Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2021-03-31 16:02:08 +02:00
parent 7a29926d05
commit 04ec84537d
4616 changed files with 85680 additions and 56851 deletions

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@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -407,7 +407,7 @@ msgstr ":ref:`doc_making_main_screen_plugins`"
#: ../../docs/about/docs_changelog.rst:188
msgid ":ref:`doc_spatial_gizmo_plugins`"
msgstr ":ref:'doc_spatial_gizmo_plugins'"
msgstr ":ref:`doc_spatial_gizmo_plugins`"
#: ../../docs/about/docs_changelog.rst:191
msgid "Platform-specific"
@@ -415,7 +415,7 @@ msgstr "Specifické pro platformu"
#: ../../docs/about/docs_changelog.rst:193
msgid ":ref:`doc_customizing_html5_shell`"
msgstr ":ref:'doc_customizing_html5_shell'"
msgstr ":ref:`doc_customizing_html5_shell`"
#: ../../docs/about/docs_changelog.rst:198
msgid ":ref:`doc_thread_safe_apis`"
@@ -423,7 +423,7 @@ msgstr ":ref:`doc_thread_safe_apis`"
#: ../../docs/about/docs_changelog.rst:203
msgid ":ref:`doc_making_trees`"
msgstr ":ref:'doc_making_trees'"
msgstr ":ref:`doc_making_trees`"
#: ../../docs/about/docs_changelog.rst:206
msgid "Miscellaneous"
@@ -431,19 +431,19 @@ msgstr "Různé"
#: ../../docs/about/docs_changelog.rst:208
msgid ":ref:`doc_jitter_stutter`"
msgstr ":ref:'doc_jitter_stutter'"
msgstr ":ref:`doc_jitter_stutter`"
#: ../../docs/about/docs_changelog.rst:209
msgid ":ref:`doc_running_code_in_the_editor`"
msgstr ":ref:'doc_running_code_in_the_editor'"
msgstr ":ref:`doc_running_code_in_the_editor`"
#: ../../docs/about/docs_changelog.rst:210
msgid ":ref:`doc_change_scenes_manually`"
msgstr ":ref:'doc_change_scenes_manually'"
msgstr ":ref:`doc_change_scenes_manually`"
#: ../../docs/about/docs_changelog.rst:211
msgid ":ref:`doc_gles2_gles3_differences`"
msgstr ":ref:'doc_gles2_gles3_differences'"
msgstr ":ref:`doc_gles2_gles3_differences`"
#: ../../docs/about/docs_changelog.rst:214
msgid "Compiling"
@@ -455,7 +455,7 @@ msgstr ":ref:`doc_optimizing_for_size`"
#: ../../docs/about/docs_changelog.rst:217
msgid ":ref:`doc_compiling_with_script_encryption_key`"
msgstr ":ref:'doc_compiling_with_script_encryption_key'"
msgstr ":ref:`doc_compiling_with_script_encryption_key`"
#: ../../docs/about/docs_changelog.rst:220
msgid "Engine development"
@@ -463,4 +463,4 @@ msgstr "Vývoj enginu"
#: ../../docs/about/docs_changelog.rst:222
msgid ":ref:`doc_binding_to_external_libraries`"
msgstr ":ref:'doc_binding_to_external_libraries'"
msgstr ":ref:`doc_binding_to_external_libraries`"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -72,7 +72,7 @@ msgid ""
msgstr ""
"Veškerý obsah této doprovodné dokumentace je zveřejněn pod licencí Creative "
"Commons Attribution 3.0 ( `CC-BY 3.0 <https://creativecommons.org/licenses/"
"by/3.0/ >`_ ), s uvedením licence „Juan Linietsky, Ariel Manzur a komunita "
"by/3.0/>`_ ), s uvedením licence „Juan Linietsky, Ariel Manzur a komunita "
"Godot Engine. \""
#: ../../docs/about/faq.rst:23
@@ -227,7 +227,7 @@ msgstr ""
"vždy připravena řešit nové problémy, jakmile se objeví, ale protože se jedná "
"o projekt s otevřeným zdrojovým kódem, doporučujeme vám nejprve udělat si "
"vlastní hloubkový průzkum. Prohledávání diskusí o `otevřených problémech "
"<https://github.com/godotengine/godot/issues >`_ je skvělý způsob, jak začít "
"<https://github.com/godotengine/godot/issues>`_ je skvělý způsob, jak začít "
"s řešením problémů vlastních."
#: ../../docs/about/faq.rst:85
@@ -292,7 +292,7 @@ msgstr ""
"Původní záměr vytvořit těsně integrovaný, vlastní skriptovací jazyk pro "
"Godot byl dvojí: zaprvé, snižit množství času potřebného k poznání a "
"ovládnutí Godotu, což potenciálním vývojářům poskytuje rychlý způsob, jak se "
"se seznámit s enginem a používat ho produktivně; za druhé, redukovat celkové "
"seznámit s enginem a používat ho produktivně; za druhé, redukovat celkové "
"břemeno údržby, zmenšit složitost problémů a umožnit vývojářům enginu "
"soustředit se na odstraňování chyb a vylepšování funkcí souvisejících s "
"jádrem enginu, spíše než utápět spoustu času prací na malých přírůstkových "
@@ -344,7 +344,7 @@ msgstr ""
"V dávných časech používal engin skriptovací jazyk `Lua <https://www.lua."
"org>`_ . Lua je rychlá, ale vytváření vazeb na objektově orientovaný systém "
"(pomocí fallbacks) bylo složité a pomalé a vyžadovalo enormní množství kódu. "
"Po několika experimentech s `Pythonem <https://www.python.org >`_ se i toto "
"Po několika experimentech s `Pythonem <https://www.python.org>`_ se i toto "
"řešení ukázalo jako problematické."
#: ../../docs/about/faq.rst:135
@@ -424,9 +424,9 @@ msgid ""
"godotengine.org/download>`_."
msgstr ""
"Godot podporuje Colladu prostřednictvím exportéru `OpenCollada <https://"
"github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools> `_ ( Maya, "
"github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ ( Maya, "
"3DSMax). Pokud používáte Blender, podívejte se na náš vlastní `Lepší Collada "
"Exportér <https://godotengine.org/download >`_ ."
"Exportér <https://godotengine.org/download>`_."
#: ../../docs/about/faq.rst:161
msgid "As of Godot 3.0, glTF is supported."
@@ -534,6 +534,70 @@ msgstr ""
"backendem vykreslování na všech platformách, včetně Windows."
#: ../../docs/about/faq.rst:205
msgid "Why does Godot aim to keep its core feature set small?"
msgstr ""
#: ../../docs/about/faq.rst:207
msgid ""
"Godot intentionally does not include features that can be implemented by add-"
"ons unless they are used very often. One exemple of this would be advanced "
"artificial intelligence functionality."
msgstr ""
#: ../../docs/about/faq.rst:211
msgid "There are several reasons for this:"
msgstr ""
#: ../../docs/about/faq.rst:213
msgid ""
"**Code maintenance and surface for bugs.** Every time we accept new code in "
"the Godot repository, existing contributors often take the reponsibility of "
"maintaining it. Some contributors don't always stick around after getting "
"their code merged, which can make it difficult for us to maintain the code "
"in question. This can lead to poorly maintained features with bugs that are "
"never fixed. On top of that, the \"API surface\" that needs to be tested and "
"checked for regressions keeps increasing over time."
msgstr ""
#: ../../docs/about/faq.rst:221
msgid ""
"**Ease of contribution.** By keeping the codebase small and tidy, it can "
"remain fast and easy to compile from source. This makes it easier for new "
"contributors to get started with Godot, without requiring them to purchase "
"high-end hardware."
msgstr ""
#: ../../docs/about/faq.rst:226
msgid ""
"**Keeping the binary size small for the editor.** Not everyone has a fast "
"Internet connection. Ensuring that everyone can download the Godot editor, "
"extract it and run it in less than 5 minutes makes Godot more accessible to "
"developers in all countries."
msgstr ""
#: ../../docs/about/faq.rst:231
msgid ""
"**Keeping the binary size small for export templates.** This directly "
"impacts the size of projects exported with Godot. On mobile and web "
"platforms, keeping file sizes low is primordial to ensure fast installation "
"and loading on underpowered devices. Again, there are many countries where "
"high-speed Internet is not readily available. To add to this, strict data "
"usage caps are often in effect in those countries."
msgstr ""
#: ../../docs/about/faq.rst:238
msgid ""
"For all the reasons above, we have to be selective of what we can accept as "
"core functionality in Godot. This is why we are aiming to move some core "
"functionality to officially supported add-ons in future versions of Godot. "
"In terms of binary size, this also has the advance of making you pay only "
"for what you actually use in your project. (In the meantime, you can :ref:"
"`compile custom export templates with unused features disabled "
"<doc_optimizing_for_size>` to optimize the distribution size of your "
"project.)"
msgstr ""
#: ../../docs/about/faq.rst:247
msgid ""
"How should assets be created to handle multiple resolutions and aspect "
"ratios?"
@@ -541,7 +605,7 @@ msgstr ""
"Jak by měly být vytvořeny zdroje, aby zvládaly vícenásobná rozlišení a "
"poměry stran?"
#: ../../docs/about/faq.rst:207
#: ../../docs/about/faq.rst:249
msgid ""
"This question pops up often and it's probably thanks to the misunderstanding "
"created by Apple when they originally doubled the resolution of their "
@@ -559,7 +623,7 @@ msgstr ""
"několik dalších zařízení Android a Apple s různými rozlišeními a poměry "
"stran, s velmi širokou škálou velikostí a DPI."
#: ../../docs/about/faq.rst:215
#: ../../docs/about/faq.rst:257
msgid ""
"The most common and proper way to achieve this is to, instead, use a single "
"base resolution for the game and only handle different screen aspect ratios. "
@@ -571,7 +635,7 @@ msgstr ""
"obrazovky. To je většinou potřeba pro 2D, protože ve 3D je to jen záležitost "
"souřadnic kamery XFov nebo YFov."
#: ../../docs/about/faq.rst:219
#: ../../docs/about/faq.rst:261
msgid ""
"Choose a single base resolution for your game. Even if there are devices "
"that go up to 2K and devices that go down to 400p, regular hardware scaling "
@@ -587,7 +651,7 @@ msgstr ""
"720p (1280x720). Mějte na paměti, že čím vyšší rozlišení, tím větší je vaše "
"zdroje, tím více paměti zaberou a déle bude trvat jejich načítání."
#: ../../docs/about/faq.rst:227
#: ../../docs/about/faq.rst:269
msgid ""
"Use the stretch options in Godot; 2D stretching while keeping aspect ratios "
"works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to "
@@ -597,7 +661,7 @@ msgstr ""
"funguje nejlépe. Podívejte se na návod :ref:`doc_multiple_resolutions` , jak "
"toho dosáhnout."
#: ../../docs/about/faq.rst:231
#: ../../docs/about/faq.rst:273
msgid ""
"Determine a minimum resolution and then decide if you want your game to "
"stretch vertically or horizontally for different aspect ratios, or if there "
@@ -609,7 +673,7 @@ msgstr ""
"jeden poměr stran a chcete, aby se místo toho zobrazovaly černé pruhy. To je "
"také vysvětleno v :ref:`doc_multiple_resolutions` ."
#: ../../docs/about/faq.rst:236
#: ../../docs/about/faq.rst:278
msgid ""
"For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to "
"determine where controls should stay and move. If UIs are more complex, "
@@ -620,11 +684,11 @@ msgstr ""
"pohybovat. Pokud jsou uživatelská rozhraní komplexnější, zvažte poučení o "
"kontejnerech."
#: ../../docs/about/faq.rst:240
#: ../../docs/about/faq.rst:282
msgid "And that's it! Your game should work in multiple resolutions."
msgstr "A to je vše! Vaše hra by měla fungovat ve více rozlišeních."
#: ../../docs/about/faq.rst:242
#: ../../docs/about/faq.rst:284
msgid ""
"If there is a desire to make your game also work on ancient devices with "
"tiny screens (fewer than 300 pixels in width), you can use the export option "
@@ -636,11 +700,11 @@ msgstr ""
"zmenšit obrázky a nastavit, aby se toto sestavení použilo v App Storu či "
"Google Play pro určité velikosti obrazovky ."
#: ../../docs/about/faq.rst:248
#: ../../docs/about/faq.rst:290
msgid "How can I extend Godot?"
msgstr "Jak mohu rozšířit Godot?"
#: ../../docs/about/faq.rst:250
#: ../../docs/about/faq.rst:292
msgid ""
"For extending Godot, like creating Godot Editor plugins or adding support "
"for additional languages, take a look at :ref:`EditorPlugins "
@@ -650,23 +714,23 @@ msgstr ""
"přidat podporu pro další jazyky, podívejte se na :ref:`EditorPlugins "
"<doc_making_plugins>` a skripty nástrojů."
#: ../../docs/about/faq.rst:254
#: ../../docs/about/faq.rst:296
msgid "Also, see the official blog posts on these topics:"
msgstr "Podívejte se také na oficiální blogové příspěvky k těmto tématům:"
#: ../../docs/about/faq.rst:256
#: ../../docs/about/faq.rst:298
msgid ""
"`A look at the GDNative architecture <https://godotengine.org/article/look-"
"gdnative-architecture>`_"
msgstr ""
"`Pohled na architekturu GDNative <https://godotengine.org/article/look-"
"gdnative-architecture >`_"
"gdnative-architecture>`_"
#: ../../docs/about/faq.rst:257
#: ../../docs/about/faq.rst:299
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgstr "`GDNative je tady! <https://godotengine.org/article/dlscript-here>`_"
#: ../../docs/about/faq.rst:259
#: ../../docs/about/faq.rst:301
msgid ""
"You can also take a look at the GDScript implementation, the Godot modules, "
"as well as the `unofficial Python support <https://github.com/touilleMan/"
@@ -674,15 +738,15 @@ msgid ""
"another third-party library integrates with Godot."
msgstr ""
"Můžete se také podívat na implementaci GDScriptu, moduly Godotu a také na "
"`neoficiální podporu Pythonu <https://github.com/touilleMan/godot-python >`_ "
"`neoficiální podporu Pythonu <https://github.com/touilleMan/godot-python>`_ "
"pro Godota. To by bylo dobrým výchozím bodem pro pochopení, jak se knihovny "
"třetích stran integrují do Godota."
#: ../../docs/about/faq.rst:265
#: ../../docs/about/faq.rst:307
msgid "When is the next release of Godot out?"
msgstr "Kdy vyjde další verze Godota?"
#: ../../docs/about/faq.rst:267
#: ../../docs/about/faq.rst:309
msgid ""
"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for "
"more information."
@@ -690,11 +754,11 @@ msgstr ""
"Až bude připraven! Viz :ref:`doc_release_policy_when_is_next_release_out` "
"pro více informací."
#: ../../docs/about/faq.rst:271
#: ../../docs/about/faq.rst:313
msgid "I would like to contribute! How can I get started?"
msgstr "Chtěl bych přispět! Jak mohu začít?"
#: ../../docs/about/faq.rst:273
#: ../../docs/about/faq.rst:315
msgid ""
"Awesome! As an open-source project, Godot thrives off of the innovation and "
"ambition of developers like you."
@@ -702,7 +766,7 @@ msgstr ""
"Skvělý! Jako open-source projekt Godot vzkvétá díky inovacím a ambicím "
"vývojářů, jako jste vy."
#: ../../docs/about/faq.rst:276
#: ../../docs/about/faq.rst:318
msgid ""
"The first place to get started is in the `issues <https://github.com/"
"godotengine/godot/issues>`_. Find an issue that resonates with you, then "
@@ -711,16 +775,16 @@ msgid ""
"fork, modify, and submit a Pull Request (PR) with your changes."
msgstr ""
"První místo, kde začít, je v `nesrovnalosti <https://github.com/godotengine/"
"godot/issues >`_ . Najděte problém, se kterým souzníte, a poté se pokračujte "
"godot/issues>`_ . Najděte problém, se kterým souzníte, a poté se pokračujte "
"do průvodce `Jak přispět <https://github.com/godotengine/godot/blob/master/"
"CONTRIBUTING.md#contributing-pull-requests >`_ a naučte se, jak udělat "
"fork , upravte a odešlete Pull Request (PR) s vašimi změnami."
"CONTRIBUTING.md#contributing-pull-requests>`_ a naučte se, jak udělat fork , "
"upravte a odešlete Pull Request (PR) s vašimi změnami."
#: ../../docs/about/faq.rst:281
#: ../../docs/about/faq.rst:323
msgid "I have a great idea for Godot. How can I share it?"
msgstr "Mám skvělý nápad pro Godota. Jak se o něj mohu podělit?"
#: ../../docs/about/faq.rst:283
#: ../../docs/about/faq.rst:325
msgid ""
"It might be tempting to want to bring ideas to Godot, like ones that result "
"in massive core changes, some sort of mimicry of what another game engine "
@@ -741,13 +805,13 @@ msgstr ""
"master/ROADMAP.md>`_ , `odstraňování chyb a řešení problémů <https://github."
"com/godotengine/godot/issues>`_ a konverzacích členů komunity Godot."
#: ../../docs/about/faq.rst:292
#: ../../docs/about/faq.rst:334
msgid ""
"Most developers in the Godot community will be more interested to learn "
"about things like:"
msgstr "Většina vývojářů v komunitě Godot se bude více zajímat o věci jako:"
#: ../../docs/about/faq.rst:295
#: ../../docs/about/faq.rst:337
msgid ""
"Your experience using the software and the problems you have (we care about "
"this much more than ideas on how to improve it)."
@@ -755,7 +819,7 @@ msgstr ""
"Vaše zkušenosti s používáním softwaru a problémy, které máte (na tom nám "
"záleží mnohem více než jen na nápadech, jak jej vylepšit)."
#: ../../docs/about/faq.rst:297
#: ../../docs/about/faq.rst:339
msgid ""
"The features you would like to see implemented because you need them for "
"your project."
@@ -763,16 +827,16 @@ msgstr ""
"Implementace funkcí, které byste rádi viděli, protože je potřebujete pro "
"svůj projekt."
#: ../../docs/about/faq.rst:299
#: ../../docs/about/faq.rst:341
msgid ""
"The concepts that were difficult to understand while learning the software."
msgstr "Pojmy, které byly při učení softwaru obtížně srozumitelné."
#: ../../docs/about/faq.rst:300
#: ../../docs/about/faq.rst:342
msgid "The parts of your workflow you would like to see optimized."
msgstr "Části vašeho pracovního postupu, které byste chtěli optimalizovat."
#: ../../docs/about/faq.rst:301
#: ../../docs/about/faq.rst:343
msgid ""
"Parts where you missed clear tutorials or where the documentation wasn't "
"clear."
@@ -780,7 +844,7 @@ msgstr ""
"Části, ve kterých vám scházely jasné návody nebo kde dokumentace nebyla "
"srozumitelná."
#: ../../docs/about/faq.rst:303
#: ../../docs/about/faq.rst:345
msgid ""
"Please don't feel like your ideas for Godot are unwelcome. Instead, try to "
"reformulate them as a problem first, so developers and the community have a "
@@ -790,7 +854,7 @@ msgstr ""
"je pokuste nejprve přeformulovat jako problém, takže vývojáři a komunita "
"budou mít funkční základ, o který mohou vaše postřehy opřít."
#: ../../docs/about/faq.rst:307
#: ../../docs/about/faq.rst:349
msgid ""
"A good way to approach sharing your ideas and problems with the community is "
"as a set of user stories. Explain what you are trying to do, what behavior "
@@ -804,7 +868,7 @@ msgstr ""
"nápadů tímto způsobem pomůže celé komunitě soustředit se na zlepšování "
"celkové vývojářské zkušenosti."
#: ../../docs/about/faq.rst:313
#: ../../docs/about/faq.rst:355
msgid ""
"Bonus points for bringing screenshots, concrete numbers, test cases, or "
"example projects (if applicable)."
@@ -812,11 +876,11 @@ msgstr ""
"Bonusové body za podání screenshotů, konkrétních čísel, testovacích případů "
"nebo příkladů projektů (pokud jsou k dispozici)."
#: ../../docs/about/faq.rst:317
#: ../../docs/about/faq.rst:359
msgid "Is it possible to use Godot as a library?"
msgstr "Je možné Godot použít jako knihovnu?"
#: ../../docs/about/faq.rst:319
#: ../../docs/about/faq.rst:361
msgid ""
"Godot is meant to be used with its editor. We recommend you give it a try, "
"as it will most likely save you time in the long term. There are no plans to "
@@ -829,7 +893,7 @@ msgstr ""
"protože by to zvyšovalo spletitost a obtížnost použití zbytku enginupro "
"příležitostné uživatele."
#: ../../docs/about/faq.rst:324
#: ../../docs/about/faq.rst:366
msgid ""
"If you want to use a rendering library, look into using an established "
"rendering engine instead. Keep in mind rendering engines usually have "
@@ -841,11 +905,11 @@ msgstr ""
"mají obvykle menší komunity ve srovnání s Godotem. To ztěžuje nalezení "
"odpovědí na vaše otázky."
#: ../../docs/about/faq.rst:330
#: ../../docs/about/faq.rst:372
msgid "Why does Godot not use STL (Standard Template Library)"
msgstr "Proč Godot nepoužívá STL (Standard Template Library)"
#: ../../docs/about/faq.rst:332
#: ../../docs/about/faq.rst:374
msgid ""
"Like many other libraries (Qt as an example), Godot does not make use of "
"STL. We believe STL is a great general purpose library, but we had special "
@@ -855,7 +919,7 @@ msgstr ""
"Věříme, že STL je skvělá univerzální knihovna, ale pro Godota jsme měli "
"specifické požadavky."
#: ../../docs/about/faq.rst:336
#: ../../docs/about/faq.rst:378
msgid ""
"STL templates create very large symbols, which results in huge debug "
"binaries. We use few templates with very short names instead."
@@ -864,7 +928,7 @@ msgstr ""
"obrovské debugovací binární soubory. Místo toho používáme několik šablon s "
"velmi krátkými jmény."
#: ../../docs/about/faq.rst:337
#: ../../docs/about/faq.rst:379
msgid ""
"Most of our containers cater to special needs, like Vector, which uses copy "
"on write and we use to pass data around, or the RID system, which requires "
@@ -877,7 +941,7 @@ msgstr ""
"map jsou také navrženy tak, aby hladce spolupracovaly s interními typy "
"enginu."
#: ../../docs/about/faq.rst:338
#: ../../docs/about/faq.rst:380
msgid ""
"Our containers have memory tracking built-in, which helps better track "
"memory usage."
@@ -885,7 +949,7 @@ msgstr ""
"Naše kontejnery mají vestavěné sledování paměti, což pomáhá lépe sledovat "
"celkové využití paměti."
#: ../../docs/about/faq.rst:339
#: ../../docs/about/faq.rst:381
msgid ""
"For large arrays, we use pooled memory, which can be mapped to either a "
"preallocated buffer or virtual memory."
@@ -894,7 +958,7 @@ msgstr ""
"namapovat buď na předběžně přidělenou vyrovnávací paměť nebo na virtuální "
"paměť."
#: ../../docs/about/faq.rst:340
#: ../../docs/about/faq.rst:382
msgid ""
"We use our custom String type, as the one provided by STL is too basic and "
"lacks proper internationalization support."
@@ -902,11 +966,11 @@ msgstr ""
"Používáme náš vlastní typ String, protože typ poskytovaný STL je příliš "
"prostý a postrádá náležitou podporu internacionalizace."
#: ../../docs/about/faq.rst:343
#: ../../docs/about/faq.rst:385
msgid "Why does Godot not use exceptions?"
msgstr "Proč Godot nepoužívá výjimky?"
#: ../../docs/about/faq.rst:345
#: ../../docs/about/faq.rst:387
msgid ""
"We believe games should not crash, no matter what. If an unexpected "
"situation happens, Godot will print an error (which can be traced even to "
@@ -918,17 +982,17 @@ msgstr ""
"skriptu), ale pak se pokusí co možná nejelegantněji vzpamatovat a pokračovat "
"v krasojízdě."
#: ../../docs/about/faq.rst:350
#: ../../docs/about/faq.rst:392
msgid ""
"Additionally, exceptions significantly increase binary size for the "
"executable."
msgstr "Výjimky navíc výrazně zvyšují celkovou velikost spustitelného souboru."
#: ../../docs/about/faq.rst:354
#: ../../docs/about/faq.rst:396
msgid "Why does Godot not enforce RTTI?"
msgstr "Proč Godot nevynucuje RTTI?"
#: ../../docs/about/faq.rst:356
#: ../../docs/about/faq.rst:398
msgid ""
"Godot provides its own type-casting system, which can optionally use RTTI "
"internally. Disabling RTTI in Godot means considerably smaller binary sizes "
@@ -938,12 +1002,12 @@ msgstr ""
"RTTI. Zakázání RTTI v Godot znamená, že lze dosáhnout výrazně menších "
"velikostí spustitelných souboru při nízkých nákladech na výkon."
#: ../../docs/about/faq.rst:361
#: ../../docs/about/faq.rst:403
msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgstr ""
"Proč Godot nenutí uživatele implementovat DoD (Data orientovaný design)?"
#: ../../docs/about/faq.rst:363
#: ../../docs/about/faq.rst:405
msgid ""
"While Godot internally for a lot of the heavy performance tasks attempts to "
"use cache coherency as well as possible, we believe most users don't really "
@@ -953,7 +1017,7 @@ msgstr ""
"koherenci mezipaměti, věříme, že většina uživatelů skutečně nepotřebuje být "
"nucena využívat postupy DoD."
#: ../../docs/about/faq.rst:367
#: ../../docs/about/faq.rst:409
msgid ""
"DoD is mostly a cache coherency optimization that can only gain you "
"significant performance improvements when dealing with dozens of thousands "
@@ -967,7 +1031,7 @@ msgstr ""
"pohybujete několika stovkami skřítků nebo nepřátel za snímek, DoD vám tedy "
"stějně nepomůže a měli byste zvážit jiný přístup k optimalizaci."
#: ../../docs/about/faq.rst:374
#: ../../docs/about/faq.rst:416
msgid ""
"The vast majority of games do not need this and Godot provides handy helpers "
"to do the job for most cases when you do."
@@ -975,7 +1039,7 @@ msgstr ""
"Drtivá většina her totp nepotřebuje a Godot poskytuje šikovné pomocníky, "
"kteří si se ctí poradí ve většině případů, které budete potřebovat."
#: ../../docs/about/faq.rst:377
#: ../../docs/about/faq.rst:419
msgid ""
"If a game that really needs to process such large amount of objects is "
"needed, our recommendation is to use C++ and GDNative for the high "
@@ -985,22 +1049,22 @@ msgstr ""
"doporučujeme použít C ++ a GDNative pro části s požadavkem na vysoký výkon a "
"GDScript (nebo C #) pro zbytek hry."
#: ../../docs/about/faq.rst:382
#: ../../docs/about/faq.rst:424
msgid "How can I support Godot development or contribute?"
msgstr "Jak mohu podpořit Godotův rozvoj nebo přispět?"
#: ../../docs/about/faq.rst:384
#: ../../docs/about/faq.rst:426
msgid "See :ref:`doc_ways_to_contribute`."
msgstr "Viz :ref:`doc_ways_to_contribute`."
#: ../../docs/about/faq.rst:387
#: ../../docs/about/faq.rst:429
msgid "Who is working on Godot? How can I contact you?"
msgstr "Kdo pracuje na Godotovi? Jak vás mohu kontaktovat?"
#: ../../docs/about/faq.rst:389
#: ../../docs/about/faq.rst:431
msgid ""
"See the corresponding page on the `Godot website <https://godotengine.org/"
"contact>`_."
msgstr ""
"Podívejte se na příslušnou stránku na` webu Godot <https://godotengine.org/"
"contact> `_."
"Podívejte se na příslušnou stránku na `webu Godot <https://godotengine.org/"
"contact>`_."

