mirror of
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EN: Formatting fixes
Removed trailing spaces. Changed all new keys to conform with the old formatting of ": " instead of " : "
This commit is contained in:
parent
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1 changed files with 233 additions and 233 deletions
466
en.json
466
en.json
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@ -55,8 +55,8 @@
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"General.Sort.Ascending": "Ascending",
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"General.Sort.Ascending": "Ascending",
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"General.Sort.Descending": "Descending",
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"General.Sort.Descending": "Descending",
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"General.Units.Metric" : "Metric",
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"General.Units.Metric": "Metric",
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"General.Units.Imperial" : "Imperial",
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"General.Units.Imperial": "Imperial",
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"Worlds.Home": "Home",
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"Worlds.Home": "Home",
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"Worlds.Tutorial": "Tutorial",
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"Worlds.Tutorial": "Tutorial",
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@ -503,7 +503,7 @@
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"Recovery.IncorrectEmail": "Incorrect Email",
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"Recovery.IncorrectEmail": "Incorrect Email",
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"Recovery.IncorrectEmail.Description": "You've entered an incorrect email for password recovery. Please check your details and try again.",
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"Recovery.IncorrectEmail.Description": "You've entered an incorrect email for password recovery. Please check your details and try again.",
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"Recovery.NoPasswordSetup": "No Password Setup",
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"Recovery.NoPasswordSetup": "No Password Setup",
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"Recovery.NoPasswordSetup.Description": "Please contact support at {supportUrl}.",
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"Recovery.NoPasswordSetup.Description": "Please contact support at {supportUrl}.",
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"Register.UnknownError": "Unknown Error",
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"Register.UnknownError": "Unknown Error",
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@ -588,7 +588,7 @@
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"2FA.Header": "2FA Verification",
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"2FA.Header": "2FA Verification",
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"2FA.Token": "6-digit Token:",
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"2FA.Token": "6-digit Token:",
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"Profile.Status.Sociable" : "Sociable",
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"Profile.Status.Sociable": "Sociable",
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"Profile.Status.Online": "Online",
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"Profile.Status.Online": "Online",
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"Profile.Status.Away": "Away",
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"Profile.Status.Away": "Away",
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"Profile.Status.Busy": "Busy",
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"Profile.Status.Busy": "Busy",
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@ -659,7 +659,7 @@
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"Contacts.Bot": "Bot account",
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"Contacts.Bot": "Bot account",
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"Contacts.Migrated": "Contact hasn't Migrated",
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"Contacts.Migrated": "Contact hasn't Migrated",
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"Notifications.IsSociable" : "Is sociable, poke or invite them!",
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"Notifications.IsSociable": "Is sociable, poke or invite them!",
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"Notifications.IsOnline": "Is now Online",
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"Notifications.IsOnline": "Is now Online",
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"Notifications.IsOnlineOnDifferentVersion": "Is now Online <size=75%>(using version: {version})</size>",
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"Notifications.IsOnlineOnDifferentVersion": "Is now Online <size=75%>(using version: {version})</size>",
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"Notifications.ReceivedContactRequest": "Sent a contact request",
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"Notifications.ReceivedContactRequest": "Sent a contact request",
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@ -1278,9 +1278,9 @@
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"Settings.MovementSettings.MovementExponent": "Movement exponent",
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"Settings.MovementSettings.MovementExponent": "Movement exponent",
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"Settings.MovementSettings.MovementExponent.Description": "Use this to control the curve response when moving. You can use this to either start moving slow at first and then quickly ramp up or start moving faster immediately, depending whether the value is above or below 1.0",
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"Settings.MovementSettings.MovementExponent.Description": "Use this to control the curve response when moving. You can use this to either start moving slow at first and then quickly ramp up or start moving faster immediately, depending whether the value is above or below 1.0",
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"Settings.GrabbingSettings" : "Grabbing Settings",
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"Settings.GrabbingSettings": "Grabbing Settings",
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"Settings.GrabbingSettings.DefaultHandGrabType" : "Default Hand Grab Type",
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"Settings.GrabbingSettings.DefaultHandGrabType": "Default Hand Grab Type",
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"Settings.GrabbingSettings.DefaultHandGrabType.Description" : "This determines what your default grab mode for hands is when you spawn in new worlds.\n\n<color=hero.yellow>Palm:</color> You will grab all objects that are near your palm.\n\n<color=hero.yellow>Precision:</color> You will grab a single object between your index finger and thumb.\n\n<color=hero.yellow>Auto:</color> Mode is automatically switched between palm and precision depending on the orientation of your hand.\n\n<color=hero.yellow>Off:</color> You'll only be able to grab items with your lasers.",
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"Settings.GrabbingSettings.DefaultHandGrabType.Description": "This determines what your default grab mode for hands is when you spawn in new worlds.\n\n<color=hero.yellow>Palm:</color> You will grab all objects that are near your palm.\n\n<color=hero.yellow>Precision:</color> You will grab a single object between your index finger and thumb.\n\n<color=hero.yellow>Auto:</color> Mode is automatically switched between palm and precision depending on the orientation of your hand.\n\n<color=hero.yellow>Off:</color> You'll only be able to grab items with your lasers.",
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"Settings.GamepadSettings": "Gamepad",
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"Settings.GamepadSettings": "Gamepad",
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"Settings.GamepadSettings.ThumbstickLookSpeed": "Thumbstick Looking Speed",
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"Settings.GamepadSettings.ThumbstickLookSpeed": "Thumbstick Looking Speed",
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@ -1309,27 +1309,27 @@
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"Settings.GeneralVRSettings.UseVRHotswitching": "VR Hotswitching",
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"Settings.GeneralVRSettings.UseVRHotswitching": "VR Hotswitching",
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"Settings.GeneralVRSettings.UseVRHotswitching.Description": "When enabled, you will automatically be switched between VR and desktop mode when you take your VR headset on or off",
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"Settings.GeneralVRSettings.UseVRHotswitching.Description": "When enabled, you will automatically be switched between VR and desktop mode when you take your VR headset on or off",
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"Settings.TrackingSmoothingSettings.HandPositionSmoothing" : "Hand Position Smoothing",
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"Settings.TrackingSmoothingSettings.HandPositionSmoothing": "Hand Position Smoothing",
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"Settings.TrackingSmoothingSettings.HandRotationSmoothing" : "Hand Rotation Smoothing",
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"Settings.TrackingSmoothingSettings.HandRotationSmoothing": "Hand Rotation Smoothing",
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"Settings.TrackingSmoothingSettings.HandPositionSmoothing.Description" : "When enabled, this controls how much is the hand position smoothed out. Typically this is helpful for users with tremors and other accessibility issues that cause jitter.",
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"Settings.TrackingSmoothingSettings.HandPositionSmoothing.Description": "When enabled, this controls how much is the hand position smoothed out. Typically this is helpful for users with tremors and other accessibility issues that cause jitter.",
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"Settings.TrackingSmoothingSettings.HandRotationSmoothing.Description" : "When enabled, this controls how much is the hand rotation smoothed out. Typically this is helpful for users with tremors and other accessibility issues jitter.",
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"Settings.TrackingSmoothingSettings.HandRotationSmoothing.Description": "When enabled, this controls how much is the hand rotation smoothed out. Typically this is helpful for users with tremors and other accessibility issues jitter.",
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"Settings.TrackingSmoothingSettings.FeetPositionSmoothing" : "Feet Position Smoothing",
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"Settings.TrackingSmoothingSettings.FeetPositionSmoothing": "Feet Position Smoothing",
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"Settings.TrackingSmoothingSettings.FeetRotationSmoothing" : "Feet Rotation Smoothing",
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"Settings.TrackingSmoothingSettings.FeetRotationSmoothing": "Feet Rotation Smoothing",
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"Settings.TrackingSmoothingSettings.FeetPositionSmoothing.Description" : "When enabled, this controls how much is the position of feet smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.TrackingSmoothingSettings.FeetPositionSmoothing.Description": "When enabled, this controls how much is the position of feet smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.TrackingSmoothingSettings.FeetRotationSmoothing.Description" : "When enabled, this controls how much is the rotation of feet smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.TrackingSmoothingSettings.FeetRotationSmoothing.Description": "When enabled, this controls how much is the rotation of feet smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.TrackingSmoothingSettings.HipsPositionSmoothing" : "Hips Position Smoothing",
