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Oops forgot to translate those strings
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1 changed files with 41 additions and 41 deletions
82
pt-br.json
82
pt-br.json
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@ -1394,60 +1394,60 @@
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"Inspector.Audio.DenoiseRNNoise": "Denoise (RNNoise, otimizado para voz em 48 kHz)",
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"Inspector.Audio.ExtractSides": "Extrair lados (pode ser usado para remover vocais em tracks stereo)",
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"Inspector.AudioStream.BufferState": "Available samples: {samples}, Missed: {missed}, Length: {length}, Global Index: {index}",
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"Inspector.AudioStream.EncodeState": "Available to encode: {samples}, Frame Size: {frame} (Max: {max_frame}), Sample Rate: {rate}",
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"Inspector.AudioStream.DecodeState": "Total Packets: {total}, Total Lost Packets: {lost}, Packet Loss: {loss, number, percent}",
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"Inspector.AudioStream.BufferStats": "Avg codec: {avgCodec}/s, Avg read: {avgRead}/s, Avg written: {avgWritten}/s",
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"Inspector.AudioStream.BufferState": "Amostras disponíveis: {samples}, Perdidas: {missed}, Comprimento: {length}, Index Global: {index}",
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"Inspector.AudioStream.EncodeState": "Disponível para codificar: {samples}, Tamanho do Frame: {frame} (Max: {max_frame}), Taxa de Amostragem: {rate}",
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"Inspector.AudioStream.DecodeState": "Total de Pacotes: {total}, Total de Pacotes Perdidos: {lost}, Perda de Pacotes: {loss, number, percent}",
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"Inspector.AudioStream.BufferStats": "média codec: {avgCodec}/s, média de leitura: {avgRead}/s, média de escrita: {avgWritten}/s",
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"Inspector.DynamicBoneChain.SetupFromChildren": "Setup From Children",
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"Inspector.DynamicBoneChain.SetupFromChildrenAll": "Setup From Children (force all)",
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"Inspector.DynamicBoneChain.SetupFromChildrenRig": "Setup From Children (rig only)",
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"Inspector.DynamicBoneChain.ReplaceSmoothTransforms": "Replace Smooth Transforms in children",
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"Inspector.DynamicBoneChain.ClearSmoothTransforms": "Clear Smooth Transforms in children",
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"Inspector.DynamicBoneChain.CollidersGrabbingHeader": "------- Colliders & Grabbing -------",
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"Inspector.DynamicBoneChain.AddFixedCollidersFromHierarchy": "Add fixed colliders from hierarchy (using object root)",
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"Inspector.DynamicBoneChain.AlwaysGrabLastBone": "Always grab last bone",
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"Inspector.DynamicBoneChain.SetupFromChildren": "Configurar de Children",
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"Inspector.DynamicBoneChain.SetupFromChildrenAll": "Configurar de Children (forçar todos)",
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"Inspector.DynamicBoneChain.SetupFromChildrenRig": "Configurar de Children (apenas a rig)",
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"Inspector.DynamicBoneChain.ReplaceSmoothTransforms": "Substitua Smooth Transforms em childrens",
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"Inspector.DynamicBoneChain.ClearSmoothTransforms": "Clear Smooth Transforms em children",
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"Inspector.DynamicBoneChain.CollidersGrabbingHeader": "------- Colisores e Agarramento -------",
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"Inspector.DynamicBoneChain.AddFixedCollidersFromHierarchy": "Adicione colisores fixos da hierarquia (usando a raiz do objeto)",
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"Inspector.DynamicBoneChain.AlwaysGrabLastBone": "Sempre pegar o último osso",
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"Inspector.Rig.CleanupBoneColliders": "Cleanup bone colliders",
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"Inspector.Rig.GenerateDebugVisuals": "Generate debug visuals",
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"Inspector.Rig.ClearDebugVisuals": "Clear debug visuals",
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"Inspector.Rig.CleanupBoneColliders": "Limpeza de colisores ósseos",
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"Inspector.Rig.GenerateDebugVisuals": "Gerar visuais de debug",
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"Inspector.Rig.ClearDebugVisuals": "Limpar visuais de debug",
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"Inspector.AvatarExpression.AutoAssign": "Auto Assign Blendshapes (using heuristics)",
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"Inspector.AvatarExpression.AutoAssign": "Atribuição automática de Blendshapes (usando heurística)",
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"Inspector.CharacterController.Warning": "<color=red><size=150%>WARNING!</size></color><br>It is possible to use this component as a simple rigidbody by checking SimulateRotation. Before you do, please understand that it is not optimized for this purpose and proper Rigidbody Support is coming in the future.<br>Proper rigidbody support will offer:<br><b>- CPU and network efficiency</b> - with CharacterController you'll be getting higher CPU usage and significant amount of network traffic<br><b>- Constraints</b> - you'll be able to create joints, hinges, springs and other constraints between rigidbodies<br><b>- Smooth simulation and interactions for everyone</b> - CharacterController will glitch out if another person tries to interact<br><b>- New Features and Tools</b> - to make using them much easier<br>-----------------------<br>As long as you understand those limitations, have fun!",
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"Inspector.PrimitiveMemberEditor.Warning": "<color=red><size=150%>WARNING!</size></color><br>It is possible to use this component to interact with references by using their IDs. This process is commonly called 'Ref Hacking'.<br><br><b>Before</b> you do this, please understand that this is <b>not</b> supported and may break at any time. Do not rely on this functionality for your creations.",
