi(y, with), maxi(z, with), maxi(w, with))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector4i(mini(x, with.x), mini(y, with.y), mini(z, with.z), mini(w, with.w))[/code].
ga: Seoltar ar ais an t-íosmhéid comhpháirte de seo agus [param le], atá comhionann le [code]Vector4i(mion(x, with.x), mion(y, with.y), mion(z, with.z), mion( w, le.w))[/code].

en: Returns the component-wise minimum of this and [param with], equivalent to [code]Vector4i(mini(x, with), mini(y, with), mini(z, with), mini(w, with))[/code].
ga: Seoltar ar ais an t-íosmhéid comhpháirte de seo agus [param le], atá comhionann le [code]Vector4i(mion(x, le), mion(y, le), mion(z, le), mion(w, le))[/code].

en: Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can be used as a negative integer equivalent of [constant Vector4.INF].
ga: Veicteoir íosta, veicteoir a bhfuil na comhpháirteanna uile comhionann le [code]INT32_MIN[/code] air. Is féidir é a úsáid mar choibhéis slánuimhir dhiúltach de [Vector4.INF leanúnach].

en: Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can be used as an integer equivalent of [constant Vector4.INF].
ga: Veicteoir uasta, veicteoir a bhfuil na comhpháirteanna uile comhionann le [code]INT32_MAX[/code] air. Is féidir é a úsáid mar choibhéis slánuimhir de [Vector4.INF leanúnach].

en: Multiplies each component of the [Vector4i] by the given [int].
ga: Iolraíonn sé gach comhpháirt den [Vector4i] faoin [int] a thugtar.

en: Divides each component of the [Vector4i] by the given [int].
ga: Roinn gach comhpháirt den [Vector4i] ar an [int] a thugtar.

en: Compares two [Vector4i] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector4i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Compares two [Vector4i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector4i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos lú ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Returns [code]true[/code] if the vectors are exactly equal.
ga: Filleann sé [code]true[/code] má tá na veicteoirí díreach comhionann.

en: Compares two [Vector4i] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector4i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Compares two [Vector4i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
ga: Déantar comparáid idir dhá veicteoir [Vector4i] agus seiceáil ar dtús an bhfuil luach X an veicteora chlé níos mó ná nó cothrom le luach X an veicteora [param ar dheis]. Má tá na luachanna X díreach comhionann, déanann sé an tseiceáil seo arís le luachanna Y an dá veicteoir, luachanna Z an dá veicteoir, agus ansin leis na luachanna W. Tá an t-oibreoir seo úsáideach chun veicteoirí a shórtáil.

en: Returns the negative value of the [Vector4i]. This is the same as writing [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude.
ga: Filleann sé luach diúltach an [Vector4i]. Tá sé seo mar an gcéanna le [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code] a scríobh. Siompaíonn an oibríocht seo treo an veicteora agus an méid céanna á coinneáil.

en: A 3D physics body that simulates the behavior of a car.
ga: Comhlacht fisice 3D a shamhlaíonn iompar cairr.

en: This physics body implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. Aside from a [CollisionShape3D] for the main body of the vehicle, you must also add a [VehicleWheel3D] node for each wheel. You should also add a [MeshInstance3D] to this node for the 3D model of the vehicle, but this model should generally not include meshes for the wheels. You can control the vehicle by using the [member brake], [member engine_force], and [member steering] properties. The position or orientation of this node shouldn't be changed directly.
    [b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle. To make the vehicle more grounded, the origin point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] upwards.
    [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may have to write your own physics integration using [CharacterBody3D] or [RigidBody3D].
ga: Cuireann an comhlacht fisice seo i bhfeidhm an loighic fisice go léir is gá chun carr a insamhladh. Tá sé bunaithe ar an gcóras feithicle raycast a fhaightear go coitianta in innill fisice. Seachas [CollisionShape3D] do phríomhchorp na feithicle, ní mór duit nód [VehicleWheel3D] a chur leis do gach roth. Ba cheart duit [MeshInstance3D] a chur leis an nód seo freisin do mhúnla 3D na feithicle, ach go ginearálta níor cheart go n-áireofaí sa mhúnla seo mogaill do na rothaí. Is féidir leat an fheithicil a rialú trí úsáid a bhaint as na hairíonna [coscán ball], [member engine_force], agus [ball stiúrtha]. Níor cheart suíomh nó treoshuíomh an nód seo a athrú go díreach.
    [b]Nóta:[/b] Cinnfidh pointe tionscnaimh d’FheithicilBody3D meáchanlár d’fheithicle. Chun an fheithicil a chur faoi thalamh, coinnítear an pointe tionscnaimh íseal de ghnáth, ag bogadh an [CollisionShape3D] agus [MeshInstance3D] in airde.
    [b]Nóta:[/b] Tá saincheisteanna ar eolas ag an rang seo agus níl sé deartha chun fisic réadúil 3D feithicle a sholáthar. Más mian leat ardfhisic feithicle, seans go mbeidh ort do chomhtháthú fisice féin a scríobh ag baint úsáide as [CharacterBody3D] nó [RigidBody3D].

en: Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
ga: Moillíonn sé an fheithicil trí fhórsa coscánaithe a chur i bhfeidhm. Ní dhéantar an fheithicil a mhoilliú ach amháin má tá na rothaí i dteagmháil le dromchla. Braitheann an fórsa a chaithfidh tú a chur i bhfeidhm chun d’fheithicil a mhoilliú go cuí ar [member RigidBody3D.mass] na feithicle. Maidir le feithicil ag a bhfuil mais socraithe go 1000, bain triail as luach sa raon 25 - 30 le haghaidh coscánaithe crua.

en: Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
    [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
    A negative value will result in the vehicle reversing.
ga: Luathaíonn sé an fheithicil trí fhórsa innill a chur i bhfeidhm. Ní dhéanfar an fheithicil a bhrostú ach amháin má tá na rothaí a bhfuil [member VehicleWheel3D.use_as_traction] socraithe go [code]true[/code] agus go bhfuil siad i dteagmháil le dromchla. Tá éifeacht ag [comhalta RigidBody3D.mass] na feithicle ar luasghéarú na feithicle. Maidir le feithicil ag a bhfuil mais socraithe go 1000, bain triail as luach sa raon 25 - 50 le haghaidh luasghéaraithe.
    [b]Nóta:[/b] Ní chuireann an ionsamhlú éifeacht na ngiaranna san áireamh, beidh ort an loighic a chur leis más mian leat giaranna a insamhladh.
    Is é an toradh a bheidh ar luach diúltach ná go n-aisiompóidh an fheithicil.

en: The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated.
    [b]Note:[/b] This property is edited in the inspector in degrees. In code the property is set in radians.
ga: An uillinn stiúrtha don fheithicil. Má shocraítear é seo ar luach neamh-nialas, casann an fheithicil agus í ag gluaiseacht. Rothlófar go huathoibríoch na rothaí a bhfuil [ball VehicleWheel3D.use_as_steering] socraithe go [code]true[/code] orthu.
    [b]Nóta:[/b] Tá an t-airí seo curtha in eagar ag an gcigire i gcéimeanna. I gcód tá an mhaoin socraithe i raidian.

en: A 3D physics body for a [VehicleBody3D] that simulates the behavior of a wheel.
ga: Corp fisice 3D le haghaidh [VehicleBody3D] a shamhlaíonn iompar rotha.

en: A node used as a child of a [VehicleBody3D] parent to simulate the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.
    [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may need to write your own physics integration using another [PhysicsBody3D] class.
ga: Nód a úsáidtear mar leanbh de chuid tuismitheora [VehicleBody3D] chun iompar ceann dá rothaí a insamhail. Feidhmíonn an nód seo mar imbhuailteoir freisin chun a bhrath an bhfuil an roth ag teagmháil le dromchla.
    [b]Nóta:[/b] Tá fadhbanna ar eolas ag an rang seo agus níl sé deartha chun fisic réadúil 3D feithicle a sholáthar. Más mian leat ardfhisic feithicle, b'fhéidir go mbeidh ort do chomhtháthú fisice féin a scríobh ag baint úsáide as rang eile [PhysicsBody3D].

en: Returns the contacting body node if valid in the tree, as [Node3D]. At the moment, [GridMap] is not supported so the node will be always of type [PhysicsBody3D].
    Returns [code]null[/code] if the wheel is not in contact with a surface, or the contact body is not a [PhysicsBody3D].
ga: Seoltar nód an choirp teagmhála ar ais má tá sé bailí sa chrann, mar [Node3D]. I láthair na huaire, ní thacaítear le [GridMap] agus mar sin beidh an nód den chineál [PhysicsBody3D] i gcónaí.
    Filleann [code]null[/code] mura bhfuil an roth i dteagmháil le dromchla, nó mura bhfuil an corp teagmhála ina [PhysicsBody3D].

en: Returns the rotational speed of the wheel in revolutions per minute.
ga: Filleann sé luas rothlach an rotha ina réabhlóidí in aghaidh an nóiméid.

en: Returns a value between 0.0 and 1.0 that indicates whether this wheel is skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 means not skidding (the wheel has full grip, e.g. dry asphalt road).
ga: Filleann sé luach idir 0.0 agus 1.0 a thugann le fios an bhfuil an roth seo ag sciorradh. Tá 0.0 ag sciorradh (tá greim caillte ag an roth, m.sh. tír-raon oighreata), ciallaíonn 1.0 gan sciorradh (tá greim iomlán ag an roth, m.sh. bóthar tirim asfalt).

en: Returns [code]true[/code] if this wheel is in contact with a surface.
ga: Filleann sé [code]true[/code] má tá an roth seo i dteagmháil le dromchla.

en: Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
ga: Mallaíonn sé síos an roth trí fhórsa coscánaithe a chur i bhfeidhm. Ní dhéantar an roth a mhoilliú ach amháin má tá sé i dteagmháil le dromchla. Braitheann an fórsa a chaithfidh tú a chur i bhfeidhm chun d’fheithicil a mhoilliú go cuí ar [member RigidBody3D.mass] na feithicle. Maidir le feithicil ag a bhfuil mais socraithe go 1000, bain triail as luach sa raon 25 - 30 le haghaidh coscánaithe crua.

en: Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
    [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
    A negative value will result in the wheel reversing.
ga: Luathaíonn sé an roth trí fhórsa innill a chur i bhfeidhm. Ní dhéantar an roth a luascadh ach amháin má tá sé i dteagmháil le dromchla. Tá éifeacht ag [comhalta RigidBody3D.mass] na feithicle ar luasghéarú na feithicle. Maidir le feithicil a bhfuil mais socraithe aici go 1000, bain triail as luach sa raon 25 - 50 le haghaidh luasghéaraithe.
    [b]Nóta:[/b] Ní chuireann an ionsamhlú éifeacht na ngiaranna san áireamh, beidh ort an loighic a chur leis más mian leat giaranna a insamhladh.
    Beidh luach diúltach mar thoradh ar an roth a aisiompú.

en: The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving.
ga: An uillinn stiúrtha don roth, i raidian. Má shocraítear é seo ar luach neamh-nialas, casann an fheithicil agus í ag gluaiseacht.

en: The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.
ga: An fórsa uasta is féidir leis an earrach a sheasamh. Ba cheart go mbeadh an luach seo níos airde ná an ceathrú cuid de [member RigidBody3D.mass] den [VehicleBody3D] nó ní iompróidh an earraigh meáchan na feithicle. Is minic a fhaightear torthaí maithe trí luach atá thart ar 3 × go 4 × an uimhir seo.

en: This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car.
ga: Is é seo an fad is féidir leis an bhfionraí a thaisteal. Toisc go bhfuil aonaid Godot comhionann le méadar, coinnigh an socrú seo sách íseal. Bain triail as luach idir 0.1 agus 0.3 ag brath ar an gcineál gluaisteáin.

en: If [code]true[/code], this wheel will be turned when the car steers. This value is used in conjunction with [member VehicleBody3D.steering] and ignored if you are using the per-wheel [member steering] value instead.
ga: Más [code]true[/code], casfar an roth seo nuair a stiúrfaidh an carr. Úsáidtear an luach seo i gcomhar le [member VehicleBody3D.steering] agus déantar neamhaird de má tá tú ag baint úsáide as an luach in aghaidh an roth [member steering] ina ionad.

en: If [code]true[/code], this wheel transfers engine force to the ground to propel the vehicle forward. This value is used in conjunction with [member VehicleBody3D.engine_force] and ignored if you are using the per-wheel [member engine_force] value instead.
ga: Más [code]true[/code], aistríonn an roth seo fórsa an innill go dtí an talamh chun an fheithicil a thiomáint ar aghaidh. Úsáidtear an luach seo i gcomhar le [member VehicleBody3D.engine_force] agus déantar neamhaird de má tá an luach in aghaidh an roth [member engine_force] á úsáid agat ina ionad.

en: This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower than the front wheels, or use a lower value to simulate tire wear.
    It's best to set this to 1.0 when starting out.
ga: Cinneann sé seo cé mhéad greim atá ag an roth seo. Tá sé in éineacht le socrú frithchuimilte an dromchla a bhfuil an roth i dteagmháil leis. Ciallaíonn 0.0 gan greim, is gnáthghreim é 1.0. Chun carr sruthlaithe a shocrú, déan iarracht greim na rothaí cúil a shocrú beagán níos ísle ná na rothaí tosaigh, nó úsáid luach níos ísle chun caitheamh bonn a insamhail.
    Is fearr é seo a shocrú go 1.0 agus tú ag tosú amach.

en: The radius of the wheel in meters.
ga: Ga an rotha i méadair.

en: This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest.
ga: Is é seo an fad ina mhéadair a íslítear an roth óna bhunphointe. Ná socraigh go 0.0 é seo agus bog an roth isteach sa suíomh, ina ionad sin bog bunphointe do rotha (an gizmo in Godot) go dtí an suíomh a ghlacfaidh an roth nuair a bheidh tú ag bun amach, agus ansin bain úsáid as an gcuid eile chun an roth a bhogadh síos go dtí an suíomh ar cheart dó a bheith ann nuair a bhíonn an carr ar fos.

en: This value affects the roll of your vehicle. If set to 1.0 for all wheels, your vehicle will resist body roll, while a value of 0.0 will be prone to rolling over.
ga: Bíonn tionchar ag an luach seo ar rolla d’fheithicil. Má shocraítear go 1.0 do gach roth, beidh d’fheithicil in aghaidh rolladh an choirp, agus seans go n-imreoidh luach 0.0 anonn.

en: A container that arranges its child controls vertically and wraps them around at the borders.
ga: Rialaíonn coimeádán a shocraíonn a leanbh go hingearach agus fillteann sé timpeall orthu ag na teorainneacha.

en: A variant of [FlowContainer] that can only arrange its child controls vertically, wrapping them around at the borders. This is similar to how text in a book wraps around when no more words can fit on a line, except vertically.
ga: Leagan de [FlowContainer] nach féidir ach a rialuithe leanbh a shocrú go hingearach, agus iad á gcur timpeall ag na teorainneacha. Tá sé seo cosúil leis an gcaoi a dtéann téacs i leabhar thart nuair nach féidir a thuilleadh focal a bheith oiriúnach do líne, ach amháin go hingearach.

en: Base resource for video streams.
ga: Bunacmhainn le haghaidh sruthanna físeáin.

en: Base resource type for all video streams. Classes that derive from [VideoStream] can all be used as resource types to play back videos in [VideoStreamPlayer].
ga: Cineál acmhainne bonn do gach sruth físeáin. Is féidir ranganna a thagann ó [VideoStream] a úsáid mar chineálacha acmhainne chun físeáin a sheinm ar ais in [VideoStreamPlayer].

en: Playing videos
ga: Ag imirt físeáin

en: Called when the video starts playing, to initialize and return a subclass of [VideoStreamPlayback].
ga: Glaoitear air nuair a thosaíonn an físeán ag imirt, chun fo-aicme de [VideoStreamPlayback] a thúsú agus a thabhairt ar ais.

en: The video file path or URI that this [VideoStream] resource handles.
    For [VideoStreamTheora], this filename should be an Ogg Theora video file with the [code].ogv[/code] extension.
ga: Conair an chomhaid físe nó URI a láimhseálann an acmhainn [VideoStream] seo.
    I gcás [VideoStreamTheora], ba cheart go mbeadh an comhadainm seo ina chomhad físe Ogg Theora leis an iarmhír [code].ogv[/code].

en: Internal class used by [VideoStream] to manage playback state when played from a [VideoStreamPlayer].
ga: Rang inmheánach a úsáideann [VideoStream] chun staid athsheinm a bhainistiú nuair a sheinntear é ó [VideoStreamPlayer].

en: This class is intended to be overridden by video decoder extensions with custom implementations of [VideoStream].
ga: Tá sé i gceist an aicme seo a shárú le síntí díchódaithe físeáin le cur i bhfeidhm saincheaptha [VideoStream].

en: Returns the number of audio channels.
ga: Filleann sé líon na gcainéal fuaime.

en: Returns the video duration in seconds, if known, or 0 if unknown.
ga: Filleann sé ré an fhíseáin i soicindí, más eol é, nó 0 mura eol.

en: Returns the audio sample rate used for mixing.
ga: Tuairisceáin an ráta samplach fuaime a úsáidtear chun meascadh.

en: Return the current playback timestamp. Called in response to the [member VideoStreamPlayer.stream_position] getter.
ga: Tabhair ar ais an stampa ama athsheinm reatha. Glaodh air mar fhreagra ar an faighteoir [member VideoStreamPlayer.stream_position].

en: Allocates a [Texture2D] in which decoded video frames will be drawn.
ga: Leithdháileann sé [Texture2D] ina dtarraingeofar frámaí físeáin díchódaithe.

en: Returns the paused status, as set by [method _set_paused].
ga: Seoltar ar ais an stádas ar sos, mar atá socraithe ag [method _set_paused].

en: Returns the playback state, as determined by calls to [method _play] and [method _stop].
ga: Filleann sé an staid athsheinm, mar a chinntear ag glaonna chuig [method _play] agus [method _stop].

en: Seeks to [param time] seconds. Called in response to the [member VideoStreamPlayer.stream_position] setter.
ga: Féachann sé le [am param] soicind. Glaodh air mar fhreagra ar an socraitheoir [member VideoStreamPlayer.stream_position].

en: Select the audio track [param idx]. Called when playback starts, and in response to the [member VideoStreamPlayer.audio_track] setter.
ga: Roghnaigh an rian fuaime [param idx]. Glaoitear air nuair a thosaíonn athsheinm, agus mar fhreagra ar an socraitheoir [member VideoStreamPlayer.audio_track].

en: Set the paused status of video playback. [method _is_paused] must return [param paused]. Called in response to the [member VideoStreamPlayer.paused] setter.
ga: Socraigh stádas athsheinm físe ar sos. caithfidh [method _is_sos] filleadh [param ar sos]. Glaodh air mar fhreagra ar an socraitheoir [member VideoStreamPlayer.paused].

en: Render [param num_frames] audio frames (of [method _get_channels] floats each) from [param buffer], starting from index [param offset] in the array. Returns the number of audio frames rendered, or -1 on error.
ga: Rindreáil [param num_frames] frámaí fuaime (de [method _get_channels] snámhann an ceann) ó [param maolán], ag tosú ón innéacs [param offset] san eagar. Filleann sé líon na bhfrámaí fuaime a rinneadh, nó -1 de bharr earráide.

en: A control used for video playback.
ga: Rialú a úsáidtear le haghaidh athsheinm físe.

en: A control used for playback of [VideoStream] resources.
    Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDExtension plugin.
    [b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations.
ga: rialtán a úsáidtear chun acmhainní [VideoStream] a athsheinm.
    Is iad na formáidí físe a dtacaítear leo ná [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) agus aon fhormáid a nochtar trí bhreiseán GDExtension.
    [b]Rabhadh:[/b] Ar an nGréasán, ní éireoidh go maith le hathsheinm físe [i][/i] mar gheall ar bharrfheabhsuithe cóimeála a bhaineann go sonrach le hailtireacht in easnamh.

en: The length of the current stream, in seconds.
    [b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported by Godot), this value will always be zero, as getting the stream length is not implemented yet. The feature may be supported by video formats implemented by a GDExtension add-on.
ga: Fad an tsrutha reatha, i soicindí.
    [b]Nóta:[/b] I gcás sruthanna [VideoStreamTheora] (an fhormáid ionsuite a fhaigheann tacaíocht ó Godot), beidh an luach seo nialasach i gcónaí, mar níl fáil ar fhad an tsrutha curtha i bhfeidhm fós. Seans go mbeidh formáidí físeáin curtha i bhfeidhm ag breiseán GDEExtension ag tacú leis an ngné.

en: Returns the video stream's name, or [code]"<No Stream>"[/code] if no video stream is assigned.
ga: Seoltar ar ais ainm an tsrutha físeáin, nó [code]"<No Stream>"[/code] mura sanntar sruth físeáin.

en: Returns the current frame as a [Texture2D].
ga: Filleann sé an fráma reatha mar [Uigeacht2D].

en: Returns [code]true[/code] if the video is playing.
    [b]Note:[/b] The video is still considered playing if paused during playback.
ga: Filleann sé [code]true[/code] má tá an físeán á sheinm.
    [b]Nóta:[/b] Meastar go bhfuil an físeán á sheinm fós má chuirtear ar sos é le linn athsheinm.

en: Starts the video playback from the beginning. If the video is paused, this will not unpause the video.
ga: Tosaíonn an t-athsheinm físe ón tús. Má chuirtear an físeán ar sos, ní chuirfidh sé seo an físeán ar sos.

en: Stops the video playback and sets the stream position to 0.
    [b]Note:[/b] Although the stream position will be set to 0, the first frame of the video stream won't become the current frame.
ga: Stopann sé an t-athsheinm físe agus socraíonn sé suíomh an tsrutha go 0.
    [b]Nóta:[/b] Cé go socrófar suíomh an tsrutha go 0, ní bheidh an fráma reatha mar chéad fhráma an tsrutha físeáin.

en: The embedded audio track to play.
ga: An rian fuaime leabaithe le himirt.

en: If [code]true[/code], playback starts when the scene loads.
ga: Más [code]true[/code], cuirfear tús le hathsheinm nuair a lódálann an radharc.

en: Amount of time in milliseconds to store in buffer while playing.
ga: An méid ama i milleasoicindí le stóráil i maolán agus tú ag imirt.

en: Audio bus to use for sound playback.
ga: Bus fuaime le húsáid le haghaidh athsheinm fuaime.

en: If [code]true[/code], the video scales to the control size. Otherwise, the control minimum size will be automatically adjusted to match the video stream's dimensions.
ga: Más rud é [code]true[/code], na scálaí físeáin go dtí an méid rialaithe. Seachas sin, déanfar an t-íosmhéid rialaithe a choigeartú go huathoibríoch chun toisí an tsrutha físeáin a mheaitseáil.

en: If [code]true[/code], the video restarts when it reaches its end.
ga: Más [code]true[/code], atosóidh an físeán nuair a shroicheann sé deireadh.

en: If [code]true[/code], the video is paused.
ga: Más [code]true[/code], cuirtear an físeán ar sos.

en: The assigned video stream. See description for supported formats.
ga: An sruth físeán sannta. Féach cur síos le haghaidh formáidí tacaithe.

en: The current position of the stream, in seconds.
    [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDExtension add-on.
ga: Seasamh reatha an tsrutha, i soicindí.
    [b]Nóta:[/b] Ní bheidh aon éifeacht ag athrú an luacha seo mar níl an lorg curtha i bhfeidhm go fóill, ach amháin i bhformáidí físe arna gcur i bhfeidhm ag breiseán GDEExtension.

en: Audio volume as a linear value.
ga: Toirt fuaime mar luach líneach.

en: Audio volume in dB.
ga: Toirt fuaime i dB.

en: Emitted when playback is finished.
ga: Astaítear nuair a bhíonn athsheinm críochnaithe.

en: [VideoStream] resource for Ogg Theora videos.
ga: Acmhainn [VideoStream] le haghaidh físeáin Ogg Theora.

en: [VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/url] video format with [code].ogv[/code] extension. The Theora codec is decoded on the CPU.
    [b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] extension, you will have to rename the extension to [code].ogv[/code] to use those videos within Godot.
ga: Acmhainn [VideoStream] a láimhseáil an fhormáid físeáin [url=https://www.theora.org/]Ogg Theora[/url] le síneadh [code].ogv[/code]. Tá an CODEC Theora díchódaithe ar an LAP.
    [b]Nóta:[/b] Cé gur féidir síneadh [code].ogg[/code] a bheith ag físeáin Ogg Theora freisin, beidh ort an síneadh a athainmniú go [code].ogv[/code] chun na físeáin sin a úsáid laistigh Godot.

en: Abstract base class for viewports. Encapsulates drawing and interaction with a game world.
ga: Bunrang teibí le haghaidh amhairc. Cuimsíonn sé líníocht agus idirghníomhú le domhan cluiche.

en: A [Viewport] creates a different view into the screen, or a sub-view inside another viewport. Child 2D nodes will display on it, and child Camera3D 3D nodes will render on it too.
    Optionally, a viewport can have its own 2D or 3D world, so it doesn't share what it draws with other viewports.
    Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
    Also, viewports can be assigned to different screens in case the devices have multiple screens.
    Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
ga: Cruthaíonn [Viewport] radharc difriúil ar an scáileán, nó fo-amharc taobh istigh de radharcra eile. Taispeánfar nóid linbh 2D air, agus beidh nóid 3D Camera3D an linbh le déanamh air freisin.
    De rogha air sin, is féidir go mbeadh a dhomhan 2T nó 3D féin ag port radhairc, mar sin ní roinneann sé an méid a tharraingíonn sé le hamharcphointí eile.
    Is féidir le hamharcphoirt a bheith ina n-éisteoirí fuaime freisin, mar sin gineann siad fuaime suímh ag brath ar pháiste ceamara 2T nó 3D de.
    Chomh maith leis sin, is féidir amharcchláir a shannadh do scáileáin éagsúla ar eagla go bhfuil scáileáin iolracha ag na gléasanna.
    Ar deireadh, is féidir le hamharcphoirt iad féin a iompar mar spriocanna rindreála, agus sa chás sin ní bheidh siad sofheicthe mura n-úsáidtear an uigeacht ghaolmhar le líníocht.

en: Returns the first valid [World2D] for this viewport, searching the [member world_2d] property of itself and any Viewport ancestor.
ga: Filleann sé seo an chéad [World2D] bhailí don amharcport seo, ag cuardach an [member world_2d] airí féin agus aon sinsear Viewport.

en: Returns the first valid [World3D] for this viewport, searching the [member world_3d] property of itself and any Viewport ancestor.
ga: Filleann sé seo an chéad [World3D] bhailí don amharcport seo, ag cuardach an [member world_3d] airí féin agus aon sinsear Viewport.

en: Returns the currently active 3D camera.
ga: Filleann sé an ceamara 3D atá gníomhach faoi láthair.

en: Returns an individual bit on the rendering layer mask.
ga: Filleann sé giotán aonair ar an masc ciseal rindreála.

en: Returns a list of the visible embedded [Window]s inside the viewport.
    [b]Note:[/b] [Window]s inside other viewports will not be listed.
ga: Seoltar ar ais liosta de na [Fuinneog]anna leabaithe infheicthe taobh istigh den amharcphort.
    [b]Nóta:[/b] Ní liostaítear [fuinneoga] laistigh de phoirt amhairc eile.

en: Returns the transform from the viewport's coordinate system to the embedder's coordinate system.
ga: Filleann sé an claochlú ó chóras comhordanáidí an phortamharc go córas comhordanáidí an leabaitheora.

en: Returns the mouse's position in this [Viewport] using the coordinate system of this [Viewport].
ga: Filltear suíomh na luiche sa [Viewport] seo ag baint úsáid as an gcóras comhordanáidí seo [Viewport].

en: Returns the positional shadow atlas quadrant subdivision of the specified quadrant.
ga: Filleann sé foroinn cheathrú an atlas scáthshuímh den cheathrú sonraithe.

en: Returns rendering statistics of the given type. See [enum RenderInfoType] and [enum RenderInfo] for options.
ga: Tuairisceáin staitisticí rindreála den chineál tugtha. Féach [enum RenderInfoType] agus [enum RenderInfo] le haghaidh roghanna.

en: Returns the transform from the Viewport's coordinates to the screen coordinates of the containing window manager window.
ga: Filleann sé an claochlú ó chomhordanáidí Viewport go comhordanáidí scáileáin na fuinneoige bainisteoir fuinneoige ina bhfuil.

en: Returns the viewport's RID from the [RenderingServer].
ga: Filleann sé RID an amhairc ón [RenderingServer].

en: Returns the visible rectangle in global screen coordinates.
ga: Filleann sé an dronuilleog infheicthe i gcomhordanáidí scáileáin dhomhanda.

en: Returns the drag data from the GUI, that was previously returned by [method Control._get_drag_data].
ga: Filleann sé na sonraí tarraingthe ón GUI, a cuireadh ar ais roimhe seo ag [method Control._get_drag_data].

en: Returns [code]true[/code] if the drag operation is successful.
ga: Filleann sé [code]true[/code] má éiríonn leis an oibríocht tarraingthe.

en: Removes the focus from the currently focused [Control] within this viewport. If no [Control] has the focus, does nothing.
ga: Baintear an fócas ón [Rialú] atá dírithe faoi láthair laistigh den amharcport seo. Mura bhfuil an fócas ag [Rialú], ní dhéanann sé faic.

en: Returns whether the current [InputEvent] has been handled. Input events are not handled until [method set_input_as_handled] has been called during the lifetime of an [InputEvent].
    This is usually done as part of input handling methods like [method Node._input], [method Control._gui_input] or others, as well as in corresponding signal handlers.
    If [member handle_input_locally] is set to [code]false[/code], this method will try finding the first parent viewport that is set to handle input locally, and return its value for [method is_input_handled] instead.
ga: Filleann sé cibé ar láimhseáladh an [InputEvent] reatha. Ní láimhseáiltear teagmhais ionchuir go dtí go nglaofar [method set_input_as_handled] le linn shaolré [InputEvent].
    De ghnáth déantar é seo mar chuid de mhodhanna láimhseála ionchuir cosúil le [method Node._input], [method Control._gui_input] nó daoine eile, chomh maith le láimhseálaithe comhartha comhfhreagracha.
    Má tá [comhalta handle_input_locally] socraithe go [code]false[/code], déanfaidh an modh seo iarracht an chéad radharc tuismitheora atá socraithe chun ionchur a láimhseáil go háitiúil a aimsiú, agus seolfaidh sé a luach le haghaidh [method is_input_handled] ina ionad sin.

en: Triggers the given [param event] in this [Viewport]. This can be used to pass an [InputEvent] between viewports, or to locally apply inputs that were sent over the network or saved to a file.
    If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates.
    While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].
    Calling this method will propagate calls to child nodes for following methods in the given order:
    - [method Node._input]
    - [method Control._gui_input] for [Control] nodes
    - [method Node._shortcut_input]
    - [method Node._unhandled_key_input]
    - [method Node._unhandled_input]
    If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called.
    If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking.
ga: Spreagann sé an [teagmhas param] a thugtar sa [Viewport] seo. Is féidir é seo a úsáid chun [IonputEvent] a chur ar aghaidh idir poirt amhairc, nó chun ionchuir a seoladh thar an líonra nó a sábháladh chuig comhad a chur i bhfeidhm go háitiúil.
    Má tá [param in_local_coords] [code]false[/code], tá suíomh an imeachta i gcomhordanáidí an leabaithe agus déanfar é a thiontú go comhordanáidí amharcport. Má tá [param in_local_coords] [code]true[/code], tá suíomh an imeachta i gcomhordanáidí amharcport.
    Cé go bhfreastalaíonn an modh seo ar chuspóir cosúil le [method Input.parse_input_event], ní athmhapaíonn sé an [imeacht param] sonraithe bunaithe ar shocruithe tionscadail mar [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].
    Má dhéantar an modh seo a ghlaoch, déanfar glaonna chuig nóid linbh a iomadú as na modhanna seo a leanas san ord tugtha:
    - [method Nód._input]
    - [method Control._gui_input] le haghaidh [Rialú] nóid
    - [method Nód._shortcut_input]
    - [method Nód._unhandled_key_input]
    - [method Nód._unhandled_input]
    Má mharcálann modh níos luaithe an t-ionchur mar a láimhseáiltear é trí [method set_input_as_handled], ní thabharfar glaoch ar aon mhodh níos déanaí sa liosta seo.
    Mura láimhseálann aon cheann de na modhanna an t-imeacht agus go bhfuil [code]true[/code] ar [ballphysics_object_picking], úsáidtear an teagmhas le haghaidh piocadh réad fisice.

en: Helper method which calls the [code]set_text()[/code] method on the currently focused [Control], provided that it is defined (e.g. if the focused Control is [Button] or [LineEdit]).
ga: Modh cúntóir a ghlaonn an modh [code]set_text()[/code] ar an [Rialú] dírithe faoi láthair, ar choinníoll go bhfuil sé sainithe (m.sh. más é [Cnaipe] nó [LineEdit] an Rialú Dírithe).

en: Use [method push_input] instead.
ga: Úsáid [method push_input] ina ionad sin.

en: Triggers the given [param event] in this [Viewport]. This can be used to pass an [InputEvent] between viewports, or to locally apply inputs that were sent over the network or saved to a file.
    If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates.
    Calling this method will propagate calls to child nodes for following methods in the given order:
    - [method Node._shortcut_input]
    - [method Node._unhandled_key_input]
    - [method Node._unhandled_input]
    If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called.
    If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking.
    [b]Note:[/b] This method doesn't propagate input events to embedded [Window]s or [SubViewport]s.
ga: Spreagann sé an [teagmhas param] a thugtar sa [Viewport] seo. Is féidir é seo a úsáid chun [IonputEvent] a chur ar aghaidh idir poirt amhairc, nó chun ionchuir a seoladh thar an líonra nó a sábháladh chuig comhad a chur i bhfeidhm go háitiúil.
    Má tá [param in_local_coords] [code]false[/code], tá suíomh an imeachta i gcomhordanáidí an leabaithe agus déanfar é a thiontú go comhordanáidí amharcport. Má tá [param in_local_coords] [code]true[/code], tá suíomh an imeachta i gcomhordanáidí amharcport.
    Má dhéantar an modh seo a ghlaoch, déanfar glaonna chuig nóid linbh a iomadú as na modhanna seo a leanas san ord tugtha:
    - [method Nód._shortcut_input]
    - [method Nód._unhandled_key_input]
    - [method Nód._unhandled_input]
    Má mharcálann modh níos luaithe an t-ionchur mar a láimhseáiltear é trí [method set_input_as_handled], ní thabharfar glaoch ar aon mhodh níos déanaí sa liosta seo.
    Mura láimhseálann aon cheann de na modhanna an t-imeacht agus go bhfuil [code]true[/code] ar [ballphysics_object_picking], úsáidtear an teagmhas le haghaidh piocadh réad fisice.
    [b]Nóta:[/b] Ní iomadaíonn an modh seo teagmhais ionchuir chuig [Fuinneog]anna nó [SubViewport]s leabaithe.

en: Set/clear individual bits on the rendering layer mask. This simplifies editing this [Viewport]'s layers.
ga: Socraigh / soiléir giotán aonair ar an masc ciseal rindreála. Déanann sé seo na sraitheanna seo [Viewport] a shimpliú.

en: Stops the input from propagating further down the [SceneTree].
    [b]Note:[/b] This does not affect the methods in [Input], only the way events are propagated.
ga: Stopann sé an t-ionchur ó iomadú níos faide síos an [SceneTree].
    [b]Nóta:[/b] Ní chuireann sé seo isteach ar na modhanna in [Ionchur], agus ar an mbealach a iomadaítear teagmhais amháin.

en: Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.
ga: Socraíonn sé líon na bhfo-ranna le húsáid sa cheathrú sonraithe. Ceadaíonn líon níos airde fo-ranna duit níos mó scáthanna a bheith agat sa radharc ag an am céanna, ach laghdaíonn sé cáilíocht na scáthanna. Is dea-chleachtas é ceathrúnáin a bheith ann le líon éagsúil d’fhoranna agus a laghad fo-rannáin agus is féidir a bheith ann.

en: Force instantly updating the display based on the current mouse cursor position. This includes updating the mouse cursor shape and sending necessary [signal Control.mouse_entered], [signal CollisionObject2D.mouse_entered], [signal CollisionObject3D.mouse_entered] and [signal Window.mouse_entered] signals and their respective [code]mouse_exited[/code] counterparts.
ga: Cuir i bhfeidhm an taispeáint a nuashonrú láithreach bunaithe ar shuíomh reatha an chúrsóra luiche. Áirítear leis seo a thabhairt cothrom le dáta an cúrsóir luch cruth agus a sheoladh riachtanach [comhartha Control.mouse_entered], [comhartha CollisionObject2D.mouse_entered], [comhartha CollisionObject3D.mouse_entered] agus [comhartha Window.mouse_entered] comharthaí agus a gcomhghleacaithe faoi seach [code]luiche_exited[/code] .

en: Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport].
    [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
ga: Bogtar an pointeoir luiche go dtí an suíomh sonraithe sa [Viewport] seo ag baint úsáid as an gcóras comhordanáidí seo [Viewport].
    [b] Nóta:[/b] ní thacaítear le [method warp_mouse] ach ar Windows, macOS agus Linux. Níl aon éifeacht aige ar Android, iOS agus Gréasáin.

en: If [code]true[/code], the viewport will process 2D audio streams.
ga: Más [code]true[/code], próiseálfaidh an t-amharc sreafaí fuaime 2T.

en: If [code]true[/code], the viewport will process 3D audio streams.
ga: Más [code]true[/code], próiseálfaidh an t-amharc sreafaí fuaime 3D.

en: The rendering layers in which this [Viewport] renders [CanvasItem] nodes.
ga: Na sraitheanna rindreála ina rindreálann an [Viewport] nóid [CanvasItem] seo.

en: Sets the default filter mode used by [CanvasItem]s in this Viewport. See [enum DefaultCanvasItemTextureFilter] for options.
ga: Socraíonn sé an modh réamhshocraithe scagaire a úsáideann [CanvasItem]s sa Viewport seo. Féach ar [enum DefaultCanvasItemTextureFilter] le haghaidh roghanna.

en: Sets the default repeat mode used by [CanvasItem]s in this Viewport. See [enum DefaultCanvasItemTextureRepeat] for options.
ga: Socraíonn sé an modh athdhéanta réamhshocraithe a úsáideann [CanvasItem]s sa Viewport seo. Féach [enum DefaultCanvasItemTextureRepeat] le haghaidh roghanna.

en: The canvas transform of the viewport, useful for changing the on-screen positions of all child [CanvasItem]s. This is relative to the global canvas transform of the viewport.
ga: Claochlú chanbhás an amhaircport, úsáideach chun suímh ar an scáileán gach linbh [CanvasItem]s. Tá sé seo i gcoibhneas le claochlú domhanda chanbhás an amhairc.

en: The overlay mode for test rendered geometry in debug purposes.
ga: An modh forleagan le haghaidh céimseata rindreáilte tástála chun críocha dífhabhtaithe.

en: Disable 3D rendering (but keep 2D rendering).
ga: Díchumasaigh rindreáil 3D (ach coinnigh rindreáil 2D).

en: Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
    To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting.
ga: Cinneann sé cé chomh géar agus a bheidh an íomhá upscaled nuair a bheidh an modh upscaling FSR in úsáid. Leathnaíonn géire gach slánuimhir. Téann luachanna ó 0.0 (is géire) go 2.0. Ní dhéanfaidh luachanna os cionn 2.0 difríocht infheicthe.
    Chun an t-airí seo a rialú ar an radharc fréimhe, socraigh an socrú tionscadail [member ProjectSettings.rendering/scaling_3d/fsr_sharpness].

en: The global canvas transform of the viewport. The canvas transform is relative to this.
ga: Claochlú chanbhás domhanda an amhairc. Tá an claochlú chanbhás i gcoibhneas leis seo.

en: If [code]true[/code], the viewport will not receive input events.
ga: Más [code]true[/code], ní bhfaighidh an t-amharcport teagmhais ionchuir.

en: If [code]true[/code], sub-windows (popups and dialogs) will be embedded inside application window as control-like nodes. If [code]false[/code], they will appear as separate windows handled by the operating system.
ga: Más rud é go bhfuil [code]true[/code], déanfar fo-fhuinneoga (phreabfhuinneoga agus dialóga) a neadú i bhfuinneog an fheidhmchláir mar nóid cosúil le rialú. Má tá [code]false[/code], beidh siad le feiceáil mar fhuinneoga ar leith a láimhseálann an córas oibriúcháin.

en: If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
ga: Más [code]true[/code], leagfaidh na rialuithe GUI ar an radharc picteilín go foirfe.

en: If [code]true[/code], this viewport will mark incoming input events as handled by itself. If [code]false[/code], this is instead done by the first parent viewport that is set to handle input locally.
    A [SubViewportContainer] will automatically set this property to [code]false[/code] for the [Viewport] contained inside of it.
    See also [method set_input_as_handled] and [method is_input_handled].
ga: Más [code]true[/code], marcálfaidh an t-amharcphort seo teagmhais ionchuir isteach mar a láimhseálann sé féin é. Má tá [code]false[/code], déantar é seo ina ionad sin ag an gcéad amharcmharc tuismitheora atá socraithe chun ionchur a láimhseáil go háitiúil.
    Socróidh [SubViewportContainer] an t-airí seo go huathoibríoch mar [code]bréagach[/code] don [Viewport] atá taobh istigh de.
    Féach freisin [method set_input_as_handled] agus [method is_input_handled].

en: The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail.
    To control this property on the root viewport, set the [member ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project setting.
    [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
ga: An claonadh uathoibríoch LOD le húsáid le haghaidh mogaill a thugtar laistigh den [Viewport] (tá sé seo cosúil le [member ReflectionProbe.mesh_lod_threshold]). Úsáidfidh luachanna níos airde leaganacha nach bhfuil chomh mionsonraithe sin de mhogaill a bhfuil éagsúlachtaí LOD ginte acu. Má tá sé socraithe go [code]0.0[/code], díchumasaítear LOD uathoibríoch. Méadaigh [comhalta mesh_lod_threshold] chun feidhmíocht a fheabhsú ar chostas sonraí céimseata.
    Chun an t-airí seo a rialú ar an amharcphort fréimhe, socraigh an socrú tionscadail [member ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels].
    [b]Nóta:[/b] níl aon tionchar ag [comhalta mesh_lod_threshold] ar raonta infheictheachta [GeometryInstance3D] (ar a dtugtar LOD "láimhe" nó LOD ordlathach freisin).

en: If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d].
ga: Más [code]true[/code], úsáidfidh an t-amharcmharc cóip uathúil den [World3D] atá sainmhínithe in [member world_3d].

en: If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
    [b]Note:[/b] The number of simultaneously pickable objects is limited to 64 and they are selected in a non-deterministic order, which can be different in each picking process.
ga: Más rud é [code]true[/code], déantar na rudaí a chuirtear ar fáil de réir an amhairc ina n-ábhar de phróiseas piocadh luiche.
    [b]Nóta:[/b] Tá líon na réad inphioctha go comhuaineach teoranta do 64 agus roghnaítear iad in ord neamhchinntitheach, ar féidir a bheith difriúil i ngach próiseas piocadh.

en: If [code]true[/code], the input_event signal will only be sent to one physics object in the mouse picking process. If you want to get the top object only, you must also enable [member physics_object_picking_sort].
    If [code]false[/code], an input_event signal will be sent to all physics objects in the mouse picking process.
    This applies to 2D CanvasItem object picking only.
ga: Más [code]true[/code], ní sheolfar an comhartha ionchur_imeacht ach chuig réad fisice amháin sa phróiseas piocadh luiche. Más mian leat an barr réad amháin a fháil, ní mór duit [member physics_object_picking_sort] a chumasú freisin.
    Má tá [code]false[/code], seolfar comhartha ionchur_imeacht chuig gach réad fisice sa phróiseas piocadh luiche.
    Baineann sé seo le piocadh oibiachta CanvasItem 2D amháin.

en: If [code]true[/code], objects receive mouse picking events sorted primarily by their [member CanvasItem.z_index] and secondarily by their position in the scene tree. If [code]false[/code], the order is undetermined.
    [b]Note:[/b] This setting is disabled by default because of its potential expensive computational cost.
    [b]Note:[/b] Sorting happens after selecting the pickable objects. Because of the limitation of 64 simultaneously pickable objects, it is not guaranteed that the object with the highest [member CanvasItem.z_index] receives the picking event.
ga: Más [code]true[/code], faigheann réada imeachtaí piocadh luiche a shórtáil go príomha de réir a [comhalta CanvasItem.z_index] agus sa dara háit de réir a n-ionad sa chrann radhairc. Más rud é [code]false[/code], tá an t-ordú neamhchinntithe.
    [b]Nóta:[/b] Tá an socrú seo díchumasaithe de réir réamhshocraithe mar gheall ar a chostas féideartha costasach.
    [b]Nóta:[/b] Tarlaíonn sórtáil tar éis na réada inphioctha a roghnú. Mar gheall ar theorannú 64 réad inphioctha ag an am céanna, níl sé ráthaíocht go bhfaighidh an réad leis an líon is airde [comhalta CanvasItem.z_index] an imeacht piocadh.

en: The subdivision amount of the first quadrant on the shadow atlas.
ga: Méid fo-roinnte an chéad cheathrú ar an scáth atlas.

en: The subdivision amount of the second quadrant on the shadow atlas.
ga: Méid fo-roinnte an dara ceathrú ar an scáth atlas.

en: The subdivision amount of the third quadrant on the shadow atlas.
ga: Méid fo-roinnte an tríú ceathrú ar an scáth atlas.

en: The subdivision amount of the fourth quadrant on the shadow atlas.
ga: Méid fo-roinnte an ceathair cheathrú ar an scáth atlas.

en: The shadow atlas' resolution (used for omni and spot lights). The value is rounded up to the nearest power of 2.
    [b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).
ga: Taifeach an atlais scátha (a úsáidtear le haghaidh soilse omni agus spotsolas). Déantar an luach a shlánú suas go dtí an chumhacht is gaire de 2.
    [b]Nóta:[/b] Má tá sé seo socraithe go [code]0[/code], ní bheidh aon scáthanna suímh le feiceáil ar chor ar bith. Is féidir leis seo feidhmíocht a fheabhsú go suntasach ar chórais íseal-deireadh tríd an ualach LAP agus GPU a laghdú (mar go bhfuil gá le níos lú glaonna tarraingthe chun an radharc a tharraingt gan scáthanna).

en: Scales the 3D render buffer based on the viewport size uses an image filter specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
    When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.
    To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/scale] project setting.
ga: Scálaí an maolán rindreála 3D bunaithe ar mhéid an amharcphoirt úsáideann scagaire íomhá atá sonraithe i [member ProjectSettings.rendering/scaling_3d/mode] chun an íomhá aschuir a scála go dtí méid iomlán an amhairc. Is féidir luachanna níos ísle ná [code]1.0[/code] a úsáid chun rindreáil 3D a bhrostú ar chostas cáilíochta (undersampling). Níl luachanna níos mó ná [code]1.0[/code] bailí ach amháin don mhodh délíneach agus is féidir iad a úsáid chun cáilíocht rindreála 3D a fheabhsú ar chostas ardfheidhmíochta (forshampláil). Féach freisin [comhalta ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] le haghaidh antialiasing ilshampla, atá i bhfad níos saoire ach amháin smooths an imill na polagán.
    Agus FSR upscaling á úsáid, molann AMD na luachanna seo a leanas a nochtadh mar roghanna réamhshocraithe d'úsáideoirí "Cáilíocht Ultra: 0.77", "Cáilíocht: 0.67", "Cothrom: 0.59", "Feidhmíocht: 0.5" in ionad an scála iomlán a nochtadh.
    Chun an t-airí seo a rialú ar an bhfréamhamharc, socraigh an socrú tionscadail [member ProjectSettings.rendering/scaling_3d/scale].

en: Controls how much of the original viewport's size should be covered by the 2D signed distance field. This SDF can be sampled in [CanvasItem] shaders and is also used for [GPUParticles2D] collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through [LightOccluder2D]s as the occluders leave the viewport, increase this setting.
    The percentage is added on each axis and on both sides. For example, with the default [constant SDF_OVERSIZE_120_PERCENT], the signed distance field will cover 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
ga: Rialaíonn sé cé mhéad de mhéid an amhairc bhunaidh ba cheart a bheith clúdaithe ag an réimse faid sínithe 2T. Is féidir an SDF seo a shampláil i scáthaitheoirí [CanvasItem] agus úsáidtear é freisin le haghaidh imbhuailte [GPUParticles2D]. Ligeann luachanna níos airde codanna d’occluders atá suite lasmuigh den láthair a chur san áireamh fós sa réimse achar sínithe ginte, ag costas na feidhmíochta. Má thugann tú cáithníní faoi deara ag titim trí [LightOccluder2D]s agus na háiritheoirí ag fágáil an amhairc, méadaigh an socrú seo.
    Cuirtear an céatadán leis ar gach ais agus ar an dá thaobh. Mar shampla, leis an réamhshocrú [seasmhach SDF_OVERSIZE_120_PERCENT], clúdóidh an réimse faid sínithe 20% de mhéid an amhairc lasmuigh den amhairc ar gach taobh (barr, ar dheis, ag bun, ar chlé).

en: The resolution scale to use for the 2D signed distance field. Higher values lead to a more precise and more stable signed distance field as the camera moves, at the cost of performance.
ga: An scála réitigh le húsáid don réimse faid sínithe 2T. Bíonn réimse achair sínithe níos beaichte agus níos cobhsaí mar thoradh ar luachanna níos airde de réir mar a ghluaiseann an ceamara, ar chostas feidhmíochta.

en: If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. Their position can still be sub-pixel, but the decimals will not have effect. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
ga: Más rud é [code]true[/code], léimfidh nóid [CanvasItem] go picteilíní iomlána go hinmheánach. Is féidir a suíomh a bheith fós fo-phicteilín, ach ní bheidh éifeacht ag na deachúlacha. D'fhéadfadh cuma níos géire a bheith mar thoradh air seo ar chostas níos lú gluaiseachta réidh, go háirithe nuair a bhíonn smúdála [Camera2D] cumasaithe.

en: If [code]true[/code], vertices of [CanvasItem] nodes will snap to full pixels. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
ga: Má tá [code]true[/code], léimfidh rinn na nóid [CanvasItem] go picteilíní iomlána. Ní chuireann sé isteach ach ar shuíomhanna na rinn deiridh, ní ar na claochluithe. D'fhéadfadh cuma níos géire a bheith mar thoradh air seo ar chostas níos lú gluaiseachta réidh, go háirithe nuair a bhíonn smúdála [Camera2D] cumasaithe.

en: Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
    Enabling temporal antialiasing ([member use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enabled at the same time, an offset of [code]-0.75[/code] is applied to this value.
    [b]Note:[/b] If [member scaling_3d_scale] is lower than [code]1.0[/code] (exclusive), [member texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].
    To control this property on the root viewport, set the [member ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] project setting.
ga: Tionchar aige ar an géire uigeachta deiridh trí léamh ó mipmap níos ísle nó níos airde (ar a dtugtar freisin "laofacht LOD uigeacht"). De bharr luachanna diúltacha, bíonn uigeachtaí maipthe níos géire ach níos géire nuair a bhreathnaítear orthu i bhfad uainn, agus bíonn uigeachtaí maipthe níos doiléire de bharr luachanna dearfacha (fiú nuair atá siad gar).
    Nuair a chumasófar frithaliasú ama ([member use_taa]) cuirfear fritháireamh [code]-0.5[/code] i bhfeidhm go huathoibríoch ar an luach seo, agus é á chumasú ag FXAA ([member screen_space_aa]) cuirfear fritháireamh [code]-0.25[/code] i bhfeidhm go huathoibríoch don luach seo. Má tá TAA agus FXAA araon cumasaithe ag an am céanna, cuirtear fritháireamh [code]-0.75[/code] i bhfeidhm ar an luach seo.
    [b]Nóta:[/b] Má tá [ball scaling_3d_scale] níos ísle ná [code]1.0[/code] (eisiach), úsáidtear [member texture_mipmap_bias] chun an laofacht mipmap uathoibríoch a choigeartú a ríomhtar go hinmheánach bunaithe ar an bhfachtóir scála . Is í an fhoirmle dó seo ná [code]log2(scaling_3d_scale) + mipmap_bias[/code].
    Chun an t-airí seo a rialú ar an amharcphort fréimhe, socraigh an socrú tionscadail [member ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias].

en: If [code]true[/code], the viewport should render its background as transparent.
ga: Más rud é [code]true[/code], ba cheart don amharcport a chúlra a dhéanamh trédhearcach.

en: If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
    [b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
    [b]Note:[/b] Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with [code]module_raycast_enabled=yes[/code].
ga: Más rud é [code]true[/code], beidh nóid [OccluderInstance3D] inúsáidte le haghaidh marú folaithe i 3D don amharcport seo. Maidir leis an bpréamhamharc, ní mór [comhalta ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] a shocrú go [code]true[/code] ina ionad sin.
    [b]Nóta:[/b] Tá costas ar an LAP le marú occlusion a chumasú. Ná cumasaigh marú occlusion ach amháin má tá sé ar intinn agat é a úsáid, agus smaoinigh an féidir le do láthair leas a bhaint as an marú occlusion. Go ginearálta ní bhainfidh radhairc mhóra oscailte ina bhfuil mórán réad nó rud ar bith bac leis an radharc, go mór chun tairbhe a bhaint as marú folaithe. Go ginearálta baineann radhairc mhóra oscailte leas níos mó as LOD mogalra agus raonta infheictheachta ([comhalta GeometryInstance3D.visibility_range_begin] agus [comhalta GeometryInstance3D.visibility_range_end]) i gcomparáid le marú occlusion.
    [b]Nóta:[/b] Mar gheall ar shrianta cuimhne, ní thacaítear le marú occlusion de réir réamhshocraithe i dteimpléid easpórtála Gréasáin. Is féidir é a chumasú trí theimpléid onnmhairithe Gréasáin saincheaptha a thiomsú le [code]module_raycast_enabled=tá[/code].

en: If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
ga: Más [code]true[/code], úsáidfidh an port amhairc an príomh-chomhéadan XR chun aschur XR a sholáthar. Nuair is infheidhme is féidir íomhá steiréascópach a bheith mar thoradh air seo agus an rindreáil a bheadh mar thoradh air a bheith aschuir chuig cluasán.

en: The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if hardware does not support VRS this property is ignored.
ga: An mód Scáthlíniú Ráta Athróg (VRS) a úsáidtear don amharcport seo. Tabhair faoi deara, mura dtacaíonn crua-earraí le VRS, déantar neamhaird den mhaoin seo.

en: Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE].
    The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
    [codeblock lang=text]
    - 1×1 = rgb(0, 0, 0)     - #000000
    - 1×2 = rgb(0, 85, 0)    - #005500
    - 2×1 = rgb(85, 0, 0)    - #550000
    - 2×2 = rgb(85, 85, 0)   - #555500
    - 2×4 = rgb(85, 170, 0)  - #55aa00
    - 4×2 = rgb(170, 85, 0)  - #aa5500
    - 4×4 = rgb(170, 170, 0) - #aaaa00
    - 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
    - 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
    - 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
    [/codeblock]
ga: Uigeacht le húsáid nuair atá [comhalta vrs_mode] socraithe go dtí [Viewport.VRS_TEXTURE].
    Caithfidh an uigeacht [i][/i] formáid chomhbhrú gan chailliúint a úsáid ionas gur féidir dathanna a mheaitseáil go beacht. Tá na dlúis VRS seo a leanas mapáilte go dathanna éagsúla, agus léiríonn dathanna níos gile leibhéal níos ísle cruinneas scáthaithe:
    [codeblock lang=téacs]
    - 1×1 = rgb(0, 0, 0) - #000000
    - 1×2 = rgb(0, 85, 0) - #005500
    - 2×1 = rgb(85, 0, 0) - #550000
    - 2×2 = rgb(85, 85, 0) - #555500
    - 2×4 = rgb(85, 170, 0) - #55aa00
    - 4×2 = rgb(170, 85, 0) - #aa5500
    - 4×4 = rgb(170, 170, 0) - #aaaa00
    - 4×8 = rgb(170, 255, 0) - #aaff00 - Gan tacaíocht ar fhormhór na crua-earraí
    - 8×4 = rgb(255, 170, 0) - #ffaa00 - Gan tacaíocht ar fhormhór na crua-earraí
    - 8×8 = rgb(255, 255, 0) - #ffff00 - Gan tacaíocht ar fhormhór na crua-earraí
    [/codeblock]

en: Sets the update mode for Variable Rate Shading (VRS) for the viewport. VRS requires the input texture to be converted to the format usable by the VRS method supported by the hardware. The update mode defines how often this happens. If the GPU does not support VRS, or VRS is not enabled, this property is ignored.
ga: Socraíonn sé an modh nuashonraithe le haghaidh Scáthlánú Ráta Athraitheach (VRS) don amharcport. Éilíonn VRS go ndéanfaí an uigeacht ionchuir a thiontú go formáid inúsáidte leis an modh VRS arna thacú ag na crua-earraí. Sainmhíníonn an modh nuashonraithe cé chomh minic a tharlaíonn sé seo. Mura dtacaíonn an GPU le VRS, nó mura bhfuil VRS cumasaithe, déantar neamhaird den mhaoin seo.

en: The custom [World2D] which can be used as 2D environment source.
ga: An saincheaptha [World2D] is féidir a úsáid mar fhoinse timpeallachta 2D.

en: The custom [World3D] which can be used as 3D environment source.
ga: An saincheaptha [World3D] is féidir a úsáid mar fhoinse comhshaoil 3D.

en: Emitted when a Control node grabs keyboard focus.
    [b]Note:[/b] A Control node losing focus doesn't cause this signal to be emitted.
ga: Astaítear nuair a grabann nód Rialaithe fócas an mhéarchláir.
    [b]Nóta:[/b] Ní fhágann nód rialaithe a chailleann fócas an comhartha seo a astú.

en: Emitted when the size of the viewport is changed, whether by resizing of window, or some other means.
ga: Astaítear nuair a athraítear méid an amhairc, cibé acu trí fhuinneog a athrú nó trí mhodh éigin eile.

en: This quadrant will not be used.
ga: Ní úsáidfear an ceathrún seo.

en: This quadrant will only be used by one shadow map.
ga: Ní úsáidfear an ceathrún seo ach le scáthléarscáil amháin.

en: This quadrant will be split in 4 and used by up to 4 shadow maps.
ga: Roinnfear an ceathrún seo ina 4 cinn agus úsáidfear suas le 4 scáthléarscáil é.

en: This quadrant will be split 16 ways and used by up to 16 shadow maps.
ga: Roinnfear an ceathrú cuid 16 bhealach agus úsáidfear suas le 16 scáthléarscáil é.

en: This quadrant will be split 64 ways and used by up to 64 shadow maps.
ga: Roinnfear an ceathrú cuid 64 bealach agus úsáidfear suas le 64 scáthléarscáil é.

en: This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
ga: Roinnfear an ceathrún seo ar 256 bealach agus úsáidfear suas le 256 scáthléarscáil é. Mura bhfuil an [comhalta positional_shadow_atlas_size] an-ard, beidh na scáthanna sa cheathrú seo taifeach an-íseal.

en: This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
ga: Roinnfear an ceathrún seo 1024 bealach agus úsáidfear suas le 1024 scáthléarscáil é. Mura bhfuil an [comhalta positional_shadow_atlas_size] an-ard, beidh na scáthanna sa cheathrú seo taifeach an-íseal.

en: Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum.
ga: Léiríonn sé méid an [enum PositionalShadowAtlasQuadrantSubdiv] enum.

en: Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
ga: Úsáid scálú délíneach le haghaidh maolán 3D an amhairc. Is féidir an méid scálaithe a shocrú trí úsáid a bhaint as [member scaling_3d_scale]. Beidh foshampláil mar thoradh ar luachanna níos lú ná [code]1.0[/code] agus déanfar forshampláil mar thoradh ar luachanna níos mó ná [code]1.0[/code]. Díchumasaítear scálú le luach [code]1.0[/code].