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"Settings.TrackingSmoothingSettings.HipsPositionSmoothing": "Hips Position Smoothing",
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"Settings.TrackingSmoothingSettings.HipsRotationSmoothing" : "Hips Rotation Smoothing",
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"Settings.TrackingSmoothingSettings.HipsRotationSmoothing": "Hips Rotation Smoothing",
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"Settings.TrackingSmoothingSettings.HipsPositionSmoothing.Description" : "When enabled, this controls how much is the position of hips smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.TrackingSmoothingSettings.HipsPositionSmoothing.Description": "When enabled, this controls how much is the position of hips smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.TrackingSmoothingSettings.HipsRotationSmoothing.Description" : "When enabled, this controls how much is the rotation of hips smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.TrackingSmoothingSettings.HipsRotationSmoothing.Description": "When enabled, this controls how much is the rotation of hips smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
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"Settings.MediaPrivacySettings" : "Media Privacy",
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"Settings.MediaPrivacySettings": "Media Privacy",
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"Settings.MediaPrivacySettings.MediaMetadataOptOut" : "Opt out of media metadata",
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"Settings.MediaPrivacySettings.MediaMetadataOptOut": "Opt out of media metadata",
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"Settings.MediaPrivacySettings.MediaMetadataOptOut.Description" : "When you enable this option, you will be excluded from metadata in captured media (typically virtual photos & audio clips). You will still appear in those media assets, but no information, such as your UserID and position in the scene will be stored alongside it.\n\nIf you become aware of any users are modifying their clients to ignore this opt out, please report them to the moderation team, as this would be considered harassment.",
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"Settings.MediaPrivacySettings.MediaMetadataOptOut.Description": "When you enable this option, you will be excluded from metadata in captured media (typically virtual photos & audio clips). You will still appear in those media assets, but no information, such as your UserID and position in the scene will be stored alongside it.\n\nIf you become aware of any users are modifying their clients to ignore this opt out, please report them to the moderation team, as this would be considered harassment.",
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"Settings.MediaPrivacySettings.HideInScreenshots" : "Do not show me in screenshots",
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"Settings.MediaPrivacySettings.HideInScreenshots": "Do not show me in screenshots",
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"Settings.MediaPrivacySettings.HideInScreenshots.Description" : "When enabled, you will not be rendered in screenshots captured in-game.\n\n<color=hero.red>IMPORTANT:</color> Please note that this does not affect realtime cameras, screenshots taken by methods outside of the game or captures done through other methods in-world that might be part of the world's mechanics.",
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"Settings.MediaPrivacySettings.HideInScreenshots.Description": "When enabled, you will not be rendered in screenshots captured in-game.\n\n<color=hero.red>IMPORTANT:</color> Please note that this does not affect realtime cameras, screenshots taken by methods outside of the game or captures done through other methods in-world that might be part of the world's mechanics.",
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"Settings.MediaPrivacySettings.StripImageFileMetadata": "Strip image metadata on import",
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"Settings.MediaPrivacySettings.StripImageFileMetadata": "Strip image metadata on import",
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"Settings.MediaPrivacySettings.StripImageFileMetadata.Description": "When enabled, strips metadata from images on <b>import</b>.\n\nIncludes EXIF, Embedded comments, IPTC, XMP, and GEOTIFF metadata.\n\nThis will also strip any location data (such as GPS) within that metadata.\n\nDoes <b>not</b>, include files imported with the \"Raw File\" option.",
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"Settings.MediaPrivacySettings.StripImageFileMetadata.Description": "When enabled, strips metadata from images on <b>import</b>.\n\nIncludes EXIF, Embedded comments, IPTC, XMP, and GEOTIFF metadata.\n\nThis will also strip any location data (such as GPS) within that metadata.\n\nDoes <b>not</b>, include files imported with the \"Raw File\" option.",
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@ -1363,108 +1363,108 @@
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"Settings.ViveHandTrackingSettings.UseFingersWhenSnapped": "Track hands while using controllers",
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"Settings.ViveHandTrackingSettings.UseFingersWhenSnapped": "Track hands while using controllers",
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"Settings.ViveHandTrackingSettings.UseFingersWhenSnapped.Description": "When hands are snapped to controllers, this will still pose the fingers using data coming from the VR headset cameras",
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"Settings.ViveHandTrackingSettings.UseFingersWhenSnapped.Description": "When hands are snapped to controllers, this will still pose the fingers using data coming from the VR headset cameras",
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"Settings.TrackerSettings" : "Tracker Settings",
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"Settings.TrackerSettings": "Tracker Settings",
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"Settings.TrackerSettings.UseTrackers" : "Use Trackers",
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"Settings.TrackerSettings.UseTrackers": "Use Trackers",
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"Settings.TrackerSettings.UseTrackers.Description" : "Using this option you can globally disable all body trackers. This can be useful if your trackers are in a corner and charging, resulting in your avatar being crumpled up.",
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"Settings.TrackerSettings.UseTrackers.Description": "Using this option you can globally disable all body trackers. This can be useful if your trackers are in a corner and charging, resulting in your avatar being crumpled up.",
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"Settings.TrackerSettings.Trackers" : "Manage Trackers",
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"Settings.TrackerSettings.Trackers": "Manage Trackers",
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"Settings.TrackerSettings.Trackers.Breadcrumb" : "Trackers",
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"Settings.TrackerSettings.Trackers.Breadcrumb": "Trackers",
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"Settings.TrackerSettings.Trackers.UseTracker" : "Use Tracker",
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"Settings.TrackerSettings.Trackers.UseTracker": "Use Tracker",
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"Settings.TrackerSettings.Trackers.UseTracker.Description" : "Should this tracker be used for tracking? You can use this to temporarily disable given tracker without having to reset its mapping.",
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"Settings.TrackerSettings.Trackers.UseTracker.Description": "Should this tracker be used for tracking? You can use this to temporarily disable given tracker without having to reset its mapping.",
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"Settings.TrackerSettings.Trackers.FreezeTracking" : "Freeze Tracking",
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"Settings.TrackerSettings.Trackers.FreezeTracking": "Freeze Tracking",
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"Settings.TrackerSettings.Trackers.FreezeTracking.Description" : "Enabling this will keep the tracker active, but freeze its current position and rotation. This setting is not persistent and will be reset on the next launch.",
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"Settings.TrackerSettings.Trackers.FreezeTracking.Description": "Enabling this will keep the tracker active, but freeze its current position and rotation. This setting is not persistent and will be reset on the next launch.",
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"Settings.TrackerSettings.Trackers.CustomName" : "Custom Name",
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"Settings.TrackerSettings.Trackers.CustomName": "Custom Name",
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"Settings.TrackerSettings.Trackers.CustomName.Description" : "You can give the tracker a custom name to make it easy to distinguish from others, rather than using its ID. This is mostly cosmetic, with no functional differences.",
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"Settings.TrackerSettings.Trackers.CustomName.Description": "You can give the tracker a custom name to make it easy to distinguish from others, rather than using its ID. This is mostly cosmetic, with no functional differences.",
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"Settings.TrackerSettings.Trackers.MappedBodyNode" : "Tracker Mapping",
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"Settings.TrackerSettings.Trackers.MappedBodyNode": "Tracker Mapping",
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"Settings.TrackerSettings.Trackers.MappedBodyNode.Description" : "Which body part is this tracker mapped to for full body tracking.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
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"Settings.TrackerSettings.Trackers.MappedBodyNode.Description": "Which body part is this tracker mapped to for full body tracking.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
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"Settings.TrackerSettings.Trackers.MappedPosition" : "Mapped Position",
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"Settings.TrackerSettings.Trackers.MappedPosition": "Mapped Position",
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"Settings.TrackerSettings.Trackers.MappedPosition.Description" : "The position of the tracker relative to the body part that it's mapped to.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
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"Settings.TrackerSettings.Trackers.MappedPosition.Description": "The position of the tracker relative to the body part that it's mapped to.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
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"Settings.TrackerSettings.Trackers.MappedRotation" : "Mapped Rotation",
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"Settings.TrackerSettings.Trackers.MappedRotation": "Mapped Rotation",
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"Settings.TrackerSettings.Trackers.MappedRotation.Description" : "The rotation of the tracker relative to the body part that it's mapped to.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
