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{ {
"localeCode": "zh-cn", "localeCode": "zh-cn",
"authors": ["Melnus", "Holy_Water", "huang825172", "modimobeikete", "WARCRAFT11"], "authors": ["Melnus", "Holy_Water", "huang825172", "modimobeikete"],
"messages": { "messages": {
"General.OK": "确定", "General.OK": "确定",
@ -131,7 +131,7 @@
"Inventory.Favorite.WorldLoadingIndicator": "设为加载指示器", "Inventory.Favorite.WorldLoadingIndicator": "设为加载指示器",
"Inventory.Favorite.ColorDialog": "设为色盘", "Inventory.Favorite.ColorDialog": "设为色盘",
"Inventory.Favorite.Hyperlink": "设为超链接显示", "Inventory.Favorite.Hyperlink": "设为超链接显示",
"Inventory.Favorite.Document": "设为文档显示", "Inventory.Favorite.Document": "Set Document Display",
"Inventory.SpawnFacet": "生成Facet", "Inventory.SpawnFacet": "生成Facet",
"Dash.Screens.Home": "家", "Dash.Screens.Home": "家",
@ -378,9 +378,9 @@
"Options.Nameplates.DefaultStyle": "使用默认铭牌风格", "Options.Nameplates.DefaultStyle": "使用默认铭牌风格",
"Options.Nameplates.CustomStyle": "允许自定义铭牌", "Options.Nameplates.CustomStyle": "允许自定义铭牌",
"Indicator.OnlineUsers": "<color=hero.yellow>{users}</color> 位用户在线 {users,plural, one {User} other {Users}}", "Indicator.OnlineUsers": "<color=hero.yellow>{users}</color> 位用户在线 ",
"Indicator.OnlineUsersVR": "<color=hero.purple>{users}</color> {users, plural, one {user} other {users}} 位在VR中", "Indicator.OnlineUsersVR": "<color=hero.purple>{users}</color> 位用户在VR模式",
"Indicator.OnlineUsersDesktop": "<color=hero.cyan>{users}</color> {users, plural, one {user} other {users}} 位在桌面模式", "Indicator.OnlineUsersDesktop": "<color=hero.cyan>{users}</color> 用户在桌面模式",
"Indicator.ServerStatus.Status": "云状态", "Indicator.ServerStatus.Status": "云状态",
"Indicator.ServerStatus.Good": "良好", "Indicator.ServerStatus.Good": "良好",
@ -1472,95 +1472,95 @@
"Settings.InteractiveCameraFramingSettings.AnglePosition": "角度", "Settings.InteractiveCameraFramingSettings.AnglePosition": "角度",
"Settings.InteractiveCameraFramingSettings.AnglePosition.Description": "在第三人称或群组模式下,该选项控制摄像机与目标对象/群组的角度。", "Settings.InteractiveCameraFramingSettings.AnglePosition.Description": "在第三人称或群组模式下,该选项控制摄像机与目标对象/群组的角度。",
"Settings.InteractiveCameraFramingSettings.Distance": "距离", "Settings.InteractiveCameraFramingSettings.Distance": "距离",
"Settings.InteractiveCameraFramingSettings.Distance.Description": "在第三人称或群组模式下,该选项控制摄像机与目标对象/群组的距离", "Settings.InteractiveCameraFramingSettings.Distance.Description": "在第三人称或群组模式下,该选项控制摄像机与目标对象/群组的距离",
"Settings.InteractiveCameraFramingSettings.HeightOffset": "高度偏移", "Settings.InteractiveCameraFramingSettings.HeightOffset": "高度偏移",
"Settings.InteractiveCameraFramingSettings.HeightOffset.Description": "在第三人称或群组模式下,可将摄像机相对于目标对象/群组移高或移低", "Settings.InteractiveCameraFramingSettings.HeightOffset.Description": "在第三人称或群组模式下,可将摄像机相对于目标对象/群组移高或移低",
"Settings.InteractiveCameraFramingSettings.FirstPersonPitch": "第一人称俯仰角", "Settings.InteractiveCameraFramingSettings.FirstPersonPitch": "第一人称俯仰角",
"Settings.InteractiveCameraFramingSettings.FirstPersonPitch.Description": "在第一人称模式下,使用此选项可上下俯仰摄像机。", "Settings.InteractiveCameraFramingSettings.FirstPersonPitch.Description": "在第一人称模式下,使用此选项可上下俯仰摄像机。",
"Settings.InteractiveCameraFramingSettings.FirstPersonRoll": "第一人称旋转角度", "Settings.InteractiveCameraFramingSettings.FirstPersonRoll": "First person roll angle",
"Settings.InteractiveCameraFramingSettings.FirstPersonRoll.Description": "在第一人称模式下,它控制摄像机的侧向旋转--左右倾斜。", "Settings.InteractiveCameraFramingSettings.FirstPersonRoll.Description": "In first person mode, this controlls the sideways rotation of the camera - tilting of left and right",
"Settings.InteractiveCameraFramingSettings.FirstPersonOffset": "第一人称偏移", "Settings.InteractiveCameraFramingSettings.FirstPersonOffset": "First person offset",
"Settings.InteractiveCameraFramingSettings.FirstPersonOffset.Description": "该设置调整第一人称视角中相对于眼睛的摄像机偏移量。如果头像面部几何图形剪切到摄像机视图中,则可以使用此功能。", "Settings.InteractiveCameraFramingSettings.FirstPersonOffset.Description": "Use this to move the camera offset in first person view relative to your eyes. This can be used if the avatar face geometry is clipping into the camera's view.",