en: Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
ga: Úsáid AMD FidelityFX Super Resolution 1.0 upscaling le haghaidh maolán 3D an amhairc. Is féidir an méid scálaithe a shocrú trí úsáid a bhaint as [member scaling_3d_scale]. Is é an toradh a bheidh ar luachanna níos lú ná [code]1.0[/code] go n-uasghrádófar an t-amharclann ag baint úsáide as FSR. Ní thacaítear le luachanna níos mó ná [code]1.0[/code] agus úsáidfear íosshampláil délíneach ina ionad sin. Díchumasaítear scálú le luach [code]1.0[/code].

en: Represents the size of the [enum Scaling3DMode] enum.
ga: Léiríonn sé méid an [enum Scaling3DMode] enum.

en: Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.
ga: Díchumasaíodh mód frith-ailiasachta ilshampla. Is é seo an luach réamhshocraithe, agus is é an socrú is tapúla freisin.

en: Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.
ga: Úsáid 2 × Ilshampla Antialiasing. Tá costas measartha feidhmíochta ag baint leis seo. Cuidíonn sé le hailiasú a laghdú go suntasach, ach tá cuma i bhfad níos fearr fós ar 4 × MSAA.

en: Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.
ga: Úsáid Antialiasing 4 × Ilshampla. Tá costas feidhmíochta suntasach aige seo, agus go ginearálta is comhréiteach maith é idir feidhmíocht agus cáilíocht.

en: Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.
ga: Úsáid Antialiasing Ilshampla 8 ×. Tá costas feidhmíochta an-ard ag baint leis seo. Seans nach mbeidh an difríocht idir 4 × agus 8 × MSAA le feiceáil i gcónaí i gcoinníollacha fíorchluiche. Is dócha nach dtacaítear leis ar chrua-earraí ísealchríche agus níos sine.

en: Represents the size of the [enum MSAA] enum.
ga: Léiríonn sé méid an [enum MSAA] enum.

en: Represents the size of the [enum ScreenSpaceAA] enum.
ga: Léiríonn sé méid an [enum ScreenSpaceAA] enum.

en: Amount of objects in frame.
ga: Méid na rudaí i bhfráma.

en: Amount of vertices in frame.
ga: Méid na rinn sa fhráma.

en: Amount of draw calls in frame.
ga: Méid na nglaonna tarraingthe i bhfráma.

en: Represents the size of the [enum RenderInfo] enum.
ga: Léiríonn sé méid an [enum RenderInfo] enum.

en: Represents the size of the [enum RenderInfoType] enum.
ga: Léiríonn sé méid an [enum RenderInfoType] enum.

en: Objects are displayed normally.
ga: Taispeántar rudaí de ghnáth.

en: Objects are displayed without textures and only with lighting information.
ga: Taispeántar rudaí gan uigeachtaí agus gan ach faisnéis soilsithe.

en: Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
ga: Taispeántar rudaí leath-trédhearcach le cumasc breiseán ionas gur féidir leat a fheiceáil cá bhfuil siad ag tarraingt thar barr a chéile. Ciallaíonn rótharraingt níos airde go bhfuil tú ag cur amú feidhmíochta ar tharraingt picteilín atá á cheilt taobh thiar de chinn eile.

en: Objects are displayed without lighting information and their textures replaced by normal mapping.
ga: Taispeántar rudaí gan faisnéis soilsithe agus cuirtear gnáth-mhapáil in ionad a n-uigeachtaí.

en: Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].
ga: Tarraingíonn sé an t-atlas scátha a stórálann scáthanna ó [DirectionalLight3D]s sa cheathrú uachtarach ar chlé den [Viewport].

en: Draws the scene luminance buffer (if available) in the upper left quadrant of the [Viewport].
ga: Tarraingíonn sé maolán soilsithe an radhairc (má tá sé ar fáil) sa cheathrú uachtarach ar chlé den [Viewport].

en: Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
ga: Tarraingíonn sé uigeacht occlusion comhthimpeallach spás-scáileáin in ionad an radhairc ionas gur féidir leat a fheiceáil go soiléir conas atá sé ag dul i bhfeidhm ar rudaí. Chun go n-oibreoidh an mód taispeána seo, ní mór duit [member Environment.ssao_enabled] a bheith socraithe i do [WorldEnvironment].

en: Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
ga: Tarraingíonn sé uigeacht soilsithe indíreach an spáis scáileáin in ionad an radhairc ionas gur féidir leat a fheiceáil go soiléir conas atá sé ag dul i bhfeidhm ar rudaí. Chun go n-oibreoidh an modh taispeána seo, ní mór duit [member Environment.ssil_enabled] a bheith socraithe i do [WorldEnvironment].

en: Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.
ga: Dathaíonn gach scoilt PSSM do na [DirectionalLight3D]s sa radharc dath difriúil ionas gur féidir leat a fheiceáil cá bhfuil na scoilteanna. D'fhonn, beidh siad daite dearg, glas, gorm, agus buí.

en: Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
ga: Tarraingíonn sé an t-atlas decal a úsáideann [Decal]s agus uigeachtaí teilgeoir solais sa cheathrú uachtarach ar chlé den [Viewport].

en: Draws the cascades used to render signed distance field global illumination (SDFGI).
    Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.
ga: Tarraingíonn sé na cascáidí a úsáidtear chun soilsiú réimse domhanda faid sínithe (SDFGI) a sholáthar.
    Ní dhéanann sé faic má tá [code]false[/code] an timpeallacht reatha [code] nó mura dtacaítear le SDFGI ar an ardán.

en: Draws the probes used for signed distance field global illumination (SDFGI).
    Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.
ga: Tarraingíonn sé na tóireadóirí a úsáidtear le haghaidh soilsiú domhanda páirce faid sínithe (SDFGI).
    Ní dhéanann sé faic má tá [code]false[/code] an timpeallacht reatha [code] nó mura dtacaítear le SDFGI ar an ardán.

en: Draws the buffer used for global illumination (GI).
ga: Tarraingíonn sé an maolán a úsáidtear le haghaidh soilsiú domhanda (GI).

en: Draws all of the objects at their highest polycount, without low level of detail (LOD).
ga: Tarraingíonn sé gach ceann de na rudaí ag a n-ilchuntas is airde, gan leibhéal íseal sonraí (LOD).

en: Draws the cluster used by [OmniLight3D] nodes to optimize light rendering.
ga: Tarraingíonn sé an braisle a úsáideann nóid [OmniLight3D] chun rindreáil solais a bharrfheabhsú.

en: Draws the cluster used by [SpotLight3D] nodes to optimize light rendering.
ga: Tarraingíonn sé an braisle a úsáideann nóid [SpotLight3D] chun rindreáil solais a bharrfheabhsú.

en: Draws the cluster used by [Decal] nodes to optimize decal rendering.
ga: Tarraingíonn sé an braisle a úsáideann nóid [Decal] chun rindreáil decal a bharrfheabhsú.

en: Draws the cluster used by [ReflectionProbe] nodes to optimize decal rendering.
ga: Tarraingíonn sé an braisle a úsáideann nóid [ReflectionProbe] chun rindreáil decal a bharrfheabhsú.

en: Draws the buffer used for occlusion culling.
ga: Tarraingíonn sé an maolán a úsáidtear le haghaidh marú occlusion.

en: Draws vector lines over the viewport to indicate the movement of pixels between frames.
ga: Tarraingíonn sé línte veicteora thar an radharcphort chun gluaiseacht picteilín idir frámaí a léiriú.

en: Draws the internal resolution buffer of the scene before post-processing is applied.
ga: Tarraingíonn sé maolán réitigh inmheánach an radhairc sula gcuirtear iar-phróiseáil i bhfeidhm.

en: Represents the size of the [enum DefaultCanvasItemTextureFilter] enum.
ga: Léiríonn sé méid an [enum DefaultCanvasItemTextureFilter] enum.

en: Represents the size of the [enum DefaultCanvasItemTextureRepeat] enum.
ga: Léiríonn sé méid an [enum DefaultCanvasItemTextureRepeat] enum.

en: The signed distance field only covers the viewport's own rectangle.
ga: Ní chlúdaíonn an réimse faid sínithe ach dronuilleog an amhairc féin.

en: The signed distance field is expanded to cover 20% of the viewport's size around the borders.
ga: Leathnaítear an réimse faid sínithe chun 20% de mhéid an amhairc a chlúdach timpeall na dteorainneacha.

en: The signed distance field is expanded to cover 50% of the viewport's size around the borders.
ga: Leathnaítear an réimse faid sínithe chun 50% de mhéid an chalafoirt timpeall na dteorainneacha a chlúdach.

en: The signed distance field is expanded to cover 100% (double) of the viewport's size around the borders.
ga: Tá réimse an achair sínithe leathnaithe chun 100% (dúbailte) de mhéid an amhairc timpeall na dteorainneacha a chlúdach.

en: Represents the size of the [enum SDFOversize] enum.
ga: Léiríonn sé méid an [enum SDFOversize] enum.

en: The signed distance field is rendered at full resolution.
ga: Déantar an réimse faid sínithe a rindreáil ag taifeach iomlán.

en: The signed distance field is rendered at half the resolution of this viewport.
ga: Tá an réimse faid sínithe rindreáilte ag leath thaifeach an amhairc seo.

en: The signed distance field is rendered at a quarter the resolution of this viewport.
ga: Déantar an réimse faid sínithe a rindreáil ag ceathrú de thaifeach an amhairc seo.

en: Represents the size of the [enum SDFScale] enum.
ga: Léiríonn sé méid an [enum SDFSscale] enum.

en: Variable Rate Shading is disabled.
ga: Tá Scáthlú Ráta Athróg díchumasaithe.

en: Variable Rate Shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
ga: Úsáideann scáthú Ráta Athraitheach uigeacht. Tabhair faoi deara, le haghaidh úsáid steiréascópach atlais uigeachta le huigeacht do gach radharc.

en: Variable Rate Shading's texture is supplied by the primary [XRInterface].
ga: Soláthraíonn an bunleibhéal [XRInterface] uigeacht an scáthú Ráta Athraitheach.

en: Represents the size of the [enum VRSMode] enum.
ga: Léiríonn sé méid an [enum VRSMode] enum.

en: Represents the size of the [enum VRSUpdateMode] enum.
ga: Léiríonn sé méid an [enum VRSUpdateMode] enum.

en: Provides the content of a [Viewport] as a dynamic texture.
ga: Soláthraíonn sé ábhar [Viewport] mar uigeacht dhinimiciúil.

en: The path to the [Viewport] node to display. This is relative to the local scene root (see [method Resource.get_local_scene]), [b]not[/b] to the nodes that use this texture.
    [b]Note:[/b] In the editor, this path is automatically updated when the target viewport or one of its ancestors is renamed or moved. At runtime, this path may not automatically update if the scene root cannot be found.
ga: An cosán go dtí an nód [Viewport] le taispeáint. Tá sé seo i gcoibhneas le fréamh an radhairc áitiúil (féach [method Resource.get_local_scene]), [b]ní[/b] leis na nóid a úsáideann an uigeacht seo.
    [b]Nóta:[/b] San eagarthóir, déantar an cosán seo a nuashonrú go huathoibríoch nuair a athainmnítear nó a bhogtar an radharcmharc sprice nó ceann dá sinsir. Ag am rite, seans nach nuashonrófar an cosán seo go huathoibríoch mura féidir fréamh an radhairc a aimsiú.

en: A rectangular region of 2D space that, when visible on screen, enables a target node.
ga: Réimse dronuilleogach de spás 2D a chumasaíonn nód sprice nuair atá sé le feiceáil ar an scáileán.

en: [VisibleOnScreenEnabler2D] contains a rectangular region of 2D space and a target node. The target node will be automatically enabled (via its [member Node.process_mode] property) when any part of this region becomes visible on the screen, and automatically disabled otherwise. This can for example be used to activate enemies only when the player approaches them.
    See [VisibleOnScreenNotifier2D] if you only want to be notified when the region is visible on screen.
    [b]Note:[/b] [VisibleOnScreenEnabler2D] uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to [code]true[/code].
ga: [VisibleOnScreenEnabler2D] tá réigiún dronuilleogach de spás 2T agus nód sprice. Beidh an nód sprice cumasaithe go huathoibríoch (trína [member Node.process_mode] airí) nuair a bheidh aon chuid den réigiún seo le feiceáil ar an scáileán, agus díchumasaithe go huathoibríoch ar shlí eile. Is féidir é seo a úsáid mar shampla chun naimhde a ghníomhachtú ach amháin nuair a thagann an t-imreoir chuige.
    Féach ar [VisibleOnScreenNotifier2D] mura dteastaíonn uait ach go gcuirfí ar an eolas tú nuair atá an réigiún le feiceáil ar an scáileán.
    [b]Nóta:[/b] Úsáideann [VisibleOnScreenEnabler2D] an cód maraithe rindreála chun a chinneadh an bhfuil sé le feiceáil ar an scáileán, mar sin ní fheidhmeoidh sé mura bhfuil [code]true[/code] socraithe ag [member CanvasItem.visible].

en: Determines how the target node is enabled. Corresponds to [enum Node.ProcessMode]. When the node is disabled, it always uses [constant Node.PROCESS_MODE_DISABLED].
ga: Cinneann sé conas a chumasaítear an nód sprice. Comhfhreagraíonn do [enum Node.ProcessMode]. Nuair atá an nód díchumasaithe, úsáideann sé [Node seasmhach.PROCESS_MODE_DISABLED] i gcónaí.

en: The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside the scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
ga: An cosán go dtí an nód sprice, i gcoibhneas leis an [VisibleOnScreenEnabler2D]. Tá an nód sprice i dtaisce; ní shanntar é ach nuair a bhíonn an t-airí seo á shocrú (má tá an [VisibleOnScreenEnabler2D] laistigh den chrann radhairc) agus gach uair a théann [VisibleOnScreenEnabler2D] isteach sa chrann radhairc. Má tá an cosán folamh, ní dhéanfar difear d'aon nód. Má tá an cosán neamhbhailí, gintear earráid freisin.

en: Corresponds to [constant Node.PROCESS_MODE_INHERIT].
ga: Comhfhreagraíonn do [Node.PROCESS_MODE_INHERIT leanúnach].

en: Corresponds to [constant Node.PROCESS_MODE_ALWAYS].
ga: Comhfhreagraíonn do [Node.PROCESS_MODE_ALWAYS leanúnach].

en: Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED].
ga: Comhfhreagraíonn do [nód leanúnach.PROCESS_MODE_WHEN_PAUSED].

en: A box-shaped region of 3D space that, when visible on screen, enables a target node.
ga: Réigiúin bosca-chruthach de spás 3D a chumasaíonn nód sprice nuair a fheictear ar an scáileán é.

en: [VisibleOnScreenEnabler3D] contains a box-shaped region of 3D space and a target node. The target node will be automatically enabled (via its [member Node.process_mode] property) when any part of this region becomes visible on the screen, and automatically disabled otherwise. This can for example be used to activate enemies only when the player approaches them.
    See [VisibleOnScreenNotifier3D] if you only want to be notified when the region is visible on screen.
    [b]Note:[/b] [VisibleOnScreenEnabler3D] uses an approximate heuristic that doesn't take walls and other occlusion into account, unless occlusion culling is used. It also won't function unless [member Node3D.visible] is set to [code]true[/code].
ga: [VisibleOnScreenEnabler3D] tá réigiún bosca-chruthach de spás 3D agus nód sprice. Beidh an nód sprice cumasaithe go huathoibríoch (trína [member Node.process_mode] airí) nuair a bheidh aon chuid den réigiún seo le feiceáil ar an scáileán, agus díchumasaithe go huathoibríoch ar shlí eile. Is féidir é seo a úsáid mar shampla chun naimhde a ghníomhachtú ach amháin nuair a thagann an t-imreoir chuige.
    Féach ar [VisibleOnScreenNotifier3D] mura dteastaíonn uait ach go gcuirfí ar an eolas tú nuair atá an réigiún le feiceáil ar an scáileán.
    [b]Nóta:[/b] Úsáideann [VisibleOnScreenEnabler3D] neas-heorastúil nach gcuireann ballaí agus teagmhais eile san áireamh, ach amháin má úsáidtear marú occlusion. Ní fheidhmeoidh sé ach an oiread mura bhfuil [ball Node3D.visible] socraithe go [code]true[/code].

en: The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler3D] is inside the scene tree) and every time the [VisibleOnScreenEnabler3D] enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
ga: An cosán go dtí an nód sprice, i gcoibhneas leis an [VisibleOnScreenEnabler3D]. Tá an nód sprice i dtaisce; ní shanntar é ach nuair a bhíonn an t-airí seo á shocrú (má tá an [VisibleOnScreenEnabler3D] laistigh den chrann radhairc) agus gach uair a théann [VisibleOnScreenEnabler3D] isteach sa chrann radhairc. Má tá an cosán folamh, ní dhéanfar difear d'aon nód. Má tá an cosán neamhbhailí, gintear earráid freisin.

en: A rectangular region of 2D space that detects whether it is visible on screen.
ga: Réigiún dronuilleogach de spás 2D a bhraitheann cibé an bhfuil sé le feiceáil ar an scáileán.

en: [VisibleOnScreenNotifier2D] represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
    If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler2D].
    [b]Note:[/b] [VisibleOnScreenNotifier2D] uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to [code]true[/code].
ga: Léiríonn [VisibleOnScreenNotifier2D] réigiún dronuilleogach de spás 2T. Nuair a bheidh aon chuid den réigiún seo infheicthe ar scáileán nó i gcuntar amhairc, astóidh sé comhartha [signal screen_entered], agus mar an gcéanna astóidh sé comhartha [signal screen_exited] nuair nach mbeidh aon chuid de fós le feiceáil.
    Más mian leat nód a bheith cumasaithe go huathoibríoch nuair atá an réigiún seo le feiceáil ar an scáileán, úsáid [VisibleOnScreenEnabler2D].
    [b]Nóta:[/b] Úsáideann [VisibleOnScreenNotifier2D] an cód maraithe rindreála chun a chinneadh an bhfuil sé le feiceáil ar an scáileán, mar sin ní fheidhmeoidh sé mura bhfuil [code]true[/code] socraithe ag [member CanvasItem.visible].

en: If [code]true[/code], the bounding rectangle is on the screen.
    [b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier2D]'s visibility to be determined once added to the scene tree, so this method will always return [code]false[/code] right after it is instantiated, before the draw pass.
ga: Más [code]true[/code], tá an dronuilleog teorannach ar an scáileán.
    [b]Nóta:[/b] Tógann sé fráma amháin chun infheictheacht [VisibleOnScreenNotifier2D] a chinneadh nuair a chuirtear leis an gcrann radhairc é, mar sin seolfaidh an modh seo ar ais [code]bréagach[/code] i gcónaí díreach tar éis é a mheandarú , roimh an tarraingt pas.

en: The VisibleOnScreenNotifier2D's bounding rectangle.
ga: Dronuilleog theoranta an VisibleOnScreenNotifier2D.

en: Emitted when the VisibleOnScreenNotifier2D enters the screen.
ga: Astaítear nuair a théann an VisibleOnScreenNotifier2D isteach sa scáileán.

en: Emitted when the VisibleOnScreenNotifier2D exits the screen.
ga: Astaithe nuair a scoireann an VisibleOnScreenNotifier2D an scáileán.

en: A box-shaped region of 3D space that detects whether it is visible on screen.
ga: Réigiúin bosca-chruthach de spás 3D a bhraitheann cibé an bhfuil sé le feiceáil ar an scáileán.

en: [VisibleOnScreenNotifier3D] represents a box-shaped region of 3D space. When any part of this region becomes visible on screen or in a [Camera3D]'s view, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
    If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler3D].
    [b]Note:[/b] [VisibleOnScreenNotifier3D] uses an approximate heuristic that doesn't take walls and other occlusion into account, unless occlusion culling is used. It also won't function unless [member Node3D.visible] is set to [code]true[/code].
ga: Seasann [VisibleOnScreenNotifier3D] do réigiún cruth bosca de spás 3D. Nuair a bheidh aon chuid den réigiún seo le feiceáil ar scáileán nó i radharc [Camera3D], asbhainfidh sé comhartha [signal screen_entered], agus mar an gcéanna astóidh sé comhartha [signal screen_exited] nuair nach mbeidh aon chuid de fós le feiceáil.
    Más mian leat nód a bheith cumasaithe go huathoibríoch nuair atá an réigiún seo le feiceáil ar an scáileán, úsáid [VisibleOnScreenEnabler3D].
    [b]Nóta:[/b] Úsáideann [VisibleOnScreenNotifier3D] neas-heorastúil nach gcuireann ballaí agus teagmhais eile san áireamh, mura n-úsáidtear marú occlusion. Ní fheidhmeoidh sé ach an oiread mura bhfuil [ball Node3D.visible] socraithe go [code]true[/code].

en: Returns [code]true[/code] if the bounding box is on the screen.
    [b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier3D]'s visibility to be assessed once added to the scene tree, so this method will always return [code]false[/code] right after it is instantiated.
ga: Filleann sé [code]true[/code] má tá an bosca teorann ar an scáileán.
    [b]Nóta:[/b] Tógann sé fráma amháin chun infheictheacht [VisibleOnScreenNotifier3D] a mheasúnú nuair a chuirtear leis an gcrann radhairc é, mar sin seolfaidh an modh seo [code]bréagach[/code] ar ais i gcónaí díreach tar éis é a mheandarú .

en: The [VisibleOnScreenNotifier3D]'s bounding box.
ga: Bosca teorann an [VisibleOnScreenNotifier3D].

en: Emitted when the [VisibleOnScreenNotifier3D] enters the screen.
ga: Astaítear nuair a théann an [VisibleOnScreenNotifier3D] isteach sa scáileán.

en: Emitted when the [VisibleOnScreenNotifier3D] exits the screen.
ga: Astaítear nuair a scoireann an [VisibleOnScreenNotifier3D] den scáileán.

en: Parent of all visual 3D nodes.
ga: Tuismitheoir de gach nóid amhairc 3D.

en: The [VisualInstance3D] is used to connect a resource to a visual representation. All visual 3D nodes inherit from the [VisualInstance3D]. In general, you should not access the [VisualInstance3D] properties directly as they are accessed and managed by the nodes that inherit from [VisualInstance3D]. [VisualInstance3D] is the node representation of the [RenderingServer] instance.
ga: Úsáidtear an [VisualInstance3D] chun acmhainn a nascadh le léiriú amhairc. Tá gach nód amhairc 3D le hoidhreacht ón [VisualInstance3D]. Go ginearálta, níor cheart duit na hairíonna [VisualInstance3D] a rochtain go díreach mar go bhfuil rochtain orthu agus á mbainistiú ag na nóid a fhaigheann oidhreacht ó [VisualInstance3D]. Is é [VisualInstance3D] an léiriú nód den ásc [RenderingServer].

en: Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D].
ga: Seoltar ar ais an [AABB] (ar a dtugtar an bosca teorann freisin) don [VisualInstance3D] seo.

en: Returns the RID of the resource associated with this [VisualInstance3D]. For example, if the Node is a [MeshInstance3D], this will return the RID of the associated [Mesh].
ga: Seoltar ar ais RID na hacmhainne a bhaineann leis seo [VisualInstance3D]. Mar shampla, más [MeshInstance3D] é an Nód, tabharfaidh sé seo RID an [mogalra] gaolmhar ar ais.

en: Returns the RID of this instance. This RID is the same as the RID returned by [method RenderingServer.instance_create]. This RID is needed if you want to call [RenderingServer] functions directly on this [VisualInstance3D].
ga: Seoltar ar ais an RID den chás seo. Tá an RID seo mar an gcéanna leis an RID arna chur ar ais ag [method RenderingServer.instance_create]. Tá an RID seo ag teastáil más mian leat feidhmeanna [RenderingServer] a ghlaoch go díreach ar an [VisualInstance3D] seo.

en: Returns whether or not the specified layer of the [member layers] is enabled, given a [param layer_number] between 1 and 20.
ga: Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe de na [comhaltaí sraitheanna] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 20.

en: Sets the resource that is instantiated by this [VisualInstance3D], which changes how the engine handles the [VisualInstance3D] under the hood. Equivalent to [method RenderingServer.instance_set_base].
ga: Socraíonn sé an acmhainn a chuirtear ar an toirt leis an [VisualInstance3D] seo, a athraíonn an chaoi a láimhseálann an t-inneall an [VisualInstance3D] faoin gcochall. Comhionann le [method RenderingServer.instance_set_base].

en: Based on [param value], enables or disables the specified layer in the [member layers], given a [param layer_number] between 1 and 20.
ga: Bunaithe ar [paramluach], cumasaíonn nó díchumasaítear an ciseal sonraithe sna [sraitheanna ball], nuair a thugtar [uimhir pharam layer_number] idir 1 agus 20.

en: The render layer(s) this [VisualInstance3D] is drawn on.
    This object will only be visible for [Camera3D]s whose cull mask includes any of the render layers this [VisualInstance3D] is set to.
    For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
    To adjust [member layers] more easily using a script, use [method get_layer_mask_value] and [method set_layer_mask_value].
    [b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers into account to determine what contributes to global illumination. If this is an issue, set [member GeometryInstance3D.gi_mode] to [constant GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D.light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude them from global illumination.
ga: Tarraingítear air/ar na sraitheanna rindreála ar an [VisualInstance3D] seo.
    Ní bheidh an réad seo le feiceáil ach amháin do [Camera3D]s a bhfuil aon cheann de na sraitheanna rindreála san áireamh sa masc maraithe a bhfuil an [VisualInstance3D] socraithe dóibh.
    I gcás [Light3D]s, is féidir é seo a úsáid chun na [VisualInstance3D]s a bhfuil tionchar ag solas ar leith orthu a rialú. Maidir le [GPUParticles3D], is féidir é seo a úsáid chun rialú a dhéanamh ar na cáithníní a ndéanann mealltóir sonrach difear dóibh. I gcás [Decal]s, is féidir é seo a úsáid chun a rialú cé acu [VisualInstance3D]s a bhfuil tionchar ag decal ar leith orthu.
    Chun [sraitheanna ball] a choigeartú níos éasca le script, úsáid [method get_layer_mask_value] agus [method set_layer_mask_value].
    [b]Nóta:[/b] Cuirfidh [VoxelGI], SDFGI agus [LightmapGI] na sraitheanna uile san áireamh i gcónaí chun a chinneadh cad a chuireann le soilsiú domhanda. Más ceist é seo, socraigh [comhalta GeometryInstance3D.gi_mode] go [GeometryInstance3D.GI_MODE_DISABLED seasmhach] le haghaidh mogaill agus [comhalta Light3D.light_bake_mode] go [Light3D.BAKE_DISABLED leanúnach] le haghaidh soilse chun iad a eisiamh ó soilsiú domhanda.

en: The amount by which the depth of this [VisualInstance3D] will be adjusted when sorting by depth. Uses the same units as the engine (which are typically meters). Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot. To ensure it always draws on top of other objects around it (not positioned at the same spot), set the value to be greater than the distance between this [VisualInstance3D] and the other nearby [VisualInstance3D]s.
ga: An méid faoina ndéanfar doimhneacht an [VisualInstance3D] seo a choigeartú agus é sórtáil de réir doimhneachta. Úsáideann sé na haonaid chéanna leis an inneall (ar méadair iad de ghnáth). Má dhéantar é a choigeartú go luach níos airde, tarraingeoidh [VisualInstance3D] go hiontaofa ar na [VisualInstance3D]anna eile atá suite ar an láthair céanna ar bhealach eile. Chun a chinntiú go dtarraingíonn sé i gcónaí ar bharr rudaí eile timpeall air (nach bhfuil suite ag an láthair céanna), socraigh an luach a bheith níos mó ná an fad idir seo [VisualInstance3D] agus na cinn eile in aice láimhe [VisualInstance3D]s.

en: If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise.
    The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [GPUParticles3D] and [CPUParticles3D].
ga: Más [code]true[/code], déantar an réad a shórtáil bunaithe ar an ionad [AABB]. Déanfar an réad a shórtáil bunaithe ar an suíomh domhanda ar shlí eile.
    Is gnách go mbíonn an sórtáil lárionad [AABB] níos cruinne do mhúnlaí 3D. Ceadaíonn an sórtáil bunaithe ar shuíomh ina ionad sin an t-ord tarraingthe a rialú níos fearr agus tú ag obair le [GPUParticles3D] agus [CPUParticles3D].

en: A custom shader program with a visual editor.
ga: Clár shader saincheaptha le eagarthóir amhairc.

en: This class provides a graph-like visual editor for creating a [Shader]. Although [VisualShader]s do not require coding, they share the same logic with script shaders. They use [VisualShaderNode]s that can be connected to each other to control the flow of the shader. The visual shader graph is converted to a script shader behind the scenes.
ga: Soláthraíonn an rang seo eagarthóir amhairc cosúil le graif chun [Scáthadóir] a chruthú. Cé nach bhfuil códú de dhíth ar [VisualShader]s, roinneann siad an loighic chéanna le scáthaitheoirí scripte. Úsáideann siad [VisualShaderNode]s ar féidir iad a nascadh lena chéile chun sreabhadh an scáthláin a rialú. Tiontaítear an graf scáthaitheoir amhairc go scáthóir scripte taobh thiar de na radhairc.

en: Using VisualShaders
ga: Ag baint úsáide as VisualShaders

en: Adds the specified [param node] to the shader.
ga: Cuireann sé an [param node] sonraithe leis an scáthlán.

en: Adds a new varying value node to the shader.
ga: Cuireann sé nód luacha athraitheach nua leis an scáthlán.

en: Attaches the given node to the given frame.
ga: Ceangail an nód tugtha leis an bhfráma a thugtar.

en: Returns [code]true[/code] if the specified nodes and ports can be connected together.
ga: Filleann sé [code]true[/code] más féidir na nóid agus na poirt sonraithe a nascadh le chéile.

en: Connects the specified nodes and ports.
ga: Nascann sé na nóid agus na calafoirt sonraithe.

en: Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.
ga: Nascann sé na nóid agus na poirt sonraithe, fiú murar féidir iad a nascadh. Tá nasc den sórt sin neamhbhailí agus ní fheidhmeoidh sé i gceart.

en: Detaches the given node from the frame it is attached to.
ga: Scarann sé an nód tugtha ón bhfráma a bhfuil sé ceangailte leis.

en: Returns the shader node instance with specified [param type] and [param id].
ga: Filleann sé an nód scáthlínithe le [cineál param] agus [param id] sonraithe.

en: Returns the list of connected nodes with the specified type.
ga: Filleann sé liosta na nóid nasctha leis an gcineál sonraithe.

en: Returns the list of all nodes in the shader with the specified type.
ga: Seoltar ar ais liosta na nóid go léir sa scáthóir leis an gcineál sonraithe.

en: Returns the position of the specified node within the shader graph.
ga: Filleann sé suíomh an nóid shonraithe laistigh den ghraf scáthaithe.

en: Returns next valid node ID that can be added to the shader graph.
ga: Filleann sé an chéad aitheantas nód bailí eile is féidir a chur leis an ghraf scáthaitheoir.

en: Returns [code]true[/code] if the shader has a varying with the given [param name].
ga: Filleann sé [code]true[/code] má tá athrú ar an scáthlán leis an [ainm param] a thugtar.

en: Returns [code]true[/code] if the specified node and port connection exist.
ga: Filleann sé [code]true[/code] má tá an nasc nód agus poirt sonraithe ann.

en: Removes the specified node from the shader.
ga: Baineann sé an nód sonraithe as an shader.

en: Removes a varying value node with the given [param name]. Prints an error if a node with this name is not found.
ga: Baintear nód luach éagsúil leis an [paraainm] tugtha. Priontálann earráid mura bhfaightear nód leis an ainm seo.

en: Replaces the specified node with a node of new class type.
ga: Cuirtear nód de chineál aicme nua in ionad an nód sonraithe.

en: Sets the mode of this shader.
ga: Socraíonn sé modh an scáthaithe seo.

en: Sets the position of the specified node.
ga: Socraíonn sé suíomh an nód sonraithe.

en: The offset vector of the whole graph.
ga: Veicteoir fritháireamh an ghraif iomláin.

en: A vertex shader, operating on vertices.
ga: Scáilitheoir rinn, ag feidhmiú ar rinn.

en: A fragment shader, operating on fragments (pixels).
ga: A shader blúire, ag feidhmiú ar blúirí (picteilín).

en: A shader for light calculations.
ga: Scagaire le haghaidh ríomhanna solais.

en: A function for the "start" stage of particle shader.
ga: Feidhm don chéim "tús" de scáthaitheoir cáithníní.

en: A function for the "process" stage of particle shader.
ga: Feidhm don chéim "próisis" de scáthaitheoir cáithníní.

en: A function for the "collide" stage (particle collision handler) of particle shader.
ga: Feidhm don chéim "imbhuailte" (láimhseálaí imbhuailte na gcáithníní) de scáthóir cáithníní.

en: A function for the "start" stage of particle shader, with customized output.
ga: Feidhm don chéim "tús" de shader cáithníní, le haschur saincheaptha.

en: A function for the "process" stage of particle shader, with customized output.
ga: Feidhm don chéim "próisis" de shader cáithníní, le haschur saincheaptha.

en: A shader for 3D environment's sky.
ga: Sleamhnán le haghaidh spéir 3D don chomhshaol.

en: A compute shader that runs for each froxel of the volumetric fog map.
ga: Scáilitheoir ríomh a ritheann do gach froxel den léarscáil ceo toirtmhéadrach.

en: Represents the size of the [enum Type] enum.
ga: Léiríonn sé méid an [Cineál enum] enum.

en: Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] and [code]Light[/code] functions.
ga: Cuirtear an t-athrú ar aghaidh ó fheidhm [code]Vertex[/code] go dtí feidhmeanna [code]Broinn[/code] agus [code]Solas[/code].

en: Varying is passed from [code]Fragment[/code] function to [code]Light[/code] function.
ga: Athraíonn athrú ó fheidhm [code]Broinn[/code] go feidhm [code]Solas[/code].

en: Represents the size of the [enum VaryingMode] enum.
ga: Léiríonn sé méid an [enum VaryingMode] enum.

en: Varying is of type [float].
ga: Is cineál [snámhphointe] é an t-athrú.

en: Varying is of type [int].
ga: Is cineál [int] é an t-athrú.

en: Varying is of type unsigned [int].
ga: Tá an t-athrú den chineál gan síniú [int].

en: Varying is of type [Vector2].
ga: Tá éagsúlacht de chineál [Vector2].

en: Varying is of type [Vector3].
ga: Tá éagsúlacht de chineál [Vector3].

en: Varying is of type [Vector4].
ga: Is cineál éagsúil é [Vector4].

en: Varying is of type [bool].
ga: Is cineál [bool] é an t-athrú.

en: Varying is of type [Transform3D].
ga: Tá éagsúlacht de chineál [Transform3D].

en: Represents the size of the [enum VaryingType] enum.
ga: Léiríonn sé méid an [enum VaryingType] enum.

en: Indicates an invalid [VisualShader] node.
ga: Léiríonn sé nód neamhbhailí [VisualShader].

en: Indicates an output node of [VisualShader].
ga: Léiríonn sé nód aschuir de [VisualShader].

en: Base class for [VisualShader] nodes. Not related to scene nodes.
ga: Bunrang do nóid [VisualShader]. Ní bhaineann le nóid radharc.

en: Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node also has connection ports that allow to connect it to another nodes and control the flow of the shader.
ga: Tá nóid éagsúla sna graif scáthaithe amhairc. Is réad ar leith é gach nód sa ghraf agus léirítear iad mar bhoscaí dronuilleogacha le teideal agus sraith airíonna. Tá calafoirt nasc ag gach nód freisin a ligeann dó é a nascadh le nóid eile agus sreabhadh an scátháin a rialú.

en: Clears the default input ports value.
ga: Glanann an luach réamhshocraithe calafoirt ionchuir.

en: Returns the input port which should be connected by default when this node is created as a result of dragging a connection from an existing node to the empty space on the graph.
ga: Filleann sé an port ionchuir ba chóir a nascadh de réir réamhshocraithe nuair a chruthaítear an nód seo mar thoradh ar nasc a tharraingt ó nód atá ann cheana go dtí an spás folamh ar an ngraf.

en: Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
ga: Seoltar ar ais [Eagar] ina bhfuil luachanna réamhshocraithe do gach ceann de phoirt ionchuir an nód san fhoirm [code][innéacs0, luach0, innéacs1, luach1, ...][/code].

en: Returns the default value of the input [param port].
ga: Filleann sé seo luach réamhshocraithe an ionchuir [param port].

en: Removes the default value of the input [param port].
ga: Baineann sé seo luach réamhshocraithe an ionchuir [param port].

en: Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
ga: Socraíonn sé luachanna réamhshocraithe na bport ionchuir trí úsáid a bhaint as [Eagar] den fhoirm [code][innéacs0, luach 0, innéacs1, luach1, ...][/code]. Mar shampla: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].

en: Sets the default [param value] for the selected input [param port].
ga: Socraíonn sé an réamhshocrú [luach param] don ionchur roghnaithe [port param].

en: Represents the index of the frame this node is linked to. If set to [code]-1[/code] the node is not linked to any frame.
ga: Léiríonn sé innéacs an fhráma a bhfuil an nód seo nasctha leis. Má tá sé socraithe go [code]-1[/code] níl an nód nasctha le fráma ar bith.

en: Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
ga: Socraíonn sé an t-innéacs port aschuir a thaispeánfar le haghaidh réamhamharc. Má tá sé socraithe go [code] -1[/code] ní bheidh aon phort ar oscailt le haghaidh réamhamharc.

en: Floating-point scalar. Translated to [code skip-lint]float[/code] type in shader code.
ga: Scálar snámhphointe. Aistrithe go [code skip-lint]float[/code] clóscríobh an cód scáthaithe.

en: Integer scalar. Translated to [code skip-lint]int[/code] type in shader code.
ga: Slánuimhir scálach. Aistrithe go [code skip-lint]int[/code] clóscríobh an cód scáthaithe.

en: Unsigned integer scalar. Translated to [code skip-lint]uint[/code] type in shader code.
ga: Slánuimhir gan síniú. Aistrithe go [code skip-lint]uint[/code] clóscríobh an cód scáthaithe.

en: 2D vector of floating-point values. Translated to [code skip-lint]vec2[/code] type in shader code.
ga: Veicteoir 2D de luachanna snámhphointe. Aistrithe go [code skip-lint]vec2[/code] clóscríobh an cód scáthaithe.

en: 3D vector of floating-point values. Translated to [code skip-lint]vec3[/code] type in shader code.
ga: Veicteoir 3d de luachanna snámhphointe. Aistrithe go [code skip-lint]vec3[/code] clóscríobh an cód scáthaithe.

en: 4D vector of floating-point values. Translated to [code skip-lint]vec4[/code] type in shader code.
ga: Veicteoir 4d de luachanna snámhphointe. Aistrithe go [code skip-lint]vec4[/code] clóscríobh an cód scáthaithe.

en: Boolean type. Translated to [code skip-lint]bool[/code] type in shader code.
ga: Cineál Boole. Aistrithe go [code skip-lint]bool[/code] clóscríobh an cód scáthaithe.

en: Transform type. Translated to [code skip-lint]mat4[/code] type in shader code.
ga: Claochlú cineál. Aistrithe go [code skip-lint]mat4[/code] clóscríobh an cód scáthaithe.

en: Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.
ga: Cineál samplóir. Aistrithe go tagairt don éide samplóra i gcód scáthaithe. Ní féidir é a úsáid ach amháin le haghaidh calafoirt ionchuir i nóid neamhéide.

en: Represents the size of the [enum PortType] enum.
ga: Léiríonn sé méid an [enum PortType] enum.

en: A node that controls how the object faces the camera to be used within the visual shader graph.
ga: Nód a rialaíonn an chaoi a dtugann an réad aghaidh ar an gceamara le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: The output port of this node needs to be connected to [code]Model View Matrix[/code] port of [VisualShaderNodeOutput].
ga: Ní mór calafort aschuir an nód seo a nascadh le [code]Maitrís Amharc Múnla[/code] de [VisualShaderNodeOutput].

en: Controls how the object faces the camera. See [enum BillboardType].
ga: Rialaíonn sé an chaoi a dtugann an réad aghaidh ar an gceamara. Féach [enum BillboardType].

en: If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise, the scale is lost when billboarding.
ga: Más [code]true[/code], coimeádfaidh an scáthlánóir an scála atá socraithe don mhogall. Seachas sin, cailltear an scála nuair a bhíonn clár fógraí á chur ar fáil.

en: Billboarding is disabled and the node does nothing.
ga: Tá clár fógraí díchumasaithe agus ní dhéanann an nód faic.

en: A standard billboarding algorithm is enabled.
ga: Tá algartam caighdeánach billeála cumasaithe.

en: A billboarding algorithm to rotate around Y-axis is enabled.
ga: Tá algartam clár fógraí chun rothlú timpeall Y-ais cumasaithe.

en: A billboarding algorithm designed to use on particles is enabled.
ga: Tá algartam clár fógraí atá deartha le húsáid ar cháithníní cumasaithe.

en: Represents the size of the [enum BillboardType] enum.
ga: Léiríonn sé méid an [enum BillboardType] enum.

en: A boolean constant to be used within the visual shader graph.
ga: Tairiseach booleach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Has only one output port and no inputs.
    Translated to [code skip-lint]bool[/code] in the shader language.
ga: Níl ach aon phort aschuir amháin aige agus níl aon ionchur aige.
    Aistrithe go [cód skip-lint]bool[/code] sa teanga scáthláin.

en: A boolean constant which represents a state of this node.
ga: Tairiseach booleach a sheasann do staid an nód seo.

en: A boolean parameter to be used within the visual shader graph.
ga: Paraiméadar Boole le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform bool[/code] in the shader language.
ga: Aistrithe go [code]bool aonfhoirmeach[/code] sa teanga scáthláin.

en: A default value to be assigned within the shader.
ga: Luach réamhshocraithe le sannadh laistigh den scáthaitheoir.

en: Enables usage of the [member default_value].
ga: Cumasaítear úsáid an [member default_value].

en: Clamps a value within the visual shader graph.
ga: Clampann luach laistigh den ghraf scáthaitheoir amhairc.

en: Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
ga: Sriantar luach a luíonn idir luachanna [code]nóim[/code] agus [code]uas[/code].

en: A type of operands and returned value.
ga: Cineál oibriúcháin agus luach ar ais.

en: A floating-point scalar.
ga: Scalar snámhphointe.

en: An integer scalar.
ga: Scalar slánuimhir.

en: An unsigned integer scalar.
ga: Scalar slánuimhir gan síniú.

en: A 2D vector type.
ga: Cineál 2d veicteoir.

en: A 3D vector type.
ga: Cineál 3d veicteoir.

en: A 4D vector type.
ga: Cineál 4d veicteoir.

en: Represents the size of the [enum OpType] enum.
ga: Léiríonn sé méid an [enum OpType] enum.

en: A [Color] constant to be used within the visual shader graph.
ga: A [Color] tairiseach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Has two output ports representing RGB and alpha channels of [Color].
    Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the shader language.
ga: Tá dhá phort aschuir ann a ionadaíonn do chainéil RGB agus alfa de [Color].
    Aistrithe go [code]vec3 rgb[/code] agus [code]float alpha[/code] sa teanga scáthláin.

en: A [Color] constant which represents a state of this node.
ga: Tairiseach [Color] a sheasann do staid an nód seo.

en: A [Color] function to be used within the visual shader graph.
ga: Feidhm [Color] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Accept a [Color] to the input port and transform it according to [member function].
ga: Glac le [Color] don phort ionchuir agus athraigh é de réir [feidhm bhall].

en: A function to be applied to the input color. See [enum Function] for options.
ga: Feidhm le cur i bhfeidhm ar an dath ionchuir. Féach [enum Function] le haghaidh roghanna.

en: Converts the color to grayscale using the following formula:
    [codeblock]
    vec3 c = input;
    float max1 = max(c.r, c.g);
    float max2 = max(max1, c.b);
    float max3 = max(max1, max2);
    return vec3(max3, max3, max3);
    [/codeblock]
ga: Athraíonn sé an dath go liathscála ag baint úsáide as an bhfoirmle seo a leanas:
    [codeblock]
    vec3 c = ionchur;
    snámhphointe max1 = max(c.r, c.g);
    snámhphointe max2 = max(max1, c.b);
    snámhphointe max3 = max(max1, max2);
    ar ais vec3(max3, max3, max3);
    [/codeblock]

en: Converts HSV vector to RGB equivalent.
ga: Tiontaíonn sé veicteoir HSV go coibhéis RGB.

en: Converts RGB vector to HSV equivalent.
ga: Tiontaíonn sé veicteoir RGB go coibhéis HSV.

en: Applies sepia tone effect using the following formula:
    [codeblock]
    vec3 c = input;
    float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
    float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
    float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
    return vec3(r, g, b);
    [/codeblock]
ga: Cuirtear éifeacht ton sepia i bhfeidhm ag baint úsáide as an bhfoirmle seo a leanas:
    [codeblock]
    vec3 c = ionchur;
    snámhphointe r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
    snámhphointe g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
    snámhphointe b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
    fill vec3(r, g, b);
    [/codeblock]

en: Represents the size of the [enum Function] enum.
ga: Léiríonn sé méid an [enum Feidhm] enum.

en: A [Color] operator to be used within the visual shader graph.
ga: Oibreoir [Color] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Applies [member operator] to two color inputs.
ga: Baineann [ball-oibreoir] le hionchur dhá dhath.

en: An operator to be applied to the inputs. See [enum Operator] for options.
ga: Oibreoir le cur i bhfeidhm ar na hionchuir. Féach [enum Operator] le haghaidh roghanna.

en: Produce a screen effect with the following formula:
    [codeblock]
    result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
    [/codeblock]
ga: Déan éifeacht scáileáin leis an bhfoirmle seo a leanas:
    [codeblock]
    toradh = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
    [/codeblock]

en: Produce a difference effect with the following formula:
    [codeblock]
    result = abs(a - b);
    [/codeblock]
ga: Déan éifeacht difríochta leis an bhfoirmle seo a leanas:
    [codeblock]
    toradh = ABS(a - b);
    [/codeblock]

en: Produce a darken effect with the following formula:
    [codeblock]
    result = min(a, b);
    [/codeblock]
ga: Déan éifeacht dhorchaigh leis an bhfoirmle seo a leanas:
    [codeblock]
    toradh = nóim(a, b);
    [/codeblock]

en: Produce a lighten effect with the following formula:
    [codeblock]
    result = max(a, b);
    [/codeblock]
ga: Déan éifeacht éadrom leis an bhfoirmle seo a leanas:
    [codeblock]
    toradh = uas(a, b);
    [/codeblock]

en: Produce an overlay effect with the following formula:
    [codeblock]
    for (int i = 0; i < 3; i++) {
        float base = a[i];
        float blend = b[i];
        if (base < 0.5) {
            result[i] = 2.0 * base * blend;
        } else {
            result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
        }
    }
    [/codeblock]
ga: Déan éifeacht forleagan leis an bhfoirmle seo a leanas:
    [codeblock]
    for (int i = 0; i < 3; i++) {
        float base = a[i];
        float blend = b[i];
        if (base < 0.5) {
            result[i] = 2.0 * base * blend;
        } else {
            result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
        }
    }
    [/codeblock]

en: Produce a dodge effect with the following formula:
    [codeblock]
    result = a / (vec3(1.0) - b);
    [/codeblock]
ga: Déan éifeacht Dodge leis an bhfoirmle seo a leanas:
    [codeblock]
    toradh = a / (vec3(1.0) - b);
    [/codeblock]

en: Produce a burn effect with the following formula:
    [codeblock]
    result = vec3(1.0) - (vec3(1.0) - a) / b;
    [/codeblock]
ga: Déan éifeacht dóite leis an bhfoirmle seo a leanas:
    [codeblock]
    toradh = vec3(1.0) - (vec3(1.0) - a) / b;
    [/codeblock]

en: Produce a soft light effect with the following formula:
    [codeblock]
    for (int i = 0; i < 3; i++) {
        float base = a[i];
        float blend = b[i];
        if (base < 0.5) {
            result[i] = base * (blend + 0.5);
        } else {
            result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
        }
    }
    [/codeblock]
ga: Déan éifeacht éadrom bog leis an bhfoirmle seo a leanas:
    [codeblock]
    for (int i = 0; i < 3; i++) {
        float base = a[i];
        float blend = b[i];
        if (base < 0.5) {
            result[i] = base * (blend + 0.5);
        } else {
            result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
        }
    }
    [/codeblock]

en: Produce a hard light effect with the following formula:
    [codeblock]
    for (int i = 0; i < 3; i++) {
        float base = a[i];
        float blend = b[i];
        if (base < 0.5) {
            result[i] = base * (2.0 * blend);
        } else {
            result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
        }
    }
    [/codeblock]
ga: Déan éifeacht éadrom crua leis an bhfoirmle seo a leanas:
    [codeblock]
    for (int i = 0; i < 3; i++) {
        float base = a[i];
        float blend = b[i];
        if (base < 0.5) {
            result[i] = base * (2.0 * blend);
        } else {
            result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
        }
    }
    [/codeblock]

en: Represents the size of the [enum Operator] enum.
ga: Is ionann é agus méid an [enum Operator] enum.

en: A [Color] parameter to be used within the visual shader graph.
ga: Paraiméadar [Color] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform vec4[/code] in the shader language.
ga: Aistrithe go [code]éide vec4[/code] sa teanga scáthláin.

en: This class has no function anymore and only exists for compatibility.
ga: Níl aon fheidhm ag an aicme seo níos mó agus níl ann ach le haghaidh comhoiriúnachta.

en: Only exists for compatibility. Use [VisualShaderNodeFrame] as a replacement.
ga: Níl ann ach le haghaidh comhoiriúnachta. Úsáid [VisualShaderNodeFrame] mar ionadach.

en: This node was replaced by [VisualShaderNodeFrame] and only exists to preserve compatibility. In the [VisualShader] editor it behaves exactly like [VisualShaderNodeFrame].
ga: Cuireadh [VisualShaderNodeFrame] in ionad an nód seo agus níl ann ach chun comhoiriúnacht a chaomhnú. San eagarthóir [VisualShader] iompraíonn sé díreach cosúil le [VisualShaderNodeFrame].

en: This property only exists to preserve data authored in earlier versions of Godot. It has currently no function.
ga: Níl an airí seo ann ach chun sonraí a údaraíodh i leaganacha níos luaithe de Godot a chaomhnú. Níl aon fheidhm aige faoi láthair.

en: A comparison function for common types within the visual shader graph.
ga: Feidhm chomparáide do chineálacha coitianta laistigh den ghraf scáthaitheoir amhairc.

en: Compares [code]a[/code] and [code]b[/code] of [member type] by [member function]. Returns a boolean scalar. Translates to [code]if[/code] instruction in shader code.
ga: Déantar comparáid idir [code]a[/code] agus [code]b[/code] de [cineál ball] de réir [feidhm bhall]. Filleann scálach boolean. Aistrítear go [code]má[/code] teagasc sa chód scáthaithe.

en: Extra condition which is applied if [member type] is set to [constant CTYPE_VECTOR_3D].
ga: Coinníoll breise a chuirtear i bhfeidhm má shocraítear [cineál ball] go [CTYPE_VECTOR_3D leanúnach].

en: A comparison function. See [enum Function] for options.
ga: Feidhm chomparáide. Féach [enum Function] le haghaidh roghanna.

en: The type to be used in the comparison. See [enum ComparisonType] for options.
ga: An cineál atá le húsáid sa chomparáid. Féach [enum ComparisonType] le haghaidh roghanna.

en: A boolean type.
ga: Cineál boolean.

en: A transform ([code]mat4[/code]) type.
ga: Cineál trasfhoirmithe ([code]mata4[/code]).

en: Represents the size of the [enum ComparisonType] enum.
ga: Léiríonn sé méid an [enum ComparisonType] enum.

en: Comparison for equality ([code]a == b[/code]).
ga: Comparáid le haghaidh comhionannais ([code]a == b[/code]).

en: Comparison for inequality ([code]a != b[/code]).
ga: Comparáid le haghaidh éagothroime ([code]a!= b[/code]).

en: Comparison for greater than ([code]a > b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
ga: Comparáid ar mó é ná ([code]a > b[/code]). Ní féidir é a úsáid má tá [member type] socraithe go [constant CTYPE_BOOLEAN] nó [constant CTYPE_TRANSFORM].

en: Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
ga: Comparáid ar mó é ná nó cothrom ([code]a >= b[/code]). Ní féidir é a úsáid má tá [member type] socraithe go [constant CTYPE_BOOLEAN] nó [constant CTYPE_TRANSFORM].

en: Comparison for less than ([code]a < b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
ga: Comparáid níos lú ná ([code]a < b[/code]). Ní féidir é a úsáid má tá [member type] socraithe go [constant CTYPE_BOOLEAN] nó [constant CTYPE_TRANSFORM].

en: Comparison for less than or equal ([code]a <= b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
ga: Comparáid níos lú ná nó cothrom ([code]a <= b[/code]). Ní féidir é a úsáid má tá [member type] socraithe go [constant CTYPE_BOOLEAN] nó [constant CTYPE_TRANSFORM].

en: Represents the size of the [enum Condition] enum.
ga: Léiríonn sé méid an [Choinníoll enum] enum.

en: A base type for the constants within the visual shader graph.
ga: Bunchineál do na tairisigh laistigh den ghraf scáthaitheoir amhairc.

en: This is an abstract class. See the derived types for descriptions of the possible values.
ga: Is rang teibí é seo. Féach ar na cineálacha díorthaithe le haghaidh cur síos ar na luachanna féideartha.

en: A [Cubemap] sampling node to be used within the visual shader graph.
ga: Nód samplála [mapa ciúb] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
ga: Aistrithe go [code]uigeacht(cubemap, vec3)[/code] sa teanga scáthláin. Filleann veicteoir datha agus cainéal alfa mar scálach.

en: The [Cubemap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
ga: An uigeacht [Cubemap] le sampla a dhéanamh agus [SOURCE_TEXTURE seasmhach] á úsáid mar [ballfhoinse].

en: Defines which source should be used for the sampling. See [enum Source] for options.
ga: Sainmhíníonn sé cén fhoinse ba cheart a úsáid don shampláil. Féach [enum Source] le haghaidh roghanna.

en: Defines the type of data provided by the source texture. See [enum TextureType] for options.
ga: Sainmhíníonn sé an cineál sonraí a sholáthraíonn uigeacht na foinse. Féach [enum TextureType] le haghaidh roghanna.

en: Use the [Cubemap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
ga: Úsáid an tacar [Cubemap] trí [member cube_map]. Má tá sé seo socraithe go [ballfhoinse], déantar neamhaird den phort [code]samplerCube[/code].

en: Use the [Cubemap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
ga: Úsáid an tagairt samplóra [Cubemap] a chuirtear tríd an gcalafort [code]samplerCube[/code]. Má shocraítear é seo go [ball fhoinse], déantar neamhaird den uigeacht [member cube_map].

en: Represents the size of the [enum Source] enum.
ga: Léiríonn sé méid an [enum Source] enum.

en: No hints are added to the uniform declaration.
ga: Ní chuirtear aon leideanna leis an dearbhú aonfhoirmeach.

en: Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
ga: Cuirtear [code]source_color[/code] leis mar leid leis an dearbhú aonfhoirmeach maidir le sRGB cuí le tiontú líneach.

en: Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
ga: Cuirtear [code]hint_normal[/code] leis mar leid leis an dearbhú aonfhoirmeach, a athraíonn an uigeacht go hinmheánach lena húsáid mar is ceart mar ghnáthléarscáil.

en: A [Cubemap] parameter node to be used within the visual shader graph.
ga: Nód paraiméadar [mapa ciúb] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubemap].
ga: Aistrithe go [code]aonfhoirmeach samplerCube[/code] sa teanga scáthláin. Is féidir an luach aschuir a úsáid mar phort le haghaidh [VisualShaderNodeCubemap].

en: Performs a [CurveTexture] lookup within the visual shader graph.
ga: Déanann sé cuardach [CurveTexture] laistigh den ghraf scáthaitheoir amhairc.

en: Comes with a built-in editor for texture's curves.
ga: Tagann sé le eagarthóir ionsuite le haghaidh cuair uigeachta.

en: The source texture.
ga: An uigeacht foinse.

en: Performs a [CurveXYZTexture] lookup within the visual shader graph.
ga: Déanann sé cuardach [CurveXYZTexture] laistigh den ghraf scáthaitheoir amhairc.

en: Virtual class to define custom [VisualShaderNode]s for use in the Visual Shader Editor.
ga: Rang fíorúil chun saincheaptha [VisualShaderNode]s a shainiú le húsáid san Eagarthóir Shader Amhairc.

en: By inheriting this class you can create a custom [VisualShader] script addon which will be automatically added to the Visual Shader Editor. The [VisualShaderNode]'s behavior is defined by overriding the provided virtual methods.
    In order for the node to be registered as an editor addon, you must use the [code]@tool[/code] annotation and provide a [code]class_name[/code] for your custom script. For example:
    [codeblock]
    @tool
    extends VisualShaderNodeCustom
    class_name VisualShaderNodeNoise
    [/codeblock]
ga: Trí an aicme seo a fháil le hoidhreacht is féidir leat breiseán script saincheaptha [VisualShader] a chruthú a chuirfear go huathoibríoch leis an Visual Shader Editor. Sainmhínítear iompar an [VisualShaderNode] trí na modhanna fíorúla a chuirtear ar fáil a shárú.
    Chun an nód a chlárú mar addon eagarthóir, ní mór duit an nóta [code]@tool[/code] a úsáid agus [code]class_name[/code] a sholáthar le do script shaincheaptha. Mar shampla:
    [codeblock]
    @uirlis
    leathnaíonn VisualShaderNodeCustom
    class_name VisualShaderNodeNoise
    [/codeblock]

en: Visual Shader plugins
ga: Breiseáin Visual Shader

en: Override this method to define the path to the associated custom node in the Visual Shader Editor's members dialog. The path may look like [code]"MyGame/MyFunctions/Noise"[/code].
    Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Addons" category.
ga: Sáraigh an modh seo chun an cosán chuig an nód saincheaptha gaolmhar a shainiú i dialóg bhaill an Eagarthóir Shader Amhairc. Seans go mbeidh cuma ar an gcosán mar [code]"MyGame/MyFunctions/Noise"[/code].
    Tá sé [b]roghnach[/b] an modh seo a shainiú. Mura ndéantar é a shárú, déanfar an nód a chomhdú faoin gcatagóir "Addons".

en: Override this method to define the actual shader code of the associated custom node. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
    The [param input_vars] and [param output_vars] arrays contain the string names of the various input and output variables, as defined by [code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in this class.
    The output ports can be assigned values in the shader code. For example, [code]return output_vars[0] + " = " + input_vars[0] + ";"[/code].
    You can customize the generated code based on the shader [param mode] (see [enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).
    Defining this method is [b]required[/b].
ga: Sáraigh an modh seo chun an cód scáthaithe iarbhír den nód saincheaptha gaolmhar a shainiú. Ba cheart an cód scáthaithe a chur ar ais mar theaghrán, ar féidir le línte iolracha a bheith ann (is féidir an tógáil teaghrán illíne [code] ""[/code] a úsáid mar áis).
    Sna heagair [param input_vars] agus [param output_vars] tá ainmneacha teaghrán na n-athróg ionchuir agus aschuir éagsúla, mar atá sainmhínithe ag [code] _get_input_*[/code] agus [code]_get_output_*[/code] modhanna fíorúla sa rang seo .
    Is féidir luachanna a shannadh do na calafoirt aschuir sa chód scáthaithe. Mar shampla, [code] return output_vars[0] + " = " + input_vars[0] + ";"[/code].
    Is féidir leat an cód ginte a shaincheapadh bunaithe ar an shader [param method] (féach [enum Shader.Mode]) agus / nó [cineál param] (féach [enum VisualShader.Type]).
    [b]riachtanach[/b] an modh seo a shainiú.