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -139,8 +139,8 @@ msgstr ""
"členy komunity Godot Engine. Je upravována prostřednictvím textových souborů "
"ve `reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html >`_ "
"značkovacím jazyku a poté zkompilována do statické webové stránky nebo "
"offline dokumentu za pomocí open source nástrojů` Sphinx <http://www.sphinx-"
"doc.org> `_ a` ReadTheDocs <https://readthedocs.org/> `_."
"offline dokumentu za pomocí open source nástrojů ` Sphinx <http://www.sphinx-"
"doc.org> `_ a ` ReadTheDocs <https://readthedocs.org/> `_."
#: ../../docs/about/introduction.rst:66
msgid ""
@@ -152,9 +152,9 @@ msgid ""
msgstr ""
"K dokumentaci Godot Engine můžete přispět záplatami posílanými za pomocí "
"pull-request(ů), vznesením Issue na zdrojovém úložišti `GitHub <https://"
"github.com/godotengine/godot-docs> `_, nebo jejím přeložením do svého jazyka "
"na ` Hosted Weblate ' <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/> `_ ."
"github.com/godotengine/godot-docs>`_, nebo jejím přeložením do svého jazyka "
"na `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/>`_ ."
#: ../../docs/about/introduction.rst:72
msgid ""
@@ -257,7 +257,7 @@ msgid ""
"projects>`_."
msgstr ""
"Kromě této dokumentace se můžete také podívat na různé `Godot demo projekty "
"<https://github.com/godotengine/godot-demo-projects`_ ."
"<https://github.com/godotengine/godot-demo-projects>`_ ."
#: ../../docs/about/introduction.rst:110
msgid "Have fun reading and making games with Godot Engine!"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -28,16 +28,16 @@ msgstr ""
"době podporuje."
#: ../../docs/about/list_of_features.rst:10
#, fuzzy
msgid ""
"This page lists features supported by the current stable version of Godot "
"(3.2). `More features <https://docs.godotengine.org/en/latest/about/"
"(3.3). `More features <https://docs.godotengine.org/en/latest/about/"
"list_of_features.html>`__ are available in the latest development version "
"(4.0)."
msgstr ""
"Na této stránce jsou uvedeny funkce podporované aktuální stabilní verzí "
"Godota (3.2). `Další funkce <https://docs.godotengine.org/en/latest/about/"
"list_of_features.html >`__ jsou k dispozici v nejnovější vývojové verzi "
"(4.0)."
"list_of_features.html>`_ jsou k dispozici v nejnovější vývojové verzi (4.0)."
#: ../../docs/about/list_of_features.rst:15
msgid "Features"
@@ -131,7 +131,7 @@ msgstr ""
#: ../../docs/about/list_of_features.rst:49
msgid "GDScript :ref:`debugger <doc_debugger_panel>`."
msgstr "GDScript :ref:`debugger <doc_debugger_panel>`."
msgstr "GDSkript :ref:`debugger <doc_debugger_panel>`."
#: ../../docs/about/list_of_features.rst:51
msgid "No support for debugging in threads yet."
@@ -992,39 +992,43 @@ msgstr "WAV s volitelnou kompresí IMA-ADPCM."
msgid "Ogg Vorbis."
msgstr "Ogg Vorbis."
#: ../../docs/about/list_of_features.rst:374
#: ../../docs/about/list_of_features.rst:373
msgid "MP3."
msgstr ""
#: ../../docs/about/list_of_features.rst:375
msgid "*3D scenes:*"
msgstr "*3D scény:*"
#: ../../docs/about/list_of_features.rst:376
#: ../../docs/about/list_of_features.rst:377
msgid "glTF 2.0 *(recommended)*."
msgstr "glTF 2,0 *(doporučeno)*."
#: ../../docs/about/list_of_features.rst:377
#: ../../docs/about/list_of_features.rst:378
msgid ""
"`ESCN <https://github.com/godotengine/godot-blender-exporter>`__ (direct "
"export from Blender)."
msgstr ""
"`ESCN <https://github.com/godotengine/godot-blender-exporter >`__ (přímý "
"`ESCN <https://github.com/godotengine/godot-blender-exporter>`_ (přímý "
"export z Blenderu)."
#: ../../docs/about/list_of_features.rst:379
#: ../../docs/about/list_of_features.rst:380
msgid "FBX (experimental)."
msgstr "FBX (experimentální)."
#: ../../docs/about/list_of_features.rst:380
#: ../../docs/about/list_of_features.rst:381
msgid "Collada (.dae)."
msgstr "Collada (dae)."
#: ../../docs/about/list_of_features.rst:381
#: ../../docs/about/list_of_features.rst:382
msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh)."
msgstr "Wavefront OBJ (pouze statické scény, lze načíst přímo jako síť)."
#: ../../docs/about/list_of_features.rst:384
#: ../../docs/about/list_of_features.rst:385
msgid "Input"
msgstr "Vstup"
#: ../../docs/about/list_of_features.rst:386
#: ../../docs/about/list_of_features.rst:387
msgid ""
"Input mapping system using hardcoded input events or remappable input "
"actions."
@@ -1032,7 +1036,7 @@ msgstr ""
"Systém mapování vstupů využívající pevně zakódované vstupní události nebo "
"namapované vstupní akce."
#: ../../docs/about/list_of_features.rst:388
#: ../../docs/about/list_of_features.rst:389
msgid ""
"Axis values can be mapped to two different actions with a configurable "
"deadzone."
@@ -1040,15 +1044,15 @@ msgstr ""
"Hodnoty os lze mapovat na dvě různé akce pomocí konfigurovatelného mrtvého "
"pásma."
#: ../../docs/about/list_of_features.rst:389
#: ../../docs/about/list_of_features.rst:390
msgid "Use the same code to support both keyboards and gamepads."
msgstr "Použijte stejný kód pro podporu klávesnice i gamepadů."
#: ../../docs/about/list_of_features.rst:391
#: ../../docs/about/list_of_features.rst:392
msgid "Keyboard input."
msgstr "Vstup z klávesnice."
#: ../../docs/about/list_of_features.rst:393
#: ../../docs/about/list_of_features.rst:394
msgid ""
"Keys can be mapped in \"physical\" mode to be independent of the keyboard "
"layout."
@@ -1056,18 +1060,18 @@ msgstr ""
"Klávesy lze mapovat ve „fyzickém“ režimu tak, aby byly nezávislé na "
"rozložení klávesnice."
#: ../../docs/about/list_of_features.rst:395
#: ../../docs/about/list_of_features.rst:396
msgid "Mouse input."
msgstr "Vstup myši."
#: ../../docs/about/list_of_features.rst:397
#: ../../docs/about/list_of_features.rst:398
msgid ""
"The mouse cursor can be visible, hidden, captured or confined within the "
"window."
msgstr ""
"Kurzor myši může být viditelný, skrytý, zachycený nebo uzavřený v okně."
#: ../../docs/about/list_of_features.rst:398
#: ../../docs/about/list_of_features.rst:399
msgid ""
"When captured, raw input will be used on Windows and Linux to sidestep the "
"OS' mouse acceleration settings."
@@ -1075,79 +1079,79 @@ msgstr ""
"Při zachycení bude nezpracovaný vstup použit v systémech Windows a Linux, "
"aby se vyhnul nastavení akcelerace myši operačního systému."
#: ../../docs/about/list_of_features.rst:401
#: ../../docs/about/list_of_features.rst:402
msgid "Gamepad input (up to 8 simultaneous controllers)."
msgstr "Vstup pro gamepad (až 8 současně připojených ovladačů)."
#: ../../docs/about/list_of_features.rst:402
#: ../../docs/about/list_of_features.rst:403
msgid "Pen/tablet input with pressure support."
msgstr "Vstup pera / tabletu s tlakovou podporou."
#: ../../docs/about/list_of_features.rst:405
#: ../../docs/about/list_of_features.rst:406
msgid "Navigation"
msgstr "Navigace"
#: ../../docs/about/list_of_features.rst:407
#: ../../docs/about/list_of_features.rst:408
msgid "A* algorithm in 2D and 3D."
msgstr "A* algoritmus ve 2D a 3D."
#: ../../docs/about/list_of_features.rst:408
#: ../../docs/about/list_of_features.rst:409
msgid "Navigation meshes."
msgstr "Navigační sítě."
#: ../../docs/about/list_of_features.rst:409
#: ../../docs/about/list_of_features.rst:410
msgid "Support for dynamic obstacle avoidance planned in Godot 4.0."
msgstr "V Godot 4.0 je plánována podpora dynamického vyhýbání se překážkám."
#: ../../docs/about/list_of_features.rst:410
#: ../../docs/about/list_of_features.rst:411
msgid "Generate navigation meshes from the editor."
msgstr "Generování navigačních sítí z editoru."
#: ../../docs/about/list_of_features.rst:413
#: ../../docs/about/list_of_features.rst:414
msgid "Networking"
msgstr "Sítě"
#: ../../docs/about/list_of_features.rst:415
#: ../../docs/about/list_of_features.rst:416
msgid "Low-level TCP networking using StreamPeer and TCP_Server."
msgstr "Nízkoúrovňové sítě TCP pomocí StreamPeer a TCP_Server."
#: ../../docs/about/list_of_features.rst:416
#: ../../docs/about/list_of_features.rst:417
msgid "Low-level UDP networking using PacketPeer and UDPServer."
msgstr "Nízkoúrovňové sítě UDP pomocí PacketPeer a UDPServer."
#: ../../docs/about/list_of_features.rst:417
#: ../../docs/about/list_of_features.rst:418
msgid "Low-level HTTP requests using HTTPClient."
msgstr "Požadavky HTTP nízké úrovně pomocí HTTPClient."
#: ../../docs/about/list_of_features.rst:418
#: ../../docs/about/list_of_features.rst:419
msgid "High-level HTTP requests using HTTPRequest."
msgstr "Požadavky HTTP vysoké úrovně pomocí HTTPRequest."
#: ../../docs/about/list_of_features.rst:420
#: ../../docs/about/list_of_features.rst:421
msgid "Supports HTTPS out of the box using bundled certificates."
msgstr "Podporuje HTTPS nativně pomocí přiložených certifikátů."
#: ../../docs/about/list_of_features.rst:422
#: ../../docs/about/list_of_features.rst:423
msgid "High-level multiplayer API using UDP and ENet."
msgstr "High-level multiplayer API pomocí UDP a ENet."
#: ../../docs/about/list_of_features.rst:424
#: ../../docs/about/list_of_features.rst:425
msgid "Automatic replication using remote procedure calls (RPCs)."
msgstr "Automatická replikace pomocí vzdáleného volání procedur (RPC)."
#: ../../docs/about/list_of_features.rst:425
#: ../../docs/about/list_of_features.rst:426
msgid "Supports unreliable, reliable and ordered transfers."
msgstr "Podporuje nespolehlivé, spolehlivé a objednané přenosy."
#: ../../docs/about/list_of_features.rst:427
#: ../../docs/about/list_of_features.rst:428
msgid "WebSocket client and server, available on all platforms."
msgstr "Klient a server WebSocket, k dispozici na všech platformách."
#: ../../docs/about/list_of_features.rst:428
#: ../../docs/about/list_of_features.rst:429
msgid "WebRTC client and server, available on all platforms."
msgstr "WebRTC klient a server, k dispozici na všech platformách."
#: ../../docs/about/list_of_features.rst:429
#: ../../docs/about/list_of_features.rst:430
msgid ""
"Support for UPnP to sidestep the requirement to forward ports when hosting a "
"server behind a NAT."
@@ -1155,15 +1159,15 @@ msgstr ""
"Podpora UPnP pro obcházení požadavku předávání portů při hostování serveru "
"za NAT."
#: ../../docs/about/list_of_features.rst:433
#: ../../docs/about/list_of_features.rst:434
msgid "Internationalization"
msgstr "Internacionalizace"
#: ../../docs/about/list_of_features.rst:435
#: ../../docs/about/list_of_features.rst:436
msgid "Full support for Unicode including emoji."
msgstr "Plná podpora unicode včetně emoji."
#: ../../docs/about/list_of_features.rst:436
#: ../../docs/about/list_of_features.rst:437
msgid ""
"Store localization strings using :ref:`CSV <doc_internationalizing_games>` "
"or :ref:`gettext <doc_localization_using_gettext>`."
@@ -1171,7 +1175,7 @@ msgstr ""
"Uložte lokalizační řetězce pomocí :ref:`CSV <doc_internationalizing_games>` "
"nebo :ref:`gettext <doc_localization_using_gettext>`."
#: ../../docs/about/list_of_features.rst:438
#: ../../docs/about/list_of_features.rst:439
msgid ""
"Use localized strings in your project automatically in GUI elements or by "
"using the ``tr()`` function."
@@ -1179,37 +1183,37 @@ msgstr ""
"Použijte lokalizované řetězce v projektu automaticky v prvcích GUI nebo "
"pomocí funkce ``tr ()``."
#: ../../docs/about/list_of_features.rst:440
#: ../../docs/about/list_of_features.rst:441
msgid ""
"Support for right-to-left typesetting and text shaping planned in Godot 4.0."
msgstr ""
"Podpora pro sazbu zprava doleva a tvarování textu plánovaná v Godot 4.0."
#: ../../docs/about/list_of_features.rst:443
#: ../../docs/about/list_of_features.rst:444
msgid "Windowing and OS integration"
msgstr "Integrace oken a operačního systému"
#: ../../docs/about/list_of_features.rst:445
#: ../../docs/about/list_of_features.rst:446
msgid "Move, resize, minimize, and maximize the window spawned by the project."
msgstr ""
"Přesuňte, změňte velikost, minimalizujte a maximalizujte okno vytvořené "
"projektem."
#: ../../docs/about/list_of_features.rst:446
#: ../../docs/about/list_of_features.rst:447
msgid "Change the window title and icon."
msgstr "Změňte název a ikonu okna."
#: ../../docs/about/list_of_features.rst:447
#: ../../docs/about/list_of_features.rst:448
msgid ""
"Request attention (will cause the title bar to blink on most platforms)."
msgstr ""
"Vyžádejte si pozornost (způsobí, že na většině platforem bliká záhlaví)."
#: ../../docs/about/list_of_features.rst:448
#: ../../docs/about/list_of_features.rst:449
msgid "Fullscreen mode."
msgstr "Režim celé obrazovky."
#: ../../docs/about/list_of_features.rst:450
#: ../../docs/about/list_of_features.rst:451
msgid ""
"Doesn't use exclusive fullscreen, so the screen resolution can't be changed "
"this way. Use a Viewport with a different resolution instead."
@@ -1217,27 +1221,27 @@ msgstr ""
"Nepoužívá exkluzivně celou obrazovku, takže rozlišení obrazovky nelze tímto "
"způsobem změnit. Místo toho použijte výřez s jiným rozlišením."
#: ../../docs/about/list_of_features.rst:453
#: ../../docs/about/list_of_features.rst:454
msgid "Borderless window (fullscreen or non-fullscreen)."
msgstr "Okno bez okrajů (na celou obrazovku nebo ne)."
#: ../../docs/about/list_of_features.rst:454
#: ../../docs/about/list_of_features.rst:455
msgid "Ability to keep the window always on top."
msgstr "Schopnost udržet okno vždy nahoře."
#: ../../docs/about/list_of_features.rst:455
#: ../../docs/about/list_of_features.rst:456
msgid "Transparent window with per-pixel transparency."
msgstr "Průhledné okno s průhledností na pixel."
#: ../../docs/about/list_of_features.rst:456
#: ../../docs/about/list_of_features.rst:457
msgid "Global menu integration on macOS."
msgstr "Globální integrace menu v systému MacOS."
#: ../../docs/about/list_of_features.rst:457
#: ../../docs/about/list_of_features.rst:458
msgid "Execute commands in a blocking or non-blocking manner."
msgstr "Provádět příkazy blokujícím nebo neblokujícím způsobem."
#: ../../docs/about/list_of_features.rst:458
#: ../../docs/about/list_of_features.rst:459
msgid ""
"Open file paths and URLs using default or custom protocol handlers (if "
"registered on the system)."
@@ -1245,35 +1249,35 @@ msgstr ""
"Otevřete cesty k souborům a adresy URL pomocí výchozích nebo vlastních "
"obslužných rutin protokolu (pokud jsou registrovány v systému)."
#: ../../docs/about/list_of_features.rst:459
#: ../../docs/about/list_of_features.rst:460
msgid "Parse custom command line arguments."
msgstr "Analyzujte vlastní argumenty příkazového řádku."
#: ../../docs/about/list_of_features.rst:462
#: ../../docs/about/list_of_features.rst:463
msgid "Mobile"
msgstr "Mobilní systémy"
#: ../../docs/about/list_of_features.rst:464
#: ../../docs/about/list_of_features.rst:465
msgid "In-app purchases on Android and iOS."
msgstr "Nákupy v aplikacích pro Android a iOS."
#: ../../docs/about/list_of_features.rst:465
#: ../../docs/about/list_of_features.rst:466
msgid "Support for advertisements using third-party modules."
msgstr "Podpora reklam pomocí modulů třetích stran."
#: ../../docs/about/list_of_features.rst:468
#: ../../docs/about/list_of_features.rst:469
msgid "XR support (AR and VR)"
msgstr "Podpora XR (AR a VR)"
#: ../../docs/about/list_of_features.rst:470
#: ../../docs/about/list_of_features.rst:471
msgid "Support for ARKit on iOS out of the box."
msgstr "Podpora pro ARKit v systému iOS ihned po instalaci Godota."
#: ../../docs/about/list_of_features.rst:471
#: ../../docs/about/list_of_features.rst:472
msgid "Support for the OpenXR and OpenVR APIs."
msgstr "Podpora rozhraní OpenXR a OpenVR API."
#: ../../docs/about/list_of_features.rst:472
#: ../../docs/about/list_of_features.rst:473
msgid ""
"Popular VR headsets like the Oculus Quest and HTC Vive are supported thanks "
"to plugins."
@@ -1281,11 +1285,11 @@ msgstr ""
"Populární náhlavní soupravy VR jako Oculus Quest a HTC Vive jsou podporovány "
"díky zásuvným modulům."
#: ../../docs/about/list_of_features.rst:475
#: ../../docs/about/list_of_features.rst:476
msgid "GUI system"
msgstr "GUI systém"
#: ../../docs/about/list_of_features.rst:477
#: ../../docs/about/list_of_features.rst:478
msgid ""
"Godot's GUI is built using the same Control nodes used to make games in "
"Godot. The editor UI can easily be extended in many ways using add-ons."
@@ -1294,37 +1298,37 @@ msgstr ""
"uzlů, které jsou použivány při vytváření her v Godotu. Uživatelské rozhraní "
"editoru lze snadno rozšířit mnoha způsoby pomocí doplňků."
#: ../../docs/about/list_of_features.rst:480
#: ../../docs/about/list_of_features.rst:481
msgid "**Nodes:**"
msgstr "**Uzly:**"
#: ../../docs/about/list_of_features.rst:482
#: ../../docs/about/list_of_features.rst:483
msgid "Buttons."
msgstr "Buttons (Tlačítka)."
#: ../../docs/about/list_of_features.rst:483
#: ../../docs/about/list_of_features.rst:484
msgid "Checkboxes, check buttons, radio buttons."
msgstr ""
"Checkboxes (zaškrtávací políčka), check buttons (zaškrtávací tlačítka), "
"radio buttons (přepínací tlačítka)."
#: ../../docs/about/list_of_features.rst:484
#: ../../docs/about/list_of_features.rst:485
msgid "Text entry using LineEdit (single line) and TextEdit (multiple lines)."
msgstr "Zadávání textu pomocí LineEdit (jeden řádek) a TextEdit (více řádků)."
#: ../../docs/about/list_of_features.rst:485
#: ../../docs/about/list_of_features.rst:486
msgid "Dropdown menus using PopupMenu and OptionButton."
msgstr "Rozbalovací nabídky pomocí PopupMenu a OptionButton."
#: ../../docs/about/list_of_features.rst:486
#: ../../docs/about/list_of_features.rst:487
msgid "Scrollbars."
msgstr "Scrollbars (Skrolovací lišty)."
#: ../../docs/about/list_of_features.rst:487
#: ../../docs/about/list_of_features.rst:488
msgid "Labels."
msgstr "Labels (Popisky)."
#: ../../docs/about/list_of_features.rst:488
#: ../../docs/about/list_of_features.rst:489
msgid ""
"RichTextLabel for :ref:`text formatted using BBCode "
"<doc_bbcode_in_richtextlabel>`."
@@ -1332,11 +1336,11 @@ msgstr ""
"RichTextLabel pro :ref:`text formátovaný pomocí BBCode "
"<doc_bbcode_in_richtextlabel>`."
#: ../../docs/about/list_of_features.rst:489
#: ../../docs/about/list_of_features.rst:490
msgid "Trees (can also be used to represent tables)."
msgstr "Trees (Stromy) (mohou být také použity k reprezentaci tabulky)."
#: ../../docs/about/list_of_features.rst:490
#: ../../docs/about/list_of_features.rst:491
msgid ""
"Containers (horizontal, vertical, grid, center, margin, draggable "
"splitter, ...)."
@@ -1344,35 +1348,35 @@ msgstr ""
"Kontejnery (vodorovné, svislé, mřížkové, středové, okrajové, tahové "
"rozdělovače, ...)."
#: ../../docs/about/list_of_features.rst:491
#: ../../docs/about/list_of_features.rst:492
msgid "Controls can be rotated and scaled."
msgstr "Ovládací prvky lze otáčet a měnit jejich měřítko."
#: ../../docs/about/list_of_features.rst:493
#: ../../docs/about/list_of_features.rst:494
msgid "**Sizing:**"
msgstr "Změna velikosti (dimenzování)"
#: ../../docs/about/list_of_features.rst:495
#: ../../docs/about/list_of_features.rst:496
msgid "Anchors to keep GUI elements in a specific corner, edge or centered."
msgstr ""
"Kotvy (Anchors) pro udržení prvků GUI v určitém rohu, u konkrétní hrany nebo "
"na středu."
#: ../../docs/about/list_of_features.rst:496
#: ../../docs/about/list_of_features.rst:497
msgid "Containers to place GUI elements automatically following certain rules."
msgstr ""
"Kontejnery pro umístění prvků grafického uživatelského rozhraní podle "
"určitých pravidel."
#: ../../docs/about/list_of_features.rst:498
#: ../../docs/about/list_of_features.rst:499
msgid ":ref:`Stack <class_BoxContainer>` layouts."
msgstr ":ref:`Krabicové <class_BoxContainer>` rozložení."
#: ../../docs/about/list_of_features.rst:499
#: ../../docs/about/list_of_features.rst:500
msgid ":ref:`Grid <class_GridContainer>` layouts."
msgstr ":ref:`Mřížkové <class_GridContainer>` rozložení."
#: ../../docs/about/list_of_features.rst:500
#: ../../docs/about/list_of_features.rst:501
msgid ""
":ref:`Margin <class_MarginContainer>` and :ref:`centered "
"<class_CenterContainer>` layouts."
@@ -1380,48 +1384,48 @@ msgstr ""
":ref:`Rozložení podle okrajů<class_MarginContainer>` and :ref:`centrované "
"<class_CenterContainer>` rozložení."
#: ../../docs/about/list_of_features.rst:502
#: ../../docs/about/list_of_features.rst:503
msgid ":ref:`Draggable splitter <class_SplitContainer>` layouts."
msgstr ":ref:`Rozložení s tahovým rozdělovačem <class_SplitContainer>` ."
#: ../../docs/about/list_of_features.rst:504
#: ../../docs/about/list_of_features.rst:505
msgid ""
"Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes."
msgstr ""
"Pomocí roztahovacích režimů \"2d\" nebo \"výřez\" můžete škálovat do více "
"rozlišení."
#: ../../docs/about/list_of_features.rst:505
#: ../../docs/about/list_of_features.rst:506
msgid ""
"Support any aspect ratio using anchors and the ``expand`` stretch aspect."
msgstr ""
"Podporujte jakýkoli poměr stran pomocí kotev a aspektu roztažení ``expand``."
#: ../../docs/about/list_of_features.rst:507
#: ../../docs/about/list_of_features.rst:508
msgid "**Theming:**"
msgstr "**Motivy vzhledu:**"
#: ../../docs/about/list_of_features.rst:509
#: ../../docs/about/list_of_features.rst:510
msgid "Built-in theme editor."
msgstr "Vestavěný editor motivů."
#: ../../docs/about/list_of_features.rst:511
#: ../../docs/about/list_of_features.rst:512
msgid "Generate a theme based on the current editor theme settings."
msgstr "Vygenerujte motiv na základě aktuálního nastavení motivu editoru."
#: ../../docs/about/list_of_features.rst:513
#: ../../docs/about/list_of_features.rst:514
msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`."
msgstr "Procedurální vektorové tematizace pomocí :ref:`class_StyleBoxFlat`."
#: ../../docs/about/list_of_features.rst:515
#: ../../docs/about/list_of_features.rst:516
msgid "Supports rounded/beveled corners, drop shadows and per-border widths."
msgstr "Podporuje zaoblené / zkosené rohy, vržené stíny a šířku okraje."
#: ../../docs/about/list_of_features.rst:517
#: ../../docs/about/list_of_features.rst:518
msgid "Texture-based theming using :ref:`class_StyleBoxTexture`."
msgstr "Motivy vytvořené z textur pomocí :ref:`class_StyleBoxTexture`."
#: ../../docs/about/list_of_features.rst:519
#: ../../docs/about/list_of_features.rst:520
msgid ""
"Godot's small distribution size can make it a suitable alternative to "
"frameworks like Electron or Qt."
@@ -1429,35 +1433,35 @@ msgstr ""
"Malá velikost distribuce Godot z něj činí vhodnou alternativu k frameworkům "
"jako Electron nebo Qt."
#: ../../docs/about/list_of_features.rst:523
#: ../../docs/about/list_of_features.rst:524
msgid "Animation"
msgstr "Animace"
#: ../../docs/about/list_of_features.rst:525
#: ../../docs/about/list_of_features.rst:526
msgid "Direct kinematics and inverse kinematics."
msgstr "Přímá kinematika a inverzní kinematika."
#: ../../docs/about/list_of_features.rst:526
#: ../../docs/about/list_of_features.rst:527
msgid "Support for animating any property with customizable interpolation."
msgstr "Podpora animace libovolnévlastnosti s přizpůsobitelnou interpolací."
#: ../../docs/about/list_of_features.rst:527
#: ../../docs/about/list_of_features.rst:528
msgid "Support for calling methods in animation tracks."
msgstr "Podpora pro volání metod v animačních stopách."
#: ../../docs/about/list_of_features.rst:528
#: ../../docs/about/list_of_features.rst:529
msgid "Support for playing sounds in animation tracks."
msgstr "Podpora přehrávání zvuků v animačních stopách."
#: ../../docs/about/list_of_features.rst:529
#: ../../docs/about/list_of_features.rst:530
msgid "Support for Bézier curves in animation."
msgstr "Podpora Bézierových křivek v animaci."
#: ../../docs/about/list_of_features.rst:532
#: ../../docs/about/list_of_features.rst:533
msgid "Formats"
msgstr "Formáty"
#: ../../docs/about/list_of_features.rst:534
#: ../../docs/about/list_of_features.rst:535
msgid ""
"Scenes and resources can be saved in :ref:`text-based "
"<doc_tscn_file_format>` or binary formats."
@@ -1465,46 +1469,46 @@ msgstr ""
"Scény a herní zdroje lze uložit pomocí :ref:`textově založeného "
"<doc_tscn_file_format>` nebo binárního formátu."
#: ../../docs/about/list_of_features.rst:536
#: ../../docs/about/list_of_features.rst:537
msgid ""
"Text-based formats are human-readable and more friendly to version control."
msgstr "Textové formáty jsou čitelné pro člověka a přátelské k řízení verzí."
#: ../../docs/about/list_of_features.rst:537
#: ../../docs/about/list_of_features.rst:538
msgid "Binary formats are faster to save/load for large scenes/resources."
msgstr ""
"Binární formáty se pro velké scény / zdroje rychleji ukládají / načítají."
#: ../../docs/about/list_of_features.rst:539
#: ../../docs/about/list_of_features.rst:540
msgid "Read and write text or binary files using :ref:`class_File`."
msgstr ""
"Čtení a zápis textových nebo binárních souborů pomocí :ref:`class_File`."
#: ../../docs/about/list_of_features.rst:541
#: ../../docs/about/list_of_features.rst:542
msgid "Can optionally be compressed or encrypted."
msgstr "Lze volitelně komprimovat nebo šifrovat."
#: ../../docs/about/list_of_features.rst:543
#: ../../docs/about/list_of_features.rst:544
msgid "Read and write :ref:`class_JSON` files."
msgstr "Čtení a zápis :ref:`class_JSON` souborů."
#: ../../docs/about/list_of_features.rst:544
#: ../../docs/about/list_of_features.rst:545
msgid ""
"Read and write INI-style configuration files using :ref:`class_ConfigFile`."
msgstr ""
"Čtení a zápis konfiguračních souborů ve stylu INI pomocí :"
"ref:'class_ConfigFile'."
#: ../../docs/about/list_of_features.rst:546
#: ../../docs/about/list_of_features.rst:547
msgid "Can (de)serialize any Godot datatype, including Vector, Color, ..."
msgstr ""
"Může (de) serializovat jakýkoli datový typ Godota, včetně Vector, Color, ..."
#: ../../docs/about/list_of_features.rst:548
#: ../../docs/about/list_of_features.rst:549
msgid "Read XML files using :ref:`class_XMLParser`."
msgstr "Čtení souborů XML pomocí :ref:`class_XMLParser`."
#: ../../docs/about/list_of_features.rst:549
#: ../../docs/about/list_of_features.rst:550
msgid ""
"Pack game data into a PCK file (custom format optimized for fast seeking), "
"into a ZIP archive, or directly into the executable for single-file "
@@ -1514,7 +1518,7 @@ msgstr ""
"vyhledávání), do archivu ZIP nebo přímo do jednoho spustitelného souboru pro "
"distribuci."
#: ../../docs/about/list_of_features.rst:551
#: ../../docs/about/list_of_features.rst:552
msgid ""
":ref:`Export additional PCK files<doc_exporting_pcks>` that can be read by "
"the engine to support mods and DLCs."
@@ -1522,11 +1526,11 @@ msgstr ""
":ref:`Exportovat další soubory PCK <doc_exporting_pcks>`, které lze číst "
"enginempro podporu modů a DLC."
#: ../../docs/about/list_of_features.rst:555
#: ../../docs/about/list_of_features.rst:556
msgid "Miscellaneous"
msgstr "Různé"
#: ../../docs/about/list_of_features.rst:557
#: ../../docs/about/list_of_features.rst:558
msgid ""
":ref:`Low-level access to servers <doc_using_servers>` which allows "
"bypassing the scene tree's overhead when needed."
@@ -1534,23 +1538,23 @@ msgstr ""
":ref:`Nízkoúrovňový přístup k serverům <doc_using_servers>`, který umožňuje "
"obejít režii stromu scény, když je to potřeba."
#: ../../docs/about/list_of_features.rst:559
#: ../../docs/about/list_of_features.rst:560
msgid "Command line interface for automation."
msgstr "Rozhraní příkazového řádku pro automatizaci."
#: ../../docs/about/list_of_features.rst:561
#: ../../docs/about/list_of_features.rst:562
msgid "Export and deploy projects using continuous integration platforms."
msgstr "Export a nasazení projekty pomocí platforem kontinuální integrace."
#: ../../docs/about/list_of_features.rst:562
#: ../../docs/about/list_of_features.rst:563
msgid ""
"`Completion scripts <https://github.com/godotengine/godot/tree/master/misc/"
"dist/shell>`__ are available for Bash, zsh and fish."
msgstr ""
"`Skripty pro dokončení <https://github.com/godotengine/godot/tree/master/"
"misc/dist/shell >`__ jsou k dispozici pro Bash, zsh a fish."
"misc/dist/shell>`_ jsou k dispozici pro Bash, zsh a fish."
#: ../../docs/about/list_of_features.rst:565
#: ../../docs/about/list_of_features.rst:566
msgid ""
"Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked "
"into the engine binary."
@@ -1558,11 +1562,11 @@ msgstr ""
"Podpora pro :ref:`C ++ moduly <doc_custom_modules_in_c ++>` staticky "
"linkovanédo binárního modulu enginu."
#: ../../docs/about/list_of_features.rst:567
#: ../../docs/about/list_of_features.rst:568
msgid "Engine and editor written in C++03."
msgstr "Engine a editor napsaný v C ++ 03."
#: ../../docs/about/list_of_features.rst:569
#: ../../docs/about/list_of_features.rst:570
msgid ""
"Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC, "
"Clang and MSVC. MinGW is also supported."
@@ -1570,7 +1574,7 @@ msgstr ""
"Může být :ref:`zkompilován <doc_introduction_to_the_buildsystem>` pomocí "
"GCC, Clang a MSVC. Podporováno je také MinGW."
#: ../../docs/about/list_of_features.rst:571
#: ../../docs/about/list_of_features.rst:572
msgid ""
"Friendly towards packagers. In most cases, system libraries can be used "
"instead of the ones provided by Godot. The build system doesn't download "
@@ -1580,27 +1584,27 @@ msgstr ""
"poskytovaných Godotem použít systémové knihovny. Systém pro sestavení nic "
"nestáhuje. Sestavení mohou být plně reprodukovatelné."
#: ../../docs/about/list_of_features.rst:574
#: ../../docs/about/list_of_features.rst:575
msgid "Godot 4.0 will be written in C++17."
msgstr "Godot 4.0 bude napsán v C ++ 17."
#: ../../docs/about/list_of_features.rst:576
#: ../../docs/about/list_of_features.rst:577
msgid "Licensed under the permissive MIT license."
msgstr "Licencováno pod tolerantní licencí MIT."
#: ../../docs/about/list_of_features.rst:578
#: ../../docs/about/list_of_features.rst:579
msgid ""
"Open developement process with :ref:`contributions welcome "
"<doc_ways_to_contribute>`."
msgstr ""
"Otevřený proces vývoje s :ref:`příspěvky vítány <doc_ways_to_contribute>`."
#: ../../docs/about/list_of_features.rst:582
#: ../../docs/about/list_of_features.rst:583
msgid ""
"The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository "
"documents features that have been agreed upon and may be implemented in "
"future Godot releases."
msgstr ""
"`Road mapa <https://github.com/godotengine/godot-roadmap >`__ úložiště "
"`Road mapa <https://github.com/godotengine/godot-roadmap>`_ úložiště "
"dokumentuje funkce, které již byly dohodnuty a mohou být implementovány v "
"budoucích vydáních Godot."