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"Settings.TrackerSettings.Trackers.MappedRotation.Description": "The rotation of the tracker relative to the body part that it's mapped to.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
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"Settings.TrackerSettings.Trackers.UseInVR" : "Use in VR",
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"Settings.TrackerSettings.Trackers.UseInVR": "Use in VR",
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"Settings.TrackerSettings.Trackers.UseInVR.Description" : "Should this tracker affect your avatar while in VR mode?",
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"Settings.TrackerSettings.Trackers.UseInVR.Description": "Should this tracker affect your avatar while in VR mode?",
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"Settings.TrackerSettings.Trackers.UseInDesktop" : "Use in desktop",
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"Settings.TrackerSettings.Trackers.UseInDesktop": "Use in desktop",
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"Settings.TrackerSettings.Trackers.UseInDesktop.Description" : "Should this tracker affect your avatar while in desktop mode?",
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"Settings.TrackerSettings.Trackers.UseInDesktop.Description": "Should this tracker affect your avatar while in desktop mode?",
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"Settings.TrackerSettings.Trackers.TrackerID" : "Tracker ID",
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"Settings.TrackerSettings.Trackers.TrackerID": "Tracker ID",
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"Settings.TrackerSettings.Trackers.TrackerID.Description" : "Unique ID of this tracker. This information is considered private and is not the same ID as one that will be shown in world to avoid tracking through fingerprinting.",
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"Settings.TrackerSettings.Trackers.TrackerID.Description": "Unique ID of this tracker. This information is considered private and is not the same ID as one that will be shown in world to avoid tracking through fingerprinting.",
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"Settings.TrackerSettings.Trackers.TrackerBattery" : "Tracker battery",
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"Settings.TrackerSettings.Trackers.TrackerBattery": "Tracker battery",
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"Settings.TrackerSettings.Trackers.TrackerBattery.Description" : "The current battery level of this tracker. Note that some trackers might not support tracking current battery level.",
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"Settings.TrackerSettings.Trackers.TrackerBattery.Description": "The current battery level of this tracker. Note that some trackers might not support tracking current battery level.",
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"Settings.TrackerSettings.Trackers.TrackerIsCharging" : "Is Charging",
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"Settings.TrackerSettings.Trackers.TrackerIsCharging": "Is Charging",
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"Settings.TrackerSettings.Trackers.TrackerIsCharging.Description" : "This indicates if the tracker is currently charging. Note that some trackers might not support reporting this information.",
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"Settings.TrackerSettings.Trackers.TrackerIsCharging.Description": "This indicates if the tracker is currently charging. Note that some trackers might not support reporting this information.",
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"Settings.TrackerSettings.Trackers.Unmap" : "Reset mapping",
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"Settings.TrackerSettings.Trackers.Unmap": "Reset mapping",
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"Settings.TrackerSettings.Trackers.Remove" : "Remove tracker entry",
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"Settings.TrackerSettings.Trackers.Remove": "Remove tracker entry",
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"Settings.SteamLinkSettings" : "Steam Link",
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"Settings.SteamLinkSettings": "Steam Link",
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"Settings.SteamLinkSettings.OSC_DataPort" : "OSC Face tracking port",
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"Settings.SteamLinkSettings.OSC_DataPort": "OSC Face tracking port",
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"Settings.SteamLinkSettings.OSC_DataPort.Description" : "Which port should be used for listening for OSC face tracking data. This should match the same port you set in SteamVR settings for the face tracking to work.",
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"Settings.SteamLinkSettings.OSC_DataPort.Description": "Which port should be used for listening for OSC face tracking data. This should match the same port you set in SteamVR settings for the face tracking to work.",
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"Settings.HapticPointMapping.MappingTarget" : "Map To",
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"Settings.HapticPointMapping.MappingTarget": "Map To",
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"Settings.HapticPointMapping.MappingTarget.Description" : "Use this to configure which part of the avatar you want this device to be mapped to.",
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"Settings.HapticPointMapping.MappingTarget.Description": "Use this to configure which part of the avatar you want this device to be mapped to.",
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"Settings.HapticPointMapping.PointRadius" : "Haptic Point Radius",
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"Settings.HapticPointMapping.PointRadius": "Haptic Point Radius",
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"Settings.HapticPointMapping.PointRadius.Description" : "This lets you control the size of the haptic point on the avatar. Making it bigger will make it easier to trigger from bigger distances, but also results in less precision, as any haptic trigger within the point's volume will activate it.",
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"Settings.HapticPointMapping.PointRadius.Description": "This lets you control the size of the haptic point on the avatar. Making it bigger will make it easier to trigger from bigger distances, but also results in less precision, as any haptic trigger within the point's volume will activate it.",
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"Settings.HapticPointMapping.TorsoHorizontalPosition" : "Horizontal position on torso",
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"Settings.HapticPointMapping.TorsoHorizontalPosition": "Horizontal position on torso",
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"Settings.HapticPointMapping.TorsoHorizontalPosition.Description" : "This is the horizontal position along torso, going from left to the right",
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"Settings.HapticPointMapping.TorsoHorizontalPosition.Description": "This is the horizontal position along torso, going from left to the right",
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"Settings.HapticPointMapping.TorsoVerticalPosition" : "Vertical position on torso",
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"Settings.HapticPointMapping.TorsoVerticalPosition": "Vertical position on torso",
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"Settings.HapticPointMapping.TorsoVerticalPosition.Description" : "This is the vertical position along torso, going from the bottom to the top.",
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"Settings.HapticPointMapping.TorsoVerticalPosition.Description": "This is the vertical position along torso, going from the bottom to the top.",
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"Settings.HapticPointMapping.TorsoSide" : "Torso side",
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"Settings.HapticPointMapping.TorsoSide": "Torso side",
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"Settings.HapticPointMapping.TorsoSide.Description" : "This indicates which side of torso should this device be mapped to (front or back)",
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"Settings.HapticPointMapping.TorsoSide.Description": "This indicates which side of torso should this device be mapped to (front or back)",
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"Settings.HapticPointMapping.HeadPitchAngle" : "Head Pitch Angle",
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"Settings.HapticPointMapping.HeadPitchAngle": "Head Pitch Angle",
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"Settings.HapticPointMapping.HeadPitchAngle.Description" : "This controls position along the \"vertical\" axis of the head. The default position is the center of face (where your nose is). Increasing the angle will go upwards toward the top of your head. Decreasing the value goes downwards towards the chin.",
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"Settings.HapticPointMapping.HeadPitchAngle.Description": "This controls position along the \"vertical\" axis of the head. The default position is the center of face (where your nose is). Increasing the angle will go upwards toward the top of your head. Decreasing the value goes downwards towards the chin.",
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"Settings.HapticPointMapping.HeadYawAngle" : "Head Yaw Angle",
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"Settings.HapticPointMapping.HeadYawAngle": "Head Yaw Angle",
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"Settings.HapticPointMapping.HeadYawAngle.Description" : "This controls the horizontal position around head, turning left or right. The center (where your nose is) is the default pose. Decreasing the value will go left, increasing will go right. This wraps all around the head in a circle at 180°, which is where the back of your head is.",
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"Settings.HapticPointMapping.HeadYawAngle.Description": "This controls the horizontal position around head, turning left or right. The center (where your nose is) is the default pose. Decreasing the value will go left, increasing will go right. This wraps all around the head in a circle at 180°, which is where the back of your head is.",
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"Settings.HapticPointMapping.ArmSide" : "Arm",
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"Settings.HapticPointMapping.ArmSide": "Arm",
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"Settings.HapticPointMapping.ArmSide.Description" : "Which arm should this map to? Left or right?",
|
"Settings.HapticPointMapping.ArmSide.Description": "Which arm should this map to? Left or right?",
|
||||||
"Settings.HapticPointMapping.ArmPositionAlong" : "Position along the arm",
|
"Settings.HapticPointMapping.ArmPositionAlong": "Position along the arm",
|
||||||
"Settings.HapticPointMapping.ArmPositionAlong.Description" : "This controls the position along the arm. This starts at the shoulder and goes all the way to the wrist. Midway position is where the elbow is.",
|
"Settings.HapticPointMapping.ArmPositionAlong.Description": "This controls the position along the arm. This starts at the shoulder and goes all the way to the wrist. Midway position is where the elbow is.",
|
||||||
"Settings.HapticPointMapping.ArmAngleAround" : "Angle around the arm",
|
"Settings.HapticPointMapping.ArmAngleAround": "Angle around the arm",
|
||||||