en: Override this method to define the input port which should be connected by default when this node is created as a result of dragging a connection from an existing node to the empty space on the graph.
    Defining this method is [b]optional[/b]. If not overridden, the connection will be created to the first valid port.
ga: Sáraigh an modh seo chun an port ionchuir a shainiú ba cheart a nascadh de réir réamhshocraithe nuair a chruthaítear an nód seo mar thoradh ar nasc a tharraingt ó nód atá ann cheana féin go dtí an spás folamh ar an ngraf.
    Tá sé [b]roghnach[/b] an modh seo a shainiú. Mura ndéantar é a shárú, cruthófar an nasc leis an gcéad phort bailí.

en: Override this method to define the description of the associated custom node in the Visual Shader Editor's members dialog.
    Defining this method is [b]optional[/b].
ga: Sáraigh an modh seo chun an cur síos ar an nód saincheaptha gaolmhar a shainiú i dialóg chomhaltaí an Eagarthóra Visual Shader.
    Tá sé [b]roghnach[/b] an modh seo a shainiú.

en: Override this method to add a shader code to the beginning of each shader function (once). The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
    If there are multiple custom nodes of different types which use this feature the order of each insertion is undefined.
    You can customize the generated code based on the shader [param mode] (see [enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).
    Defining this method is [b]optional[/b].
ga: Sáraigh an modh seo chun cód shader a chur le tús gach feidhm scáthaithe (uair amháin). Ba cheart an cód scáthaithe a chur ar ais mar theaghrán, ar féidir le línte iolracha a bheith ann (is féidir an tógáil teaghrán illíne [code] ""[/code] a úsáid mar áis).
    Má tá ilnóid shaincheaptha de chineálacha éagsúla ann a úsáideann an ghné seo níl ord gach cuir isteach sainithe.
    Is féidir leat an cód ginte a shaincheapadh bunaithe ar an shader [param method] (féach [enum Shader.Mode]) agus / nó [cineál param] (féach [enum VisualShader.Type]).
    Tá sé [b]roghnach[/b] an modh seo a shainiú.

en: Override this method to add shader code on top of the global shader, to define your own standard library of reusable methods, varyings, constants, uniforms, etc. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
    Be careful with this functionality as it can cause name conflicts with other custom nodes, so be sure to give the defined entities unique names.
    You can customize the generated code based on the shader [param mode] (see [enum Shader.Mode]).
    Defining this method is [b]optional[/b].
ga: Sáraigh an modh seo chun cód scáthaithe a chur leis ar bharr an scáthlántóra dhomhanda, chun do leabharlann chaighdeánach féin a shainiú de mhodhanna ath-inúsáidte, athruithe, tairisigh, éidí, etc. [code] "" ""[/code] is féidir tógáil teaghrán illíne a úsáid mar áis).
    Bí cúramach leis an bhfeidhmiúlacht seo mar is féidir leis coinbhleachtaí ainmneacha a chruthú le nóid shaincheaptha eile, mar sin bí cinnte ainmneacha uathúla a thabhairt do na haonáin shainithe.
    Is féidir leat an cód ginte a shaincheapadh bunaithe ar an shader [param method] (féach [enum Shader.Mode]).
    Tá sé [b]roghnach[/b] an modh seo a shainiú.

en: Override this method to define the number of input ports of the associated custom node.
    Defining this method is [b]required[/b]. If not overridden, the node has no input ports.
ga: Sáraigh an modh seo chun líon na gcalafort ionchuir den nód saincheaptha gaolmhar a shainiú.
    [b]riachtanach[/b] an modh seo a shainiú. Mura ndéantar é a shárú, níl aon phoirt ionchuir ag an nód.

en: Override this method to define the default value for the specified input port. Prefer use this over [method VisualShaderNode.set_input_port_default_value].
    Defining this method is [b]required[/b]. If not overridden, the node has no default values for their input ports.
ga: Sáraigh an modh seo chun an luach réamhshocraithe don phort ionchuir sonraithe a shainiú. Is fearr é seo a úsáid thar [method VisualShaderNode.set_input_port_default_value].
    [b]riachtanach[/b] an modh seo a shainiú. Mura sáraítear é, níl aon luachanna réamhshocraithe ag an nód dá gcuid poirt ionchuir.

en: Override this method to define the names of input ports of the associated custom node. The names are used both for the input slots in the editor and as identifiers in the shader code, and are passed in the [code]input_vars[/code] array in [method _get_code].
    Defining this method is [b]optional[/b], but recommended. If not overridden, input ports are named as [code]"in" + str(port)[/code].
ga: Sáraigh an modh seo chun ainmneacha na gcalafort ionchuir den nód saincheaptha gaolmhar a shainiú. Úsáidtear na hainmneacha do na sliotáin ionchuir san eagarthóir agus mar aitheantóirí sa chód scáthaithe, agus cuirtear ar aghaidh iad san eagar [code]input_vars[/code] sa [method _get_code].
    Tá sé [b]roghnach[/b] an modh seo a shainiú, ach moltar é. Mura ndéantar iad a shárú, ainmnítear poirt ionchuir mar [code]"i" + str(port)[/code].

en: Override this method to define the returned type of each input port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types).
    Defining this method is [b]optional[/b], but recommended. If not overridden, input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.
ga: Sáraigh an modh seo chun an cineál aischurtha de gach calafort ionchuir den nód saincheaptha gaolmhar a shainiú (féach [enum VisualShaderNode.PortType] le haghaidh cineálacha féideartha).
    Tá sé [b]roghnach[/b] an modh seo a shainiú, ach moltar é. Mura sáraítear iad, seolfaidh poirt ionchuir an cineál [Constant VisualShaderNode.PORT_TYPE_SCALAR] ar ais.

en: Override this method to define the name of the associated custom node in the Visual Shader Editor's members dialog and graph.
    Defining this method is [b]optional[/b], but recommended. If not overridden, the node will be named as "Unnamed".
ga: Sáraigh an modh seo chun ainm an nód saincheaptha gaolmhar a shainiú i dialóg agus graf baill an Eagarthóir Shader Amhairc.
    Tá sé [b]roghnach[/b] an modh seo a shainiú, ach moltar é. Mura ndéantar é a shárú, ainmneofar an nód mar "Gan Ainm".

en: Override this method to define the number of output ports of the associated custom node.
    Defining this method is [b]required[/b]. If not overridden, the node has no output ports.
ga: Sáraigh an modh seo chun líon na gcalafort aschuir den nód saincheaptha gaolmhar a shainiú.
    [b]riachtanach[/b] an modh seo a shainiú. Mura ndéantar é a shárú, níl aon phoirt aschuir ag an nód.

en: Override this method to define the names of output ports of the associated custom node. The names are used both for the output slots in the editor and as identifiers in the shader code, and are passed in the [code]output_vars[/code] array in [method _get_code].
    Defining this method is [b]optional[/b], but recommended. If not overridden, output ports are named as [code]"out" + str(port)[/code].
ga: Sáraigh an modh seo chun ainmneacha na gcalafort aschuir den nód saincheaptha gaolmhar a shainiú. Úsáidtear na hainmneacha do na sliotáin aschuir san eagarthóir agus mar aitheantóirí sa chód scáthaithe, agus cuirtear ar aghaidh iad san eagar [code]output_vars[/code] sa [method _get_code].
    Tá sé [b]roghnach[/b] an modh seo a shainiú, ach moltar é. Mura ndéantar iad a shárú, ainmnítear poirt aschuir mar [code]"amach" + str(port)[/code].

en: Override this method to define the returned type of each output port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types).
    Defining this method is [b]optional[/b], but recommended. If not overridden, output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.
ga: Sáraigh an modh seo chun an cineál ar ais de gach calafort aschuir den nód saincheaptha gaolmhar a shainiú (féach [enum VisualShaderNode.PortType] le haghaidh cineálacha féideartha).
    Tá sé [b]roghnach[/b] an modh seo a shainiú, ach moltar é. Mura ndéantar é a shárú, cuirfidh calafoirt aschuir an cineál [Constant VisualShaderNode.PORT_TYPE_SCALAR] ar ais.

en: Override this method to define the number of the properties.
    Defining this method is [b]optional[/b].
ga: Sáraigh an modh seo chun líon na n-airíonna a shainiú.
    Tá sé [b]roghnach[/b] an modh seo a shainiú.

en: Override this method to define the default index of the property of the associated custom node.
    Defining this method is [b]optional[/b].
ga: Sáraigh an modh seo chun innéacs réamhshocraithe mhaoin an nód shaincheaptha ghaolmhair a shainiú.
    Tá sé [b]roghnach[/b] an modh seo a shainiú.

en: Override this method to define the names of the property of the associated custom node.
    Defining this method is [b]optional[/b].
ga: Sáraigh an modh seo chun ainmneacha maoine an nód saincheaptha gaolmhar a shainiú.
    Tá sé [b]roghnach[/b] an modh seo a shainiú.

en: Override this method to define the options inside the drop-down list property of the associated custom node.
    Defining this method is [b]optional[/b].
ga: Sáraigh an modh seo chun na roghanna a shainiú laistigh den airí liosta anuas den nód saincheaptha gaolmhar.
    Tá sé [b]roghnach[/b] an modh seo a shainiú.

en: Override this method to define the return icon of the associated custom node in the Visual Shader Editor's members dialog.
    Defining this method is [b]optional[/b]. If not overridden, no return icon is shown.
ga: Sáraigh an modh seo chun an deilbhín fillte den nód saincheaptha gaolmhar a shainiú i dialóg bhaill an Eagarthóra Visual Shader.
    Tá sé [b]roghnach[/b] an modh seo a shainiú. Mura ndéantar é a shárú, ní thaispeántar deilbhín fillte.

en: Override this method to prevent the node to be visible in the member dialog for the certain [param mode] (see [enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).
    Defining this method is [b]optional[/b]. If not overridden, it's [code]true[/code].
ga: Sáraigh an modh seo chun an nód a chosc a bheith le feiceáil sa dialóg ball don [param method] áirithe (féach [enum Shader.Mode]) agus / nó [cineál param] (féach [enum VisualShader.Type]).
    Tá sé [b]roghnach[/b] an modh seo a shainiú. Mura ndéantar é a shárú, is [code]true[/code] é.

en: Override this method to enable high-end mark in the Visual Shader Editor's members dialog.
    Defining this method is [b]optional[/b]. If not overridden, it's [code]false[/code].
ga: Sáraigh an modh seo chun marc ardleibhéil a chumasú i dialóg chomhaltaí an Eagarthóra Visual Shader.
    Tá sé [b]roghnach[/b] an modh seo a shainiú. Mura ndéantar é a shárú, is [code]bréagach[/code] é.

en: Returns the selected index of the drop-down list option within a graph. You may use this function to define the specific behavior in the [method _get_code] or [method _get_global_code].
ga: Filleann sé an t-innéacs roghnaithe den rogha liosta anuas laistigh de ghraf. Is féidir leat an fheidhm seo a úsáid chun an t-iompar sonrach a shainiú sa [method _get_code] nó [method _get_global_code].

en: Calculates a derivative within the visual shader graph.
ga: Ríomhann sé díorthach laistigh den ghraf scáthaitheoir amhairc.

en: This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
ga: Níl an nód seo ar fáil ach amháin i [code]Broinn[/code] agus [code]Soilse[/code] scáthaitheoirí amhairc.

en: A derivative function type. See [enum Function] for options.
ga: Cineál feidhm díorthach. Féach [enum Function] le haghaidh roghanna.

en: A type of operands and returned value. See [enum OpType] for options.
ga: Cineál oibriúcháin agus luach ar ais. Féach [enum OptType] le haghaidh roghanna.

en: Sum of absolute derivative in [code]x[/code] and [code]y[/code].
ga: Suim an díorthach absalóideach i [code]x[/code] agus [code]y[/code].

en: Derivative in [code]x[/code] using local differencing.
ga: Díorthach i [code]x[/code] ag baint úsáide as difreáil áitiúil.

en: Derivative in [code]y[/code] using local differencing.
ga: Díorthach i [code]y[/code] ag baint úsáide as difreáil áitiúil.

en: No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders.
ga: Ní shonraítear cruinneas ar bith, tá cead ag an tiománaí GPU cibé leibhéal cruinnis a roghnaíonn sé a úsáid. Is é seo an rogha réamhshocraithe agus tá sé comhionann le húsáid [code]dFdx()[/code] nó [code]dFdy()[/code] i scáthaitheoirí téacs.

en: The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders.
ga: Déanfar an díorthach a ríomh trí úsáid a bhaint as comharsana an bhlúire reatha (ní fhéadfaidh an blúire reatha a áireamh). Is gnách go mbíonn sé seo níos tapúla ná úsáid a bhaint as [PreCISION_FINE seasmhach], ach b’fhéidir nach mbeidh sé oiriúnach nuair a bhíonn gá le níos mó beachtas. Tá sé seo comhionann le [code]dFdxCoarse()[/code] nó [code]dFdyCoarse()[/code] a úsáid i scáthaitheoirí téacs.

en: The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders.
ga: Ríomhfar an díorthach trí úsáid a bhaint as an blúire reatha agus as na comharsanachtaí atá gar di. Is gnách go mbíonn sé seo níos moille ná úsáid a bhaint as [preCISION_COARSE leanúnach], ach d’fhéadfadh go mbeadh gá leis nuair a bhíonn gá le níos cruinne. Tá sé seo comhionann le [code]dFdxFine()[/code] nó [code]dFdyFine()[/code] a úsáid i scáthaitheoirí téacs.

en: Represents the size of the [enum Precision] enum.
ga: Léiríonn sé méid an [enum beachtais] enum.

en: Calculates the determinant of a [Transform3D] within the visual shader graph.
ga: Ríomhtar an cinntitheach de [Transform3D] laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]determinant(x)[/code] in the shader language.
ga: Aistrítear go [code]chinntitheach(x)[/code] sa teanga scáthláin.

en: A visual shader node representing distance fade effect.
ga: Nód scáthaithe amhairc a léiríonn éifeacht fadaithe.

en: The distance fade effect fades out each pixel based on its distance to another object.
ga: Maireann an éifeacht fadaithe fad amach gach picteilín bunaithe ar a fhad go réad eile.

en: Calculates a dot product of two vectors within the visual shader graph.
ga: Ríomhann sé táirge poncanna de dhá veicteoir laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]dot(a, b)[/code] in the shader language.
ga: Aistrítear go [code]ponc(a, b)[/code] sa teanga scáthláin.

en: A custom visual shader graph expression written in Godot Shading Language.
ga: A slonn graf saincheaptha amhairc shader scríofa i Godot Shading Language.

en: Custom Godot Shading Language expression, with a custom number of input and output ports.
    The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
ga: Saincheap Godot Scáthlíniú Teanga slonn, le líon saincheaptha de na calafoirt ionchuir agus aschuir.
    Déantar an cód a sholáthraítear a instealladh go díreach isteach i bhfeidhm scáthaithe meaitseála an ghraif ([code] rinn[/code], [code]bhrín[/code], nó [code]solas[/code]), mar sin ní féidir é a úsáid chun feidhmeanna a dhearbhú , éagsúlachtaí, éidí, nó tairisigh dhomhanda. Féach [VisualShaderNodeGlobalExpression] le haghaidh sainmhínithe domhanda dá leithéid.

en: An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
ga: Slonn i dTeanga Scáthlúcháin Godot, a instealladh ag tús fheidhm scáthaithe meaitseála an ghraif ([code] rinn[/code], [code]ilroinn[/code], nó [code]solas[/code]), agus mar sin ní féidir é a úsáid chun feidhmeanna, athruithe, éide nó tairisigh dhomhanda a dhearbhú.

en: Returns the vector that points in the same direction as a reference vector within the visual shader graph.
ga: Filleann sé an veicteoir a dhíríonn sa treo céanna le veicteoir tagartha laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/code] is returned.
ga: Aistrítear go [code]aghaidh ar aghaidh(N, I, Nref)[/code] sa teanga scáthláin. Tá trí pharaiméadair veicteoireach ag an bhfeidhm: [code]N[/code], an veicteoir go treo, [code]I[/code], an veicteoir teagmhais, agus [code]Nref[/code], an veicteoir tagartha. Má tá an táirge ponc de [code]I[/code] agus [code]Nref[/code] níos lú ná nialas is é an luach tuairisceáin ná [code]N[/code]. Seachas sin, cuirtear [code]-N[/code] ar ais.

en: A scalar floating-point constant to be used within the visual shader graph.
ga: Tairiseach snámhphointe scálach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code skip-lint]float[/code] in the shader language.
ga: Aistrithe go [code skip-lint]float[/code] sa teanga scáthláin.

en: A floating-point constant which represents a state of this node.
ga: Tairiseach snámhphointe a sheasann do staid an nód seo.

en: A scalar floating-point function to be used within the visual shader graph.
ga: Feidhm scálach snámhphointe le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Accept a floating-point scalar ([code]x[/code]) to the input port and transform it according to [member function].
ga: Glac le scálach snámhphointe ([code]x[/code]) chuig an gcalafort ionchuir agus athraigh de réir [feidhm na mball] é.

en: A function to be applied to the scalar. See [enum Function] for options.
ga: Feidhm le cur i bhfeidhm ar an scálach. Féach [enum Function] le haghaidh roghanna.

en: Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the Godot Shader Language.
ga: Filleann sín an pharaiméadar. Aistrítear go [code]sin(x)[/code] i dTeanga Godot Shader.

en: Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the Godot Shader Language.
ga: Filleann cosine an pharaiméadar. Aistrítear go [code]cos(x)[/code] i dTeanga Godot Shader.

en: Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in the Godot Shader Language.
ga: Filleann tadhlaí an pharaiméadar. Aistrítear go [code]tan(x)[/code] i dTeanga Godot Shader.

en: Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in the Godot Shader Language.
ga: Filleann stua-sín an pharaiméadar. Aistrítear go [code]asin(x)[/code] i dTeanga Godot Shader.

en: Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] in the Godot Shader Language.
ga: Filleann stua-cóisín an pharaiméadar. Aistrítear go [code]acos(x)[/code] i dTeanga Godot Shader.

en: Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] in the Godot Shader Language.
ga: Filleann stua-tadhlaí an pharaiméadar. Aistrítear go [code]atan(x)[/code] i dTeanga Godot Shader.

en: Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/code] in the Godot Shader Language.
ga: Filleann sé sin hipearbóileach an pharaiméadar. Aistrítear go [code]sinh(x)[/code] i dTeanga Godot Shader.

en: Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/code] in the Godot Shader Language.
ga: Filleann sé comhshíneas hipearbóileach an pharaiméadar. Aistrítear go [code]cosh(x)[/code] i dTeanga Godot Shader.

en: Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/code] in the Godot Shader Language.
ga: Filleann tadhlaí hipearbóileach an pharaiméadar. Aistrítear go [code]tanh(x)[/code] i dTeanga Godot Shader.

en: Returns the natural logarithm of the parameter. Translates to [code]log(x)[/code] in the Godot Shader Language.
ga: Filleann sé logarithm nádúrtha an pharaiméadar. Aistrítear go [code]log(x)[/code] i dTeanga Godot Shader.

en: Returns the natural exponentiation of the parameter. Translates to [code]exp(x)[/code] in the Godot Shader Language.
ga: Filleann sé easpónantú nádúrtha an pharaiméadar. Aistrítear go [code]exp(x)[/code] i dTeanga Godot Shader.

en: Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] in the Godot Shader Language.
ga: Filleann fréamh chearnach an pharaiméadar. Aistrítear go [code]sqrt(x)[/code] i dTeanga Godot Shader.

en: Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the Godot Shader Language.
ga: Filleann sé luach absalóideach an pharaiméadar. Aistrítear go [code]abs(x)[/code] i dTeanga Godot Shader.

en: Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the Godot Shader Language.
ga: Sliocht comhartha an pharaiméadar. Aistrítear go [code]comhartha(x)[/code] i dTeanga Godot Shader.

en: Finds the nearest integer less than or equal to the parameter. Translates to [code]floor(x)[/code] in the Godot Shader Language.
ga: Faightear an tslánuimhir is gaire níos lú ná nó cothrom leis an bparaiméadar. Aistrítear go [code]urlár(x)[/code] i dTeanga Godot Shader.

en: Finds the nearest integer to the parameter. Translates to [code]round(x)[/code] in the Godot Shader Language.
ga: Faightear an tslánuimhir is gaire don pharaiméadar. Aistrítear go [code]bhabhta(x)[/code] i dTeanga Godot Shader.

en: Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the Godot Shader Language.
ga: Faightear an tslánuimhir is gaire atá níos mó ná nó cothrom leis an bparaiméadar. Aistrítear go [code]ceil(x)[/code] i dTeanga Godot Shader.

en: Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the Godot Shader Language.
ga: Ríomhann sé an chuid codánach den argóint. Aistrítear go [code]fract(x)[/code] i dTeanga Godot Shader.

en: Clamps the value between [code]0.0[/code] and [code]1.0[/code] using [code]min(max(x, 0.0), 1.0)[/code].
ga: Clampann sé an luach idir [code]0.0[/code] agus [code]1.0[/code] ag baint úsáide as [code]min(uas(x, 0.0), 1.0)[/code].

en: Negates the [code]x[/code] using [code]-(x)[/code].
ga: Diúltaíonn sé an [code]x[/code] ag baint úsáide as [code]-(x)[/code].

en: Returns the arc-hyperbolic-cosine of the parameter. Translates to [code]acosh(x)[/code] in the Godot Shader Language.
ga: Filleann stua-hiperbolic-cóisín an pharaiméadar. Aistrítear go [code]acosh(x)[/code] i dTeanga Godot Shader.

en: Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)[/code] in the Godot Shader Language.
ga: Filleann stua-hiperbolic-sín an pharaiméadar. Aistrítear go [code]asinh(x)[/code] i dTeanga Godot Shader.

en: Returns the arc-hyperbolic-tangent of the parameter. Translates to [code]atanh(x)[/code] in the Godot Shader Language.
ga: Filleann stua-hiperbolic-tadhlaí an pharaiméadar. Aistrítear go [code]atanh(x)[/code] i dTeanga Godot Shader.

en: Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/code] in the Godot Shader Language.
ga: Tiontaigh cainníocht i raidian go céimeanna. Aistrítear go [code]céimeanna(x)[/code] i dTeanga Godot Shader.

en: Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/code] in the Godot Shader Language.
ga: Tuairisceáin 2 a ardaíodh ag cumhacht an pharaiméadar. Aistrítear go [code]exp2(x)[/code] i dTeanga Godot Shader.

en: Returns the inverse of the square root of the parameter. Translates to [code]inversesqrt(x)[/code] in the Godot Shader Language.
ga: Filleann sé inbhéartach fhréamh chearnach an pharaiméadar. Aistrítear go [code]inversesqrt(x)[/code] i dTeanga Godot Shader.

en: Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/code] in the Godot Shader Language.
ga: Filltear bonn 2 logarithm an pharaiméadar. Aistrítear go [code]log2(x)[/code] i dTeanga Godot Shader.

en: Convert a quantity in degrees to radians. Translates to [code]radians(x)[/code] in the Godot Shader Language.
ga: Tiontaigh cainníocht ina céimeanna go raidian. Aistrítear go [code]radians(x)[/code] i dTeanga Godot Shader.

en: Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/code]).
ga: Faightear luach cómhalartach 1 a roinnt ar [code]x[/code] (i.e. [code]1 / x[/code]).

en: Finds the nearest even integer to the parameter. Translates to [code]roundEven(x)[/code] in the Godot Shader Language.
ga: Faigheann sé an tslánuimhir chothrom is gaire don pharaiméadar. Aistrítear go [code]roundEven(x)[/code] i dTeanga Godot Shader.

en: Returns a value equal to the nearest integer to [code]x[/code] whose absolute value is not larger than the absolute value of [code]x[/code]. Translates to [code]trunc(x)[/code] in the Godot Shader Language.
ga: Filleann sé luach atá comhionann leis an slánuimhir is gaire do [code]x[/code] nach bhfuil a luach absalóideach níos mó ná an luach absalóideach ar [code]x[/code]. Aistrítear go [code]trunc(x)[/code] i dTeanga Godot Shader.

en: Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code]).
ga: Dealaigh scálach [code]x[/code] ó 1 (i.e. [code]1 - x[/code]).

en: A floating-point scalar operator to be used within the visual shader graph.
ga: Oibreoir scálach snámhphointe le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Applies [member operator] to two floating-point inputs: [code]a[/code] and [code]b[/code].
ga: Cuirtear [ball-oibreoir] i bhfeidhm ar dhá ionchur snámhphointe: [code]a[/code] agus [code]b[/code].

en: Sums two numbers using [code]a + b[/code].
ga: Suimíonn dhá uimhir ag baint úsáide as [code]a + b[/code].

en: Subtracts two numbers using [code]a - b[/code].
ga: Dealaigh dhá uimhir ag baint úsáide as [code]a - b[/code].

en: Multiplies two numbers using [code]a * b[/code].
ga: Iolraíonn sé dhá uimhir ag baint úsáide as [code]a * b[/code].

en: Divides two numbers using [code]a / b[/code].
ga: Roinn dhá uimhir ag baint úsáide as [code]a / b[/code].

en: Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] in the Godot Shader Language.
ga: Ríomhtar an chuid eile de dhá uimhir. Aistrítear go [code]mod(a, b)[/code] i dTeanga Godot Shader.

en: Raises the [code]a[/code] to the power of [code]b[/code]. Translates to [code]pow(a, b)[/code] in the Godot Shader Language.
ga: Ardaíonn sé an [code]a[/code] go cumhacht [code]b[/code]. Aistrítear go [code]pow(a, b)[/code] i dTeanga Godot Shader.

en: Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language.
ga: Filleann an ceann is mó de dhá uimhir. Aistrítear go [code]max(a, b)[/code] i dTeanga Godot Shader.

en: Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in the Godot Shader Language.
ga: Filleann an ceann is lú de dhá uimhir. Aistrítear go [code]nóim(a, b)[/code] i dTeanga Godot Shader.

en: Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/code] in the Godot Shader Language.
ga: Filleann stua-tadhlaí na bparaiméadar. Aistrítear go [code]atan(a, b)[/code] i dTeanga Godot Shader.

en: Generates a step function by comparing [code]b[/code](x) to [code]a[/code](edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader Language.
ga: Gineann céimfheidhm trí [code]b[/code](x) a chur i gcomparáid le [code]a[/code](imeall). Filleann sé 0.0 má tá [code]x[/code] níos lú ná [code]imeall[/code] agus ar bhealach eile 1.0. Aistrítear go [code]céim(a, b)[/code] i dTeanga Godot Shader.

en: A scalar float parameter to be used within the visual shader graph.
ga: Paraiméadar scálach snámhphointe le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform float[/code] in the shader language.
ga: Aistrithe go [code]snámhán aonfhoirmeach[/code] sa teanga scáthláin.

en: A hint applied to the uniform, which controls the values it can take when set through the Inspector.
ga: Leid a chuirtear ar an éide, a rialaíonn na luachanna is féidir leis a ghlacadh nuair a shocraítear é tríd an gCigire.

en: Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
ga: Íosluach le haghaidh leideanna raoin. Úsáidtear é má tá [leid ball] socraithe go [HINT_RANGE leanúnach] nó [HINT_RANGE_STEP].

en: Maximum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
ga: Luach uasta le haghaidh leideanna raon. Úsáidtear é má tá [leid ball] socraithe go [HINT_RANGE leanúnach] nó [HINT_RANGE_STEP].

en: Step (increment) value for the range hint with step. Used if [member hint] is set to [constant HINT_RANGE_STEP].
ga: Luach céime (incrimint) don raon leid le céim. Úsáidtear é má tá [leid ball] socraithe go [HINT_RANGE_STEP].

en: No hint used.
ga: Ní úsáidtear leid.

en: A range hint for scalar value, which limits possible input values between [member min] and [member max]. Translated to [code]hint_range(min, max)[/code] in shader code.
ga: Leid raoin maidir le luach scálach, a chuireann srian ar luachanna ionchuir féideartha idir [ball nóim] agus [comhaltaí uasta]. Aistrithe go [code]hint_range(min, max)[/code] i gcód scáthaithe.

en: A range hint for scalar value with step, which limits possible input values between [member min] and [member max], with a step (increment) of [member step]). Translated to [code]hint_range(min, max, step)[/code] in shader code.
ga: Leid raoin maidir le luach scálach le céim, a chuireann teorainn le luachanna ionchuir féideartha idir [ball min] agus [comhalta max], le céim (incrimint) de [ballchéim]). Aistrithe go [code]hint_range(min, max, step)[/code] i gcód scáthaithe.

en: Represents the size of the [enum Hint] enum.
ga: Léiríonn sé méid an [enum Hint] enum.

en: A frame other visual shader nodes can be attached to for better organization.
ga: Is féidir le fráma nóid scáthaithe amhairc eile a cheangal le haghaidh eagrú níos fearr.

en: A rectangular frame that can be used to group visual shader nodes together to improve organization.
    Nodes attached to the frame will move with it when it is dragged and it can automatically resize to enclose all attached nodes.
    Its title, description and color can be customized.
ga: Fráma dronuilleogach is féidir a úsáid chun nóid scáthaithe amhairc a ghrúpáil le chéile chun eagrúchán a fheabhsú.
    Gluaisfidh nóid a ghabhann leis an bhfráma leis nuair a tharraingítear é agus is féidir é a athrú go huathoibríoch chun na nóid go léir a chur faoi iamh.
    Is féidir a theideal, a thuairisc agus a dath a shaincheapadh.

en: Adds a node to the list of nodes attached to the frame. Should not be called directly, use the [method VisualShader.attach_node_to_frame] method instead.
ga: Cuireann sé nód leis an liosta nóid atá ceangailte leis an bhfráma. Níor cheart é a ghlaoch go díreach, bain úsáid as an modh [Modh VisualShader.attach_node_to_frame] ina ionad sin.

en: Removes a node from the list of nodes attached to the frame. Should not be called directly, use the [method VisualShader.detach_node_from_frame] method instead.
ga: Baineann sé nód as liosta na nóid atá ceangailte leis an bhfráma. Níor cheart é a ghlaoch go díreach, bain úsáid as an [method VisualShader.detach_node_from_frame] ina ionad sin.

en: The list of nodes attached to the frame.
ga: An liosta de na nóid atá ceangailte leis an bhfráma.

en: If [code]true[/code], the frame will automatically resize to enclose all attached nodes.
ga: Más rud é [code]true[/code], athrófar méid an fhráma go huathoibríoch chun na nóid atá ceangailte a chur faoi iamh.

en: If [code]true[/code], the frame will be tinted with the color specified in [member tint_color].
ga: Más [code]true[/code], cuirfear dath ar an bhfráma leis an dath atá sonraithe in [member tint_color].

en: The title of the node.
ga: Teideal an nód.

en: A Fresnel effect to be used within the visual shader graph.
ga: Éifeacht Fresnel le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it).
ga: Filleann sé an titim bunaithe ar an táirge ponc den ghnáthdhromchla agus treo amharc an cheamara (cuir isteach na hionchuir a bhaineann leis).

en: A custom global visual shader graph expression written in Godot Shading Language.
ga: A slonn graf saincheaptha domhanda shader amhairc scríofa i Godot Shading Language....

en: Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants.
ga: Saincheap Godot Shader slonn teanga, a chuirtear ar bharr an shader ginte. Is féidir leat sainmhínithe feidhmeanna éagsúla a chur taobh istigh le glaoch orthu níos déanaí in [VisualShaderNodeExpression]s (a chuirtear isteach sna príomhfheidhmeanna scáthaithe). Is féidir leat athruithe, éidí agus tairisigh dhomhanda a dhearbhú freisin.

en: Base class for a family of nodes with variable number of input and output ports within the visual shader graph.
ga: Bunrang do theaghlach nóid le líon athraitheach na bport ionchuir agus aschuir laistigh den ghraf scáthaitheoir amhairc.

en: Currently, has no direct usage, use the derived classes instead.
ga: Faoi láthair, níl aon úsáid dhíreach, bain úsáid as na ranganna díorthaithe ina ionad sin.

en: Adds an input port with the specified [param type] (see [enum VisualShaderNode.PortType]) and [param name].
ga: Cuireann sé port ionchuir leis an [cineál param] sonraithe (féach [enum VisualShaderNode.PortType]) agus [ainm param].

en: Adds an output port with the specified [param type] (see [enum VisualShaderNode.PortType]) and [param name].
ga: Cuireann sé port aschuir leis an [cineál param] sonraithe (féach [enum VisualShaderNode.PortType]) agus [ainm param].

en: Removes all previously specified input ports.
ga: Baintear gach calafort ionchuir a sonraíodh roimhe seo.

en: Removes all previously specified output ports.
ga: Baintear gach calafort aschuir a sonraíodh roimhe seo.

en: Returns a free input port ID which can be used in [method add_input_port].
ga: Filleann sé aitheantas poirt ionchuir in aisce ar féidir a úsáid i [method add_input_port].

en: Returns a free output port ID which can be used in [method add_output_port].
ga: Filleann sé aitheantas poirt aschuir saor in aisce ar féidir a úsáid i [method add_output_port].

en: Returns the number of input ports in use. Alternative for [method get_free_input_port_id].
ga: Filleann sé líon na bport ionchuir atá in úsáid. Rogha eile le haghaidh [method get_free_input_port_id].

en: Returns a [String] description of the input ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]).
ga: Filleann sé seo [Teaghrán] cur síos ar na poirt ionchuir mar liosta idirlon-scartha ag baint úsáide as an bhformáid [code] id, cineál, ainm;[/code] (féach [method add_input_port]).

en: Returns the number of output ports in use. Alternative for [method get_free_output_port_id].
ga: Filleann sé líon na bport aschuir atá in úsáid. Rogha eile le haghaidh [method get_free_output_port_id].

en: Returns a [String] description of the output ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]).
ga: Filleann sé seo [Teaghrán] cur síos ar na poirt aschuir mar liosta idirlon-scartha ag baint úsáide as an bhformáid [code] id, cineál, ainm;[/code] (féach [method add_output_port]).

en: Returns [code]true[/code] if the specified input port exists.
ga: Filleann sé [code]true[/code] má tá an port ionchuir sonraithe ann.

en: Returns [code]true[/code] if the specified output port exists.
ga: Filleann sé [code]true[/code] má tá an port aschuir sonraithe ann.

en: Returns [code]true[/code] if the specified port name does not override an existed port name and is valid within the shader.
ga: Filleann sé [code]true[/code] mura sáraíonn an t-ainm sonraithe poirt ainm poirt a bhí ann agus má tá sé bailí laistigh den scáthaitheoir.

en: Removes the specified input port.
ga: Baintear an port ionchuir sonraithe.

en: Removes the specified output port.
ga: Baintear an port aschuir sonraithe.

en: Renames the specified input port.
ga: Athainmnítear an port ionchuir sonraithe.

en: Sets the specified input port's type (see [enum VisualShaderNode.PortType]).
ga: Socraíonn sé cineál an phoirt ionchuir shonraithe (féach [enum VisualShaderNode.PortType]).

en: Defines all input ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_input_port]).
ga: Sainmhíníonn sé gach calafort ionchuir ag baint úsáide as [Teaghrán] formáidithe mar liosta idirlon-scartha: [code]id, cineál, ainm; [/code] (féach [method add_input_port]).

en: Renames the specified output port.
ga: Athainmnítear an port aschuir sonraithe.

en: Sets the specified output port's type (see [enum VisualShaderNode.PortType]).
ga: Socraíonn sé cineál an phoirt aschuir shonraithe (féach [enum VisualShaderNode.PortType]).

en: Defines all output ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_output_port]).
ga: Sainmhíníonn sé gach calafort aschuir ag baint úsáide as [Teaghrán] formáidithe mar liosta idirlon-scartha: [code]id, cineál, ainm; [/code] (féach [method add_output_port]).

en: Outputs a 3D vector based on the result of a floating-point comparison within the visual shader graph.
ga: Aschuir veicteoir 3D bunaithe ar thoradh comparáide snámhphointe laistigh den ghraf scáthaitheoir amhairc.

en: This visual shader node has six input ports:
    - Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/code] and [code]b[/code] that will be compared.
    - Port [b]3[/b] is the tolerance, which allows similar floating-point numbers to be considered equal.
    - Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] respectively.
ga: Tá sé phort ionchuir ag an nód scáthaithe amhairc seo:
    - Soláthraíonn Port [b]1[/b] agus [b]2[/b] an dá uimhir snámhphointe [code]a[/code] agus [code]b[/code] a ndéanfar comparáid eatarthu.
    - Is é port [b]3[/b] an lamháltas, a cheadaíonn uimhreacha comhchosúla snámhphointí a mheas cothrom.
    - Is iad calafoirt [b]4[/b], [b]5[/b], agus [b]6[/b] na haschuir fhéideartha, a sheoltar ar ais más rud é [code]a == b[/code], [code]a > b[/code], nó [code]a < b[/code] faoi seach.

en: Represents the input shader parameter within the visual shader graph.
ga: Léiríonn sé paraiméadar an scáthaithe ionchuir laistigh den ghraf scáthaitheoir amhairc.

en: Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
ga: Tugann sé rochtain ar athróga ionchuir (tógtha isteach) atá ar fáil don scáthaitheoir. Féach an tagairt scáthaithe le haghaidh liosta na n-ionsuite atá ar fáil do gach cineál scáthaithe (seiceáil an rannán [code]Teagaisc[/code] don nasc).

en: Shading reference index
ga: Innéacs tagartha scáthaithe

en: Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code].
ga: Tugann sé ar ais ainm aistrithe den tairiseach reatha sa Godot Shader Language. E.g. [code]"ALBEDO"[/code] má tá an [comhalta ionchur_ainm] comhionann le [code]"albedo"[/code].

en: One of the several input constants in lower-case style like: "vertex" ([code]VERTEX[/code]) or "point_size" ([code]POINT_SIZE[/code]).
ga: Ceann de na tairisigh ionchuir éagsúla i stíl cás íochtair amhail: “vertex” ([code]VERTEX[/code]) nó “point_size” ([code]POINT_SIZE[/code]).

en: Emitted when input is changed via [member input_name].
ga: Astaithe nuair a athraítear ionchur trí [member input_name].

en: A scalar integer constant to be used within the visual shader graph.
ga: Tairiseach slánuimhir scálach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code skip-lint]int[/code] in the shader language.
ga: Aistrithe go [code skip-lint]int[/code] sa teanga scáthláin.

en: An integer constant which represents a state of this node.
ga: Tairiseach slánuimhir a sheasann do staid an nód seo.

en: A scalar integer function to be used within the visual shader graph.
ga: Feidhm scálach slánuimhir le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Accept an integer scalar ([code]x[/code]) to the input port and transform it according to [member function].
ga: Glac le scálach slánuimhir ([code]x[/code]) chuig an bport ionchuir agus trasfhoirmigh é de réir [feidhm na mball].

en: Returns the result of bitwise [code]NOT[/code] operation on the integer. Translates to [code]~a[/code] in the Godot Shader Language.
ga: Filleann sé toradh na hoibríochta bitwise [code]NOT[/code] ar an tslánuimhir. Aistrítear go [code]~a[/code] i dTeanga Godot Shader.

en: An integer scalar operator to be used within the visual shader graph.
ga: Oibreoir scálach slánuimhir le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Applies [member operator] to two integer inputs: [code]a[/code] and [code]b[/code].
ga: Cuirtear [ball-oibreoir] i bhfeidhm ar dhá ionchur slánuimhir: [code]a[/code] agus [code]b[/code].

en: Calculates the remainder of two numbers using [code]a % b[/code].
ga: Ríomhtar an chuid eile de dhá uimhir ag úsáid [code]a % b[/code].

en: Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language.
ga: Filleann an ceann is lú de dhá uimhir. Aistrítear go [code]max(a, b)[/code] i dTeanga Godot Shader.

en: Returns the result of bitwise [code]AND[/code] operation on the integer. Translates to [code]a & b[/code] in the Godot Shader Language.
ga: Filleann sé toradh oibríocht bitwise [code]AND[/code] ar an tslánuimhir. Aistrítear go [code]a & b[/code] i dTeanga Godot Shader.

en: Returns the result of bitwise [code]OR[/code] operation for two integers. Translates to [code]a | b[/code] in the Godot Shader Language.
ga: Filleann sé toradh na hoibríochta bitwise [code] OR[/code] le haghaidh dhá shlánuimhir. Aistrítear go [code]a | b[/code] sa teanga Godot Shader.

en: Returns the result of bitwise [code]XOR[/code] operation for two integers. Translates to [code]a ^ b[/code] in the Godot Shader Language.
ga: Filleann sé toradh oibríocht bitwise [code]XOR[/code] le haghaidh dhá shlánuimhir. Aistrítear go [code]a^ b[/code] sa Teanga Godot Shader.

en: Returns the result of bitwise left shift operation on the integer. Translates to [code]a << b[/code] in the Godot Shader Language.
ga: Filleann sé an toradh ar oibriú seal beag ar chlé ar an tslánuimhir. Aistrítear go [code]a <<b[/code] sa Teanga Godot Shader.

en: Returns the result of bitwise right shift operation on the integer. Translates to [code]a >> b[/code] in the Godot Shader Language.
ga: Filleann sé an toradh ar oibriú seal beag ar chlé ar an tslánuimhir. Aistrítear go [code]a <<b[/code] sa Teanga Godot Shader.

en: A visual shader node for shader parameter (uniform) of type [int].
ga: Nód scáthaithe amhairc le haghaidh paraiméadar scáthaithe (éide) de chineál [int].

en: A [VisualShaderNodeParameter] of type [int]. Offers additional customization for range of accepted values.
ga: A [VisualShaderNodeParameter] den chineál [int]. Tairiscintí saincheaptha breise do raon luachanna glactha.

en: Default value of this parameter, which will be used if not set externally. [member default_value_enabled] must be enabled; defaults to [code]0[/code] otherwise.
ga: Luach réamhshocraithe an pharaiméadar seo, a úsáidfear mura socraítear é go seachtrach. ní mór [member default_value_enabled] a bheith cumasaithe; mainneachtainí chuig [code]0[/code] ar shlí eile.

en: If [code]true[/code], the node will have a custom default value.
ga: Más [code]true[/code], beidh luach réamhshocraithe saincheaptha ag an nód.

en: Range hint of this node. Use it to customize valid parameter range.
ga: Leid raon an nód seo. Úsáid é chun raon paraiméadar bailí a shaincheapadh.

en: The maximum value this parameter can take. [member hint] must be either [constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect.
ga: An t-uasluach is féidir leis an bparaiméadar seo a ghlacadh. Caithfidh [leid ball] a bheith ina [HINT_RANGE leanúnach] nó [HINT_RANGE_STEP] le go dtiocfaidh sé seo i bhfeidhm.

en: The minimum value this parameter can take. [member hint] must be either [constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect.
ga: An luach íosta is féidir leis an bparaiméadar seo a ghlacadh. Caithfidh [leid ball] a bheith ina [HINT_RANGE leanúnach] nó [HINT_RANGE_STEP] le go dtiocfaidh sé seo i bhfeidhm.

en: The step between parameter's values. Forces the parameter to be a multiple of the given value. [member hint] must be [constant HINT_RANGE_STEP] for this to take effect.
ga: An chéim idir luachanna na bparaiméadar. Iallach a chur ar an bparaiméadar a bheith ina iolraí den luach tugtha. Caithfidh [leid ball] a bheith ina [HINT_RANGE_STEP leanúnach] chun é seo a chur i bhfeidhm.

en: The parameter will not constrain its value.
ga: Ní chuirfidh an paraiméadar srian ar a luach.

en: The parameter's value must be within the specified [member min]/[member max] range.
ga: Caithfidh luach an pharaiméadar a bheith laistigh den raon sonraithe [ball nóim]/[comhalta uasta].

en: The parameter's value must be within the specified range, with the given [member step] between values.
ga: Caithfidh luach an pharaiméadar a bheith laistigh den raon sonraithe, agus an [chéim bhall] tugtha idir na luachanna.

en: A boolean comparison operator to be used within the visual shader graph.
ga: Oibreoir comparáide Boole le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Returns the boolean result of the comparison between [code]INF[/code] or [code]NaN[/code] and a scalar parameter.
ga: Filleann sé toradh Boole na comparáide idir [code]INF[/code] nó [code]NaN[/code] agus paraiméadar scálach.

en: The comparison function. See [enum Function] for options.
ga: An fheidhm chomparáide. Féach [enum Function] le haghaidh roghanna.

en: Comparison with [code]INF[/code] (Infinity).
ga: Comparáid le [code]INF[/code] (Éiginnteacht).

en: Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric results, such as division by zero).
ga: Comparáid le [code]NaN[/code] (Ní Uimhir; léiríonn sé torthaí uimhriúla neamhbhailí, amhail roinnt ar nialas).

en: A visual shader node that returns the depth value of the DEPTH_TEXTURE node in a linear space.
ga: Nód scáthaithe amhairc a thugann luach doimhneachta an nód DEPTH_TEXTURE ar ais i spás líneach.

en: This node can be used in fragment shaders.
ga: Is féidir an nód seo a úsáid i scáthaitheoirí blúirí.

en: Linearly interpolates between two values within the visual shader graph.
ga: Idirshuíomh go líneach idir dhá luach laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]mix(a, b, weight)[/code] in the shader language.
ga: Aistrítear go [code]meascán(a, b, meáchan)[/code] sa teanga scáthláin.

en: The [code]a[/code] and [code]b[/code] ports use a 2D vector type. The [code]weight[/code] port uses a scalar type.
ga: Úsáideann na poirt [code]a[/code] agus [code]b[/code] cineál veicteora 2T. Úsáideann an calafort [code]meáchan[/code] cineál scálach.

en: The [code]a[/code] and [code]b[/code] ports use a 3D vector type. The [code]weight[/code] port uses a scalar type.
ga: Úsáideann na poirt [code]a[/code] agus [code]b[/code] cineál veicteora 3D. Úsáideann an calafort [code]meáchan[/code] cineál scálach.

en: The [code]a[/code] and [code]b[/code] ports use a 4D vector type. The [code]weight[/code] port uses a scalar type.
ga: Úsáideann na poirt [code]a[/code] agus [code]b[/code] cineál veicteora 4D. Úsáideann an calafort [code]meáchan[/code] cineál scálach.

en: Performs a fused multiply-add operation within the visual shader graph.
ga: Déanann sé oibríocht chomhleáite iolrúcháin laistigh den ghraf scáthaitheoir amhairc.

en: Uses three operands to compute [code](a * b + c)[/code] expression.
ga: Úsáidtear trí operand chun slonn [code](a * b + c)[/code] a ríomh.

en: A floating-point scalar type.
ga: Cineál scálach snámhphointe.

en: Calculates an outer product of two vectors within the visual shader graph.
ga: Ríomhann sé táirge seachtrach de dhá veicteoir laistigh den ghraf scáthaithe amhairc.

en: [code]OuterProduct[/code] treats the first parameter [code]c[/code] as a column vector (matrix with one column) and the second parameter [code]r[/code] as a row vector (matrix with one row) and does a linear algebraic matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is the number of components in [code]c[/code] and whose number of columns is the number of components in [code]r[/code].
ga: [code]Táirgeacht Amuigh[/code] déileálann sé leis an gcéad pharaiméadar [code]c[/code] mar veicteoir colún (maitrís le colún amháin) agus an dara paraiméadar [code]r[/code] mar veicteoir rónna (maitrís le ceann amháin as a chéile) agus an iolraíonn maitrís ailgéabrach líneach [code]c * r[/code], rud a thugann maitrís arb ionann a líon sraitheanna agus líon na gcomhpháirteanna i [code]c[/code] agus arb ionann a líon agus líon na gcolún comhpháirteanna i [code]r[/code].

en: Represents the output shader parameters within the visual shader graph.
ga: Léiríonn sé paraiméadair an scáthaithe aschuir laistigh den ghraf scáthaitheoir amhairc.

en: This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports.
ga: Tá an nód scáthaithe amhairc seo i láthair i ngach graf scáthaithe i bhfoirm bloc "Aschur" le calafoirt luach aschuir iolracha.

en: A base type for the parameters within the visual shader graph.
ga: Cineál bonn do na paraiméadair laistigh den ghraf scáthaitheoir amhairc.

en: A parameter represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Parameters are exposed as properties in the [ShaderMaterial] and can be assigned from the Inspector or from a script.
ga: Seasann paraiméadar d’athróg sa scáthlán a shocraítear go seachtrach, i.e. ón [ShaderMaterial]. Nochtar paraiméadair mar airíonna sa [ShaderMaterial] agus is féidir iad a shannadh ón gCigire nó ó script.

en: Name of the parameter, by which it can be accessed through the [ShaderMaterial] properties.
ga: Ainm an pharaiméadar, trínar féidir é a rochtain trí na hairíonna [ShaderMaterial].

en: Defines the scope of the parameter.
ga: Sainmhíníonn sé raon feidhme an pharaiméadar.

en: The parameter will be tied to the [ShaderMaterial] using this shader.
ga: Beidh an paraiméadar ceangailte leis an [ShaderMaterial] ag baint úsáide as an shader seo.

en: The parameter will use a global value, defined in Project Settings.
ga: Úsáidfidh an paraiméadar luach domhanda, a shainítear i Socruithe an Tionscadail.

en: The parameter will be tied to the node with attached [ShaderMaterial] using this shader.
ga: Beidh an paraiméadar ceangailte leis an nód le [ShaderMaterial] ceangailte ag baint úsáide as an shader seo.

en: Represents the size of the [enum Qualifier] enum.
ga: Léiríonn sé méid an [enum Cáilitheoir] enum.

en: A reference to an existing [VisualShaderNodeParameter].
ga: Tagairt do [VisualShaderNodeParameter] atá ann cheana.

en: Creating a reference to a [VisualShaderNodeParameter] allows you to reuse this parameter in different shaders or shader stages easily.
ga: Trí thagairt a chruthú do [VisualShaderNodeParameter] is féidir leat an paraiméadar seo a athúsáid go héasca i gcéimeanna éagsúla scáthaithe nó scáthaithe.

en: The name of the parameter which this reference points to.
ga: Ainm an pharaiméadar a díríonn an tagairt seo air.

en: A visual shader node that accelerates particles.
ga: Nód scáthaithe amhairc a luathaíonn cáithníní.

en: Particle accelerator can be used in "process" step of particle shader. It will accelerate the particles. Connect it to the Velocity output port.
ga: Is féidir luasaire cáithníní a úsáid sa chéim "próisis" de scáthaitheoir na gcáithníní. Cuirfidh sé dlús leis na cáithníní. Ceangail é leis an gcalafort aschuir Treoluas.

en: Defines in what manner the particles will be accelerated.
ga: Sainmhíníonn sé an modh a luasófar na cáithníní.

en: The particles will be accelerated based on their velocity.
ga: Déanfar na cáithníní a luathú bunaithe ar a dtreoluas.

en: The particles will be accelerated towards or away from the center.
ga: Déanfar na cáithníní a luasghéarú i dtreo nó ar shiúl ón lár.

en: The particles will be accelerated tangentially to the radius vector from center to their position.
ga: Déanfar na cáithníní a luasghéarú go tadhlaíoch chuig an veicteoir ga ón lár go dtí a suíomh.

en: Represents the size of the [enum Mode] enum.
ga: Léiríonn sé méid an [Mód enum] enum.

en: A visual shader node that makes particles emitted in a box shape.
ga: Nód scáthaithe amhairc a dhéanann cáithníní astaithe i gcruth bosca.

en: [VisualShaderNodeParticleEmitter] that makes the particles emitted in box shape with the specified extents.
ga: [VisualShaderNodeParticleEmitter] a dhéanann na cáithníní a astaítear i gcruth bosca leis na méideanna sonraithe.

en: A visual shader node that makes particles move in a cone shape.
ga: Nód scáthaithe amhairc a fhágann go ngluaiseann cáithníní i gcruth cón.

en: This node can be used in "start" step of particle shader. It defines the initial velocity of the particles, making them move in cone shape starting from the center, with a given spread.
ga: Is féidir an nód seo a úsáid sa chéim "tús" de shader cáithníní. Sainmhíníonn sé treoluas tosaigh na gcáithníní, rud a fhágann go mbogann siad i gcruth cón ag tosú ón lár, le leathadh tugtha.

en: A visual shader node that forces to emit a particle from a sub-emitter.
ga: Nód scáthaithe amhairc a chuireann iallach air cáithnín a astú as fo-astaitheoir.

en: This node internally calls [code]emit_subparticle[/code] shader method. It will emit a particle from the configured sub-emitter and also allows to customize how its emitted. Requires a sub-emitter assigned to the particles node with this shader.
ga: Glaonn an nód seo go hinmheánach [code]emit_subparticle[/code] modh scáthaithe. Astóidh sé cáithnín ón bhfo-astaitheoir cumraithe agus ceadóidh sé freisin conas a astaítear é a shaincheapadh. Teastaíonn fo-astaitheoir a shanntar don nód cáithníní leis an scáthlán seo.

en: Flags used to override the properties defined in the sub-emitter's process material.
ga: Bratacha a úsáidtear chun na hairíonna atá sainithe in ábhar próisis an fho-astaíora a shárú.

en: If enabled, the particle starts with the position defined by this node.
ga: Má tá sé cumasaithe, tosaíonn an cáithnín leis an suíomh atá sainmhínithe ag an nód seo.

en: If enabled, the particle starts with the rotation and scale defined by this node.
ga: Má tá sé cumasaithe, tosaíonn an cáithnín leis an rothlú agus an scála atá sainmhínithe ag an nód seo.

en: If enabled,the particle starts with the velocity defined by this node.
ga: Má tá sé cumasaithe, tosaíonn an cáithnín leis an treoluas a shainíonn an nód seo.

en: If enabled, the particle starts with the color defined by this node.
ga: Má tá sé cumasaithe, tosaíonn an cáithnín leis an dath a shainíonn an nód seo.

en: If enabled, the particle starts with the [code]CUSTOM[/code] data defined by this node.
ga: Má tá sé cumasaithe, tosaíonn an cáithnín leis na sonraí [code]CUSTOM[/code] arna sainmhíniú ag an nód seo.

en: A base class for particle emitters.
ga: Bunrang d’astaitheoirí cáithníní.

en: Particle emitter nodes can be used in "start" step of particle shaders and they define the starting position of the particles. Connect them to the Position output port.
ga: Is féidir nóid astaíre na gcáithníní a úsáid i gcéim "tús" de scáthaitheoirí cáithníní agus sainmhíníonn siad suíomh tosaigh na gcáithníní. Ceangail iad leis an bport aschuir Post.

en: If [code]true[/code], the result of this emitter is projected to 2D space. By default it is [code]false[/code] and meant for use in 3D space.
ga: Más [code]true[/code], réamh-mheastar toradh an astaíre seo go spás 2T. De réir réamhshocraithe, is [code]false[/code] é agus tá sé i gceist le húsáid i spás 3D.

en: A visual shader node that makes particles emitted in a shape defined by a [Mesh].
ga: Nód scáthaithe amhairc a dhéanann cáithníní astaithe i gcruth atá sainmhínithe ag [mogalra].

en: [VisualShaderNodeParticleEmitter] that makes the particles emitted in a shape of the assigned [member mesh]. It will emit from the mesh's surfaces, either all or only the specified one.
ga: [VisualShaderNodeParticleEmitter] a dhéanann na cáithníní a astaítear i gcruth na [mogalra ball] sannta. Astóidh sé ó dhromchlaí an mhogalra, bíodh sé go léir nó an ceann sonraithe amháin.

en: The [Mesh] that defines emission shape.
ga: An [mogalra] a shainíonn cruth astaíochta.

en: Index of the surface that emits particles. [member use_all_surfaces] must be [code]false[/code] for this to take effect.
ga: Innéacs an dromchla a astaíonn cáithníní. Caithfidh [member use_all_surfaces] a bheith ina [code]bréagach[/code] chun é seo a chur i bhfeidhm.

en: If [code]true[/code], the particles will emit from all surfaces of the mesh.
ga: Más [code]true[/code], astóidh na cáithníní as gach dromchla den mhogall.

en: A visual shader helper node for multiplying position and rotation of particles.
ga: Nód cúntóra scáthaitheoir amhairc chun suíomh agus rothlú cáithníní a iolrú.

en: This node helps to multiply a position input vector by rotation using specific axis. Intended to work with emitters.
ga: Cuidíonn an nód seo le veicteoir ionchuir suímh a iolrú faoi rothlú ag baint úsáide as ais ar leith. Tá sé beartaithe oibriú le hastaírí.

en: If [code]true[/code], the angle will be interpreted in degrees instead of radians.
ga: Más [code]true[/code], léirmhíneofar an uillinn ina céimeanna in ionad raidian.

en: Visual shader node that defines output values for particle emitting.
ga: Nód scáthaithe amhairc a shainíonn luachanna aschuir le haghaidh astaithe cáithníní.

en: This node defines how particles are emitted. It allows to customize e.g. position and velocity. Available ports are different depending on which function this node is inside (start, process, collision) and whether custom data is enabled.
ga: Sainmhíníonn an nód seo conas a astaítear cáithníní. Ceadaíonn sé a shaincheapadh e.g. suíomh agus treoluas. Tá na calafoirt atá ar fáil difriúil ag brath ar an bhfeidhm a bhfuil an nód seo istigh (tús, próiseas, imbhualadh) agus cibé an bhfuil sonraí saincheaptha cumasaithe.

en: Visual shader node for randomizing particle values.
ga: Nód scáthaithe amhairc chun luachanna na gcáithníní a randamú.

en: Randomness node will output pseudo-random values of the given type based on the specified minimum and maximum values.
ga: Aschuirfidh nód randamachta luachanna bréige randamacha den chineál tugtha bunaithe ar na híosluachanna agus na huasluachanna sonraithe.

en: A visual shader node that makes particles emitted in a ring shape.
ga: Nód scáthaithe amhairc a dhéanann cáithníní astaithe i gcruth fáinne.

en: [VisualShaderNodeParticleEmitter] that makes the particles emitted in ring shape with the specified inner and outer radii and height.
ga: [VisualShaderNodeParticleEmitter] a dhéanann na cáithníní a astaítear i gcruth fáinne leis na gathanna sonraithe laistigh agus lasmuigh agus airde.

en: A visual shader node that makes particles emitted in a sphere shape.
ga: Nód scáthaithe amhairc a dhéanann cáithníní a astaítear i gcruth sféir.

en: [VisualShaderNodeParticleEmitter] that makes the particles emitted in sphere shape with the specified inner and outer radii.
ga: [VisualShaderNodeParticleEmitter] a dhéanann na cáithníní a astaítear i gcruth sféir leis na gathanna sonraithe laistigh agus lasmuigh.

en: A visual shader node representing proximity fade effect.
ga: Nód scáthaithe amhairc a léiríonn éifeacht céimnithe gaireachta.

en: The proximity fade effect fades out each pixel based on its distance to another object.
ga: Maireann an éifeacht céimnithe cóngarachta gach picteilín bunaithe ar a fhad le réad eile.

en: A visual shader node that generates a pseudo-random scalar.
ga: Nód scáthaithe amhairc a ghineann scálach bréige randamach.

en: Random range node will output a pseudo-random scalar value in the specified range, based on the seed. The value is always the same for the given seed and range, so you should provide a changing input, e.g. by using time.
ga: Aschuirfidh nód raon randamach luach scálach bréige randamach sa raon sonraithe, bunaithe ar an síol. Bíonn an luach mar a chéile i gcónaí don síol agus don raon a thugtar, mar sin ba cheart duit ionchur athraitheach a sholáthar, e.g. trí úsáid a bhaint as am.

en: A visual shader node for remap function.
ga: Nód scáthaithe amhairc le haghaidh feidhm remapála.

en: Remap will transform the input range into output range, e.g. you can change a [code]0..1[/code] value to [code]-2..2[/code] etc. See [method @GlobalScope.remap] for more details.
ga: Athróidh Remap an raon ionchuir go raon aschuir, e.g. is féidir leat luach [code]0..1[/code] a athrú go [code]-2..2[/code] etc. Féach ar [method @GlobalScope.remap] le haghaidh tuilleadh sonraí.