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,207 +21,303 @@ msgstr ""
msgid "Godot release policy"
msgstr "Zásady uvolňování Godota"
#: ../../docs/about/release_policy.rst:7
#: ../../docs/about/release_policy.rst:6
msgid ""
"Godot's release policy is in constant evolution. What is described below is "
"intended to give a general idea of what to expect, but what will actually "
"happen depends on the choices of core contributors, and the needs of the "
"community at a given time."
msgstr ""
#: ../../docs/about/release_policy.rst:12
msgid "Godot versioning"
msgstr "Godot verze"
#: ../../docs/about/release_policy.rst:9
#: ../../docs/about/release_policy.rst:14
msgid ""
"Godot uses ``major.minor.patch`` version numbering. However, it does not "
"strictly follow `Semantic Versioning <https://semver.org/>`__. This means "
"that releases considered \"semver-minor\" by that standard (such as 3.1 -> "
"3.2) will most likely introduce breaking changes. Still, there won't be as "
"many breaking changes as a \"semver-major\" version bump such as 3.2 -> 4.0."
"Godot loosely follows `Semantic Versioning <https://semver.org/>`__ with a "
"``major.minor.patch`` versioning system, albeit with an interpretation of "
"each term adapted to the complexity of a game engine:"
msgstr ""
"Godot používá ``major.minor.patch`` číslování verzí. Neřídí se však striktně "
"podle `Sémantického verzování <https://semver.org/ >`__. To znamená, že "
"vydání, která jsou podle této normy považována za \"semver-minor"
"\" (například 3.1 -> 3.2), s největší pravděpodobností přinesou zlomové "
"změny. Stále však nedojde k tolika zlomovým změnám jako u verze „semver-"
"major“, jako je 3.2 -> 4.0."
#: ../../docs/about/release_policy.rst:15
#: ../../docs/about/release_policy.rst:18
msgid ""
"In the interest of stability and usability, patch releases may occasionally "
"introduce small breaking changes as well. When repackaging Godot projects (e."
"g. in a Flatpak), make sure to always use the same patch version as the one "
"used to initially export the project."
"The ``major`` version is incremented when major compatibility breakages "
"happen which imply significant porting work to move projects from one major "
"version to another."
msgstr ""
"V zájmu stability a použitelnosti mohou uvolněné patche občas zavést i menší "
"zlomové změny. Při přebalování projektů Godotu (např. ve flatpaku) se vždy "
"ujistěte, že používáte stejnou verzi patche, jaká byla použita při původním "
"exportu projektu."
#: ../../docs/about/release_policy.rst:22
msgid ""
"The first release in a major/minor release series doesn't end with a "
"trailing zero. For example, the first release in the 3.2 series is ``3.2``, "
"not ``3.2.0``."
"For example, porting Godot projects from Godot 2.1 to Godot 3.0 required "
"running the project through a conversion tool, and then performing a number "
"of further adjustments manually for what the tool could not do automatically."
msgstr ""
"První vydání v řadě hlavních / vedlejších vydání nekončí koncovou nulou. "
"Například první verze v řadě 3.2 je ``3.2``, nikoli ``3.2.0``."
#: ../../docs/about/release_policy.rst:27
#: ../../docs/about/release_policy.rst:26
msgid ""
"The ``minor`` version is incremented for feature releases which do not break "
"compatibility in a major way. Minor compatibility breakage in very specific "
"areas *may* happen in minor versions, but the vast majority of projects "
"should not be affected or require significant porting work."
msgstr ""
#: ../../docs/about/release_policy.rst:31
msgid ""
"The reason for this is that as a game engine, Godot covers many areas such "
"as rendering, physics, scripting, etc., and fixing bugs or implementing new "
"features in a given area may sometimes require changing the behavior of a "
"feature, or modifying the interface of a given class, even if the rest of "
"the engine API remains backwards compatible."
msgstr ""
#: ../../docs/about/release_policy.rst:39
msgid ""
"Upgrading to a new minor version is therefore recommended for all users, but "
"some testing is necessary to ensure that your project still behaves as "
"expected in a new minor version."
msgstr ""
#: ../../docs/about/release_policy.rst:43
msgid ""
"The ``patch`` version is incremented for maintenance releases which focus on "
"fixing bugs and security issues, implementing new requirements for platform "
"support, and backporting safe usability enhancements. Patch releases are "
"backwards compatible."
msgstr ""
#: ../../docs/about/release_policy.rst:48
msgid ""
"Patch versions may include minor new features which do not impact the "
"existing API, and thus have no risk of impacting existing projects."
msgstr ""
#: ../../docs/about/release_policy.rst:53
msgid ""
"Updating to new patch versions is therefore considered safe and strongly "
"recommended to all users of a given stable branch."
msgstr ""
#: ../../docs/about/release_policy.rst:56
msgid ""
"We call ``major.minor`` combinations *stable branches*. Each stable branch "
"starts with a ``major.minor`` release (without the ``0`` for ``patch``) and "
"is further developed for maintenance releases in a Git branch of the same "
"name (for example patch updates for the 3.3 stable branch are developed in "
"the ``3.3`` Git branch)."
msgstr ""
#: ../../docs/about/release_policy.rst:64
msgid ""
"As mentioned in the introduction, Godot's release policy is evolving, and "
"earlier Godot releases may not have followed the above rules to the letter. "
"In particular, the 3.2 stable branch received a number of new features in "
"3.2.2 which would have warranted a ``minor`` version increment."
msgstr ""
#: ../../docs/about/release_policy.rst:70
msgid "Release support timeline"
msgstr "Podpora jednotlivých vydání"
#: ../../docs/about/release_policy.rst:29
#: ../../docs/about/release_policy.rst:72
msgid ""
"Godot versions are supported for a certain amount of time. While these "
"durations are not set in stone, here's a table with the expected level of "
"support for each Godot version:"
"Stable branches are supported *at minimum* until the next stable branch is "
"released and has received its first patch update. In practice, we support "
"stable branches on a *best effort* basis for as long as they have active "
"users who need maintenance updates."
msgstr ""
"Verze Godota jsou podporovány jen po určitou dobu. I když tyto doby trvání "
"nejsou tesány do kamene, zde je tabulka s očekávanou úrovní podpory pro "
"každou verzi Godot:"
#: ../../docs/about/release_policy.rst:34
#: ../../docs/about/release_policy.rst:77
msgid ""
"Whenever a new major version is released, we make the previous stable branch "
"a long-term supported release, and do our best to provide fixes for issues "
"encountered by users of that branch who cannot port complex projects to the "
"new major version. This is the case for the 2.1 branch, and will be the case "
"for the latest 3.x stable branch by the time Godot 4.0 is released."
msgstr ""
#: ../../docs/about/release_policy.rst:88
msgid "**Version**"
msgstr "**Verze**"
#: ../../docs/about/release_policy.rst:34
#: ../../docs/about/release_policy.rst:88
msgid "**Release date**"
msgstr "**Datum vydání**"
#: ../../docs/about/release_policy.rst:34
#: ../../docs/about/release_policy.rst:88
msgid "**Support level**"
msgstr "**Úroveň podpory**"
#: ../../docs/about/release_policy.rst:36
#: ../../docs/about/release_policy.rst:90
msgid "Godot 4.0"
msgstr "Godot 4.0"
#: ../../docs/about/release_policy.rst:36
#: ../../docs/about/release_policy.rst:90
msgid "~2021 (see below)"
msgstr "~ 2021 (viz níže)"
#: ../../docs/about/release_policy.rst:36
#: ../../docs/about/release_policy.rst:90
msgid "|unstable| *Current focus of development (unstable).*"
msgstr "|unstable| *Aktuální zaměření vývoje (nestabilní).*"
#: ../../docs/about/release_policy.rst:38
#: ../../docs/about/release_policy.rst:92
#, fuzzy
msgid "Godot 3.3"
msgstr "Godot 3.2"
#: ../../docs/about/release_policy.rst:92
#, fuzzy
msgid "March/April 2021"
msgstr "Březen 2019"
#: ../../docs/about/release_policy.rst:92
msgid ""
"|supported| Receives bug, security and platform support fixes, as well as "
"backwards-compatible usability enhancements."
msgstr ""
#: ../../docs/about/release_policy.rst:95
msgid "Godot 3.2"
msgstr "Godot 3.2"
#: ../../docs/about/release_policy.rst:38
#: ../../docs/about/release_policy.rst:95
msgid "January 2020"
msgstr "Leden 2020"
#: ../../docs/about/release_policy.rst:38
#: ../../docs/about/release_policy.rst:95
#, fuzzy
msgid ""
"|supported| Backwards-compatible new features (backported from the "
"``master`` branch) as well as bug, security, and platform support fixes."
msgstr ""
"|supported| Zpětně kompatibilní nové funkce (backportované z větve „master“) "
"a opravy chyb, zabezpečení a podpory platforem."
"|partial| Only critical, security and platform support fixes (last update: "
"3.2.3)."
msgstr "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy."
#: ../../docs/about/release_policy.rst:41
#: ../../docs/about/release_policy.rst:98
msgid "Godot 3.1"
msgstr "Godot 3.1"
#: ../../docs/about/release_policy.rst:41
#: ../../docs/about/release_policy.rst:98
msgid "March 2019"
msgstr "Březen 2019"
#: ../../docs/about/release_policy.rst:41
#: ../../docs/about/release_policy.rst:43
#: ../../docs/about/release_policy.rst:45
msgid "|partial| Only critical, security and platform support fixes."
#: ../../docs/about/release_policy.rst:98
#, fuzzy
msgid ""
"|partial| Only critical, security and platform support fixes (last update: "
"3.1.2)."
msgstr "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy."
#: ../../docs/about/release_policy.rst:43
#: ../../docs/about/release_policy.rst:101
msgid "Godot 3.0"
msgstr "Godot 3.0"
#: ../../docs/about/release_policy.rst:43
#: ../../docs/about/release_policy.rst:101
msgid "January 2018"
msgstr "Leden 2018"
#: ../../docs/about/release_policy.rst:45
#: ../../docs/about/release_policy.rst:101
#, fuzzy
msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr "|eol| Již není podporována."
#: ../../docs/about/release_policy.rst:103
msgid "Godot 2.1"
msgstr "Godot 2.1"
#: ../../docs/about/release_policy.rst:45
#: ../../docs/about/release_policy.rst:103
msgid "July 2016"
msgstr "Červenec 2016"
#: ../../docs/about/release_policy.rst:47
#: ../../docs/about/release_policy.rst:103
#, fuzzy
msgid ""
"|partial| Only critical, security and platform support fixes (last update: "
"2.1.6)."
msgstr "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy."
#: ../../docs/about/release_policy.rst:106
msgid "Godot 2.0"
msgstr "Godot 2.0"
#: ../../docs/about/release_policy.rst:47
#: ../../docs/about/release_policy.rst:106
msgid "February 2016"
msgstr "Únor 2016"
#: ../../docs/about/release_policy.rst:47
#: ../../docs/about/release_policy.rst:49
#: ../../docs/about/release_policy.rst:51
msgid "|eol| No longer supported."
#: ../../docs/about/release_policy.rst:106
#, fuzzy
msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr "|eol| Již není podporována."
#: ../../docs/about/release_policy.rst:49
#: ../../docs/about/release_policy.rst:108
msgid "Godot 1.1"
msgstr "Godot 1.1"
#: ../../docs/about/release_policy.rst:49
#: ../../docs/about/release_policy.rst:108
msgid "May 2015"
msgstr "Květen 2015"
#: ../../docs/about/release_policy.rst:51
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:110
msgid "|eol| No longer supported."
msgstr "|eol| Již není podporována."
#: ../../docs/about/release_policy.rst:110
msgid "Godot 1.0"
msgstr "Godot 1.0"
#: ../../docs/about/release_policy.rst:51
#: ../../docs/about/release_policy.rst:110
msgid "December 2014"
msgstr "Prosinec 2014"
#: ../../docs/about/release_policy.rst:59
#: ../../docs/about/release_policy.rst:118
#, fuzzy
msgid ""
"**Legend:** |supported| Full support - |partial| Partial support - |eol| No "
"support (end of life) - |unstable| Development version"
"**Legend:** |supported| Full support |partial| Partial support |eol| No "
"support (end of life) |unstable| Development version"
msgstr ""
"**Legenda:** |supported| Plná podpora - |partial| Částečná podpora - |eol| "
"Žádná podpora (konec životnosti) - |unstable| Vývojová verze"
#: ../../docs/about/release_policy.rst:65
#: ../../docs/about/release_policy.rst:124
#, fuzzy
msgid ""
"Pre-release Godot versions aren't intended to be used in production and are "
"provided on a best-effort basis."
"provided for testing purposes only."
msgstr ""
"Vývojové verze Godota nejsou určeny k použití v produkčním prostředí a jsou "
"poskytovány s vynaložením maximálního možného úsilí."
#: ../../docs/about/release_policy.rst:71
#: ../../docs/about/release_policy.rst:130
msgid "When is the next release out?"
msgstr "Kdy vyjde další verze?"
#: ../../docs/about/release_policy.rst:73
#: ../../docs/about/release_policy.rst:132
#, fuzzy
msgid ""
"While Godot contributors aren't working under any deadlines, there's usually "
"a major or minor Godot release made available every year. Following this "
"trend, this means Godot 4.0 will most likely be released in **2021**."
"While Godot contributors aren't working under any deadlines, we have "
"historically had one major or minor release per year, with several "
"maintenance updates between each."
msgstr ""
"Přestože vývojáři Godota nefungují v žádných termínech, obvykle je "
"každoročně k dispozici hlavní nebo menší vydání Godota.Podle tohoto trendu "
"to znamená, že Godot 4.0 bude s největší pravděpodobností vydán v **2021**."
#: ../../docs/about/release_policy.rst:77
#: ../../docs/about/release_policy.rst:136
msgid ""
"Patch releases are made available more frequently, typically every 2-6 "
"months while a release is fully supported. Partially supported releases will "
"only have new patch releases once an important security or platform support "
"fix has been merged."
"Starting with Godot 3.3, we aim to accelerate our development cycles for "
"minor releases, so you can expect a new minor release every 3 to 6 months."
msgstr ""
"Vydávání oprav je k dispozici častěji, obvykle každé 2-6 měsíce, pro plně "
"podporovanou verzi. Částečně podporované verze budou mít nová vydání oprav "
"pouze po sloučení důležité opravy zabezpečení nebo podpory platformy."
#: ../../docs/about/release_policy.rst:84
#: ../../docs/about/release_policy.rst:139
msgid ""
"The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository "
"documents features that have been agreed upon and may be implemented in "
"future Godot releases."
"Maintenance (patch) releases will be released as needed with potentially "
"very short development cycles, to provide users of the current stable branch "
"with the latest bug fixes for their production needs."
msgstr ""
#: ../../docs/about/release_policy.rst:143
msgid ""
"As for the upcoming Godot 4.0, we can only say that we aim for a **2021** "
"release, but any closer estimate is likely to be hard to uphold. Alpha "
"builds will be published as soon as the main features for Godot 4.0 are "
"finalized."
msgstr ""
"`Road mapa <https://github.com/godotengine/godot-roadmap >`__ úložiště "
"dokumentuje funkce, které již byly dohodnuty a mohou být implementovány v "
"budoucích vydáních Godot."