"Settings.InteractiveCameraFramingSettings.FramingViewportPosition": "框架视角位置", "Settings.InteractiveCameraFramingSettings.FramingViewportPosition": "Framing viewport position",
"Settings.InteractiveCameraFramingSettings.FramingViewportPosition.Description": "这些是摄像机视角中的标准化坐标。摄像机会尝试将目标(例如第三人称模式下的用户头部)框定在视角中的这一位置。", "Settings.InteractiveCameraFramingSettings.FramingViewportPosition.Description": "These are normalized coordinates in the camera's viewport. The camera will try to frame the target (e.g. user's head in third person mode) to this position in the viewport.",
"Settings.InteractiveCameraFramingSettings.AimInFrontOfHead": "对准头部前方", "Settings.InteractiveCameraFramingSettings.AimInFrontOfHead": "Aim in front of head",
"Settings.InteractiveCameraFramingSettings.AimInFrontOfHead.Description": "摄像机不会直接对准用户的头部,而是会尽量瞄准用户头部前方的一个点。这在你想为用户正在查看的内容(如世界中的物品和界面)时非常有用。", "Settings.InteractiveCameraFramingSettings.AimInFrontOfHead.Description": "Instead of camera pointing directly at the user's head, it will try to aim at a point in front of user's head. This can be useful when you want to frame what the user is looking at (e.g. in-world items and interfaces).",
"Settings.InteractiveCameraPositioningSettings.AvoidOcclusion": "防止遮挡", "Settings.InteractiveCameraPositioningSettings.AvoidOcclusion": "Avoid occlusion",
"Settings.InteractiveCameraPositioningSettings.AvoidOcclusion.Description": "如果摄像机的视线被可碰撞物体遮挡,摄像机将自动移近以避免被遮挡。", "Settings.InteractiveCameraPositioningSettings.AvoidOcclusion.Description": "If the view of the camera would be obscured by collidable object, it will automatically move closer to avoid the occlusion.",
"Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace": "保持在世界空间内", "Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace": "Keep in world space",
"Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace.Description": "确保摄像机保持在主世界空间中,而不是在与用户相同的空间中自成体系。这可以在使用用户(如在车辆中)时提供更好的取景和定位效果。", "Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace.Description": "Make sure that the camera stay in the root world space, rather than parenting itself in the same space as the user. This can give better framing and positioning when using user anchors (e.g. in vehicles).",
"Settings.InteractiveCameraPositioningSettings.MovementWobble": "运动摇摆", "Settings.InteractiveCameraPositioningSettings.MovementWobble": "Movement wobble",
"Settings.InteractiveCameraPositioningSettings.MovementWobble.Description": "这将为摄像机位置添加随时间变化的随机移动偏移。这可以让镜头看起来不那么静态,尤其是在你不怎么移动的情况下。", "Settings.InteractiveCameraPositioningSettings.MovementWobble.Description": "This adds a random movement offset to the position of the camera that changes over time. This can make shots look less static, especially if you don't move much.",
"Settings.InteractiveCameraRenderSettings.HideAllBadges": "隐藏徽章", "Settings.InteractiveCameraRenderSettings.HideAllBadges": "Hide badges",
"Settings.InteractiveCameraRenderSettings.HideAllBadges.Description": "无论您的徽章设置如何,摄像机都不会渲染出任何用户的徽章。", "Settings.InteractiveCameraRenderSettings.HideAllBadges.Description": "The camera will not render any user badges, regardless of your badge setting",
"Settings.InteractiveCameraRenderSettings.HideAllLasers": "隐藏激光", "Settings.InteractiveCameraRenderSettings.HideAllLasers": "Hide lasers",
"Settings.InteractiveCameraRenderSettings.HideAllLasers.Description": "摄像机不会渲染任何用户的交互激光。", "Settings.InteractiveCameraRenderSettings.HideAllLasers.Description": "The camera will not render any user interaction lasers.",
"Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera": "用户眼睛始终注视摄像机", "Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera": "User eyes always look at camera",
"Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera.Description": "当你的形象使用模拟眼球运动时(即用户没有眼部跟踪功能),这将使用户的化身优先与摄像机进行眼神接触。", "Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera.Description": "When avatar uses simulated eye movement (meaning the user doesn't have eye tracking), this will make avatar prioritize eye contact with the camera.",