en: A node that allows rerouting a connection within the visual shader graph.
ga: Nód a cheadaíonn nasc a athródú laistigh den ghraf scáthaitheoir amhairc.

en: Automatically adapts its port type to the type of the incoming connection and ensures valid connections.
ga: Déanann sé a chineál calafoirt a oiriúnú go huathoibríoch do chineál an naisc atá ag teacht isteach agus cinntíonn sé naisc bhailí.

en: Returns the port type of the reroute node.
ga: Filltear cineál poirt an nód athbhealaigh.

en: Base class for resizable nodes in a visual shader graph.
ga: Bunrang do nóid inathraithe i ngraf scáthaithe amhairc.

en: Resizable nodes have a handle that allows the user to adjust their size as needed.
ga: Tá láimhseáil ag nóid in-athraithe a ligeann don úsáideoir a méid a choigeartú de réir mar is gá.

en: The size of the node in the visual shader graph.
ga: Méid an nód sa ghraf scáthaitheoir amhairc.

en: A visual shader node that modifies the rotation of the object using a rotation matrix.
ga: Nód scáthaithe amhairc a mhodhnaíonn rothlú an ruda ag baint úsáide as maitrís rothlaithe.

en: RotationByAxis node will transform the vertices of a mesh with specified axis and angle in radians. It can be used to rotate an object in an arbitrary axis.
ga: Claochlóidh nód RothlaitheByAis rinn mogaill a bhfuil ais sonraithe agus uillinn i raidian aige. Is féidir é a úsáid chun réad a rothlú in ais treallach.

en: A base node for nodes which samples 3D textures in the visual shader graph.
ga: Bunnóid do nóid a shamplaíonn uigeachtaí 3D sa ghraf scáthaitheoir amhairc.

en: A virtual class, use the descendants instead.
ga: A rang fíorúil, bain úsáid as an sliocht ina ionad.

en: An input source type.
ga: Cineál foinse ionchuir.

en: Creates internal uniform and provides a way to assign it within node.
ga: Cruthaíonn éide inmheánach agus soláthraíonn sé bealach chun é a shannadh laistigh de nód.

en: Use the uniform texture from sampler port.
ga: Úsáid an uigeacht aonfhoirmeach ó chalafort samplóra.

en: A visual shader node that unpacks the screen normal texture in World Space.
ga: Nód scáthaithe amhairc a dhíphacáilíonn gnáth-uigeacht an scáileáin sa Spás Domhanda.

en: The ScreenNormalWorldSpace node allows to create outline effects.
ga: Ceadaíonn an nód ScreenNormalWorldSpace éifeachtaí imlíneach a chruthú.

en: A function to convert screen UV to an SDF (signed-distance field), to be used within the visual shader graph.
ga: Feidhm chun UV scáileán a thiontú go SDF (réimse achair sínithe), le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If the UV port isn't connected, [code]SCREEN_UV[/code] is used instead.
ga: Aistrítear go [code]screen_uv_to_sdf(uv)[/code] sa teanga níos scáthaithe. Mura bhfuil an port UV nasctha, úsáidtear [code]SCREEN_UV[/code] ina ionad sin.

en: SDF raymarching algorithm to be used within the visual shader graph.
ga: Algartam raymarching SDF le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Casts a ray against the screen SDF (signed-distance field) and returns the distance travelled.
ga: Caitear ga in aghaidh an scáileáin SDF (réimse an achair sínithe) agus cuireann sé ar ais an fad a taistealaíodh.

en: A function to convert an SDF (signed-distance field) to screen UV, to be used within the visual shader graph.
ga: Feidhm chun SDF (réimse achair sínithe) a thiontú go UV a scagadh, le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language.
ga: Aistrítear go [code]sdf_to_screen_uv(sdf_pos)[/code] sa teanga níos scáthaithe.

en: Calculates a SmoothStep function within the visual shader graph.
ga: Ríomhann sé feidhm SmoothStep laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
    Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise, the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
ga: Aistrítear go [code]smoothstep(imeall 0, imeall1, x)[/code] sa teanga scáthláin.
    Filleann sé [code]0.0[/code] má tá [code]x[/code] níos lú ná [code] edge0[/code] agus [code]1.0[/code] má tá [code]x[/code] níos mó ná [code]imeall1[/code]. Seachas sin, déantar an luach aischuir a idirshuíomh idir [code]0.0[/code] agus [code]1.0[/code] ag baint úsáide as iltéarmaí Hermite.

en: The [code]x[/code] port uses a 2D vector type. The first two ports use a floating-point scalar type.
ga: Úsáideann an calafort [code]x[/code] cineál veicteora 2T. Úsáideann an chéad dá chalafort cineál scálach snámhphointe.

en: The [code]x[/code] port uses a 3D vector type. The first two ports use a floating-point scalar type.
ga: Úsáideann an calafort [code]x[/code] cineál veicteora 3D. Úsáideann an chéad dá chalafort cineál scálach snámhphointe.

en: Calculates a Step function within the visual shader graph.
ga: Ríomhann sé feidhm Chéim laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]step(edge, x)[/code] in the shader language.
    Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise.
ga: Aistrítear go [code]céim(imeall, x)[/code] sa teanga scáthláin.
    Filleann sé [code]0.0[/code] má tá [code]x[/code] níos lú ná [code]imeall[/code] agus [code]1.0[/code] ar shlí eile.

en: The [code]x[/code] port uses a 2D vector type, while the [code]edge[/code] port uses a floating-point scalar type.
ga: Úsáideann an calafort [code]x[/code] cineál veicteora 2D, agus úsáideann an calafort [code]imeall[/code] cineál scálach snámhphointe.

en: The [code]x[/code] port uses a 3D vector type, while the [code]edge[/code] port uses a floating-point scalar type.
ga: Úsáideann an calafort [code]x[/code] cineál veicteora 3D, agus úsáideann an calafort [code]imeall[/code] cineál scálach snámhphointe.

en: A selector function for use within the visual shader graph.
ga: Feidhm roghnóir le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Returns an associated value of the [member op_type] type if the provided boolean value is [code]true[/code] or [code]false[/code].
ga: Seoltar ar ais luach gaolmhar den chineál [member op_type] más [code]true[/code] nó [code]bréagach[/code] an luach boolean a soláthraíodh.

en: A transform type.
ga: Cineál claochlaithe.

en: Performs a 2D texture lookup within the visual shader graph.
ga: Déanann sé cuardach uigeachta 2T laistigh den ghraf scáthaitheoir amhairc.

en: Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
ga: Déanann sé oibríocht chuardaigh ar an uigeacht a chuirtear ar fáil, le tacaíocht d'fhoinsí iolracha uigeachta le roghnú astu.

en: Determines the source for the lookup. See [enum Source] for options.
ga: Cinneann an fhoinse don chuardach. Féach [enum Source] le haghaidh roghanna.

en: The source texture, if needed for the selected [member source].
ga: Uigeacht na foinse, más gá don [ball foinse] roghnaithe.

en: Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
ga: Sonraíonn sé cineál na huigeachta má tá [ballfhoinse] socraithe go [SOURCE_TEXTURE leanúnach]. Féach [enum TextureType] le haghaidh roghanna.

en: Use the texture given as an argument for this function.
ga: Úsáid an uigeacht a thugtar mar argóint don fheidhm seo.

en: Use the current viewport's texture as the source.
ga: Úsáid uigeacht an amhairc reatha mar fhoinse.

en: Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]).
ga: Úsáid an uigeacht ó uigeacht ionsuite an scáthaithe seo (m.sh. uigeacht [Sprite2D]).

en: Use the texture from this shader's normal map built-in.
ga: Úsáid an uigeacht ó ghnáthléarscáil an scáthaitheora seo ionsuite.

en: Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).
ga: Bain úsáid as an uigeacht doimhneachta a gabhadh le linn an réamhbhealaigh doimhneachta. Ar fáil ach amháin nuair a úsáidtear an réamhbhealach doimhneachta (i.e. i scáthaitheoirí spáis agus sna rindreálaithe chun tosaigh_plus nó gl_compatibility).

en: Use the texture provided in the input port for this function.
ga: Úsáid an uigeacht a chuirtear ar fáil sa phort ionchuir don fheidhm seo.

en: Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
ga: Úsáid an gnáth-mhaolán a gabhadh le linn an réamhbhealaigh doimhneachta. Ar fáil ach amháin nuair a bhíonn an maolán gnáthghainne ar fáil (i.e. i scáthaitheoirí spáis agus sa rindreálaí forward_plus).

en: Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
ga: Bain úsáid as an maolán roughness a gabhadh le linn an réamhbhealaigh doimhneachta. Ar fáil ach amháin nuair a bhíonn an maolán gnáthghainne ar fáil (i.e. i scáthaitheoirí spáis agus sa rindreálaí forward_plus).

en: A 2D texture uniform array to be used within the visual shader graph.
ga: Eagar aonfhoirmeach uigeachta 2T le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform sampler2DArray[/code] in the shader language.
ga: Aistrithe go [code]uniform sampler2DArray[/code] sa teanga scáthlínithe.

en: A source texture array. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE].
ga: Sraith uigeacht foinse. Úsáidtear é má tá [comhalta VisualShaderNodeSample3D.source] socraithe go [Constant VisualShaderNodeSample3D.SOURCE_TEXTURE].

en: A visual shader node for shader parameter (uniform) of type [Texture2DArray].
ga: Nód scáthaithe amhairc le haghaidh paraiméadar scáthaithe (éide) den chineál [Texture2DArray].

en: This parameter allows to provide a collection of textures for the shader. You can use [VisualShaderNodeTexture2DArray] to extract the textures from array.
ga: Ceadaíonn an paraiméadar seo bailiúchán d'uigeachtaí a sholáthar don scáthóir. Is féidir leat [VisualShaderNodeTexture2DArray] a úsáid chun na huigeachtaí a bhaint as eagar.

en: Provides a 2D texture parameter within the visual shader graph.
ga: Soláthraíonn sé paraiméadar uigeachta 2T laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform sampler2D[/code] in the shader language.
ga: Aistrithe go [code]aonfhoirmeach sampler2D[/code] sa teanga scáthláin.

en: Performs a 3D texture lookup within the visual shader graph.
ga: Déanann sé cuardach uigeachta 3D laistigh den ghraf scáthaitheoir amhairc.

en: A source texture. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE].
ga: Uigeacht foinse. Úsáidtear é má tá [comhalta VisualShaderNodeSample3D.source] socraithe go [Constant VisualShaderNodeSample3D.SOURCE_TEXTURE].

en: Provides a 3D texture parameter within the visual shader graph.
ga: Soláthraíonn sé paraiméadar uigeachta 3D laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform sampler3D[/code] in the shader language.
ga: Aistrithe go [code]samplálaí aonfhoirmeach 3D[/code] sa teanga scáthláin.

en: Performs a uniform texture lookup within the visual shader graph.
ga: Déanann sé cuardach aonfhoirmeach uigeachta laistigh den ghraf scáthaitheoir amhairc.

en: Performs a lookup operation on the texture provided as a uniform for the shader.
ga: Déanann sé oibríocht chuardaigh ar an uigeacht a chuirtear ar fáil mar aonfhoirmeach don scáthaitheoir.

en: Sets the default color if no texture is assigned to the uniform.
ga: Socraíonn sé an dath réamhshocraithe mura sanntar uigeacht don éide.

en: Sets the texture filtering mode. See [enum TextureFilter] for options.
ga: Socraíonn sé an modh scagtha uigeachta. Féach [enum TextureFilter] le haghaidh roghanna.

en: Sets the texture repeating mode. See [enum TextureRepeat] for options.
ga: Socraíonn sé an modh athrá uigeachta. Féach [enum TextureRepeat] le haghaidh roghanna.

en: Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. See [enum TextureSource] for options.
ga: Socraíonn sé an modh foinse uigeachta. Úsáidte le haghaidh léamh ón scáileán, doimhneacht, nó uigeacht normal_roughness. Féach [enum TextureSource] le haghaidh roghanna.

en: Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use for a flowmap.
ga: Cuirtear [code]hint_anisotropy[/code] leis mar leid leis an dearbhú aonfhoirmeach le húsáid le haghaidh sreafa.

en: Defaults to fully opaque white color.
ga: Réamhshocrú go dath bán go hiomlán teimhneach.

en: Defaults to fully opaque black color.
ga: Réamhshocrú go dath dubh go hiomlán teimhneach.

en: Defaults to fully transparent black color.
ga: Réamhshocrú go dath dubh go hiomlán trédhearcach.

en: Represents the size of the [enum ColorDefault] enum.
ga: Léiríonn sé méid an [enum ColorDefault] enum.

en: Sample the texture using the filter determined by the node this shader is attached to.
ga: Sampla an uigeacht agus úsáid á baint agat as an scagaire arna chinneadh ag an nód a bhfuil an scáthlán seo ceangailte leis.

en: The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
    [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_NEAREST_MIPMAP] is usually more appropriate in this case.
ga: Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]fíor [/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.
    [b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i dtionscadail 2T. Is gnách go mbíonn [FILTER_NEAREST_MIPMAP] níos oiriúnaí sa chás seo.

en: The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
    [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_LINEAR_MIPMAP] is usually more appropriate in this case.
ga: Cumascann an scagaire uigeachta idir na 4 phicteilín is gaire agus meascann sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] [code]true[/code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú.
    [b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i dtionscadail 2T. Is gnách go mbíonn [FILTER_LINEAR_MIPMAP] níos oiriúnaí sa chás seo.

en: Sample the texture using the repeat mode determined by the node this shader is attached to.
ga: Sampla an uigeacht agus úsáid á baint agat as an modh athdhéanta arna chinneadh ag an nód a bhfuil an scáthlán seo ceangailte leis.

en: The texture source is not specified in the shader.
ga: Níl an fhoinse uigeachta sonraithe sa shader.

en: The texture source is the screen texture which captures all opaque objects drawn this frame.
ga: Is í an fhoinse uigeachta an uigeacht scáileáin a shealbhaíonn gach réad teimhneach a tharraingíonn an fráma seo.

en: The texture source is the depth texture from the depth prepass.
ga: Is é an fhoinse uigeachta an uigeacht doimhneacht ón prepass doimhneacht.

en: The texture source is the normal-roughness buffer from the depth prepass.
ga: Is í an fhoinse uigeachta an maolán gnáth-garbhachta ón réamhbhealach doimhneacht.

en: Represents the size of the [enum TextureSource] enum.
ga: Léiríonn sé méid an [enum TextureSource] enum.

en: Performs a uniform texture lookup with triplanar within the visual shader graph.
ga: Déanann sé cuardach aonfhoirmeach uigeachta le tríphlanar laistigh den ghraf scáthaitheoir amhairc.

en: Performs a lookup operation on the texture provided as a uniform for the shader, with support for triplanar mapping.
ga: Déanann sé oibríocht chuardaigh ar an uigeacht a chuirtear ar fáil mar éide don scáthlán, le tacaíocht do mhapáil thríphleanach.

en: Performs an SDF (signed-distance field) texture lookup within the visual shader graph.
ga: Déanann sé cuardach uigeachta SDF (réimse achair sínithe) laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language.
ga: Aistrítear go [code]texture_sdf(sdf_pos)[/code] sa teanga níos scáthaithe.

en: Performs an SDF (signed-distance field) normal texture lookup within the visual shader graph.
ga: Déanann sé cuardach gnáth-uigeachta SDF (réimse faid sínithe) laistigh den ghraf scáthaitheoir amhairc.

en: Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language.
ga: Aistrítear go [code]texture_sdf_normal(sdf_pos)[/code] sa teanga is scáthláin.

en: Composes a [Transform3D] from four [Vector3]s within the visual shader graph.
ga: Comhdhéanann sé [Transform3D] as ceithre [Veicteoir3] laistigh den ghraf scáthaitheoir amhairc.

en: Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code].
ga: Cruthaíonn sé maitrís trasfhoirmithe 4×4 ag baint úsáide as ceithre veicteoir de chineál [code]vec3[/code]. Tá gach veicteoir sraith amháin sa mhaitrís agus is é [code]vec4(0, 0, 0, 1)[/code] an colún deiridh.

en: A [Transform3D] constant for use within the visual shader graph.
ga: A [Transform3D] tairiseach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: A constant [Transform3D], which can be used as an input node.
ga: Tairiseach [Transform3D], ar féidir é a úsáid mar nód ionchuir.

en: A [Transform3D] constant which represents the state of this node.
ga: Tairiseach [Transform3D] a sheasann do staid an nód seo.

en: Decomposes a [Transform3D] into four [Vector3]s within the visual shader graph.
ga: Dianscaoileann [Transform3D] ina cheithre [Veicteoir3]s laistigh den ghraf scáthaitheoir amhairc.

en: Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] values, one from each row of the matrix.
ga: Glacann sé maitrís trasfhoirmithe 4×4 agus díscaoileann sé ina cheithre luach [code]vec3[/code] é, ceann as gach sraith den mhaitrís.

en: Computes a [Transform3D] function within the visual shader graph.
ga: Ríomhann sé feidhm [Transform3D] laistigh den ghraf scáthaitheoir amhairc.

en: Computes an inverse or transpose function on the provided [Transform3D].
ga: Ríomhann sé feidhm inbhéartach nó thrasuíomh ar an [Transform3D] a sholáthraítear.

en: The function to be computed. See [enum Function] for options.
ga: An fheidhm atá le ríomh. Féach [enum Function] le haghaidh roghanna.

en: Perform the inverse operation on the [Transform3D] matrix.
ga: Déan an oibríocht inbhéartach ar an maitrís [Transform3D].

en: Perform the transpose operation on the [Transform3D] matrix.
ga: Déan an oibríocht trasuímh ar an maitrís [Transform3D].

en: A [Transform3D] operator to be used within the visual shader graph.
ga: Oibreoir [Transform3D] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Applies [member operator] to two transform (4×4 matrices) inputs.
ga: Baineann [ball-oibreoir] le dhá ionchur trasfhoirmithe (maitrísí 4×4).

en: The type of the operation to be performed on the transforms. See [enum Operator] for options.
ga: An cineál oibríochta atá le déanamh ar na claochluithe. Féach [enum Operator] le haghaidh roghanna.

en: Multiplies transform [code]a[/code] by the transform [code]b[/code].
ga: Iolraítear claochlú [code]a[/code] faoin gclaochlú [code]b[/code].

en: Multiplies transform [code]b[/code] by the transform [code]a[/code].
ga: Iolraítear claochlú [code]b[/code] faoin gclaochlú [code]a[/code].

en: Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
ga: Déanann sé iolrú ciallmhar comhpháirte de chlaochlú [code]a[/code] leis an gclaochlú [code]b[/code].

en: Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
ga: Déanann sé iolrú ciallmhar comhpháirte de chlaochlú [code]b[/code] leis an gclaochlú [code]a[/code].

en: Adds two transforms.
ga: Cuireann dhá chlaochlú.

en: Subtracts the transform [code]a[/code] from the transform [code]b[/code].
ga: Dealaigh an claochlú [code]a[/code] ón gclaochlú [code]b[/code].

en: Subtracts the transform [code]b[/code] from the transform [code]a[/code].
ga: Dealaigh an claochlú [code]b[/code] ón gclaochlú [code]a[/code].

en: Divides the transform [code]a[/code] by the transform [code]b[/code].
ga: Roinntear an claochlú [code]a[/code] ar an gclaochlú [code]b[/code].

en: Divides the transform [code]b[/code] by the transform [code]a[/code].
ga: Roinntear an claochlú [code]b[/code] ar an gclaochlú [code]a[/code].

en: A [Transform3D] parameter for use within the visual shader graph.
ga: Paraiméadar [Transform3D] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform mat4[/code] in the shader language.
ga: Aistrithe go [code]éide mata4[/code] sa teanga scáthláin.

en: Multiplies a [Transform3D] and a [Vector3] within the visual shader graph.
ga: Iolraítear [Transform3D] agus [Veicteoir3] laistigh den ghraf scáthaitheoir amhairc.

en: A multiplication operation on a transform (4×4 matrix) and a vector, with support for different multiplication operators.
ga: Oibríocht iolrúcháin ar chlaochlú (maitrís 4×4) agus veicteoir, le tacaíocht d’oibreoirí iolraithe éagsúla.

en: The multiplication type to be performed. See [enum Operator] for options.
ga: An cineál iolraithe atá le déanamh. Féach [enum Operator] le haghaidh roghanna.

en: Multiplies transform [code]a[/code] by the vector [code]b[/code].
ga: Iolraítear claochlú [code]a[/code] leis an veicteoir [code]b[/code].

en: Multiplies vector [code]b[/code] by the transform [code]a[/code].
ga: Iolraíonn sé veicteoir [code]b[/code] faoin chlaochlú [code]a[/code].

en: Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping the last row and column of the transform.
ga: Iolraítear claochlú [code]a[/code] faoin veicteor [code]b[/code], gan bacadh le sraith dheireanach agus colún an chlaochlaithe.

en: Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping the last row and column of the transform.
ga: Iolraíonn sé veicteoir [code]b[/code] faoin gclaochlú [code]a[/code], gan bacadh le sraith dheireanach agus colún an chlaochlaithe.

en: An unsigned scalar integer constant to be used within the visual shader graph.
ga: Tairiseach slánuimhir scálach gan síniú le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uint[/code] in the shader language.
ga: Aistrithe go [code]uint[/code] sa teanga scáthláin.

en: An unsigned integer constant which represents a state of this node.
ga: Tairiseach slánuimhir gan síniú a sheasann do staid an nód seo.

en: An unsigned scalar integer function to be used within the visual shader graph.
ga: Feidhm slánuimhir scálach gan síniú le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Accept an unsigned integer scalar ([code]x[/code]) to the input port and transform it according to [member function].
ga: Glac le scálach slánuimhir neamhshínithe ([code]x[/code]) chuig an bport ionchuir agus athraigh de réir [feidhm bhall].

en: An unsigned integer scalar operator to be used within the visual shader graph.
ga: Oibreoir scálach slánuimhir gan síniú le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Applies [member operator] to two unsigned integer inputs: [code]a[/code] and [code]b[/code].
ga: Cuirtear [ball-oibreoir] i bhfeidhm ar dhá ionchur slánuimhir gan síniú: [code]a[/code] agus [code]b[/code].

en: A visual shader node for shader parameter (uniform) of type unsigned [int].
ga: Nód scáthaithe amhairc le haghaidh paraiméadar scáthaithe (éide) den chineál gan síniú [int].

en: A [VisualShaderNodeParameter] of type unsigned [int]. Offers additional customization for range of accepted values.
ga: A [VisualShaderNodeParameter] den chineál gan síniú [int]. Tairiscintí saincheaptha breise do raon luachanna glactha.

en: Contains functions to modify texture coordinates ([code]uv[/code]) to be used within the visual shader graph.
ga: Tá feidhmeanna ann chun comhordanáidí uigeachta a mhodhnú ([code]uv[/code]) le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: UV functions are similar to [Vector2] functions, but the input port of this node uses the shader's UV value by default.
ga: Tá feidhmeanna UV cosúil le feidhmeanna [Vector2], ach úsáideann calafort ionchuir an nód seo luach UV an scáthaitheora de réir réamhshocraithe.

en: A function to be applied to the texture coordinates. See [enum Function] for options.
ga: Feidhm le cur i bhfeidhm ar na comhordanáidí uigeachta. Féach [enum Function] le haghaidh roghanna.

en: Translates [code]uv[/code] by using [code]scale[/code] and [code]offset[/code] values using the following formula: [code]uv = uv + offset * scale[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default.
ga: Aistrítear [code]uv[/code] trí luachanna [code]scála[/code] agus [code]fritháireamh[/code] a úsáid ag baint úsáide as an bhfoirmle seo a leanas: [code] uv = uv + offset * scale[/code]. Tá port [code] uv[/code] ceangailte le [code] UV[/code] ionsuite de réir réamhshocraithe.

en: Scales [code]uv[/code] by using [code]scale[/code] and [code]pivot[/code] values using the following formula: [code]uv = (uv - pivot) * scale + pivot[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default.
ga: Scálaí [code]uv[/code] trí úsáid a bhaint as luachanna [code]scála[/code] agus [code]pivot[/code] ag baint úsáide as an bhfoirmle seo a leanas: [code] uv = (uv - pivot) * scála + pivot[/code]. Tá port [code] uv[/code] ceangailte le [code] UV[/code] ionsuite de réir réamhshocraithe.

en: A visual shader node that modifies the texture UV using polar coordinates.
ga: Nód scáthaithe amhairc a athraíonn an uigeacht UV trí úsáid a bhaint as comhordanáidí polacha.

en: UV polar coord node will transform UV values into polar coordinates, with specified scale, zoom strength and repeat parameters. It can be used to create various swirl distortions.
ga: Athróidh nód comhordan polar UV luachanna UV ina gcomhordanáidí polacha, le scála sonraithe, neart súmáil agus paraiméadair athuair. Is féidir é a úsáid chun saobhadh swirl éagsúla a chruthú.

en: A visual shader node that represents a "varying" shader value.
ga: Nód scáthaithe amhairc a sheasann do luach scáthaithe "éagsúil".

en: Varying values are shader variables that can be passed between shader functions, e.g. from Vertex shader to Fragment shader.
ga: Is athróga scáthaithe iad luachanna éagsúla ar féidir iad a chur ar aghaidh idir feidhmeanna scáthaithe, e.g. ó Vertex shader go Fragment shader.

en: Name of the variable. Must be unique.
ga: Ainm an athróg. Ní mór a bheith uathúil.

en: Type of the variable. Determines where the variable can be accessed.
ga: Cineál an athróg. Cinneann an áit ar féidir an athróg a rochtain.

en: A visual shader node that gets a value of a varying.
ga: Nód scáthaithe amhairc a fhaigheann luach athraitheach.

en: Outputs a value of a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying getter in Fragment shader requires a varying with mode set to [constant VisualShader.VARYING_MODE_VERTEX_TO_FRAG_LIGHT].
ga: Aschuir luach athraitheach atá sainithe sa scáthaitheoir. Ní mór duit athróg a chruthú ar dtús is féidir a úsáid san fheidhm a thugtar, e.g. teastaíonn éagsúlacht de réir modha socraithe chuig [Constant VisualShader.VARYING_MODE_VERTEX_TO_FRAG_LIGHT].

en: A visual shader node that sets a value of a varying.
ga: Nód scáthaithe amhairc a shocraíonn luach athraitheach.

en: Inputs a value to a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying setter in Fragment shader requires a varying with mode set to [constant VisualShader.VARYING_MODE_FRAG_TO_LIGHT].
ga: Ionchuir luach chuig athrú a shainmhínítear sa scáthóir. Ní mór duit athróg a chruthú ar dtús is féidir a úsáid san fheidhm a thugtar, e.g. teastaíonn socruithe éagsúla i Shader Fragment a athrú le mód socraithe go [Constant VisualShader.VARYING_MODE_FRAG_TO_LIGHT].

en: A [Vector2] constant to be used within the visual shader graph.
ga: A [Veicteoir2] tairiseach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: A constant [Vector2], which can be used as an input node.
ga: Tairiseach [Vector2], ar féidir é a úsáid mar nód ionchuir.

en: A [Vector2] constant which represents the state of this node.
ga: Tairiseach [Veicteoir2] a sheasann do staid an nód seo.

en: A [Vector2] parameter to be used within the visual shader graph.
ga: Paraiméadar [Veicteoir2] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform vec2[/code] in the shader language.
ga: Aistrithe go [code]unform vec2[/code] sa teanga scáthláin.

en: A [Vector3] constant to be used within the visual shader graph.
ga: A [Veicteoir3] tairiseach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: A constant [Vector3], which can be used as an input node.
ga: Tairiseach [Veicteoir3], ar féidir é a úsáid mar nód ionchuir.

en: A [Vector3] constant which represents the state of this node.
ga: Tairiseach [Veicteoir3] a sheasann do staid an nód seo.

en: A [Vector3] parameter to be used within the visual shader graph.
ga: Paraiméadar [Veicteoir3] le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]uniform vec3[/code] in the shader language.
ga: Aistrithe go [code]unform vec3[/code] sa teanga scáthláin.

en: A 4D vector constant to be used within the visual shader graph.
ga: Tairiseach veicteoir 4D le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: A constant 4D vector, which can be used as an input node.
ga: Veicteoir tairiseach 4D, ar féidir é a úsáid mar nód ionchuir.

en: A 4D vector (represented as a [Quaternion]) constant which represents the state of this node.
ga: Veicteoir 4D (arna léiriú mar [Ceathrún]) tairiseach a sheasann do staid an nód seo.

en: A 4D vector parameter to be used within the visual shader graph.
ga: Paraiméadar veicteoir 4D le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: A base type for the nodes that perform vector operations within the visual shader graph.
ga: Cineál bonn do na nóid a dhéanann oibríochtaí veicteora laistigh den ghraf scáthaitheoir amhairc.

en: This is an abstract class. See the derived types for descriptions of the possible operations.
ga: Is rang teibí é seo. Féach ar na cineálacha díorthaithe le haghaidh cur síos ar na hoibríochtaí féideartha.

en: A vector type that this operation is performed on.
ga: Cineál veicteora ar a ndéantar an oibríocht seo.

en: Composes a [Vector2], [Vector3] or 4D vector (represented as a [Quaternion]) from scalars within the visual shader graph.
ga: Comhdhéanann sé [Veicteoir2], [Veicteoir3] nó veicteoir 4D (arna léiriú mar [Ceathrú]) as scálaí laistigh den ghraf scáthaitheoir amhairc.

en: Creates a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] using scalar values that can be provided from separate inputs.
ga: Cruthaítear [code]vec2[/code], [code]vec3[/code] nó [code]vec4[/code] ag baint úsáide as luachanna scálach is féidir a sholáthar ó ionchuir ar leith.

en: Decomposes a [Vector2], [Vector3] or 4D vector (represented as a [Quaternion]) into scalars within the visual shader graph.
ga: Dianscaoileann [Veicteoir2], [Veicteoir3] nó veicteoir 4D (arna léiriú mar [Ceathrú]) ina scálaí laistigh den ghraf scáthaitheoir amhairc.

en: Takes a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] and decomposes it into scalar values that can be used as separate outputs.
ga: Glacann sé [code]vec2[/code], [code]vec3[/code] nó [code]vec4[/code] agus díscaoileann sé isteach i luachanna scálacha ar féidir iad a úsáid mar aschuir ar leith.

en: Returns the distance between two points. To be used within the visual shader graph.
ga: Tuairisceáin an fad idir dhá phointe. Le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Calculates distance from point represented by vector [code]p0[/code] to vector [code]p1[/code].
    Translated to [code]distance(p0, p1)[/code] in the shader language.
ga: Ríomhann sé fad ón bpointe arna léiriú ag veicteoir [code]p0[/code] go dtí veicteoir [code]p1[/code].
    Aistrithe go [code]faid(p0, p1)[/code] sa teanga scáthláin.

en: A vector function to be used within the visual shader graph.
ga: Feidhm veicteora le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: A visual shader node able to perform different functions using vectors.
ga: Nód scáthaithe amhairc atá in ann feidhmeanna éagsúla a dhéanamh ag baint úsáide as veicteoirí.

en: The function to be performed. See [enum Function] for options.
ga: An fheidhm atá le comhlíonadh. Féach [enum Function] le haghaidh roghanna.

en: Normalizes the vector so that it has a length of [code]1[/code] but points in the same direction.
ga: Normalú an veicteoir ionas go mbeidh fad [code]1[/code] aige ach pointí sa treo céanna.

en: Clamps the value between [code]0.0[/code] and [code]1.0[/code].
ga: Teanntáin an luach idir [code]0.0[/code] agus [code]1.0[/code].

en: Returns the opposite value of the parameter.
ga: Filleann sé luach codarsnach an pharaiméadar.

en: Returns [code]1/vector[/code].
ga: Filleann sé [code]1/veicteoir[/code].

en: Returns the absolute value of the parameter.
ga: Filleann sé luach absalóideach an pharaiméadar.

en: Returns the arc-cosine of the parameter.
ga: Filleann stua-cóisín an pharaiméadar.

en: Returns the inverse hyperbolic cosine of the parameter.
ga: Filleann an comhshíneas hipearbóileach inbhéartach an pharaiméadar.

en: Returns the arc-sine of the parameter.
ga: Filleann stua-sín an pharaiméadar.

en: Returns the inverse hyperbolic sine of the parameter.
ga: Filleann sé sin hipearbólach inbhéartach an pharaiméadar.

en: Returns the arc-tangent of the parameter.
ga: Filleann stua-tadhlaí an pharaiméadar.

en: Returns the inverse hyperbolic tangent of the parameter.
ga: Filleann tadhlaí hipearbóileach inbhéartach an pharaiméadar.

en: Finds the nearest integer that is greater than or equal to the parameter.
ga: Faightear an tslánuimhir is gaire atá níos mó ná nó cothrom leis an bparaiméadar.

en: Returns the cosine of the parameter.
ga: Filleann cosine an pharaiméadar.

en: Returns the hyperbolic cosine of the parameter.
ga: Filleann sé comhshíneas hipearbóileach an pharaiméadar.

en: Converts a quantity in radians to degrees.
ga: Athraíonn cainníocht i raidian go céimeanna.

en: Base-e Exponential.
ga: Bonn-e Easpónantúil.

en: Base-2 Exponential.
ga: Bonn-2 Easpónantúil.

en: Finds the nearest integer less than or equal to the parameter.
ga: Faightear an tslánuimhir is gaire níos lú ná nó cothrom leis an bparaiméadar.

en: Computes the fractional part of the argument.
ga: Ríomhann sé an chuid codánach den argóint.

en: Returns the inverse of the square root of the parameter.
ga: Filleann sé inbhéartach fhréamh chearnach an pharaiméadar.

en: Natural logarithm.
ga: Logarithm nádúrtha.

en: Base-2 logarithm.
ga: Bonn-2 logarithm.

en: Converts a quantity in degrees to radians.
ga: Athraíonn cainníocht ina céimeanna go raidian.

en: Finds the nearest integer to the parameter.
ga: Faightear an tslánuimhir is gaire don pharaiméadar.

en: Finds the nearest even integer to the parameter.
ga: Faigheann sé an tslánuimhir chothrom is gaire don pharaiméadar.

en: Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the parameter is negative, [code]1[/code] if it's positive and [code]0[/code] otherwise.
ga: Baintear amach comhartha an pharaiméadar, i.e. filleann sé [code]-1[/code] má tá an paraiméadar diúltach, [code]1[/code] má tá sé deimhneach agus [code]0[/code] ar shlí eile.

en: Returns the sine of the parameter.
ga: Filleann sín an pharaiméadar.

en: Returns the hyperbolic sine of the parameter.
ga: Filleann sé sin hipearbóileach an pharaiméadar.

en: Returns the square root of the parameter.
ga: Filleann fréamh chearnach an pharaiméadar.

en: Returns the tangent of the parameter.
ga: Filleann tadhlaí an pharaiméadar.

en: Returns the hyperbolic tangent of the parameter.
ga: Filleann tadhlaí hipearbóileach an pharaiméadar.

en: Returns a value equal to the nearest integer to the parameter whose absolute value is not larger than the absolute value of the parameter.
ga: Filleann sé luach atá comhionann leis an slánuimhir is gaire don pharaiméadar nach bhfuil a luach absalóideach níos mó ná luach absalóideach an pharaiméadar.

en: Returns [code]1.0 - vector[/code].
ga: Filleann [code]1.0 - veicteoir[/code].

en: Returns the length of a [Vector3] within the visual shader graph.
ga: Filleann sé fad [Veicteoir3] laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]length(p0)[/code] in the shader language.
ga: Aistrithe go [code]fad(p0)[/code] sa teanga scáthláin.

en: A vector operator to be used within the visual shader graph.
ga: Oibreoir veicteoireach le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: A visual shader node for use of vector operators. Operates on vector [code]a[/code] and vector [code]b[/code].
ga: Nód scáthaithe amhairc le húsáid na n-oibreoirí veicteoirí. Feidhmíonn sé ar veicteoir [code]a[/code] agus ar veicteoir [code]b[/code].

en: The operator to be used. See [enum Operator] for options.
ga: An t-oibreoir a bheidh le húsáid. Féach [enum Operator] le haghaidh roghanna.

en: Adds two vectors.
ga: Cuirtear dhá veicteoir leis.

en: Subtracts a vector from a vector.
ga: Dealaigh veicteoir ó veicteoir.

en: Multiplies two vectors.
ga: Iolraíonn sé dhá veicteoir.

en: Divides vector by vector.
ga: Roinneann veicteoir ar veicteoir.

en: Returns the remainder of the two vectors.
ga: Filleann sé an chuid eile den dá veicteoir.

en: Returns the value of the first parameter raised to the power of the second, for each component of the vectors.
ga: Filleann sé luach an chéad pharaiméadar ardaithe go cumhacht an dara ceann, do gach comhpháirt de na veicteoirí.

en: Returns the greater of two values, for each component of the vectors.
ga: Filleann an ceann is mó de dhá luach, do gach comhpháirt de na veicteoirí.

en: Returns the lesser of two values, for each component of the vectors.
ga: Filleann an ceann is lú de dhá luach, do gach comhpháirt de na veicteoirí.

en: Calculates the cross product of two vectors.
ga: Ríomhtar trastáirge dhá veicteoir.

en: Returns the arc-tangent of the parameters.
ga: Filleann stua-tadhlaí na bparaiméadar.

en: Returns the vector that points in the direction of reflection. [code]a[/code] is incident vector and [code]b[/code] is the normal vector.
ga: Filleann sé an veicteoir a dhíríonn i dtreo an fhrithchaitheamh. Is veicteoir teagmhais é [code]a[/code] agus is é [code]b[/code] an gnáthveicteoir.

en: Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller than [code]b[/code] and [code]1.0[/code] otherwise.
ga: Oibreoir céim veicteoir. Filleann sé [code]0.0[/code] má tá [code]a[/code] níos lú ná [code]b[/code] agus [code]1.0[/code] ar shlí eile.

en: Returns the vector that points in the direction of refraction. For use within the visual shader graph.
ga: Filleann sé an veicteoir a dhíríonn sa treo athraonta. Le húsáid laistigh den ghraf scáthaitheoir amhairc.

en: Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
ga: Aistrithe go [code]raonta(I, N, agus)[/code] sa teanga scáthlínithe, áit arb é [code]I[/code] an veicteoir teagmhais, is é [code]N[/code] an gnáthveicteoir agus [code] cód]eta[/code] an cóimheas idir innéacsanna an athraonta.

en: A visual shader node that calculates the position of the pixel in world space using the depth texture.
ga: Nód scáthaithe amhairc a ríomhann suíomh na bpicteilín sa spás domhanda ag baint úsáide as uigeacht doimhneachta.

en: The WorldPositionFromDepth node reconstructs the depth position of the pixel in world space. This can be used to obtain world space UVs for projection mapping like Caustics.
ga: Athchruthaíonn an nód WorldPositionFromDepth suíomh doimhneachta na bpicteilín sa spás domhanda. Is féidir é seo a úsáid chun UVanna spáis dhomhanda a fháil le haghaidh léarscáiliú teilgin ar nós Caustics.

en: Real-time global illumination (GI) probe.
ga: Taiscéalaí um shoilsiú domhanda (GI) fíor-ama.

en: [VoxelGI]s are used to provide high-quality real-time indirect light and reflections to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [VoxelGI]s need to be baked before having a visible effect. However, once baked, dynamic objects will receive light from them. Furthermore, lights can be fully dynamic or baked.
    [b]Note:[/b] [VoxelGI] is only supported in the Forward+ rendering method, not Mobile or Compatibility.
    [b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance. For games where geometry is generated at any time during gameplay, SDFGI is more suitable (see [member Environment.sdfgi_enabled]).
    [b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve performance, adjust [member ProjectSettings.rendering/global_illumination/voxel_gi/quality] and enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings. To provide a fallback for low-end hardware, consider adding an option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node can be disabled by hiding it.
    [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
ga: Úsáidtear [VoxelGI]s chun solas indíreach fíor-ama ardcháilíochta agus frithchaitheamh radhairc a sholáthar. Réamhríomhann siad éifeacht rudaí a astaíonn solas agus éifeacht na céimseata statach chun iompar an tsolais choimpléascaigh a insamhail i bhfíor-am. Ní mór [VoxelGI]s a bhácáil sula mbeidh éifeacht infheicthe aige. Nuair a bheidh siad bácáilte, áfach, gheobhaidh rudaí dinimiciúla solas uathu. Ina theannta sin, is féidir le soilse a bheith go hiomlán dinimiciúil nó bácáilte.
    [b]Nóta:[/b] Ní thacaítear le [VoxelGI] ach sa mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht.
    [b]Giniúint nós imeachta:[/b] Is féidir [VoxelGI] a bhácáil i dtionscadal easpórtála, rud a fhágann go bhfuil sé oiriúnach do leibhéil a ghintear de réir nós imeachta nó do leibhéil úsáideora-thógtha chomh fada agus a ghintear an chéimseata ar fad roimh ré. I gcás cluichí ina ngintear céimseata ag am ar bith le linn gameplay, tá SDFGI níos oiriúnaí (féach [member Environment.sdfgi_enabled]).
    [b]Tá feidhmíocht:[/b] [VoxelGI] sách éilitheach ar an GPU agus níl sé feiliúnach do chrua-earraí ísealchríocha amhail grafaic chomhtháite (smaoinigh ar [LightmapGI] ina ionad sin). Chun feidhmíocht a fheabhsú, coigeartaigh [comhalta ProjectSettings.rendering/global_illumination/voxel_gi/quality] agus cumasaigh [comhalta ProjectSettings.rendering/global_illumination/gi/use_half_resolution] i Socruithe an Tionscadail. Chun cúltaca a sholáthar do chrua-earraí íseal-deireadh, smaoinigh ar rogha a chur leis [VoxelGI] a dhíchumasú i roghchláir roghanna do thionscadail. Is féidir nód [VoxelGI] a dhíchumasú ach é a chur i bhfolach.
    [b]Nóta:[/b] Ba cheart go mbeadh ballaí tiubh go leor ag mogaill chun sceitheadh solais a sheachaint (seachain ballaí aontaobhacha). Maidir le leibhéil istigh, cuir isteach do chéimseata leibhéalta i mbosca atá sách mór agus droichead na lúb chun an mogalra a dhúnadh. Chun sceitheadh solais a chosc a thuilleadh, is féidir leat nóid shealadacha [MeshInstance3D] a chur go straitéiseach freisin lena [member GeometryInstance3D.gi_mode] socraithe go [GeometryInstance3D.GI_MODE_STATIC]. Is féidir na nóid shealadacha seo a chur i bhfolach ansin tar éis an nód [VoxelGI] a bhácáil.

en: Using Voxel global illumination
ga: Ag baint úsáide as soilsiú domhanda Voxel

en: Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either [constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [param create_visual_debug] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring.
    [b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
    [b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [VoxelGI], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly.
ga: Bácáil sé an éifeacht ó gach [GeometryInstance3D]s atá marcáilte le [GeometryInstance3D.GI_MODE_STATIC] agus [Light3D]s marcáilte le ceachtar [Light3D.BAKE_STATIC] nó [Light3D.BAKE_DYNAMIC leanúnach]. Má tá [param create_visual_debug] [code]true[/code], tar éis an solas a bhácáil, ginfidh sé seo [MultiMesh] a bhfuil ciúb aige a ionadaíonn gach cill soladach le gach ciúb daite go dath albedo na cille. Is féidir é seo a úsáid chun sonraí [VoxelGI] a shamhlú agus chun aon cheisteanna a d’fhéadfadh a bheith ag tarlú a dhífhabhtú.
    [b]Nóta:[/b] oibríonn [method bake] ón eagarthóir agus i dtionscadail easpórtáilte. Fágann sin go bhfuil sé oiriúnach do leibhéil arna ghiniúint nó arna dtógáil ag an úsáideoir. De ghnáth tógann sé idir 5 agus 20 soicind i bhformhór na radharcanna chun nód [VoxelGI] a bhácáil. Is féidir le [ball subdiv] dlús a chur le bácáil a laghdú.
    [b]Nóta:[/b] Ní mór [GeometryInstance3D]s agus [Light3D]s a bheith go hiomlán réidh sula dtugtar [method bácála]. Más rud é go bhfuil tú ag cruthú go nós imeachta agus go bhfuil roinnt mogaill nó soilse ar iarraidh ó do bhácáilte [VoxelGI], bain úsáid as [code]call_deferred ("bácáil")[/code] in ionad [method bácála] a ghlaoch go díreach.

en: Calls [method bake] with [code]create_visual_debug[/code] enabled.
ga: Glaonna [method bake] le [code]create_visual_debug[/code] cumasaithe.

en: The [CameraAttributes] resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the [VoxelGI] will have banding artifacts or may have over-exposure artifacts.
ga: An acmhainn [CameraAttributes] a shonraíonn leibhéil nochta le bácáil ag. Ní thabharfar aird ar airíonna uathnochta agus neamhnochta. Ba cheart socruithe nochta a úsáid chun an raon dinimiciúil atá i láthair nuair a bhíonn sé ag bácáil a laghdú. Má tá an nochtadh ró-ard, beidh déantáin bhandála ag an [VoxelGI] nó d’fhéadfadh go mbeadh déantáin ró-nochta aige.

en: The [VoxelGIData] resource that holds the data for this [VoxelGI].
ga: An acmhainn [VoxelGIData] a choinníonn na sonraí don [VoxelGI] seo.

en: The size of the area covered by the [VoxelGI]. If you make the size larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
    [b]Note:[/b] Size is clamped to 1.0 unit or more on each axis.
ga: Méid an limistéir atá clúdaithe ag an [VoxelGI]. Má dhéanann tú an méid níos mó gan na fo-ranna a mhéadú le [ball subdiv], méadóidh méid gach cille agus beidh soilsiú mionsonraithe níos ísle mar thoradh air.
    [b]Nóta:[/b] Tá an méid clampáilte go 1.0 aonad nó níos mó ar gach ais.

en: Number of times to subdivide the grid that the [VoxelGI] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
ga: An líon uaireanta chun an eangach a bhfuil an [VoxelGI] ag feidhmiú uirthi a fhoroinnt. Bíonn sonraí níos míne mar thoradh ar líon níos airde agus mar sin cáilíocht amhairc níos airde, agus bíonn feidhmíocht níos fearr mar thoradh ar líon níos ísle.

en: Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use it if you can, but especially use it on lower-end hardware.
ga: Úsáid 64 fo-roinn. Is é seo an socrú cáilíochta is ísle, ach an ceann is tapúla. Bain úsáid as é más féidir leat, ach go háirithe é a úsáid ar chrua-earraí ísle.

en: Use 128 subdivisions. This is the default quality setting.
ga: Úsáid 128 foroinn. Is é seo an socrú cáilíochta réamhshocraithe.

en: Use 256 subdivisions.
ga: Úsáid 256 foranna.

en: Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware, this could cause the GPU to stall.
ga: Úsáid 512 foranna. Is é seo an socrú cáilíochta is airde, ach an ceann is moille. Ar chrua-earraí ísle, d'fhéadfadh sé seo a bheith ina chúis le stad an GPU.

en: Represents the size of the [enum Subdiv] enum.
ga: Léiríonn sé méid an [enum Subdiv] enum.

en: Contains baked voxel global illumination data for use in a [VoxelGI] node.
ga: Tá sonraí soilsithe cruinne voxel bácáilte ann le húsáid i nód [VoxelGI].

en: [VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] node. [VoxelGIData] also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the [VoxelGI] node again.
    [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b].
ga: Tá soilsiú cruinne voxel bácáilte le húsáid i nód [VoxelGI] i [VoxelGIData]. Cuireann [VoxelGIData] roinnt airíonna ar fáil freisin chun cuma deiridh an soilsithe dhomhanda a choigeartú. Is féidir na hairíonna seo a choigeartú ag am rite gan an nód [VoxelGI] a bhácáil arís.
    [b]Nóta:[/b] Chun cosc a chur ar chomhaid radhairc atá bunaithe ar théacs ([code].tscn[/code]) a bheith ag fás an iomarca agus ag éirí mall le luchtú agus sábháil, sábháil [VoxelGIData] chuig comhad acmhainní dénártha seachtrach i gcónaí ([code].res[/code]) in ionad é a leabú laistigh den radharc. Is féidir é seo a dhéanamh trí chliceáil ar an tsaighead anuas in aice leis an acmhainn [VoxelGIData], [b]Edit[/b] a roghnú, cliceáil ar an deilbhín diosca flapach ag barr an Chigire agus ansin [b]Sábháil Mar...[/b].

en: Returns the bounds of the baked voxel data as an [AABB], which should match [member VoxelGI.size] after being baked (which only contains the size as a [Vector3]).
    [b]Note:[/b] If the size was modified without baking the VoxelGI data, then the value of [method get_bounds] and [member VoxelGI.size] will not match.
ga: Filleann sé teorainneacha na sonraí voxel bácáilte mar [AABB], ba cheart a bheith ag teacht le [comhalta VoxelGI.size] tar éis a bheith bácáilte (nach bhfuil ann ach an méid mar [Vector3]).
    [b]Nóta:[/b] Má athraíodh an méid gan na sonraí VoxelGI a bhácáil, ní bheidh luach [method get_bounds] agus [comhalta VoxelGI.size] mar an gcéanna.

en: The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
ga: An gnáthchlaonadh atá le húsáid le haghaidh soilsiú indíreach agus machnamh. Laghdaíonn luachanna níos airde féin-mhachnamh atá le feiceáil in ábhair neamh-gharbh, ag costas sceitheadh solais níos infheicthe agus soilsiú indíreach a fhéachann níos géire. Chun tús áite a thabhairt do fhéinmhachnamh a cheilt ar cháilíocht an tsoilsithe, socraigh [claonadh ball] go [code]0.0[/code] agus [comhalta normal_bias] chuig luach idir [code]1.0[/code] agus [code]2.0[/code] .

en: The dynamic range to use ([code]1.0[/code] represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.
ga: Léiríonn an raon dinimiciúil atá le húsáid ([code]1.0[/code] gile radharc raon dinimiciúil íseal). Is féidir luachanna níos airde a úsáid chun soilsiú indíreach níos gile a sholáthar, ar chostas bandáil dathanna níos infheicthe i limistéir dorcha (i soilsiú indíreach agus frithchaite). Chun bandáil dathanna a sheachaint, moltar an luach is ísle a úsáid nach n-eascraíonn bearradh solais infheicthe.

en: The energy of the indirect lighting and reflections produced by the [VoxelGI] node. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
ga: Fuinneamh an tsoilsithe indírigh agus an fhrithchaitheamh a tháirgeann an nód [VoxelGI]. Bíonn soilsiú indíreach níos gile mar thoradh ar luachanna níos airde. Má tá cuma ró-réidh ar an soilsiú indíreach, déan iarracht [iomadú na mball] a laghdú agus [fuinneamh ball] a mhéadú ag an am céanna. Féach freisin [member use_two_bounces] a mbíonn tionchar aige ar ghile éifeachtach an tsoilsithe indírigh.

en: If [code]true[/code], [Environment] lighting is ignored by the [VoxelGI] node. If [code]false[/code], [Environment] lighting is taken into account by the [VoxelGI] node. [Environment] lighting updates in real-time, which means it can be changed without having to bake the [VoxelGI] node again.
ga: Más rud é [code]true[/code], ní dhéanann an nód [VoxelGI] soilsiú [Comhshaoil] neamhaird. Má chuirtear [code]bréagach[/code], soilsiú [Comhshaoil] san áireamh leis an nód [VoxelGI]. Nuashonraítear soilsiú [Comhshaol] i bhfíor-am, rud a chiallaíonn gur féidir é a athrú gan an nód [VoxelGI] a bhácáil arís.

en: The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
ga: An gnáthchlaonadh atá le húsáid le haghaidh soilsiú indíreach agus machnamh. Laghdaíonn luachanna níos airde féin-mhachnamh atá le feiceáil in ábhair neamh-gharbh, ag costas sceitheadh solais níos infheicthe agus soilsiú indíreach a fhéachann níos géire. Féach freisin [claonadh ball]. Chun tús áite a thabhairt do fhéinmhachnamh a cheilt ar cháilíocht an tsoilsithe, socraigh [claonadh ball] go [code]0.0[/code] agus [comhalta normal_bias] chuig luach idir [code]1.0[/code] agus [code]2.0[/code] .

en: The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
ga: An t-iolraitheoir le húsáid nuair a phreabann solas as dromchla. Bíonn soilsiú indíreach níos gile mar thoradh ar luachanna níos airde. Má tá cuma ró-réidh ar an soilsiú indíreach, déan iarracht [iomadú na mball] a laghdú agus [fuinneamh ball] a mhéadú ag an am céanna. Féach freisin [member use_two_bounces] a mbíonn tionchar aige ar ghile éifeachtach an tsoilsithe indírigh.

en: If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy].
ga: Más [code]true[/code], déanann sé dhá phreab de shoilsiú indíreach in ionad ceann amháin. Déanann sé seo soilsiú indíreach breathnú níos nádúrtha agus níos gile ar chostas feidhmíochta beag. Tá an dara preab le feiceáil freisin i machnaimh. Má tá an chuma ar an radharc ró-gheal tar éis [member use_two_bounces] a chumasú, coigeartaigh [iomadú ball] agus [fuinneamh ball].

en: A vertical scrollbar that goes from top (min) to bottom (max).
ga: Scrollbharra ingearach a théann ó bharr (mion) go bun (uas).

en: A vertical scrollbar, typically used to navigate through content that extends beyond the visible height of a control. It is a [Range]-based control and goes from top (min) to bottom (max). Note that this direction is the opposite of [VSlider]'s.
ga: Scrollbharra ingearach, a úsáidtear de ghnáth chun nascleanúint a dhéanamh trí ábhar a shíneann thar airde infheicthe rialtáin. Is rialú [Raon]-bhunaithe é agus téann sé ó bhun (nóiméad) go bun (uas). Tabhair faoi deara go bhfuil an treo seo a mhalairt de threoir [VSlider].

en: A vertical line used for separating other controls.
ga: Líne ingearach a úsáidtear chun rialtáin eile a scaradh.

en: A vertical separator used for separating other controls that are arranged [b]horizontally[/b]. [VSeparator] is purely visual and normally drawn as a [StyleBoxLine].
ga: Deighilteoir ingearach a úsáidtear chun rialtáin eile atá eagraithe [b] go cothrománach[/b] a scaradh. Is éard atá i [VSeparator] amháin amhairc agus de ghnáth tarraingítear é mar [StyleBoxLine].

en: A vertical slider that goes from bottom (min) to top (max).
ga: Sleamhnán ingearach a théann ón mbun (mion) go dtí an barr (uas).

en: A vertical slider, used to adjust a value by moving a grabber along a vertical axis. It is a [Range]-based control and goes from bottom (min) to top (max). Note that this direction is the opposite of [VScrollBar]'s.
ga: Sleamhnán ingearach, a úsáidtear chun luach a choigeartú trí ghreamair a bhogadh feadh ais ingearach. Is rialú [Raon]-bhunaithe é agus téann sé ón mbun (nóiméad) go dtí an barr (uas). Tabhair faoi deara go bhfuil an treo seo a mhalairt de na treoracha [VScrollBar].

en: A container that splits two child controls vertically and provides a grabber for adjusting the split ratio.
ga: Rialaíonn coimeádán a scoilteann beirt leanbh go hingearach agus soláthraíonn sé grabber chun an cóimheas scoilte a choigeartú.

en: A container that accepts only two child controls, then arranges them vertically and creates a divisor between them. The divisor can be dragged around to change the size relation between the child controls.
ga: Rialaíonn coimeádán nach nglacann ach dhá leanbh, ansin iad a shocrú go hingearach agus cruthaíonn sé roinnteoir eatarthu. Is féidir an roinnteoir a tharraingt timpeall chun an coibhneas méide idir rialuithe an linbh a athrú.

en: Holds an [Object]. If the object is [RefCounted], it doesn't update the reference count.
ga: Tá [Réad] aige. Más rud é [RefCounted], ní nuashonraíonn sé an comhaireamh tagartha.

en: A weakref can hold a [RefCounted] without contributing to the reference counter. A weakref can be created from an [Object] using [method @GlobalScope.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released.
ga: Is féidir le lagref [Tagáireamh] a shealbhú gan cur leis an gcuntar tagartha. Is féidir weakref a chruthú ó [Réad] ag baint úsáide as [method @GlobalScope.weakref]. Mura bhfuil an réad seo ina thagairt, oibríonn weakref fós, áfach, níl aon éifeacht aige ar an réad. Tá laigí úsáideach i gcásanna ina bhfuil athróga ag ilranganna a thagraíonn dá chéile. Gan tagairtí laga, d'fhéadfadh sceitheadh cuimhne a bheith mar thoradh ar úsáid na ranganna seo, mar go gcoinníonn an dá thagairt a chéile ó bheith scaoilte. Is féidir an spleáchas timthriallach seo a chosc trí chuid de na hathróga a dhéanamh, agus ceadaítear na tagairtí a scaoileadh.

en: Returns the [Object] this weakref is referring to. Returns [code]null[/code] if that object no longer exists.
ga: Filleann sé an [Object] a bhfuil an tagairt lag seo ag tagairt dó. Filleann sé [code]null[/code] mura bhfuil an oibiacht sin ann a thuilleadh.

en: Closes this data channel, notifying the other peer.
ga: Dúnann sé an cainéal sonraí seo, ag cur an phiara eile ar an eolas.

en: Returns the number of bytes currently queued to be sent over this channel.
ga: Filleann sé seo líon na mbeart atá ciúáilte faoi láthair le seoladh thar an gcainéal seo.

en: Returns the ID assigned to this channel during creation (or auto-assigned during negotiation).
    If the channel is not negotiated out-of-band the ID will only be available after the connection is established (will return [code]65535[/code] until then).
ga: Seoltar ar ais an t-aitheantas a sannadh don chainéal seo le linn an chruthaithe (nó arna shannadh go huathoibríoch le linn idirbheartaíochta).
    Mura ndéantar idirbheartaíocht ar an gcainéal lasmuigh den bhanda ní bheidh an t-aitheantas ar fáil ach amháin tar éis don nasc a bheith bunaithe (beidh sé ar ais [code]65535[/code] go dtí sin).

en: Returns the label assigned to this channel during creation.
ga: Filleann sé an lipéad a sannadh don chainéal seo le linn cruthú.

en: Returns the [code]maxPacketLifeTime[/code] value assigned to this channel during creation.
    Will be [code]65535[/code] if not specified.
ga: Seoltar ar ais an luach [code]maxPacketLifeTime[/code] a sannadh don chainéal seo le linn cruthú.
    [code]65535[/code] a bheidh ann mura sonraítear é.

en: Returns the [code]maxRetransmits[/code] value assigned to this channel during creation.
    Will be [code]65535[/code] if not specified.
ga: Seoltar ar ais an luach [code]maxRetransmits[/code] a sannadh don chainéal seo le linn cruthú.
    [code]65535[/code] a bheidh ann mura sonraítear é.

en: Returns the sub-protocol assigned to this channel during creation. An empty string if not specified.
ga: Filleann sé an fo-phrótacal a sannadh don chainéal seo le linn cruthú. Teaghrán folamh mura bhfuil sé sonraithe.

en: Returns the current state of this channel, see [enum ChannelState].
ga: Filleann sé staid reatha an chainéil seo, féach [enum ChannelState].

en: Returns [code]true[/code] if this channel was created with out-of-band configuration.
ga: Filleann sé [code]true[/code] má cruthaíodh an cainéal seo le cumraíocht lasmuigh den bhanda.

en: Returns [code]true[/code] if this channel was created with ordering enabled (default).
ga: Filleann sé [code]true[/code] má cruthaíodh an cainéal seo le hordú cumasaithe (réamhshocraithe).

en: Reserved, but not used for now.
ga: In áirithe, ach ní úsáidtear go fóill.