"Settings.HapticPointMapping.ArmAngleAround.Description" : "This controls the angle around the circumference of the arm. The default 0° position is aligned with the top of your hand. Going negative will go left, positive to the right. Wrapping around 180° will put the point at the side of your arm where your palm is.",
|
"Settings.HapticPointMapping.ArmAngleAround.Description": "This controls the angle around the circumference of the arm. The default 0° position is aligned with the top of your hand. Going negative will go left, positive to the right. Wrapping around 180° will put the point at the side of your arm where your palm is.",
|
||||||
|
|
||||||
"Settings.HapticPointMapping.LegSide" : "Leg",
|
"Settings.HapticPointMapping.LegSide": "Leg",
|
||||||
"Settings.HapticPointMapping.LegSide.Description" : "Which leg should this map to? Left or right?",
|
"Settings.HapticPointMapping.LegSide.Description": "Which leg should this map to? Left or right?",
|
||||||
"Settings.HapticPointMapping.LegPositionAlong" : "Position along the leg",
|
"Settings.HapticPointMapping.LegPositionAlong": "Position along the leg",
|
||||||
"Settings.HapticPointMapping.LegPositionAlong.Description" : "This controls the position along the leg. This starts at the hips and goes all the way to the ankle. Midway position is where the knee is.",
|
"Settings.HapticPointMapping.LegPositionAlong.Description": "This controls the position along the leg. This starts at the hips and goes all the way to the ankle. Midway position is where the knee is.",
|
||||||
"Settings.HapticPointMapping.LegAngleAround" : "Angle around the leg",
|
"Settings.HapticPointMapping.LegAngleAround": "Angle around the leg",
|
||||||
"Settings.HapticPointMapping.LegAngleAround.Description" : "This controls the angle around the circumference of the leg. The default 0° position is aligned with the front of your leg - the direction your knee is pointing. Going negative will go left, positive to the right. Wrapping around 180° will put the point at the back side of your leg.",
|
"Settings.HapticPointMapping.LegAngleAround.Description": "This controls the angle around the circumference of the leg. The default 0° position is aligned with the front of your leg - the direction your knee is pointing. Going negative will go left, positive to the right. Wrapping around 180° will put the point at the back side of your leg.",
|
||||||
|
|
||||||
"Settings.HapticPointMapping.ControllerSide" : "Controller",
|
"Settings.HapticPointMapping.ControllerSide": "Controller",
|
||||||
"Settings.HapticPointMapping.ControllerSide.Description" : "Which controller should this haptic point be mapped to? Left or right?",
|
"Settings.HapticPointMapping.ControllerSide.Description": "Which controller should this haptic point be mapped to? Left or right?",
|
||||||
|
|
||||||
"Settings.HapticPointMapping.Tag" : "Haptic Tag",
|
"Settings.HapticPointMapping.Tag": "Haptic Tag",
|
||||||
"Settings.HapticPointMapping.Tag.Description" : "Tag associated with this haptic point. This will map to the point on your avatar with a matching haptic tag specified on the TagHapticPointMapper component. If no point with this haptic tag is defined on the avatar, the haptic device will not work.\n\nThis is useful when you need full control over precise point on the avatar that the haptic device will be mapped to - e.g. when the generalized mapping doesn't suit your needs.",
|
"Settings.HapticPointMapping.Tag.Description": "Tag associated with this haptic point. This will map to the point on your avatar with a matching haptic tag specified on the TagHapticPointMapper component. If no point with this haptic tag is defined on the avatar, the haptic device will not work.\n\nThis is useful when you need full control over precise point on the avatar that the haptic device will be mapped to - e.g. when the generalized mapping doesn't suit your needs.",
|
||||||
|
|
||||||
"Settings.GiggleTechSettings" : "GiggleTech Devices",
|
"Settings.GiggleTechSettings": "GiggleTech Devices",
|
||||||
"Settings.GiggleTechSettings.Devices" : "Manage GigglePucks",
|
"Settings.GiggleTechSettings.Devices": "Manage GigglePucks",
|
||||||
"Settings.GiggleTechSettings.GigglePuckIP" : "GigglePuck IP to manually add",
|
"Settings.GiggleTechSettings.GigglePuckIP": "GigglePuck IP to manually add",
|
||||||
"Settings.GiggleTechSettings.GigglePuckIP.Description" : "If your GigglePuck isn't automatically detected on the network, fill its IP address in this field and then click the button below to add it manually.\n\nOnce added, go to \"Manage GigglePucks\" to configure it.",
|
"Settings.GiggleTechSettings.GigglePuckIP.Description": "If your GigglePuck isn't automatically detected on the network, fill its IP address in this field and then click the button below to add it manually.\n\nOnce added, go to \"Manage GigglePucks\" to configure it.",
|
||||||
"Settings.GiggleTechSettings.RegisterGigglePuck" : "Register GigglePuck manually",
|
"Settings.GiggleTechSettings.RegisterGigglePuck": "Register GigglePuck manually",
|
||||||
"Settings.GiggleTechSettings.Devices.IP" : "GigglePuck IP",
|
"Settings.GiggleTechSettings.Devices.IP": "GigglePuck IP",
|
||||||
"Settings.GiggleTechSettings.Devices.IsConnected" : "Is GigglePuck connected",
|
"Settings.GiggleTechSettings.Devices.IsConnected": "Is GigglePuck connected",
|
||||||
"Settings.GiggleTechSettings.Devices.UseDevice" : "Use Device",
|
"Settings.GiggleTechSettings.Devices.UseDevice": "Use Device",
|
||||||
"Settings.GiggleTechSettings.Devices.UseDevice.Description" : "You can use this to enable or disable individual GigglePucks when they are mapped. Disabling the device will stop all the haptics.",
|
"Settings.GiggleTechSettings.Devices.UseDevice.Description": "You can use this to enable or disable individual GigglePucks when they are mapped. Disabling the device will stop all the haptics.",
|
||||||
"Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected" : "Always treat as connected",
|
"Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected": "Always treat as connected",
|
||||||
"Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected.Description" : "When this is enabled, the GigglePuck will be always considered to be connected, even if it's not detected on the network.\n\nThis can be useful for certain networks that might have issues with automatic detection.",
|
"Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected.Description": "When this is enabled, the GigglePuck will be always considered to be connected, even if it's not detected on the network.\n\nThis can be useful for certain networks that might have issues with automatic detection.",
|
||||||
"Settings.GiggleTechSettings.Devices.IntensityScale" : "Intensity Scale",
|
"Settings.GiggleTechSettings.Devices.IntensityScale": "Intensity Scale",
|
||||||
"Settings.GiggleTechSettings.Devices.IntensityScale.Description" : "This lets you scale the intensity of the haptics sent to the GigglePuck. The actual strength of the haptics will never go beyond GigglePuck's maximum safe value - the values are clamped to safe maximum that will not overvolt the motor.",
|
"Settings.GiggleTechSettings.Devices.IntensityScale.Description": "This lets you scale the intensity of the haptics sent to the GigglePuck. The actual strength of the haptics will never go beyond GigglePuck's maximum safe value - the values are clamped to safe maximum that will not overvolt the motor.",
|
||||||
"Settings.GiggleTechSettings.Devices.Remove" : "Remove Entry",
|
"Settings.GiggleTechSettings.Devices.Remove": "Remove Entry",
|
||||||
"Settings.GiggleTechSettings.Devices.CustomName" : "Custom Name",
|
"Settings.GiggleTechSettings.Devices.CustomName": "Custom Name",
|
||||||
"Settings.GiggleTechSettings.Devices.CustomName.Description" : "You can use this to give this GigglePuck a custom name for easier reference. This is purely cosmetic and has no functional differences.",
|
"Settings.GiggleTechSettings.Devices.CustomName.Description": "You can use this to give this GigglePuck a custom name for easier reference. This is purely cosmetic and has no functional differences.",
|
||||||
"Settings.GiggleTechSettings.Devices.Breadcrumb" : "GigglePucks",
|
"Settings.GiggleTechSettings.Devices.Breadcrumb": "GigglePucks",
|
||||||
"Settings.GiggleTechSettings.Devices.ActivationIntensity" : "Current Intensity",
|
"Settings.GiggleTechSettings.Devices.ActivationIntensity": "Current Intensity",
|
||||||
"Settings.GiggleTechSettings.Devices.MinimumIntensity" : "Minimum Intensity",
|
"Settings.GiggleTechSettings.Devices.MinimumIntensity": "Minimum Intensity",
|
||||||
"Settings.GiggleTechSettings.Devices.MinimumIntensity.Description" : "This is the minimum intensity that the haptic will be run at. When the intensity is too low, this can cause the haptic device to stall and stop responding.",
|
"Settings.GiggleTechSettings.Devices.MinimumIntensity.Description": "This is the minimum intensity that the haptic will be run at. When the intensity is too low, this can cause the haptic device to stall and stop responding.",
|
||||||
"Settings.GiggleTechSettings.Devices.InitialActivationIntensity" : "Initial Activation Intensity",
|
"Settings.GiggleTechSettings.Devices.InitialActivationIntensity": "Initial Activation Intensity",
|
||||||
"Settings.GiggleTechSettings.Devices.InitialActivationIntensity.Description" : "When the haptics go from inactive to active, they will be run at at least this amount of intensity for a very short time period. This can help \"kick-start\" the haptics, when the activation value is too low for the motor to start spinning.",
|
"Settings.GiggleTechSettings.Devices.InitialActivationIntensity.Description": "When the haptics go from inactive to active, they will be run at at least this amount of intensity for a very short time period. This can help \"kick-start\" the haptics, when the activation value is too low for the motor to start spinning.",
|
||||||
|
|
||||||
"Settings.UserMetricsSettings.UserHeight" : "Height",
|
"Settings.UserMetricsSettings.UserHeight": "Height",
|
||||||
"Settings.UserMetricsSettings.UserHeight.Description" : "This is your real world height, which is used to properly scale your avatar so it fits you well. It is also the height you will be placed at when you enable seated mode.\n\nYou can enter your height by using appropriate units, for example by typing <nobr><color=hero.yellow>175 cm</color></nobr> or <nobr><color=hero.yellow>1.75 m</color></nobr> for metric or <color=hero.yellow>5'11\"</color> for imperial.",
|
"Settings.UserMetricsSettings.UserHeight.Description": "This is your real world height, which is used to properly scale your avatar so it fits you well. It is also the height you will be placed at when you enable seated mode.\n\nYou can enter your height by using appropriate units, for example by typing <nobr><color=hero.yellow>175 cm</color></nobr> or <nobr><color=hero.yellow>1.75 m</color></nobr> for metric or <color=hero.yellow>5'11\"</color> for imperial.",
|
||||||
|
|
||||||
"Settings.FavoritesSettings" : "Favorites",
|
"Settings.FavoritesSettings": "Favorites",
|
||||||
"Settings.FavoritesSettings.AutoLoadCloudHome" : "Load cloud home on startup",
|
"Settings.FavoritesSettings.AutoLoadCloudHome": "Load cloud home on startup",
|
||||||
"Settings.FavoritesSettings.AutoLoadCloudHome.Description" : "When enabled, your cloud home will be automatically loaded on startup. If you'd prefer it to not be loaded, you can disable this option. It will take effect next time you start.",
|
"Settings.FavoritesSettings.AutoLoadCloudHome.Description": "When enabled, your cloud home will be automatically loaded on startup. If you'd prefer it to not be loaded, you can disable this option. It will take effect next time you start.",
|
||||||
|
|
||||||
"Settings.AudioInputDeviceSettings.UseSystemDefault": "Use System Default Input Device",
|
"Settings.AudioInputDeviceSettings.UseSystemDefault": "Use System Default Input Device",
|
||||||