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,7 +29,13 @@ msgstr ""
"Tato stránka obsahuje seznam běžných problémů, které se vyskytly při "
"používání Godotu, a možná řešení."
#: ../../docs/about/troubleshooting.rst:9
#: ../../docs/about/troubleshooting.rst:10
msgid ""
"See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 "
"version of the Godot editor."
msgstr ""
#: ../../docs/about/troubleshooting.rst:14
msgid ""
"Everything I do in the editor or project manager appears delayed by one "
"frame."
@@ -37,18 +43,17 @@ msgstr ""
"Všechno, co dělám v editoru nebo projektovém manažerovi, se zdá být zpožděno "
"o jeden snímek."
#: ../../docs/about/troubleshooting.rst:11
#: ../../docs/about/troubleshooting.rst:16
msgid ""
"This is a `known bug <https://github.com/godotengine/godot/issues/23069>`__ "
"on Intel graphics drivers on Windows. Updating to the latest graphics driver "
"version *provided by Intel* should fix the issue."
msgstr ""
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/23069 >`_ "
"v grafických ovladačích Intel pro Windows. Problém by měla vyřešit "
"aktualizace na nejnovější verzi grafického ovladače *poskytovanou "
"společností Intel*."
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/23069>`_ v "
"grafických ovladačích Intel pro Windows. Problém by měla vyřešit aktualizace "
"na nejnovější verzi grafického ovladače *poskytovanou společností Intel*."
#: ../../docs/about/troubleshooting.rst:15
#: ../../docs/about/troubleshooting.rst:20
msgid ""
"You should use the graphics driver provided by Intel rather than the one "
"provided by your desktop or laptop's manufacturer because their version is "
@@ -58,21 +63,21 @@ msgstr ""
"od dodavatele vašeho stolního počítače nebo notebooku, protože jejich verze "
"je často zastaralá."
#: ../../docs/about/troubleshooting.rst:20
#: ../../docs/about/troubleshooting.rst:25
msgid ""
"The grid disappears and meshes turn black when I rotate the 3D camera in the "
"editor."
msgstr "Mřížka zmizí a oka zčernají, když otočím 3D kameru v editoru."
#: ../../docs/about/troubleshooting.rst:22
#: ../../docs/about/troubleshooting.rst:27
msgid ""
"This is a `known bug <https://github.com/godotengine/godot/issues/30330>`__ "
"on Intel graphics drivers on Windows."
msgstr ""
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/30330>`__ "
"v grafických ovladačích Intel pro Windows."
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/30330>`_ v "
"grafických ovladačích Intel pro Windows."
#: ../../docs/about/troubleshooting.rst:25
#: ../../docs/about/troubleshooting.rst:30
msgid ""
"The only workaround, for now, is to switch to the GLES2 renderer. You can "
"switch the renderer in the top-right corner of the editor or the Project "
@@ -81,7 +86,7 @@ msgstr ""
"Jediným řešením je prozatím přepnout na vykreslovač GLES2. Vykreslovací "
"modul můžete přepnout v pravém horním rohu editoru nebo v nastavení projektu."
#: ../../docs/about/troubleshooting.rst:28
#: ../../docs/about/troubleshooting.rst:33
msgid ""
"If you use a computer allowing you to switch your graphics card, like NVIDIA "
"Optimus, you can use the dedicated graphics card to run Godot."
@@ -90,11 +95,11 @@ msgstr ""
"například NVIDIA Optimus, můžete ke spuštění Godotu použít vyhrazenou "
"grafickou kartu."
#: ../../docs/about/troubleshooting.rst:32
#: ../../docs/about/troubleshooting.rst:37
msgid "The editor or project takes a very long time to start."
msgstr "Spuštění editoru nebo projektu trvá velmi dlouho."
#: ../../docs/about/troubleshooting.rst:34
#: ../../docs/about/troubleshooting.rst:39
msgid ""
"This is a `known bug <https://github.com/godotengine/godot/issues/20566>`__ "
"on Windows when you have specific USB peripherals connected. In particular, "
@@ -110,11 +115,11 @@ msgstr ""
"chyba přetrvává, musíte před otevřením editoru odpojit vadné periferie. "
"Potom můžete periferní zařízení znovu připojit."
#: ../../docs/about/troubleshooting.rst:42
#: ../../docs/about/troubleshooting.rst:47
msgid "The Godot editor appears frozen after clicking the system console."
msgstr "Po kliknutí na konzolu systému se editor Godot zamrzne."
#: ../../docs/about/troubleshooting.rst:44
#: ../../docs/about/troubleshooting.rst:49
msgid ""
"When running Godot on Windows with the system console enabled, you can "
"accidentally enable *selection mode* by clicking inside the command window. "
@@ -128,7 +133,7 @@ msgstr ""
"uvnitř konzoly systému. Godot nemůže potlačit toto specifické chování "
"systému."
#: ../../docs/about/troubleshooting.rst:49
#: ../../docs/about/troubleshooting.rst:54
msgid ""
"To solve this, select the system console window and press Enter to leave "
"selection mode."
@@ -136,11 +141,35 @@ msgstr ""
"Chcete-li to vyřešit, vyberte okno konzoly systému a stiskněte klávesu Enter "
"pro opuštění režimu výběru."
#: ../../docs/about/troubleshooting.rst:53
#: ../../docs/about/troubleshooting.rst:58
msgid ""
"Some text such as \"NO DC\" appears in the top-left corner of the project "
"manager and editor window."
msgstr ""
#: ../../docs/about/troubleshooting.rst:60
msgid ""
"This is caused by the NVIDIA graphics driver injecting an overlay to display "
"information."
msgstr ""
#: ../../docs/about/troubleshooting.rst:62
msgid ""
"To disable this overlay on Windows, restore your graphics driver settings to "
"the default values in the NVIDIA Control Panel."
msgstr ""
#: ../../docs/about/troubleshooting.rst:65
msgid ""
"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen "
"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**."
msgstr ""
#: ../../docs/about/troubleshooting.rst:69
msgid "The project window appears blurry, unlike the editor."
msgstr "Na rozdíl od editoru se okno projektu jeví rozmazané."
#: ../../docs/about/troubleshooting.rst:55
#: ../../docs/about/troubleshooting.rst:71
msgid ""
"Unlike the editor, the project isn't marked as DPI-aware by default. This is "
"done to improve performance, especially on integrated graphics, where "
@@ -150,7 +179,7 @@ msgstr ""
"se provádí za účelem zlepšení výkonu, zejména u integrované grafiky, kde je "
"vykreslování 3D scén v hiDPI pomalé."
#: ../../docs/about/troubleshooting.rst:59
#: ../../docs/about/troubleshooting.rst:75
msgid ""
"To resolve this, open **Project > Project Settings** and enable **Display > "
"Window > Dpi > Allow Hidpi**. On top of that, make sure your project is "
@@ -161,11 +190,11 @@ msgstr ""
"projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions "
"<doc_multiple_resolutions>`."
#: ../../docs/about/troubleshooting.rst:64
#: ../../docs/about/troubleshooting.rst:80
msgid "The project window doesn't appear centered when I run the project."
msgstr "Když spustím projekt, okno projektu se neobjeví na středu."
#: ../../docs/about/troubleshooting.rst:66
#: ../../docs/about/troubleshooting.rst:82
msgid ""
"This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. "
"To resolve this, open **Project > Project Settings** and enable **Display > "
@@ -178,7 +207,7 @@ msgstr ""
"projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions "
"<doc_multiple_resolutions>`."
#: ../../docs/about/troubleshooting.rst:72
#: ../../docs/about/troubleshooting.rst:88
msgid ""
"The project works when run from the editor, but fails to load some files "
"when running from an exported copy."
@@ -186,7 +215,7 @@ msgstr ""
"Projekt funguje při spuštění z editoru, ale při spuštění z exportované kopie "
"se mu nepodaří načíst některé soubory."
#: ../../docs/about/troubleshooting.rst:74
#: ../../docs/about/troubleshooting.rst:90
msgid ""
"This is usually caused by forgetting to specify a filter for non-resource "
"files in the Export dialog. By default, Godot will only include actual "
@@ -203,7 +232,7 @@ msgstr ""
"souborů nepovažovaných za zdroje, zadat ``* .json``. Viz :ref:"
"`doc_exporting_projects_export_mode` pro více informací."
#: ../../docs/about/troubleshooting.rst:81
#: ../../docs/about/troubleshooting.rst:97
msgid ""
"On Windows, this can also be due to :ref:`case sensitivity "
"<doc_project_organization_case_sensitivity>` issues. If you reference a "

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -110,62 +110,44 @@ msgstr ""
#: ../../docs/community/channels.rst:37
msgid ""
"Brazilian Portuguese: `Godot Brasil (Discord) <https://discord.gg/gWmQKBv>`_"
msgstr ""
#: ../../docs/community/channels.rst:38
msgid ""
"French: `Godot Francophone Officiel (Discord) <https://discord.gg/3jvf3XN>`_"
msgstr ""
#: ../../docs/community/channels.rst:39
msgid "French: `SoloCode Godot (Discord) <https://discord.gg/gZ3QJ5T>`_"
msgstr ""
#: ../../docs/community/channels.rst:40
msgid ""
"German: `Deutsche Godot Community (Discord) <https://discord.gg/Tr7Ma6E>`_"
"See the `User groups <https://godotengine.org/community/user-groups>` page "
"of the website for a list of local communities."
msgstr ""
#: ../../docs/community/channels.rst:41
msgid ""
"Swedish: `Swedish Godot Community (Discord) <https://discord.gg/6ZsgWmH>`_"
msgstr ""
#: ../../docs/community/channels.rst:44
msgid "Social networks"
msgstr ""
#: ../../docs/community/channels.rst:46
#: ../../docs/community/channels.rst:43
msgid "`GitHub <https://github.com/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:47
#: ../../docs/community/channels.rst:44
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:48
#: ../../docs/community/channels.rst:45
msgid ""
"`Twitter <https://twitter.com/godotengine>`_ (see also the `#GodotEngine "
"<https://twitter.com/hashtag/GodotEngine>`_ hashtag)"
msgstr ""
#: ../../docs/community/channels.rst:50
#: ../../docs/community/channels.rst:47
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
msgstr ""
#: ../../docs/community/channels.rst:51
#: ../../docs/community/channels.rst:48
msgid "`YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_"
msgstr ""
#: ../../docs/community/channels.rst:52
#: ../../docs/community/channels.rst:49
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
msgstr ""
#: ../../docs/community/channels.rst:55
#: ../../docs/community/channels.rst:52
msgid "Forum"
msgstr ""
#: ../../docs/community/channels.rst:57
#: ../../docs/community/channels.rst:54
msgid "`Godot Forums <https://godotforums.org/>`_"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -375,3 +375,68 @@ msgid ""
"you can check `Black editor integration <https://github.com/psf/black#editor-"
"integration>`__."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:306
#, fuzzy
msgid "Comment style guide"
msgstr "Průvodce stylem editoru"
#: ../../docs/community/contributing/code_style_guidelines.rst:308
msgid ""
"This comment style guide applies to all programming languages used within "
"Godot's codebase."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:311
msgid ""
"Begin comments with a space character to distinguish them from disabled code."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:312
msgid ""
"Use sentence case for comments. Begin comments with an uppercase character "
"and always end them with a period."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:314
msgid "Reference variable/function names and values using backticks."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:315
msgid "Wrap comments to ~100 characters."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:316
msgid ""
"You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as adominitions "
"when needed."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:319
#: ../../docs/community/contributing/code_style_guidelines.rst:342
msgid "**Example:**"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:327
msgid ""
"Don't repeat what the code says in a comment. Explain the *why* rather than "
"*how*."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:329
msgid "**Bad:**"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:336
msgid ""
"You can use Javadoc-style comments above function or macro definitions. It's "
"recommended to use Javadoc-style comments *only* for methods which are not "
"exposed to scripting. This is because exposed methods should be documented "
"in the :ref:`class reference XML <doc_updating_the_class_reference>` instead."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:354
msgid ""
"For member variables, don't use Javadoc-style comments but use single-line "
"comments instead:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -60,156 +60,185 @@ msgstr ""
#: ../../docs/community/tutorials.rst:17
msgid ""
"If you're interested in a complete introduction to programming using Godot "
"and GDScript, the unofficial `Godot Tutorials <https://www.youtube.com/"
"channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ YouTube channel is a good place to start."
msgstr ""
#: ../../docs/community/tutorials.rst:19
msgid ""
"Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D "
"or shaders."
msgstr ""
#: ../../docs/community/tutorials.rst:20
#: ../../docs/community/tutorials.rst:22
msgid "Video tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:22
#: ../../docs/community/tutorials.rst:24
msgid ""
"`Godot Tutorials <https://www.youtube.com/channel/"
"UCnr9ojBEQGgwbcKsZC-2rIg>`_ (2D, GDScript, Programming Basics)."
msgstr ""
#: ../../docs/community/tutorials.rst:25
msgid ""
"`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, "
"GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:23
#: ../../docs/community/tutorials.rst:26
msgid ""
"`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/"
"playlists>`_ (2D and 3D, GDScript, VisualScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:24
#: ../../docs/community/tutorials.rst:27
msgid ""
"`Game Development Channel <https://www.youtube.com/channel/"
"UClseGZiVmeHamsjYmpbiAmQ/playlists>`_ (2D, GDScript)."
"`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ "
"(2D, networked multiplayer, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:25
#: ../../docs/community/tutorials.rst:28
msgid ""
"`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/"
"videos>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:26
#: ../../docs/community/tutorials.rst:29
msgid ""
"`Game from Scratch <https://www.youtube.com/watch?"
"v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ (2D and 3D, "
"GDScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:27
#: ../../docs/community/tutorials.rst:30
msgid ""
"`HeartBeast <https://www.youtube.com/watch?v=wETY5_9kFtA&list=PL9FzW-"
"m48fn2jlBu_0DRh7PvAt-GULEmd>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:28
#: ../../docs/community/tutorials.rst:31
msgid ""
"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ "
"(2D and 3D, GDScript, VisualScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:29
#: ../../docs/community/tutorials.rst:32
msgid ""
"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
"playlists>`__ (2D and 3D, GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:30
#: ../../docs/community/tutorials.rst:33
msgid ""
"`Mister Taft Creates <https://www.youtube.com/playlist?"
"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:31
#: ../../docs/community/tutorials.rst:34
msgid ""
"`Miziziziz <https://www.youtube.com/playlist?"
"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:32
#: ../../docs/community/tutorials.rst:35
msgid ""
"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?"
"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)."
msgstr ""
#: ../../docs/community/tutorials.rst:33
#: ../../docs/community/tutorials.rst:36
msgid ""
"`Pigdev <https://www.youtube.com/playlist?"
"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:34
#: ../../docs/community/tutorials.rst:37
msgid ""
"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, "
"GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:35
#: ../../docs/community/tutorials.rst:38
msgid ""
"`TheBuffED <https://www.youtube.com/watch?"
"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:36
#: ../../docs/community/tutorials.rst:39
msgid ""
"`Code with Tom <https://www.youtube.com/playlist?"
"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:37
#: ../../docs/community/tutorials.rst:40
msgid ""
"`BornCG <https://www.youtube.com/playlist?"
"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid ""
"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, "
"3D, GDScript, Shaders)."
"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:41
msgid ""
"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and "
"3D, GDScript, Shaders)."
msgstr ""
#: ../../docs/community/tutorials.rst:42
msgid ""
"`TheGuideKnight <https://www.youtube.com/playlist?"
"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:43
msgid ""
"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ "
"(GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:46
msgid "Text tutorials"
msgstr "Textové tutoriály"
#: ../../docs/community/tutorials.rst:43
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:44
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:47
msgid "Devlogs"
#: ../../docs/community/tutorials.rst:48
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:49
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:50
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:53
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:55
msgid ""
"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/"
"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:50
#: ../../docs/community/tutorials.rst:56
msgid ""
"`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-"
"vJC011lYw/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:53
#: ../../docs/community/tutorials.rst:59
msgid "Resources"
msgstr "Zdroje"
#: ../../docs/community/tutorials.rst:55
#: ../../docs/community/tutorials.rst:61
msgid ""
"`awesome-godot: A curated list of resources by Calinou <https://github.com/"
"Calinou/awesome-godot>`_"
"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons "
"<https://github.com/godotengine/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:56
#: ../../docs/community/tutorials.rst:62
msgid ""
"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz "
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -62,85 +62,86 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:29
msgid ""
"Required SDK components will be automatically installed by Gradle (except "
"the NDK)."
msgid "Required SDK components will be automatically installed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:31
#: ../../docs/development/compiling/compiling_for_android.rst:30
msgid ""
"`Android NDK <https://developer.android.com/ndk/downloads/>`_ r17 or later."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:32
msgid "Gradle (will be downloaded and installed automatically if missing)."
"On Linux, **do not use an Android SDK provided by your distribution's "
"repositories as it will often be outdated**."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:33
msgid "Gradle (will be downloaded and installed automatically if missing)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:34
msgid "JDK 8 (either OpenJDK or Oracle JDK)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:35
#: ../../docs/development/compiling/compiling_for_android.rst:36
msgid "JDK 9 or later are not currently supported."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:36
#: ../../docs/development/compiling/compiling_for_android.rst:37
msgid ""
"You can download a build from `ojdkbuild <https://github.com/ojdkbuild/"
"ojdkbuild>`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:38
#: ../../docs/development/compiling/compiling_for_android.rst:39
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:44
#: ../../docs/development/compiling/compiling_for_android.rst:45
msgid "Setting up the buildsystem"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:46
#: ../../docs/development/compiling/compiling_for_android.rst:47
msgid ""
"Set the environment variable ``ANDROID_HOME`` to point to the Android SDK. "
"If you downloaded the Android command-line tools, this would be the folder "
"where you extracted the contents of the ZIP archive. Later on, ``gradlew`` "
"will install necessary SDK components in this folder. However, you need to "
"accept the SDK component licenses before they can be downloaded by Gradle. "
"This can be done by running the following command from the root of the SDK "
"directory, then answering all the prompts with ``y``:"
"Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android "
"SDK. If you downloaded the Android command-line tools, this would be the "
"folder where you extracted the contents of the ZIP archive."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:51
msgid "Install the necessary SDK components in this folder:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:53
msgid ""
"Accept the SDK component licenses by running the following command where "
"``android_sdk_path`` is the path to the Android SDK, then answering all the "
"prompts with ``y``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:60
msgid ""
"Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android "
"NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the "
"same path, especially if you are using custom Android modules, since some "
"Gradle plugins rely on the NDK and use this variable to determine its "
"location."
"Complete setup by running the following command where ``android_sdk_path`` "
"is the path to the Android SDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
msgid ""
"To set those environment variables on Windows, press :kbd:`Windows + R`, "
"type \"control system\", then click on **Advanced system settings** in the "
"left pane, then click on **Environment variables** on the window that "
"appears."
"To set the environment variable on Windows, press :kbd:`Windows + R`, type "
"\"control system\", then click on **Advanced system settings** in the left "
"pane, then click on **Environment variables** on the window that appears."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:71
#: ../../docs/development/compiling/compiling_for_android.rst:70
msgid ""
"To set those environment variables on Linux or macOS, use ``export "
"ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/"
"android-ndk`` where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` "
"point to the root of the SDK and NDK directories."
"To set the environment variable on Linux or macOS, use ``export "
"ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` "
"points to the root of the SDK directories."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:78
#: ../../docs/development/compiling/compiling_for_android.rst:75
msgid "Building the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:80
#: ../../docs/development/compiling/compiling_for_android.rst:77
msgid ""
"Godot needs two export templates for Android: the optimized \"release\" "
"template (``android_release.apk``) and the debug template (``android_debug."
@@ -149,34 +150,34 @@ msgid ""
"both ARMv7 and ARMv8 libraries."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:86
#: ../../docs/development/compiling/compiling_for_android.rst:83
msgid ""
"Compiling the standard export templates is done by calling SCons from the "
"Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89
#: ../../docs/development/compiling/compiling_for_android.rst:86
msgid ""
"Release template (used when exporting with **Debugging Enabled** unchecked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:102
#: ../../docs/development/compiling/compiling_for_android.rst:99
msgid "The resulting APK will be located at ``bin/android_release.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:104
#: ../../docs/development/compiling/compiling_for_android.rst:101
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:117
#: ../../docs/development/compiling/compiling_for_android.rst:114
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:120
#: ../../docs/development/compiling/compiling_for_android.rst:117
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:122
#: ../../docs/development/compiling/compiling_for_android.rst:119
msgid ""
"If you also want to include support for x86 and x86-64 devices, run the "
"SCons command a third and fourth time with the ``android_arch=x86``, and "
@@ -184,7 +185,7 @@ msgid ""
"example, for the release template:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:140
#: ../../docs/development/compiling/compiling_for_android.rst:137
msgid ""
"This will create a fat binary that works on all platforms. The final APK "
"size of exported projects will depend on the platforms you choose to support "
@@ -192,20 +193,20 @@ msgid ""
"APK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:146
#: ../../docs/development/compiling/compiling_for_android.rst:143
msgid "Cleaning the generated export templates"
msgstr "Čištění vygenerovaných šablon exportu"
#: ../../docs/development/compiling/compiling_for_android.rst:148
#: ../../docs/development/compiling/compiling_for_android.rst:145
msgid ""
"You can use the following commands to remove the generated export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:160
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
#: ../../docs/development/compiling/compiling_for_android.rst:159
msgid ""
"Godot needs release and debug APKs that were compiled against the same "
"version/commit as the editor. If you are using official binaries for the "
@@ -213,36 +214,36 @@ msgid ""
"own from the same version."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:167
#: ../../docs/development/compiling/compiling_for_android.rst:164
msgid ""
"When exporting your game, Godot opens the APK, changes a few things inside "
"and adds your files."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:171
#: ../../docs/development/compiling/compiling_for_android.rst:168
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:173
#: ../../docs/development/compiling/compiling_for_android.rst:170
msgid ""
"The newly-compiled templates (``android_debug.apk`` and ``android_release."
"apk``) must be copied to Godot's templates folder with their respective "
"names. The templates folder can be located in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:177
#: ../../docs/development/compiling/compiling_for_android.rst:174
msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:178
#: ../../docs/development/compiling/compiling_for_android.rst:175
msgid "Linux: ``$HOME/.local/share/godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:179
#: ../../docs/development/compiling/compiling_for_android.rst:176
msgid "macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:181
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid ""
"``<version>`` is of the form ``major.minor[.patch].status`` using values "
"from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` "
@@ -250,94 +251,93 @@ msgid ""
"``version.txt`` file located next to your export templates."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:188
#: ../../docs/development/compiling/compiling_for_android.rst:185
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your APKs as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:194
#: ../../docs/development/compiling/compiling_for_android.rst:191
msgid ""
"You don't even need to copy them, you can just reference the resulting file "
"in the ``bin\\`` directory of your Godot source folder, so that the next "
"time you build you will automatically have the custom templates referenced."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:200
#: ../../docs/development/compiling/compiling_for_android.rst:197
msgid "Troubleshooting"
msgstr "Odstraňování problémů"
#: ../../docs/development/compiling/compiling_for_android.rst:203
#: ../../docs/development/compiling/compiling_for_android.rst:200
msgid "Platform doesn't appear in SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
#: ../../docs/development/compiling/compiling_for_android.rst:202
msgid ""
"Double-check that you've set both the ``ANDROID_HOME`` and "
"``ANDROID_NDK_ROOT`` environment variables. This is required for the "
"platform to appear in SCons' list of detected platforms. See :ref:`Setting "
"up the buildsystem <doc_android_setting_up_the_buildsystem>` for more "
"information."
"Double-check that you've set the ``ANDROID_SDK_ROOT`` environment variable. "
"This is required for the platform to appear in SCons' list of detected "
"platforms. See :ref:`Setting up the buildsystem "
"<doc_android_setting_up_the_buildsystem>` for more information."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:212
#: ../../docs/development/compiling/compiling_for_android.rst:209
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:214
#: ../../docs/development/compiling/compiling_for_android.rst:211
msgid ""
"Android might complain the application is not correctly installed. If so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:217
#: ../../docs/development/compiling/compiling_for_android.rst:214
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:218
#: ../../docs/development/compiling/compiling_for_android.rst:215
msgid "Check that the jarsigner executable is from JDK 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:220
#: ../../docs/development/compiling/compiling_for_android.rst:217
msgid ""
"If it still fails, open a command line and run `logcat <https://developer."
"android.com/studio/command-line/logcat>`_:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:226
#: ../../docs/development/compiling/compiling_for_android.rst:223
msgid ""
"Then check the output while the application is installed; the error message "
"should be presented there. Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:231
#: ../../docs/development/compiling/compiling_for_android.rst:228
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:233
#: ../../docs/development/compiling/compiling_for_android.rst:230
msgid ""
"If the application runs but exits immediately, this might be due to one of "
"the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:236
#: ../../docs/development/compiling/compiling_for_android.rst:233
msgid ""
"Make sure to use export templates that match your editor version; if you use "
"a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:238
#: ../../docs/development/compiling/compiling_for_android.rst:235
msgid ""
"``libgodot_android.so`` is not in ``libs/<android_arch>/`` where "
"``<android_arch>`` is the device's architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:240
#: ../../docs/development/compiling/compiling_for_android.rst:237
msgid ""
"The device's architecture does not match the exported one(s). Make sure your "
"templates were built for that device's architecture, and that the export "
"settings included support for that architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:244
#: ../../docs/development/compiling/compiling_for_android.rst:241
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -80,9 +80,7 @@ msgid "To compile for Intel (x86-64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:39
msgid ""
"To compile for Apple Silicon (ARM64) powered Macs, use (only for Godot "
"3.2.3+)::"
msgid "To compile for Apple Silicon (ARM64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:43