en: Returns [code]true[/code] if the last received packet was transferred as text. See [member write_mode].
ga: Filleann sé [code]true[/code] má aistríodh an paicéad deireanach a fuarthas mar théacs. Féach ar [member write_mode].

en: The transfer mode to use when sending outgoing packet. Either text or binary.
ga: An modh aistrithe le húsáid agus paicéad amach á sheoladh. Ceachtar téacs nó dénártha.

en: Tells the channel to send data over this channel as text. An external peer (non-Godot) would receive this as a string.
ga: Insíonn sé don chainéal sonraí a sheoladh thar an gcainéal seo mar théacs. Gheobhadh piaraí seachtrach (neamh-Godot) é seo mar theaghrán.

en: Tells the channel to send data over this channel as binary. An external peer (non-Godot) would receive this as array buffer or blob.
ga: Insíonn sé don chainéal sonraí a sheoladh thar an gcainéal seo mar dhénártha. Gheobhadh piaraí seachtrach (neamh-Godot) é seo mar mhaolán eagair nó blob.

en: The channel was created, but it's still trying to connect.
ga: Cruthaíodh an cainéal, ach tá sé fós ag iarraidh a nascadh.

en: The channel is currently open, and data can flow over it.
ga: Tá an cainéal oscailte faoi láthair, agus is féidir le sonraí sreabhadh thairis air.

en: The channel is being closed, no new messages will be accepted, but those already in queue will be flushed.
ga: Tá an cainéal á dhúnadh, ní ghlacfar le haon teachtaireachtaí nua, ach déanfar iad siúd atá sa scuaine cheana féin a shruthlú.

en: The channel was closed, or connection failed.
ga: Dúnadh an cainéal, nó theip ar an gceangal.

en: A simple interface to create a peer-to-peer mesh network composed of [WebRTCPeerConnection] that is compatible with the [MultiplayerAPI].
ga: Comhéadan simplí chun líonra mogaill piaraí le piaraí a chruthú comhdhéanta de [WebRTCPeerConnection] atá comhoiriúnach leis an [MultiplayerAPI].

en: This class constructs a full mesh of [WebRTCPeerConnection] (one connection for each peer) that can be used as a [member MultiplayerAPI.multiplayer_peer].
    You can add each [WebRTCPeerConnection] via [method add_peer] or remove them via [method remove_peer]. Peers must be added in [constant WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.
    When creating the peer via [method create_client] or [method create_server] the [method MultiplayerPeer.is_server_relay_supported] method will return [code]true[/code] enabling peer exchange and packet relaying when supported by the [MultiplayerAPI] implementation.
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Tógann an rang seo mogalra iomlán de [WebRTCPeerConnection] (nasc amháin do gach piaraí) ar féidir a úsáid mar [comhalta MultiplayerAPI.multiplayer_peer].
    Is féidir leat gach [WebRTCPeerConnection] a chur leis trí [method add_peer] nó iad a bhaint trí [method remove_peer]. Ní mór piaraí a chur leis i stát [WebRTCPeerConnection.STATE_NEW leanúnach] chun ligean dó na cainéil chuí a chruthú. Ní chruthóidh an aicme seo tairiscintí ná ní shocróidh sé tuairiscí, ní dhéanfaidh sé ach vótaíocht orthu, agus cuirfidh sé naisc agus dícheangail ar an eolas.
    Agus an piara á chruthú trí [method create_client] nó [method create_server] tabharfaidh an modh [method MultiplayerPeer.is_server_relay_supported] ar ais [code]true[/code] a chumasóidh malartú piaraí agus athsheoladh paicéid nuair a thacóidh an cur i bhfeidhm [MultiplayerAPI] leis.
    [b]Nóta:[/b] Agus tú ag easpórtáil go Android, déan cinnte an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aon-cliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Add a new peer to the mesh with the given [param peer_id]. The [WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection.STATE_NEW].
    Three channels will be created for reliable, unreliable, and ordered transport. The value of [param unreliable_lifetime] will be passed to the [code]"maxPacketLifetime"[/code] option when creating unreliable and ordered channels (see [method WebRTCPeerConnection.create_data_channel]).
ga: Cuir piara nua leis an mogalra leis an [param peer_id] a tugadh. Caithfidh an [WebRTCPeerConnection] a bheith i stát [WebRTCPeerConnection.STATE_NEW].
    Cruthófar trí chainéal le haghaidh iompair iontaofa, neamhiontaofa agus ordaithe. Cuirfear luach [param unreliable_lifetime] ar aghaidh chuig an rogha [code]"maxPacketLifetime"[/code] nuair a chruthaítear cainéil neamhiontaofa agus ordaithe (féach [method WebRTCPeerConnection.create_data_channel]).

en: Initialize the multiplayer peer as a client with the given [param peer_id] (must be between 2 and 2147483647). In this mode, you should only call [method add_peer] once and with [param peer_id] of [code]1[/code]. This mode enables [method MultiplayerPeer.is_server_relay_supported], allowing the upper [MultiplayerAPI] layer to perform peer exchange and packet relaying.
    You can optionally specify a [param channels_config] array of [enum MultiplayerPeer.TransferMode] which will be used to create extra channels (WebRTC only supports one transfer mode per channel).
ga: Tosaigh an piara il-imreora mar chliant leis an [param peer_id] tugtha (caithfidh sé a bheith idir 2 agus 2147483647). Sa mhód seo, níor cheart duit ach glaoch ar [method add_peer] uair amháin agus le [param peer_id] de [code]1[/code]. Cumasaíonn an mód seo [method MultiplayerPeer.is_server_relay_supported], rud a ligeann don chiseal uachtarach [MultiplayerAPI] malartú piaraí agus athsheoladh paicéad a dhéanamh.
    Is féidir leat raon [param channels_config] de [enum MultiplayerPeer.TransferMode] a shonrú go roghnach a úsáidfear chun cainéil bhreise a chruthú (ní thacaíonn WebRTC ach le modh aistrithe amháin in aghaidh an chainéil).

en: Initialize the multiplayer peer as a mesh (i.e. all peers connect to each other) with the given [param peer_id] (must be between 1 and 2147483647).
ga: Tosaigh an piara il-imreora mar mhogalra (i.e. nascann gach piaraí lena chéile) leis an [param peer_id] a thugtar (caithfidh sé a bheith idir 1 agus 2147483647).

en: Initialize the multiplayer peer as a server (with unique ID of [code]1[/code]). This mode enables [method MultiplayerPeer.is_server_relay_supported], allowing the upper [MultiplayerAPI] layer to perform peer exchange and packet relaying.
    You can optionally specify a [param channels_config] array of [enum MultiplayerPeer.TransferMode] which will be used to create extra channels (WebRTC only supports one transfer mode per channel).
ga: Cuir tús leis an bpiaraí il-imreora mar fhreastalaí (le haitheantas uathúil de [code]1[/code]). Cumasaíonn an mód seo [method MultiplayerPeer.is_server_relay_supported], rud a ligeann don chiseal uachtarach [MultiplayerAPI] malartú piaraí agus athsheoladh paicéad a dhéanamh.
    Is féidir leat raon [param channels_config] de [enum MultiplayerPeer.TransferMode] a shonrú go roghnach a úsáidfear chun cainéil bhreise a chruthú (ní thacaíonn WebRTC ach le modh aistrithe amháin in aghaidh an chainéil).

en: Returns a dictionary representation of the peer with given [param peer_id] with three keys. [code]"connection"[/code] containing the [WebRTCPeerConnection] to this peer, [code]"channels"[/code] an array of three [WebRTCDataChannel], and [code]"connected"[/code] a boolean representing if the peer connection is currently connected (all three channels are open).
ga: Filleann sé léiriú foclóra den phiaraí le [param peer_id] tugtha le trí eochair. [code]"ceangal"[/code] ina bhfuil an [WebRTCPeerConnection] leis an bpiaraí seo, [code]"cainéal"[/code] sraith de thrí [WebRTCDataChannel], agus [code]"ceangailte"[/code] boolean ag léiriú an bhfuil an nasc piaraí ceangailte faoi láthair (tá na trí chainéal ar fad oscailte).

en: Returns a dictionary which keys are the peer ids and values the peer representation as in [method get_peer].
ga: Filleann foclóir arb iad na heochracha iad na piaraitheantais agus cuireann sé luach ar an léiriú piaraí mar atá i [method get_peer].

en: Returns [code]true[/code] if the given [param peer_id] is in the peers map (it might not be connected though).
ga: Filleann sé [code]true[/code] má tá an [param peer_id] tugtha ar léarscáil na bpiaraí (seans nach bhfuil sé nasctha áfach).

en: Remove the peer with given [param peer_id] from the mesh. If the peer was connected, and [signal MultiplayerPeer.peer_connected] was emitted for it, then [signal MultiplayerPeer.peer_disconnected] will be emitted.
ga: Bain an piara le [param peer_id] tugtha ón mogalra. Má bhí an piara ceangailte, agus [comhartha MultiplayerPeer.peer_connected] astaithe dó, ansin beidh [comhartha MultiplayerPeer.peer_disconnected] astaithe.

en: Interface to a WebRTC peer connection.
ga: Comhéadan le nasc piaraí WebRTC.

en: A WebRTC connection between the local computer and a remote peer. Provides an interface to connect, maintain and monitor the connection.
    Setting up a WebRTC connection between two peers may not seem a trivial task, but it can be broken down into 3 main steps:
    - The peer that wants to initiate the connection ([code]A[/code] from now on) creates an offer and send it to the other peer ([code]B[/code] from now on).
    - [code]B[/code] receives the offer, generate and answer, and sends it to [code]A[/code]).
    - [code]A[/code] and [code]B[/code] then generates and exchange ICE candidates with each other.
    After these steps, the connection should become connected. Keep on reading or look into the tutorial for more information.
ga: Nasc WebRTC idir an ríomhaire áitiúil agus piaraí cianda. Soláthraíonn sé comhéadan chun an nasc a nascadh, a chothabháil agus monatóireacht a dhéanamh air.
    Seans nach tasc fánach é nasc WebRTC a bhunú idir beirt phiaraí, ach is féidir é a bhriseadh síos i 3 phríomhchéim:
    - Cruthaíonn an piara atá ag iarraidh an nasc a thionscnamh ([code]A[/code] as seo amach) tairiscint agus seolann sé chuig an bpiaraí eile é ([code]B[/code] as seo amach).
    - Faigheann [code]B[/code] an tairiscint, gineann agus freagair, agus seolann chuig [code]A[/code] í).
    - [code]A[/code] agus [code]B[/code] ansin gineann agus malartaíonn iarrthóirí ICE lena chéile.
    Tar éis na céimeanna seo, ba cheart an nasc a bheith ceangailte. Lean ort ag léamh nó féach ar an rang teagaisc le haghaidh tuilleadh eolais.

en: Add an ice candidate generated by a remote peer (and received over the signaling server). See [signal ice_candidate_created].
ga: Cuir iarrthóir oighir a ghineann piaraí cianda leis (agus a fuarthas thar an bhfreastalaí comharthaíochta). Féach [signal ice_candidate_created].

en: Close the peer connection and all data channels associated with it.
    [b]Note:[/b] You cannot reuse this object for a new connection unless you call [method initialize].
ga: Dún an nasc piaraí agus gach cainéal sonraí a bhaineann leis.
    [b]Nóta:[/b] Ní féidir leat an réad seo a athúsáid le haghaidh nasc nua ach amháin má ghlaonn tú ar [method inisealaithe].

en: Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with given [param label] and optionally configured via the [param options] dictionary. This method can only be called when the connection is in state [constant STATE_NEW].
    There are two ways to create a working data channel: either call [method create_data_channel] on only one of the peer and listen to [signal data_channel_received] on the other, or call [method create_data_channel] on both peers, with the same values, and the [code]"negotiated"[/code] option set to [code]true[/code].
    Valid [param options] are:
    [codeblock]
    {
        "negotiated": true, # When set to true (default off), means the channel is negotiated out of band. "id" must be set too. "data_channel_received" will not be called.
        "id": 1, # When "negotiated" is true this value must also be set to the same value on both peer.
    
        # Only one of maxRetransmits and maxPacketLifeTime can be specified, not both. They make the channel unreliable (but also better at real time).
        "maxRetransmits": 1, # Specify the maximum number of attempt the peer will make to retransmits packets if they are not acknowledged.
        "maxPacketLifeTime": 100, # Specify the maximum amount of time before giving up retransmitions of unacknowledged packets (in milliseconds).
        "ordered": true, # When in unreliable mode (i.e. either "maxRetransmits" or "maxPacketLifetime" is set), "ordered" (true by default) specify if packet ordering is to be enforced.
    
        "protocol": "my-custom-protocol", # A custom sub-protocol string for this channel.
    }
    [/codeblock]
    [b]Note:[/b] You must keep a reference to channels created this way, or it will be closed.
ga: Seoltar ar ais [WebRTCDataChannel] (nó [code] null[/code] nua ar theip) leis an [lipéad param] tugtha agus cumraithe go roghnach tríd an bhfoclóir [param options]. Ní féidir glaoch ar an modh seo ach amháin nuair atá an nasc i stát [StATE_NEW leanúnach].
    Tá dhá bhealach ann chun cainéal sonraí oibre a chruthú: glaoigh ar [method create_data_channel] ar cheann amháin den phiara agus éist le [signal data_channel_received] ar an taobh eile, nó glaoigh ar [method create_data_channel] ar an dá phiaraí, leis na luachanna céanna, agus an rogha [code]"idirbheartaithe"[/code] socraithe go [code]true[/code].
    Is iad [roghanna param] bailí:
    [codeblock]
    {
        "idirbheartaithe": fíor, # Nuair a shocraítear é go fíor (réamhshocraithe), ciallaíonn sé go bhfuil an cainéal idirbheartaithe lasmuigh den bhanda. ní mór "id" a shocrú freisin. ní thabharfar "data_channel_received".
        " id ": 1, # Nuair atá "idirbheartaithe" fíor ní mór an luach seo a shocrú ar an luach céanna ar an dá phiara.
    
        # Ní féidir ach ceann amháin de maxRetransmits agus maxPacketLifeTime a shonrú, ní an dá cheann. Déanann siad an cainéal neamhiontaofa (ach freisin níos fearr i bhfíor-am).
        "maxRetransmits": 1, # Sonraigh an t-uaslíon iarracht a dhéanfaidh an piara paicéid a athchraoladh mura n-admhaítear iad.
        "maxPacketLifeTime": 100, # Sonraigh an t-uasmhéid ama sula dtabharfaidh tú suas atarchur paicéid neamhaitheanta (i milleasoicindí).
        "ordered": fíor, # Nuair a bheidh an modh neamhiontaofa (i.e. "maxRetransmits" nó "maxPacketLifetime" socraithe), "ordaithe" (fíor de réir réamhshocraithe) sonraigh an bhfuil ordú paicéad le cur i bhfeidhm.
    
        " , " protocol " : " mo-phrótacal-custaim", # Teaghrán saincheaptha fo-phrótacal don chainéal seo.
    }
    [/codeblock]
    [b]Nóta:[/b] Ní mór duit tagairt a choinneáil do chainéil a chruthaítear ar an mbealach seo, nó dúnfar iad.

en: Creates a new SDP offer to start a WebRTC connection with a remote peer. At least one [WebRTCDataChannel] must have been created before calling this method.
    If this functions returns [constant OK], [signal session_description_created] will be called when the session is ready to be sent.
ga: Cruthaíonn sé tairiscint nua SDP chun nasc WebRTC a thosú le piaraí cianda. Caithfidh [WebRTCDataChannel] amháin ar a laghad a bheith cruthaithe roimh ghlaoch ar an modh seo.
    Má fhilleann an fheidhm seo [constant go leor], cuirfear glaoch ar [signal session_description_created] nuair a bheidh an seisiún réidh le seoladh.

en: Returns the connection state. See [enum ConnectionState].
ga: Filleann an staid nasctha. Féach [enum ConnectionState].

en: Returns the ICE [enum GatheringState] of the connection. This lets you detect, for example, when collection of ICE candidates has finished.
ga: Filleann sé ICE [enum GatheringState] den nasc. Ligeann sé seo duit a bhrath, mar shampla, nuair a bhíonn bailiú iarrthóirí ICE críochnaithe.

en: Returns the signaling state on the local end of the connection while connecting or reconnecting to another peer.
ga: Filleann sé an staid chomharthaíochta ar thaobh áitiúil an naisc agus é ag nascadh nó ag athcheangal le piaraí eile.

en: Re-initialize this peer connection, closing any previously active connection, and going back to state [constant STATE_NEW]. A dictionary of [param configuration] options can be passed to configure the peer connection.
    Valid [param configuration] options are:
    [codeblock]
    {
        "iceServers": [
            {
                "urls": [ "stun:stun.example.com:3478" ], # One or more STUN servers.
            },
            {
                "urls": [ "turn:turn.example.com:3478" ], # One or more TURN servers.
                "username": "a_username", # Optional username for the TURN server.
                "credential": "a_password", # Optional password for the TURN server.
            }
        ]
    }
    [/codeblock]
ga: Cuir an nasc piara seo ar bun arís, dún aon nasc a bhí gníomhach roimhe seo, agus téigh ar ais go dtí an lua [StATE_NEW leanúnach]. Is féidir foclóir de roghanna [param configuration] a chur ar aghaidh chun an nasc piara a chumrú.
    Is iad na roghanna bailí [cumraíocht param]:
    [codeblock]
    {
        "Freastalaí oighir": [
            {
                "urls": [ "stun:stun.example.com:3478" ], # Freastalaí STUN amháin nó níos mó.
            },
            {
                "urls": [ "turn:turn.example.com:3478" ], # Freastalaí TURN nó níos mó.
                " username " : " a_username " , # Optional username for the TURN server.
                " credential " : " a_password " , # Focal faire roghnach don fhreastalaí TURN.
            }
        ]
    }
    [/codeblock]

en: Call this method frequently (e.g. in [method Node._process] or [method Node._physics_process]) to properly receive signals.
ga: Glaoigh ar an modh seo go minic (m.sh. i [method Node._process] nó [method Node._physics_process]) chun comharthaí a fháil i gceart.

en: Sets the [param extension_class] as the default [WebRTCPeerConnectionExtension] returned when creating a new [WebRTCPeerConnection].
ga: Socraíonn sé an [param extension_class] mar an réamhshocrú [WebRTCPeerConnectionExtension] a cuireadh ar ais nuair a cruthaíodh [WebRTCPeerConnection] nua.

en: Sets the SDP description of the local peer. This should be called in response to [signal session_description_created].
    After calling this function the peer will start emitting [signal ice_candidate_created] (unless an [enum Error] different from [constant OK] is returned).
ga: Socraíonn sé cur síos PFS ar an bpiaraí áitiúil. Ba cheart glaoch air seo mar fhreagra ar [signal session_description_created].
    Tar éis an fheidhm seo a ghlaoch, tosóidh an piara ag astú [signal ice_candidate_created] (mura gcuirtear [Earráid enum] atá difriúil ó [go leor i gcónaí] ar ais).

en: Sets the SDP description of the remote peer. This should be called with the values generated by a remote peer and received over the signaling server.
    If [param type] is [code]"offer"[/code] the peer will emit [signal session_description_created] with the appropriate answer.
    If [param type] is [code]"answer"[/code] the peer will start emitting [signal ice_candidate_created].
ga: Socraíonn sé cur síos PFS an phiara cianda. Ba cheart é seo a ghlaoch leis na luachanna a ghineann piaraí cianda agus a fhaightear thar an bhfreastalaí comharthaíochta.
    Más é [cineál param] [code] “tairiscint”[/code] astóidh an piara [signal session_description_created] leis an bhfreagra cuí.
    Más é [cineál param] [code] "freagra"[/code] tosóidh an piara ag astú [comhartha ice_candidate_created].

en: Emitted when a new in-band channel is received, i.e. when the channel was created with [code]negotiated: false[/code] (default).
    The object will be an instance of [WebRTCDataChannel]. You must keep a reference of it or it will be closed automatically. See [method create_data_channel].
ga: Astaítear nuair a fhaightear cainéal in-bhanna nua, i.e. nuair a cruthaíodh an cainéal le [code] a idirbheartaíodh: bréagach[/code] (réamhshocraithe).
    Sampla de [WebRTCDataChannel] a bheidh san oibiacht. Ní mór duit tagairt a dhéanamh de nó dúnfar go huathoibríoch é. Féach ar [method create_data_channel].

en: Emitted when a new ICE candidate has been created. The three parameters are meant to be passed to the remote peer over the signaling server.
ga: Astaithe nuair a chruthaítear iarrthóir ICE nua. Tá sé i gceist na trí pharaiméadar a chur ar aghaidh chuig an bpiaraí cianda thar an bhfreastalaí comharthaíochta.

en: Emitted after a successful call to [method create_offer] or [method set_remote_description] (when it generates an answer). The parameters are meant to be passed to [method set_local_description] on this object, and sent to the remote peer over the signaling server.
ga: Astaithe tar éis glao rathúil chuig [method create_offer] nó [method set_remote_description] (nuair a ghineann sé freagra). Tá sé i gceist na paraiméadair a chur ar aghaidh chuig [method set_local_description] ar an oibiacht seo, agus a sheoladh chuig an gcianrialtán thar an bhfreastalaí comharthaíochta.

en: The connection is new, data channels and an offer can be created in this state.
ga: Tá an nasc nua, is féidir bealaí sonraí agus tairiscint a chruthú sa stát seo.

en: The peer is connecting, ICE is in progress, none of the transports has failed.
ga: Tá an piaraí ag nascadh, tá ICE ar siúl, níor theip ar aon cheann de na hiompar.

en: The peer is connected, all ICE transports are connected.
ga: Tá an piaraí ceangailte, tá gach iompar ICE ceangailte.

en: At least one ICE transport is disconnected.
ga: Tá iompar ICE amháin ar a laghad dícheangailte.

en: One or more of the ICE transports failed.
ga: Theip ar cheann amháin nó níos mó de na hiompar ICE.

en: The peer connection is closed (after calling [method close] for example).
ga: Tá an nasc piaraí dúnta (tar éis glaoch ar [method gar] mar shampla).

en: The peer connection was just created and hasn't done any networking yet.
ga: Cruthaíodh an nasc piaraí díreach agus níl aon líonrú déanta fós.

en: The ICE agent is in the process of gathering candidates for the connection.
ga: Tá an gníomhaire ICE i mbun iarrthóirí a bhailiú don nasc.

en: The ICE agent has finished gathering candidates. If something happens that requires collecting new candidates, such as a new interface being added or the addition of a new ICE server, the state will revert to gathering to gather those candidates.
ga: Tá an gníomhaire ICE críochnaithe ag bailiú iarrthóirí. Má tharlaíonn rud éigin a éilíonn iarrthóirí nua a bhailiú, mar shampla comhéadan nua a chur leis nó freastalaí ICE nua a chur leis, rachaidh an stát ar ais chuig cruinniú chun na hiarrthóirí sin a bhailiú.

en: There is no ongoing exchange of offer and answer underway. This may mean that the [WebRTCPeerConnection] is new ([constant STATE_NEW]) or that negotiation is complete and a connection has been established ([constant STATE_CONNECTED]).
ga: Níl aon mhalartú leanúnach ar thairiscintí agus ar fhreagra ar siúl. D’fhéadfadh go gciallódh sé seo go bhfuil an [WebRTCPeerConnection] nua ([StATE_NEW leanúnach]) nó go bhfuil an idirbheartaíocht críochnaithe agus nasc bunaithe ([StATE_CONNECTED seasmhach]).

en: The local peer has called [method set_local_description], passing in SDP representing an offer (usually created by calling [method create_offer]), and the offer has been applied successfully.
ga: Chuir an piara áitiúil glaoch ar [method set_local_description], ag dul isteach i SDP a sheasann do thairiscint (a chruthaítear de ghnáth trí ghlaoch a chur ar [method create_offer]), agus cuireadh an tairiscint i bhfeidhm go rathúil.

en: The remote peer has created an offer and used the signaling server to deliver it to the local peer, which has set the offer as the remote description by calling [method set_remote_description].
ga: Tá tairiscint cruthaithe ag an gcianphiara agus d’úsáid sé an freastalaí comharthaíochta chun é a sheachadadh chuig an bpiaraí áitiúil, a shocraigh an tairiscint mar an cur síos cianda trí ghlao a chur ar [method set_remote_description].

en: The offer sent by the remote peer has been applied and an answer has been created and applied by calling [method set_local_description]. This provisional answer describes the supported media formats and so forth, but may not have a complete set of ICE candidates included. Further candidates will be delivered separately later.
ga: Cuireadh an tairiscint a sheol an piaraí cianda i bhfeidhm agus cruthaíodh freagra agus cuireadh i bhfeidhm é trí ghlao a chur ar [method set_local_description]. Déanann an freagra sealadach seo cur síos ar na formáidí meán tacaithe agus mar sin de, ach d’fhéadfadh nach mbeadh sraith iomlán iarrthóirí ICE san áireamh. Déanfar iarrthóirí breise a sheachadadh ar leithligh níos déanaí.

en: A provisional answer has been received and successfully applied in response to an offer previously sent and established by calling [method set_local_description].
ga: Tá freagra sealadach faighte agus curtha i bhfeidhm go rathúil mar fhreagra ar thairiscint a seoladh agus a socraíodh roimhe seo trí ghlaoch a chur ar [method set_local_description].

en: The [WebRTCPeerConnection] has been closed.
ga: Tá an [WebRTCPeerConnection] dúnta.

en: Base class for WebSocket server and client.
ga: Bunrang do fhreastalaí agus cliant WebSocket.

en: Base class for WebSocket server and client, allowing them to be used as multiplayer peer for the [MultiplayerAPI].
    [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
ga: Bunrang do fhreastalaí agus cliant WebSocket, a cheadaíonn iad a úsáid mar phiara il-imreora don [MultiplayerAPI].
    [b] Nóta:[/b] Agus tú ag easpórtáil go Android, cinntigh go bhfuil tú in ann an cead [code]Idirlíon[/code] a chumasú sa réamhshocrú easpórtála Android sula n-onnmhairíonn tú an tionscadal nó sula n-úsáideann tú imscaradh aonchliceáil. Seachas sin, cuirfidh Android bac ar chumarsáid líonra de chineál ar bith.

en: Starts a new multiplayer client connecting to the given [param url]. TLS certificates will be verified against the hostname when connecting using the [code]wss://[/code] protocol. You can pass the optional [param tls_client_options] parameter to customize the trusted certification authorities, or disable the common name verification. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
    [b]Note:[/b] It is recommended to specify the scheme part of the URL, i.e. the [param url] should start with either [code]ws://[/code] or [code]wss://[/code].
ga: Cuireann sé tús le cliant il-imreora nua a nascann leis an [param url] a thugtar. Fíorófar teastais TLS in aghaidh an óstainm agus an prótacal [code]wss://[/code] á nascadh. Is féidir leat pas a fháil sa pharaiméadar roghnach [param tls_client_options] chun na húdaráis deimhniúcháin iontaofa a shaincheapadh, nó an fíorú ainm coitianta a dhíchumasú. Féach ar [method TLSOptions.client] agus [method TLSOptions.client_unsafe].
    [b]Nóta:[/b] Moltar an chuid scéime den URL a shonrú, i.e. ba cheart go dtosódh an [param url] le [code]ws://[/code] nó [code]wss:// [/code].

en: Starts a new multiplayer server listening on the given [param port]. You can optionally specify a [param bind_address], and provide valid [param tls_server_options] to use TLS. See [method TLSOptions.server].
ga: Tosaíonn freastalaí il-imreora nua ag éisteacht ar an [port param] a thugtar. Is féidir leat [param bind_address] a shonrú go roghnach, agus [param tls_server_options] bailí a sholáthar chun TLS a úsáid. Féach ar [method TLSOptions.server].

en: Returns the [WebSocketPeer] associated to the given [param peer_id].
ga: Filleann sé an [WebSocketPeer] a bhaineann leis an [param peer_id] tugtha.

en: Returns the IP address of the given peer.
ga: Seoltar ar ais seoladh IP an phiara tugtha.

en: Returns the remote port of the given peer.
ga: Filleann sé port cianda an phiara tugtha.

en: The extra headers to use during handshake. See [member WebSocketPeer.handshake_headers] for more details.
ga: Na ceanntásca breise le húsáid le linn croitheadh láimhe. Féach [comhalta WebSocketPeer.handshake_headers] le haghaidh tuilleadh sonraí.

en: The maximum time each peer can stay in a connecting state before being dropped.
ga: Is é an t-uasmhéid ama is féidir le gach piaraí fanacht i stát nasctha sula scaoiltear é.

en: The inbound buffer size for connected peers. See [member WebSocketPeer.inbound_buffer_size] for more details.
ga: An méid maoláin isteach do phiaraí nasctha. Féach [comhalta WebSocketPeer.inbound_buffer_size] le haghaidh tuilleadh sonraí.

en: The maximum number of queued packets for connected peers. See [member WebSocketPeer.max_queued_packets] for more details.
ga: An t-uaslíon paicéad ciúáilte do phiaraí nasctha. Féach [comhalta WebSocketPeer.max_queued_packets] le haghaidh tuilleadh sonraí.

en: The outbound buffer size for connected peers. See [member WebSocketPeer.outbound_buffer_size] for more details.
ga: Méid an mhaoláin amach le haghaidh piaraí nasctha. Féach [comhalta WebSocketPeer.outbound_buffer_size] le haghaidh tuilleadh sonraí.

en: The supported WebSocket sub-protocols. See [member WebSocketPeer.supported_protocols] for more details.
ga: Na fophrótacail WebSocket a dtacaítear leo. Féach ar [comhalta WebSocketPeer.supported_protocols] le haghaidh tuilleadh sonraí.

en: A WebSocket connection.
ga: Nasc WebSocket.

en: This class represents WebSocket connection, and can be used as a WebSocket client (RFC 6455-compliant) or as a remote peer of a WebSocket server.
    You can send WebSocket binary frames using [method PacketPeer.put_packet], and WebSocket text frames using [method send] (prefer text frames when interacting with text-based API). You can check the frame type of the last packet via [method was_string_packet].
    To start a WebSocket client, first call [method connect_to_url], then regularly call [method poll] (e.g. during [Node] process). You can query the socket state via [method get_ready_state], get the number of pending packets using [method PacketPeer.get_available_packet_count], and retrieve them via [method PacketPeer.get_packet].
    [codeblocks]
    [gdscript]
    extends Node
    
    var socket = WebSocketPeer.new()
    
    func _ready():
        socket.connect_to_url("wss://example.com")
    
    func _process(delta):
        socket.poll()
        var state = socket.get_ready_state()
        if state == WebSocketPeer.STATE_OPEN:
            while socket.get_available_packet_count():
                print("Packet: ", socket.get_packet())
        elif state == WebSocketPeer.STATE_CLOSING:
            # Keep polling to achieve proper close.
            pass
        elif state == WebSocketPeer.STATE_CLOSED:
            var code = socket.get_close_code()
            var reason = socket.get_close_reason()
            print("WebSocket closed with code: %d, reason %s. Clean: %s" % [code, reason, code != -1])
            set_process(false) # Stop processing.
    [/gdscript]
    [/codeblocks]
    To use the peer as part of a WebSocket server refer to [method accept_stream] and the online tutorial.
ga: Seasann an rang seo do nasc WebSocket, agus is féidir é a úsáid mar chliant WebSocket (comhlíontach le RFC 6455) nó mar phiaraí iargúlta ar fhreastalaí WebSocket.
    Is féidir leat frámaí dénártha WebSocket a sheoladh trí úsáid a bhaint as [method PacketPeer.put_packet], agus frámaí téacs WebSocket ag baint úsáide as [method seolta] (is fearr le frámaí téacs agus tú ag idirghníomhú le API bunaithe ar théacs). Is féidir leat cineál fráma an phaicéad deiridh a sheiceáil trí [method was_string_packet].
    Chun cliant WebSocket a thosú, cuir glaoch ar [method connect_to_url] ar dtús, agus ansin glaoigh go rialta ar [vótaíocht modh] (m.sh. le linn próiseas [Nóid]). Is féidir leat staid an tsoicéid a fhiosrú trí [method get_ready_state], faigh líon na bpacáistí ar feitheamh trí úsáid a bhaint as [method PacketPeer.get_available_packet_count], agus iad a aisghabháil trí [method PacketPeer.get_packet].
    [codeblocks]
    [gdscript]
    leathnaíonn Nód
    
    var soicéad = WebSocketPeer.new()
    
    func _réidh():
        socket.connect_to_url ("wss://example.com")
    
    feidhm _próiseas(deil):
        soicéad. poll()
        stát var = socket.get_ready_state()
        má luaigh == WebSocketPeer.STATE_OPEN:
            agus socket.get_available_packet_count():
                print ("Paicéad:", socket.get_packet())
        elif state == WebSocketPeer.STATE_CLOSING:
            # Coinnigh an vótaíocht chun dúnadh ceart a bhaint amach.
            pas
        elif state == WebSocketPeer.STATE_CLOSED:
            cód var = socket.get_close_code()
            var chúis = socket.get_close_reason()
            print("WebSocket dúnta le cód: %d, fáth %s. Glan: %s" %[cód, fáth, cód!= -1])
            set_process(bréagach) # Stop próiseáil.
    [/gdscript]
    [/codeblocks]
    Chun an piaraí a úsáid mar chuid de fhreastalaí WebSocket déan tagairt do [method accept_stream] agus an rang teagaisc ar líne.

en: Accepts a peer connection performing the HTTP handshake as a WebSocket server. The [param stream] must be a valid TCP stream retrieved via [method TCPServer.take_connection], or a TLS stream accepted via [method StreamPeerTLS.accept_stream].
    [b]Note:[/b] Not supported in Web exports due to browsers' restrictions.
ga: Glacann sé le nasc piaraí ag feidhmiú an chroitheadh láimhe HTTP mar fhreastalaí WebSocket. Caithfidh an [sruth param] a bheith ina shruth TCP bailí arna aisghabháil trí [method TCPServer.take_connection], nó ina sruth TLS a nglactar leis trí [method StreamPeerTLS.accept_stream].
    [b]Nóta:[/b] Ní thacaítear leis in easpórtálacha Gréasáin mar gheall ar shrianta na mbrabhsálaithe.

en: Closes this WebSocket connection. [param code] is the status code for the closure (see RFC 6455 section 7.4 for a list of valid status codes). [param reason] is the human readable reason for closing the connection (can be any UTF-8 string that's smaller than 123 bytes). If [param code] is negative, the connection will be closed immediately without notifying the remote peer.
    [b]Note:[/b] To achieve a clean close, you will need to keep polling until [constant STATE_CLOSED] is reached.
    [b]Note:[/b] The Web export might not support all status codes. Please refer to browser-specific documentation for more details.
ga: Dúnann an nasc WebSocket seo. [cód param] an cód stádais don dúnadh (féach RFC 6455 alt 7.4 le haghaidh liosta de na cóid stádais bhailí). Is é [param reason] an chúis atá inléite ag an duine chun an nasc a dhúnadh (is féidir aon teaghrán UTF-8 atá níos lú ná 123 beart a bheith i gceist). Má tá [cód param] diúltach, dúnfar an nasc láithreach gan fógra a thabhairt don phiara cianda.
    [b]Nóta:[/b] Chun deireadh glan a bhaint amach, beidh ort an vótaíocht a choinneáil go dtí go sroichfear [State_CLOSED seasmhach].
    [b]Nóta:[/b] Seans nach dtacaíonn an t-easpórtáil Gréasáin le gach cód stádais. Déan tagairt le do thoil do dhoiciméid a bhaineann go sonrach le brabhsálaí le haghaidh tuilleadh sonraí.

en: Returns the received WebSocket close frame status code, or [code]-1[/code] when the connection was not cleanly closed. Only call this method when [method get_ready_state] returns [constant STATE_CLOSED].
ga: Seoltar ar ais an cód stádais fráma gar WebSocket a fuarthas, nó [code]-1[/code] nuair nach raibh an nasc dúnta go glan. Ná cuir glaoch ar an modh seo ach amháin nuair a fhilleann [method get_ready_state] [StATE_CLOSED seasmhach].

en: Returns the received WebSocket close frame status reason string. Only call this method when [method get_ready_state] returns [constant STATE_CLOSED].
ga: Seoltar ar ais teaghrán fátha stádais fráma gar WebSocket a fuarthas. Ná cuir glaoch ar an modh seo ach amháin nuair a fhilleann [method get_ready_state] [StATE_CLOSED seasmhach].

en: Returns the IP address of the connected peer.
    [b]Note:[/b] Not available in the Web export.
ga: Seoltar ar ais seoladh IP an phiara nasctha.
    [b]Nóta:[/b] Níl sé ar fáil san easpórtáil Gréasáin.

en: Returns the remote port of the connected peer.
    [b]Note:[/b] Not available in the Web export.
ga: Filltear port cianda an phiara nasctha.
    [b]Nóta:[/b] Níl sé ar fáil san easpórtáil Gréasáin.

en: Returns the current amount of data in the outbound websocket buffer. [b]Note:[/b] Web exports use WebSocket.bufferedAmount, while other platforms use an internal buffer.
ga: Filleann sé méid reatha na sonraí sa mhaolán soicéad gréasáin amach. [b]Nóta:[/b] Úsáideann easpórtálacha gréasáin WebSocket.bufferedAmount, agus úsáideann ardáin eile maolán inmheánach.

en: Returns the ready state of the connection. See [enum State].
ga: Tugann sé ar ais staid réidh an naisc. Féach [enum State].

en: Returns the URL requested by this peer. The URL is derived from the [code]url[/code] passed to [method connect_to_url] or from the HTTP headers when acting as server (i.e. when using [method accept_stream]).
ga: Filleann sé an URL a d'iarr an piara seo. Díorthaítear an URL ón [code]url[/code] a cuireadh ar aghaidh chuig [method connect_to_url] nó ó na ceanntásca HTTP agus tú ag gníomhú mar fhreastalaí (i.e. nuair a bhíonn [method glacadh_sruth] in úsáid).

en: Returns the selected WebSocket sub-protocol for this connection or an empty string if the sub-protocol has not been selected yet.
ga: Filleann sé seo an fophrótacal roghnaithe WebSocket don nasc seo nó teaghrán folamh mura bhfuil an fo-phrótacal roghnaithe fós.

en: Updates the connection state and receive incoming packets. Call this function regularly to keep it in a clean state.
ga: Nuashonraítear staid an naisc agus faigheann sé paicéid isteach. Glaoigh ar an bhfeidhm seo go rialta chun é a choinneáil i stát glan.

en: Sends the given [param message] using the desired [param write_mode]. When sending a [String], prefer using [method send_text].
ga: Seoltar an [teachtaireacht param] tugtha ag baint úsáide as an [param write_mode] atá ag teastáil. Agus [Teaghrán] á sheoladh, b’fhearr leat [method send_text] a úsáid.

en: Sends the given [param message] using WebSocket text mode. Prefer this method over [method PacketPeer.put_packet] when interacting with third-party text-based API (e.g. when using [JSON] formatted messages).
ga: Seoltar an [teachtaireacht param] tugtha ag baint úsáide as modh téacs WebSocket. Is fearr an modh seo ná [method PacketPeer.put_packet] agus tú ag idirghníomhú le API tríú páirtí atá bunaithe ar théacs (m.sh. agus teachtaireachtaí formáidithe [JSON] in úsáid).

en: Disable Nagle's algorithm on the underlying TCP socket (default). See [method StreamPeerTCP.set_no_delay] for more information.
    [b]Note:[/b] Not available in the Web export.
ga: Díchumasaigh algartam Nagle ar an soicéad TCP bunúsach (réamhshocraithe). Féach ar [method StreamPeerTCP.set_no_delay] le haghaidh tuilleadh faisnéise.
    [b]Nóta:[/b] Níl sé ar fáil san easpórtáil Gréasáin.

en: Returns [code]true[/code] if the last received packet was sent as a text payload. See [enum WriteMode].
ga: Seoltar ar ais [code]true[/code] má seoladh an paicéad deireanach a fuarthas mar phálasta téacs. Féach [enum WriteMode].

en: The extra HTTP headers to be sent during the WebSocket handshake.
    [b]Note:[/b] Not supported in Web exports due to browsers' restrictions.
ga: Na ceanntásca HTTP breise le seoladh le linn an chroitheadh láimhe WebSocket.
    [b]Nóta:[/b] Ní thacaítear leis in easpórtálacha Gréasáin mar gheall ar shrianta na mbrabhsálaithe.

en: The size of the input buffer in bytes (roughly the maximum amount of memory that will be allocated for the inbound packets).
ga: Méid an mhaoláin ionchuir i mbearta (thart ar an uasmhéid cuimhne a leithdháilfear ar na paicéid isteach).

en: The maximum amount of packets that will be allowed in the queues (both inbound and outbound).
ga: An t-uasmhéid paicéid a cheadófar sna scuainí (idir isteach agus amach).

en: The size of the input buffer in bytes (roughly the maximum amount of memory that will be allocated for the outbound packets).
ga: Méid an mhaoláin ionchuir i mbearta (thart ar an uasmhéid cuimhne a leithdháilfear ar na paicéid amach).

en: The WebSocket sub-protocols allowed during the WebSocket handshake.
ga: Na fophrótacail WebSocket a cheadaítear le linn chroitheadh láimhe WebSocket.

en: Specifies that WebSockets messages should be transferred as text payload (only valid UTF-8 is allowed).
ga: Sonraítear gur cheart teachtaireachtaí WebSockets a aistriú mar phálasta téacs (ní cheadaítear ach UTF-8 bailí).

en: Specifies that WebSockets messages should be transferred as binary payload (any byte combination is allowed).
ga: Sonraítear gur cheart teachtaireachtaí WebSockets a aistriú mar phálasta dhénártha (ceadaítear aon chomhcheangal beart).

en: Socket has been created. The connection is not yet open.
ga: Tá soicéad cruthaithe. Níl an nasc oscailte fós.

en: The connection is open and ready to communicate.
ga: Tá an nasc oscailte agus réidh le cumarsáid a dhéanamh.

en: The connection is in the process of closing. This means a close request has been sent to the remote peer but confirmation has not been received.
ga: Tá an nasc i mbun dúnta. Ciallaíonn sé seo gur seoladh iarratas gar chuig an gcomhghleacaí cianda ach nach bhfuil deimhniú faighte.

en: The connection is closed or couldn't be opened.
ga: Tá an nasc dúnta nó níorbh fhéidir é a oscailt.

en: XR interface using WebXR.
ga: Comhéadan XR ag baint úsáide as WebXR.

en: WebXR is an open standard that allows creating VR and AR applications that run in the web browser.
    As such, this interface is only available when running in Web exports.
    WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones).
    Since WebXR is based on JavaScript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other XR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to initialize than other XR interfaces.
    Here's the minimum code required to start an immersive VR session:
    [codeblock]
    extends Node3D
    
    var webxr_interface
    var vr_supported = false
    
    func _ready():
        # We assume this node has a button as a child.
        # This button is for the user to consent to entering immersive VR mode.
        $Button.pressed.connect(self._on_button_pressed)
    
        webxr_interface = XRServer.find_interface("WebXR")
        if webxr_interface:
            # WebXR uses a lot of asynchronous callbacks, so we connect to various
            # signals in order to receive them.
            webxr_interface.session_supported.connect(self._webxr_session_supported)
            webxr_interface.session_started.connect(self._webxr_session_started)
            webxr_interface.session_ended.connect(self._webxr_session_ended)
            webxr_interface.session_failed.connect(self._webxr_session_failed)
    
            # This returns immediately - our _webxr_session_supported() method
            # (which we connected to the "session_supported" signal above) will
            # be called sometime later to let us know if it's supported or not.
            webxr_interface.is_session_supported("immersive-vr")
    
    func _webxr_session_supported(session_mode, supported):
        if session_mode == 'immersive-vr':
            vr_supported = supported
    
    func _on_button_pressed():
        if not vr_supported:
            OS.alert("Your browser doesn't support VR")
            return
    
        # We want an immersive VR session, as opposed to AR ('immersive-ar') or a
        # simple 3DoF viewer ('viewer').
        webxr_interface.session_mode = 'immersive-vr'
        # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting
        # experience (it puts you 1.6m above the ground if you have 3DoF headset),
        # whereas as 'local' puts you down at the XROrigin.
        # This list means it'll first try to request 'bounded-floor', then
        # fallback on 'local-floor' and ultimately 'local', if nothing else is
        # supported.
        webxr_interface.requested_reference_space_types = 'bounded-floor, local-floor, local'
        # In order to use 'local-floor' or 'bounded-floor' we must also
        # mark the features as required or optional. By including 'hand-tracking'
        # as an optional feature, it will be enabled if supported.
        webxr_interface.required_features = 'local-floor'
        webxr_interface.optional_features = 'bounded-floor, hand-tracking'
    
        # This will return false if we're unable to even request the session,
        # however, it can still fail asynchronously later in the process, so we
        # only know if it's really succeeded or failed when our
        # _webxr_session_started() or _webxr_session_failed() methods are called.
        if not webxr_interface.initialize():
            OS.alert("Failed to initialize")
            return
    
    func _webxr_session_started():
        $Button.visible = false
        # This tells Godot to start rendering to the headset.
        get_viewport().use_xr = true
        # This will be the reference space type you ultimately got, out of the
        # types that you requested above. This is useful if you want the game to
        # work a little differently in 'bounded-floor' versus 'local-floor'.
        print("Reference space type: ", webxr_interface.reference_space_type)
        # This will be the list of features that were successfully enabled
        # (except on browsers that don't support this property).
        print("Enabled features: ", webxr_interface.enabled_features)
    
    func _webxr_session_ended():
        $Button.visible = true
        # If the user exits immersive mode, then we tell Godot to render to the web
        # page again.
        get_viewport().use_xr = false
    
    func _webxr_session_failed(message):
        OS.alert("Failed to initialize: " + message)
    [/codeblock]
    There are a couple ways to handle "controller" input:
    - Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in XR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example.
    - Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional input sources like a tap on the screen, a spoken voice command or a button press on the device itself.
    You can use both methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices.
ga: Is caighdeán oscailte é WebXR a cheadaíonn feidhmchláir VR agus AR a ritheann sa bhrabhsálaí gréasáin a chruthú.
    Mar sin, níl an comhéadan seo ar fáil ach amháin nuair a bhíonn sé ag rith in onnmhairí Gréasáin.
    Tacaíonn WebXR le raon leathan gléasanna, ó na cinn an-chumasacha (cosúil le Comhla Innéacs, HTC Vive, Oculus Rift agus Quest) síos go dtí na cinn atá i bhfad níos lú cumas (cosúil le Google Cairtchlár, Oculus Go, GearVR, nó fóin chliste simplí).
    Ós rud é go bhfuil WebXR bunaithe ar JavaScript, baineann sé úsáid fhorleathan as aisghlaonna, rud a chiallaíonn go bhfuil iallach ar [WebXRInterface] comharthaí a úsáid, áit a n-úsáidfeadh comhéadain XR eile feidhmeanna a thugann toradh ar ais láithreach. Déanann sé seo [WebXRInterface] beagán níos casta le tosú ná comhéadain XR eile.
    Seo an cód íosta a theastaíonn chun seisiún tumoideachais VR a thosú:
    [codeblock]
    Síneann Node3D
    
    var webxr_interface
    var vr_supported = bréagach
    
    func _réidh():
        # Glacaimid leis go bhfuil cnaipe ag an nód seo mar leanbh.
        # Is é an cnaipe seo a cheadaíonn don úsáideoir dul isteach i mód tumoideachais VR.
        $Button.pressed.connect(self._on_button_brúite)
    
        webxr_interface = XRServer.find_interface("WebXR")
        má webxr_interface:
            Úsáideann # WebXR go leor aisghlaonna asincrónacha, agus mar sin déanaimid teagmháil le daoine éagsúla
            # chomhartha chun iad a fháil.
            webxr_interface.session_supported.connect(self._webxr_session_supported)
            webxr_interface.session_started.connect(self._webxr_session_started)
            webxr_interface.session_ended.connect(self._webxr_session_ended)
            webxr_interface.session_failed.connect(self._webxr_session_failed)
    
            # Filleann sé seo láithreach - ár modh _webxr_session_supported().
            # (a cheangail muid leis an comhartha "session_supported" thuas).
            # glaofar orainn tamall níos déanaí chun sinn a chur ar an eolas an dtacaítear leis nó nach dtacaítear leis.
            webxr_interface.is_session_supported("immersive-vr")
    
    func _webxr_session_tacaithe(seisiún_mód, tacaithe):
        má session_mode == 'tumtha-vr':
            vr_supported = tacaithe
    
    feidhm _on_cnaipe_brúite():
        mura dtacaítear leis vr_:
            OS.alert("Ní thacaíonn do bhrabhsálaí le VR")
            filleadh
    
        # Teastaíonn seisiún tumoideachais VR uainn, seachas AR ('immersive-ar') nó a
        # breathnóir 3DoF simplí ('amharcóir').
        webxr_interface.session_mode = 'tumoideachas-vr'
        # Is é atá i gceist le ‘urlár teorann’ ná scála an tseomra, is seasamh nó suí é ‘urlár áitiúil’
        # taithí (cuireann sé 1.6m os cionn na talún má tá headset 3DoF agat),
        # de bhrí go gcuireann 'áitiúil' síos tú ag an XROrigin.
        # Ciallaíonn an liosta seo go ndéanfaidh sé iarracht 'urlár teorann' a iarraidh ar dtús, mar sin de
        # fallback ar 'local-floor' agus ar deireadh thiar 'áitiúil', mura bhfuil aon rud eile
        # tacaithe.
        webxr_interface.requested_reference_space_types = 'urlár teorann, urlár logánta, logánta'
        # Chun 'urlár áitiúil' nó 'urlár teorann' a úsáid ní mór dúinn freisin
        # marcáil na gnéithe de réir mar is gá nó roghnach. Trí ‘lámh-rianú’ a áireamh
        # mar ghné roghnach, cumasófar é má thacaítear leis.
        webxr_interface.required_features = 'urlár áitiúil'
        webxr_interface.optional_features = 'urlár teorann, rianú láimhe'
    
        # Fillfidh sé seo bréagach mura bhfuilimid in ann an seisiún a iarraidh fiú,
        # mar sin féin, is féidir go dteipeann air asynchronously níos déanaí sa phróiseas, mar sin againn
        # níl a fhios ach má éiríonn leis i ndáiríre nó má theip air nuair atá ár
        Tugtar modhanna # _webxr_session_started() nó _webxr_session_failed().
        mura bhfuil webxr_interface.initialize():
            OS.alert("Theip ar thúsú")
            filleadh
    
    feidhm _webxr_session_started():
        $Button.visible = bréagach
        # Insíonn sé seo do Godot tosú ag rindreáil don headset.
        get_viewport().use_xr = fíor
        # Is é seo an cineál spáis tagartha a fuair tú sa deireadh, as an
        # chineál a d'iarr tú thuas. Tá sé seo úsáideach más mian leat an cluiche a
        # obair rud beag difriúil ar 'urlár teorann' i gcomparáid le 'urlár áitiúil'.
        print("Cineál spáis tagartha:", webxr_interface.reference_space_type)
        # Is é seo an liosta gnéithe a cumasaíodh go rathúil
        # (seachas ar bhrabhsálaithe nach dtacaíonn an t-airí seo leo).
        print("Gnéithe cumasaithe:", webxr_interface.enabled_features)
    
    feidhm _webxr_seisiún_críochnaithe():
        $Button.visible = fíor
        # Má scoireann an t-úsáideoir mód tumtha, ansin deirimid le Godot rindreáil don ngréasán
        # leathanach arís.
        get_viewport().use_xr = bréagach
    
    func _webxr_session_theip(teachtaireacht):
        OS.alert("Theip ar thúsú:" + teachtaireacht)
    [/codeblock]
    Tá cúpla bealach ann chun ionchur "rialtóra" a láimhseáil:
    - Ag baint úsáide as [XRController3D] nóid agus a [comhartha XRController3D.button_pressed] agus [comhartha XRController3D.button_released] comharthaí. Seo mar a láimhseáiltear rialtóirí go hiondúil in apps XR i Godot, áfach, ní oibreoidh sé seo ach le rialtóirí VR chun cinn cosúil leis na rialaitheoirí Oculus Touch nó Index, mar shampla.
    - Ag baint úsáide as [roghnú comhartha], [brú comhartha] agus comharthaí gaolmhara. Oibreoidh an modh seo do rialtóirí VR chun cinn, agus d'fhoinsí ionchuir neamhthraidisiúnta cosúil le sconna ar an scáileán, ordú gutha labhartha nó brúigh cnaipe ar an bhfeiste féin.
    Is féidir leat an dá mhodh a úsáid chun ligean le do chluiche nó d’aip tacú le sraith gléasanna agus modhanna ionchuir níos leithne nó níos cúinge, nó chun idirghníomhaíochtaí níos forbartha a cheadú le gléasanna níos forbartha.

en: How to make a VR game for WebXR with Godot 4
ga: Conas cluiche VR a dhéanamh do WebXR le Godot 4

en: Returns display refresh rates supported by the current HMD. Only returned if this feature is supported by the web browser and after the interface has been initialized.
ga: Taispeánann tuairisceáin rátaí athnuachana a dtacaíonn an HMD reatha leo. Ní sheoltar ar ais é ach amháin má thacaíonn an brabhsálaí gréasáin leis an ngné seo agus tar éis don chomhéadan a bheith tosaithe.

en: Returns the display refresh rate for the current HMD. Not supported on all HMDs and browsers. It may not report an accurate value until after using [method set_display_refresh_rate].
ga: Seoltar ar ais an ráta athnuachana taispeána don HMD reatha. Ní thacaítear leis ar gach HMD agus brabhsálaí. Seans nach dtuairisceoidh sé luach cruinn go dtí go mbeidh [method set_display_refresh_rate] in úsáid aige.

en: Returns the target ray mode for the given [param input_source_id].
    This can help interpret the input coming from that input source. See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/url] for more information.
ga: Filleann sé seo mód an ghhathanna sprice don [param input_source_id] tugtha.
    Is féidir leis seo cuidiú leis an ionchur a thagann ón bhfoinse ionchuir sin a léirmhíniú. Féach [url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/url] le haghaidh tuilleadh faisnéise.

en: Gets an [XRControllerTracker] for the given [param input_source_id].
    In the context of WebXR, an input source can be an advanced VR controller like the Oculus Touch or Index controllers, or even a tap on the screen, a spoken voice command or a button press on the device itself. When a non-traditional input source is used, interpret the position and orientation of the [XRPositionalTracker] as a ray pointing at the object the user wishes to interact with.
    Use this method to get information about the input source that triggered one of these signals:
    - [signal selectstart]
    - [signal select]
    - [signal selectend]
    - [signal squeezestart]
    - [signal squeeze]
    - [signal squeezestart]
ga: Faigheann sé [XRCControllerTracker] don [param input_source_id] tugtha.
    I gcomhthéacs WebXR, is féidir le foinse ionchuir a bheith ina rialtóir VR chun cinn cosúil leis na rialaitheoirí Oculus Touch nó Index, nó fiú sconna ar an scáileán, ordú gutha labhartha nó brúigh cnaipe ar an bhfeiste féin. Nuair a úsáidtear foinse ionchuir neamhthraidisiúnta, léirmhínigh suíomh agus treoshuíomh an [XRPositionalTracker] mar gha a dhíríonn ar an réad ar mian leis an úsáideoir idirghníomhú leis.
    Úsáid an modh seo chun faisnéis a fháil faoin bhfoinse ionchuir a spreag ceann de na comharthaí seo:
    - [tús roghnaithe comhartha]
    - [roghnú comhartha]
    - [roghnaithe comhartha]
    - [comhartha squeezestart]
    - [brú comhartha]
    - [comhartha squeezestart]

en: Returns [code]true[/code] if there is an active input source with the given [param input_source_id].
ga: Filleann sé [code]true[/code] má tá foinse ionchuir ghníomhach leis an [param input_source_id] tugtha.

en: Checks if the given [param session_mode] is supported by the user's browser.
    Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]"immersive-vr"[/code], [code]"immersive-ar"[/code], and [code]"inline"[/code].
    This method returns nothing, instead it emits the [signal session_supported] signal with the result.
ga: Seiceálann sé an bhfuil an [param session_mode] tugtha ag tacú le brabhsálaí an úsáideora.
    Tagann na luachanna féideartha ó [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], lena n-áirítear: [code]"immersive-vr"[/code] , [code]"tumtha-ar"[/code], agus [code]"inlíne"[/code].
    Ní thugann an modh seo aon rud ar ais, ach ina ionad sin astaíonn sé an comhartha [signal session_supported] leis an toradh.

en: Sets the display refresh rate for the current HMD. Not supported on all HMDs and browsers. It won't take effect right away until after [signal display_refresh_rate_changed] is emitted.
ga: Socraíonn sé an ráta athnuachana taispeána don HMD reatha. Ní thacaítear leis ar gach HMD agus brabhsálaí. Ní thiocfaidh sé i bhfeidhm láithreach go dtí go mbeidh [signal display_refresh_rate_changed] astaithe.

en: A comma-separated list of features that were successfully enabled by [method XRInterface.initialize] when setting up the WebXR session.
    This may include features requested by setting [member required_features] and [member optional_features], and will only be available after [signal session_started] has been emitted.
    [b]Note:[/b] This may not be support by all web browsers, in which case it will be an empty string.
ga: Liosta de ghnéithe camóg-scartha a bhí cumasaithe go rathúil ag [method XRInterface.initialize] agus an seisiún WebXR á shocrú.
    D’fhéadfadh go n-áireofaí leis seo gnéithe arna n-iarraidh ag socrú [member required_features] agus [member optional_features], agus ní bheidh siad ar fáil ach amháin tar éis [signal session_started] a bheith astaithe.
    [b]Nóta:[/b] Seans nach dtacaíonn gach brabhsálaí gréasáin leis seo, agus sa chás sin is teaghrán folamh a bheidh ann.

en: A comma-seperated list of optional features used by [method XRInterface.initialize] when setting up the WebXR session.
    If a user's browser or device doesn't support one of the given features, initialization will continue, but you won't be able to use the requested feature.
    This doesn't have any effect on the interface when already initialized.
    Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url], or include other features like [code]"hand-tracking"[/code] to enable hand tracking.
ga: Liosta de na gnéithe roghnacha atá deighilte le camóg a úsáideann [method XRInterface.initialize] agus an seisiún WebXR á shocrú.
    Mura dtacaíonn brabhsálaí nó gléas úsáideora le ceann de na gnéithe tugtha, leanfar den thúsú, ach ní bheidh tú in ann an ghné iarrtha a úsáid.
    Níl aon éifeacht aige seo ar an gcomhéadan nuair a cuireadh tús leis cheana féin.
    Tagann na luachanna féideartha ó [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url] de chuid WebXR, nó áiríonn siad gnéithe eile ar nós [code]"hand-tracking"[/code] chun rianú láimhe a chumasú.

en: The reference space type (from the list of requested types set in the [member requested_reference_space_types] property), that was ultimately used by [method XRInterface.initialize] when setting up the WebXR session.
    Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
ga: An cineál spáis tagartha (ón liosta de na cineálacha iarrtha atá socraithe sa mhaoin [member asked_reference_space_types]), a d'úsáid [modh XRInterface.initialize] ar deireadh thiar agus an seisiún WebXR á bhunú.
    Tagann na luachanna féideartha ó [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. Más mian leat cineál spáis tagartha ar leith a úsáid, ní mór é a liostú i [member required_features] nó [member optional_features].

en: A comma-seperated list of reference space types used by [method XRInterface.initialize] when setting up the WebXR session.
    The reference space types are requested in order, and the first one supported by the users device or browser will be used. The [member reference_space_type] property contains the reference space type that was ultimately selected.
    This doesn't have any effect on the interface when already initialized.
    Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
ga: Liosta le camóga-scartha de chineálacha spáis tagartha a úsáideann [modh XRInterface.initialize] agus an seisiún WebXR á shocrú.
    Iarrtar na cineálacha spáis tagartha in ord, agus úsáidfear an chéad cheann a fhaigheann tacaíocht ó fheiste nó brabhsálaí na n-úsáideoirí. Tá an cineál spáis tagartha a roghnaíodh ar deireadh thiar san airí [member reference_space_type].
    Níl aon éifeacht aige seo ar an gcomhéadan nuair a cuireadh tús leis cheana féin.
    Tagann na luachanna féideartha ó [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. Más mian leat cineál spáis tagartha ar leith a úsáid, ní mór é a liostú i [member required_features] nó [member optional_features].