"Settings.InteractiveCameraGroupSettings.GroupDetectionRadius": "群组检测半径", "Settings.InteractiveCameraGroupSettings.GroupDetectionRadius": "Group detection radius",
"Settings.InteractiveCameraGroupSettings.GroupDetectionRadius.Description": "在此距离内的用户将被添加到摄像机在群组模式下自动取景的群组中。", "Settings.InteractiveCameraGroupSettings.GroupDetectionRadius.Description": "Users that are within this distance will be added to the group that the camera is automatically framing in the group mode.",
"Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary": "群组离开边界范围", "Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary": "Group leave boundary",
"Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary.Description": "用户需要离开群组半径多远才会被排除在群组之外。", "Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary.Description": "How far does the user need to move away from the group radius before they are excluded from the group.",
"Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed": "位置平滑速度", "Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed": "Position smoothing speed",
"Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed.Description": "这表示摄像机移动到世界中目标位置的速度。数值越大,摄像机移动速度越快,但也会导致移动更加生涩。", "Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed.Description": "This indicates how fast does the camera move to its target position in the world. Larger values will make the camera move faster, but also result in more jerky movements.",
"Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed": "角度平滑速度", "Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed": "Angle smoothing speed",
"Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed.Description": "这表示摄像机对目标对象周围角度变化的响应速度。", "Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed.Description": "This indicates how quickly does the camera respond to change in angle around the target subject.",
"Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed": "渲染平滑速度", "Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed": "Framing smoothing speed",
"Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed.Description": "这控制着摄像机调整目标对象取景的速度。数值越大,追踪目标的速度越快,但也会导致动作更加生涩。", "Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed.Description": "This controls how fast is the camera adjusting its framing of the target subject. Larger values will make it track the target faster, but also result in more jerky movements.",
"Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors": "在锚点之间插值", "Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors": "Interpolate between anchors",
"Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors.Description": "启用后,摄像机将在世界中的摄像机锚点之间平滑插值。", "Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors.Description": "When enabled, camera will smoothly interpolate between camera anchors in the world.",
"Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed": "插值速度", "Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed": "Interpolation speed",
"Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed.Description": "当启用锚点之间的插值时,它控制摄像机从一个锚点移动到另一个锚点的速度。", "Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed.Description": "When interpolation between anchors is enabled, this controls how fast the camera moves from one anchor to another.",
"Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation": "使用线性插值", "Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation": "Use linear interpolation",
"Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation.Description": "启用此选项可在锚点之间移动时使用线性插值,而不是平滑插值。线性插值会突然开始和停止,但移动速度不变,与锚点之间的距离无关。这意味着如果锚点之间的距离较远,摄像机到达锚点所需的时间会更长。", "Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation.Description": "Enable this to use linear interpolation when moving between anchors instead of a smooth one. Linear interpolation starts and stops abruptly, but has a constant movement speed, regardless of the distance between the anchor. This means that if anchors are further apart, it'll take longer for the camera to reach it.",
"Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld": "生成在世界中已拍摄的照片", "Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld": "Spawn taken photos in world",
"Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld.Description": "当您使用交互式照相机对话框拍照时,照片是否会生成到世界中?如果禁用,照片只会保存到您的文档或库存中(如果配置了自动保存)", "Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld.Description": "When you take photos using the interactive camera dialog, should they be spawned into the world? When disabled, they will only be saved to your documents or inventory (if autosave is configured)",
"Settings.InteractiveCameraPostProcessingSettings.MotionBlur": "动态模糊", "Settings.InteractiveCameraPostProcessingSettings.MotionBlur": "Motion blur",
"Settings.InteractiveCameraPostProcessingSettings.MotionBlur.Description": "摄像机是否应该渲染动态模糊效果?", "Settings.InteractiveCameraPostProcessingSettings.MotionBlur.Description": "Should the camera render motion blur effect?",
"Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections": "屏幕空间反射", "Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections": "Screen space reflections",
"Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections.Description": "摄像机是否应该渲染屏幕空间反射效果?这可以为闪亮的表面提供更好的反射效果,但可能会导致伪影并增加性能要求。", "Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections.Description": "Should the camera render screen space reflections effects? This can provide better reflections for shiny surfaces, but can lead to artifacts and increased performance requirements.",
"Settings.DescriptionField.NoTextTitle": "更多信息", "Settings.DescriptionField.NoTextTitle": "更多信息",
"Settings.DescriptionField.NoTextDescription": "<i><alpha=#77>将鼠标悬停在某个设置上可查看其说明。</closeall>", "Settings.DescriptionField.NoTextDescription": "<i><alpha=#77>将鼠标悬停在某个设置上可查看其说明。</closeall>",
"Settings.RelaySettings" : "网络中继",
"Settings.RelaySettings.AlwaysUseRelay" : "总是使用中继模式连接",
"Settings.RelaySettings.AlwaysUseRelay.Description" : "当无法建立与主机的直接连接时,中继模式通常用作备用。\n\n这在特定主机出现连接问题时非常有用。 但我们 <b>不</b> 推荐永久打开此选项。",
"Settings.RelaySettings.UseClosestAvailableRelay" : "使用最近的可用中继服务器",
"Settings.RelaySettings.UseClosestAvailableRelay.Description" : "启用该选项后,将自动选择离你最近可用的中继服务器进行连接。如果你想通过特定中继服务器进行连接(例如,在长距离连接时,为避免数据包排队),可以禁用此选项,并在下面配置首选中继服务器。.",
"Settings.RelaySettings.RelayPriorities": "配置中继服务器优先级",
"Settings.RelaySettings.RelayPriorities.Breadcrumb": "中继服务器优先级",
"Settings.PostProcessingSettings" : "后期处理", "Settings.RelaySettings" : "Network Relays",
"Settings.PostProcessingSettings.MotionBlurIntensity" : "动态模糊强度", "Settings.RelaySettings.AlwaysUseRelay" : "Always use relay to connect",
"Settings.PostProcessingSettings.MotionBlurIntensity.Description" : "这可以控制运动模糊效果的强度,使图像随着运动而模糊。 \n\n如果你将该效果设置为 <nobr><color=hero.yellow>0 %</color></nobr> ,该效果将被完全禁用,这样可以提高性能。", "Settings.RelaySettings.AlwaysUseRelay.Description" : "Relays are typically used as a fallback when a direct connection to the host cannot be established. By enabling this option, you will force the connection to always happen through a relay.\n\nThis can be useful in cases of connection issues to particular hosts. It is <b>NOT</b> recommended to have this option permanently on.",
"Settings.PostProcessingSettings.BloomIntensity" : "光晕效果", "Settings.RelaySettings.UseClosestAvailableRelay" : "Use closest available relay",
"Settings.PostProcessingSettings.BloomIntensity.Description" : "光晕效果会使场景中明亮的物体周围出现光晕,通常是 HDR 范围内的物体。 这可以让你在相同光量下控制该效果的强度。 \n\n请注意当该效果设置为低或禁用时某些内容可能看起来不正确。\n\n如果你将该效果设置为 <nobr><color=hero.yellow>0 %</color></nobr> ,该效果将被完全禁用,这样可以提高性能。", "Settings.RelaySettings.UseClosestAvailableRelay.Description" : "When this option is enabled an available relay that is the closest to you will automatically be selected for the connection. If you want to connect through a specific relay (e.g. in case of long distance connections to avoid packet queing) you can disable this option and configure the preferred relays below.",
"Settings.PostProcessingSettings.AmbientOcclusionIntensity" : "环境遮挡 (AO) 强度", "Settings.RelaySettings.RelayPriorities": "Configure relay server priorities",
"Settings.PostProcessingSettings.AmbientOcclusionIntensity.Description" : "环境光遮蔽会使场景中的褶皱和角落变暗,这些地方通常受光较少。这可以增加场景的深度和真实感。请注意,如果将其设置得过低或禁用,某些内容可能会看起来不正确或完全平淡,而在其他情况下则不会出现这种情况。", "Settings.RelaySettings.RelayPriorities.Breadcrumb": "Relay Priorities",