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"Inspector.CharacterController.Warning": "<color=red><size=150%>AVISO!</size></color><br>É possivel usar este componente como um corpo rígido simples verificando SimulateRotation. Antes que você faça isto, por favor entenda que ele não está otimizado para esse propósito e o suporte Rigidbody adequado estará disponível no futuro.<br>Suporte adequado do corpo rígido oferecerá:<br><b>- Eficiência de CPU e Rede</b>- com o CharacterController você obterá maior uso da CPU e uma quantidade maior significativa de tráfego de rede<br><b>- Constraints</b> - você poderá criar juntas, dobradiças, molas e outras restrições entre corpos rígidos<br><b>- Simulação e interações suaves para todos</b> - CharacterController irá quebrar se outra pessoa tentar interagir<br><b>- Novos recursos e ferramentas</b> - para tornar seu uso muito mais fácil<br>-----------------------<br>Contanto que você entenda essas limitações, divirta-se!",
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"Inspector.PrimitiveMemberEditor.Warning": "<color=red><size=150%>AVISO!</size></color><br>É possivel usar este componente interagir com referências usando seus IDs. Este processo é comumente chamado de 'Ref Hacking'.<br><br><b>Antes</b> que você faça isto, por favor entenda que isto <b>não</b> é suportado e poderá quebrar a qualquer momento. Não dependa neste funcionalidade para suas criações.",
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"Inspector.ParticleStyle.CommonTransitions": "Common Transition Templates:",
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"Inspector.ParticleStyle.AlphaFadeInOut": "Alpha Fade In & Fade Out",
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"Inspector.ParticleStyle.AlphaFadeIn": "Alpha Fade In",
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"Inspector.ParticleStyle.AlphaFadeOut": "Alpha Fade Out",
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"Inspector.ParticleStyle.IntensityFadeInOut": "Intensity Fade In & Fade Out",
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"Inspector.ParticleStyle.IntensityFadeIn": "Intensity Fade In",
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"Inspector.ParticleStyle.IntensityFadeOut": "Intensity Fade Out",
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"Inspector.ParticleStyle.ClearFades": "Clear Fades",
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"Inspector.ParticleStyle.CommonTransitions": "Templates de Transição Comuns:",
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"Inspector.ParticleStyle.AlphaFadeInOut": "Fade In e Fade Out do Alfa",
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"Inspector.ParticleStyle.AlphaFadeIn": "Fade In do Alfa",
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"Inspector.ParticleStyle.AlphaFadeOut": "Fade Out do Alfa",
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"Inspector.ParticleStyle.IntensityFadeInOut": "Fade In e Fade Out de Intensidade",
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"Inspector.ParticleStyle.IntensityFadeIn": "Fade In de Intensidade",
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"Inspector.ParticleStyle.IntensityFadeOut": "Fade Out de Intensidade",
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"Inspector.ParticleStyle.ClearFades": "Limpar Fades",
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"Inspector.Collider.SetFromLocalBounds": "Set from local bounds",
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"Inspector.Collider.SetFromGlobalBounds": "Set from global bounds",
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"Inspector.Collider.SetFromLocalBoundsPrecise": "Set from local bounds (precise)",
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"Inspector.Collider.SetFromGlobalBoundsPrecise": "Set from global bounds (precise)",
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"Inspector.Collider.SetFromPreciseBounds": "Set from precise bounds",
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"Inspector.Collider.SetFromPreciseCylinderBounds": "Set from precise cylinder bounds",
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"Inspector.Collider.Visualize": "Visualize Collider",
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"Inspector.Collider.SetFromLocalBounds": "Definir a partir dos limites locais",
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"Inspector.Collider.SetFromGlobalBounds": "Definir a partir dos limites globais",
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"Inspector.Collider.SetFromLocalBoundsPrecise": "Definido a partir dos limites locais (preciso)",
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"Inspector.Collider.SetFromGlobalBoundsPrecise": "Definir a partir dos limites globais (preciso)",
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"Inspector.Collider.SetFromPreciseBounds": "Definir a partir de limites precisos",
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"Inspector.Collider.SetFromPreciseCylinderBounds": "Definido a partir de limites de cilindro precisos",
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"Inspector.Collider.Visualize": "Visualizar Colisor",
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"Inspector.SimpleAwayIndicator.TestAway" : "Set to away (debug)",
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"Inspector.SimpleAwayIndicator.TestRestore" : "Restore to normal (debug)",
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"Inspector.SimpleAwayIndicator.TestRestore" : "Restaurar para o normal (debug)",
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"Inspector.Fields.Drive" : "Drive",
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"Inspector.Fields.DriveWriteBack" : "Drive <size=50%>(write back)</size>",
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"Inspector.Fields.Drive" : "Vincular",
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"Inspector.Fields.DriveWriteBack" : "Vincular <size=50%>(write back)</size>",
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"Inspector.Actions.CopyComponent" : "Copy Component",
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"Inspector.Actions.MoveComponent" : "Move Component",
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"Inspector.Actions.CopyComponent" : "Copiar Componente",
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"Inspector.Actions.MoveComponent" : "Mover Componente",
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"UserInspector.Title" : "User Inspector",
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"UserInspector.Title" : "Inspetor do Usuário",
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"WorkerInspector.Title" : "{name} Inspector",
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"WorkerInspector.Title" : "Inspetor de {name}",
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"CreateNew.Title" : "New",
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"CreateNew.Title" : "Novo",
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"Wizard.General.ProcessRoot": "Raíz de processamento:",
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"Wizard.General.Result": "Resultado:",
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