en: A comma-seperated list of required features used by [method XRInterface.initialize] when setting up the WebXR session.
    If a user's browser or device doesn't support one of the given features, initialization will fail and [signal session_failed] will be emitted.
    This doesn't have any effect on the interface when already initialized.
    Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url], or include other features like [code]"hand-tracking"[/code] to enable hand tracking.
ga: Liosta de na gnéithe riachtanacha atá deighilte le camóg a úsáideann [method XRInterface.initialize] agus an seisiún WebXR á shocrú.
    Mura dtacaíonn brabhsálaí nó gléas úsáideora le ceann de na gnéithe tugtha, teipfear ar thúsú agus beidh [signal session_failed] astaithe.
    Níl aon éifeacht aige seo ar an gcomhéadan nuair a cuireadh tús leis cheana féin.
    Tagann na luachanna féideartha ó [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[[/url] de chuid WebXR, nó folaíonn siad gnéithe eile amhail [code]"hand-tracking"[/code] chun rianú láimhe a chumasú.

en: The session mode used by [method XRInterface.initialize] when setting up the WebXR session.
    This doesn't have any effect on the interface when already initialized.
    Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]"immersive-vr"[/code], [code]"immersive-ar"[/code], and [code]"inline"[/code].
ga: An method seisiúin a úsáideann [method XRInterface.initialize] agus an WebXR session á shocrú.
    Níl aon éifeacht aige seo ar an gcomhéadan nuair a cuireadh tús leis cheana féin.
    Tagann na luachanna féideartha ó [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], lena n-áirítear: [code]"immersive-vr"[/code], [code]"immersive-ar"[/code], and [code]"inline"[/code].

en: Indicates if the WebXR session's imagery is visible to the user.
    Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRVisibilityState]WebXR's XRVisibilityState[/url], including [code]"hidden"[/code], [code]"visible"[/code], and [code]"visible-blurred"[/code].
ga: Léiríonn sé an bhfuil íomháineachas an tseisiúin WebXR le feiceáil ag an úsáideoir.
    Tagann na luachanna féideartha ó [url=https://developer.mozilla.org/en-US/docs/Web/API/XRVisibilityState]WebXR's XRVisibilityState[/url], lena n-áirítear [code]"i bhfolach"[/code], [code]"infheicthe"[/code], agus [code]"infheicthe-doiléir"[/code].

en: Emitted after the display's refresh rate has changed.
ga: Astaithe tar éis ráta athnuachana an taispeántais a athrú.

en: Emitted to indicate that the reference space has been reset or reconfigured.
    When (or whether) this is emitted depends on the user's browser or device, but may include when the user has changed the dimensions of their play space (which you may be able to access via [method XRInterface.get_play_area]) or pressed/held a button to recenter their position.
    See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/reset_event]WebXR's XRReferenceSpace reset event[/url] for more information.
ga: Astaithe chun a chur in iúl go bhfuil an spás tagartha athshocrú nó athchumraithe.
    Braitheann cathain (nó cé acu) a astaítear é seo ar bhrabhsálaí nó gléas an úsáideora, ach d'fhéadfadh go n-áireofar ann cathain a d'athraigh an t-úsáideoir toisí a spás súgartha (ar féidir leat rochtain a fháil air trí [method XRInterface.get_play_area]) nó brúite / coinnithe cnaipe chun a seasamh le déanaí.
    Féach [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/reset_event]Teagmhas athshocraithe XRReferenceSpace WebXR[/url] le haghaidh tuilleadh faisnéise.

en: Emitted after one of the input sources has finished its "primary action".
    Use [method get_input_source_tracker] and [method get_input_source_target_ray_mode] to get more information about the input source.
ga: Astaítear tar éis do cheann de na foinsí ionchuir a "príomhghníomhaíocht" a chríochnú.
    Úsáid [method get_input_source_tracker] agus [method get_input_source_target_ray_mode] chun tuilleadh eolais a fháil faoin bhfoinse ionchuir.

en: Emitted when one of the input sources has finished its "primary action".
    Use [method get_input_source_tracker] and [method get_input_source_target_ray_mode] to get more information about the input source.
ga: Astaítear nuair a bhíonn a "príomhghníomh" críochnaithe ag ceann de na foinsí ionchuir.
    Úsáid [method get_input_source_tracker] agus [method get_input_source_target_ray_mode] chun tuilleadh eolais a fháil faoin bhfoinse ionchuir.

en: Emitted when one of the input source has started its "primary action".
    Use [method get_input_source_tracker] and [method get_input_source_target_ray_mode] to get more information about the input source.
ga: Astaítear nuair a bhíonn ceann de na foinse ionchuir tosaithe ar a "príomhghníomhaíocht".
    Úsáid [method get_input_source_tracker] agus [method get_input_source_target_ray_mode] chun tuilleadh eolais a fháil faoin bhfoinse ionchuir.

en: Emitted when the user ends the WebXR session (which can be done using UI from the browser or device).
    At this point, you should do [code]get_viewport().use_xr = false[/code] to instruct Godot to resume rendering to the screen.
ga: Astaithe nuair a chríochnaíonn an t-úsáideoir an seisiún WebXR (is féidir a dhéanamh ag baint úsáide as Chomhéadain ón mbrabhsálaí nó gléas).
    Ag an bpointe seo, ba cheart duit [code]get_viewport().use_xr = bréagach[/code] a dhéanamh chun treoir a thabhairt do Godot rindreáil ar an scáileán a atosú.

en: Emitted by [method XRInterface.initialize] if the session fails to start.
    [param message] may optionally contain an error message from WebXR, or an empty string if no message is available.
ga: Astaítear ag [method XRInterface.initialize] má theipeann ar an seisiún tosú.
    Féadfaidh teachtaireacht earráide ó WebXR, nó teaghrán folamh mura bhfuil aon teachtaireacht ar fáil, a bheith i [teachtaireacht param].

en: Emitted by [method XRInterface.initialize] if the session is successfully started.
    At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to instruct Godot to start rendering to the XR device.
ga: Astaítear ag [method XRInterface.initialize] má tá an seisiún tosaithe go rathúil.
    Ag an bpointe seo, tá sé sábháilte [code]get_viewport().use_xr = true[/code] a dhéanamh chun treoir a thabhairt do Godot tosú ag rindreáil don ghléas XR.

en: Emitted by [method is_session_supported] to indicate if the given [param session_mode] is supported or not.
ga: Astaithe ag [method is_session_supported] chun a chur in iúl an bhfuil tacaíocht tugtha nó nach dtacaítear leis an [param session_mode] a tugadh.

en: Emitted after one of the input sources has finished its "primary squeeze action".
    Use [method get_input_source_tracker] and [method get_input_source_target_ray_mode] to get more information about the input source.
ga: Astaítear tar éis do cheann de na foinsí ionchuir a "gníomh fáis phríomha" a chríochnú.
    Úsáid [method get_input_source_tracker] agus [method get_input_source_target_ray_mode] chun tuilleadh eolais a fháil faoin bhfoinse ionchuir.

en: Emitted when one of the input sources has finished its "primary squeeze action".
    Use [method get_input_source_tracker] and [method get_input_source_target_ray_mode] to get more information about the input source.
ga: Astaítear nuair a bhíonn ceann de na foinsí ionchuir críochnaithe lena "gníomh fáiscthe príomha".
    Úsáid [method get_input_source_tracker] agus [method get_input_source_target_ray_mode] chun tuilleadh eolais a fháil faoin bhfoinse ionchuir.

en: Emitted when one of the input sources has started its "primary squeeze action".
    Use [method get_input_source_tracker] and [method get_input_source_target_ray_mode] to get more information about the input source.
ga: Astaítear nuair a bhíonn ceann de na foinsí ionchuir tosaithe ar a "gníomh fáiscthe príomha".
    Úsáid [method get_input_source_tracker] agus [method get_input_source_target_ray_mode] chun tuilleadh eolais a fháil faoin bhfoinse ionchuir.

en: Emitted when [member visibility_state] has changed.
ga: Astaithe nuair a athraítear [member visibility_state].

en: Target ray originates at the viewer's eyes and points in the direction they are looking.
ga: Tagann sprice-gha ó shúile an bhreathnóra agus pointí sa treo atá á lorg aige.

en: Target ray from a handheld pointer, most likely a VR touch controller.
ga: Ga sprice ó phointeoir ríomhaire boise, is dócha rialtóir tadhaill VR.

en: Target ray from touch screen, mouse or other tactile input device.
ga: Ga sprice ó scáileán tadhaill, luch nó feiste ionchuir thadhlach eile.

en: Base class for all windows, dialogs, and popups.
ga: Bunrang do gach fuinneog, dialóg agus preabfhuinneog.

en: A node that creates a window. The window can either be a native system window or embedded inside another [Window] (see [member Viewport.gui_embed_subwindows]).
    At runtime, [Window]s will not close automatically when requested. You need to handle it manually using the [signal close_requested] signal (this applies both to pressing the close button and clicking outside of a popup).
ga: Nód a chruthaíonn fuinneog. Féadfaidh an fhuinneog a bheith ina fuinneog córais dhúchais nó leabaithe taobh istigh de [Window] eile (féach [member Viewport.gui_embed_subwindows]).
    Ag am rite, ní dhúnfaidh [Window]anna go huathoibríoch nuair a iarrtar é. Ní mór duit é a láimhseáil de láimh ag baint úsáide as an comhartha [signal close_requested] (baineann sé seo le brúigh an cnaipe Dún agus cliceáil taobh amuigh de phreabfhuinneog).

en: Virtual method to be implemented by the user. Overrides the value returned by [method get_contents_minimum_size].
ga: Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Sáraítear an luach a tugadh ar ais ag [method get_contents_minimum_size].

en: Creates a local override for a theme [Color] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_color_override].
    See also [method get_theme_color] and [method Control.add_theme_color_override] for more details.
ga: Cruthaítear sárshuíomh áitiúil do théama [Color] leis an [ainm param] sonraithe. Bíonn tosaíocht i gcónaí ag sáruithe áitiúla agus míreanna téama á bhfáil le haghaidh an rialaithe. Is féidir sáraíocht a bhaint le [method remove_theme_color_override].
    Féach freisin [method get_theme_color] agus [method Control.add_theme_color_override] le haghaidh tuilleadh sonraí.

en: Creates a local override for a theme [StyleBox] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_stylebox_override].
    See also [method get_theme_stylebox] and [method Control.add_theme_stylebox_override] for more details.
ga: Cruthaíonn sé sáraíocht áitiúil do théama [StyleBox] leis an [ainm param] sonraithe. Bíonn tosaíocht i gcónaí ag sáruithe áitiúla agus míreanna téama á bhfáil le haghaidh an rialaithe. Is féidir sáraíocht a bhaint le [method remove_theme_stylebox_override].
    Féach freisin [method get_theme_stylebox] agus [method Control.add_theme_stylebox_override] le haghaidh tuilleadh sonraí.

en: Returns whether the window is being drawn to the screen.
ga: Filleann sé cibé an bhfuil an fhuinneog á tharraingt chuig an scáileán.

en: Requests an update of the [Window] size to fit underlying [Control] nodes.
ga: Iarrann sé nuashonrú ar mhéid [Fuinneog] chun na nóid [Rialú] bhunúsacha a fheistiú.

en: Returns the combined minimum size from the child [Control] nodes of the window. Use [method child_controls_changed] to update it when child nodes have changed.
    The value returned by this method can be overridden with [method _get_contents_minimum_size].
ga: Filleann sé an méid íosta comhcheangailte ó na nóid leanbh [Rialú] na fuinneoige. Úsáid [method child_controls_changed] chun é a nuashonrú nuair a athraítear nóid linbh.
    Is féidir an luach a thugtar ar ais leis an modh seo a shárú le [method _get_contents_minimum_size].

en: Returns [code]true[/code] if the [param flag] is set.
ga: Filleann sé [code]true[/code] má tá an [bratach param] socraithe.

en: Returns layout direction and text writing direction.
ga: Filleann sé treo leagan amach agus treo scríobh téacs.

en: Returns the window's position including its border.
    [b]Note:[/b] If [member visible] is [code]false[/code], this method returns the same value as [member position].
ga: Filleann sé suíomh na fuinneoige lena n-áirítear a teorainn.
    [b]Nóta:[/b] Más [code]bréagach[/code] é [ball infheicthe], tugann an modh seo an luach céanna ar ais agus atá ag [suíomh na mball].

en: Returns the window's size including its border.
    [b]Note:[/b] If [member visible] is [code]false[/code], this method returns the same value as [member size].
ga: Filleann sé méid na fuinneoige lena n-áirítear a teorainn.
    [b]Nóta:[/b] Más [code]bréagach[/code] é [ball infheicthe], cuireann an modh seo an luach céanna ar ais agus atá [méid na mball].

en: Returns a [Color] from the first matching [Theme] in the tree if that [Theme] has a color item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for more details.
ga: Filleann sé [Color] ón gcéad [Téama] a mheaitseálann sa chrann má tá mír dhaite ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh tuilleadh sonraí.

en: Returns a constant from the first matching [Theme] in the tree if that [Theme] has a constant item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for more details.
ga: Filleann sé tairiseach ón gcéad [Téama] a mheaitseálann sa chrann má tá mír thairiseach ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh tuilleadh sonraí.

en: Returns the default base scale value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_base_scale] value.
    See [method Control.get_theme_color] for details.
ga: Filleann sé seo luach an bhunscála réamhshocraithe ón gcéad [Téama] a mheaitseálann sa chrann má tá luach [member Theme.default_base_scale] bailí ag an [Téama] sin.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns the default font from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font] value.
    See [method Control.get_theme_color] for details.
ga: Filleann sé seo an cló réamhshocraithe ón gcéad [Téama] a mheaitseálann sa chrann má tá luach [member Theme.default_font] bailí ag an [Téama] sin.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns the default font size value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font_size] value.
    See [method Control.get_theme_color] for details.
ga: Filleann sé seo an luach clómhéid réamhshocraithe ón gcéad [Téama] a mheaitseálann sa chrann má tá luach [member Theme.default_font_size] bailí ag an [Téama] sin.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns a [Font] from the first matching [Theme] in the tree if that [Theme] has a font item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé [Cló] ón gcéad [Téama] a mheaitseálann sa chrann má tá mír chló ag an [Téama] sin leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns a font size from the first matching [Theme] in the tree if that [Theme] has a font size item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filltear clómhéid ón gcéad [Téama] a mheaitseálann sa chrann má tá mír clómhéid ag an [Téama] sin leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns an icon from the first matching [Theme] in the tree if that [Theme] has an icon item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé deilbhín ón gcéad [Téama] a mheaitseálann sa chrann má tá mír dheilbhín ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns a [StyleBox] from the first matching [Theme] in the tree if that [Theme] has a stylebox item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé [StyleBox] ón gcéad [Téama] a mheaitseálann sa chrann má tá mír stílbhosca ag an [Téama] sin leis an [ainm param] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns the ID of the window.
ga: Filleann sé ID na fuinneoige.

en: Causes the window to grab focus, allowing it to receive user input.
ga: Cúiseanna an fhuinneog a grab fócas, rud a ligeann sé a fháil ionchur úsáideora.

en: Returns [code]true[/code] if the window is focused.
ga: Filleann sé [code]true[/code] má tá an fhuinneog dírithe.

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a color item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír dhaite leis an [param name] sonraithe agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a constant item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír tairiseach aige leis an [paramname] sonraithe agus [param theme_type].
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír chló ann leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font size item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír clómhéid aige leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has an icon item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír dheilbhín aige leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Returns [code]true[/code] if there is a matching [Theme] in the tree that has a stylebox item with the specified [param name] and [param theme_type].
    See [method Control.get_theme_color] for details.
ga: Filleann sé [code]true[/code] má tá [Téama] a mheaitseálann sa chrann a bhfuil mír stílbhosca aige leis an [param name] agus [param theme_type] sonraithe.
    Féach ar [method Control.get_theme_color] le haghaidh sonraí.

en: Hides the window. This is not the same as minimized state. Hidden window can't be interacted with and needs to be made visible with [method show].
ga: Seithí an fhuinneog. Ní hionann é seo agus an stát íoslaghdaithe. Ní féidir idirghníomhú le fuinneog i bhfolach agus ní mór í a dhéanamh infheicthe le [seó modh].

en: Returns [code]true[/code] if the window is currently embedded in another window.
ga: Filleann sé [code]true[/code] má tá an fhuinneog leabaithe i bhfuinneog eile faoi láthair.

en: Returns [code]true[/code] if layout is right-to-left.
ga: Filleann sé [code]true[/code] má tá an leagan amach ó dheas go clé.

en: Returns [code]true[/code] if the window can be maximized (the maximize button is enabled).
ga: Filleann sé [code]true[/code] más féidir an fhuinneog a uasmhéadú (tá an cnaipe uasmhéadaithe cumasaithe).

en: Returns [code]true[/code] if font oversampling is enabled. See [method set_use_font_oversampling].
ga: Filleann sé [code]true[/code] má tá róshampláil cló cumasaithe. Féach ar [method set_use_font_oversampling].

en: Centers a native window on the current screen and an embedded window on its embedder [Viewport].
ga: Lárionad fuinneog dhúchais ar an scáileán reatha agus fuinneog leabaithe ar a leabaithe [Viewport].

en: Use [method Window.grab_focus] instead.
ga: Úsáid [method Window.grab_focus] ina ionad sin.

en: Shows the [Window] and makes it transient (see [member transient]). If [param rect] is provided, it will be set as the [Window]'s size. Fails if called on the main window.
    If [member ProjectSettings.display/window/subwindows/embed_subwindows] is [code]true[/code] (single-window mode), [param rect]'s coordinates are global and relative to the main window's top-left corner (excluding window decorations). If [param rect]'s position coordinates are negative, the window will be located outside the main window and may not be visible as a result.
    If [member ProjectSettings.display/window/subwindows/embed_subwindows] is [code]false[/code] (multi-window mode), [param rect]'s coordinates are global and relative to the top-left corner of the leftmost screen. If [param rect]'s position coordinates are negative, the window will be placed at the top-left corner of the screen.
    [b]Note:[/b] [param rect] must be in global coordinates if specified.
ga: Taispeáin an [Fuinneog] agus déanann sé neamhbhuan (féach [ball neamhbhuan]). Má chuirtear [param rect] ar fáil, socrófar é mar mhéid na [Fuinneog]. Teipeann má ghlaoitear ar an bpríomhfhuinneog.
    Más [code]true[/code] (mód aon fhuinneog) comhordanáidí [para rect] domhanda agus i gcoibhneas le cúinne barr-chlé na príomhfhuinneog (gan an eochair maisiúcháin fuinneoige). Má tá comhordanáidí suímh [param rect] diúltach, beidh an fhuinneog suite lasmuigh den phríomhfhuinneog agus seans nach mbeidh sí le feiceáil mar thoradh air sin.
    Má tá [code]false[/code] (mód ilfhuinneog) ag [comhalta ProjectSettings.display/window/subwindows/embed_subwindows] (modh ilfhuinneog), tá comhordanáidí [para rect] domhanda agus i gcoibhneas leis an gcúinne ar bharr ar chlé den scáileán is faide ar chlé . Má tá comhordanáidí suímh [param rect] diúltach, cuirfear an fhuinneog ag an gcúinne uachtarach ar chlé den scáileán.
    [b]Nóta:[/b] caithfidh [para rect] a bheith i gcomhordanáidí foriomlána má shonraítear iad.

en: Popups the [Window] at the center of the current screen, with optionally given minimum size. If the [Window] is embedded, it will be centered in the parent [Viewport] instead.
    [b]Note:[/b] Calling it with the default value of [param minsize] is equivalent to calling it with [member size].
ga: Preabann sé an [Fuinneog] i lár an scáileáin reatha, le híosmhéid tugtha go roghnach. Má tá an [Fuinneog] leabaithe, beidh sé dírithe ar an tuismitheoir [Viewport] ina ionad sin.
    [b]Nóta:[/b] Is ionann é a ghlaoch le luach réamhshocraithe [param minsize] agus é a ghlaoch le [méid na mball].

en: Popups the [Window] centered inside its parent [Window]. [param fallback_ratio] determines the maximum size of the [Window], in relation to its parent.
    [b]Note:[/b] Calling it with the default value of [param minsize] is equivalent to calling it with [member size].
ga: Popups an [Fuinneog] lárnaithe laistigh dá tuismitheoir [Fuinneog]. Cinneann [param fallback_ratio] uasmhéid na [Fuinneog], maidir lena tuismitheoir.
    [b]Nóta:[/b] Is ionann é a ghlaoch leis an luach réamhshocraithe [param minsize] agus é a ghlaoch le [méid na mball].

en: If [Window] is embedded, popups the [Window] centered inside its embedder and sets its size as a [param ratio] of embedder's size.
    If [Window] is a native window, popups the [Window] centered inside the screen of its parent [Window] and sets its size as a [param ratio] of the screen size.
ga: Má tá [Fuinneog] leabaithe, preabann an [Fuinneog] atá lárnaithe laistigh dá leabaithe agus socraíonn sé a méid mar [cóimheas param] de mhéid an leabaitheora.
    Más fuinneog dhúchais í [Fuinneog], preabann sé an [Fuinneog] atá lárnaithe laistigh de scáileán a tuismitheora [Fuinneog] agus socraíonn sé a méid mar [cóimheas param] de mhéid an scáileáin.

en: Attempts to parent this dialog to the last exclusive window relative to [param from_node], and then calls [method Window.popup] on it. The dialog must have no current parent, otherwise the method fails.
    See also [method set_unparent_when_invisible] and [method Node.get_last_exclusive_window].
ga: Iarrachtaí ar an dialóg seo a thuismitheoir chuig an bhfuinneog eisiach dheireanach i gcoibhneas le [param from_node], agus ansin cuireann sé [method Window.popup] air. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method set_unparent_when_invisible] agus [method Node.get_last_exclusive_window].

en: Attempts to parent this dialog to the last exclusive window relative to [param from_node], and then calls [method Window.popup_centered] on it. The dialog must have no current parent, otherwise the method fails.
    See also [method set_unparent_when_invisible] and [method Node.get_last_exclusive_window].
ga: Déantar iarracht an dialóg seo a thuismitheoir go dtí an fhuinneog eisiach dheireanach i gcoibhneas le [param from_node], agus ansin glaonna [method Window.popup_centered] air. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method set_unparent_when_invisible] agus [method Node.get_last_exclusive_window].

en: Attempts to parent this dialog to the last exclusive window relative to [param from_node], and then calls [method Window.popup_centered_clamped] on it. The dialog must have no current parent, otherwise the method fails.
    See also [method set_unparent_when_invisible] and [method Node.get_last_exclusive_window].
ga: Iarrachtaí ar an dialóg seo a thuismitheoir chuig an bhfuinneog eisiach dheireanach i gcoibhneas le [param from_node], agus ansin glaonna [method Window.popup_centered_clamped] air. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method set_unparent_when_invisible] agus [method Node.get_last_exclusive_window].

en: Attempts to parent this dialog to the last exclusive window relative to [param from_node], and then calls [method Window.popup_centered_ratio] on it. The dialog must have no current parent, otherwise the method fails.
    See also [method set_unparent_when_invisible] and [method Node.get_last_exclusive_window].
ga: Iarrachtaí ar an dialóg seo a thuismitheoir chuig an bhfuinneog eisiach dheireanach i gcoibhneas le [param from_node], agus ansin glaonna [method Window.popup_centered_ratio] air. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method set_unparent_when_invisible] agus [method Node.get_last_exclusive_window].

en: Attempts to parent this dialog to the last exclusive window relative to [param from_node], and then calls [method Window.popup_on_parent] on it. The dialog must have no current parent, otherwise the method fails.
    See also [method set_unparent_when_invisible] and [method Node.get_last_exclusive_window].
ga: Iarrachtaí ar an dialóg seo a thuismitheoir chuig an bhfuinneog eisiach dheireanach i gcoibhneas le [param from_node], agus ansin cuireann sé glaoch ar [method Window.popup_on_parent] air. Ní mór go mbeadh aon tuismitheoir reatha ag an dialóg, nó teipeann ar an modh.
    Féach freisin [method set_unparent_when_invisible] agus [method Node.get_last_exclusive_window].

en: Popups the [Window] with a position shifted by parent [Window]'s position. If the [Window] is embedded, has the same effect as [method popup].
ga: Popups an [Fuinneog] le suíomh aistrithe ag suíomh an tuismitheora [Fuinneog]. Má tá an [Fuinneog] leabaithe, beidh an éifeacht chéanna aige agus atá [aníos mód].

en: Tells the OS that the [Window] needs an attention. This makes the window stand out in some way depending on the system, e.g. it might blink on the task bar.
ga: Insíonn sé don OS go dteastaíonn aird ar an [Fuinneog]. Fágann sé seo go seasann an fhuinneog amach ar bhealach éigin ag brath ar an gcóras, e.g. d'fhéadfadh sé blink ar an mbarra tasc.

en: Resets the size to the minimum size, which is the max of [member min_size] and (if [member wrap_controls] is enabled) [method get_contents_minimum_size]. This is equivalent to calling [code]set_size(Vector2i())[/code] (or any size below the minimum).
ga: Athshocraigh an méid go dtí an íosmhéid, is é sin an t-uasmhéid de [member min_size] agus (má tá [member wrap_controls] cumasaithe) [method get_contents_minimum_size]. Tá sé seo comhionann le glaoch ar [code] set_size(Vector2i())[/code] (nó aon mhéid faoi bhun an íosmhéid).

en: Sets a specified window flag.
ga: Socraíonn sé bratach fhuinneog sonraithe.

en: If [param active] is [code]true[/code], enables system's native IME (Input Method Editor).
ga: Má tá [param active] [code]true[/code], cumasaíonn sé IME dúchais an chórais (Eagarthóir Modh Ionchuir).

en: Moves IME to the given position.
ga: Bogtar GS chuig an suíomh tugtha.

en: Sets layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
ga: Socraíonn sé treo leagan amach agus treo scríobh téacs. Tá leagan amach ó dheas go clé riachtanach do theangacha áirithe (m.sh. Araibis agus Eabhrais).

en: If [param unparent] is [code]true[/code], the window is automatically unparented when going invisible.
    [b]Note:[/b] Make sure to keep a reference to the node, otherwise it will be orphaned. You also need to manually call [method Node.queue_free] to free the window if it's not parented.
ga: Má tá [param unparent] [code]true[/code], tá an fhuinneog gan tuismitheora go huathoibríoch agus í dofheicthe.
    [b]Nóta:[/b] Déan cinnte tagairt a choinneáil don nód, nó beidh sé dílleachta. Ní mór duit freisin glaoch de láimh ar [method Node.queue_free] chun an fhuinneog a shaoradh mura bhfuil sí tuismitheora.

en: Enables font oversampling. This makes fonts look better when they are scaled up.
ga: Cumasaíonn sé róshampláil cló. Fágann sé seo go bhfuil cuma níos fearr ar chlónna nuair a dhéantar iad a mhéadú.

en: Makes the [Window] appear. This enables interactions with the [Window] and doesn't change any of its property other than visibility (unlike e.g. [method popup]).
ga: A chuireann an [Window] le feiceáil. Cumasaíonn sé seo idirghníomhaíochtaí leis an [Window] agus ní athraíonn sé aon chuid dá airí seachas infheictheacht (murab ionann agus m.sh. [method popup]).

en: If [code]true[/code], the window will be on top of all other windows. Does not work if [member transient] is enabled.
ga: Más [code]true[/code], beidh an fhuinneog ar bharr gach fhuinneog eile. Ní oibríonn sé má tá [ball neamhbhuan] cumasaithe.

en: If [code]true[/code], the window will have no borders.
ga: Más [code]true[/code], ní bheidh aon teorainneacha ag an bhfuinneog.

en: Specifies how the content's aspect behaves when the [Window] is resized. The base aspect is determined by [member content_scale_size].
ga: Sonraítear conas a iompraíonn gné an ábhair nuair a athraítear méid na [Fuinneog]. Cinntear an bhunghné ag [member content_scale_size].

en: Specifies how the content is scaled when the [Window] is resized.
ga: Sonraítear conas a dhéantar an t-inneachar a scála nuair a athraítear méid na [Fuinneog].

en: Base size of the content (i.e. nodes that are drawn inside the window). If non-zero, [Window]'s content will be scaled when the window is resized to a different size.
ga: Bunmhéid an ábhair (i.e. nóid a tharraingítear taobh istigh den fhuinneog). Mura mbaineann sé le nialas, déanfar inneachar [Fuinneog] a scála nuair a athrófar méid na fuinneoige go méid eile.

en: The policy to use to determine the final scale factor for 2D elements. This affects how [member content_scale_factor] is applied, in addition to the automatic scale factor determined by [member content_scale_size].
ga: An polasaí le húsáid chun an fachtóir scála deiridh le haghaidh eilimintí 2T a chinneadh. Bíonn tionchar aige seo ar an gcaoi a gcuirtear [member content_scale_factor] i bhfeidhm, chomh maith leis an bhfachtóir scála uathoibríoch arna chinneadh ag [member content_scale_size].

en: The screen the window is currently on.
ga: An scáileán ar a bhfuil an fhuinneog faoi láthair.

en: If [code]true[/code], the [Window] will be in exclusive mode. Exclusive windows are always on top of their parent and will block all input going to the parent [Window].
    Needs [member transient] enabled to work.
ga: Más [code]true[/code], beidh an [Fuinneog] i mód eisiach. Bíonn fuinneoga eisiacha i gcónaí ar bharr a dtuismitheoir agus cuirfidh siad bac ar gach ionchur ag dul go dtí an tuismitheoir [Fuinneog].
    Riachtanais [ball neamhbhuan] cumasaithe a bheith ag obair.

en: If [code]true[/code], the [Window] contents is expanded to the full size of the window, window title bar is transparent.
    [b]Note:[/b] This property is implemented only on macOS.
    [b]Note:[/b] This property only works with native windows.
ga: Más [code]true[/code], leathnaítear an t-inneachar [Fuinneog] go méid iomlán na fuinneoige, tá barra teidil na fuinneoige trédhearcach.
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an t-airí seo chun feidhme.
    [b]Nóta:[/b] Ní oibríonn an t-airí seo ach le fuinneoga dúchasacha.

en: If [code]true[/code], native window will be used regardless of parent viewport and project settings.
ga: Más [code]true[/code], bainfear úsáid as an bhfuinneog dhúchais beag beann ar radharc na dtuismitheoirí agus socruithe an tionscadail.

en: Specifies the initial type of position for the [Window]. See [enum WindowInitialPosition] constants.
ga: Sonraítear an cineál suímh tosaigh don [Fuinneog]. Féach tairisigh [enum WindowInitialPosition].

en: If [code]true[/code], the [Window] width is expanded to keep the title bar text fully visible.
ga: Más [code]true[/code], leathnaítear an leithead [Fuinneog] chun téacs an bharra teidil a choinneáil infheicthe go hiomlán.

en: If non-zero, the [Window] can't be resized to be bigger than this size.
    [b]Note:[/b] This property will be ignored if the value is lower than [member min_size].
ga: Mura bhfuil nialas ann, ní féidir méid na [Fuinneog] a athrú le bheith níos mó ná an méid seo.
    [b]Nóta:[/b] Ní thabharfar aird ar an airí seo má tá an luach níos ísle ná [member min_size].

en: If non-zero, the [Window] can't be resized to be smaller than this size.
    [b]Note:[/b] This property will be ignored in favor of [method get_contents_minimum_size] if [member wrap_controls] is enabled and if its size is bigger.
ga: Mura bhfuil nialas ann, ní féidir méid na [Fuinneog] a athrú le bheith níos lú ná an méid seo.
    [b] Nóta:[/b] Déanfar neamhaird ar an airí seo i bhfabhar [method get_contents_minimum_size] má tá [member wrap_controls] cumasaithe agus má tá a méid níos mó.

en: Set's the window's current mode.
    [b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and Linux.
    [b]Note:[/b] This method only works with native windows, i.e. the main window and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is disabled in the main viewport.
ga: Socraigh ar mhodh reatha na fuinneoige.
    [b]Nóta:[/b] Níl an modh lánscáileáin ina lánscáileán eisiach ar Windows agus Linux.
    [b]Nóta:[/b] Ní oibríonn an modh seo ach le fuinneoga dúchasacha, i.e. an phríomhfhuinneog agus nóid dhíorthaithe [Fuinneog] nuair atá [member Viewport.gui_embed_subwindows] díchumasaithe sa phríomhamharc.

en: If [code]true[/code], all mouse events will be passed to the underlying window of the same application. See also [member mouse_passthrough_polygon].
    [b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows.
    [b]Note:[/b] This property only works with native windows.
ga: Más [code]true[/code], seolfar gach imeacht luiche chuig bunfhuinneog an fheidhmchláir chéanna. Féach freisin [ball mouse_passthrough_polygon].
    [b] Nóta:[/b] Cuirtear an t-airí seo i bhfeidhm ar Linux (X11), macOS agus Windows.
    [b]Nóta:[/b] Ní oibríonn an t-airí seo ach le fuinneoga dúchasacha.

en: If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled).
ga: Más [code]true[/code], measfar an [Fuinneog] mar phreabfhuinneog. Is fo-fhuinneoga iad na fuinneoga aníos nach dtaispeántar mar fhuinneoga ar leith i liosta fuinneog bhainisteoir fuinneoige an chórais agus seolfaidh siad iarratas gar nuair a chliceáiltear aon rud lasmuigh díobh (mura bhfuil [ball eisiach] cumasaithe).

en: The window's position in pixels.
    If [member ProjectSettings.display/window/subwindows/embed_subwindows] is [code]false[/code], the position is in absolute screen coordinates. This typically applies to editor plugins. If the setting is [code]true[/code], the window's position is in the coordinates of its parent [Viewport].
    [b]Note:[/b] This property only works if [member initial_position] is set to [constant WINDOW_INITIAL_POSITION_ABSOLUTE].
ga: Suíomh na fuinneoige i bpicteilíní.
    Más [code]bréagach[/code] é [comhalta ProjectSettings.display/window/subwindows/embed_subwindows], tá an suíomh i gcomhordanáidí absalóideacha scáileáin. De ghnáth baineann sé seo le forlíontáin eagarthóirí. Má tá an socrú [code]true[/code], tá suíomh na fuinneoige i gcomhordanáidí a tuismitheora [Viewport].
    [b]Nóta:[/b] Ní oibríonn an t-airí seo ach amháin má tá [comhalta tosaigh_suíomh] socraithe go [constant WINDOW_INITIAL_POSITION_ABSOLUTE].

en: The window's size in pixels.
ga: Méid na fuinneoige i bpicteilíní.

en: The name of a theme type variation used by this [Window] to look up its own theme items. See [member Control.theme_type_variation] for more details.
ga: Ainm éagsúlachta de chineál téama a úsáideann an [Fuinneog] seo chun a míreanna téama féin a chuardach. Féach [member Control.theme_type_variation] le haghaidh tuilleadh sonraí.

en: The window's title. If the [Window] is native, title styles set in [Theme] will have no effect.
ga: Teideal na fuinneoige. Má tá an [Fuinneog] dúchasach, ní bheidh aon éifeacht ag stíleanna teidil atá leagtha síos i [Téama].

en: If [code]true[/code], the [Window] is transient, i.e. it's considered a child of another [Window]. The transient window will be destroyed with its transient parent and will return focus to their parent when closed. The transient window is displayed on top of a non-exclusive full-screen parent window. Transient windows can't enter full-screen mode.
    Note that behavior might be different depending on the platform.
ga: Más [code]true[/code], tá an [Fuinneog] neamhbhuan, i.e. meastar gur leanbh de chuid [Fuinneog] eile é. Scriosfar an fhuinneog neamhbhuan lena tuismitheoir neamhbhuan agus tabharfaidh sé fócas ar ais dá tuismitheoir nuair a bheidh sé dúnta. Taispeántar an fhuinneog neamhbhuan ar bharr fuinneoige tuismitheora lánscáileáin neamheisiatach. Ní féidir le fuinneoga neamhbhuan dul isteach i mód lánscáileáin.
    Tabhair faoi deara go bhféadfadh iompar a bheith difriúil ag brath ar an ardán.

en: If [code]true[/code], and the [Window] is [member transient], this window will (at the time of becoming visible) become transient to the currently focused window instead of the immediate parent window in the hierarchy. Note that the transient parent is assigned at the time this window becomes visible, so changing it afterwards has no effect until re-shown.
ga: Más rud é [code]true[/code], agus an [Fuinneog] [ball neamhbhuan], beidh an fhuinneog seo (nuair a bheidh sí infheicthe) neamhbhuan go dtí an fhuinneog atá dírithe faoi láthair in ionad na neasfhuinneog san ordlathas. Tabhair faoi deara go bhfuil an tuismitheoir neamhbhuan sannta nuair a bhíonn an fhuinneog seo infheicthe, mar sin ní bheidh aon éifeacht ag athrú í ina dhiaidh sin go dtí go dtaispeánfar arís é.

en: If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows.
    [b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
    [b]Note:[/b] This property has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
ga: Más rud é [code]true[/code], is féidir le cúlra an [Fuinneog] a bheith trédhearcach. Is fearr é seo a úsáid le fuinneoga leabaithe.
    [b] Nóta:[/b] Cuirtear tacaíocht trédhearcachta i bhfeidhm ar Linux, macOS agus Windows, ach d’fhéadfadh go mbeadh an infhaighteacht éagsúil ag brath ar chumais tiománaí GPU, bainisteoir taispeána agus cumadóirí.
    [b]Nóta:[/b] Níl aon éifeacht ag an airí seo má tá [code]false[/code] socraithe go [comhalta ProjectSettings.display/window/per_pixel_transparency/allowed].

en: If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible.
ga: Más [code]true[/code], ní féidir díriú ar an [Fuinneog] ná idirghníomhú léi. Is féidir é a bheith fós le feiceáil.

en: If [code]true[/code], the window can't be resized. Minimize and maximize buttons are disabled.
ga: Más [code]true[/code], ní féidir méid na fuinneoige a athrú. Tá cnaipí íoslaghdaithe agus uasmhéadú díchumasaithe.

en: If [code]true[/code], the window is visible.
ga: Más [code]true[/code], tá an fhuinneog le feiceáil.

en: If [code]true[/code], the window's size will automatically update when a child node is added or removed, ignoring [member min_size] if the new size is bigger.
    If [code]false[/code], you need to call [method child_controls_changed] manually.
ga: Más [code]true[/code], nuashonrófar méid na fuinneoige go huathoibríoch nuair a chuirtear nód linbh leis nó nuair a bhaintear é, gan aird a thabhairt ar [member min_size] má tá an méid nua níos mó.
    Má tá [code]false[/code], ní mór duit glaoch ar [method child_controls_changed] de láimh.

en: Emitted right after [method popup] call, before the [Window] appears or does anything.
ga: Astaítear díreach tar éis glao [aníos mód], sula bhfeictear an [Fuinneog] nó sula ndéanann sé aon rud.

en: Emitted when the [Window]'s close button is pressed or when [member popup_window] is enabled and user clicks outside the window.
    This signal can be used to handle window closing, e.g. by connecting it to [method hide].
ga: Astaítear nuair a bhrúitear an cnaipe dúnta [Fuinneog] nó nuair a bhíonn [member popup_window] cumasaithe agus nuair a chliceálann an t-úsáideoir lasmuigh den fhuinneog.
    Is féidir an comhartha seo a úsáid chun dúnadh fuinneoige a láimhseáil, m.sh. trína cheangal le [method hide].

en: Emitted when the [Window]'s DPI changes as a result of OS-level changes (e.g. moving the window from a Retina display to a lower resolution one).
    [b]Note:[/b] Only implemented on macOS.
ga: Astaítear nuair a athraíonn PSO [Fuinneog] mar thoradh ar athruithe ar leibhéal an OS (m.sh. an fhuinneog a bhogadh ó thaispeántas reitine go dtí taispeáint le taifeach níos ísle).
    [b]Nóta:[/b] Ar macOS amháin a cuireadh i bhfeidhm é.

en: Emitted when the [Window] gains focus.
ga: Astaítear nuair a fhaigheann an [Fuinneog] fócas.

en: Emitted when the [Window] loses its focus.
ga: Astaítear nuair a chailleann an [Fuinneog] a fócas.

en: Emitted when a go back request is sent (e.g. pressing the "Back" button on Android), right after [constant Node.NOTIFICATION_WM_GO_BACK_REQUEST].
ga: Astaítear nuair a sheoltar iarratas dul ar ais (m.sh. an cnaipe "Ar ais" ar Android a bhrú), díreach i ndiaidh [Node.NOTIFICATION_WM_GO_BACK_REQUEST].

en: Emitted when the mouse cursor enters the [Window]'s visible area, that is not occluded behind other [Control]s or windows, provided its [member Viewport.gui_disable_input] is [code]false[/code] and regardless if it's currently focused or not.
ga: Astaítear é nuair a théann cúrsóir na luiche isteach i limistéar infheicthe [Fuinneog], nach bhfuil curtha san áireamh taobh thiar de [Rialú]anna nó fuinneoga eile, ar choinníoll go bhfuil a [comhalta Viewport.gui_disable_input] [code]false[/code] agus is cuma má tá sé faoi láthair dírithe nó nach bhfuil.

en: Emitted when the mouse cursor leaves the [Window]'s visible area, that is not occluded behind other [Control]s or windows, provided its [member Viewport.gui_disable_input] is [code]false[/code] and regardless if it's currently focused or not.
ga: Astaítear nuair a fhágann cúrsóir na luiche limistéar infheicthe [Fuinneog], nach bhfuil curtha san áireamh taobh thiar de [Rialú]anna nó fuinneoga eile, ar choinníoll go bhfuil a [ball Viewport.gui_disable_input] [code]false[/code] agus is cuma má tá sé faoi láthair dírithe nó nach bhfuil.

en: Emitted when window title bar decorations are changed, e.g. macOS window enter/exit full screen mode, or extend-to-title flag is changed.
ga: Astaítear nuair a athraítear maisiúcháin barra teidil fuinneoige, e.g. fuinneog macOS cuir isteach/amach mód an scáileáin iomláin, nó athraítear bratach síneadh go teideal.

en: Emitted when [Window] is made visible or disappears.
ga: Astaítear nuair a dhéantar [Fuinneog] a fheiceáil nó nuair a imíonn sé.

en: Emitted when the [Window] is currently focused and receives any input, passing the received event as an argument. The event's position, if present, is in the embedder's coordinate system.
ga: Astaítear nuair a bhíonn an [Fuinneog] dírithe faoi láthair agus nuair a fhaigheann sé aon ionchur, ag dul thar an imeacht faighte mar argóint. Tá suíomh an imeachta, má tá sé i láthair, i gcóras comhordanáidí an leabaitheora.

en: Emitted when [Window]'s visibility changes, right before [signal visibility_changed].
ga: Astaithe nuair a athraíonn infheictheacht [Fuinneog], díreach roimh [signal visibility_changed].

en: Sent when the node needs to refresh its theme items. This happens in one of the following cases:
    - The [member theme] property is changed on this node or any of its ancestors.
    - The [member theme_type_variation] property is changed on this node.
    - The node enters the scene tree.
    [b]Note:[/b] As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree.
ga: Seolta nuair is gá don nód a míreanna téama a athnuachan. Tarlaíonn sé seo i gceann de na cásanna seo a leanas:
    - Athraítear an mhaoin [ball téamaí] ar an nód seo nó ar aon cheann dá sinsir.
    - Athraítear an t-airí [member theme_type_variation] ar an nód seo.
    - Téann an nód isteach sa chrann radhairc.
    [b]Nóta:[/b] Mar bharrfheabhsú, ní sheolfar an fógra seo ó athruithe a tharlaíonn agus an nód seo lasmuigh den chrann radhairc. Ina áit sin, is féidir gach ceann de na nuashonruithe míreanna téama a chur i bhfeidhm ag an am céanna nuair a théann an nód isteach sa chrann radharc.

en: The window can't be resized by dragging its resize grip. It's still possible to resize the window using [member size]. This flag is ignored for full screen windows. Set with [member unresizable].
ga: Ní féidir méid na fuinneoige a athrú ach a greim athmhéid a tharraingt. Is féidir fós an fhuinneog a athrú trí úsáid a bhaint as [member size]. Déantar neamhaird den bhratach seo le haghaidh fuinneoga lánscáileáin. Socraigh le [comhalta do-athraithe].

en: The window do not have native title bar and other decorations. This flag is ignored for full-screen windows. Set with [member borderless].
ga: Níl barra teidil dúchais agus maisiúcháin eile ag an bhfuinneog. Déantar neamhaird den bhratach seo le haghaidh fuinneoga lánscáileáin. Socraigh le [comhalta gan teorainn].

en: The window is floating on top of all other windows. This flag is ignored for full-screen windows. Set with [member always_on_top].
ga: Tá an fhuinneog ar snámh ar bharr gach fuinneog eile. Déantar neamhaird den bhratach seo le haghaidh fuinneoga lánscáileáin. Socraigh le [comhalta always_on_top].

en: The window background can be transparent. Set with [member transparent].
    [b]Note:[/b] This flag has no effect if either [member ProjectSettings.display/window/per_pixel_transparency/allowed], or the window's [member Viewport.transparent_bg] is set to [code]false[/code].
ga: Is féidir le cúlra na fuinneoige a bheith trédhearcach. Socraigh le [ball trédhearcach].
    [b]Nóta:[/b] Níl aon éifeacht ag an mbratach seo má tá [code]false[/code] socraithe ag [comhalta ProjectSettings.display/window/per_pixel_transparency/allowed] na fuinneoige.

en: The window can't be focused. No-focus window will ignore all input, except mouse clicks. Set with [member unfocusable].
ga: Ní féidir an fhuinneog a dhíriú. Ní dhéanfaidh aon fhuinneog fócas neamhaird ar gach ionchur, ach amháin cad a tharlaíonn nuair luiche. Socraigh le [ball unfocusable].

en: Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have transient parent set (see [member transient]).
    [b]Note:[/b] This flag has no effect in embedded windows (unless said window is a [Popup]).
ga: Tá an fhuinneog mar chuid den roghchlár nó [OptionButton] anuas. Ní féidir an bhratach seo a athrú nuair atá an fhuinneog le feiceáil. Gheobhaidh fuinneog aníos gníomhach gach ionchur go heisiach, gan fócas a ghoid óna thuismitheoir. Dúntar fuinneoga aníos go huathoibríoch nuair a chliceálann úsáidí taobh amuigh de, nó nuair a aistrítear feidhmchlár. Ní mór go mbeadh tacar tuismitheora neamhbhuan ag an bhfuinneog aníos (féach [ball neamhbhuan]).
    [b]Nóta:[/b] Níl aon éifeacht ag an mbratach seo i bhfuinneoga leabaithe (mura bhfuil an fhuinneog sin ina [Preabfhuinneog]).

en: Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. Set with [member extend_to_title].
    [b]Note:[/b] This flag is implemented only on macOS.
    [b]Note:[/b] This flag has no effect in embedded windows.
ga: Leathnaítear ábhar fuinneoige go méid iomlán na fuinneoige. Murab ionann agus an fhuinneog gan teorainn, fágtar an fráma slán agus is féidir é a úsáid chun an fhuinneog a athrú, tá an barra teidil trédhearcach, ach tá cnaipí íoslaghdaithe/uasmhéadaithe/dún ann. Socraigh le [comhalta extend_to_title].
    [b]Nóta:[/b] Is ar macOS amháin a chuirtear an bhratach seo i bhfeidhm.
    [b]Nóta:[/b] Níl aon éifeacht ag an mbratach seo i bhfuinneoga leabaithe.

en: All mouse events are passed to the underlying window of the same application.
    [b]Note:[/b] This flag has no effect in embedded windows.
ga: Seoltar gach imeacht luiche chuig an bhfuinneog bhunúsach den fheidhmchlár céanna.
    [b]Nóta:[/b] Níl aon éifeacht ag an mbratach seo i bhfuinneoga leabaithe.

en: Max value of the [enum Flags].
ga: Luach uasta na [Bratacha enum].

en: The content will not be scaled to match the [Window]'s size.
ga: Ní dhéanfar an t-ábhar a scála chun teacht le méid na [Fuinneog].

en: The content will be rendered at the target size. This is more performance-expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better results.
ga: Déanfar an t-ábhar a rindreáil ag an spriocmhéid. Tá sé seo níos costasaí maidir le feidhmíocht ná [CONTENT_SCALE_MODE_VIEWPORT], ach soláthraíonn sé torthaí níos fearr.

en: The content will be rendered at the base size and then scaled to the target size. More performant than [constant CONTENT_SCALE_MODE_CANVAS_ITEMS], but results in pixelated image.
ga: Déanfar an t-ábhar a rindreáil ag an mbunmhéid agus ansin de réir scála go dtí an spriocmhéid. Níos mó feidhmíochta ná [CONTENT_SCALE_MODE_CANVAS_ITEMS], ach tá íomhá picteilín mar thoradh air.

en: The aspect will be ignored. Scaling will simply stretch the content to fit the target size.
ga: Déanfar neamhaird ar an ngné. Ní dhéanfaidh scálú ach an t-ábhar a shíneadh chun freastal ar an spriocmhéid.

en: The content's aspect will be preserved. If the target size has different aspect from the base one, the image will be centered and black bars will appear on left and right sides.
ga: Caomhnófar gné an ábhair. Má tá gné éagsúil ag an spriocmhéid ón gceann bunaidh, beidh an íomhá dírithe agus beidh barraí dubha le feiceáil ar an taobh clé agus ar dheis.

en: The content can be expanded vertically. Scaling horizontally will result in keeping the width ratio and then black bars on left and right sides.
ga: Is féidir an t-ábhar a leathnú go hingearach. Mar thoradh ar scálú go cothrománach coinneofar an cóimheas leithead agus ansin barraí dubha ar an taobh clé agus ar dheis.

en: The content can be expanded horizontally. Scaling vertically will result in keeping the height ratio and then black bars on top and bottom sides.
ga: Is féidir an t-ábhar a leathnú go cothrománach. Mar thoradh ar scálú go hingearach coinneofar an cóimheas airde agus ansin barraí dubha ar na taobhanna barr agus bun.

en: The content's aspect will be preserved. If the target size has different aspect from the base one, the content will stay in the top-left corner and add an extra visible area in the stretched space.
ga: Caomhnófar gné an ábhair. Má tá gné dhifriúil ag an spriocmhéid ón mbonn amháin, fanfaidh an t-ábhar sa chúinne uachtarach ar chlé agus cuirfidh sé limistéar infheicthe breise sa spás sínte.

en: The content will be stretched according to a fractional factor. This fills all the space available in the window, but allows "pixel wobble" to occur due to uneven pixel scaling.
ga: Déanfar an t-ábhar a shíneadh de réir fachtóir codánach. Líonann sé seo an spás go léir atá ar fáil sa bhfuinneog, ach ligeann sé go dtarlóidh "wobble picteilín" mar gheall ar scálaithe míchothrom picteilín.

en: The content will be stretched only according to an integer factor, preserving sharp pixels. This may leave a black background visible on the window's edges depending on the window size.
ga: Ní dhéanfar an t-ábhar a shíneadh ach amháin de réir fachtóir slánuimhir, ag caomhnú picteilíní géara. Seans go bhfágfaidh sé seo cúlra dubh le feiceáil ar imill na fuinneoige ag brath ar mhéid na fuinneoige.

en: Automatic layout direction, determined from the parent window layout direction.
ga: Treo leagan amach uathoibríoch, arna chinneadh ó threoir leagan amach na tuismitheora fuinneoige.

en: Automatic layout direction, determined from the current locale.
ga: Treo leagan amach uathoibríoch, arna chinneadh ón locale reatha.

en: Initial window position is determined by [member position].
ga: Déantar suíomh tosaigh na fuinneoige a chinneadh ag [seasamh na mball].

en: Initial window position is the center of the primary screen.
ga: Is é suíomh tosaigh na fuinneoige lár an scáileáin phríomha.

en: Initial window position is the center of the main window screen.
ga: Is é suíomh tosaigh na fuinneoige lár an phríomhscáileáin fuinneoige.

en: Initial window position is the center of [member current_screen] screen.
ga: Is é suíomh tosaigh na fuinneoige lár an scáileáin [member current_screen].

en: Initial window position is the center of the screen containing the mouse pointer.
ga: Is é suíomh tosaigh na fuinneoige lár an scáileáin ina bhfuil an pointeoir luiche.

en: Initial window position is the center of the screen containing the window with the keyboard focus.
ga: Is é suíomh tosaigh na fuinneoige lár an scáileáin ina bhfuil an fhuinneog le fócas an mhéarchláir.

en: The color of the title's text.
ga: Dath téacs an teidil.

en: The color of the title's text outline.
ga: Dath imlíne téacs an teidil.

en: Horizontal position offset of the close button.
ga: Fritháireamh seasamh cothrománach an chnaipe dúnta.

en: Vertical position offset of the close button.
ga: Fritháireamh suíomh ingearach an chnaipe dúnta.

en: Defines the outside margin at which the window border can be grabbed with mouse and resized.
ga: Sainmhíníonn sé an corrlach lasmuigh ag ar féidir teorainn na fuinneoige a ghabháil le luch agus athrú méide.

en: Height of the title bar.
ga: Airde an bharra teidil.

en: The size of the title outline.
ga: Méid imlíne an teidil.

en: The font used to draw the title.
ga: An cló a úsáidtear chun an teideal a tharraingt.

en: The size of the title font.
ga: Méid an chló teidil.

en: The icon for the close button.
ga: An deilbhín don chnaipe dúnta.

en: The icon for the close button when it's being pressed.
ga: An deilbhín don chnaipe dúnta nuair atá sé á bhrú.

en: The background style used when the [Window] is embedded. Note that this is drawn only under the window's content, excluding the title. For proper borders and title bar style, you can use [code]expand_margin_*[/code] properties of [StyleBoxFlat].
    [b]Note:[/b] The content background will not be visible unless [member transparent] is enabled.
ga: An stíl chúlra a úsáidtear nuair a bhíonn an [Fuinneog] leabaithe. Tabhair faoi deara nach bhfuil sé seo tarraingthe ach faoi ábhar na fuinneoige, gan an teideal a áireamh. Le haghaidh teorainneacha cearta agus stíl barra teidil, is féidir leat airíonna [code]expand_margin_*[/code] de [StyleBoxFlat] a úsáid.
    [b]Nóta:[/b] Ní bheidh cúlra an ábhair le feiceáil mura bhfuil [ball trédhearcach] cumasaithe.

en: The background style used when the [Window] is embedded and unfocused.
ga: An stíl chúlra a úsáidtear nuair a bhíonn an [Fuinneog] leabaithe agus gan fócas.

en: A singleton that allocates some [Thread]s on startup, used to offload tasks to these threads.
ga: Singil a leithdháileann roinnt [Snáithe]anna ar am tosaithe, a úsáidtear chun tascanna a dhíluchtú chuig na snáitheanna seo.

en: The [WorkerThreadPool] singleton allocates a set of [Thread]s (called worker threads) on project startup and provides methods for offloading tasks to them. This can be used for simple multithreading without having to create [Thread]s.
    Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can be used to create regular tasks, which will be taken by one worker thread, or group tasks, which can be distributed between multiple worker threads. Group tasks execute the [Callable] multiple times, which makes them useful for iterating over a lot of elements, such as the enemies in an arena.
    Here's a sample on how to offload an expensive function to worker threads:
    [codeblocks]
    [gdscript]
    var enemies = [] # An array to be filled with enemies.
    
    func process_enemy_ai(enemy_index):
        var processed_enemy = enemies[enemy_index]
        # Expensive logic...
    
    func _process(delta):
        var task_id = WorkerThreadPool.add_group_task(process_enemy_ai, enemies.size())
        # Other code...
        WorkerThreadPool.wait_for_group_task_completion(task_id)
        # Other code that depends on the enemy AI already being processed.
    [/gdscript]
    [csharp]
    private List<Node> _enemies = new List<Node>(); // A list to be filled with enemies.
    
    private void ProcessEnemyAI(int enemyIndex)
    {
        Node processedEnemy = _enemies[enemyIndex];
        // Expensive logic here.
    }
    
    public override void _Process(double delta)
    {
        long taskId = WorkerThreadPool.AddGroupTask(Callable.From<int>(ProcessEnemyAI), _enemies.Count);
        // Other code...
        WorkerThreadPool.WaitForGroupTaskCompletion(taskId);
        // Other code that depends on the enemy AI already being processed.
    }
    [/csharp]
    [/codeblocks]
    The above code relies on the number of elements in the [code]enemies[/code] array remaining constant during the multithreaded part.
    [b]Note:[/b] Using this singleton could affect performance negatively if the task being distributed between threads is not computationally expensive.
ga: Cruthaíonn an singilín [WorkerThreadPool] sraith de [Thread]'s (ar a dtugtar snáitheanna oibrí) ar thosach tionscadail agus soláthraíonn sé modhanna chun tascanna a ualú orthu. Is féidir é seo a úsáid le haghaidh ilshnáithithe simplí gan gá a bheith le [Thread]'s a chruthú.
    Coinníonn tascanna an [Callable] atá le rith ag na snáitheanna. Is féidir [WorkerThreadPool] a úsáid chun tascanna rialta a chruthú, a thógfaidh snáithe oibrí amháin, nó tascanna grúpa, ar féidir a dháileadh idir ilshnáitheanna oibrí. Ritheann tascanna grúpa an [Callable] arís agus arís eile, rud a fhágann go bhfuil siad úsáideach chun dul thar a lán eilimintí, mar shampla na naimhde i réimse.
    Seo sampla ar conas feidhm chostasach a ualú ar shnáitheanna oibrí:
    [codeblocks]
    [gdscript]
    var enemies  = [ ] # Eagar le líonadh le naimhde.
    
    func process_enemy_ai(enemy_index):
        var processed_enemy = enemies[enemy_index]
     # Loighic daor...
    
    func _process(delta):
        var task_id = WorkerThreadPool.add_group_task(process_enemy_ai, enemies.size())
     # Cód eile...
        WorkerThreadPool.wait_for_group_task_completion(task_id)
     # Cód eile a bhraitheann ar an namhaid AI atá á phróiseáil cheana féin.
    [/gdscript]
    [csharp]
    private List<Node> _enemies = new List<Node>(); // Liosta le líonadh le naimhde.
    
    private void ProcessEnemyAI(int enemyIndex)
    {
        Node processedEnemy = _enemies[enemyIndex];
     // Loighic daor anseo.
    }
    
    public override void _Process(double delta)
    {
     long taskId = WorkerThreadPool.AddGroupTask(Callable.From<int>(ProcessEnemyAI), _enemies.Count);
     // Cód eile...
     WorkerThreadPool.WaitForGroupTaskCompletion(taskId);
     // Cód eile a bhraitheann ar an namhaid AI á phróiseáil cheana féin.
    }
    [/csharp]
    [/codeblocks]
    Braitheann an cód thuas ar líon na n-eilimintí san eagar [code]enemies[/code] a fhanann tairiseach le linn na coda ilshnáithe.
    [b]Nóta:[/b] D’fhéadfadh tionchar diúltach a bheith ag baint úsáide as an singil seo ar fheidhmíocht mura bhfuil an tasc atá á dháileadh idir snáitheanna costasach ó thaobh ríomhaireacht de.