"Settings.PostProcessingSettings.ScreenSpaceReflections" : "屏幕空间反射 <size=75%>(实验性功能)</size>",
"Settings.PostProcessingSettings.ScreenSpaceReflections.Description" : "启用后,摄像机当前可见的任何场景部分都会实时反射出闪亮的表面。请注意,此滤镜目前还处于试验阶段,在很多场景中效果不佳,会产生诡异的反射和伪影。",
"Settings.PostProcessingSettings.Antialiasing" : "抗锯齿 (AA)",
"Settings.PostProcessingSettings.Antialiasing.Description" : "抗锯齿滤镜可以平滑场景中物体的锯齿状边缘。你可以选择几种不同的滤镜每种滤镜都有不同的缺点。FXAA 是常用的滤镜,效果相当不错,但也会模糊场景中的其他部分,例如文本。\n\n<color=red>警告:</color> 有些 AA 选项可能不适合在 VR 中使用或根本无法在 VR 中使用。",
"Settings.RenderingQualitySettings" : "渲染质量", "Settings.PostProcessingSettings" : "Post Processing",
"Settings.RenderingQualitySettings.PerPixelLights" : "每像素灯光", "Settings.PostProcessingSettings.MotionBlurIntensity" : "Motion Blur Intensity",
"Settings.RenderingQualitySettings.PerPixelLights.Description" : "这个值控制着有多少点光源和聚光灯可以直接影响使用正向方法渲染的对象--通常是透明和非 PBS 对象(例如使用着色器)。\n\n增加该值可以提高照明质量减少多灯情况下的色彩闪烁但同时也会影响性能--每影响一束光,就需要对物体进行多次渲染。", "Settings.PostProcessingSettings.MotionBlurIntensity.Description" : "This controls the strength of the motion blur effect, which smears image with motion. Higher values will result in more blurring with same amount of motion.\n\nIf you set the effect to <nobr><color=hero.yellow>0 %</color></nobr> the filter will be disabled completely, which can improve performance.",
"Settings.RenderingQualitySettings.ShadowCascades" : "阴影级联", "Settings.PostProcessingSettings.BloomIntensity" : "Bloom Intensity",
"Settings.RenderingQualitySettings.ShadowCascades.Description" : "这可以控制世界中定向灯光阴影的分辨率级联。级联可以更好地分配阴影贴图的分辨率--近处的阴影分辨率较高,远处的分辨率较低,但渲染性能较高。", "Settings.PostProcessingSettings.BloomIntensity.Description" : "Bloom effect causes a glow to appear around bright objects in the scene, typically with ones in the HDR range. This lets you control the strength of this effect for the same amount of light. \n\nPlease note that some content can look incorrect when this effect is set to low or disabled.\n\nIf you set the effect to <nobr><color=hero.yellow>0 %</color></nobr> the filter will be disabled completely, which can improve performance.",
"Settings.RenderingQualitySettings.ShadowResolution" : "阴影分辨率", "Settings.PostProcessingSettings.AmbientOcclusionIntensity" : "Ambient Occlusion (AO) Intensity",
"Settings.RenderingQualitySettings.ShadowResolution.Description" : "该值控制灯光阴影的分辨率。提高该值会使阴影边缘更平滑,清晰度更高,但会提高性能要求。\n\n请注意某些灯光可能会覆盖阴影分辨率不受此设置的影响。", "Settings.PostProcessingSettings.AmbientOcclusionIntensity.Description" : "Ambient Occlusion darkens creases and corners in the scene, which would typically receive less light. This can give the scene more depth and realism. Using this control you can control the intensity of the effect.\n\nPlease note that by setting this too low or disabling it, some content might look incorrect or completely flat when it otherwise would not.\n\nIf you set the effect to <nobr><color=hero.yellow>0 %</color></nobr> the filter will be disabled completely, which can improve performance.",
"Settings.RenderingQualitySettings.ShadowDistance" : "阴影距离", "Settings.PostProcessingSettings.ScreenSpaceReflections" : "Screen Space Reflections <size=75%>(experimental)</size>",
"Settings.RenderingQualitySettings.ShadowDistance.Description" : " 该值控制阴影覆盖的距离。增大该值可以确保场景中更远的部分被阴影适当覆盖,但同时也会使阴影的细节分散到更大的区域。\n\n你应该将此设置与阴影级联和分辨率一起更改--阴影分辨率越高,阴影距离就越大。如果降低阴影分辨率和级联,你会希望降低阴影距离,这样阴影的清晰度会更好。", "Settings.PostProcessingSettings.ScreenSpaceReflections.Description" : "When enabled, any parts of the scene currently visible to the camera will reflect off shiny surfaces in realtime. This can add more realism to the scene and improve look of shiny surfaces at cost of extra performance.\n\nPlease note that this filter is considered experimental right now and does not work well in a lot of scenarios, resulting in ghostly reflections and artifacts.",
"Settings.RenderingQualitySettings.SkinWeightMode" : "蒙皮权重", "Settings.PostProcessingSettings.Antialiasing" : "Antialiasing (AA)",
