[Bf-translations-svn] SVN commit: [5375] branches/zh_CN: some fixes, progress still at 99%

bf-translations at blender.org bf-translations at blender.org
Tue Aug 11 16:56:21 CEST 2020


Revision: 5375
          https://developer.blender.org/rBTS5375
Author:   NGENNGT
Date:     2020-08-11 16:56:20 +0200 (Tue, 11 Aug 2020)
Log Message:
-----------
some fixes, progress still at 99%

Modified Paths:
--------------
    branches/zh_CN/zh_CN.mo
    branches/zh_CN/zh_CN.po

Modified: branches/zh_CN/zh_CN.mo
===================================================================
(Binary files differ)

Modified: branches/zh_CN/zh_CN.po
===================================================================
--- branches/zh_CN/zh_CN.po	2020-08-10 14:32:35 UTC (rev 5374)
+++ branches/zh_CN/zh_CN.po	2020-08-11 14:56:20 UTC (rev 5375)
@@ -42,7 +42,7 @@
 "Language: zh_CN\n"
 "=====X-Generator: Poedit 1.6.9\n"
 "Language: zh_CN>>>>>> .r306\n"
-"X-Generator: Poedit 2.3.1"
+"X-Generator: Poedit 2.3.1\n"
 
 #. :src: bpy.types.ActionFCurves
 msgid "Action F-Curves"
@@ -28452,7 +28452,6 @@
 msgstr "湿润持久"
 
 #. :src: bpy.types.Brush.wet_persistence
-#, fuzzy
 msgid "Amount of wet paint that stays in the brush after applying paint to the surface"
 msgstr "将颜料涂在表面后留在笔刷中的湿润颜料量"
 
@@ -56096,7 +56095,7 @@
 
 #. :src: bpy.types.NodeSocketInterface.hide_value
 msgid "Hide the socket input value even when the socket is not connected"
-msgstr ""
+msgstr "即使接口未连接,也隐藏接口输入值"
 
 #. :src: bpy.types.NodeSocketInterfaceBool
 msgid "Boolean Node Socket Interface"
@@ -64906,11 +64905,8 @@
 msgstr "图像的输出格式. PNG是无损的,通常是首选,但由于文件较小,JPEG可能更适合Web应用"
 
 #. :src: bpy.types.EXPORT_SCENE_OT_gltf.export_image_format:'AUTO'
-#, fuzzy
 msgid "Save PNGs as PNGs and JPEGs as JPEGs. If neither one, use PNG"
-msgstr ""
-"保存PNG为PNG,保存JPEG为 JPEG。\n"
-"如非这两种格式,则保存为PNG"
+msgstr "保存PNG为PNG,保存JPEG为 JPEG。如非这两种格式,则保存为PNG"
 
 #. :src: bpy.types.EXPORT_SCENE_OT_gltf.export_image_format:'JPEG'
 msgid "JPEG Format (.jpg)"
@@ -64917,11 +64913,8 @@
 msgstr "JPEG格式 (.jpg)"
 
 #. :src: bpy.types.EXPORT_SCENE_OT_gltf.export_image_format:'JPEG'
-#, fuzzy
 msgid "Save images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in quality"
-msgstr ""
-"将图像另存为 JPEG。(需要alpha 的图像保存为 PNG。)\n"
-"注意可能带来的品质损失"
+msgstr "将图像另存为 JPEG。(需要alpha 的图像保存为 PNG。)注意可能带来的品质损失"
 
 #. :src: bpy.types.EXPORT_SCENE_OT_gltf.export_lights
 msgid "Punctual Lights"
@@ -64960,12 +64953,8 @@
 msgstr "按NLA轨道分组"
 
 #. :src: bpy.types.EXPORT_SCENE_OT_gltf.export_nla_strips
-#, fuzzy
 msgid "When on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animation"
-msgstr ""
-"启用时,如果多个动作被推上同名的NLA轨道,\n"
-"他们成为同一glTF动画的一部分。\n"
-"关闭后,所有当前分配的动作都变为一个glTF 动画"
+msgstr "启用时,如果多个动作被推上同名的NLA轨道,他们成为同一glTF动画的一部分。关闭后,所有当前分配的动作都变为一个glTF 动画"
 