"Settings.AudioInputDeviceSettings.UseSystemDefault.Description": "Enable this to automatically use the input device you have set as default input in your system. If you'd like to override this and use a specific device instead, disable this option and configure the preferred devices below.",
|
"Settings.AudioInputDeviceSettings.UseSystemDefault.Description": "Enable this to automatically use the input device you have set as default input in your system. If you'd like to override this and use a specific device instead, disable this option and configure the preferred devices below.",
|
||||||
|
|
@ -1504,32 +1504,32 @@
|
||||||
"Settings.AudioInputFilteringSettings.NoiseGateHold.Description": "This controls for how long should adjusted volume be held after it's initially detected, before starting to filter audio again. A higher setting will let more quieter audio through after you've made a loud enough noise.",
|
"Settings.AudioInputFilteringSettings.NoiseGateHold.Description": "This controls for how long should adjusted volume be held after it's initially detected, before starting to filter audio again. A higher setting will let more quieter audio through after you've made a loud enough noise.",
|
||||||
"Settings.AudioInputFilteringSettings.NoiseGateRelease": "Noise gate release",
|
"Settings.AudioInputFilteringSettings.NoiseGateRelease": "Noise gate release",
|
||||||
"Settings.AudioInputFilteringSettings.NoiseGateRelease.Description": "This setting controls how fast the noise gate closes after the incoming audio has quieted again.",
|
"Settings.AudioInputFilteringSettings.NoiseGateRelease.Description": "This setting controls how fast the noise gate closes after the incoming audio has quieted again.",
|
||||||
|
|
||||||
"Settings.AudioInputFilteringSettings.NormalizationThreshold": "Normalization threshold",
|
"Settings.AudioInputFilteringSettings.NormalizationThreshold": "Normalization threshold",
|
||||||
"Settings.AudioInputFilteringSettings.NormalizationThreshold.Description": "Using this setting you can control threshold when will the incoming audio become amplified. If your normal speech is too quiet and it's not getting amplified, lower this setting. If random quiet noises are being amplified, increase it.",
|
"Settings.AudioInputFilteringSettings.NormalizationThreshold.Description": "Using this setting you can control threshold when will the incoming audio become amplified. If your normal speech is too quiet and it's not getting amplified, lower this setting. If random quiet noises are being amplified, increase it.",
|
||||||
|
|
||||||
"Settings.AudioInputFilteringSettings.UseNoiseSuppression": "Noise suppression (RNNoise)",
|
"Settings.AudioInputFilteringSettings.UseNoiseSuppression": "Noise suppression (RNNoise)",
|
||||||
"Settings.AudioInputFilteringSettings.UseNoiseSuppression.Description": "This feature processes the incoming audio to filter out various undesirable noises. This can clean up audio from noisy microphones considerably produce a cleaner voice. We strongly recommend keeping this setting on. However it can also filter certain noises that do not get identified as a speech.",
|
"Settings.AudioInputFilteringSettings.UseNoiseSuppression.Description": "This feature processes the incoming audio to filter out various undesirable noises. This can clean up audio from noisy microphones considerably produce a cleaner voice. We strongly recommend keeping this setting on. However it can also filter certain noises that do not get identified as a speech.",
|
||||||
|
|
||||||
"Settings.VoiceSettings" : "Voice Settings",
|
"Settings.VoiceSettings": "Voice Settings",
|
||||||
"Settings.VoiceSettings.MutePersistence" : "Mute Persistence",
|
"Settings.VoiceSettings.MutePersistence": "Mute Persistence",
|
||||||
"Settings.VoiceSettings.MutePersistence.Description" : "<color=hero.yellow>Start Unmuted:</color> When you log in, you will always start umuted.\n\n<color=hero.yellow>Started Muted:</color> When you log in, your voice will always start muted. You will either have to umute or press the \"push to talk\" key (V by default) to speak.\n\n<color=hero.yellow>Remember Last: </color> When you login, the status from the last time you logged out will be preserved.",
|
"Settings.VoiceSettings.MutePersistence.Description": "<color=hero.yellow>Start Unmuted:</color> When you log in, you will always start umuted.\n\n<color=hero.yellow>Started Muted:</color> When you log in, your voice will always start muted. You will either have to umute or press the \"push to talk\" key (V by default) to speak.\n\n<color=hero.yellow>Remember Last: </color> When you login, the status from the last time you logged out will be preserved.",
|
||||||
|
|
||||||
"Settings.EarmuffSettings" : "Earmuff",
|
"Settings.EarmuffSettings": "Earmuff",
|
||||||
"Settings.EarmuffSettings.EarmuffEnabled" : "Use Earmuff",
|
"Settings.EarmuffSettings.EarmuffEnabled": "Use Earmuff",
|
||||||
"Settings.EarmuffSettings.EarmuffEnabled.Description" : "When earmuff mode is activated, voices of users will be significantly attenuated based on their distance and the direction you are facing.\n\nIn effect, this creates a \"listening cone\", which can help when there are too many overlapping voices in a world.",
|
"Settings.EarmuffSettings.EarmuffEnabled.Description": "When earmuff mode is activated, voices of users will be significantly attenuated based on their distance and the direction you are facing.\n\nIn effect, this creates a \"listening cone\", which can help when there are too many overlapping voices in a world.",
|
||||||
"Settings.EarmuffSettings.Directionality" : "Directionality",
|
"Settings.EarmuffSettings.Directionality": "Directionality",
|
||||||
"Settings.EarmuffSettings.Directionality.Description" : "This controls how directional the voice attenuation is. At 0 %, voices behind you will be at same volume as voices same distance in front of you. At 100 % values, you will not hear voices behind you unless they're really close.\n\nIf you want to hear voices behind you better, lower this value.",
|
"Settings.EarmuffSettings.Directionality.Description": "This controls how directional the voice attenuation is. At 0 %, voices behind you will be at same volume as voices same distance in front of you. At 100 % values, you will not hear voices behind you unless they're really close.\n\nIf you want to hear voices behind you better, lower this value.",
|
||||||
"Settings.EarmuffSettings.Distance" : "Distance",
|
"Settings.EarmuffSettings.Distance": "Distance",
|
||||||
"Settings.EarmuffSettings.Distance.Description" : "This controls the distance in front of you (and behind you if directionality is 0 %) beyond which will voices become quieter.",
|
"Settings.EarmuffSettings.Distance.Description": "This controls the distance in front of you (and behind you if directionality is 0 %) beyond which will voices become quieter.",
|
||||||
"Settings.EarmuffSettings.ConeAngle" : "Angle",
|
"Settings.EarmuffSettings.ConeAngle": "Angle",
|
||||||
"Settings.EarmuffSettings.ConeAngle.Description" : "This controls the angle in front of your face within which the voices are at their normal level. Any voices beyond this angle will start attenuating once they reach the transition distance.",
|
"Settings.EarmuffSettings.ConeAngle.Description": "This controls the angle in front of your face within which the voices are at their normal level. Any voices beyond this angle will start attenuating once they reach the transition distance.",
|
||||||
"Settings.EarmuffSettings.TransitionStart" : "Transition Start",
|
"Settings.EarmuffSettings.TransitionStart": "Transition Start",
|
||||||
"Settings.EarmuffSettings.TransitionStart.Description" : "This controls the distance from the \"listening cone\" at which voices will become quieter. It's recommended to keep this above zero, because that will better include voices on the sides and voices near your head (e.g. users who are technically behind you, but very close).",
|
"Settings.EarmuffSettings.TransitionStart.Description": "This controls the distance from the \"listening cone\" at which voices will become quieter. It's recommended to keep this above zero, because that will better include voices on the sides and voices near your head (e.g. users who are technically behind you, but very close).",
|
||||||
"Settings.EarmuffSettings.TransitionLength" : "Transition Range",
|
"Settings.EarmuffSettings.TransitionLength": "Transition Range",
|
||||||
"Settings.EarmuffSettings.TransitionLength.Description" : "Use this to control the distance over which the voices will fade from their normal volume to fully attenuated. Larger values will transition the volume more smoothly, while lower values will result in more abrupt transition.",
|
"Settings.EarmuffSettings.TransitionLength.Description": "Use this to control the distance over which the voices will fade from their normal volume to fully attenuated. Larger values will transition the volume more smoothly, while lower values will result in more abrupt transition.",
|
||||||
"Settings.EarmuffSettings.VolumeAttenuation" : "Volume Attenuation",
|
"Settings.EarmuffSettings.VolumeAttenuation": "Volume Attenuation",
|
||||||
"Settings.EarmuffSettings.VolumeAttenuation.Description" : "This controls how loud will voices beyond the \"listening cone\" be. Setting this to 0 % will completely mute all users beyond the listening cone.",
|
"Settings.EarmuffSettings.VolumeAttenuation.Description": "This controls how loud will voices beyond the \"listening cone\" be. Setting this to 0 % will completely mute all users beyond the listening cone.",
|
||||||
|
|
||||||
"Settings.RealtimeNetworkingSettings.DisableLAN": "Disable LAN",
|
"Settings.RealtimeNetworkingSettings.DisableLAN": "Disable LAN",
|
||||||
"Settings.RealtimeNetworkingSettings.DisableLAN.Description": "This disables networking features specific to local networks, such as broadcasting your session on the local network or listening to other sessions broadcasted on this network.",
|
"Settings.RealtimeNetworkingSettings.DisableLAN.Description": "This disables networking features specific to local networks, such as broadcasting your session on the local network or listening to other sessions broadcasted on this network.",
|
||||||
|
|
@ -1572,8 +1572,8 @@
|
||||||
"Settings.LegacyFeatureSettings.UseLegacyGripEquip.Description": "When enabled, you can equip tools and gadgets by pressing grip twice in rapid succession. This setting will likely get removed at some point.",
|
"Settings.LegacyFeatureSettings.UseLegacyGripEquip.Description": "When enabled, you can equip tools and gadgets by pressing grip twice in rapid succession. This setting will likely get removed at some point.",
|
||||||
"Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher": "Use legacy world switcher",
|
"Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher": "Use legacy world switcher",
|
||||||
"Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher.Description": "When enabled, the app button on your non-primary hand will open a legacy world switch to switch between active worlds. This feature will be replaced in the future by a more flexible solution.",
|
"Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher.Description": "When enabled, the app button on your non-primary hand will open a legacy world switch to switch between active worlds. This feature will be replaced in the future by a more flexible solution.",
|
||||||
"Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts" : "Use inventory & session gesture shortcut",
|
"Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts": "Use inventory & session gesture shortcut",
|
||||||
"Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts.Description" : "When enabled, when you hold grip and press the App button (that normally opens/closes dash), it will open the legacy inventory or session menu.",
|
"Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts.Description": "When enabled, when you hold grip and press the App button (that normally opens/closes dash), it will open the legacy inventory or session menu.",