en: Adds [param action] as a group task to be executed by the worker threads. The [Callable] will be called a number of times based on [param elements], with the first thread calling it with the value [code]0[/code] as a parameter, and each consecutive execution incrementing this value by 1 until it reaches [code]element - 1[/code].
    The number of threads the task is distributed to is defined by [param tasks_needed], where the default value [code]-1[/code] means it is distributed to all worker threads. [param high_priority] determines if the task has a high priority or a low priority (default). You can optionally provide a [param description] to help with debugging.
    Returns a group task ID that can be used by other methods.
    [b]Warning:[/b] Every task must be waited for completion using [method wait_for_task_completion] or [method wait_for_group_task_completion] at some point so that any allocated resources inside the task can be cleaned up.
ga: Cuirtear [gníomh param] leis mar thasc grúpa a bheidh le déanamh ag snáitheanna an oibrí. Tabharfar an [Inghlao] roinnt uaireanta bunaithe ar [eilimintí param], agus an chéad snáithe ag glaoch air leis an luach [code]0[/code] mar pharaiméadar, agus gach cur i gcrích as a chéile ag méadú an luach seo faoi 1 go dtí go mbeidh sé sroicheann [code]eilimint - 1[/code].
    Sainmhínítear líon na snáitheanna a bhfuil an tasc á ndáileadh orthu ag [param task_needed], áit a gciallaíonn an luach réamhshocraithe [code]-1[/code] go ndéantar é a dháileadh ar gach snáithe oibrithe. Cinneann [param high_priority] an bhfuil tosaíocht ard nó tosaíocht íseal ag an tasc (réamhshocraithe). Is féidir leat [param description] a sholáthar go roghnach chun cabhrú le dífhabhtú.
    Filleann sé ID tasc grúpa is féidir a úsáid ar mhodhanna eile.
    [b]Rabhadh:[/b] Ní mór fanacht ar gach tasc le bheith críochnaithe ag úsáid [method wait_for_task_completion] nó [method wait_for_group_task_completion] ag am éigin ionas gur féidir aon acmhainní leithdháilte laistigh den tasc a ghlanadh suas.

en: Adds [param action] as a task to be executed by a worker thread. [param high_priority] determines if the task has a high priority or a low priority (default). You can optionally provide a [param description] to help with debugging.
    Returns a task ID that can be used by other methods.
    [b]Warning:[/b] Every task must be waited for completion using [method wait_for_task_completion] or [method wait_for_group_task_completion] at some point so that any allocated resources inside the task can be cleaned up.
ga: Cuirtear [gníomh param] leis mar thasc atá le déanamh ag snáithe oibrí. Cinneann [param high_priority] an bhfuil ardtosaíocht nó tosaíocht íseal ag an tasc (réamhshocraithe). Is féidir leat [param description] a sholáthar go roghnach chun cabhrú le dífhabhtú.
    Filleann sé ID taisc is féidir a úsáid ar mhodhanna eile.
    [b]Rabhadh:[/b] Ní mór fanacht ar gach tasc le bheith críochnaithe ag úsáid [method wait_for_task_completion] nó [method wait_for_group_task_completion] ag am éigin ionas gur féidir aon acmhainní leithdháilte laistigh den tasc a ghlanadh suas.

en: Returns how many times the [Callable] of the group task with the given ID has already been executed by the worker threads.
    [b]Note:[/b] If a thread has started executing the [Callable] but is yet to finish, it won't be counted.
ga: Filleann sé seo cé mhéad uair a bhí [Inghlao] den tasc grúpa leis an aitheantas tugtha ag na snáitheanna oibrithe cheana féin.
    [b]Nóta:[/b] Má tá snáithe tosaithe ag rith an [Inghlaoite] ach go bhfuil sé fós le críochnú, ní chomhaireamhfar é.

en: Returns [code]true[/code] if the group task with the given ID is completed.
    [b]Note:[/b] You should only call this method between adding the group task and awaiting its completion.
ga: Filleann sé [code]true[/code] má tá an tasc grúpa leis an aitheantas tugtha i gcrích.
    [b]Nóta:[/b] Níor cheart duit an modh seo a ghlaoch ach amháin idir an tasc grúpa a chur leis agus fanacht lena chríochnú.

en: Returns [code]true[/code] if the task with the given ID is completed.
    [b]Note:[/b] You should only call this method between adding the task and awaiting its completion.
ga: Seoltar ar ais [code]true[/code] má chríochnaítear an tasc leis an aitheantas tugtha.
    [b]Nóta:[/b] Níor cheart duit glaoch ar an modh seo ach amháin idir an tasc a chur leis agus fanacht lena chríochnú.

en: Pauses the thread that calls this method until the group task with the given ID is completed.
ga: Cuir an snáithe ar a dtugtar an modh seo ar sos go dtí go mbeidh an tasc grúpa leis an aitheantas tugtha críochnaithe.

en: Pauses the thread that calls this method until the task with the given ID is completed.
    Returns [constant @GlobalScope.OK] if the task could be successfully awaited.
    Returns [constant @GlobalScope.ERR_INVALID_PARAMETER] if a task with the passed ID does not exist (maybe because it was already awaited and disposed of).
    Returns [constant @GlobalScope.ERR_BUSY] if the call is made from another running task and, due to task scheduling, there's potential for deadlocking (e.g., the task to await may be at a lower level in the call stack and therefore can't progress). This is an advanced situation that should only matter when some tasks depend on others (in the current implementation, the tricky case is a task trying to wait on an older one).
ga: Cuir an snáithe ar a dtugtar an modh seo ar sos go dtí go mbeidh an tasc leis an aitheantas tugtha críochnaithe.
    Filleann sé [constant @GlobalScope.OK] más féidir fanacht go rathúil leis an tasc.
    Filleann sé [constant @GlobalScope.ERR_INVALID_PARAMETER] mura bhfuil tasc leis an ID a ritheadh ann (b'fhéidir toisc go rabhthas ag fanacht leis cheana féin agus diúscartha).
    Filleann sé [constant @GlobalScope.ERR_BUSY] má dhéantar an glao ó thasc reatha eile agus, mar gheall ar sceidealú tascanna, go bhfuil féidearthacht ann do dhíghlasáil (m.sh., seans go mbeidh an tasc le fanacht ag leibhéal níos ísle sa chruach glaonna agus mar sin ní féidir é dul chun cinn). Is staid chun cinn é seo nár cheart a bheith tábhachtach ach amháin nuair a bhíonn roinnt tascanna ag brath ar chinn eile (i gcur i bhfeidhm reatha, is tasc é an cás deacair ag iarraidh fanacht ar cheann níos sine).

en: A resource that holds all components of a 2D world, such as a canvas and a physics space.
ga: Acmhainn a choinníonn gach comhpháirt de dhomhan 2T, mar chanbhás agus spás fisice.

en: Class that has everything pertaining to a 2D world: A physics space, a canvas, and a sound space. 2D nodes register their resources into the current 2D world.
ga: Aicme ina bhfuil gach rud a bhaineann le domhan 2T: Spás fisice, canbhás, agus spás fuaime. Cláraíonn nóid 2T a n-acmhainní isteach sa domhan 2T reatha.

en: The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing.
ga: [RID] acmhainn chanbhás an domhain seo. Úsáidte ag an [RenderingServer] le haghaidh líníocht 2T.

en: Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
ga: Rochtain dhíreach ar spásstát 2D fisic an domhain. Úsáidtear é chun imbhuailtí reatha agus imbhuailtí féideartha a fhiosrú. Nuair a bhíonn fisic il-snáithithe á úsáid, tá rochtain teoranta do [method Node._physics_process] sa phríomhshnáithe.

en: The [RID] of this world's navigation map. Used by the [NavigationServer2D].
ga: An [RID] de léarscáil loingseoireachta an domhain seo. Arna úsáid ag an [NavigationServer2D].

en: The [RID] of this world's physics space resource. Used by the [PhysicsServer2D] for 2D physics, treating it as both a space and an area.
ga: [RID] acmhainn spáis na fisice seo. Úsáidte ag an [PhysicsServer2D] le haghaidh fisice 2T, ag caitheamh leis mar spás agus mar limistéar araon.

en: A resource that holds all components of a 3D world, such as a visual scenario and a physics space.
ga: Acmhainn a choinníonn gach comhpháirt de dhomhan 3D, cosúil le cás amhairc agus spás fisice.

en: Class that has everything pertaining to a world: A physics space, a visual scenario, and a sound space. 3D nodes register their resources into the current 3D world.
ga: Rang a bhfuil gach rud a bhaineann leis an domhan: Spás fisice, radharc radhairc, agus spás fuaime. Cláraíonn nóid 3D a gcuid acmhainní isteach sa saol 3D reatha.

en: The default [CameraAttributes] resource to use if none set on the [Camera3D].
ga: An acmhainn réamhshocraithe [CameraAttributes] le húsáid mura bhfuil aon cheann socraithe ar an [Camera3D].

en: Direct access to the world's physics 3D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
ga: Rochtain dhíreach ar spásstát 3D fisic an domhain. Úsáidtear é chun imbhuailtí reatha agus imbhuailtí féideartha a fhiosrú. Nuair a bhíonn fisic il-snáithithe á úsáid, tá rochtain teoranta do [method Node._physics_process] sa phríomhshnáithe.

en: The World3D's [Environment].
ga: The World3D's [Timpeallacht].

en: The World3D's fallback environment will be used if [member environment] fails or is missing.
ga: Úsáidfear timpeallacht chúltaca World3D má theipeann ar [timpeallacht na mball] nó má tá sé in easnamh.

en: The [RID] of this world's navigation map. Used by the [NavigationServer3D].
ga: An [RID] de léarscáil loingseoireachta an domhain seo. Arna úsáid ag an [NavigationServer3D].

en: The World3D's visual scenario.
ga: Cás amhairc an World3D.

en: The World3D's physics space.
ga: Spás fisice an Domhain 3D.

en: A 2D world boundary (half-plane) shape used for physics collision.
ga: Cruth teorann domhanda 2T (leatheitleán) a úsáidtear le haghaidh imbhualadh fisice.

en: A 2D world boundary shape, intended for use in physics. [WorldBoundaryShape2D] works like an infinite straight line that forces all physics bodies to stay above it. The line's normal determines which direction is considered as "above" and in the editor, the smaller line over it represents this direction. It can for example be used for endless flat floors.
ga: Cruth teorann domhan 2D, atá beartaithe le húsáid san fhisic. Oibríonn [WorldBoundaryShape2D] cosúil le líne dhíreach gan teorainn a chuireann iallach ar gach corp fisice fanacht os a chionn. Cinneann gnáthlíne na líne cén treo a mheastar mar "thuas" agus san eagarthóir, seasann an líne níos lú thar an treo seo. Is féidir é a úsáid mar shampla le haghaidh urláir chomhréidh gan teorainn.

en: The distance from the origin to the line, expressed in terms of [member normal] (according to its direction and magnitude). Actual absolute distance from the origin to the line can be calculated as [code]abs(distance) / normal.length()[/code].
    In the scalar equation of the line [code]ax + by = d[/code], this is [code]d[/code], while the [code](a, b)[/code] coordinates are represented by the [member normal] property.
ga: An fad ón mbunús go dtí an líne, arna shloinneadh i dtéarmaí [comhalta normalach] (de réir a treo agus a mhéide). Is féidir an t-achar absalóideach iarbhír ón mbunús go dtí an líne a ríomh mar [code]abs(fad) / normal.length()()[/code].
    I gcothromóid scálach na líne [code]ax + le = d[/code], is é seo [code]d[/code], agus na comhordanáidí [code](a, b)[/code] á léiriú ag an [comhalta gnáth] maoin.

en: The line's normal, typically a unit vector. Its direction indicates the non-colliding half-plane. Can be of any length but zero. Defaults to [constant Vector2.UP].
ga: Is gnáth an líne, veicteoir aonad de ghnáth. Léiríonn a threo an leath-eitleán neamh-imbhuailte. Is féidir a bheith ar aon fhad ach nialas. Réamhshocruithe chuig [Vector2.UP leanúnach].

en: A 3D world boundary (half-space) shape used for physics collision.
ga: Bogtar an cúrsóir maolánach go dtí fritháireamh áirithe (ón tús) agus léann an chéad nód eile ann. Tugann an modh seo cód earráide ar ais.

en: The [Plane] used by the [WorldBoundaryShape3D] for collision.
ga: Níl aon nód ann (níl aon chomhad nó maolán oscailte).

en: Default environment properties for the entire scene (post-processing effects, lighting and background settings).
ga: Cineál nód eiliminteach, ar a dtugtar clib freisin, e.g. [code] &lt;teideal&gt;[/code].

en: The [WorldEnvironment] node is used to configure the default [Environment] for the scene.
    The parameters defined in the [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera3D]. Additionally, only one [WorldEnvironment] may be instantiated in a given scene at a time.
    The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene.
ga: Úsáidtear an nód [WorldEnvironment] chun an réamhshocrú [Environment] a chumrú don radharc.
    Is féidir na paraiméadair atá sainithe sa [Timpeallacht Dhomhanda] a shárú le nód [Comhshaoil] a leagtar ar an sruth [Camera3D]. Ina theannta sin, ní féidir ach ceann amháin [Timpeallacht Dhomhanda] a chur ar an toirt i radharc ar leith ag an am céanna.
    Ceadaíonn an [WorldEnvironment] don úsáideoir paraiméadair réamhshocraithe soilsithe a shonrú (m.sh. soilsiú comhthimpeallach), éifeachtaí iar-phróiseála éagsúla (m.sh. SSAO, DOF, Tonemapping), agus conas an cúlra a tharraingt (m.sh. dath soladach, bosca spéir). De ghnáth, cuirtear leis iad seo chun réalachas/cothromaíocht dathanna an radhairc a fheabhsú.

en: The default [Compositor] resource to use if none set on the [Camera3D].
ga: Cineál nód téacs, i.e. téacs nach bhfuil taobh istigh d’eilimint. Áirítear leis seo spás bán.

en: The [Environment] resource used by this [WorldEnvironment], defining the default properties.
ga: An acmhainn [Comhshaol] a úsáideann an [Timpeallacht Dhomhanda] seo, a shainíonn na hairíonna réamhshocraithe.

en: An X509 certificate (e.g. for TLS).
ga: Cineál nód le haghaidh ranna CDATA (Sonraí Carachtair), e.g. [code]Roinn CDATA[/code].

en: The X509Certificate class represents an X509 certificate. Certificates can be loaded and saved like any other [Resource].
    They can be used as the server certificate in [method StreamPeerTLS.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to a TLS server via [method StreamPeerTLS.connect_to_stream].
ga: Is ionann an rang Teastas X509 agus teastas X509. Is féidir teastais a lódáil agus a shábháil mar aon [Acmhainn] eile.
    Is féidir iad a úsáid mar dheimhniú freastalaí i [method StreamPeerTLS.accept_stream] (mar aon leis an [CryptoKey] cuí), agus chun an t-aon deimhniú a shonrú ar cheart glacadh leis agus tú ag nascadh le freastalaí TLS trí [method StreamPeerTLS.connect_to_stream].

en: Loads a certificate from [param path] ("*.crt" file).
ga: Pointe ancaire i spás AR.

en: Loads a certificate from the given [param string].
ga: lódálann sé teastas ón [teaghrán param] a tugadh.

en: Saves a certificate to the given [param path] (should be a "*.crt" file).
ga: Sábhálann sé teastas chuig an [cosán param] tugtha (ba cheart go mbeadh sé ina chomhad "*.crt").

en: Returns a string representation of the certificate, or an empty string if the certificate is invalid.
ga: Filleann eitleán ailínithe lenár n-ancaire; áisiúil le haghaidh tástála trasnaithe.

en: Provides a low-level interface for creating parsers for XML files.
ga: Tuairiscíonn sé méid measta an eitleáin a braitheadh. Abair nuair a bhaineann an t-ancaire le tábla sa saol fíor, is é seo méid measta dhromchla an tábla sin.

en: Provides a low-level interface for creating parsers for [url=https://en.wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make custom XML parsers.
    To parse XML, you must open a file with the [method open] method or a buffer with the [method open_buffer] method. Then, the [method read] method must be called to parse the next nodes. Most of the methods take into consideration the currently parsed node.
    Here is an example of using [XMLParser] to parse an SVG file (which is based on XML), printing each element and its attributes as a dictionary:
    [codeblocks]
    [gdscript]
    var parser = XMLParser.new()
    parser.open("path/to/file.svg")
    while parser.read() != ERR_FILE_EOF:
        if parser.get_node_type() == XMLParser.NODE_ELEMENT:
            var node_name = parser.get_node_name()
            var attributes_dict = {}
            for idx in range(parser.get_attribute_count()):
                attributes_dict[parser.get_attribute_name(idx)] = parser.get_attribute_value(idx)
            print("The ", node_name, " element has the following attributes: ", attributes_dict)
    [/gdscript]
    [csharp]
    var parser = new XmlParser();
    parser.Open("path/to/file.svg");
    while (parser.Read() != Error.FileEof)
    {
        if (parser.GetNodeType() == XmlParser.NodeType.Element)
        {
            var nodeName = parser.GetNodeName();
            var attributesDict = new Godot.Collections.Dictionary();
            for (int idx = 0; idx < parser.GetAttributeCount(); idx++)
            {
                attributesDict[parser.GetAttributeName(idx)] = parser.GetAttributeValue(idx);
            }
            GD.Print($"The {nodeName} element has the following attributes: {attributesDict}");
        }
    }
    [/csharp]
    [/codeblocks]
ga: Soláthraíonn sé comhéadan ísealleibhéil chun parsálaithe a chruthú do chomhaid [url=https://en.wikipedia.org/wiki/XML]XML[/url]. Is féidir leis an rang seo feidhmiú mar bhunáit chun parsálaithe XML saincheaptha a dhéanamh.
    Chun XML a pharsáil, ní mór duit comhad a oscailt leis an modh [method oscailte] nó maolán leis an modh [method open_buffer]. Ansin, ní mór an modh [method léite] a ghairm chun na chéad nóid eile a pharsáil. Cuireann an chuid is mó de na modhanna san áireamh an nód parsáilte faoi láthair.
    Seo sampla de [XMLParser] a úsáid chun comhad SVG a pharsáil (atá bunaithe ar XML), ag priontáil gach eilimint agus a tréithe mar fhoclóir:
    [codeblocks]
    [gdscript]
    parsálaí var = XMLParser.new()
    parser.open ("cosan/go/comhad.svg")
    while parser.read() != ERR_FILE_EOF:
        if parser.get_node_type() == XMLParser.NODE_ELEMENT:
            var node_name = parser.get_node_name()
            var attributes_dict = {}
            for idx in range(parser.get_attribute_count()):
                attributes_dict[parser.get_attribute_name(idx)] = parser.get_attribute_value(idx)
     print ("Tá na tréithe seo a leanas ag an eilimint " , node_name , ":" , attributes_dict )
    [/gdscript]
    [csharp]
    var parser = new XmlParser();
    parser.Open("path/to/file.svg");
    while (parser.Read() != Error.FileEof)
    {
        if (parser.GetNodeType() == XmlParser.NodeType.Element)
        {
            var nodeName = parser.GetNodeName();
            var attributesDict = new Godot.Collections.Dictionary();
            for (int idx = 0; idx < parser.GetAttributeCount(); idx++)
            {
                attributesDict[parser.GetAttributeName(idx)] = parser.GetAttributeValue(idx);
     }
     GD.Print($"Tá na tréithe seo a leanas ag an eilimint {nodeName}: {attributesDict}");
        }
    }
    [/csharp]
    [/codeblocks]

en: Returns the number of attributes in the currently parsed element.
    [b]Note:[/b] If this method is used while the currently parsed node is not [constant NODE_ELEMENT] or [constant NODE_ELEMENT_END], this count will not be updated and will still reflect the last element.
ga: Filleann sé líon na n-airíonna san eilimint parsáilte faoi láthair.
    [b]Nóta:[/b] Má úsáidtear an modh seo agus an nód parsáilte faoi láthair gan [NODE_ELEMENT leanúnach] nó [NODE_ELEMENT_END], ní dhéanfar an comhaireamh seo a nuashonrú agus léireoidh sé an eilimint dheireanach fós.

en: Returns the name of an attribute of the currently parsed element, specified by the [param idx] index.
ga: Ainm an [XRBodyTracker] atá cláraithe le [XRServer] chun sonraí rianaithe an choirp a fháil uaidh.

en: Returns the value of an attribute of the currently parsed element, specified by the [param idx] index.
ga: Sonraíonn sé na codanna coirp le nuashonrú.

en: Returns the current line in the parsed file, counting from 0.
ga: Sonraítear an cineál nuashonruithe atá le déanamh ar na cnámha.

en: Returns the value of an attribute of the currently parsed element, specified by its [param name]. This method will raise an error if the element has no such attribute.
ga: Déantar joints uachtair an chnámharlaigh a nuashonrú.

en: Returns the value of an attribute of the currently parsed element, specified by its [param name]. This method will return an empty string if the element has no such attribute.
ga: Déantar joints íochtair an chnámharlaigh a nuashonrú.

en: Returns the contents of a text node. This method will raise an error if the current parsed node is of any other type.
ga: Déantar joints láimhe an chnámharlaigh a nuashonrú.

en: Returns the name of a node. This method will raise an error if the currently parsed node is a text node.
    [b]Note:[/b] The content of a [constant NODE_CDATA] node and the comment string of a [constant NODE_COMMENT] node are also considered names.
ga: Filleann sé ainm nód. Ardóidh an modh seo earráid más nód téacs é an nód parsáilte faoi láthair.
    [b] Nóta:[/b] Breathnaítear freisin ar ábhar nód [NODE_CDATA leanúnach] agus ar theaghrán tráchta nód [NODE_COMMENT seasmhach] mar ainmneacha.

en: Returns the byte offset of the currently parsed node since the beginning of the file or buffer. This is usually equivalent to the number of characters before the read position.
ga: Ní dhéantar cnámha an chnámharlaigh a rothlú ach amháin chun ailíniú a dhéanamh leis na cnámha rianaithe, ag caomhnú fad cnámh.

en: Returns the type of the current node. Compare with [enum NodeType] constants.
ga: Léiríonn sé méid an [enum BoneUpdate] enum.

en: Returns [code]true[/code] if the currently parsed element has an attribute with the [param name].
ga: Filleann sé [code]true[/code] má tá aitreabúid ar a bhfuil an [paramname] ag an eilimint atá parsáilte faoi láthair.

en: Returns [code]true[/code] if the currently parsed element is empty, e.g. [code]<element />[/code].
ga: Filleann sé [code]true[/code] má tá an eilimint atá parsáilte faoi láthair folamh, m.sh. [code] <element />[/code].

en: Opens an XML [param file] for parsing. This method returns an error code.
ga: Tugann sé ar ais bratacha faoi bhailíocht na sonraí rianaithe don alt coirp tugtha (féach [enum XRBodyTracker.JointFlags]).

en: Opens an XML raw [param buffer] for parsing. This method returns an error code.
ga: Filleann sé an claochlú don alt coirp a thugtar.

en: Parses the next node in the file. This method returns an error code.
ga: Socraíonn sé bratacha faoi bhailíocht na sonraí rianaithe don alt coirp a tugadh.

en: Moves the buffer cursor to a certain offset (since the beginning) and reads the next node there. This method returns an error code.
ga: Socraíonn sé an claochlú don alt coirp a thugtar.

en: Skips the current section. If the currently parsed node contains more inner nodes, they will be ignored and the cursor will go to the closing of the current element.
ga: An cineál sonraí rianaithe coirp a gabhadh.

en: There's no node (no file or buffer opened).
ga: Más [code]true[/code], tá na sonraí rianaithe coirp bailí.

en: An element node type, also known as a tag, e.g. [code]<title>[/code].
ga: Cineál nód eiliminteach, ar a dtugtar clib freisin, e.g. [code] <title>[/code].

en: An end of element node type, e.g. [code]</title>[/code].
ga: Cineál nód deireadh eiliminte, e.g. [code]</title>[/code].

en: A text node type, i.e. text that is not inside an element. This includes whitespace.
ga: Tacaítear le rianú láimhe.

en: A comment node type, e.g. [code]<!--A comment-->[/code].
ga: Cineál nód tráchtaireachta, e.g. [code] <!--A nóta-->[/code].

en: A node type for CDATA (Character Data) sections, e.g. [code]<![CDATA[CDATA section]]>[/code].
ga: Cineál nód le haghaidh ranna CDATA (Sonraí Carachtair), m.sh. [code]<![CDATA[CDATA section]]>[/code].

en: An unknown node type.
ga: Comhpháirteach an spine.

en: An anchor point in AR space.
ga: comhpháirteach cófra.

en: The [XRAnchor3D] point is an [XRNode3D] that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc.) and create anchors for them.
    This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.
    Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
ga: Is é an pointe [XRAnchor3D] ná [XRNode3D] a mhapálann suíomh fíordhomhanda a shainaithníonn an t-ardán AR chuig suíomh laistigh de dhomhan an chluiche. Mar shampla, chomh fada agus a bheidh braite eitleáin in ARKit ar siúl, aithneoidh agus nuashonróidh ARKit suíomh na n-eitleán (táblaí, urláir, etc.) agus cruthóidh sé ancairí dóibh.
    Déantar an nód seo a mhapáil chuig ceann de na hancairí trína ID uathúil. Nuair a fhaigheann tú comhartha go bhfuil ancaire nua ar fáil, ba cheart duit an nód seo a chur le do radharc don ancaire sin. Is féidir leat nóid a réamhshainiú agus an ID a shocrú; fanfaidh na nóid go simplí ar 0,0,0 go dtí go n-aithnítear eitleán.
    Coinnigh i gcuimhne, chomh fada agus a bheidh braite eitleáin cumasaithe, déanfar méid, suíomh agus treoshuíomh ancaire a nuashonrú de réir mar a fhoghlaimíonn an loighic braite níos mó faoin saol fíor amach anseo go háirithe mura bhfuil ach cuid den dromchla le feiceáil.

en: XR documentation index
ga: Innéacs doiciméadaithe XR

en: Returns a plane aligned with our anchor; handy for intersection testing.
ga: Comhpháirteach ceann.

en: Returns the estimated size of the plane that was detected. Say when the anchor relates to a table in the real world, this is the estimated size of the surface of that table.
ga: comhpháirteach tip ceann.

en: A node for driving body meshes from [XRBodyTracker] data.
ga: comhpháirteach ghualainn chlé.

en: This node uses body tracking data from an [XRBodyTracker] to pose the skeleton of a body mesh.
    Positioning of the body is performed by creating an [XRNode3D] ancestor of the body mesh driven by the same [XRBodyTracker].
    The body tracking position-data is scaled by [member Skeleton3D.motion_scale] when applied to the skeleton, which can be used to adjust the tracked body to match the scale of the body model.
ga: Úsáideann an nód seo sonraí rianaithe coirp ó [XRBodyTracker] chun cnámharlach mogall coirp a sheasamh.
    Déantar suíomh an choirp trí shinsear [XRNode3D] a chruthú den mhogalra coirp a thiomáint ag an [XRBodyTracker] céanna.
    Déantar na sonraí suímh rianaithe coirp a scála de réir [comhalta Skeleton3D.motion_scale] nuair a chuirtear i bhfeidhm iad ar an gcnámharlach, ar féidir iad a úsáid chun an comhlacht rianaithe a choigeartú chun scála mhúnla an choirp a mheaitseáil.

en: The name of the [XRBodyTracker] registered with [XRServer] to obtain the body tracking data from.
ga: Comhpháirt na láimhe clé íochtair.

en: Specifies the body parts to update.
ga: Comhpháirt ghualainn dheis.

en: Specifies the type of updates to perform on the bones.
ga: comhpháirteach lámh uachtair dheis.

en: The skeleton's upper body joints are updated.
ga: Comhpháirt na láimhe deise íochtair.

en: The skeleton's lower body joints are updated.
ga: comhpháirteach cos uachtair chlé.

en: The skeleton's hand joints are updated.
ga: comhpháirteach cos íochtair ar chlé.

en: The skeleton's bones are fully updated (both position and rotation) to match the tracked bones.
ga: comhpháirteach chos chlé.

en: The skeleton's bones are only rotated to align with the tracked bones, preserving bone length.
ga: alt toes chlé.

en: Represents the size of the [enum BoneUpdate] enum.
ga: comhpháirteach cos uachtair ar dheis.

en: A tracked body in XR.
ga: Comhpháirt na coise íochtair ar dheis.

en: A body tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] object.
    Use [XRBodyModifier3D] to animate a body mesh using body tracking data.
ga: Cruthóidh córas rianaithe coirp sampla den réad seo agus cuirfidh sé leis an [XRServer] é. Gheobhaidh an córas rianaithe seo sonraí cnámharlaigh ansin, déanfar é a thiontú go cnámharlach Godot Humanoid agus stórálfar na sonraí seo ar an réad [XRBodyTracker].
    Úsáid [XRBodyModifier3D] chun mogall coirp a bheochan ag baint úsáide as sonraí rianaithe coirp.

en: Returns flags about the validity of the tracking data for the given body joint (see [enum XRBodyTracker.JointFlags]).
ga: Toes ceart comhpháirteacha a dhéanamh.

en: Returns the transform for the given body joint.
ga: Comhpháirt na láimhe clé.

en: Sets flags about the validity of the tracking data for the given body joint.
ga: comhpháirteach pailme ar chlé.

en: Sets the transform for the given body joint.
ga: Comhla láimhe clé.

en: The type of body tracking data captured.
ga: Alt meiteacarpacha ordóg chlé.

en: If [code]true[/code], the body tracking data is valid.
ga: Más [code]true[/code], tá na sonraí rianaithe coirp bailí.

en: Upper body tracking supported.
ga: Ordóg chlé comhpháirteach phalanx distal.

en: Lower body tracking supported.
ga: comhpháirteach tip ordóg chlé.

en: Hand tracking supported.
ga: Comhmhéarmhéar clé den alt meiteacarpach.

en: Root joint.
ga: Comhmhéarr chlé phalanx proximal.

en: Hips joint.
ga: Comhmhéarr clé phalanx idirmheánach.

en: Spine joint.
ga: Comhmhéarr chlé phalanx distal.

en: Chest joint.
ga: Comhmhéarmhéar chlé ar chlé.

en: Upper chest joint.
ga: Alt meiteacarpacha méar lár chlé.

en: Neck joint.
ga: Clé lár mhéar phalanx comhpháirteach proximal.

en: Head joint.
ga: Clé lár mhéar phalanx comhpháirteach idirmheánach.

en: Head tip joint.
ga: Clé lár mhéar phalanx distal comhpháirteacha a dhéanamh.

en: Left shoulder joint.
ga: Ar chlé comhpháirteach tip lár mhéar.

en: Left upper arm joint.
ga: comhpháirteach meiteacarpacha méar fáinne clé.

en: Left lower arm joint.
ga: Finger fáinne chlé phalanx comhpháirteach proximal.

en: Right shoulder joint.
ga: Finger fáinne chlé phalanx comhpháirteach idirmheánach.

en: Right upper arm joint.
ga: Finger fáinne chlé phalanx distal comhpháirteacha a dhéanamh.

en: Right lower arm joint.
ga: comhpháirteach tip finger fáinne chlé.

en: Left upper leg joint.
ga: Alt meiteacarpacha finger pinky chlé.

en: Left lower leg joint.
ga: D'fhág pinky finger phalanx comhpháirteach proximal.

en: Left foot joint.
ga: D'fhág pinky finger phalanx comhpháirteach idirmheánach.

en: Left toes joint.
ga: D'fhág pinky finger phalanx distal comhpháirteacha a dhéanamh.

en: Right upper leg joint.
ga: Ar chlé comhpháirteach tip finger pinky.

en: Right lower leg joint.
ga: Comhpháirt na láimhe deise.

en: Right foot joint.
ga: comhpháirteach pailme ar dheis.

en: Right toes joint.
ga: Comhpháirt láimhe deise.

en: Left hand joint.
ga: Ordóg dheas alt meiteacarpach.

en: Left palm joint.
ga: Ordóg dheis phalanx comhpháirteach proximal.

en: Left wrist joint.
ga: Ceart ordóg phalanx distal comhpháirteacha a dhéanamh.

en: Left thumb metacarpal joint.
ga: Alt tip ordóg dheis.

en: Left thumb phalanx proximal joint.
ga: Comhmhéarr ceart meiteacarpacha.

en: Left thumb phalanx distal joint.
ga: Comhmhéarr ceart phalanx proximal.

en: Left thumb tip joint.
ga: Comhmhéarr ceart phalanx idirmheánach.

en: Left index finger metacarpal joint.
ga: Comhmhéarr ceart phalanx distal.

en: Left index finger phalanx proximal joint.
ga: Comhmhéarmhéar ceart.

en: Left index finger phalanx intermediate joint.
ga: Alt meiteacarpacha lár-mhéar ar dheis.

en: Left index finger phalanx distal joint.
ga: mhéar lár dheis phalanx comhpháirteach proximal.

en: Left index finger tip joint.
ga: Comh mhéar ar dheis phalanx idirmheánach.

en: Left middle finger metacarpal joint.
ga: mhéar lár dheis phalanx distal comhpháirteacha a dhéanamh.

en: Left middle finger phalanx proximal joint.
ga: Alt tip lár mhéar ar dheis.

en: Left middle finger phalanx intermediate joint.
ga: comhpháirteach meiteacarpacha méar fáinne ar dheis.

en: Left middle finger phalanx distal joint.
ga: Finger fáinne dheis phalanx comhpháirteach proximal.

en: Left middle finger tip joint.
ga: fáinne dheis phalanx finger comhpháirteach idirmheánach.

en: Left ring finger metacarpal joint.
ga: fáinne dheis phalanx distal comhpháirteacha a dhéanamh.

en: Left ring finger phalanx proximal joint.
ga: comhpháirteach tip mhéar fáinne ar dheis.

en: Left ring finger phalanx intermediate joint.
ga: Alt meiteacarpacha finger pinky ceart.

en: Left ring finger phalanx distal joint.
ga: Ar dheis pinky finger phalanx comhpháirteach proximal.

en: Left ring finger tip joint.
ga: Ar dheis pinky finger phalanx idirmheánach comhpháirteach.

en: Left pinky finger metacarpal joint.
ga: Ceart pinky finger phalanx distal comhpháirteacha a dhéanamh.

en: Left pinky finger phalanx proximal joint.
ga: Comhpháirteach tip mhéar bándearg ar dheis.

en: Left pinky finger phalanx intermediate joint.
ga: Léiríonn sé méid an [enum Joint] enum.

en: Left pinky finger phalanx distal joint.
ga: Tá sonraí treoshuímh an chomhpháirteach bailí.

en: Left pinky finger tip joint.
ga: Déantar treoshuíomh an chomhpháirteach a rianú go gníomhach. Ní féidir é a shocrú má chailltear an rianú go sealadach.

en: Right hand joint.
ga: Tá sonraí suímh an chomhpháirteach bailí.

en: Right palm joint.
ga: Déantar seasamh an chomhpháirteach a rianú go gníomhach. Ní féidir é a shocrú má chailltear an rianú go sealadach.

en: Right wrist joint.
ga: Cuireadh nód ceamara le roinnt sáruithe ar AR/VR i bhfeidhm, mar rianú suímh.

en: Right thumb metacarpal joint.
ga: Ordóg dheas alt meiteacarpach.

en: Right thumb phalanx proximal joint.
ga: Nód spásúil a sheasann do rialaitheoir spásúil.

en: Right thumb phalanx distal joint.
ga: Ceart ordóg phalanx distal comhpháirteacha a dhéanamh.

en: Right thumb tip joint.
ga: Filleann sé luach uimhriúil don ionchur leis an [ainm param] tugtha. Úsáidtear é seo le haghaidh truicir agus braiteoirí grip.

en: Right index finger metacarpal joint.
ga: Filleann sé [Athróg] don ionchur leis an [ainm param] tugtha. Oibríonn sé seo d'aon chineál ionchuir, clóscríobhfar an malairt de réir chumraíocht na ngníomhartha.

en: Right index finger phalanx proximal joint.
ga: Filleann an lámh a bhfuil an rialtán seo aige, más eol. Féach [enum XRPositionalTracker.TrackerHand].

en: Right index finger phalanx intermediate joint.
ga: Filleann [Veicteoir2] don ionchur leis an [paramname] tugtha. Úsáidtear é seo le haghaidh bata ordóg agus ordóg a fhaightear ar go leor rialtóirí.

en: Right index finger phalanx distal joint.
ga: Filleann sé [code]true[/code] má tá an cnaipe a bhfuil an [param name] tugtha brúite.

en: Right index finger tip joint.
ga: Astaithe nuair a bhrúitear cnaipe ar an rialtóir seo.

en: Right middle finger metacarpal joint.
ga: Astaithe nuair a scaoiltear cnaipe ar an rialtóir seo.

en: Right middle finger phalanx proximal joint.
ga: Astaithe nuair a athraíonn truicear nó ionchur comhchosúil ar an rialtóir seo luach.

en: Right middle finger phalanx intermediate joint.
ga: Astaithe nuair a bhogtar ordóg nó ceap ordóg ar an rialtóir seo.

en: Right middle finger phalanx distal joint.
ga: Astaithe nuair a athraítear an phróifíl idirghníomhaíochta ar an rialtóir seo.

en: Right middle finger tip joint.
ga: Rialaitheoir rianaithe.

en: Right ring finger metacarpal joint.
ga: Comhpháirteach meiteacarpacha méar fáinne ar dheis.

en: Right ring finger phalanx proximal joint.
ga: Nód chun mogaill aghaidh caighdeánacha a thiomáint ó mheáchain [XRFaceTracker].

en: Right ring finger phalanx intermediate joint.
ga: Fáinne dheis phalanx finger comhpháirteach idirmheánach.

en: Right ring finger phalanx distal joint.
ga: An cosán [XRFaceTracker].

en: Right ring finger tip joint.
ga: An [NodePath] den aghaidh [MeshInstance3D].

en: Right pinky finger metacarpal joint.
ga: Aghaidh rianaithe.

en: Right pinky finger phalanx proximal joint.
ga: Ar dheis pinky finger phalanx comhpháirteach proximal.

en: Right pinky finger phalanx intermediate joint.
ga: Filleann an meáchan cruth chumasc aghaidh iarrtha.

en: Right pinky finger phalanx distal joint.
ga: socraíonn meáchan cruth chumasc aghaidh.

en: Right pinky finger tip joint.
ga: An t-eagar meáchain de chruth cumasc aghaidhe le hinnéacsanna a fhreagraíonn don [enum BlendShapeEntry] enum.

en: Represents the size of the [enum Joint] enum.
ga: Breathnaíonn an tsúil dheas amach.

en: The joint's orientation data is valid.
ga: Breathnaíonn an tsúil dheas isteach.

en: The joint's orientation is actively tracked. May not be set if tracking has been temporarily lost.
ga: Breathnaíonn an tsúil dheas aníos.

en: The joint's position data is valid.
ga: Breathnaíonn an tsúil dheas anuas.

en: The joint's position is actively tracked. May not be set if tracking has been temporarily lost.
ga: Breathnaíonn an tsúil chlé amach.

en: A camera node with a few overrules for AR/VR applied, such as location tracking.
ga: Breathnaíonn an tsúil chlé isteach.

en: Returns a numeric value for the input with the given [param name]. This is used for triggers and grip sensors.
ga: Dúnann an eyelid chlé.

en: Returns a [Variant] for the input with the given [param name]. This works for any input type, the variant will be typed according to the actions configuration.
ga: Squeezes na matáin soicéad súl ceart.

en: Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand].
ga: Squeezes na matáin soicéad súl chlé.

en: Returns a [Vector2] for the input with the given [param name]. This is used for thumbsticks and thumbpads found on many controllers.
ga: Leathnaíonn eyelid dheis níos faide ná suaimhneach.

en: Returns [code]true[/code] if the button with the given [param name] is pressed.
ga: Filleann sé [code]true[/code] má tá an cnaipe a bhfuil an [param name] tugtha brúite air.

en: Emitted when a button on this controller is pressed.
ga: Dilates an dalta súl ceart.

en: Emitted when a button on this controller is released.
ga: Dilates an dalta súl chlé.

en: Emitted when a trigger or similar input on this controller changes value.
ga: Constricts an dalta súl ceart.

en: Emitted when a thumbstick or thumbpad on this controller is moved.
ga: Cuireann sé srian ar an dalta súl clé.

en: Emitted when the interaction profile on this controller is changed.
ga: Pionnsann an mala dheis isteach.

en: A tracked controller.
ga: Pionnsann an mala chlé isteach.

en: An instance of this object represents a controller that is tracked.
    As controllers are turned on and the [XRInterface] detects them, instances of this object are automatically added to this list of active tracking objects accessible through the [XRServer].
    The [XRController3D] consumes objects of this type and should be used in your project.
ga: Léiríonn sampla den oibiacht seo rialtóir a rianaítear.
    De réir mar a chuirtear rialaitheoirí ar siúl agus nuair a bhraitheann an [XRInterface] iad, cuirtear cásanna den oibiacht seo go huathoibríoch leis an liosta réada rianaithe gníomhacha seo atá inrochtana tríd an [Freastalaí XRS].
    ídíonn an [XRConroller3D] réada den chineál seo agus ba cheart iad a úsáid i do thionscadal.

en: A node for driving standard face meshes from [XRFaceTracker] weights.
ga: Tarraingíonn eyebrow clé seachtrach síos.

en: This node applies weights from a [XRFaceTracker] to a mesh with supporting face blend shapes.
    The [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Unified Expressions[/url] blend shapes are supported, as well as ARKit and SRanipal blend shapes.
    The node attempts to identify blend shapes based on name matching. Blend shapes should match the names listed in the [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview]Unified Expressions Compatibility[/url] chart.
ga: Cuireann an nód seo meáchain ó [XRFaceTracker] i bhfeidhm ar mhogalra a bhfuil cruthanna cumasc aghaidhe tacaíochta aige.
    Tacaítear leis na cruthanna cumaisc [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Sloinn Aontuithe[/url], chomh maith le cruthanna cumasc ARKit agus SRanipal.
    Déanann an nód iarracht cruthanna cumaisc a aithint bunaithe ar mheaitseáil ainmneacha. Ba cheart go mbeadh cruthanna cumaisc ag teacht leis na hainmneacha atá liostaithe sa chairt [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview]Comhoiriúnacht Léirithe Aontaithe[/url].

en: The [XRFaceTracker] path.
ga: Tarraingíonn eyebrow clé istigh suas.

en: The [NodePath] of the face [MeshInstance3D].
ga: Tarraingíonn an tsúil seachtrach ar dheis suas.

en: A tracked face.
ga: Tarraingíonn an tsúil chlé seachtrach suas.

en: An instance of this object represents a tracked face and its corresponding blend shapes. The blend shapes come from the [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Unified Expressions[/url] standard, and contain extended details and visuals for each blend shape. Additionally the [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview]Tracking Standard Comparison[/url] page documents the relationship between Unified Expressions and other standards.
    As face trackers are turned on they are registered with the [XRServer].
ga: Léiríonn sampla den réad seo aghaidh rianaithe agus na cruthanna cumaisc a fhreagraíonn dó. Tagann cruthanna an chumaisc ón gcaighdeán [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Sloinn Aontaithe[/url], agus tá mionsonraí agus amhairc leathnaithe iontu le haghaidh gach cruth chumasc. Ina theannta sin déanann an leathanach [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview]Tracking Standard Comarison[/url] doiciméadú ar an ngaol idir Léirithe Aontuithe agus caighdeáin eile.
    De réir mar a chuirtear rianaithe aghaidhe ar siúl cláraítear iad leis an [XRServer].

en: Returns the requested face blend shape weight.
ga: Sneers aghaidh taobh clé.

en: Sets a face blend shape weight.
ga: Dilates canáil srón taobh dheis.

en: The array of face blend shape weights with indices corresponding to the [enum BlendShapeEntry] enum.
ga: Dilates an chanáil srón taobh clé.

en: Right eye looks outwards.
ga: Tá srian ar an chanáil srón ar dheis.

en: Right eye looks inwards.
ga: Tá srian ar chanáil na srón clé.

en: Right eye looks upwards.
ga: Ardaíonn an leiceann taobh deas.

en: Right eye looks downwards.
ga: Ardaíonn an leiceann taobh clé.

en: Left eye looks outwards.
ga: Clúimh an taobh deas leiceann.

en: Left eye looks inwards.
ga: Clúimh an taobh clé leiceann.

en: Left eye looks upwards.
ga: Sucks sa leiceann taobh deas.

en: Left eye looks downwards.
ga: Sucks sa leiceann taobh clé.

en: Closes the right eyelid.
ga: Osclaíonn jawbone.

en: Closes the left eyelid.
ga: Dúnann an béal.

en: Squeezes the right eye socket muscles.
ga: Pushes jawbone ceart.

en: Squeezes the left eye socket muscles.
ga: Pushes jawbone chlé.

en: Right eyelid widens beyond relaxed.
ga: Pushes jawbone ar aghaidh.

en: Left eyelid widens beyond relaxed.
ga: Brúnn jawbone ar gcúl.

en: Dilates the right eye pupil.
ga: Flexes matáin fhód.

en: Dilates the left eye pupil.
ga: Ardaíonn an jawbone.

en: Constricts the right eye pupil.
ga: Tucks chuid liopa ceart uachtarach sa bhéal.

en: Constricts the left eye pupil.
ga: Tucks chuid liopa uachtarach ar chlé sa bhéal.

en: Right eyebrow pinches in.
ga: Tucks chuid liopa ceart níos ísle sa bhéal.

en: Left eyebrow pinches in.
ga: Tucks chuid liopaí chlé níos ísle sa bhéal.

en: Outer right eyebrow pulls down.
ga: Filleann cúinne na liopaí ar dheis isteach sa bhéal.

en: Outer left eyebrow pulls down.
ga: Filleann cúinne na liopaí clé isteach sa bhéal.

en: Inner right eyebrow pulls up.
ga: Brúnn cuid den liopa uachtarach ar dheis isteach i dtonnadóir.

en: Inner left eyebrow pulls up.
ga: Brúnn an liopa uachtarach ar chlé isteach i dtonnadóir.

en: Outer right eyebrow pulls up.
ga: Brúnn cuid den liopa ar dheis níos ísle isteach i dtonnadóir.

en: Outer left eyebrow pulls up.
ga: Brúnn cuid den liopa ar chlé níos ísle isteach i dtonnadóir.

en: Right side face sneers.
ga: Brúíonn cuid uachtarach na liopaí ar dheis amach.

en: Left side face sneers.
ga: Brúnn an liopa uachtarach ar chlé amach.

en: Right side nose canal dilates.
ga: Brúann cuid den liopa ar dheis níos ísle amach.

en: Left side nose canal dilates.
ga: Brúnn an liopa íochtair ar chlé amach.

en: Right side nose canal constricts.
ga: Tarraingíonn an chuid uachtarach ar dheis den liopa suas.

en: Left side nose canal constricts.
ga: Tarraingíonn an chuid uachtarach ar chlé den liopa suas.

en: Raises the right side cheek.
ga: Tarraingíonn an chuid íochtair ar dheis den liopa suas.

en: Raises the left side cheek.
ga: Tarraingíonn an chuid íochtair den liopa suas.

en: Puffs the right side cheek.
ga: Brúigh cuid den liopa ar dheis uachtarach sa leiceann.

en: Puffs the left side cheek.
ga: Brúigh cuid liopa uachtarach na láimhe clé sa leiceann.

en: Sucks in the right side cheek.
ga: Bogann an liopa uachtarach ar dheis.

en: Sucks in the left side cheek.
ga: Bogann an liopa uachtarach ar chlé.

en: Opens jawbone.
ga: Bogann an liopa íochtair ar dheis.

en: Closes the mouth.
ga: Bogann an liopa níos ísle ar chlé.

en: Pushes jawbone right.
ga: Tarraingíonn cúinne ar dheis na liopaí suas agus amach go trasnánach.

en: Pushes jawbone left.
ga: Tarraingíonn cúinne na liopaí ar chlé go trasnánach suas agus amach.

en: Pushes jawbone forward.
ga: Tá liopaí cúinne ar dheis ag dul suas.

en: Pushes jawbone backward.
ga: Tá liopaí cúinne clé ag dul suas.

en: Flexes jaw muscles.
ga: Tarraingíonn liopa cúinne ar dheis síos.

en: Raises the jawbone.
ga: Tarraingíonn liopa cúinne clé síos.

en: Upper right lip part tucks in the mouth.
ga: Tarraingíonn liopa cúinne béil amach agus síos.

en: Upper left lip part tucks in the mouth.
ga: Tá cúinne na liopaí ar dheis bhrú ar gcúl.

en: Lower right lip part tucks in the mouth.
ga: Tá cúinne na liopaí clé bhrú ar gcúl.

en: Lower left lip part tucks in the mouth.
ga: Ardaíonn agus beagán pushes amach an béal uachtair.

en: Right lip corner folds into the mouth.
ga: Ardaíonn agus beagán pushes amach an béal níos ísle.

en: Left lip corner folds into the mouth.
ga: Brúnn na liopaí ar dheis agus cuireann siad le chéile go hingearach.

en: Upper right lip part pushes into a funnel.
ga: Brúigh liopaí taobh clé agus leathnaíonn siad le chéile go hingearach.

en: Upper left lip part pushes into a funnel.
ga: Fáscadh na liopaí ar dheis le chéile go cothrománach.

en: Lower right lip part pushes into a funnel.
ga: Fáscadh liopaí taobh clé le chéile go cothrománach.

en: Lower left lip part pushes into a funnel.
ga: Tá teanga go feiceálach ag teannadh amach as an mbéal.

en: Upper right lip part pushes outwards.
ga: Pointí teanga in airde.

en: Upper left lip part pushes outwards.
ga: Pointí teanga síos.

en: Lower right lip part pushes outwards.
ga: Pointí teanga ar dheis.

en: Lower left lip part pushes outwards.
ga: Pointí teanga fágtha.

en: Upper right part of the lip pulls up.
ga: Taobh an tonnadóir teanga, ag cruthú rolla.

en: Upper left part of the lip pulls up.
ga: Áirsí teanga suas ansin síos taobh istigh den bhéal.

en: Lower right part of the lip pulls up.
ga: Arsaí teanga síos ansin suas taobh istigh den bhéal.

en: Lower left part of the lip pulls up.
ga: Bíonn an teanga ag sileadh le chéile agus ag tiús.

en: Upper right lip part pushes in the cheek.
ga: Maolaíonn an teanga agus caolaíonn sí.

en: Upper left lip part pushes in the cheek.
ga: Rothlaíonn barr teanga deiseal, agus leanann an chuid eile de réir a chéile.

en: Moves upper lip right.
ga: Rothlaíonn barr teanga tuathalach, agus leanann an chuid eile de réir a chéile.

en: Moves upper lip left.
ga: Dúnann scornach béal istigh.

en: Moves lower lip right.
ga: Slogtar úll Ádhaimh go feiceálach.

en: Moves lower lip left.
ga: Lúbaíonn muineál na láimhe deise go feiceálach.

en: Right lip corner pulls diagonally up and out.
ga: Tá muineál na taobh clé flexes go feiceálach.

en: Left lip corner pulls diagonally up and out.
ga: Dúnann an dá lid súl.

en: Right corner lip slants up.
ga: Leathnaíonn an dá chlúdach súl.

en: Left corner lip slants up.
ga: Casann sé an dá chliabhán súl.

en: Right corner lip pulls down.
ga: Dilates an dá dhalta.

en: Left corner lip pulls down.
ga: Cuireann sé srian ar an mbeirt dhalta.

en: Mouth corner lip pulls out and down.
ga: Tarraingíonn sé an mala ceart síos agus isteach.

en: Right lip corner is pushed backwards.
ga: Tarraingíonn an tsúil chlé síos agus isteach.

en: Left lip corner is pushed backwards.
ga: Tarraingíonn an dá mhala síos agus isteach.

en: Raises and slightly pushes out the upper mouth.
ga: Is cosúil go bhfuil an mhala dheis buartha.

en: Raises and slightly pushes out the lower mouth.
ga: Is cosúil go bhfuil imní ar an mala chlé.

en: Right side lips press and flatten together vertically.
ga: Is cosúil go bhfuil an dá mhala buartha.

en: Left side lips press and flatten together vertically.
ga: Sneers aghaidh iomlán.

en: Right side lips squeeze together horizontally.
ga: Dilate an dá chanáil srón.

en: Left side lips squeeze together horizontally.
ga: Tá srian ar an dá chanáil srón.

en: Tongue visibly sticks out of the mouth.
ga: Clúimh an dá leicne.

en: Tongue points upwards.
ga: Sucks sa dá leicne.

en: Tongue points downwards.
ga: Ardaíonn an dá leicne.

en: Tongue points right.
ga: Tucks sna liopaí uachtaracha.

en: Tongue points left.
ga: Tucks sna liopaí níos ísle.

en: Sides of the tongue funnel, creating a roll.
ga: Tucks sa dá liopaí.

en: Tongue arches up then down inside the mouth.
ga: Tonnóga sna liopaí uachtaracha.

en: Tongue arches down then up inside the mouth.
ga: Funnels sna liopaí níos ísle.

en: Tongue squishes together and thickens.
ga: Funnels sa dá liopaí.

en: Tongue flattens and thins out.
ga: Brúíonn cuid uachtarach na liopaí amach.

en: Tongue tip rotates clockwise, with the rest following gradually.
ga: Brúíonn cuid an liopaí íochtair amach.

en: Tongue tip rotates counter-clockwise, with the rest following gradually.
ga: Bíonn liopaí ag brú amach.

en: Inner mouth throat closes.
ga: Ardaíonn na liopaí uachtaracha.

en: The Adam's apple visibly swallows.
ga: Lowers na liopaí níos ísle.

en: Right side neck visibly flexes.
ga: Osclaíonn béal, ag nochtadh fiacla.

en: Left side neck visibly flexes.
ga: Bogann béal ar dheis.

en: Closes both eye lids.
ga: Bogann béal ar chlé.

en: Widens both eye lids.
ga: Taobh dheis an béal aoibh.

en: Squints both eye lids.
ga: Taobh clé den bhéal aoibh gháire.

en: Dilates both pupils.
ga: Cuireann béal aoibh gháire in iúl.

en: Constricts both pupils.
ga: Léiríonn taobh deas an béal brón.

en: Pulls the right eyebrow down and in.
ga: Léiríonn taobh clé den bhéal brón.

en: Pulls the left eyebrow down and in.
ga: Cuireann béal brón in iúl.

en: Pulls both eyebrows down and in.
ga: Síneann béal.

en: Right brow appears worried.
ga: Coirnéil liopaí dimple.

en: Left brow appears worried.
ga: Béil tightens.

en: Both brows appear worried.
ga: Brúnn béal le chéile.

en: Entire face sneers.
ga: Léiríonn sé méid an [enum BlendShapeEntry] enum.

en: Both nose canals dilate.
ga: Nód chun mogaill láimhe a thiomáint ó shonraí [XRHandTracker].

en: Both nose canals constrict.
ga: Tá srian ar an dá chanáil srón.

en: Puffs both cheeks.
ga: Ainm an [XRHandTracker] atá cláraithe le [XRServer] chun na sonraí rianaithe láimhe a fháil ó.

en: Sucks in both cheeks.
ga: Lámh rianaithe i XR.

en: Raises both cheeks.
ga: Ardaíonn an dá leicne.

en: Tucks in the upper lips.
ga: Filleann sé an treoluas uilleach don alt láimhe tugtha.

en: Tucks in the lower lips.
ga: Filleann sé bratacha faoi bhailíocht na sonraí rianaithe don alt láimhe tugtha (féach [enum XRHandTracker.HandJointFlags]).

en: Tucks in both lips.
ga: Filleann sé an treoluas líneach don alt láimhe tugtha.

en: Funnels in the upper lips.
ga: Filleann sé ga an alt láimhe tugtha.

en: Funnels in the lower lips.
ga: Filleann sé an claochlú don alt láimhe tugtha.

en: Funnels in both lips.
ga: Socraíonn sé an treoluas uilleach don alt láimhe tugtha.

en: Upper lip part pushes outwards.
ga: Socraíonn sé bratacha faoi bhailíocht na sonraí rianaithe don alt láimhe tugtha.

en: Lower lip part pushes outwards.
ga: Socraíonn sé an treoluas líneach don alt láimhe tugtha.

en: Lips push outwards.
ga: Socraíonn sé ga an alt láimhe tugtha.

en: Raises the upper lips.
ga: Socraíonn sé an claochlú don alt láimhe tugtha.

en: Lowers the lower lips.
ga: Foinse na sonraí rianaithe láimhe.

en: Mouth opens, revealing teeth.
ga: Más [code]true[/code], tá na sonraí rianaithe láimhe bailí.

en: Moves mouth right.
ga: Ní fios foinse na sonraí rianaithe láimhe.

en: Moves mouth left.
ga: Tá foinse na sonraí rianaithe láimhe gan bhac, rud a chiallaíonn go n-úsáidtear modh cruinn rianaithe láimhe. Ina measc tá rianú láimhe optúil, lámhainní sonraí, etc.

en: Right side of the mouth smiles.
ga: Is rialtóir é foinse na sonraí rianaithe láimhe, rud a chiallaíonn go bhfuil tátal a bhaint as comhshuímh ó ionchuir rialtóirí.

en: Left side of the mouth smiles.
ga: Léiríonn sé méid an [enum HandTrackingSource] enum.

en: Mouth expresses a smile.
ga: Comhpháirteach ordóg phalanx proximal.

en: Right side of the mouth expresses sadness.
ga: Thumb phalanx distal comhpháirteacha a dhéanamh.

en: Left side of the mouth expresses sadness.
ga: Innéacsmhéarr comhpháirteach meiteacarpacha.

en: Mouth expresses sadness.
ga: Innéacs phalanx comhpháirteach proximal.

en: Mouth stretches.
ga: Innéacs mhéar phalanx comhpháirteach idirmheánach.

en: Lip corners dimple.
ga: Innéacs mhéar phalanx distal comhpháirteacha a dhéanamh.

en: Mouth tightens.
ga: Innéacs finger tip comhpháirteacha a dhéanamh.

en: Mouth presses together.
ga: Alt meiteacarpacha meánmhéar.

en: Represents the size of the [enum BlendShapeEntry] enum.
ga: Comh-mhéar phalanx proximal.

en: A node for driving hand meshes from [XRHandTracker] data.
ga: Meánmhéarr phalanx comhpháirteach idirmheánach.

en: This node uses hand tracking data from an [XRHandTracker] to pose the skeleton of a hand mesh.
    Positioning of hands is performed by creating an [XRNode3D] ancestor of the hand mesh driven by the same [XRHandTracker].
    The hand tracking position-data is scaled by [member Skeleton3D.motion_scale] when applied to the skeleton, which can be used to adjust the tracked hand to match the scale of the hand model.
ga: Úsáideann an nód seo sonraí rianaithe láimhe ó [XRHandTracker] chun creatlach mogall láimhe a sheasamh.
    Déantar na lámha a shuíomh trí shinsear [XRNode3D] a chruthú den mhogalra láimhe atá tiomáinte ag an [XRHandTracker] céanna.
    Déantar na sonraí suímh rianaithe láimhe a scála de réir [comhalta Skeleton3D.motion_scale] nuair a chuirtear i bhfeidhm iad ar an gcnámharlach, ar féidir iad a úsáid chun an lámh rianaithe a choigeartú chun scála an mhúnla láimhe a mheaitseáil.

en: The name of the [XRHandTracker] registered with [XRServer] to obtain the hand tracking data from.
ga: Alt tip lár mhéar.

en: A tracked hand in XR.
ga: Alt meiteacarpacha méar fáinne.

en: A hand tracking system will create an instance of this object and add it to the [XRServer]. This tracking system will then obtain skeleton data, convert it to the Godot Humanoid hand skeleton and store this data on the [XRHandTracker] object.
    Use [XRHandModifier3D] to animate a hand mesh using hand tracking data.
ga: Cruthóidh córas rianaithe láimhe sampla den oibiacht seo agus cuirfear leis an [XRServer] é. Gheobhaidh an córas rianaithe seo sonraí cnámharlaigh ansin, déanfar é a thiontú go cnámharlach láimhe Godot Humanoid agus stórálfar na sonraí seo ar an réad [XRHandTracker].
    Úsáid [XRHandModifier3D] chun mogalra láimhe a bheochan ag baint úsáide as sonraí rianaithe láimhe.