 #. :src: bpy.types.EXPORT_SCENE_OT_gltf.export_normals
 msgid "Export vertex normals with meshes"
@@ -69654,11 +69643,8 @@
 msgstr "Blender (最适合重新导入)"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.bone_heuristic:'BLENDER'
-#, fuzzy
 msgid "Good for re-importing glTFs exported from Blender. Bone tips are placed on their local +Y axis (in glTF space)"
-msgstr ""
-"有利于重新导入来自blender的glTFs文件。\n"
-"骨骼头部放置在正向局部Y轴(glTF空间)"
+msgstr "有利于重新导入来自blender的glTFs文件。骨骼头部放置在正向局部Y轴(glTF空间)"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.bone_heuristic:'TEMPERANCE'
 msgid "Temperance (average)"
@@ -69665,11 +69651,8 @@
 msgstr "克制(平均)"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.bone_heuristic:'TEMPERANCE'
-#, fuzzy
 msgid "Decent all-around strategy. A bone with one child has its tip placed on the local axis closest to its child"
-msgstr ""
-"优秀的策略。\n"
-"拥有一个子骨骼的骨骼的头部放置在最接近子骨骼的本地轴向上"
+msgstr "优秀的策略。拥有一个子骨骼的骨骼的头部放置在最接近子骨骼的本地轴向上"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.bone_heuristic:'FORTUNE'
 msgid "Fortune (may look better, less accurate)"
@@ -69676,12 +69659,8 @@
 msgstr "碰碰运气(可能看起来更好,不太准确)"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.bone_heuristic:'FORTUNE'
-#, fuzzy
 msgid "Might look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child's root. Non-uniform scalings may get messed up though, so beware"
-msgstr ""
-"可能比克制(平均)更好,但也可能有错误。\n"
-"子骨骼的头部放置在它的根级骨骼上。\n"
-"注意,非均匀的缩放可能会导致糟糕的结果"
+msgstr "可能比克制(平均)更好,但也可能有错误。子骨骼的头部放置在它的根级骨骼上。注意,非均匀的缩放可能会导致糟糕的结果"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.guess_original_bind_pose
 msgid "Guess Original Bind Pose"
@@ -69688,11 +69667,8 @@
 msgstr "猜测原始绑定姿态"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.guess_original_bind_pose
-#, fuzzy
 msgid "Try to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind pose"
-msgstr ""
-"尝试从逆绑定矩阵中猜测蒙皮网格的原始绑定姿势。\n"
-"当关闭时,使用默认/静置姿势作为绑定姿势"
+msgstr "尝试从逆绑定矩阵中猜测蒙皮网格的原始绑定姿势。当关闭时,使用默认/静置姿势作为绑定姿势"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.import_pack_images
 msgid "Pack Images"
@@ -69719,12 +69695,8 @@
 msgstr "日志级别"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_gltf.merge_vertices
-#, fuzzy
 msgid "The glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normals"
-msgstr ""
-"glTF 格式要求将不连续法向、UV以及其他顶点属性存储为单独的顶点,这是在典型图形硬件上渲染所需的。\n"
-"此选项将尽可能合并同一位置的顶点。\n"
-"当前无法合并具有不同法向的顶点"
+msgstr "glTF 格式要求将不连续法向、UV以及其他顶点属性存储为单独的顶点,这是在典型图形硬件上渲染所需的。此选项将尽可能合并同一位置的顶点。当前无法合并具有不同法向的顶点"
 
 #. :src: bpy.types.IMPORT_SCENE_OT_obj
 msgctxt "Operator"
@@ -82606,9 +82578,8 @@
 msgstr "保留上一个遮罩"
 
 #. :src: bpy.types.SCULPT_OT_mask_by_color.preserve_previous_mask
-#, fuzzy
 msgid "Preserve the previous mask and add or subtract the new one generated by the colors"
-msgstr "保留上一个遮罩,并添加或替换颜色生成的新遮罩"
+msgstr "保留上一个遮罩,并与颜色生成的新遮罩相加或相减"
 
 #. :src: bpy.types.SCULPT_OT_mask_by_color.threshold
 msgid "How much changes in color affect the mask generation"
@@ -86427,7 +86398,6 @@
 msgstr "UV断离移动"
 