|
||||||
|
|
||||||
"Settings.TwitchInterfaceSettings.ChannelName": "Twitch Channel Name",
|
"Settings.TwitchInterfaceSettings.ChannelName": "Twitch Channel Name",
|
||||||
"Settings.TwitchInterfaceSettings.ChannelName.Description": "This sets the default Twitch channel name for the Twitch Chat panel in the Camera Controls panel. This is mostly used by Twitch streamers who want to see their Twitch chat.",
|
"Settings.TwitchInterfaceSettings.ChannelName.Description": "This sets the default Twitch channel name for the Twitch Chat panel in the Camera Controls panel. This is mostly used by Twitch streamers who want to see their Twitch chat.",
|
||||||
|
|
@ -1592,47 +1592,47 @@
|
||||||
"Settings.DashSettings.DashCurvature.Description": "This controls how curved the dash is when you are in VR. Setting it to 0 will make it completely flat.",
|
"Settings.DashSettings.DashCurvature.Description": "This controls how curved the dash is when you are in VR. Setting it to 0 will make it completely flat.",
|
||||||
"Settings.DashSettings.OpenCloseSpeed": "Open/close speed",
|
"Settings.DashSettings.OpenCloseSpeed": "Open/close speed",
|
||||||
"Settings.DashSettings.OpenCloseSpeed.Description": "Use this to adjust how quickly the dash opens and closes. If you don't like the animation, you can set this to very high value so dash opens and closes near instantly.",
|
"Settings.DashSettings.OpenCloseSpeed.Description": "Use this to adjust how quickly the dash opens and closes. If you don't like the animation, you can set this to very high value so dash opens and closes near instantly.",
|
||||||
"Settings.DashSettings.AllowReplacingSettings" : "Allow replacing settings",
|
"Settings.DashSettings.AllowReplacingSettings": "Allow replacing settings",
|
||||||
"Settings.DashSettings.AllowReplacingSettings.Description" : "When enabled, you'll be able to pick the Settings facet on the dash when in UI edit mode and replace it with another.\n\nThis setting needs to be off if you want to pick the individual settings as facets. It's recommended to turn this on temporarily when you want to replace the settings UI with custom and then disable it again.",
|
"Settings.DashSettings.AllowReplacingSettings.Description": "When enabled, you'll be able to pick the Settings facet on the dash when in UI edit mode and replace it with another.\n\nThis setting needs to be off if you want to pick the individual settings as facets. It's recommended to turn this on temporarily when you want to replace the settings UI with custom and then disable it again.",
|
||||||
|
|
||||||
"Settings.NotificationSettings" : "Notifications",
|
"Settings.NotificationSettings": "Notifications",
|
||||||
"Settings.NotificationSettings.UserOnline" : "Contact Online",
|
"Settings.NotificationSettings.UserOnline": "Contact Online",
|
||||||
"Settings.NotificationSettings.UserOnline.Description" : "This controls if you'll get notifications when your contacts come online.",
|
"Settings.NotificationSettings.UserOnline.Description": "This controls if you'll get notifications when your contacts come online.",
|
||||||
"Settings.NotificationSettings.UserSociable" : "Contact Sociable",
|
"Settings.NotificationSettings.UserSociable": "Contact Sociable",
|
||||||
"Settings.NotificationSettings.UserSociable.Description" : "When one of your contacts becomes sociable, you will receive a distinct notification with sound, so you can invite or poke them!\n\nIf you don't like these notifications, you can turn this off, which will treat Sociable status as no different from user coming Online for notifications.",
|
"Settings.NotificationSettings.UserSociable.Description": "When one of your contacts becomes sociable, you will receive a distinct notification with sound, so you can invite or poke them!\n\nIf you don't like these notifications, you can turn this off, which will treat Sociable status as no different from user coming Online for notifications.",
|
||||||
"Settings.NotificationSettings.UserOnlineOnAnotherBuild" : "Contact Online on an incompatible build",
|
"Settings.NotificationSettings.UserOnlineOnAnotherBuild": "Contact Online on an incompatible build",
|
||||||
"Settings.NotificationSettings.UserOnlineOnAnotherBuild.Description" : "This controls if you'll get notifications when your contacts come online when they are using a build that's not compatible with your own (e.g. a new version or pre-release builds).",
|
"Settings.NotificationSettings.UserOnlineOnAnotherBuild.Description": "This controls if you'll get notifications when your contacts come online when they are using a build that's not compatible with your own (e.g. a new version or pre-release builds).",
|
||||||
"Settings.NotificationSettings.Message" : "Messages",
|
"Settings.NotificationSettings.Message": "Messages",
|
||||||
"Settings.NotificationSettings.Message.Description" : "This controls notifications you will get when you receive messages.",
|
"Settings.NotificationSettings.Message.Description": "This controls notifications you will get when you receive messages.",
|
||||||
"Settings.NotificationSettings.Invite" : "Session Invites",
|
"Settings.NotificationSettings.Invite": "Session Invites",
|
||||||
"Settings.NotificationSettings.Invite.Description" : "This controls if you get notifications when you are invited to a session.",
|
"Settings.NotificationSettings.Invite.Description": "This controls if you get notifications when you are invited to a session.",
|
||||||
"Settings.NotificationSettings.ContactRequest" : "Contact Requests",
|
"Settings.NotificationSettings.ContactRequest": "Contact Requests",
|
||||||
"Settings.NotificationSettings.ContactRequest.Description" : "This controls what notifications you get when you receive a contact request from someone",
|
"Settings.NotificationSettings.ContactRequest.Description": "This controls what notifications you get when you receive a contact request from someone",
|
||||||
"Settings.NotificationSettings.ContactSessionStarted" : "New Contact Sessions",
|
"Settings.NotificationSettings.ContactSessionStarted": "New Contact Sessions",
|
||||||
"Settings.NotificationSettings.ContactSessionStarted.Description" : "This controls what notifications you get when a new session is started by one of your contacts.",
|
"Settings.NotificationSettings.ContactSessionStarted.Description": "This controls what notifications you get when a new session is started by one of your contacts.",
|
||||||
"Settings.NotificationSettings.PublicSessionStarted" : "New Public Sessions",
|
"Settings.NotificationSettings.PublicSessionStarted": "New Public Sessions",
|
||||||
"Settings.NotificationSettings.PublicSessionStarted.Description" : "This controls what notifications you get when a new public session is started by a person that's not your contact.",
|
"Settings.NotificationSettings.PublicSessionStarted.Description": "This controls what notifications you get when a new public session is started by a person that's not your contact.",
|
||||||
"Settings.NotificationSettings.UserJoinAndLeave" : "Users joining & leaving",
|
"Settings.NotificationSettings.UserJoinAndLeave": "Users joining & leaving",
|
||||||
"Settings.NotificationSettings.UserJoinAndLeave.Description" : "When enabled, you will receive notifications when users join and leave the world you're currently in.",
|
"Settings.NotificationSettings.UserJoinAndLeave.Description": "When enabled, you will receive notifications when users join and leave the world you're currently in.",
|
||||||
|
|
||||||
"Settings.NamePlateSettings.NameplateVisibility": "Nameplate visibility",
|
"Settings.NamePlateSettings.NameplateVisibility": "Nameplate visibility",
|
||||||
"Settings.NamePlateSettings.NameplateVisibility.Description": "Use this to control whose nameplates will be visible to you.",
|
"Settings.NamePlateSettings.NameplateVisibility.Description": "Use this to control whose nameplates will be visible to you.",
|
||||||
"Settings.NamePlateSettings.UseCustomNameplates": "Show custom nameplates",
|
"Settings.NamePlateSettings.UseCustomNameplates": "Show custom nameplates",
|
||||||
"Settings.NamePlateSettings.UseCustomNameplates.Description": "If some nameplates are difficult to read, completely hidden or you need to see user's actual username and badges (e.g. for moderation purposes), you disable custom nameplates and see the default ones.",
|
"Settings.NamePlateSettings.UseCustomNameplates.Description": "If some nameplates are difficult to read, completely hidden or you need to see user's actual username and badges (e.g. for moderation purposes), you disable custom nameplates and see the default ones.",
|
||||||
|
|
||||||
"Settings.CustomizationSettings" : "Customization Settings",
|
"Settings.CustomizationSettings": "Customization Settings",
|
||||||
"Settings.CustomizationSettings.UserInterfaceEditMode" : "UI Edit Mode",
|
"Settings.CustomizationSettings.UserInterfaceEditMode": "UI Edit Mode",
|
||||||
"Settings.CustomizationSettings.UserInterfaceEditMode.Description" : "When enabled, you'll be able to edit placements of Facets (modular pieces of UI) in the dash and on the facet anchors on your hands and viewport (if those are enabled).\n\nRemember to turn this setting off once you are done! You can also turn it off using dedicated button under the dash.",
|
"Settings.CustomizationSettings.UserInterfaceEditMode.Description": "When enabled, you'll be able to edit placements of Facets (modular pieces of UI) in the dash and on the facet anchors on your hands and viewport (if those are enabled).\n\nRemember to turn this setting off once you are done! You can also turn it off using dedicated button under the dash.",
|
||||||
|
|
||||||
"Settings.FacetAnchorsSettings" : "Facet Anchors",
|
"Settings.FacetAnchorsSettings": "Facet Anchors",
|
||||||
"Settings.FacetAnchorsSettings.UseFacetAnchors" : "Use Facet Anchors",
|
"Settings.FacetAnchorsSettings.UseFacetAnchors": "Use Facet Anchors",
|
||||||
"Settings.FacetAnchorsSettings.UseFacetAnchors.Description" : "When enabled, you will be able to use the app button on your right controller to toggle facet anchors on your arms and forearms. These provide space to place any facets for quick access in addition to the main dash.",
|
"Settings.FacetAnchorsSettings.UseFacetAnchors.Description": "When enabled, you will be able to use the app button on your right controller to toggle facet anchors on your arms and forearms. These provide space to place any facets for quick access in addition to the main dash.",
|
||||||
"Settings.FacetAnchorsSettings.AnimationSpeed" : "Show/Hide Animation Speed",
|
"Settings.FacetAnchorsSettings.AnimationSpeed": "Show/Hide Animation Speed",
|
||||||
"Settings.FacetAnchorsSettings.AnimationSpeed.Description" : "This determines how quickly the facet anchors appear and hide when toggled.",
|
"Settings.FacetAnchorsSettings.AnimationSpeed.Description": "This determines how quickly the facet anchors appear and hide when toggled.",
|
||||||
"Settings.FacetAnchorsSettings.FacetAnchorToggle" : "Toggle Controller",
|
"Settings.FacetAnchorsSettings.FacetAnchorToggle": "Toggle Controller",
|
||||||
"Settings.FacetAnchorsSettings.FacetAnchorToggle.Description" : "This controls which controller (left or right) will toggle the facet anchors. The dash will be toggled with the other controller.",
|
"Settings.FacetAnchorsSettings.FacetAnchorToggle.Description": "This controls which controller (left or right) will toggle the facet anchors. The dash will be toggled with the other controller.",
|
||||||
"Settings.FacetAnchorsSettings.ShowContainerBackground" : "Show background",
|
"Settings.FacetAnchorsSettings.ShowContainerBackground": "Show background",
|
||||||
"Settings.FacetAnchorsSettings.ShowContainerBackground.Description" : "Turning this off will disable the background visual on the facet anchors, making the facets themselves the only visible part.",
|