en: Returns the angular velocity for the given hand joint.
ga: fáinne mhéar phalanx comhpháirteach idirmheánach.

en: Returns flags about the validity of the tracking data for the given hand joint (see [enum XRHandTracker.HandJointFlags]).
ga: fáinne mhéar phalanx distal comhpháirteacha a dhéanamh.

en: Returns the linear velocity for the given hand joint.
ga: comhpháirteach tip finger fáinne.

en: Returns the radius of the given hand joint.
ga: Alt meiteacarpacha finger pinky.

en: Returns the transform for the given hand joint.
ga: Comhpháirteach proximal phalanx finger pinky.

en: Sets the angular velocity for the given hand joint.
ga: Pinky finger phalanx comhpháirteach idirmheánach.

en: Sets flags about the validity of the tracking data for the given hand joint.
ga: Pinky finger phalanx distal comhpháirteacha a dhéanamh.

en: Sets the linear velocity for the given hand joint.
ga: Alt tip mhéar bándearg.

en: Sets the radius of the given hand joint.
ga: Léiríonn sé méid an [enum HandJoint] enum.

en: Sets the transform for the given hand joint.
ga: Tá sonraí treoshuímh an chomhpháirteacha láimhe bailí.

en: The source of the hand tracking data.
ga: Déantar treoshuíomh an chomhpháirteacha láimhe a rianú go gníomhach. Ní féidir é a shocrú má chailltear an rianú go sealadach.

en: If [code]true[/code], the hand tracking data is valid.
ga: Más [code]true[/code], tá na sonraí rianaithe láimhe bailí.

en: The source of hand tracking data is unknown.
ga: Déantar seasamh an chomhpháirteach láimhe a rianú go gníomhach. Ní féidir é a shocrú má chailltear an rianú go sealadach.

en: The source of hand tracking data is unobstructed, meaning that an accurate method of hand tracking is used. These include optical hand tracking, data gloves, etc.
ga: Tá sonraí treoluas líneach an alt láimhe bailí.

en: The source of hand tracking data is a controller, meaning that joint positions are inferred from controller inputs.
ga: Tá sonraí treoluas uilleach an alt láimhe bailí.

en: Represents the size of the [enum HandTrackingSource] enum.
ga: Bunrang do chur i bhfeidhm comhéadan XR.

en: Thumb phalanx proximal joint.
ga: Comhpháirteach ordóg phalanx proximal.

en: Thumb phalanx distal joint.
ga: Más comhéadan AR é seo a éilíonn fotha ceamara a thaispeáint mar chúlra, filleann an modh seo an t-aitheantas fothaithe sa [CameraServer] don chomhéadan seo.

en: Index finger metacarpal joint.
ga: Filleann sé teaglaim de bhratacha [enum Capabilities] a sholáthraíonn faisnéis faoi chumais an chomhéadain seo.

en: Index finger phalanx proximal joint.
ga: Seoltar ar ais ainm an chomhéadain seo ([code]"OpenXR"[/code], [code]"OpenVR"[/code], [code]"OpenHMD"[/code], [code]"ARKit"[/code] , etc).

en: Index finger phalanx intermediate joint.
ga: Filleann sé sraith veicteoirí a sheasann don limistéar súgartha fisiceach atá léarscáilithe go dtí an spás fíorúil thart ar an bpointe [XROrigin3D]. Cruthaíonn na pointí polagán dronnach is féidir a úsáid chun freagairt don limistéar súgartha nó chun amharc air. Filleann sé seo eagar folamh mura dtacaítear leis an ngné seo nó mura bhfuil an fhaisnéis ar fáil fós.

en: Index finger phalanx distal joint.
ga: Filleann sé an maitrís teilgin le haghaidh radharc/súil.

en: Index finger tip joint.
ga: Filleann sé an rún ag ar cheart dúinn ár dtorthaí idirmheánacha a sholáthar sula gcuirfidh an t-ardán VR rudaí cosúil le saobhadh lionsa i bhfeidhm.

en: Middle finger metacarpal joint.
ga: Filleann sé raon de mhodhanna cumasc timpeallachta tacaithe, féach [enum XRInterface.EnvironmentBlendMode].

en: Middle finger phalanx proximal joint.
ga: Meánmhéar phalanx comhpháirteach proximal.

en: Middle finger phalanx intermediate joint.
ga: Má fhaigheann tú tacaíocht, seolann sé stádas ár rianaithe ar ais. Tabharfaidh sé seo deis duit aiseolas a sholáthar don úsáideoir cibé an bhfuil fadhbanna ann maidir le rianú suímh.

en: Middle finger phalanx distal joint.
ga: Meánmhéar phalanx distal comhpháirteacha a dhéanamh.

en: Middle finger tip joint.
ga: Filleann sé seo líon na n-amharc is gá a thabhairt le haghaidh an gléas seo. 1 le haghaidh Monascópach, 2 le haghaidh Steiréascópach.

en: Ring finger metacarpal joint.
ga: Méar fáinne comhpháirteach meiteacarpacha.

en: Ring finger phalanx proximal joint.
ga: Filleann sé [code]true[/code] má cuireadh tús leis an gcomhéadan seo.

en: Ring finger phalanx intermediate joint.
ga: Seiceáil an bhfuil [ball environment_blend_mode] [comhsheasamh ball_blend_mode] [ tairiseach XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND], ina ionad sin.

en: Ring finger phalanx distal joint.
ga: Filleann sé [code]true[/code] má tá pasthrough cumasaithe.

en: Ring finger tip joint.
ga: Cinntigh go dtacaítear le [XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] trí úsáid a bhaint as [method get_supported_environment_blend_modes], ina ionad sin.

en: Pinky finger metacarpal joint.
ga: Filleann sé [code]true[/code] má thacaíonn an comhéadan seo le pas tríd.

en: Pinky finger phalanx proximal joint.
ga: Pinky finger phalanx comhpháirteach proximal.

en: Pinky finger phalanx intermediate joint.
ga: Pinky finger phalanx comhpháirteach idirmheánach.

en: Pinky finger phalanx distal joint.
ga: Socraigh an [ball environment_blend_mode] go [XRInterface leanúnach.XR_ENV_BLEND_MODE_ALPHA_BLEND], ina ionad sin.

en: Pinky finger tip joint.
ga: Alt tip mhéar bándearg.

en: Represents the size of the [enum HandJoint] enum.
ga: Socraigh an [ball environment_blend_mode] go [xRInterface.XR_ENV_BLEND_MODE_OPAQUE], ina ionad sin.

en: The hand joint's orientation data is valid.
ga: Stopann pas tríd.

en: The hand joint's orientation is actively tracked. May not be set if tracking has been temporarily lost.
ga: Glaoigh air seo le fáil amach an dtacaíonn an comhéadan seo le modh limistéir súgartha ar leith.

en: The hand joint's position data is valid.
ga: Tá sonraí suímh an chomhpháirteacha láimhe bailí.

en: The hand joint's position is actively tracked. May not be set if tracking has been temporarily lost.
ga: Múchann sé an comhéadan.

en: The hand joint's linear velocity data is valid.
ga: Ar chomhéadan AR, [code]true[/code] má tá braite ancaire cumasaithe.

en: The hand joint's angular velocity data is valid.
ga: Sonraigh conas ba cheart XR a chumasc sa timpeallacht. Baineann sé seo go sonrach le gléasanna áirithe AR agus pas tríd ina ndéanann an cumadóir XR íomhánna ceamara a chumasc isteach.

en: Base class for an XR interface implementation.
ga: [code]true[/code] más é seo an príomh-chomhéadan.

en: This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
    Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer].
ga: Ní mór an rang seo a chur i bhfeidhm chun ardán AR nó VR a chur ar fáil do Godot agus ba chóir iad seo a chur i bhfeidhm mar mhodúil C++ nó mar mhodúil Síneadh GDE. Tá cuid den chomhéadan nochta do GDScript ionas gur féidir leat ardán AR nó VR a bhrath, a chumasú agus a chumrú.
    Ba cheart comhéadain a scríobh ar bhealach a thabharfaidh socrú oibre dúinn ach iad a chumasú. Is féidir leat na comhéadain atá ar fáil a cheistiú trí [XRServer].

en: If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed ID in the [CameraServer] for this interface.
ga: Astaítear nuair a athraítear an limistéar súgartha. D'fhéadfadh sé seo a bheith mar thoradh ar an imreoir ag athshocrú an teorainn nó ag dul isteach i limistéar súgartha nua, an t-imreoir ag athrú modh an limistéir súgartha, scála an domhain ag athrú nó an t-imreoir ag athshocrú a dtreoshuíomh headset.

en: Returns a combination of [enum Capabilities] flags providing information about the capabilities of this interface.
ga: Uimh cumais XR.

en: Returns the name of this interface ([code]"OpenXR"[/code], [code]"OpenVR"[/code], [code]"OpenHMD"[/code], [code]"ARKit"[/code], etc.).
ga: Seoltar ar ais ainm an chomhéadain seo ([code]"OpenXR"[/code], [code]"OpenVR"[/code], [code]"OpenHMD"[/code], [code]"ARKit"[/code], etc.).

en: Returns an array of vectors that represent the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
ga: Tacaíonn an comhéadan seo le rindreáil steiréascópach.

en: Returns the projection matrix for a view/eye.
ga: Tacaíonn an comhéadan seo le rindreáil quad (nach bhfuil tacaíocht fós ag Godot).

en: Returns the resolution at which we should render our intermediate results before things like lens distortion are applied by the VR platform.
ga: Tacaíonn an comhéadan seo le VR.

en: Returns the an array of supported environment blend modes, see [enum XRInterface.EnvironmentBlendMode].
ga: Tacaíonn an comhéadan seo le AR (cúlra físeáin agus rianú saol fíor).

en: Returns a [Dictionary] with extra system info. Interfaces are expected to return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] providing info about the used XR runtime. Additional entries may be provided specific to an interface.
    [b]Note:[/b]This information may only be available after [method initialize] was successfully called.
ga: Filleann sé [Foclóir] le faisnéis chórais bhreise. Táthar ag súil go dtabharfaidh comhéadain [code]XRRuntimeName[/code] agus [code]XRRuntimeVersion[/code] faisnéis ar ais faoin am rite XR a úsáideadh. Féadfar iontrálacha breise a bhaineann go sonrach le comhéadan a sholáthar.
    [b]Nóta:[/b] Seans nach mbeidh an fhaisnéis seo ar fáil ach amháin tar éis gur éirigh le glaoch ar [method intionscanta].

en: If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
ga: Tá an rianú ag iompar mar a bhíothas ag súil leis.

en: Returns the transform for a view/eye.
    [param view] is the view/eye index.
    [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the [member Node3D.global_transform] of the current XROrigin3D.
ga: Filleann sé an claochlú le haghaidh radharc / súl.
    Is é [param view] an t-innéacs radhairc/súl.
    [param cam_transform] an claochlú a chomhordaíonn gléas mapála go comhordanáidí radhairc, go hiondúil [member Node3D.global_transform] den XROrigin3D reatha.

en: Returns the number of views that need to be rendered for this device. 1 for Monoscopic, 2 for Stereoscopic.
ga: Cuireann gnéithe neamhleor bac ar an rianú, tá sé ró-dhorcha (le haghaidh rianú ceamara-bhunaithe), cuirtear bac ar imreoir, etc.

en: Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.
    After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
    [b]Note:[/b] You must enable the XR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR.
    If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different.
    While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
ga: Glaoigh air seo chun an comhéadan seo a thúsú. Aithnítear an chéad chomhéadan a gcuirtear tús leis mar an príomh-chomhéadan agus úsáidfear é chun aschur a rindreáil.
    Tar éis duit an comhéadan is mian leat a úsáid a thosú ní mór duit an modh AR/VR d'amharc a chumasú agus ba chóir go dtosódh an rindreáil.
    [b]Nóta:[/b] Ní mór duit an mód XR a chumasú sa phríomhamharc d’aon ghléas a úsáideann príomh-aschur Godot, mar shampla do VR soghluaiste.
    Má dhéanann tú é seo le haghaidh ardán a láimhseálann a aschur féin (cosúil le OpenVR) taispeánfaidh Godot súil amháin gan aon saobhadh ar an scáileán. Mar mhalairt air sin, is féidir leat nód radhairc ar leith a chur le do radharc agus AR/VR a chumasú ar an radharc sin. Bainfear úsáid as chun aschur chuig an HMD, rud a fhágann go mbeidh tú in ann aon rud a thaitníonn leat sa phríomhfhuinneog a dhéanamh, mar shampla ceamara ar leith a úsáid mar cheamara lucht féachana nó rud iomlán difriúil a dhéanamh.
    Cé nach n-úsáidtear faoi láthair, is féidir leat comhéadain bhreise a ghníomhachtú. B’fhéidir gur mhaith leat é seo a dhéanamh más mian leat rialaitheoirí ó ardáin eile a rianú. Mar sin féin, ag an bpointe seo ama ní féidir ach comhéadan amháin a thabhairt do HMD.

en: Returns [code]true[/code] if this interface has been initialized.
ga: Filleann sé [code]true[/code] má cuireadh tús leis an gcomhéadan seo.

en: Check if [member environment_blend_mode] is [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND], instead.
ga: Níl mód an limistéir súgartha socraithe nó níl sé ar fáil.

en: Returns [code]true[/code] if passthrough is enabled.
ga: Filleann sé [code]true[/code] má tá pasthrough cumasaithe.

en: Check that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is supported using [method get_supported_environment_blend_modes], instead.
ga: Tá an t-imreoir ina shuí, rianú suímh teoranta, caomhnóir seasta timpeall an imreora.

en: Returns [code]true[/code] if this interface supports passthrough.
ga: Filleann sé [code]true[/code] má thacaíonn an comhéadan seo le pas tríd.

en: Sets the active play area mode, will return [code]false[/code] if the mode can't be used with this interface.
    [b]Note:[/b] Changing this after the interface has already been initialized can be jarring for the player, so it's recommended to recenter on the HMD with [method XRServer.center_on_hmd] (if switching to [constant XRInterface.XR_PLAY_AREA_STAGE]) or make the switch during a scene change.
ga: Socraíonn sé mód an limistéir súgartha gníomhach, seolfar [code]false[/code] ar ais murar féidir an mód a úsáid leis an gcomhéadan seo.
    [b]Nóta:[/b] Is féidir é seo a athrú tar éis don chomhéadan a bheith tosaithe cheana féin a bheith ag bagairt ar an imreoir, mar sin moltar duit níos déanaí a dhéanamh ar an HMD le [method XRServer.center_on_hmd] (má tá sé ag aistriú go [XRInterface.XR_PLAY_AREA_STAGE] ) nó an lasc a dhéanamh le linn athrú radhairc.

en: Set the [member environment_blend_mode] to [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND], instead.
ga: Modh cumasc breiseán. Úsáidtear é seo de ghnáth le haghaidh feistí AR nó feistí VR le pas pas.

en: Starts passthrough, will return [code]false[/code] if passthrough couldn't be started.
    [b]Note:[/b] The viewport used for XR must have a transparent background, otherwise passthrough may not properly render.
ga: Tosaíonn sé pas tríd, seolfar ar ais [code]bréagach[/code] murar féidir tús a chur leis an pas tríd.
    [b]Nóta:[/b] Caithfidh cúlra trédhearcach a bheith ag an radharcphort a úsáidtear le haghaidh XR, nó ní féidir pas tríd a sholáthar i gceart.

en: Set the [member environment_blend_mode] to [constant XRInterface.XR_ENV_BLEND_MODE_OPAQUE], instead.
ga: Bunrang le haghaidh síntí comhéadan XR (breiseáin).

en: Stops passthrough.
ga: Ba cheart go mbeadh forlíontáin chomhéadain sheachtracha XR le hoidhreacht ón aicme seo.

en: Call this to find out if a given play area mode is supported by this interface.
ga: Glaodh air má tá an comhéadan gníomhach agus scuainí curtha isteach.

en: Triggers a haptic pulse on a device associated with this interface.
    [param action_name] is the name of the action for this pulse.
    [param tracker_name] is optional and can be used to direct the pulse to a specific device provided that device is bound to this haptic.
    [param frequency] is the frequency of the pulse, set to [code]0.0[/code] to have the system use a default frequency.
    [param amplitude] is the amplitude of the pulse between [code]0.0[/code] and [code]1.0[/code].
    [param duration_sec] is the duration of the pulse in seconds.
    [param delay_sec] is a delay in seconds before the pulse is given.
ga: Spreagann sé bíog haptach ar ghléas a bhaineann leis an gcomhéadan seo.
    [param action_name] is ainm don ghníomh don chuisle seo.
    Tá [param tracker_name] roghnach agus is féidir é a úsáid chun an chuisle a dhíriú chuig gléas ar leith ar choinníoll go bhfuil an gléas sin ceangailte don haptic seo.
    Is é [minicíocht param] minicíocht na cuisle, socraithe go [code] 0.0[/code] chun an córas a úsáid mar mhinicíocht réamhshocraithe.
    Is é [aimplitiúid param] aimplitiúid na bíge idir [code]0.0[/code] agus [code]1.0[/code].
    Is é [param duration_sec] fad na bíge i soicindí.
    [param delay_sec] is ea moill soicindí sula dtugtar an chuisle.

en: Turns the interface off.
ga: Seoltar ar ais an t-aitheantas fothaithe ceamara don [CameraFeed] atá cláraithe leis an [CameraServer] ar cheart a chur i láthair mar chúlra ar ghléas atá in ann AR (má bhaineann).

en: On an AR interface, [code]true[/code] if anchor detection is enabled.
ga: Ar chomhéadan AR, [code]true[/code] má tá braite ancaire cumasaithe.

en: Specify how XR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
ga: Filleann sé cumais an chomhéadain seo.

en: [code]true[/code] if this is the primary interface.
ga: [code]true[/code] más é seo an príomh-chomhéadan.

en: The play area mode for this interface.
ga: Uigeacht doimhneachta a thabhairt ar ais isteach le rindreáil (má bhaineann).

en: Emitted when the play area is changed. This can be a result of the player resetting the boundary or entering a new play area, the player changing the play area mode, the world scale changing or the player resetting their headset orientation.
ga: Seoltar ainm an chomhéadain seo ar ais.

en: No XR capabilities.
ga: Seoltar ar ais [PackedVector3Array] a sheasann do theorainneacha na limistéar súgartha (má bhaineann).

en: This interface can work with normal rendering output (non-HMD based AR).
ga: Filleann sé modh an limistéir súgartha a bhunaíonn ár gceantar súgartha.

en: This interface supports stereoscopic rendering.
ga: Filleann sé an maitrís teilgin don radharc a thugtar mar [PackedFloat64Array].

en: This interface supports quad rendering (not yet supported by Godot).
ga: Filleann sé seo méid ár sprice rindreála don chomhéadan seo, sáraíonn sé seo méid an [Viewport] atá marcáilte mar an amharcport xr.

en: This interface supports VR.
ga: Filleann sé [PackedStringArray] le hainmneacha staidiúir atá cumraithe ag an gcomhéadan seo. Tabhair faoi deara gur féidir le cumraíocht úsáideora an liosta seo a shárú.

en: This interface supports AR (video background and real world tracking).
ga: Filleann sé [PackedStringArray] le hainmneacha rianaithe atá cumraithe ag an gcomhéadan seo. Tabhair faoi deara gur féidir le cumraíocht úsáideora an liosta seo a shárú.

en: This interface outputs to an external device. If the main viewport is used, the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of [method get_render_target_size]). Using a separate viewport node frees up the main viewport for other purposes.
ga: Filleann sé [Foclóir] le faisnéis chórais a bhaineann leis an gcomhéadan seo.

en: Tracking is behaving as expected.
ga: Filleann sé [enum XRInterface.TrackingStatus] a shonraíonn stádas reatha ár rianú.

en: Tracking is hindered by excessive motion (the player is moving faster than tracking can keep up).
ga: Filleann sé [Transform3D] le haghaidh radharc ar leith.

en: Tracking is hindered by insufficient features, it's too dark (for camera-based tracking), player is blocked, etc.
ga: Uigeacht treoluas aischuir le tabhairt isteach (má bhaineann).

en: We don't know the status of the tracking or this interface does not provide feedback.
ga: Filleann sé líon na n-amharc a theastaíonn ón gcomhéadan seo, 1 le haghaidh mona, 2 le haghaidh steiréascópach.

en: Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.).
ga: Cuireann sé tús leis an gcomhéadan, filleann sé [code]true[/code] ar rathúlacht.

en: Play area mode not set or not available.
ga: Glaodh air tar éis don loighic tarraingthe XR [Viewport] a bheith críochnaithe.

en: Play area only supports orientation tracking, no positional tracking, area will center around player.
ga: Ar a dtugtar más é seo ár bpríomh-[XRInterfaceExtension] sula dtosaímid ag próiseáil [Viewport] do gach XR gníomhach [Viewport], filleann sé [code]true[/code] más ceart an t-amharcphort sin a thabhairt. Féadfaidh comhéadan XR [code]bréagach[/code] a thabhairt ar ais má tá a headset bainte den úsáideoir agus gur féidir linn an rindreáil a chur ar sos.

en: Player is in seated position, limited positional tracking, fixed guardian around player.
ga: Glaoitear air má tá an [XRInterfaceExtension] seo gníomhach sula dtosaíonn an rindreáil. Déanfaidh formhór na gcomhéadan XR rianú sioncronaithe ag an bpointe seo ama.

en: Player is free to move around, full positional tracking.
ga: Ar a dtugtar má tá an [XRInterfaceExtension] seo gníomhach sula dtugtar ár bpróiseas fisice agus cluiche. Déanfaidh an chuid is mó de chomhéadain XR a [XRPositionalTracker]s a nuashonrú ag an bpointe seo ama.

en: Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the center of the physical space. In this mode, system-level recentering may be disabled, requiring the use of [method XRServer.center_on_hmd].
ga: Cumasaítear braite ancaire ar an gcomhéadan seo má thacaítear leis.

en: Opaque blend mode. This is typically used for VR devices.
ga: Socraigh modh an limistéir súgartha don chomhéadan seo.

en: Additive blend mode. This is typically used for AR devices or VR devices with passthrough.
ga: Filleann sé [code]true[/code] má thacaíonn an comhéadan seo leis an mód limistéir súgartha seo.

en: Alpha blend mode. This is typically used for AR or VR devices with passthrough capabilities. The alpha channel controls how much of the passthrough is visible. Alpha of 0.0 means the passthrough is visible and this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is not visible and this pixel works in OPAQUE mode.
ga: Spreagann sé bíog haptach le hastú ar an rianaitheoir sonraithe.

en: Base class for XR interface extensions (plugins).
ga: Uninitialize an comhéadan.

en: External XR interface plugins should inherit from this class.
ga: Blits ár dtorthaí rindreála chun scáileán a chur i bhfeidhm go roghnach saobhadh lionsa. Ní féidir é seo a ghlaoch ach agus [code]_commit_views[/code] á phróiseáil.

en: Called if interface is active and queues have been submitted.
ga: Filleann sé [RID] bailí d'uigeacht ar cheart dúinn an fráma reatha a rindreáil má thacaíonn an comhéadan leis.

en: Return [code]true[/code] if anchor detection is enabled for this interface.
ga: Seol ar ais[code]true[/code] má tá braite ancaire cumasaithe don chomhéadan seo.

en: Returns the camera feed ID for the [CameraFeed] registered with the [CameraServer] that should be presented as the background on an AR capable device (if applicable).
ga: Is féidir an nód seo a cheangal le staidiúir ar leith de [XRPositionalTracker] agus déanfar a [member Node3D.transform] a nuashonrú go huathoibríoch ag an [XRServerver]. Ní mór nóid den chineál seo a chur leis mar leanaí den nód [XROrigin3D].

en: Returns the [Transform3D] that positions the [XRCamera3D] in the world.
ga: Filleann sé [code]true[/code] má tá sonraí rianaithe reatha ag an [lorgaire ball] don [suíomh ball] atá á rianú.

en: Returns the capabilities of this interface.
ga: Filleann sé [code]true[/code] má tá an [lorgaire baill] cláraithe agus an [suaimhneas na mball] á rianú.

en: Return color texture into which to render (if applicable).
ga: Filleann sé an [XRPose] ina bhfuil staid reatha an staidiúir atá á rianú. Tugann sé seo rochtain ar airíonna breise den staidiúir seo.

en: Return depth texture into which to render (if applicable).
ga: Uigeacht doimhneachta a thabhairt ar ais isteach le rindreáil (má bhaineann).

en: Returns the name of this interface.
ga: Seoltar ainm an chomhéadain seo ar ais.

en: Returns a [PackedVector3Array] that represents the play areas boundaries (if applicable).
ga: Cumasaíonn sé an nód a thaispeáint nuair a thosaíonn an rianú, agus an nód a cheilt nuair a chailltear an rian.

en: Returns the play area mode that sets up our play area.
ga: Filleann sé modh an limistéir súgartha a bhunaíonn ár gceantar súgartha.

en: Returns the projection matrix for the given view as a [PackedFloat64Array].
ga: Astaítear nuair a thosaíonn an [lorgaire ball] nó nuair a stopann sé ag fáil sonraí rianaithe nuashonraithe don [staidéar ball] atá á rianú. Léiríonn an argóint [param rianaithe] cibé an bhfuil an rianaitheoir ag fáil sonraí rianaithe nuashonraithe.

en: Returns the size of our render target for this interface, this overrides the size of the [Viewport] marked as the xr viewport.
ga: An pointe tionscnaimh in AR/VR.

en: Returns a [PackedStringArray] with pose names configured by this interface. Note that user configuration can override this list.
ga: Filleann sé [PackedStringArray] le hainmneacha staidiúir atá cumraithe ag an gcomhéadan seo. Tabhair faoi deara gur féidir le cumraíocht úsáideora an liosta seo a shárú.

en: Returns a [PackedStringArray] with tracker names configured by this interface. Note that user configuration can override this list.
ga: Más [code]true[/code], tá an nód tionscnaimh seo á úsáid ag an [Freastalaí XRS] faoi láthair. Ní féidir ach pointe tionscnaimh amháin a úsáid ag an am céanna.

en: Returns a [Dictionary] with system information related to this interface.
ga: Scála an domhain cluiche i gcomparáid leis an saol fíor. Tá sé seo mar an gcéanna le [comhalta XRServer.world_scale]. De réir réamhshocraithe, glacann formhór na n-ardán AR/VR leis go gcomhfhreagraíonn 1 aonad cluiche do 1 mhéadar fíorshaoil.

en: Returns a [enum XRInterface.TrackingStatus] specifying the current status of our tracking.
ga: Tá na sonraí go léir a bhaineann le staidiúir ar réad rianaithe sa réad seo.

en: Returns a [Transform3D] for a given view.
ga: Filleann sé [Transform3D] le haghaidh amhairc ar leith.

en: Return velocity texture into which to render (if applicable).
ga: Filleann sé an [claochlú ball] le scála domhanda agus cuirtear ár bhfráma tagartha i bhfeidhm. Is é seo an claochlú a úsáidtear chun réada [XRNode3D] a shuíomh.

en: Returns the number of views this interface requires, 1 for mono, 2 for stereoscopic.
ga: An treoluas uilleach don staidiúir seo.

en: Initializes the interface, returns [code]true[/code] on success.
ga: Cuireann sé tús leis an gcomhéadan, filleann sé [code]true[/code] ar rathúlacht.

en: Called after the XR [Viewport] draw logic has completed.
ga: Treoluas líneach an staidiúir seo.

en: Called if this is our primary [XRInterfaceExtension] before we start processing a [Viewport] for every active XR [Viewport], returns [code]true[/code] if that viewport should be rendered. An XR interface may return [code]false[/code] if the user has taken off their headset and we can pause rendering.
ga: Ar a dtugtar más é seo ár bpríomh-[XRInterfaceExtension] sula dtosaímid ag próiseáil [Viewport] do gach XR gníomhach [Viewport], filleann sé [code]true[/code] más ceart an t-amharcphort sin a thabhairt. Féadfaidh comhéadan XR [code]bréagach[/code] a thabhairt ar ais má tá a headset bainte den úsáideoir agus gur féidir linn an rindreáil a chur ar sos.

en: Called if this [XRInterfaceExtension] is active before rendering starts. Most XR interfaces will sync tracking at this point in time.
ga: Tugann an mhuinín rianaithe don staidiúir seo léargas ar cé chomh cruinn agus atá suíomh spásúlachta an taifid seo.

en: Called if this [XRInterfaceExtension] is active before our physics and game process is called. Most XR interfaces will update its [XRPositionalTracker]s at this point in time.
ga: An claochlú ina bhfuil an bunleagan agus an claochlú mar a thuairiscigh an t-am rite XR.

en: Enables anchor detection on this interface if supported.
ga: Níl aon fhaisnéis rianaithe ar fáil don staidiúir seo.

en: Set the play area mode for this interface.
ga: Féadfaidh faisnéis rianaithe a bheith míchruinn nó measta. Mar shampla, le rianú taobh istigh amach thabharfadh sé seo le fios go bhféadfadh rialtóir a bheith doiléir (i bpáirt).

en: Returns [code]true[/code] if this interface supports this play area mode.
ga: Filleann sé [code]true[/code] má thacaíonn an comhéadan seo leis an mód limistéir súgartha seo.

en: Triggers a haptic pulse to be emitted on the specified tracker.
ga: Réad rianaithe.

en: Uninitialize the interface.
ga: Uninitialize an comhéadan.

en: Blits our render results to screen optionally applying lens distortion. This can only be called while processing [code]_commit_views[/code].
ga: Blits ár dtorthaí rindreála chun scáileán a chur i bhfeidhm go roghnach saobhadh lionsa. Ní féidir é seo a ghlaoch ach agus [code]_commit_views[/code] á phróiseáil.

en: Returns a valid [RID] for a texture to which we should render the current frame if supported by the interface.
ga: Seoltar ar ais ionchur don rianaire seo. Is féidir leis luach boolean, snámhphointe nó [Vector2] a thabhairt ar ais ag brath ar cibé acu an bhfuil an t-ionchur ina chnaipe, truicear nó ordóg/pad ordóg.

en: This node can be bound to a specific pose of a [XRPositionalTracker] and will automatically have its [member Node3D.transform] updated by the [XRServer]. Nodes of this type must be added as children of the [XROrigin3D] node.
ga: Seoltar ar ais [code]true[/code] má tá an rianaitheoir ar fáil agus má tá an staidiúir faoi cheangal [param name] á rianú faoi láthair.

en: Returns [code]true[/code] if the [member tracker] has current tracking data for the [member pose] being tracked.
ga: Filleann sé [code]true[/code] má tá sonraí rianaithe reatha ag an [member tracker] don [member pose] atá á rianú.

en: Returns [code]true[/code] if the [member tracker] has been registered and the [member pose] is being tracked.
ga: Filleann sé [code]true[/code] má tá an [member tracker] cláraithe agus an [member pose] á rianú.

en: Returns the [XRPose] containing the current state of the pose being tracked. This gives access to additional properties of this pose.
ga: Socraíonn sé an claochlú, an treoluas líneach, an treoluas uilleach agus an mhuinín rianaithe don staidiúir a thugtar. Tugtar cur chun feidhme [XRInterface] ar an modh seo agus níor cheart é a úsáid go díreach.

en: Triggers a haptic pulse on a device associated with this interface.
    [param action_name] is the name of the action for this pulse.
    [param frequency] is the frequency of the pulse, set to [code]0.0[/code] to have the system use a default frequency.
    [param amplitude] is the amplitude of the pulse between [code]0.0[/code] and [code]1.0[/code].
    [param duration_sec] is the duration of the pulse in seconds.
    [param delay_sec] is a delay in seconds before the pulse is given.
ga: Spreagann sé bíog haptach ar ghléas a bhaineann leis an gcomhéadan seo.
    [param action_name] is ainm don ghníomh don chuisle seo.
    Is é [minicíocht param] minicíocht na cuisle, socraithe go [code] 0.0[/code] chun an córas a úsáid mar mhinicíocht réamhshocraithe.
    Is é [aimplitiúid param] aimplitiúid na bíge idir [code]0.0[/code] agus [code]1.0[/code].
    Is é [param duration_sec] fad na bíge i soicindí.
    [param delay_sec] is ea moill soicindí sula dtugtar an chuisle.

en: The name of the pose we're bound to. Which poses a tracker supports is not known during design time.
    Godot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface].
ga: Ainm an staidiúir a bhfuil ceangal orainn. Ní fios cén tacaí rianaithe atá i gceist le linn am dearaidh.
    Sainmhíníonn Godot líon na n-ainmneacha staidiúir caighdeánacha mar [code]aim[/code] agus [code]greim[/code] ach is féidir cinn eile a chumrú laistigh de [XRInterface] ar leith.

en: Enables showing the node when tracking starts, and hiding the node when tracking is lost.
ga: Astaithe nuair a bhrúitear cnaipe ar an lorgaire seo. Tabhair faoi deara go gceadaíonn go leor ama rite XR ionchuir eile a mhapáil go cnaipí.

en: The name of the tracker we're bound to. Which trackers are available is not known during design time.
    Godot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface].
ga: Ainm an lorgaire a bhfuil muid faoi cheangal. Ní fios cé na lorgairí atá ar fáil le linn an ama deartha.
    Sainmhíníonn Godot roinnt rianairí caighdeánacha ar nós [code]left_hand[/code] agus [code] right_hand[/code] ach is féidir cinn eile a chumrú laistigh de [XRInterface] ar leith.

en: Emitted when the [member tracker] starts or stops receiving updated tracking data for the [member pose] being tracked. The [param tracking] argument indicates whether the tracker is getting updated tracking data.
ga: Astaithe nuair a athraíonn truicear nó ionchur comhchosúil ar an rianaire seo luach.

en: The origin point in AR/VR.
ga: Astaithe nuair a ghluaiseann ordóg nó ceap ordóg ar an rianaitheoir seo.

en: This is a special node within the AR/VR system that maps the physical location of the center of our tracking space to the virtual location within our game world.
    Multiple origin points can be added to the scene tree, but only one can used at a time. All the [XRCamera3D], [XRController3D], and [XRAnchor3D] nodes should be direct children of this node for spatial tracking to work correctly.
    It is the position of this node that you update when your character needs to move through your game world while we're not moving in the real world. Movement in the real world is always in relation to this origin point.
    For example, if your character is driving a car, the [XROrigin3D] node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
ga: Nód speisialta é seo laistigh den chóras AR/VR a mhapálann suíomh fisiceach lár ár spás rianaithe go dtí an suíomh fíorúil laistigh dár saol cluiche.
    Is féidir pointí tionscnaimh iomadúla a chur leis an gcrann radhairc, ach ní féidir ach ceann amháin a úsáid ag an am. Ba cheart go mbeadh na nóid [XRCamera3D], [XRController3D], agus [XRAnchor3D] go léir ina leanaí díreacha den nód seo chun go n-oibreoidh an spásáil i gceart.
    Is é suíomh an nód seo a thugann tú cothrom le dáta nuair a chaithfidh do charachtar bogadh trí do shaol cluiche agus muid ag bogadh sa saol fíor. Tá an ghluaiseacht sa saol fíor i gcónaí maidir leis an bpointe tionscnaimh seo.
    Mar shampla, má tá do charachtar ag tiomáint carr, ba cheart go mbeadh an nód [XROrigin3D] ina nód linbh den charr seo. Nó, má tá córas teleport á chur i bhfeidhm agat chun do charachtar a bhogadh, ba cheart duit suíomh an nód seo a athrú.

en: If [code]true[/code], this origin node is currently being used by the [XRServer]. Only one origin point can be used at a time.
ga: Más [code]true[/code] tá an nód tionscnaimh seo á úsáid ag an [XRServer] faoi láthair. Ní féidir ach pointe tionscnaimh amháin a úsáid ag an am.

en: The scale of the game world compared to the real world. This is the same as [member XRServer.world_scale]. By default, most AR/VR platforms assume that 1 game unit corresponds to 1 real world meter.
ga: Astaítear nuair a athraíonn próifíl ár lorgaire.

en: This object contains all data related to a pose on a tracked object.
ga: Níl an lámh ina gcoimeádtar an rianaire seo nó ní bhaineann sé le hábhar.

en: XR runtimes often identify multiple locations on devices such as controllers that are spatially tracked.
    Orientation, location, linear velocity and angular velocity are all provided for each pose by the XR runtime. This object contains this state of a pose.
ga: Is minic a shainaithníonn amanna rite XR suímh iolracha ar fheistí ar nós rialaitheoirí a rianaítear go spásúil.
    Soláthraíonn an t-am rite XR treoshuíomh, suíomh, treoluas líneach agus treoluas uilleach do gach staidiúir. Tá an staid staidiúir seo sa réad seo.

en: Returns the [member transform] with world scale and our reference frame applied. This is the transform used to position [XRNode3D] objects.
ga: Is é an rianaitheoir seo rialtóir na láimhe deise.

en: The angular velocity for this pose.
ga: Léiríonn sé méid an [enum TrackerHand] enum.

en: If [code]true[/code] our tracking data is up to date. If [code]false[/code] we're no longer receiving new tracking data and our state is whatever that last valid state was.
ga: Más[code]true[/code] atá ár sonraí rianaithe cothrom le dáta. Mura bhfuil[code]false[/code] á fháil againn a thuilleadh sonraí rianaithe nua agus is é ár stát is cuma cad a bhí sa stát bailí deiridh sin.

en: The linear velocity of this pose.
ga: Is é an freastalaí AR/VR croílár ár réiteach Réaltachta Casta agus Fíorúla agus láimhseálann sé an phróiseáil ar fad.

en: The tracking confidence for this pose, provides insight on how accurate the spatial positioning of this record is.
ga: Cláraítear [XRTtracker] nua a rianaíonn réad fisiceach.

en: The transform containing the original and transform as reported by the XR runtime.
ga: An claochlú ina bhfuil an bunleagan agus an claochlú mar a thuairiscigh an t-am rite XR.

en: No tracking information is available for this pose.
ga: Glanann sé an fráma tagartha a socraíodh le glaonna roimhe seo chuig [method centre_on_hmd].

en: Tracking information may be inaccurate or estimated. For example, with inside out tracking this would indicate a controller may be (partially) obscured.
ga: Faigheann sé comhéadan de réir a [ainm param]. Mar shampla, má úsáideann do thionscadal cumais ardán AR/VR, is féidir leat comhéadan an ardáin sin a aimsiú de réir ainm agus é a thúsú.

en: Tracking information is considered accurate and up to date.
ga: Filleann claochlú an bhunchomhéadan.

en: A tracked object.
ga: Filleann sé an comhéadan atá cláraithe ag an innéacs [param idx] tugtha i liosta na gcomhéadan.

en: An instance of this object represents a device that is tracked, such as a controller or anchor point. HMDs aren't represented here as they are handled internally.
    As controllers are turned on and the [XRInterface] detects them, instances of this object are automatically added to this list of active tracking objects accessible through the [XRServer].
    The [XRNode3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDExtension-based interfaces can interact with them.
ga: Is ionann sampla den réad seo agus feiste a rianaítear, amhail rialtóir nó pointe ancaire. Ní dhéantar ionadaíocht ar HMDanna anseo toisc go láimhseáiltear iad go hinmheánach.
    De réir mar a chuirtear rialaitheoirí ar siúl agus nuair a bhraitheann an [XRInterface] iad, cuirtear cásanna den oibiacht seo go huathoibríoch leis an liosta réada rianaithe gníomhacha seo atá inrochtana tríd an [Freastalaí XRS].
    Itheann an [XRNode3D] agus [XRANchor3D] araon réada den chineál seo agus ba chóir iad a úsáid i do thionscadal. Is rudaí faoi bhun an chochall iad na lorgairí suímh a fhágann go n-oibríonn sé seo go léir. Tá siad seo nochta den chuid is mó ionas gur féidir le comhéadain GDEExtension-bhunaithe idirghníomhú leo.

en: Use through [XRControllerTracker].
ga: Seoltar ar ais liosta de na comhéadain atá ar fáil, ID agus ainm gach comhéadain.

en: Returns an input for this tracker. It can return a boolean, float or [Vector2] value depending on whether the input is a button, trigger or thumbstick/thumbpad.
ga: Filleann an claochlú fráma tagartha. Úsáidtear go hinmheánach den chuid is mó agus nochtar é le haghaidh comhéadain tógála GDEExtension.

en: Returns the current [XRPose] state object for the bound [param name] pose.
ga: Filleann sé seo an rianaitheoir suímh leis an [param tracker_name] tugtha.

en: Returns [code]true[/code] if the tracker is available and is currently tracking the bound [param name] pose.
ga: Seoltar ar ais [code]true[/code] má tá an rianaitheoir ar fáil agus má tá an staidiúir faoi cheangal [param name] á rianú faoi láthair.

en: Marks this pose as invalid, we don't clear the last reported state but it allows users to decide if trackers need to be hidden if we lose tracking or just remain at their last known position.
ga: Baineann sé seo [comhéadan param].

en: Changes the value for the given input. This method is called by a [XRInterface] implementation and should not be used directly.
ga: Baintear an [rianaitheoir param] seo.

en: Sets the transform, linear velocity, angular velocity and tracking confidence for the given pose. This method is called by a [XRInterface] implementation and should not be used directly.
ga: Tá an príomh-[XRInterface] ceangailte leis an [XRServer] faoi láthair.

en: Defines which hand this tracker relates to.
ga: Sainmhíníonn an lámh lena mbaineann an rianaitheoir seo.

en: The profile associated with this tracker, interface dependent but will indicate the type of controller being tracked.
ga: Scála an domhain cluiche i gcomparáid leis an saol fíor. De réir réamhshocraithe, glacann an chuid is mó de na hardáin AR/VR leis go gcomhfhreagraíonn 1 aonad cluiche do 1 méadar fíorshaoil.

en: Emitted when a button on this tracker is pressed. Note that many XR runtimes allow other inputs to be mapped to buttons.
ga: Astaítear nuair a athraíonn an fráma tagartha.

en: Emitted when a button on this tracker is released.
ga: Astaithe nuair a chuirtear lorgaire nua leis. Mura n-úsáideann tú líon seasta rialtóirí nó má tá [XRAnchor3D]s in úsáid agat le haghaidh réiteach AR, tá sé tábhachtach freagairt don chomhartha seo chun na nóid chuí [XRController3D] nó [XRAnchor3D] a bhaineann leis an nua seo a chur leis lorgaire.

en: Emitted when a trigger or similar input on this tracker changes value.
ga: Astaítear nuair a bhaintear lorgaire. Ba cheart duit aon phointí [XRConroller3D] nó [XRAnchor3D] a bhaint más infheidhme. Níl sé seo éigeantach, éiríonn na nóid neamhghníomhach agus déanfar iad a ghníomhachtú arís nuair a bheidh rianaitheoir nua ar fáil (i.e. cuirtear rialtóir nua ar siúl a ghlacann ionad an chinn roimhe).

en: Emitted when a thumbstick or thumbpad on this tracker moves.
ga: Astaithe nuair a nuashonraítear rianaitheoir reatha. Féadfaidh sé seo tarlú má athraíonn an t-úsáideoir rialaitheoirí.

en: Emitted when the state of a pose tracked by this tracker changes.
ga: Rianaíonn an rianaitheoir suíomh ceann na n-imreoirí. De ghnáth is suíomh é seo atá dírithe ar shúile na n-imreoirí. Tabhair faoi deara gur féidir gurb é seo suíomh reatha an ghléis do ghléasanna láimhe AR.

en: Emitted when a pose tracked by this tracker stops getting updated tracking data.
ga: Rianaíonn an rianaitheoir suíomh an rialtóra.

en: Emitted when the profile of our tracker changes.
ga: Rianaíonn an rianaitheoir suíomh bunstáisiúin.

en: The hand this tracker is held in is unknown or not applicable.
ga: Rianaíonn an rianaitheoir suíomh agus méid ancaire AR.

en: This tracker is the left hand controller.
ga: Rianaíonn an rianaitheoir suíomh agus hailt láimhe.

en: This tracker is the right hand controller.
ga: Rianaíonn an rianaitheoir suíomh agus hailt an choirp.

en: Represents the size of the [enum TrackerHand] enum.
ga: Rianaíonn an rianaitheoir slonn aghaidhe.

en: Server for AR and VR features.
ga: Úsáidtear go hinmheánach chun rianairí d'aon chineál aitheanta a scagadh.

en: The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
ga: Úsáidtear go hinmheánach mura bhfuil an cineál rianaithe socraithe againn fós.

en: Registers an [XRInterface] object.
ga: Úsáidtear go hinmheánach chun gach rianaitheoir a roghnú.

en: Registers a new [XRTracker] that tracks a physical object.
ga: Athshocraigh treoshuíomh an HMD go hiomlán. Is cuma cén treo a bhfuil an t-úsáideoir ag féachaint chuige sa saol fíor. Breathnóidh an t-úsáideoir marbh chun tosaigh sa domhan fíorúil.

en: This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
    For platforms that do not offer spatial tracking, our origin point (0, 0, 0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.
    For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.
    This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.
    For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.
    You should call this method after a few seconds have passed. For example, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.
ga: Is feidhm thábhachtach é seo a thuiscint i gceart. Láimhseálann ardáin AR agus VR an suíomh ar bhealach beagán difriúil.
    I gcás ardáin nach dtugann rianú spásúil, is é ár bpointe tionscnaimh (0, 0, 0) suíomh ár HMD, ach is beag smacht atá agat ar an treo atá roimh an imreoir sa saol fíor.
    Maidir le hardáin a thairgeann rianú spásúil, braitheann ár bpointe tionscnaimh go mór ar an gcóras. Maidir le OpenVR, is gnách gurb é ár bpointe tionscnaimh lár an spáis rianaithe, ar an talamh. I gcás ardáin eile, is minic gurb é suíomh an cheamara rianaithe é.
    Ligeann an modh seo duit do lorgaire a lárú ar shuíomh an HMD. Tógfaidh sé suíomh reatha an HMD agus úsáidfidh sé sin chun do shonraí rianaithe go léir a choigeartú; go bunúsach, an saol fíor a athailíniú le seasamh reatha d'imreora i saol an chluiche.
    Chun go mbeidh an modh seo torthaí inúsáidte, ní mór faisnéis rianaithe a bheith ar fáil. Is minic a thógann sé seo cúpla fráma tar éis do chluiche a thosú.
    Ba cheart duit an modh seo a ghlaoch tar éis cúpla soicind a bheith caite. Mar shampla, nuair a iarrann an t-úsáideoir athailíniú ar an taispeáint a bhfuil cnaipe ainmnithe aige ar rialtóir ar feadh tréimhse ghearr ama, nó nuair a bhíonn meicníocht teleport á chur i bhfeidhm.

en: Clears the reference frame that was set by previous calls to [method center_on_hmd].
ga: Ní athshocraíonn sé treoshuíomh an HMD, ní dhírítear ach suíomh an imreora.

en: Finds an interface by its [param name]. For example, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.
ga: Is é an réad seo bonn gach rianaithe XR.

en: Returns the primary interface's transformation.
ga: Cur síos ar an lorgaire seo.

en: Returns the interface registered at the given [param idx] index in the list of interfaces.
ga: Filleann sé an comhéadan atá cláraithe ag an innéacs [param idx] tugtha i liosta na gcomhéadan.

en: Returns the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns [code]true[/code].
ga: Seoltar ar ais líon na gcomhéadan atá cláraithe leis an bhfreastalaí AR/VR faoi láthair. Má thacaíonn do thionscadal le il-ardáin AR/VR, is féidir leat breathnú tríd an gcomhéadan atá ar fáil, agus rogha a thabhairt don úsáideoir nó déan iarracht gach comhéadan a thúsú agus úsáid a bhaint as an gcéad cheann a sheolann [code]true[/code] ar ais.

en: Returns a list of available interfaces the ID and name of each interface.
ga: Rang cúntóir do chomhéadain XR a ghineann íomhánna VRS.

en: Returns the reference frame transform. Mostly used internally and exposed for GDExtension build interfaces.
ga: Úsáideann comhéadain XR éagsúla an rang seo chun uigeachtaí VRS a ghiniúint ar féidir iad a úsáid chun rindreáil a bhrostú.

en: Returns the positional tracker with the given [param tracker_name].
ga: Filleann sé seo an rianaitheoir suímh leis an [param tracker_name] tugtha.

en: Returns a dictionary of trackers for [param tracker_types].
ga: An ga íosta timpeall an phointe fócasach ina bhfuil cáilíocht iomlán ráthaithe má úsáidtear VRS mar chéatadán de mhéid an scáileáin.

en: Removes this [param interface].
ga: An neart a úsáidtear chun léarscáil dlúis VRS a ríomh. Dá mhéad an luach seo, is é an VRS is suntasaí.

en: Removes this [param tracker].
ga: Ceadaíonn cruthú comhaid zip.

en: The primary [XRInterface] currently bound to the [XRServer].
ga: Tá an príomh-[XRInterface] ceangailte leis an [XRServer] faoi láthair.

en: The current origin of our tracking space in the virtual world. This is used by the renderer to properly position the camera with new tracking data.
    [b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is exposed for access from GDExtensions.
ga: Bunús reatha ár spás rianaithe sa domhan fíorúil. Úsáideann an rindreálaí é seo chun an ceamara a shuíomh i gceart le sonraí rianaithe nua.
    [b]Nóta:[/b] Tá an t-airí seo á bhainistiú ag an nód reatha [XROrigin3D]. Tá sé nochta le haghaidh rochtana ó GDExtensions.

en: The scale of the game world compared to the real world. By default, most AR/VR platforms assume that 1 game unit corresponds to 1 real world meter.
ga: Scála an domhain cluiche i gcomparáid leis an saol fíor. De réir réamhshocraithe, glacann formhór na n-ardán AR/VR leis go gcomhfhreagraíonn 1 aonad cluiche do 1 mhéadar fíorshaoil.

en: Emitted when the reference frame transform changes.
ga: Astaítear nuair a athraíonn an fráma tagartha.

en: Emitted when a new tracker has been added. If you don't use a fixed number of controllers or if you're using [XRAnchor3D]s for an AR solution, it is important to react to this signal to add the appropriate [XRController3D] or [XRAnchor3D] nodes related to this new tracker.
ga: Astaithe nuair a chuirtear lorgaire nua leis. Mura n-úsáideann tú líon seasta rialtóirí nó má tá [XRAnchor3D]s in úsáid agat le haghaidh réiteach AR, tá sé tábhachtach freagairt don chomhartha seo chun na nóid chuí [XRController3D] nó [XRAnchor3D] a bhaineann leis an nua seo a chur leis lorgaire.

en: Emitted when a tracker is removed. You should remove any [XRController3D] or [XRAnchor3D] points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).
ga: Astaítear nuair a bhaintear lorgaire. Ba cheart duit aon phointí [XRConroller3D] nó [XRAnchor3D] a bhaint más infheidhme. Níl sé seo éigeantach, ní dhéanann na nóid ach a bheith neamhghníomhach agus déanfar iad a dhéanamh gníomhach arís nuair a bheidh rianaitheoir nua ar fáil (i.e. cuirtear rialtóir nua ar siúl a ghlacann ionad an chinn roimhe sin).

en: Emitted when an existing tracker has been updated. This can happen if the user switches controllers.
ga: Cruthaigh cartlann zip nua ag an gcosán tugtha.

en: The tracker tracks the location of the players head. This is usually a location centered between the players eyes. Note that for handheld AR devices this can be the current location of the device.
ga: Cuir cartlann zip nua i gceangal le deireadh an chomhaid atá ann cheana féin ag an gcosán a thugtar.

en: The tracker tracks the location of a controller.
ga: Cuir comhaid nua leis an gcartlann zip atá ann cheana féin ag an gcosán tugtha.

en: The tracker tracks the location of a base station.
ga: Ligeann sé ábhar comhaid zip a léamh.

en: The tracker tracks the location and size of an AR anchor.
ga: Rianaíonn an rianaitheoir suíomh agus méid ancaire AR.

en: The tracker tracks the location and joints of a hand.
ga: Rianaíonn an rianaitheoir suíomh agus hailt láimhe.

en: The tracker tracks the location and joints of a body.
ga: Rianaíonn an rianaitheoir suíomh agus hailt an choirp.

en: The tracker tracks the expressions of a face.
ga: Osclaíonn sé an chartlann zip ag an [cosán param] tugtha agus léann a innéacs comhad.

en: Used internally to filter trackers of any known type.
ga: Úsáidtear go hinmheánach chun rianairí d'aon chineál aitheanta a scagadh.

en: Used internally if we haven't set the tracker type yet.
ga: Úsáidtear go hinmheánach mura bhfuil an cineál rianaithe socraithe againn fós.

en: Used internally to select all trackers.
ga: Úsáidtear go hinmheánach mura bhfuil an cineál rianaithe socraithe againn fós.

en: Fully reset the orientation of the HMD. Regardless of what direction the user is looking to in the real world. The user will look dead ahead in the virtual world.
ga: Athshocraigh treoshuíomh an HMD go hiomlán. Is cuma cén treo a bhfuil an t-úsáideoir ag féachaint chuige sa saol fíor. Breathnóidh an t-úsáideoir marbh chun tosaigh sa domhan fíorúil.

en: Resets the orientation but keeps the tilt of the device. So if we're looking down, we keep looking down but heading will be reset.
ga: Athshocraigh an treoshuíomh ach coinníonn sé tilt an ghléis. Mar sin má táimid ag breathnú síos, coinnímid ag breathnú síos ach athshocróimid an ceannteideal.

en: Does not reset the orientation of the HMD, only the position of the player gets centered.
ga: Ní athshocraíonn sé treoshuíomh an HMD, ní dhírítear ach suíomh an imreora.

en: This object is the base of all XR trackers.
ga: Is é an réad seo bonn gach rianaithe XR.

en: The description of this tracker.
ga: Cur síos ar an lorgaire seo.

en: The unique name of this tracker. The trackers that are available differ between various XR runtimes and can often be configured by the user. Godot maintains a number of reserved names that it expects the [XRInterface] to implement if applicable:
    - [code]head[/code] identifies the [XRPositionalTracker] of the players head
    - [code]left_hand[/code] identifies the [XRControllerTracker] in the players left hand
    - [code]right_hand[/code] identifies the [XRControllerTracker] in the players right hand
    - [code]/user/hand_tracker/left[/code] identifies the [XRHandTracker] for the players left hand
    - [code]/user/hand_tracker/right[/code] identifies the [XRHandTracker] for the players right hand
    - [code]/user/body_tracker[/code] identifies the [XRBodyTracker] for the players body
    - [code]/user/face_tracker[/code] identifies the [XRFaceTracker] for the players face
ga: Ainm uathúil an rianaithe seo. Tá difríocht idir na rianaithe atá ar fáil idir amanna rite XR éagsúla agus is minic gur féidir leis an úsáideoir iad a chumrú. Coinníonn Godot roinnt ainmneacha forchoimeádta a bhfuil sé ag súil go gcuirfidh an [XRInterface] i bhfeidhm más infheidhme:
    - Aithníonn [code]head[/code] an [XRPositionalTracker] ceann na n-imreoirí
    - Aithníonn [code]left_hand[/code] an [XRControllerTracker] sa lámh chlé
    - aithníonn [code]right_hand[/code] an [XRConrollerTracker] ar dheis na n-imreoirí
    - aithníonn [code]/user/hand_tracker/left[/code] an [XRHandTracker] do na himreoirí ar an lámh chlé
    - aithníonn [code]/user/hand_tracker/right[/code] an [XRHandTracker] do na himreoirí ar dheis
    - Aithníonn [code]/user/body_tracker[/code] an [XRBodyTracker] do chorp na n-imreoirí
    - aithníonn [code]/user/face_tracker[/code] an [XRFaceTracker] d’aghaidh na n-imreoirí

en: The type of tracker.
ga: An cineál rianaithe.

en: Helper class for XR interfaces that generates VRS images.
ga: Rang cúntóir do chomhéadain XR a ghineann íomhánna VRS.

en: This class is used by various XR interfaces to generate VRS textures that can be used to speed up rendering.
ga: Úsáideann comhéadain XR éagsúla an rang seo chun uigeachtaí VRS a ghiniúint ar féidir iad a úsáid chun rindreáil a bhrostú.

en: Generates the VRS texture based on a render [param target_size] adjusted by our VRS tile size. For each eyes focal point passed in [param eye_foci] a layer is created. Focal point should be in NDC.
    The result will be cached, requesting a VRS texture with unchanged parameters and settings will return the cached RID.
ga: Gineann an uigeacht VRS bunaithe ar rindreáil [param target_size] arna choigeartú ag ár méid tíl VRS. Cruthaítear ciseal do gach pointe fócasach súl a chuirtear ar aghaidh i [param eye_foci]. Ba cheart go mbeadh an pointe fócasach san NDC.
    Déanfar an toradh a thaisceadh, ag iarraidh uigeacht VRS le paraiméadair gan athrú agus cuirfidh socruithe an RID i dtaisce ar ais.

en: The minimum radius around the focal point where full quality is guaranteed if VRS is used as a percentage of screen size.
ga: An ga íosta timpeall an phointe fócasach ina bhfuil cáilíocht iomlán ráthaithe má úsáidtear VRS mar chéatadán de mhéid an scáileáin.

en: The strength used to calculate the VRS density map. The greater this value, the more noticeable VRS is.
ga: An neart a úsáidtear chun léarscáil dlúis VRS a ríomh. Dá mhéad an luach seo, is é an VRS is suntasaí.

en: Closes the underlying resources used by this instance.
ga: Dúnann sé na hacmhainní bunúsacha a úsáideann an cás seo.

en: Stops writing to a file within the archive.
    It will fail if there is no open file.
ga: Stopann sé ag scríobh chuig comhad laistigh den chartlann.
    Teipfidh mura bhfuil aon chomhad oscailte.

en: Opens a zip file for writing at the given path using the specified write mode.
    This must be called before everything else.
ga: Osclaíonn sé zipchomhad chun é a scríobh ar an gcosán tugtha ag baint úsáide as an modh scríofa sonraithe.
    Caithfear é seo a ghlaoch roimh gach rud eile.

en: Starts writing to a file within the archive. Only one file can be written at the same time.
    Must be called after [method open].
ga: Tosaíonn sé ag scríobh chuig comhad laistigh den chartlann. Ní féidir ach comhad amháin a scríobh ag an am céanna.
    Ní mór é a ghlaoch i ndiaidh [method open].

en: Write the given [param data] to the file.
    Needs to be called after [method start_file].
ga: Scríobh na [param data] a thugtar don chomhad.
    Is gá é a ghlaoch i ndiaidh [method start_file].

en: Create a new zip archive at the given path.
ga: Cruthaigh cartlann zip nua ag an gcosán tugtha.

en: Append a new zip archive to the end of the already existing file at the given path.
ga: Cuir zip-cartlann nua i gceangal le deireadh an chomhaid atá ann cheana féin ag an gcosán a thugtar.

en: Add new files to the existing zip archive at the given path.
ga: Cuir comhaid nua leis an gcartlann zip atá ann cheana féin ag an gcosán tugtha.

en: Returns [code]true[/code] if the file exists in the loaded zip archive.
    Must be called after [method open].
ga: Filleann sé [code]true[/code] má tá an comhad sa chartlann zip luchtaithe.
    Ní mór é a ghlaoch i ndiaidh [method open].

en: Returns the list of names of all files in the loaded archive.
    Must be called after [method open].
ga: Seoltar ar ais liosta ainmneacha na gcomhad go léir sa chartlann luchtaithe.
    Ní mór é a ghlaoch i ndiaidh [method open].

en: Opens the zip archive at the given [param path] and reads its file index.
ga: Osclaíonn sé an chartlann zip ag an [param path] tugtha agus léann a innéacs comhad.

en: Loads the whole content of a file in the loaded zip archive into memory and returns it.
    Must be called after [method open].
ga: Lódálann sé ábhar iomlán comhaid sa chartlann zip luchtaithe isteach sa chuimhne agus seolann ar ais é.
    Ní mór é a ghlaoch i ndiaidh [method open].