 #. :src: bpy.types.UV_OT_rip_move
-#, fuzzy
 msgid "Unstitch UV's and move the result"
 msgstr "解缝UV并移动结果"
 
@@ -98386,7 +98356,6 @@
 msgstr "自定义姿势"
 
 #. :src: bpy.types.VRLandmark.type:'CUSTOM'
-#, fuzzy
 msgid "Allow a manually defined position and rotation to be used as the VR view base pose"
 msgstr "允许将手动定义的位置和旋转用作VR视图基础姿势"
 
@@ -102705,9 +102674,8 @@
 msgstr "像素大小"
 
 #. :src: bpy.types.ShaderFxPixel.use_antialiasing
-#, fuzzy
 msgid "Antialias pixels"
-msgstr "像素抗锯齿"
+msgstr "抗锯齿像素点数"
 
 #. :src: bpy.types.ShaderFxRim
 msgid "Rim Effect"
@@ -112499,13 +112467,12 @@
 msgstr "不兼容的灯光缓存版本,请再次烘焙"
 
 #: source/blender/draw/engines/eevee/eevee_lightcache.c:245
-#, fuzzy
 msgid "Error: Light cache is too big for the GPU to be loaded"
 msgstr "错误:灯光缓存太大,GPU无法加载"
 
 #. :src: source/blender/draw/engines/eevee/eevee_lightcache.c:252
 msgid "Error: Light cache dimensions not supported by the GPU"
-msgstr ""
+msgstr "错误:GPU不支持的灯光缓存尺寸"
 
 #: source/blender/draw/engines/eevee/eevee_lightcache.c:259
 msgid "Baking light cache"
@@ -112513,7 +112480,7 @@
 
 #. :src: source/blender/draw/engines/eevee/eevee_lightcache.c:265
 msgid "Error: LightCache is too large and will not be saved to disk"
-msgstr ""
+msgstr "错误:灯光缓存太大,不会保存到磁盘"
 
 #: source/blender/draw/engines/eevee/eevee_lightcache.c:277
 msgid "%d Ref. Cubemaps, %d Irr. Samples (%s in memory)"
@@ -113648,9 +113615,8 @@
 msgstr "线: ESC 取消, 鼠标左键设置原点, 回车/鼠标中键确定, 滚轮/+- 调节细分次数, Shift 对齐, Alt 到中心, E: 挤压"
 
 #: source/blender/editors/gpencil/gpencil_primitive.c:414
-#, fuzzy
 msgid "Polyline: ESC to cancel, LMB to set, Enter/MMB to confirm, WHEEL/+- to adjust subdivision number, Shift to align"
-msgstr "线: ESC 取消, 鼠标左键设置原点, 回车/鼠标中键确定, 滚轮/+- 调节细分次数, Shift 对齐, Alt 到中心, E: 挤压"
+msgstr "折线: ESC取消, 鼠标左键设置, 回车/鼠标中键确认, 滚轮/+- 调节细分次数, Shift 对齐"
 
 #: source/blender/editors/gpencil/gpencil_primitive.c:420
 msgid "Rectangle: ESC to cancel, LMB set origin, Enter/MMB to confirm, WHEEL/+- to adjust subdivision number, Shift to square, Alt to center"
@@ -116199,7 +116165,7 @@
 
 #. :src: source/blender/editors/render/render_shading.c:949
 msgid "Lightcache cannot allocate resources"
-msgstr ""
+msgstr "灯光缓存无法分配资源"
 
 #: source/blender/editors/render/render_shading.c:1194
 msgid "No active lineset and associated line style to manipulate the modifier"
@@ -118082,7 +118048,6 @@
 
 #: source/blender/editors/space_sequencer/sequencer_edit.c:2221
 #: source/blender/makesrna/intern/rna_sequencer.c:874
-#, fuzzy
 msgid "Cannot reassign inputs: recursion detected"
 msgstr "无法重新指定输入: 检测到递归"
 
@@ -120128,7 +120093,7 @@
 #: source/blender/makesrna/intern/rna_wm_api.c:601
 #, fuzzy
 msgid "Value: must be 'NOTHING' for motion"
-msgstr "值:仅支持 '按下/松开/无操作'"
+msgstr "值: 仅支持 '按下/松开/无操作'"
 