"Settings.RenderingQualitySettings.SkinWeightMode.Description" : "对于任何蒙皮权重(通过骨骼变形的 3D 模型,如大多数头像),该值控制使用多少骨骼来影响每个顶点的位置。\n\n降低该值可以节省一些性能但变形质量会降低从而产生尖锐的折痕和其他伪影通常出现在接缝处。", "Settings.PostProcessingSettings.Antialiasing.Description" : "Antialising smooths out sharp jagged edges on objects in the scene. You can select from several different filters, with each filter having different downsides. FXAA is commonly used and works reasonably well enough, but can also blur other parts of the scene, such as text.\n\n<color=red>Warning:</color> Some AA options might not be suitable or work at all in VR.",
"Settings.RenderingQualitySettings" : "Rendering Quality",
"Settings.RenderingQualitySettings.PerPixelLights" : "Per Pixel Lights",
"Settings.RenderingQualitySettings.PerPixelLights.Description" : "This controls how many point & spot lights can directly affect objects rendered using the forward method - typically transparent and non-PBS objects (e.g. with the toon shader).\n\nIncreasing this value will improve the quality of lighting and reduce color flickering in presence of multiple lights at the cost of performance - the object needs to be rendered multiple times for each light affecting it.",
"Settings.RenderingQualitySettings.ShadowCascades" : "Shadow Cascades",
"Settings.RenderingQualitySettings.ShadowCascades.Description" : "This controls the resolution cascading of the shadows for directional lights in the world. Cascades better distribute the resolution of the shadow map - providing higher shadow resolution up close and lower resolution further away, but cost more performance to render.",
"Settings.RenderingQualitySettings.ShadowResolution" : "Shadow Resolution",
"Settings.RenderingQualitySettings.ShadowResolution.Description" : "This controls the resolution of shadows for lights. Increasing this value will give shadow smoother edges and better definition, but increase the performance requirements.\n\nPlease note that some lights might override the shadow resolution and won't be affected by this setting.",
"Settings.RenderingQualitySettings.ShadowDistance" : "Shadow Distance",
"Settings.RenderingQualitySettings.ShadowDistance.Description" : "This controls the distance that shadows cover. Increasing this value will make sure more distant parts of the scene are properly covered in shadows, but this also spreads out the detail of the shadow over larger area.\n\nYou should change this setting together with the shadow cascades and resolution - with higher shadow resolution, you can afford higher shadow distance. If you lower the shadow resolution and cascades, you'll want to lower the shadow distance so shadows have better definition.",
"Settings.RenderingQualitySettings.SkinWeightMode" : "Skin Weights",
"Settings.RenderingQualitySettings.SkinWeightMode.Description" : "For any skinned meshes (3D models that are deformed by bones, like most avatars), this controls how many bones are used to affect position of each vertex.\n\nLowering this value will save some performance, but the deformation quality will be lower, resulting in sharp creases and other artifacts, typically around joints.",
"LocomotionArchetype.Walk": "移动", "LocomotionArchetype.Walk": "移动",
"LocomotionArchetype.Fly": "飞行", "LocomotionArchetype.Fly": "飞行",
@ -1619,19 +1619,19 @@
"Inspector.Slot.ParentUnder.LocalUserSpace": "用户本地空间", "Inspector.Slot.ParentUnder.LocalUserSpace": "用户本地空间",
"Inspector.Slot.ParentUnder.LocalUserSpace.Undo": "将用户本地空间作为 {name} 的父级", "Inspector.Slot.ParentUnder.LocalUserSpace.Undo": "将用户本地空间作为 {name} 的父级",
"Inspector.Member.ResetToDefault": "重置为默认值", "Inspector.Member.ResetToDefault": "Reset to default",
"Inspector.Member.BreakLinkDrive": "断开连接/驱动", "Inspector.Member.BreakLinkDrive": "Break Link/Drive",
"Inspector.Member.OpenLinkDrive": "打开链接/驱动器来源", "Inspector.Member.OpenLinkDrive": "Open Link/Drive source",
"Inspector.Member.SetAllToAvg": "全部设置为平均值", "Inspector.Member.SetAllToAvg": "Set all to average",
"Inspector.Member.SetAllToX": "全部设为 X", "Inspector.Member.SetAllToX": "Set all to X",