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -163,23 +163,40 @@ msgid ""
"\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:92
msgid "Compiling"
msgstr "Kompilace"
#: ../../docs/development/compiling/compiling_for_windows.rst:95
msgid "Selecting a compiler"
#: ../../docs/development/compiling/compiling_for_windows.rst:93
msgid ""
"To prevent slowdowns caused by continuous virus scanning during compilation, "
"add the Godot source folder to the list of exceptions in your antivirus "
"software."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:97
msgid ""
"For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Defender "
"Settings\" then hit :kbd:`Enter`. Under **Virus & threat protection**, go to "
"**Virus & threat protection setting** and scroll down to **Exclusions**. "
"Click **Add or remove exclusions** then add the Godot source folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:104
msgid "Compiling"
msgstr "Kompilace"
#: ../../docs/development/compiling/compiling_for_windows.rst:107
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:109
msgid ""
"SCons will automatically find and use an existing Visual Studio "
"installation. If you do not have Visual Studio installed, it will attempt to "
"use MinGW instead. If you already have Visual Studio installed and want to "
"use MinGW, pass ``use_mingw=yes`` to the SCons command line."
"use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC "
"builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd."
"exe`` or PowerShell instead."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:102
#: ../../docs/development/compiling/compiling_for_windows.rst:116
msgid ""
"During development, using the Visual Studio compiler is usually a better "
"idea, as it links the Godot binary much faster than MinGW. However, MinGW "
@@ -187,34 +204,34 @@ msgid ""
"below), making it a better choice for production use."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:108
#: ../../docs/development/compiling/compiling_for_windows.rst:122
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:110
#: ../../docs/development/compiling/compiling_for_windows.rst:124
msgid ""
"After opening a command prompt, change to the root directory of the engine "
"source code (using ``cd``) and type::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:115
#: ../../docs/development/compiling/compiling_for_windows.rst:129
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:119
#: ../../docs/development/compiling/compiling_for_windows.rst:133
msgid ""
"In general, it is OK to have at least as many threads compiling Godot as you "
"have cores in your CPU, if not one or two more. Feel free to add the ``-j`` "
"option to any SCons command you see below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:123
#: ../../docs/development/compiling/compiling_for_windows.rst:137
msgid ""
"When compiling with multiple CPU threads, SCons may warn about pywin32 being "
"missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
#: ../../docs/development/compiling/compiling_for_windows.rst:140
msgid ""
"If all goes well, the resulting binary executable will be placed in ``C:"
"\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot."
@@ -223,58 +240,58 @@ msgid ""
"``bits=32``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:132
#: ../../docs/development/compiling/compiling_for_windows.rst:146
msgid ""
"This executable file contains the whole engine and runs without any "
"dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:135
#: ../../docs/development/compiling/compiling_for_windows.rst:149
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons option "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:139
#: ../../docs/development/compiling/compiling_for_windows.rst:153
msgid ""
"If you are compiling Godot with MinGW, you can make the binary even smaller "
"and faster by adding the SCons option ``use_lto=yes``. As link-time "
"optimization is a memory-intensive process, this will require about 3 GB of "
"optimization is a memory-intensive process, this will require about 7 GB of "
"available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:144
#: ../../docs/development/compiling/compiling_for_windows.rst:158
msgid ""
"If you want to use separate editor settings for your own Godot builds and "
"official releases, you can enable :ref:`doc_data_paths_self_contained_mode` "
"by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:150
#: ../../docs/development/compiling/compiling_for_windows.rst:164
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:152
#: ../../docs/development/compiling/compiling_for_windows.rst:166
msgid ""
"For most projects, using only scripting is enough but when development in C+"
"+ is needed, for creating modules or extending the engine, working with an "
"IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:156
#: ../../docs/development/compiling/compiling_for_windows.rst:170
msgid ""
"You can create a Visual Studio solution via SCons by running SCons with the "
"``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:161
#: ../../docs/development/compiling/compiling_for_windows.rst:175
msgid ""
"You will be able to open Godot's source in a Visual Studio solution now, and "
"able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:164
#: ../../docs/development/compiling/compiling_for_windows.rst:178
msgid ""
"If you need to edit the build commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the end of the commands. "
@@ -283,11 +300,11 @@ msgid ""
"they are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:171
#: ../../docs/development/compiling/compiling_for_windows.rst:185
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:173
#: ../../docs/development/compiling/compiling_for_windows.rst:187
msgid ""
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
"mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit "
@@ -295,98 +312,98 @@ msgid ""
"some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:179
#: ../../docs/development/compiling/compiling_for_windows.rst:193
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:179
#: ../../docs/development/compiling/compiling_for_windows.rst:193
msgid "Install `mingw-w64-gcc from the AUR`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:181
#: ../../docs/development/compiling/compiling_for_windows.rst:195
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:185
#: ../../docs/development/compiling/compiling_for_windows.rst:199
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:190
#: ../../docs/development/compiling/compiling_for_windows.rst:204
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:194
#: ../../docs/development/compiling/compiling_for_windows.rst:208
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:202
#: ../../docs/development/compiling/compiling_for_windows.rst:216
msgid ""
"Before attempting the compilation, SCons will check for the following "
"binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:208
#: ../../docs/development/compiling/compiling_for_windows.rst:222
msgid ""
"If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can "
"define the following environment variables to give a hint to the build "
"system::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:215
#: ../../docs/development/compiling/compiling_for_windows.rst:229
msgid ""
"To make sure you are doing things correctly, executing the following in the "
"shell should result in a working compiler (the version output may differ "
"based on your system)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:223
#: ../../docs/development/compiling/compiling_for_windows.rst:237
msgid "Troubleshooting"
msgstr "Odstraňování problémů"
#: ../../docs/development/compiling/compiling_for_windows.rst:225
#: ../../docs/development/compiling/compiling_for_windows.rst:239
msgid ""
"Cross-compiling from some Ubuntu versions may lead to `this bug <https://"
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
"lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:229
#: ../../docs/development/compiling/compiling_for_windows.rst:243
msgid ""
"You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:237
#: ../../docs/development/compiling/compiling_for_windows.rst:251
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:245
#: ../../docs/development/compiling/compiling_for_windows.rst:259
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:247
#: ../../docs/development/compiling/compiling_for_windows.rst:261
msgid ""
"Windows export templates are created by compiling Godot without the editor, "
"with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:255
#: ../../docs/development/compiling/compiling_for_windows.rst:269
msgid ""
"If you plan on replacing the standard export templates, copy these to the "
"following location, replacing ``<version>`` with the version identifier "
"(such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:261
#: ../../docs/development/compiling/compiling_for_windows.rst:275
msgid "With the following names::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:268
#: ../../docs/development/compiling/compiling_for_windows.rst:282
msgid ""
"However, if you are using custom modules or custom engine code, you may "
"instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:274
#: ../../docs/development/compiling/compiling_for_windows.rst:288
msgid ""
"You don't need to copy them in this case, just reference the resulting files "
"in the ``bin\\`` directory of your Godot source folder, so the next time you "

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -178,7 +178,7 @@ msgstr ""
msgid ""
"If you are compiling Godot with GCC, you can make the binary even smaller "
"and faster by adding the SCons option ``use_lto=yes``. As link-time "
"optimization is a memory-intensive process, this will require about 3 GB of "
"optimization is a memory-intensive process, this will require about 7 GB of "
"available RAM while compiling."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -139,8 +139,8 @@ msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:143
msgid ""
"Linking becomes much slower with this option, so it should be used only for "
"release builds."
"Linking becomes much slower and more RAM consuming with this option, so it "
"should be used only for release builds."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:147

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,9 +49,9 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:20
msgid ""
"Navigate to ``<Godot root directory>/platform/android/java/lib`` (the "
"``CMakeLists.txt`` file is located there) and select it (but *not* the "
"``CMakeLists.txt`` file itself), then click **OK**."
"Navigate to ``<Godot root directory>/platform/android/java/"
"nativeSrcsConfigs`` (the ``CMakeLists.txt`` file is located there) and "
"select it (but *not* the ``CMakeLists.txt`` file itself), then click **OK**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:27
@@ -80,3 +80,48 @@ msgid ""
"If you run into any issues, ask for help in one of `Godot's community "
"channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:47
msgid "Debugging the project"
msgstr "Ladění projektu"
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:49
msgid ""
"Since CLion does not support SCons, you won't be able to compile, launch, "
"and debug Godot from CLion in one step. You will first need to `compile "
"godot yourself <https://docs.godotengine.org/en/stable/development/compiling/"
"index.html>`__ and run the binary without CLion. You will then be able to "
"debug Godot by using the `Attach to process <https://www.jetbrains.com/help/"
"clion/attaching-to-local-process.html>`__ feature."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:52
msgid "Run the compilation in debug mode by entering ``scons``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:54
msgid ""
"Run the binary you have created (in the bin directory). If you want to debug "
"a specific project, run the binary with the following arguments : ``--editor "
"--path path/to/your/godot/project``. To run the project instead of editing "
"it, remove the ``--editor`` argument."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:56
msgid "In CLion, go to **Run > Attach to Process...**"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:61
msgid "Find and Select godot in the list (or type the binary name/Process ID)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:66
msgid "You can now use the debugging tools from CLion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:70
msgid ""
"If you run the binary without any arguments, you will only debug the project "
"manager window. Don't forget to add the ``--path path/to/your/godot/"
"project`` argument to debug a project."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -24,8 +24,8 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:6
msgid ""
"`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-"
"platform IDE by `Microsoft <https://microsoft.com>`_ (not to be confused "
"with :ref:`doc_configuring_an_ide_vs`)."
"platform code editor by `Microsoft <https://microsoft.com>`_ (not to be "
"confused with :ref:`doc_configuring_an_ide_vs`)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:10

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -108,7 +108,7 @@ msgstr ""
msgid ""
"ResourceFormatLoaders are usually simple classes which return all the "
"necessary metadata for supporting new extensions in Godot. The class must "
"the return the format name and the extension string."
"return the format name and the extension string."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:53

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -594,19 +594,19 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:271
msgid ""
"The platform names recognized by the ``--export`` switch are the same as "
"displayed in the export wizard of the editor. To get a list of supported "
"platforms from the command line, try exporting to a non-recognized platform "
"and the full listing of platforms your configuration supports will be shown."
"The preset name must match the name of an export preset defined in the "
"project's ``export_presets.cfg`` file. If the preset name contains spaces or "
"special characters (such as \"Windows Desktop\"), it must be surrounded with "
"quotes."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:277
#: ../../docs/getting_started/editor/command_line_tutorial.rst:275
msgid ""
"To export a debug version of the game, use the ``--export-debug`` switch "
"instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:280
#: ../../docs/getting_started/editor/command_line_tutorial.rst:278
msgid ""
"To export only a PCK file, use the ``--export-pack`` option followed by the "
"preset name and output path, with the file extension, instead of ``--"
@@ -614,36 +614,44 @@ msgid ""
"PCK or ZIP."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:285
#: ../../docs/getting_started/editor/command_line_tutorial.rst:284
msgid ""
"When specifying a relative path as the path for `--export`, `--export-debug` "
"or `--export-pack`, the path will be relative to the directory containing "
"the ``project.godot`` file, **not** relative to the current working "
"directory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:289
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:287
#: ../../docs/getting_started/editor/command_line_tutorial.rst:291
msgid ""
"It is possible to run a simple ``.gd`` script from the command line. This "
"feature is especially useful in large projects, e.g. for batch conversion of "
"assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:291
#: ../../docs/getting_started/editor/command_line_tutorial.rst:295
msgid "The script must inherit from ``SceneTree`` or ``MainLoop``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:293
#: ../../docs/getting_started/editor/command_line_tutorial.rst:297
msgid "Here is a simple ``sayhello.gd`` example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:304
#: ../../docs/getting_started/editor/command_line_tutorial.rst:308
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:311
#: ../../docs/getting_started/editor/command_line_tutorial.rst:315
msgid ""
"If no ``project.godot`` exists at the path, current path is assumed to be "
"the current working directory (unless ``--path`` is specified)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:314
#: ../../docs/getting_started/editor/command_line_tutorial.rst:318
msgid ""
"The first line of ``sayhello.gd`` above is commonly referred to as a "
"*shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows "
@@ -651,7 +659,7 @@ msgid ""
"macOS:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:326
#: ../../docs/getting_started/editor/command_line_tutorial.rst:330
msgid ""
"If the above doesn't work in your current version of Linux or macOS, you can "
"always have the shebang run Godot straight from where it is located as "