 #: source/blender/makesrna/intern/rna_wm_api.c:607
 msgid "Value: must be 'PRESS' when unicode is set"
@@ -121722,991 +121687,766 @@
 msgid "Starting"
 msgstr "未完善"
 
-
 #~ msgid "Mem: %s"
 #~ msgstr "内存: %s"
 
-
 #~ msgctxt "Operator"
 #~ msgid "Width Size"
 #~ msgstr "宽度尺寸"
 
-
 #~ msgctxt "Operator"
 #~ msgid "Update All To Frame"
 #~ msgstr "全部更新到帧"
 
-
 #~ msgid "Console Scrollback Lines"
 #~ msgstr "控制台回查行数"
 
-
 #~ msgid "Doppler Speed"
 #~ msgstr "多普勒速度"
 
-
 #~ msgid "Do not test the back-face of each strand"
 #~ msgstr "不要测试各发股的背面"
 
-
 #~ msgid "Mirror Object:"
 #~ msgstr "镜像物体:"
 
-
 #~ msgid "Axis Mapping:"
 #~ msgstr "轴向映射:"
 
-
 #~ msgid "Use Max Angle"
 #~ msgstr "使用最大角度"
 
-
 #~ msgid "Path interpolation at this point: Bezier or vector"
 #~ msgstr "该点的路径插值:贝塞尔或矢量"
 
-
 #~ msgctxt "Operator"
 #~ msgid "Sharpen Mask"
 #~ msgstr "锐化遮罩"
 
-
 #~ msgid "Script Files"
 #~ msgstr "脚本文件"
 
-
 #~ msgctxt "Operator"
 #~ msgid "Face"
 #~ msgstr "面"
 
-
 #~ msgid "Options:"
 #~ msgstr "选项:"
 
-
 #~ msgid "%dx%d"
 #~ msgstr "%dx%d"
 
-
 #~ msgid "Build and Time Offset modifier not compatible"
 #~ msgstr "建形和时间偏移修改器不兼容"
 
-
 #~ msgid "Subsurf Crease"
 #~ msgstr "次表面折痕"
 
-
 #~ msgctxt "Operator"
 #~ msgid "Clear"
 #~ msgstr "清空"
 
-
 #~ msgid "Link Materials to"
 #~ msgstr "关联材质到"
 
-
 #~ msgid "ASCII FBX files are not supported %r"
 #~ msgstr "ASCII FBX文件不被支持 %r"
 
-
 #~ msgctxt "Operator"
 #~ msgid "Face Set From Masked"
 #~ msgstr "从被遮蔽面创建面组"
 
-
 #~ msgid "| Mem:%.2fM (%.2fM, Peak %.2fM) "
 #~ msgstr "| 内存: %.2fM (%.2fM, 峰值 %.2fM) "
 
-
 #~ msgid "Use Embree as ray accelerator"
 #~ msgstr "使用Embree作为光线加速器"
 
-
 #~ msgid "Iterations: %d .. %d (avg. %d)"
 #~ msgstr "迭代:%d .. %d (avg. %d)"
 
-
 #~ msgctxt "Operator"
 #~ msgid "Check All"
 #~ msgstr "检查全部"
 
-
 #~ msgid "Modifier Properties:"
 #~ msgstr "修改器属性:"
 
-
 #~ msgctxt "Operator"
 #~ msgid "To Uppercase"
 #~ msgstr "大写"
 
-
 #~ msgid "CCW"
 #~ msgstr "逆时针"
 
-
 #~ msgid "Button Tip:"
 #~ msgstr "按钮提示:"
 
-
 #~ msgid "Y Rot"
 #~ msgstr "Y 旋转"
 
-
 #~ msgid "Only Insert Needed"
 #~ msgstr "只在必要时插入"
 
-
 #~ msgid "Disabled, built without OpenSubdiv"
 #~ msgstr "已禁用, 未使用OpenSubdiv编译"
 
-
 #~ msgid "Sewing"
 #~ msgstr "缝合"
 
-

@@ Diff output truncated at 10240 characters. @@


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