"Inspector.Member.SetAllToY": "全部设为 Y", "Inspector.Member.SetAllToY": "Set all to Y",
"Inspector.Member.SetAllToZ": "全部设为 Z", "Inspector.Member.SetAllToZ": "Set all to Z",
"Inspector.Member.SetAllToW": "全部设为 W", "Inspector.Member.SetAllToW": "Set all to W",
"Inspector.ProceduralAsset.UpdateCount": "更新次数: {n}", "Inspector.ProceduralAsset.UpdateCount": "Update Count: {n}",
"Inspector.ProceduralAsset.Error": "错误: {error}", "Inspector.ProceduralAsset.Error": "Error: {error}",
"Inspector.Mesh.StatsHeader": "网格统计", "Inspector.Mesh.StatsHeader": "网格统计",
"Inspector.Mesh.VertexCount": "顶点数:{sn}", "Inspector.Mesh.VertexCount": "顶点数:{sn}",
@ -1719,8 +1719,8 @@
"Inspector.SkinnedMesh.ComputeExplicitBoundsFromPose": "根据当前姿态计算显式边界", "Inspector.SkinnedMesh.ComputeExplicitBoundsFromPose": "根据当前姿态计算显式边界",
"Inspector.SkinnedMesh.ExtendExplicitBoundsFromPose": "从当前姿态拓展显式边界", "Inspector.SkinnedMesh.ExtendExplicitBoundsFromPose": "从当前姿态拓展显式边界",
"Inspector.SkinnedMesh.BakeToStaticMesh": "烘焙为静态网格", "Inspector.SkinnedMesh.BakeToStaticMesh": "烘焙为静态网格",
"Inspector.SkinnedMesh.SortBlendshapes.Name": "分类 Blendshapes (通过名字)", "Inspector.SkinnedMesh.SortBlendshapes.Name": "Sort Blendshapes (by name)",
"Inspector.SkinnedMesh.SortBlendshapes.NameLength": "分类 Blendshapes (通过名字长度, 后名字)", "Inspector.SkinnedMesh.SortBlendshapes.NameLength": "Sort Blendshapes (by name length, then name)",
"Inspector.SimpleAvatarProtection.RemoveAll": "移除所有实例", "Inspector.SimpleAvatarProtection.RemoveAll": "移除所有实例",
"Inspector.SimpleAvatarProtection.RemoveSingle": "移除单个实例", "Inspector.SimpleAvatarProtection.RemoveSingle": "移除单个实例",
@ -1974,27 +1974,27 @@
"Tutorial.Welcome.SettingsSmoothTurn.Description": "平滑地转向,但易引起晕动症。", "Tutorial.Welcome.SettingsSmoothTurn.Description": "平滑地转向,但易引起晕动症。",
"Tutorial.Welcome.SettingsPrimaryController": "主控制器", "Tutorial.Welcome.SettingsPrimaryController": "主控制器",
"Tutorial.Welcome.SettingsPrimaryLeft": "左", "Tutorial.Welcome.SettingsPrimaryLeft": "左",
"Tutorial.Welcome.SettingsPrimaryLeft.Description": "左手", "Tutorial.Welcome.SettingsPrimaryLeft.Description": "Left handed",
"Tutorial.Welcome.SettingsPrimaryRight": "右", "Tutorial.Welcome.SettingsPrimaryRight": "右",
"Tutorial.Welcome.SettingsPrimaryRight.Description": "右手", "Tutorial.Welcome.SettingsPrimaryRight.Description": "Right handed",
"Tutorial.Welcome.SettingsHeadDirectionMovement": "移动位置", "Tutorial.Welcome.SettingsHeadDirectionMovement": "Movement Direction",
"Tutorial.Welcome.SettingsUseHeadDirection": "头部位置", "Tutorial.Welcome.SettingsUseHeadDirection": "Head Direction",
"Tutorial.Welcome.SettingsUseHeadDirection.Description": "你将朝着你在看的方向前进", "Tutorial.Welcome.SettingsUseHeadDirection.Description": "You will move in the direction you're looking",
"Tutorial.Welcome.SettingsUseControllerDirection": "控制器方向", "Tutorial.Welcome.SettingsUseControllerDirection": "Controller Direction",
"Tutorial.Welcome.SettingsUseControllerDirection.Description": "你会朝着控制器的方向移动", "Tutorial.Welcome.SettingsUseControllerDirection.Description": "You will move in the direction of your controller",
"Tutorial.Welcome.LeftControllerMode": "左控制器模式", "Tutorial.Welcome.LeftControllerMode": "Left Controller Mode",
"Tutorial.Welcome.RightControllerMode": "右控制器模式", "Tutorial.Welcome.RightControllerMode": "Right Controller Mode",
"Tutorial.Welcome.SidewaysTurn": "转向", "Tutorial.Welcome.SidewaysTurn": "Turning",
"Tutorial.Welcome.SidewaysTurn.Description": "使用控制器来转向", "Tutorial.Welcome.SidewaysTurn.Description": "Use this controller for turning",
"Tutorial.Welcome.SidewaysStrafe": "前进", "Tutorial.Welcome.SidewaysStrafe": "Strafing",
"Tutorial.Welcome.SidewaysStrafe.Description": "使用控制器来前进", "Tutorial.Welcome.SidewaysStrafe.Description": "Use this controller for strafing",
"Tutorial.Welcome.SidewaysOff": "关闭", "Tutorial.Welcome.SidewaysOff": "Off",
"Tutorial.Welcome.SidewaysOff.Description": "只能前后移动", "Tutorial.Welcome.SidewaysOff.Description": "Only forward/backward movement",
"Tutorial.Welcome.SettingsHeight": "的身高", "Tutorial.Welcome.SettingsHeight": "的身高",