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -0,0 +1,239 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:4
#, fuzzy
msgid "Using the Web editor"
msgstr "Vestavěný editor motivů."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:6
msgid ""
"Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__ "
"you can use to work on new or existing projects."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:11
msgid ""
"The web editor is in a preliminary stage. While its feature set may be "
"sufficient for educational purposes, it is currently **not recommended for "
"production work**. See :ref:`doc_using_the_web_editor_limitations` below."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:16
#, fuzzy
msgid "Browser support"
msgstr "Podpora platformy"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:18
msgid ""
"The Web editor requires support for WebAssembly's SharedArrayBuffer. This is "
"in turn required to support threading in the browser. The following desktop "
"browsers support WebAssembly threading and can therefore run the web editor:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:22
msgid "Chrome 68 or later"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:23
msgid "Firefox 79 or later"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:24
msgid "Edge 79 or later"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:26
msgid ""
"Opera and Safari are not supported yet. Safari may work in the future once "
"proper threading support is added."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:29
msgid "**Mobile browsers are currently not supported.**"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:31
msgid ""
"The web editor supports both the GLES3 and GLES2 renderers, although GLES2 "
"is recommended for better performance and compatibility with old/low-end "
"hardware."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:36
msgid ""
"If you use Linux, due to `poor Firefox WebGL performance <https://bugzilla."
"mozilla.org/show_bug.cgi?id=1010527>`__, it's recommended to use a Chromium-"
"based browser instead of Firefox."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:43
msgid "Limitations"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:45
msgid ""
"Due to limitations on the Godot or Web platform side, the following features "
"are currently missing:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:48
#, fuzzy
msgid "No C#/Mono support."
msgstr "|eol| Již není podporována."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:49
msgid "No GDNative support."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:50
msgid ""
"No project exporting. As a workaround, you can download the project source "
"using **Project > Tools > Download Project Source** and export it using a "
"`native version of the Godot editor <https://godotengine.org/download>`__."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:53
msgid "The editor won't warn you when closing the tab with unsaved changes."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:54
msgid ""
"No lightmap baking support. You can still use existing lightmaps if they "
"were baked with a native version of the Godot editor (e.g. by importing an "
"existing project)."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:58
msgid ""
"The following features are unlikely to be supported due to inherent "
"limitations of the Web platform:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:61
#, fuzzy
msgid "No support for external script editors."
msgstr "Zatím žádná podpora pro výstup MIDI."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:62
#, fuzzy
msgid "No support for Android one-click deploy."
msgstr "Plná podpora unicode včetně emoji."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:66
msgid ""
"See the `list of open issues on GitHub related to the web editor <https://"
"github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform"
"%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:70
#, fuzzy
msgid "Importing a project"
msgstr "Vytvoření nového projektu"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:72
msgid "To import an existing project, the current process is as follows:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:74
msgid ""
"Specify a ZIP file to preload on the HTML5 filesystem using the **Preload "
"project ZIP** input."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:76
msgid ""
"Run the editor by clicking **Start Godot editor**. The Godot project manager "
"should appear after 10-20 seconds. On slower machines or connections, "
"loading may take up to a minute."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:79
msgid ""
"In the dialog that appears at the middle of the window, specify a name for "
"the folder to create then click the **Create Folder** button (it doesn't "
"have to match the ZIP archive's name)."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:82
msgid "Click **Install & Edit** and the project will open in the editor."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:86
msgid ""
"It's important to place the project folder somewhere in ``/home/web_user/``. "
"If your project folder is placed outside ``/home/web_user/``, you will lose "
"your project when closing the editor!"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:90
msgid ""
"When you follow the steps described above, the project folder will always be "
"located in ``/home/web_user/projects``, keeping it safe."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:94
#, fuzzy
msgid "Editing and running a project"
msgstr "Vytvoření nového projektu"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:96
msgid ""
"Unlike the native version of Godot, the web editor is constrained to a "
"single window. Therefore, it cannot open a new window when running the "
"project. Instead, when you run the project by clicking the Run button or "
"pressing :kbd:`F5`, it will appear to \"replace\" the editor window."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:101
msgid ""
"The web editor offers an alternative way to deal with the editor and game "
"windows (which are now \"tabs\"). You can switch between the **Editor** and "
"**Game** tabs using the buttons on the top. You can also close the running "
"game or editor by clicking the **×** button next to those tabs."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:107
#, fuzzy
msgid "Where are my project files?"
msgstr "Soubory projektu"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:109
msgid ""
"Due to browser security limitations, the editor will save the project files "
"to the browser's IndexedDB storage. This storage isn't accessible as a "
"regular folder on your machine, but is abstracted away in a database."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:113
msgid ""
"You can download the project files as a ZIP archive by using **Project > "
"Tools > Download Project Source**. This can be used to export the project "
"using a `native Godot editor <https://godotengine.org/download>`__, since "
"exporting from the web editor isn't supported yet."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:118
msgid ""
"In the future, it may be possible to use the `HTML5 FileSystem API <https://"
"developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__ to store the project "
"files on the user's filesystem as the native editor would do. However, this "
"isn't implemented yet."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -68,154 +68,219 @@ msgid "Setting up C# for Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42
msgid "Windows (Visual Studio)"
msgid "Prerequisites"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44
msgid ""
"Download and install the latest version of `Visual Studio <https://"
"visualstudio.microsoft.com/downloads/>`_ (*not* Visual Studio Code), which "
"contains utilities required to use C# in Godot. If you don't plan on using "
"the Visual Studio IDE, you can download just the `Visual Studio Build Tools "
"<https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?"
"sku=BuildTools&rel=15>`_ instead. Make sure you at least have the .NET "
"Framework 4.5 targeting pack installed, you can get it using any of the "
"installers mentioned above inside the \"Individual components\" tab."
"Install the latest stable version of `.NET Core SDK <https://dotnet."
"microsoft.com/download/dotnet-core>`__ (3.1 as of writing)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:54
msgid "Windows (JetBrains Rider)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:48
msgid ""
"JetBrains Rider comes with bundled MSBuild, so nothing extra is required. "
"Make sure to set the following preferences:"
"From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore, "
"except it is required if you are building the engine from source."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
msgid "In Godot's Editor Settings:"
msgstr "V nastavení editoru Godota:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51
msgid ""
"Godot bundles the parts of Mono needed to run already compiled games, "
"however Godot does not include the tools required to build and compile "
"games, such as MSBuild. These tools need to be installed separately. The "
"required tools are included in the .NET Core SDK. MSBuild is also included "
"in the Mono SDK, but it can't build C# projects with the new ``csproj`` "
"format, therefore .NET Core SDK is required for Godot 3.2.3+."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61
msgid "Set **Mono External Editor** to **JetBrains Rider**."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
msgid ""
"In summary, you must have installed .NET Core SDK **and** the Mono-enabled "
"version of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62
msgid "set **Mono Build Tool** to **JetBrains Mono**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
msgid "In Rider:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
msgid ""
"Set **MSBuild version** to either **Bundled with Rider** or **.NET Core**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
msgid "Install the **Godot support** plugin."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:70
msgid "macOS and Linux"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72
msgid ""
"Download and install the latest version of the `Mono SDK <http://www.mono-"
"project.com/download/>`_. As of Godot 3.1 beta 3, the version number doesn't "
"matter since Godot bundles its own Mono 5.18 installation. We only need the "
"Mono installation for NuGet and MSBuild which are required to use C# in "
"Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
msgid ""
"To download Mono on macOS, use the \"Stable Channel\" link from the `Mono "
"Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio "
"channel is an earlier version of Mono and will not work."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84
msgid "Additional notes"
msgstr "Další poznámky"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
msgid ""
"Your Godot version must have Mono support enabled, so make sure to download "
"the **Mono version** of Godot. If you are building Godot from source, make "
"sure to follow the steps to enable Mono support in your build as outlined in "
"the :ref:`doc_compiling_with_mono` page."
"Be sure to install the 64-bit version of the SDK(s) if you are using the 64-"
"bit version of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
msgid ""
"In summary, you must have installed Visual Studio or Mono (depending on your "
"operating system) **and** the Mono-enabled version of Godot."
"If you are building Godot from source, install the latest stable version of "
"`Mono <https://www.mono-project.com/download/stable/>`__, and make sure to "
"follow the steps to enable Mono support in your build as outlined in the :"
"ref:`doc_compiling_with_mono` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:96
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73
msgid "Configuring an external editor"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75
msgid ""
"C# support in Godot's script editor is minimal. Consider using an external "
"IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/"
">`_ or MonoDevelop. These provide autocompletion, debugging, and other "
"useful features for C#. To select an external editor in Godot, click on "
"**Editor → Editor Settings** and scroll down to **Mono**. Under **Mono**, "
"click on **Editor**, and select your external editor of choice. Godot "
"currently supports the following external editors:"
"C# support in Godot's built-in script editor is minimal. Consider using an "
"external IDE or editor, such as `Visual Studio Code <https://code."
"visualstudio.com/>`__ or MonoDevelop. These provide autocompletion, "
"debugging, and other useful features for C#. To select an external editor in "
"Godot, click on **Editor → Editor Settings** and scroll down to **Mono**. "
"Under **Mono**, click on **Editor**, and select your external editor of "
"choice. Godot currently supports the following external editors:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84
msgid "Visual Studio 2019"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:85
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86
msgid "MonoDevelop"
msgstr "Monodevelop"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87
msgid "Visual Studio for Mac"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:88
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93
msgid "JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:115
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90
msgid "See the following sections for how to configure an external editor:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95
msgid ""
"If you are using Visual Studio Code, ensure you download and install the `C# "
"extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode."
"csharp>`_ to enable features like syntax highlighting and IntelliSense."
"After reading the \"Prerequisites\" section, you can download and install "
"`JetBrains Rider <https://www.jetbrains.com/rider/download>`__."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141
#, fuzzy
msgid "In Godot's **Editor → Editor Settings** menu:"
msgstr "V nastavení editoru Godota:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100
msgid ""
"Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:101
msgid "Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:103
msgid "In Rider:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105
msgid "Set **MSBuild version** to **.NET Core**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106
msgid "Install the **Godot support** plugin."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111
msgid ""
"After reading the \"Prerequisites\" section, you can download and install "
"`Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS "
"Code)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116
msgid ""
"Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118
#, fuzzy
msgid "In Visual Studio Code:"
msgstr "Visual Studio"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120
msgid ""
"Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-"
"dotnettools.csharp>`__ extension."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121
msgid ""
"If you are using Visual Studio 2019, you must follow the instructions found "
"in the `:ref:doc_c_sharp_configuring_vs_2019_for_debugging` section below."
"Install the `godot-tools <https://marketplace.visualstudio.com/items?"
"itemName=geequlim.godot-tools>`__ extension."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126
msgid "Creating a C# script"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
msgid ""
"Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?"
"itemName=neikeq.godot-csharp-vscode>`__ extension."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124
msgid ""
"Next, follow the instructions found in the :ref:"
"`doc_c_sharp_configuring_vs_code_for_debugging` section below."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:128
#, fuzzy
msgid "Visual Studio (Windows only)"
msgstr "Visual Studio"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:130
msgid ""
"Download and install the latest version of `Visual Studio <https://"
"visualstudio.microsoft.com/downloads/>`__. Visual Studio will include the "
"required SDKs if you have the correct workloads selected, so you don't need "
"to manually install the things listed in the \"Prerequisites\" section."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
msgid "While installing Visual Studio, select these workloads:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
#, fuzzy
msgid "Mobile development with .NET"
msgstr "Vývoj enginu"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139
msgid ".NET Core cross-platform development"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:143
msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:145
msgid ""
"Next, follow the instructions found in the :ref:"
"`doc_c_sharp_configuring_vs_2019_for_debugging` section below."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
msgid "Creating a C# script"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:151
msgid ""
"After you successfully set up C# for Godot, you should see the following "
"option when selecting **Attach Script** in the context menu of a node in "
"your scene:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:133
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:156
msgid ""
"Note that while some specifics change, most concepts work the same when "
"using C# for scripting. If you're new to Godot, you may want to follow the "
@@ -224,11 +289,11 @@ msgid ""
"easily from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:163
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:165
msgid ""
"When you create the first C# script, Godot initializes the C# project files "
"for your Godot project. This includes generating a C# solution (``.sln``) "
@@ -240,16 +305,16 @@ msgid ""
"let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:175
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
msgid ""
"Here's a blank C# script with some comments to demonstrate how it works."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:181
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
msgid ""
"As you can see, functions normally in global scope in GDScript like Godot's "
"``print`` function are available in the ``GD`` class which is part of the "
@@ -258,7 +323,7 @@ msgid ""
"`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:188
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:211
msgid ""
"Keep in mind that the class you wish to attach to your node should have the "
"same name as the ``.cs`` file. Otherwise, you will get the following error "
@@ -266,11 +331,11 @@ msgid ""
"res://XXX.cs\"*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:194
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:217
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:196
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219
msgid ""
"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. "
"Where possible, fields and getters/setters have been converted to "
@@ -278,11 +343,11 @@ msgid ""
"reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:200
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:223
msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
msgid ""
"You need to (re)build the project assemblies whenever you want to see new "
"exported variables or signals in the editor. This build can be manually "
@@ -294,17 +359,17 @@ msgstr ""
"na slovo **Mono** v dolní části okna editoru, abyste odkryli panel Mono, "
"poté klikněte na tlačítko **Vybrat projekt**."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:209
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:232
msgid ""
"You will also need to rebuild the project assemblies to apply changes in "
"\"tool\" scripts."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:213
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:215
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238
msgid ""
"As C# support is quite new in Godot, there are some growing pains and things "
"that need to be ironed out. Below is a list of the most important issues you "
@@ -313,24 +378,24 @@ msgid ""
"godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:244
msgid ""
"Writing editor plugins is possible, but it is currently quite convoluted."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:222
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:245
msgid ""
"State is currently not saved and restored when hot-reloading, with the "
"exception of exported variables."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:224
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:247
msgid ""
"Attached C# scripts should refer to a class that has a class name that "
"matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
msgid ""
"There are some methods such as ``Get()``/``Set()``, ``Call()``/"
"``CallDeferred()`` and signal connection method ``Connect()`` that rely on "
@@ -340,18 +405,18 @@ msgid ""
"can use any custom properties or methods without this limitation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:257
msgid ""
"As of Godot 3.2.2, exporting Mono projects is supported for desktop "
"platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only "
"platform not supported yet is UWP."
"Exporting Mono projects is supported for desktop platforms (Linux, Windows "
"and macOS), Android, HTML5, and iOS. The only platform not supported yet is "
"UWP."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:239
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:241
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:263
msgid ""
"According to some preliminary `benchmarks <https://github.com/cart/godot3-"
"bunnymark>`_, the performance of C# in Godot — while generally in the same "
@@ -362,11 +427,11 @@ msgid ""
"when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:273
msgid ""
"`NuGet <https://www.nuget.org/>`_ packages can be installed and used with "
"Godot, as with any C# project. Many IDEs are able to add packages directly. "
@@ -374,7 +439,7 @@ msgid ""
"csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290
msgid ""
"By default, tools like NuGet put ``Version`` as an attribute of the "
"```PackageReference``` Node. **You must manually create a Version node as "
@@ -382,36 +447,36 @@ msgid ""
"(This will be fixed in Godot 4.0.)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:270
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:292
msgid ""
"Whenever packages are added or modified, run ``nuget restore`` (*not* "
"``dotnet restore``) in the root of the project directory. To ensure that "
"NuGet packages will be available for msbuild to use, run:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:279
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
msgid "Profiling your C# code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303
msgid ""
"`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/"
"profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does "
"not work on Windows currently."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304
msgid ""
"External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/"
"profiler/>`_ can be used as described `here <https://github.com/godotengine/"
"godot/pull/34382>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309
msgid "Configuring VS 2019 for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:313
msgid ""
"Godot has built-in support for workflows involving several popular C# IDEs. "
"Built-in support for Visual Studio will be including in future versions, but "
@@ -419,66 +484,66 @@ msgid ""
"Godot C# projects."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:318
msgid ""
"Install VS 2019 with ``.NET desktop development`` and ``Desktop development "
"with C++`` workloads selected."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:297
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:319
msgid ""
"**Ensure that you do not have Xamarin installed.** Do not choose the "
"``Mobile development with .NET`` workload. Xamarin changes the DLLs used by "
"MonoDebugger, which breaks debugging."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:298
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:320
msgid ""
"Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/"
"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:299
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:321
msgid "In VS 2019 --> Extensions --> Mono --> Settings:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:323
msgid "Select ``Debug/Deploy to local Windows``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:302
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:324
msgid "Leave ``Local Deploy Path`` blank."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:325
msgid ""
"Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project "
"Settings --> Mono --> Debugger Agent."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:326
msgid ""
"Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot "
"Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:306
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:328
msgid ""
"Run the game in Godot. It should hang at the Godot splash screen while it "
"waits for your debugger to attach."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:307
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:329
msgid ""
"In VS 2019, open your project and choose Extensions --> Mono --> Attach to "
"Mono Debugger."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:310
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:334
msgid "Configuring Visual Studio Code for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:312
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:336
msgid ""
"To configure debugging, open Visual Studio Code and download the Mono Debug "
"extension from Microsoft and the Godot extension by Ignacio. Then open the "

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -62,27 +62,27 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:237
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:248
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:259
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:282
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:294
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:351
msgid "GDScript"
msgstr "GDScript"
msgstr "GDSkript"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:237
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:248
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:259
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:282
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:294
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:351
msgid "C#"
msgstr ""
@@ -174,10 +174,10 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:71
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:92
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:313
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:154
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:165
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:177
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
msgid "Example:"
msgstr ""
@@ -209,17 +209,34 @@ msgid "See also: :ref:`doc_c_sharp_signals`."
msgstr "Viz také: :ref:`doc_c_sharp_signals`."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
msgid "Singletons"
msgid "`onready` keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
msgid ""
"GDScript has the ability to defer the initialization of a member variable "
"until the ready function is called with `onready` (cf. :ref:"
"`doc_gdscript_onready_keyword`). For example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137
msgid ""
"However C# does not have this ability. To achieve the same effect you need "
"to do this."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:149
msgid "Singletons"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
msgid ""
"Singletons are available as static classes rather than using the singleton "
"pattern. This is to make code less verbose than it would be with an "
"``Instance`` property."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:138
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:160
msgid ""
"However, in some very rare cases this is not enough. For example, you may "
"want to access a member from the base class ``Godot.Object``, like "
@@ -228,21 +245,21 @@ msgid ""
"is ``Godot.Object``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:150
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:172
msgid "String"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:152
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:174
msgid ""
"Use ``System.String`` (``string``). Most of Godot's String methods are "
"provided by the ``StringExtensions`` class as extension methods."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:162
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "There are a few differences, though:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:164
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid ""
"``erase``: Strings are immutable in C#, so we cannot modify the string "
"passed to the extension method. For this reason, ``Erase`` was added as an "
@@ -250,51 +267,51 @@ msgid ""
"can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:168
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
msgid ""
"``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided, "
"which is an overload of ``IsSubsequenceOf``, allowing you to explicitly "
"specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:179
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
msgid ""
"``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides "
"``Match`` and ``Matchn``, which allows you to explicitly specify case "
"sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:212
msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:192
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
msgid ""
"Structs cannot have parameterless constructors in C#. Therefore, ``new "
"Basis()`` initializes all primitive members to their default value. Use "
"``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:196
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:242
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:218
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
msgid "The following method was converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
msgid "``get_scale()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
msgid "``Scale``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "Transform2D"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:229
msgid ""
"Structs cannot have parameterless constructors in C#. Therefore, ``new "
"Transform2D()`` initializes all primitive members to their default value. "
@@ -302,272 +319,272 @@ msgid ""
"in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:211
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:233
msgid ""
"The following methods were converted to properties with their respective "
"names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:238
msgid "``get_rotation()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:238
msgid "``Rotation``"
msgstr "``Rotace``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:243
msgid "Plane"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
msgid ""
"The following method was converted to a property with a *slightly* different "
"name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:250
msgid "``center()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:250
msgid "``Center``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:232
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:254
msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:256
msgid ""
"The following field was converted to a property with a *slightly* different "
"name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
msgid "``end``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
msgid "``End``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:247
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
msgid "``get_area()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:247
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
msgid "``Area``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:273
msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:253
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
msgid ""
"Structs cannot have parameterless constructors in C#. Therefore, ``new "
"Quat()`` initializes all primitive members to their default value. Please "
"use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:257
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
msgid ""
"The following methods were converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:262
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:284
msgid "``length()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:262
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:284
msgid "``Length``"
msgstr "``Délka``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285
msgid "``length_squared()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285
msgid "``LengthSquared``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:289
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:291
msgid ""
"*This is temporary. PoolArrays will need their own types to be used the way "
"they are meant to.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:274
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296
msgid "``Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:274
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296
msgid "``Godot.Collections.Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:297
msgid "``PoolIntArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:297
msgid "``int[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:276
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
msgid "``PoolByteArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:276
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
msgid "``byte[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:299
msgid "``PoolFloatArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:299
msgid "``float[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:278
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:300
msgid "``PoolStringArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:278
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:300
msgid "``String[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:301
msgid "``PoolColorArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:301
msgid "``Color[]``"
msgstr "``Barva []``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:280
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:302
msgid "``PoolVector2Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:280
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:302
msgid "``Vector2[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
msgid "``PoolVector3Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
msgid "``Vector3[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:284
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:306
msgid ""
"``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot."
"Collections.Array``. Use the ``Godot.Collections.Array<T>(Godot.Collections."
"Array)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:288
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:310
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:290
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:312
msgid "Use ``Godot.Collections.Dictionary``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:292
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:314
msgid ""
"``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot."
"Collections.Dictionary``. Use the ``Godot.Collections.Dictionary<T>(Godot."
"Collections.Dictionary)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:318
msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:320
msgid "``System.Object`` (``object``) is used instead of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325
msgid "This is explained extensively in :ref:`doc_cross_language_scripting`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:306
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:328
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:308
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:330
msgid ""
"Something similar to GDScript's ``yield`` with a single parameter can be "
"achieved with C#'s `yield keyword <https://docs.microsoft.com/en-US/dotnet/"
"csharp/language-reference/keywords/yield>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:311
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
msgid ""
"The equivalent of yield on signal can be achieved with async/await and "
"``Godot.Object.ToSignal``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:321
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:343
msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:345
msgid ""
"``preload``, as it works in GDScript, is not available in C#. Use ``GD."
"Load`` or ``ResourceLoader.Load`` instead."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:348
msgid "Other differences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:331
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:353
msgid "``Color8``"
msgstr "``Color8``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:331
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:353
msgid "``Color.Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:354
msgid "``is_inf``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:354
msgid "``float.IsInfinity``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:355
msgid "``is_nan``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:355
msgid "``float.IsNaN``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:356
msgid "``dict2inst``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:356
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:357
msgid "TODO"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:357
msgid "``inst2dict``"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -1578,11 +1578,19 @@ msgid ""
"class will then appear with its new icon in the editor::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1055
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1057
msgid ""
"If the script is located in the ``res://addons/`` directory, ``class_name`` "
"will only cause the node to show up in the **Create New Node** dialog if the "
"script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` "
"for more information."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062
msgid "Here's a class file example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1077
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1084
msgid ""
"Godot's class syntax is compact: it can only contain member variables or "
"functions. You can use static functions, but not static member variables. In "
@@ -1592,47 +1600,47 @@ msgid ""
"without the user knowing."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1085
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1092
msgid "Inheritance"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1087
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1094
msgid "A class (stored as a file) can inherit from:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1089
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1096
msgid "A global class."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1090
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1097
msgid "Another class file."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1091
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098
msgid "An inner class inside another class file."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1093
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1100
msgid "Multiple inheritance is not allowed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1095
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102
msgid "Inheritance uses the ``extends`` keyword::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1107
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1114
msgid ""
"To check if a given instance inherits from a given class, the ``is`` keyword "
"can be used::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1119
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
msgid ""
"To call a function in a *parent class* (i.e. one ``extend``-ed in your "
"current class), prepend ``.`` to the function name::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1124
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131
msgid ""
"This is especially useful because functions in extending classes replace "
"functions with the same name in their parent classes. If you still want to "
@@ -1640,7 +1648,7 @@ msgid ""
"other languages)::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1132
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139
msgid ""
"Default functions like ``_init``, and most notifications such as "
"``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. "
@@ -1648,11 +1656,11 @@ msgid ""
"them explicitly when overloading them."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146
msgid "Class Constructor"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1141
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1148
msgid ""
"The class constructor, called on class instantiation, is named ``_init``. As "
"mentioned earlier, the constructors of parent classes are called "
@@ -1660,22 +1668,22 @@ msgid ""
"``._init()`` explicitly."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153
msgid ""
"Unlike the call of a regular function, like in the above example with ``."
"some_func``, if the constructor from the inherited class takes arguments, "
"they are passed like this::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160
msgid "This is better explained through examples. Consider this scenario::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1176
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1183
msgid "There are a few things to keep in mind here:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1178
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1185
msgid ""
"If the inherited class (``State.gd``) defines a ``_init`` constructor that "
"takes arguments (``e`` in this case), then the inheriting class (``Idle."
@@ -1683,19 +1691,19 @@ msgid ""
"``_init`` from ``State.gd``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1188
msgid ""
"``Idle.gd`` can have a different number of arguments than the parent class "
"``State.gd``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1182
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189
msgid ""
"In the example above, ``e`` passed to the ``State.gd`` constructor is the "
"same ``e`` passed in to ``Idle.gd``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1184
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191
msgid ""
"If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to "
"pass some value to the ``State.gd`` parent class, even if it does nothing. "
@@ -1703,21 +1711,21 @@ msgid ""
"constructor as well, not just variables. eg.::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1194
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201
msgid "Inner classes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1196
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1203
msgid ""
"A class file can contain inner classes. Inner classes are defined using the "
"``class`` keyword. They are instanced using the ``ClassName.new()`` function."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1221
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228
msgid "Classes as resources"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1223
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1230
msgid ""
"Classes stored as files are treated as :ref:`resources <class_GDScript>`. "
"They must be loaded from disk to access them in other classes. This is done "
@@ -1726,33 +1734,33 @@ msgid ""
"class object::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1240
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247
msgid "Exports"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1244
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1251
msgid ""
"Documentation about exports has been moved to :ref:`doc_gdscript_exports`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1254
msgid "Setters/getters"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1249
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1256
msgid ""
"It is often useful to know when a class' member variable changes for "
"whatever reason. It may also be desired to encapsulate its access in some "
"way."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1252
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
msgid ""
"For this, GDScript provides a *setter/getter* syntax using the ``setget`` "
"keyword. It is used directly after a variable definition:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266
msgid ""
"Whenever the value of ``variable`` is modified by an *external* source (i.e. "
"not from local usage in the class), the *setter* function (``setterfunc`` "
@@ -1762,28 +1770,28 @@ msgid ""
"``return`` the desired value. Below is an example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1275
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282
msgid "Either of the *setter* or *getter* functions can be omitted::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1289
msgid ""
"Setters and getters are useful when :ref:`exporting variables "
"<doc_gdscript_exports>` to the editor in tool scripts or plugins, for "
"validating input."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1285
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292
msgid ""
"As said, *local* access will *not* trigger the setter and getter. Here is an "
"illustration of this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309
msgid "Tool mode"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1304
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311
msgid ""
"By default, scripts don't run inside the editor and only the exported "
"properties can be changed. In some cases, it is desired that they do run "
@@ -1792,50 +1800,50 @@ msgid ""
"top of the file::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1318
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325
msgid "See :ref:`doc_running_code_in_the_editor` for more information."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1320
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1327
msgid ""
"Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool "
"script (especially the script's owner itself). As tool scripts run their "
"code in the editor, misusing them may lead to crashing the editor."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1326
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333
msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1328
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335
msgid ""
"If a class inherits from :ref:`class_Reference`, then instances will be "
"freed when no longer in use. No garbage collector exists, just reference "
"counting. By default, all classes that don't define inheritance extend "
"**Reference**. If this is not desired, then a class must inherit :ref:"
"`class_Object` manually and must call ``instance.free()``. To avoid "
"reference cycles that can't be freed, a ``weakref`` function is provided for "
"creating weak references."
"reference cycles that can't be freed, a :ref:`class_WeakRef` function is "
"provided for creating weak references. Here is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1336
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357
msgid ""
"Alternatively, when not using references, the "
"``is_instance_valid(instance)`` can be used to check if an object has been "
"freed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1343
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1364
msgid "Signals"
msgstr "Signály"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1345
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1366
msgid ""
"Signals are a tool to emit messages from an object that other objects can "
"react to. To create custom signals for a class, use the ``signal`` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1358
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1379
msgid ""
"Signals are a `Callback <https://en.wikipedia.org/wiki/"
"Callback_(computer_programming)>`_ mechanism. They also fill the role of "
@@ -1844,31 +1852,31 @@ msgid ""
"the Game Programming Patterns ebook."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386
msgid ""
"You can connect these signals to methods the same way you connect built-in "
"signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1368
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1389
msgid ""
"In the example below, we connect the ``health_depleted`` signal from a "
"``Character`` node to a ``Game`` node. When the ``Character`` node emits the "
"signal, the game node's ``_on_Character_health_depleted`` is called::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1382
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403
msgid "You can emit as many arguments as you want along with a signal."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1384
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1405
msgid ""
"Here is an example where this is useful. Let's say we want a life bar on "
"screen to react to health changes with an animation, but we want to keep the "
"user interface separate from the player in our scene tree."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1388
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409
msgid ""
"In our ``Character.gd`` script, we define a ``health_changed`` signal and "
"emit it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, "
@@ -1877,32 +1885,32 @@ msgid ""
"method::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1429
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1450
msgid ""
"To use signals, your class has to extend the ``Object`` class or any type "
"extending it like ``Node``, ``KinematicBody``, ``Control``..."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1453
msgid ""
"In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, "
"then connect the character, that emits the signal, to the receiver, the "
"``Lifebar`` node in this case."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1446
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1467
msgid ""
"This allows the ``Lifebar`` to react to health changes without coupling it "
"to the ``Character`` node."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1449
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1470
msgid ""
"You can write optional argument names in parentheses after the signal's "
"definition::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1455
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1476
msgid ""
"These arguments show up in the editor's node dock, and Godot can use them to "
"generate callback functions for you. However, you can still emit any number "
@@ -1910,7 +1918,7 @@ msgid ""
"values."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1482
msgid ""
"GDScript can bind an array of values to connections between a signal and a "
"method. When the signal is emitted, the callback method receives the bound "
@@ -1918,14 +1926,14 @@ msgid ""
"will stay the same."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1466
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1487
msgid ""
"You can use this array of values to add extra constant information to the "
"connection if the emitted signal itself doesn't give you access to all the "
"data that you need."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1470
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1491
msgid ""
"Building on the example above, let's say we want to display a log of the "
"damage taken by each character on the screen, like ``Player1 took 22 damage."
@@ -1934,17 +1942,17 @@ msgid ""
"can add the character's name in the binds array argument::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1484
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1505
msgid ""
"Our ``BattleLog`` node receives each element in the binds array as an extra "
"argument::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1497
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1518
msgid "Coroutines with yield"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1499
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520
msgid ""
"GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/"
"Coroutine>`_ via the :ref:`yield<class_@GDScript_method_yield>` built-in "
@@ -1955,62 +1963,62 @@ msgid ""
"becomes invalid. Here is an example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1541
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1562
msgid "Will print::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1526
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1547
msgid ""
"It is also possible to pass values between ``yield()`` and ``resume()``, for "
"example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1547
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1568
msgid ""
"Remember to save the new function state, when using multiple ``yield``\\s::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1562
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1583
msgid "Coroutines & signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1564
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1585
msgid ""
"The real strength of using ``yield`` is when combined with signals. "
"``yield`` can accept two arguments, an object and a signal. When the signal "
"is received, execution will recommence. Here are some examples::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1577
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598
msgid ""
"Coroutines themselves use the ``completed`` signal when they transition into "
"an invalid state, for example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1589
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1610
msgid ""
"``my_func`` will only continue execution once both buttons have been pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1591
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1612
msgid "You can also get the signal's argument once it's emitted by an object:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1619
msgid ""
"If there is more than one argument, ``yield`` returns an array containing "
"the arguments::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1616
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1637
msgid ""
"If you're unsure whether a function may yield or not, or whether it may "
"yield multiple times, you can yield to the ``completed`` signal "
"conditionally:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1638
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1659
msgid ""
"This ensures that the function returns whatever it was supposed to return "
"regardless of whether coroutines were used internally. Note that using "
@@ -2018,11 +2026,11 @@ msgid ""
"emitted when the function didn't yield anymore."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1644
msgid "Onready keyword"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667
msgid "`onready` keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1646
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1669
msgid ""
"When using nodes, it's common to desire to keep references to parts of the "
"scene in a variable. As scenes are only warranted to be configured when "
@@ -2030,7 +2038,7 @@ msgid ""
"call to ``Node._ready()`` is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1659
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1682
msgid ""
"This can get a little cumbersome, especially when nodes and external "
"references pile up. For this, GDScript has the ``onready`` keyword, that "
@@ -2038,11 +2046,11 @@ msgid ""
"can replace the above code with a single line::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1690
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1669
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1692
msgid ""
"The ``assert`` keyword can be used to check conditions in debug builds. "
"These assertions are ignored in non-debug builds. This means that the "
@@ -2052,7 +2060,7 @@ msgid ""
"depending on whether the project is run in a debug build."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1681
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1704
msgid ""
"When running a project from the editor, the project will be paused if an "
"assertion error occurs."

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -104,7 +104,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:327
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:347
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:373
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:766
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:767
msgid "**Good**:"
msgstr ""
@@ -118,7 +118,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:334
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:354
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:383
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:772
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:773
msgid "**Bad**:"
msgstr ""
@@ -567,15 +567,7 @@ msgstr "Rozpoznané typy"
msgid "In most cases you can let the compiler infer the type, using ``:=``:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:759
msgid "::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:759
msgid "var health := 0 # The compiler will use the int type."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:761
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:762
msgid ""
"However, in a few cases when context is missing, the compiler falls back to "
"the function's return type. For example, ``get_node()`` cannot infer a type "

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -19,4 +19,4 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/index.rst:2
msgid "GDScript"
msgstr "GDScript"
msgstr "GDSkript"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -38,10 +38,11 @@ msgstr ""
"jej na \"balíček\", který může spustit kdokoli."
#: ../../docs/getting_started/step_by_step/exporting.rst:14
#, fuzzy
msgid ""
"The way you export your game depends on what platform you are targeting. In "
"this tutorial, you'll learn how to export the \"Dodge the Creeps\" game for "
"a variety of platforms. First, however, we need to make some changes to the "
"this tutorial, you'll learn how to export the *Dodge the Creeps* game for a "
"variety of platforms. First, however, we need to make some changes to the "
"way the game works."
msgstr ""
"Způsob exportu hry závisí na platformě, na kterou cílíte. V tomto tutoriálu "
@@ -49,20 +50,22 @@ msgstr ""
"Nejprve však musíme provést některé změny ve způsobu fungování hry."
#: ../../docs/getting_started/step_by_step/exporting.rst:19
#, fuzzy
msgid ""
"If you haven't made \"Dodge the Creeps\" yourself yet, please read :ref:"
"If you haven't made *Dodge the Creeps* yourself yet, please read :ref:"
"`doc_your_first_game` before continuing with this tutorial."
msgstr ""
"Pokud jste se dosud „Dodge the Creeps“ sami nevytvořili, přečtěte si prosím: "
"ref: `doc_your_first_game`, než budete pokračovat v tomto tutoriálu."
"Pokud jste se dosud „Dodge the Creeps“ sami nevytvořili, přečtěte si prosím :"
"ref:`doc_your_first_game`, než budete pokračovat v tomto tutoriálu."
#: ../../docs/getting_started/step_by_step/exporting.rst:23
msgid "Preparing the project"
msgstr "Příprava projektu"
#: ../../docs/getting_started/step_by_step/exporting.rst:25
#, fuzzy
msgid ""
"In \"Dodge the Creeps\" we used keyboard controls to move the player's "
"In *Dodge the Creeps*, we used keyboard controls to move the player's "
"character. This is fine if your game is being played on a PC platform, but "
"on a phone or tablet, you need to support touchscreen input. Because a click "
"event can be treated the same as a touch event, we'll convert the game to a "
@@ -75,41 +78,50 @@ msgstr ""
"ovládání hry na typ přesuň kliknutím."
#: ../../docs/getting_started/step_by_step/exporting.rst:31
#, fuzzy
msgid ""
"By default Godot emulates mouse input from touch input. That means if "
"By default, Godot emulates mouse input from touch input. That means that if "
"anything is coded to happen on a mouse event, touch will trigger it as well. "
"Godot can also emulate touch input from mouse clicks, which we will need to "
"be able to keep playing our game on our computer after we switch to touch "
"input. In the \"Project Settings\" under *Input Devices* and *Pointing*, set "
"*Emulate Touch From Mouse* to \"On\"."
"input."
msgstr ""
"Godot ve výchozím nastavení emuluje vstup myši z dotykového vstupu. To "
"znamená, že pokud něco reaguje na události myši, bude to také reagovat na "
"dotek. Godot může také emulovat dotykový vstup z klikání myší, což bude "
"potřeba, abychom mohli pokračovat v hraní naší hry na počítači i po přepnutí "
"na dotykový vstup. V části „Nastavení projektu“ pod položkami * Input "
"Devices *and* Pointing *nastavte* Emulate Touch From Mouse * na „On“."
"na dotykový vstup. V části „Nastavení projektu“ pod položkami *Input "
"Devices* and *Pointing* nastavte *Emulate Touch From Mouse* na „On“."
#: ../../docs/getting_started/step_by_step/exporting.rst:39
#: ../../docs/getting_started/step_by_step/exporting.rst:36
msgid ""
"In **Project > Project Settings**, under **Input Devices > Pointing**, "
"enable **Emulate Touch From Mouse**."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:41
#, fuzzy
msgid ""
"We also want to ensure that the game scales consistently on different-sized "
"screens, so in the project settings go to *Display*, then click on *Window*. "
"In the *Stretch* options, set *Mode* to \"2d\" and *Aspect* to \"keep\"."
"screens, so in the project settings go to **Display**, then click on "
"**Window**. In the **Stretch** options, set **Mode** to ``2d``\" and "
"**Aspect** to ``keep``."
msgstr ""
"Chceme také zajistit, aby hra odpovídala původnímu měřítku na obrazovkách "
"různých velikostí, takže v nastavení projektu přejděte na *Display*, poté "
"klikněte na *Window*. V možnostech *Stretch* nastavte *Mode* na \"2d\" a "
"*Aspect* na \"keep\"."
#: ../../docs/getting_started/step_by_step/exporting.rst:43
#: ../../docs/getting_started/step_by_step/exporting.rst:45
#, fuzzy
msgid ""
"Since we are already in the *Window* settings, we should also set under "
"*Handheld* the *Orientation* to \"portrait\"."
"Since we are already in the **Window** settings, we should also set under "
"**Handheld** the **Orientation** to ``portrait``."
msgstr ""
"Protože jsme již v nastavení *Window*, měli bychom také nastavit v položce "
"*Handheld* the *Orientation* na \"portrait\"."
#: ../../docs/getting_started/step_by_step/exporting.rst:48
#: ../../docs/getting_started/step_by_step/exporting.rst:50
msgid ""
"Next, we need to modify the ``Player.gd`` script to change the input method. "
"We'll remove the key inputs and make the player move towards a \"target\" "
@@ -119,81 +131,94 @@ msgstr ""
"kláves a přimějeme hráče, aby se posunul směrem k „cíli“, který je nastaven "
"událostí dotyku (nebo kliknutí)."
#: ../../docs/getting_started/step_by_step/exporting.rst:52
#: ../../docs/getting_started/step_by_step/exporting.rst:54
msgid ""
"Here is the full script for the player, with comments noting what we've "
"changed:"
msgstr "Zde je plný skript pro hráče s komentáři o tom, co jsme změnili:"
#: ../../docs/getting_started/step_by_step/exporting.rst:240
#: ../../docs/getting_started/step_by_step/exporting.rst:242
msgid "Setting a main scene"
msgstr "Nastavení hlavní scény"
#: ../../docs/getting_started/step_by_step/exporting.rst:242
#: ../../docs/getting_started/step_by_step/exporting.rst:244
#, fuzzy
msgid ""
"The main scene is the one that your game will start in. In *Project -> "
"Project Settings -> Application -> Run*, set *Main Scene* to \"Main.tscn\" "
"by clicking the folder icon and selecting it."
"The main scene is the one that your game will start in. For this *Dodge the "
"Creeps* example, in **Project -> Project Settings -> Application -> Run**, "
"set **Main Scene** to ``Main.tscn`` by clicking the folder icon and "
"selecting it."
msgstr ""
"Hlavní scéna je ta, kterou se vaše hra spustí. V * Projekt -> Nastavení "
"projektu -> Aplikace -> Spustit *, nastavte * Hlavní scéna * na \"Main.tscn"
"\" kliknutím na ikonu složky a jejím výběrem."
"Hlavní scéna je ta, kterou se vaše hra spustí. V *Projekt -> Nastavení "
"projektu -> Aplikace -> Spustit*, nastavte *Hlavní scéna* na \"Main.tscn\" "
"kliknutím na ikonu složky a jejím výběrem."
#: ../../docs/getting_started/step_by_step/exporting.rst:247
#: ../../docs/getting_started/step_by_step/exporting.rst:250
msgid "Export templates"
msgstr "Šablony pro export"
#: ../../docs/getting_started/step_by_step/exporting.rst:249
#: ../../docs/getting_started/step_by_step/exporting.rst:252
#, fuzzy
msgid ""
"In order to export, you need to download the *export templates* from the "
"To export the project, you need to download the *export templates* from the "
"http://godotengine.org/download. These templates are optimized versions of "
"the engine without the editor pre-compiled for each platform . You can also "
"download them in Godot by clicking on *Editor -> Manage Export Templates*:"
"the engine without the editor pre-compiled for each platform. You can also "
"download them in Godot by clicking on **Editor -> Manage Export Templates**:"
msgstr ""
"Chcete-li exportovat, musíte si stáhnout *exportní šablony* z http://"
"godotengine.org/download. Tyto šablony jsou optimalizované verze enginu bez "
"editoru předkompilované pro každou platformu. Můžete si je také stáhnout v "
"Godotu kliknutím na *Editor -> Spravovat exportní šablony*:"
#: ../../docs/getting_started/step_by_step/exporting.rst:256
#: ../../docs/getting_started/step_by_step/exporting.rst:261
msgid ""
"In the window that appears, you can click \"Download\" to get the template "
"If you've downloaded Godot from `Steam <https://store.steampowered.com/"
"app/404790/Godot_Engine/>`__, export templates are already included. "
"Therefore, you don't need to download them using the **Manage Export "
"Templates** dialog."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:266
#, fuzzy
msgid ""
"In the window that appears, you can click **Download** to get the template "
"version that matches your version of Godot."
msgstr ""
"V zobrazeném okně můžete klepnutím na tlačítko Stáhnout stáhnout verzi "
"šablony, která odpovídá vaší verzi Godota."
#: ../../docs/getting_started/step_by_step/exporting.rst:261
#: ../../docs/getting_started/step_by_step/exporting.rst:273
msgid ""
"If you upgrade Godot, you must download templates that match the new version "
"or your exported projects may not work correctly."
"Export templates are bound to a specific Godot version. If you upgrade "
"Godot, you must download templates that match the new version."
msgstr ""
"Pokud upgradujete Godot, musíte stáhnout šablony, které odpovídají nové "
"verzi, nebo vaše exportované projekty nemusí správně fungovat ."
#: ../../docs/getting_started/step_by_step/exporting.rst:265
#: ../../docs/getting_started/step_by_step/exporting.rst:277
msgid "Export presets"
msgstr "Exportovat přednastavení"
#: ../../docs/getting_started/step_by_step/exporting.rst:267
#: ../../docs/getting_started/step_by_step/exporting.rst:279
#, fuzzy
msgid ""
"Next, you can configure the export settings by clicking on *Project -> "
"Export*."
"Next, you can configure the export settings by clicking on **Project -> "
"Export**."
msgstr ""
"Dále můžete nakonfigurovat nastavení exportu kliknutím na *Project -> "
"Export*."
#: ../../docs/getting_started/step_by_step/exporting.rst:269
#: ../../docs/getting_started/step_by_step/exporting.rst:281
#, fuzzy
msgid ""
"Create a new export preset by clicking \"Add...\" and selecting a platform. "
"Create a new export preset by clicking **Add...** and selecting a platform. "
"You can make as many presets as you like with different settings."
msgstr ""
"Vytvořte novou exportní předvolbu kliknutím na „Přidat ...“ a výběrem "
"platformy. Můžete vytvořit libovolný počet předvoleb s různým nastavením."
#: ../../docs/getting_started/step_by_step/exporting.rst:274
#: ../../docs/getting_started/step_by_step/exporting.rst:286
#, fuzzy
msgid ""
"At the bottom of the window are two buttons. \"Export PCK/ZIP\" only creates "
"At the bottom of the window are two buttons. **Export PCK/ZIP** only creates "
"a packed version of your project's data. This doesn't include an executable "
"so the project can't be run on its own."
msgstr ""
@@ -201,27 +226,29 @@ msgstr ""
"zabalenou verzi dat vašeho projektu. To nezahrnuje spustitelný soubor, takže "
"projekt nelze spustit samostatně."
#: ../../docs/getting_started/step_by_step/exporting.rst:278
#: ../../docs/getting_started/step_by_step/exporting.rst:290
#, fuzzy
msgid ""
"The second button, \"Export Project\", creates a complete executable version "
"of your game, such as an `.apk` for Android or an `.exe` for Windows."
"The second button, **Export Project**, creates a complete executable version "
"of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows."
msgstr ""
"Druhé tlačítko „Exportovat projekt“ vytvoří kompletní spustitelnou verzi "
"vaší hry, například `.apk` pro Android nebo`.exe` pro Windows."
"vaší hry, například `.apk` pro Android nebo `.exe` pro Windows.."
#: ../../docs/getting_started/step_by_step/exporting.rst:281
#: ../../docs/getting_started/step_by_step/exporting.rst:293
#, fuzzy
msgid ""
"In the \"Resources\" and \"Features\" tabs, you can customize how the game "
"In the **Resources** and **Features** tabs, you can customize how the game "
"is exported for each platform. We can leave those settings alone for now."
msgstr ""
"Na kartách Zdroje a Funkce můžete upravit způsob exportu hry pro každou "
"platformu. Toto nastavení prozatím neměňte."
#: ../../docs/getting_started/step_by_step/exporting.rst:285
#: ../../docs/getting_started/step_by_step/exporting.rst:297
msgid "Exporting by platform"
msgstr "Export podle platformy"
#: ../../docs/getting_started/step_by_step/exporting.rst:287
#: ../../docs/getting_started/step_by_step/exporting.rst:299
msgid ""
"In this section, we'll walk through the process for each platform, including "
"any additional software or requirements you'll need."
@@ -229,15 +256,16 @@ msgstr ""
"V této části projdeme proces pro každou platformu, včetně dodatečných "
"softwarových či jiných požadavků."
#: ../../docs/getting_started/step_by_step/exporting.rst:291
#: ../../docs/getting_started/step_by_step/exporting.rst:303
msgid "PC (Linux/macOS/Windows)"
msgstr "PC (Linux/macOS/Windows)"
#: ../../docs/getting_started/step_by_step/exporting.rst:293
#: ../../docs/getting_started/step_by_step/exporting.rst:305
#, fuzzy
msgid ""
"Exporting PC platforms works the same across the three supported operating "
"systems. Open the export window and click \"Add..\" to create the preset(s) "
"you want to make. Then click \"Export Project\" and choose a name and "
"systems. Open the export window and click **Add...** to create the preset(s) "
"you want to make. Then click **Export Project** and choose a name and "
"destination folder. Choose a location *outside* of your project folder."
msgstr ""
"Export PC platforem funguje napříč třemi podporovanými operačními systémy. "
@@ -245,37 +273,40 @@ msgstr ""
"požadovaných předvoleb. Poté klikněte na „Exportovat projekt“ a vyberte "
"název a cílovou složku. Vyberte umístění *mimo* složky projektu."
#: ../../docs/getting_started/step_by_step/exporting.rst:298
msgid "Click \"Save\" and the engine will build the export files."
#: ../../docs/getting_started/step_by_step/exporting.rst:310
#, fuzzy
msgid "Click **Save** and the engine will build the export files."
msgstr "Klikněte na \"Uložit\" a engine vytvoří exportní soubory."
#: ../../docs/getting_started/step_by_step/exporting.rst:300
#: ../../docs/getting_started/step_by_step/exporting.rst:314
#, fuzzy
msgid ""
"When exporting for macOS, if you export on a macOS computer, you'll end up "
"with a `.dmg` file, while using Linux or Windows produces a `.zip`. In "
"either case, the compressed file contains a macOS `.app` that you can double-"
"click and run."
"When exporting for macOS, if you export from a macOS computer, you'll end up "
"with a ``.dmg`` file, while using Linux or Windows produces a ``.zip``. In "
"either case, the compressed file contains a macOS ``.app`` that you can "
"double-click and run."
msgstr ""
"Při exportu pro MacOS, pokud exportujete na počítači s MacOSem, výsledkem je "
"soubor `.dmg`, zatímco při použití Linuxu nebo Windows vytvoříte`.zip`. V "
"obou případech komprimovaný soubor obsahuje macOS .app, které můžete "
"soubor `.dmg`, zatímco při použití Linuxu nebo Windows vytvoříte `.zip`. V "
"obou případech komprimovaný soubor obsahuje macOS `.app`, které můžete "
"poklepáním spustit."
#: ../../docs/getting_started/step_by_step/exporting.rst:305
#: ../../docs/getting_started/step_by_step/exporting.rst:321
#, fuzzy
msgid ""
"On Windows, if you want your exported executable to have a different icon "
"than the default one, you need to change it manually. See: :ref:"
"than the default one, you need to change it manually. See :ref:"
"`doc_changing_application_icon_for_windows`."
msgstr ""
"Ve Windows pokud chcete, aby exportovaný spustitelný soubor obsahoval jinou "
"ikonu než je výchozí, musíte ji změnit ručně. Viz: :ref:"
"`doc_changing_application_icon_for_windows`."
#: ../../docs/getting_started/step_by_step/exporting.rst:310
#: ../../docs/getting_started/step_by_step/exporting.rst:326
msgid "Android"
msgstr "Android"
#: ../../docs/getting_started/step_by_step/exporting.rst:312
#: ../../docs/getting_started/step_by_step/exporting.rst:330
msgid ""
"Mobile devices come with a wide variety of capabilities. In most cases, "
"Godot's default settings will work, but mobile development is sometimes more "
@@ -287,7 +318,7 @@ msgstr ""
"věda a možná budete muset trochu experimentovat či vyhledat pomoc, abyste "
"všechno rozběhali."
#: ../../docs/getting_started/step_by_step/exporting.rst:318
#: ../../docs/getting_started/step_by_step/exporting.rst:335
msgid ""
"Before you can export your project for Android, you must download the "
"following software:"
@@ -295,30 +326,32 @@ msgstr ""
"Než budete moci exportovat svůj projekt pro Android, musíte si stáhnout "
"následující software:"
#: ../../docs/getting_started/step_by_step/exporting.rst:321
#: ../../docs/getting_started/step_by_step/exporting.rst:338
msgid "Android SDK: https://developer.android.com/studio/"
msgstr "Android SDK: https://developer.android.com/studio/"
#: ../../docs/getting_started/step_by_step/exporting.rst:322
#: ../../docs/getting_started/step_by_step/exporting.rst:339
#, fuzzy
msgid ""
"Open JDK(version 8 is required, more recent versions won't work): https://"
"adoptopenjdk.net/index.html"
"Open JDK (**version 8 is required**, more recent versions won't work): "
"https://adoptopenjdk.net/index.html"
msgstr ""
"Otevřete JDK (je vyžadována verze 8, novější verze nebudou fungovat): "
"https://adoptopenjdk.net/index.html"
#: ../../docs/getting_started/step_by_step/exporting.rst:324
#: ../../docs/getting_started/step_by_step/exporting.rst:341
#, fuzzy
msgid ""
"When you run Android Studio for the first time, click on *Configure -> SDK "
"Manager* and install \"Android SDK Platform Tools\". This installs the `adb` "
"command-line tool that Godot uses to communicate with your device."
"When you run Android Studio for the first time, click on **Configure -> SDK "
"Manager** and install **Android SDK Platform Tools**. This installs the "
"``adb`` command-line tool that Godot uses to communicate with your device."
msgstr ""
"Při prvním spuštění aplikace Android Studio klikněte na * Konfigurovat -> "
"Správce SDK * a nainstalujte „Nástroje platformy Android SDK“. Nainstaluje "
"se nástroj příkazového řádku `adb`, který Godot používá ke komunikaci s "
"vaším zařízením."
"Při prvním spuštění aplikace Android Studio klikněte na *Konfigurovat -> "
"Správce SDK* a nainstalujte „Nástroje platformy Android SDK“. Nainstaluje se "
"nástroj příkazového řádku `adb`, který Godot používá ke komunikaci s vaším "
"zařízením."
#: ../../docs/getting_started/step_by_step/exporting.rst:328
#: ../../docs/getting_started/step_by_step/exporting.rst:345
msgid ""
"Next, create a debug keystore by running the following command on your "
"system's command line:"
@@ -326,38 +359,42 @@ msgstr ""
"Poté vytvořte debug úložiště klíčů spuštěním následujícího příkazu na "
"příkazovém řádku systému:"
#: ../../docs/getting_started/step_by_step/exporting.rst:335
#: ../../docs/getting_started/step_by_step/exporting.rst:352
msgid ""
"Click on *Editor -> Editor Settings* in Godot and select the *Export/"
"Android* section. Here, you need to set the paths to the Android SDK "
"applications on your system and the location of the keystore you just "
"created."
msgstr ""
"Klikněte na *Editor -> Nastavení editoru* v Godotu a vyberte sekci * "
"Export / Android *. Zde musíte nastavit cesty k aplikacím Android SDK ve "
"vašem systému a umístění úložiště klíčů, které jste právě vytvořili."
"Klikněte na *Editor -> Nastavení editoru* v Godotu a vyberte sekci *Export / "
"Android*. Zde musíte nastavit cesty k aplikacím Android SDK ve vašem systému "
"a umístění úložiště klíčů, které jste právě vytvořili."
#: ../../docs/getting_started/step_by_step/exporting.rst:341
#: ../../docs/getting_started/step_by_step/exporting.rst:358
#, fuzzy
msgid ""
"Now you're ready to export. Click on *Project -> Export* and add a preset "
"for Android (see above). Select the Android Presets and under *Options* go "
"to *Screen* and set *Orientation* to \"Portrait\"."
"Now you're ready to export. Click on **Project -> Export** and add a preset "
"for Android (see above). Select the newly added Android preset. Under "
"**Options**, go to **Screen** and set **Orientation** to **Portrait**. If "
"your game is in landscape mode (i.e. the window width in pixels is greater "
"than the window height), leave this on **Landscape**."
msgstr ""
"Nyní jste připraveni exportovat. Klikněte na *Projekt -> Exportovat* a "
"přidejte předvolbu pro Android (viz výše). Vyberte předvolby Android a v "
"části *Možnosti* přejděte na *Obrazovku* a nastavte *Orientace* na \"Portrait"
"\"."
#: ../../docs/getting_started/step_by_step/exporting.rst:345
#: ../../docs/getting_started/step_by_step/exporting.rst:364
#, fuzzy
msgid ""
"Click the \"Export Project\" button and Godot will build an APK you can "
"Click the **Export Project** button and Godot will build an APK you can "
"download on your device. To do this on the command line, use the following:"
msgstr ""
"Klikněte na tlačítko „Exportovat projekt“ a Godot vytvoří APK, který si "
"můžete stáhnout do svého zařízení. Chcete-li to provést v příkazovém řádku, "
"použijte následující:"
#: ../../docs/getting_started/step_by_step/exporting.rst:352
#: ../../docs/getting_started/step_by_step/exporting.rst:371
msgid ""
"Your device may need to be in *developer mode*. Consult your device's "
"documentation for details."
@@ -365,17 +402,18 @@ msgstr ""
"Vaše zařízení může potřebovat být v *vývojářském režimu*. Podrobnosti "
"naleznete v dokumentaci k zařízení."
#: ../../docs/getting_started/step_by_step/exporting.rst:355
#: ../../docs/getting_started/step_by_step/exporting.rst:374
#, fuzzy
msgid ""
"If your system supports it, connecting a compatible Android device will "
"cause a \"One-click Deploy\" button to appear in Godot's playtest button "
"cause a **One-click Deploy** button to appear in Godot's playtest button "
"area:"
msgstr ""
"Pokud to váš systém podporuje, připojení Android kompatibilního zařízením "
"způsobí, že se v oblasti spouštěcích prvků Godota objeví tlačítko „One-Click "
"Deploy“:"
#: ../../docs/getting_started/step_by_step/exporting.rst:360
#: ../../docs/getting_started/step_by_step/exporting.rst:379
msgid ""
"Clicking this button builds the APK and copies it onto your device in one "
"step."
@@ -383,39 +421,42 @@ msgstr ""
"Kliknutím na toto tlačítko vytvoříte APK a zároveň jej zkopírujete do svého "
"zařízení."
#: ../../docs/getting_started/step_by_step/exporting.rst:363
#: ../../docs/getting_started/step_by_step/exporting.rst:382
msgid "iOS"
msgstr "Ios"
#: ../../docs/getting_started/step_by_step/exporting.rst:365
#: ../../docs/getting_started/step_by_step/exporting.rst:386
#, fuzzy
msgid ""
"In order to build your game for iOS, you must have a computer running macOS "
"with Xcode installed."
"To build your game for iOS, you must have a computer running macOS with "
"Xcode installed."
msgstr ""
"Aby bylo možné sestavit vaši hru pro iOS, musíte mít počítač se systémem "
"MacOS s nainstalovaným Xcode."
#: ../../docs/getting_started/step_by_step/exporting.rst:368
#: ../../docs/getting_started/step_by_step/exporting.rst:389
#, fuzzy
msgid ""
"Before exporting, there are some settings that you *must* complete for the "
"project to export successfully. First, the \"App Store Team Id\", which you "
"project to export successfully. First, the **App Store Team Id**, which you "
"can find by logging in to your Apple developer account and looking in the "
"\"Membership\" section."
"**Membership** section."
msgstr ""
"Aby se projekt úspěšně exportoval, musíte nejprve doplnit určitá nastavení. "
"Je to „App Store Team Id“, které najdete po přihlášení k účtu vývojáře "
"Applev sekci „Členství“."
#: ../../docs/getting_started/step_by_step/exporting.rst:372
#: ../../docs/getting_started/step_by_step/exporting.rst:393
msgid "You must also provide icons and splash screen images as shown below:"
msgstr ""
"Musíte také poskytnout ikony a obrázky úvodní obrazovky, jak je uvedeno níže:"
#: ../../docs/getting_started/step_by_step/exporting.rst:376
msgid "Click \"Export Project\" and select a destination folder."
#: ../../docs/getting_started/step_by_step/exporting.rst:397
#, fuzzy
msgid "Click **Export Project** and select a destination folder."
msgstr "Klikněte na „Exportovat projekt“ a vyberte cílovou složku."
#: ../../docs/getting_started/step_by_step/exporting.rst:378
#: ../../docs/getting_started/step_by_step/exporting.rst:399
msgid ""
"Once you have successfully exported the project, you'll find the following "
"folders and files have been created in your selected location:"
@@ -423,73 +464,79 @@ msgstr ""
"Po úspěšném exportu projektu najdete ve vybraném umístění vytvořené "
"následující složky a soubory:"
#: ../../docs/getting_started/step_by_step/exporting.rst:383
#: ../../docs/getting_started/step_by_step/exporting.rst:404
#, fuzzy
msgid ""
"You can now open the project in Xcode and build the project for iOS. Xcode "
"build procedure is beyond the scope of this tutorial. See https://help.apple."
"com/xcode/mac/current/#/devc8c2a6be1 for more information."
"You can now open the project in Xcode and build the project for iOS. The "
"Xcode build procedure is beyond the scope of this tutorial. See https://help."
"apple.com/xcode/mac/current/#/devc8c2a6be1 for more information."
msgstr ""
"Nyní můžete otevřít projekt v Xcode a sestavit jej pro iOS. Postup sestavení "
"pomocí Xcode je nad rámec tohoto tutoriálu. Další informace naleznete na "
"adrese https://help.apple.com/xcode/mac/current/#/devc8c2a6be1."
#: ../../docs/getting_started/step_by_step/exporting.rst:389
#: ../../docs/getting_started/step_by_step/exporting.rst:410
msgid "HTML5 (web)"
msgstr "HTML5 (web)"
#: ../../docs/getting_started/step_by_step/exporting.rst:391
#: ../../docs/getting_started/step_by_step/exporting.rst:412
#, fuzzy
msgid ""
"Click \"Export Project\" on the HTML5 preset. We don't need to change any of "
"Click **Export Project** on the HTML5 preset. We don't need to change any of "
"the default settings."
msgstr ""
"Klikněte na \"Exportovat projekt\" v přednastavení HTML5. Není třeba měnit "
"žádné výchozí nastavení."
#: ../../docs/getting_started/step_by_step/exporting.rst:394
#: ../../docs/getting_started/step_by_step/exporting.rst:415
msgid ""
"When the export is complete, you'll have a folder containing the following "
"files:"
msgstr "Po dokončení exportu budete mít složku obsahující následující soubory:"
#: ../../docs/getting_started/step_by_step/exporting.rst:399
#: ../../docs/getting_started/step_by_step/exporting.rst:420
#, fuzzy
msgid ""
"Viewing the `.html` file in your browser lets you play the game. However, "
"you can't open the file directly, it needs to be served by a web server. If "
"you don't have one set up on your computer, you can search online to find "
"suggestions for your specific OS."
"Viewing the ``.html`` file in your browser lets you play the game. However, "
"you can't open the file directly. Instead, it needs to be served by a web "
"server. If you don't have one set up on your computer, you can search online "
"to find suggestions for your specific OS."
msgstr ""
"Otevření souboru `.html` v prohlížeči vám umožní hrát hru. Soubor však nelze "
"otevřít přímo, musí být doručen webovým serverem. Pokud nemáte v počítači "
"žádný nainstalován, najděte na webu nějaké řešení pro váš operační systém."
#: ../../docs/getting_started/step_by_step/exporting.rst:404
#: ../../docs/getting_started/step_by_step/exporting.rst:425
#, fuzzy
msgid ""
"Point your browser at the URL where you've placed the html file. You may "
"Point your browser at the URL where you've placed the HTML file. You may "
"have to wait a few moments while the game loads before you see the start "
"screen."
msgstr ""
"Nasměrujte prohlížeč na adresu URL, kam jste umístili soubor html. Možná "
"budete muset chvíli počkat, než se hra načte, a vy uvidíte úvodní obrazovku."
#: ../../docs/getting_started/step_by_step/exporting.rst:409
#: ../../docs/getting_started/step_by_step/exporting.rst:430
#, fuzzy
msgid ""
"The console window beneath the game tells you if anything goes wrong. You "
"can disable it by setting \"Export With Debug\" off when you export the "
"project."
"can disable it by disabling **Export With Debug** in the final file dialog "
"that appears when you export the project."
msgstr ""
"Okno konzoly pod hrou vám řekne, kdyby se něco pokazilo. Při exportu "
"projektu ji můžete zakázat pomocí nastavení položky „Exportovat s laděním“."
#: ../../docs/getting_started/step_by_step/exporting.rst:414
#: ../../docs/getting_started/step_by_step/exporting.rst:438
#, fuzzy
msgid ""
"While WASM is supported in all major browsers, it is still an emerging "
"technology and you may find some things that don't work. Make sure you have "
"updated your browser to the most recent version, and report any bugs you "
"find at the `Godot GitHub repository <https://github.com/godotengine/godot/"
"issues>`_."
"While WebAssembly is supported in all major browsers, it is still an "
"emerging technology and you may find some things that don't work. Make sure "
"you have updated your browser to the most recent version, and report any "
"bugs you find on the `Godot GitHub repository <https://github.com/"
"godotengine/godot/issues>`_."
msgstr ""
"Přestože je WASM podporována ve všech hlavních prohlížečích, stále se jedná "
"o technologii ve stavu zrodu a proto můžete najít některé věci, které nemusí "
"nefungovat. Ujistěte se, že jste aktualizovali svůj prohlížeč na nejnovější "
"verzi, a nahláste všechny chyby, které najdete, zde: `Godot GitHub <https://"
"github.com/godotengine/godot/issues >`_."
"github.com/godotengine/godot/issues>`_."

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -58,7 +58,7 @@ msgid ""
"be/4v3qge-3CqQ>`_ if you're looking for an overview of the engine's features."
msgstr ""
"Podívejte se prosím na `Discover Godot 3, herní engine zdarma <https://youtu."
"be/4v3qge-3CqQ >`_, pokud hledáte přehled funkcí enginu."
"be/4v3qge-3CqQ>`_, pokud hledáte přehled funkcí enginu."
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:23
msgid "Object-oriented design and composition"
@@ -178,7 +178,7 @@ msgstr ""
"Cílem je nabídnout kompletní balíček pro vytváření her a plynulou "
"uživatelskou zkušenost. Stále můžete pracovat s externími programy, pokud "
"pro ně existuje plugin pro import. Nebo si můžete jeden vytvořit, například "
"`Tiled Map Importer <https://github.com/vnen/godot-tiled-importer >`__."
"`Tiled Map Importer <https://github.com/vnen/godot-tiled-importer>`__."
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:78
msgid ""
@@ -249,8 +249,8 @@ msgid ""
"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage "
"states and transitions visually.*"
msgstr ""
"* Doplněk editoru State Machine v Godot 2 od kubecz3k. Umožňuje vizuální "
"správu stavů a přechodů. *"
"*Doplněk editoru State Machine v Godot 2 od kubecz3k. Umožňuje vizuální "
"správu stavů a přechodů.*"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:108
msgid "Open source"
@@ -284,10 +284,10 @@ msgid ""
"Godot will print errors with a stack trace, even if they come from the "
"engine itself."
msgstr ""
"Na druhé straně, otevřená kódová základna znamená, že se můžete ** učit od "
"enginu a rozšiřovat jej co hrdlo ráčí. Můžete také snadno ladit hry, protože "
"Godot bude tisknout chyby s trasováním zásobníku, i když pocházejí z enginu "
"samotného."
"Na druhé straně, otevřená kódová základna znamená, že se můžete **učit od "
"enginu a rozšiřovat jej** co hrdlo ráčí. Můžete také snadno ladit hry, "
"protože Godot bude tisknout chyby s trasováním zásobníku, i když pocházejí z "
"enginu samotného."
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:126
msgid ""
@@ -308,8 +308,8 @@ msgid ""
"drive the core updates. New features from the core developers often focus on "
"what will benefit the most users first."
msgstr ""
"** Godot je vytvořen komunitou, pro komunitu a pro všechny tvůrce her tam "
"venku. ** Je to potřeba uživatelů a diskuze, co řídí základní aktualizace. "
"**Godot je vytvořen komunitou, pro komunitu a pro všechny tvůrce her tam "
"venku.** Je to potřeba uživatelů a diskuze, co řídí základní aktualizace. "
"Nové funkce od hlavních vývojářů se často zaměřují na to, co přinese užitek "
"co nejvíce uživatelům."
@@ -362,9 +362,9 @@ msgid ""
"tools for its node-based programming system and for the rest of the "
"interface.*"
msgstr ""
"* RPG in a Box je voxel RPG editor vytvořený programem Godot 2. Používá "
"*RPG in a Box je voxel RPG editor vytvořený programem Godot 2. Používá "
"nástroje UI Godota pro svůj programovací systém založený na uzlech a pro "
"zbytek rozhraní. *"
"zbytek rozhraní.*"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:160
msgid ""
@@ -389,7 +389,7 @@ msgid ""
"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over "
"your 3D world."
msgstr ""
"Godot nabízí jednoúčelové 2D a 3D vykreslovací enginy. Výsledkem je, že ** "
"základní jednotkou pro 2D scény jsou pixely. ** Přestože jsou enginy "
"Godot nabízí jednoúčelové 2D a 3D vykreslovací enginy. Výsledkem je, že "
"**základní jednotkou pro 2D scény jsou pixely.** Přestože jsou enginy "
"oddělené, můžete vykreslit 2D ve 3D, 3D ve 2D a překrýt 2D sprity a rozhraní "
"přes svůj 3D svět."

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -44,7 +44,7 @@ msgid ""
"In :ref:`doc_scenes_and_nodes` you learned that a scene is a collection of "
"nodes organized in a tree structure, with a single node as the tree root."
msgstr ""
"V:ref:`doc_scenes_and_nodes` jste se dozvěděli, že scéna je skupina uzlů "
"V :ref:`doc_scenes_and_nodes` jste se dozvěděli, že scéna je skupina uzlů "
"uspořádaných ve stromové struktuře s jediným uzlem kořenovým."
#: ../../docs/getting_started/step_by_step/instancing.rst:20
@@ -54,7 +54,7 @@ msgid ""
"filename extension."
msgstr ""
"Můžete vytvořit libovolný počet scén a uložit je na disk. Takto uložené "
"scény se nazývají \"Sbalené scény\" a mají příponu názvu souboru .tscn``."
"scény se nazývají \"Sbalené scény\" a mají příponu názvu souboru ``.tscn`` ."
#: ../../docs/getting_started/step_by_step/instancing.rst:26
msgid ""
@@ -152,7 +152,7 @@ msgid ""
msgstr ""
"Do scény můžete přidat libovolný počet instancí, buď opětovným použitím "
"tlačítka „Instance“ nebo kliknutím na instanci míčku a stisknutím :kbd:`Ctrl "
"+ D`(: kbd:` Cmd + D` on MacOS) pro duplikování:"
"+ D` ( :kbd:`Cmd + D` on MacOS) pro duplikování:"
#: ../../docs/getting_started/step_by_step/instancing.rst:86
msgid "Run the scene again and all of the balls will fall."

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -59,7 +59,7 @@ msgid ""
msgstr ""
"Ale největší přínos tvorby instancí scén je to, že vše zároveň funguje jako "
"vynikající designový jazyk. Toto odlišuje Godota od všech ostatních enginů "
"tam za zdí. Godot byl navržen od prvopočátku kolem tohoto konceptu."
"tam venku za zdí. Godot byl navržen od prvopočátku kolem tohoto konceptu."
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:24
msgid ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -35,7 +35,7 @@ msgstr ""
msgid ""
"You can `download Godot Engine here <https://godotengine.org/download/>`_."
msgstr ""
"Můžete si stáhnout Godot Engine zde <https://godotengine.org/download/> `_."
"Můžete si stáhnout Godot Engine `zde <https://godotengine.org/download/>`_."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
msgid "Project manager"
@@ -177,8 +177,8 @@ msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
msgstr ""
"V horní části zleva doprava jsou zobrazeny **hlavní nabídky**, ** pracovní "
"plochy **a** tlačítka pro spouštění projektu **."
"V horní části zleva doprava jsou zobrazeny **hlavní nabídky** , **pracovní "
"plochy** a **tlačítka pro spouštění projektu**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
msgid ""
@@ -234,7 +234,7 @@ msgid ""
msgstr ""
"Pracovní plochu **2D** budete používat pro všechny typy her. Kromě 2D her je "
"2D pracoviště také místem, kde budete vytvářet uživatelské rozhraní pro vaše "
"hry. Pro rychlý přístup stiskněte klávesy :kbd:`F1` (nebo: kbd:`Alt + 1` v "
"hry. Pro rychlý přístup stiskněte klávesy :kbd:`F1` (nebo :kbd:`Alt + 1` v "
"systému MacOS) ."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126
@@ -243,7 +243,7 @@ msgid ""
"for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it."
msgstr ""
"Na **3D** pracovní ploše můžete pracovat s mřížkou a osvětlením při návrhu "
"úrovní pro 3D hry. Otevřete ji stisknutím klávesy :kbd:`F2` (nebo: kbd:` Alt "
"úrovní pro 3D hry. Otevřete ji stisknutím klávesy :kbd:`F2` (nebo :kbd:`Alt "
"+ 2` v systému MacOS) ."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131
@@ -258,8 +258,8 @@ msgstr ""
msgid ""
"Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**."
msgstr ""
"Přečtěte si :ref:`doc_introduction_to_3d` pro více informací o ** 3D "
"pracovní ploše **."
"Přečtěte si :ref:`doc_introduction_to_3d` pro více informací o **3D pracovní "
"ploše**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138
msgid ""
@@ -268,9 +268,9 @@ msgid ""
"+ 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference."
msgstr ""
"Pracovní plocha **Skript** je kompletní editor kódu s debuggerem, bohatým "
"automatickým dokončováním a vestavěnou referenční dokumentací Stiskněte: "
"kbd: `F3` (nebo: kbd:` Alt + 3` v systému MacOS) pro přístup na plochu a: "
"kbd: `Alt + F1` pro hledání v referenční dokumentaci."
"automatickým dokončováním a vestavěnou referenční dokumentací Stiskněte :kbd:"
"`F3` (nebo :kbd:`Alt + 3` v systému MacOS) pro přístup na plochu a :kbd:`Alt "
"+ F1` pro hledání v referenční dokumentaci."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144
msgid ""
@@ -279,8 +279,8 @@ msgid ""
"\" button at the top right of the Script workspace."
msgstr ""
"Chcete-li hledat informace o třídě, metodě, vlastnosti, konstantě nebo "
"signálu v enginu během psaní skriptu, stiskněte tlačítko Hledat Nápověda“ v "
"pravém horním rohu pracovní plochy skriptu."
"signálu v enginu během psaní skriptu, stiskněte tlačítko \"Hledat Nápověda\" "
"v pravém horním rohu pracovní plochy skriptu."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150
msgid ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -295,7 +295,7 @@ msgstr ""
msgid "Let's see some examples."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:271
#: ../../docs/getting_started/step_by_step/resources.rst:277
msgid ""
"Resource scripts are similar to Unity's ScriptableObjects. The Inspector "
"provides built-in support for custom resources. If desired though, users can "
@@ -304,38 +304,38 @@ msgid ""
"editors for their data."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:277
#: ../../docs/getting_started/step_by_step/resources.rst:283
msgid ""
"Unreal Engine 4's DataTables and CurveTables are also easy to recreate with "
"Resource scripts. DataTables are a String mapped to a custom struct, similar "
"to a Dictionary mapping a String to a secondary custom Resource script."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:313
#: ../../docs/getting_started/step_by_step/resources.rst:319
msgid ""
"Instead of just inlining the Dictionary values, one could also, "
"alternatively..."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:315
#: ../../docs/getting_started/step_by_step/resources.rst:321
msgid ""
"Import a table of values from a spreadsheet and generate these key-value "
"pairs, or..."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:317
#: ../../docs/getting_started/step_by_step/resources.rst:323
msgid ""
"Design a visualization within the editor and create a simple plugin that "
"adds it to the Inspector when you open these types of Resources."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:320
#: ../../docs/getting_started/step_by_step/resources.rst:326
msgid ""
"CurveTables are the same thing, except mapped to an Array of float values or "
"a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:325
#: ../../docs/getting_started/step_by_step/resources.rst:331
msgid ""
"Beware that resource files (\\*.tres/\\*.res) will store the path of the "
"script they use in the file. When loaded, they will fetch and load this "
@@ -345,7 +345,7 @@ msgid ""
"properties on the script subclass properly."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:331
#: ../../docs/getting_started/step_by_step/resources.rst:337
msgid ""
"In the example below, Godot would load the ``Node`` script, see that it "
"doesn't extend ``Resource``, and then determine that the script failed to "

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -337,7 +337,7 @@ msgstr ""
"soborový dialog a umožňuje pouze uložení v rámci projektu. Kořenový adresář "
"projektu je ``res: //``, což znamená \"cesta pro zdroje\". Tzn. , že soubory "
"lze ukládat pouze uvnitř projektu. Do budoucna při práci se soubory v "
"Godotu, mějte na paměti, že `res: //` `je cesta ke zdroji, a to bez ohledu "
"Godotu, mějte na paměti, že ``res: //`` je cesta ke zdroji, a to bez ohledu "
"na platformu či umístění instalace. Je to prostě způsob, odkazovat na "
"zdrojové soubory z prostředí hry samotné."
@@ -360,8 +360,8 @@ msgid ""
"Window** then enable **Allow Hidpi** under **Dpi**."
msgstr ""
"Pokud to nefunguje okamžitě a máte hiDPI displej alespoň na jednom z vašich "
"monitorů, přejděte na ** Projekt → Nastavení projektu → Displej → Okno ** a "
"poté povolte ** Povolit Hidpi ** pod ** Dpi **."
"monitorů, přejděte na **Projekt → Nastavení projektu → Displej → Okno** a "
"poté povolte **Povolit Hidpi** pod **Dpi**."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:180
msgid "Configuring the project"

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -59,7 +59,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:22
msgid "GDScript"
msgstr "GDScript"
msgstr "GDSkript"
#: ../../docs/getting_started/step_by_step/scripting.rst:24
msgid ""
@@ -196,7 +196,7 @@ msgid ""
"programming language, such as F#, Boo or ClojureCLR. In practice however, C# "
"is the only officially supported .NET option."
msgstr ""
"Protože Godot používá runtime Mono <https://mono-project.com >`_ .NET, "
"Protože Godot používá runtime `Mono <https://mono-project.com>`_ .NET, "
"teoreticky lze pro skriptování v Godot i jakoukoli běžnou jazykovou "
"infrastrukturu použít jakoukoli knihovnu nebo framework .NET od třetích "
"stran. kompatibilní programovací jazyk, jako je F #, Boo nebo ClojureCLR. V "
@@ -399,9 +399,9 @@ msgid ""
"and all its children, enters the active scene. **Note:** ``_ready()`` is not "
"the constructor; the constructor is instead ``_init()``."
msgstr ""
"Není toho moc. Funkce `_ready ()` `se volá, když uzel a všechny jeho potomci "
"vstoupí do aktivní scény. **Poznámka:** ``_ready ()`` není konstruktor; "
"konstruktorem je místo toho ``_init ()``."
"Není toho moc. Funkce ``_ready()`` se volá, když uzel a všechny jeho potomci "
"vstoupí do aktivní scény. **Poznámka:** ``_ready()`` není konstruktor; "
"konstruktorem je ``_init()``."
#: ../../docs/getting_started/step_by_step/scripting.rst:168
msgid "The role of the script"
@@ -489,8 +489,8 @@ msgid ""
msgstr ""
"Ve spodní části dialogu je uveden název metody, která bude vytvořena. Ve "
"výchozím nastavení bude název metody obsahovat název emitujícího uzlu (v "
"tomto případě „Button“), což bude mít za následek `` _ __ [EmitterNode] _ "
"[signal_name] ``."
"tomto případě „Button“), což bude mít za následek "
"``_[EmitterNode]_[signal_name]`` ."
#: ../../docs/getting_started/step_by_step/scripting.rst:213
msgid ""
@@ -528,8 +528,7 @@ msgid ""
"``_ready()`` function:"
msgstr ""
"Protože Button a Label jsou sourozenci v Panel, ke kterému je skript "
"připojen, můžete Button načíst zadáním následujícího pod funkci `` _ready () "
"``:"
"připojen, můžete Button načíst zadáním následujícího pod funkci ``_ready()``:"
#: ../../docs/getting_started/step_by_step/scripting.rst:242
msgid "Next, write a function which will be called when the button is pressed:"
@@ -564,8 +563,8 @@ msgid ""
"In the above code, this means that Button must be a child of Panel. If "
"Button were instead a child of Label, the code to obtain it would be:"
msgstr ""
"Častým nedorozuměním ohledně tohoto tutoriálu je to, jak funguje `get_node "
"(cesta)``. Pro daný uzel prochází `get_node (cesta)` `jeho bezprostřední "
"Častým nedorozuměním ohledně tohoto tutoriálu je to, jak funguje ``get_node "
"(cesta)`` . Pro daný uzel prochází ``get_node (cesta)`` jeho bezprostřední "
"potomky. Ve výše uvedeném kódu to znamená, že Button musí být potomkem "
"Panel. Pokud by Button byl místo toho podřízeným Label, kód pro jeho získání "
"by byl:"
@@ -589,6 +588,6 @@ msgid ""
"empty by default. Feel free to read up on the ``Object.connect`` method for "
"more information."
msgstr ""
"Skriptovací přístup toto také umožňuje pomocí 4. parametru `Array``, který "
"Skriptovací přístup toto také umožňuje pomocí 4. parametru ``Array`` , který "
"je ve výchozím nastavení prázdný. Pro více informací si přečtěte o metodě "
"`Object.connect``."
"``Object.connect`` ."

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