"Settings.FacetAnchorsSettings.ShowContainerBackground.Description": "Turning this off will disable the background visual on the facet anchors, making the facets themselves the only visible part.",
|
||||||
|
|
||||||
"Settings.LaserSettings.SmoothSpeed": "Laser smooth speed",
|
"Settings.LaserSettings.SmoothSpeed": "Laser smooth speed",
|
||||||
"Settings.LaserSettings.SmoothSpeed.Description": "Use this to control how fast the laser responds to your movements. Lower values will make the laser more sluggish, but better at filtering tremors. Higher values will be more responsive, but also transfer more controller shake.",
|
"Settings.LaserSettings.SmoothSpeed.Description": "Use this to control how fast the laser responds to your movements. Lower values will make the laser more sluggish, but better at filtering tremors. Higher values will be more responsive, but also transfer more controller shake.",
|
||||||
|
|
@ -1657,7 +1657,7 @@
|
||||||
"Settings.DesktopViewSettings.Opacity.Description": "Lower the value to make the desktop view semi-transparent, making it easier to see what's behind it in the world.",
|
"Settings.DesktopViewSettings.Opacity.Description": "Lower the value to make the desktop view semi-transparent, making it easier to see what's behind it in the world.",
|
||||||
|
|
||||||
"Settings.PhotoCaptureSettings.FingerGestureEnabled": "Finger photo gesture",
|
"Settings.PhotoCaptureSettings.FingerGestureEnabled": "Finger photo gesture",
|
||||||
"Settings.PhotoCaptureSettings.FingerGestureEnabled.Description" : "When enabled, you can quickly take pictures in world by posing your fingers to make a picture frame and then curling one of your index fingers.",
|
"Settings.PhotoCaptureSettings.FingerGestureEnabled.Description": "When enabled, you can quickly take pictures in world by posing your fingers to make a picture frame and then curling one of your index fingers.",
|
||||||
"Settings.PhotoCaptureSettings.NormalCaptureResolution": "Photo resolution",
|
"Settings.PhotoCaptureSettings.NormalCaptureResolution": "Photo resolution",
|
||||||
"Settings.PhotoCaptureSettings.NormalCaptureResolution.Description": "This sets what resolution will normal photos captures by the finger gesture or the desktop key shortcut be. Higher resolutions will take more time and storage to process, but give better detail.",
|
"Settings.PhotoCaptureSettings.NormalCaptureResolution.Description": "This sets what resolution will normal photos captures by the finger gesture or the desktop key shortcut be. Higher resolutions will take more time and storage to process, but give better detail.",
|
||||||
"Settings.PhotoCaptureSettings.TimerCaptureResolution": "Timed photo resolution",
|
"Settings.PhotoCaptureSettings.TimerCaptureResolution": "Timed photo resolution",
|
||||||
|
|
@ -1666,16 +1666,16 @@
|
||||||
"Settings.PhotoCaptureSettings.TimerSeconds.Description": "How many seconds does it take before a photo is captured with the timer feature.",
|
"Settings.PhotoCaptureSettings.TimerSeconds.Description": "How many seconds does it take before a photo is captured with the timer feature.",
|
||||||
"Settings.PhotoCaptureSettings.CaptureStereo": "Capture stereo photo",
|
"Settings.PhotoCaptureSettings.CaptureStereo": "Capture stereo photo",
|
||||||
"Settings.PhotoCaptureSettings.CaptureStereo.Description": "When enabled, all quick photo captures will be stereoscopic. This is mostly useful when viewed in VR.",
|
"Settings.PhotoCaptureSettings.CaptureStereo.Description": "When enabled, all quick photo captures will be stereoscopic. This is mostly useful when viewed in VR.",
|
||||||
"Settings.PhotoCaptureSettings.StereoSeparation" : "Stereo Separation",
|
"Settings.PhotoCaptureSettings.StereoSeparation": "Stereo Separation",
|
||||||
"Settings.PhotoCaptureSettings.StereoSeparation.Description" : "Use this to control the separation between the stereo cameras when the stereo mode is on. This controls how distant the cameras are from each other, which affects the strength of the stereo effect for more distant objects.\n\nWhen capturing close up objects, lower values will work better, when capturing large scenes, larger values will work better.",
|
"Settings.PhotoCaptureSettings.StereoSeparation.Description": "Use this to control the separation between the stereo cameras when the stereo mode is on. This controls how distant the cameras are from each other, which affects the strength of the stereo effect for more distant objects.\n\nWhen capturing close up objects, lower values will work better, when capturing large scenes, larger values will work better.",
|
||||||
"Settings.PhotoCaptureSettings.PhotoAutosavePath": "Photo inventory autosave path",
|
"Settings.PhotoCaptureSettings.PhotoAutosavePath": "Photo inventory autosave path",
|
||||||
"Settings.PhotoCaptureSettings.PhotoAutosavePath.Description": "When set, any photos you capture (or save with context menu) will be automatically saved to your in-game inventory. For example <color=hero.yellow>Photos/%year%/%month_name%</color>\n\nFollowing variables are available:\n\n<size=75%>%second%, %minute%, %hour%, %day%, %month%, %year%, %day_name%, %day_name_en%, %month_name%, %month_name_en%, %session_second%, %session_minute%, %session_hour%, %session_day%, %session_month%, %session_year%, %session_day_name%, %session_day_name_en%, %session_month_name%, %session_month_name_en%, %location_name%, %app_version%</size>",
|
"Settings.PhotoCaptureSettings.PhotoAutosavePath.Description": "When set, any photos you capture (or save with context menu) will be automatically saved to your in-game inventory. For example <color=hero.yellow>Photos/%year%/%month_name%</color>\n\nFollowing variables are available:\n\n<size=75%>%second%, %minute%, %hour%, %day%, %month%, %year%, %day_name%, %day_name_en%, %month_name%, %month_name_en%, %session_second%, %session_minute%, %session_hour%, %session_day%, %session_month%, %session_year%, %session_day_name%, %session_day_name_en%, %session_month_name%, %session_month_name_en%, %location_name%, %app_version%</size>",
|
||||||
"Settings.PhotoCaptureSettings.CapturePrivateUI" : "Capture Private UI",
|
"Settings.PhotoCaptureSettings.CapturePrivateUI": "Capture Private UI",
|
||||||
"Settings.PhotoCaptureSettings.CapturePrivateUI.Description" : "When enabled, the quick photo capture will render your private UI such as the dash. This can be useful in case you want to show information show there.\n\nWe recommend turning this setting off once you're done, as leaving it on can lead to accidentally capturing and leaking your private information.",
|
"Settings.PhotoCaptureSettings.CapturePrivateUI.Description": "When enabled, the quick photo capture will render your private UI such as the dash. This can be useful in case you want to show information show there.\n\nWe recommend turning this setting off once you're done, as leaving it on can lead to accidentally capturing and leaking your private information.",
|
||||||
"Settings.PhotoCaptureSettings.EncodeFormat" : "Encode Format",
|
"Settings.PhotoCaptureSettings.EncodeFormat": "Encode Format",
|
||||||
"Settings.PhotoCaptureSettings.EncodeFormat.Description" : "The image file format which captured photos will be encoded into. If you need the photos to be in particular format, you can use this setting to select which one they'll be encoded in.\n\nPlease note that certain formats might lack some features (like alpha support), might encode significantly slower, have lower image quality or result in bigger files.",
|
"Settings.PhotoCaptureSettings.EncodeFormat.Description": "The image file format which captured photos will be encoded into. If you need the photos to be in particular format, you can use this setting to select which one they'll be encoded in.\n\nPlease note that certain formats might lack some features (like alpha support), might encode significantly slower, have lower image quality or result in bigger files.",
|
||||||
"Settings.PhotoCaptureSettings.AlwaysHideNameplates" : "Always Hide Nameplates",
|
"Settings.PhotoCaptureSettings.AlwaysHideNameplates": "Always Hide Nameplates",
|
||||||
"Settings.PhotoCaptureSettings.AlwaysHideNameplates.Description" : "Turn this on if you want nameplates to never show in your photos. This setting is independent of the current nameplate visibility and will always ensure that they are hidden in captured photos.",
|
"Settings.PhotoCaptureSettings.AlwaysHideNameplates.Description": "Turn this on if you want nameplates to never show in your photos. This setting is independent of the current nameplate visibility and will always ensure that they are hidden in captured photos.",
|
||||||
|
|
||||||
"Settings.DesktopRenderSettings.FieldOfView": "Field of view",
|
"Settings.DesktopRenderSettings.FieldOfView": "Field of view",
|
||||||
"Settings.DesktopRenderSettings.FieldOfView.Description": "Use this to control the field of view (FOV) when in desktop mode. Larger values will give you wider view at the cost of greater distortion on the sides.",
|
"Settings.DesktopRenderSettings.FieldOfView.Description": "Use this to control the field of view (FOV) when in desktop mode. Larger values will give you wider view at the cost of greater distortion on the sides.",
|
||||||
|
|
@ -1751,59 +1751,59 @@
|
||||||
"Settings.DescriptionField.NoTextTitle": "More Information",
|
"Settings.DescriptionField.NoTextTitle": "More Information",
|
||||||
"Settings.DescriptionField.NoTextDescription": "<i><alpha=#77>Hover over a setting to see its description.</closeall>",
|
"Settings.DescriptionField.NoTextDescription": "<i><alpha=#77>Hover over a setting to see its description.</closeall>",
|
||||||
|
|
||||||
"Settings.RelaySettings" : "Network Relays",
|
"Settings.RelaySettings": "Network Relays",
|
||||||
"Settings.RelaySettings.AlwaysUseRelay" : "Always use relay to connect",
|
"Settings.RelaySettings.AlwaysUseRelay": "Always use relay to connect",
|
||||||
"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.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.RelaySettings.UseClosestAvailableRelay" : "Use closest available relay",
|
"Settings.RelaySettings.UseClosestAvailableRelay": "Use closest available relay",
|
||||||
"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 queuing) you can disable this option and configure the preferred relays below.",
|
"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 queuing) you can disable this option and configure the preferred relays below.",
|
||||||
"Settings.RelaySettings.RelayPriorities": "Configure relay server priorities",
|
"Settings.RelaySettings.RelayPriorities": "Configure relay server priorities",
|
||||||
"Settings.RelaySettings.RelayPriorities.Breadcrumb": "Relay Priorities",
|
"Settings.RelaySettings.RelayPriorities.Breadcrumb": "Relay Priorities",
|
||||||
|
|
||||||
"Settings.PostProcessingSettings" : "Post Processing",
|
"Settings.PostProcessingSettings": "Post Processing",
|
||||||
"Settings.PostProcessingSettings.MotionBlurIntensity" : "Motion Blur Intensity",
|
"Settings.PostProcessingSettings.MotionBlurIntensity": "Motion Blur Intensity",
|
||||||
"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.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.PostProcessingSettings.BloomIntensity" : "Bloom Intensity",
|
"Settings.PostProcessingSettings.BloomIntensity": "Bloom Intensity",
|
||||||
"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.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.PostProcessingSettings.AmbientOcclusionIntensity" : "Ambient Occlusion (AO) Intensity",
|
"Settings.PostProcessingSettings.AmbientOcclusionIntensity": "Ambient Occlusion (AO) Intensity",
|
||||||
"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.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.PostProcessingSettings.ScreenSpaceReflections" : "Screen Space Reflections <size=75%>(experimental)</size>",
|
"Settings.PostProcessingSettings.ScreenSpaceReflections": "Screen Space Reflections <size=75%>(experimental)</size>",
|
||||||