"Tutorial.Welcome.SettingsHeightExamples": "例子: 1.85 m, 185 cm, 6' 1\", 6 英尺 1 英寸", "Tutorial.Welcome.SettingsHeightExamples": "例子: 1.85 m, 185 cm, 6' 1\", 6 英尺 1 英寸",
"Tutorial.Welcome.StartTutorialHeader": "准备好开始探索了吗?", "Tutorial.Welcome.StartTutorialHeader": "准备好开始探索了吗?",
@ -2025,7 +2025,7 @@
"Twitch.Panel.Button.SafeMode.Disabled": "安全模式禁用", "Twitch.Panel.Button.SafeMode.Disabled": "安全模式禁用",
"Twitch.Panel.Button.SubscriberCommands.Enabled": "订阅者命令<br> 仅对订阅者启用", "Twitch.Panel.Button.SubscriberCommands.Enabled": "订阅者命令<br> 仅对订阅者启用",
"Twitch.Panel.Button.SubscriberCommands.Disabled": "订阅者命令<br> 对所有人启用", "Twitch.Panel.Button.SubscriberCommands.Disabled": "订阅者命令<br> 对所有人启用",
"Twitch.Panel.Title.Text": "Twitch 聊天室", "Twitch.Panel.Title.Text": "Twitch Chat",
"Exiting.SavingItems": "正在保存 {n, plural, other {# 项目}}...", "Exiting.SavingItems": "正在保存 {n, plural, other {# 项目}}...",
"Exiting.SavingChanges": "正在保存更改...", "Exiting.SavingChanges": "正在保存更改...",
@ -2147,9 +2147,9 @@
"CloudHome.TargetRangeOptions": "目标范围选项", "CloudHome.TargetRangeOptions": "目标范围选项",
"Tutorial.Saving.Title": "欢迎回家!", "Tutorial.Saving.Title": "欢迎回家!",
"Tutorial.Saving.Content": "欢迎来到的 <b><i><color=hero.yellow>家</b></i></color> 世界!这是您每次登录后所来到的地方。<br><br>这是一个您自己的世界,您可以保存任何所作的更改。<br><br>如果您保存了,当您下次回来时,一切将与您离开时一模一样!", "Tutorial.Saving.Content": "欢迎来到的 <b><i><color=hero.yellow>家</b></i></color> 世界!这是您每次登录后所来到的地方。<br><br>这是一个您自己的世界,您可以保存任何所作的更改。<br><br>如果您保存了,当您下次回来时,一切将与您离开时一模一样!",
"Tutorial.Teleporter.Error": "加载家园失败!<br><size=66%>走出传送器,然后再尝试走进去</size>", "Tutorial.Teleporter.Error": "Failed to load your cloud home!<br><size=66%>Step out of the teleporter and step back in to try again.</size>",
"CloudHome.Info.OnlineUsers": "在线 {online_users,plural, one {用户} other {用户}}: {online_users}<br>可加入 {joinable_users,plural, one {用户} other {用户}}: {joinable_users}", "CloudHome.Info.OnlineUsers": "在线 {online_users,plural, one {用户} other {用户}}: {online_users}<br>可加入 {joinable_users,plural, one {用户} other {用户}}: {joinable_users}",
"CloudHome.Info.Moderation": "监管", "CloudHome.Info.Moderation": "监管",
@ -2341,13 +2341,13 @@
"UI.TextDisplay.NormalText": "常规文字", "UI.TextDisplay.NormalText": "常规文字",
"UI.TextDisplay.MonospaceText": "等宽文字", "UI.TextDisplay.MonospaceText": "等宽文字",
"UI.DocumentDisplay.PageNumber": "页数 {page_number}", "UI.DocumentDisplay.PageNumber": "Page {page_number}",
"UI.DocumentDisplay.DocumentQuality": "质量", "UI.DocumentDisplay.DocumentQuality": "Quality",
"UI.DocumentDisplay.QualityLow": "", "UI.DocumentDisplay.QualityLow": "Low",
"UI.DocumentDisplay.QualityMedium": "", "UI.DocumentDisplay.QualityMedium": "Medium",
"UI.DocumentDisplay.QualityHigh": "", "UI.DocumentDisplay.QualityHigh": "High",
"UI.DocumentDisplay.Pages": "页数", "UI.DocumentDisplay.Pages": "Pages",
"UI.DocumentDisplay.ResetZoom": "重置缩放", "UI.DocumentDisplay.ResetZoom": "Reset Zoom",
"UI.VideoPlayer.GlobalSettings": "全局<br>设置", "UI.VideoPlayer.GlobalSettings": "全局<br>设置",
"UI.VideoPlayer.LocalSettings": "本地<br>设置", "UI.VideoPlayer.LocalSettings": "本地<br>设置",
@ -2380,8 +2380,8 @@
"UI.ProgressBar.ImportingItem": "导入项目", "UI.ProgressBar.ImportingItem": "导入项目",
"UI.Camera.Automatic": "自动", "UI.Camera.Automatic": "Automatic",
"UI.Camera.Manual": "手动", "UI.Camera.Manual": "Manual",
"Tools.Names.MultiTool": "多功能工具", "Tools.Names.MultiTool": "多功能工具",
@ -2410,11 +2410,11 @@
"Tools.Names.Measure": "测量工具", "Tools.Names.Measure": "测量工具",
"Tools.Names.Label": "标签工具", "Tools.Names.Label": "标签工具",
"Discord.RichPresence.InPrivateWorld": "在私人世界", "Discord.RichPresence.InPrivateWorld": "In private world",
"Discord.RichPresence.InPrivateLargeText": "在私人世界 ({version})", "Discord.RichPresence.InPrivateLargeText": "In private ({version})",
"Discord.RichPresence.InPublicWorld": "在公开世界", "Discord.RichPresence.InPublicWorld": "In public world",
"Discord.RichPresence.PublicWorldDetails": "{worldName} ({totalWorlds} 个世界)", "Discord.RichPresence.PublicWorldDetails": "{worldName} ({totalWorlds} worlds)",
"Discord.RichPresence.InPublicLargeText": "在公开世界 ({version})", "Discord.RichPresence.InPublicLargeText": "In public ({version})",
"Dummy": "Dummy" "Dummy": "Dummy"
} }