"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.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.PostProcessingSettings.Antialiasing" : "Antialiasing (AA)",
|
"Settings.PostProcessingSettings.Antialiasing": "Antialiasing (AA)",
|
||||||
"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.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.TextureQualitySettings" : "Texture Quality",
|
"Settings.TextureQualitySettings": "Texture Quality",
|
||||||
"Settings.TextureQualitySettings.TextureSizeRatio" : "Relative Texture Size",
|
"Settings.TextureQualitySettings.TextureSizeRatio": "Relative Texture Size",
|
||||||
"Settings.TextureQualitySettings.TextureSizeRatio.Description" : "This determines the relative size of all textures that will be loaded. You can use this to lower the overall resolution of textures, which improves VRAM usage and loading speed at the cost of visual clarity.\n\nFor example if the texture is 4K and you set this to half resolution, 2K version of the texture will be loaded instead.",
|
"Settings.TextureQualitySettings.TextureSizeRatio.Description": "This determines the relative size of all textures that will be loaded. You can use this to lower the overall resolution of textures, which improves VRAM usage and loading speed at the cost of visual clarity.\n\nFor example if the texture is 4K and you set this to half resolution, 2K version of the texture will be loaded instead.",
|
||||||
"Settings.TextureQualitySettings.TextureSizeLimit" : "Maximum Texture Size",
|
"Settings.TextureQualitySettings.TextureSizeLimit": "Maximum Texture Size",
|
||||||
"Settings.TextureQualitySettings.TextureSizeLimit.Description" : "Use this to limit the maximum resolution of loaded textures. Any textures above this resolution will be limited to the set resolution. Any textures that are smaller than this will not be affected.\n\nThis setting is applied after the relative texture size.",
|
"Settings.TextureQualitySettings.TextureSizeLimit.Description": "Use this to limit the maximum resolution of loaded textures. Any textures above this resolution will be limited to the set resolution. Any textures that are smaller than this will not be affected.\n\nThis setting is applied after the relative texture size.",
|
||||||
"Settings.TextureQualitySettings.MinimumTextureSize" : "Limit Texture above resolution",
|
"Settings.TextureQualitySettings.MinimumTextureSize": "Limit Texture above resolution",
|
||||||
"Settings.TextureQualitySettings.MinimumTextureSize.Description" : "This controls the minimum resolution of the texture that will be limited by the settings above. If the texture is below this size, it will be loaded as is.\n\nE.g. if you set this to 512, then if texture is 256, it will be still loaded as 256 even if the texture size ratio is set to half.",
|
"Settings.TextureQualitySettings.MinimumTextureSize.Description": "This controls the minimum resolution of the texture that will be limited by the settings above. If the texture is below this size, it will be loaded as is.\n\nE.g. if you set this to 512, then if texture is 256, it will be still loaded as 256 even if the texture size ratio is set to half.",
|
||||||
"Settings.TextureQualitySettings.DefaultFilterMode" : "Texture Filtering",
|
"Settings.TextureQualitySettings.DefaultFilterMode": "Texture Filtering",
|
||||||
"Settings.TextureQualitySettings.DefaultFilterMode.Description" : "This controls the filtering used for textures, which controls their quality and performance.\n\n<color=hero.yellow>Point:</color> Lowest quality with no interpolation. Textures will be blocky.\n\n<color=hero.yellow>Bilinear:</color> Texture pixels are interpolated, but mip map transitions will be harsh, leading to a visible transition line.\n\n<color=hero.yellow>Trilinear:</color> Smoothly transitions between different mip levels, removing the harsh transition line at distance.\n\n<color=hero.yellow>Anisotropic:</color> Highest quality, textures will be sharp even at steep angles.",
|
"Settings.TextureQualitySettings.DefaultFilterMode.Description": "This controls the filtering used for textures, which controls their quality and performance.\n\n<color=hero.yellow>Point:</color> Lowest quality with no interpolation. Textures will be blocky.\n\n<color=hero.yellow>Bilinear:</color> Texture pixels are interpolated, but mip map transitions will be harsh, leading to a visible transition line.\n\n<color=hero.yellow>Trilinear:</color> Smoothly transitions between different mip levels, removing the harsh transition line at distance.\n\n<color=hero.yellow>Anisotropic:</color> Highest quality, textures will be sharp even at steep angles.",
|
||||||
"Settings.TextureQualitySettings.AnisotropicLevel" : "Anisotropic Level",
|
"Settings.TextureQualitySettings.AnisotropicLevel": "Anisotropic Level",
|
||||||
"Settings.TextureQualitySettings.AnisotropicLevel.Description" : "Controls the quality of the anisotropic filtering.",
|
"Settings.TextureQualitySettings.AnisotropicLevel.Description": "Controls the quality of the anisotropic filtering.",
|
||||||
"Settings.TextureQualitySettings.ReloadAllTextures" : "Reload All Textures (can be heavy)",
|
"Settings.TextureQualitySettings.ReloadAllTextures": "Reload All Textures (can be heavy)",
|
||||||
|
|
||||||
"Settings.ResolutionSettings" : "Resolution",
|
"Settings.ResolutionSettings": "Resolution",
|
||||||
"Settings.ResolutionSettings.Fullscreen" : "Fullscreen",
|
"Settings.ResolutionSettings.Fullscreen": "Fullscreen",
|
||||||
"Settings.ResolutionSettings.Fullscreen.Description" : "Toggles between fullscreen mode and windowed mode",
|
"Settings.ResolutionSettings.Fullscreen.Description": "Toggles between fullscreen mode and windowed mode",
|
||||||
"Settings.ResolutionSettings.WindowResolution" : "Window Resolution",
|
"Settings.ResolutionSettings.WindowResolution": "Window Resolution",
|
||||||
"Settings.ResolutionSettings.WindowResolution.Description" : "What resolution should be used when in the windowed mode. This controls the actual size of the window on the screen.",
|
"Settings.ResolutionSettings.WindowResolution.Description": "What resolution should be used when in the windowed mode. This controls the actual size of the window on the screen.",
|
||||||
"Settings.ResolutionSettings.FullscreenResolution" : "Fullscreen Resolution",
|
"Settings.ResolutionSettings.FullscreenResolution": "Fullscreen Resolution",
|
||||||
"Settings.ResolutionSettings.FullscreenResolution.Description" : "What resolution should be used when in fullscreen mode. The size will remain the same, but lowering the resolution can improve performance (particularly with high-resolution screens like 4K) at the cost of more blurry image.",
|
"Settings.ResolutionSettings.FullscreenResolution.Description": "What resolution should be used when in fullscreen mode. The size will remain the same, but lowering the resolution can improve performance (particularly with high-resolution screens like 4K) at the cost of more blurry image.",
|
||||||
"Settings.ResolutionSettings.ApplyResolution" : "Apply Changes",
|
"Settings.ResolutionSettings.ApplyResolution": "Apply Changes",
|
||||||
|
|
||||||
"Settings.RenderingQualitySettings" : "Rendering Quality",
|
"Settings.RenderingQualitySettings": "Rendering Quality",
|
||||||
"Settings.RenderingQualitySettings.PerPixelLights" : "Per Pixel Lights",
|
"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.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": "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.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": "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.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": "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.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": "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.",
|
"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": "Walk",
|
"LocomotionArchetype.Walk": "Walk",
|
||||||
"LocomotionArchetype.Fly": "Fly",
|
"LocomotionArchetype.Fly": "Fly",
|
||||||
|
|
@ -1817,7 +1817,7 @@
|
||||||
|
|
||||||
"LocomotionSettings.MakePreferred": "Make Preferred",
|
"LocomotionSettings.MakePreferred": "Make Preferred",
|
||||||
"LocomotionSettings.MakeLeastPreferred": "Make Least Preferred",
|
"LocomotionSettings.MakeLeastPreferred": "Make Least Preferred",
|
||||||
|
|
||||||
"Security.Hyperlink.Title": "External Link",
|
"Security.Hyperlink.Title": "External Link",
|
||||||
"Security.Hyperlink.Warning": "<b><size=125%>Warning: Outgoing hyperlink</size></b>\nYou've clicked a link in a world. Do you want to open it? This will open in your desktop web browser.",
|
"Security.Hyperlink.Warning": "<b><size=125%>Warning: Outgoing hyperlink</size></b>\nYou've clicked a link in a world. Do you want to open it? This will open in your desktop web browser.",
|
||||||
"Security.Hyperlink.Open": "Open",
|
"Security.Hyperlink.Open": "Open",
|
||||||
|
|
@ -1872,11 +1872,11 @@
|
||||||
"Inspector.Member.SetAllToY": "Set all to Y",
|
"Inspector.Member.SetAllToY": "Set all to Y",
|
||||||
"Inspector.Member.SetAllToZ": "Set all to Z",
|
"Inspector.Member.SetAllToZ": "Set all to Z",
|
||||||
"Inspector.Member.SetAllToW": "Set all to W",
|
"Inspector.Member.SetAllToW": "Set all to W",
|
||||||
"Inspector.Member.BakeBlendshape" : "Bake Blendshape",
|
"Inspector.Member.BakeBlendshape": "Bake Blendshape",
|
||||||
"Inspector.Member.RemoveBlendshape" : "Remove Blendshape",
|
"Inspector.Member.RemoveBlendshape": "Remove Blendshape",
|
||||||
"Inspector.Member.SplitBlendshape.X" : "Split Blendshape across X",
|
"Inspector.Member.SplitBlendshape.X": "Split Blendshape across X",
|
||||||
"Inspector.Member.SplitBlendshape.Y" : "Split Blendshape across Y",
|
"Inspector.Member.SplitBlendshape.Y": "Split Blendshape across Y",
|
||||||
"Inspector.Member.SplitBlendshape.Z" : "Split Blendshape across Z",
|
"Inspector.Member.SplitBlendshape.Z": "Split Blendshape across Z",
|
||||||
|
|
||||||
"Inspector.ProceduralAsset.UpdateCount": "Update Count: {n}",
|
"Inspector.ProceduralAsset.UpdateCount": "Update Count: {n}",
|
||||||
"Inspector.ProceduralAsset.Error": "Error: {error}",
|
"Inspector.ProceduralAsset.Error": "Error: {error}",
|
||||||
|
|
@ -1991,7 +1991,7 @@
|
||||||
"Inspector.Texture3D.Size": "Size: {width} x {height} x {depth}",
|
"Inspector.Texture3D.Size": "Size: {width} x {height} x {depth}",
|
||||||
|
|
||||||
"Inspector.Texture.BakeTexture": "Bake Texture",
|
"Inspector.Texture.BakeTexture": "Bake Texture",
|
||||||
"Inspector.Texture.ReplaceFromClipboard" : "Replace from clipboard",
|
"Inspector.Texture.ReplaceFromClipboard": "Replace from clipboard",
|
||||||
|
|
||||||
"Inspector.Texture.InvertRGB": "Invert RGB",
|
"Inspector.Texture.InvertRGB": "Invert RGB",
|
||||||
"Inspector.Texture.InvertR": "Invert R",
|
"Inspector.Texture.InvertR": "Invert R",
|
||||||
|
|
@ -2228,8 +2228,8 @@
|
||||||
"Tutorial.Welcome.SettingsPrimaryLeft": "Left",
|
"Tutorial.Welcome.SettingsPrimaryLeft": "Left",
|
||||||
"Tutorial.Welcome.SettingsPrimaryLeft.Description": "Left handed",
|
"Tutorial.Welcome.SettingsPrimaryLeft.Description": "Left handed",
|
||||||
"Tutorial.Welcome.SettingsPrimaryRight": "Right",
|
"Tutorial.Welcome.SettingsPrimaryRight": "Right",
|
||||||
"Tutorial.Welcome.SettingsPrimaryRight.Description": "Right handed",
|
"Tutorial.Welcome.SettingsPrimaryRight.Description": "Right handed",
|
||||||
|
|
||||||
"Tutorial.Welcome.SettingsHeadDirectionMovement": "Movement Direction",
|
"Tutorial.Welcome.SettingsHeadDirectionMovement": "Movement Direction",
|
||||||
"Tutorial.Welcome.SettingsUseHeadDirection": "Head Direction",
|
"Tutorial.Welcome.SettingsUseHeadDirection": "Head Direction",
|
||||||
"Tutorial.Welcome.SettingsUseHeadDirection.Description": "You will move in the direction you're looking",
|
"Tutorial.Welcome.SettingsUseHeadDirection.Description": "You will move in the direction you're looking",
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue