mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2025-12-31 09:49:22 +03:00
build_langs: Add tr (20% complete), remove fi (4% only)
This commit is contained in:
@@ -1,7 +1,6 @@
|
||||
cs
|
||||
de
|
||||
es
|
||||
fi
|
||||
fr
|
||||
it
|
||||
ja
|
||||
@@ -9,6 +8,7 @@ ko
|
||||
pl
|
||||
pt_BR
|
||||
ru
|
||||
tr
|
||||
uk
|
||||
zh_CN
|
||||
zh_TW
|
||||
|
||||
@@ -1,291 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Complying with licenses"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
msgid "What are licenses?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot is created and distributed under the `MIT License <https://opensource."
|
||||
"org/licenses/MIT>`_. It doesn't have a sole owner either, as every "
|
||||
"contributor that submits code to the project does it under this same license "
|
||||
"and keeps ownership of the contribution."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The license is the legal requirement for you (or your company) to use and "
|
||||
"distribute the software (and derivative projects, including games made with "
|
||||
"it). Your game or project can have a different license, but it still needs "
|
||||
"to comply with the original one."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This section covers compliance with licenses from a user perspective. If you "
|
||||
"are interested in licence compliance as a contributor, you can find "
|
||||
"guidelines :ref:`here "
|
||||
"<doc_best_practices_for_engine_contributors_license_compliance>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In your project's credits screen, remember to also list third-party notices "
|
||||
"for assets you're using, such as textures, models, sounds, music and fonts."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Free assets in particular often come with licenses that require attribution. "
|
||||
"Double-check their license before using those assets in a project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the case of the MIT license, the only requirement is to include the "
|
||||
"license text somewhere in your game or derivative project."
|
||||
msgstr ""
|
||||
|
||||
msgid "This text reads as follows:"
|
||||
msgstr ""
|
||||
|
||||
msgid "This game uses Godot Engine, available under the following license:"
|
||||
msgstr ""
|
||||
"Peli käyttää Godot pelimoottoria, joka on saatavilla seuraavan lisenssin "
|
||||
"alaisena:"
|
||||
|
||||
msgid ""
|
||||
"Copyright (c) 2014-present Godot Engine contributors. Copyright (c) "
|
||||
"2007-2014 Juan Linietsky, Ariel Manzur."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Permission is hereby granted, free of charge, to any person obtaining a copy "
|
||||
"of this software and associated documentation files (the \"Software\"), to "
|
||||
"deal in the Software without restriction, including without limitation the "
|
||||
"rights to use, copy, modify, merge, publish, distribute, sublicense, and/or "
|
||||
"sell copies of the Software, and to permit persons to whom the Software is "
|
||||
"furnished to do so, subject to the following conditions:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The above copyright notice and this permission notice shall be included in "
|
||||
"all copies or substantial portions of the Software."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR "
|
||||
"IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, "
|
||||
"FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE "
|
||||
"AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER "
|
||||
"LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING "
|
||||
"FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS "
|
||||
"IN THE SOFTWARE."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Your games do not need to be under the same license. You are free to release "
|
||||
"your Godot projects under any license and to create commercial games with "
|
||||
"the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid "Inclusion"
|
||||
msgstr "Liittäminen"
|
||||
|
||||
msgid ""
|
||||
"The license does not specify how it has to be included, so anything is valid "
|
||||
"as long as it can be displayed under some condition. These are the most "
|
||||
"common approaches (only need to implement one of them, not all)."
|
||||
msgstr ""
|
||||
"Lisenssi ei määrittele kuinka se tulee liittää, joten mikä tahansa tapa käy "
|
||||
"kunhan sitä voidaan tarkastella jollain tapaa. Nämä ovat yleisimpiä "
|
||||
"lähestymistapoja (riittää että toteuttaa yhden niistä, ei kaikkia)."
|
||||
|
||||
msgid ""
|
||||
"Godot provides several methods to get license information in the Engine "
|
||||
"singleton. This allows you to source the license information directly from "
|
||||
"the engine binary, which prevents the information from becoming outdated if "
|
||||
"you update engine versions."
|
||||
msgstr ""
|
||||
|
||||
msgid "For the engine itself:"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`Engine.get_license_text<class_Engine_method_get_license_text>`"
|
||||
msgstr ""
|
||||
|
||||
msgid "For third-party components used by the engine:"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`Engine.get_license_info<class_Engine_method_get_license_info>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Engine.get_copyright_info<class_Engine_method_get_copyright_info>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For miscellaneous engine contributor information. You don't have to include "
|
||||
"these ones in your project, but they're listed here for reference:"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`Engine.get_author_info<class_Engine_method_get_author_info>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`Engine.get_donor_info<class_Engine_method_get_donor_info>`"
|
||||
msgstr ""
|
||||
|
||||
msgid "Credits screen"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Include the above license text somewhere in the credits screen. It can be at "
|
||||
"the bottom after showing the rest of the credits. Most large studios use "
|
||||
"this approach with open source licenses."
|
||||
msgstr ""
|
||||
|
||||
msgid "Licenses screen"
|
||||
msgstr "Lisenssiruutu"
|
||||
|
||||
msgid ""
|
||||
"Some games have a special menu (often in the settings) to display licenses. "
|
||||
"This menu is typically accessed with a button called **Third-party "
|
||||
"Licenses** or **Open Source Licenses**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Output log"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Printing the licensing text using the :ref:`print() "
|
||||
"<class_@GlobalScope_method_print>` function may be enough on platforms where "
|
||||
"a global output log is readable. This is the case on desktop platforms, "
|
||||
"Android and HTML5 (but not iOS and UWP)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Accompanying file"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the game is distributed on desktop platforms, a file containing the "
|
||||
"license can be added to the software that is installed to the user PC."
|
||||
msgstr ""
|
||||
|
||||
msgid "Printed manual"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the game includes printed manuals, license text can be included there."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to the license"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
msgid ""
|
||||
"The Godot Engine developers consider that a link to ``godotengine.org/"
|
||||
"license`` in your game documentation or credits would be an acceptable way "
|
||||
"to satisfy the license terms."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Third-party licenses"
|
||||
msgstr "Kolmannen osapuolen lisenssit"
|
||||
|
||||
msgid ""
|
||||
"Godot itself contains software written by `third parties <https://github.com/"
|
||||
"godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require "
|
||||
"license inclusion, but some do. Make sure to do it if these are compiled in "
|
||||
"your Godot export template. If you're using the official export templates, "
|
||||
"all libraries are enabled. This means you need to provide attribution for "
|
||||
"all the libraries listed below."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's a list of libraries requiring attribution:"
|
||||
msgstr ""
|
||||
|
||||
msgid "FreeType"
|
||||
msgstr "FreeType"
|
||||
|
||||
msgid ""
|
||||
"Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its "
|
||||
"license requires attribution, so the following text must be included "
|
||||
"together with the Godot license:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Portions of this software are copyright © <year> The FreeType Project (www."
|
||||
"freetype.org). All rights reserved."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"<year> should correspond to the value from the FreeType version used in your "
|
||||
"build. This information can be found in the editor by opening the **Help > "
|
||||
"About** dialog and going to the **Third-party Licenses** tab."
|
||||
msgstr ""
|
||||
|
||||
msgid "ENet"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-"
|
||||
"level multiplayer. ENet has similar licensing terms as Godot:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Copyright (c) 2002-2020 Lee Salzman"
|
||||
msgstr ""
|
||||
|
||||
msgid "mbed TLS"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the project is exported with Godot 3.1 or later, it includes `mbed TLS "
|
||||
"<https://tls.mbed.org>`_. The Apache license needs to be complied to by "
|
||||
"including the following text:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Copyright The Mbed TLS Contributors"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Licensed under the Apache License, Version 2.0 (the \"License\"); you may "
|
||||
"not use this file except in compliance with the License. You may obtain a "
|
||||
"copy of the License at"
|
||||
msgstr ""
|
||||
|
||||
msgid "http://www.apache.org/licenses/LICENSE-2.0"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Unless required by applicable law or agreed to in writing, software "
|
||||
"distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT "
|
||||
"WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the "
|
||||
"License for the specific language governing permissions and limitations "
|
||||
"under the License."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you exported your project using a :ref:`custom build with specific "
|
||||
"modules disabled <doc_optimizing_for_size>`, you don't need to list the "
|
||||
"disabled modules' licenses in your exported project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,675 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Documentation changelog"
|
||||
msgstr "Dokumentaation muutosloki"
|
||||
|
||||
msgid ""
|
||||
"The documentation is continually being improved. New releases include new "
|
||||
"pages, fixes and updates to existing pages, and many updates to the :ref:"
|
||||
"`class reference <doc_class_reference>`. Below is a list of new pages added "
|
||||
"since version 3.0."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This document only contains new pages so not all changes are reflected, many "
|
||||
"pages have been substantially updated but are not reflected in this document."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 4.0"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
msgid "Development"
|
||||
msgstr "Kehitys"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_internal_rendering_architecture`"
|
||||
msgstr ":ref:`doc_beziers_and_curves`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_using_sanitizers`"
|
||||
msgstr ":ref:`doc_using_servers`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Migrating"
|
||||
msgstr "Valon valmismuuttujat"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_upgrading_to_godot_4.1`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid "Physics"
|
||||
msgstr "Fysiikkamallinnus"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_troubleshooting_physics_issues`"
|
||||
msgstr ":ref:`doc_webrtc`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 3.6"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
msgid "2D"
|
||||
msgstr "2D"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_2d_antialiasing`"
|
||||
msgstr ":ref:`doc_2d_sprite_animation`"
|
||||
|
||||
msgid "3D"
|
||||
msgstr "3D"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_3d_antialiasing`"
|
||||
msgstr ":ref:`doc_godot_notifications`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_faking_global_illumination`"
|
||||
msgstr ":ref:`doc_interpolation`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_introduction_to_global_illumination`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_mesh_lod`"
|
||||
msgstr ":ref:`doc_2d_meshes`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_occlusion_culling`"
|
||||
msgstr ":ref:`doc_using_multimesh`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_using_sdfgi`"
|
||||
msgstr ":ref:`doc_using_servers`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_using_decals`"
|
||||
msgstr ":ref:`doc_signals`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_visibility_ranges`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_volumetric_fog`"
|
||||
msgstr ":ref:`doc_webrtc`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_variable_rate_shading`"
|
||||
msgstr ":ref:`doc_particle_shader`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_physical_light_and_camera_units`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid "Animation"
|
||||
msgstr "Animaatio"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_creating_movies`"
|
||||
msgstr ":ref:`doc_making_trees`"
|
||||
|
||||
msgid "Assets pipeline"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_retargeting_3d_skeletons`"
|
||||
msgstr ":ref:`doc_making_trees`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_custom_platform_ports`"
|
||||
msgstr ":ref:`doc_using_multimesh`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_upgrading_to_godot_4`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_large_world_coordinates`"
|
||||
msgstr ":ref:`doc_godot_interfaces`"
|
||||
|
||||
msgid "Scripting"
|
||||
msgstr "Skriptaus"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_custom_performance_monitors`"
|
||||
msgstr ":ref:`doc_data_preferences`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_c_sharp_collections`"
|
||||
msgstr ":ref:`doc_interpolation`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_c_sharp_global_classes`"
|
||||
msgstr "Katso myös: :ref:`doc_c_sharp_signals`."
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_c_sharp_variant`"
|
||||
msgstr ":ref:`doc_2d_sprite_animation`"
|
||||
|
||||
msgid "Shaders"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compute_shaders`"
|
||||
msgstr ":ref:`doc_particle_shader`"
|
||||
|
||||
msgid "Workflow"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_pr_review_guidelines`"
|
||||
msgstr ":ref:`doc_data_preferences`"
|
||||
|
||||
msgid "XR"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_introducing_xr_tools`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_xr_action_map`"
|
||||
msgstr ":ref:`doc_interpolation`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_deploying_to_android`"
|
||||
msgstr ":ref:`doc_webrtc`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 3.5"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
msgid "None."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 3.4"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_3d_text`"
|
||||
msgstr ":ref:`doc_webrtc`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_playing_videos`"
|
||||
msgstr ":ref:`doc_making_trees`"
|
||||
|
||||
msgid "Editor"
|
||||
msgstr "Editori"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_managing_editor_features`"
|
||||
msgstr ":ref:`doc_making_trees`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 3.3"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
msgid "C++"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_cpp_usage_guidelines`"
|
||||
msgstr ":ref:`doc_using_multimesh`"
|
||||
|
||||
msgid "GDScript"
|
||||
msgstr "GDScript"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_gdscript_documentation_comments`"
|
||||
msgstr ":ref:`doc_gui_containers`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 3.2"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_3d_rendering_limitations`"
|
||||
msgstr ":ref:`doc_2d_sprite_animation`"
|
||||
|
||||
msgid "About"
|
||||
msgstr "Tietoja"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_troubleshooting`"
|
||||
msgstr ":ref:`doc_interpolation`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_list_of_features`"
|
||||
msgstr ":ref:`doc_input_examples`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_release_policy`"
|
||||
msgstr ":ref:`doc_surfacetool`"
|
||||
|
||||
msgid "Best practices"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_version_control_systems`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid "Community"
|
||||
msgstr "Yhteisö"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_best_practices_for_engine_contributors`"
|
||||
msgstr "Katso :ref:`doc_ways_to_contribute`."
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_bisecting_regressions`"
|
||||
msgstr ":ref:`doc_using_servers`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_editor_and_docs_localization`"
|
||||
msgstr "Katso :ref:`doc_instancing` oppiaksesi enemmän ilmentymistä."
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_introduction_to_editor_development`"
|
||||
msgstr "Johdanto vienteihin"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_editor_style_guide`"
|
||||
msgstr ":ref:`doc_inspector_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_common_engine_methods_and_macros`"
|
||||
msgstr ":ref:`doc_beziers_and_curves`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_vulkan_validation_layers`"
|
||||
msgstr ":ref:`doc_animation_tree`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_gdscript_grammar`"
|
||||
msgstr ":ref:`doc_2d_sprite_animation`"
|
||||
|
||||
msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_default_key_mapping`"
|
||||
msgstr ":ref:`doc_2d_sprite_animation`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_using_the_web_editor`"
|
||||
msgstr ":ref:`doc_using_servers`"
|
||||
|
||||
msgid "Export"
|
||||
msgstr "Vie"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_exporting_for_dedicated_servers`"
|
||||
msgstr "Vienti Google Play -kauppaan"
|
||||
|
||||
msgid "Input"
|
||||
msgstr "Syöte"
|
||||
|
||||
msgid ":ref:`doc_controllers_gamepads_joysticks`"
|
||||
msgstr ""
|
||||
|
||||
msgid "Math"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_random_number_generation`"
|
||||
msgstr "Satunnaisfunktiot"
|
||||
|
||||
msgid "Platform-specific"
|
||||
msgstr "Alustakohtaista"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_plugins_for_ios`"
|
||||
msgstr ":ref:`doc_inspector_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_ios_plugin`"
|
||||
msgstr ":ref:`doc_android_plugin`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_html5_shell_classref`"
|
||||
msgstr ":ref:`doc_spatial_shader`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_collision_shapes_2d`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_collision_shapes_3d`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_shaders_style_guide`"
|
||||
msgstr ":ref:`doc_particle_shader`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_debugger_panel`"
|
||||
msgstr "GDScript :ref:`debuggeri <doc_debugger_panel>`."
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_creating_script_templates`"
|
||||
msgstr "Skriptin luonti"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_evaluating_expressions`"
|
||||
msgstr "Laske valinnan tulos"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_what_is_gdextension`"
|
||||
msgstr ":ref:`doc_making_trees`"
|
||||
|
||||
msgid ""
|
||||
":ref:`doc_gdscript_warning_system` (split from :ref:"
|
||||
"`doc_gdscript_static_typing`)"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "User Interface (UI)"
|
||||
msgstr "Godotin käyttöliittymät"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_control_node_gallery`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 3.1"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
msgid "Project workflow"
|
||||
msgstr "Projektin työnkulku"
|
||||
|
||||
msgid ":ref:`doc_android_custom_build`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_2d_sprite_animation`"
|
||||
msgstr ":ref:`doc_2d_sprite_animation`"
|
||||
|
||||
msgid "Audio"
|
||||
msgstr "Äänet"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_recording_with_microphone`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
msgid ":ref:`doc_sync_with_audio`"
|
||||
msgstr ":ref:`doc_sync_with_audio`"
|
||||
|
||||
msgid ":ref:`doc_beziers_and_curves`"
|
||||
msgstr ":ref:`doc_beziers_and_curves`"
|
||||
|
||||
msgid ":ref:`doc_interpolation`"
|
||||
msgstr ":ref:`doc_interpolation`"
|
||||
|
||||
msgid "Inputs"
|
||||
msgstr "Syötteet"
|
||||
|
||||
msgid ":ref:`doc_input_examples`"
|
||||
msgstr ":ref:`doc_input_examples`"
|
||||
|
||||
msgid "Internationalization"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_localization_using_gettext`"
|
||||
msgstr ":ref:`doc_localization_using_gettext`"
|
||||
|
||||
msgid "Shading"
|
||||
msgstr "Grafiikan koodaus"
|
||||
|
||||
msgid "Your First Shader Series:"
|
||||
msgstr "Ensimmäinen sävytinjaksosi:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_introduction_to_shaders`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid ":ref:`doc_your_first_canvasitem_shader`"
|
||||
msgstr ":ref:`doc_your_first_canvasitem_shader`"
|
||||
|
||||
msgid ":ref:`doc_your_first_spatial_shader`"
|
||||
msgstr ":ref:`doc_your_first_spatial_shader`"
|
||||
|
||||
msgid ":ref:`doc_your_second_spatial_shader`"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_visual_shaders`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid "Networking"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_webrtc`"
|
||||
msgstr ":ref:`doc_webrtc`"
|
||||
|
||||
msgid "Plugins"
|
||||
msgstr "Liitännäiset"
|
||||
|
||||
msgid ":ref:`doc_android_plugin`"
|
||||
msgstr ":ref:`doc_android_plugin`"
|
||||
|
||||
msgid ":ref:`doc_inspector_plugins`"
|
||||
msgstr ":ref:`doc_inspector_plugins`"
|
||||
|
||||
msgid ":ref:`doc_visual_shader_plugins`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid "Multi-threading"
|
||||
msgstr "Monisäikeisyys"
|
||||
|
||||
msgid ":ref:`doc_using_multiple_threads`"
|
||||
msgstr ":ref:`doc_using_multiple_threads`"
|
||||
|
||||
msgid "Creating content"
|
||||
msgstr "Sisällön luominen"
|
||||
|
||||
msgid "Procedural geometry series:"
|
||||
msgstr "Proseduraalisen geometrian sarja:"
|
||||
|
||||
msgid ":ref:`Procedural geometry <toc-procedural_geometry>`"
|
||||
msgstr ":ref:`Proseduraalinen geometria <toc-procedural_geometry>`"
|
||||
|
||||
msgid ":ref:`doc_arraymesh`"
|
||||
msgstr ":ref:`doc_arraymesh`"
|
||||
|
||||
msgid ":ref:`doc_surfacetool`"
|
||||
msgstr ":ref:`doc_surfacetool`"
|
||||
|
||||
msgid ":ref:`doc_meshdatatool`"
|
||||
msgstr ":ref:`doc_meshdatatool`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_immediatemesh`"
|
||||
msgstr ":ref:`doc_immediategeometry`"
|
||||
|
||||
msgid "Optimization"
|
||||
msgstr "Optimointi"
|
||||
|
||||
msgid ":ref:`doc_using_multimesh`"
|
||||
msgstr ":ref:`doc_using_multimesh`"
|
||||
|
||||
msgid ":ref:`doc_using_servers`"
|
||||
msgstr ":ref:`doc_using_servers`"
|
||||
|
||||
msgid "Legal"
|
||||
msgstr "Laillinen"
|
||||
|
||||
msgid ":ref:`doc_complying_with_licenses`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "New pages since version 3.0"
|
||||
msgstr "Uudet oppaat versiosta 3.0 lähtien"
|
||||
|
||||
msgid "Step by step"
|
||||
msgstr "Kohta kohdalta"
|
||||
|
||||
msgid ":ref:`doc_signals`"
|
||||
msgstr ":ref:`doc_signals`"
|
||||
|
||||
msgid "Exporting"
|
||||
msgstr "Vienti"
|
||||
|
||||
msgid ":ref:`doc_gdscript_static_typing`"
|
||||
msgstr ""
|
||||
|
||||
msgid "Best Practices:"
|
||||
msgstr "Parhaat käytännöt:"
|
||||
|
||||
msgid ":ref:`doc_introduction_best_practices`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_what_are_godot_classes`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_scene_organization`"
|
||||
msgstr ":ref:`doc_scene_organization`"
|
||||
|
||||
msgid ":ref:`doc_scenes_versus_scripts`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_autoloads_versus_internal_nodes`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_node_alternatives`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_godot_interfaces`"
|
||||
msgstr ":ref:`doc_godot_interfaces`"
|
||||
|
||||
msgid ":ref:`doc_godot_notifications`"
|
||||
msgstr ":ref:`doc_godot_notifications`"
|
||||
|
||||
msgid ":ref:`doc_data_preferences`"
|
||||
msgstr ":ref:`doc_data_preferences`"
|
||||
|
||||
msgid ":ref:`doc_logic_preferences`"
|
||||
msgstr ":ref:`doc_logic_preferences`"
|
||||
|
||||
msgid ":ref:`doc_2d_lights_and_shadows`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_2d_meshes`"
|
||||
msgstr ":ref:`doc_2d_meshes`"
|
||||
|
||||
msgid ":ref:`doc_csg_tools`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_animating_thousands_of_fish`"
|
||||
msgstr ":ref:`doc_animating_thousands_of_fish`"
|
||||
|
||||
msgid ":ref:`doc_controlling_thousands_of_fish`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_ragdoll_system`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_soft_body`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_2d_skeletons`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_animation_tree`"
|
||||
msgstr ":ref:`doc_animation_tree`"
|
||||
|
||||
msgid "GUI"
|
||||
msgstr "Graafinen käyttöliittymä"
|
||||
|
||||
msgid ":ref:`doc_gui_containers`"
|
||||
msgstr ":ref:`doc_gui_containers`"
|
||||
|
||||
msgid "Viewports"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_viewport_as_texture`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_custom_postprocessing`"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_converting_glsl_to_godot_shaders`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid ":ref:`doc_advanced_postprocessing`"
|
||||
msgstr ""
|
||||
|
||||
msgid "Shading Reference:"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_shading_language`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_spatial_shader`"
|
||||
msgstr ":ref:`doc_spatial_shader`"
|
||||
|
||||
msgid ":ref:`doc_canvas_item_shader`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_particle_shader`"
|
||||
msgstr ":ref:`doc_particle_shader`"
|
||||
|
||||
msgid ":ref:`doc_making_main_screen_plugins`"
|
||||
msgstr ":ref:`doc_making_main_screen_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_3d_gizmo_plugins`"
|
||||
msgstr ":ref:`doc_spatial_gizmo_plugins`"
|
||||
|
||||
msgid ":ref:`doc_customizing_html5_shell`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_thread_safe_apis`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_making_trees`"
|
||||
msgstr ":ref:`doc_making_trees`"
|
||||
|
||||
msgid "Miscellaneous"
|
||||
msgstr "Sekalaista"
|
||||
|
||||
msgid ":ref:`doc_jitter_stutter`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_running_code_in_the_editor`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_change_scenes_manually`"
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kääntäminen"
|
||||
|
||||
msgid ":ref:`doc_optimizing_for_size`"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_compiling_with_script_encryption_key`"
|
||||
msgstr ""
|
||||
|
||||
msgid "Engine development"
|
||||
msgstr "Pelimoottorin kehitys"
|
||||
|
||||
msgid ":ref:`doc_binding_to_external_libraries`"
|
||||
msgstr ":ref:`doc_binding_to_external_libraries`"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,223 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Welcome to the official documentation of **Godot Engine**, the free and open "
|
||||
"source community-driven 2D and 3D game engine! Behind this mouthful, you "
|
||||
"will find a powerful yet user-friendly tool that you can use to develop any "
|
||||
"kind of game, for any platform and with no usage restriction whatsoever."
|
||||
msgstr ""
|
||||
"Tervetuloa Godot Enginen viralliseen dokumentaatioon. Godot Engine on "
|
||||
"yhteisön ohjaama, ilmainen avoimen lähdekoodin 2D-a 3D-pelimoottori! Tämän "
|
||||
"puheen takaa löydät tehokkaan ja käyttäjäystävällisen työkalun, jolla voit "
|
||||
"kehittää minkälaisen pelin tahansa, mille tahansa alustalle, ilman "
|
||||
"minkäänlaisia käyttörajoituksia."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"This page gives a broad overview of the engine and of this documentation, so "
|
||||
"that you know where to start if you are a beginner or where to look if you "
|
||||
"need information on a specific feature."
|
||||
msgstr ""
|
||||
"Tämän sivun tarkoitus on antaa laaja kuva pelimoottorista ja tämän "
|
||||
"dokumentaation sisällöstä, jotta tietäsit mistä aloittaa jos olet "
|
||||
"aloittelija tai mistä löytää tietoa jostain tietystä ominaisuudesta."
|
||||
|
||||
msgid "Before you start"
|
||||
msgstr "Ennen aloittamista"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The :ref:`Tutorials and resources <doc_community_tutorials>` page lists "
|
||||
"video tutorials contributed by the community. If you prefer video to text, "
|
||||
"consider checking them out. Otherwise, :ref:`Getting Started <sec-learn>` is "
|
||||
"a great starting point."
|
||||
msgstr ""
|
||||
":ref:`Oppaat ja resurssit <doc_community_tutorials>` sivusto listaa yhteisön "
|
||||
"tekemiä opetusvideoita. Jos suosit videota tekstin sijaan, kannattaa "
|
||||
"vilkaista niitä."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"In case you have trouble with one of the tutorials or your project, you can "
|
||||
"find help on the various :ref:`Community channels <doc_community_channels>`, "
|
||||
"especially the Godot `Discord`_ community and `Q&A <https://godotengine.org/"
|
||||
"qa/>`_."
|
||||
msgstr ""
|
||||
"Jos sinulla on ongelmia jonkin kurssin tai projektin kanssa, voit etsiä "
|
||||
"helposti apua monilta :ref:`Yhteisö kanavilta <doc_community_channels>`, "
|
||||
"varsinkin Godot:n Discord yhteisöstä, Q&A:sta, ja IRC:stä."
|
||||
|
||||
msgid "About Godot Engine"
|
||||
msgstr "Tietoa Godot-pelimoottorista"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"A game engine is a complex tool and difficult to present in a few words. "
|
||||
"Here's a quick synopsis, which you are free to reuse if you need a quick "
|
||||
"write-up about Godot Engine:"
|
||||
msgstr ""
|
||||
"Pelimoottori on monimutkainen työkalu, joten on vaikeaa esitellä Godotia "
|
||||
"muutamalla sanalla. Tässä on pikainen yhteenveto, jota voit vapaasti "
|
||||
"uudelleenkäyttää jos tarvitset lyhyen selostuksen Godot Enginestä."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Godot Engine is a feature-packed, cross-platform game engine to create 2D "
|
||||
"and 3D games from a unified interface. It provides a comprehensive set of "
|
||||
"common tools, so that users can focus on making games without having to "
|
||||
"reinvent the wheel. Games can be exported with one click to a number of "
|
||||
"platforms, including the major desktop platforms (Linux, macOS, Windows), "
|
||||
"mobile platforms (Android, iOS), as well as Web-based platforms and consoles."
|
||||
msgstr ""
|
||||
"Godot Engine on ominaisuuksia täynnä oleva, monialustainen pelimoottori 2D-"
|
||||
"ja 3D-pelien tekemiseen yhdistetyllä käyttöliittymällä. Se tarjoaa kattavan "
|
||||
"määrän yleisimpiä työkaluja, joten käyttäjät voivat keskittyä pelien "
|
||||
"tekemiseen ilman että pyörää tarvitsee keksiä uudelleen. Pelit voidaan jakaa "
|
||||
"napin painalluksella useille alustoille, sisältäen niin isot työpöytäalustat "
|
||||
"(Linux, macOS, Windows) kuin mobiililaitteet (Android, iOS) ja web-pohjaiset "
|
||||
"(HTML5) alustat."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Godot is completely free and open source under the :ref:`permissive MIT "
|
||||
"license <doc_complying_with_licenses>`. No strings attached, no royalties, "
|
||||
"nothing. Users' games are theirs, down to the last line of engine code. "
|
||||
"Godot's development is fully independent and community-driven, empowering "
|
||||
"users to help shape their engine to match their expectations. It is "
|
||||
"supported by the `Godot Foundation <https://godot.foundation/>`_ not-for-"
|
||||
"profit."
|
||||
msgstr ""
|
||||
"Godot on täysin ilmainen ja avoimen lähdekoodin ohjelma hyvin sallivalla MIT "
|
||||
"lisenssillä. Ei vaatimuksia, ei rojalteja, ei mitään. Käyttäjien pelit ovat "
|
||||
"heidän omiaan, aina viimeistä pelimoottorin koodiriviä myöten. Godotin "
|
||||
"kehitys on täysin itsenäistä ja yhteisövetoista, mahdollistaen käyttäjiä "
|
||||
"muovaamaan moottoria odotuksiaan vastaavaksi. Sitä tukee ’Software Freedom "
|
||||
"Conservancy <https://sfconservancy.org>’ _not-for-profit. (voittoa "
|
||||
"tavoittelematon)."
|
||||
|
||||
msgid "Organization of the documentation"
|
||||
msgstr "Dokumentaation rakenne"
|
||||
|
||||
msgid "This documentation is organized into several sections:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"**About** contains this introduction as well as information about the "
|
||||
"engine, its history, its licensing, authors, etc. It also contains the :ref:"
|
||||
"`doc_faq`."
|
||||
msgstr ""
|
||||
":ref:`sec-general` osuus sisältää tämän johdannon ja tietoa moottorista, sen "
|
||||
"historiasta, lisensoinnista, tekijöistä, jne. Se myös sisältää :ref:"
|
||||
"`doc_faq`."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"**Getting Started** contains all necessary information on using the engine "
|
||||
"to make games. It starts with the :ref:`Step by step <toc-learn-"
|
||||
"step_by_step>` tutorial which should be the entry point for all new users. "
|
||||
"**This is the best place to start if you're new!**"
|
||||
msgstr ""
|
||||
":ref:`sec-learn` osuus on pääasiallinen syy tämän dokumentin olemassaololle, "
|
||||
"sillä se sisältää kaiken tarvittavan tiedon moottorin käyttämisestä pelien "
|
||||
"tekemiseen. Se alkaa :ref:`Askelittain <toc-learn-step_by_step>` oppaalla, "
|
||||
"jonka tulisi olla aloituspiste kaikille uusille käyttäjille."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The **Manual** can be read or referenced as needed, in any order. It "
|
||||
"contains feature-specific tutorials and documentation."
|
||||
msgstr ""
|
||||
":ref:`sec-tutorials` osuutta voidaan lukea tarvittaessa ja missä tahansa "
|
||||
"järjestyksessä. Se sisältää ominaisuuskohtaisia tutoriaaleja ja "
|
||||
"dokumentaatiota."
|
||||
|
||||
msgid ""
|
||||
"**Contributing** gives information related to contributing to Godot, whether "
|
||||
"to the core engine, documentation, demos or other parts. It describes how to "
|
||||
"report bugs, how contributor workflows are organized, etc. It also contains "
|
||||
"sections intended for advanced users and contributors, with information on "
|
||||
"compiling the engine, contributing to the editor, or developing C++ modules."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"**Community** is dedicated to the life of Godot's community. It points to "
|
||||
"various community channels like the `Godot Contributors Chat <https://chat."
|
||||
"godotengine.org/>`_ and `Discord`_ and contains a list of recommended third-"
|
||||
"party tutorials and materials outside of this documentation."
|
||||
msgstr ""
|
||||
":ref:`sec-community` osuudesta löytyy tietoa pelimoottorin kehittämiseen "
|
||||
"osallistumisesta ja yhteisön elosta, esim. kuinka raportoida bugeja, auttaa "
|
||||
"dokumentoinnissa, jne. Se sisältää myös reitit erilaisiin yhteisökanaviin, "
|
||||
"kuten IRC ja Discord, sekä listan suositelluista tämän dokumentaation "
|
||||
"ulkopuolisista kolmannen osapuolen oppaista."
|
||||
|
||||
msgid ""
|
||||
"Finally, the **Class reference** documents the full Godot API, also "
|
||||
"available directly within the engine's script editor. You can find "
|
||||
"information on all classes, functions, signals and so on here."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"In addition to this documentation, you may also want to take a look at the "
|
||||
"various `Godot demo projects <https://github.com/godotengine/godot-demo-"
|
||||
"projects>`_."
|
||||
msgstr ""
|
||||
"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja "
|
||||
"<https://github.com/godotengine/godot-demo-projects>`_."
|
||||
|
||||
#, fuzzy
|
||||
msgid "About this documentation"
|
||||
msgstr "Dokumentaatiosta"
|
||||
|
||||
msgid ""
|
||||
"Members of the Godot Engine community continuously write, correct, edit, and "
|
||||
"improve this documentation. We are always looking for more help. You can "
|
||||
"also contribute by opening Github issues or translating the documentation "
|
||||
"into your language. If you are interested in helping, see :ref:`Ways to "
|
||||
"contribute <doc_ways_to_contribute>` and :ref:`Writing documentation "
|
||||
"<doc_contributing_writing_documentation>`, or get in touch with the "
|
||||
"`Documentation team <https://godotengine.org/teams/#documentation>`_ on "
|
||||
"`Godot Contributors Chat <https://chat.godotengine.org/>`_."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"All documentation content is licensed under the permissive Creative Commons "
|
||||
"Attribution 3.0 (`CC BY 3.0 <https://creativecommons.org/licenses/by/3.0/"
|
||||
">`_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the "
|
||||
"Godot Engine community*\" unless otherwise noted."
|
||||
msgstr ""
|
||||
"Kaikki sisältö on sallivan Creative Commons Attribution 3.0 (`CC-BY 3.0 "
|
||||
"<https://creativecommons.org/licenses/by/3.0/>`_) lisenssin alaista, "
|
||||
"liitteellä \"Juan Linietsky, Ariel Manzur and the Godot Engine community\"."
|
||||
|
||||
#, fuzzy
|
||||
msgid "*Have fun reading and making games with Godot Engine!*"
|
||||
msgstr "Pidä hauskaa lukien ja pelejä tehden Godot Enginellä!"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,499 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Godot release policy"
|
||||
msgstr "Godotin julkaisukäytäntö"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Godot's release policy is in constant evolution. The description below "
|
||||
"provides 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 ""
|
||||
"Godotin julkaisupolitiikka on jatkuvassa kehityksessä. Alla kuvatun on "
|
||||
"tarkoitus antaa yleiskuva siitä mitä on odotettavissa, mutta se mitä todella "
|
||||
"tapahtuu riippuu keskeisten tekijöiden valinnoista ja yhteisön tarpeista "
|
||||
"tiettynä ajankohtana."
|
||||
|
||||
msgid "Godot versioning"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"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 ""
|
||||
|
||||
msgid ""
|
||||
"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 ""
|
||||
|
||||
msgid ""
|
||||
"For example, porting Godot projects from Godot 3.x to Godot 4.x requires "
|
||||
"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 ""
|
||||
|
||||
msgid ""
|
||||
"The ``minor`` version is incremented for feature releases that 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 ""
|
||||
|
||||
msgid ""
|
||||
"This is because Godot, as a game engine, covers many areas like rendering, "
|
||||
"physics, and scripting. Fixing bugs or implementing new features in one area "
|
||||
"might sometimes require changing a feature's behavior or modifying a class's "
|
||||
"interface, even if the rest of the engine API remains backwards compatible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Upgrading to a new minor version is recommended for all users, but some "
|
||||
"testing is necessary to ensure that your project still behaves as expected."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"Updating to new patch versions is therefore considered safe and strongly "
|
||||
"recommended to all users of a given stable branch."
|
||||
msgstr ""
|
||||
|
||||
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 4.0 stable branch are developed in "
|
||||
"the ``4.0`` Git branch)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Release support timeline"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Stable branches are supported *at least* 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 ""
|
||||
|
||||
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 was the case for the 2.1 branch, and is the case for "
|
||||
"the 3.6 branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In a given minor release series, only the latest patch release receives "
|
||||
"support. If you experience an issue using an older patch release, please "
|
||||
"upgrade to the latest patch release of that series and test again before "
|
||||
"reporting an issue on GitHub."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Version**"
|
||||
msgstr "**Kuvaus**"
|
||||
|
||||
msgid "**Release date**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Support level**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot 4.2 (`master`)"
|
||||
msgstr ""
|
||||
|
||||
msgid "November 2023 (estimate)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"|unstable| *Development.* Receives new features, usability and performance "
|
||||
"improvements, as well as bug fixes, while under development."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "unstable"
|
||||
msgstr "Ota käyttöön"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 4.1"
|
||||
msgstr "Godot"
|
||||
|
||||
msgid "July 2023"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"|supported| Receives fixes for bugs and security issues, as well as patches "
|
||||
"that enable platform support."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "supported"
|
||||
msgstr "Tuettu animaatio"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 4.0"
|
||||
msgstr "Godot"
|
||||
|
||||
msgid "March 2023"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 3.6 (`3.x`, LTS)"
|
||||
msgstr "Godot 3.2"
|
||||
|
||||
msgid "Q3 2023 (estimate)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"|supported| *Beta.* Receives new features, usability and performance "
|
||||
"improvements, as well as bug fixes, while under development."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 3.5"
|
||||
msgstr "Godot 3.2"
|
||||
|
||||
msgid "August 2022"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 3.4"
|
||||
msgstr "Godot 3.2"
|
||||
|
||||
msgid "November 2021"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"|eol| No longer supported, as fully superseded by the compatible 3.5 release "
|
||||
"(last update: 3.4.5)."
|
||||
msgstr ""
|
||||
|
||||
msgid "eol"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 3.3"
|
||||
msgstr "Godot 3.2"
|
||||
|
||||
msgid "April 2021"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"|eol| No longer supported, as fully superseded by the compatible 3.4 release "
|
||||
"(last update: 3.3.4)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot 3.2"
|
||||
msgstr "Godot 3.2"
|
||||
|
||||
msgid "January 2020"
|
||||
msgstr ""
|
||||
|
||||
msgid "|eol| No longer supported (last update: 3.2.3)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot 3.1"
|
||||
msgstr "Godot 3.1"
|
||||
|
||||
msgid "March 2019"
|
||||
msgstr ""
|
||||
|
||||
msgid "|eol| No longer supported (last update: 3.1.2)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot 3.0"
|
||||
msgstr "Godot 3.0"
|
||||
|
||||
msgid "January 2018"
|
||||
msgstr ""
|
||||
|
||||
msgid "|eol| No longer supported (last update: 3.0.6)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot 2.1"
|
||||
msgstr "Godot 2.1"
|
||||
|
||||
msgid "July 2016"
|
||||
msgstr ""
|
||||
|
||||
msgid "|eol| No longer supported (last update: 2.1.6)."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 2.0"
|
||||
msgstr "Godot"
|
||||
|
||||
msgid "February 2016"
|
||||
msgstr ""
|
||||
|
||||
msgid "|eol| No longer supported (last update: 2.0.4.1)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot 1.1"
|
||||
msgstr "Godot 1.1"
|
||||
|
||||
msgid "May 2015"
|
||||
msgstr ""
|
||||
|
||||
msgid "|eol| No longer supported."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 1.0"
|
||||
msgstr "Godot"
|
||||
|
||||
msgid "December 2014"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "partial"
|
||||
msgstr "Partikkelit"
|
||||
|
||||
msgid ""
|
||||
"**Legend:** |supported| Full support – |partial| Partial support – |eol| No "
|
||||
"support (end of life) – |unstable| Development version"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Pre-release Godot versions aren't intended to be used in production and are "
|
||||
"provided for testing purposes only."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project "
|
||||
"from Godot 3.x to 4.x."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Which version should I use for a new project?"
|
||||
msgstr "Mitä minun tulisi käyttää?"
|
||||
|
||||
msgid ""
|
||||
"We recommend using Godot 4.x for new projects, as the Godot 4.x series will "
|
||||
"be supported long after 3.x stops receiving updates in the future. One "
|
||||
"caveat is that a lot of third-party documentation hasn't been updated for "
|
||||
"Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we "
|
||||
"recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to "
|
||||
"check which methods have been renamed (if you get a script error while "
|
||||
"trying to use a specific node or method that was renamed in Godot 4.x)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your project requires a feature that is missing in 4.x (such as GLES2/"
|
||||
"WebGL 1.0), you should use Godot 3.x for a new project instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "Should I upgrade my project to use new engine versions?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Upgrading software while working on a project is inherently risky, so "
|
||||
"consider whether it's a good idea for your project before attempting an "
|
||||
"upgrade. Also, make backups of your project or use version control to "
|
||||
"prevent losing data in case the upgrade goes wrong."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"That said, we do our best to keep minor and especially patch releases "
|
||||
"compatible with existing projects."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The general recommendation is to upgrade your project to follow new *patch* "
|
||||
"releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug "
|
||||
"fixes, security updates and platform support updates (which is especially "
|
||||
"important for mobile platforms). You also get continued support, as only the "
|
||||
"last patch release receives support on official community platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For *minor* releases, you should determine whether it's a good idea to "
|
||||
"upgrade on a case-by-case basis. We've made a lot of effort in making the "
|
||||
"upgrade process as seamless as possible, but some breaking changes may be "
|
||||
"present in minor releases, along with a greater risk of regressions. Some "
|
||||
"fixes included in minor releases may also change a class' expected behavior "
|
||||
"as required to fix some bugs. This is especially the case in classes marked "
|
||||
"as *experimental* in the documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Major* releases bring a lot of new functionality, but they also remove "
|
||||
"previously existing functionality and may raise hardware requirements. They "
|
||||
"also require much more work to upgrade to compared to minor releases. As a "
|
||||
"result, we recommend sticking with the major release you've started your "
|
||||
"project with if you are happy with how your project currently works. For "
|
||||
"example, if your project was started with 3.5, we recommend upgrading to "
|
||||
"3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project "
|
||||
"really needs the new features that come with 4.0+."
|
||||
msgstr ""
|
||||
|
||||
msgid "When is the next release out?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While Godot contributors aren't working under any deadlines, we strive to "
|
||||
"publish minor releases relatively frequently."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In particular, after the very length release cycle for 4.0, we are pivoting "
|
||||
"to a faster paced development workflow, with the 4.1 release expected within "
|
||||
"late Q2 / early Q3 2023."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Frequent minor releases will enable us to ship new features faster (possibly "
|
||||
"as experimental), get user feedback quickly, and iterate to improve those "
|
||||
"features and their usability. Likewise, the general user experience will be "
|
||||
"improved more steadily with a faster path to the end users."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Maintenance (patch) releases are 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 ""
|
||||
|
||||
msgid ""
|
||||
"The 3.6 release is still planned and should be the last stable branch of "
|
||||
"Godot 3.x. It will be a Long-Term Support (LTS) release, which we plan to "
|
||||
"support for as long as users still need it (due to missing features in Godot "
|
||||
"4.x, or having published games which they need to keep updating for platform "
|
||||
"requirements)."
|
||||
msgstr ""
|
||||
|
||||
msgid "What are the criteria for compatibility across engine versions?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This section is intended to be used by contributors to determine which "
|
||||
"changes are safe for a given release. The list is not exhaustive; it only "
|
||||
"outlines the most common situations encountered during Godot's development."
|
||||
msgstr ""
|
||||
|
||||
msgid "The following changes are acceptable in patch releases:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Fixing a bug in a way that has no major negative impact on most projects, "
|
||||
"such as a visual or physics bug. Godot's physics engine is not "
|
||||
"deterministic, so physics bug fixes are not considered to break "
|
||||
"compatibility. If fixing a bug has a negative impact that could impact a lot "
|
||||
"of projects, it should be made optional (e.g. using a project setting or "
|
||||
"separate method)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding a new optional parameter to a method."
|
||||
msgstr ""
|
||||
|
||||
msgid "Small-scale editor usability tweaks."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that we tend to be more conservative with the fixes we allow in each "
|
||||
"subsequent patch release. For instance, 4.0.1 may receive more impactful "
|
||||
"fixes than 4.0.4 would."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following changes are acceptable in minor releases, but not patch "
|
||||
"releases:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Significant new features."
|
||||
msgstr "Ominaisuudet"
|
||||
|
||||
msgid ""
|
||||
"Renaming a method parameter. In C#, method parameters can be passed by name "
|
||||
"(but not in GDScript). As a result, this can break some projects that use C#."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Deprecating a method, member variable, or class. This is done by adding a "
|
||||
"deprecated flag to its class reference, which will show up in the editor. "
|
||||
"When a method is marked as deprecated, it's slated to be removed in the next "
|
||||
"*major* release."
|
||||
msgstr ""
|
||||
|
||||
msgid "Changes that affect the default project theme's visuals."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Bug fixes which significantly change the behavior or the output, with the "
|
||||
"aim to meet user expectations better. In comparison, in patch releases, we "
|
||||
"may favor keeping a buggy behavior so we don't break existing projects which "
|
||||
"likely already rely on the bug or use a workaround."
|
||||
msgstr ""
|
||||
|
||||
msgid "Performance optimizations that result in visual changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following changes are considered **compatibility-breaking** and can only "
|
||||
"be performed in a new major release:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Renaming or removing a method, member variable, or class."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Modifying a node's inheritance tree by making it inherit from a different "
|
||||
"class."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Changing the default value of a project setting value in a way that affects "
|
||||
"existing projects. To only affect new projects, the project manager should "
|
||||
"write a modified ``project.godot`` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since Godot 5.0 hasn't been branched off yet, we currently discourage making "
|
||||
"compatibility-breaking changes of this kind."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When modifying a method's signature in any fashion (including adding an "
|
||||
"optional parameter), a GDExtension compatibility method must be created. "
|
||||
"This ensures that existing GDExtensions continue to work across patch and "
|
||||
"minor releases, so that users don't have to recompile them. See `pull "
|
||||
"request #76446 <https://github.com/godotengine/godot/pull/76446>`_ for more "
|
||||
"information."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,409 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Ongelmien ratkonta"
|
||||
|
||||
msgid ""
|
||||
"This page lists common issues encountered when using Godot and possible "
|
||||
"solutions."
|
||||
msgstr ""
|
||||
"Tämä sivu listaa yleisiä ongelmia ja mahdollisia ratkaisuja niihin Godotia "
|
||||
"käyttäessä."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"See :ref:`doc_using_the_web_editor` for caveats specific to the Web version "
|
||||
"of the Godot editor."
|
||||
msgstr ""
|
||||
"Katso :ref:`doc_using_the_web_editor` Godot-editorin HTML5-versiota "
|
||||
"koskevista varoituksista."
|
||||
|
||||
msgid ""
|
||||
"The editor runs slowly and uses all my CPU and GPU resources, making my "
|
||||
"computer noisy"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a known issue, especially on macOS since most Macs have Retina "
|
||||
"displays. Due to Retina displays' higher pixel density, everything has to be "
|
||||
"rendered at a higher resolution. This increases the load on the GPU and "
|
||||
"decreases perceived performance."
|
||||
msgstr ""
|
||||
|
||||
msgid "There are several ways to improve performance and battery life:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In 3D, click the **Perspective** button in the top left corner and enable "
|
||||
"**Half Resolution**. The 3D viewport will now be rendered at half "
|
||||
"resolution, which can be up to 4 times faster."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the Editor Settings and increase the value of **Low Processor Mode "
|
||||
"Sleep (µsec)** to ``33000`` (30 FPS). This value determines the amount of "
|
||||
"*microseconds* between frames to render. Higher values will make the editor "
|
||||
"feel less reactive but will help decrease CPU and GPU usage significantly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have a node that causes the editor to redraw continuously (such as "
|
||||
"particles), hide it and show it using a script in the ``_ready()`` method. "
|
||||
"This way, it will be hidden in the editor but will still be visible in the "
|
||||
"running project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor stutters and flickers on my variable refresh rate monitor (G-Sync/"
|
||||
"FreeSync)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a `known issue <https://github.com/godotengine/godot/"
|
||||
"issues/38219>`__. Variable refresh rate monitors need to adjust their gamma "
|
||||
"curves continuously to emit a consistent amount of light over time. This can "
|
||||
"cause flicker to appear in dark areas of the image when the refresh rate "
|
||||
"varies a lot, which occurs as the Godot editor only redraws when necessary."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "There are several workarounds for this:"
|
||||
msgstr "Tähän on useita syitä:"
|
||||
|
||||
msgid ""
|
||||
"Enable **Interface > Editor > Update Continuously** in the Editor Settings. "
|
||||
"Keep in mind this will increase power usage and heat/noise emissions since "
|
||||
"the editor will now be rendering constantly, even if nothing has changed on "
|
||||
"screen. To alleviate this, you can increase **Low Processor Mode Sleep "
|
||||
"(µsec)** to ``33000`` (30 FPS) in the Editor Settings. This value determines "
|
||||
"the amount of *microseconds* between frames to render. Higher values will "
|
||||
"make the editor feel less reactive but will help decrease CPU and GPU usage "
|
||||
"significantly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, disable variable refresh rate on your monitor or in the "
|
||||
"graphics driver."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"VRR flicker can be reduced on some displays using the **VRR Control** or "
|
||||
"**Fine Tune Dark Areas** options in your monitor's OSD. These options may "
|
||||
"increase input lag or result in crushed blacks."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If using an OLED display, use the **Black (OLED)** editor theme preset in "
|
||||
"the Editor Settings. This hides VRR flicker thanks to OLED's perfect black "
|
||||
"levels."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "The editor or project takes a very long time to start"
|
||||
msgstr "Editorin tai projektin käynnistyminen kestää pitkään."
|
||||
|
||||
msgid ""
|
||||
"When using one of the Vulkan-based renderers (Forward+ or Forward Mobile), "
|
||||
"the first startup is expected to be relatively long. This is because shaders "
|
||||
"need to be compiled before they can be cached. Shaders also need to be "
|
||||
"cached again after updating Godot, after updating graphics drivers or after "
|
||||
"switching graphics cards."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If the issue persists after the first startup, this is a `known bug <https://"
|
||||
"github.com/godotengine/godot/issues/20566>`__ on Windows when you have "
|
||||
"specific USB peripherals connected. In particular, Corsair's iCUE software "
|
||||
"seems to cause this bug. Try updating your USB peripherals' drivers to their "
|
||||
"latest version. If the bug persists, you need to disconnect the specific "
|
||||
"peripheral before opening the editor. You can then connect the peripheral "
|
||||
"again."
|
||||
msgstr ""
|
||||
"Tämä on `tuttu vika <https://github.com/godotengine/godot/issues/20566>`__ "
|
||||
"Windowsissa, kun on liitetty tiettyjä USB-lisälaitteita. Erityisesti "
|
||||
"Corsair'in iCUE-ohjelmisto näyttää aiheuttavan vian. Kokeile päivittää USB-"
|
||||
"lisälaitteiden' ajurit niiden uusimpaan versioon. Jos vika jatkuu, sinun on "
|
||||
"irrotettava vialliset oheislaitteet ennen editorin avaamista. Sen jälkeen "
|
||||
"voit liittää oheislaitteet uudelleen."
|
||||
|
||||
#, fuzzy
|
||||
msgid "The Godot editor appears frozen after clicking the system console"
|
||||
msgstr ""
|
||||
"Godot-muokkain näyttää jähmettyneeltä, kun olet napsauttanut "
|
||||
"järjestelmäkonsolia."
|
||||
|
||||
msgid ""
|
||||
"When running Godot on Windows with the system console enabled, you can "
|
||||
"accidentally enable *selection mode* by clicking inside the command window. "
|
||||
"This Windows-specific behavior pauses the application to let you select text "
|
||||
"inside the system console. Godot cannot override this system-specific "
|
||||
"behavior."
|
||||
msgstr ""
|
||||
"Kun käytät Godotia Windowsissa, kun järjestelmäkonsoli on käytössä, voit "
|
||||
"vahingossa ottaa käyttöön *valintatilan* klikkaamalla komentoikkunan "
|
||||
"sisällä. Tämä Windows-kohtainen käyttäytyminen pysäyttää sovelluksen, jotta "
|
||||
"voit valita tekstiä järjestelmäkonsolin sisällä. Godot ei voi ohittaa tätä "
|
||||
"järjestelmäkohtaista käyttäytymistä."
|
||||
|
||||
msgid ""
|
||||
"To solve this, select the system console window and press Enter to leave "
|
||||
"selection mode."
|
||||
msgstr ""
|
||||
"Voit ratkaista tämän valitsemalla järjestelmän konsoli-ikkunan ja "
|
||||
"poistumalla valintatilasta painamalla Enter-näppäintä."
|
||||
|
||||
msgid ""
|
||||
"The Godot editor's macOS dock icon gets duplicated every time it is manually "
|
||||
"moved"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you open the Godot editor and manually change the position of the dock "
|
||||
"icon, then restart the editor, you will get a duplicate dock icon all the "
|
||||
"way to the right of the dock."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is due to a design limitation of the macOS dock. The only known way to "
|
||||
"resolve this would be to merge the project manager and editor into a single "
|
||||
"process, which means the project manager would no longer spawn a separate "
|
||||
"process when starting the editor. While using a single process instance "
|
||||
"would bring several benefits, it isn't planned to be done in the near future "
|
||||
"due to the complexity of the task."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To avoid this issue, keep the Godot editor's dock icon at its default "
|
||||
"location as created by macOS."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Some text such as \"NO DC\" appears in the top-left corner of the Project "
|
||||
"Manager and editor window"
|
||||
msgstr ""
|
||||
"Projektinhallinta- ja muokkain-ikkunan vasempaan yläkulmaan ilmestyy teksti, "
|
||||
"kuten \"NO DC\"."
|
||||
|
||||
msgid ""
|
||||
"This is caused by the NVIDIA graphics driver injecting an overlay to display "
|
||||
"information."
|
||||
msgstr ""
|
||||
"Tämä johtuu siitä, että NVIDIA-näytönohjain lisää peittokuvan tietojen "
|
||||
"näyttämiseksi."
|
||||
|
||||
msgid ""
|
||||
"To disable this overlay on Windows, restore your graphics driver settings to "
|
||||
"the default values in the NVIDIA Control Panel."
|
||||
msgstr ""
|
||||
"Jos haluat poistaa tämän päällekkäisyyden käytöstä Windowsissa, palauta "
|
||||
"grafiikkaohjaimen asetukset NVIDIAn ohjauspaneelin oletusarvoihin."
|
||||
|
||||
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 ""
|
||||
"Voit poistaa tämän päällekkäisyyden käytöstä Linuxissa avaamalla ``nvidia-"
|
||||
"settings``, siirtymällä kohtaan **X Screen 0 > OpenGL-asetukset** ja "
|
||||
"poistamalla sen jälkeen valintaruudun **Enable Graphics API Visual "
|
||||
"Indicator**."
|
||||
|
||||
#, fuzzy
|
||||
msgid "The editor or project appears overly sharp or blurry"
|
||||
msgstr "Editorin tai projektin käynnistyminen kestää pitkään."
|
||||
|
||||
msgid ""
|
||||
"Correct appearance (left), oversharpened appearance due to graphics driver "
|
||||
"sharpening (right)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the editor or project appears overly sharp, this is likely due to image "
|
||||
"sharpening being forced on all Vulkan or OpenGL applications by your "
|
||||
"graphics driver. You can disable this behavior in the graphics driver's "
|
||||
"control panel:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control "
|
||||
"Panel**. Open the **Manage 3D settings** tab on the left. In the list in the "
|
||||
"middle, scroll to **Image Sharpening** and set it to **Sharpening Off**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**AMD (Windows):** Open the start menu and choose **AMD Software**. Click "
|
||||
"the settings \"cog\" icon in the top-right corner. Go to the **Graphics** "
|
||||
"tab then disable **Radeon Image Sharpening**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the editor or project appears overly blurry, this is likely due to :abbr:"
|
||||
"`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan or OpenGL "
|
||||
"applications by your graphics driver."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control "
|
||||
"Panel**. Open the **Manage 3D settings** tab on the left. In the list in the "
|
||||
"middle, scroll to **Fast Approximate Antialiasing** and set it to "
|
||||
"**Application Controlled**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**NVIDIA (Linux):** Open the applications menu and choose **NVIDIA X Server "
|
||||
"Settings**. Select to **Antialiasing Settings** on the left, then uncheck "
|
||||
"**Enable FXAA**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**AMD (Windows):** Open the start menu and choose **AMD Software**. Click "
|
||||
"the settings \"cog\" icon in the top-right corner. Go to the **Graphics** "
|
||||
"tab, scroll to the bottom and click **Advanced** to unfold its settings. "
|
||||
"Disable **Morphological Anti-Aliasing**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Third-party vendor-independent utilities such as vkBasalt may also force "
|
||||
"sharpening or FXAA on all Vulkan applications. You may want to check their "
|
||||
"configuration as well."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After changing options in the graphics driver or third-party utilities, "
|
||||
"restart Godot to make the changes effective."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you still wish to force sharpening or FXAA on other applications, it's "
|
||||
"recommended to do so on a per-application basis using the application "
|
||||
"profiles system provided by graphics drivers' control panels."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "The editor or project appears to have washed out colors"
|
||||
msgstr "Editorin tai projektin käynnistyminen kestää pitkään."
|
||||
|
||||
msgid ""
|
||||
"On Windows, this is usually caused by incorrect OS or monitor settings, as "
|
||||
"Godot currently does not support :abbr:`HDR (High Dynamic Range)` *output* "
|
||||
"(even though it may internally render in HDR)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As `most displays are not designed to display SDR content in HDR mode "
|
||||
"<https://tftcentral.co.uk/articles/heres-why-you-should-only-enable-hdr-mode-"
|
||||
"on-your-pc-when-you-are-viewing-hdr-content>`__, it is recommended to "
|
||||
"disable HDR in the Windows settings when not running applications that use "
|
||||
"HDR output. On Windows 11, this can be done by pressing :kbd:`Windows + Alt "
|
||||
"+ B` (this shortcut is part of the Xbox Game Bar app). To toggle HDR "
|
||||
"automatically based on applications currently running, you can use "
|
||||
"`AutoActions <https://github.com/Codectory/AutoActions>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you insist on leaving HDR enabled, it is possible to somewhat improve the "
|
||||
"result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming "
|
||||
"Interest Group)` tonemapping (as opposed to :abbr:`DTM (Dynamic Tone "
|
||||
"Mapping)`), then `using the Windows HDR calibration app <https://support."
|
||||
"microsoft.com/en-us/windows/calibrate-your-hdr-display-using-the-windows-hdr-"
|
||||
"calibration-app-f30f4809-3369-43e4-9b02-9eabebd23f19>`__. It is also "
|
||||
"strongly recommended to use Windows 11 instead of Windows 10 when using HDR. "
|
||||
"The end result will still likely be inferior to disabling HDR on the "
|
||||
"display, though."
|
||||
msgstr ""
|
||||
|
||||
msgid "Support for HDR *output* is planned in a future release."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor/project freezes or displays glitched visuals after resuming the "
|
||||
"PC from suspend"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a known issue on Linux with NVIDIA graphics when using the "
|
||||
"proprietary driver. There is no definitive fix yet, as suspend on Linux + "
|
||||
"NVIDIA is often buggy when OpenGL or Vulkan is involved. The Compatibility "
|
||||
"rendering method (which uses OpenGL) is generally less prone to suspend-"
|
||||
"related issues compared to the Forward+ and Forward Mobile rendering methods "
|
||||
"(which use Vulkan)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The NVIDIA driver offers an *experimental* `option to preserve video memory "
|
||||
"after suspend <https://wiki.archlinux.org/title/NVIDIA/"
|
||||
"Tips_and_tricks#Preserve_video_memory_after_suspend>`__ which may resolve "
|
||||
"this issue. This option has been reported to work better with more recent "
|
||||
"NVIDIA driver versions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To avoid losing work, save scenes in the editor before putting the PC to "
|
||||
"sleep."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The project works when run from the editor, but fails to load some files "
|
||||
"when running from an exported copy"
|
||||
msgstr ""
|
||||
"Projekti toimii, kun se ajetaan muokkaimesta, mutta se ei lataa joitakin "
|
||||
"tiedostoja, kun se ajetaan viedystä kopiosta."
|
||||
|
||||
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 "
|
||||
"*resources* into the PCK file. Some files commonly used, such as JSON files, "
|
||||
"are not considered resources. For example, if you load ``test.json`` in the "
|
||||
"exported project, you need to specify ``*.json`` in the non-resource export "
|
||||
"filter. See :ref:`doc_exporting_projects_export_mode` for more information."
|
||||
msgstr ""
|
||||
"Tämä johtuu yleensä siitä, että unohdit määrittää suodattimen muille kuin "
|
||||
"resurssitiedostoille Vienti-valintaikkunassa. Oletusarvoisesti Godot "
|
||||
"sisällyttää PCK-tiedostoon vain todelliset *resurssit*. Joitakin yleisesti "
|
||||
"käytettyjä tiedostoja, kuten JSON-tiedostoja, ei pidetä resursseina. Jos "
|
||||
"esimerkiksi lataat ``test.json`` vietyyn projektiin, sinun on määriteltävä "
|
||||
"``*.json`` ei-resurssien vientisuodattimeen. Katso lisätietoja kohdasta :ref:"
|
||||
"`doc_exporting_projects_export_mode`."
|
||||
|
||||
msgid ""
|
||||
"Also, note that files and folders whose names begin with a period will never "
|
||||
"be included in the exported project. This is done to prevent version control "
|
||||
"folders like ``.git`` from being included in the exported PCK file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On Windows, this can also be due to :ref:`case sensitivity "
|
||||
"<doc_project_organization_case_sensitivity>` issues. If you reference a "
|
||||
"resource in your script with a different case than on the filesystem, "
|
||||
"loading will fail once you export the project. This is because the virtual "
|
||||
"PCK filesystem is case-sensitive, while Windows's filesystem is case-"
|
||||
"insensitive by default."
|
||||
msgstr ""
|
||||
"Windowsissa tämä voi johtua myös :ref:`case sensitivity "
|
||||
"<doc_project_organization_case_sensitivity>` -ongelmista. Jos viittaat "
|
||||
"resurssiin skriptissäsi isolla alkukirjaimella kuin tiedostojärjestelmässä, "
|
||||
"lataus epäonnistuu kun viet projektin. Tämä johtuu siitä, että virtuaalinen "
|
||||
"PCK-tiedostojärjestelmä on kirjainherkkä, kun taas Windows'n "
|
||||
"tiedostojärjestelmä ei ole oletusarvoisesti kirjainherkkä."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Asset Library"
|
||||
msgstr "Asset-kirjasto"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,347 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Submitting to the Asset Library"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
msgid ""
|
||||
"This tutorial aims to serve as a guide on how you can submit your own assets "
|
||||
"to the `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ "
|
||||
"and share them with the Godot community."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As mentioned in the :ref:`doc_using_assetlib` document, in order to be able "
|
||||
"to submit assets to the AssetLib, you need to have a registered account, and "
|
||||
"be logged in."
|
||||
msgstr ""
|
||||
|
||||
msgid "Submission guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before submitting your asset, please ensure it follows all of the "
|
||||
"requirements, and also consider following the recommendations."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Generally speaking, most assets people submit to the asset library are "
|
||||
"accepted. However, in order for your asset to be accepted, there are a few "
|
||||
"requirements your asset needs to meet to be approved."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The asset must **work**. If the asset doesn't run or otherwise doesn't work "
|
||||
"in the specified Godot version, then it will be rejected."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The asset must have a proper **.gitignore** file. It's important to keep "
|
||||
"redundant data out of the repository. `Here's a template. <https://raw."
|
||||
"githubusercontent.com/aaronfranke/gitignore/godot/Godot.gitignore>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"No **submodules**, or any submodules must be non-essential. GitHub does not "
|
||||
"include submodules in the downloaded ZIP file, so if the asset needs the "
|
||||
"contents of the submodule, your asset won't work."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The **license** needs to be correct. The license listed on the asset library "
|
||||
"must match the license in the repository. The repo MUST have a license file, "
|
||||
"called either \"LICENSE\" or \"LICENSE.md\". This file must contain the "
|
||||
"license text itself and a copyright statement that includes the year(s) and "
|
||||
"copyright holder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use proper **English** for the name and description of your asset. This "
|
||||
"includes using correct capitalization, and using full sentences in the "
|
||||
"description. You can also include other languages, but there should at least "
|
||||
"be an English version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The icon link must be a **direct link**. For icons hosted on GitHub, the "
|
||||
"link must start with \"raw.githubusercontent.com\", not \"github.com\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "Recommendations"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These things are not required for your asset to be approved, but if you "
|
||||
"follow these recommendations, you can help make the asset library a better "
|
||||
"place for all users."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When creating non-project assets, it is common practice to place your files "
|
||||
"inside of an **addons/asset_name/** folder. Do this to avoid having your "
|
||||
"files clash with other assets, or with the files of users installing your "
|
||||
"asset. This folder will **not** be automatically generated when a user "
|
||||
"installs your asset."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Fix or suppress all script **warnings**. The warning system is there to help "
|
||||
"identify issues with your code, but people using your asset don't need to "
|
||||
"see them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make your code conform to the official **style guides**. Having a consistent "
|
||||
"style helps other people read your code, and it also helps if other people "
|
||||
"wish to contribute to your asset. See: the :ref:`doc_gdscript_styleguide` or "
|
||||
"the :ref:`doc_c_sharp_styleguide`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have screenshots in your repo, place them in their own subfolder and "
|
||||
"add an empty **.gdignore** file in the same folder (note: **gd**, not "
|
||||
"**git**). This prevents Godot from importing your screenshots. On Windows, "
|
||||
"open a command prompt in the project folder and run ``type nul > .gdignore`` "
|
||||
"to create a file whose name starts with a period."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your asset is a library for working with other files, consider including "
|
||||
"**example files** in the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Consider adding a **.gitattributes** file to your repo. This file allows "
|
||||
"giving extra instructions to Git, such as specifying line endings and "
|
||||
"listing files not required for your asset to function with the ``export-"
|
||||
"ignore`` directive. This directive removes such files from the resulting ZIP "
|
||||
"file, preventing them from being downloaded by the asset library users. "
|
||||
"These are common examples of **.gitattributes**:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Projects / Templates"
|
||||
msgstr "Projektin tiedostot"
|
||||
|
||||
msgid "Addons / Asset Packs"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are submitting a plugin, add a **copy** of your license and readme to "
|
||||
"the plugin folder itself. This is the folder that users are guaranteed to "
|
||||
"keep with their project, so a copy ensures they always have those files "
|
||||
"handy (and helps them fulfill your licensing terms)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While the asset library allows more than just GitHub, consider hosting your "
|
||||
"asset's source code on **GitHub**. Other services may not work reliably, and "
|
||||
"a lack of familiarity can be a barrier to contributors."
|
||||
msgstr ""
|
||||
|
||||
msgid "Submitting"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you are logged in, you will be able to head over to the \"Submit "
|
||||
"Assets\" page of the AssetLib, which will look like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image0"
|
||||
msgstr "|image0|"
|
||||
|
||||
msgid ""
|
||||
"While it may look like a lot (and there is more as you scroll down), each "
|
||||
"field is described in terms of what you should put in. We will nonetheless "
|
||||
"go over what is required in the submission form here as well."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Asset Name**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The name of your asset. Should be a unique, descriptive title of what your "
|
||||
"asset is."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Category**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The category that your asset belongs to, and will be shown in search "
|
||||
"results. The category is split into **Addons** and **Projects**. In-editor, "
|
||||
"assets of the Project type (Templates, Demos, Projects) only show up when "
|
||||
"viewing the AssetLib from the Project Manager, while assets of the Addon "
|
||||
"type will only be visible from inside a project."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Godot version**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The version of the engine that the asset works with. Currently, it's not "
|
||||
"possible to have a single asset entry contain downloads for multiple engine "
|
||||
"versions, so you may need to re-submit the asset multiple times, with an "
|
||||
"entry for each Godot version it supports. This is particularly important "
|
||||
"when dealing with major versions of the engine, such as Godot 2.x and Godot "
|
||||
"3.x."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Version**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The version number of the asset. While you are free to choose and use any "
|
||||
"versioning scheme that you like, you may want to look into something such as "
|
||||
"`SemVer <https://semver.org>`_ if you want your asset's versioning scheme to "
|
||||
"be clear and consistent. Note that there is also an internal version number, "
|
||||
"incremented every time the asset download URL is changed or updated."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Repository host**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Assets uploaded to the AssetLib are not hosted on it directly. Instead, they "
|
||||
"point to repositories hosted on third-party Git providers, such as GitHub, "
|
||||
"GitLab or Bitbucket. This is where you choose which provider your asset "
|
||||
"uses, so the site can compute the final download link."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Repository URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The URL to your asset's files/webpage. This will vary based on your choice "
|
||||
"of provider, but it should look similar to `https://github.com/<user>/"
|
||||
"<project>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Issues URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The URL to your asset's issue tracker. Again, this will differ from "
|
||||
"repository host to repository host, but will likely look similar to `https://"
|
||||
"github.com/<user>/<project>/issues`. You may leave this field empty if you "
|
||||
"use your provider's issue tracker, and it's part of the same repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Download Commit**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The commit of the asset. For example, "
|
||||
"`b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes the actual "
|
||||
"download URL from this."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Icon URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The URL to your asset's icon (which will be used as a thumbnail in the "
|
||||
"AssetLib search results and on the asset's page). Should be an image in "
|
||||
"either the PNG or JPG format."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The **icon** must be square (1:1 aspect ratio). It should have a minimum "
|
||||
"resolution of 128×128 pixels."
|
||||
msgstr ""
|
||||
|
||||
msgid "**License**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The license under which you are distributing the asset. The list includes a "
|
||||
"variety of free and open source software licenses, such as GPL (v2 and v3), "
|
||||
"MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://"
|
||||
"opensource.org>`_ for a detailed description of each of the listed licenses."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Description**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, you can use the Description field for a textual overview of your "
|
||||
"asset, its features and behavior, a changelog, et cetera. In the future, "
|
||||
"formatting with Markdown will be supported, but currently, your only option "
|
||||
"is plain text."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may also include up to three video and/or image previews, which will be "
|
||||
"shown at the bottom of the asset page. Use the \"Enable\" checkbox on each "
|
||||
"of the preview submission boxes to enable them."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Type**:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Either an image, or a video."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Image/YouTube URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Either a link to the image, or to a video, hosted on YouTube."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Thumbnail URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A URL to an image that will be used as a thumbnail for the preview. This "
|
||||
"option will be removed eventually, and thumbnails will be automatically "
|
||||
"computed instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you are done, press \"Submit\". Your asset will be entered into the "
|
||||
"review queue. You can check all assets currently pending a review `here "
|
||||
"<https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The "
|
||||
"approval process is manual and may take up to a few days for your asset to "
|
||||
"be accepted (or rejected), so please be patient!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may have some luck accelerating the approval process by messaging the "
|
||||
"moderators and AssetLib reviewers on the `Godot Contributors Chat <https://"
|
||||
"chat.godotengine.org/>`_, or the official Discord server."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You will be informed when your asset is reviewed. If it was rejected, you "
|
||||
"will be told why that may have been, and you will be able to submit it again "
|
||||
"with the appropriate changes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,365 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using the Asset Library"
|
||||
msgstr "Asset-kirjasto"
|
||||
|
||||
msgid "On the website"
|
||||
msgstr ""
|
||||
|
||||
msgid "Overview"
|
||||
msgstr "Yleiskatsaus"
|
||||
|
||||
msgid ""
|
||||
"As mentioned before, you can access the web frontend of the Asset Library on "
|
||||
"`Godot's official website <https://godotengine.org/asset-library/asset>`_. "
|
||||
"This is what it looks like when you first visit it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image0"
|
||||
msgstr "|image0|"
|
||||
|
||||
msgid ""
|
||||
"At the top, you see the **header**, which takes you to various other parts "
|
||||
"of the AssetLib - at the moment, it's empty, as we are not logged in."
|
||||
msgstr ""
|
||||
|
||||
msgid "Searching"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the center is the **search bar + settings** section, and the **assets** "
|
||||
"section below it - this lets you filter out certain kinds of assets based on "
|
||||
"a host of criteria. These include the asset **category** (such as 2D tools, "
|
||||
"scripts and demos), **engine version** they are intended for, **sorting "
|
||||
"order** (by update date, by name, etc.) and **support level**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While most other filter settings should be fairly self-explanatory, it's "
|
||||
"worth going over what \"support level\" means in the Asset Library. "
|
||||
"Currently there are three support levels, and each asset can belong to only "
|
||||
"one."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Official** assets are created and maintained by the official Godot Engine "
|
||||
"developers. Currently, these include the official engine demos, which "
|
||||
"showcase how various areas of the engine work."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Community** assets are submitted and maintained by the members of the "
|
||||
"Godot community."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Testing** assets are works-in-progress, and may contain bugs and usability "
|
||||
"issues. They are not recommended for use in serious projects, but you are "
|
||||
"encouraged to download, test them, and submit issues to the original authors."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can mix and match any of the search filters and criteria, and upon "
|
||||
"clicking the Search button, receive the list of all assets in the Library "
|
||||
"that match them."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image1"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"Note that the search results are not updated in real-time, so you will have "
|
||||
"to re-submit the search query each time you change the query settings."
|
||||
msgstr ""
|
||||
|
||||
msgid "Breakdown of an asset"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now let's take a look at what an asset's page looks like and what it "
|
||||
"contains."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image2"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid "Asset's thumbnail/icon."
|
||||
msgstr ""
|
||||
|
||||
msgid "Asset's name."
|
||||
msgstr ""
|
||||
|
||||
msgid "Current version number of the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid "Asset's category, Godot version, and support status."
|
||||
msgstr ""
|
||||
|
||||
msgid "Asset's original author/submitter."
|
||||
msgstr ""
|
||||
|
||||
msgid "The license the asset is distributed under."
|
||||
msgstr ""
|
||||
|
||||
msgid "The date of the asset's latest edit/update."
|
||||
msgstr ""
|
||||
|
||||
msgid "A textual description of the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid "Links related to the asset (download link, file list, issue tracker)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Images and videos showcasing the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid "Registering and logging in"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to upload assets to the AssetLib, you need to be logged in, and to "
|
||||
"do that, you need a registered user account. In the future, this may also "
|
||||
"give you access to other features, such as commenting on or rating the "
|
||||
"existing assets. You do *not* need to be logged in to browse and download "
|
||||
"the assets."
|
||||
msgstr ""
|
||||
|
||||
msgid "The login/registration page can be accessed from the AssetLib header."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "|image3|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image3"
|
||||
msgstr "|image3|"
|
||||
|
||||
msgid ""
|
||||
"From here, you can register your account, which requires a valid email "
|
||||
"address, a username, and a (preferably strong) password."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "|image4|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image4"
|
||||
msgstr "|image4|"
|
||||
|
||||
msgid "Then, you can use your username and password to log in."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "|image5|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image5"
|
||||
msgstr "|image5|"
|
||||
|
||||
msgid ""
|
||||
"This will change the look of the AssetLib header. Now you get access to a "
|
||||
"handful of new functions:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The feed, which shows a list of status updates on your submitted assets (and "
|
||||
"possibly more in the future)."
|
||||
msgstr ""
|
||||
|
||||
msgid "A list of your uploaded assets."
|
||||
msgstr ""
|
||||
|
||||
msgid "The ability to submit new assets."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "image6"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"You can learn how to submit assets to the Library, and what the asset "
|
||||
"submission guidelines are, in the next part of this tutorial, :ref:"
|
||||
"`doc_submitting_to_assetlib`."
|
||||
msgstr ""
|
||||
|
||||
msgid "In the editor"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor will display different categories of assets depending on whether "
|
||||
"you're browsing the Project Manager's **Asset Library Projects** tab or the "
|
||||
"editor's **AssetLib** tab."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Project Manager's **Asset Library Projects** tab will only display "
|
||||
"assets that are standalone projects by themselves. This is denoted on the "
|
||||
"asset library with the *Templates*, *Demos* and *Projects* categories."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor's **AssetLib** tab will only display assets that are *not* "
|
||||
"standalone projects by themselves. In other words, it will display assets "
|
||||
"from all categories except *Templates*, *Demos* and *Projects*."
|
||||
msgstr ""
|
||||
|
||||
msgid "You can also access the AssetLib directly from Godot:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr "|image7|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image7"
|
||||
msgstr "|image7|"
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr "|image14|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image14"
|
||||
msgstr "|image14|"
|
||||
|
||||
msgid ""
|
||||
"Click on it, and Godot will fetch info about the assets from the AssetLib. "
|
||||
"Once it's finished, you will see a window similar to what the AssetLib "
|
||||
"website looks like, with some differences:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr "|image8|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image8"
|
||||
msgstr "|image8|"
|
||||
|
||||
msgid ""
|
||||
"Similarly to the web version of the AssetLib, here you can search for assets "
|
||||
"by category, name, and sort them by factors such as name or edit date."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Notably, you can only fetch assets for the current version of Godot you are "
|
||||
"running. Projects, Demos and Templates can be downloaded from the Project "
|
||||
"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be "
|
||||
"downloaded from the in-project AssetLib and added to the current project. In "
|
||||
"addition, unlike when using the web frontend, the search results are updated "
|
||||
"in real-time (you do not have to press Search after every change to your "
|
||||
"search query for the changes to take place)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the future, you will be able to choose a different AssetLib provider to "
|
||||
"fetch assets from (using the Site dropdown menu), however currently only the "
|
||||
"official `Godot website <https://godotengine.org>`_ version of the AssetLib "
|
||||
"is supported, as well as the version that may be running on your local "
|
||||
"machine's web server (the localhost option)."
|
||||
msgstr ""
|
||||
|
||||
msgid "When you click on an asset, you will see more information about it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr "|image9|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image9"
|
||||
msgstr "|image9|"
|
||||
|
||||
msgid ""
|
||||
"If you click on the Install button, Godot will fetch an archive of the "
|
||||
"asset, and will track download progress of it at the bottom of the editor "
|
||||
"window. If the download fails, you can retry it using the Retry button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr "|image10|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image10"
|
||||
msgstr "|image10|"
|
||||
|
||||
msgid ""
|
||||
"When it finishes, you can proceed to install it using the Install button. "
|
||||
"This will bring up the Package Installer window."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr "|image11|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image11"
|
||||
msgstr "|image11|"
|
||||
|
||||
msgid ""
|
||||
"Here you can see a list of all the files that will be installed. You can "
|
||||
"tick off any of the files that you do not wish to install, and Godot will "
|
||||
"also inform you about any problems with files that it cannot install. These "
|
||||
"files will be shown in red, and hovering over them will show you a message "
|
||||
"stating why it cannot be installed."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr "|image12|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image12"
|
||||
msgstr "|image12|"
|
||||
|
||||
msgid ""
|
||||
"Once you are done, you can press the Install button, which will unzip all "
|
||||
"the files in the archive, and import any assets contained therein, such as "
|
||||
"images or 3D models. Once this is done, you should see a message stating "
|
||||
"that the Package installation is complete."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr "|image13|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image13"
|
||||
msgstr "|image13|"
|
||||
|
||||
msgid ""
|
||||
"You may also use the Import button to import asset archives obtained "
|
||||
"elsewhere (such as downloading them directly from the AssetLib web "
|
||||
"frontend), which will take you through the same package installation "
|
||||
"procedure as with the assets downloaded directly via Godot that we just "
|
||||
"covered."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,93 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "About the Asset Library"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Godot Asset Library, otherwise known as the AssetLib, is a repository of "
|
||||
"user-submitted Godot addons, scripts, tools, and other resources, "
|
||||
"collectively referred to as assets. They're available to all Godot users for "
|
||||
"download directly from within the engine, but it can also be accessed at "
|
||||
"Godot's `official website <https://godotengine.org/asset-library/asset>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the surface, the Asset Library might look and function similar to asset "
|
||||
"stores available for other engines, such as Unity's Asset Store, or Unreal "
|
||||
"Engine's Marketplace, where you can submit both freely-available assets, as "
|
||||
"well as paid, commercial ones. In addition, often times such assets are "
|
||||
"distributed under non-free, proprietary licenses, limiting what you can do "
|
||||
"with them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Asset Library is different - all assets are distributed free of charge, "
|
||||
"and under a host of open source licenses (such as the MIT license, the GPL, "
|
||||
"and the Boost Software License). This makes the AssetLib more similar to the "
|
||||
"software repositories of a Linux distribution."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This set of pages will cover how to use the AssetLib (both from inside "
|
||||
"Godot, and on the website), how you can submit your own assets, and what the "
|
||||
"guidelines for submission are."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Please note that the AssetLib is relatively young - it may have various pain "
|
||||
"points, bugs, and usability issues. As with all Godot projects, the code "
|
||||
"repository is available on `GitHub <https://github.com/godotengine/godot-"
|
||||
"asset-library>`_, where you can submit pull requests and issues, so please "
|
||||
"do not hesitate to visit it!"
|
||||
msgstr ""
|
||||
|
||||
msgid "Types of assets"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be aware that there are, broadly, two different types of assets you can post."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Assets labeled as \"Templates\", \"Projects\", or \"Demos\" appear under the "
|
||||
"\"Asset Library Projects\" tab in the Godot Project Manager. These assets "
|
||||
"are standalone Godot projects that can run by themselves."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Other assets show up inside of the Godot editor under the \"AssetLib\" main "
|
||||
"screen tab, next to \"2D\", \"3D\", and \"Script\". These assets are meant "
|
||||
"to be downloaded and placed into an existing Godot project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Frequently asked questions"
|
||||
msgstr "Usein kysytyt kysymykset"
|
||||
|
||||
msgid "Can paid assets be uploaded to the asset library?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Not to the official one, though in the future, there might be other asset "
|
||||
"libraries which allow it. That said, you are allowed to monetize and sell "
|
||||
"Godot assets outside the Asset Library."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,121 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Community channels"
|
||||
msgstr "Yhteisökanavat"
|
||||
|
||||
msgid ""
|
||||
"So, where is the Godot community and where can you ask questions and get "
|
||||
"help?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that some of these channels are run and moderated by members of the "
|
||||
"Godot community or third parties."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A brief overview over these and other channels is also available on the "
|
||||
"`Godot website <https://godotengine.org/community>`_."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid "Q&A"
|
||||
msgstr "Kysymykset ja vastaukset"
|
||||
|
||||
msgid "`Official Godot Questions & Answers <https://godotengine.org/qa/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Rocket.Chat"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "`Godot Contributors Chat <https://chat.godotengine.org/>`_"
|
||||
msgstr ""
|
||||
"Jos käytät Blenderiä, vilkaise omaa `Better Collada Exporter <https://"
|
||||
"godotengine.org/download>`_ vientityökaluamme."
|
||||
|
||||
msgid "IRC on Libera.Chat"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As of January 2021, core developer chat has moved to the Godot Contributors "
|
||||
"Chat platform listed above."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`General: #godotengine <https://web.libera.chat/?channels=#godotengine>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"IRC is less active than Discord. Please stick around to get an answer, as it "
|
||||
"may take several hours for someone to see and answer your questions."
|
||||
msgstr ""
|
||||
|
||||
msgid "Other chats"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Discord <https://discord.gg/4JBkykG>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Language-based communities"
|
||||
msgstr "Valtava yhteisö"
|
||||
|
||||
msgid ""
|
||||
"See the `User groups <https://godotengine.org/community/user-groups>`_ page "
|
||||
"of the website for a list of local communities."
|
||||
msgstr ""
|
||||
|
||||
msgid "Social networks"
|
||||
msgstr ""
|
||||
|
||||
msgid "`GitHub <https://github.com/godotengine/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Twitter <https://twitter.com/godotengine>`_ (see also the `#GodotEngine "
|
||||
"<https://twitter.com/hashtag/GodotEngine>`_ hashtag)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "`YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Forum"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Godot Forums <https://godotforums.org/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,240 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Tutorials and resources"
|
||||
msgstr "Oppaat ja resurssit"
|
||||
|
||||
msgid ""
|
||||
"This is a list of third-party tutorials and resources created by the Godot "
|
||||
"community. For resources, remember that there is the official `Godot Asset "
|
||||
"Library <https://godotengine.org/asset-library/asset>`_ full of official and "
|
||||
"community resources too! Also, have a look at this `huge list over at Reddit "
|
||||
"<https://www.reddit.com/r/godot/comments/an0iq5/"
|
||||
"godot_tutorials_list_of_video_and_written/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Think there is something missing here? Feel free to submit a `Pull Request "
|
||||
"<https://github.com/godotengine/godot-docs/blob/master/community/tutorials."
|
||||
"rst>`_ as always."
|
||||
msgstr ""
|
||||
|
||||
msgid "Where to start"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Godot video tutorials by `GDQuest <https://www.youtube.com/channel/"
|
||||
"UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_, `Game from Scratch <https://www."
|
||||
"youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ "
|
||||
"and `KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
|
||||
"playlists>`_ are well-regarded in the community and often recommended as a "
|
||||
"gentle introduction to beginners."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"GDQuest's *Learn GDScript From Zero* is a free and open source interactive "
|
||||
"tutorial for absolute beginners to learn to program with Godot's GDScript "
|
||||
"language. It is available as a `desktop application <https://gdquest.itch.io/"
|
||||
"learn-godot-gdscript>`_ or `in the browser <https://gdquest.github.io/learn-"
|
||||
"gdscript>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D "
|
||||
"or shaders."
|
||||
msgstr ""
|
||||
|
||||
msgid "Video tutorials"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Godot Tutorials <https://www.youtube.com/channel/"
|
||||
"UCnr9ojBEQGgwbcKsZC-2rIg>`_ (2D, GDScript, Programming Basics)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, "
|
||||
"GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`FinePointCGI <https://www.youtube.com/channel/UCSojAWUnEUTUcdA9iJ6bryQ>`_ "
|
||||
"(2D, 3D, GDScript and C#)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/"
|
||||
"playlists>`_ (2D and 3D, GDScript and C#)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ "
|
||||
"(2D, networked multiplayer, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/"
|
||||
"videos>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Game from Scratch <https://www.youtube.com/watch?"
|
||||
"v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ (2D and 3D, "
|
||||
"GDScript and C#)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`HeartBeast <https://www.youtube.com/watch?v=wETY5_9kFtA&list=PL9FzW-"
|
||||
"m48fn2jlBu_0DRh7PvAt-GULEmd>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
|
||||
"playlists>`__ (2D and 3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Mister Taft Creates <https://www.youtube.com/playlist?"
|
||||
"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Miziziziz <https://www.youtube.com/playlist?"
|
||||
"list=PLmugv6_kd0qNyt0WHVnac1f5IFzG-7grN>`_ (2D and 3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?"
|
||||
"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Pigdev <https://www.youtube.com/playlist?"
|
||||
"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, "
|
||||
"GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`TheBuffED <https://www.youtube.com/watch?"
|
||||
"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Code with Tom <https://www.youtube.com/playlist?"
|
||||
"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`BornCG <https://www.youtube.com/playlist?"
|
||||
"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`TheGuideKnight <https://www.youtube.com/playlist?"
|
||||
"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ "
|
||||
"(GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Kasper Frandsen <https://www.youtube.com/c/KasperFrandsen/>`_ (3D, Shaders)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`bitbrain <https://www.youtube.com/watch?v=lFIBn8kJ-"
|
||||
"IM&list=PL4AhUX6lGjJWfiDORSmEu8x_myelbe1p2>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid "`Gwizz <https://www.youtube.com/@Gwizz1027>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid "`Quiver <https://quiver.dev/>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Maker Tech <https://www.youtube.com/watch?v=0mUoRdYe0s4>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Text tutorials"
|
||||
msgstr "Tekstioppaat"
|
||||
|
||||
msgid "`FinepointCGI website by Mitch <https://finepointcgi.io/>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Godot Recipes by KidsCanCode <https://kidscancode.org/godot_recipes/4.x/>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Godot Tutorials by SomethingLikeGames <https://www.somethinglikegames.de/en/"
|
||||
"tags/godot-engine/>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Devlogs"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/"
|
||||
"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-"
|
||||
"vJC011lYw/videos>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "`DevDuck (2D) <https://www.youtube.com/@devduck/videos>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources"
|
||||
msgstr "Resurssit"
|
||||
|
||||
msgid ""
|
||||
"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons "
|
||||
"<https://github.com/godotengine/awesome-godot>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz "
|
||||
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
|
||||
msgstr ""
|
||||
"`Zeef Godot Engine: Kuratoitu hakemisto resursseja Andre Schmitziltä "
|
||||
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,332 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Best practices for engine contributors"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
msgid ""
|
||||
"Godot has a large amount of users who have the ability to contribute because "
|
||||
"the project itself is aimed mainly at users who can code. That being said, "
|
||||
"not all of them have the same level of experience working in large projects "
|
||||
"or in software engineering, which can lead to common misunderstandings and "
|
||||
"bad practices during the process of contributing code to the project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Language"
|
||||
msgstr "Kieli"
|
||||
|
||||
msgid ""
|
||||
"The scope of this document is to be a list of best practices for "
|
||||
"contributors to follow, as well as to create a language they can use to "
|
||||
"refer to common situations that arise in the process of submitting their "
|
||||
"contributions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While a generalized list of software development best practices might be "
|
||||
"useful, we'll focus on the situations that are most common in our project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Contributions are most of the time categorized as bug fixes, enhancements or "
|
||||
"new features. To abstract this idea, we will call them *Solutions*, because "
|
||||
"they always seek to solve something that can be described as a *Problem*."
|
||||
msgstr ""
|
||||
|
||||
msgid "Best Practices"
|
||||
msgstr "Parhaat käytännöt"
|
||||
|
||||
msgid "#1: The problem always comes first"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Many contributors are extremely creative and just enjoy the process of "
|
||||
"designing abstract data structures, creating nice user interfaces, or simply "
|
||||
"love programming. Whatever the case may be, they come up with cool ideas, "
|
||||
"which may or may not solve real problems."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These are usually called *solutions in search of a problem*. In an ideal "
|
||||
"world, they would not be harmful but, in reality, code takes time to write, "
|
||||
"takes up space and requires maintenance once it exists. Avoiding the "
|
||||
"addition of anything unnecessary is always considered a good practice in "
|
||||
"software development."
|
||||
msgstr ""
|
||||
|
||||
msgid "#2: To solve the problem, it has to exist in the first place"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a variation of the previous practice. Adding anything unnecessary is "
|
||||
"not a good idea, but what constitutes what is necessary and what isn't?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The answer to this question is that the problem needs to *exist* before it "
|
||||
"can be actually solved. It must not be speculation or a belief. The user "
|
||||
"must be using the software as intended to create something they *need*. In "
|
||||
"this process, the user may stumble upon a problem that requires a solution "
|
||||
"to proceed, or in order to achieve greater productivity. In this case, *a "
|
||||
"solution is needed*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Believing that problems may arise in the future and that the software needs "
|
||||
"to be ready to solve them by the time they appear is called *\"Future "
|
||||
"proofing\"* and its characterized by lines of thought such as:"
|
||||
msgstr ""
|
||||
|
||||
msgid "I think it would be useful for users to..."
|
||||
msgstr ""
|
||||
|
||||
msgid "I think users will eventually need to..."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is generally considered a bad habit because trying to solve problems "
|
||||
"that *don't actually exist* in the present will often lead to code that will "
|
||||
"be written but never used, or that is considerably more complex to use and "
|
||||
"maintain than it needs to be."
|
||||
msgstr ""
|
||||
|
||||
msgid "#3: The problem has to be complex or frequent"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Software is designed to solve problems, but we can't expect it to solve "
|
||||
"*every problem that exists under the sun*. As a game engine, Godot will help "
|
||||
"you make games better and faster, but it won't make an *entire game* for "
|
||||
"you. A line must be drawn somewhere."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Whether a problem is worth solving is determined by the effort that is "
|
||||
"required to work around it. The required effort depends on:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The complexity of the problem"
|
||||
msgstr "Ongelman monimutkaisuus"
|
||||
|
||||
msgid "The frequency the problem"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the problem is *too complex* for most users to solve, then the software "
|
||||
"should offer a ready-made solution for it. Likewise, if the problem is easy "
|
||||
"for the user to work around, offering such a solution is unnecessary."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The exception, however, is when the user encounters a problem *frequently "
|
||||
"enough* that having to do the simple solution every time becomes an "
|
||||
"annoyance. In this case, the software should offer a solution to simplify "
|
||||
"the use case."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It's usually easy to tell if a problem is complex or frequent, but it can be "
|
||||
"difficult. This is why discussing with other developers (next point) is "
|
||||
"always advised."
|
||||
msgstr ""
|
||||
|
||||
msgid "#4: The solution must be discussed with others"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Often, users will be immersed in their own projects when they stumble upon "
|
||||
"problems. These users will naturally try to solve the problem from their "
|
||||
"perspective, thinking only about their own use case. As a result, user "
|
||||
"proposed solutions don't always contemplate all use cases and are often "
|
||||
"biased towards the user's own requirements."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For developers, the perspective is different. They may find the user's "
|
||||
"problem too unique to justify a solution (instead of a workaround), or they "
|
||||
"might suggest a partial (usually simpler or lower level) solution that "
|
||||
"applies to a wider range of known problems and leave the rest of the "
|
||||
"solution up to the user."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In any case, before attempting to contribute, it is important to discuss the "
|
||||
"actual problems with the other developers or contributors, so a better "
|
||||
"agreement on implementation can be reached."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The only exception is when an area of code has a clear agreed upon owner, "
|
||||
"who talks to users directly and has the most knowledge to implement a "
|
||||
"solution directly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, Godot's philosophy is to favor ease of use and maintenance over "
|
||||
"absolute performance. Performance optimizations will be considered, but they "
|
||||
"may not be accepted if they make something too difficult to use or if they "
|
||||
"add too much complexity to the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid "#5: To each problem, its own solution"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For programmers, it is always a most enjoyable challenge to find the most "
|
||||
"optimal solutions to problems. It is possible to go overboard, though. "
|
||||
"Sometimes, contributors will try to come up with solutions that solve as "
|
||||
"many problems as possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The situation will often take a turn for the worse when, in order to make "
|
||||
"this solution appear even more fantastic and flexible, the pure speculation-"
|
||||
"based problems (as described in #2) also make their appearance on stage."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The main problem is that, in reality, it rarely works this way. Most of the "
|
||||
"time, writing an individual solution to each problem results in code that is "
|
||||
"simpler and more maintainable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Additionally, solutions that target individual problems are better for the "
|
||||
"users. Targeted solutions allow users find something that does exactly what "
|
||||
"they need, without having to learn a more complex system they will only need "
|
||||
"for simple tasks."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Big and flexible solutions also have an additional drawback which is that, "
|
||||
"over time, they are rarely flexible enough for all users. Users end up "
|
||||
"requesting more and more functionality which ends up making the API and "
|
||||
"codebase more and more complex."
|
||||
msgstr ""
|
||||
|
||||
msgid "#6: Cater to common use cases, leave the door open for the rare ones"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a continuation of the previous point, which further explains why "
|
||||
"this way of thinking and designing software is preferred."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As mentioned before (in point #2), it is very difficult for us (as human "
|
||||
"beings who design software) to actually understand all future user needs. "
|
||||
"Trying to write very flexible structures that cater to many use cases at "
|
||||
"once is often a mistake."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We may come up with something we believe is brilliant but later find out "
|
||||
"that users will never even use half of it or that they require features that "
|
||||
"don't quite fit into our original design, forcing us to either throw it away "
|
||||
"or make it even more complex."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The question is then, how do we design software that both allows users to do "
|
||||
"*what we know they need to do* now and allows them to do *what we don't yet "
|
||||
"know they'll need to do* in the future?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The answer to this question is that, to ensure users still can do what they "
|
||||
"want to do, we need to give them access to a *low level API* that they can "
|
||||
"use to achieve what they want, even if it's more work for them because it "
|
||||
"means reimplementing some logic that already exists."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In real-life scenarios, these use cases will be at most rare and uncommon "
|
||||
"anyway, so it makes sense a custom solution needs to be written. This is why "
|
||||
"it's important to still provide users the basic building blocks to do it."
|
||||
msgstr ""
|
||||
|
||||
msgid "#7: Prefer local solutions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When looking for a solution to a problem, be it implementing a new feature "
|
||||
"or fixing a bug, sometimes the easiest path is to add data or a new function "
|
||||
"in the core layers of code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The main problem here is, adding something to the core layers that will only "
|
||||
"be used from a single location far away will not only make the code more "
|
||||
"difficult to follow (split in two), but also make the core API larger, more "
|
||||
"complex, more difficult to understand in general."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is bad, because readability and cleanness of core APIs is always of "
|
||||
"extreme importance given how much code relies on it, and because it's key "
|
||||
"for new contributors as a starting point to learning the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A common reason for wanting to do this is that it's usually less code to "
|
||||
"simply add a hack in the core layers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Doing so is not advised. Generally, the code for a solution should be closer "
|
||||
"to where the problem originates, even if it involves additional, duplicated, "
|
||||
"more complex, or less efficient code. More creativity might be needed, but "
|
||||
"this path is always the advised one."
|
||||
msgstr ""
|
||||
|
||||
msgid "#8: Don't use complex canned solutions for simple problems"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Not every problem has a simple solution and, many times, the right choice is "
|
||||
"to use a third party library to solve the problem."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As Godot requires to be shipped in a large amount of platforms, we can't "
|
||||
"link libraries dynamically. Instead, we bundle them in our source tree."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As a result, we are very picky with what goes in, and we tend to prefer "
|
||||
"smaller libraries (single header ones are our favorite). We will only bundle "
|
||||
"something larger if there is no other choice."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Libraries must use a permissive enough license to be included into Godot. "
|
||||
"Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL "
|
||||
"2.0. In particular, we cannot accept libraries licensed under the GPL or "
|
||||
"LGPL since these licenses effectively disallow static linking in proprietary "
|
||||
"software (which Godot is distributed as in most exported projects). This "
|
||||
"requirement also applies to the editor, since we may want to run it on iOS "
|
||||
"in the long term. Since iOS doesn't support dynamic linking, static linking "
|
||||
"is the only option on that platform."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,382 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Code style guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When contributing to Godot's source code, you will be expected to follow the "
|
||||
"style guidelines outlined below. Some of them are checked via the Continuous "
|
||||
"Integration process and reviewers will ask you to fix potential issues, so "
|
||||
"best setup your system as outlined below to ensure all your commits follow "
|
||||
"the guidelines."
|
||||
msgstr ""
|
||||
|
||||
msgid "C++ and Objective-C"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are no written guidelines, but the code style agreed upon by the "
|
||||
"developers is enforced via the `clang-format <https://clang.llvm.org/docs/"
|
||||
"ClangFormat.html>`__ code beautifier, which takes care for you of all our "
|
||||
"conventions. To name a few:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Indentation and alignment are both tab based (respectively one and two tabs)"
|
||||
msgstr ""
|
||||
|
||||
msgid "One space around math and assignments operators as well as after commas"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Pointer and reference operators are affixed to the variable identifier, not "
|
||||
"to the type name"
|
||||
msgstr ""
|
||||
|
||||
msgid "See further down regarding header includes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The rules used by clang-format are outlined in the `.clang-format <https://"
|
||||
"github.com/godotengine/godot/blob/master/.clang-format>`__ file of the Godot "
|
||||
"repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As long as you ensure that your style matches the surrounding code and that "
|
||||
"you not introducing trailing whitespace or space-based indentation, you "
|
||||
"should be fine. If you plan to contribute regularly however, we strongly "
|
||||
"advise that you setup clang-format locally to check and automatically fix "
|
||||
"all your commits."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's code style should *not* be applied to third-party code, i.e. that is "
|
||||
"included in Godot's source tree but was not written specifically for our "
|
||||
"project. Such code usually come from different upstream projects with their "
|
||||
"own style guides (or lack thereof), and don't want to introduce differences "
|
||||
"that would make syncing with upstream repositories harder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Third-party code is usually included in the ``thirdparty/`` folder and can "
|
||||
"thus easily be excluded from formatting scripts. For the rare cases where a "
|
||||
"third-party code snippet needs to be included directly within a Godot file, "
|
||||
"you can use ``/* clang-format off */`` and ``/* clang-format on */`` to tell "
|
||||
"clang-format to ignore a chunk of code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These guidelines only cover code formatting. See :ref:"
|
||||
"`doc_cpp_usage_guidelines` for a list of language features that are "
|
||||
"permitted in pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using clang-format locally"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"First of all, you will need to install clang-format. As of now, you need to "
|
||||
"use **clang-format 13** to be compatible with Godot's format. Later versions "
|
||||
"might be suitable, but previous versions may not support all used options, "
|
||||
"or format some things differently, leading to style issues in pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid "Installation"
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's how to install clang-format:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Linux: It will usually be available out-of-the-box with the clang toolchain "
|
||||
"packaged by your distribution. If your distro version is not the required "
|
||||
"one, you can download a pre-compiled version from the `LLVM website <https://"
|
||||
"releases.llvm.org/download.html>`__, or if you are on a Debian derivative, "
|
||||
"use the `upstream repos <https://apt.llvm.org/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"macOS and Windows: You can download precompiled binaries from the `LLVM "
|
||||
"website <https://releases.llvm.org/download.html>`__. You may need to add "
|
||||
"the path to the binary's folder to your system's ``PATH`` environment "
|
||||
"variable to be able to call ``clang-format`` out of the box."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You then have different possibilities to apply clang-format to your changes:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Manual usage"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can apply clang-format manually one or more files with the following "
|
||||
"command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``-i`` means that the changes should be written directly to the file (by "
|
||||
"default clang-format would only output the fixed version to the terminal)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The path can point to several files, either one after the other or using "
|
||||
"wildcards like in a typical Unix shell. Be careful when globbing so that you "
|
||||
"don't run clang-format on compiled objects (.o and .a files) that are in "
|
||||
"Godot's tree. So better use ``core/*.{cpp,h}`` than ``core/*``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Pre-commit hook"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For ease of use, we provide a pre-commit hook for Git that will run clang-"
|
||||
"format automatically on all your commits to check them, and let you apply "
|
||||
"its changes in the final commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This \"hook\" is a script which can be found in ``misc/hooks``, refer to "
|
||||
"that folder's README.md for installation instructions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your clang-format is not in the ``PATH``, you may have to edit the ``pre-"
|
||||
"commit-clang-format`` to point to the correct binary for it to work. The "
|
||||
"hook was tested on Linux and macOS, but should also work in the Git Shell on "
|
||||
"Windows."
|
||||
msgstr ""
|
||||
|
||||
msgid "IDE plugin"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Most IDEs or code editors have beautifier plugins that can be configured to "
|
||||
"run clang-format automatically, for example each time you save a file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is a non-exhaustive list of beautifier plugins for some IDEs:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Qt Creator: `Beautifier plugin <https://doc.qt.io/qtcreator/creator-"
|
||||
"beautifier.html>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio Code: `Clang-Format <https://marketplace.visualstudio.com/"
|
||||
"items?itemName=xaver.clang-format>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio: `ClangFormat <https://marketplace.visualstudio.com/items?"
|
||||
"itemName=LLVMExtensions.ClangFormat>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "vim: `vim-clang-format <https://github.com/rhysd/vim-clang-format>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"CLion: Starting from version ``2019.1``, no plugin is required. Instead, "
|
||||
"enable `ClangFormat <https://www.jetbrains.com/help/clion/clangformat-as-"
|
||||
"alternative-formatter.html#clion-support>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "(Pull requests welcome to extend this list with tested plugins.)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Header includes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When adding new C++ or Objective-C files or including new headers in "
|
||||
"existing ones, the following rules should be followed:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The first lines in the file should be Godot's copyright header and MIT "
|
||||
"license, copy-pasted from another file. Make sure to adjust the filename."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In a ``.h`` header, include guards should be used with the form "
|
||||
"``FILENAME_H``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In a ``.cpp`` file (e.g. ``filename.cpp``), the first include should be the "
|
||||
"one where the class is declared (e.g. ``#include \"filename.h\"``), followed "
|
||||
"by an empty line for separation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then come headers from Godot's own code base, included in alphabetical order "
|
||||
"(enforced by ``clang-format``) with paths relative to the root folder. Those "
|
||||
"includes should be done with quotes, e.g. ``#include \"core/object.h\"``. "
|
||||
"The block of Godot header includes should then be followed by an empty line "
|
||||
"for separation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, third-party headers (either from ``thirdparty`` or from the "
|
||||
"system's include paths) come next and should be included with the < and > "
|
||||
"symbols, e.g. ``#include <png.h>``. The block of third-party headers should "
|
||||
"also be followed by an empty line for separation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot and third-party headers should be included in the file that requires "
|
||||
"them, i.e. in the `.h` header if used in the declarative code or in the `."
|
||||
"cpp` if used only in the imperative code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Java"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's Java code (mostly in ``platform/android``) is also enforced via "
|
||||
"``clang-format``, so see the instructions above to set it up. Keep in mind "
|
||||
"that this style guide only applies to code written and maintained by Godot, "
|
||||
"not third-party code such as the ``java/src/com/google`` subfolder."
|
||||
msgstr ""
|
||||
|
||||
msgid "Python"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's SCons buildsystem is written in Python, and various scripts included "
|
||||
"in the source tree are also using Python."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For those, we follow the `Black style guide <https://github.com/psf/"
|
||||
"black#the-black-code-style>`__. Blacken your Python changes using `Black "
|
||||
"<https://pypi.org/project/black/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using black locally"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"First of all, you will need to install Black. Black requires Python 3.7+ to "
|
||||
"run."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's how to install black:"
|
||||
msgstr ""
|
||||
|
||||
msgid "You then have different possibilities to apply black to your changes:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can apply ``black`` manually to one or more files with the following "
|
||||
"command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``-l 120`` means that the allowed number of characters per line is 120. This "
|
||||
"number was agreed upon by the developers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The path can point to several files, either one after the other or using "
|
||||
"wildcards like in a typical Unix shell."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For ease of use, we provide a pre-commit hook for Git that will run black "
|
||||
"automatically on all your commits to check them, and let you apply its "
|
||||
"changes in the final commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This \"hook\" is a script which can be found in ``misc/hooks``. Refer to "
|
||||
"that folder's ``README.md`` for installation instructions."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Editor integration"
|
||||
msgstr "Vektorin interpolointi"
|
||||
|
||||
msgid ""
|
||||
"Many IDEs or code editors have beautifier plugins that can be configured to "
|
||||
"run black automatically, for example each time you save a file. For details "
|
||||
"you can check `Black editor integration <https://github.com/psf/black#editor-"
|
||||
"integration>`__."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Comment style guide"
|
||||
msgstr "Editorin ikonit"
|
||||
|
||||
msgid ""
|
||||
"This comment style guide applies to all programming languages used within "
|
||||
"Godot's codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Begin comments with a space character to distinguish them from disabled code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use sentence case for comments. Begin comments with an uppercase character "
|
||||
"and always end them with a period."
|
||||
msgstr ""
|
||||
|
||||
msgid "Reference variable/function names and values using backticks."
|
||||
msgstr ""
|
||||
|
||||
msgid "Wrap comments to ~100 characters."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as admonitions "
|
||||
"when needed."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Example:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Don't repeat what the code says in a comment. Explain the *why* rather than "
|
||||
"*how*."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Bad:**"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"For member variables, don't use Javadoc-style comments but use single-line "
|
||||
"comments instead:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,338 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for Android"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile Android export template binaries from "
|
||||
"source. If you're looking to export your project to Android instead, read :"
|
||||
"ref:`doc_exporting_for_android`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Note"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In most cases, using the built-in deployer and export templates is good "
|
||||
"enough. Compiling the Android APK manually is mostly useful for custom "
|
||||
"builds or custom packages for the deployer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, you still need to follow the steps mentioned in the :ref:"
|
||||
"`doc_exporting_for_android` tutorial before attempting to build a custom "
|
||||
"export template."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid "For compiling under Windows, Linux or macOS, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.6+ <https://www.python.org/downloads/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Android SDK <https://developer.android.com/studio/#command-tools>`_ "
|
||||
"(command-line tools are sufficient)."
|
||||
msgstr ""
|
||||
"`Android SDK <https://developer.android.com/studio/#command-tools>`_ "
|
||||
"(komentorivityökalut ovat riittävät)."
|
||||
|
||||
msgid "Required SDK components will be automatically installed."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "On Linux,"
|
||||
msgstr "**Työpöytä:** Windows, macOS, Linux"
|
||||
|
||||
msgid ""
|
||||
"**do not use an Android SDK provided by your distribution's repositories as "
|
||||
"it will often be outdated**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Gradle (will be downloaded and installed automatically if missing)."
|
||||
msgstr ""
|
||||
|
||||
msgid "JDK 11 (either OpenJDK or Oracle JDK)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can download a build from `ojdkbuild <https://github.com/ojdkbuild/"
|
||||
"ojdkbuild>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting up the buildsystem"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"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 ""
|
||||
|
||||
msgid "Install the necessary SDK components in this folder:"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"Complete setup by running the following command where ``android_sdk_path`` "
|
||||
"is the path to the Android SDK."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"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 ""
|
||||
|
||||
msgid ""
|
||||
"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 ""
|
||||
|
||||
msgid "Building the export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot needs two export templates for Android: the optimized \"release\" "
|
||||
"template (``android_release.apk``) and the debug template (``android_debug."
|
||||
"apk``). As Google will require all APKs to include ARMv8 (64-bit) libraries "
|
||||
"starting from August 2019, the commands below will build an APK containing "
|
||||
"both ARMv7 and ARMv8 libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compiling the standard export templates is done by calling SCons from the "
|
||||
"Godot root directory with the following arguments:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Release template (used when exporting with **Debugging Enabled** unchecked)"
|
||||
msgstr ""
|
||||
|
||||
msgid "The resulting APK will be located at ``bin/android_release.apk``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
|
||||
msgstr ""
|
||||
|
||||
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to enable Vulkan validation layers, see :ref:`Vulkan validation "
|
||||
"layers on Android <doc_vulkan_validation_layers_android>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding support for x86 devices"
|
||||
msgstr ""
|
||||
|
||||
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 ``arch=x86_32``, and "
|
||||
"``arch=x86_64`` arguments before building the APK with Gradle. For example, "
|
||||
"for the release template:"
|
||||
msgstr ""
|
||||
|
||||
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 "
|
||||
"when exporting; in other words, unused platforms will be removed from the "
|
||||
"APK."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Cleaning the generated export templates"
|
||||
msgstr "PO-pohjan luonti"
|
||||
|
||||
msgid ""
|
||||
"You can use the following commands to remove the generated export templates:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Using the export templates"
|
||||
msgstr ""
|
||||
|
||||
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 "
|
||||
"editor, make sure to install the matching export templates, or build your "
|
||||
"own from the same version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When exporting your game, Godot opens the APK, changes a few things inside "
|
||||
"and adds your files."
|
||||
msgstr ""
|
||||
|
||||
msgid "Installing the templates"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Windows: ``%APPDATA%\\Godot\\export_templates\\<version>\\``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Linux: ``$HOME/.local/share/godot/export_templates/<version>/``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"macOS: ``$HOME/Library/Application Support/Godot/export_templates/<version>/"
|
||||
"``"
|
||||
msgstr ""
|
||||
|
||||
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`` "
|
||||
"or ``3.1.dev``). You also need to write this same version string to a "
|
||||
"``version.txt`` file located next to your export templates."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Building the Godot editor"
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid ""
|
||||
"Compiling the editor is done by calling SCons from the Godot root directory "
|
||||
"with the following arguments:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The resulting APK will be located at ``bin/android_editor.apk``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Removing the Editor templates"
|
||||
msgstr "Pelaajan liikuttaminen"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"You can use the following commands to remove the generated editor templates:"
|
||||
msgstr "Lisää sitten seuraavat kaksi funktiota:"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Installing the Godot editor"
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid ""
|
||||
"With an Android device with Developer Options enabled, connect the Android "
|
||||
"device to your computer via its charging cable to a USB/USB-C port. Open up "
|
||||
"a Terminal/Command Prompt and run the following commands from the root "
|
||||
"directory with the following arguments:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Ongelmien ratkonta"
|
||||
|
||||
msgid "Platform doesn't appear in SCons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"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 ""
|
||||
|
||||
msgid "Application not installed"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Android might complain the application is not correctly installed. If so:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Check that the debug keystore is properly generated."
|
||||
msgstr ""
|
||||
|
||||
msgid "Check that the jarsigner executable is from JDK 8."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If it still fails, open a command line and run `logcat <https://developer."
|
||||
"android.com/studio/command-line/logcat>`_:"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Application exits immediately"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the application runs but exits immediately, this might be due to one of "
|
||||
"the following reasons:"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"``libgodot_android.so`` is not in ``libs/<arch>/`` where ``<arch>`` is the "
|
||||
"device's architecture."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "In any case, ``adb logcat`` should also show the cause of the error."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,117 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for iOS"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile iOS export template binaries from source. "
|
||||
"If you're looking to export your project to iOS instead, read :ref:"
|
||||
"`doc_exporting_for_ios`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.6+ <https://www.python.org/downloads/macos/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_ (or the more "
|
||||
"lightweight Command Line Tools for Xcode)."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you are building the ``master`` branch:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Download and follow README instructions to build a static ``.xcframework`` "
|
||||
"from the `MoltenVK SDK <https://github.com/KhronosGroup/MoltenVK#fetching-"
|
||||
"moltenvk-source-code>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have `Homebrew <https://brew.sh/>`_ installed, you can easily install "
|
||||
"SCons using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Installing Homebrew will also fetch the Command Line Tools for Xcode "
|
||||
"automatically if you don't have them already."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, "
|
||||
"you can easily install SCons using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kääntäminen"
|
||||
|
||||
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
|
||||
msgstr ""
|
||||
|
||||
msgid "for a debug build, or:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"for a release build (check ``platform/ios/detect.py`` for the compiler flags "
|
||||
"used for each configuration)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Alternatively, you can run"
|
||||
msgstr ""
|
||||
|
||||
msgid "for a Simulator libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create an Xcode project like in the official builds, you need to use the "
|
||||
"template located in ``misc/dist/ios_xcode``. The release and debug libraries "
|
||||
"should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios."
|
||||
"release.xcframework`` respectively."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The MoltenVK static ``.xcframework`` folder must also be placed in the "
|
||||
"``ios_xcode`` folder once it has been created."
|
||||
msgstr ""
|
||||
|
||||
msgid "Run"
|
||||
msgstr "Suorita"
|
||||
|
||||
msgid ""
|
||||
"To run on a device or simulator, follow these instructions: :ref:"
|
||||
"`doc_exporting_for_ios`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,432 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Compiling for Linux, \\*BSD"
|
||||
msgstr "Viedään Androidille"
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile Linux editor and export template binaries "
|
||||
"from source. If you're looking to export your project to Linux instead, "
|
||||
"read :ref:`doc_exporting_for_linux`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For compiling under Linux or other Unix variants, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "GCC 7+ or Clang 6+."
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.6+ <https://www.python.org/downloads/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your distribution uses Python 2 by default, or you are using a version of "
|
||||
"SCons prior to 3.1.2, you will need to change the version of Python that "
|
||||
"SCons uses by changing the shebang (the first line) of the SCons script file "
|
||||
"to ``#! /usr/bin/python3``. Use the command ``which scons`` to find the "
|
||||
"location of the SCons script file."
|
||||
msgstr ""
|
||||
|
||||
msgid "pkg-config (used to detect the development libraries listed below)."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Development libraries:"
|
||||
msgstr "Kehitys"
|
||||
|
||||
msgid "X11, Xcursor, Xinerama, Xi and XRandR."
|
||||
msgstr ""
|
||||
|
||||
msgid "MesaGL."
|
||||
msgstr ""
|
||||
|
||||
msgid "ALSA."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "PulseAudio."
|
||||
msgstr "Äänet"
|
||||
|
||||
msgid "*Optional* - libudev (build with ``udev=yes``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Distro-specific one-liners"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Alpine Linux"
|
||||
msgstr "**Työpöytä:** Windows, macOS, Linux"
|
||||
|
||||
msgid "Arch Linux"
|
||||
msgstr ""
|
||||
|
||||
msgid "Debian/Ubuntu"
|
||||
msgstr ""
|
||||
|
||||
msgid "Fedora"
|
||||
msgstr ""
|
||||
|
||||
msgid "FreeBSD"
|
||||
msgstr ""
|
||||
|
||||
msgid "Gentoo"
|
||||
msgstr ""
|
||||
|
||||
msgid "Mageia"
|
||||
msgstr ""
|
||||
|
||||
msgid "OpenBSD"
|
||||
msgstr ""
|
||||
|
||||
msgid "openSUSE"
|
||||
msgstr ""
|
||||
|
||||
msgid "NetBSD"
|
||||
msgstr ""
|
||||
|
||||
msgid "For audio support, you can optionally install ``pulseaudio``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Solus"
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kääntäminen"
|
||||
|
||||
msgid ""
|
||||
"Start a terminal, go to the root dir of the engine source code and type:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Prior to Godot 4.0, the Linux/\\*BSD target was called ``x11`` instead of "
|
||||
"``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the "
|
||||
"`3.x branch of this documentation <https://docs.godotengine.org/en/3.6/"
|
||||
"development/compiling/compiling_for_x11.html>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If all goes well, the resulting binary executable will be placed in the "
|
||||
"\"bin\" subdirectory. This executable file contains the whole engine and "
|
||||
"runs without any dependencies. Executing it will bring up the Project "
|
||||
"Manager."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you wish to compile using Clang rather than GCC, use this command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
|
||||
"not build."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling Godot for production use, then you can make the final "
|
||||
"executable smaller and faster by adding the SCons options "
|
||||
"``target=template_release production=yes``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling Godot with GCC, you can make the binary even smaller "
|
||||
"and faster by adding the SCons option ``lto=full``. As link-time "
|
||||
"optimization is a memory-intensive process, this will require about 7 GB of "
|
||||
"available RAM while compiling."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Running a headless/server build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To run in *headless* mode which provides editor functionality to export "
|
||||
"projects in an automated manner, use the normal build::"
|
||||
msgstr ""
|
||||
|
||||
msgid "And then use the ``--headless`` command line argument::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a debug *server* build which can be used with :ref:`remote "
|
||||
"debugging tools <doc_command_line_tutorial>`, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a *server* build which is optimized to run dedicated game "
|
||||
"servers, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Linux binaries usually won't run on distributions that are older than the "
|
||||
"distribution they were built on. If you wish to distribute binaries that "
|
||||
"work on most distributions, you should build them on an old distribution "
|
||||
"such as Ubuntu 16.04. You can use a virtual machine or a container to set up "
|
||||
"a suitable build environment."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build Linux or \\*BSD export templates, run the build system with the "
|
||||
"following parameters:"
|
||||
msgstr ""
|
||||
|
||||
msgid "(32 bits)"
|
||||
msgstr ""
|
||||
|
||||
msgid "(64 bits)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that cross-compiling for the opposite bits (64/32) as your host "
|
||||
"platform is not always straight-forward and might need a chroot environment."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create standard export templates, the resulting files in the ``bin/`` "
|
||||
"folder must be copied to:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"and named like this (even for \\*BSD which is seen as \"Linux/X11\" by "
|
||||
"Godot):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, if you are writing your custom modules or custom C++ code, you "
|
||||
"might instead want to configure your binaries as custom export templates "
|
||||
"here:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You don't even need to copy them, you can just reference the resulting files "
|
||||
"in the ``bin/`` directory of your Godot source folder, so the next time you "
|
||||
"build, you automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using Clang and LLD for faster development"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also use Clang and LLD to build Godot. This has two upsides compared "
|
||||
"to the default GCC + GNU ld setup:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"LLD links Godot significantly faster compared to GNU ld or gold. This leads "
|
||||
"to faster iteration times."
|
||||
msgstr ""
|
||||
|
||||
msgid "Clang tends to give more useful error messages compared to GCC."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To do so, install Clang and the ``lld`` package from your distribution's "
|
||||
"package manager then use the following SCons command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After the build is completed, a new binary with a ``.llvm`` suffix will be "
|
||||
"created in the ``bin/`` folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It's still recommended to use GCC for production builds as they can be "
|
||||
"compiled using link-time optimization, making the resulting binaries smaller "
|
||||
"and faster."
|
||||
msgstr ""
|
||||
|
||||
msgid "If this error occurs::"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "There are two solutions:"
|
||||
msgstr "On kaksi tapaa tehdä tämä:"
|
||||
|
||||
msgid "In your SCons command, add the parameter ``use_static_cpp=no``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Follow `these instructions <https://github.com/ivmai/"
|
||||
"libatomic_ops#installation-and-usage>`__ to configure, build, and install "
|
||||
"``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/"
|
||||
"libatomic.a``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using mold for faster development"
|
||||
msgstr "Johdanto vienteihin"
|
||||
|
||||
msgid ""
|
||||
"For even faster linking compared to LLD, you can use `mold <https://github."
|
||||
"com/rui314/mold>`__. mold can be used with either GCC or Clang."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As of January 2023, mold is not readily available in Linux distribution "
|
||||
"repositories, so you will have to install its binaries manually."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Download mold binaries from its `releases page <https://github.com/rui314/"
|
||||
"mold/releases/latest>`__."
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid ""
|
||||
"Extract the ``.tar.gz`` file, then move the extraced folder to a location "
|
||||
"such as ``.local/share/mold``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment "
|
||||
"variable. For example, you can add the following line at the end of your "
|
||||
"``$HOME/.bash_profile`` file:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use "
|
||||
"the following SCons command when compiling Godot::"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using system libraries for faster development"
|
||||
msgstr "Johdanto vienteihin"
|
||||
|
||||
msgid ""
|
||||
"`Godot bundles the source code of various third-party libraries. <https://"
|
||||
"github.com/godotengine/godot/tree/master/thirdparty>`__ You can choose to "
|
||||
"use system versions of third-party libraries instead. This makes the Godot "
|
||||
"binary faster to link, as third-party libraries are dynamically linked. "
|
||||
"Therefore, they don't need to be statically linked every time you build the "
|
||||
"engine (even on small incremental changes)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, not all Linux distributions have packages for third-party libraries "
|
||||
"available (or they may not be up-to-date)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Moving to system libraries can reduce linking times by several seconds on "
|
||||
"slow CPUs, but it requires manual testing depending on your Linux "
|
||||
"distribution. Also, you may not be able to use system libraries for "
|
||||
"everything due to bugs in the system library packages (or in the build "
|
||||
"system, as this feature is less tested)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile Godot with system libraries, install these dependencies *on top* "
|
||||
"of the ones listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Fedora**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After installing all required packages, use the following command to build "
|
||||
"Godot:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can view a list of all built-in libraries that have system alternatives "
|
||||
"by running ``scons -h``, then looking for options starting with ``builtin_``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When using system libraries, the resulting library is **not** portable "
|
||||
"across Linux distributions anymore. Do not use this approach for creating "
|
||||
"binaries you intend to distribute to others, unless you're creating a "
|
||||
"package for a Linux distribution."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using Pyston for faster development"
|
||||
msgstr "Johdanto vienteihin"
|
||||
|
||||
msgid ""
|
||||
"You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a "
|
||||
"JIT-enabled implementation of the Python language (which SCons is written "
|
||||
"in). It is currently only compatible with Linux. Pyston can speed up "
|
||||
"incremental builds significantly, often by a factor between 1.5× and 2×. "
|
||||
"Pyston can be combined with Clang and LLD to get even faster builds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Download the `latest portable Pyston release <https://github.com/pyston/"
|
||||
"pyston/releases/latest>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/"
|
||||
"opt/pyston/`` (create folders as needed)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use ``cd`` to reach the extracted Pyston folder from a terminal, then run "
|
||||
"``./pyston -m pip install scons`` to install SCons within Pyston."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To make SCons via Pyston easier to run, create a symbolic link of its "
|
||||
"wrapper script to a location in your ``PATH`` environment variable::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Instead of running ``scons <build arguments>``, run ``pyston-scons <build "
|
||||
"arguments>`` to compile Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you can't run ``pyston-scons`` after creating the symbolic link, make "
|
||||
"sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment "
|
||||
"variable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can run ``python -m pip install pyston_lite_autoload`` "
|
||||
"then run SCons as usual. This will automatically load a subset of Pyston's "
|
||||
"optimizations in any Python program you run. However, this won't bring as "
|
||||
"much of a performance improvement compared to installing \"full\" Pyston."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,245 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for macOS"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile macOS editor and export template binaries "
|
||||
"from source. If you're looking to export your project to macOS instead, "
|
||||
"read :ref:`doc_exporting_for_macos`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid "For compiling under macOS, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.6+ <https://www.python.org/downloads/macos/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_ (or the more "
|
||||
"lightweight Command Line Tools for Xcode)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Vulkan SDK <https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk."
|
||||
"dmg>`_ for MoltenVK (macOS doesn't support Vulkan out of the box)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have `Homebrew <https://brew.sh/>`_ installed, you can easily install "
|
||||
"SCons using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Installing Homebrew will also fetch the Command Line Tools for Xcode "
|
||||
"automatically if you don't have them already."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, "
|
||||
"you can easily install SCons using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kääntäminen"
|
||||
|
||||
msgid "Start a terminal, go to the root directory of the engine source code."
|
||||
msgstr ""
|
||||
|
||||
msgid "To compile for Intel (x86-64) powered Macs, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid "To compile for Apple Silicon (ARM64) powered Macs, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To support both architectures in a single \"Universal 2\" binary, run the "
|
||||
"above two commands and then use ``lipo`` to bundle them together::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If all goes well, the resulting binary executable will be placed in the "
|
||||
"``bin/`` subdirectory. This executable file contains the whole engine and "
|
||||
"runs without any dependencies. Executing it will bring up the Project "
|
||||
"Manager."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"To create an ``.app`` bundle like in the official builds, you need to use "
|
||||
"the template located in ``misc/dist/macos_tools.app``. Typically, for an "
|
||||
"optimized editor binary built with ``target=release_debug``::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are building the ``master`` branch, you also need to include support "
|
||||
"for the MoltenVK Vulkan portability library. By default, it will be linked "
|
||||
"statically from your installation of the Vulkan SDK for macOS. You can also "
|
||||
"choose to link it dynamically by passing ``use_volk=yes`` and including the "
|
||||
"dynamic library in your ``.app`` bundle::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Running a headless/server build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To run in *headless* mode which provides editor functionality to export "
|
||||
"projects in an automated manner, use the normal build::"
|
||||
msgstr ""
|
||||
|
||||
msgid "And then use the ``--headless`` command line argument::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a debug *server* build which can be used with :ref:`remote "
|
||||
"debugging tools <doc_command_line_tutorial>`, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a release *server* build which is optimized to run dedicated game "
|
||||
"servers, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build macOS export templates, you have to compile using the targets "
|
||||
"without the editor: ``target=template_release`` (release template) and "
|
||||
"``target=template_debug``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Official templates are universal binaries which support both Intel x86_64 "
|
||||
"and ARM64 architectures. You can also create export templates that support "
|
||||
"only one of those two architectures by leaving out the ``lipo`` step below."
|
||||
msgstr ""
|
||||
|
||||
msgid "For Intel x86_64::"
|
||||
msgstr ""
|
||||
|
||||
msgid "For ARM64 (Apple M1)::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To support both architectures in a single \"Universal 2\" binary, run the "
|
||||
"above two commands blocks and then use ``lipo`` to bundle them together::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create an ``.app`` bundle like in the official builds, you need to use "
|
||||
"the template located in ``misc/dist/macos_template.app``. The release and "
|
||||
"debug builds should be placed in ``macos_template.app/Contents/MacOS`` with "
|
||||
"the names ``godot_macos_release.64`` and ``godot_macos_debug.64`` "
|
||||
"respectively. You can do so with the following commands (assuming a "
|
||||
"universal build, otherwise replace the ``.universal`` extension with the one "
|
||||
"of your arch-specific binaries)::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then zip the ``macos_template.app`` folder to reproduce the ``macos."
|
||||
"zip`` template from the official Godot distribution::"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using Pyston for faster development"
|
||||
msgstr "Johdanto vienteihin"
|
||||
|
||||
msgid ""
|
||||
"You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a "
|
||||
"JIT-enabled implementation of the Python language (which SCons is written "
|
||||
"in). Its \"full\" version is currently only compatible with Linux, but "
|
||||
"Pyston-lite is also compatible with macOS (both x86 and ARM). Pyston can "
|
||||
"speed up incremental builds significantly, often by a factor between 1.5× "
|
||||
"and 2×. Pyston can be combined with alternative linkers such as LLD or Mold "
|
||||
"to get even faster builds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To install Pyston-lite, run ``python -m pip install pyston_lite_autoload`` "
|
||||
"then run SCons as usual. This will automatically load a subset of Pyston's "
|
||||
"optimizations in any Python program you run. However, this won't bring as "
|
||||
"much of a performance improvement compared to installing \"full\" Pyston "
|
||||
"(which currently can't be done on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Cross-compiling for macOS from Linux"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to compile for macOS in a Linux environment (and maybe also "
|
||||
"in Windows using the Windows Subsystem for Linux). For that, you'll need to "
|
||||
"install `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able "
|
||||
"to use macOS as a target. First, follow the instructions to install it:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__ "
|
||||
"somewhere on your machine (or download a ZIP file and extract it somewhere), "
|
||||
"e.g.::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Follow the instructions to package the SDK: https://github.com/tpoechtrager/"
|
||||
"osxcross#packaging-the-sdk"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Follow the instructions to install OSXCross: https://github.com/tpoechtrager/"
|
||||
"osxcross#installation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the "
|
||||
"OSXCross installation (the same place where you cloned the repository/"
|
||||
"extracted the zip), e.g.::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Now you can compile with SCons like you normally would::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have an OSXCross SDK version different from the one expected by the "
|
||||
"SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` "
|
||||
"argument::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,35 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for Universal Windows Platform"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compiling UWP export templates is not implemented in Godot 4. Godot 3 has "
|
||||
"limited UWP support, but there are many `known issues <https://github.com/"
|
||||
"godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Auwp>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We recommend you use the :ref:`Win32 export <doc_exporting_for_windows>` "
|
||||
"instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,161 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for the Web"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile HTML5 editor and export template binaries "
|
||||
"from source. If you're looking to export your project to HTML5 instead, "
|
||||
"read :ref:`doc_exporting_for_web`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid "To compile export templates for the Web, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Emscripten 1.39.9+ <https://emscripten.org>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.6+ <https://www.python.org/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`__ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before starting, confirm that ``emcc`` is available in your PATH. This is "
|
||||
"usually configured by the Emscripten SDK, e.g. when invoking ``emsdk "
|
||||
"activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open a terminal and navigate to the root directory of the engine source "
|
||||
"code. Then instruct SCons to build the Web platform. Specify ``target`` as "
|
||||
"either ``template_release`` for a release build or ``template_debug`` for a "
|
||||
"debug build::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be "
|
||||
"built into the engine. Official export templates also have the JavaScript "
|
||||
"singleton enabled. Since ``eval()`` calls can be a security concern, the "
|
||||
"``javascript_eval`` option can be used to build without the singleton::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The engine will now be compiled to WebAssembly by Emscripten. Once finished, "
|
||||
"the resulting file will be placed in the ``bin`` subdirectory. Its name is "
|
||||
"``godot.web.opt.wasm32.zip`` for release or ``godot.web.opt.debug.wasm32."
|
||||
"zip`` for debug."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, rename the zip archive to ``web_release.zip`` for the release "
|
||||
"template::"
|
||||
msgstr ""
|
||||
|
||||
msgid "And ``web_debug.zip`` for the debug template::"
|
||||
msgstr ""
|
||||
|
||||
msgid "GDExtension"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The default export templates do not include GDExtension support for "
|
||||
"performance and compatibility reasons. See the :ref:`export page "
|
||||
"<doc_javascript_export_options>` for more info."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can build the export templates using the option ``dlink_enabled=yes`` to "
|
||||
"enable GDExtension support::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once finished, the resulting file will be placed in the ``bin`` "
|
||||
"subdirectory. Its name will have ``_dlink`` added."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, rename the zip archives to ``web_dlink_release.zip`` and "
|
||||
"``web_dlink_release.zip`` for the release template::"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Building the editor"
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid ""
|
||||
"It is also possible to build a version of the Godot editor that can run in "
|
||||
"the browser. The editor version is not recommended over the native build. "
|
||||
"You can build the editor with::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once finished, the resulting file will be placed in the ``bin`` "
|
||||
"subdirectory. Its name will be ``godot.web.opt.tools.wasm32.zip``. You can "
|
||||
"upload the zip content to your web server and visit it with your browser to "
|
||||
"use the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Refer to the :ref:`export page <doc_javascript_export_options>` for the web "
|
||||
"server requirements."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Godot repository includes a `Python script to host a local web server "
|
||||
"<https://raw.githubusercontent.com/godotengine/godot/master/platform/web/"
|
||||
"serve.py>`__. This can be used to test the web editor locally."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After compiling the editor, extract the ZIP archive that was created in the "
|
||||
"``bin/`` folder, then run the following command in the Godot repository root:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will serve the contents of the ``bin/`` folder and open the default web "
|
||||
"browser automatically. In the page that opens, access ``godot.tools.html`` "
|
||||
"and you should be able to test the web editor this way."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that for production use cases, this Python-based web server should not "
|
||||
"be used. Instead, you should use an established web server such as Apache or "
|
||||
"nginx."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,349 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for Windows"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile Windows editor and export template "
|
||||
"binaries from source. If you're looking to export your project to Windows "
|
||||
"instead, read :ref:`doc_exporting_for_windows`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid "For compiling under Windows, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, "
|
||||
"version 2017 or later. VS 2019 is recommended. **Make sure to read "
|
||||
"\"Installing Visual Studio caveats\" below or you will have to run/download "
|
||||
"the installer again.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative "
|
||||
"to Visual Studio. Be sure to install/configure it to use the ``posix`` "
|
||||
"thread model. **Important:** When using MinGW to compile the ``master`` "
|
||||
"branch, you need GCC 9 or later."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Python 3.6+ <https://www.python.org/downloads/windows/>`_. **Make sure to "
|
||||
"enable the option to add Python to the ``PATH`` in the installer.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system. Using "
|
||||
"the latest release is recommended, especially for proper support of recent "
|
||||
"Visual Studio releases."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install "
|
||||
"MinGW and other dependencies using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily "
|
||||
"install MinGW and other dependencies using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For each MSYS2 MinGW subsystem, you should then run `pip3 install scons` in "
|
||||
"its shell."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting up SCons"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"To install SCons, open the command prompt and run the following command::"
|
||||
msgstr "Lisää ``Mob`` solmulle skripti ja lisää seuraavat jäsenmuuttujat:"
|
||||
|
||||
msgid ""
|
||||
"If you are prompted with the message ``Defaulting to user installation "
|
||||
"because normal site-packages is not writeable``, you may have to run that "
|
||||
"command again using elevated permissions. Open a new command prompt as an "
|
||||
"Administrator then run the command again to ensure that SCons is available "
|
||||
"from the ``PATH``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check whether you have installed Python and SCons correctly, you can type "
|
||||
"``python --version`` and ``scons --version`` into a command prompt (``cmd."
|
||||
"exe``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the commands above don't work, make sure to add Python to your ``PATH`` "
|
||||
"environment variable after installing it, then check again. You can do so by "
|
||||
"running the Python installer again and enabling the option to add Python to "
|
||||
"the ``PATH``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If SCons cannot detect your Visual Studio installation, it might be that "
|
||||
"your SCons version is too old. Update it to the latest version with ``python "
|
||||
"-m pip install --upgrade scons``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Installing Visual Studio caveats"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the "
|
||||
"list of workflows to install."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If installing Visual Studio 2015, make sure to run a **Custom** installation "
|
||||
"instead of **Typical** and select **C++** as a language there."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you've already made the mistake of installing Visual Studio without C++ "
|
||||
"support, run the installer again; it should present you a **Modify** button. "
|
||||
"Running the installer from *Add/Remove Programs* will only give you a "
|
||||
"**Repair** option, which won't let you install C++ tools."
|
||||
msgstr ""
|
||||
|
||||
msgid "Downloading Godot's source"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Refer to :ref:`doc_getting_source` for detailed instructions."
|
||||
msgstr "Katso :ref:`doc_instancing` oppiaksesi enemmän ilmentymistä."
|
||||
|
||||
msgid ""
|
||||
"The tutorial will assume from now on that you placed the source code in ``C:"
|
||||
"\\godot``."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kääntäminen"
|
||||
|
||||
msgid "Selecting a compiler"
|
||||
msgstr "Kääntäjän valinta"
|
||||
|
||||
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. Note that MSVC "
|
||||
"builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd."
|
||||
"exe`` or PowerShell instead."
|
||||
msgstr ""
|
||||
|
||||
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 "
|
||||
"can produce more optimized binaries using link-time optimization (see "
|
||||
"below), making it a better choice for production use."
|
||||
msgstr ""
|
||||
|
||||
msgid "Running SCons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After opening a command prompt, change to the root directory of the engine "
|
||||
"source code (using ``cd``) and type::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When compiling with multiple CPU threads, SCons may warn about pywin32 being "
|
||||
"missing. You can safely ignore this warning."
|
||||
msgstr ""
|
||||
|
||||
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."
|
||||
"windows.tools.64.exe``. By default, SCons will build a binary matching your "
|
||||
"CPU architecture, but this can be overridden using ``arch=x86_64`` or "
|
||||
"``arch=x86_32``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This executable file contains the whole engine and runs without any "
|
||||
"dependencies. Running it will bring up the Project Manager."
|
||||
msgstr ""
|
||||
|
||||
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=template_release``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling Godot with MinGW, you can make the binary even smaller "
|
||||
"and faster by adding the SCons option ``lto=full``. As link-time "
|
||||
"optimization is a memory-intensive process, this will require about 7 GB of "
|
||||
"available RAM while compiling."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Development in Visual Studio"
|
||||
msgstr "Kehitys"
|
||||
|
||||
msgid ""
|
||||
"Using an IDE is not required to compile Godot, as SCons takes care of "
|
||||
"everything. But if you intend to do engine development or debugging of the "
|
||||
"engine's C++ code, you may be interested in configuring a code editor or an "
|
||||
"IDE."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Folder-based editors don't require any particular setup to start working "
|
||||
"with Godot's codebase. To edit projects with Visual Studio they need to be "
|
||||
"set up as a solution."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can create a Visual Studio solution via SCons by running SCons with the "
|
||||
"``vsproj=yes`` parameter, like this::"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
|
||||
msgstr "Katso :ref:`doc_instancing` oppiaksesi enemmän ilmentymistä."
|
||||
|
||||
msgid "Cross-compiling for Windows from other operating systems"
|
||||
msgstr ""
|
||||
|
||||
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 "
|
||||
"variants. The package names may differ based on your distribution, here are "
|
||||
"some known ones:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Arch Linux**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Debian** / **Ubuntu**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Fedora**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**macOS**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Mageia**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before attempting the compilation, SCons will check for the following "
|
||||
"binaries in your ``PATH`` environment variable::"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Ongelmien ratkonta"
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"You can change that configuration following those instructions, for 64-bit::"
|
||||
msgstr ""
|
||||
|
||||
msgid "And for 32-bit::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating Windows export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Windows export templates are created by compiling Godot without the editor, "
|
||||
"with the following flags::"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "With the following names::"
|
||||
msgstr "Seuraavilla nimillä:"
|
||||
|
||||
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 ""
|
||||
|
||||
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 "
|
||||
"build, you will automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,242 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Compiling with .NET"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid "`.NET SDK 6.0+ <https://dotnet.microsoft.com/download>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use ``dotnet --info`` to check which .NET SDK versions are installed."
|
||||
msgstr ""
|
||||
|
||||
msgid "Enable the .NET module"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"C# support for Godot has historically used the `Mono <https://www.mono-"
|
||||
"project.com/>`_ runtime instead of the `.NET Runtime <https://github.com/"
|
||||
"dotnet/runtime>`_ and internally many things are still named ``mono`` "
|
||||
"instead of ``dotnet`` or otherwise referred to as ``mono``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, the .NET module is disabled when building. To enable it, add the "
|
||||
"option ``module_mono_enabled=yes`` to the SCons command line, while "
|
||||
"otherwise following the instructions for building the desired Godot binaries."
|
||||
msgstr ""
|
||||
|
||||
msgid "Generate the glue"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Parts of the sources of the managed libraries are generated from the "
|
||||
"ClassDB. These source files must be generated before building the managed "
|
||||
"libraries. They can be generated by any .NET-enabled Godot editor binary by "
|
||||
"running it with the parameters ``--headless --generate-mono-glue`` followed "
|
||||
"by the path to an output directory. This path must be ``modules/mono/glue`` "
|
||||
"in the Godot directory::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This command will tell Godot to generate the C# bindings for the Godot API "
|
||||
"at ``modules/mono/glue/GodotSharp/GodotSharp/Generated``, and the C# "
|
||||
"bindings for the editor tools at ``modules/mono/glue/GodotSharp/"
|
||||
"GodotSharpEditor/Generated``. Once these files are generated, you can build "
|
||||
"Godot's managed libraries for all the desired targets without having to "
|
||||
"repeat this process."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``<godot_binary>`` refers to the editor binary you compiled with the .NET "
|
||||
"module enabled. Its exact name will differ based on your system and "
|
||||
"configuration, but should be of the form ``bin/godot.<platform>.editor."
|
||||
"<arch>.mono``, e.g. ``bin/godot.linuxbsd.editor.x86_64.mono`` or ``bin/godot."
|
||||
"windows.editor.x86_32.mono.exe``. Be especially aware of the **.mono** "
|
||||
"suffix! If you've previously compiled Godot without .NET support, you might "
|
||||
"have similarly named binaries without this suffix. These binaries can't be "
|
||||
"used to generate the .NET glue."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The glue sources must be regenerated every time the ClassDB-registered API "
|
||||
"changes. That is, for example, when a new method is registered to the "
|
||||
"scripting API or one of the parameters of such a method changes. Godot will "
|
||||
"print an error at startup if there is an API mismatch between ClassDB and "
|
||||
"the glue sources."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Building the managed libraries"
|
||||
msgstr "Android-liitännäisten luonti"
|
||||
|
||||
msgid ""
|
||||
"Once you have generated the .NET glue, you can build the managed libraries "
|
||||
"with the ``build_assemblies.py`` script::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If everything went well, the ``GodotSharp`` directory, containing the "
|
||||
"managed libraries, should have been created in the ``bin`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, all development builds share a version number, which can cause "
|
||||
"some issues with caching of the NuGet packages. To solve this issue either "
|
||||
"use ``GODOT_VERSION_STATUS`` to give every build a unique version or delete "
|
||||
"``GodotNuGetFallbackFolder`` after every build to clear the package cache."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Unlike \"classical\" Godot builds, when building with the .NET module "
|
||||
"enabled (and depending on the target platform), a data directory may be "
|
||||
"created both for the editor and for exported projects. This directory is "
|
||||
"important for proper functioning and must be distributed together with "
|
||||
"Godot. More details about this directory in :ref:`Data "
|
||||
"directory<compiling_with_dotnet_data_directory>`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Build Platform"
|
||||
msgstr "Alustat"
|
||||
|
||||
msgid ""
|
||||
"Provide the ``--godot-platform=<platform>`` argument to control for which "
|
||||
"platform specific the libraries are built. Omit this argument to build for "
|
||||
"the current system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This currently only controls the inclusion of the support for Visual Studio "
|
||||
"as an external editor, the libraries are otherwise identical."
|
||||
msgstr ""
|
||||
|
||||
msgid "NuGet packages"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The API assemblies, source generators, and custom MSBuild project SDK are "
|
||||
"distributed as NuGet packages. This is all transparent to the user, but it "
|
||||
"can make things complicated during development."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to use Godot with a development version of those packages, a local "
|
||||
"NuGet source must be created where MSBuild can find them. This can be done "
|
||||
"with the .NET CLI:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Godot NuGet packages must be added to that local source. Additionally, "
|
||||
"we must make sure there are no other versions of the package in the NuGet "
|
||||
"cache, as MSBuild may pick one of those instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to simplify this process, the ``build_assemblies.py`` script "
|
||||
"provides the following ``--push-nupkgs-local`` option:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This option ensures the packages will be added to the specified local NuGet "
|
||||
"source and that conflicting versions of the package are removed from the "
|
||||
"NuGet cache. It's recommended to always use this option when building the C# "
|
||||
"solutions during development to avoid mistakes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Double Precision Support (REAL_T_IS_DOUBLE)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When building Godot with double precision support, i.e. the "
|
||||
"``precision=double`` argument for scons, the managed libraries must be "
|
||||
"adjusted to match by passing the ``--precision=double`` argument:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Examples"
|
||||
msgstr ""
|
||||
|
||||
msgid "Example (Windows)"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Example (Linux, \\*BSD)"
|
||||
msgstr "X11 (Linux, \\*BSD)"
|
||||
|
||||
msgid "Data directory"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The data directory is a dependency for Godot binaries built with the .NET "
|
||||
"module enabled. It contains important files for the correct functioning of "
|
||||
"Godot. It must be distributed together with the Godot executable."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editor"
|
||||
msgstr "Editori"
|
||||
|
||||
msgid ""
|
||||
"The name of the data directory for the Godot editor will always be "
|
||||
"``GodotSharp``. This directory contains an ``Api`` subdirectory with the "
|
||||
"Godot API assemblies and a ``Tools`` subdirectory with the tools required by "
|
||||
"the editor, like the ``GodotTools`` assemblies and its dependencies."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On macOS, if the Godot editor is distributed as a bundle, the ``GodotSharp`` "
|
||||
"directory may be placed in the ``<bundle_name>.app/Contents/Resources/`` "
|
||||
"directory inside the bundle."
|
||||
msgstr ""
|
||||
|
||||
msgid "Export templates"
|
||||
msgstr "Vientimallit"
|
||||
|
||||
msgid ""
|
||||
"The data directory for exported projects is generated by the editor during "
|
||||
"the export. It is named ``data_<APPNAME>_<ARCH>``, where ``<APPNAME>`` is "
|
||||
"the application name as specified in the project setting ``application/"
|
||||
"config/name`` and ``<ARCH>`` is the current architecture of the export."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the case of multi-architecture exports multiple such data directories "
|
||||
"will be generated."
|
||||
msgstr ""
|
||||
|
||||
msgid "Command-line options"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following is the list of command-line options available when building "
|
||||
"with the .NET module:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**module_mono_enabled**\\ =yes | **no**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build Godot with the .NET module enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,107 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Compiling with PCK encryption key"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
msgid ""
|
||||
"The export dialog gives you the option to encrypt your PCK file with a 256-"
|
||||
"bit AES key when releasing your project. This will make sure your scenes, "
|
||||
"scripts and other resources are not stored in plain text and can not easily "
|
||||
"be ripped by some script kiddie."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Of course, the key needs to be stored in the binary, but if it's compiled, "
|
||||
"optimized and without symbols, it would take some effort to find it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For this to work, you need to build the export templates from source, with "
|
||||
"that same key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will **not** work if you use official, precompiled export templates. It "
|
||||
"is absolutely **required** to compile your own export templates to use PCK "
|
||||
"encryption."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, Android exports store assets directly in the APK file and aren't "
|
||||
"affected by PCK encryption. To use PCK encryption on Android, enable **APK "
|
||||
"expansion** in the export options."
|
||||
msgstr ""
|
||||
|
||||
msgid "Step by step"
|
||||
msgstr "Kohta kohdalta"
|
||||
|
||||
msgid ""
|
||||
"Generate a 256-bit AES key in hexadecimal format. You can use the aes-256-"
|
||||
"cbc variant from `this service <https://asecuritysite.com/encryption/"
|
||||
"keygen>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can generate it yourself using `OpenSSL <https://www."
|
||||
"openssl.org/>`__ command-line tools:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The output in ``godot.gdkey`` should be similar to:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can generate the key without redirecting the output to a file, but that "
|
||||
"way you can minimize the risk of exposing the key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set this key as environment variable in the console that you will use to "
|
||||
"compile Godot, like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compile Godot export templates and set them as custom export templates in "
|
||||
"the export preset options."
|
||||
msgstr ""
|
||||
|
||||
msgid "Set the encryption key in the **Encryption** tab of the export preset:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add filters for the files/folders to encrypt. **By default**, include "
|
||||
"filters are empty and **nothing will be encrypted**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Export the project. The project should run with the files encrypted now."
|
||||
msgstr ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Ongelmien ratkonta"
|
||||
|
||||
msgid ""
|
||||
"If you get an error like below, it means the key wasn't properly included in "
|
||||
"your Godot build. Godot is encrypting PCK file during export, but can't read "
|
||||
"it at runtime."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,162 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Cross-compiling for iOS on Linux"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The procedure for this is somewhat complex and requires a lot of steps, but "
|
||||
"once you have the environment properly configured you can compile Godot for "
|
||||
"iOS anytime you want."
|
||||
msgstr ""
|
||||
|
||||
msgid "Disclaimer"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While it is possible to compile for iOS on a Linux environment, Apple is "
|
||||
"very restrictive about the tools to be used (especially hardware-wise), "
|
||||
"allowing pretty much only their products to be used for development. So this "
|
||||
"is **not official**. However, in 2010 Apple said they relaxed some of the "
|
||||
"`App Store review guidelines <https://developer.apple.com/app-store/review/"
|
||||
"guidelines/>`__ to allow any tool to be used, as long as the resulting "
|
||||
"binary does not download any code, which means it should be OK to use the "
|
||||
"procedure described here and cross-compiling the binary."
|
||||
msgstr ""
|
||||
|
||||
msgid "Requirements"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__ (a "
|
||||
"dmg image, for newer versions a **xip** file is going to be downloaded.)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Clang >= 3.5 <https://clang.llvm.org>`__ for your development machine "
|
||||
"installed and in the ``PATH``. It has to be version >= 3.5 to target "
|
||||
"``arm64`` architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Fuse <https://github.com/libfuse/libfuse>`__ for mounting and unmounting "
|
||||
"the dmg image."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which needs to "
|
||||
"be built from source. The procedure for that is explained below."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For newer versions you should download `xar <https://mackyle.github.io/xar/"
|
||||
">`__ and `pbzx <https://github.com/NiklasRosenstein/pbzx>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For building darling-dmg, you'll need the development packages of the "
|
||||
"following libraries: fuse, icu, openssl, zlib, bzip2."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For building xar and pbzx you may want to follow `this guide <https://gist."
|
||||
"github.com/phracker/1944ce190e01963c550566b749bd2b54>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`cctools-port <https://github.com/tpoechtrager/cctools-port>`__ for the "
|
||||
"needed build tools. The procedure for building is quite peculiar and is "
|
||||
"described below."
|
||||
msgstr ""
|
||||
|
||||
msgid "This also has some extra dependencies: automake, autogen, libtool."
|
||||
msgstr ""
|
||||
|
||||
msgid "Configuring the environment"
|
||||
msgstr ""
|
||||
|
||||
msgid "darling-dmg"
|
||||
msgstr ""
|
||||
|
||||
msgid "Clone the repository on your machine:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Preparing the SDK"
|
||||
msgstr ""
|
||||
|
||||
msgid "Mount the XCode image:"
|
||||
msgstr ""
|
||||
|
||||
msgid "For newer versions you should extract the **xip** file:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that for the commands below, you may need to replace the version (`X."
|
||||
"x`) with whatever iOS SDK version you're using."
|
||||
msgstr ""
|
||||
|
||||
msgid "Extract the iOS SDK:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Pack the SDK:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Toolchain"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build cctools:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy the tools to a nicer place. Note that the SCons scripts for building "
|
||||
"will look under ``usr/bin`` inside the directory you provide for the "
|
||||
"toolchain binaries, so you must copy to such subdirectory, akin to the "
|
||||
"following commands:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now you should have the iOS toolchain binaries in ``/home/user/iostoolchain/"
|
||||
"usr/bin``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling Godot for iPhone"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you've done the above steps, you should keep two things in your "
|
||||
"environment: the built toolchain and the iPhoneOS SDK directory. Those can "
|
||||
"stay anywhere you want since you have to provide their paths to the SCons "
|
||||
"build command."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For the iPhone platform to be detected, you need the ``OSXCROSS_IOS`` "
|
||||
"environment variable defined to anything."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now you can compile for iPhone using SCons like the standard Godot way, with "
|
||||
"some additional arguments to provide the correct paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,88 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Getting the source"
|
||||
msgstr ""
|
||||
|
||||
msgid "Downloading the Godot source code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before :ref:`getting into the SCons build system "
|
||||
"<doc_introduction_to_the_buildsystem>` and compiling Godot, you need to "
|
||||
"actually download the Godot source code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The source code is available on `GitHub <https://github.com/godotengine/"
|
||||
"godot>`__ and while you can manually download it via the website, in general "
|
||||
"you want to do it via the ``git`` version control system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling in order to make contributions or pull requests, you "
|
||||
"should follow the instructions from the :ref:`Pull Request workflow "
|
||||
"<doc_pr_workflow>`."
|
||||
msgstr ""
|
||||
"Jos käännät käännöksiä tehdessäsi lisäyksiä tai muutospyyntöjä, noudata :ref:"
|
||||
"`Pull Request workflow <doc_pr_workflow>`:n ohjeita."
|
||||
|
||||
msgid ""
|
||||
"If you don't know much about ``git`` yet, there are a great number of "
|
||||
"`tutorials <https://git-scm.com/book>`__ available on various websites."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In general, you need to install ``git`` and/or one of the various GUI "
|
||||
"clients."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Afterwards, to get the latest development version of the Godot source code "
|
||||
"(the unstable ``master`` branch), you can use ``git clone``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are using the ``git`` command line client, this is done by entering "
|
||||
"the following in a terminal:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For any stable release, visit the `release page <https://github.com/"
|
||||
"godotengine/godot/releases>`__ and click on the link for the release you "
|
||||
"want. You can then download and extract the source from the download link on "
|
||||
"the page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With ``git``, you can also clone a stable release by specifying its branch "
|
||||
"or tag after the ``--branch`` (or just ``-b``) argument::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are also generally branches besides ``master`` for each major version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After downloading the Godot source code, you can :ref:`continue to compiling "
|
||||
"Godot <doc_introduction_to_the_buildsystem>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,25 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Building from source"
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,501 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction to the buildsystem"
|
||||
msgstr ""
|
||||
|
||||
msgid "Setup"
|
||||
msgstr "Järjestely"
|
||||
|
||||
msgid ""
|
||||
":ref:`Godot uses the SCons build system. <doc_faq_why_scons>` Please refer "
|
||||
"to the documentation for:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compiling_for_android`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compiling_for_ios`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compiling_for_linuxbsd`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compiling_for_macos`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compiling_for_uwp`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compiling_for_web`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_compiling_for_windows`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
msgid "Platform selection"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's build system will begin by detecting the platforms it can build for. "
|
||||
"If not detected, the platform will simply not appear on the list of "
|
||||
"available platforms. The build requirements for each platform are described "
|
||||
"in the rest of this tutorial section."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"SCons is invoked by just calling ``scons``. If no platform is specified, "
|
||||
"SCons will detect the target platform automatically based on the host "
|
||||
"platform. It will then start building for the target platform right away."
|
||||
msgstr ""
|
||||
|
||||
msgid "To list the available target platforms, use ``scons platform=list``::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build for a platform (for example, ``linuxbsd``), run with the "
|
||||
"``platform=`` (or ``p=`` to make it short) argument:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will start the build process, which will take a while. By default, "
|
||||
"Godot's SCons setup is configured to use all CPU threads but one (to keep "
|
||||
"the system responsive during compilation). If you want to adjust how many "
|
||||
"CPU threads SCons will use, use the ``-j <threads>`` parameter to specify "
|
||||
"how many threads will be used for the build."
|
||||
msgstr ""
|
||||
|
||||
msgid "Example for using 4 threads:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Resulting binary"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The resulting binaries will be placed in the ``bin/`` subdirectory, "
|
||||
"generally with this naming convention::"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "For the previous build attempt, the result would look like this::"
|
||||
msgstr "Skenepuun pitäisi näyttää tältä:"
|
||||
|
||||
msgid ""
|
||||
"This means that the binary is for Linux *or* \\*BSD (*not* both), is not "
|
||||
"optimized, has the whole editor compiled in, and is meant for 64 bits."
|
||||
msgstr ""
|
||||
|
||||
msgid "A Windows binary with the same configuration will look like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy that binary to any location you like, as it contains the Project "
|
||||
"Manager, editor and all means to execute the game. However, it lacks the "
|
||||
"data to export it to the different platforms. For that the export templates "
|
||||
"are needed (which can be either downloaded from `godotengine.org <https://"
|
||||
"godotengine.org/>`__, or you can build them yourself)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Aside from that, there are a few standard options that can be set in all "
|
||||
"build targets, and which will be explained below."
|
||||
msgstr ""
|
||||
|
||||
msgid "Target"
|
||||
msgstr "Kohde"
|
||||
|
||||
msgid ""
|
||||
"Target controls if the editor is contained and debug flags are used. All "
|
||||
"builds are optimized. Each mode means:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**editor**: Build with editor, optimized, with debugging code (defines: "
|
||||
"``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**template_debug**: Build with C++ debugging symbols (defines: "
|
||||
"``DEBUG_ENABLED``, ``-O2``/``/O2``)"
|
||||
msgstr ""
|
||||
|
||||
msgid "**template_release**: Build without symbols (defines: ``-O3``/``/O2``)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor is enabled by default in all PC targets (Linux, Windows, macOS), "
|
||||
"disabled for everything else. Disabling the editor produces a binary that "
|
||||
"can run projects but does not include the editor or the Project Manager."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Development and production aliases"
|
||||
msgstr "Kehitys"
|
||||
|
||||
msgid ""
|
||||
"When creating builds for development (running debugging/:ref:`profiling "
|
||||
"<doc_using_cpp_profilers>` tools), you often have different goals compared "
|
||||
"to production builds (making binaries as fast and small as possible)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot provides two aliases for this purpose:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes "
|
||||
"tests=yes``. This enables warnings-as-errors behavior (similar to Godot's "
|
||||
"continuous integration setup) and also builds :ref:`unit tests "
|
||||
"<doc_unit_testing>` so you can run them locally."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no "
|
||||
"lto=auto``. Statically linking libstdc++ allows for better binary "
|
||||
"portability when compiling for Linux. This alias also enables link-time "
|
||||
"optimization when compiling for Linux, Web and Windows with MinGW, but keeps "
|
||||
"LTO disabled when compiling for macOS, iOS or Windows with MSVC. This is "
|
||||
"because LTO on those platforms is very slow to link or has issues with the "
|
||||
"generated code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can manually override options from those aliases by specifying them on "
|
||||
"the same command line with different values. For example, you can use "
|
||||
"``scons production=yes debug_symbols=yes`` to create production-optimized "
|
||||
"binaries with debugging symbols included."
|
||||
msgstr ""
|
||||
|
||||
msgid "Dev build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``dev_build`` should **not** be confused with ``dev_mode``, which is an "
|
||||
"alias for several development-related options (see above)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When doing engine development the ``dev_build`` option can be used together "
|
||||
"with ``target`` to enable dev-specific code. ``dev_build`` defines "
|
||||
"``DEV_ENABLED``, disables optimization (``-O0``/``/0d``), enables generating "
|
||||
"debug symbols, and does not define ``NDEBUG`` (so ``assert()`` works in "
|
||||
"thirdparty libraries)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This flag appends the ``.dev`` suffix (for development) to the generated "
|
||||
"binary name."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are additional SCons options to enable *sanitizers*, which are tools "
|
||||
"you can enable at compile-time to better debug certain engine issues. See :"
|
||||
"ref:`doc_using_sanitizers` for more information."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging symbols"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"By default, ``debug_symbols=no`` is used, which means **no** debugging "
|
||||
"symbols are included in compiled binaries. Use ``debug_symbols=yes`` to "
|
||||
"include debug symbols within compiled binaries, which allows debuggers and "
|
||||
"profilers to work correctly. Debugging symbols are also required for Godot's "
|
||||
"crash stacktraces to display with references to source code files and lines."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The downside is that debugging symbols are large files (significantly larger "
|
||||
"than the binaries themselves). As a result, official binaries currently do "
|
||||
"not include debugging symbols. This means you need to compile Godot yourself "
|
||||
"to have access to debugging symbols."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When using ``debug_symbols=yes``, you can also use "
|
||||
"``separate_debug_symbols=yes`` to put debug information in a separate file "
|
||||
"with a ``.debug`` suffix. This allows distributing both files independently. "
|
||||
"Note that on Windows, when compiling with MSVC, debugging information is "
|
||||
"*always* written to a separate ``.pdb`` file regardless of "
|
||||
"``separate_debug_symbols``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use the ``strip <path/to/binary>`` command to remove debugging symbols from "
|
||||
"a binary you've already compiled."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Optimization level"
|
||||
msgstr "Optimointi"
|
||||
|
||||
msgid "Several compiler optimization levels can be chosen from:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``optimize=speed_trace`` *(default when targeting non-Web platforms)*: "
|
||||
"Favors execution speed at the cost of larger binary size. Optimizations may "
|
||||
"sometimes negatively impact debugger usage (stack traces may be less "
|
||||
"accurate. If this occurs to you, use ``optimize=debug`` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``optimize=speed``: Favors even more execution speed, at the cost of even "
|
||||
"larger binary size compared to ``optimize=speed_trace``. Even less friendly "
|
||||
"to debugging compared to ``optimize=debug``, as this uses the most "
|
||||
"aggressive optimizations available."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``optimize=size`` *(default when targeting the Web platform)*: Favors small "
|
||||
"binaries at the cost of slower execution speed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``optimize=debug``: Only enables optimizations that do not impact debugging "
|
||||
"in any way. This results in faster binaries than ``optimize=none``, but "
|
||||
"slower binaries than ``optimize=speed_trace``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``optimize=none``: Do not perform any optimization. This provides the "
|
||||
"fastest build times, but the slowest execution times."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``optimize=custom`` *(advanced users only)*: Do not pass optimization "
|
||||
"arguments to the C/C++ compilers. You will have to pass arguments manually "
|
||||
"using the ``CFLAGS``, ``CCFLAGS`` and ``CXXFLAGS`` SCons options."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Architecture"
|
||||
msgstr "tekstuurit"
|
||||
|
||||
msgid ""
|
||||
"The ``arch`` option is meant to control the CPU or OS version intended to "
|
||||
"run the binaries. It is focused mostly on desktop platforms and ignored "
|
||||
"everywhere else."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Supported values for the ``arch`` option are **auto**, **x86_32**, "
|
||||
"**x86_64**, **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and "
|
||||
"**wasm32**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This flag appends the value of ``arch`` to resulting binaries when "
|
||||
"relevant. The default value ``arch=auto`` detects the architecture that "
|
||||
"matches the host platform."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Custom modules"
|
||||
msgstr "Mukautetut signaalit"
|
||||
|
||||
msgid ""
|
||||
"It's possible to compile modules residing outside of Godot's directory tree, "
|
||||
"along with the built-in modules."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A ``custom_modules`` build option can be passed to the command line before "
|
||||
"compiling. The option represents a comma-separated list of directory paths "
|
||||
"containing a collection of independent C++ modules that can be seen as C++ "
|
||||
"packages, just like the built-in ``modules/`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For instance, it's possible to provide both relative, absolute, and user "
|
||||
"directory paths containing such modules:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If there's any custom module with the exact directory name as a built-in "
|
||||
"module, the engine will only compile the custom one. This logic can be used "
|
||||
"to override built-in module implementations."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`doc_custom_modules_in_cpp`"
|
||||
msgstr ":ref:`doc_using_multimesh`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Cleaning generated files"
|
||||
msgstr "PO-pohjan luonti"
|
||||
|
||||
msgid ""
|
||||
"Sometimes, you may encounter an error due to generated files being present. "
|
||||
"You can remove them by using ``scons --clean <options>``, where "
|
||||
"``<options>`` is the list of build options you've used to build Godot "
|
||||
"previously."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can use ``git clean -fixd`` which will clean build "
|
||||
"artifacts for all platforms and configurations. Beware, as this will remove "
|
||||
"all untracked and ignored files in the repository. Don't run this command if "
|
||||
"you have uncommitted work!"
|
||||
msgstr ""
|
||||
|
||||
msgid "Other build options"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are several other build options that you can use to configure the way "
|
||||
"Godot should be built (compiler, debug options, etc.) as well as the "
|
||||
"features to include/disable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Check the output of ``scons --help`` for details about each option for the "
|
||||
"version you are willing to compile."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Overriding the build options"
|
||||
msgstr "Virtuaalifunktion ylikirjoitus"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using a file"
|
||||
msgstr "Välilyöntien käyttö"
|
||||
|
||||
msgid ""
|
||||
"The default ``custom.py`` file can be created at the root of the Godot "
|
||||
"Engine source to initialize any SCons build options passed via the command "
|
||||
"line:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also disable some of the builtin modules before compiling, saving "
|
||||
"some time it takes to build the engine. See :ref:`doc_optimizing_for_size` "
|
||||
"page for more details."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use the online `Godot build options generator <https://godot-build-"
|
||||
"options-generator.github.io/>`__ to generate a ``custom.py`` file containing "
|
||||
"SCons options. You can then save this file and place it at the root of your "
|
||||
"Godot source directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Another custom file can be specified explicitly with the ``profile`` command "
|
||||
"line option, both overriding the default build configuration:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Build options set from the file can be overridden by the command line "
|
||||
"options."
|
||||
msgstr ""
|
||||
|
||||
msgid "It's also possible to override the options conditionally:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Using the SCONSFLAGS"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``SCONSFLAGS`` is an environment variable which is used by the SCons to set "
|
||||
"the options automatically without having to supply them via the command line."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For instance, you may want to force a number of CPU threads with the "
|
||||
"aforementioned ``-j`` option for all future builds:"
|
||||
msgstr ""
|
||||
|
||||
msgid "SCU (single compilation unit) build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Regular builds tend to be bottlenecked by including large numbers of headers "
|
||||
"in each compilation translation unit. Primarily to speed up development "
|
||||
"(rather than for production builds), Godot offers a \"single compilation "
|
||||
"unit\" build (aka \"Unity / Jumbo\" build)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For the folders accelerated by this option, multiple ``.cpp`` files are "
|
||||
"compiled in each translation unit, so headers can be shared between multiple "
|
||||
"files, which can dramatically decrease build times."
|
||||
msgstr ""
|
||||
|
||||
msgid "To make a SCU build, use the ``scu_build=yes`` SCons option."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When developing a Pull Request using SCU builds, be sure to make a regular "
|
||||
"build prior to submitting the PR. This is because SCU builds by nature "
|
||||
"include headers from earlier ``.cpp`` files in the translation unit, "
|
||||
"therefore won't catch all the includes you will need in a regular build. The "
|
||||
"CI will catch these errors but it will usually be faster to catch them on a "
|
||||
"local build on your machine."
|
||||
msgstr ""
|
||||
|
||||
msgid "Export templates"
|
||||
msgstr "Vientimallit"
|
||||
|
||||
msgid ""
|
||||
"Official export templates are downloaded from the Godot Engine site: "
|
||||
"`godotengine.org <https://godotengine.org/>`__. However, you might want to "
|
||||
"build them yourself (in case you want newer ones, you are using custom "
|
||||
"modules, or simply don't trust your own shadow)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you download the official export templates package and unzip it, you will "
|
||||
"notice that most files are optimized binaries or packages for each platform:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create those yourself, follow the instructions detailed for each platform "
|
||||
"in this same tutorial section. Each platform explains how to create its own "
|
||||
"template."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``version.txt`` file should contain the corresponding Godot version "
|
||||
"identifier. This file is used to install export templates in a version-"
|
||||
"specific directory to avoid conflicts. For instance, if you are building "
|
||||
"export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1."
|
||||
"stable`` on the first line (and nothing else). This version identifier is "
|
||||
"based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` "
|
||||
"lines of the `version.py file in the Godot Git repository <https://github."
|
||||
"com/godotengine/godot/blob/master/version.py>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are developing for multiple platforms, macOS is definitely the most "
|
||||
"convenient host platform for cross-compilation, since you can cross-compile "
|
||||
"for almost every target (except for UWP). Linux and Windows come in second "
|
||||
"place, but Linux has the advantage of being the easier platform to set this "
|
||||
"up."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,275 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Optimizing a build for size"
|
||||
msgstr ""
|
||||
|
||||
msgid "Rationale"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sometimes, it is desired to optimize a build for size rather than speed. "
|
||||
"This means not compiling unused functions from the engine, as well as using "
|
||||
"specific compiler flags to aid on decreasing build size. Common situations "
|
||||
"include creating builds for mobile and Web platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This tutorial aims to give an overview on different methods to create a "
|
||||
"smaller binary. Before continuing, it is recommended to read the previous "
|
||||
"tutorials on compiling Godot for each platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The options below are listed from the most important (greatest size savings) "
|
||||
"to the least important (lowest size savings)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Stripping binaries"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** Very high"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Difficulty:** Easy"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Performed in official builds:** Yes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you build Windows (MinGW), Linux or macOS binaries from source, remember "
|
||||
"to strip debug symbols from binaries by installing the ``strip`` package "
|
||||
"from your distribution then running:"
|
||||
msgstr ""
|
||||
|
||||
msgid "On Windows, ``strip.exe`` is included in most MinGW toolchain setups."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will reduce the size of compiled binaries by a factor between 5× and "
|
||||
"10×. The downside is that crash backtraces will no longer provide accurate "
|
||||
"information (which is useful for troubleshooting the cause of a crash). :ref:"
|
||||
"`C++ profilers <doc_using_cpp_profilers>` will also no longer be able to "
|
||||
"display function names (this does not affect the built-in GDScript profiler)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The above command will not work on Windows binaries compiled with MSVC and "
|
||||
"platforms such as Android and HTML5. Instead, pass ``debug_symbols=no`` on "
|
||||
"the SCons command line when compiling."
|
||||
msgstr ""
|
||||
|
||||
msgid "Optimizing for size instead of speed"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** High"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Performed in official builds:** Yes, but only for HTML5"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot 3.1 onwards allows compiling using size optimizations (instead of "
|
||||
"speed). To enable this, set the ``optimize`` flag to ``size``:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some platforms such as WebAssembly already use this mode by default."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling with link-time optimization"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Enabling link-time optimization produces more efficient binaries, both in "
|
||||
"terms of performance and file size. It works by eliminating duplicate "
|
||||
"template functions and unused code. It can currently be used with the GCC "
|
||||
"and MSVC compilers:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Linking becomes much slower and more RAM-consuming with this option, so it "
|
||||
"should be used only for release builds:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When compiling the ``master`` branch, you need to have at least 8 GB of RAM "
|
||||
"available for successful linking with LTO enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When compiling the ``3.x`` branch, you need to have at least 6 GB of RAM "
|
||||
"available for successful linking with LTO enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid "Disabling 3D"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** Moderate"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Performed in official builds:** No"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For 2D games, having the whole 3D engine available usually makes no sense. "
|
||||
"Because of this, there is a build flag to disable it:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Tools must be disabled in order to use this flag, as the editor is not "
|
||||
"designed to operate without 3D support. Without it, the binary size can be "
|
||||
"reduced by about 15%."
|
||||
msgstr ""
|
||||
|
||||
msgid "Disabling advanced GUI objects"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Most small games don't require complex GUI controls such as Tree, ItemList, "
|
||||
"TextEdit or GraphEdit. They can be disabled using a build flag:"
|
||||
msgstr ""
|
||||
|
||||
msgid "This is everything that will be disabled:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "FileDialog"
|
||||
msgstr "Tiedoston kuvaus"
|
||||
|
||||
msgid "PopupMenu"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Tree"
|
||||
msgstr "SkenePuu"
|
||||
|
||||
#, fuzzy
|
||||
msgid "TextEdit"
|
||||
msgstr "Editori"
|
||||
|
||||
#, fuzzy
|
||||
msgid "CodeEdit"
|
||||
msgstr "Editori"
|
||||
|
||||
msgid "SyntaxHighlighter"
|
||||
msgstr ""
|
||||
|
||||
msgid "CodeHighlighter"
|
||||
msgstr ""
|
||||
|
||||
msgid "TreeItem"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "OptionButton"
|
||||
msgstr "Optimointi"
|
||||
|
||||
msgid "SpinBox"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "ColorPicker"
|
||||
msgstr "Väriavaruus"
|
||||
|
||||
msgid "ColorPickerButton"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "RichTextlabel"
|
||||
msgstr "ScoreLabel"
|
||||
|
||||
msgid "RichTextEffect"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "CharFXTransform"
|
||||
msgstr "Tyhjennä muunnos"
|
||||
|
||||
#, fuzzy
|
||||
msgid "AcceptDialog"
|
||||
msgstr "Tiedoston kuvaus"
|
||||
|
||||
msgid "ConfirmationDialog"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "MarginContainer"
|
||||
msgstr "Mukautettujen Container-tyyppien luonti"
|
||||
|
||||
#, fuzzy
|
||||
msgid "SubViewportContainer"
|
||||
msgstr "Mukautettujen Container-tyyppien luonti"
|
||||
|
||||
#, fuzzy
|
||||
msgid "SplitContainer"
|
||||
msgstr "Mukautettujen Container-tyyppien luonti"
|
||||
|
||||
#, fuzzy
|
||||
msgid "HSplitContainer"
|
||||
msgstr "Mukautettujen Container-tyyppien luonti"
|
||||
|
||||
#, fuzzy
|
||||
msgid "VSplitContainer"
|
||||
msgstr "Mukautettujen Container-tyyppien luonti"
|
||||
|
||||
msgid "GraphNode"
|
||||
msgstr ""
|
||||
|
||||
msgid "GraphEdit"
|
||||
msgstr ""
|
||||
|
||||
msgid "Disabling unwanted modules"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** Very low to moderate depending on modules"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Difficulty:** Medium to hard depending on modules"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A lot of Godot's functions are offered as modules. You can see a list of "
|
||||
"modules with the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The list of modules that can be disabled will appear, together with all "
|
||||
"build options. If you are working on a simple 2D game, you could disable a "
|
||||
"lot of them:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If this proves not to work for your use case, you should review the list of "
|
||||
"modules and see which ones you actually still need for your game (e.g. you "
|
||||
"might want to keep networking-related modules, regex support, or theora to "
|
||||
"play videos)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can supply a list of disabled modules by creating "
|
||||
"``custom.py`` at the root of the source, with the contents similar to the "
|
||||
"following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_overriding_build_options`."
|
||||
msgstr ":ref:`doc_overriding_build_options`."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,207 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Android Studio"
|
||||
msgstr "Android SDK"
|
||||
|
||||
msgid ""
|
||||
"`Android Studio <https://developer.android.com/studio>`_ is a free IDE for "
|
||||
"Android development made by `Google <https://about.google/>`_ and `JetBrains "
|
||||
"<https://www.jetbrains.com/>`_. It's based on `IntelliJ IDEA <https://www."
|
||||
"jetbrains.com/idea/>`_ and has a feature-rich editor which supports Java and "
|
||||
"C/C++. It can be used to work on Godot's core engine as well as the Android "
|
||||
"platform codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "From the Android Studio's welcome window select **Open**."
|
||||
msgstr "Android Studion tervetuloikkuna."
|
||||
|
||||
msgid "Android Studio's welcome window."
|
||||
msgstr "Android Studion tervetuloikkuna."
|
||||
|
||||
msgid ""
|
||||
"Navigate to ``<Godot root directory>/platform/android/java`` and select the "
|
||||
"``settings.gradle`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Android Studio will import and index the project."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Android Studio project layout"
|
||||
msgstr "Android SDK"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The project is organized using `Android Studio's modules <https://developer."
|
||||
"android.com/studio/projects#ApplicationModules>`_:"
|
||||
msgstr ""
|
||||
"Lataa ja asenna Android SDK osoitteesta `developer.android.com <https://"
|
||||
"developer.android.com/studio/>`__."
|
||||
|
||||
msgid "``lib`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Located under ``<Godot root directory>/platform/android/java/lib``, this is "
|
||||
"a **library module** that organizes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"the Godot java and native code and make it available as a reusable "
|
||||
"dependency / artifact."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The artifact generated by this module is made available for other Android "
|
||||
"modules / projects to use as a dependency, via `MavenCentral <https://repo1."
|
||||
"maven.org/maven2/org/godotengine/godot/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "``editor`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Located under ``<Godot root directory>/platform/android/java/editor``, this "
|
||||
"is an **application module** that holds"
|
||||
msgstr ""
|
||||
|
||||
msgid "the source code for the Android port of the Godot Editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "This module has a dependency on the ``lib`` module."
|
||||
msgstr ""
|
||||
|
||||
msgid "``app`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Located under ``<Godot root directory>/platform/android/java/app``, this is "
|
||||
"an **application module** that holds"
|
||||
msgstr ""
|
||||
|
||||
msgid "the source code for the Android build templates."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Building & debugging the editor module"
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid "To build the ``editor`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the `Run/Debug Configurations drop down <https://developer.android."
|
||||
"com/studio/run/rundebugconfig#running>`_ and select ``editor``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Run > Run 'editor'** from the top menu or `click the Run icon "
|
||||
"<https://developer.android.com/studio/run/rundebugconfig#running>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "To debug the ``editor`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the **Build Variants** window using **View > Tools Windows > Build "
|
||||
"Variants** from the top menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the **Build Variants** window, make sure that in the **Active Build "
|
||||
"Variant** column, the ``:editor`` entry is set to **dev**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the **Run/Debug Configurations** window by clicking on **Run > Edit "
|
||||
"Configurations...** on the top menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the **Run/Debug Configurations** window, select the ``editor`` entry, and "
|
||||
"under **Debugger** make sure the **Debug Type** is set to ``Dual (Java + "
|
||||
"Native)``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Run > Debug 'editor'** from the top menu or `click the Debug icon "
|
||||
"<https://developer.android.com/studio/run/rundebugconfig#running>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "Building & debugging the app module"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``app`` module requires the presence of a Godot project in its "
|
||||
"``assets`` directory (``<Godot root directory>/platform/android/java/app/"
|
||||
"assets``) to run. This is usually handled by the Godot Editor during the "
|
||||
"export process. While developing in Android Studio, it's necessary to "
|
||||
"manually add a Godot project under that directory to replicate the export "
|
||||
"process. Once that's done, you can follow the instructions below to run/"
|
||||
"debug the ``app`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid "To build the ``app`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the `Run/Debug Configurations drop down <https://developer.android."
|
||||
"com/studio/run/rundebugconfig#running>`_ and select ``app``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Run > Run 'app'** from the top menu or `click the Run icon <https://"
|
||||
"developer.android.com/studio/run/rundebugconfig#running>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "To debug the ``app`` module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the **Build Variants** window, make sure that in the **Active Build "
|
||||
"Variant** column, the ``:app`` entry is set to **dev**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the **Run/Debug Configurations** window, select the ``app`` entry, and "
|
||||
"under **Debugger** make sure the **Debug Type** is set to ``Dual (Java + "
|
||||
"Native)``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Run > Debug 'app'** from the top menu or `click the Debug icon "
|
||||
"<https://developer.android.com/studio/run/rundebugconfig#running>`_."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in `Godot's Android dev channel "
|
||||
"<https://chat.godotengine.org/channel/android>`__."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,134 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "CLion"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`CLion <https://www.jetbrains.com/clion/>`_ is a commercial `JetBrains "
|
||||
"<https://www.jetbrains.com/>`_ IDE for C++."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"CLion can import a project's `compilation database file <https://clang.llvm."
|
||||
"org/docs/JSONCompilationDatabase.html>`_, commonly named ``compile_commands."
|
||||
"json``. To generate the compilation database file, open the terminal, change "
|
||||
"to the Godot root directory, and run:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, open the Godot root directory with CLion. CLion will import the "
|
||||
"compilation database, index the codebase, and provide autocompletion and "
|
||||
"other advanced code navigation and refactoring functionality."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Compiling and debugging the project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"CLion does not support compiling and debugging Godot via SCons out of the "
|
||||
"box. This can be achieved by creating a custom build target and run "
|
||||
"configuration in CLion. Before creating a custom build target, you must :ref:"
|
||||
"`compile Godot <toc-devel-compiling>` once on the command line, to generate "
|
||||
"the Godot executable. Open the terminal, change into the Godot root "
|
||||
"directory, and execute:"
|
||||
msgstr ""
|
||||
|
||||
msgid "To add a custom build target that invokes SCons for compilation:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open CLion and navigate to **Preferences > Build, Execution, Deployment > "
|
||||
"Custom Build Targets**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click **Add target** and give the target a name, e.g. ``Godot debug``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click **...** next to the **Build:** selectbox, then click the **+** button "
|
||||
"in the **External Tools** dialog to add a new external tool."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Give the tool a name, e.g. ``Build Godot debug``, set **Program** to "
|
||||
"``scons``, set **Arguments** to the compilation settings you want (see :ref:"
|
||||
"`compiling Godot <toc-devel-compiling>`), and set the **Working directory** "
|
||||
"to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** "
|
||||
"to create the tool."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"CLion does not expand shell commands like ``scons -j$(nproc)``. Use concrete "
|
||||
"values instead, e.g. ``scons -j8``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Back in the **External Tools** dialog, click the **+** again to add a second "
|
||||
"external tool for cleaning the Godot build via SCons. Give the tool a name, "
|
||||
"e.g. ``Clean Godot debug``, set **Program** to ``scons``, set **Arguments** "
|
||||
"to ``-c`` (which will clean the build), and set the **Working directory** to "
|
||||
"``$ProjectFileDir$``. Click **OK** to create the tool."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Close the **External Tools** dialog. In the **Custom Build Target** dialog "
|
||||
"for the custom ``Godot debug`` build target, select the **Build Godot "
|
||||
"debug** tool from the **Build** select box, and select the **Clean Godot "
|
||||
"debug** tool from the **Clean** select box. Click **OK** to create the "
|
||||
"custom build target."
|
||||
msgstr ""
|
||||
|
||||
msgid "In the main IDE window, click **Add Configuration**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the **Run/Debug Configuration** dialog, click **Add new...**, then select "
|
||||
"**Custom Build Application** to create a new custom run/debug configuration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Give the run/debug configuration a name, e.g. ``Godot debug``, select the "
|
||||
"``Godot debug`` custom build target as the **Target**. Select the Godot "
|
||||
"executable in the ``bin/`` folder as the **Executable**, and set the "
|
||||
"**Program arguments** to ``--editor --path path-to-your-project/``, where "
|
||||
"``path-to-your-project/`` should be a path pointing to an existing Godot "
|
||||
"project. If you omit the ``--path`` argument, you will only be able to debug "
|
||||
"the Godot Project Manager window. Click **OK** to create the run/debug "
|
||||
"configuration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can now build, run, debug, profile, and Valgrind check the Godot editor "
|
||||
"via the run configuration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When playing a scene, the Godot editor will spawn a separate process. You "
|
||||
"can debug this process in CLion by going to **Run > Attach to process...**, "
|
||||
"typing ``godot``, and selecting the Godot process with the highest **pid** "
|
||||
"(process ID), which will usually be the running project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,176 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Code::Blocks"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Code::Blocks <https://codeblocks.org/>`_ is a free, open source, cross "
|
||||
"platform IDE."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a new project"
|
||||
msgstr "Uuden projektin luominen"
|
||||
|
||||
msgid ""
|
||||
"From Code::Blocks' main screen, click **Create a new project** or select "
|
||||
"**File > New > Project...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the **New from template** window, from **Projects**, select **Empty "
|
||||
"project**, and click **Go**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Click Next, to pass the welcome to the new empty project wizard."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The project file should be created in the root of the cloned project folder. "
|
||||
"To achieve this, first, ensure that the **Project title** is the same as the "
|
||||
"folder name that Godot was cloned into. Unless you cloned the project into a "
|
||||
"folder with a different name, this will be ``godot``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Second, ensure that the **Folder to create project in** is the folder you "
|
||||
"ran the Git clone command from, not the ``godot`` project folder. Confirm "
|
||||
"that the **Resulting filename** field will create the project file in the "
|
||||
"root of the cloned project folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The compiler and configuration settings are managed through **SCons** and "
|
||||
"will be configured later. However, it's worth deselecting the **Create "
|
||||
"\"Release\" configuration** option; so only a single build target is created "
|
||||
"before clicking **Finish**."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Configuring the build"
|
||||
msgstr "Projektin määrittäminen"
|
||||
|
||||
msgid ""
|
||||
"The first step is to change the project properties. Right-click on the new "
|
||||
"project and select **Properties...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Check the **This is a custom Makefile** property. Click OK to save the "
|
||||
"changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The next step is to change the build options. Right-click on the new project "
|
||||
"and select **Build Options...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the **\"Make\" commands** tab and remove all the existing commands "
|
||||
"for all the build targets. For each build target enter the **SCons** command "
|
||||
"for creating the desired build in the **Build project/target** field. The "
|
||||
"minimum is ``scons``. For details on the **SCons** build options, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`. It's also useful to add the ``scons --"
|
||||
"clean`` command in the **Clean project/target** field to the project's "
|
||||
"default commands."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're using Windows, all the commands need to be preceded with ``cmd /"
|
||||
"c`` to initialize the command interpreter."
|
||||
msgstr ""
|
||||
|
||||
msgid "Windows example:"
|
||||
msgstr "Windows-esimerkki:"
|
||||
|
||||
msgid ""
|
||||
"Code::Blocks should now be configured to build Godot; so either select "
|
||||
"**Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Configuring the run"
|
||||
msgstr "Projektin määrittäminen"
|
||||
|
||||
msgid ""
|
||||
"Once **SCons** has successfully built the desired target, reopen the project "
|
||||
"**Properties...** and select the **Build targets** tab. In the **Output "
|
||||
"filename** field, browse to the ``bin`` folder and select the compiled file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Deselect the **Auto-generate filename prefix** and **Auto-generate filename "
|
||||
"extension** options."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Code::Blocks should now be configured to run your compiled Godot executable; "
|
||||
"so either select **Build > Run**, click the green arrow button, or press :"
|
||||
"kbd:`Ctrl + F10`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are two additional points worth noting. First, if required, the "
|
||||
"**Execution working dir** field can be used to test specific projects, by "
|
||||
"setting it to the folder containing the ``project.godot`` file. Second, the "
|
||||
"**Build targets** tab can be used to add and remove build targets for "
|
||||
"working with and creating different builds."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding files to the project"
|
||||
msgstr "Tiedostojen lisääminen projektiin"
|
||||
|
||||
msgid ""
|
||||
"To add all the Godot code files to the project, right-click on the new "
|
||||
"project and select **Add files recursively...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It should automatically select the project folder; so simply click **Open**. "
|
||||
"By default, all code files are included, so simply click **OK**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Code style configuration"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before editing any files, remember that all code needs to comply with the :"
|
||||
"ref:`doc_code_style_guidelines`. One important difference with Godot is the "
|
||||
"use of tabs for indents. Therefore, the key default editor setting that "
|
||||
"needs to be changed in Code::Blocks is to enable tabs for indents. This "
|
||||
"setting can be found by selecting **Settings > Editor**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **General Settings**, on the **Editor Settings** tab, under **Tab "
|
||||
"Options** check **Use TAB character**."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"That's it. You're ready to start contributing to Godot using the Code::"
|
||||
"Blocks IDE. Remember to save the project file and the **Workspace**. If you "
|
||||
"run into any issues, ask for help in one of `Godot's community channels "
|
||||
"<https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,46 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Configuring an IDE"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We assume that you have already `cloned <https://github.com/godotengine/"
|
||||
"godot>`_ and :ref:`compiled <toc-devel-compiling>` Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can easily develop Godot with any text editor and by invoking ``scons`` "
|
||||
"on the command line, but if you want to work with an IDE (Integrated "
|
||||
"Development Environment), here are setup instructions for some popular ones:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to use other IDEs, but their setup is not documented yet."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your editor supports the `language server protocol <https://microsoft."
|
||||
"github.io/language-server-protocol/>`__, you can use `clangd <https://clangd."
|
||||
"llvm.org>`__ for completion, diagnostics, and more. You can generate a "
|
||||
"compilation database for use with clangd one of two ways:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,118 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "KDevelop"
|
||||
msgstr "KDevelop"
|
||||
|
||||
msgid ""
|
||||
"`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all "
|
||||
"desktop platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid "From the KDevelop's main screen select **Open Project**."
|
||||
msgstr ""
|
||||
|
||||
msgid "KDevelop's main screen."
|
||||
msgstr ""
|
||||
|
||||
msgid "Navigate to the Godot root folder and select it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the next screen, choose **Custom Build System** for the **Project "
|
||||
"Manager**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After the project has been imported, open the project configuration by right-"
|
||||
"clicking on it in the **Projects** panel and selecting **Open Configuration.."
|
||||
"** option."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Language Support** open the **Includes/Imports** tab and add the "
|
||||
"following paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Apply the changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Custom Build System** add a new build configuration with the "
|
||||
"following settings:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build Directory"
|
||||
msgstr ""
|
||||
|
||||
msgid "*blank*"
|
||||
msgstr ""
|
||||
|
||||
msgid "Enable"
|
||||
msgstr "Ota käyttöön"
|
||||
|
||||
msgid "**True**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Executable"
|
||||
msgstr ""
|
||||
|
||||
msgid "**scons**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid "Apply the changes and close the configuration window."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging the project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid "Select **Run > Configure Launches...** from the top menu."
|
||||
msgstr ""
|
||||
|
||||
msgid "Click **Add** to create a new launch configuration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Executable** option and specify the path to your executable located "
|
||||
"in the ``<Godot root directory>/bin`` folder. The name depends on your build "
|
||||
"configuration, e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD "
|
||||
"platform with ``platform=editor`` and ``dev_build=yes``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,147 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Qt Creator"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Qt Creator <https://doc.qt.io/qtcreator/index.html>`_ is a free, open "
|
||||
"source IDE for all desktop platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From the Qt Creator's main screen select **New Project > Import Project > "
|
||||
"Import Existing Project**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Under **Location** select the Godot root folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Next, you can choose which folders and files will be visible to the project. "
|
||||
"While C/C++ files are added automatically, other extensions can be "
|
||||
"potentially useful: ``*.glsl`` for shader files, ``*.py`` for buildsystem "
|
||||
"files, ``*.java`` for Android platform development, ``*.mm`` for macOS "
|
||||
"platform development."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can change this configuration later by right-clicking on your project "
|
||||
"and selecting the **Edit Files...** option."
|
||||
msgstr ""
|
||||
|
||||
msgid "Finish the import."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the ``project_name.includes`` file and add a line containing ``.`` to "
|
||||
"it to correctly enable the code completion."
|
||||
msgstr ""
|
||||
|
||||
msgid "From the left-side menu select **Projects** and open the **Build** tab."
|
||||
msgstr ""
|
||||
|
||||
msgid "Delete the predefined ``make`` build step."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click **Add Build Step > Custom Process Step** to add a new build step with "
|
||||
"the following settings:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Command"
|
||||
msgstr ""
|
||||
|
||||
msgid "**scons**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the build fails with ``Could not start process \"scons\"``, it can mean "
|
||||
"that ``scons`` is not in your ``PATH`` environment variable. In this case, "
|
||||
"you'll have to specify the full path to the SCons binary."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging the project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid "From the left-side menu select **Projects** and open the **Run** tab."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Executable** specify the path to your executable located in the "
|
||||
"``<Godot root directory>/bin`` folder. The name depends on your build "
|
||||
"configuration, e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD "
|
||||
"platform with ``platform=editor`` and ``dev_build=yes``. You can use "
|
||||
"``%{buildDir}`` to reference the project root, e.g: ``%{buildDir}/bin/godot."
|
||||
"linuxbsd.editor.dev.x86_64``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to run a specific project, specify its root folder under "
|
||||
"**Working directory**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to run the editor, add ``-e`` to the **Command line arguments** "
|
||||
"field."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about command line arguments, refer to the :ref:`command line "
|
||||
"tutorial <doc_command_line_tutorial>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Code style configuration"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Developers must follow the project's :ref:`code style "
|
||||
"<doc_code_style_guidelines>` and the IDE should help them follow it. By "
|
||||
"default, Qt Creator uses spaces for indentation which doesn't match the "
|
||||
"Godot code style guidelines. You can change this behavior by changing the "
|
||||
"**Code Style** in **Tools > Options > C++**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click on **Edit** to change the current settings, then click on **Copy Built-"
|
||||
"in Code Style** button to set a new code style. Set a name for it (e.g. "
|
||||
"Godot) and change the Tab policy to be **Tabs Only**."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,111 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Rider"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Rider <https://www.jetbrains.com/rider/>`_ is a commercial `JetBrains "
|
||||
"<https://www.jetbrains.com/>`_ IDE for C# and C++ that uses the same "
|
||||
"solution system as Visual Studio."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you already use Visual Studio as your main IDE, you can use the same "
|
||||
"solution file in Rider. Rider and Visual Studio use the same solution "
|
||||
"format, so you can switch between the two IDEs without rebuilding the "
|
||||
"solution file. Debug configurations need to be changed when going from one "
|
||||
"IDE to another."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Rider requires a solution file to work on a project. While Godot does not "
|
||||
"come with the solution file, it can be generated using SCons."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Navigate to the Godot root folder and open a Command Prompt or PowerShell "
|
||||
"window."
|
||||
msgstr ""
|
||||
|
||||
msgid "Copy, paste and run the next command to generate the solution."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``vsproj`` parameter signals that you want Visual Studio solution "
|
||||
"generated. The ``dev_build`` parameter makes sure the debug symbols are "
|
||||
"included, allowing to e.g. step through code using breakpoints."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have Rider setup as your main IDE for .sln, you can now open the "
|
||||
"project by double-clicking on the ``godot.sln`` in the project root or by "
|
||||
"using the **Open** option inside of Rider."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Rider could fail to build the first time you open the project. If that is "
|
||||
"the case, you can close Rider and open the solution in Visual Studio, build "
|
||||
"it, close Visual Studio, and open the solution in Rider again. You are now "
|
||||
"able to build the project from Rider."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Compiling and debugging the project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"Rider comes with a built-in debugger that can be used to debug the Godot "
|
||||
"project. You can launch the debugger by pressing the **Debug** icon at the "
|
||||
"top of the screen, this only works for the Project manager, if you want to "
|
||||
"debug the editor, you need to configure the debugger first."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click on the **Godot > Edit Configurations** option at the top of the screen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Delete what is under **Program arguments** and paste the following line:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will tell the executable to debug the specified project without using "
|
||||
"the project manager. Use the root path to the project folder, not ``project."
|
||||
"godot`` file path."
|
||||
msgstr ""
|
||||
|
||||
msgid "Finally click on apply and ok to save the changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can now launch the debugger by pressing the **Debug** icon at the top of "
|
||||
"the screen and it will open the project to debug."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively you can use **Run > Attach to Process** to attach the debugger "
|
||||
"to a running Godot instance."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,131 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Visual Studio"
|
||||
msgstr "Visual Studio Code"
|
||||
|
||||
msgid ""
|
||||
"`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a "
|
||||
"Windows-only IDE by `Microsoft <https://microsoft.com>`_ that's free for "
|
||||
"individual use or non-commercial use within organizations. It has many "
|
||||
"useful features, such as memory view, performance view, source control and "
|
||||
"more."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio requires a solution file to work on a project. While Godot "
|
||||
"does not come with the solution file, it can be generated using SCons."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Navigate to the Godot root folder and open a Command Prompt or PowerShell "
|
||||
"window."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Run ``scons platform=windows vsproj=yes dev_build=yes`` to generate the "
|
||||
"solution with debug symbols."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``vsproj`` parameter signals that you want Visual Studio solution "
|
||||
"generated."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``dev_build`` parameter makes sure the debug symbols are included, "
|
||||
"allowing to e.g. step through code using breakpoints."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can now open the project by double-clicking on the ``godot.sln`` in the "
|
||||
"project root or by using the **Open a project or solution** option inside of "
|
||||
"the Visual Studio."
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the **Build** top menu to build the project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio must be configured with the C++ package. It can be selected in "
|
||||
"the installer:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging the project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"Visual Studio features a powerful debugger. This allows the user to examine "
|
||||
"Godot's source code, stop at specific points in the code, inspect the "
|
||||
"current execution context, and make live changes to the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can launch the project with the debugger attached using the **Debug > "
|
||||
"Start Debugging** option from the top menu. However, unless you want to "
|
||||
"debug the Project Manager specifically, you'd need to configure debugging "
|
||||
"options first. This is due to the fact that when the Godot Project Manager "
|
||||
"opens a project, the initial process is terminated and the debugger gets "
|
||||
"detached."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To configure the launch options to use with the debugger use **Project > "
|
||||
"Properties** from the top menu:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the **Debugging** section and under **Command Arguments** add two new "
|
||||
"arguments: the ``-e`` flag opens the editor instead of the Project Manager, "
|
||||
"and the ``--path`` argument tells the executable to open the specified "
|
||||
"project (must be provided as an *absolute* path to the project root, not the "
|
||||
"``project.godot`` file; if the path contains spaces be sure to pass it "
|
||||
"inside double quotation marks)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about command line arguments, refer to the :ref:`command line "
|
||||
"tutorial <doc_command_line_tutorial>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Even if you start the project without a debugger attached it can still be "
|
||||
"connected to the running process using **Debug > Attach to Process...** menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check that everything is working, put a breakpoint in ``main.cpp`` and "
|
||||
"press :kbd:`F5` to start debugging."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,146 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Visual Studio Code"
|
||||
msgstr "Visual Studio Code"
|
||||
|
||||
msgid ""
|
||||
"`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-"
|
||||
"platform code editor by `Microsoft <https://microsoft.com>`_ (not to be "
|
||||
"confused with :ref:`doc_configuring_an_ide_vs`)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure the C/C++ extension is installed. You can find instructions in the "
|
||||
"`official documentation <https://code.visualstudio.com/docs/languages/"
|
||||
"cpp>`_. Alternatively, `clangd <https://open-vsx.org/extension/llvm-vs-code-"
|
||||
"extensions/vscode-clangd>`_ can be used instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "When using the clangd extension, run ``scons compiledb=yes``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From the Visual Studio Code's main screen open the Godot root folder with "
|
||||
"**File > Open Folder...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter "
|
||||
"*Configure Task*."
|
||||
msgstr ""
|
||||
|
||||
msgid "Select the **Create tasks.json file from template** option."
|
||||
msgstr ""
|
||||
|
||||
msgid "Then select **Others**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If there is no such option as **Create tasks.json file from template** "
|
||||
"available, either delete the file if it already exists in your folder or "
|
||||
"create a ``.vscode/tasks.json`` file manually. See `Tasks in Visual Studio "
|
||||
"Code <https://code.visualstudio.com/docs/editor/tasks#_custom-tasks>`_ for "
|
||||
"more details on tasks."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Within the ``tasks.json`` file find the ``\"tasks\"`` array and add a new "
|
||||
"section to it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "An example of a filled out ``tasks.json``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Arguments can be different based on your own setup and needs. See :ref:"
|
||||
"`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging the project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"To run and debug the project you need to create a new configuration in the "
|
||||
"``launch.json`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Press :kbd:`Ctrl + Shift + D` to open the Run panel."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If ``launch.json`` file is missing you will be prompted to create a new one."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **C++ (GDB/LLDB)**. There may be another platform specific option "
|
||||
"here. If selected, adjust the configuration example provided accordingly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Within the ``launch.json`` file find the ``\"configurations\"`` array and "
|
||||
"add a new section to it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "An example of a filled out ``launch.json``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Due to sporadic performance issues, it is recommended to use LLDB over GDB "
|
||||
"on Unix-based systems. Make sure that the `CodeLLDB extension <https://"
|
||||
"marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_ is "
|
||||
"installed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you encounter issues with lldb, you may consider using gdb (see the "
|
||||
"LinuxBSD_gdb configuration)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Do note that lldb may work better with LLVM-based builds. See :ref:"
|
||||
"`doc_compiling_for_linuxbsd` for further information."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The name under ``program`` depends on your build configuration, e.g. ``godot."
|
||||
"linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with "
|
||||
"``platform=editor`` and ``dev_build=yes``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid ""
|
||||
"To get linting on class reference XML files, install the `vscode-xml "
|
||||
"extension <https://marketplace.visualstudio.com/items?itemName=redhat.vscode-"
|
||||
"xml>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,171 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Xcode"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You "
|
||||
"can download it from the Mac App Store."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From Xcode's main screen create a new project using the **Other > External "
|
||||
"Build System** template."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now choose a name for your project and set the path to scons executable in "
|
||||
"build tool (to find the path you can type ``where scons`` in a terminal)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the main target from the **Targets** section and select the **Info** "
|
||||
"tab."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Fill out the form with the following settings:"
|
||||
msgstr "Se tuottaa seuraavanlaisen liikkeen:"
|
||||
|
||||
msgid "Arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Directory"
|
||||
msgstr "Vektori"
|
||||
|
||||
msgid "A full path to the Godot root folder"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add a Command Line Tool target which will be used for indexing the project "
|
||||
"by choosing **File > New > Target...**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Select **macOS > Application > Command Line Tool**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Name it something so you know not to compile with this target (e.g. "
|
||||
"``GodotXcodeIndex``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For this target open the **Build Settings** tab and look for **Header Search "
|
||||
"Paths**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set **Header Search Paths** to the absolute path to the Godot root folder. "
|
||||
"You need to include subdirectories as well. To achieve that, add two two "
|
||||
"asterisks (``**``) to the end of the path, e.g. ``/Users/me/repos/godot-"
|
||||
"source/**``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Add the Godot source to the project by dragging and dropping it into the "
|
||||
"project file browser."
|
||||
msgstr "Raahaa skriptin solmun päälle Skene-telakassa."
|
||||
|
||||
msgid ""
|
||||
"Select **Create groups** for the **Added folders** option and check *only* "
|
||||
"your command line indexing target in the **Add to targets** section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Xcode will now index the files. This may take a few minutes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once Xcode is done indexing, you should have jump-to-definition, "
|
||||
"autocompletion, and full syntax highlighting."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging the project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"To enable debugging support you need to edit the external build target's "
|
||||
"build and run schemes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Open the scheme editor of the external build target."
|
||||
msgstr ""
|
||||
|
||||
msgid "Locate the **Build > Post Actions** section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Add a new script run action"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Provide build settings from** select your project. This allows to "
|
||||
"reference the project directory within the script."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a script that will give the binary a name that Xcode can recognize, e."
|
||||
"g.:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build the external build target."
|
||||
msgstr ""
|
||||
|
||||
msgid "Open the scheme editor again and select **Run**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set the **Executable** to the file you linked in your post-build action "
|
||||
"script."
|
||||
msgstr ""
|
||||
|
||||
msgid "Check **Debug executable**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can add two arguments on the **Arguments** tab: the ``-e`` flag opens "
|
||||
"the editor instead of the Project Manager, and the ``--path`` argument tells "
|
||||
"the executable to open the specified project (must be provided as an "
|
||||
"*absolute* path to the project root, not the ``project.godot`` file)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check that everything is working, put a breakpoint in ``platform/macos/"
|
||||
"godot_main_macos.mm`` and run the project."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin "
|
||||
"verkkosivustolla <https://godotengine.org/community>`_."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,277 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "2D coordinate systems and 2D transforms"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
msgid ""
|
||||
"This is a detailed overview of the available 2D coordinate systems and 2D "
|
||||
"transforms that are built in. The basic concepts are covered in :ref:"
|
||||
"`doc_viewport_and_canvas_transforms`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Transform2D <class_Transform2D>` are matrices that convert coordinates "
|
||||
"from one coordinate system to an other. In order to use them, it is "
|
||||
"beneficial to know which coordinate systems are available in Godot. For a "
|
||||
"deeper understanding, the :ref:`doc_matrices_and_transforms` tutorial offers "
|
||||
"insights to the underlying functionality."
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot 2D coordinate systems"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following graphic gives an overview of Godot 2D coordinate systems and "
|
||||
"the available node-transforms, transform-functions and coordinate-system "
|
||||
"related functions. At the left is the OS Window Manager screen, at the right "
|
||||
"are the :ref:`CanvasItems <class_CanvasItem>`. For simplicity reasons this "
|
||||
"graphic doesn't include :ref:`SubViewport <class_SubViewport>`, :ref:"
|
||||
"`SubViewportContainer <class_SubViewportContainer>`, :ref:"
|
||||
"`ParallaxLayer<class_ParallaxLayer>` and :ref:"
|
||||
"`ParallaxBackground<class_ParallaxBackground>` all of which also influence "
|
||||
"transforms."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The graphic is based on a node tree of the following form: ``Root Window "
|
||||
"(embed Windows)`` ⇒ ``Window (don't embed Windows)`` ⇒ ``CanvasLayer`` ⇒ "
|
||||
"``CanvasItem`` ⇒ ``CanvasItem`` ⇒ ``CanvasItem``. There are more complex "
|
||||
"combinations possible, like deeply nested Window and SubViewports, however "
|
||||
"this example intends to provide an overview of the methodology in general."
|
||||
msgstr ""
|
||||
|
||||
msgid "Click graphic to enlarge."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Item Coordinates**"
|
||||
msgstr "Seuraava koordinaatti"
|
||||
|
||||
msgid ""
|
||||
"This is the local coordinate system of a :ref:`CanvasItem "
|
||||
"<class_CanvasItem>`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Parent Item Coordinates**"
|
||||
msgstr "Seuraava koordinaatti"
|
||||
|
||||
msgid ""
|
||||
"This is the local coordinate system of the parent's *CanvasItem*. When "
|
||||
"positioning *CanvasItems* in the *Canvas*, they usually inherit the "
|
||||
"transformations of their parent *CanvasItems*. An exceptions is :ref:"
|
||||
"`CanvasItems.top_level <class_CanvasItem_property_top_level>`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Canvas Coordinates**"
|
||||
msgstr "Edellinen koordinaatti"
|
||||
|
||||
msgid ""
|
||||
"As mentioned in the previous tutorial :ref:`doc_canvas_layers`, there are "
|
||||
"two types of canvases (*Viewport* canvas and *CanvasLayer* canvas) and both "
|
||||
"have a canvas coordinate system. These are also called world coordinates. A "
|
||||
"*Viewport* can contain multiple *Canvases* with different coordinate systems."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Viewport Coordinates**"
|
||||
msgstr "Seuraava koordinaatti"
|
||||
|
||||
msgid "This is the coordinate system of the :ref:`Viewport <class_Viewport>`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Camera Coordinates**"
|
||||
msgstr "Seuraava koordinaatti"
|
||||
|
||||
msgid ""
|
||||
"This is only used internally for functionality like 3D-camera ray "
|
||||
"projections."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Embedder Coordinates / Screen Coordinates**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Every *Viewport* (*Window* or *SubViewport*) in the scene tree is embedded "
|
||||
"either in a different node or in the OS Window Manager. This coordinate "
|
||||
"system's origin is identical to the top-left corner of the *Window* or "
|
||||
"*SubViewport* and its scale is the one of the embedder or the OS Window "
|
||||
"Manager."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the embedder is the OS Window Manager, then they are also called Screen "
|
||||
"Coordinates."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Absolute Embedder Coordinates / Absolute Screen Coordinates**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The origin of this coordinate system is the top-left corner of the embedding "
|
||||
"node or the OS Window Manager screen. Its scale is the one of the embedder "
|
||||
"or the OS Window Manager."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the embedder is the OS Window Manager, then they are also called Absolute "
|
||||
"Screen Coordinates."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Node transforms"
|
||||
msgstr "Muunna"
|
||||
|
||||
msgid ""
|
||||
"Each of the mentioned nodes have one or more transforms associated with them "
|
||||
"and the combination of these nodes infer the transforms between the "
|
||||
"different coordinate systems. With a few exceptions, the transforms are :ref:"
|
||||
"`Transform2D <class_Transform2D>` and the following list shows details and "
|
||||
"effects of each of them."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**CanvasItem transform**"
|
||||
msgstr "**Transform**"
|
||||
|
||||
msgid "*CanvasItems* are either *Control*-nodes or *Node2D*-nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For *Control* nodes this transform consists of a :ref:`position "
|
||||
"<class_Control_property_position>` relative to the parent's origin and a :"
|
||||
"ref:`scale <class_Control_property_scale>` and :ref:`rotation "
|
||||
"<class_Control_property_rotation>` around a :ref:`pivot point "
|
||||
"<class_Control_property_pivot_offset>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For *Node2D* nodes :ref:`transform <class_Node2D_property_transform>` "
|
||||
"consists of :ref:`position <class_Node2D_property_position>`, :ref:`rotation "
|
||||
"<class_Node2D_property_rotation>`, :ref:`scale "
|
||||
"<class_Node2D_property_scale>` and :ref:`skew <class_Node2D_property_skew>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The transform affects the item itself and usually also child-*CanvasItems* "
|
||||
"and in the case of a *SubViewportContainer* it affects the contained "
|
||||
"*SubViewport*."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**CanvasLayer transform**"
|
||||
msgstr "**Transform**"
|
||||
|
||||
msgid ""
|
||||
"The *CanvasLayer's* :ref:`transform <class_CanvasLayer_property_transform>` "
|
||||
"affects all *CanvasItems* within the *CanvasLayer*. It doesn't affect other "
|
||||
"*CanvasLayers* or *Windows* in its *Viewport*."
|
||||
msgstr ""
|
||||
|
||||
msgid "**CanvasLayer follow viewport transform**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The *follow viewport transform* is an automatically calculated transform, "
|
||||
"that is based on the *Viewport's* :ref:`canvas transform "
|
||||
"<class_Viewport_property_canvas_transform>` and the *CanvasLayer's* :ref:"
|
||||
"`follow viewport scale <class_CanvasLayer_property_follow_viewport_scale>` "
|
||||
"and can be used, if :ref:`enabled "
|
||||
"<class_CanvasLayer_property_follow_viewport_enabled>`, to achieve a pseudo "
|
||||
"3D effect. It affects the same child nodes as the *CanvasLayer transform*."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Viewport canvas transform**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The :ref:`canvas transform <class_Viewport_property_canvas_transform>` "
|
||||
"affects all *CanvasItems* in the *Viewport's* default canvas. It also "
|
||||
"affects *CanvasLayers*, that have follow viewport transform enabled. The "
|
||||
"*Viewport's* active :ref:`Camera2D <class_Camera2D>` works by changing this "
|
||||
"transform. It doesn't affect this *Viewport's* embedded *Windows*."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Viewport global canvas transform**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Viewports* also have a :ref:`global canvas transform "
|
||||
"<class_Viewport_property_global_canvas_transform>`. This is the master "
|
||||
"transform and affects all individual *Canvas Layer* and embedded *Window* "
|
||||
"transforms. This is primarily used in Godot's CanvasItem Editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Viewport stretch transform**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, *Viewports* have a *stretch transform*, which is used when resizing "
|
||||
"or stretching the viewport. This transform is used for :ref:`Windows "
|
||||
"<class_Window>` as described in :ref:`doc_multiple_resolutions`, but can "
|
||||
"also be manually set on *SubViewports* by means of :ref:`size "
|
||||
"<class_SubViewport_property_size>` and :ref:`size_2d_override "
|
||||
"<class_SubViewport_property_size_2d_override>`. It's :ref:`translation "
|
||||
"<class_Transform2D_method_get_origin>`, :ref:`rotation "
|
||||
"<class_Transform2D_method_get_rotation>` and :ref:`skew "
|
||||
"<class_Transform2D_method_get_skew>` are the default values and it can only "
|
||||
"have non-default :ref:`scale <class_Transform2D_method_get_scale>`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Window transform**"
|
||||
msgstr "**Transform**"
|
||||
|
||||
msgid ""
|
||||
"In order to scale and position the *Window's* content as described in :ref:"
|
||||
"`doc_multiple_resolutions`, each :ref:`Window <class_Window>` contains a "
|
||||
"*window transform*. It is for example responsible for the black bars at the "
|
||||
"*Window's* sides so that the *Viewport* is displayed with a fixed aspect "
|
||||
"ratio."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Window position**"
|
||||
msgstr "**Kuvaus**"
|
||||
|
||||
msgid ""
|
||||
"Every *Window* also has a :ref:`position <class_Window_property_position>` "
|
||||
"to describe its position within its embedder. The embedder can be another "
|
||||
"*Viewport* or the OS Window Manager."
|
||||
msgstr ""
|
||||
|
||||
msgid "**SubViewportContainer shrink transform**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`stretch <class_SubViewportContainer_property_stretch>` together with :"
|
||||
"ref:`stretch_shrink <class_SubViewportContainer_property_stretch_shrink>` "
|
||||
"declare for a *SubViewportContaner* if and by what integer factor the "
|
||||
"contained *SubViewport* should be scaled in comparison to the container's "
|
||||
"size."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,123 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Binding to external libraries"
|
||||
msgstr ""
|
||||
|
||||
msgid "Modules"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Summator example in :ref:`doc_custom_modules_in_cpp` is great for small, "
|
||||
"custom modules, but what if you want to use a larger, external library? "
|
||||
"Let's look at an example using `Festival <https://www.cstr.ed.ac.uk/projects/"
|
||||
"festival/>`_, a speech synthesis (text-to-speech) library written in C++."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To bind to an external library, set up a module directory similar to the "
|
||||
"Summator example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Next, you will create a header file with a TTS class:"
|
||||
msgstr ""
|
||||
|
||||
msgid "And then you'll add the cpp file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Just as before, the new class needs to be registered somehow, so two more "
|
||||
"files need to be created:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These files must be in the top-level folder of your module (next to your "
|
||||
"``SCsub`` and ``config.py`` files) for the module to be registered properly."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "These files should contain the following:"
|
||||
msgstr "Tämä koodi antaa sinulle seuraavanlaisen käytöksen:"
|
||||
|
||||
msgid ""
|
||||
"Next, you need to create a ``SCsub`` file so the build system compiles this "
|
||||
"module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You'll need to install the external library on your machine to get the .a "
|
||||
"library files. See the library's official documentation for specific "
|
||||
"instructions on how to do this for your operation system. We've included the "
|
||||
"installation commands for Linux below, for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The voices that Festival uses (and any other potential external/3rd-party "
|
||||
"resource) all have varying licenses and terms of use; some (if not most) of "
|
||||
"them may be be problematic with Godot, even if the Festival Library itself "
|
||||
"is MIT License compatible. Please be sure to check the licenses and terms of "
|
||||
"use."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The external library will also need to be installed inside your module to "
|
||||
"make the source files accessible to the compiler, while also keeping the "
|
||||
"module code self-contained. The festival and speech_tools libraries can be "
|
||||
"installed from the modules/tts/ directory via git using the following "
|
||||
"commands:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you don't want the external repository source files committed to your "
|
||||
"repository, you can link to them instead by adding them as submodules (from "
|
||||
"within the modules/tts/ directory), as seen below:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Please note that Git submodules are not used in the Godot repository. If you "
|
||||
"are developing a module to be merged into the main Godot repository, you "
|
||||
"should not use submodules. If your module doesn't get merged in, you can "
|
||||
"always try to implement the external library as a GDExtension."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add include directories for the compiler to look at you can append it to "
|
||||
"the environment's paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to add custom compiler flags when building your module, you need "
|
||||
"to clone `env` first, so it won't add those flags to whole Godot build "
|
||||
"(which can cause errors). Example `SCsub` with custom flags:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The final module should look like this:"
|
||||
msgstr "Lopullisen moduulin pitäisi näyttää tältä:"
|
||||
|
||||
msgid "Using the module"
|
||||
msgstr ""
|
||||
|
||||
msgid "You can now use your newly created module from any script:"
|
||||
msgstr ""
|
||||
|
||||
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,195 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Common engine methods and macros"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's C++ codebase makes use of dozens of custom methods and macros which "
|
||||
"are used in almost every file. This page is geared towards beginner "
|
||||
"contributors, but it can also be useful for those writing custom C++ modules."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Print text"
|
||||
msgstr "Maalaa laatta"
|
||||
|
||||
msgid ""
|
||||
"If you need to add placeholders in your messages, use format strings as "
|
||||
"described below."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Format a string"
|
||||
msgstr "Muoto"
|
||||
|
||||
msgid ""
|
||||
"The ``vformat()`` function returns a formatted :ref:`class_String`. It "
|
||||
"behaves in a way similar to C's ``sprintf()``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In most cases, try to use ``vformat()`` instead of string concatenation as "
|
||||
"it makes for more readable code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Convert an integer or float to a string"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is not needed when printing numbers using ``print_line()``, but you may "
|
||||
"still need to perform manual conversion for some other use cases."
|
||||
msgstr ""
|
||||
|
||||
msgid "Internationalize a string"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "There are two types of internationalization in Godot's codebase:"
|
||||
msgstr "Siirtymiä on olemassa useita eri tyyppisiä:"
|
||||
|
||||
msgid ""
|
||||
"``TTR()``: **Editor (\"tools\") translations** will only be processed in the "
|
||||
"editor. If a user uses the same text in one of their projects, it won't be "
|
||||
"translated if they provide a translation for it. When contributing to the "
|
||||
"engine, this is generally the macro you should use for localizable strings."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``RTR()``: **Run-time translations** will be automatically localized in "
|
||||
"projects if they provide a translation for the given string. This kind of "
|
||||
"translation shouldn't be used in editor-only code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To insert placeholders in localizable strings, wrap the localization macro "
|
||||
"in a ``vformat()`` call as follows:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When using ``vformat()`` and a translation macro together, always wrap the "
|
||||
"translation macro in ``vformat()``, not the other way around. Otherwise, the "
|
||||
"string will never match the translation as it will have the placeholder "
|
||||
"already replaced when it's passed to TranslationServer."
|
||||
msgstr ""
|
||||
|
||||
msgid "Clamp a value"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot provides macros for clamping a value with a lower bound (``MAX``), an "
|
||||
"upper bound (``MIN``) or both (``CLAMP``):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This works with any type that can be compared to other values (like ``int`` "
|
||||
"and ``float``)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Microbenchmarking"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to benchmark a piece of code but don't know how to use a "
|
||||
"profiler, use this snippet:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will print the time spent between the ``begin`` declaration and the "
|
||||
"``end`` declaration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may have to ``#include \"core/os/os.h\"`` if it's not present already."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When opening a pull request, make sure to remove this snippet as well as the "
|
||||
"include if it wasn't there previously."
|
||||
msgstr ""
|
||||
"Kun avaat muutospyynnön, varmista, että poistat tämän pätkän sekä include-"
|
||||
"osan, jos se ei ollut siellä aiemmin."
|
||||
|
||||
#, fuzzy
|
||||
msgid "Get project/editor settings"
|
||||
msgstr "varoitusjärjestelmän projektikohtaiset asetukset"
|
||||
|
||||
#, fuzzy
|
||||
msgid "There are four macros available for this:"
|
||||
msgstr "On kaksi tapaa tehdä tämä:"
|
||||
|
||||
msgid ""
|
||||
"If a default value has been specified elsewhere, don't specify it again to "
|
||||
"avoid repetition:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It's recommended to use ``GLOBAL_DEF``/``EDITOR_DEF`` only once per setting "
|
||||
"and use ``GLOBAL_GET``/``EDITOR_GET`` in all other places where it's "
|
||||
"referenced."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Error macros"
|
||||
msgstr "Virheet"
|
||||
|
||||
msgid ""
|
||||
"Godot features many error macros to make error reporting more convenient."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Conditions in error macros work in the **opposite** way of GDScript's built-"
|
||||
"in ``assert()`` function. An error is reached if the condition inside "
|
||||
"evaluates to ``true``, not ``false``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Only variants with custom messages are documented here, as these should "
|
||||
"always be used in new contributions. Make sure the custom message provided "
|
||||
"includes enough information for people to diagnose the issue, even if they "
|
||||
"don't know C++. In case a method was passed invalid arguments, you can print "
|
||||
"the invalid value in question to ease debugging."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For internal error checking where displaying a human-readable message isn't "
|
||||
"necessary, remove ``_MSG`` at the end of the macro name and don't supply a "
|
||||
"message argument."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, always try to return processable data so the engine can keep running "
|
||||
"well."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See `core/error/error_macros.h <https://github.com/godotengine/godot/blob/"
|
||||
"master/core/error/error_macros.h>`__ in Godot's codebase for more "
|
||||
"information about each error macro."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some functions return an error code (materialized by a return type of "
|
||||
"``Error``). This value can be returned directly from an error macro. See the "
|
||||
"list of available error codes in `core/error/error_list.h <https://github."
|
||||
"com/godotengine/godot/blob/master/core/error/error_list.h>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,319 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Core types"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot has a rich set of classes and templates that compose its core, and "
|
||||
"everything is built upon them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This reference will try to list them in order for their better understanding."
|
||||
msgstr ""
|
||||
|
||||
msgid "Definitions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot uses the standard C99 datatypes, such as ``uint8_t``, ``uint32_t``, "
|
||||
"``int64_t``, etc. which are nowadays supported by every compiler. "
|
||||
"Reinventing the wheel for those is not fun, as it makes code more difficult "
|
||||
"to read."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In general, care is not taken to use the most efficient datatype for a given "
|
||||
"task unless using large structures or arrays. ``int`` is used through most "
|
||||
"of the code unless necessary. This is done because nowadays every device has "
|
||||
"at least a 32 bits bus and can do such operations in one cycle. It makes "
|
||||
"code more readable too."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For files or memory sizes, ``size_t`` is used, which is warranted to be 64 "
|
||||
"bits."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For Unicode characters, CharType instead of wchar_t is used, because many "
|
||||
"architectures have 4 bytes long wchar_t, where 2 bytes might be desired. "
|
||||
"However, by default, this has not been forced and CharType maps directly to "
|
||||
"wchar_t."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/typedefs.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"typedefs.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "Memory model"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"PC is a wonderful architecture. Computers often have gigabytes of RAM, "
|
||||
"terabytes of storage and gigahertz of CPU, and when an application needs "
|
||||
"more resources the OS will swap out the inactive ones. Other architectures "
|
||||
"(like mobile or consoles) are in general more limited."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The most common memory model is the heap, where an application will request "
|
||||
"a region of memory, and the underlying OS will try to fit it somewhere and "
|
||||
"return it. This often works best and is flexible, but over time and with "
|
||||
"abuse, this can lead to segmentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Segmentation slowly creates holes that are too small for most common "
|
||||
"allocations, so that memory is wasted. There is a lot of literature about "
|
||||
"heap and segmentation, so this topic will not be developed further here. "
|
||||
"Modern operating systems use paged memory, which helps mitigate the problem "
|
||||
"of segmentation but doesn't solve it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, in many studies and tests, it is shown that given enough memory, if "
|
||||
"the maximum allocation size is below a given threshold in proportion to the "
|
||||
"maximum heap size and proportion of memory intended to be unused, "
|
||||
"segmentation will not be a problem over time as it will remain constant. In "
|
||||
"other words, leave 10-20% of your memory free and perform all small "
|
||||
"allocations and you are fine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot ensures that all objects that can be allocated dynamically are small "
|
||||
"(less than a few kb at most). But what happens if an allocation is too large "
|
||||
"(like an image or mesh geometry or large array)? In this case Godot has the "
|
||||
"option to use a dynamic memory pool. This memory needs to be locked to be "
|
||||
"accessed, and if an allocation runs out of memory, the pool will be "
|
||||
"rearranged and compacted on demand. Depending on the need of the game, the "
|
||||
"programmer can configure the dynamic memory pool size."
|
||||
msgstr ""
|
||||
|
||||
msgid "Allocating memory"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot has many tools for tracking memory usage in a game, especially during "
|
||||
"debug. Because of this, the regular C and C++ library calls should not be "
|
||||
"used. Instead, a few other ones are provided."
|
||||
msgstr ""
|
||||
|
||||
msgid "For C-style allocation, Godot provides a few macros:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These are equivalent to the usual malloc, realloc, free of the standard C "
|
||||
"library."
|
||||
msgstr ""
|
||||
|
||||
msgid "For C++-style allocation, special macros are provided:"
|
||||
msgstr ""
|
||||
|
||||
msgid "which are equivalent to new, delete, new[] and delete[]."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"memnew/memdelete also use a little C++ magic and notify Objects right after "
|
||||
"they are created, and right before they are deleted."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For dynamic memory, the PoolVector<> template is provided. PoolVector is a "
|
||||
"standard vector class, and is very similar to vector in the C++ standard "
|
||||
"library. To create a PoolVector buffer, use this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"PoolVector can be accessed using the [] operator and a few helpers exist for "
|
||||
"this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These operations allow fast read/write from PoolVectors and keep it locked "
|
||||
"until they go out of scope. However, PoolVectors should be used for small, "
|
||||
"dynamic memory operations, as read() and write() are too slow for a large "
|
||||
"amount of accesses."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/os/memory.h <https://github.com/godotengine/godot/blob/master/core/os/"
|
||||
"memory.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/pool_vector.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"pool_vector.cpp>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "Containers"
|
||||
msgstr ""
|
||||
|
||||
msgid "Godot provides also a set of common containers:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Vector"
|
||||
msgstr "Vektori"
|
||||
|
||||
msgid "List"
|
||||
msgstr ""
|
||||
|
||||
msgid "Set"
|
||||
msgstr "Aseta"
|
||||
|
||||
msgid "Map"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"They aim to be as minimal as possible, as templates in C++ are often inlined "
|
||||
"and make the binary size much fatter, both in debug symbols and code. List, "
|
||||
"Set and Map can be iterated using pointers, like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The Vector<> class also has a few nice features:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It does copy on write, so making copies of it is cheap as long as they are "
|
||||
"not modified."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It supports multi-threading, by using atomic operations on the reference "
|
||||
"counter."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/templates/vector.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/templates/vector.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/templates/list.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/templates/list.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/templates/set.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"templates/hash_set.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/templates/map.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"templates/hash_map.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "String"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot also provides a String class. This class has a huge amount of "
|
||||
"features, full Unicode support in all the functions (like case operations) "
|
||||
"and utf8 parsing/extracting, as well as helpers for conversion and "
|
||||
"visualization."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/string/ustring.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/string/ustring.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "StringName"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"StringNames are like a String, but they are unique. Creating a StringName "
|
||||
"from a string results in a unique internal pointer for all equal strings. "
|
||||
"StringNames are useful for using strings as identifier, as comparing them is "
|
||||
"basically comparing a pointer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Creation of a StringName (especially a new one) is slow, but comparison is "
|
||||
"fast."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/string/string_name.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/string/string_name.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "Math types"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are several linear math types available in the core/math directory."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/math <https://github.com/godotengine/godot/tree/master/core/math>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "NodePath"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a special datatype used for storing paths in a scene tree and "
|
||||
"referencing them fast."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/string/node_path.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/string/node_path.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "RID"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"RIDs are resource IDs. Servers use these to reference data stored in them. "
|
||||
"RIDs are opaque, meaning that the data they reference can't be accessed "
|
||||
"directly. RIDs are unique, even for different types of referenced data."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/templates/rid.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"templates/rid.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,121 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom AudioStreams"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
msgid ""
|
||||
"AudioStream is the base class of all audio emitting objects. "
|
||||
"AudioStreamPlayer binds onto an AudioStream to emit PCM data into an "
|
||||
"AudioServer which manages audio drivers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"All audio resources require two audio based classes: AudioStream and "
|
||||
"AudioStreamPlayback. As a data container, AudioStream contains the resource "
|
||||
"and exposes itself to GDScript. AudioStream references its own internal "
|
||||
"custom AudioStreamPlayback which translates AudioStream into PCM data."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide assumes the reader knows how to create C++ modules. If not, refer "
|
||||
"to this guide :ref:`doc_custom_modules_in_cpp`."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`servers/audio/audio_stream.h <https://github.com/godotengine/godot/blob/"
|
||||
"master/servers/audio/audio_stream.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`scene/audio/audioplayer.cpp <https://github.com/godotengine/godot/blob/"
|
||||
"master/scene/audio/audio_player.cpp>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding external libraries (like Wwise, FMOD, etc)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding custom audio queues"
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding support for more audio formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Create an AudioStream"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"An AudioStream consists of three components: data container, stream name, "
|
||||
"and an AudioStreamPlayback friend class generator. Audio data can be loaded "
|
||||
"in a number of ways such as with an internal counter for a tone generator, "
|
||||
"internal/external buffer, or a file reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some AudioStreams need to be stateless such as objects loaded from "
|
||||
"ResourceLoader. ResourceLoader loads once and references the same object "
|
||||
"regardless how many times ``load`` is called on a specific resource. "
|
||||
"Therefore, playback state must be self-contained in AudioStreamPlayback."
|
||||
msgstr ""
|
||||
|
||||
msgid "Create an AudioStreamPlayback"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"AudioStreamPlayer uses ``mix`` callback to obtain PCM data. The callback "
|
||||
"must match sample rate and fill the buffer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since AudioStreamPlayback is controlled by the audio thread, i/o and dynamic "
|
||||
"memory allocation are forbidden."
|
||||
msgstr ""
|
||||
|
||||
msgid "Resampling"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's AudioServer currently uses 44100 Hz sample rate. When other sample "
|
||||
"rates are needed such as 48000, either provide one or use "
|
||||
"AudioStreamPlaybackResampled. Godot provides cubic interpolation for audio "
|
||||
"resampling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Instead of overloading ``mix``, AudioStreamPlaybackResampled uses "
|
||||
"``_mix_internal`` to query AudioFrames and ``get_stream_sampling_rate`` to "
|
||||
"query current mix rate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/math/audio_frame.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,182 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom Godot servers"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
msgid ""
|
||||
"Godot implements multi-threading as servers. Servers are daemons which "
|
||||
"manage data, process it, and push the result. Servers implement the mediator "
|
||||
"pattern which interprets resource ID and process data for the engine and "
|
||||
"other modules. In addition, the server claims ownership for its RID "
|
||||
"allocations."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide assumes the reader knows how to create C++ modules and Godot data "
|
||||
"types. If not, refer to :ref:`doc_custom_modules_in_cpp`."
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Why does Godot use servers and RIDs? <https://godotengine.org/article/why-"
|
||||
"does-godot-use-servers-and-rids>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Singleton pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Mediator pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding artificial intelligence."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding custom asynchronous threads."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding support for a new input device."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding writing threads."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding a custom VoIP protocol."
|
||||
msgstr ""
|
||||
|
||||
msgid "And more..."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a Godot server"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At minimum, a server must have a static instance, a sleep timer, a thread "
|
||||
"loop, an initialization state and a cleanup procedure."
|
||||
msgstr ""
|
||||
|
||||
msgid "Custom managed resource data"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot servers implement a mediator pattern. All data types inherit "
|
||||
"``RID_Data``. ``RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is "
|
||||
"called. During debug mode only, RID_Owner maintains a list of RIDs. In "
|
||||
"practice, RIDs are similar to writing object-oriented C code."
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`RID<class_rid>`"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/templates/rid.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"templates/rid.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Registering the class in GDScript"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Servers are allocated in ``register_types.cpp``. The constructor sets the "
|
||||
"static instance and ``init()`` creates the managed thread; "
|
||||
"``unregister_types.cpp`` cleans up the server."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since a Godot server class creates an instance and binds it to a static "
|
||||
"singleton, binding the class might not reference the correct instance. "
|
||||
"Therefore, a dummy class must be created to reference the proper Godot "
|
||||
"server."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In ``register_server_types()``, ``Engine::get_singleton()->add_singleton`` "
|
||||
"is used to register the dummy class in GDScript."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`servers/register_server_types.cpp <https://github.com/godotengine/godot/"
|
||||
"blob/master/servers/register_server_types.cpp>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Bind methods"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The dummy class binds singleton methods to GDScript. In most cases, the "
|
||||
"dummy class methods wraps around."
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding Signals"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to emit signals to GDScript by calling the GDScript dummy "
|
||||
"object."
|
||||
msgstr ""
|
||||
|
||||
msgid "MessageQueue"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to send commands into SceneTree, MessageQueue is a thread-safe "
|
||||
"buffer to queue set and call methods for other threads. To queue a command, "
|
||||
"obtain the target object RID and use either ``push_call``, ``push_set``, or "
|
||||
"``push_notification`` to execute the desired behavior. The queue will be "
|
||||
"flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` is "
|
||||
"executed."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/object/message_queue.cpp <https://github.com/godotengine/godot/blob/"
|
||||
"master/core/object/message_queue.cpp>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Summing it up"
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the GDScript sample code:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Notes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The actual `Hilbert Hotel <https://en.wikipedia.org/wiki/"
|
||||
"Hilbert%27s_paradox_of_the_Grand_Hotel>`__ is impossible."
|
||||
msgstr ""
|
||||
|
||||
msgid "Connecting signal example code is pretty hacky."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,544 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom modules in C++"
|
||||
msgstr ""
|
||||
|
||||
msgid "Modules"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot allows extending the engine in a modular way. New modules can be "
|
||||
"created and then enabled/disabled. This allows for adding new engine "
|
||||
"functionality at every level without modifying the core, which can be split "
|
||||
"for use and reuse in different modules."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Modules are located in the ``modules/`` subdirectory of the build system. By "
|
||||
"default, dozens of modules are enabled, such as GDScript (which, yes, is not "
|
||||
"part of the base engine), the Mono runtime, a regular expressions module, "
|
||||
"and others. As many new modules as desired can be created and combined. The "
|
||||
"SCons build system will take care of it transparently."
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While it's recommended that most of a game be written in scripting (as it is "
|
||||
"an enormous time saver), it's perfectly possible to use C++ instead. Adding "
|
||||
"C++ modules can be useful in the following scenarios:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding an external library to Godot (like PhysX, FMOD, etc)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Optimize critical parts of a game."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding new functionality to the engine and/or editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Porting an existing game to Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "Write a whole, new game in C++ because you can't live without C++."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a new module"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before creating a module, make sure to :ref:`download the source code of "
|
||||
"Godot and compile it <toc-devel-compiling>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create a new module, the first step is creating a directory inside "
|
||||
"``modules/``. If you want to maintain the module separately, you can "
|
||||
"checkout a different VCS into modules and use it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The example module will be called \"summator\" (``godot/modules/summator``). "
|
||||
"Inside we will create a summator class:"
|
||||
msgstr ""
|
||||
|
||||
msgid "And then the cpp file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, the new class needs to be registered somehow, so two more files need "
|
||||
"to be created:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These files must be in the top-level folder of your module (next to your "
|
||||
"``SCsub`` and ``config.py`` files) for the module to be registered properly."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "These files should contain the following:"
|
||||
msgstr "Tämä koodi antaa sinulle seuraavanlaisen käytöksen:"
|
||||
|
||||
msgid ""
|
||||
"Next, we need to create a ``SCsub`` file so the build system compiles this "
|
||||
"module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With multiple sources, you can also add each file individually to a Python "
|
||||
"string list:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This allows for powerful possibilities using Python to construct the file "
|
||||
"list using loops and logic statements. Look at some modules that ship with "
|
||||
"Godot by default for examples."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add include directories for the compiler to look at you can append it to "
|
||||
"the environment's paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to add custom compiler flags when building your module, you need "
|
||||
"to clone ``env`` first, so it won't add those flags to whole Godot build "
|
||||
"(which can cause errors). Example ``SCsub`` with custom flags:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And finally, the configuration file for the module, this is a Python script "
|
||||
"that must be named ``config.py``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The module is asked if it's OK to build for the specific platform (in this "
|
||||
"case, ``True`` means it will build for every platform)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And that's it. Hope it was not too complex! Your module should look like "
|
||||
"this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then zip it and share the module with everyone else. When building "
|
||||
"for every platform (instructions in the previous sections), your module will "
|
||||
"be included."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There is a parameter limit of 5 in C++ modules for things such as "
|
||||
"subclasses. This can be raised to 13 by including the header file ``core/"
|
||||
"method_bind_ext.gen.inc``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using the module"
|
||||
msgstr ""
|
||||
|
||||
msgid "You can now use your newly created module from any script:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The output will be ``60``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The previous Summator example is great for small, custom modules, but what "
|
||||
"if you want to use a larger, external library? Refer to :ref:"
|
||||
"`doc_binding_to_external_libraries` for details about binding to external "
|
||||
"libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your module is meant to be accessed from the running project (not just "
|
||||
"from the editor), you must also recompile every export template you plan to "
|
||||
"use, then specify the path to the custom template in each export preset. "
|
||||
"Otherwise, you'll get errors when running the project as the module isn't "
|
||||
"compiled in the export template. See the :ref:`Compiling <toc-devel-"
|
||||
"compiling>` pages for more information."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling a module externally"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compiling a module involves moving the module's sources directly under the "
|
||||
"engine's ``modules/`` directory. While this is the most straightforward way "
|
||||
"to compile a module, there are a couple of reasons as to why this might not "
|
||||
"be a practical thing to do:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Having to manually copy modules sources every time you want to compile the "
|
||||
"engine with or without the module, or taking additional steps needed to "
|
||||
"manually disable a module during compilation with a build option similar to "
|
||||
"``module_summator_enabled=no``. Creating symbolic links may also be a "
|
||||
"solution, but you may additionally need to overcome OS restrictions like "
|
||||
"needing the symbolic link privilege if doing this via script."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Depending on whether you have to work with the engine's source code, the "
|
||||
"module files added directly to ``modules/`` changes the working tree to the "
|
||||
"point where using a VCS (like ``git``) proves to be cumbersome as you need "
|
||||
"to make sure that only the engine-related code is committed by filtering "
|
||||
"changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"So if you feel like the independent structure of custom modules is needed, "
|
||||
"lets take our \"summator\" module and move it to the engine's parent "
|
||||
"directory:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compile the engine with our module by providing ``custom_modules`` build "
|
||||
"option which accepts a comma-separated list of directory paths containing "
|
||||
"custom C++ modules, similar to the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The build system shall detect all modules under the ``../modules`` directory "
|
||||
"and compile them accordingly, including our \"summator\" module."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Any path passed to ``custom_modules`` will be converted to an absolute path "
|
||||
"internally as a way to distinguish between custom and built-in modules. It "
|
||||
"means that things like generating module documentation may rely on a "
|
||||
"specific path structure on your machine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Introduction to the buildsystem - Custom modules build option "
|
||||
"<doc_buildsystem_custom_modules>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Customizing module types initialization"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Modules can interact with other built-in engine classes during runtime and "
|
||||
"even affect the way core types are initialized. So far, we've been using "
|
||||
"``register_summator_types`` as a way to bring in module classes to be "
|
||||
"available within the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A crude order of the engine setup can be summarized as a list of the "
|
||||
"following type registration methods:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Our ``Summator`` class is initialized during the ``register_module_types()`` "
|
||||
"call. Imagine that we need to satisfy some common module run-time dependency "
|
||||
"(like singletons), or allow us to override existing engine method callbacks "
|
||||
"before they can be assigned by the engine itself. In that case, we want to "
|
||||
"ensure that our module classes are registered *before* any other built-in "
|
||||
"type."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is where we can define an optional ``preregister_summator_types()`` "
|
||||
"method which will be called before anything else during the "
|
||||
"``preregister_module_types()`` engine setup stage."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We now need to add this method to ``register_types`` header and source files:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Unlike other register methods, we have to explicitly define "
|
||||
"``MODULE_SUMMATOR_HAS_PREREGISTER`` to let the build system know what "
|
||||
"relevant method calls to include at compile time. The module's name has to "
|
||||
"be converted to uppercase as well."
|
||||
msgstr ""
|
||||
|
||||
msgid "Improving the build system for development"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This shared library support is not designed to support distributing a module "
|
||||
"to other users without recompiling the engine. For that purpose, use a "
|
||||
"GDExtension instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"So far, we defined a clean SCsub that allows us to add the sources of our "
|
||||
"new module as part of the Godot binary."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This static approach is fine when we want to build a release version of our "
|
||||
"game, given we want all the modules in a single binary."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, the trade-off is that every single change requires a full "
|
||||
"recompilation of the game. Even though SCons is able to detect and recompile "
|
||||
"only the file that was changed, finding such files and eventually linking "
|
||||
"the final binary takes a long time."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The solution to avoid such a cost is to build our own module as a shared "
|
||||
"library that will be dynamically loaded when starting our game's binary."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once compiled, we should end up with a ``bin`` directory containing both the "
|
||||
"``godot*`` binary and our ``libsummator*.so``. However given the .so is not "
|
||||
"in a standard directory (like ``/usr/lib``), we have to help our binary find "
|
||||
"it during runtime with the ``LD_LIBRARY_PATH`` environment variable:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You have to ``export`` the environment variable. Otherwise, you won't be "
|
||||
"able to run your project from the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On top of that, it would be nice to be able to select whether to compile our "
|
||||
"module as shared library (for development) or as a part of the Godot binary "
|
||||
"(for release). To do that we can define a custom flag to be passed to SCons "
|
||||
"using the ``ARGUMENT`` command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now by default ``scons`` command will build our module as part of Godot's "
|
||||
"binary and as a shared library when passing ``summator_shared=yes``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, you can even speed up the build further by explicitly specifying "
|
||||
"your shared module as target in the SCons command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Writing custom documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Writing documentation may seem like a boring task, but it is highly "
|
||||
"recommended to document your newly created module to make it easier for "
|
||||
"users to benefit from it. Not to mention that the code you've written one "
|
||||
"year ago may become indistinguishable from the code that was written by "
|
||||
"someone else, so be kind to your future self!"
|
||||
msgstr ""
|
||||
|
||||
msgid "There are several steps in order to setup custom docs for the module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make a new directory in the root of the module. The directory name can be "
|
||||
"anything, but we'll be using the ``doc_classes`` name throughout this "
|
||||
"section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Now, we need to edit ``config.py``, add the following snippet:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``get_doc_path()`` function is used by the build system to determine the "
|
||||
"location of the docs. In this case, they will be located in the ``modules/"
|
||||
"summator/doc_classes`` directory. If you don't define this, the doc path for "
|
||||
"your module will fall back to the main ``doc/classes`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``get_doc_classes()`` method is necessary for the build system to know "
|
||||
"which registered classes belong to the module. You need to list all of your "
|
||||
"classes here. The classes that you don't list will end up in the main ``doc/"
|
||||
"classes`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use Git to check if you have missed some of your classes by checking "
|
||||
"the untracked files with ``git status``. For example::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Example output::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Now we can generate the documentation:"
|
||||
msgstr "Nyt voimme generoida dokumentaation:"
|
||||
|
||||
msgid ""
|
||||
"We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, "
|
||||
"which will dump the engine API reference to the given ``<path>`` in XML "
|
||||
"format."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In our case we'll point it to the root of the cloned repository. You can "
|
||||
"point it to an another folder, and just copy over the files that you need."
|
||||
msgstr ""
|
||||
|
||||
msgid "Run command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will "
|
||||
"see that it contains a ``Summator.xml`` file, or any other classes, that you "
|
||||
"referenced in your ``get_doc_classes`` function."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Edit the file(s) following :ref:`doc_class_reference_primer` and recompile "
|
||||
"the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once the compilation process is finished, the docs will become accessible "
|
||||
"within the engine's built-in documentation system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to keep documentation up-to-date, all you'll have to do is simply "
|
||||
"modify one of the XML files and recompile the engine from now on."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you change your module's API, you can also re-extract the docs, they will "
|
||||
"contain the things that you previously added. Of course if you point it to "
|
||||
"your godot folder, make sure you don't lose work by extracting older docs "
|
||||
"from an older engine build on top of the newer ones."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that if you don't have write access rights to your supplied ``<path>``, "
|
||||
"you might encounter an error similar to the following:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Writing custom unit tests"
|
||||
msgstr "Mukautettujen tietotyyppien luonti"
|
||||
|
||||
msgid ""
|
||||
"It's possible to write self-contained unit tests as part of a C++ module. If "
|
||||
"you are not familiar with the unit testing process in Godot yet, please "
|
||||
"refer to :ref:`doc_unit_testing`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "The procedure is the following:"
|
||||
msgstr "Huomaa seuraava:"
|
||||
|
||||
msgid "Create a new directory named ``tests/`` under your module's root:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a new test suite: ``test_summator.h``. The header must be prefixed "
|
||||
"with ``test_`` so that the build system can collect it and include it as "
|
||||
"part of the ``tests/test_main.cpp`` where the tests are run."
|
||||
msgstr ""
|
||||
|
||||
msgid "Write some test cases. Here's an example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compile the engine with ``scons tests=yes``, and run the tests with the "
|
||||
"following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "You should see the passing assertions now."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding custom editor icons"
|
||||
msgstr "Omien editori-ikonien lisäys"
|
||||
|
||||
msgid ""
|
||||
"Similarly to how you can write self-contained documentation within a module, "
|
||||
"you can also create your own custom icons for classes to appear in the "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For the actual process of creating editor icons to be integrated within the "
|
||||
"engine, please refer to :ref:`doc_editor_icons` first."
|
||||
msgstr ""
|
||||
|
||||
msgid "Once you've created your icon(s), proceed with the following steps:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make a new directory in the root of the module named ``icons``. This is the "
|
||||
"default path for the engine to look for module's editor icons."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Move your newly created ``svg`` icons (optimized or not) into that folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Recompile the engine and run the editor. Now the icon(s) will appear in "
|
||||
"editor's interface where appropriate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you'd like to store your icons somewhere else within your module, add the "
|
||||
"following code snippet to ``config.py`` to override the default path:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Summing up"
|
||||
msgstr ""
|
||||
|
||||
msgid "Remember to:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use ``GDCLASS`` macro for inheritance, so Godot can wrap it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use ``_bind_methods`` to bind your functions to scripting, and to allow them "
|
||||
"to work as callbacks for signals."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Avoid multiple inheritance for classes exposed to Godot**, as ``GDCLASS`` "
|
||||
"doesn't support this. You can still use multiple inheritance in your own "
|
||||
"classes as long as they're not exposed to Godot's scripting API."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"But this is not all, depending what you do, you will be greeted with some "
|
||||
"(hopefully positive) surprises."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
|
||||
"Sprite2D), your new class will appear in the editor, in the inheritance tree "
|
||||
"in the \"Add Node\" dialog."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you inherit from :ref:`class_Resource`, it will appear in the resource "
|
||||
"list, and all the exposed properties can be serialized when saved/loaded."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By this same logic, you can extend the Editor and almost any area of the "
|
||||
"engine."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,336 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Custom platform ports"
|
||||
msgstr "Alustatuki"
|
||||
|
||||
msgid ""
|
||||
"Similar to :ref:`doc_custom_modules_in_cpp`, Godot's multi-platform "
|
||||
"architecture is designed in a way that allows creating platform ports "
|
||||
"without modifying any existing source code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"An example of a custom platform port distributed independently from the "
|
||||
"engine is `FRT <https://github.com/efornara/frt>`__, which targets single-"
|
||||
"board computers. Note that this platform port currently targets Godot 3.x; "
|
||||
"therefore, it does not use the :ref:`class_DisplayServer` abstraction that "
|
||||
"is new in Godot 4."
|
||||
msgstr ""
|
||||
|
||||
msgid "Some reasons to create custom platform ports might be:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You want to :ref:`port your game to consoles <doc_consoles>`, but wish to "
|
||||
"write the platform layer yourself. This is a long and arduous process, as it "
|
||||
"requires signing NDAs with console manufacturers, but it allows you to have "
|
||||
"full control over the console porting process."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You want to port Godot to an exotic platform that isn't currently supported."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have questions about creating a custom platform port, feel free to "
|
||||
"ask in the ``#platforms`` channel of the `Godot Contributors Chat <https://"
|
||||
"chat.godotengine.org/channel/platforms>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot is a modern engine with modern requirements. Even if you only intend "
|
||||
"to run simple 2D projects on the target platform, it still requires an "
|
||||
"amount of memory that makes it unviable to run on most retro consoles. For "
|
||||
"reference, in Godot 4, an empty project with nothing visible requires about "
|
||||
"100 MB of RAM to run on Linux (50 MB in headless mode)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to run Godot on heavily memory-constrained platforms, older "
|
||||
"Godot versions have lower memory requirements. The porting process is "
|
||||
"similar, with the exception of :ref:`class_DisplayServer` not being split "
|
||||
"from the :ref:`class_OS` singleton."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Official platform ports"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid ""
|
||||
"The official platform ports can be used as a reference when creating a "
|
||||
"custom platform port:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`Windows <https://github.com/godotengine/godot/tree/master/platform/"
|
||||
"windows>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`macOS <https://github.com/godotengine/godot/tree/master/platform/macos>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`Linux/\\*BSD <https://github.com/godotengine/godot/tree/master/platform/"
|
||||
"linuxbsd>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`Android <https://github.com/godotengine/godot/tree/master/platform/"
|
||||
"android>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid "`iOS <https://github.com/godotengine/godot/tree/master/platform/ios>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`UWP <https://github.com/godotengine/godot/tree/master/platform/uwp>`__ "
|
||||
"*(not currently working)*"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
#, fuzzy
|
||||
msgid "`Web <https://github.com/godotengine/godot/tree/master/platform/web>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid ""
|
||||
"While platform code is usually self-contained, there are exceptions to this "
|
||||
"rule. For instance, audio drivers that are shared across several platforms "
|
||||
"and rendering backends are located in the `drivers/ folder <https://github."
|
||||
"com/godotengine/godot/tree/master/drivers>`__ of the Godot source code."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Creating a custom platform port"
|
||||
msgstr "Lepoasennon luonti"
|
||||
|
||||
msgid ""
|
||||
"Creating a custom platform port is a large undertaking which requires prior "
|
||||
"knowledge of the platform's SDKs. Depending on what features you need, the "
|
||||
"amount of work needed varies:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Required features of a platform port"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At the very least, a platform port must have methods from the :ref:"
|
||||
"`class_OS` singleton implemented to be buildable and usable for headless "
|
||||
"operation. A ``logo.svg`` (32×32) vector image must also be present within "
|
||||
"the platform folder. This logo is displayed in the Export dialog for each "
|
||||
"export preset targeting the platform in question."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See `this implementation <https://github.com/godotengine/godot/blob/master/"
|
||||
"platform/linuxbsd/os_linuxbsd.cpp>`__ for the Linux/\\*BSD platform as an "
|
||||
"example. See also the `OS singleton header <https://github.com/godotengine/"
|
||||
"godot/blob/master/core/os/os.h>`__ for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your target platform is UNIX-like, consider inheriting from the "
|
||||
"``OS_Unix`` class to get much of the work done automatically."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the platform is not UNIX-like, you might use the `Windows port <https://"
|
||||
"github.com/godotengine/godot/blob/master/platform/windows/os_windows.cpp>` "
|
||||
"as a reference."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**detect.py file**"
|
||||
msgstr "**Tekstuurisuodatus:**"
|
||||
|
||||
msgid ""
|
||||
"A ``detect.py`` file must be created within the platform's folder with all "
|
||||
"methods implemented. This file is required for SCons to detect the platform "
|
||||
"as a valid option for compiling. See the `detect.py file <https://github.com/"
|
||||
"godotengine/godot/blob/master/platform/linuxbsd/detect.py>`__ for the Linux/"
|
||||
"\\*BSD platform as an example."
|
||||
msgstr ""
|
||||
|
||||
msgid "All methods should be implemented within ``detect.py`` as follows:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``is_active()``: Can be used to temporarily disable building for a platform. "
|
||||
"This should generally always return ``True``."
|
||||
msgstr ""
|
||||
|
||||
msgid "``get_name()``: Returns the platform's user-visible name as a string."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``can_build()``: Return ``True`` if the host system is able to build for the "
|
||||
"target platform, ``False`` otherwise. Do not put slow checks here, as this "
|
||||
"is queried when the list of platforms is requested by the user. Use "
|
||||
"``configure()`` for extensive dependency checks instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``get_opts()``: Returns the list of SCons build options that can be defined "
|
||||
"by the user for this platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``get_flags()``: Returns the list of overridden SCons flags for this "
|
||||
"platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``configure()``: Perform build configuration, such as selecting compiler "
|
||||
"options depending on SCons options chosen."
|
||||
msgstr ""
|
||||
|
||||
msgid "Optional features of a platform port"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In practice, headless operation doesn't suffice if you want to see anything "
|
||||
"on screen and handle input devices. You may also want audio output for most "
|
||||
"games."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Some links on this list point to the Linux/\\*BSD platform implementation "
|
||||
"as a reference.*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"One or more `DisplayServers <https://github.com/godotengine/godot/blob/"
|
||||
"master/platform/linuxbsd/x11/display_server_x11.cpp>`__, with the windowing "
|
||||
"methods implemented. DisplayServer also covers features such as mouse "
|
||||
"support, touchscreen support and tablet driver (for pen input). See the "
|
||||
"`DisplayServer singleton header <https://github.com/godotengine/godot/blob/"
|
||||
"master/servers/display_server.h>`__ for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For platforms not featuring full windowing support (or if it's not relevant "
|
||||
"for the port you are making), most windowing functions can be left mostly "
|
||||
"unimplemented. These functions can be made to only check if the window ID is "
|
||||
"``MAIN_WINDOW_ID`` and specific operations like resizing may be tied to the "
|
||||
"platform's screen resolution feature (if relevant). Any attempt to create or "
|
||||
"manipulate other window IDs can be rejected."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*If the target platform supports the graphics APIs in question:* Rendering "
|
||||
"context for `Vulkan <https://github.com/godotengine/godot/blob/master/"
|
||||
"platform/linuxbsd/x11/vulkan_context_x11.cpp>`__, `OpenGL 3.3 or OpenGL ES "
|
||||
"3.0 <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/"
|
||||
"gl_manager_x11.cpp>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Input handlers for `keyboard <https://github.com/godotengine/godot/blob/"
|
||||
"master/platform/linuxbsd/x11/key_mapping_x11.cpp>`__ and `controller "
|
||||
"<https://github.com/godotengine/godot/blob/master/platform/linuxbsd/"
|
||||
"joypad_linux.cpp>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"One or more `audio drivers <https://github.com/godotengine/godot/blob/master/"
|
||||
"drivers/pulseaudio/audio_driver_pulseaudio.cpp>`__. The audio driver can be "
|
||||
"located in the ``platform/`` folder (this is done for the Android and Web "
|
||||
"platforms), or in the ``drivers/`` folder if multiple platforms may be using "
|
||||
"this audio driver. See the `AudioServer singleton header <https://github.com/"
|
||||
"godotengine/godot/blob/master/servers/audio_server.h>`__ for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Crash handler <https://github.com/godotengine/godot/blob/master/platform/"
|
||||
"linuxbsd/crash_handler_linuxbsd.cpp>`__, for printing crash backtraces when "
|
||||
"the game crashes. This allows for easier troubleshooting on platforms where "
|
||||
"logs aren't readily accessible."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`Text-to-speech driver <https://github.com/godotengine/godot/blob/master/"
|
||||
"platform/linuxbsd/tts_linux.cpp>`__ (for accessibility)."
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid ""
|
||||
"`Export handler <https://github.com/godotengine/godot/tree/master/platform/"
|
||||
"linuxbsd/export>`__ (for exporting from the editor, including :ref:`doc_one-"
|
||||
"click_deploy`). Not required if you intend to export only a PCK from the "
|
||||
"editor, then run the export template binary directly by renaming it to match "
|
||||
"the PCK file. See the `EditorExportPlatform header <https://github.com/"
|
||||
"godotengine/godot/blob/master/editor/export/editor_export_platform.h>`__ for "
|
||||
"reference. ``run_icon.svg`` (16×16) should be present within the platform "
|
||||
"folder if :ref:`doc_one-click_deploy` is implemented for the target "
|
||||
"platform. This icon is displayed at the top of the editor when one-click "
|
||||
"deploy is set up for the target platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the target platform doesn't support running Vulkan, OpenGL 3.3 or OpenGL "
|
||||
"ES 3.0, you have two options:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use a library at run-time to translate Vulkan or OpenGL calls to another "
|
||||
"graphics API. For example, `MoltenVK <https://moltengl.com/moltenvk/>`__ is "
|
||||
"used on macOS to translate Vulkan to Metal at run-time."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a new renderer from scratch. This is a large undertaking, especially "
|
||||
"if you want to support both 2D and 3D rendering with advanced features."
|
||||
msgstr ""
|
||||
|
||||
msgid "Distributing a custom platform port"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before distributing a custom platform port, make sure you're allowed to "
|
||||
"distribute all the code that is being linked against. Console SDKs are "
|
||||
"typically under NDAs which prevent redistribution to the public."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Platform ports are designed to be as self-contained as possible. Most of the "
|
||||
"code can be kept within a single folder located in ``platform/``. Like :ref:"
|
||||
"`doc_custom_modules_in_cpp`, this allows for streamlining the build process "
|
||||
"by making it possible to ``git clone`` a platform folder within a Godot "
|
||||
"repository clone's ``platform/`` folder, then run ``scons platform=<name>``. "
|
||||
"No other steps are necessary for building, unless third-party platform-"
|
||||
"specific dependencies need to be installed first."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, when a custom rendering backend is needed, another folder must be "
|
||||
"added in ``drivers/``. In this case, the platform port can be distributed as "
|
||||
"a fork of the Godot repository, or as a collection of several folders that "
|
||||
"can be added over a Godot Git repository clone."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,167 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom resource format loaders"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
msgid ""
|
||||
"ResourceFormatLoader is a factory interface for loading file assets. "
|
||||
"Resources are primary containers. When load is called on the same file path "
|
||||
"again, the previous loaded Resource will be referenced. Naturally, loaded "
|
||||
"resources must be stateless."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide assumes the reader knows how to create C++ modules and Godot data "
|
||||
"types. If not, refer to this guide: :ref:`doc_custom_modules_in_cpp`"
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`ResourceLoader<class_resourceloader>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/"
|
||||
"master/core/io/resource_loader.cpp>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding new support for many file formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Audio formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Video formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Machine learning models"
|
||||
msgstr ""
|
||||
|
||||
msgid "What not?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Raster images"
|
||||
msgstr ""
|
||||
|
||||
msgid "ImageFormatLoader should be used to load images."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/io/image_loader.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/io/image_loader.h>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a ResourceFormatLoader"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each file format consist of a data container and a ``ResourceFormatLoader``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"ResourceFormatLoaders are classes which return all the necessary metadata "
|
||||
"for supporting new extensions in Godot. The class must return the format "
|
||||
"name and the extension string."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In addition, ResourceFormatLoaders must convert file paths into resources "
|
||||
"with the ``load`` function. To load a resource, ``load`` must read and "
|
||||
"handle data serialization."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Creating a ResourceFormatSaver"
|
||||
msgstr "TileSet-solmun luonti"
|
||||
|
||||
msgid ""
|
||||
"If you'd like to be able to edit and save a resource, you can implement a "
|
||||
"``ResourceFormatSaver``:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating custom data types"
|
||||
msgstr "Mukautettujen tietotyyppien luonti"
|
||||
|
||||
msgid ""
|
||||
"Godot may not have a proper substitute within its :ref:`doc_core_types` or "
|
||||
"managed resources. Godot needs a new registered data type to understand "
|
||||
"additional binary formats such as machine learning models."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Here is an example of creating a custom datatype:"
|
||||
msgstr "Tässä esimerkki skeleton-solmusta kahdella luulla:"
|
||||
|
||||
msgid "Considerations"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some libraries may not define certain common routines such as IO handling. "
|
||||
"Therefore, Godot call translations are required."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For example, here is the code for translating ``FileAccess`` calls into "
|
||||
"``std::istream``."
|
||||
msgstr ""
|
||||
|
||||
msgid "`istream <https://cplusplus.com/reference/istream/istream/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`streambuf <https://cplusplus.com/reference/streambuf/streambuf/?"
|
||||
"kw=streambuf>`_"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/io/file_access.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/os/file_access.h>`_"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Registering the new file format"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader`` handler. "
|
||||
"The handler selects the proper loader automatically when ``load`` is called."
|
||||
msgstr ""
|
||||
|
||||
msgid "Loading it on GDScript"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Save a file called ``demo.json`` with the following contents and place it in "
|
||||
"the project's root folder:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Then attach the following script to any node::"
|
||||
msgstr "Lisää sitten seuraavat kaksi funktiota:"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,30 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Godot's architecture diagram"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following diagram describes the architecture used by Godot, from the "
|
||||
"core components down to the abstracted drivers, via the scene structure and "
|
||||
"the servers."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,46 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Engine core and modules"
|
||||
msgstr "Lisäsolmujen lisäys"
|
||||
|
||||
msgid ""
|
||||
"The following pages are meant to introduce the global organization of Godot "
|
||||
"Engine's source code, and give useful tips for extending and fixing the "
|
||||
"engine on the C++ side."
|
||||
msgstr ""
|
||||
|
||||
msgid "Getting started with Godot's source code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This section covers the basics that you will encounter in (almost) every "
|
||||
"source file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Extending Godot by modifying its source code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This section covers what you can do by modifying Godot's C++ source code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,43 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Inheritance class tree"
|
||||
msgstr ""
|
||||
|
||||
msgid "Object"
|
||||
msgstr ""
|
||||
|
||||
msgid "Reference"
|
||||
msgstr ""
|
||||
|
||||
msgid "Control"
|
||||
msgstr ""
|
||||
|
||||
msgid "Node2D"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Node3D"
|
||||
msgstr "Solmut"
|
||||
|
||||
msgid "Source files: :download:`class_tree.zip <files/class_tree.zip>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,323 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Object class"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes the C++ implementation of objects in Godot. Looking for "
|
||||
"the Object class reference? :ref:`Have a look here. <class_Object>`"
|
||||
msgstr ""
|
||||
|
||||
msgid "General definition"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Object <class_object>` is the base class for almost everything. Most "
|
||||
"classes in Godot inherit directly or indirectly from it. Objects provide "
|
||||
"reflection and editable properties, and declaring them is a matter of using "
|
||||
"a single macro like this."
|
||||
msgstr ""
|
||||
|
||||
msgid "This makes Objects gain a lot of functionality, like for example"
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/object/object.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"object/object.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Registering an Object"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"ClassDB is a static class that holds the entire list of registered classes "
|
||||
"that inherit from Object, as well as dynamic bindings to all their methods "
|
||||
"properties and integer constants."
|
||||
msgstr ""
|
||||
|
||||
msgid "Classes are registered by calling:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Registering it will allow the class to be instanced by scripts, code, or "
|
||||
"creating them again when deserializing."
|
||||
msgstr ""
|
||||
|
||||
msgid "Registering as virtual is the same but it can't be instanced."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Object-derived classes can override the static function ``static void "
|
||||
"_bind_methods()``. When one class is registered, this static function is "
|
||||
"called to register all the object methods, properties, constants, etc. It's "
|
||||
"only called once. If an Object derived class is instanced but has not been "
|
||||
"registered, it will be registered as virtual automatically."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Inside ``_bind_methods``, there are a couple of things that can be done. "
|
||||
"Registering functions is one:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Default values for arguments can be passed in reverse order:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``D_METHOD`` is a macro that converts \"methodname\" to a StringName for "
|
||||
"more efficiency. Argument names are used for introspection, but when "
|
||||
"compiling on release, the macro ignores them, so the strings are unused and "
|
||||
"optimized away."
|
||||
msgstr ""
|
||||
|
||||
msgid "Check ``_bind_methods`` of Control or Object for more examples."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If just adding modules and functionality that is not expected to be "
|
||||
"documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and "
|
||||
"a string passing the name can be passed for brevity."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/object/class_db.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/object/class_db.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Constants"
|
||||
msgstr "Vakiot"
|
||||
|
||||
msgid "Classes often have enums such as:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For these to work when binding to methods, the enum must be declared "
|
||||
"convertible to int, for this a macro is provided:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The constants can also be bound inside ``_bind_methods``, by using:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Properties (set/get)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Objects export properties, properties are useful for the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Serializing and deserializing the object."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a list of editable values for the Object derived class."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Properties are usually defined by the PropertyInfo() class. Usually "
|
||||
"constructed as:"
|
||||
msgstr ""
|
||||
|
||||
msgid "For example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is an integer property, named \"amount\", hint is a range, range goes "
|
||||
"from 0 to 49 in steps of 1 (integers). It is only usable for the editor "
|
||||
"(edit value visually) but won't be serialized."
|
||||
msgstr ""
|
||||
|
||||
msgid "Another example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a string property, can take any string but the editor will only "
|
||||
"allow the defined hint ones. Since no usage flags were specified, the "
|
||||
"default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are plenty of hints and usage flags available in object.h, give them a "
|
||||
"check."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Properties can also work like C# properties and be accessed from script "
|
||||
"using indexing, but this usage is generally discouraged, as using functions "
|
||||
"is preferred for legibility. Many properties are also bound with categories, "
|
||||
"such as \"animation/frame\" which also make indexing impossible unless using "
|
||||
"operator []."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From ``_bind_methods()``, properties can be created and bound as long as set/"
|
||||
"get functions exist. Example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "This creates the property using the setter and the getter."
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding properties using ``_set``/``_get``/``_get_property_list``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"An additional method of creating properties exists when more flexibility is "
|
||||
"desired (i.e. adding or removing properties on context)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following functions can be overridden in an Object derived class, they "
|
||||
"are NOT virtual, DO NOT make them virtual, they are called for every "
|
||||
"override and the previous ones are not invalidated (multilevel call)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is also a little less efficient since ``p_property`` must be compared "
|
||||
"against the desired names in serial order."
|
||||
msgstr ""
|
||||
|
||||
msgid "Dynamic casting"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot provides dynamic casting between Object-derived classes, for example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If cast fails, NULL is returned. This system uses RTTI, but it also works "
|
||||
"fine (although a bit slower) when RTTI is disabled. This is useful on "
|
||||
"platforms where a small binary size is ideal, such as HTML5 or consoles "
|
||||
"(with low memory footprint)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Signals"
|
||||
msgstr "Signaalit"
|
||||
|
||||
msgid ""
|
||||
"Objects can have a set of signals defined (similar to Delegates in other "
|
||||
"languages). This example shows how to connect to them:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The method ``_node_entered_tree`` must be registered to the class using "
|
||||
"``ClassDB::bind_method`` (explained before)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Adding signals to a class is done in ``_bind_methods``, using the "
|
||||
"``ADD_SIGNAL`` macro, for example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Notifications"
|
||||
msgstr "Ilmoitukset (notifications)"
|
||||
|
||||
msgid ""
|
||||
"All objects in Godot have a :ref:`_notification "
|
||||
"<class_Object_method__notification>` method that allows it to respond to "
|
||||
"engine level callbacks that may relate to it. More information can be found "
|
||||
"on the :ref:`doc_godot_notifications` page."
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`RefCounted <class_RefCounted>` inherits from Object and holds a "
|
||||
"reference count. It is the base for reference counted object types. "
|
||||
"Declaring them must be done using Ref<> template. For example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``myref`` is reference counted. It will be freed when no more Ref<> "
|
||||
"templates point to it."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/object/reference.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/object/ref_counted.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Resources:"
|
||||
msgstr "Resurssit:"
|
||||
|
||||
msgid ""
|
||||
":ref:`Resource <class_resource>` inherits from Reference, so all resources "
|
||||
"are reference counted. Resources can optionally contain a path, which "
|
||||
"reference a file on disk. This can be set with ``resource.set_path(path)``. "
|
||||
"This is normally done by the resource loader though. No two different "
|
||||
"resources can have the same path, attempt to do so will result in an error."
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources without a path are fine too."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/io/resource.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"io/resource.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "Resource loading"
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources can be loaded with the ResourceLoader API, like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a reference to that resource has been loaded previously and is in memory, "
|
||||
"the resource loader will return that reference. This means that there can be "
|
||||
"only one resource loaded from a file referenced on disk at the same time."
|
||||
msgstr ""
|
||||
|
||||
msgid "resourceinteractiveloader (TODO)"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/io/resource_loader.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "Resource saving"
|
||||
msgstr ""
|
||||
|
||||
msgid "Saving a resource can be done with the resource saver API:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Instance will be saved. Sub resources that have a path to a file will be "
|
||||
"saved as a reference to that resource. Sub resources without a path will be "
|
||||
"bundled with the saved resource and assigned sub-IDs, like ``res://"
|
||||
"someresource.res::1``. This also helps to cache them when loaded."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/io/resource_saver.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,478 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Unit testing"
|
||||
msgstr "Editorin ikonit"
|
||||
|
||||
msgid ""
|
||||
"Godot Engine allows to write unit tests directly in C++. The engine "
|
||||
"integrates the `doctest <https://github.com/onqtam/doctest>`_ unit testing "
|
||||
"framework which gives ability to write test suites and test cases next to "
|
||||
"production code, but since the tests in Godot go through a different "
|
||||
"``main`` entry point, the tests reside in a dedicated ``tests/`` directory "
|
||||
"instead, which is located at the root of the engine source code."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Platform and target support"
|
||||
msgstr "Alustatuki"
|
||||
|
||||
msgid ""
|
||||
"C++ unit tests can be run on Linux, macOS, and Windows operating systems."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Tests can only be run with editor ``tools`` enabled, which means that export "
|
||||
"templates cannot be tested currently."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Running tests"
|
||||
msgstr "Skenen pystytys"
|
||||
|
||||
msgid ""
|
||||
"Before tests can be actually run, the engine must be compiled with the "
|
||||
"``tests`` build option enabled (and any other build option you typically "
|
||||
"use), as the tests are not compiled as part of the engine by default:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once the build is done, run the tests with a ``--test`` command-line option:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The test run can be configured with the various doctest-specific command-"
|
||||
"line options. To retrieve the full list of supported options, run the ``--"
|
||||
"test`` command with the ``--help`` option:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Any other options and arguments after the ``--test`` command are treated as "
|
||||
"arguments for doctest."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Tests are compiled automatically if you use the ``dev_mode=yes`` SCons "
|
||||
"option. ``dev_mode=yes`` is recommended if you plan on contributing to the "
|
||||
"engine development as it will automatically treat compilation warnings as "
|
||||
"errors. The continuous integration system will fail if any compilation "
|
||||
"warnings are detected, so you should strive to fix all warnings before "
|
||||
"opening a pull request."
|
||||
msgstr ""
|
||||
|
||||
msgid "Filtering tests"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, all tests are run if you don't supply any extra arguments after "
|
||||
"the ``--test`` command. But if you're writing new tests or would like to see "
|
||||
"the successful assertions output coming from those tests for debugging "
|
||||
"purposes, you can run the tests of interest with the various filtering "
|
||||
"options provided by doctest."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The wildcard syntax ``*`` is supported for matching any number of characters "
|
||||
"in test suites, test cases, and source file names:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Filter options**"
|
||||
msgstr "Yleiset ominaisuudet"
|
||||
|
||||
msgid "**Shorthand**"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Examples**"
|
||||
msgstr "Vihollisen skripti"
|
||||
|
||||
#, fuzzy
|
||||
msgid "``--test-suite``"
|
||||
msgstr "``x.attribute``"
|
||||
|
||||
msgid "``-ts``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``-ts=\"*[GDScript]*\"``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``--test-case``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``-tc``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``-tc=\"*[String]*\"``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "``--source-file``"
|
||||
msgstr "``ext_resource``"
|
||||
|
||||
msgid "``-sf``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``-sf=\"*test_color*\"``"
|
||||
msgstr ""
|
||||
|
||||
msgid "For instance, to run only the ``String`` unit tests, run:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Successful assertions output can be enabled with the ``--success`` (``-s``) "
|
||||
"option, and can be combined with any combination of filtering options above, "
|
||||
"for instance:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Specific tests can be skipped with corresponding ``-exclude`` options. As of "
|
||||
"now, some tests include random stress tests which take a while to execute. "
|
||||
"In order to skip those kind of tests, run the following command:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Writing tests"
|
||||
msgstr "Varoitusjärjestelmä"
|
||||
|
||||
msgid ""
|
||||
"Test suites represent C++ header files which must be included as part of the "
|
||||
"main test entry point in ``tests/test_main.cpp``. Most test suites are "
|
||||
"located directly under ``tests/`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"All header files are prefixed with ``test_``, and this is a naming "
|
||||
"convention which the Godot build system relies on to detect tests throughout "
|
||||
"the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's a minimal working test suite with a single test case written:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``tests/test_macros.h`` header encapsulates everything which is needed "
|
||||
"for writing C++ unit tests in Godot. It includes doctest assertion and "
|
||||
"logging macros such as ``CHECK`` as seen above, and of course the "
|
||||
"definitions for writing test cases themselves."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`tests/test_macros.h <https://github.com/godotengine/godot/blob/master/tests/"
|
||||
"test_macros.h>`_ source code for currently implemented macros and aliases "
|
||||
"for them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test cases are created using ``TEST_CASE`` function-like macro. Each test "
|
||||
"case must have a brief description written in parentheses, optionally "
|
||||
"including custom tags which allow to filter the tests at run-time, such as "
|
||||
"``[String]``, ``[Stress]`` etc."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test cases are written in a dedicated namespace. This is not required, but "
|
||||
"allows to prevent naming collisions for when other static helper functions "
|
||||
"are written to accommodate the repeating testing procedures such as "
|
||||
"populating common test data for each test, or writing parameterized tests."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot supports writing tests per C++ module. For instructions on how to "
|
||||
"write module tests, refer to :ref:`doc_custom_module_unit_tests`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Assertions"
|
||||
msgstr "**Kuvaus**"
|
||||
|
||||
msgid ""
|
||||
"A list of all commonly used assertions used throughout the Godot tests, "
|
||||
"sorted by severity."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Assertion**"
|
||||
msgstr "**Kuvaus**"
|
||||
|
||||
msgid "**Description**"
|
||||
msgstr "**Kuvaus**"
|
||||
|
||||
msgid "``REQUIRE``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test if condition holds true. Fails the entire test immediately if the "
|
||||
"condition does not hold true."
|
||||
msgstr ""
|
||||
|
||||
msgid "``REQUIRE_FALSE``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test if condition does not hold true. Fails the entire test immediately if "
|
||||
"the condition holds true."
|
||||
msgstr ""
|
||||
|
||||
msgid "``CHECK``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test if condition holds true. Marks the test run as failing, but allow to "
|
||||
"run other assertions."
|
||||
msgstr ""
|
||||
|
||||
msgid "``CHECK_FALSE``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test if condition does not hold true. Marks the test run as failing, but "
|
||||
"allow to run other assertions."
|
||||
msgstr ""
|
||||
|
||||
msgid "``WARN``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test if condition holds true. Does not fail the test under any circumstance, "
|
||||
"but logs a warning if something does not hold true."
|
||||
msgstr ""
|
||||
|
||||
msgid "``WARN_FALSE``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test if condition does not hold true. Does not fail the test under any "
|
||||
"circumstance, but logs a warning if something holds true."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"All of the above assertions have corresponding ``*_MESSAGE`` macros, which "
|
||||
"allow to print optional message with rationale of what should happen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Prefer to use ``CHECK`` for self-explanatory assertions and "
|
||||
"``CHECK_MESSAGE`` for more complex ones if you think that it deserves a "
|
||||
"better explanation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`doctest: Assertion macros <https://github.com/onqtam/doctest/blob/master/"
|
||||
"doc/markdown/assertions.md>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "Logging"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The test output is handled by doctest itself, and does not rely on Godot "
|
||||
"printing or logging functionality at all, so it's recommended to use "
|
||||
"dedicated macros which allow to log test output in a format written by "
|
||||
"doctest."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Macro**"
|
||||
msgstr ""
|
||||
|
||||
msgid "``MESSAGE``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Prints a message."
|
||||
msgstr ""
|
||||
|
||||
msgid "``FAIL_CHECK``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Marks the test as failing, but continue the execution. Can be wrapped in "
|
||||
"conditionals for complex checks."
|
||||
msgstr ""
|
||||
|
||||
msgid "``FAIL``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Fails the test immediately. Can be wrapped in conditionals for complex "
|
||||
"checks."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Different reporters can be chosen at run-time. For instance, here's how the "
|
||||
"output can be redirected to a XML file:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`doctest: Logging macros <https://github.com/onqtam/doctest/blob/master/doc/"
|
||||
"markdown/logging.md>`_."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Testing failure paths"
|
||||
msgstr "Animaation ohjaaminen"
|
||||
|
||||
msgid ""
|
||||
"Sometimes, it's not always feasible to test for an *expected* result. With "
|
||||
"the Godot development philosophy of that the engine should not crash and "
|
||||
"should gracefully recover whenever a non-fatal error occurs, it's important "
|
||||
"to check that those failure paths are indeed safe to execute without "
|
||||
"crashing the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Unexpected* behavior can be tested in the same way as anything else. The "
|
||||
"only problem this creates is that the error printing shall unnecessarily "
|
||||
"pollute the test output with errors coming from the engine itself (even if "
|
||||
"the end result is successful)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To alleviate this problem, use ``ERR_PRINT_OFF`` and ``ERR_PRINT_ON`` macros "
|
||||
"directly within test cases to temporarily disable the error output coming "
|
||||
"from the engine, for instance:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Test tools"
|
||||
msgstr "2D työkalut"
|
||||
|
||||
msgid ""
|
||||
"Test tools are advanced methods which allow you to run arbitrary procedures "
|
||||
"to facilitate the process of manual testing and debugging the engine "
|
||||
"internals."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These tools can be run by supplying the name of a tool after the ``--test`` "
|
||||
"command-line option. For instance, the GDScript module implements and "
|
||||
"registers several tools to help the debugging of the tokenizer, parser, and "
|
||||
"compiler:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If any such tool is detected, then the rest of the unit tests are skipped."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test tools can be registered anywhere throughout the engine as the "
|
||||
"registering mechanism closely resembles of what doctest provides while "
|
||||
"registering test cases using dynamic initialization technique, but usually "
|
||||
"these can be registered at corresponding ``register_types.cpp`` sources (per "
|
||||
"module or core)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here's an example of how GDScript registers test tools in ``modules/gdscript/"
|
||||
"register_types.cpp``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The custom command-line parsing can be performed by a test tool itself with "
|
||||
"the help of OS :ref:`get_cmdline_args<class_OS_method_get_cmdline_args>` "
|
||||
"method."
|
||||
msgstr ""
|
||||
|
||||
msgid "Integration tests for GDScript"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot uses doctest to prevent regressions in GDScript during development. "
|
||||
"There are several types of test scripts which can be written:"
|
||||
msgstr ""
|
||||
|
||||
msgid "tests for expected errors;"
|
||||
msgstr ""
|
||||
|
||||
msgid "tests for warnings;"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "tests for features."
|
||||
msgstr "Ominaisuudet"
|
||||
|
||||
msgid ""
|
||||
"Therefore, the process of writing integration tests for GDScript is the "
|
||||
"following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Pick a type of a test script you'd like to write, and create a new GDScript "
|
||||
"file under the ``modules/gdscript/tests/scripts`` directory within "
|
||||
"corresponding sub-directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Write GDScript code. The test script must have a function called ``test()`` "
|
||||
"which takes no arguments. Such function will be called by the test runner. "
|
||||
"The test should not have any dependency unless it's part of the test too. "
|
||||
"Global classes (using ``class_name``) are registered before the runner "
|
||||
"starts, so those should work if needed."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Here's an example test script:"
|
||||
msgstr "Tässä esimerkki skeleton-solmusta kahdella luulla:"
|
||||
|
||||
msgid ""
|
||||
"Generate ``*.out`` files to update the expected results from the output:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may add the ``--print-filenames`` option to see filenames as their test "
|
||||
"outputs are generated. If you are working on a new feature that is causing "
|
||||
"hard crashes, you can use this option to quickly find which test file causes "
|
||||
"the crash and debug from there."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Run GDScript tests with:"
|
||||
msgstr "Vienti GDScripteistä"
|
||||
|
||||
msgid "This also accepts the ``--print-filenames`` option (see above)."
|
||||
msgstr ""
|
||||
|
||||
msgid "If no errors are printed and everything goes well, you're done!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure the output does have the expected values before submitting a pull "
|
||||
"request. If ``--gdscript-generate-tests`` produces ``*.out`` files which are "
|
||||
"unrelated to newly added tests, you should revert those files back and only "
|
||||
"commit ``*.out`` files for new tests."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The GDScript test runner is meant for testing the GDScript implementation, "
|
||||
"not for testing user scripts nor testing the engine using scripts. We "
|
||||
"recommend writing new tests for already resolved `issues related to GDScript "
|
||||
"at GitHub <https://github.com/godotengine/godot/issues?"
|
||||
"q=is%3Aissue+label%3Atopic%3Agdscript+is%3Aclosed>`_, or writing tests for "
|
||||
"currently working features."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your test case requires that there is no ``test()`` function present "
|
||||
"inside the script file, you can disable the runtime section of the test by "
|
||||
"naming the script file so that it matches the pattern ``*.notest.gd``. For "
|
||||
"example, \"test_empty_file.notest.gd\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,120 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Variant class"
|
||||
msgstr ""
|
||||
|
||||
msgid "About"
|
||||
msgstr "Tietoja"
|
||||
|
||||
msgid ""
|
||||
"Variant is the most important datatype of Godot, it's the most important "
|
||||
"class in the engine. A Variant takes up only 20 bytes and can store almost "
|
||||
"any engine datatype inside of it. Variants are rarely used to hold "
|
||||
"information for long periods of time, instead they are used mainly for "
|
||||
"communication, editing, serialization and generally moving data around."
|
||||
msgstr ""
|
||||
|
||||
msgid "A Variant can:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Store almost any datatype"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Perform operations between many variants (GDScript uses Variant as its "
|
||||
"atomic/native datatype)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Be hashed, so it can be compared quickly to other variants"
|
||||
msgstr ""
|
||||
|
||||
msgid "Be used to convert safely between datatypes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be used to abstract calling methods and their arguments (Godot exports all "
|
||||
"its functions through variants)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Be used to defer calls or move data between threads."
|
||||
msgstr ""
|
||||
|
||||
msgid "Be serialized as binary and stored to disk, or transferred via network."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be serialized to text and use it for printing values and editable settings."
|
||||
msgstr ""
|
||||
|
||||
msgid "Work as an exported property, so the editor can edit it universally."
|
||||
msgstr ""
|
||||
|
||||
msgid "Be used for dictionaries, arrays, parsers, etc."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Basically, thanks to the Variant class, writing Godot itself was a much, "
|
||||
"much easier task, as it allows for highly dynamic constructs not common of C+"
|
||||
"+ with little effort. Become a friend of Variant today."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/variant/variant.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/variant/variant.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Containers: Dictionary and Array"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Both are implemented using variants. A Dictionary can match any datatype "
|
||||
"used as key to any other datatype. An Array just holds an array of Variants. "
|
||||
"Of course, a Variant can also hold a Dictionary and an Array inside, making "
|
||||
"it even more flexible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Modifications to a container will modify all references to it. A Mutex "
|
||||
"should be created to lock it if multi threaded access is desired."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy-on-write (COW) mode support for containers was dropped with Godot 3.0."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/variant/dictionary.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/variant/dictionary.h>`__"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"`core/variant/array.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"variant/array.h>`__"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,155 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "C++ usage guidelines"
|
||||
msgstr "Yleiset eroavaisuudet"
|
||||
|
||||
msgid "Rationale"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since Godot 4.0, the C++ standard used throughout the codebase is a subset "
|
||||
"of **C++17**. While modern C++ brings a lot of opportunities to write "
|
||||
"faster, more readable code, we chose to restrict our usage of C++ to a "
|
||||
"subset for a few reasons:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It makes it easier to review code in online editors. This is because engine "
|
||||
"contributors don't always have access to a full-featured IDE while reviewing "
|
||||
"code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It makes the code easier to grasp for beginner contributors (who may not be "
|
||||
"professional C++ programmers). Godot's codebase is known to be easy to learn "
|
||||
"from, and we'd like to keep it that way."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get your pull request merged, it needs to follow the C++ usage guidelines "
|
||||
"outlined here. Of course, you can use features not allowed here in your own "
|
||||
"C++ modules or GDExtensions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Prior to Godot 4.0, the C++ standard used throughout the codebase was C++03, "
|
||||
"with a handful of C++14 extensions. If you are contributing a pull request "
|
||||
"to the `3.x` branch rather than `master`, your code can't use C++17 "
|
||||
"features. Instead, your code must be able to be built with a C++14 compiler."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The guidelines below don't apply to third-party dependencies, although we "
|
||||
"generally favor small libraries instead of larger solutions. See also :ref:"
|
||||
"`doc_best_practices_for_engine_contributors`."
|
||||
msgstr ""
|
||||
|
||||
msgid "See :ref:`doc_code_style_guidelines` for formatting guidelines."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Disallowed features"
|
||||
msgstr "Ominaisuudet"
|
||||
|
||||
msgid ""
|
||||
"**Any feature not listed below is allowed.** Using features like "
|
||||
"``constexpr`` variables and ``nullptr`` is encouraged when possible. Still, "
|
||||
"try to keep your use of modern C++ features conservative. Their use needs to "
|
||||
"serve a real purpose, such as improving code readability or performance."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Standard Template Library"
|
||||
msgstr "Miksi Godot ei käytä STL:ää (Standard Template Library)?"
|
||||
|
||||
msgid ""
|
||||
"We don't allow using the `STL <https://en.wikipedia.org/wiki/"
|
||||
"Standard_Template_Library>`__ as Godot provides its own data types (among "
|
||||
"other things). See :ref:`doc_faq_why_not_stl` for more information."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This means that pull requests should **not** use ``std::string``, ``std::"
|
||||
"vector`` and the like. Instead, use Godot's datatypes as described below:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use ``String`` instead of ``std::string``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use ``Vector`` instead of ``std::vector``. In some cases, ``LocalVector`` "
|
||||
"can be used as an alternative (ask core developers first)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Use ``Array`` instead of ``std::array``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot also has a List datatype (which is a linked list). While List is "
|
||||
"already used in the codebase, it typically performs worse than other "
|
||||
"datatypes like Vector and Array. Therefore, List should be avoided in new "
|
||||
"code unless necessary."
|
||||
msgstr ""
|
||||
|
||||
msgid "``auto`` keyword"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Please don't use the ``auto`` keyword for type inference. While it can avoid "
|
||||
"repetition, it can also lead to confusing code:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Keep in mind hover documentation often isn't readily available for pull "
|
||||
"request reviewers. Most of the time, reviewers will use GitHub's online "
|
||||
"viewer to review pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We chose to forbid ``auto`` instead of allowing it on a case-by-case basis "
|
||||
"to avoid having to decide on difficult edge cases. Thank you for your "
|
||||
"understanding."
|
||||
msgstr ""
|
||||
|
||||
msgid "Lambdas"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Lambdas should be used conservatively when they make code effectively faster "
|
||||
"or simpler, and do not impede readability. Please ask before using lambdas "
|
||||
"in a pull request."
|
||||
msgstr ""
|
||||
|
||||
msgid "``#pragma once`` directive"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To follow the existing style, please use standard ``#ifdef``-based include "
|
||||
"guards instead of ``#pragma once`` in new files."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_code_style_guidelines_header_includes` for guidelines on "
|
||||
"sorting includes in C++ and Objective-C files."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,62 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging and profiling"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"This section contains pages that provide guidance if you're looking at the "
|
||||
"engine code trying to find an underlying issue or an optimization "
|
||||
"possibility."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging the editor"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"When working on the Godot editor keep in mind that by default the executable "
|
||||
"will start in the Project Manager mode. Opening a project from the Project "
|
||||
"Manager spawns a new process, which stops the debugging session. To avoid "
|
||||
"that you should launch directly into the project using ``-e`` and ``--path`` "
|
||||
"launch options."
|
||||
msgstr ""
|
||||
|
||||
msgid "For example, using ``gdb`` directly, you may do this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also run the editor directly from your project's folder. In that "
|
||||
"case, only the ``-e`` option is required."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can learn more about these launch options and other command line "
|
||||
"arguments in the :ref:`command line tutorial <doc_command_line_tutorial>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're using a code editor or an IDE to debug Godot, check out our :ref:"
|
||||
"`configuration guides <doc_configuring_an_ide>`, which cover the setup "
|
||||
"process for building and debugging with your particular editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,55 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging on macOS"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging Godot editor"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"Attaching a debugger to the signed macOS process requires the \"com.apple."
|
||||
"security.get-task-allow\" entitlement, which is not enabled by default, "
|
||||
"since apps can't be notarized as long as it is enabled. If you want to debug "
|
||||
"an official build of the editor it should be re-signed with the proper "
|
||||
"entitlements."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create an ``editor.entitlements`` text file with the following contents:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Then use the following command to re-sign the editor::"
|
||||
msgstr "Lisää sitten seuraavat kaksi funktiota:"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Debugging exported project"
|
||||
msgstr "Projektin valmistelu"
|
||||
|
||||
msgid ""
|
||||
"To allow debugging, select the ``codesign\\debugging`` (``com.apple.security."
|
||||
"get-task-allow``) entitlement during the export. When it is selected, "
|
||||
"notarization is not supported and should be disabled."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,262 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using C++ profilers"
|
||||
msgstr "Välilyöntien käyttö"
|
||||
|
||||
msgid ""
|
||||
"To optimize Godot's performance, you need to know what to optimize first. To "
|
||||
"this end, profilers are useful tools."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There is a :ref:`built-in GDScript profiler <doc_the_profiler>` in the "
|
||||
"editor, but using C++ profiler may be useful in cases where the GDScript "
|
||||
"profiler is not accurate enough or is missing information due to bugs in the "
|
||||
"profiler."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Recommended profilers"
|
||||
msgstr "Ulkoiset resurssit"
|
||||
|
||||
msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These profilers may not be the most powerful or flexible options, but their "
|
||||
"standalone operation and limited feature set tends to make them easier to "
|
||||
"use."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting up Godot"
|
||||
msgstr "Godotin asennus"
|
||||
|
||||
msgid ""
|
||||
"To get useful profiling information, it is **absolutely required** to use a "
|
||||
"Godot build that includes debugging symbols. Official binaries do not "
|
||||
"include debugging symbols, since these would make the download size "
|
||||
"significantly larger."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get profiling data that best matches the production environment (but with "
|
||||
"debugging symbols), you should compile binaries with the ``production=yes "
|
||||
"debug_symbols=yes`` SCons options."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to run a profiler on less optimized builds (e.g. "
|
||||
"``target=template_debug`` without LTO), but results will naturally be less "
|
||||
"representative of real world conditions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Do *not* strip debugging symbols on the binaries using the ``strip`` command "
|
||||
"after compiling the binaries. Otherwise, you will no longer get useful "
|
||||
"profiling information when running a profiler."
|
||||
msgstr ""
|
||||
|
||||
msgid "Benchmarking startup/shutdown times"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're looking into optimizing Godot's startup/shutdown performance, you "
|
||||
"can tell the profiler to use the ``--quit`` command line option on the Godot "
|
||||
"binary. This will exit Godot just after it finished starting. The ``--quit`` "
|
||||
"option works with ``--editor``, ``--project-manager`` or ``--path <path to "
|
||||
"project directory>`` (which runs a project directly)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_command_line_tutorial` for more command line arguments "
|
||||
"supported by Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "Profiler-specific instructions"
|
||||
msgstr ""
|
||||
|
||||
msgid "VerySleepy"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Start the Godot editor or your project first. If you start the Project "
|
||||
"Manager, make sure to edit or run a project first. Otherwise, the profiler "
|
||||
"will not track the child process since the Project Manager will spawn a "
|
||||
"child process for every project edited or run."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open VerySleepy and select the Godot executable in the list of processes on "
|
||||
"the left:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the **Profile All** button on the right to start profiling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Perform the actions you wish to profile in the editor or project. When "
|
||||
"you're done, click **Stop** (*not* Abort)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Wait for the results window to appear."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once the results window appears, filter the view to remove external modules "
|
||||
"(such as the graphics driver). You can filter by module by finding a line "
|
||||
"whose **Module** matches the Godot executable name, right-clicking that line "
|
||||
"then choosing **Filter Module to <Godot executable name>** in the dropdown "
|
||||
"that appears."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Your results window should now look something like this:"
|
||||
msgstr "Lopullisen luurankosi pitäisi näyttää kutakuinkin tältä:"
|
||||
|
||||
msgid "HotSpot"
|
||||
msgstr ""
|
||||
|
||||
msgid "Open HotSpot. Click **Record Data**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the next window, specify the path to the Godot binary that includes debug "
|
||||
"symbols."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Specify command line arguments to run a specific project, with or without "
|
||||
"the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The path to the working directory can be anything if an absolute path is "
|
||||
"used for the ``--path`` command line argument. Otherwise, it must be set to "
|
||||
"that the relative path to the project is valid."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure **Elevate Privileges** is checked if you have administrative "
|
||||
"privileges. While not essential for profiling Godot, this will ensure all "
|
||||
"events can be captured. Otherwise, some events may be missing in the "
|
||||
"capture. Your settings should now look something like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click **Start Recording** and perform the actions you wish to profile in the "
|
||||
"editor/project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Quit the editor/project normally or use the **Stop Profiling** button in "
|
||||
"HotSpot to stop profiling early. Stopping profiling early can result in "
|
||||
"cleaner profiles if you're not interested in the engine's quit procedure."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click **View Results** and wait for the profiling visualization to be "
|
||||
"generated:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use the tabs at the top to navigate between the different views. These views "
|
||||
"show the same data, but in different ways. The **Flame Graph** tab is a good "
|
||||
"way to see which functions take up the most time at a glance. These "
|
||||
"functions are therefore the most important ones to optimize, since "
|
||||
"optimizing them will improve performance the most."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At the bottom of all tabs except **Summary**, you will also see a list of "
|
||||
"CPU threads started by the engine among with the CPU utilization for each "
|
||||
"thread. This lets you see threads that can be a bottleneck at a given point "
|
||||
"in time."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you don't want the startup procedure to be included in the profile, you "
|
||||
"can also attach HotSpot to a running process by clicking **Record Data** "
|
||||
"then setting the **Launch Application** dropdown option to **Attach To "
|
||||
"Process(es)**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This process attachment-based workflow is similar to the one used by "
|
||||
"VerySleepy."
|
||||
msgstr ""
|
||||
|
||||
msgid "Xcode Instruments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open Xcode. Select **Open Developer Tool** - **Instruments** from the "
|
||||
"**Xcode** app menu:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Double-click on **Time Profiler** in the **Instruments** window:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the Time Profiler window, click on the **Target** menu, select **Choose "
|
||||
"target...** and specify the path to the Godot binary, command line arguments "
|
||||
"and environment variables in the next window."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also attach the Time Profiler to a running process by selecting it "
|
||||
"from the **Target** menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click the **Start an immediate mode recording** button to start profiling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Perform the actions you wish to profile in the editor or project. When "
|
||||
"you're done, click the **Stop** button."
|
||||
msgstr ""
|
||||
|
||||
msgid "Wait for the results to appear."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At the bottom of the window you will see a call tree for all CPU threads "
|
||||
"started, and the **Heaviest Stack Trace** overview."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of "
|
||||
"window) to remove external modules."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use the timeline at the top of the window to display details for the "
|
||||
"specific time period."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,254 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using sanitizers"
|
||||
msgstr "Mukautettujen Container-tyyppien luonti"
|
||||
|
||||
msgid "What are sanitizers?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sanitizers are static instrumentation tools that help find bugs that "
|
||||
"traditional debuggers usually cannot catch. This is particularly useful when "
|
||||
"combined with :ref:`doc_unit_testing` in continuous integration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sanitizers can be used on Windows, macOS and Linux by using the Clang "
|
||||
"(LLVM), GCC or Visual Studio compilers. :ref:`Certain platforms "
|
||||
"<doc_using_sanitizers_platform_specific_sanitizers>` may also have their own "
|
||||
"sanitizers available. In situations where a single sanitizer is provided by "
|
||||
"several different compilers, remember that their output and behavior will "
|
||||
"differ slightly."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Using sanitizers on Godot"
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid ""
|
||||
"Sanitizers **require** recompiling the binary. This means you cannot use "
|
||||
"official Godot binaries to run sanitizers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When :ref:`compiling <toc-devel-compiling>` with any of the sanitizers "
|
||||
"enabled, the resulting binary will have the ``.san`` suffix added to its "
|
||||
"name to distinguish it from a binary without sanitizers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There is a performance impact as many additional runtime checks need to be "
|
||||
"performed. Memory utilization will also increase. It is possible to enable "
|
||||
"certain combinations of multiple sanitizers in a single build. Beware of the "
|
||||
"performance impact when using multiple sanitizers at once though, as the "
|
||||
"resulting binary may be excessively slow."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Certain options can be passed to sanitizers without having to recompile the "
|
||||
"binary using environment variables."
|
||||
msgstr ""
|
||||
|
||||
msgid "Address sanitizer (ASAN)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Available in Clang and GCC."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Supported platforms:** Linux, macOS, Windows (Visual Studio), Web"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Clang ASAN documentation <https://clang.llvm.org/docs/AddressSanitizer."
|
||||
"html>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The address sanitizer is generally the most frequently used sanitizer. It "
|
||||
"can diagnose issues such as buffer overruns and out-of-bounds access. If the "
|
||||
"engine crashes with a message such as ``free(): invalid pointer``, this is "
|
||||
"typically the result of a buffer overrun. (This message is printed by the C "
|
||||
"runtime, not Godot.)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In certain situations (such as detecting uninitialized memory reads), the "
|
||||
"address sanitizer doesn't suffice. The :ref:"
|
||||
"`doc_using_sanitizers_memory_sanitizer` should be used instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is also possible to detect use-after-return situations by specifying the "
|
||||
"``ASAN_OPTIONS=detect_stack_use_after_return=1`` environment variable before "
|
||||
"*running* Godot (not when compiling it). This increases the address "
|
||||
"sanitizer's runtime overhead, so only enable this feature when you actually "
|
||||
"need it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To enable the address sanitizer in a Godot build, pass the ``use_asan=yes`` "
|
||||
"SCons option when compiling. Enabling ASAN generally makes the resulting "
|
||||
"binary about 2× slower."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Due to a `design decision <https://stackoverflow.com/questions/36971902/why-"
|
||||
"cant-clang-enable-all-sanitizers/>`__, the address, memory and thread "
|
||||
"sanitizers are mutually exclusive. This means you can only use one of those "
|
||||
"sanitizers in a given binary."
|
||||
msgstr ""
|
||||
|
||||
msgid "Leak sanitizer (LSAN)"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Supported platforms:** Linux, Web"
|
||||
msgstr "Tukee kaikkia alustoja."
|
||||
|
||||
msgid ""
|
||||
"`Clang LSAN documentation <https://clang.llvm.org/docs/LeakSanitizer.html>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The leak sanitizer can detect memory leaks, which are situations where "
|
||||
"memory that is no longer in use is never freed by the running program. This "
|
||||
"can potentially lead to out-of-memory situations if the program runs for "
|
||||
"long enough. Since Godot may run on :ref:`dedicated servers "
|
||||
"<doc_exporting_for_dedicated_servers>` for months or even years without a "
|
||||
"restart, it's important to fix memory leaks when they occur."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To enable the leak sanitizer in a Godot build, pass the ``use_lsan=yes`` "
|
||||
"SCons option when compiling. Enabling LSAN only has a small performance "
|
||||
"overhead, but the program will be much slower to exit as leak detection "
|
||||
"occurs when the program exits."
|
||||
msgstr ""
|
||||
|
||||
msgid "Memory sanitizer (MSAN)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Available in Clang only, not GCC."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Supported platforms:** Linux"
|
||||
msgstr "Tukee kaikkia alustoja."
|
||||
|
||||
msgid ""
|
||||
"`Clang MSAN documentation <https://clang.llvm.org/docs/MemorySanitizer."
|
||||
"html>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The memory sanitizer complements the :ref:"
|
||||
"`doc_using_sanitizers_address_sanitizer`. Unlike the address sanitizer, the "
|
||||
"memory sanitizer can detect uninitialized memory reads."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To enable the memory sanitizer in a Godot build, pass the ``use_msan=yes`` "
|
||||
"SCons option when compiling. Enabling MSAN generally makes the resulting "
|
||||
"binary about 3× slower."
|
||||
msgstr ""
|
||||
|
||||
msgid "Thread sanitizer (TSAN)"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Supported platforms:** Linux, macOS"
|
||||
msgstr "Tukee kaikkia alustoja."
|
||||
|
||||
msgid ""
|
||||
"`Clang TSAN documentation <https://clang.llvm.org/docs/ThreadSanitizer."
|
||||
"html>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The thread sanitizer is used to track down race conditions related to "
|
||||
"multithreading. A race condition is when multiple threads try to modify the "
|
||||
"same data at the same time. Since thread scheduling can be ordered in any "
|
||||
"fashion by the operating system, this leads to incorrect behavior that only "
|
||||
"occurs occasionally (and can be difficult to track as a result). To prevent "
|
||||
"a race condition, you need to add a lock to ensure only one thread can "
|
||||
"access the shared data at a given time."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To enable the thread sanitizer in a Godot build, pass the ``use_tsan=yes`` "
|
||||
"SCons option when compiling. Enabling TSAN generally makes the resulting "
|
||||
"binary 10× slower, while also multiplying memory usage by an approximately "
|
||||
"8× factor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Undefined behavior sanitizer (UBSAN)"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Supported platforms:** Linux, macOS, Web"
|
||||
msgstr "Tukee kaikkia alustoja."
|
||||
|
||||
msgid ""
|
||||
"`Clang UBSAN documentation <https://clang.llvm.org/docs/"
|
||||
"UndefinedBehaviorSanitizer.html>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The undefined behavior sanitizer is used to track down situations where the "
|
||||
"program exhibits random and unpredictable behavior. This is due to C/C++ "
|
||||
"code that is accepted by the compiler, but is not *correct*. Compiling with "
|
||||
"a different set of optimizations can also change the observed results of "
|
||||
"undefined behavior."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To enable the undefined behavior sanitizer in a Godot build, pass the "
|
||||
"``use_ubsan=yes`` SCons option when compiling. Enabling UBSAN only has a "
|
||||
"small performance overhead."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Platform-specific sanitizers"
|
||||
msgstr "Alustakohtaista"
|
||||
|
||||
msgid "Web"
|
||||
msgstr "Web"
|
||||
|
||||
msgid ""
|
||||
"When :ref:`compiling for the Web <doc_compiling_for_web>`, there are 2 "
|
||||
"additional sanitizer SCons options available:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``use_assertions=yes`` enables runtime Emscripten assertions, which can "
|
||||
"catch various issues."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``use_safe_heap=yes`` enables `Emscripten's SAFE_HEAP sanitizer <https://"
|
||||
"emscripten.org/docs/debugging/Sanitizers.html>`__. It provides similar "
|
||||
"functionality to ASAN, but it focuses on issues that are specific to "
|
||||
"WebAssembly. ``SAFE_HEAP`` is not guaranteed to be compatible with ASAN and "
|
||||
"UBSAN in the same binary, so you may have to build it separately."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Vulkan"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,194 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Validation layers"
|
||||
msgstr "Animaatiotoistin (AnimationPlayer)"
|
||||
|
||||
msgid ""
|
||||
"Validation layers enable developers to verify their application's correct "
|
||||
"use of the Vulkan API. Validation layers can be enabled in both debug and "
|
||||
"release builds, including in exported projects."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Enabling validation layers has a performance impact, so only enable them "
|
||||
"when you actually need the output to debug the application."
|
||||
msgstr ""
|
||||
|
||||
msgid "Windows"
|
||||
msgstr "Windows"
|
||||
|
||||
msgid ""
|
||||
"Install the Vulkan SDK `<https://vulkan.lunarg.com/sdk/home>`__, which "
|
||||
"contains validation layers as part of its default installation. No need to "
|
||||
"enable any optional features in the installer; installing the core Vulkan "
|
||||
"SDK suffices. You don't need to reboot after installing the SDK, but you may "
|
||||
"need to close and reopen your current terminal."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After installing the Vulkan SDK, run Godot with the ``--gpu-validation`` :"
|
||||
"ref:`command line argument <doc_command_line_tutorial>`. You can also "
|
||||
"specify ``--gpu-abort`` which will make Godot quit as soon as a validation "
|
||||
"error happens. This can prevent your system from freezing if a validation "
|
||||
"error occurs."
|
||||
msgstr ""
|
||||
|
||||
msgid "macOS"
|
||||
msgstr "macOS"
|
||||
|
||||
msgid ""
|
||||
"Official Godot macOS builds do **not** support validation layers, as these "
|
||||
"are statically linked against the Vulkan SDK. Dynamic linking must be used "
|
||||
"instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In practice, this means that using validation layers on macOS **requires** "
|
||||
"you to use a Godot build compiled with the ``use_volk=yes`` SCons option. :"
|
||||
"ref:`doc_compiling_for_macos`. If testing validation layers on an exported "
|
||||
"project, you must recompile the export template and specify it as a custom "
|
||||
"export template in your project's macOS export preset."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After installing the Vulkan SDK, run a Godot binary that was compiled with "
|
||||
"``use_volk=yes`` SCons option. Specify the ``--gpu-validation`` :ref:"
|
||||
"`command line argument <doc_command_line_tutorial>`. You can also specify "
|
||||
"``--gpu-abort`` which will make Godot quit as soon as a validation error "
|
||||
"happens. This can prevent your system from freezing if a validation error "
|
||||
"occurs."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Linux, \\*BSD"
|
||||
msgstr "X11 (Linux, \\*BSD)"
|
||||
|
||||
msgid "Install Vulkan validation layers from your distribution's repositories:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Alpine Linux"
|
||||
msgstr "**Työpöytä:** Windows, macOS, Linux"
|
||||
|
||||
msgid "Arch Linux"
|
||||
msgstr ""
|
||||
|
||||
msgid "Debian/Ubuntu"
|
||||
msgstr ""
|
||||
|
||||
msgid "Fedora"
|
||||
msgstr ""
|
||||
|
||||
msgid "FreeBSD"
|
||||
msgstr ""
|
||||
|
||||
msgid "Gentoo"
|
||||
msgstr ""
|
||||
|
||||
msgid "Mageia"
|
||||
msgstr ""
|
||||
|
||||
msgid "OpenBSD"
|
||||
msgstr ""
|
||||
|
||||
msgid "openSUSE"
|
||||
msgstr ""
|
||||
|
||||
msgid "Solus"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You don't need to reboot after installing the validation layers, but you may "
|
||||
"need to close and reopen your current terminal."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After installing the package, run Godot with the ``--gpu-validation`` :ref:"
|
||||
"`command line argument <doc_command_line_tutorial>`. You can also specify "
|
||||
"``--gpu-abort`` which will make Godot quit as soon as a validation error "
|
||||
"happens. This can prevent your system from freezing if a validation error "
|
||||
"occurs."
|
||||
msgstr ""
|
||||
|
||||
msgid "Android"
|
||||
msgstr "Android"
|
||||
|
||||
msgid ""
|
||||
"After enabling validation layers on Android, a developer can see errors and "
|
||||
"warning messages in the ``adb logcat`` output."
|
||||
msgstr ""
|
||||
|
||||
msgid "iOS"
|
||||
msgstr "iOS"
|
||||
|
||||
msgid "Validation layers are currently **not** supported on iOS."
|
||||
msgstr ""
|
||||
|
||||
msgid "Web"
|
||||
msgstr "Web"
|
||||
|
||||
msgid ""
|
||||
"Validation layers are **not** supported on the web platform, as there is no "
|
||||
"support for Vulkan there."
|
||||
msgstr ""
|
||||
|
||||
msgid "Enabling validation layers"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build validation layers from official sources"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build Android libraries, follow the instructions on `Khronos' repository "
|
||||
"<https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob/master/BUILD."
|
||||
"md#building-on-android>`__. After a successful build, the libraries will be "
|
||||
"located in ``Vulkan-ValidationLayers/build-android/libs``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Copy libraries"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy libraries from ``Vulkan-ValidationLayers/build-android/libs`` to "
|
||||
"``godot/platform/android/java/app/libs/debug/vulkan_validation_layers``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Your Godot source directory tree should look like on the example below::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the subdirectory ``libs/debug/vulkan_validation_layers`` doesn't exist, "
|
||||
"create it."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Compile and run the Android app"
|
||||
msgstr "Android-liitännäisten luonti"
|
||||
|
||||
msgid ""
|
||||
"Linked validation layers are automatically loaded and enabled in Android "
|
||||
"debug builds. You can use Godot's :ref:`doc_one-click_deploy` feature to "
|
||||
"quickly test your project with the validation layers enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,163 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Editor icons"
|
||||
msgstr "Editorin ikonit"
|
||||
|
||||
msgid ""
|
||||
"When a new class is created and exposed to scripting, the editor's interface "
|
||||
"will display it with a default icon representing the base class it inherits "
|
||||
"from. In most cases, it's still recommended to create icons for new classes "
|
||||
"to improve the user experience."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating icons"
|
||||
msgstr "Ikonien luominen"
|
||||
|
||||
msgid ""
|
||||
"To create new icons, you first need a vector graphics editor installed. For "
|
||||
"instance, you can use the open source `Inkscape <https://inkscape.org/>`_ "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Clone the ``godot`` repository containing all the editor icons:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The icons must be created in a vector graphics editor in SVG format. There "
|
||||
"are two main requirements to follow:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Icons must be 16×16. In Inkscape, you can configure the document size in "
|
||||
"**File > Document Properties**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Lines should be snapped to pixels whenever possible to remain crisp at lower "
|
||||
"DPI. You can create a 16×16 grid in Inkscape to make this easier."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you're satisfied with the icon's design, save the icon in the cloned "
|
||||
"repository's ``editor/icons`` folder. The icon name should match the "
|
||||
"intended name in a case-sensitive manner. For example, to create an icon for "
|
||||
"CPUParticles2D, name the file ``CPUParticles2D.svg``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Color conversion for light editor themes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the user has configured their editor to use a light theme, Godot will "
|
||||
"convert the icon's colors based on a `set of predefined color mappings "
|
||||
"<https://github.com/godotengine/godot/blob/4.0.2-stable/editor/editor_themes."
|
||||
"cpp#L60-L160>`__. This is to ensure the icon always displays with a "
|
||||
"sufficient contrast rate. Try to restrict your icon's color palette to "
|
||||
"colors found in the list above. Otherwise, your icon may become difficult to "
|
||||
"read on a light background."
|
||||
msgstr ""
|
||||
|
||||
msgid "Icon optimization"
|
||||
msgstr "Ikonin optimointi"
|
||||
|
||||
msgid ""
|
||||
"Because the editor renders SVGs once at load time, they need to be small in "
|
||||
"size so they can be efficiently parsed. Editor icons must be first optimized "
|
||||
"before being added to the engine, to do so:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Install `svgcleaner <https://github.com/RazrFalcon/svgcleaner>`__ by "
|
||||
"downloading a binary from its `Releases tab <https://github.com/RazrFalcon/"
|
||||
"svgcleaner/releases/latest>`__ and placing it into a location in your "
|
||||
"``PATH`` environment variable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Run the command below, replacing ``svg_source.svg`` with the path to your "
|
||||
"SVG file (which can be a relative or absolute path):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``--multipass`` switch improves compression, so make sure to include it. "
|
||||
"The optimized icon will be saved to ``svg_optimized.svg``. You can also "
|
||||
"change the destination parameter to any relative or absolute path you'd like."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While this optimization step won't impact the icon's quality noticeably, it "
|
||||
"will still remove editor-only information such as guides. Therefore, it's "
|
||||
"recommended to keep the source SVG around if you need to make further "
|
||||
"changes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Integrating and sharing the icons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're contributing to the engine itself, you should make a pull request "
|
||||
"to add optimized icons to ``editor/icons`` in the main repository. Recompile "
|
||||
"the engine to make it pick up new icons for classes."
|
||||
msgstr ""
|
||||
"Jos osallistut itse moottoriin, sinun on tehtävä muutospyyntö lisätä "
|
||||
"optimoidut kuvakkeet päävaraston ''editor/icons'' -kohtaan. Käännä moottori "
|
||||
"uudelleen, jotta se poimii uusia kuvakkeita luokille."
|
||||
|
||||
msgid ""
|
||||
"It's also possible to create custom icons within a module. If you're "
|
||||
"creating your own module and don't plan to integrate it with Godot, you "
|
||||
"don't need to make a separate pull request for your icons to be available "
|
||||
"within the editor as they can be self-contained."
|
||||
msgstr ""
|
||||
"On myös mahdollista luoda mukautettuja kuvakkeita moduulin sisällä. Jos luot "
|
||||
"oman moduulin etkä aio integroida sitä Godotiin, sinun ei tarvitse tehdä "
|
||||
"erillistä muutospyyntöä, jotta kuvakkeesi ovat saatavilla muokkaimessa, "
|
||||
"koska ne voivat olla itsenäisiä."
|
||||
|
||||
msgid ""
|
||||
"For specific instructions on how to create module icons, refer to :ref:"
|
||||
"`Creating custom module icons<doc_custom_module_icons>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Ongelmien ratkonta"
|
||||
|
||||
msgid "If icons don't appear in the editor, make sure that:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each icon's filename matches the naming requirement as described previously."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``modules/svg`` is enabled (it should be enabled by default). Without it, "
|
||||
"icons won't appear in the editor at all."
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/icons <https://github.com/godotengine/godot/tree/master/editor/"
|
||||
"icons>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,178 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Editor style guide"
|
||||
msgstr "Editorin ikonit"
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Johdanto"
|
||||
|
||||
msgid "Thanks for your interest in contributing to the Godot editor!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes the grammar and writing style used throughout the Godot "
|
||||
"editor. Following this style guide will help your contribution get merged "
|
||||
"faster since there will be fewer review steps required."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Writing style"
|
||||
msgstr "Varoitusjärjestelmä"
|
||||
|
||||
msgid ""
|
||||
"**Write messages (errors, warnings, ...) as full sentences.** They should "
|
||||
"start with an uppercase letter and end with a period."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Try to keep sentences short.** This makes it more likely that their "
|
||||
"translations will be short as well, which is a good thing to avoid UI bugs."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Use contractions.** For example, use \"isn't\" instead of \"is not\". An "
|
||||
"exception to this rule can be made when you specifically want to emphasize "
|
||||
"one of the contraction's words."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Use double quotes in messages** (``\"\"``) instead of single quotes "
|
||||
"(``''``). Double quotes should be used to quote user input, file paths and "
|
||||
"possibly other things depending on the context."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Try to follow the :ref:`doc_docs_writing_guidelines` in addition to the "
|
||||
"guidelines outlined above."
|
||||
msgstr ""
|
||||
|
||||
msgid "Button and menu texts"
|
||||
msgstr ""
|
||||
|
||||
msgid "Capitalize text in buttons and menu actions:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Good:** *Open Editor Data Folder*"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Bad:** *Open editor data folder*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a menu action opens a modal dialog, suffix it with an ellipsis (``...``)."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Good:** *Editor Settings...*"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Bad:** *Editor Settings*"
|
||||
msgstr "Editorin ikonit"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Inspector sections"
|
||||
msgstr ":ref:`doc_inspector_plugins`"
|
||||
|
||||
msgid ""
|
||||
"In general, don't create sections that contain less than 3 items. Sections "
|
||||
"that contain few items make it difficult to navigate the inspector, while "
|
||||
"missing the benefits of using sections such as folding."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are some valid exceptions for this, such as material features in :ref:"
|
||||
"`class_StandardMaterial3D`."
|
||||
msgstr ""
|
||||
|
||||
msgid "This advice also applies to the Project Settings and Editor Settings."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Inspector performance hints"
|
||||
msgstr ":ref:`doc_inspector_plugins`"
|
||||
|
||||
msgid ""
|
||||
"Enum properties that noticeably impact performance should have a performance "
|
||||
"hint associated. The hint should refer to the *absolute* performance impact, "
|
||||
"rather than being relative to the other options provided in the enum. Here "
|
||||
"are some examples taken from the Godot editor:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Screen-space antialiasing:** *Disabled (Fastest), FXAA (Fast)*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**MSAA quality:** *Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), "
|
||||
"16x (Slower)*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**DirectionalLight mode:** *Orthogonal (Fast), PSSM 2 Splits (Average), PSSM "
|
||||
"4 Splits (Slow)*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For consistency, try to stick to the terms below (from fastest to slowest):"
|
||||
msgstr ""
|
||||
|
||||
msgid "*Fastest, Faster, Fast, Average, Slow, Slower, Slowest*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Their usage doesn't have to be contiguous. For example, you can use only "
|
||||
"\"Fast\" and \"Slow\" from the list above."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're adding a new enum, its values should be ordered from the fastest "
|
||||
"option to the slowest option."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Tooltips"
|
||||
msgstr "Työkalut"
|
||||
|
||||
msgid ""
|
||||
"Consider adding tooltips whenever the action performed by a button or menu "
|
||||
"action isn't obvious. You can also provide additional context or highlight "
|
||||
"caveats in the tooltip."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can do this by calling ``set_tooltip(TTR(\"Text here.\"))`` on the "
|
||||
"Control-based node in question. If the tooltip is particularly long (more "
|
||||
"than ~80 characters), wrap it over several lines by adding line breaks using "
|
||||
"``\\n``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Tooltips should follow the writing style described above. In addition to "
|
||||
"this, use indicative mood instead of imperative mood:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Good:** *Computes global illumination for the selected GIProbe.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Bad:** *Compute global illumination for the selected GIProbe.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Editor development"
|
||||
msgstr "Editorin kehitys"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,162 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Introduction to editor development"
|
||||
msgstr "Johdanto vienteihin"
|
||||
|
||||
msgid "On this page, you will learn:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The **design decisions** behind the Godot editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "How to work efficiently on the Godot editor's C++ code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide is aimed at current or future engine contributors. To create "
|
||||
"editor plugins in GDScript, see :ref:`doc_making_plugins` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are new to Godot, we recommended you to read :ref:"
|
||||
"`doc_godot_design_philosophy` before continuing. Since the Godot editor is a "
|
||||
"Godot project written in C++, much of the engine's philosophy applies to the "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Technical choices"
|
||||
msgstr "Tekninen yleiskatsaus"
|
||||
|
||||
msgid ""
|
||||
"The Godot editor is drawn using Godot's renderer and :ref:`UI system "
|
||||
"<doc_user_interface>`. It does *not* rely on a toolkit such as GTK or Qt. "
|
||||
"This is similar in spirit to software like Blender. While using toolkits "
|
||||
"makes it easier to achieve a \"native\" appearance, they are also quite "
|
||||
"heavy and their licensing is not compatible with Godot's."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor is fully written in C++. It can't contain any GDScript or C# code."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Directory structure"
|
||||
msgstr "Tiedoston rakenne"
|
||||
|
||||
msgid ""
|
||||
"The editor's code is fully self-contained in the `editor/ <https://github."
|
||||
"com/godotengine/godot/tree/master/editor>`__ folder of the Godot source "
|
||||
"repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some editor functionality is also implemented via :ref:`modules "
|
||||
"<doc_custom_modules_in_cpp>`. Some of these are only enabled in editor "
|
||||
"builds to decrease the binary size of export templates. See the `modules/ "
|
||||
"<https://github.com/godotengine/godot/tree/master/modules>`__ folder in the "
|
||||
"Godot source repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "Some important files in the editor are:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/master/"
|
||||
"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the "
|
||||
"\"main scene\" of the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/"
|
||||
"master/editor/project_manager.cpp>`__: Main Project Manager initialization "
|
||||
"file. Effectively the \"main scene\" of the Project Manager."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/"
|
||||
"godotengine/godot/blob/master/editor/plugins/canvas_item_editor_plugin."
|
||||
"cpp>`__: The 2D editor viewport and related functionality (toolbar at the "
|
||||
"top, editing modes, overlaid helpers/panels, …)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/plugins/node_3d_editor_plugin.cpp <https://github.com/godotengine/"
|
||||
"godot/blob/master/editor/plugins/node_3d_editor_plugin.cpp>`__: The 3D "
|
||||
"editor viewport and related functionality (toolbar at the top, editing "
|
||||
"modes, overlaid panels, …)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/plugins/node_3d_editor_gizmos.cpp <https://github.com/godotengine/"
|
||||
"godot/blob/master/editor/plugins/node_3d_editor_gizmos.cpp>`__: Where the 3D "
|
||||
"editor gizmos are defined and drawn. This file doesn't have a 2D counterpart "
|
||||
"as 2D gizmos are drawn by the nodes themselves."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editor dependencies in ``scene/`` files"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When working on an editor feature, you may have to modify files in Godot's "
|
||||
"GUI nodes, which you can find in the ``scene/`` folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"One rule to keep in mind is that you must **not** introduce new dependencies "
|
||||
"to ``editor/`` includes in other folders such as ``scene/``. This applies "
|
||||
"even if you use ``#ifdef TOOLS_ENABLED``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To make the codebase easier to follow and more self-contained, the allowed "
|
||||
"dependency order is:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This means that files in ``editor/`` can depend on includes from ``scene/``, "
|
||||
"``servers/``, and ``core/``. But, for example, while ``scene/`` can depend "
|
||||
"on includes from ``servers/`` and ``core/``, it cannot depend on includes "
|
||||
"from ``editor/``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Currently, there are some dependencies to ``editor/`` includes in ``scene/`` "
|
||||
"files, but `they are in the process of being removed <https://github.com/"
|
||||
"godotengine/godot/issues/53295>`__."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Development tips"
|
||||
msgstr "Kehitys"
|
||||
|
||||
msgid ""
|
||||
"To iterate quickly on the editor, we recommend to set up a test project and :"
|
||||
"ref:`open it from the command line <doc_command_line_tutorial>` after "
|
||||
"compiling the editor. This way, you don't have to go through the Project "
|
||||
"Manager every time you start Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,38 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "GDScript grammar"
|
||||
msgstr "GDScript"
|
||||
|
||||
msgid ""
|
||||
"This is the formal grammar of GDScript written in `EBNF <https://en."
|
||||
"wikipedia.org/wiki/Extended_Backus%E2%80%93Naur_form>`_, for reference "
|
||||
"purposes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This grammar is descriptive only, derived from the reference documentation "
|
||||
"and current implementation. The GDScript parser is **not** generated from a "
|
||||
"grammar definition. Inconsistencies here likely mean an error in this "
|
||||
"grammar, not a bug in GDScript."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Godot file formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,666 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "TSCN file format"
|
||||
msgstr "TSCN-tiedostomuoto"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The TSCN (text scene) file format represents a single scene tree inside "
|
||||
"Godot. Unlike binary SCN files, TSCN files have the advantage of being "
|
||||
"mostly human-readable and easy for version control systems to manage."
|
||||
msgstr ""
|
||||
":code:`.tscn` tiedostomuoto tulee sanoista \"Text SCeNe\" ja yksi tiedosto "
|
||||
"edustaa yhtä skenepuuta Godotissa. TSCN-tiedostoilla on se etu, että ne ovat "
|
||||
"lähes täysin ihmisen luettavissa ja helppoja hallita "
|
||||
"versionhallintajärjestelmissä. TSCN-tiedostojen tuonnin aikana ne "
|
||||
"käännetään :code:`.scn` binääritiedostoiksi ja tallennetaan .import "
|
||||
"kansioon. Tämä pienentää datakokoa ja nopeuttaa lataamista."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The ESCN (exported scene) file format is identical to the TSCN file format, "
|
||||
"but is used to indicate to Godot that the file has been exported from "
|
||||
"another program and should not be edited by the user from within Godot. "
|
||||
"Unlike SCN and TSCN files, during import, ESCN files are compiled to binary "
|
||||
"SCN files stored inside the ``.godot/imported/`` folder. This reduces the "
|
||||
"data size and speeds up loading, as binary formats are faster to load "
|
||||
"compared to text-based formats."
|
||||
msgstr ""
|
||||
":code:`.escn` tiedostot ovat identtisiä TSCN-tiedostoihin nähden, mutta "
|
||||
"niitä käytetään ilmaisemaan Godotille, että tiedosto on tuotu toisesta "
|
||||
"ohjelmasta, eikä käyttäjän tule voida muokata sitä Godotissa."
|
||||
|
||||
msgid ""
|
||||
"To make files more compact, properties equal to the default value are not "
|
||||
"stored in scene/resource files. It is possible to write them manually, but "
|
||||
"they will be discarded when saving the file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For those looking for a complete description, the parsing is handled in the "
|
||||
"file `resource_format_text.cpp <https://github.com/godotengine/godot/blob/"
|
||||
"master/scene/resources/resource_format_text.cpp>`_ in the "
|
||||
"``ResourceFormatLoaderText`` class."
|
||||
msgstr ""
|
||||
"Jos etsit täydellistä kuvausta, jäsennys on käsitelty tiedostossa "
|
||||
"`resource_format_text.cpp <https://github.com/godotengine/godot/blob/master/"
|
||||
"scene/resources/resource_format_text.cpp>`_, luokassa "
|
||||
"``ResourceFormatLoaderText``."
|
||||
|
||||
msgid ""
|
||||
"The scene and resource file formats have changed significantly in Godot 4, "
|
||||
"with the introduction of string-based UIDs to replace incremental integer "
|
||||
"IDs."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Mesh, skeleton and animation data is also stored differently compared to "
|
||||
"Godot 3. You can read about some of the changes in this article: `Animation "
|
||||
"data rework for 4.0 <https://godotengine.org/article/animation-data-"
|
||||
"redesign-40/>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Scenes and resources saved with Godot 4.x contain ``format=3`` in their "
|
||||
"header, whereas Godot 3.x uses ``format=2`` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "File structure"
|
||||
msgstr "Tiedoston rakenne"
|
||||
|
||||
msgid "There are five main sections inside the TSCN file:"
|
||||
msgstr "TSCN-tiedosto sisältää viisi pääosiota:"
|
||||
|
||||
#, fuzzy
|
||||
msgid "File descriptor"
|
||||
msgstr "Tiedoston kuvaus"
|
||||
|
||||
msgid "External resources"
|
||||
msgstr "Ulkoiset resurssit"
|
||||
|
||||
msgid "Internal resources"
|
||||
msgstr "Sisäiset resurssit"
|
||||
|
||||
msgid "Nodes"
|
||||
msgstr "Solmut"
|
||||
|
||||
msgid "Connections"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The file descriptor looks like ``[gd_scene load_steps=4 format=3 uid=\"uid://"
|
||||
"cecaux1sm7mo0\"]`` and should be the first entry in the file. The "
|
||||
"``load_steps`` parameter is equal to the total amount of resources (internal "
|
||||
"and external) plus one (for the file itself). If the file has no resources, "
|
||||
"``load_steps`` is omitted. The engine will still load the file correctly if "
|
||||
"``load_steps`` is incorrect, but this will affect loading bars and any other "
|
||||
"piece of code relying on that value."
|
||||
msgstr ""
|
||||
"Tiedoston kuvaus on muotoa :code:`[gd_scene load_steps=1 format=2]` ja sen "
|
||||
"tulee sijaita tiedostossa ensimmäisenä. Parametrin load_steps pitäisi "
|
||||
"(teoriassa) olla tiedoston sisältämien resurssien lukumäärä, joskaan sillä "
|
||||
"ei käytännössä tunnu olevan väliä."
|
||||
|
||||
msgid ""
|
||||
"``uid`` is an unique string-based identifier representing the scene. This is "
|
||||
"used by the engine to track files that are moved around, even while the "
|
||||
"editor is closed. Scripts can also load UID-based resources using the "
|
||||
"``uid://`` path prefix to avoid relying on filesystem paths. This makes it "
|
||||
"possible to move around a file in the project, but still be able to load it "
|
||||
"in scripts without having to modify the script. Godot does not use external "
|
||||
"files to keep track of IDs, which means no central metadata storage location "
|
||||
"is required within the project. See `this pull request <https://github.com/"
|
||||
"godotengine/godot/pull/50786>`__ for detailed information."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"These sections should appear in order, but it can be hard to distinguish "
|
||||
"them. The only difference between them is the first element in the heading "
|
||||
"for all of the items in the section. For example, the heading of all "
|
||||
"external resources should start with ``[ext_resource ...]``."
|
||||
msgstr ""
|
||||
"Näiden osioiden tulisi esiintyä järjestyksessä, mutta niiden erottelu voi "
|
||||
"olla hankalaa. Ainoa ero niiden välillä on otsikon ensimmäinen elementti, "
|
||||
"joka on yhdistävä tekijä kaikille osion muille kohdille. Esimerkiksi "
|
||||
"kaikkien ulkoisten resurssien otsikoiden pitäisi alkaa "
|
||||
"``[ext_resource .....]``."
|
||||
|
||||
msgid ""
|
||||
"A TSCN file may contain single-line comments starting with a semicolon (``;"
|
||||
"``). However, comments will be discarded when saving the file using the "
|
||||
"Godot editor. Whitespace within a TSCN file is not significant (except "
|
||||
"within strings), but extraneous whitespace will be discarded when saving the "
|
||||
"file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Entries inside the file"
|
||||
msgstr "Tiedoston kohdat"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"A heading looks like ``[<resource_type> key1=value1 key2=value2 "
|
||||
"key3=value3 ...]`` where resource_type is one of:"
|
||||
msgstr ""
|
||||
"Otsikko on muotoa :code:`[<resource_type> key=value key=value "
|
||||
"key=value ...]`, missä resource_type on jokin seuraavista:"
|
||||
|
||||
msgid "``ext_resource``"
|
||||
msgstr "``ext_resource``"
|
||||
|
||||
msgid "``sub_resource``"
|
||||
msgstr "``sub_resource`` (aliresurssi)"
|
||||
|
||||
msgid "``node``"
|
||||
msgstr "``node`` (solmu)"
|
||||
|
||||
msgid "``connection``"
|
||||
msgstr "``connection`` (yhteys)"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Below every heading comes zero or more ``key = value`` pairs. The values can "
|
||||
"be complex datatypes such as Arrays, Transforms, Colors, and so on. For "
|
||||
"example, a Node3D looks like:"
|
||||
msgstr ""
|
||||
"Kunkin otsikon alla voi olla vapaavalintainen määrä :code:`key = value` "
|
||||
"(avain-arvo) pareja. Arvot voivat olla monimutkaisia tietotyyppejä, kuten "
|
||||
"taulukoita, muunnoksia, värejä ja niin edelleen. Esimerkiksi tilasolmu "
|
||||
"(spatial node) näyttää tältä:"
|
||||
|
||||
msgid "The scene tree"
|
||||
msgstr "Skenepuu"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The scene tree is made up of… nodes! The heading of each node consists of "
|
||||
"its name, parent and (most of the time) a type. For example: ``[node "
|
||||
"name=\"PlayerCamera\" type=\"Camera\" parent=\"Player/Head\"]``"
|
||||
msgstr ""
|
||||
"Skenepuu koostuu... solmuista! Kunkin solmun otsikko sisältää solmun nimen, "
|
||||
"yläsolmun nimen ja (yleensä) tyypin. Esimerkiksi :code:`[node "
|
||||
"type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`"
|
||||
|
||||
msgid "Other valid keywords include:"
|
||||
msgstr "Muita avainsanoja ovat:"
|
||||
|
||||
msgid "``instance``"
|
||||
msgstr "``instance`` (ilmentymä)"
|
||||
|
||||
msgid "``instance_placeholder``"
|
||||
msgstr "``instance_placeholder`` (ilmentymän paikanpitäjä)"
|
||||
|
||||
msgid "``owner``"
|
||||
msgstr "``owner``"
|
||||
|
||||
msgid ""
|
||||
"``index`` (sets the order of appearance in the tree; if absent, inherited "
|
||||
"nodes will take precedence over plain ones)"
|
||||
msgstr ""
|
||||
|
||||
msgid "``groups``"
|
||||
msgstr "``groups``"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The first node in the file, which is also the scene root, must **not** have "
|
||||
"a ``parent=\"Path/To/Node\"`` entry in its heading. All scene files should "
|
||||
"have exactly *one* scene root. If it doesn't, Godot will fail to import the "
|
||||
"file. The parent path of other nodes should be absolute, but shouldn't "
|
||||
"contain the scene root's name. If the node is a direct child of the scene "
|
||||
"root, the path should be ``\".\"``. Here is an example scene tree (but "
|
||||
"without any node content):"
|
||||
msgstr ""
|
||||
"Tiedoston ensimmäisessä solmussa, joka on myös skenen juurisolmu, ei tule "
|
||||
"olla ``parent=Path/To/Node`` merkintää otsikossa. Kaikissa skenetiedostoissa "
|
||||
"tulee olla tasan *yksi* juurisolmu. Jos näin ei ole, Godot ei pysty tuomaan "
|
||||
"tiedostoa. Muiden solmujen yläsolmujen polkujen tulee olla absoluuttisia, "
|
||||
"eikä niiden tule sisältää skenen juuren nimeä. Jos solmut sijaitsevat "
|
||||
"suoraan skenen juuren alla, niiden polkujen tulee olla ``\".\"``. Tässä on "
|
||||
"esimerkki skenepuusta (ilman solmusisältöä):"
|
||||
|
||||
msgid ""
|
||||
"To make the file structure easier to grasp, you can saving a file with any "
|
||||
"given node or resource then inspect it yourself in an external editor. You "
|
||||
"can also make incremental changes in the Godot editor, and keep an external "
|
||||
"text editor open on the ``.tscn`` or ``.tres`` file with auto-reload enabled "
|
||||
"to see what changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here is an example of a scene containing a RigidBody3D-based ball with "
|
||||
"collision, visuals (mesh + light) and a camera parented to the RigidBody3D:"
|
||||
msgstr ""
|
||||
|
||||
msgid "NodePath"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"A tree structure is not enough to represent the whole scene. Godot uses a "
|
||||
"``NodePath(Path/To/Node)`` structure to refer to another node or attribute "
|
||||
"of the node anywhere in the scene tree. Paths are relative to the current "
|
||||
"node, with ``NodePath(\".\")`` pointing to the current node and "
|
||||
"``NodePath(\"\")`` pointing to no node at all."
|
||||
msgstr ""
|
||||
"Koska puurakenne on riittämätön kuvaamaan koko skeneä, Godot käyttää :code:"
|
||||
"`NodePath(Path/To/Node)` rakennetta viittaamaan toiseen solmuun tai "
|
||||
"attribuuttiin missä tahansa skenepuussa. Esimerkkinä tyypillisistä "
|
||||
"käyttötapauksista NodePath-rakenteelle, mesh-solmu käyttää :code:"
|
||||
"`NodePath()` rakennetta osoittamaan luurankomalliin ja animaatioraita "
|
||||
"käyttää :code:`NodePath()` rakennetta osoittamaan solmun animoitavaa "
|
||||
"attribuuttia."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"For instance, MeshInstance3D uses ``NodePath()`` to point to its skeleton. "
|
||||
"Likewise, Animation tracks use ``NodePath()`` to point to node properties to "
|
||||
"animate."
|
||||
msgstr ""
|
||||
"Koska puurakenne on riittämätön kuvaamaan koko skeneä, Godot käyttää :code:"
|
||||
"`NodePath(Path/To/Node)` rakennetta viittaamaan toiseen solmuun tai "
|
||||
"attribuuttiin missä tahansa skenepuussa. Esimerkkinä tyypillisistä "
|
||||
"käyttötapauksista NodePath-rakenteelle, mesh-solmu käyttää :code:"
|
||||
"`NodePath()` rakennetta osoittamaan luurankomalliin ja animaatioraita "
|
||||
"käyttää :code:`NodePath()` rakennetta osoittamaan solmun animoitavaa "
|
||||
"attribuuttia."
|
||||
|
||||
msgid ""
|
||||
"NodePath can also point to a property using a ``:property_name`` suffix, and "
|
||||
"even point to a specific component for vector, transform and color types. "
|
||||
"This is used by Animation resources to point to specific properties to "
|
||||
"animate. For example, ``NodePath(\"MeshInstance3D:scale.x\")`` points to the "
|
||||
"``x`` component of the ``scale`` Vector3 property in MeshInstance3D."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For example, the ``skeleton`` property in the MeshInstance3D node called "
|
||||
"``mesh`` points to its parent, ``Armature01``:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Skeleton3D"
|
||||
msgstr "Luuranko"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The :ref:`class_Skeleton3D` node inherits the Node3D node, but may alsohave "
|
||||
"a list of bones described in key-value pairs in the format ``bones/<id>/"
|
||||
"<attribute> = value``. The bone attributes consist of:"
|
||||
msgstr ""
|
||||
"Skeleton solmu periytyy Spatial solmusta, mutta sen lisäksi sillä voi olla "
|
||||
"lista luita avain-arvo pareina muodossa ``bones/Id/Attribute=Value``. Luiden "
|
||||
"attribuutit ovat:"
|
||||
|
||||
msgid "``position``: Vector3"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "``rotation``: Quaternion"
|
||||
msgstr "``Rotation``"
|
||||
|
||||
msgid "``scale``: Vector3"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These attributes are all optional. For instance, a bone may only define "
|
||||
"``position`` or ``rotation`` without defining the other properties."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's an example of a skeleton node with two bones:"
|
||||
msgstr "Tässä esimerkki skeleton-solmusta kahdella luulla:"
|
||||
|
||||
#, fuzzy
|
||||
msgid "BoneAttachment3D"
|
||||
msgstr "BoneAttachment"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The :ref:`class_BoneAttachment3D` node is an intermediate node to describe "
|
||||
"some node being parented to a single bone in a Skeleton node. The "
|
||||
"BoneAttachment has a ``bone_name = \"name of bone\"`` property, as well as a "
|
||||
"property for the matching bone index."
|
||||
msgstr ""
|
||||
"BoneAttachment-solmu on välillinen solmu, jolla kuvataan jonkin solmun "
|
||||
"kiinnittymistä yhteen luuhun Skeleton-solmussa. BoneAttachment-solmulla on :"
|
||||
"code:`bone_name=NameOfBone` ja vastaavalla isäntäluulla on BoneAttachment-"
|
||||
"solmu :code:`bound_children` listassaan."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"An example of a :ref:`class_Marker3D` node parented to a bone in Skeleton:"
|
||||
msgstr ""
|
||||
"Esimerkki yhdestä MeshInstance-solmusta, joka toimii Skeletonin luun "
|
||||
"isäntänä:"
|
||||
|
||||
msgid "AnimationPlayer"
|
||||
msgstr "Animaatiotoistin (AnimationPlayer)"
|
||||
|
||||
msgid ""
|
||||
"The :ref:`class_AnimationPlayer` node works with one or more animation "
|
||||
"libraries stored in :ref:`class_AnimationLibrary` resources. An animation "
|
||||
"library is a collection of individual :ref:`class_Animation` resources, "
|
||||
"whose structure is documented :ref:`here <doc_tscn_animation>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This split between animations themselves and animation libraries was done in "
|
||||
"Godot 4, so that animations can be imported separately from 3D meshes, which "
|
||||
"is a common workflow in 3D animation software. See the `original pull "
|
||||
"request <https://github.com/godotengine/godot/pull/59980>`__ for details."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the library name is empty, then it acts acts the unique source of "
|
||||
"animations for this AnimationPlayer. This allows using ``<animation_name>`` "
|
||||
"directly to play animations from script. If you name the library, then you "
|
||||
"must play it as ``<library_name>/<animation_name>``. This ensures backwards "
|
||||
"compatibility and keeps the existing workflow if you don't want to use "
|
||||
"multiple animation libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources"
|
||||
msgstr "Resurssit"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Resources are components that make up the nodes. For example, a "
|
||||
"MeshInstance3D node will have an accompanying ArrayMesh resource. The "
|
||||
"ArrayMesh resource may be either internal or external to the TSCN file."
|
||||
msgstr ""
|
||||
"Resurssit ovat komponentteja, joista solmut muodostuvat. Esimerkiksi "
|
||||
"MeshInstance-solmulla on ArrayMesh-resurssi. ArrayMesh-resurssi voi olla "
|
||||
"joko TSCN-tiedoston sisäinen tai sen ulkopuolinen."
|
||||
|
||||
msgid ""
|
||||
"References to the resources are handled by unique string-based IDs in the "
|
||||
"resource's heading. This is different from the ``uid`` property, which each "
|
||||
"external resource also has (but subresources don't)."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"External resources and internal resources are referred to with "
|
||||
"``ExtResource(\"id\")`` and ``SubResource(\"id\")``, respectively. Because "
|
||||
"there have different methods to refer to internal and external resources, "
|
||||
"you can have the same ID for both an internal and external resource."
|
||||
msgstr ""
|
||||
"Viittaukset resursseihin hoidetaan resurssien otsikoissa olevilla "
|
||||
"tunnusnumeroilla. Ulkoisiin ja sisäisiin resursseihin viitataan :code:"
|
||||
"`ExtResource(id)` ja :code:`SubResource(id)`. Koska sisäisiin ja ulkoisiin "
|
||||
"resursseihin viitataan eri metodeilla, niillä voi olla sama tunnusluku."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"For example, to refer to the resource ``[ext_resource type=\"Material\" "
|
||||
"uid=\"uid://c4cp0al3ljsjv\" path=\"res://material.tres\" id=\"1_7bt6s\"]``, "
|
||||
"you would use ``ExtResource(\"1_7bt6s\")``."
|
||||
msgstr ""
|
||||
"Esimerkiksi resurssiin ``[ext_resource id=3 type=\"PackedScene\" "
|
||||
"path=....]`` voidaan viitata näin: ``ExtResource(3)``."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"External resources are links to resources not contained within the TSCN file "
|
||||
"itself. An external resource consists of a path, a type, an UID (used to map "
|
||||
"its filesystem location to an unique identifier) and an ID (used to refer to "
|
||||
"the resource in the scene file)."
|
||||
msgstr ""
|
||||
"Ulkoiset resurssit ovat linkkejä resursseihin, jotka eivät sisälly TSCN-"
|
||||
"tiedostoon itsessään. Ulkoinen resurssi koostuu polusta, tyypistä ja ID:stä."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Godot always generates absolute paths relative to the resource directory and "
|
||||
"thus prefixed with ``res://``, but paths relative to the TSCN file's "
|
||||
"location are also valid."
|
||||
msgstr ""
|
||||
"Godot luo absoluuttiset polut aina suhteessa resurssihakemistoon ja siksi ne "
|
||||
"alkavat :code:`res://`, mutta TSCN-tiedoston sijaintiin suhteelliset polut "
|
||||
"ovat myös mahdollisia."
|
||||
|
||||
msgid "Some example external resources are:"
|
||||
msgstr "Joitakin esimerkkejä ulkoisista resursseista:"
|
||||
|
||||
msgid ""
|
||||
"Like TSCN files, a TRES file may contain single-line comments starting with "
|
||||
"a semicolon (``;``). However, comments will be discarded when saving the "
|
||||
"resource using the Godot editor. Whitespace within a TRES file is not "
|
||||
"significant (except within strings), but extraneous whitespace will be "
|
||||
"discarded when saving the file."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"A TSCN file can contain meshes, materials and other data. These are "
|
||||
"contained in the *internal resources* section of the file. The heading for "
|
||||
"an internal resource looks similar to those of external resources, except "
|
||||
"that it doesn't have a path. Internal resources also have ``key=value`` "
|
||||
"pairs under each heading. For example, a capsule collision shape looks like:"
|
||||
msgstr ""
|
||||
"TSCN-tiedosto voi sisältää meshejä, materiaaleja ja muuta dataa, ja nämä "
|
||||
"sisältyvät tiedoston sisäisten resurssien osioon. Sisäisen resurssin otsikko "
|
||||
"näyttää samalta kuin ulkoisenkin, mutta sillä ei ole polkua. Sisäisillä "
|
||||
"resursseilla on myös :code:`key=value` pareja kunkin otsikon alla. "
|
||||
"Esimerkiksi kapselitörmäysmuoto näyttää tältä:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Some internal resources contain links to other internal resources (such as a "
|
||||
"mesh having a material). In this case, the referring resource must appear "
|
||||
"*before* the reference to it. This means that order matters in the file's "
|
||||
"internal resources section."
|
||||
msgstr ""
|
||||
"Jotkin sisäiset resurssit voivat sisältää linkkejä muihin sisäisiin "
|
||||
"resursseihin (kuten mesh, jolla on materiaali). Tässä tapauksessa "
|
||||
"viitattavan resurssin on esiinnyttävä ennen viittausta siihen. Näin ollen "
|
||||
"tiedoston sisäisten resurssien osiossa järjestyksellä on väliä."
|
||||
|
||||
msgid "ArrayMesh"
|
||||
msgstr "ArrayMesh"
|
||||
|
||||
msgid ""
|
||||
"An ArrayMesh consists of several surfaces contained in the ``_surfaces`` "
|
||||
"array (notice the leading underscore). Each surface's data is stored in a "
|
||||
"dictionary with the following keys:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``aabb``: The computed axis-aligned bounding box for visibility. ``Mesh."
|
||||
"PrimitiveType`` Godot enum. ``0`` = points, ``1`` = lines, ``2`` = line "
|
||||
"strip, ``3`` = triangles (most common), ``4`` = triangle strip."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``attribute_data``: Vertex attribute data, such as normals, tangents, vertex "
|
||||
"colors, UV1, UV2 and custom vertex data."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``bone_aabbs``: The axis-aligned bounding box of each bone for visibility."
|
||||
msgstr ""
|
||||
|
||||
msgid "``format``: The surface's buffer format."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``index_count``: The number of indices in the surface. This must match "
|
||||
"``index_data``'s size."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``index_data``: The index data, which determines which vertices from "
|
||||
"``vertex_data`` are drawn."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``lods``: Level of detail variations, stored as an array. Each LOD level "
|
||||
"represents two values in the array. The first value is the percentage of "
|
||||
"screen space the LOD level is most suited for (edge length); the second "
|
||||
"value is the list of indices that should be drawn for the given LOD level."
|
||||
msgstr ""
|
||||
|
||||
msgid "``material``: The material used when drawing the surface."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``name``: The surface's name. This can be used in scripts and is imported "
|
||||
"from 3D DCCs."
|
||||
msgstr ""
|
||||
|
||||
msgid "``primitive``: The surface's primitive type, matching the"
|
||||
msgstr ""
|
||||
|
||||
msgid "``skin_data``: Bone weight data."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``vertex_count``: Number of vertices in the surface. This must match "
|
||||
"``vertex_data``'s size."
|
||||
msgstr ""
|
||||
|
||||
msgid "``vertex_data``: The vertex position data."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here's an example of an ArrayMesh saved to its own ``.tres`` file. Some "
|
||||
"fields were shortened with ``...`` for brevity:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Animation"
|
||||
msgstr "Animaatio"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Each animation has the following properties:"
|
||||
msgstr "Heijastusnäyttö näyttää seuraavat tiedot:"
|
||||
|
||||
msgid ""
|
||||
"``length``: The animation's length in seconds. Note that keyframes may be "
|
||||
"placed outside the ``[0; length]`` interval, but they may have no effect "
|
||||
"depending on the interpolation mode chosen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``loop_mode``: ``0`` = no looping, ``1`` = wrap-around looping, ``2`` = "
|
||||
"clamped looping."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``step``: The step size to use when editing this animation in the editor. "
|
||||
"This is only used in the editor; it doesn't affect animation playback in any "
|
||||
"way."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Each track is described by a list of key-value pairs in the format ``tracks/"
|
||||
"<id>/<attribute>``. Each track includes:"
|
||||
msgstr ""
|
||||
"Kukin raita on kuvattu listana avain-arvo pareja ``tracks/Id/Attribute``. "
|
||||
"Kukin raita sisältää:"
|
||||
|
||||
msgid ""
|
||||
"``type``: The track's type. This defines what kind of properties may be "
|
||||
"animated by this track, and how it'll be exposed to the user in the editor. "
|
||||
"Valid types are ``value`` (generic property track), ``position_3d``, "
|
||||
"``rotation_3d``, ``scale_3d``, ``blend_shape`` (optimized 3D animation "
|
||||
"tracks), ``method`` (method call tracks), ``bezier`` (Bezier curve tracks), "
|
||||
"``audio`` (audio playback tracks), ``animation`` (tracks that play other "
|
||||
"animations)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``imported``: ``true`` if the track was created from an imported 3D scene, "
|
||||
"``false`` if it was manually created by the user in the Godot editor or "
|
||||
"using a script."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``enabled``: ``true`` if the track is effective, ``false`` if it was "
|
||||
"disabled in the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``path``: Path to the node property that will be affected by the track. The "
|
||||
"property is written after the node path with a ``:`` separator."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``interp``: The interpolation mode to use. ``0`` = nearest, ``1`` = linear, "
|
||||
"``2`` = cubic, ``3`` = linear angle, ``4`` = cubic angle."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``loop_wrap``: ``true`` if the track is designed to wrap around when the "
|
||||
"animation is looping, ``false`` if the track clamps to the first/last "
|
||||
"keyframes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``keys``: The animation track's values. This attribute's structure depends "
|
||||
"on the ``type``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here is a scene containing an AnimationPlayer that scales down a cube over "
|
||||
"time using a generic property track. The AnimationLibrary workflow was not "
|
||||
"used, so the animation library has an empty name (but the animation is still "
|
||||
"given a ``scale_down`` name). Note that the ``RESET`` track was not created "
|
||||
"in this AnimationPlayer for brevity:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For generic property ``value`` tracks, ``keys`` is a dictionary containing 3 "
|
||||
"arrays with positions in ``times`` (PackedFloat32Array), easing values in "
|
||||
"``transitions`` (PackedFloat32Array) and values in ``values`` (Array). There "
|
||||
"is an additional ``update`` property, which is an integer with the values "
|
||||
"``0`` = continuous, ``1`` = discrete, ``2`` = capture."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here is a second Animation resource that makes use of the 3D Position and 3D "
|
||||
"Rotation tracks. These tracks (in addition to the 3D Scale track) replace "
|
||||
"Transform tracks from Godot 3. They are optimized for fast playback and can "
|
||||
"optionally be compressed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The downside of these optimized track types is that they can't use custom "
|
||||
"easing values. Instead, all keyframes use linear interpolation. That said, "
|
||||
"you can still opt for using nearest or cubic interpolation for all keyframes "
|
||||
"in a given track by changing the track's interpolation mode."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For 3D position, rotation and scale tracks, ``keys`` is a PackedFloat32Array "
|
||||
"with all values stored in a sequence."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the visual guide below, ``T`` is the keyframe's time in seconds since the "
|
||||
"start of the animation, ``E`` is the keyframe's transition (currently always "
|
||||
"``1``). For 3D position and scale tracks, ``X``, ``Y``, ``Z`` are the "
|
||||
"Vector3's coordinates. For 3D rotation tracks, ``X``, ``Y``, ``Z`` and ``W`` "
|
||||
"are the Quaternion's coordinates."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,37 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Engine development"
|
||||
msgstr "Pelimoottorin kehitys"
|
||||
|
||||
msgid ""
|
||||
"The guides below explain how to contribute to the engine's codebase. You "
|
||||
"will learn about best practices when working on solutions and features, the "
|
||||
"code style and the internal structure of the codebase, how to set up your "
|
||||
"working environment, and more."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be sure to also check the :ref:`workflow guidelines "
|
||||
"<doc_contributing_workflow>`, especially if you're new to using Git or "
|
||||
"GitHub."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,157 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Building the manual with Sphinx"
|
||||
msgstr "Android-liitännäisten luonti"
|
||||
|
||||
msgid ""
|
||||
"This page explains how to build a local copy of the Godot manual using the "
|
||||
"Sphinx docs engine. This allows you to have local HTML files and build the "
|
||||
"documentation as a PDF, EPUB, or LaTeX file, for example."
|
||||
msgstr ""
|
||||
|
||||
msgid "Before you get started, make sure that you have:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "`Git <https://git-scm.com/>`_"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid ""
|
||||
"`make <https://www.gnu.org/software/make/>`_ (unless you're using Windows)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python <https://www.python.org/>`_ 3"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Python 3 should come with the ``pip3`` command. You may need to write "
|
||||
"``python3 -m pip`` (Unix) or ``py -m pip`` (Windows) instead of ``pip3``. "
|
||||
"If both approaches fail, `make sure that you have pip3 installed <https://"
|
||||
"pip.pypa.io/en/stable/installation/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*(Optional)* Set up a virtual environment. Virtual environments prevent "
|
||||
"potential conflicts between the Python packages in ``requirements.txt`` and "
|
||||
"other Python packages that are installed on your system."
|
||||
msgstr ""
|
||||
|
||||
msgid "Create the virtual environment:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Windows"
|
||||
msgstr "Windows"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Other platforms"
|
||||
msgstr "Tukee kaikkia alustoja."
|
||||
|
||||
msgid "Activate the virtual environment:"
|
||||
msgstr ""
|
||||
|
||||
msgid "*(Optional)* Update pre-installed packages:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Clone the docs repo:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Change directory into the docs repo:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Install the required packages:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Build the docs:"
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid ""
|
||||
"On Windows, that command will run ``make.bat`` instead of GNU Make (or an "
|
||||
"alternative)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can build the documentation by running the sphinx-build "
|
||||
"program manually:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The compilation will take some time as the ``classes/`` folder contains "
|
||||
"hundreds of files. See :ref:`doc_building_the_manual:performance`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then browse the documentation by opening ``_build/html/index.html`` "
|
||||
"in your web browser."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Dealing with errors"
|
||||
msgstr "Varoitusjärjestelmä"
|
||||
|
||||
#, fuzzy
|
||||
msgid "If you run into errors, you may try the following command:"
|
||||
msgstr "Mob skene käyttää seuraavia solmuja:"
|
||||
|
||||
msgid ""
|
||||
"If you get a ``MemoryError`` or ``EOFError``, you can remove the ``classes/"
|
||||
"`` folder and run ``make`` again. This will drop the class references from "
|
||||
"the final HTML documentation but will keep the rest intact."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you delete the ``classes/`` folder, do not use ``git add .`` when working "
|
||||
"on a pull request or the whole ``classes/`` folder will be removed when you "
|
||||
"commit. See `#3157 <https://github.com/godotengine/godot-docs/"
|
||||
"issues/3157>`__ for more detail."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Hints for performance"
|
||||
msgstr ":ref:`doc_inspector_plugins`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "RAM usage"
|
||||
msgstr "MessageLabel"
|
||||
|
||||
msgid ""
|
||||
"Building the documentation requires at least 8 GB of RAM to run without disk "
|
||||
"swapping, which slows it down. If you have at least 16 GB of RAM, you can "
|
||||
"speed up compilation by running:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use ``-j auto`` to use all available CPU threads, but this can use a "
|
||||
"lot of RAM if you have a lot of CPU threads. For instance, on a system with "
|
||||
"32 CPU threads, ``-j auto`` (which corresponds to ``-j 32`` here) can "
|
||||
"require 20+ GB of RAM for Sphinx alone."
|
||||
msgstr ""
|
||||
|
||||
msgid "Specifying a list of files"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can specify a list of files to build, which can greatly speed up "
|
||||
"compilation:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,437 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Class reference primer"
|
||||
msgstr "Luokka viitteet"
|
||||
|
||||
msgid ""
|
||||
"This page explains how to write the class reference. You will learn where to "
|
||||
"write new descriptions for the classes, methods, and properties for Godot's "
|
||||
"built-in node types."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn to submit your changes to the Godot project using the Git version "
|
||||
"control system, see :ref:`doc_updating_the_class_reference`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The reference for each class is contained in an XML file like the one below:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It starts with brief and long descriptions. In the generated docs, the brief "
|
||||
"description is always at the top of the page, while the long description "
|
||||
"lies below the list of methods, variables, and constants. You can find "
|
||||
"methods, member variables, constants, and signals in separate XML nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For each, you want to learn how they work in Godot's source code. Then, fill "
|
||||
"their documentation by completing or improving the text in these tags:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "`<brief_description>`"
|
||||
msgstr "Kuvaus"
|
||||
|
||||
#, fuzzy
|
||||
msgid "`<description>`"
|
||||
msgstr "Kuvaus"
|
||||
|
||||
#, fuzzy
|
||||
msgid "`<constant>`"
|
||||
msgstr "Vakiot"
|
||||
|
||||
msgid ""
|
||||
"`<method>` (in its `<description>` tag; return types and arguments don't "
|
||||
"take separate documentation strings)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`<member>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`<signal>` (in its `<description>` tag; arguments don't take separate "
|
||||
"documentation strings)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Write in a clear and simple language. Always follow the :ref:`writing "
|
||||
"guidelines <doc_docs_writing_guidelines>` to keep your descriptions short "
|
||||
"and easy to read. **Do not leave empty lines** in the descriptions: each "
|
||||
"line in the XML file will result in a new paragraph, even if it is empty."
|
||||
msgstr ""
|
||||
|
||||
msgid "How to edit class XML"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Edit the file for your chosen class in ``doc/classes/`` to update the class "
|
||||
"reference. The folder contains an XML file for each class. The XML lists the "
|
||||
"constants and methods you will find in the class reference. Godot generates "
|
||||
"and updates the XML automatically."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For some modules in the engine's source code, you'll find the XML files in "
|
||||
"the ``modules/<module_name>/doc_classes/`` directory instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Edit it using your favorite text editor. If you use a code editor, make sure "
|
||||
"that it doesn't change the indent style: you should use tabs for the XML and "
|
||||
"four spaces inside BBCode-style blocks. More on that below."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check that the modifications you've made are correct in the generated "
|
||||
"documentation, navigate to the ``doc/`` folder and run the command ``make "
|
||||
"rst``. This will convert the XML files to the online documentation's format "
|
||||
"and output errors if anything's wrong."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can build Godot and open the modified page in the built-"
|
||||
"in code reference. To learn how to compile the engine, read the :ref:"
|
||||
"`compilation guide <toc-devel-compiling>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We recommend using a code editor that supports XML files like Vim, Atom, "
|
||||
"Visual Studio Code, Notepad++, or another to comfortably edit the file. You "
|
||||
"can also use their search feature to find classes and properties quickly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you use Visual Studio Code, you can install the `vscode-xml extension "
|
||||
"<https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml>`__ "
|
||||
"to get linting for class reference XML files."
|
||||
msgstr ""
|
||||
|
||||
msgid "Improve formatting with BBCode style tags"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's XML class reference supports BBCode-like tags for linking as well as "
|
||||
"formatting text and code. In the tables below you can find the available "
|
||||
"tags, usage examples and the results after conversion to reStructuredText."
|
||||
msgstr ""
|
||||
|
||||
msgid "Linking"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Whenever you link to a member of another class, you need to specify the "
|
||||
"class name. For links to the same class, the class name is optional and can "
|
||||
"be omitted."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Tag and Description"
|
||||
msgstr "Kuvaus"
|
||||
|
||||
msgid "Example"
|
||||
msgstr ""
|
||||
|
||||
msgid "Result"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "``[Class]``"
|
||||
msgstr "Luokka"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to class"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
#, fuzzy
|
||||
msgid "``Move the [Sprite2D].``"
|
||||
msgstr ":ref:`CSGSphere <class_CSGSphere>`"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Move the :ref:`class_Sprite2D`."
|
||||
msgstr ":ref:`CSGSphere <class_CSGSphere>`"
|
||||
|
||||
msgid "``[annotation Class.name]``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to annotation"
|
||||
msgstr "Vektorin interpolointi"
|
||||
|
||||
msgid "``See [annotation @GDScript.@export].``"
|
||||
msgstr ""
|
||||
|
||||
msgid "See :ref:`@GDScript.@export <class_@GDScript_annotation_@export>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[constant Class.name]``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to constant"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
msgid "``See [constant @GlobalScope.KEY_F1].``"
|
||||
msgstr ""
|
||||
|
||||
msgid "See :ref:`@GlobalScope.KEY_F1 <class_@GlobalScope_constant_KEY_F1>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[enum Class.name]``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to enum"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
msgid "``See [enum Mesh.ArrayType].``"
|
||||
msgstr ""
|
||||
|
||||
msgid "See :ref:`Mesh.ArrayType <enum_Mesh_ArrayType>`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "``[method Class.name]``"
|
||||
msgstr "``method`` (metodi)"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to method"
|
||||
msgstr "metodit"
|
||||
|
||||
msgid "``Call [method Node3D.hide].``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Call :ref:`Node3D.hide() <class_Node3D_method_hide>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[member Class.name]``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to member"
|
||||
msgstr "Muokkaa jäsentä"
|
||||
|
||||
msgid "``Get [member Node2D.scale].``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Get :ref:`Node2D.scale <class_Node2D_property_scale>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[signal Class.name]``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to signal"
|
||||
msgstr "Signaalit"
|
||||
|
||||
msgid "``Emit [signal Node.renamed].``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Emit :ref:`Node.renamed <class_Node_signal_renamed>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[theme_item Class.name]``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Link to theme item"
|
||||
msgstr "Lisenssien hyväksyminen"
|
||||
|
||||
msgid "``See [theme_item Label.font].``"
|
||||
msgstr ""
|
||||
|
||||
msgid "See :ref:`Label.font <class_Label_theme_font_font>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Currently only :ref:`class_@GDScript` has annotations."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Formatting text"
|
||||
msgstr "Muoto"
|
||||
|
||||
msgid "``[param name]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Formats a parameter name (as code)"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Takes [param size] for the size.``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Takes ``size`` for the size."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[br]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Line break"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Line 1.[br]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Line 2.``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Line 1."
|
||||
msgstr ""
|
||||
|
||||
msgid "Line 2."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[b]`` ``[/b]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Bold"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Some [b]bold[/b] text.``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some **bold** text."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[i]`` ``[/i]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Italic"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Some [i]italic[/i] text.``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some *italic* text."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[kbd]`` ``[/kbd]``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Keyboard/mouse shortcut"
|
||||
msgstr "Näppäimistön pikanäppäin"
|
||||
|
||||
msgid "``Some [kbd]Ctrl + C[/kbd] key.``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some :kbd:`Ctrl + C` key."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Formatting code"
|
||||
msgstr "Muoto"
|
||||
|
||||
msgid "``[code]`` ``[/code]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Monospace"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Some [code]monospace[/code] text.``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some ``monospace`` text."
|
||||
msgstr ""
|
||||
|
||||
msgid "``[codeblock]`` ``[/codeblock]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Multiline preformatted block"
|
||||
msgstr ""
|
||||
|
||||
msgid "*See below.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "``[codeblocks]`` ``[/codeblocks]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Codeblock for multiple languages"
|
||||
msgstr ""
|
||||
|
||||
msgid "``[gdscript]`` ``[/gdscript]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "GDScript codeblock tab in codeblocks"
|
||||
msgstr ""
|
||||
|
||||
msgid "``[csharp]`` ``[/csharp]``"
|
||||
msgstr ""
|
||||
|
||||
msgid "C# codeblock tab in codeblocks"
|
||||
msgstr ""
|
||||
|
||||
msgid "``[code]`` disables BBCode until the parser encounters ``[/code]``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``[codeblock]`` disables BBCode until the parser encounters ``[/codeblock]``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, "
|
||||
"always use **four spaces** for indentation. The parser will delete tabs."
|
||||
msgstr ""
|
||||
|
||||
msgid "For example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Will display as:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you need to have different code version in GDScript and C#, use "
|
||||
"``[codeblocks]`` instead. If you use ``[codeblocks]``, you also need to have "
|
||||
"at least one of the language-specific tags, ``[gdscript]`` and ``[csharp]``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Always write GDScript code examples first! You can use this `experimental "
|
||||
"code translation tool <https://github.com/HaSa1002/codetranslator>`_ to "
|
||||
"speed up your workflow."
|
||||
msgstr ""
|
||||
|
||||
msgid "The above will display as:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To denote important information, add a paragraph starting with \"[b]Note:[/"
|
||||
"b]\" at the end of the description:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To denote crucial information that could cause security issues or loss of "
|
||||
"data if not followed carefully, add a paragraph starting with \"[b]Warning:[/"
|
||||
"b]\" at the end of the description:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For deprecated properties, add a paragraph starting with \"[i]Deprecated.[/"
|
||||
"i]\". Notice the use of italics instead of bold:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In all the paragraphs described above, make sure the punctuation is part of "
|
||||
"the BBCode tags for consistency."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,149 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Content guidelines"
|
||||
msgstr "Yleiset eroavaisuudet"
|
||||
|
||||
msgid ""
|
||||
"This document outlines what should be included in the official "
|
||||
"documentation. Below, you will find a couple of principles and "
|
||||
"recommendations for writing accessible content."
|
||||
msgstr ""
|
||||
|
||||
msgid "We want to achieve two goals:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Empathize with our users.** We should write in a way that makes it easy "
|
||||
"for them to learn from the docs."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Write a complete reference manual**. Our goal here is not to teach "
|
||||
"programming fundamentals. Instead, our goal is to provide a reference for "
|
||||
"how Godot's features work."
|
||||
msgstr ""
|
||||
|
||||
msgid "Guidelines and principles"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Below are the guidelines we should strive to follow. They are not hard "
|
||||
"rules, though: sometimes, a topic will require breaking one or more of them. "
|
||||
"Still, we should strive to achieve the two goals listed above."
|
||||
msgstr ""
|
||||
|
||||
msgid "Writing complete and accessible documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**A feature doesn't exist unless it is documented**. If a user can't find "
|
||||
"information about a feature and how it works, it doesn't exist to them. We "
|
||||
"should ensure that we cover everything Godot does."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When adding or updating an engine feature, the documentation team needs to "
|
||||
"know about it. Contributors should open an issue on the `godot-docs` "
|
||||
"repository when their work gets merged and requires documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Do your best to keep documents **under 1000 words in length**. If a page "
|
||||
"goes past that threshold, consider splitting it into two parts. Limiting "
|
||||
"page size forces us to write concisely and to break up large documents so "
|
||||
"that each page focuses on a particular problem."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each page or section of a page should clearly state what **problem** it "
|
||||
"tackles and what it will teach the user. Users need to know if they're "
|
||||
"reading the correct guide for solving the problems they're encountering. For "
|
||||
"example, instead of writing the heading \"Signals\", consider writing "
|
||||
"\"Reacting to changes with signals\". The second title makes it clear what "
|
||||
"the purpose of signals is."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Long section titles lead to long entries in the side menu, which can make "
|
||||
"navigation cumbersome. Try to keep headings five words long or less."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the page assumes specific knowledge of other Godot features, mention it "
|
||||
"and link to the corresponding documentation. For instance, a page about "
|
||||
"physics may use signals, in which case you could note that the signals "
|
||||
"tutorial is a prerequisite. You may also link to other websites for "
|
||||
"prerequisites beyond the documentation's scope. For example, you could link "
|
||||
"to an introduction to programming in the getting started guide, or a website "
|
||||
"that teaches math theory in the math section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Limiting cognitive load"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Limit the cognitive load required to read the documentation. The simpler and "
|
||||
"more explicit language we use, the more efficient it becomes for people to "
|
||||
"learn. You can do so by:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introducing only one new concept at a time whenever possible."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using simple English, as we recommend in our writing guidelines."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Including one or more **concrete usage examples**. Prefer a real-world "
|
||||
"example to one that uses names like ``foo``, ``bar``, or ``baz``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While many people may understand more complex language and abstract "
|
||||
"examples, you will lose others. Understandable writing and practical "
|
||||
"examples benefit everyone."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Always make an effort to **put yourself in the user's shoes**. When we "
|
||||
"understand something thoroughly, it becomes obvious to us. We may fail to "
|
||||
"think about details relevant to a newcomer, but **good documentation meets "
|
||||
"users where they are**. We should explain each feature's capabilities or "
|
||||
"intended uses with the most straightforward language possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Try to remember what you first needed to know when learning about the "
|
||||
"feature or concept. What new terms did you need to learn? What confused you? "
|
||||
"What was the hardest to grasp? You will want users to review your work, and "
|
||||
"we recommend you practice explaining the feature before writing about it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Programming fundamentals are a prerequisite for using a complex engine like "
|
||||
"Godot. Talking about variables, functions, or classes is acceptable. But we "
|
||||
"should favor plain language over specific terminology like "
|
||||
"\"metaprogramming\". If you need to use precise terms, be sure to define "
|
||||
"them."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,291 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Contributing to the documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide explains how to contribute to Godot's documentation, be it by "
|
||||
"writing or reviewing pages."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to translate pages or the class reference from English to other "
|
||||
"languages, read :ref:`doc_editor_and_docs_localization`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Getting started"
|
||||
msgstr "Alkuun pääseminen"
|
||||
|
||||
msgid ""
|
||||
"To modify or create pages in the reference manual, you need to edit ``.rst`` "
|
||||
"files in the `godot-docs GitHub repository <https://github.com/godotengine/"
|
||||
"godot-docs>`_. Modifying those pages in a pull request triggers a rebuild of "
|
||||
"the online documentation upon merging."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For details on Git usage and the pull request workflow, please refer to the :"
|
||||
"ref:`doc_pr_workflow` page. Most of what it describes regarding the main "
|
||||
"godotengine/godot repository is also valid for the docs repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The class reference's source files are in the `Godot engine repository "
|
||||
"<https://github.com/godotengine/godot>`_. We generate the :ref:`Class "
|
||||
"Reference <doc_class_reference>` section of this documentation from them. If "
|
||||
"you want to update the description of a class, its methods, or properties, "
|
||||
"read :ref:`doc_updating_the_class_reference`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "What is the Godot documentation"
|
||||
msgstr "Dokumentaatiosta"
|
||||
|
||||
msgid ""
|
||||
"The Godot documentation is intended as a comprehensive reference manual for "
|
||||
"the Godot game engine. It is not meant to contain step-by-step tutorials, "
|
||||
"except for two game creation tutorials in the Getting Started section."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We strive to write factual content in an accessible and well-written "
|
||||
"language. To contribute, you should also read:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`doc_docs_writing_guidelines`. There, you will find rules and "
|
||||
"recommendations to write in a way that everyone understands."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`doc_content_guidelines`. They explain the principles we follow to "
|
||||
"write the documentation and the kind of content we accept."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Contributing changes"
|
||||
msgstr "Animaation ohjaaminen"
|
||||
|
||||
msgid ""
|
||||
"**Pull Requests should use the** ``master`` **branch by default.** Only make "
|
||||
"Pull Requests against other branches (e.g. ``2.1`` or ``3.0``) if your "
|
||||
"changes only apply to that specific version of Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Though less convenient to edit than a wiki, this Git repository is where we "
|
||||
"write the documentation. Having direct access to the source files in a "
|
||||
"revision control system is a plus to ensure our documentation quality."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Editing existing pages"
|
||||
msgstr "Ilmentymien muokkaus"
|
||||
|
||||
msgid ""
|
||||
"To edit an existing page, locate its ``.rst`` source file and open it in "
|
||||
"your favorite text editor. You can then commit the changes, push them to "
|
||||
"your fork, and make a pull request. **Note that the pages in** ``classes/`` "
|
||||
"**should not be edited here.** They are automatically generated from Godot's "
|
||||
"`XML class reference <https://github.com/godotengine/godot/tree/master/doc/"
|
||||
"classes>`__. See :ref:`doc_updating_the_class_reference` for details."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build the manual and test changes on your computer, see :ref:"
|
||||
"`doc_building_the_manual`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editing pages online"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can edit the documentation online by clicking the **Edit on GitHub** "
|
||||
"link in the top-right of every page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Doing so takes you to the GitHub text editor. You need to have a GitHub "
|
||||
"account and to log in to use it. Once logged in, you can propose change like "
|
||||
"so:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the **Edit on GitHub** button."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the GitHub page you're taken to, click the pencil icon in the top-right "
|
||||
"corner near the **Raw**, **Blame**, and **Delete** buttons. It has the "
|
||||
"tooltip \"Fork this project and edit the file\"."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Edit the text in the text editor."
|
||||
msgstr "Sisäänrakennettu teemaeditori."
|
||||
|
||||
msgid ""
|
||||
"At the bottom of the web page, summarize the changes you made and click the "
|
||||
"button **Propose file change**. Make sure to replace the placeholder "
|
||||
"\"Update file.rst\" by a short but clear one-line description, as this is "
|
||||
"the commit title."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the following screens, click the **Create pull request** button until you "
|
||||
"see a message like *Username wants to merge 1 commit into godotengine:master "
|
||||
"from Username:patch-1*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Another contributor will review your changes and merge them into the docs if "
|
||||
"they're good. They may also make changes or ask you to do so before merging."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Adding new pages"
|
||||
msgstr "Suunnittelukieli"
|
||||
|
||||
msgid ""
|
||||
"Before adding a new page, please ensure that it fits in the documentation:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Look for `existing issues <https://github.com/godotengine/godot-docs/"
|
||||
"issues>`_ or open a new one to see if the page is necessary."
|
||||
msgstr ""
|
||||
|
||||
msgid "Ensure there isn't a page that already covers the topic."
|
||||
msgstr ""
|
||||
|
||||
msgid "Read our :ref:`doc_content_guidelines`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add a new page, create a ``.rst`` file with a meaningful name in the "
|
||||
"section you want to add a file to, e.g. ``tutorials/3d/light_baking.rst``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should then add your page to the relevant \"toctree\" (table of "
|
||||
"contents, e.g. ``tutorials/3d/index.rst``). Add your new filename to the "
|
||||
"list on a new line, using a relative path and no extension, e.g. here "
|
||||
"``light_baking``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Titles"
|
||||
msgstr ""
|
||||
|
||||
msgid "Always begin pages with their title and a Sphinx reference name:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The reference ``_doc_insert_your_title_here`` and the title should match."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The reference allows linking to this page using the ``:ref:`` format, e.g. "
|
||||
"``:ref:`doc_insert_your_title_here``` would link to the above example page "
|
||||
"(note the lack of leading underscore in the reference)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Write your titles like plain sentences, without capitalizing each word:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Good:** Understanding signals in Godot"
|
||||
msgstr "Signaalien yhdistäminen koodin kautta"
|
||||
|
||||
msgid "**Bad:** Understanding Signals In Godot"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Only propers nouns, projects, people, and node class names should have their "
|
||||
"first letter capitalized."
|
||||
msgstr ""
|
||||
|
||||
msgid "Sphinx and reStructuredText syntax"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Check Sphinx's `reST Primer <https://www.sphinx-doc.org/en/stable/rest."
|
||||
"html>`__ and the `official reference <https://docutils.sourceforge.net/rst."
|
||||
"html>`__ for details on the syntax."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sphinx uses specific reST comments to do specific operations, like defining "
|
||||
"the table of contents (``.. toctree::``) or cross-referencing pages. Check "
|
||||
"the `official Sphinx documentation <https://www.sphinx-doc.org/en/stable/"
|
||||
"index.html>`__ for more details. To learn how to use Sphinx directives like "
|
||||
"``.. note::`` or ``.. seealso::``, check out the `Sphinx directives "
|
||||
"documentation <https://www.sphinx-doc.org/en/master/usage/restructuredtext/"
|
||||
"directives.html>`__."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Adding images and attachments"
|
||||
msgstr "Lisäsolmujen lisäys"
|
||||
|
||||
msgid ""
|
||||
"To add images, please put them in an ``img/`` folder next to the ``.rst`` "
|
||||
"file with a meaningful name and include them in your page with:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can use the `figure` directive, which gives the image a "
|
||||
"contrasting border and allows centering it on the page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also include attachments as support material for a tutorial, by "
|
||||
"placing them into a ``files/`` folder next to the ``.rst`` file, and using "
|
||||
"this inline markup:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Consider using the `godot-docs-project-starters <https://github.com/"
|
||||
"godotengine/godot-docs-project-starters>` repository for hosting support "
|
||||
"materials, such as project templates and asset packs. You can use a direct "
|
||||
"link to the generated archive from that repository with the regular link "
|
||||
"markup:"
|
||||
msgstr ""
|
||||
|
||||
msgid "License"
|
||||
msgstr "Lisenssi"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"This documentation and every page it contains is published under the terms "
|
||||
"of the `Creative Commons Attribution 3.0 license (CC BY 3.0) <https://"
|
||||
"creativecommons.org/licenses/by/3.0/>`_, with attribution to \"Juan "
|
||||
"Linietsky, Ariel Manzur and the Godot community\"."
|
||||
msgstr ""
|
||||
"Tämä dokumentaatio ja sen sisältö on `Creative Commons Attribution 3.0 "
|
||||
"license (CC-BY-3.0) <https://tldrlegal.com/license/creative-commons-"
|
||||
"attribution-(cc)>`_ lisenssin alaista, liitteellä \"Juan Linietsky, Ariel "
|
||||
"Manzur and the Godot Engine community\"."
|
||||
|
||||
msgid ""
|
||||
"By contributing to the documentation on the GitHub repository, you agree "
|
||||
"that your changes are distributed under this license."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,222 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Creating documentation images"
|
||||
msgstr "Dokumentaation rakenne"
|
||||
|
||||
msgid ""
|
||||
"Throughout documentation images are often needed to make the explanation of "
|
||||
"a feature or concept as clear as possible for a reader. This page will "
|
||||
"explain the process from beginning to end."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Capturing an image"
|
||||
msgstr "Toimintojen sieppaaminen"
|
||||
|
||||
msgid ""
|
||||
"To take a picture of something in Godot a screen capture tool can be used."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On Windows 10 and 11 that would be the Snip & Sketch program. Pressing :kbd:"
|
||||
"`Windows + Shift + S` lets you take a screenshot of a portion of the screen "
|
||||
"and save it to the clipboard. After pressing those keys, click and drag over "
|
||||
"the area you wish to take a picture of."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On macOS, pressing :kbd:`Shift + Command + 3` does the same. To take a "
|
||||
"picture of the entire screen press :kbd:`Shift + Command + 4`. All "
|
||||
"screenshots taken will be saved to the desktop."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each Linux desktop environment has it's own screenshot tool. For example, on "
|
||||
"KDE Plasma the program Spectacle is used for taking screenshots. If your "
|
||||
"distribution doesn't come with one by default try searching its package "
|
||||
"repository, or Flathub if that's supported."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"All screenshots should ideally be taken on a 1080p screen. Anything higher "
|
||||
"resolution is adding detail that doesn't make the documentation better and "
|
||||
"dramatically increases file size. If you're taking screenshots on a higher "
|
||||
"resolution screen the screenshot should be scaled down. There are "
|
||||
"instructions on how to do this later on this page."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Format conversion"
|
||||
msgstr "Portit ja yhteydet"
|
||||
|
||||
msgid ""
|
||||
"The current format for images in Godot's documentation is WebP (``.webp``). "
|
||||
"While some Linux programs will support saving screenshots in this format, "
|
||||
"macOS and the Snip & Sketch program on Windows do not. For images that don't "
|
||||
"need editing, such as precise cropping or adding outlines, Squoosh can be "
|
||||
"used. `Squoosh <https://squoosh.app/>`_ is a converter developed by Google, "
|
||||
"is open source, and doesn't give Google any image rights by using it. When "
|
||||
"choosing compression if you can get an image that's under 300KB in size use "
|
||||
"lossless compression. If it's over 300KB use just enough lossy compression "
|
||||
"to get it under that size. If this results in noticable compression "
|
||||
"artifacts using less compression is fine, even if the file size is bigger."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you already have an image editor such as GIMP, Krita or Photoshop "
|
||||
"installed it may have the ability to open an image then save it as a WebP "
|
||||
"file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Cropping"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a screenshot of a 2D or 3D scene in the editor the above steps will be "
|
||||
"enough. But for most UI images some extra work should be done, specifically "
|
||||
"cropping to make an image look clean. Below is an example of good cropping."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For cropping Krita is the recommended program. While some screenshot "
|
||||
"programs do have cropping built in it's not always easy to get something "
|
||||
"precise. And while Krita is designed as a painting program the cropping tool "
|
||||
"gives you pixel precision by default. Of course, feel free to use a "
|
||||
"different program you are familiar with."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you've never used Krita before download it from the `official Krita "
|
||||
"website <https://krita.org/en/download/krita-desktop/>`_, on Linux you may "
|
||||
"also be able to download it from your distributions repository, flathub is "
|
||||
"also an option. Once it's installed on your computer open Krita then open "
|
||||
"the image you want to crop. This button on the left panel is the crop tool."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After selecting it, click on the image, you should now have cropping tools "
|
||||
"available."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click and drag the white boxes to adjust what gets cropped, if you zoom in "
|
||||
"close to the image you will see the individual pixels in an image, which is "
|
||||
"useful for precision."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you make a mistake and overcrop don't worry, cropping is non-destructive "
|
||||
"in Krita and can be adjusted. Click on the image with your cropping tool "
|
||||
"still selected and the controls will return."
|
||||
msgstr ""
|
||||
|
||||
msgid "Scaling down an image"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As explained earlier on this page, all images taken on a screen that is a "
|
||||
"higher resolution than 1080p should be scaled down. To do this in Krita "
|
||||
"click on **Image** on the top bar, and from the dropdown menu select **Scale "
|
||||
"Image To New Size**. This menu can also be opened by pressing :kbd:`Ctrl + "
|
||||
"Alt + I`. On this menu you want to adjust the pixel dimensions. For anything "
|
||||
"taken on a 4K monitor change the value of the width and height to half of "
|
||||
"its current value, for anything taken on a 1440p monitor multiply the width "
|
||||
"and height by 0.75. Make sure the **Constrain Proportions** box at the "
|
||||
"bottom of the menu is checked so you only have to change 1 value."
|
||||
msgstr ""
|
||||
|
||||
msgid "Saving as WebP in Krita"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To save an image as webp if it isn't already one, Go to **File > Save As**. "
|
||||
"Select **webp** from the **Save as type:** dropdown, then choose wherever "
|
||||
"you want to save it. After clicking **Save** a menu will popup with webp "
|
||||
"options. Make sure **Losses** is checked and **Quality** is set to 100%. "
|
||||
"This means the image will not lose detail and will be as small as possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the image is over 300KB in size try compressing it losslessly using "
|
||||
"`Squoosh <https://squoosh.app/>`_. If it's still over 300KB change to lossy "
|
||||
"compression and slowly increase the compression until it's under 300KB. If "
|
||||
"this results in noticable compression artifacts using less compression is "
|
||||
"fine, even if the file size is bigger."
|
||||
msgstr ""
|
||||
|
||||
msgid "Outlines arrows and text"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sometimes an image needs something extra to properly direct the readers "
|
||||
"attention, or make something clear. Outlines and arrows can be used for this "
|
||||
"purpose. For these types of edits Inkscape is the recommended open source "
|
||||
"program, it can be downloaded from the `official Inkscape website <https://"
|
||||
"inkscape.org/>`_. Like Krita, if you're on Linux you can also check your "
|
||||
"distributions repository or get it from Flathub."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A full tutorial on creating outlines is not provided here, we recommend "
|
||||
"searching for various tutorials on how to use it online. However there are "
|
||||
"two standards for doc image outlines and arrows. First, the color should be "
|
||||
"yellow, specifically this hex color: ``fffb44`` (``fffb44ff`` if there is a "
|
||||
"transparency value like in Inkscape). This color was chosen specifically to "
|
||||
"make sure color blind people do not have issues reading the documentation, "
|
||||
"other colors can be used in addition to this yellow if multiple outlines on "
|
||||
"an image are needed, red should be avoided. The second standard is that all "
|
||||
"outlines and arrow lines should be 2 pixels wide."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, some images might require text to differentiate multiple parts of "
|
||||
"an image. There are no strict requirements other than use an easy to read "
|
||||
"non fancy font. As for color the yellow color from before should also be "
|
||||
"used, but black or other colors can be used if appropriate. For example, if "
|
||||
"yellow blends into the image, or if there are multiple outlines in multiple "
|
||||
"colors."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Adding an image to a documentation page"
|
||||
msgstr "Dokumentaation rakenne"
|
||||
|
||||
msgid ""
|
||||
"Once you've finished working on your image, it can be added to the "
|
||||
"documentation. All images are stored in folders named ``img`` next to the "
|
||||
"page they are used in."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add your image, add it to the ``img`` folder that's in the same folder as "
|
||||
"the ``.rst`` file for the page (create it if it doesn't exist). In the ``."
|
||||
"rst`` page, images should be included with the following code snippet::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Where ``documentation_image.webp`` would be changed to the name of the image "
|
||||
"you created. Name your images in a way that makes their meaning clear, "
|
||||
"possibly with a prefix that makes their relationship to a documentation page "
|
||||
"explicit."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,476 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Writing guidelines"
|
||||
msgstr "Yleiset eroavaisuudet"
|
||||
|
||||
msgid ""
|
||||
"The Godot community is rich and international. Users come from all around "
|
||||
"the world. Some of them are young, and many aren't native English speakers. "
|
||||
"That's why we must all write using a clear and a common language. For the "
|
||||
"class reference, the goal is to make it easy to read for everyone and "
|
||||
"precise."
|
||||
msgstr ""
|
||||
|
||||
msgid "In summary, always try to:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the active voice"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use precise action verbs"
|
||||
msgstr ""
|
||||
|
||||
msgid "Avoid verbs that end in -ing"
|
||||
msgstr ""
|
||||
|
||||
msgid "Remove unnecessary adverbs and adjectives."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and "
|
||||
"however"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use explicit references"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use 's to show possession"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the Oxford comma"
|
||||
msgstr ""
|
||||
|
||||
msgid "There are 3 rules to describe classes:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Give an overview of the node in the brief description"
|
||||
msgstr ""
|
||||
|
||||
msgid "Mention what methods return if it's useful"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use \"if true\" to describe booleans"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A technical writer's job is to pack as much information as possible into the "
|
||||
"smallest and clearest sentences possible. These guidelines will help you "
|
||||
"work towards that goal."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See the :ref:`content guidelines <doc_content_guidelines>` for information "
|
||||
"on the types of documentation you can write in the official documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid "7 rules for clear English"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use the active voice when possible. Take the classes, methods, and constants "
|
||||
"you describe as the subject. It's natural to write using the passive voice, "
|
||||
"but it's harder to read and produces longer sentences."
|
||||
msgstr ""
|
||||
|
||||
msgid "Passive:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Active:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** use the passive voice:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** use the node's name as a noun:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Favor precise yet common verbs over generic ones like ``make``, ``set``, and "
|
||||
"any expression you can replace with a single word."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** repeat the method's name. It already states it sets the pivot "
|
||||
"value to a new one:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Do** explain what's the consequence of this \"set\": use precise verbs "
|
||||
"like ``place``, ``position``, ``rotate``, ``fade``, etc."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The progressive forms describe continuous actions. E.g. \"is calling\", \"is "
|
||||
"moving\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** use the progressive form for instant changes."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** use simple present, past, or future."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Exception: If the subject is not clear, replacing \"ing\" verbs is not an "
|
||||
"improvement. For example, in the previous sentence, \"it replaces\" would "
|
||||
"not make much sense where \"replacing\" currently is."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may use the progressive tense to describe actions that are continuous in "
|
||||
"time. Anything like animation or coroutines."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Verbs can turn into adjectival nouns with -ing. This is not a conjugation, "
|
||||
"so you may use them: ``the remaining movement``, ``the missing file``, etc."
|
||||
msgstr ""
|
||||
|
||||
msgid "Remove unnecessary adverbs and adjectives"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Write as few adjectives and adverbs as possible. Only use them if they add "
|
||||
"key information to the description."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** use redundant or meaningless adverbs. Words that lengthen the "
|
||||
"documentation but don't add any information:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write short sentences in a simple, descriptive language:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Ban these 8 words"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** ever use these 8 banned words:"
|
||||
msgstr ""
|
||||
|
||||
msgid "obvious"
|
||||
msgstr ""
|
||||
|
||||
msgid "simple"
|
||||
msgstr ""
|
||||
|
||||
msgid "basic"
|
||||
msgstr ""
|
||||
|
||||
msgid "easy"
|
||||
msgstr ""
|
||||
|
||||
msgid "actual"
|
||||
msgstr ""
|
||||
|
||||
msgid "just"
|
||||
msgstr ""
|
||||
|
||||
msgid "clear"
|
||||
msgstr ""
|
||||
|
||||
msgid "however (some uses)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Game creation and programming aren't simple, and nothing's easy to someone "
|
||||
"learning to use the API for the first time. Other words in the list, like "
|
||||
"``just`` or ``actual`` won't add any info to the sentence. Don't use "
|
||||
"corresponding adverbs either: obviously, simply, basically, easily, "
|
||||
"actually, clearly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** example. The banned words lengthen the description and take "
|
||||
"attention away from the most important info:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** remove them:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"\"Simple\" never helps. Remember, for other users, anything could be complex "
|
||||
"or frustrate them. There's nothing like a good old *it's simple* to make you "
|
||||
"cringe. Here's the old brief description, the first sentence on the Timer "
|
||||
"node's page:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** explain what the node does instead:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** use \"basic\", it is too vague:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** use the brief description to offer an overview of the node:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Favor explicit references over implicit ones."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** use words like \"the former\", \"the latter\", etc. They're not "
|
||||
"the most common in English, and they require you to check the reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** repeat words. They remove all ambiguity:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you need to repeat the same variable name 3 or 4 times, you probably need "
|
||||
"to rephrase your description."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Avoid \"The milk **of** the cow\". It feels unnatural in English. Write "
|
||||
"\"The cow's milk\" instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write \"of the X\":"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Do** use ``'s``. It lets you put the main subject at the start of the "
|
||||
"sentence, and keep it short:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the Oxford comma to enumerate anything"
|
||||
msgstr ""
|
||||
|
||||
msgid "From the Oxford dictionary:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The 'Oxford comma' is an optional comma before the word 'and' at the end of "
|
||||
"a list: *We sell books, videos, and magazines.*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"[...] Not all writers and publishers use it, but it can clarify the meaning "
|
||||
"of a sentence when the items in a list are not single words: *These items "
|
||||
"are available in black and white, red and yellow, and blue and green.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** leave the last element of a list without a comma:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Do** add a comma before `and` or `or`, for the last element of a list with "
|
||||
"more than two elements."
|
||||
msgstr ""
|
||||
|
||||
msgid "How to write methods and classes"
|
||||
msgstr ""
|
||||
|
||||
msgid "Dynamic vs static typing"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The code examples in the documentation should follow a consistent style not "
|
||||
"to confuse users. As static type hints are an optional feature of GDScript, "
|
||||
"we chose to stick to writing dynamic code. This leads to writing GDScript "
|
||||
"that is concise and accessible."
|
||||
msgstr ""
|
||||
|
||||
msgid "The exception is topics that explain static typing concepts to users."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** add a type hint with a colon or by casting:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write constants and variables with dynamic typing:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write functions with inferred arguments or return types:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write functions using dynamic typing:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use real-world code examples where appropriate"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Real-world examples are more accessible to beginners than abstract ``foos`` "
|
||||
"and ``bars``. You can also copy them directly from your game projects, "
|
||||
"ensuring that any code snippet compiles without errors."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Writing ``var speed = 10`` rather than ``var my_var = 10`` allows beginners "
|
||||
"to understand code better. It gives them a frame of reference as to where "
|
||||
"they could use the code snippets in a live project."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write made-up examples:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write concrete examples:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Of course, there are times when using real-world examples is impractical. In "
|
||||
"those situations, you should still avoid using names such as ``my_var``, "
|
||||
"``foo()`` or ``my_func()`` and consider more meaningful names for your "
|
||||
"examples."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The brief description is the reference's most important sentence. It's the "
|
||||
"user's first contact with a node:"
|
||||
msgstr ""
|
||||
|
||||
msgid "It's the only description in the \"Create New Node\" dialog."
|
||||
msgstr ""
|
||||
|
||||
msgid "It's at the top of every page in the reference"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The brief description should explain the node's role and its functionality, "
|
||||
"in up to 200 characters."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write tiny and vague summaries:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** give an overview of the node's functionality:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use the node's full description to provide more information, and a code "
|
||||
"example, if possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some methods return important values. Describe them at the end of the "
|
||||
"description, ideally on a new line. No need to mention the return values for "
|
||||
"any method whose name starts with ``set`` or ``get``."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** always use \"Returns\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Notice the exception to the \"direct voice\" rule: with the move method, an "
|
||||
"external collider can influence the method and the body that calls ``move``. "
|
||||
"In this case, you can use the passive voice."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For boolean member variables, always use ``if true`` and/or ``if false``, to "
|
||||
"stay explicit. ``Controls whether or not`` may be ambiguous and won't work "
|
||||
"for every member variable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, surround boolean values, variable names and methods with ``[code][/"
|
||||
"code]``."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** start with \"if true\":"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use ``[code]`` around arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the class reference, always surround arguments with ``[code][/code]``. In "
|
||||
"the documentation and in Godot, it will display like ``this``. When you edit "
|
||||
"XML files in the Godot repository, replace existing arguments written like "
|
||||
"'this' or \\`this\\` with ``[code]this[/code]``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Common vocabulary to use in Godot's documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The developers chose some specific words to refer to areas of the interface. "
|
||||
"They're used in the sources, in the documentation, and you should always use "
|
||||
"them instead of synonyms, so the users know what you're talking about."
|
||||
msgstr ""
|
||||
|
||||
msgid "Overview of the interface and common vocabulary"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the top left corner of the editor lie the ``main menus``. In the center, "
|
||||
"the buttons change the ``workspace``. And together the buttons in the top "
|
||||
"right are the ``playtest buttons``. The area in the center, that displays "
|
||||
"the 2D or the 3D space, is the ``viewport``. At its top, you find a list of "
|
||||
"``tools`` inside the ``toolbar``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The tabs or dockable panels on either side of the viewport are ``docks``. "
|
||||
"You have the ``FileSystem dock``, the ``Scene dock`` that contains your "
|
||||
"scene tree, the ``Import dock``, the ``Node dock``, and the ``Inspector`` or "
|
||||
"``Inspector dock``. With the default layout you may call the tabbed docks "
|
||||
"``tabs``: the ``Scene tab``, the ``Node tab``..."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Animation, Debugger, etc. at the bottom of the viewport are ``panels``. "
|
||||
"Together they make up the ``bottom panels``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Foldable areas of the Inspector are ``sections``. The node's parent class "
|
||||
"names, which you can't fold, are ``Classes`` e.g. the ``CharacterBody2D "
|
||||
"class``. And individual lines with key-value pairs are ``properties``. E.g. "
|
||||
"``position`` or ``modulate color`` are both ``properties``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Keyboard shortcut guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Keyboard and mouse shortcuts should make use of the ``:kbd:`` tag, which "
|
||||
"allows shortcuts to stand out from the rest of the text and inline code. Use "
|
||||
"the compact form for modifier keys (:kbd:`Ctrl`/:kbd:`Cmd`) instead of their "
|
||||
"spelled out form (:kbd:`Control`/:kbd:`Command`). For combinations, use the "
|
||||
"``+`` symbol with a space on either side of the symbol."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure to mention shortcuts that differ on macOS compared to other "
|
||||
"platforms. On macOS, ``Cmd`` often replaces ``Ctrl`` in keyboard shortcuts."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Try to integrate the shortcut into sentences the best you can. Here are some "
|
||||
"examples with the ``:kbd:`` tag left as-is for better visibility:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Cmd + Alt + "
|
||||
"T``` on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,480 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Editor and documentation localization"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot aims to make game development available to everyone, including people "
|
||||
"who may not know or be comfortable with English. Therefore, we do our best "
|
||||
"to make the most important resources available in many languages, thanks to "
|
||||
"the translation effort of the community."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "These resources include:"
|
||||
msgstr "Muita avainsanoja ovat:"
|
||||
|
||||
msgid ""
|
||||
"The `Godot editor's interface <https://hosted.weblate.org/projects/godot-"
|
||||
"engine/godot/>`__ (ca. 15,000 words)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The `online documentation <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-docs/>`__ (editor manual and tutorials, ca. 300,000 words)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The `class reference <https://hosted.weblate.org/projects/godot-engine/godot-"
|
||||
"class-reference/>`__, available both online and in the editor (ca. 200,000 "
|
||||
"words)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To manage translations, we use the GNU gettext file format (``PO`` files), "
|
||||
"and the open source `Weblate <https://weblate.org>`__ web-based localization "
|
||||
"platform, which allows easy collaboration of many contributors to complete "
|
||||
"the translation for the various components, and keep them up to date. Click "
|
||||
"the bold links above to access each resource on Weblate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page gives an overview of the general translation workflow on Weblate, "
|
||||
"and some resource-specific instructions on e.g. how to handle some keywords "
|
||||
"or the localization of images."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Translating all the official Godot content is a massive undertaking, so we "
|
||||
"advise prioritizing the resources as they are listed above: first the editor "
|
||||
"interface, then the online documentation, and eventually the class reference "
|
||||
"if there are enough translators to keep up with updates."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using Weblate for translations"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While our translations eventually reside in the Git repositories of the "
|
||||
"Godot engine and its documentation, all translation updates are handled "
|
||||
"through Weblate, and thus direct pull requests to the Git repositories are "
|
||||
"not accepted. Translations are synced manually between Weblate and the Godot "
|
||||
"repositories by maintainers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should therefore `register on Weblate <https://hosted.weblate.org/"
|
||||
"accounts/register/>`__ to contribute to Godot's translations."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once signed in, browse to the Godot resource which you want to contribute to "
|
||||
"(in this page we will use the `editor translation <https://hosted.weblate."
|
||||
"org/projects/godot-engine/godot/>`__ as an example) to find the list of all "
|
||||
"languages:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Feel free to consult Weblate's own documentation on the `translation "
|
||||
"workflow <https://docs.weblate.org/en/latest/user/translating.html>`__ for "
|
||||
"more details."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Adding a new language"
|
||||
msgstr "Suunnittelukieli"
|
||||
|
||||
msgid ""
|
||||
"If your language is already listed, click on its name to access the "
|
||||
"overview, and skip the rest of this section."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your language is not listed, scroll to the bottom of the list of "
|
||||
"languages and click the \"Start new translation\" button, and select the "
|
||||
"language you want to translate to:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your language is spoken in several countries with only limited regional "
|
||||
"variations, please consider adding it with its generic variant (e.g. ``fr`` "
|
||||
"for French) instead of a regional variant (e.g. ``fr_FR`` for French "
|
||||
"(France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria))."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot has a huge amount of content to translate, so duplicating the work for "
|
||||
"regional variants should only be done if the language variations are "
|
||||
"significant enough. Additionally, if a translation is done with for a "
|
||||
"regional variant, it will only be available automatically for users located "
|
||||
"in this region (or having their system language configured for this region)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When regional variations are significant enough to warrant separate "
|
||||
"translations, we advise to focus on completing a generic variant first if "
|
||||
"possible, then duplicate the fully completed translation for regional "
|
||||
"variants and do the relevant edits. This is typically a good strategy for e."
|
||||
"g. Spanish (work on ``es`` first, then duplicate it to ``es_AR``, ``es_ES``, "
|
||||
"``es_MX``, etc. if necessary) or Portuguese (``pt_BR`` vs ``pt_PT``)."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Translation interface"
|
||||
msgstr "Muokkaa käyttöliittymää"
|
||||
|
||||
msgid ""
|
||||
"Once a language has been selected, you will see an overview of the "
|
||||
"translation status, including how many strings are left to translate or "
|
||||
"review. Each item can be clicked and used to browse through the "
|
||||
"corresponding list. You can also click the \"Translate\" button to get "
|
||||
"started on the list of strings needing action."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After selecting a list of clicking \"Translate\", you will see the main "
|
||||
"translation interface where all the work happens:"
|
||||
msgstr ""
|
||||
|
||||
msgid "On that page, you have:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A toolbar which lets you cycle through strings of the current list, change "
|
||||
"to another predefined list or do a custom search, etc. There is also a "
|
||||
"\"Zen\" editing mode with a simplified interface."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The actual string you are working on in the \"Translation\" panel. By "
|
||||
"default, there should be the English source string and an edit box for your "
|
||||
"language. If you are familiar with other languages, you can add them in your "
|
||||
"user settings to give you more context for translation. Once you are done "
|
||||
"editing the current string, press \"Save\" to confirm changes and move to "
|
||||
"the next entry. Alternatively, use the \"Skip\" button to skip it. The "
|
||||
"\"Needs editing\" checkbox means that the original string was updated, and "
|
||||
"the translation therefore needs review to take those changes into account "
|
||||
"(in PO jargon, these are so-called \"fuzzy\" strings). Such strings won't be "
|
||||
"used in the translation until fixed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The bottom panel has various tools which can help with the translation "
|
||||
"effort, such as context from nearby strings (usually from the same editor "
|
||||
"tool or documentation page, so they might use similar terms), comments from "
|
||||
"other translators, machine translations, and a list of all other existing "
|
||||
"translations for that string."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the top right, the glossary shows terms for which an entry has been added "
|
||||
"previously, and which are included in the current string. For example, if "
|
||||
"you decided with fellow translators to use a specific translation for the "
|
||||
"\"node\" term in Godot, you can add it to the glossary to ensure that other "
|
||||
"translators use the same convention."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The bottom right panel includes information on the source string. The most "
|
||||
"relevant item is the \"source string location\", which links you to the "
|
||||
"original string on GitHub. You may need to search for the string in the page "
|
||||
"to locate it and its surrounding context."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Locating original content"
|
||||
msgstr "3D-sisällön luominen"
|
||||
|
||||
msgid ""
|
||||
"PO files are an ordered list of source strings (``msgid``) and their "
|
||||
"translation (``msgstr``), and by default, Weblate will present the strings "
|
||||
"in that order. It can therefore be useful to understand how the content is "
|
||||
"organized in the PO files to help you locate the original content and use it "
|
||||
"as a reference when translating."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is primordial to use the original context as reference when translating, "
|
||||
"as many words have several possible translations depending on the context. "
|
||||
"Using the wrong translation can actually be detrimental to the user and make "
|
||||
"things harder to understand than if they stayed in English. Using the "
|
||||
"context also makes the translation effort much easier and more enjoyable, as "
|
||||
"you can see directly if the translation you wrote will make sense in context."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor interface's translation template is generated by parsing all the "
|
||||
"C++ source code in **alphabetical order**, so all the strings defined in a "
|
||||
"given file will be grouped together. For example, if the \"source string "
|
||||
"location\" indicates ``editor/code_editor.cpp``, the current string (and the "
|
||||
"nearby ones) is defined in the ``editor/code_editor.cpp`` code file, and is "
|
||||
"thereby related to the code editors in Godot (GDScript, shaders)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The online documentation's translation template is generated from the source "
|
||||
"RST files in the same order as seen in the **table of contents**, so for "
|
||||
"example the first strings are from the front page of the documentation. The "
|
||||
"recommended workflow is therefore to find a unique string corresponding to a "
|
||||
"page that you want to translate, and then translate all the strings with the "
|
||||
"same source string location while comparing with the online version of that "
|
||||
"page in English. An example of source string location could be "
|
||||
"``getting_started/step_by_step/nodes_and_scenes.rst`` for the page :ref:"
|
||||
"`doc_nodes_and_scenes`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The class reference's translation template is generated from the source XML "
|
||||
"files in **alphabetical order**, which is also the same as the order of the "
|
||||
"table of contents for the online version. You can therefore locate the "
|
||||
"source string corresponding to the brief description of a given class to "
|
||||
"find the first string to translate and all other descriptions from that "
|
||||
"class should be in the subsequent strings on Weblate. For example, the "
|
||||
"descriptions for the :ref:`class_Node2D` class would have the source string "
|
||||
"location ``doc/classes/Node2D.xml``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A handy tool to locate specific pages/classes is to use Weblate's advanced "
|
||||
"search feature, and especially the \"Location strings\" query (which can "
|
||||
"also be used with the ``location:`` token, e.g. ``location:nodes_and_scenes."
|
||||
"rst``):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When a given source string is used in multiple source locations, they will "
|
||||
"all be concatenated into one. For example, the above ``location:"
|
||||
"nodes_and_scenes.rst`` query would land first on the \"Introduction\" source "
|
||||
"string which is used in dozens of pages, including some that come before "
|
||||
"``nodes_and_scenes.rst`` in the template. Clicking the \"Next\" button then "
|
||||
"brings us to the \"Scene and nodes\" title string displayed above. So it may "
|
||||
"happen that a given paragraph or section title is not at the location you'd "
|
||||
"expect it when reading the online version of a page."
|
||||
msgstr ""
|
||||
|
||||
msgid "Respecting the markup syntax"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each translation resource originates from a different source code format, "
|
||||
"and having some notions on the markup language used for each resource is "
|
||||
"important to avoid creating syntax errors in your translations."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Editor interface (C++)"
|
||||
msgstr "Godotin käyttöliittymät"
|
||||
|
||||
msgid "The editor translations originate from C++ strings, and may use:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**C format specifiers** such as ``%s`` (a string) or ``%d`` (a number). "
|
||||
"These specifiers are replaced by content at runtime, and should be preserved "
|
||||
"and placed in your translation where necessary for it to be meaningful after "
|
||||
"substitution. You may need to refer to the source string location to "
|
||||
"understand what kind of content will be substituted if it's not clear from "
|
||||
"the sentence. Example (``%s`` will be substituted with a file name or "
|
||||
"path)::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**C escape characters** such as ``\\n`` (line break) or ``\\t`` "
|
||||
"(tabulation). In the Weblate editor, the ``\\n`` characters are replaced by "
|
||||
"``↵`` (return) and ``\\t`` by ``↹``. Tabs are not used much, but you should "
|
||||
"make sure to use line breaks in the same way as the original English string "
|
||||
"(Weblate will issue a warning if you don't). Line breaks might sometimes be "
|
||||
"used for vertical spacing, or manual wrapping of long lines which would "
|
||||
"otherwise be too long especially in the editor translation). Example::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Only logical order of the characters matters, in the right-to-left text, "
|
||||
"format specifiers may be displayed as ``s%``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Online documentation (RST)"
|
||||
msgstr "Dokumentaation rakenne"
|
||||
|
||||
msgid ""
|
||||
"The documentation translations originate from reStructuredText (RST) files, "
|
||||
"which also use their own markup syntax to style text, create internal and "
|
||||
"external links, etc. Here are some examples::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See Sphinx's `reStructured Text primer <https://www.sphinx-doc.org/en/master/"
|
||||
"usage/restructuredtext/basics.html>`__ for a quick overview of the markup "
|
||||
"language you may find in source strings. You may encounter especially the "
|
||||
"inline markup (bold, italics, inline code) and the internal and external "
|
||||
"hyperlink markup."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Class reference (BBCode)"
|
||||
msgstr "Data-asetukset"
|
||||
|
||||
msgid ""
|
||||
"The class reference is documented in the main Godot repository using XML "
|
||||
"files, and with BBCode-like markup for styling and internal references."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some of the tags used are from the original BBCode (e.g. ``[b]Bold[/b]`` and "
|
||||
"``[i]Italics[/i]``), while others are Godot-specific and used for advanced "
|
||||
"features such as inline code (e.g. ``[code]true[/code]``), linking to "
|
||||
"another class (e.g. ``[Node2D]``) or to a property in a given class (e.g. "
|
||||
"``[member Node2D.position]``), or for multiline code blocks. Example::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the above example, ``[code]name[/code]``, ``[code]alpha[/code]``, and "
|
||||
"``[Color]`` should *not* be translated, as they refer respectively to "
|
||||
"argument names and a class of the Godot API. Similarly, the contents of the "
|
||||
"``[codeblock]`` should not be translated, as ``ColorN`` is a function of the "
|
||||
"Godot API and ``\"red\"`` is one of the named colors it supports. At most, "
|
||||
"you can translate the name of the variable which holds the result (``red "
|
||||
"= ...``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note also that in the XML, each line is a paragraph, so you should not add "
|
||||
"line breaks if they are not part of the original translation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See our documentation for class reference writers for the :ref:`list of "
|
||||
"BBCode-like tags <doc_class_reference_bbcode>` which are used throughout the "
|
||||
"class reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "Offline translation and testing"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While we advise using the Weblate interface to write translations, you also "
|
||||
"have the possibility to download the PO file locally to translate it with "
|
||||
"your preferred PO editing application, such as `Poedit <https://poedit.net/"
|
||||
">`__ or `Lokalize <https://userbase.kde.org/Lokalize>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To download the PO file locally, browse to the translation overview for your "
|
||||
"language, and select the first item in the \"Files\" menu:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you are done with a series of edits, use the \"Upload translation\" "
|
||||
"item in that same menu and select your file. Choose \"Add as translation\" "
|
||||
"for the file upload mode."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a significant amount of time has passed between your download of the PO "
|
||||
"file and the upload of the edited version, there is a risk to overwrite the "
|
||||
"translations authored by other contributors in the meantime. This is why we "
|
||||
"advise to use the online interface so that you always work on the latest "
|
||||
"version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to test changes locally (especially for the editor translation), "
|
||||
"you can use the downloaded PO file and :ref:`compile Godot from source <toc-"
|
||||
"devel-compiling>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Rename the editor translation PO file to ``<lang>.po`` (e.g. ``eo.po`` for "
|
||||
"Esperanto) and place it in the ``editor/translations/`` folder (`GitHub "
|
||||
"<https://github.com/godotengine/godot/tree/master/editor/translations>`__)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also test class reference changes the same way by renaming the PO "
|
||||
"file similarly and placing it in the ``doc/translations/`` folder (`GitHub "
|
||||
"<https://github.com/godotengine/godot/tree/master/doc/translations>`__)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Localizing documentation images"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The online documentation includes many images, which can be screenshots of "
|
||||
"the Godot editor, custom-made graphs, of any other kind of visual content. "
|
||||
"Some of it includes text and might thus be relevant to localize in your "
|
||||
"language."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This part is not handled via Weblate, but directly on the `godot-docs-l10n "
|
||||
"<https://github.com/godotengine/godot-docs-l10n>`_ Git repository where the "
|
||||
"documentation translations are synced from Weblate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The workflow is not the most straightforward and requires some knowledge of "
|
||||
"Git. We plan to work on a simplified Web tool which could be used to manage "
|
||||
"image localization in a convenient way, abstracting away these steps."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To translate an image, you should first locate it in the original English "
|
||||
"documentation. To do so, browse the relevant page in the docs, e.g. :ref:"
|
||||
"`doc_intro_to_the_editor_interface`. Click the \"Edit on GitHub\" link in "
|
||||
"the top right corner:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On GitHub, click on the image you want to translate. If relevant, click on "
|
||||
"\"Download\" to download it locally and edit it with an image edition tool. "
|
||||
"Note the full path to the image as it will be needed further down (here "
|
||||
"``getting_started/step_by_step/img/project_manager_first_open.png``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create your localized version of the image, either by editing the English "
|
||||
"one, or by taking a screenshot of the editor with your language, if it's an "
|
||||
"editor screenshot. Some images may also have source files available in SVG "
|
||||
"format, so you can browse the ``img/`` folder which contains them to check "
|
||||
"for that."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Name your localized image like the original one, but with the language code "
|
||||
"added before the extension, e.g. ``project_manager_first_open.png`` would "
|
||||
"become ``project_manager_first_open.fr.png`` for the French localization."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, on godot-docs-l10n_, recreate the same folder structure as for the "
|
||||
"original image in the ``images`` subfolder (`GitHub <https://github.com/"
|
||||
"godotengine/godot-docs-l10n/tree/master/images>`_), and place your "
|
||||
"translated image there. In our example, the end result should be ``images/"
|
||||
"getting_started/step_by_step/img/project_manager_first_open.fr.png``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Repeat this for other images and :ref:`make a Pull Request "
|
||||
"<doc_pr_workflow>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,80 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Writing documentation"
|
||||
msgstr "Dokumentaation rakenne"
|
||||
|
||||
msgid ""
|
||||
"We always need help to improve the documentation, be it the class reference "
|
||||
"or the manual. Below, you can find our content and writing guidelines and "
|
||||
"concrete guides to make changes to the documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be sure to also check the :ref:`workflow guidelines "
|
||||
"<doc_contributing_workflow>`, especially if you're new to using Git or "
|
||||
"GitHub."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Guidelines"
|
||||
msgstr "Yleiset eroavaisuudet"
|
||||
|
||||
msgid ""
|
||||
"Here are the principles and guidelines we strive to follow to write "
|
||||
"accessible documentation."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Writing the manual"
|
||||
msgstr "Varoitusjärjestelmä"
|
||||
|
||||
msgid ""
|
||||
"These articles explain how to contribute to this very documentation, and how "
|
||||
"to build the online version locally for testing."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Class reference guides"
|
||||
msgstr "Luokka viitteet"
|
||||
|
||||
#, fuzzy
|
||||
msgid "The pages below focus on the class reference."
|
||||
msgstr "Attribuuttiviittaus"
|
||||
|
||||
msgid ""
|
||||
"As the reference is included in the Godot editor, its source files are part "
|
||||
"of the `godot repository <https://github.com/godotengine/godot>`_. We use "
|
||||
"XML files to write it, so the process to contribute to the class reference "
|
||||
"differs from writing the online manual."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Translating the documentation"
|
||||
msgstr "Dokumentaation rakenne"
|
||||
|
||||
msgid ""
|
||||
"The community is always working hard on making Godot and its documentation "
|
||||
"available to more people. Localizing the documentation is a colossal and "
|
||||
"ongoing effort you can be part of."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,169 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Contributing to the class reference"
|
||||
msgstr "Attribuuttiviittaus"
|
||||
|
||||
msgid ""
|
||||
"The :ref:`Class reference <doc_class_reference>` is a set of articles "
|
||||
"describing the public API of the engine. This includes descriptions for "
|
||||
"various classes, methods, properties, and global objects, available for "
|
||||
"scripting. The class reference is available online, from the documentation "
|
||||
"sidebar, and in the Godot editor, from the help menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As the engine grows and features are added or modified, some parts of the "
|
||||
"class reference become obsolete and new descriptions and examples need to be "
|
||||
"added. While developers are encouraged to document all of their work in the "
|
||||
"class reference when submitting a pull request, we can't expect everyone to "
|
||||
"be able to write high quality documentation, so there is always work for "
|
||||
"contributors like you to polish existing and create missing reference "
|
||||
"material."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "The source of the class reference"
|
||||
msgstr "Attribuuttiviittaus"
|
||||
|
||||
msgid ""
|
||||
"As the class reference is available in two places, online and in the editor, "
|
||||
"we need to take care to keep things in sync. To achieve this the `main Godot "
|
||||
"repository <https://github.com/godotengine/godot/>`_ is picked as the source "
|
||||
"of truth, and the documentation for the class reference is tracked there."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should **not** edit ``.rst`` files in the ``classes/`` folder of the "
|
||||
"`documentation repository <https://github.com/godotengine/godot-docs/>`_. "
|
||||
"These files are generated automatically and are synced manually by project "
|
||||
"maintainers. Read further to learn how to correctly edit the class reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the main repository the class reference is stored in XML files, one for "
|
||||
"each exposed class or global object. The majority of these files is located "
|
||||
"in `doc/classes/ <https://github.com/godotengine/godot/tree/master/doc/"
|
||||
"classes>`_, but some modules contain their own documentation as well. You "
|
||||
"will find it in the ``modules/<module_name>/doc_classes/`` directory. To "
|
||||
"learn more about editing XML files refer to :ref:"
|
||||
"`doc_class_reference_primer`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For details on Git usage and the pull request workflow, please refer to the :"
|
||||
"ref:`doc_pr_workflow` page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to translate the class reference from English to another "
|
||||
"language, see :ref:`doc_editor_and_docs_localization`. This guide is also "
|
||||
"available as a `video tutorial on YouTube <https://www.youtube.com/watch?"
|
||||
"v=5jeHXxeX-JY>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Important:** If you plan to make large changes, you should create an issue "
|
||||
"on the `godot-docs repository <https://github.com/godotengine/godot-docs/>`_ "
|
||||
"or comment on an existing issue. Doing so lets others know you're already "
|
||||
"taking care of a given class."
|
||||
msgstr ""
|
||||
|
||||
msgid "What to contribute"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The natural place to start contributing is the classes that you are most "
|
||||
"familiar with. This ensures that the added description will be based on "
|
||||
"experience and the necessary know-how, not just the name of a method or a "
|
||||
"property. We advise not to add low effort descriptions, no matter how "
|
||||
"appealing it may look. Such descriptions obscure the need for documentation "
|
||||
"and are hard to identify automatically."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Following this principle is important and allows us to create tools for "
|
||||
"contributors. Such as the class reference's `completion status tracker "
|
||||
"<https://godotengine.github.io/doc-status/>`_. You can use it to quickly "
|
||||
"find documentation pages missing descriptions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you decide to document a class, but don't know what a particular method "
|
||||
"does, don't worry. Leave it for now, and list the methods you skipped when "
|
||||
"you open a pull request with your changes. Another writer will take care of "
|
||||
"it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can still look at the methods' implementation in Godot's source code on "
|
||||
"GitHub. If you have doubts, feel free to ask on the `Q&A website <https://"
|
||||
"godotengine.org/qa/>`_ and `Godot Contributors Chat <https://chat."
|
||||
"godotengine.org/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Unless you make minor changes, like fixing a typo, we do not recommend using "
|
||||
"the GitHub web editor to edit the class reference's XML files. It lacks "
|
||||
"features to edit XML well, like keeping indentations consistent, and it does "
|
||||
"not allow amending commits based on reviews."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It also doesn't allow you to test your changes in the engine or with "
|
||||
"validation scripts as described in :ref:`doc_class_reference_editing_xml`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Updating class reference when working on the engine"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you create a new class or modify an existing engine's API, you need to "
|
||||
"re-generate the XML files in ``doc/classes/``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To do so, you first need to compile Godot. See the :ref:"
|
||||
"`doc_introduction_to_the_buildsystem` page to learn how. Then, execute the "
|
||||
"compiled Godot binary from the Godot root directory with the ``--doctool`` "
|
||||
"option. For example, if you're on 64-bit Linux, the command might be:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The exact set of suffixes may be different. Carefully read through the "
|
||||
"linked article to learn more about that."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The XML files in ``doc/classes/`` should then be up-to-date with current "
|
||||
"Godot Engine features. You can then check what changed using the ``git "
|
||||
"diff`` command."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Please only include changes that are relevant to your work on the API in "
|
||||
"your commits. You can discard changes in other XML files using ``git "
|
||||
"checkout``, but consider reporting if you notice unrelated files being "
|
||||
"updated. Ideally, running this command should only bring up the changes that "
|
||||
"you yourself have made."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,292 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Ways to contribute"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot Engine is a non-profit, community-driven free and open source project. "
|
||||
"Almost all (but our lead dev Juan, more on that below) developers are "
|
||||
"working *pro bono* on their free time, out of personal interest and for the "
|
||||
"love of creating a libre engine of exceptional quality."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This means that to thrive, Godot needs as many users as possible to get "
|
||||
"involved by contributing to the engine. There are many ways to contribute to "
|
||||
"such a big project, making it possible for everybody to bring something "
|
||||
"positive to the engine, regardless of their skill set:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Be part of the community.** The best way to contribute to Godot and help "
|
||||
"it become ever better is simply to use the engine and promote it by word-of-"
|
||||
"mouth, in the credits or splash screen of your games, blog posts, tutorials, "
|
||||
"videos, demos, gamedev or free software events, support on the Q&A, forums, "
|
||||
"Contributors Chat, Discord, etc. Participate! Being a user and advocate "
|
||||
"helps spread the word about our great engine, which has no marketing budget "
|
||||
"and can therefore only rely on its community to become more mainstream."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Make games.** It's no secret that, to convince new users and especially "
|
||||
"the industry at large that Godot is a relevant market player, we need great "
|
||||
"games made with Godot. We know that the engine has a lot of potential, both "
|
||||
"for 2D and 3D games, but given its young age we still lack big releases that "
|
||||
"will draw attention to Godot. So keep working on your awesome projects, each "
|
||||
"new game increases our credibility on the gamedev market!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Get involved in the engine's development.** This can be by contributing "
|
||||
"code via pull requests, testing the development snapshots or directly the "
|
||||
"git *master* branch, report bugs or suggest enhancements on the issue "
|
||||
"tracker, improve the official documentation (both the class reference and "
|
||||
"tutorials) and its translations. The following sections will cover each of "
|
||||
"those \"direct\" ways of contributing to the engine."
|
||||
msgstr ""
|
||||
"**Osallistu moottorin kehitykseen.** Tämä voi tapahtua antamalla koodia "
|
||||
"muutospyyntöjen kautta, testaamalla kehityskuvat tai suoraan git *master* -"
|
||||
"haarat, raportoimalla virheistä tai ehdottamalla parannuksia "
|
||||
"ongelmanseurantaan, parantamalla virallista dokumentaatiota (sekä "
|
||||
"luokkaviittauksia että opetusohjelmia) ja sen käännöksiä. Seuraavissa "
|
||||
"kohdissa käsitellään kutakin näistä \"suorista\" tavoista osallistua "
|
||||
"moottoriin."
|
||||
|
||||
msgid ""
|
||||
"**Donate.** Godot is a non-profit project, but it can still benefit from "
|
||||
"user donations for many things. Apart from usual expenses such as hosting "
|
||||
"costs or promotional material on events, we also use donation money to "
|
||||
"acquire hardware when necessary (e.g. we used donation money to buy a "
|
||||
"MacBook Pro to implement Retina/HiDPI support and various other macOS-"
|
||||
"related features). Most importantly, we also used donation money to hire "
|
||||
"core developers so they can work full-time on the engine. Even with a low "
|
||||
"monthly wage, we need a steady donation income to continue doing this, which "
|
||||
"has been very beneficial to the project so far. So if you want to donate "
|
||||
"some money to the project, check `our website <https://godotengine.org/"
|
||||
"donate>`_ for details."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The possibility to study, use, modify and redistribute modifications of the "
|
||||
"engine's source code are the fundamental rights that Godot's `MIT <https://"
|
||||
"tldrlegal.com/license/mit-license>`_ license grants you, making it `free and "
|
||||
"open source software <https://en.wikipedia.org/wiki/Free_and_open-"
|
||||
"source_software>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As such, everyone is entitled to modify `Godot's source code <https://github."
|
||||
"com/godotengine/godot>`_, and send those modifications back to the upstream "
|
||||
"project in the form of a patch (a text file describing the changes in a "
|
||||
"ready-to-apply manner) or - in the modern workflow that we use - via a so-"
|
||||
"called \"pull request\" (PR), i.e. a proposal to directly merge one or more "
|
||||
"Git commits (patches) into the main development branch."
|
||||
msgstr ""
|
||||
"Näin ollen jokaisella on oikeus muuttaa `Godotin lähdekoodia <https://github."
|
||||
"com/godotengine/godot>`_ ja lähettää nämä muutokset takaisin tuotantovirran "
|
||||
"ylävirtaan kuuluvalle projektille korjauksen muodossa (tekstitiedosto, jossa "
|
||||
"muutokset kuvataan valmiina sovellettavaksi) tai - käyttämässämme "
|
||||
"nykyaikaisessa työnkulussa - niin sanotun \"muutospyynnön\" (PR) kautta, eli "
|
||||
"ehdotus yhden tai useamman Git-komennon (patch) yhdistämisestä suoraan "
|
||||
"pääkehityshaaraan."
|
||||
|
||||
msgid "Contributing code changes upstream has two big advantages:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Your own code will be reviewed and improved by other developers, and will be "
|
||||
"further maintained directly in the upstream project, so you won't have to "
|
||||
"reapply your own changes every time you move to a newer version. On the "
|
||||
"other hand it comes with a responsibility, as your changes have to be "
|
||||
"generic enough to be beneficial to all users, and not just your project; so "
|
||||
"in some cases it might still be relevant to keep your changes only for your "
|
||||
"own project, if they are too specific."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The whole community will benefit from your work, and other contributors will "
|
||||
"behave the same way, contributing code that will be beneficial to you. At "
|
||||
"the time of this writing, more than 1000 developers have contributed code "
|
||||
"changes to the engine!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To ensure good collaboration and overall quality, the Godot developers "
|
||||
"enforce some rules for code contributions, for example regarding the style "
|
||||
"to use in the C++ code (indentation, brackets, etc.) or the Git and PR "
|
||||
"workflow."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A good place to start is by searching for issues tagged as `good first issue "
|
||||
"<https://github.com/godotengine/godot/issues?"
|
||||
"q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22>`_ on GitHub."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Technical details about the PR workflow are outlined in a specific section, :"
|
||||
"ref:`doc_pr_workflow`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Details about the code style guidelines and the ``clang-format`` tool used "
|
||||
"to enforce them are outlined in :ref:`doc_code_style_guidelines`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"All pull requests must go through a review process before being accepted. "
|
||||
"Depending on the scope of the changes, it may take some time for a "
|
||||
"maintainer responsible for the modified part of the engine to provide their "
|
||||
"review. We value all of our contributors and ask them to be patient in the "
|
||||
"meantime, as it is expected that in an open source project like Godot, there "
|
||||
"is going to be way more contributions than people validating them."
|
||||
msgstr ""
|
||||
"Kaikkien muutospyyntöjen on käytävä läpi tarkistusprosessi ennen kuin ne "
|
||||
"hyväksytään. Muutosten laajuudesta riippuen voi kestää jonkin aikaa, ennen "
|
||||
"kuin moottorin muutetusta osasta vastaava ylläpitäjä antaa lausuntonsa. "
|
||||
"Arvostamme kaikkia avustajiamme ja pyydämme heitä olemaan kärsivällisiä "
|
||||
"sillä odotettavissa on, että Godotin kaltaisessa avoimen lähdekoodin "
|
||||
"projektissa on paljon enemmän avustajia kuin niiden vahvistajia."
|
||||
|
||||
msgid ""
|
||||
"To make sure that your time and efforts aren't wasted, it is recommended to "
|
||||
"vet the idea first before implementing it and putting it for a review as a "
|
||||
"PR. To that end, Godot has a `proposal system <https://github.com/"
|
||||
"godotengine/godot-proposals>`_. Its usage is encouraged to plan changes and "
|
||||
"discuss them with the community. Implementation details can also be "
|
||||
"discussed with other contributors on the `Godot Contributors Chat <https://"
|
||||
"chat.godotengine.org/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Proposals are only required when working on an enhancement or a new feature. "
|
||||
"Bug reports are sufficient for fixing issues."
|
||||
msgstr ""
|
||||
|
||||
msgid "Testing and reporting issues"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Another great way of contributing to the engine is to test development "
|
||||
"releases or the development branch and to report issues. It is also helpful "
|
||||
"to report issues discovered in stable releases, so that they can be fixed in "
|
||||
"the development branch and in future maintenance releases."
|
||||
msgstr ""
|
||||
|
||||
msgid "Testing development versions"
|
||||
msgstr ""
|
||||
|
||||
msgid "To help with the testing, you have several possibilities:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compile the engine from source yourself, following the instructions of the :"
|
||||
"ref:`Compiling <toc-devel-compiling>` page for your platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test official pre-release binaries when they are announced (usually on the "
|
||||
"blog and other community platforms), such as alpha, beta and release "
|
||||
"candidate (RC) builds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test \"trusted\" unofficial builds of the development branch; just ask "
|
||||
"community members for reliable providers. Whenever possible, it's best to "
|
||||
"use official binaries or to compile yourself though, to be sure about the "
|
||||
"provenance of your binaries."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As mentioned previously, it is also helpful to keep your eyes peeled for "
|
||||
"potential bugs that might still be present in the stable releases, "
|
||||
"especially when using some niche features of the engine which might get less "
|
||||
"testing by the developers."
|
||||
msgstr ""
|
||||
|
||||
msgid "Filing an issue on GitHub"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/"
|
||||
"issues>`_ for bug reports. When you start filing a bug report, you’ll be "
|
||||
"given a form to fill out. Please try to follow it so that all issues are "
|
||||
"consistent and provide the required information."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing to the documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are two separate resources referred to as \"documentation\" in Godot:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"**The class reference.** This is the documentation for the complete Godot "
|
||||
"API as exposed to GDScript and the other scripting languages. It can be "
|
||||
"consulted offline, directly in Godot's code editor, or online at Godot :ref:"
|
||||
"`Class Reference <doc_class_reference>`. To contribute to the class "
|
||||
"reference, you have to edit the XML file corresponding to the class and make "
|
||||
"a pull request. See :ref:`doc_updating_the_class_reference` and :ref:"
|
||||
"`doc_class_reference_primer` for more details."
|
||||
msgstr ""
|
||||
"**Luokkaviittaus.** Tämä on dokumentaatio koko Godot API:lle, sellaisena "
|
||||
"kuin se näkyy GDScriptille ja muille skriptikielille. Siihen voi tutustua "
|
||||
"offline-tilassa, suoraan Godot'n koodieditorissa tai verkossa osoitteessa :"
|
||||
"ref:`Godot API <toc-class-ref>`. Jos haluat osallistua luokkaviittaukseen, "
|
||||
"sinun on muokattava luokkaa vastaavaa XML-tiedostoa ja tehtävä "
|
||||
"muutosehdotus. Katso lisätietoja :ref:`doc_updating_the_class_reference` ja :"
|
||||
"ref:`doc_class_reference_writing_guidelines`."
|
||||
|
||||
msgid ""
|
||||
"**The tutorials and engine documentation and its translations.** This is the "
|
||||
"part you are reading now, which is distributed in the HTML format. Its "
|
||||
"contents are generated from plain text files in the reStructured Text (rst) "
|
||||
"format, to which you can contribute via pull requests on the `godot-docs "
|
||||
"<https://github.com/godotengine/godot-docs>`_ GitHub repository. See :ref:"
|
||||
"`doc_contributing_to_the_documentation` for more details."
|
||||
msgstr ""
|
||||
"**Ohjeita ja moottorin dokumentaatio ja sen käännökset.** Tämä on nyt "
|
||||
"lukemasi osa, joka on jaettu HTML-muodossa. Sen sisältö on tuotettu "
|
||||
"tavallisista tekstitiedostoista reStructured Text (rst) -muodossa, johon "
|
||||
"voit osallistua muutospyynnöillä `godot-docs <https://github.com/godotengine/"
|
||||
"godot-docs>`_ GitHub-tietovarastossa. Katso :ref:"
|
||||
"`doc_contributing_to_the_documentation` lisätietoja."
|
||||
|
||||
#, fuzzy
|
||||
msgid "Contributing translations"
|
||||
msgstr "Animaation ohjaaminen"
|
||||
|
||||
msgid ""
|
||||
"To make Godot accessible to everyone, including users who may prefer "
|
||||
"resources in their native language instead of English, our community helps "
|
||||
"translate both the Godot editor and its documentation in many languages."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "See :ref:`doc_editor_and_docs_localization` for more details."
|
||||
msgstr "Katso :ref:`doc_instancing` oppiaksesi enemmän ilmentymistä."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,206 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Bisecting regressions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Bisecting is a way to find regressions in software. After reporting a bug on "
|
||||
"the `Godot repository on GitHub <https://github.com/godotengine/godot>`__, "
|
||||
"you may be asked by a contributor to *bisect* the issue. Bisecting makes it "
|
||||
"possible for contributors to fix bugs faster, as they can know in advance "
|
||||
"which commit caused the regression. Your effort will be widely appreciated :)"
|
||||
msgstr ""
|
||||
|
||||
msgid "The guide below explains how to find a regression by bisecting."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "What is bisecting?"
|
||||
msgstr "Mikä on Mesh?"
|
||||
|
||||
msgid ""
|
||||
"Godot developers use the `Git <https://git-scm.com/>`__ version control "
|
||||
"system. In the context of Git, bisecting is the process of performing a "
|
||||
"manual `binary search <https://en.wikipedia.org/wiki/"
|
||||
"Binary_search_algorithm>`__ to determine when a regression appeared. While "
|
||||
"it's typically used for bugs, it can also be used to find other kinds of "
|
||||
"unexpected changes such as performance regressions."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using official builds to speed up bisecting"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before using Git's ``bisect`` command, we strongly recommend trying to "
|
||||
"reproduce the bug with an older (or newer) official release. This greatly "
|
||||
"reduces the range of commits that potentially need to be built from source "
|
||||
"and tested. You can find binaries of official releases, as well as alphas, "
|
||||
"betas, and release candidates `here <https://downloads.tuxfamily.org/"
|
||||
"godotengine/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have experience with Godot 3.x and can reproduce an issue with Godot "
|
||||
"4.0, we recommend trying to reproduce the issue in the latest Godot 3.x "
|
||||
"version (if the feature exhibiting the bug is present in 3.x). This can be "
|
||||
"used to check whether the issue is a regression in 4.0 or not."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the issue **is present** in 3.x, then you'll need to check whether the "
|
||||
"issue occurs in older 3.x versions as well."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the issue is **not present** in 3.x, then you can try older 4.0 alphas "
|
||||
"and betas to determine when the regression started."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Project files may be incompatible between Godot versions. **Make a backup of "
|
||||
"your project** before starting the bisection process."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Going from the oldest to the newest build generally reduces the risk of the "
|
||||
"project not being able to successfully open in the editor, thanks to "
|
||||
"backwards compatibility. Try to reduce your project to the smallest "
|
||||
"repeatable example too. The more minimal the project is, the more likely "
|
||||
"you'll be able to open it without compatibility issues in newer engine "
|
||||
"versions."
|
||||
msgstr ""
|
||||
|
||||
msgid "The Git bisect command"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you've found a build that didn't exhibit the bug in the above testing "
|
||||
"process, you can now start bisecting the regression. The Git version control "
|
||||
"system offers a built-in command for this: ``git bisect``. This makes the "
|
||||
"process semi-automated as you only have to build the engine, run it and try "
|
||||
"to reproduce the bug."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before bisecting a regression, you need to set up a build environment to "
|
||||
"compile Godot from source. To do so, read the :ref:`Compiling <toc-devel-"
|
||||
"compiling>` page for your target platform. (Compiling Godot from source "
|
||||
"doesn't require C++ programming knowledge.)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that compiling Godot can take a while on slow hardware (up an hour for "
|
||||
"each full rebuild on a slow dual-core CPU). This means the full process can "
|
||||
"take up to several hours. If your hardware is too slow, you may want to stop "
|
||||
"there and report the results of your \"pre-bisecting\" on the GitHub issue "
|
||||
"so another contributor can continue bisecting from there."
|
||||
msgstr ""
|
||||
|
||||
msgid "Determine the commit hashes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To start bisecting, you must first determine the commit hashes (identifiers) "
|
||||
"of the \"bad\" and \"good\" build. \"bad\" refers to the build that exhibits "
|
||||
"the bug, whereas \"good\" refers to the version that doesn't exhibit the "
|
||||
"bug. If you're using a pre-release build as the \"good\" or \"bad\" build, "
|
||||
"browse the `download mirror <https://downloads.tuxfamily.org/godotengine/"
|
||||
">`__, go to the folder that contains the pre-release you downloaded and look "
|
||||
"for the ``README.txt`` file. The commit hash is written inside that file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're using a stable release as the \"good\" or \"bad\" build, use one "
|
||||
"of the following commit hashes depending on the version:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also use this Bash function to retrieve the Git commit hash of a pre-"
|
||||
"release build (add it to your ``$HOME/.bashrc`` or similar):"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Example usage:"
|
||||
msgstr "Vihollisen skripti"
|
||||
|
||||
msgid ""
|
||||
"To refer to the latest state of the master branch, you can use ``master`` "
|
||||
"instead of a commit hash. Note that unlike tagged releases or snapshot "
|
||||
"commit hashes, ``master`` is a perpetually moving target."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Build the engine"
|
||||
msgstr "Android-liitännäisten luonti"
|
||||
|
||||
msgid ""
|
||||
":ref:`Get Godot's source code using Git <doc_getting_source>`. Once this is "
|
||||
"done, in the terminal window, use ``cd`` to reach the Godot repository "
|
||||
"folder and enter the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Compile Godot. This assumes you've set up a build environment:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Run the engine"
|
||||
msgstr "Skenen pystytys"
|
||||
|
||||
msgid ""
|
||||
"Run the binary located in the ``bin/`` folder and try to reproduce the bug."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Double-check the output file name "
|
||||
"<doc_introduction_to_the_buildsystem_resulting_binary>` in ``bin/`` to make "
|
||||
"sure you're actually running the binary you've just compiled. Different "
|
||||
"Godot versions will output binaries with different names."
|
||||
msgstr ""
|
||||
|
||||
msgid "If the build **still** exhibits the bug, run the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "If the build **does not** exhibit the bug, run the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After entering one of the commands above, Git will switch to a different "
|
||||
"commit. You should now build Godot again, try to reproduce the bug, then "
|
||||
"enter ``git bisect good`` or ``git bisect bad`` depending on the result. "
|
||||
"You'll have to repeat this several times. The longer the commit range, the "
|
||||
"more steps will be required. 5 to 10 steps are usually sufficient to find "
|
||||
"most regressions; Git will remind you of the number of steps remaining (in "
|
||||
"the worst case scenario)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you've completed enough steps, Git will display the commit hash where "
|
||||
"the regression appeared. Write this commit hash as a comment to the GitHub "
|
||||
"issue you've bisected. This will help in solving the issue. Thanks again for "
|
||||
"contributing to Godot :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can read the full documentation on ``git bisect`` `here <https://git-scm."
|
||||
"com/docs/git-bisect>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,440 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Bug triage guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes the typical workflow of the bug triage team aka bugsquad "
|
||||
"when handling issues and pull requests on Godot's `GitHub repository "
|
||||
"<https://github.com/godotengine/godot>`__. It is bound to evolve together "
|
||||
"with the bugsquad, so do not hesitate to propose modifications to the "
|
||||
"following guidelines."
|
||||
msgstr ""
|
||||
|
||||
msgid "Issues management"
|
||||
msgstr ""
|
||||
|
||||
msgid "GitHub proposes various features to manage issues:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Set one or several labels from a predefined list"
|
||||
msgstr ""
|
||||
|
||||
msgid "Set one milestone from a predefined list"
|
||||
msgstr ""
|
||||
|
||||
msgid "Keep track of the issue in the project dashboard"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Define one contributor as \"assignee\" among the Godot engine organization "
|
||||
"members"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As the Godot engine organization on GitHub currently has a restricted number "
|
||||
"of contributors, we do not use assignees extensively for now. All "
|
||||
"contributors are welcome to take on any issue, if relevant after mentioning "
|
||||
"it on the issue ticket and/or discussing the best way to resolve it with "
|
||||
"other developers."
|
||||
msgstr ""
|
||||
|
||||
msgid "For the time being, we do not use the project dashboard feature either."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As far as possible, we try to assign labels (and milestones, when relevant) "
|
||||
"to both issues and pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid "Labels"
|
||||
msgstr ""
|
||||
|
||||
msgid "The following labels are currently defined in the Godot repository:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Categories:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Archived*: either a duplicate of another issue, or invalid. Such an issue "
|
||||
"would also be closed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Breaks compat*: describes something that can only be fixed by breaking "
|
||||
"compatibility with existing projects."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Bug*: describes something that is not working properly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Cherrypick*: describes something that can be backported to a stable branch "
|
||||
"after being merged in the ``master`` branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Confirmed*: has been confirmed by at least one other contributor than the "
|
||||
"bug reporter (typically for *Bug* reports). The purpose of this label is to "
|
||||
"let developers know which issues are still reproducible when they want to "
|
||||
"select what to work on. It is therefore a good practice to add in a comment "
|
||||
"on what platform and what version or commit of Godot the issue could be "
|
||||
"reproduced; if a developer looks at the issue one year later, the "
|
||||
"*Confirmed* label may not be relevant anymore."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Crash:* describes a bug that causes the engine to crash. This label is only "
|
||||
"used for \"hard\" crashes, not freezes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Discussion*: the issue is not consensual and needs further discussion to "
|
||||
"define what exactly should be done to address the topic."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Documentation*: issue related to the documentation. Mainly to request "
|
||||
"enhancements in the API documentation. Issues related to the ReadTheDocs "
|
||||
"documentation should be filed on the `godot-docs <https://github.com/"
|
||||
"godotengine/godot-docs>`_ repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Enhancement*: describes a proposed enhancement to an existing functionality."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Feature proposal*: describes a wish for a new feature to be implemented. "
|
||||
"Note that the main Godot repository no longer accepts feature requests. "
|
||||
"Please use `godot-proposals <https://github.com/godotengine/godot-"
|
||||
"proposals>`__ instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*For PR meeting*: the issue needs to be discussed in a pull request meeting. "
|
||||
"These meetings are public and are held on the `Godot Contributors Chat "
|
||||
"<https://chat.godotengine.org/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Good first issue*: the issue is *assumed* to be an easy one to fix, which "
|
||||
"makes it a great fit for new contributors who want to become familiar with "
|
||||
"the code base. It should be removed while an active PR is available, that "
|
||||
"resolves this issue."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*High priority:* the issue is particularly important as it can prevent "
|
||||
"people from releasing their projects or cause data loss."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Needs testing*: the issue/pull request could not be completely tested and "
|
||||
"thus need further testing. This can mean that it needs to be tested on "
|
||||
"different hardware/software configurations or even that the steps to "
|
||||
"reproduce are not certain."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Needs work*: the pull request needs additional work before it can be merged."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Performance*: issues that directly impact engine or editor performance. Can "
|
||||
"also be used for pull requests that improve performance or add low-end-"
|
||||
"friendly options. Should not be coupled with *Usability*."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Production*: Relates to the production team."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Regression*: the bug appeared after a stable release not exhibiting the bug "
|
||||
"was released."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Salvageable*: the pull request can't be merged due to design issues or "
|
||||
"merge conflicts and its author is not active anymore. However, it can still "
|
||||
"be picked up by an external contributor to bring it to a mergeable state. To "
|
||||
"do so, you need to open a new pull request based on the original pull "
|
||||
"request."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Tracker*: issue used to track other issues (like all issues related to the "
|
||||
"plugin system)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Usability*: issues that directly impact user usability. Should not be "
|
||||
"coupled with *Performance*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The categories are used for general triage of the issues. They can be "
|
||||
"combined in some way when relevant, e.g. an issue can be labelled "
|
||||
"*Enhancement* and *Usability* at the same time if it's an issue to improve "
|
||||
"usability. Or *Feature proposal* and *Discussion* if it's a non-consensual "
|
||||
"feature request, or one that is not precise enough to be worked on. At least "
|
||||
"one of the categories *Bug*, *Enhancement* or *Discussion* is used to "
|
||||
"describe an issue or pull request."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Topics:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*2D*: relates to 2D-specific issues. Should be coupled with one of the "
|
||||
"labels below, and should not be coupled with *3D*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*3D*: relates to 3D-specific issues. Should be coupled with one of the "
|
||||
"labels below, and should not be coupled with *2D*."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Animation*: relates to the Animation system, editors and importers."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Assetlib*: relates to issues with the asset library."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Audio*: relates to the audio features (low and high level)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Buildsystem*: relates to building issues, either linked to the SCons "
|
||||
"buildsystem or to compiler peculiarities."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Codestyle*: relates to the programming style used within the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Core*: anything related to the core engine. Specific topics are split off "
|
||||
"separately as they crop up."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Dotnet*: relates to the C# / Dotnet bindings."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Editor*: relates to issues in the editor (mainly UI)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Export*: relates to the export system and templates."
|
||||
msgstr ""
|
||||
|
||||
msgid "*GDExtension*: relates to the GDExtension system for native extensions."
|
||||
msgstr ""
|
||||
|
||||
msgid "*GDScript*: relates to GDScript."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*GUI*: relates to GUI (Control) nodes or to Nodes that compose user "
|
||||
"interfaces."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Import*: relates to the resource import system."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Input*: relates to the input system."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Multiplayer*: relates to multiplayer (high-level networking) systems."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Navigation*: relates to the navigation system (including A* and navmeshes)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Network*: relates to (lot-level) networking."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "*Particles*: particles, particle systems and their editors."
|
||||
msgstr ":ref:`doc_particle_shader`"
|
||||
|
||||
msgid "*Physics*: relates to the physics engine (2D/3D)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Plugin*: relates to problems encountered while writing plugins."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Porting*: relates to some specific platforms or exporting projects."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Rendering*: relates to the 2D and 3D rendering engines."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Shaders*: relates to the Godot shader language or visual shaders."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Tests*: relates to unit tests."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Thirdparty*: relates to third-party libraries used in Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "*XR*: relates to Augmented Reality or Virtual Reality."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Issues would typically correspond to only one topic, though it's not "
|
||||
"unthinkable to see issues that fit two bills. The general idea is that there "
|
||||
"will be specialized contributors teams behind all topics, so they can focus "
|
||||
"on the issues labelled with their team's topic."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Platforms:**"
|
||||
msgstr ""
|
||||
|
||||
msgid "*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, it is assumed that a given issue applies to all platforms. If "
|
||||
"one of the platform labels is used, it is then exclusive and the previous "
|
||||
"assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux "
|
||||
"exclusively, select those two platforms)."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Documentation labels"
|
||||
msgstr "Dokumentaation muutosloki"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"In the `documentation repository <https://github.com/godotengine/godot-"
|
||||
"docs>`__, we use the following labels:"
|
||||
msgstr ""
|
||||
"kopio `godot-cpp säilöstä <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid ""
|
||||
"*Bug*: Incorrect information in an existing page. Not to be used for "
|
||||
"*missing* information."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Dependencies*: describes pull requests that update a dependency file."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Enhancememnt*: new information to be added in an existing page."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Python*: Pull requests that update Python code."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Area:**"
|
||||
msgstr "**Kamera:**"
|
||||
|
||||
msgid ""
|
||||
"*About*: Issues and PRs related to the About section of the documentation "
|
||||
"and other general articles."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Class reference*: the issue is about the class reference, not a "
|
||||
"documentation page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Community*: Issues and PRs related to the Community section of the "
|
||||
"documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Contributing*: Issues and PRs related to the Contributing/Development "
|
||||
"section of the documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Getting started*: Issues and PRs related to the Getting Started section of "
|
||||
"the documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Manual*: Issues and PRs related to the Manual/Tutorials section of the "
|
||||
"documentation."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "**Content:**"
|
||||
msgstr "Vakiot"
|
||||
|
||||
msgid ""
|
||||
"*Images*: Issues and PRs involving outdated or incorrect images in articles."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*New page*: Issues and PRs related to creation of new documentation pages "
|
||||
"for new or undocumented features."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Organization*: Issues and PRs related to reorganizing the content."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Proofreading*: Issues and PRs related to proofreading the documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Redirect*: Issues and PRs involving moving content and adding a redirect "
|
||||
"rule on the backend."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Website*: Issues related to adding website features and fixing bugs, "
|
||||
"whether on the front or back-end,"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Topic:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The available topics describe the same content as the topics in the main "
|
||||
"repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "Milestones"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Milestones <https://github.com/godotengine/godot/milestones>`_ correspond "
|
||||
"to planned future versions of Godot for which there is an existing roadmap. "
|
||||
"Issues that fit in the said roadmap should be filed under the corresponding "
|
||||
"milestone; if they don't correspond to any current roadmap, they should be "
|
||||
"left without milestone. As a rule of thumb, an issue corresponds to a given "
|
||||
"milestone if it concerns a feature that is new in the milestone, or a "
|
||||
"critical bug that can't be accepted in any future stable release, or "
|
||||
"anything that Juan wants to work on right now. :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Contributors are free to pick issues regardless of their assigned milestone; "
|
||||
"if a fix is proposed for a bug that was not deemed urgent and thus without "
|
||||
"milestone, it would likely still be very welcome."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,32 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Contribution workflow"
|
||||
msgstr "Animaation ohjaaminen"
|
||||
|
||||
msgid ""
|
||||
"Godot is a large project, both in terms of the codebase and the workload for "
|
||||
"contributors. The guides below serve as a helper when you get stuck dealing "
|
||||
"with Git or GitHub, or if you are generally interested in how maintainers "
|
||||
"approach the project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,607 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Pull request review process"
|
||||
msgstr "Muutospyynnön työnkulku"
|
||||
|
||||
msgid ""
|
||||
"This page is intended to provide insight into the pull request (PR) review "
|
||||
"process that we aspire to. As such, it is primarily targeted at engine "
|
||||
"maintainers who are responsible for reviewing and approving pull requests. "
|
||||
"That being said, much of the content is useful for prospective contributors "
|
||||
"wanting to know how to ensure that their PR is merged."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From a high level, the ideal life cycle of a pull request looks like the "
|
||||
"following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A contributor opens a PR that fixes a specific problem (optimally closing a "
|
||||
"GitHub `issue <https://github.com/godotengine/godot>`_ or implementing a "
|
||||
"`proposal <https://github.com/godotengine/godot-proposals>`_)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Other contributors provide feedback on the PR (including reviewing and/or "
|
||||
"approving the PR, as appropriate)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"An engine maintainer reviews the code and provides feedback, requests "
|
||||
"changes, or approves the pull request, as appropriate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Another maintainer reviews the code with a focus on code style/clarity and "
|
||||
"approves it once satisfied."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A team leader or a member of the `production team <https://godotengine.org/"
|
||||
"teams#production>`_ merges the pull request if satisfied that it has been "
|
||||
"sufficiently reviewed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This document will explain steps 2, 3, 4, and 5 in more detail. For a more "
|
||||
"detailed explanation of the pull request workflow please see the :ref:`pull "
|
||||
"request workflow document <doc_pr_workflow>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In practice these steps may blend together. Oftentimes maintainers will "
|
||||
"provide comments on code style and code quality at the same time and will "
|
||||
"approve a pull request for both."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Typically the first interaction on a pull request will be an engine "
|
||||
"maintainer assigning tags to the pull request and flagging it for review by "
|
||||
"someone familiar with that area of code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Engine maintainers are folks who are \"members\" of the Godot project "
|
||||
"repository on GitHub and/or are listed on the `Teams page <https://"
|
||||
"godotengine.org/teams>`_ on the Godot website. Maintainers are responsible "
|
||||
"for a given area of the engine. Typically this means they are the people who "
|
||||
"are given more trust to approve and recommend pull requests for merging."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Even if you are not a maintainer, you can still help by reviewing code, "
|
||||
"providing feedback on PRs and testing PRs locally on your machine to confirm "
|
||||
"that they work as intended. Many of the currently active maintainers started "
|
||||
"out doing this before they became maintainers."
|
||||
msgstr ""
|
||||
|
||||
msgid "Code review and testing"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following is a list of things that contributors and engine maintainers "
|
||||
"can do to conduct a substantive code review of a pull request."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to conduct a code review, but can't do everything on this list, "
|
||||
"say that in your review comment. For example, it is still very helpful to "
|
||||
"provide comments on code, even if you can't build the pull request locally "
|
||||
"to test the pull request (or vice versa). Feel free to review the code, just "
|
||||
"remember to make a note at the end of your review that you have reviewed the "
|
||||
"code only and have not tested the changes locally."
|
||||
msgstr ""
|
||||
|
||||
msgid "1. Confirm that the problem exists"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"PRs need to solve problems and problems need to be documented. Make sure "
|
||||
"that the pull request links and closes (or at least addresses) a bug or a "
|
||||
"proposal. If it doesn't, consider asking the contributor to update the "
|
||||
"opening message of the PR to explain the problem that the PR aims to solve "
|
||||
"in more detail."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It should be clear _why_ a pull request is needed before it is merged. This "
|
||||
"assists reviewers in determining whether a PR does what it says it does and "
|
||||
"it helps contributors in the future understand why the code is the way it is."
|
||||
msgstr ""
|
||||
|
||||
msgid "2. Test the PR and look for regressions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While strict code review and CI help to ensure that all pull requests work "
|
||||
"as intended, mistakes happen and sometimes contributors push code that "
|
||||
"creates a problem in addition to solving a problem. Maintainers will avoid "
|
||||
"merging code that contains a regression even if it solves the problem as "
|
||||
"intended."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When reviewing a pull request, ensure that the PR does what it says it does "
|
||||
"(i.e. fixes the linked bug or implements the new feature) and nothing "
|
||||
"outside of the PR target area is broken by the change. You can do this by "
|
||||
"running the editor and trying out some common functions of the editor "
|
||||
"(adding objects to a scene, running GDScript, opening and closing menus "
|
||||
"etc.). Also, while reviewing the code, look for suspicious changes in other "
|
||||
"parts of the engine. Sometimes during rebasing changes slip through that "
|
||||
"contributors are not aware of."
|
||||
msgstr ""
|
||||
|
||||
msgid "3. Do a code review"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Code reviews are usually done by people who are already experienced in a "
|
||||
"given area. They may be able to provide ideas to make code faster, more "
|
||||
"organized, or more idiomatic. But, even if you are not very experienced, you "
|
||||
"may want to conduct a code review to provide feedback within the scope of "
|
||||
"what you are comfortable reviewing. Doing so is valuable for the area "
|
||||
"maintainer (as a second set of eyes on a problem is always helpful) and it "
|
||||
"is also helpful for you as it will help you get more familiar with that area "
|
||||
"of code and will expose you to how other people solve problems. In fact, "
|
||||
"reviewing the code of experienced engine maintainers is a great way to get "
|
||||
"to know the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here are some things to think about and look out for as you review the code:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Code only touches the areas announced in the PR (and the commit message).**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It can be tempting to fix random things in the code, as you see them. "
|
||||
"However, this can quickly make a pull request difficult to review and can "
|
||||
"make it hard to dig through in the commit history. Small touch-ups next to "
|
||||
"the related area are alright, but often bugs that you can find along the way "
|
||||
"are better fixed in their own PRs."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Code properly uses Godot's own APIs and patterns.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Consistency is very important, and a solution that already exists in the "
|
||||
"codebase is preferable to an ad-hoc solution."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Are core areas affected by the change?**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sometimes a PR that is supposed to solve a local problem can have a far-"
|
||||
"reaching effect way outside of its scope. Usually it is best to keep code "
|
||||
"changes local to where the problem arises. If you think that the solution "
|
||||
"requires changes outside the scope of the problem, it is usually best to "
|
||||
"seek the opinion of a team leader who may have another idea for how to solve "
|
||||
"the problem."
|
||||
msgstr ""
|
||||
|
||||
msgid "4. Iterate with the contributor and improve the PR"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Maintainers should provide feedback and suggestions for improvement if they "
|
||||
"spot things in the code that they would like changed. Preferably, "
|
||||
"suggestions should come in order of importance: first, address overall code "
|
||||
"design and the approach to solving the problem, then make sure the code is "
|
||||
"complying with the engine's best practices, and lastly, do the :ref:`code "
|
||||
"style review <doc_code_style_review>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Communicate barriers to merging early in the review process.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the PR has clear blockers or will likely not get merged for whatever "
|
||||
"other reason, that fact should be communicated as early and clearly as "
|
||||
"possible. We want to avoid stringing people along because it feels bad to "
|
||||
"say \"sorry, no\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As you review pull requests, keep the Godot `Code of Conduct <https://"
|
||||
"godotengine.org/code-of-conduct>`_ in mind. Especially the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Politeness is expected at all times. Be kind and courteous."
|
||||
msgstr ""
|
||||
|
||||
msgid "Always assume positive intent from others."
|
||||
msgstr ""
|
||||
|
||||
msgid "Feedback is always welcome but keep your criticism constructive."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here are some things to avoid as you iterate on a pull request with a "
|
||||
"contributor:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Needless double reviews.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In other words, review the full PR at once and avoid coming back endless "
|
||||
"times to point out issues that you could have noted in the first review. Of "
|
||||
"course, this can't always be avoided, but we should try to catch everything "
|
||||
"at once."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Being overly nitpicky.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Code quality can be flexible depending on the area of the engine you are "
|
||||
"working in. In general, our standard for code quality is much higher in core "
|
||||
"areas and in performance-sensitive areas than it is in editor code for "
|
||||
"example."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Expanding the scope of a pull request.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Providing context or related/similar issues or proposals that may be fixed "
|
||||
"similarly can be helpful, but adding a \"may as well fix that thing over "
|
||||
"there as well while at it\" or \"could we add to this as well?\" isn't "
|
||||
"always fair to the contributor. Use your judgement when deciding whether "
|
||||
"additional fixes are within scope, but try to keep the scope as close to the "
|
||||
"original pull request as possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And ultimately, don't feel pressured to deal with the PR all alone. Feel "
|
||||
"free to ask for a helping hand on the `Godot Contributors Chat <https://chat."
|
||||
"godotengine.org>`_, in the appropriate channel or in #general. Other teams "
|
||||
"may already be tagged for review, so you can also wait or ask for their "
|
||||
"assistance."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "5. Approve the pull request"
|
||||
msgstr "Godotin asennus"
|
||||
|
||||
msgid ""
|
||||
"After reviewing the code, if you think that the code is ready to be merged "
|
||||
"into the engine, then go ahead and \"approve\" it. Make sure to also comment "
|
||||
"and specify the nature of your review (i.e. say whether you ran the code "
|
||||
"locally, whether you reviewed for style as well as correctness, etc.). Even "
|
||||
"if you are not an engine maintainer, approving a pull request signals to "
|
||||
"others that the code is good and likely solves the problem the PR says it "
|
||||
"does. Approving a pull request as a non-engine maintainer does not guarantee "
|
||||
"that the code will be merged, other people will still review it, so don't be "
|
||||
"shy."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Code style review"
|
||||
msgstr "Editorin ikonit"
|
||||
|
||||
msgid ""
|
||||
"Generally speaking, we aim to conduct a code review before a style/clarity "
|
||||
"review as contributors typically want to know if their general approach is "
|
||||
"acceptable before putting in the effort to make nitpicky changes to style. "
|
||||
"In other words, maintainers shouldn't ask contributors to change the style "
|
||||
"of code that may need to be rewritten in subsequent reviews. Similarly, "
|
||||
"maintainers should avoid asking for contributors to rebase PRs if the PR has "
|
||||
"not been reviewed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"That being said, not everyone feels confident enough to provide a review on "
|
||||
"code correctness, in that case, providing comments on code style and clarity "
|
||||
"ahead of a more substantive code review is totally appropriate and more than "
|
||||
"welcome."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In practice the code style review can be done as part of the substantive "
|
||||
"code review. The important thing is that both the substantive code and the "
|
||||
"code style need to be reviewed and considered before a pull request is "
|
||||
"merged."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When reviewing code style pay particular attention to ensuring that the pull "
|
||||
"request follows the :ref:`doc_code_style_guidelines`. While ``clang-format`` "
|
||||
"and various CI checks can catch a lot of inconsistencies, they are far from "
|
||||
"perfect and are unable to detect some issues. For example, you should check "
|
||||
"that:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The style of header includes is respected."
|
||||
msgstr ""
|
||||
|
||||
msgid "Identifiers use ``snake_case`` and follow our naming conventions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Method parameters start with ``p_*`` or ``r_*`` (if they are used to return "
|
||||
"a value)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Braces are used appropriately, even for one-liner conditionals."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Code is properly spaced (exactly one empty line between methods, no "
|
||||
"unnecessary empty lines inside of method bodies)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This list is not complete and doesn't aim to be complete. Refer to the "
|
||||
"linked style guide document for a complete set of rules. Keep in mind that "
|
||||
"``clang-format`` may not catch things you hope it would, so pay attention "
|
||||
"and try to build a sense of what exactly it can and cannot detect."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Merging pull requests"
|
||||
msgstr "Godotin asennus"
|
||||
|
||||
msgid ""
|
||||
"In general, pull requests should only be merged by members of the production "
|
||||
"team or team leaders for pull requests in their area of the engine. For "
|
||||
"example, the networking team leader could merge a networking pull request "
|
||||
"that doesn't substantially change non-networking sections of code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In practice it is best to wait for a member of the production team to merge "
|
||||
"the pull request as they keep a close eye on the entire codebase and will "
|
||||
"likely have a better sense of what other recent/upcoming changes this pull "
|
||||
"request may conflict with (or any other reason that it may make sense to "
|
||||
"delay the pull request). Feel free to leave a comment saying that the PR "
|
||||
"should be ready to merge."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following are the steps to take before merging a pull request. The "
|
||||
"degree to which you adhere to these steps can be flexible for simple/"
|
||||
"straightforward pull requests, but they should be carefully taken for "
|
||||
"complex or risky pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As a contributor you can help move a pull request forward by doing some of "
|
||||
"these steps yourself."
|
||||
msgstr ""
|
||||
|
||||
msgid "1. Get feedback from the right people/teams"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Production team members should ensure that the right people look at a pull "
|
||||
"request before it is merged. In some cases this may require multiple people "
|
||||
"to weigh in. In other cases, only one substantive approval is needed before "
|
||||
"the code can be merged."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In general, try not to merge things based on one review alone, especially if "
|
||||
"it is your own. Get a second opinion from another maintainer, and make sure "
|
||||
"all the teams that may be impacted have been reasonably represented by the "
|
||||
"reviewers. For example, if a pull request adds to the documentation, it's "
|
||||
"often useful to let the area maintainers check it for factual correctness "
|
||||
"and let documentation maintainers check it for formatting, style, and "
|
||||
"grammar."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A good rule of thumb is that at least one subject matter expert should have "
|
||||
"approved the pull request for correctness, and at least one other maintainer "
|
||||
"should have approved the pull request for code style. Either of those people "
|
||||
"could be the person merging the pull request."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure that the reviews and approvals were left by people competent in "
|
||||
"that specific engine area. It is possible that even a long-standing member "
|
||||
"of the Godot organization left a review without having the relevant "
|
||||
"expertise."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"An easy way to find PRs that may be ready for merging is filtering by "
|
||||
"approved PRs and sorting by recently updated. For example, in the main Godot "
|
||||
"repository, you can use `this link <https://github.com/godotengine/godot/"
|
||||
"pulls?q=is%3Apr+is%3Aopen+review%3Aapproved+sort%3Aupdated-desc>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "2. Get feedback from the community"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a pull request is having trouble attracting reviewers, you may need to "
|
||||
"reach out more broadly to ask for help reviewing. Consider asking:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"the person who reported the bug if the pull request fixes the bug for them,"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"contributors who have recently edited that file if they could take a look, or"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"a more experienced maintainer from another area if they could provide "
|
||||
"feedback."
|
||||
msgstr ""
|
||||
|
||||
msgid "3. Git checklist"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Make sure that the PR comes in one commit.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When each commit is self-contained and could be used to build a clean and "
|
||||
"working version of the engine, it may be okay to merge a pull request with "
|
||||
"multiple commits, but in general, we require that all pull requests only "
|
||||
"have one commit. This helps us keep the Git history clean."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Fixes made during the review process must be squashed into the main commit."
|
||||
"**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For multi-commit PRs check that those fixes are amended in the relevant "
|
||||
"commits, and are not just applied on top of everything."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Make sure that the PR has no merge conflicts.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Contributors may need to rebase their changes on top of the relevant branch "
|
||||
"(e.g. ``master`` or ``3.x``) and manually fix merge conflicts. Even if there "
|
||||
"are no merge conflicts, contributors may need to rebase especially old PRs "
|
||||
"as the GitHub conflict checker may not catch all conflicts, or the CI may "
|
||||
"have changed since it was originally run."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Check for proper commit attribution.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a contributor uses an author signature that is not listed in their GitHub "
|
||||
"account, GitHub won't link the merged pull request to their account. This "
|
||||
"keeps them from getting proper credit in the GitHub history and makes them "
|
||||
"appear like a new contributor on the GitHub UI even after several "
|
||||
"contributions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Ultimately, it's up to the user if they want to fix it, but they can do so "
|
||||
"by authoring the Git commit with the same email they use for their GitHub "
|
||||
"account, or by adding the email they used for the Git commit to their GitHub "
|
||||
"profile."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Check for proper commit messages.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While we don't have a very strict ruleset for commit messages, we still "
|
||||
"require them to be short yet descriptive and use proper English. As a "
|
||||
"maintainer you've probably written them enough times to know how to make "
|
||||
"one, but for a general template think about *\"Fix <issue> in <part of "
|
||||
"codebase>\"*. For a more detailed recommendation see the `contributing.md "
|
||||
"<https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#format-"
|
||||
"your-commit-messages-with-readability-in-mind>`_ page in the main Godot "
|
||||
"repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "4. GitHub checklist"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Validate the target branch of the PR.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Most Godot development happens around in the ``master`` branch. Therefore "
|
||||
"most pull requests must be made against it. From there pull requests can "
|
||||
"then be backported to other branches. Be wary of people making PRs on the "
|
||||
"version they are using (e.g, ``3.3``) and guide them to make a change "
|
||||
"against a higher-order branch (e.g. ``3.x``). If the change is not "
|
||||
"applicable for the ``master`` branch, the initial PR can be made against the "
|
||||
"current maintenance branch, such as ``3.x``. It's okay for people to make "
|
||||
"multiple PRs for each target branch, especially if the changes cannot be "
|
||||
"easily backported. Cherry-picking is also an option, if possible. Use the "
|
||||
"appropriate labels if the PR can be cherrypicked (e.g. ``cherrypick:3.x``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to change the target branch of the PR, that has already been "
|
||||
"submitted, but be aware of the consequences. As it cannot be synchronized "
|
||||
"with the push, the target branch change will inevitable tag the entire list "
|
||||
"of maintainers for review. It may also render the CI incapable of running "
|
||||
"properly. A push should help with that, but if nothing else, recommend "
|
||||
"opening a new, fresh PR."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Make sure that the appropriate milestone is assigned.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will make it more obvious which version would include the submitted "
|
||||
"changes, should the pull request be merged now. Note, that the milestone is "
|
||||
"not a binding contract and does not guarantee that this version is "
|
||||
"definitely going to include the PR. If the pull request is not merged before "
|
||||
"the version is released, the milestone will be moved (and the PR itself may "
|
||||
"require a target branch change)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly, when merging a PR with a higher milestone than the current "
|
||||
"version, or a \"wildcard\" milestone (e.g. \"4.x\"), ensure to update the "
|
||||
"milestone to the current version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Make sure that the opening message of the PR contains the magic words "
|
||||
"\"Closes #...\" or \"Fixes #...\".**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These link the PR and the referenced issue together and allow GitHub to auto-"
|
||||
"close the latter when you merge the changes. Note, that this only works for "
|
||||
"the PRs that target the ``master`` branch. For others you need to pay "
|
||||
"attention and close the related issues manually. Do it with *\"Fixed by #..."
|
||||
"\"* or *\"Resolved by #...\"* comment to clearly indicate the act for future "
|
||||
"contributors."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**For the issues that get closed by the PR add the closest relevant "
|
||||
"milestone.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In other words, if the PR is targeting the ``master`` branch, but is then "
|
||||
"also cherrypicked for ``3.x``, the next ``3.x`` release would be the "
|
||||
"appropriate milestone for the closed issue."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "5. Merge the pull request"
|
||||
msgstr "Godotin asennus"
|
||||
|
||||
msgid ""
|
||||
"If it is appropriate for you to be merging a pull request (i.e. you are on "
|
||||
"the production team or you are the team leader for that area), you are "
|
||||
"confident that the pull request has been sufficiently reviewed, and once you "
|
||||
"carry out these steps you can go ahead and merge the pull request."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,609 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Pull request workflow"
|
||||
msgstr "Muutospyynnön työnkulku"
|
||||
|
||||
msgid ""
|
||||
"The so-called \"PR workflow\" used by Godot is common to many projects using "
|
||||
"Git, and should be familiar to veteran free software contributors. The idea "
|
||||
"is that only a small number (if any) commit directly to the *master* branch. "
|
||||
"Instead, contributors *fork* the project (i.e. create a copy of it, which "
|
||||
"they can modify as they wish), and then use the GitHub interface to request "
|
||||
"a *pull* from one of their fork's branches to one branch of the original "
|
||||
"(often named *upstream*) repository."
|
||||
msgstr ""
|
||||
"Godotin käyttämä niin sanottu \"PR-työnkulku\" on yleinen monissa Git-"
|
||||
"projekteissa, ja sen pitäisi olla tuttu veteraaneille vapaiden ohjelmistojen "
|
||||
"tekijöille. Ajatuksena on, että vain pieni osa (jos ollenkaan) sitoutuu "
|
||||
"suoraan *master*-haaraan. Sen sijaan avustajat * haarukoivat* projektin (ts. "
|
||||
"luovat siitä kopion, jota he voivat muokata haluamallaan tavalla) ja "
|
||||
"pyytävät sitten GitHubin käyttöliittymän avulla *pull* yhdestä "
|
||||
"haarautumishaarastaan alkuperäisen (usein *upstream* nimellä varustetun) "
|
||||
"arkiston yhteen haaraan."
|
||||
|
||||
msgid ""
|
||||
"The resulting *pull request* (PR) can then be reviewed by other "
|
||||
"contributors, which might approve it, reject it, or most often request that "
|
||||
"modifications be done. Once approved, the PR can then be merged by one of "
|
||||
"the core developers, and its commit(s) will become part of the target branch "
|
||||
"(usually the *master* branch)."
|
||||
msgstr ""
|
||||
"Tuloksena syntyvä *kutsupyyntö* (PR) voi sitten tulla muiden tekijöiden "
|
||||
"tarkasteltavaksi ja he voivat hyväksyä sen, hylätä sen tai useimmiten pyytää "
|
||||
"tekemään muutoksia. Kun PR on hyväksytty joku ydinkehittäjistä voi sulauttaa "
|
||||
"sen ja sen toimituksesta (toimituksista) tulee osa kohdehaaraa (yleensä "
|
||||
"*master*-haaraa)."
|
||||
|
||||
msgid ""
|
||||
"We will go together through an example to show the typical workflow and "
|
||||
"associated Git commands. But first, let's have a quick look at the "
|
||||
"organization of Godot's Git repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "Git source repository"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The `repository on GitHub <https://github.com/godotengine/godot>`_ is a `Git "
|
||||
"<https://git-scm.com>`_ code repository together with an embedded issue "
|
||||
"tracker and PR system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are contributing to the documentation, its repository can be found "
|
||||
"`here <https://github.com/godotengine/godot-docs>`_."
|
||||
msgstr ""
|
||||
"Jos osallistut dokumentaation tekemiseen, sen säilö löytyy `tästä "
|
||||
"osoitteesta <https://github.com/godotengine/godot-docs>`_."
|
||||
|
||||
msgid ""
|
||||
"The Git version control system is the tool used to keep track of successive "
|
||||
"edits to the source code - to contribute efficiently to Godot, learning the "
|
||||
"basics of the Git command line is *highly* recommended. There exist some "
|
||||
"graphical interfaces for Git, but they usually encourage users to take bad "
|
||||
"habits regarding the Git and PR workflow, and we therefore recommend not to "
|
||||
"use them. In particular, we advise not to use GitHub's online editor for "
|
||||
"code contributions (although it's tolerated for small fixes or documentation "
|
||||
"changes) as it enforces one commit per file and per modification, which "
|
||||
"quickly leads to PRs with an unreadable Git history (especially after peer "
|
||||
"review)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The first sections of Git's \"Book\" are a good introduction to the tool's "
|
||||
"philosophy and the various commands you need to master in your daily "
|
||||
"workflow. You can read them online on the `Git SCM <https://git-scm.com/book/"
|
||||
"en/v2>`_ website. You can also try out `GitHub's interactive guide <https://"
|
||||
"try.github.io/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "The branches on the Git repository are organized as follows:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``master`` branch is where the development of the next major version "
|
||||
"occurs. As a development branch, it can be unstable and is not meant for use "
|
||||
"in production. This is where PRs should be done in priority."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The stable branches are named after their version, e.g. ``3.1`` and ``2.1``. "
|
||||
"They are used to backport bugfixes and enhancements from the ``master`` "
|
||||
"branch to the currently maintained stable release (e.g. 3.1.2 or 2.1.6). As "
|
||||
"a rule of thumb, the last stable branch is maintained until the next minor "
|
||||
"version (e.g. the ``3.0`` branch was maintained until the release of Godot "
|
||||
"3.1). If you want to make PRs against a maintained stable branch, please "
|
||||
"check first if your changes are also relevant for the ``master`` branch, and "
|
||||
"if so make the PR for the ``master`` branch in priority. Release managers "
|
||||
"can then cherry-pick the fix to a stable branch if relevant."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There might occasionally be feature branches, usually meant to be merged "
|
||||
"into the ``master`` branch at some time."
|
||||
msgstr ""
|
||||
|
||||
msgid "Forking and cloning"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The first step is to *fork* the `godotengine/godot <https://github.com/"
|
||||
"godotengine/godot>`_ repository on GitHub. To do so, you will need to have a "
|
||||
"GitHub account and to be logged in. In the top right corner of the "
|
||||
"repository's GitHub page, you should see the \"Fork\" button as shown below:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click it, and after a while you should be redirected to your own fork of the "
|
||||
"Godot repo, with your GitHub username as namespace:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then *clone* your fork, i.e. create a local copy of the online "
|
||||
"repository (in Git speak, the *origin remote*). If you haven't already, "
|
||||
"download Git from `its website <https://git-scm.com>`_ if you're using "
|
||||
"Windows or macOS, or install it through your package manager if you're using "
|
||||
"Linux."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are on Windows, open Git Bash to type commands. macOS and Linux users "
|
||||
"can use their respective terminals."
|
||||
msgstr ""
|
||||
|
||||
msgid "To clone your fork from GitHub, use the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In our examples, the \"$\" character denotes the command line prompt on "
|
||||
"typical UNIX shells. It is not part of the command and should not be typed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After a little while, you should have a ``godot`` directory in your current "
|
||||
"working directory. Move into it using the ``cd`` command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We will start by setting up a reference to the original repository that we "
|
||||
"forked:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will create a reference named ``upstream`` pointing to the original "
|
||||
"``godotengine/godot`` repository. This will be useful when you want to pull "
|
||||
"new commits from its ``master`` branch to update your fork. You have another "
|
||||
"remote reference named ``origin``, which points to your fork (``USERNAME/"
|
||||
"godot``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You only need to do the above steps once, as long as you keep that local "
|
||||
"``godot`` folder (which you can move around if you want, the relevant "
|
||||
"metadata is hidden in its ``.git`` subfolder)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Branch it, pull it, code it, stage it, commit, push it, rebase it... "
|
||||
"technologic.*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This bad take on Daft Punk's *Technologic* shows the general conception Git "
|
||||
"beginners have of its workflow: lots of strange commands to learn by copy "
|
||||
"and paste, hoping they will work as expected. And that's actually not a bad "
|
||||
"way to learn, as long as you're curious and don't hesitate to question your "
|
||||
"search engine when lost, so we will give you the basic commands to know when "
|
||||
"working in Git."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the following, we will assume as an example that you want to implement a "
|
||||
"feature in Godot's Project Manager, which is coded in the ``editor/"
|
||||
"project_manager.cpp`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Branching"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, the ``git clone`` should have put you on the ``master`` branch "
|
||||
"of your fork (``origin``). To start your own feature development, we will "
|
||||
"create a feature branch:"
|
||||
msgstr ""
|
||||
|
||||
msgid "This command is equivalent:"
|
||||
msgstr ""
|
||||
|
||||
msgid "If you want to go back to the ``master`` branch, you'd use:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can see which branch you are currently on with the ``git branch`` "
|
||||
"command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be sure to always go back to the ``master`` branch before creating a new "
|
||||
"branch, as your current branch will be used as the base for the new one. "
|
||||
"Alternatively, you can specify a custom base branch after the new branch's "
|
||||
"name:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Updating your branch"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This would not be needed the first time (just after you forked the upstream "
|
||||
"repository). However, the next time you want to work on something, you will "
|
||||
"notice that your fork's ``master`` is several commits behind the upstream "
|
||||
"``master`` branch: pull requests from other contributors would have been "
|
||||
"merged in the meantime."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To ensure there won't be conflicts between the feature you develop and the "
|
||||
"current upstream ``master`` branch, you will have to update your branch by "
|
||||
"*pulling* the upstream branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``--rebase`` argument will ensure that any local changes that you "
|
||||
"committed will be re-applied *on top* of the pulled branch, which is usually "
|
||||
"what we want in our PR workflow. This way, when you open a pull request, "
|
||||
"your own commits will be the only difference with the upstream ``master`` "
|
||||
"branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While rebasing, conflicts may arise if your commits modified code that has "
|
||||
"been changed in the upstream branch in the meantime. If that happens, Git "
|
||||
"will stop at the conflicting commit and will ask you to resolve the "
|
||||
"conflicts. You can do so with any text editor, then stage the changes (more "
|
||||
"on that later), and proceed with ``git rebase --continue``. Repeat the "
|
||||
"operation if later commits have conflicts too, until the rebase operation "
|
||||
"completes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're unsure about what is going on during a rebase and you panic (no "
|
||||
"worry, we all do the first few times), you can abort the rebase with ``git "
|
||||
"rebase --abort``. You will then be back to the original state of your branch "
|
||||
"before calling ``git pull --rebase``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you omit the ``--rebase`` argument, you will instead create a merge "
|
||||
"commit which tells Git what to make of the two distinct branches. If any "
|
||||
"conflicts arise, they would be resolved all at once via this merge commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While this is a valid workflow and the default behavior of ``git pull``, "
|
||||
"merge commits within PRs are frowned upon in our PR workflow. We only use "
|
||||
"them when merging PRs into the upstream branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The philosophy is that a PR should represent the final stage of the changes "
|
||||
"made to the codebase, and we are not interested in mistakes and fixes that "
|
||||
"would have been done in intermediate stages before merging. Git gives us "
|
||||
"great tools to \"rewrite the history\" and make it as if we got things right "
|
||||
"the first time, and we're happy to use it to ensure that changes are easy to "
|
||||
"review and understand long after they have been merged."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have already created a merge commit without using ``rebase``, or have "
|
||||
"made any other changes that have resulted in undesired history, the best "
|
||||
"option is to use an *interactive rebase* on the upstream branch. See the :"
|
||||
"ref:`dedicated section <doc_pr_workflow_rebase>` for instructions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If at any time you want to *reset* a local branch to a given commit or "
|
||||
"branch, you can do so with ``git reset --hard <commit ID>`` or ``git reset --"
|
||||
"hard <remote>/<branch>`` (e.g. ``git reset --hard upstream/master``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be warned that this will remove any changes that you might have committed in "
|
||||
"this branch. If you ever lose commits by mistake, use the ``git reflog`` "
|
||||
"command to find the commit ID of the previous state that you would like to "
|
||||
"restore, and use it as argument of ``git reset --hard`` to go back to that "
|
||||
"state."
|
||||
msgstr ""
|
||||
|
||||
msgid "Making changes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You would then do your changes to our example's ``editor/project_manager."
|
||||
"cpp`` file with your usual development environment (text editor, IDE, etc.)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, those changes are *unstaged*. The staging area is a layer "
|
||||
"between your working directory (where you make your modifications) and the "
|
||||
"local Git repository (the commits and all the metadata in the ``.git`` "
|
||||
"folder). To bring changes from the working directory to the Git repository, "
|
||||
"you need to *stage* them with the ``git add`` command, and then to commit "
|
||||
"them with the ``git commit`` command."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are various commands you should know to review your current work, "
|
||||
"before staging it, while it is staged, and after it has been committed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git diff`` will show you the current unstaged changes, i.e. the "
|
||||
"differences between your working directory and the staging area."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git checkout -- <files>`` will undo the unstaged changes to the given "
|
||||
"files."
|
||||
msgstr ""
|
||||
|
||||
msgid "``git add <files>`` will *stage* the changes on the listed files."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git diff --staged`` will show the current staged changes, i.e. the "
|
||||
"differences between the staging area and the last commit."
|
||||
msgstr ""
|
||||
|
||||
msgid "``git reset HEAD <files>`` will *unstage* changes to the listed files."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git status`` will show you what are the currently staged and unstaged "
|
||||
"modifications."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git commit`` will commit the staged files. It will open a text editor (you "
|
||||
"can define the one you want to use with the ``GIT_EDITOR`` environment "
|
||||
"variable or the ``core.editor`` setting in your Git configuration) to let "
|
||||
"you write a commit log. You can use ``git commit -m \"Cool commit log\"`` to "
|
||||
"write the log directly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git commit --amend`` lets you amend the last commit with your currently "
|
||||
"staged changes (added with ``git add``). This is the best option if you want "
|
||||
"to fix a mistake in the last commit (bug, typo, style issue, etc.)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git log`` will show you the last commits of your current branch. If you "
|
||||
"did local commits, they should be shown at the top."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git show`` will show you the changes of the last commit. You can also "
|
||||
"specify a commit hash to see the changes for that commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"That's a lot to memorize! Don't worry, just check this cheat sheet when you "
|
||||
"need to make changes, and learn by doing."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's how the shell history could look like on our example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With this, we should have two new commits in our ``better-project-manager`` "
|
||||
"branch which were not in the ``master`` branch. They are still only local "
|
||||
"though, the remote fork does not know about them, nor does the upstream repo."
|
||||
msgstr ""
|
||||
|
||||
msgid "Pushing changes to a remote"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"That's where ``git push`` will come into play. In Git, a commit is always "
|
||||
"done in the local repository (unlike Subversion where a commit will modify "
|
||||
"the remote repository directly). You need to *push* the new commits to a "
|
||||
"remote branch to share them with the world. The syntax for this is:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The part about the remote branch can be omitted if you want it to have the "
|
||||
"same name as the local branch, which is our case in this example, so we will "
|
||||
"do:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Git will ask you for your username and password. For your password, enter "
|
||||
"your GitHub Personal Access Token (PAT). If you do not have a GitHub "
|
||||
"Personal Access Token, or do not have one with the correct permissions for "
|
||||
"your newly forked repository, you will need to create one. Follow this link "
|
||||
"to create your Personal Access Token: `Creating a personal access token "
|
||||
"<https://docs.github.com/en/authentication/keeping-your-account-and-data-"
|
||||
"secure/creating-a-personal-access-token>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After you have successfully verified your account using your PAT, the "
|
||||
"changes will be sent to your remote repository. If you check the fork's page "
|
||||
"on GitHub, you should see a new branch with your added commits."
|
||||
msgstr ""
|
||||
|
||||
msgid "Issuing a pull request"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you load your fork's branch on GitHub, you should see a line saying "
|
||||
"*\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially "
|
||||
"some commits behind, if your ``master`` branch was out of sync with the "
|
||||
"upstream ``master`` branch)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On that line, there is a \"Pull request\" link. Clicking it will open a form "
|
||||
"that will let you issue a pull request on the ``godotengine/godot`` upstream "
|
||||
"repository. It should show you your two commits, and state \"Able to "
|
||||
"merge\". If not (e.g. it has way more commits, or says there are merge "
|
||||
"conflicts), don't create the PR yet, something went wrong. Go to our `Godot "
|
||||
"Contributors Chat <https://chat.godotengine.org/>`_ and ask for support :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use an explicit title for the PR and put the necessary details in the "
|
||||
"comment area. You can drag and drop screenshots, GIFs or zipped projects if "
|
||||
"relevant, to showcase what your work implements. Click \"Create a pull "
|
||||
"request\", and tadaa!"
|
||||
msgstr ""
|
||||
|
||||
msgid "Modifying a pull request"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While it is reviewed by other contributors, you will often need to make "
|
||||
"changes to your yet-unmerged PR, either because contributors requested them, "
|
||||
"or because you found issues yourself while testing."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The good news is that you can modify a pull request simply by acting on the "
|
||||
"branch you made the pull request from. You can e.g. make a new commit on "
|
||||
"that branch, push it to your fork, and the PR will be updated automatically:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, be aware that in our PR workflow, we favor commits that bring the "
|
||||
"codebase from one functional state to another functional state, without "
|
||||
"having intermediate commits fixing up bugs in your own code or style issues. "
|
||||
"Most of the time, we will prefer a single commit in a given PR (unless "
|
||||
"there's a good reason to keep the changes separate). Instead of authoring a "
|
||||
"new commit, consider using ``git commit --amend`` to amend the previous "
|
||||
"commit with your fixes. The above example would then become:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The interactive rebase"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you didn't follow the above steps closely to *amend* changes into a "
|
||||
"commit instead of creating fixup commits, or if you authored your changes "
|
||||
"without being aware of our workflow and Git usage tips, reviewers might "
|
||||
"request of your to *rebase* your branch to *squash* some or all of the "
|
||||
"commits into one."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Indeed, if some commits have been made following reviews to fix bugs, typos, "
|
||||
"etc. in the original commit, they are not relevant to a future changelog "
|
||||
"reader who would want to know what happened in the Godot codebase, or when "
|
||||
"and how a given file was last modified."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To squash those extraneous commits into the main one, we will have to "
|
||||
"*rewrite history*. Right, we have that power. You may read that it's a bad "
|
||||
"practice, and it's true when it comes to branches of the upstream repo. But "
|
||||
"in your fork, you can do whatever you want, and everything is allowed to get "
|
||||
"neat PRs :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We will use the *interactive rebase* ``git rebase -i`` to do this. This "
|
||||
"command takes a commit ID or a branch name as argument, and will let you "
|
||||
"modify all commits between that commit/branch and the last one in your "
|
||||
"working branch, the so-called ``HEAD``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While you can give any commit ID to ``git rebase -i`` and review everything "
|
||||
"in between, the most common and convenient workflow involves rebasing on the "
|
||||
"upstream ``master`` branch, which you can do with:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Referencing branches in Git is a bit tricky due to the distinction between "
|
||||
"remote and local branches. Here, ``upstream/master`` (with a `/`) is a local "
|
||||
"branch which has been pulled from the ``upstream`` remote's ``master`` "
|
||||
"branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Interactive rebases can only be done on local branches, so the `/` is "
|
||||
"important here. As the upstream remote changes frequently, your local "
|
||||
"``upstream/master`` branch may become outdated, so you can update it with "
|
||||
"``git fetch upstream master``. Contrarily to ``git pull --rebase upstream "
|
||||
"master`` which would update your currently checked out branch, ``fetch`` "
|
||||
"will only update the ``upstream/master`` reference (which is distinct from "
|
||||
"your local ``master`` branch... yes it's confusing, but you'll become "
|
||||
"familiar with this little by little)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will open a text editor (``vi`` by default, see `Git docs <https://git-"
|
||||
"scm.com/book/en/v2/Customizing-Git-Git-Configuration#_core_editor>`_ to "
|
||||
"configure your favorite one) with something which may look like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor will also show instructions regarding how you can act on those "
|
||||
"commits. In particular, it should tell you that \"pick\" means to use that "
|
||||
"commit (do nothing), and that \"squash\" and \"fixup\" can be used to *meld* "
|
||||
"the commit in its parent commit. The difference between \"squash\" and "
|
||||
"\"fixup\" is that \"fixup\" will discard the commit log from the squashed "
|
||||
"commit. In our example, we are not interested in keeping the log of the "
|
||||
"\"Fix a typo\" commit, so we use:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Upon saving and quitting the editor, the rebase will occur. The second "
|
||||
"commit will be melded into the first one, and ``git log`` and ``git show`` "
|
||||
"should now confirm that you have only one commit with the changes from both "
|
||||
"previous commits."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"But! You rewrote the history, and now your local and remote branches have "
|
||||
"diverged. Indeed, commit 1b4aad7 in the above example will have changed, and "
|
||||
"therefore got a new commit hash. If you try to push to your remote branch, "
|
||||
"it will raise an error:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a sane behavior, Git will not let you push changes that would "
|
||||
"override remote content. But that's actually what we want to do here, so we "
|
||||
"will have to *force* it:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And tadaa! Git will happily *replace* your remote branch with what you had "
|
||||
"locally (so make sure that's what you wanted, using ``git log``). This will "
|
||||
"also update the PR accordingly."
|
||||
msgstr ""
|
||||
|
||||
msgid "Deleting a Git branch"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After your pull request gets merged, there's one last thing you should do: "
|
||||
"delete your Git branch for the PR. There won't be issues if you don't delete "
|
||||
"your branch, but it's good practice to do so. You'll need to do this twice, "
|
||||
"once for the local branch and another for the remote branch on GitHub."
|
||||
msgstr ""
|
||||
|
||||
msgid "To delete our better Project Manager branch locally, use this command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, if the branch hadn't been merged yet and we wanted to delete "
|
||||
"it anyway, instead of ``-d`` you would use ``-D``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Next, to delete the remote branch on GitHub use this command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also delete the remote branch from the GitHub PR itself, a button "
|
||||
"should appear once it has been merged or closed."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,138 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Testing pull requests"
|
||||
msgstr "Godotin asennus"
|
||||
|
||||
msgid ""
|
||||
"Many people are developing new features or fixing bugs on GitHub. To help "
|
||||
"with engine development, you may be asked to test those pull requests with a "
|
||||
"Godot build that includes code from the pull request in question."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Thanks to GitHub Actions, all `pull requests <https://github.com/godotengine/"
|
||||
"godot/pulls>`__ have continuous builds available. These builds let you try "
|
||||
"out pull requests without having to compile anything from source."
|
||||
msgstr ""
|
||||
|
||||
msgid "Downloading a compiled build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can download pull request builds from GitHub Actions. Since only signed "
|
||||
"in users may download builds directly from GitHub Actions, the procedure "
|
||||
"varies depending on whether you have a GitHub account or not."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Due to a GitHub Actions limitation, builds are only available for 90 days "
|
||||
"after the pull request was last updated. If you still wish to try a pull "
|
||||
"request locally, you can :ref:`compile the pull request branch from source "
|
||||
"<doc_testing_pull_requests_compile>` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you have a GitHub account"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the pull request page. Click the **Checks** tab near the top of the "
|
||||
"page:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the **Artifacts** dropdown on the right of the page:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the dropdown, click the artifact's name to download it. Remember to "
|
||||
"scroll if you cannot see the name of the platform you're looking for:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Extract the ZIP archive then run the executable. Note that Windows and macOS "
|
||||
"binaries are **not** code signed. This means you may have to bypass a "
|
||||
"security warning before you can run the executable. On Windows, if you "
|
||||
"frequently test pull request builds, it may be better to disable Windows "
|
||||
"SmartScreen permanently in the Windows security settings. On macOS, see :ref:"
|
||||
"`doc_running_on_macos` for instructions on bypassing Gatekeeper."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you don't have a GitHub account"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you don't have a GitHub account and can't sign up for one, you can use "
|
||||
"the third-party `nightly.link <https://nightly.link>`__ service to generate "
|
||||
"a universal download link."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the pull request page. Click the *fork*'s branch name near the top of "
|
||||
"the page:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now that you are on the fork's branch page, click the ``.github`` folder at "
|
||||
"the top of the file list. Then, click on the ``workflows`` folder (whicb is "
|
||||
"inside the ``.github`` folder). Click the workflow file for the platform you "
|
||||
"wish to download artifacts for. *After* clicking on the file (which opens "
|
||||
"the file view), copy the page URL from your browser's address bar."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the `nightly.link <https://nightly.link>`__ website and paste the URL "
|
||||
"you just copied into the text field located below the heading **Paste a "
|
||||
"GitHub link, get a nightly.link!**. After pasting the URL, click **Get "
|
||||
"links** on the right. If the format of the URL you pasted is correct, you "
|
||||
"should be presented with a page like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the URL of the artifact you wish to download."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Extract the ZIP archive then run the executable. Note that Windows and macOS "
|
||||
"binaries are not code signed. This means you may have to bypass a security "
|
||||
"warning before you can run the executable. If you frequently test pull "
|
||||
"request builds, it may be better to disable Windows SmartScreen or `disable "
|
||||
"macOS Gatekeeper <https://disable-gatekeeper.github.io/>`__ permanently."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling a pull request branch from source"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This approach may be needed for pull requests that were last updated more "
|
||||
"than 90 days ago, or to test on platforms and configurations that are not "
|
||||
"supported by Godot's GitHub Actions setup."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now that you are on the fork's branch page, click the green **Code** button "
|
||||
"on the right of the page then choose **Download ZIP** in the dropdown:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Extract the ZIP archive and follow the :ref:`compiling <toc-devel-"
|
||||
"compiling>` instructions for your operating system."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,117 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Setting up the project"
|
||||
msgstr "Projektin perustus"
|
||||
|
||||
msgid "In this short first part, we'll set up and organize the project."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Launch Godot and create a new project."
|
||||
msgstr "Uuden projektin luominen"
|
||||
|
||||
msgid ""
|
||||
"When creating the new project, you only need to choose a valid *Project "
|
||||
"Path*. You can leave the other default settings alone."
|
||||
msgstr ""
|
||||
|
||||
msgid "GDScript"
|
||||
msgstr "GDScript"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Download `dodge_the_creeps_2d_assets.zip <https://github.com/godotengine/"
|
||||
"godot-docs-project-starters/releases/download/latest-4.x/"
|
||||
"dodge_the_creeps_2d_assets.zip>`_. The archive contains the images and "
|
||||
"sounds you'll be using to make the game. Extract the archive and move the "
|
||||
"``art/`` and ``fonts/`` directories to your project's directory."
|
||||
msgstr ""
|
||||
"Käynnistä Godot ja luo uusi projekti. Lataa sen jälkeen :download:"
|
||||
"`dodge_assets.zip <files/dodge_assets.zip>` - kuvat ja äänet, joita tulet "
|
||||
"käyttämään pelin tekemisessä. Pura nämä tiedostot projektisi kansioon."
|
||||
|
||||
msgid "C#"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Ensure that you have the required dependencies to use C# in Godot. You need "
|
||||
"the latest stable .NET SDK, and an editor such as VS Code. See :ref:"
|
||||
"`doc_c_sharp_setup`."
|
||||
msgstr ""
|
||||
|
||||
msgid "C++"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The C++ part of this tutorial wasn't rewritten for the new GDExtension "
|
||||
"system yet."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Your project folder should look like this."
|
||||
msgstr "Skenepuusi pitäisi näyttää tältä:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"This game is designed for portrait mode, so we need to adjust the size of "
|
||||
"the game window. Click on *Project -> Project Settings* to open the project "
|
||||
"settings window and in the left column, open the *Display -> Window* tab. "
|
||||
"There, set \"Viewport Width\" to ``480`` and \"Viewport Height\" to ``720``."
|
||||
msgstr ""
|
||||
"Tämä peli käyttää potrettitilaa, joten meidän täytyy säätää peli-ikkunan "
|
||||
"kokoa. Napsauta Projekti -> Projektin asetukset -> Display -> Window, ja "
|
||||
"aseta \"Width\" arvoon ``480`` ja \"Height\" arvoon ``720``."
|
||||
|
||||
msgid ""
|
||||
"Also, under the **Stretch** options, set **Mode** to ``canvas_items`` and "
|
||||
"**Aspect** to ``keep``. This ensures that the game scales consistently on "
|
||||
"different sized screens."
|
||||
msgstr ""
|
||||
|
||||
msgid "Organizing the project"
|
||||
msgstr "Projektin järjestäminen"
|
||||
|
||||
msgid ""
|
||||
"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and "
|
||||
"``HUD``, which we will combine into the game's ``Main`` scene."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"In a larger project, it might be useful to create folders to hold the "
|
||||
"various scenes and their scripts, but for this relatively small game, you "
|
||||
"can save your scenes and scripts in the project's root folder, identified by "
|
||||
"``res://``. You can see your project folders in the FileSystem dock in the "
|
||||
"lower left corner:"
|
||||
msgstr ""
|
||||
"Teemme tähän projektiin kolme itsenäistä skeneä: ``Player``, ``Mob``, ja "
|
||||
"``HUD``, jotka yhdistämme pelin ``Main`` skeneen. Suuremmassa projektissa "
|
||||
"voisi olla hyödyllistä tehdä kansioita eri skeneille ja niiden skripteille, "
|
||||
"mutta tätä suhteellisen pientä peliä varten voit tallentaa skenesi ja "
|
||||
"skriptisi juurikansioon, johon viitataan ``res://``. Näet projektisi kansiot "
|
||||
"Tiedostojärjestelmä-telakassa vasemmassa alakulmassa:"
|
||||
|
||||
msgid ""
|
||||
"With the project in place, we're ready to design the player scene in the "
|
||||
"next lesson."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,193 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Creating the player scene"
|
||||
msgstr "Polygonien luonti"
|
||||
|
||||
msgid ""
|
||||
"With the project settings in place, we can start working on the player-"
|
||||
"controlled character."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The first scene will define the ``Player`` object. One of the benefits of "
|
||||
"creating a separate Player scene is that we can test it separately, even "
|
||||
"before we've created other parts of the game."
|
||||
msgstr ""
|
||||
"Ensimmäinen skene, jonka teemme, määrittelee ``Player`` objektin. Yksi etu "
|
||||
"erillisen pelaajaskenen luomisesta on, että voimme testata sitä erillisesti, "
|
||||
"jo ennen kuin olemme luoneet pelin muut osat."
|
||||
|
||||
msgid "Node structure"
|
||||
msgstr "Solmurakenne"
|
||||
|
||||
msgid ""
|
||||
"To begin, we need to choose a root node for the player object. As a general "
|
||||
"rule, a scene's root node should reflect the object's desired functionality "
|
||||
"- what the object *is*. Click the \"Other Node\" button and add an :ref:"
|
||||
"`Area2D <class_Area2D>` node to the scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot will display a warning icon next to the node in the scene tree. You "
|
||||
"can ignore it for now. We will address it later."
|
||||
msgstr ""
|
||||
"Godot näyttää varoitus kuvakkeen solmun vieressä skenepuussa. Voit sivuuttaa "
|
||||
"sen nyt. Me huomioimme sen myöhemmin."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"With ``Area2D`` we can detect objects that overlap or run into the player. "
|
||||
"Change the node's name to ``Player`` by double-clicking on it. Now that "
|
||||
"we've set the scene's root node, we can add additional nodes to give it more "
|
||||
"functionality."
|
||||
msgstr ""
|
||||
"``Area2D`` solmulla voimme tunnistaa objektit, jotka ovat pelaajan kanssa "
|
||||
"päällekäin tai törmäävät siihen. Muuta sen nimeksi ``Player`` napsauttamalla "
|
||||
"solmun nimeä. Tämä on skenen juurisolmu. Voimme lisätä lisää solmuja "
|
||||
"pelaajalle lisätäksemme toiminnallisuutta."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Before we add any children to the ``Player`` node, we want to make sure we "
|
||||
"don't accidentally move or resize them by clicking on them. Select the node "
|
||||
"and click the icon to the right of the lock. Its tooltip says \"Make "
|
||||
"selected node's children not selectable.\""
|
||||
msgstr ""
|
||||
"Ennen kuin lisäämme ``Player`` solmulle yhtään alisolmuja, haluamme pitää "
|
||||
"huolen ettemme vahingossa siirrä niitä tai muuta niiden kokoa napsauttamalla "
|
||||
"niitä. Valitse solmu ja napsauta lukon vasemmalla puolella olevaa kuvaketta; "
|
||||
"sen työkaluvihjeessä lukee \"Varmistaa, ettei objektin alisolmuja voi valita."
|
||||
"\""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/"
|
||||
"Linux or :kbd:`Cmd + S` on macOS."
|
||||
msgstr ""
|
||||
"Tallenna skene. Napsauta Skene -> Tallenna skene, tai paina ``Ctrl+S`` "
|
||||
"Windowsissa tai Linuxissa, tai ``Command+S`` Macissa."
|
||||
|
||||
msgid "For this project, we will be following the Godot naming conventions."
|
||||
msgstr "Tässä projektissa noudatamme Godotin nimeämiskäytäntöjä."
|
||||
|
||||
msgid ""
|
||||
"**GDScript**: Classes (nodes) use PascalCase, variables and functions use "
|
||||
"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)."
|
||||
msgstr ""
|
||||
"**GDScript**: Luokat (solmut) käyttävät PascalCase tyyliä, muuttujat ja "
|
||||
"funktiot käyttävät snake_case tyyliä, ja vakiot käyttävät ALL_CAPS tyyliä "
|
||||
"(katso :ref:`doc_gdscript_styleguide`)."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"**C#**: Classes, export variables and methods use PascalCase, private fields "
|
||||
"use _camelCase, local variables and parameters use camelCase (See :ref:"
|
||||
"`doc_c_sharp_styleguide`). Be careful to type the method names precisely "
|
||||
"when connecting signals."
|
||||
msgstr ""
|
||||
"**C#**: Luokat, vientimuuttujat ja metodit käyttävät PascalCase tyyliä, "
|
||||
"yksityiset kentät käyttävät _camelCase tyyliä, paikalliset muuttujat ja "
|
||||
"parametrit käyttävät camelCase tyyliä (katso :ref:"
|
||||
"`doc_c_sharp_styleguide`). Ole huolellinen ja kirjoita metodien nimet "
|
||||
"tarkasti kytkiessäsi signaaleja."
|
||||
|
||||
msgid "Sprite animation"
|
||||
msgstr "Spriten animaatio"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Click on the ``Player`` node and add (:kbd:`Ctrl + A`) a child node :ref:"
|
||||
"`AnimatedSprite2D <class_AnimatedSprite2D>`. The ``AnimatedSprite2D`` will "
|
||||
"handle the appearance and animations for our player. Notice that there is a "
|
||||
"warning symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:"
|
||||
"`SpriteFrames <class_SpriteFrames>` resource, which is a list of the "
|
||||
"animations it can display. To create one, find the ``Sprite Frames`` "
|
||||
"property under the ``Animation`` tab in the Inspector and click \"[empty]\" -"
|
||||
"> \"New SpriteFrames\". Click again to open the \"SpriteFrames\" panel:"
|
||||
msgstr ""
|
||||
"Napsauta ``Player`` solmua ja lisää :ref:`AnimatedSprite "
|
||||
"<class_AnimatedSprite>` solmu sen alisolmuksi. ``AnimatedSprite`` hoitaa "
|
||||
"pelaajamme ulkoasun ja animaatiot. Huomaa, että solmun vieressä on "
|
||||
"varoitusmerkki. ``AnimatedSprite`` tarvitsee :ref:`SpriteFrames "
|
||||
"<class_SpriteFrames>` resurssin, joka on lista animaatioista, joita se voi "
|
||||
"toistaa. Luodaksesi sellaisen, etsi ``Frames`` ominaisuus Tarkastelijasta ja "
|
||||
"napsauta \"[empty]\" -> \"New SpriteFrames\". Napsauta uudelleen avataksesi "
|
||||
"\"SpriteFrames\" paneelin:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"On the left is a list of animations. Click the \"default\" one and rename it "
|
||||
"to \"walk\". Then click the \"Add Animation\" button to create a second "
|
||||
"animation named \"up\". Find the player images in the \"FileSystem\" tab - "
|
||||
"they're in the ``art`` folder you unzipped earlier. Drag the two images for "
|
||||
"each animation, named ``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, "
|
||||
"into the \"Animation Frames\" side of the panel for the corresponding "
|
||||
"animation:"
|
||||
msgstr ""
|
||||
"Vasemmalla on lista animaatioista. Napsauta \"default\" nimistä ja anna "
|
||||
"sille uudeksi nimeksi \"right\". Napsauta sen jälkeen \"Lisää\" painiketta "
|
||||
"luodaksesi toisen animaation, jonka nimeksi tulee \"up\". Vedä kullekin "
|
||||
"animaatiolle kaksi kuvaa, nimeltään ``playerGrey_up[1/2]`` ja "
|
||||
"``playerGrey_walk[1/2]``, paneelin \"Animaatioruudut\" puolelle:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The player images are a bit too large for the game window, so we need to "
|
||||
"scale them down. Click on the ``AnimatedSprite2D`` node and set the "
|
||||
"``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under "
|
||||
"the ``Node2D`` heading."
|
||||
msgstr ""
|
||||
"Pelaajakuvat on hieman liian suuria peli-ikkunalle, joten meidän täytyy "
|
||||
"pienentää niitä. Napsauta ``AnimatedSprite`` solmua ja aseta ``Scale`` "
|
||||
"ominaisuus arvoon ``(0.5, 0.5)``. Löydät sen Tarkastelijasta ``Node2D`` "
|
||||
"otsikon alta."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child "
|
||||
"of ``Player``. This will determine the player's \"hitbox\", or the bounds of "
|
||||
"its collision area. For this character, a ``CapsuleShape2D`` node gives the "
|
||||
"best fit, so next to \"Shape\" in the Inspector, click \"[empty]\" -> \"New "
|
||||
"CapsuleShape2D\". Using the two size handles, resize the shape to cover the "
|
||||
"sprite:"
|
||||
msgstr ""
|
||||
"Lisää lopuksi :ref:`CollisionShape2D <class_CollisionShape2D>` ``Player`` "
|
||||
"solmun alle. Tämä määrittelee pelaajan \"osumalaatikon\" tai törmäysalueen "
|
||||
"rajat. Tälle hahmolle sopii parhaiten ``CapsuleShape2D`` solmu, joten "
|
||||
"napsauta Tarkastelijassa \"Shape\" ominaisuuden vierestä \"[empty]\" -> "
|
||||
"\"New CapsuleShape2D\". Käyttäen kahta kahvaa, venytä muoto kattamaan koko "
|
||||
"sprite:"
|
||||
|
||||
msgid "When you're finished, your ``Player`` scene should look like this:"
|
||||
msgstr "Kun olet valmis, ``Player`` skenesi pitäisi näyttää tältä:"
|
||||
|
||||
msgid "Make sure to save the scene again after these changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the next part, we'll add a script to the player node to move and animate "
|
||||
"it. Then, we'll set up collision detection to know when the player got hit "
|
||||
"by something."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,435 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Coding the player"
|
||||
msgstr "Pelaajan liikuttaminen"
|
||||
|
||||
msgid ""
|
||||
"In this lesson, we'll add player movement, animation, and set it up to "
|
||||
"detect collisions."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"To do so, we need to add some functionality that we can't get from a built-"
|
||||
"in node, so we'll add a script. Click the ``Player`` node and click the "
|
||||
"\"Attach Script\" button:"
|
||||
msgstr ""
|
||||
"Nyt meidän täytyy lisätä hiukan toiminnallisuutta, jota emme voi saada "
|
||||
"valmiilta solmulta, joten lisäämme skriptin. Napsauta ``Player`` solmua ja "
|
||||
"\"Lisää skripti\" painiketta:"
|
||||
|
||||
msgid ""
|
||||
"In the script settings window, you can leave the default settings alone. "
|
||||
"Just click \"Create\":"
|
||||
msgstr ""
|
||||
"Skriptin asetukset -ikkunassa voit antaa oletusasetuksien olla sellaisenaan. "
|
||||
"Napsauta vain \"Luo\":"
|
||||
|
||||
msgid ""
|
||||
"If you're creating a C# script or other languages, select the language from "
|
||||
"the `language` drop down menu before hitting create."
|
||||
msgstr ""
|
||||
"Jos olet luomassa C#-skriptiä tai muun kielistä skriptiä, valitse kieli "
|
||||
"`kieli`-pudotusvalikosta ennen kuin huitaiset luontinappia."
|
||||
|
||||
msgid ""
|
||||
"If this is your first time encountering GDScript, please read :ref:"
|
||||
"`doc_scripting` before continuing."
|
||||
msgstr ""
|
||||
|
||||
msgid "Start by declaring the member variables this object will need:"
|
||||
msgstr ""
|
||||
"Aloita luomalla ne jäsenmuuttujat, jotka tämä objekti tulee tarvitsemaan:"
|
||||
|
||||
msgid ""
|
||||
"Using the ``export`` keyword on the first variable ``speed`` allows us to "
|
||||
"set its value in the Inspector. This can be handy for values that you want "
|
||||
"to be able to adjust just like a node's built-in properties. Click on the "
|
||||
"``Player`` node and you'll see the property now appears in the \"Script "
|
||||
"Variables\" section of the Inspector. Remember, if you change the value "
|
||||
"here, it will override the value written in the script."
|
||||
msgstr ""
|
||||
"Käyttäen ``export`` avainsanaa ensimmäiselle muuttujalle ``speed`` antaa "
|
||||
"meidän asettaa sen arvon Tarkastelijassa. Se voi olla kätevää arvoille, "
|
||||
"joita haluat säätää kuin ne olisivat solmun valmiita ominaisuuksia. Napsauta "
|
||||
"``Player`` solmua ja aseta nopeusominaisuudeksi ``400``."
|
||||
|
||||
msgid ""
|
||||
"If you're using C#, you need to (re)build the project assemblies whenever "
|
||||
"you want to see new export variables or signals. This build can be manually "
|
||||
"triggered by clicking the \"Build\" button at the top right of the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A manual build can also be triggered from the MSBuild Panel. Click the word "
|
||||
"\"MSBuild\" at the bottom of the editor window to reveal the MSBuild Panel, "
|
||||
"then click the \"Build\" button."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``_ready()`` function is called when a node enters the scene tree, which "
|
||||
"is a good time to find the size of the game window:"
|
||||
msgstr ""
|
||||
"``_ready()`` funktiota kutsutaan, kun solmu lisätään skenepuuhun, mikä on "
|
||||
"hyvä hetki hakea peli-ikkunan koko:"
|
||||
|
||||
msgid ""
|
||||
"Now we can use the ``_process()`` function to define what the player will "
|
||||
"do. ``_process()`` is called every frame, so we'll use it to update elements "
|
||||
"of our game, which we expect will change often. For the player, we need to "
|
||||
"do the following:"
|
||||
msgstr ""
|
||||
"Nyt voimme käyttää ``_process()`` funktiota määrittelemään mitä pelaaja "
|
||||
"tekee. ``_process()`` funktiota kutsutaan jokaisella ruudunpäivityksellä, "
|
||||
"joten käytämme sitä päivittämään pelimme niitä osasia joiden odotamme "
|
||||
"muuttuvan usein. Pelaajan osalta teemme siinä seuraavaa:"
|
||||
|
||||
msgid "Check for input."
|
||||
msgstr "Tarkista syöte."
|
||||
|
||||
msgid "Move in the given direction."
|
||||
msgstr "Liiku annettuun suuntaan."
|
||||
|
||||
msgid "Play the appropriate animation."
|
||||
msgstr "Toista asiaankuuluva animaatio."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"First, we need to check for input - is the player pressing a key? For this "
|
||||
"game, we have 4 direction inputs to check. Input actions are defined in the "
|
||||
"Project Settings under \"Input Map\". Here, you can define custom events and "
|
||||
"assign different keys, mouse events, or other inputs to them. For this game, "
|
||||
"we will map the arrow keys to the four directions."
|
||||
msgstr ""
|
||||
"Ensin meidän täytyy tarkistaa syöte - painaako pelaaja jotain näppäintä? "
|
||||
"Tässä pelissä meillä on neljän suunnan syötteet tarkistettavana. "
|
||||
"Syötetoiminnot on määritelty Projektin asetuksissa kohdassa \"Input Map\". "
|
||||
"Voit määritellä omia tapahtumia ja asettaa niille eri näppäimiä, "
|
||||
"hiiritapahtumia ja muita syötteitä. Tässä esimerkissä käytämme "
|
||||
"oletustapahtumia, jotka on asetettu näppäimistön nuolinäppäimille."
|
||||
|
||||
msgid ""
|
||||
"Click on *Project -> Project Settings* to open the project settings window "
|
||||
"and click on the *Input Map* tab at the top. Type \"move_right\" in the top "
|
||||
"bar and click the \"Add\" button to add the ``move_right`` action."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We need to assign a key to this action. Click the \"+\" icon on the right, "
|
||||
"to open the event manager window."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The \"Listening for Input...\" field should automatically be selected. Press "
|
||||
"the \"right\" key on your keyboard, and the menu should look like this now."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the \"ok\" button. The \"right\" key is now associated with the "
|
||||
"``move_right`` action."
|
||||
msgstr ""
|
||||
|
||||
msgid "Repeat these steps to add three more mappings:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``move_left`` mapped to the left arrow key."
|
||||
msgstr ""
|
||||
|
||||
msgid "``move_up`` mapped to the up arrow key."
|
||||
msgstr ""
|
||||
|
||||
msgid "And ``move_down`` mapped to the down arrow key."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Your input map tab should look like this:"
|
||||
msgstr "Skenepuusi pitäisi näyttää tältä:"
|
||||
|
||||
msgid "Click the \"Close\" button to close the project settings."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We only mapped one key to each input action, but you can map multiple keys, "
|
||||
"joystick buttons, or mouse buttons to the same input action."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"You can detect whether a key is pressed using ``Input.is_action_pressed()``, "
|
||||
"which returns ``true`` if it's pressed or ``false`` if it isn't."
|
||||
msgstr ""
|
||||
"Voit tunnistaa onko näppäintä painettu käyttämällä ``Input."
|
||||
"is_action_pressed()`` funktiota, joka palauttaa ``true``, jos sitä on "
|
||||
"painettu ja ``false`` jos ei ole."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player "
|
||||
"should not be moving. Then we check each input and add/subtract from the "
|
||||
"``velocity`` to obtain a total direction. For example, if you hold ``right`` "
|
||||
"and ``down`` at the same time, the resulting ``velocity`` vector will be "
|
||||
"``(1, 1)``. In this case, since we're adding a horizontal and a vertical "
|
||||
"movement, the player would move *faster* diagonally than if it just moved "
|
||||
"horizontally."
|
||||
msgstr ""
|
||||
"Aloitamme asettamalla ``velocity`` arvoksi ``(0, 0)`` – lähtökohtaisesti "
|
||||
"pelihahmon ei pitäisi olla liikkeessä. Tarkistamme sitten kunkin syötteen ja "
|
||||
"kasvatamme/vähennämme ``velocity`` arvoa saadaksemme lopullisen suunnan. Jos "
|
||||
"esimerkiksi painat ``oikealle`` ja ``alas`` samanaikasesti, lopputuloksena "
|
||||
"oleva ``velocity`` vektori on ``(1, 1)``. Tässä tapauksessa, koska "
|
||||
"kasvatamme sekä vaaka- että pystyliikettä, pelihahmo liikkuisi *nopeammin* "
|
||||
"kuin jos se liikkuisi vain vaakasuuntaisesti."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"We can prevent that if we *normalize* the velocity, which means we set its "
|
||||
"*length* to ``1``, then multiply by the desired speed. This means no more "
|
||||
"fast diagonal movement."
|
||||
msgstr ""
|
||||
"Voimme estää sen, jos *normalisoimme* nopeusvektorin, mikä tarkoittaa että "
|
||||
"asetamme sen *pituudeksi* ``1`` ja kerromme sen halutulla nopeudella. Tämän "
|
||||
"seurauksena vinottainen liike ei ole enää nopeampaa."
|
||||
|
||||
msgid ""
|
||||
"If you've never used vector math before, or need a refresher, you can see an "
|
||||
"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to "
|
||||
"know but won't be necessary for the rest of this tutorial."
|
||||
msgstr ""
|
||||
"Jos et ole koskaan käyttänyt vektorimatematiikkaa, tai tarvitset kertausta, "
|
||||
"voit katsoa selityksen Godotin vektorien käytöstä: :ref:`doc_vector_math`. "
|
||||
"Se on hyvä osata, mutta ei ole välttämätön oppaan loppuosan kannalta."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"We also check whether the player is moving so we can call ``play()`` or "
|
||||
"``stop()`` on the AnimatedSprite2D."
|
||||
msgstr ""
|
||||
"Tarkistamme myös liikkuuko pelaaja, jotta voimme aloittaa tai lopettaa "
|
||||
"AnimatedSprite animaation."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"``$`` is shorthand for ``get_node()``. So in the code above, "
|
||||
"``$AnimatedSprite2D.play()`` is the same as ``get_node(\"AnimatedSprite2D\")."
|
||||
"play()``."
|
||||
msgstr ""
|
||||
"``$`` on lyhenne ``get_node()`` syntaksille. Toisin sanoen, yllä olevassa "
|
||||
"koodissa ``$AnimatedSprite.play()`` on sama kuin "
|
||||
"``get_node(\"AnimatedSprite\").play()``."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"In GDScript, ``$`` returns the node at the relative path from the current "
|
||||
"node, or returns ``null`` if the node is not found. Since AnimatedSprite2D "
|
||||
"is a child of the current node, we can use ``$AnimatedSprite2D``."
|
||||
msgstr ""
|
||||
"GDScriptissä, ``$`` palauttaa solmun, joka löytyy suhteellisesta polusta "
|
||||
"nykyiseen solmuun nähden, tai palauttaa ``null`` jos solmua ei löydy. Koska "
|
||||
"AnimatedSprite on nykyisen solmun alisolmu, voimme käyttää "
|
||||
"``$AnimatedSprite`` syntaksia."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now that we have a movement direction, we can update the player's position. "
|
||||
"We can also use ``clamp()`` to prevent it from leaving the screen. "
|
||||
"*Clamping* a value means restricting it to a given range. Add the following "
|
||||
"to the bottom of the ``_process`` function (make sure it's not indented "
|
||||
"under the `else`):"
|
||||
msgstr ""
|
||||
"Nyt kun meillä on liikkumisen suunta, voimme päivittää pelaajan sijainnin ja "
|
||||
"käyttää ``clamp()`` funktiota estämään sitä poistumasta ruudulta lisäämällä "
|
||||
"seuraavan ``_process`` funktion loppuun:"
|
||||
|
||||
msgid ""
|
||||
"The `delta` parameter in the `_process()` function refers to the *frame "
|
||||
"length* - the amount of time that the previous frame took to complete. Using "
|
||||
"this value ensures that your movement will remain consistent even if the "
|
||||
"frame rate changes."
|
||||
msgstr ""
|
||||
"`delta`parametri `_process()` funktiossa viittaa *ruudun (animaatiossa) "
|
||||
"pituuteen* -aikaan joka kului edellisen ruudun suorittamiseen. Tätä arvoa "
|
||||
"käyttämällä varmistutaan että liike on säännönmukainen vaikka ruudun "
|
||||
"päivitysnopeus muuttuisi."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Click \"Play Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you "
|
||||
"can move the player around the screen in all directions."
|
||||
msgstr ""
|
||||
"Napsauta \"Pelaa skeneä\" (``F6``) ja varmista, että voit liikuttaa pelaajaa "
|
||||
"ympäri ruutua kaikkiin suuntiin."
|
||||
|
||||
msgid "If you get an error in the \"Debugger\" panel that says"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``Attempt to call function 'play' in base 'null instance' on a null "
|
||||
"instance``"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"this likely means you spelled the name of the AnimatedSprite2D node wrong. "
|
||||
"Node names are case-sensitive and ``$NodeName`` must match the name you see "
|
||||
"in the scene tree."
|
||||
msgstr ""
|
||||
"Jos saat \"Debuggeri\" paneeliin virheen, jossa mainitaan \"null instance\", "
|
||||
"se johtuu todennäköisesti siitä, että kirjoitit nimen väärin. Solmujen nimet "
|
||||
"ovat kirjainkoosta riippuvaisia ja ``$SolmunNimi`` tai "
|
||||
"``get_node(\"SolmunNimi\")`` täytyy vastata skenepuussa näkyvää nimeä."
|
||||
|
||||
msgid "Choosing animations"
|
||||
msgstr "Animaatioiden valinta"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now that the player can move, we need to change which animation the "
|
||||
"AnimatedSprite2D is playing based on its direction. We have the \"walk\" "
|
||||
"animation, which shows the player walking to the right. This animation "
|
||||
"should be flipped horizontally using the ``flip_h`` property for left "
|
||||
"movement. We also have the \"up\" animation, which should be flipped "
|
||||
"vertically with ``flip_v`` for downward movement. Let's place this code at "
|
||||
"the end of the ``_process()`` function:"
|
||||
msgstr ""
|
||||
"Nyt kun pelaaja voi liikkua, meidän täytyy vaihtaa AnimatedSprite solmun "
|
||||
"toistama animaatio suuntaan perustuen. Meillä on \"oikealle\" animaatio, "
|
||||
"joka pitäisi vasenta animaatiota varten kääntää vaakasuunnassa toisinpäin "
|
||||
"käyttäen ``flip_h`` ominaisuutta, sekä \"ylös\" animaatio, joka pitäisi "
|
||||
"alaspäin animaatiota varten kääntää pystysuunnassa toisinpäin ``flip_v`` "
|
||||
"ominaisuudella. Lisätään tämä koodinpätkä ``_process()`` funktiomme loppuun:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The boolean assignments in the code above are a common shorthand for "
|
||||
"programmers. Since we're doing a comparison test (boolean) and also "
|
||||
"*assigning* a boolean value, we can do both at the same time. Consider this "
|
||||
"code versus the one-line boolean assignment above:"
|
||||
msgstr ""
|
||||
"Boolean-sijoitukset ylläolevassa koodissa ovat yleisiä pikakirjoitustapoja "
|
||||
"ohjelmoijille. Tarkastele tätä koodia yllä oleviin lyhennettyihin boolean-"
|
||||
"sijoituksiin verrattuna:"
|
||||
|
||||
msgid ""
|
||||
"Play the scene again and check that the animations are correct in each of "
|
||||
"the directions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A common mistake here is to type the names of the animations wrong. The "
|
||||
"animation names in the SpriteFrames panel must match what you type in the "
|
||||
"code. If you named the animation ``\"Walk\"``, you must also use a capital "
|
||||
"\"W\" in the code."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"When you're sure the movement is working correctly, add this line to "
|
||||
"``_ready()``, so the player will be hidden when the game starts:"
|
||||
msgstr ""
|
||||
"Pelaa skene uudelleen ja tarkista, että animaatiot toimivat oikein kuhunkin "
|
||||
"suuntaan. Kun olet varma, että liikkuminen toimii oikein, lisää tämä rivi "
|
||||
"``_ready()`` funktioon, jotta pelihahmo on piilotettu pelin alkaessa:"
|
||||
|
||||
msgid "Preparing for collisions"
|
||||
msgstr "Törmäyksiin valmistautuminen"
|
||||
|
||||
msgid ""
|
||||
"We want ``Player`` to detect when it's hit by an enemy, but we haven't made "
|
||||
"any enemies yet! That's OK, because we're going to use Godot's *signal* "
|
||||
"functionality to make it work."
|
||||
msgstr ""
|
||||
"Haluamme, että ``Player`` havaitsee milloin vihollinen on törmännyt siihen, "
|
||||
"mutta emme ole tehneet vielä vihollisia! Se on OK, koska aiomme laittaa sen "
|
||||
"toimimaan Godotin *signal* toiminnallisuudella."
|
||||
|
||||
msgid ""
|
||||
"Add the following at the top of the script. If you're using GDScript, add it "
|
||||
"after ``extends Area2D``. If you're using C#, add it after ``public partial "
|
||||
"class Player : Area2D``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This defines a custom signal called \"hit\" that we will have our player "
|
||||
"emit (send out) when it collides with an enemy. We will use ``Area2D`` to "
|
||||
"detect the collision. Select the ``Player`` node and click the \"Node\" tab "
|
||||
"next to the Inspector tab to see the list of signals the player can emit:"
|
||||
msgstr ""
|
||||
"Tämä määrittelee mukautetun signaalin nimeltä \"hit\", jonka laitamme "
|
||||
"pelaajamme lähettämään, kun se törmää viholliseen. Käytämme ``Area2D`` "
|
||||
"solmua tunnistamaan törmäyksen. Valitse ``Player`` solmu ja napsauta "
|
||||
"\"Solmu\" välilehteä Tarkastelijan vieressä nähdäksesi listan signaaleista, "
|
||||
"joita pelaaja voi lähettää:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Notice our custom \"hit\" signal is there as well! Since our enemies are "
|
||||
"going to be ``RigidBody2D`` nodes, we want the ``body_entered(body: "
|
||||
"Node2D)`` signal. This signal will be emitted when a body contacts the "
|
||||
"player. Click \"Connect..\" and the \"Connect a Signal\" window appears. We "
|
||||
"don't need to change any of these settings so click \"Connect\" again. Godot "
|
||||
"will automatically create a function in your player's script."
|
||||
msgstr ""
|
||||
"Huomaa, että oma \"hit\" signaalimme on myös siellä! Koska viholliset "
|
||||
"tulevat olemaan ``RigidBody2D`` solmuja, haluamme ``body_entered( Object "
|
||||
"body )`` signaalin; se lähetetään kappaleen osuessa pelaajaan. Napsauta "
|
||||
"\"Yhdistä...\" ja sen jälkeen \"Yhdistä\" uudelleen \"Yhdistetään "
|
||||
"signaalia\" ikkunassa. Meidän ei tarvitse muuttaa mitään näistä asetuksista "
|
||||
"– Godot luo automaattisesti funktion pelaajasi skriptiin. Tätä funktiota "
|
||||
"kutsutaan aina, kun signaali lähetetään – se *käsittelee* signaalin."
|
||||
|
||||
msgid ""
|
||||
"Note the green icon indicating that a signal is connected to this function. "
|
||||
"Add this code to the function:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each time an enemy hits the player, the signal is going to be emitted. We "
|
||||
"need to disable the player's collision so that we don't trigger the ``hit`` "
|
||||
"signal more than once."
|
||||
msgstr ""
|
||||
"Joka kerta kun vihollinen osuu pelaajaan, signaali välitetään. Meidän täytyy "
|
||||
"poistaa käytöstä pelaajan törmäys ettei se laukaise enää ``hit`` signaalia "
|
||||
"enempää kuin kerran."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Disabling the area's collision shape can cause an error if it happens in the "
|
||||
"middle of the engine's collision processing. Using ``set_deferred()`` tells "
|
||||
"Godot to wait to disable the shape until it's safe to do so."
|
||||
msgstr ""
|
||||
"Poistamalla käytöstä alueen törmäys muodon voi aiheuttaa virheen mikäli se "
|
||||
"tapahtuu kesken pelimoottorin törmäyksen prosessoinnin. Käyttämällä "
|
||||
"``set_deferred()`` funktiota sallii Godotin odottaa käytöstä poistoa, kunnes "
|
||||
"se on turvallista."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The last piece is to add a function we can call to reset the player when "
|
||||
"starting a new game."
|
||||
msgstr ""
|
||||
"Viimeinen palanen pelaajallemme on lisätä funktio, jota voimme kutsua "
|
||||
"alustamaan pelaajan pelin alkaessa."
|
||||
|
||||
msgid "With the player working, we'll work on the enemy in the next lesson."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,182 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Creating the enemy"
|
||||
msgstr "Luurangon luonti"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now it's time to make the enemies our player will have to dodge. Their "
|
||||
"behavior will not be very complex: mobs will spawn randomly at the edges of "
|
||||
"the screen, choose a random direction, and move in a straight line."
|
||||
msgstr ""
|
||||
"Nyt on aika luoda viholliset, joita pelaajamme täytyy väistellä. Niiden "
|
||||
"käyttäytyminen ei tule olemaan kovin monimutkaista: vihulaiset ilmestyvät "
|
||||
"satunnaisesti ruudun reunoille ja liikkuvat satunnaisiin suuntiin suoraa "
|
||||
"viivaa pitkin, kadoten sitten poistuttuaan ruudulta."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"We'll create a ``Mob`` scene, which we can then *instance* to create any "
|
||||
"number of independent mobs in the game."
|
||||
msgstr ""
|
||||
"Rakennamme tämän ``Mob`` skeneen, josta voimme sitten luoda *ilmentymiä* "
|
||||
"luodaksemme minkä tahansa määrän itsenäisiä vihulaisia peliin."
|
||||
|
||||
msgid "Node setup"
|
||||
msgstr "Solmun järjestely"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Click Scene -> New Scene from the top menu and add the following nodes:"
|
||||
msgstr "Napsauta Skene -> Uusi skene ja lisää seuraavat solmut:"
|
||||
|
||||
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
|
||||
msgstr ":ref:`RigidBody2D <class_RigidBody2D>` (nimeltä ``Mob``)"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`AnimatedSprite2D <class_AnimatedSprite2D>`"
|
||||
msgstr ":ref:`AnimatedSprite <class_AnimatedSprite>`"
|
||||
|
||||
msgid ":ref:`CollisionShape2D <class_CollisionShape2D>`"
|
||||
msgstr ":ref:`CollisionShape2D <class_CollisionShape2D>`"
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`VisibleOnScreenNotifier2D <class_VisibleOnScreenNotifier2D>`"
|
||||
msgstr ""
|
||||
":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (nimeltään "
|
||||
"``Visibility``)"
|
||||
|
||||
msgid ""
|
||||
"Don't forget to set the children so they can't be selected, like you did "
|
||||
"with the Player scene."
|
||||
msgstr ""
|
||||
"Älä unohda asettaa alisolmuja niin, ettei niitä voi valita, kuten teit "
|
||||
"Player skenen kanssa."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity "
|
||||
"Scale`` to ``0``, so the mob will not fall downward. In addition, under the :"
|
||||
"ref:`CollisionObject2D <class_CollisionObject2D>` section, uncheck the ``1`` "
|
||||
"inside the ``Mask`` property. This will ensure the mobs do not collide with "
|
||||
"each other."
|
||||
msgstr ""
|
||||
":ref:`RigidBody2D <class_RigidBody2D>` ominaisuuksissa, aseta ``Gravity "
|
||||
"Scale`` arvoon ``0``, jotta vihulainen ei putoa alaspäin. Lisäksi, "
|
||||
"``PhysicsBody2D`` osiossa, napsauta ``Mask`` ominaisuutta ja poista merkintä "
|
||||
"ensimmäisestä laatikosta. Tämä varmistaa, etteivät viholliset törmäile "
|
||||
"toisiinsa."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Set up the :ref:`AnimatedSprite2D <class_AnimatedSprite2D>` like you did for "
|
||||
"the player. This time, we have 3 animations: ``fly``, ``swim``, and "
|
||||
"``walk``. There are two images for each animation in the art folder."
|
||||
msgstr ""
|
||||
"Kokoa :ref:`AnimatedSprite <class_AnimatedSprite>` kuten teit pelaajahahmon "
|
||||
"kanssa. Tällä kertaa meillä on kolme animaatiota: ``fly``, ``swim`` ja "
|
||||
"``walk``. Aseta ``Playing`` ominaisuus Tarkastelijassa \"On\" asentoon ja "
|
||||
"säädä \"Speed (FPS)\" asetusta kuten esitetty alla. Valitsemme satunnaisesti "
|
||||
"yhden näistä animaatioista, jotta vihulaisissa on vähän vaihtelua."
|
||||
|
||||
msgid ""
|
||||
"The ``Animation Speed`` property has to be set for each individual "
|
||||
"animation. Adjust it to ``3`` for all 3 animations."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use the \"Play Animation\" buttons on the right of the ``Animation "
|
||||
"Speed`` input field to preview your animations."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We'll select one of these animations randomly so that the mobs will have "
|
||||
"some variety."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Like the player images, these mob images need to be scaled down. Set the "
|
||||
"``AnimatedSprite2D``'s ``Scale`` property to ``(0.75, 0.75)``."
|
||||
msgstr ""
|
||||
"Kuten pelaajan kuvat, nämä vihollisten kuvatkin täytyy pienentää. Aseta "
|
||||
"``AnimatedSprite`` solmun ``Scale`` ominaisuus arvoon ``(0.75, 0.75)``."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To "
|
||||
"align the shape with the image, you'll need to set the ``Rotation Degrees`` "
|
||||
"property to ``90`` (under \"Transform\" in the Inspector)."
|
||||
msgstr ""
|
||||
"Kuten ``Player`` skenssä, lisää ``CapsuleShape2D`` törmäyksiä varten. Muodon "
|
||||
"kohdistamiseksi kuvaan sinun täytyy asettaa ``Rotation Degrees`` "
|
||||
"ominaisuudeksi ``90`` ``Node2D`` solmussa."
|
||||
|
||||
msgid "Save the scene."
|
||||
msgstr "Tallenna skene."
|
||||
|
||||
msgid "Enemy script"
|
||||
msgstr "Vihollisen skripti"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Add a script to the ``Mob`` like this:"
|
||||
msgstr "Lisää ``Mob`` solmulle skripti ja lisää seuraavat jäsenmuuttujat:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now let's look at the rest of the script. In ``_ready()`` we play the "
|
||||
"animation and randomly choose one of the three animation types:"
|
||||
msgstr ""
|
||||
"Katsokaamme nyt skriptin jäljellä olevaa osaa. ``_ready()`` funktiossa "
|
||||
"valitsemme yhden kolmesta animaatiotyypistä:"
|
||||
|
||||
msgid ""
|
||||
"First, we get the list of animation names from the AnimatedSprite2D's "
|
||||
"``frames`` property. This returns an Array containing all three animation "
|
||||
"names: ``[\"walk\", \"swim\", \"fly\"]``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We then need to pick a random number between ``0`` and ``2`` to select one "
|
||||
"of these names from the list (array indices start at ``0``). ``randi() % n`` "
|
||||
"selects a random integer between ``0`` and ``n-1``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The last piece is to make the mobs delete themselves when they leave the "
|
||||
"screen. Connect the ``screen_exited()`` signal of the "
|
||||
"``VisibleOnScreenNotifier2D`` node to the ``Mob`` and add this code:"
|
||||
msgstr ""
|
||||
"Viimeinen pätkä on sitä varten, että vihulaiset tuhoavat itsensä "
|
||||
"poistuessaan ruudulta. Yhdistä ``Visibility`` solmun ``screen_exited()`` "
|
||||
"signaali ja lisää tämä koodi:"
|
||||
|
||||
msgid "This completes the `Mob` scene."
|
||||
msgstr "Tämä päättää `Mob` skenen."
|
||||
|
||||
msgid ""
|
||||
"With the player and enemies ready, in the next part, we'll bring them "
|
||||
"together in a new scene. We'll make enemies spawn randomly around the game "
|
||||
"board and move forward, turning our project into a playable game."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,301 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "The main game scene"
|
||||
msgstr "Skenen pystytys"
|
||||
|
||||
msgid ""
|
||||
"Now it's time to bring everything we did together into a playable game scene."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Create a new scene and add a :ref:`Node <class_Node>` named ``Main``. (The "
|
||||
"reason we are using Node instead of Node2D is because this node will be a "
|
||||
"container for handling game logic. It does not require 2D functionality "
|
||||
"itself.)"
|
||||
msgstr ""
|
||||
"Nyt on aika saattaa kaikki yhteen. Luo uusi skene ja lisää siihen :ref:`Node "
|
||||
"<class_Node>` solmu nimeltä ``Main``. Napsauta \"Ilmentymä\" painiketta ja "
|
||||
"valitse tallentamasi ``Player.tscn``."
|
||||
|
||||
msgid ""
|
||||
"Click the **Instance** button (represented by a chain link icon) and select "
|
||||
"your saved ``player.tscn``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now, add the following nodes as children of ``Main``, and name them as shown "
|
||||
"(values are in seconds):"
|
||||
msgstr ""
|
||||
"Lisää nyt seuraavat solmut ``Main`` solmun alisolmuiksi ja nimeä ne kuten "
|
||||
"esitetty (arvot ovat sekunteina):"
|
||||
|
||||
msgid ""
|
||||
":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs "
|
||||
"spawn"
|
||||
msgstr ""
|
||||
":ref:`Timer <class_Timer>` (nimeltään ``MobTimer``) - ohjaamaan kuinka usein "
|
||||
"vihulaiset ilmestyvät"
|
||||
|
||||
msgid ""
|
||||
":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score "
|
||||
"every second"
|
||||
msgstr ""
|
||||
":ref:`Timer <class_Timer>` (nimeltään ``ScoreTimer``) - kasvattamaan "
|
||||
"pistelaskuria joka sekunti"
|
||||
|
||||
msgid ""
|
||||
":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before "
|
||||
"starting"
|
||||
msgstr ""
|
||||
":ref:`Timer <class_Timer>` (nimeltään ``StartTimer``) - antamaan viive ennen "
|
||||
"aloittamista"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
":ref:`Marker2D <class_Marker2D>` (named ``StartPosition``) - to indicate the "
|
||||
"player's start position"
|
||||
msgstr ""
|
||||
":ref:`Position2D <class_Position2D>` (nimeltään ``StartPosition``) - "
|
||||
"merkkaamaan pelaajan aloituspaikkaa"
|
||||
|
||||
msgid ""
|
||||
"Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
|
||||
msgstr "Aseta kunkin ``Timer`` solmun ``Wait Time`` ominaisuus seuraavasti:"
|
||||
|
||||
msgid "``MobTimer``: ``0.5``"
|
||||
msgstr "``MobTimer``: ``0.5``"
|
||||
|
||||
msgid "``ScoreTimer``: ``1``"
|
||||
msgstr "``ScoreTimer``: ``1``"
|
||||
|
||||
msgid "``StartTimer``: ``2``"
|
||||
msgstr "``StartTimer``: ``2``"
|
||||
|
||||
msgid ""
|
||||
"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and "
|
||||
"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``."
|
||||
msgstr ""
|
||||
"Lisäksi, aseta ``StartTimer`` solmun ``One Shot`` ominaisuus arvoon \"On\", "
|
||||
"ja aseta ``StartPosition`` solmun ``Position`` ominaisuudeksi ``(240, 450)``."
|
||||
|
||||
msgid "Spawning mobs"
|
||||
msgstr "Vihollisten lisääminen"
|
||||
|
||||
msgid ""
|
||||
"The Main node will be spawning new mobs, and we want them to appear at a "
|
||||
"random location on the edge of the screen. Add a :ref:`Path2D "
|
||||
"<class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you "
|
||||
"select ``Path2D``, you will see some new buttons at the top of the editor:"
|
||||
msgstr ""
|
||||
"Main solmu tuottaa uusia vihollisia ja haluamme niiden ilmestyvän "
|
||||
"satunnaiseen paikkaan ruudun reunalla. Lisää ``Main`` solmun alisolmuksi :"
|
||||
"ref:`Path2D <class_Path2D>` solmu nimeltä ``MobPath``. Kun valitset "
|
||||
"``Path2D`` solmun, näet joitakin uusia painikkeita editorin ylälaidassa:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Select the middle one (\"Add Point\") and draw the path by clicking to add "
|
||||
"the points at the corners shown. To have the points snap to the grid, make "
|
||||
"sure \"Use Grid Snap\" and \"Use Smart Snap\" are both selected. These "
|
||||
"options can be found to the left of the \"Lock\" button, appearing as a "
|
||||
"magnet next to some dots and intersecting lines, respectively."
|
||||
msgstr ""
|
||||
"Valitse keskimmäinen (\"Lisää piste\") ja piirrä polku napsauttelemalla "
|
||||
"lisätäksesi pisteet kuvattuihin kulmiin. Jotta pisteet kiinnittyisivät "
|
||||
"ruudukkoon, varmista että \"Tartu ruudukkoon\" on valittuna. Tämä valinta "
|
||||
"löytyy \"Tarttumisen asetukset\" painikkeen alta \"Lukko\"-painikkeen "
|
||||
"vasemmalta puolelta, näyttäen kolmelta pystysuorassa rivissä olevalta "
|
||||
"pisteeltä."
|
||||
|
||||
msgid ""
|
||||
"Draw the path in *clockwise* order, or your mobs will spawn pointing "
|
||||
"*outwards* instead of *inwards*!"
|
||||
msgstr ""
|
||||
"Piirrä polku *myötäpäiväisessä* järjestyksessä, tai vihulaisesi lisääntyvät "
|
||||
"suunnaten *ulospäin* eikä *sisäänpäin*!"
|
||||
|
||||
msgid ""
|
||||
"After placing point ``4`` in the image, click the \"Close Curve\" button and "
|
||||
"your curve will be complete."
|
||||
msgstr ""
|
||||
"Kuvan pisteen ``4`` lisäyksen jälkeen, napsauta \"Sulje käyrä\" painiketta "
|
||||
"ja käyrästäsi tulee täysi."
|
||||
|
||||
msgid ""
|
||||
"Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>` "
|
||||
"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node "
|
||||
"will automatically rotate and follow the path as it moves, so we can use it "
|
||||
"to select a random position and direction along the path."
|
||||
msgstr ""
|
||||
"Nyt kun polku on määritetty, lisää :ref:`PathFollow2D <class_PathFollow2D>` "
|
||||
"solmu ``MobPath`` solmun alle ja nimeä se ``MobSpawnLocation``. Tämä solmu "
|
||||
"kiertyy ja seuraa polkua automaattisesti edetessään, joten voimme käyttää "
|
||||
"sitä valitsemaan satunnaisen sijainnin ja suunnan polulta."
|
||||
|
||||
#, fuzzy
|
||||
msgid "Your scene should look like this:"
|
||||
msgstr "Skenepuusi pitäisi näyttää tältä:"
|
||||
|
||||
msgid "Main script"
|
||||
msgstr "Pääskripti"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Add a script to ``Main``. At the top of the script, we use ``@export var "
|
||||
"mob_scene: PackedScene`` to allow us to choose the Mob scene we want to "
|
||||
"instance."
|
||||
msgstr ""
|
||||
"Lisää skripti ``Main`` solmulle. Skriptin alussa käytämme ``export "
|
||||
"(PackedScene)`` koodia, jotta voimme valita mistä Mob skenestä haluamme "
|
||||
"luoda ilmentymän."
|
||||
|
||||
msgid ""
|
||||
"Click the ``Main`` node and you will see the ``Mob Scene`` property in the "
|
||||
"Inspector under \"Script Variables\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "You can assign this property's value in two ways:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Drag ``mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob "
|
||||
"Scene** property."
|
||||
msgstr ""
|
||||
"Vedä ``Mob.tscn`` \"Tiedostojärjestelmä\" paneelista ja pudota se ``Mob`` "
|
||||
"ominaisuuteen ``Main`` solmun Skriptimuuttujien alle."
|
||||
|
||||
msgid ""
|
||||
"Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``mob."
|
||||
"tscn``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Next, select the instance of the ``Player`` scene under ``Main`` node in the "
|
||||
"Scene dock, and access the Node dock on the sidebar. Make sure to have the "
|
||||
"Signals tab selected in the Node dock."
|
||||
msgstr ""
|
||||
"Valitse Button solmu skenepuusta ja valitse sitten \"Solmu\"-välilehti. "
|
||||
"Varmista seuraavaksi, että \"Signaalit\" on valittuna."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"You should see a list of the signals for the ``Player`` node. Find and "
|
||||
"double-click the ``hit`` signal in the list (or right-click it and select "
|
||||
"\"Connect...\"). This will open the signal connection dialog. We want to "
|
||||
"make a new function named ``game_over``, which will handle what needs to "
|
||||
"happen when a game ends. Type \"game_over\" in the \"Receiver Method\" box "
|
||||
"at the bottom of the signal connection dialog and click \"Connect\". You are "
|
||||
"aiming to have the ``hit`` signal emitted from ``Player`` and handled in the "
|
||||
"``Main`` script. Add the following code to the new function, as well as a "
|
||||
"``new_game`` function that will set everything up for a new game:"
|
||||
msgstr ""
|
||||
"Seuraavaksi, napsauta Player solmua ja yhdistä ``hit`` signaali. Haluamme "
|
||||
"luoda uuden funktion nimeltä ``game_over``, joka käsittelee sen mitä täytyy "
|
||||
"tapahtua kun peli loppuu. Kirjoita \"game_over\" \"Yhdistetään signaalia\" "
|
||||
"ikkunan alalaidassa olevaan \"Method In Node\"-laatikkoon. Lisää seuraava "
|
||||
"koodi, samoin kuin ``new_game`` funktio asettamaan kaikki valmiiksi uutta "
|
||||
"peliä varten:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now connect the ``timeout()`` signal of each of the Timer nodes "
|
||||
"(``StartTimer``, ``ScoreTimer``, and ``MobTimer``) to the main script. "
|
||||
"``StartTimer`` will start the other two timers. ``ScoreTimer`` will "
|
||||
"increment the score by 1."
|
||||
msgstr ""
|
||||
"Yhdistä nyt kunkin Timer solmun (``StartTimer``, ``ScoreTimer`` ja "
|
||||
"``MobTimer``) ``timeout()`` signaali pääskriptiin. ``StartTimer`` käynnistää "
|
||||
"kaksi muuta ajastinta. ``ScoreTimer`` kasvattaa pistelaskuria yhdellä."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"In ``_on_mob_timer_timeout()``, we will create a mob instance, pick a random "
|
||||
"starting location along the ``Path2D``, and set the mob in motion. The "
|
||||
"``PathFollow2D`` node will automatically rotate as it follows the path, so "
|
||||
"we will use that to select the mob's direction as well as its position. When "
|
||||
"we spawn a mob, we'll pick a random value between ``150.0`` and ``250.0`` "
|
||||
"for how fast each mob will move (it would be boring if they were all moving "
|
||||
"at the same speed)."
|
||||
msgstr ""
|
||||
"``_on_MobTimer_timeout()`` funktiossa luomme vihollisilmentymän, valitsemme "
|
||||
"satunnaisen aloituspaikan ``Path2D`` varrelta, ja sysäämme vihollisen "
|
||||
"liikkeelle. ``PathFollow2D`` solmu kiertyy automaattisesti seuratessaan "
|
||||
"polkua, joten hyödynnämme sitä valitsemaan sekä vihollisen suunnan että "
|
||||
"sijainnin."
|
||||
|
||||
msgid ""
|
||||
"Note that a new instance must be added to the scene using ``add_child()``."
|
||||
msgstr ""
|
||||
"Huomaa, että uusi ilmentymä täytyy lisätä skeneen käyttämällä "
|
||||
"``add_child()`` funktiota."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Why ``PI``? In functions requiring angles, Godot uses *radians*, not "
|
||||
"degrees. Pi represents a half turn in radians, about ``3.1415`` (there is "
|
||||
"also ``TAU`` which is equal to ``2 * PI``). If you're more comfortable "
|
||||
"working with degrees, you'll need to use the ``deg_to_rad()`` and "
|
||||
"``rad_to_deg()`` functions to convert between the two."
|
||||
msgstr ""
|
||||
"GDScript käyttää kulmia tarvitsevissa funktioissa *radiaaneja*, ei asteita. "
|
||||
"Jos työskentelet mieluummin asteilla, sinun täytyy käyttää ``deg2rad()`` ja "
|
||||
"``rad2deg()`` funktioita tehdäksesi muunnos niiden välillä."
|
||||
|
||||
#, fuzzy
|
||||
msgid "Testing the scene"
|
||||
msgstr "Skenen pystytys"
|
||||
|
||||
msgid ""
|
||||
"Let's test the scene to make sure everything is working. Add this "
|
||||
"``new_game`` call to ``_ready()``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's also assign ``Main`` as our \"Main Scene\" - the one that runs "
|
||||
"automatically when the game launches. Press the \"Play\" button and select "
|
||||
"``main.tscn`` when prompted."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you had already set another scene as the \"Main Scene\", you can right "
|
||||
"click ``main.tscn`` in the FileSystem dock and select \"Set As Main Scene\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should be able to move the player around, see mobs spawning, and see the "
|
||||
"player disappear when hit by a mob."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you're sure everything is working, remove the call to ``new_game()`` "
|
||||
"from ``_ready()``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"What's our game lacking? Some user interface. In the next lesson, we'll add "
|
||||
"a title screen and display the player's score."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,356 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Heads up display"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The final piece our game needs is a User Interface (UI) to display things "
|
||||
"like score, a \"game over\" message, and a restart button."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Create a new scene, and add a :ref:`CanvasLayer <class_CanvasLayer>` node "
|
||||
"named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational "
|
||||
"display that appears as an overlay on top of the game view."
|
||||
msgstr ""
|
||||
"Pelimme tarvitsema viimeinen osa on käyttöliittymä: sillä esitetään "
|
||||
"sellaisia juttuja kuten pistemäärä, \"game over\"-viesti ja \"aloita "
|
||||
"alusta\"-painike. Luo uusi skene ja lisää :ref:`CanvasLayer "
|
||||
"<class_CanvasLayer>` solmu nimeltä ``HUD``. \"HUD\" tulee sanoista \"heads-"
|
||||
"up display\" (*suom*. heijastusnäyttö). Se on informaatiota sisältävä "
|
||||
"näyttö, joka piirretään osittaiseksi peitteeksi pelinäkymän päälle."
|
||||
|
||||
msgid ""
|
||||
"The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements "
|
||||
"on a layer above the rest of the game, so that the information it displays "
|
||||
"isn't covered up by any game elements like the player or mobs."
|
||||
msgstr ""
|
||||
":ref:`CanvasLayer <class_CanvasLayer>` solmu antaa meidän piirtää "
|
||||
"käyttöliittymäelementtimme muun pelin yläpuolella olevalle kerrokselle, niin "
|
||||
"että sen esittämä tieto ei jää pelielementtien, kuten pelaaja ja vihollinen, "
|
||||
"alle."
|
||||
|
||||
#, fuzzy
|
||||
msgid "The HUD needs to display the following information:"
|
||||
msgstr "Heijastusnäyttö näyttää seuraavat tiedot:"
|
||||
|
||||
msgid "Score, changed by ``ScoreTimer``."
|
||||
msgstr "Pistemäärä, joka muuttuu ``ScoreTimer`` solmun toimesta."
|
||||
|
||||
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
|
||||
msgstr "Viesti, kuten \"Game Over\" tai \"Get Ready!\""
|
||||
|
||||
msgid "A \"Start\" button to begin the game."
|
||||
msgstr "\"Start\"-painike pelin aloittamiseksi."
|
||||
|
||||
msgid ""
|
||||
"The basic node for UI elements is :ref:`Control <class_Control>`. To create "
|
||||
"our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:"
|
||||
"`Label <class_Label>` and :ref:`Button <class_Button>`."
|
||||
msgstr ""
|
||||
"Pohjasolmu käyttöliittymäelementeille on :ref:`Control <class_Control>`. "
|
||||
"Luodaksemme käyttöliittymämme käytämme kahdentyyppisiä :ref:`Control "
|
||||
"<class_Control>` solmuja: :ref:`Label <class_Label>` ja :ref:`Button "
|
||||
"<class_Button>`."
|
||||
|
||||
msgid "Create the following as children of the ``HUD`` node:"
|
||||
msgstr "Luo seuraavat ``HUD`` solmun alle:"
|
||||
|
||||
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
|
||||
msgstr ":ref:`Label <class_Label>` nimeltä ``ScoreLabel``."
|
||||
|
||||
#, fuzzy
|
||||
msgid ":ref:`Label <class_Label>` named ``Message``."
|
||||
msgstr ":ref:`Label <class_Label>` nimeltä ``MessageLabel``."
|
||||
|
||||
msgid ":ref:`Button <class_Button>` named ``StartButton``."
|
||||
msgstr ":ref:`Button <class_Button>` nimeltä ``StartButton``."
|
||||
|
||||
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
|
||||
msgstr ":ref:`Timer <class_Timer>` nimeltä ``MessageTimer``."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the "
|
||||
"Inspector. The default font for ``Control`` nodes is small and doesn't scale "
|
||||
"well. There is a font file included in the game assets called \"Xolonium-"
|
||||
"Regular.ttf\". To use this font, do the following:"
|
||||
msgstr ""
|
||||
"Napsauta ``ScoreLabel`` solmua ja kirjoita Tarkastelijassa *Text* kenttään "
|
||||
"jokin numero. ``Control`` solmujen oletuskirjasin on pieni, eikä skaalaudu "
|
||||
"hyvin. Pelin asseteissa on mukana kirjasintiedosto nimeltään \"Xolonium-"
|
||||
"Regular.ttf\". Käyttääksesi tätä kirjasintyyppiä, tee kullekin kolmelle "
|
||||
"``Control`` solmulle seuraava:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Under \"Theme Overrides > Fonts\", choose \"Load\" and select the \"Xolonium-"
|
||||
"Regular.ttf\" file."
|
||||
msgstr ""
|
||||
"Napsauta lisäämääsi \"DynamicFont\" kirjasinta, valitse \"Font Data\" alta "
|
||||
"\"Load\" ja valitse \"Xolonium-Regular.ttf\" tiedosto. Sinun täytyy myös "
|
||||
"asettaa kirjasimen koko ``Size`` ominaisuudesta. Asetus ``64`` toimii hyvin."
|
||||
|
||||
msgid ""
|
||||
"The font size is still too small, increase it to ``64`` under \"Theme "
|
||||
"Overrides > Font Sizes\". Once you've done this with the ``ScoreLabel``, "
|
||||
"repeat the changes for the ``Message`` and ``StartButton`` nodes."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"**Anchors:** ``Control`` nodes have a position and size, but they also have "
|
||||
"anchors. Anchors define the origin - the reference point for the edges of "
|
||||
"the node."
|
||||
msgstr ""
|
||||
"**Ankkurit ja marginaalit:** ``Control`` solmuilla täytyy olla sijainti ja "
|
||||
"koko, mutta niillä on myös ankkurit ja marginaalit. Ankkurit määrittävät "
|
||||
"alkupisteen – viitepisteen solmun reunoille. Marginaalit päivittyvät "
|
||||
"automaattisesti, kun liikutat Control-solmua tai muutat sen kokoa. Ne "
|
||||
"edustavat etäisyyttä Control-solmun reunoista sen ankkuriin. Katso :ref:"
|
||||
"`doc_design_interfaces_with_the_control_nodes` tarkempia tietoja varten."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Arrange the nodes as shown below. You can drag the nodes to place them "
|
||||
"manually, or for more precise placement, use \"Anchor Presets\"."
|
||||
msgstr ""
|
||||
"Voit kiskoa solmuja asettaaksesi ne manuaalisesti, tai tarkempaa sijoittelua "
|
||||
"varten, voit käyttää seuraavia asetuksia:"
|
||||
|
||||
msgid "ScoreLabel"
|
||||
msgstr "ScoreLabel"
|
||||
|
||||
msgid "Add the text ``0``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set the \"Horizontal Alignment\" and \"Vertical Alignment\" to ``Center``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Choose the \"Anchor Preset\" ``Center Top``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Message"
|
||||
msgstr "MessageLabel"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Add the text ``Dodge the creeps!``."
|
||||
msgstr "*Text* : ``Dodge the Creeps!``"
|
||||
|
||||
msgid ""
|
||||
"Set the \"Autowrap Mode\" to ``Word``, otherwise the label will stay on one "
|
||||
"line."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under \"Control - Layout/Transform\" set \"Size X\" to ``480`` to use the "
|
||||
"entire width of the screen."
|
||||
msgstr ""
|
||||
|
||||
msgid "Choose the \"Anchor Preset\" ``Center``."
|
||||
msgstr ""
|
||||
|
||||
msgid "StartButton"
|
||||
msgstr "StartButton"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Add the text ``Start``."
|
||||
msgstr "*Text* : ``Start``"
|
||||
|
||||
msgid ""
|
||||
"Under \"Control - Layout/Transform\", set \"Size X\" to ``200`` and \"Size "
|
||||
"Y\" to ``100`` to add a little bit more padding between the border and text."
|
||||
msgstr ""
|
||||
|
||||
msgid "Choose the \"Anchor Preset\" ``Center Bottom``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Under \"Control - Layout/Transform\", set \"Position Y\" to ``580``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One "
|
||||
"Shot`` property to \"On\"."
|
||||
msgstr ""
|
||||
"Tätä funktiota kutsutaan, kun haluamme näyttää väliaikaisen viestin, kuten "
|
||||
"\"Get Ready\". Aseta ``MessageTimer`` solmussa ``Wait Time`` arvoksi ``2`` "
|
||||
"ja aseta ``One Shot`` ominaisuudeksi \"On\"."
|
||||
|
||||
msgid "Now add this script to ``HUD``:"
|
||||
msgstr "Lisää nyt tämä skripti ``HUD`` solmulle:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"We now want to display a message temporarily, such as \"Get Ready\", so we "
|
||||
"add the following code"
|
||||
msgstr ""
|
||||
"Tätä funktiota kutsutaan, kun haluamme näyttää väliaikaisen viestin, kuten "
|
||||
"\"Get Ready\". Aseta ``MessageTimer`` solmussa ``Wait Time`` arvoksi ``2`` "
|
||||
"ja aseta ``One Shot`` ominaisuudeksi \"On\"."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"We also need to process what happens when the player loses. The code below "
|
||||
"will show \"Game Over\" for 2 seconds, then return to the title screen and, "
|
||||
"after a brief pause, show the \"Start\" button."
|
||||
msgstr ""
|
||||
"Tätä funktiota kutsutaan kun pelaaja häviää. Se näyttää \"Game Over\" kahden "
|
||||
"sekunnin ajan, ja palaa sitten alkuruutuun ja näyttää \"Start\" painikkeen "
|
||||
"lyhyen tauon jälkeen."
|
||||
|
||||
msgid ""
|
||||
"This function is called when the player loses. It will show \"Game Over\" "
|
||||
"for 2 seconds, then return to the title screen and, after a brief pause, "
|
||||
"show the \"Start\" button."
|
||||
msgstr ""
|
||||
"Tätä funktiota kutsutaan kun pelaaja häviää. Se näyttää \"Game Over\" kahden "
|
||||
"sekunnin ajan, ja palaa sitten alkuruutuun ja näyttää \"Start\" painikkeen "
|
||||
"lyhyen tauon jälkeen."
|
||||
|
||||
msgid ""
|
||||
"When you need to pause for a brief time, an alternative to using a Timer "
|
||||
"node is to use the SceneTree's ``create_timer()`` function. This can be very "
|
||||
"useful to add delays such as in the above code, where we want to wait some "
|
||||
"time before showing the \"Start\" button."
|
||||
msgstr ""
|
||||
"Kun sinun täytyy pysäyttää koodi hetkeksi vaihtoehto ajastimelle on käyttää "
|
||||
"skenepuun ``create_timer()`` funktiota. Tämä voi olla todella hyödyllistä "
|
||||
"luomaan viiveitä kuten ylläolevassa koodissa, missä me haluamme odottaa "
|
||||
"hetken ennenkuin näytämme \"Start\" painikkeen."
|
||||
|
||||
msgid "Add the code below to ``HUD`` to update the score"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` "
|
||||
"signal of ``StartButton``, and add the following code to the new functions:"
|
||||
msgstr ""
|
||||
"Yhdistä ``MessageTimer`` solmun ``timeout()`` signaali ja ``StartButton`` "
|
||||
"solmun ``pressed()`` signaali, ja lisää seuraava koodi uusiin funktioihin:"
|
||||
|
||||
msgid "Connecting HUD to Main"
|
||||
msgstr "HUD- ja Main-skenejen liittäminen"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now that we're done creating the ``HUD`` scene, go back to ``Main``. "
|
||||
"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. "
|
||||
"The scene tree should look like this, so make sure you didn't miss anything:"
|
||||
msgstr ""
|
||||
"Nyt kun olemme saaneet ``HUD`` skenen valmiiksi, tallenna se ja mene "
|
||||
"takaisin ``Main`` skeneen. Luo ``HUD`` skenestä ilmentymä ``Main`` skeneen, "
|
||||
"samoin kuin teit ``Player`` skenen kanssa, ja sijoita se alimmaksi puussa. "
|
||||
"Koko puun pitäisi näyttää tältä, joten varmista ettei mitään jäänyt "
|
||||
"huomaamatta:"
|
||||
|
||||
msgid ""
|
||||
"Now we need to connect the ``HUD`` functionality to our ``Main`` script. "
|
||||
"This requires a few additions to the ``Main`` scene:"
|
||||
msgstr ""
|
||||
"Nyt meidän täytyy liittää ``HUD`` toiminnallisuus ``Main`` skriptiimme. Tämä "
|
||||
"edellyttää muutamia lisäyksiä ``Main`` skeneen:"
|
||||
|
||||
msgid ""
|
||||
"In the Node tab, connect the HUD's ``start_game`` signal to the "
|
||||
"``new_game()`` function of the Main node by clicking the \"Pick\" button in "
|
||||
"the \"Connect a Signal\" window and selecting the ``new_game()`` method or "
|
||||
"type \"new_game\" below \"Receiver Method\" in the window. Verify that the "
|
||||
"green connection icon now appears next to ``func new_game()`` in the script."
|
||||
msgstr ""
|
||||
|
||||
msgid "Remember to remove the call to ``new_game()`` from ``_ready()``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In ``new_game()``, update the score display and show the \"Get Ready\" "
|
||||
"message:"
|
||||
msgstr ""
|
||||
"``new_game()`` funktiossa, päivitä pistenäyttö ja näytä \"Get Ready\" viesti:"
|
||||
|
||||
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
|
||||
msgstr ""
|
||||
"``game_over()`` funktiossa meidän täytyy kutsua vastaavaa ``HUD`` funktiota:"
|
||||
|
||||
msgid ""
|
||||
"Just a reminder: we don't want to start the new game automatically, so "
|
||||
"remove the call to ``new_game()`` in ``_ready()`` if you haven't yet."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Finally, add this to ``_on_score_timer_timeout()`` to keep the display in "
|
||||
"sync with the changing score:"
|
||||
msgstr ""
|
||||
"Lopuksi, lisää tämä ``_on_ScoreTimer_timeout()`` funktioon pitääksesi näytön "
|
||||
"synkassa muuttuvan pistemäärän kanssa:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now you're ready to play! Click the \"Play the Project\" button. You will be "
|
||||
"asked to select a main scene, so choose ``main.tscn``."
|
||||
msgstr ""
|
||||
"Nyt olet valmis pelaamaan! Napsauta \"Pelaa\" painiketta. Sinua pyydetään "
|
||||
"valitsemaan pääskene, joten valitse ``Main.tscn``."
|
||||
|
||||
msgid "Removing old creeps"
|
||||
msgstr "Vanhojen creepsien poisto"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you play until \"Game Over\" and then start a new game right away, the "
|
||||
"creeps from the previous game may still be on the screen. It would be better "
|
||||
"if they all disappeared at the start of a new game. We just need a way to "
|
||||
"tell *all* the mobs to remove themselves. We can do this with the \"group\" "
|
||||
"feature."
|
||||
msgstr ""
|
||||
"Jos pelaat \"Game Over\":iin asti ja aloitat uuden pelin. Vanhat creepsit "
|
||||
"ovat yhä edelleen ruudulla. Olisi parasta jos ne kaikki katoaisivat uuden "
|
||||
"pelin aloituksessa."
|
||||
|
||||
msgid ""
|
||||
"In the ``Mob`` scene, select the root node and click the \"Node\" tab next "
|
||||
"to the Inspector (the same place where you find the node's signals). Next to "
|
||||
"\"Signals\", click \"Groups\" and you can type a new group name and click "
|
||||
"\"Add\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now all mobs will be in the \"mobs\" group. We can then add the following "
|
||||
"line to the ``new_game()`` function in ``Main``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``call_group()`` function calls the named function on every node in a "
|
||||
"group - in this case we are telling every mob to delete itself."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The game's mostly done at this point. In the next and last part, we'll "
|
||||
"polish it a bit by adding a background, looping music, and some keyboard "
|
||||
"shortcuts."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,180 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Finishing up"
|
||||
msgstr "Viimeistely"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"We have now completed all the functionality for our game. Below are some "
|
||||
"remaining steps to add a bit more \"juice\" to improve the game experience."
|
||||
msgstr ""
|
||||
"Olemme saaneet valmiiksi kaiken toiminnallisuuden pelissämme. Alla on "
|
||||
"joitakin jäljellä olevia toimenpiteitä pelikokemuksen mehevöittämiseksi. "
|
||||
"Voit vapaasti laajentaa pelattavuutta omilla ideoillasi."
|
||||
|
||||
msgid "Feel free to expand the gameplay with your own ideas."
|
||||
msgstr ""
|
||||
|
||||
msgid "Background"
|
||||
msgstr "Tausta"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The default gray background is not very appealing, so let's change its "
|
||||
"color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` "
|
||||
"node. Make it the first node under ``Main`` so that it will be drawn behind "
|
||||
"the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a "
|
||||
"color you like and select \"Layout\" -> \"Anchors Preset\" -> \"Full Rect\" "
|
||||
"either in the toolbar at the top of the viewport or in the inspector so that "
|
||||
"it covers the screen."
|
||||
msgstr ""
|
||||
"Oletuksena oleva harmaa tausta ei ole kovinkaan puoleensavetävä, joten "
|
||||
"vaihdetaan sen väriä. Yksi tapa tehdä se, on käyttää :ref:`ColorRect "
|
||||
"<class_ColorRect>` solmua. Tee siitä ensimmäinen solmu ``Main`` solmun alle, "
|
||||
"jotta se piirretään muiden solmujen alle. ``ColorRect`` solmulla on vain "
|
||||
"yksi ominaisuus: ``Color``. Valitse haluamasi väri ja suurenna ``ColorRect`` "
|
||||
"solmua niin, että se kattaa koko ruudun."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"You could also add a background image, if you have one, by using a "
|
||||
"``TextureRect`` node instead."
|
||||
msgstr ""
|
||||
"Voit lisätä myös taustakuvan, jos sinulla on sellainen, käyttämällä "
|
||||
"``Sprite`` solmua."
|
||||
|
||||
msgid "Sound effects"
|
||||
msgstr "Ääniefektit"
|
||||
|
||||
msgid ""
|
||||
"Sound and music can be the single most effective way to add appeal to the "
|
||||
"game experience. In your game assets folder, you have two sound files: "
|
||||
"\"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" "
|
||||
"for when the player loses."
|
||||
msgstr ""
|
||||
"Äänet ja musiikki voivat olla kaikkein tehokkain tapa lisätä pelikokemuksen "
|
||||
"miellekkyyttä. Pelisi asset-kansiossa on kaksi äänitiedostoa: \"House In a "
|
||||
"Forest Loop.ogg\" taustamusiikille ja \"gameover.wav\" sitä varten, kun "
|
||||
"pelaaja häviää."
|
||||
|
||||
msgid ""
|
||||
"Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children "
|
||||
"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On "
|
||||
"each one, click on the ``Stream`` property, select \"Load\", and choose the "
|
||||
"corresponding audio file."
|
||||
msgstr ""
|
||||
"Lisää kaksi :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` solmua "
|
||||
"``Main`` solmun alle. Anna ensimmäiselle nimeksi ``Music`` ja toiselle "
|
||||
"``DeathSound``. Napsauta kummallekin ``Stream`` ominaisuutta, valitse "
|
||||
"\"Lataa\" ja valitse nimeä vastaava äänitiedosto."
|
||||
|
||||
msgid ""
|
||||
"All audio is automatically imported with the ``Loop`` setting disabled. If "
|
||||
"you want the music to loop seamlessly, click on the Stream file arrow, "
|
||||
"select ``Make Unique``, then click on the Stream file and check the ``Loop`` "
|
||||
"box."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To play the music, add ``$Music.play()`` in the ``new_game()`` function and "
|
||||
"``$Music.stop()`` in the ``game_over()`` function."
|
||||
msgstr ""
|
||||
"Soittaaksesi musiikkia, lisää ``$Music.play()`` ``new_game()`` funktioon ja "
|
||||
"``$Music.stop()`` ``game_over()`` funktioon."
|
||||
|
||||
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
|
||||
msgstr "Lopuksi, lisää ``$DeathSound.play()`` ``game_over()`` funktioon."
|
||||
|
||||
msgid "Keyboard shortcut"
|
||||
msgstr "Näppäimistön pikanäppäin"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Since the game is played with keyboard controls, it would be convenient if "
|
||||
"we could also start the game by pressing a key on the keyboard. We can do "
|
||||
"this with the \"Shortcut\" property of the ``Button`` node."
|
||||
msgstr ""
|
||||
"Sillä peliä pelataan näppäin kontrolleilla, olisi käytännöllistä jos pelin "
|
||||
"voisi aloittaa painamalla näppäintä näppäimistöltä. Yksi tapa tehdä tämä on "
|
||||
"käyttää \"Shortcut\" ominaisuutta ``Button`` solmusta."
|
||||
|
||||
msgid ""
|
||||
"In a previous lesson, we created four input actions to move the character. "
|
||||
"We will create a similar input action to map to the start button."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select \"Project\" -> \"Project Settings\" and then click on the \"Input "
|
||||
"Map\" tab. In the same way you created the movement input actions, create a "
|
||||
"new input action called ``start_game`` and add a key mapping for the :kbd:"
|
||||
"`Enter` key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now would be a good time to add controller support if you have one "
|
||||
"available. Attach or pair your controller and then under each input action "
|
||||
"that you wish to add controller support for, click on the \"+\" button and "
|
||||
"press the corresponding button, d-pad, or stick direction that you want to "
|
||||
"map to the respective input action."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the ``HUD`` scene, select the ``StartButton`` and find its **Shortcut** "
|
||||
"property in the Inspector. Create a new :ref:`Shortcut <class_Shortcut>` "
|
||||
"resource by clicking within the box, open the **Events** array and add a new "
|
||||
"array element to it by clicking on **Array[InputEvent] (size 0)**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a new :ref:`InputEventAction <class_InputEventAction>` and name it "
|
||||
"``start_game``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Now when the start button appears, you can either click it or press :kbd:"
|
||||
"`Enter` to start the game."
|
||||
msgstr ""
|
||||
"Nyt kun aloita näppän ilmestyy voit painaa joko sitä tai :kbd:`Space` "
|
||||
"aloittaaksesi pelin."
|
||||
|
||||
msgid "And with that, you completed your first 2D game in Godot."
|
||||
msgstr "Näin sait valmiiksi ensimmäisen 2D-pelisi Godotissa."
|
||||
|
||||
msgid ""
|
||||
"You got to make a player-controlled character, enemies that spawn randomly "
|
||||
"around the game board, count the score, implement a game over and replay, "
|
||||
"user interface, sounds, and more. Congratulations!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There's still much to learn, but you can take a moment to appreciate what "
|
||||
"you achieved."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to "
|
||||
"learn to create a complete 3D game from scratch, in Godot."
|
||||
msgstr ""
|
||||
"Ja kun olet valmis, voit siirtyä kohtaan :ref:`doc_your_first_3d_game` "
|
||||
"oppiaksesi luomaan täydellisen 3D-pelin tyhjästä Godotissa."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,145 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Your first 2D game"
|
||||
msgstr "Ensimmäinen 2D-pelisi"
|
||||
|
||||
msgid ""
|
||||
"In this step-by-step tutorial series, you will create your first complete 2D "
|
||||
"game with Godot. By the end of the series, you will have a simple yet "
|
||||
"complete game of your own, like the image below."
|
||||
msgstr ""
|
||||
"Tässä vaiheittaisessa opetussarjassa luot ensimmäisen kokonaisen 2D-pelisi "
|
||||
"Godotilla. Sarjan loppuun mennessä sinulla on yksinkertainen mutta valmis "
|
||||
"peli, kuten alla olevassa kuvassa."
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image0"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"You will learn how the Godot editor works, how to structure a project, and "
|
||||
"build a 2D game."
|
||||
msgstr ""
|
||||
"Tämä opas opastaa sinut ensimmäisen Godot-projektisi tekemisen läpi. Opit "
|
||||
"kuinka Godotin editori toimii, kuinka jäsentää projekti ja kuinka rakentaa "
|
||||
"2D-peli."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"This project is an introduction to the Godot engine. It assumes that you "
|
||||
"have some programming experience already. If you're new to programming "
|
||||
"entirely, you should start here: :ref:`doc_scripting`."
|
||||
msgstr ""
|
||||
"Tämä projekti on johdanto Godotin pelimoottoriin. Siinä oletetaan, että "
|
||||
"sinulla on jo jotain ohjelmointikokemusta. Jos ohjelmointi on sinulle "
|
||||
"kokonaan uutta, sinun tulisi aloittaa tästä: :ref:`doc_scripting`."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The game is called \"Dodge the Creeps!\". Your character must move and avoid "
|
||||
"the enemies for as long as possible."
|
||||
msgstr ""
|
||||
"Pelin nimi on \"Dodge the Creeps!\". Pelihahmosi täytyy liikkua ja vältellä "
|
||||
"vihollisia niin kauan kuin mahdollista. Tässä on ennakkokuva lopputuloksesta:"
|
||||
|
||||
msgid "You will learn to:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Create a complete 2D game with the Godot editor."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Structure a simple game project."
|
||||
msgstr "Luo tai tuo projekti"
|
||||
|
||||
msgid "Move the player character and change its sprite."
|
||||
msgstr ""
|
||||
|
||||
msgid "Spawn random enemies."
|
||||
msgstr ""
|
||||
|
||||
msgid "Count the score."
|
||||
msgstr ""
|
||||
|
||||
msgid "And more."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You'll find another series where you'll create a similar game but in 3D. We "
|
||||
"recommend you to start with this one, though."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Why start with 2D?**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are new to game development or unfamiliar with Godot, we recommend "
|
||||
"starting with 2D games. This will allow you to become comfortable with both "
|
||||
"before tackling 3D games, which tend to be more complicated."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "You can find a completed version of this project at this location:"
|
||||
msgstr "Löydät valmiin version tästä projektista näistä osoitteista:"
|
||||
|
||||
msgid "https://github.com/godotengine/godot-demo-projects"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Prerequisites"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This step-by-step tutorial is intended for beginners who followed the "
|
||||
"complete :ref:`Getting Started <toc-learn-step_by_step>`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If you're an experienced programmer, you can find the complete demo's source "
|
||||
"code here: `Godot demo projects <https://github.com/godotengine/godot-demo-"
|
||||
"projects>`__."
|
||||
msgstr ""
|
||||
"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja "
|
||||
"<https://github.com/godotengine/godot-demo-projects>`_."
|
||||
|
||||
msgid ""
|
||||
"We prepared some game assets you'll need to download so we can jump straight "
|
||||
"to the code."
|
||||
msgstr ""
|
||||
|
||||
msgid "You can download them by clicking the link below."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`dodge_the_creeps_2d_assets.zip <https://github.com/godotengine/godot-docs-"
|
||||
"project-starters/releases/download/latest-4.x/dodge_the_creeps_2d_assets."
|
||||
"zip>`_."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Contents"
|
||||
msgstr "Sisältötesti"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,199 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Setting up the game area"
|
||||
msgstr "Skenen pystytys"
|
||||
|
||||
msgid ""
|
||||
"In this first part, we're going to set up the game area. Let's get started "
|
||||
"by importing the start assets and setting up the game scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We've prepared a Godot project with the 3D models and sounds we'll use for "
|
||||
"this tutorial, linked in the index page. If you haven't done so yet, you can "
|
||||
"download the archive here: `Squash the Creeps assets <https://github.com/"
|
||||
"godotengine/godot-3d-dodge-the-creeps/releases/tag/1.1.0>`__."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Once you downloaded it, extract the .zip archive on your computer. Open the "
|
||||
"Godot Project Manager and click the *Import* button."
|
||||
msgstr ""
|
||||
"Pura tämä projekti minne haluat. Avaa sitten Godot ja lisää projekti "
|
||||
"projektinhallintaan 'Tuo' (kuvassa 'Import') painikkeella:"
|
||||
|
||||
msgid ""
|
||||
"In the import popup, enter the full path to the freshly created directory "
|
||||
"``squash_the_creeps_start/``. You can click the *Browse* button on the right "
|
||||
"to open a file browser and navigate to the ``project.godot`` file the folder "
|
||||
"contains."
|
||||
msgstr ""
|
||||
|
||||
msgid "Click *Import & Edit* to open the project in the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The start project contains an icon and two folders: ``art/`` and ``fonts/``. "
|
||||
"There, you will find the art assets and music we'll use in the game."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that "
|
||||
"belong to these models, and a music track."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Setting up the playable area"
|
||||
msgstr "Projektin perustus"
|
||||
|
||||
msgid ""
|
||||
"We're going to create our main scene with a plain :ref:`Node <class_Node>` "
|
||||
"as its root. In the *Scene* dock, click the *Add Child Node* button "
|
||||
"represented by a \"+\" icon in the top-left and double-click on *Node*. Name "
|
||||
"the node ``Main``. An alternate method to rename the node is to right-click "
|
||||
"on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node "
|
||||
"to the scene, you can press :kbd:`Ctrl + a` (or :kbd:`Cmd + a` on macOS)."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + s` (:kbd:`Cmd + s` "
|
||||
"on macOS)."
|
||||
msgstr ""
|
||||
"Tallenna skene. Napsauta Skene -> Tallenna skene, tai paina ``Ctrl+S`` "
|
||||
"Windowsissa tai Linuxissa, tai ``Command+S`` Macissa."
|
||||
|
||||
msgid ""
|
||||
"We'll start by adding a floor that'll prevent the characters from falling. "
|
||||
"To create static colliders like the floor, walls, or ceilings, you can use :"
|
||||
"ref:`StaticBody3D <class_StaticBody3D>` nodes. They require :ref:"
|
||||
"`CollisionShape3D <class_CollisionShape3D>` child nodes to define the "
|
||||
"collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D "
|
||||
"<class_StaticBody3D>` node, then a :ref:`CollisionShape3D "
|
||||
"<class_CollisionShape3D>`. Rename the :ref:`StaticBody3D "
|
||||
"<class_StaticBody3D>` to ``Ground``."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Your scene tree should look like this"
|
||||
msgstr "Skenepuusi pitäisi näyttää tältä:"
|
||||
|
||||
msgid ""
|
||||
"A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` "
|
||||
"appears because we haven't defined its shape. If you click the icon, a popup "
|
||||
"appears to give you more information."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create a shape, select the :ref:`CollisionShape3D "
|
||||
"<class_CollisionShape3D>` node, head to the *Inspector* and click the "
|
||||
"*<empty>* field next to the *Shape* property. Create a new *BoxShape3D*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The box shape is perfect for flat ground and walls. Its thickness makes it "
|
||||
"reliable to block even fast-moving objects."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A box's wireframe appears in the viewport with three orange dots. You can "
|
||||
"click and drag these to edit the shape's extents interactively. We can also "
|
||||
"precisely set the size in the inspector. Click on the :ref:`BoxShape3D "
|
||||
"<class_BoxShape3D>` to expand the resource. Set its *Size* to ``60`` on the "
|
||||
"X axis, ``2`` for the Y axis, and ``60`` for the Z axis."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Collision shapes are invisible. We need to add a visual floor that goes "
|
||||
"along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D "
|
||||
"<class_MeshInstance3D>` as its child."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, click on the field next to *Mesh* and create a :ref:"
|
||||
"`BoxMesh <class_BoxMesh>` resource to create a visible box."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once again, it's too small by default. Click the box icon to expand the "
|
||||
"resource and set its *Size* to ``60``, ``2``, and ``60``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should see a wide grey slab that covers the grid and blue and red axes "
|
||||
"in the viewport."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We're going to move the ground down so we can see the floor grid. Select the "
|
||||
"``Ground`` node, hold the :kbd:`Ctrl` key down to turn on grid snapping, and "
|
||||
"click and drag down on the Y axis. It's the green arrow in the move gizmo."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you can't see the 3D object manipulator like on the image above, ensure "
|
||||
"the *Select Mode* is active in the toolbar above the view."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Move the ground down ``1`` meter, in order to have a visible editor grid. A "
|
||||
"label in the bottom-left corner of the viewport tells you how much you're "
|
||||
"translating the node."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Moving the *Ground* node down moves both children along with it. Ensure you "
|
||||
"move the *Ground* node, **not** the *MeshInstance3D* or the "
|
||||
"*CollisionShape3D*."
|
||||
msgstr ""
|
||||
|
||||
msgid "Ultimately, ``Ground``'s transform.position.y should be -1"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's add a directional light so our scene isn't all grey. Select the "
|
||||
"``Main`` node and add a child node :ref:`DirectionalLight3D "
|
||||
"<class_DirectionalLight3D>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We need to move and rotate the :ref:`DirectionalLight3D "
|
||||
"<class_DirectionalLight3D>` node. Move it up by clicking and dragging on the "
|
||||
"manipulator's green arrow and click and drag on the red arc to rotate it "
|
||||
"around the X axis, until the ground is lit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "At this point, your project should look like this."
|
||||
msgstr "Lopullisen skriptin pitäisi näyttää tältä:"
|
||||
|
||||
msgid ""
|
||||
"That's our starting point. In the next part, we will work on the player "
|
||||
"scene and base movement."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,317 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Player scene and input actions"
|
||||
msgstr "Pelaa skeneä nähdäksesi simulaation."
|
||||
|
||||
msgid ""
|
||||
"In the next two lessons, we will design the player scene, register custom "
|
||||
"input actions, and code player movement. By the end, you'll have a playable "
|
||||
"character that moves in eight directions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a new scene by going to the Scene menu in the top-left and clicking "
|
||||
"*New Scene*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image0"
|
||||
msgstr "|image0|"
|
||||
|
||||
msgid ""
|
||||
"Create a :ref:`CharacterBody3D <class_CharacterBody3D>` node as the root"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Name the :ref:`CharacterBody3D <class_CharacterBody3D>` to ``Player``. "
|
||||
"Character bodies are complementary to the area and rigid bodies used in the "
|
||||
"2D game tutorial. Like rigid bodies, they can move and collide with the "
|
||||
"environment, but instead of being controlled by the physics engine, **you** "
|
||||
"dictate their movement. You will see how we use the node's unique features "
|
||||
"when we code the jump and squash mechanics."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about the different physics node types, see the :ref:"
|
||||
"`doc_physics_introduction`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For now, we're going to create a basic rig for our character's 3D model. "
|
||||
"This will allow us to rotate the model later via code while it plays an "
|
||||
"animation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add a :ref:`Node3D <class_Node3D>` node as a child of ``Player`` and name it "
|
||||
"``Pivot``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking "
|
||||
"it and drag and drop ``player.glb`` onto ``Pivot``."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image1"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"This should instantiate the model as a child of ``Pivot``. You can rename it "
|
||||
"to ``Character``."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image2"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid ""
|
||||
"The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0 "
|
||||
"specification. They're a modern and powerful alternative to a proprietary "
|
||||
"format like FBX, which Godot also supports. To produce these files, we "
|
||||
"designed the model in `Blender 3D <https://www.blender.org/>`__ and exported "
|
||||
"it to GLTF."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As with all kinds of physics nodes, we need a collision shape for our "
|
||||
"character to collide with the environment. Select the ``Player`` node again "
|
||||
"and add a child node :ref:`CollisionShape3D <class_CollisionShape3D>`. In "
|
||||
"the *Inspector*, on the *Shape* property, add a new :ref:`SphereShape3D "
|
||||
"<class_SphereShape3D>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "The sphere's wireframe appears below the character."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "|image3|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image3"
|
||||
msgstr "|image3|"
|
||||
|
||||
msgid ""
|
||||
"It will be the shape the physics engine uses to collide with the "
|
||||
"environment, so we want it to better fit the 3D model. Shrink it a bit by "
|
||||
"dragging the orange dot in the viewport. My sphere has a radius of about "
|
||||
"``0.8`` meters."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, move the shape up so its bottom roughly aligns with the grid's plane."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "|image4|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image4"
|
||||
msgstr "|image4|"
|
||||
|
||||
msgid ""
|
||||
"You can toggle the model's visibility by clicking the eye icon next to the "
|
||||
"``Character`` or the ``Pivot`` nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "|image5|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image5"
|
||||
msgstr "|image5|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Save the scene as ``player.tscn``"
|
||||
msgstr "Lopuksi tallenna skene nimellä kuten esimerkiksi ``sayhello.tscn``."
|
||||
|
||||
msgid ""
|
||||
"With the nodes ready, we can almost get coding. But first, we need to define "
|
||||
"some input actions."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Creating input actions"
|
||||
msgstr "Ikonien luominen"
|
||||
|
||||
msgid ""
|
||||
"To move the character, we will listen to the player's input, like pressing "
|
||||
"the arrow keys. In Godot, while we could write all the key bindings in code, "
|
||||
"there's a powerful system that allows you to assign a label to a set of keys "
|
||||
"and buttons. This simplifies our scripts and makes them more readable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This system is the Input Map. To access its editor, head to the *Project* "
|
||||
"menu and select *Project Settings*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "image6"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"At the top, there are multiple tabs. Click on *Input Map*. This window "
|
||||
"allows you to add new actions at the top; they are your labels. In the "
|
||||
"bottom part, you can bind keys to these actions."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr "|image7|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image7"
|
||||
msgstr "|image7|"
|
||||
|
||||
msgid ""
|
||||
"Godot projects come with some predefined actions designed for user interface "
|
||||
"design, which we could use here. But we're defining our own to support "
|
||||
"gamepads."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We're going to name our actions ``move_left``, ``move_right``, "
|
||||
"``move_forward``, ``move_back``, and ``jump``."
|
||||
msgstr ""
|
||||
|
||||
msgid "To add an action, write its name in the bar at the top and press Enter."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr "|image8|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image8"
|
||||
msgstr "|image8|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Create the following five actions:"
|
||||
msgstr "Lisää sitten seuraavat kaksi funktiota:"
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr "|image9|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image9"
|
||||
msgstr "|image9|"
|
||||
|
||||
msgid ""
|
||||
"To bind a key or button to an action, click the \"+\" button to its right. "
|
||||
"Do this for ``move_left``. Press the left arrow key and click *OK*."
|
||||
msgstr ""
|
||||
|
||||
msgid "Bind also the :kbd:`A` key, onto the action ``move_left``."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr "|image12|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image12"
|
||||
msgstr "|image12|"
|
||||
|
||||
msgid ""
|
||||
"Let's now add support for a gamepad's left joystick. Click the \"+\" button "
|
||||
"again but this time, select *Manual Selection -> Joypad Axes*."
|
||||
msgstr ""
|
||||
|
||||
msgid "Select the negative X axis of the left joystick."
|
||||
msgstr ""
|
||||
|
||||
msgid "Leave the other values as default and press *OK*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want controllers to have different input actions, you should use the "
|
||||
"Devices option in Additional Options. Device 0 corresponds to the first "
|
||||
"plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so "
|
||||
"on."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Do the same for the other input actions. For example, bind the right arrow, "
|
||||
"D, and the left joystick's positive axis to ``move_right``. After binding "
|
||||
"all keys, your interface should look like this."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image15|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image15"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"The final action to set up is the ``jump`` action. Bind the Space key and "
|
||||
"the gamepad's A button."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image16|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image16"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Your jump input action should look like this."
|
||||
msgstr "Skenepuusi pitäisi näyttää tältä:"
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image18|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image18"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"That's all the actions we need for this game. You can use this menu to label "
|
||||
"any groups of keys and buttons in your projects."
|
||||
msgstr ""
|
||||
|
||||
msgid "In the next part, we'll code and test the player's movement."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "image11"
|
||||
msgstr "|image11|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image17"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,355 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Moving the player with code"
|
||||
msgstr "Pelaajan liikuttaminen"
|
||||
|
||||
msgid ""
|
||||
"It's time to code! We're going to use the input actions we created in the "
|
||||
"last part to move the character."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Right-click the ``Player`` node and select *Attach Script* to add a new "
|
||||
"script to it. In the popup, set the *Template* to *Empty* before pressing "
|
||||
"the *Create* button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image0"
|
||||
msgstr "|image0|"
|
||||
|
||||
msgid ""
|
||||
"Let's start with the class's properties. We're going to define a movement "
|
||||
"speed, a fall acceleration representing gravity, and a velocity we'll use to "
|
||||
"move the character."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These are common properties for a moving body. The ``target_velocity`` is a :"
|
||||
"ref:`3D vector <class_Vector3>` combining a speed with a direction. Here, we "
|
||||
"define it as a property because we want to update and reuse its value across "
|
||||
"frames."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The values are quite different from 2D code because distances are in meters. "
|
||||
"While in 2D, a thousand units (pixels) may only correspond to half of your "
|
||||
"screen's width, in 3D, it's a kilometer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's code the movement. We start by calculating the input direction vector "
|
||||
"using the global ``Input`` object, in ``_physics_process()``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here, we're going to make all calculations using the ``_physics_process()`` "
|
||||
"virtual function. Like ``_process()``, it allows you to update the node "
|
||||
"every frame, but it's designed specifically for physics-related code like "
|
||||
"moving a kinematic or rigid body."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about the difference between ``_process()`` and "
|
||||
"``_physics_process()``, see :ref:`doc_idle_and_physics_processing`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We start by initializing a ``direction`` variable to ``Vector3.ZERO``. Then, "
|
||||
"we check if the player is pressing one or more of the ``move_*`` inputs and "
|
||||
"update the vector's ``x`` and ``z`` components accordingly. These correspond "
|
||||
"to the ground plane's axes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These four conditions give us eight possibilities and eight possible "
|
||||
"directions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In case the player presses, say, both W and D simultaneously, the vector "
|
||||
"will have a length of about ``1.4``. But if they press a single key, it will "
|
||||
"have a length of ``1``. We want the vector's length to be consistent, and "
|
||||
"not move faster diagonally. To do so, we can call its ``normalize()`` method."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here, we only normalize the vector if the direction has a length greater "
|
||||
"than zero, which means the player is pressing a direction key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In this case, we also get the ``Pivot`` node and call its ``look_at()`` "
|
||||
"method. This method takes a position in space to look at in global "
|
||||
"coordinates and the up direction. In this case, we can use the ``Vector3."
|
||||
"UP`` constant."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A node's local coordinates, like ``position``, are relative to their parent. "
|
||||
"Global coordinates, like ``global_position`` are relative to the world's "
|
||||
"main axes you can see in the viewport instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In 3D, the property that contains a node's position is ``position``. By "
|
||||
"adding the ``direction`` to it, we get a position to look at that's one "
|
||||
"meter away from the ``Player``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, we update the velocity. We have to calculate the ground velocity and "
|
||||
"the fall speed separately. Be sure to go back one tab so the lines are "
|
||||
"inside the ``_physics_process()`` function but outside the condition we just "
|
||||
"wrote above."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``CharacterBody3D.is_on_floor()`` function returns ``true`` if the body "
|
||||
"collided with the floor in this frame. That's why we apply gravity to the "
|
||||
"``Player`` only while it is in the air."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For the vertical velocity, we subtract the fall acceleration multiplied by "
|
||||
"the delta time every frame. This line of code will cause our character to "
|
||||
"fall in every frame, as long it is not on or collides with the floor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The physics engine can only detect interactions with walls, the floor, or "
|
||||
"other bodies during a given frame if movement and collisions happen. We will "
|
||||
"use this property later to code the jump."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the last line, we call ``CharacterBody3D.move_and_slide()`` which is a "
|
||||
"powerful method of the ``CharacterBody3D`` class that allows you to move a "
|
||||
"character smoothly. If it hits a wall midway through a motion, the engine "
|
||||
"will try to smooth it out for you. It uses the *velocity* value native to "
|
||||
"the :ref:`CharacterBody3D <class_CharacterBody3D>`"
|
||||
msgstr ""
|
||||
|
||||
msgid "And that's all the code you need to move the character on the floor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the complete ``Player.gd`` code for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "Testing our player's movement"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We're going to put our player in the ``Main`` scene to test it. To do so, we "
|
||||
"need to instantiate the player and then add a camera. Unlike in 2D, in 3D, "
|
||||
"you won't see anything if your viewport doesn't have a camera pointing at "
|
||||
"something."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Save your ``Player`` scene and open the ``Main`` scene. You can click on the "
|
||||
"*Main* tab at the top of the editor to do so."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image1"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"If you closed the scene before, head to the *FileSystem* dock and double-"
|
||||
"click ``main.tscn`` to re-open it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To instantiate the ``Player``, right-click on the ``Main`` node and select "
|
||||
"*Instance Child Scene*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image2"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid ""
|
||||
"In the popup, double-click ``player.tscn``. The character should appear in "
|
||||
"the center of the viewport."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Adding a camera"
|
||||
msgstr "Skriptin lisäys"
|
||||
|
||||
msgid ""
|
||||
"Let's add the camera next. Like we did with our *Player*\\ 's *Pivot*, we're "
|
||||
"going to create a basic rig. Right-click on the ``Main`` node again and "
|
||||
"select *Add Child Node*. Create a new :ref:`Marker3D <class_Marker3D>`, and "
|
||||
"name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:"
|
||||
"`Camera3D <class_Camera3D>` to it. Your scene tree should look like this."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "|image3|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image3"
|
||||
msgstr "|image3|"
|
||||
|
||||
msgid ""
|
||||
"Notice the *Preview* checkbox that appears in the top-left when you have the "
|
||||
"*Camera* selected. You can click it to preview the in-game camera projection."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "|image4|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image4"
|
||||
msgstr "|image4|"
|
||||
|
||||
msgid ""
|
||||
"We're going to use the *Pivot* to rotate the camera as if it was on a crane. "
|
||||
"Let's first split the 3D view to be able to freely navigate the scene and "
|
||||
"see what the camera sees."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the toolbar right above the viewport, click on *View*, then *2 "
|
||||
"Viewports*. You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr "|image11|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image11"
|
||||
msgstr "|image11|"
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "|image5|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image5"
|
||||
msgstr "|image5|"
|
||||
|
||||
msgid ""
|
||||
"On the bottom view, select your :ref:`Camera3D <class_Camera3D>` and turn on "
|
||||
"camera Preview by clicking the checkbox."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "image6"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"In the top view, move the camera about ``19`` units on the Z axis (the blue "
|
||||
"one)."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr "|image7|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image7"
|
||||
msgstr "|image7|"
|
||||
|
||||
msgid ""
|
||||
"Here's where the magic happens. Select the *CameraPivot* and rotate it "
|
||||
"``-45`` degrees around the X axis (using the red circle). You'll see the "
|
||||
"camera move as if it was attached to a crane."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr "|image8|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image8"
|
||||
msgstr "|image8|"
|
||||
|
||||
msgid ""
|
||||
"You can run the scene by pressing :kbd:`F6` and press the arrow keys to move "
|
||||
"the character."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr "|image9|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image9"
|
||||
msgstr "|image9|"
|
||||
|
||||
msgid ""
|
||||
"We can see some empty space around the character due to the perspective "
|
||||
"projection. In this game, we're going to use an orthographic projection "
|
||||
"instead to better frame the gameplay area and make it easier for the player "
|
||||
"to read distances."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the *Camera* again and in the *Inspector*, set the *Projection* to "
|
||||
"*Orthogonal* and the *Size* to ``19``. The character should now look flatter "
|
||||
"and the ground should fill the background."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When using an orthogonal camera in Godot 4, directional shadow quality is "
|
||||
"dependent on the camera's *Far* value. The higher the *Far* value, the "
|
||||
"further away the camera will be able to see. However, higher *Far* values "
|
||||
"also decrease shadow quality as the shadow rendering has to cover a greater "
|
||||
"distance."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If directional shadows look too blurry after switching to an orthogonal "
|
||||
"camera, decrease the camera's *Far* property to a lower value such as "
|
||||
"``100``. Don't decrease this *Far* property too much, or objects in the "
|
||||
"distance will start disappearing."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr "|image10|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image10"
|
||||
msgstr "|image10|"
|
||||
|
||||
msgid ""
|
||||
"Test your scene and you should be able to move in all 8 directions and not "
|
||||
"glitch through the floor!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Ultimately, we have both player movement and the view in place. Next, we "
|
||||
"will work on the monsters."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,284 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Designing the mob scene"
|
||||
msgstr "Skenen pystytys"
|
||||
|
||||
msgid ""
|
||||
"In this part, you're going to code the monsters, which we'll call mobs. In "
|
||||
"the next lesson, we'll spawn them randomly around the playable area."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's design the monsters themselves in a new scene. The node structure is "
|
||||
"going to be similar to the ``player.tscn`` scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a scene with, once again, a :ref:`CharacterBody3D "
|
||||
"<class_CharacterBody3D>` node as its root. Name it ``Mob``. Add a child "
|
||||
"node :ref:`Node3D <class_Node3D>`, name it ``Pivot``. And drag and drop the "
|
||||
"file ``mob.glb`` from the *FileSystem* dock onto the ``Pivot`` to add the "
|
||||
"monster's 3D model to the scene."
|
||||
msgstr ""
|
||||
|
||||
msgid "You can rename the newly created ``mob`` node into ``Character``."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image0"
|
||||
msgstr "|image0|"
|
||||
|
||||
msgid ""
|
||||
"We need a collision shape for our body to work. Right-click on the ``Mob`` "
|
||||
"node, the scene's root, and click *Add Child Node*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image1"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Add a :ref:`CollisionShape3D <class_CollisionShape3D>`."
|
||||
msgstr ":ref:`CollisionShape2D <class_CollisionShape2D>`"
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image2"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid "In the *Inspector*, assign a *BoxShape3D* to the *Shape* property."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We should change its size to fit the 3D model better. You can do so "
|
||||
"interactively by clicking and dragging on the orange dots."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The box should touch the floor and be a little thinner than the model. "
|
||||
"Physics engines work in such a way that if the player's sphere touches even "
|
||||
"the box's corner, a collision will occur. If the box is a little too big "
|
||||
"compared to the 3D model, you may die at a distance from the monster, and "
|
||||
"the game will feel unfair to the players."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "|image4|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image4"
|
||||
msgstr "|image4|"
|
||||
|
||||
msgid ""
|
||||
"Notice that my box is taller than the monster. It is okay in this game "
|
||||
"because we're looking at the scene from above and using a fixed perspective. "
|
||||
"Collision shapes don't have to match the model exactly. It's the way the "
|
||||
"game feels when you test it that should dictate their form and size."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Removing monsters off-screen"
|
||||
msgstr "Vanhojen creepsien poisto"
|
||||
|
||||
msgid ""
|
||||
"We're going to spawn monsters at regular time intervals in the game level. "
|
||||
"If we're not careful, their count could increase to infinity, and we don't "
|
||||
"want that. Each mob instance has both a memory and a processing cost, and we "
|
||||
"don't want to pay for it when the mob is outside the screen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once a monster leaves the screen, we don't need it anymore, so we should "
|
||||
"delete it. Godot has a node that detects when objects leave the screen, :ref:"
|
||||
"`VisibleOnScreenNotifier3D <class_VisibleOnScreenNotifier3D>`, and we're "
|
||||
"going to use it to destroy our mobs."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you keep instancing an object, there's a technique you can use to avoid "
|
||||
"the cost of creating and destroying instances all the time called pooling. "
|
||||
"It consists of pre-creating an array of objects and reusing them over and "
|
||||
"over."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When working with GDScript, you don't need to worry about this. The main "
|
||||
"reason to use pools is to avoid freezes with garbage-collected languages "
|
||||
"like C# or Lua. GDScript uses a different technique to manage memory, "
|
||||
"reference counting, which doesn't have that caveat. You can learn more about "
|
||||
"that here: :ref:`doc_gdscript_basics_memory_management`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D "
|
||||
"<class_VisibleOnScreenNotifier3D>`. Another box, pink this time, appears. "
|
||||
"When this box completely leaves the screen, the node will emit a signal."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "|image5|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image5"
|
||||
msgstr "|image5|"
|
||||
|
||||
msgid "Resize it using the orange dots until it covers the entire 3D model."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "image6"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid "Coding the mob's movement"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's implement the monster's motion. We're going to do this in two steps. "
|
||||
"First, we'll write a script on the ``Mob`` that defines a function to "
|
||||
"initialize the monster. We'll then code the randomized spawn mechanism in "
|
||||
"the ``main.tscn`` scene and call the function from there."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Attach a script to the ``Mob``."
|
||||
msgstr "Lisää skripti solmulle."
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr "|image7|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image7"
|
||||
msgstr "|image7|"
|
||||
|
||||
msgid ""
|
||||
"Here's the movement code to start with. We define two properties, "
|
||||
"``min_speed`` and ``max_speed``, to define a random speed range, which we "
|
||||
"will later use to define ``CharacterBody3D.velocity``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly to the player, we move the mob every frame by calling the function "
|
||||
"``CharacterBody3D.move_and_slide()``. This time, we don't update the "
|
||||
"``velocity`` every frame; we want the monster to move at a constant speed "
|
||||
"and leave the screen, even if it were to hit an obstacle."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We need to define another function to calculate the ``CharacterBody3D."
|
||||
"velocity``. This function will turn the monster towards the player and "
|
||||
"randomize both its angle of motion and its velocity."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The function will take a ``start_position``,the mob's spawn position, and "
|
||||
"the ``player_position`` as its arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We position the mob at ``start_position`` and turn it towards the player "
|
||||
"using the ``look_at_from_position()`` method, and randomize the angle by "
|
||||
"rotating a random amount around the Y axis. Below, ``randf_range()`` outputs "
|
||||
"a random value between ``-PI / 4`` radians and ``PI / 4`` radians."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We got a random position, now we need a ``random_speed``. ``randi_range()`` "
|
||||
"will be useful as it gives random int values, and we will use ``min_speed`` "
|
||||
"and ``max_speed``. ``random_speed`` is just an integer, and we just use it "
|
||||
"to multiply our ``CharacterBody3D.velocity``. After ``random_speed`` is "
|
||||
"applied, we rotate ``CharacterBody3D.velocity`` Vector3 towards the player."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Leaving the screen"
|
||||
msgstr "Skenen pystytys"
|
||||
|
||||
msgid ""
|
||||
"We still have to destroy the mobs when they leave the screen. To do so, "
|
||||
"we'll connect our :ref:`VisibleOnScreenNotifier3D "
|
||||
"<class_VisibleOnScreenNotifier3D>` node's ``screen_exited`` signal to the "
|
||||
"``Mob``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Head back to the 3D viewport by clicking on the *3D* label at the top of the "
|
||||
"editor. You can also press :kbd:`Ctrl + F2` (:kbd:`Alt + 2` on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr "|image8|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image8"
|
||||
msgstr "|image8|"
|
||||
|
||||
msgid ""
|
||||
"Select the :ref:`VisibleOnScreenNotifier3D "
|
||||
"<class_VisibleOnScreenNotifier3D>` node and on the right side of the "
|
||||
"interface, navigate to the *Node* dock. Double-click the ``screen_exited()`` "
|
||||
"signal."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr "|image9|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image9"
|
||||
msgstr "|image9|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Connect the signal to the ``Mob``"
|
||||
msgstr "Signaalin yhdistäminen funktioon"
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr "|image10|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image10"
|
||||
msgstr "|image10|"
|
||||
|
||||
msgid ""
|
||||
"This will take you back to the script editor and add a new function for you, "
|
||||
"``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the "
|
||||
"``queue_free()`` method. This function destroy the instance it's called on."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Our monster is ready to enter the game! In the next part, you will spawn "
|
||||
"monsters in the game level."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the complete ``Mob.gd`` script for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
@@ -1,492 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present 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 latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 18:00+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: fi\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Spawning monsters"
|
||||
msgstr "Vihollisten lisääminen"
|
||||
|
||||
msgid ""
|
||||
"In this part, we're going to spawn monsters along a path randomly. By the "
|
||||
"end, you will have monsters roaming the game board."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "|image0|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image0"
|
||||
msgstr "|image0|"
|
||||
|
||||
msgid ""
|
||||
"Double-click on ``main.tscn`` in the *FileSystem* dock to open the ``Main`` "
|
||||
"scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before drawing the path, we're going to change the game resolution. Our game "
|
||||
"has a default window size of ``1152x648``. We're going to set it to "
|
||||
"``720x540``, a nice little box."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Go to *Project -> Project Settings*."
|
||||
msgstr ""
|
||||
"Dialogin pääsee valitsemalla valikosta Projekti -> Projektin asetukset. "
|
||||
"Kokeile sitä nyt."
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image1"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"In the left menu, navigate down to *Display -> Window*. On the right, set "
|
||||
"the *Width* to ``720`` and the *Height* to ``540``."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image2"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Creating the spawn path"
|
||||
msgstr "Luurangon luonti"
|
||||
|
||||
msgid ""
|
||||
"Like you did in the 2D game tutorial, you're going to design a path and use "
|
||||
"a :ref:`PathFollow3D <class_PathFollow3D>` node to sample random locations "
|
||||
"on it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In 3D though, it's a bit more complicated to draw the path. We want it to be "
|
||||
"around the game view so monsters appear right outside the screen. But if we "
|
||||
"draw a path, we won't see it from the camera preview."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To find the view's limits, we can use some placeholder meshes. Your viewport "
|
||||
"should still be split into two parts, with the camera preview at the bottom. "
|
||||
"If that isn't the case, press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS) to "
|
||||
"split the view into two. Select the :ref:`Camera3D <class_Camera3D>` node "
|
||||
"and click the *Preview* checkbox in the bottom viewport."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "|image3|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image3"
|
||||
msgstr "|image3|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Adding placeholder cylinders"
|
||||
msgstr "Ominaisuuksien lisääminen"
|
||||
|
||||
msgid ""
|
||||
"Let's add the placeholder meshes. Add a new :ref:`Node3D <class_Node3D>` as "
|
||||
"a child of the ``Main`` node and name it ``Cylinders``. We'll use it to "
|
||||
"group the cylinders. Select ``Cylinders`` and add a child node :ref:"
|
||||
"`MeshInstance3D <class_MeshInstance3D>`"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "|image4|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image4"
|
||||
msgstr "|image4|"
|
||||
|
||||
msgid "In the *Inspector*, assign a *CylinderMesh* to the *Mesh* property."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "|image5|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image5"
|
||||
msgstr "|image5|"
|
||||
|
||||
msgid ""
|
||||
"Set the top viewport to the top orthogonal view using the menu in the "
|
||||
"viewport's top-left corner. Alternatively, you can press the keypad's 7 key."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "image6"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"The grid may be distracting. You can toggle it by going to the *View* menu "
|
||||
"in the toolbar and clicking *View Grid*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr "|image7|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image7"
|
||||
msgstr "|image7|"
|
||||
|
||||
msgid ""
|
||||
"You now want to move the cylinder along the ground plane, looking at the "
|
||||
"camera preview in the bottom viewport. I recommend using grid snap to do so. "
|
||||
"You can toggle it by clicking the magnet icon in the toolbar or pressing Y."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr "|image8|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image8"
|
||||
msgstr "|image8|"
|
||||
|
||||
msgid ""
|
||||
"Move the cylinder so it's right outside the camera's view in the top-left "
|
||||
"corner."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr "|image9|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image9"
|
||||
msgstr "|image9|"
|
||||
|
||||
msgid ""
|
||||
"We're going to create copies of the mesh and place them around the game "
|
||||
"area. Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate the node. "
|
||||
"You can also right-click the node in the *Scene* dock and select "
|
||||
"*Duplicate*. Move the copy down along the blue Z axis until it's right "
|
||||
"outside the camera's preview."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select both cylinders by pressing the :kbd:`Shift` key and clicking on the "
|
||||
"unselected one and duplicate them."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr "|image10|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image10"
|
||||
msgstr "|image10|"
|
||||
|
||||
msgid "Move them to the right by dragging the red X axis."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr "|image11|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image11"
|
||||
msgstr "|image11|"
|
||||
|
||||
msgid ""
|
||||
"They're a bit hard to see in white, aren't they? Let's make them stand out "
|
||||
"by giving them a new material."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In 3D, materials define a surface's visual properties like its color, how it "
|
||||
"reflects light, and more. We can use them to change the color of a mesh."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We can update all four cylinders at once. Select all the mesh instances in "
|
||||
"the *Scene* dock. To do so, you can click on the first one and Shift click "
|
||||
"on the last one."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr "|image12|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image12"
|
||||
msgstr "|image12|"
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, expand the *Material* section and assign a :ref:"
|
||||
"`StandardMaterial3D <class_StandardMaterial3D>` to slot *0*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr "|image13|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image13"
|
||||
msgstr "|image13|"
|
||||
|
||||
msgid ""
|
||||
"Click the sphere icon to open the material resource. You get a preview of "
|
||||
"the material and a long list of sections filled with properties. You can use "
|
||||
"these to create all sorts of surfaces, from metal to rock or water."
|
||||
msgstr ""
|
||||
|
||||
msgid "Expand the *Albedo* section."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set the color to something that contrasts with the background, like a bright "
|
||||
"orange."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr "|image14|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image14"
|
||||
msgstr "|image14|"
|
||||
|
||||
msgid ""
|
||||
"We can now use the cylinders as guides. Fold them in the *Scene* dock by "
|
||||
"clicking the grey arrow next to them. Moving forward, you can also toggle "
|
||||
"their visibility by clicking the eye icon next to *Cylinders*."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image15|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image15"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"Add a child node :ref:`Path3D <class_Path3D>` to ``Main`` node. In the "
|
||||
"toolbar, four icons appear. Click the *Add Point* tool, the icon with the "
|
||||
"green \"+\" sign."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image16|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image16"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid "You can hover any icon to see a tooltip describing the tool."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click in the center of each cylinder to create a point. Then, click the "
|
||||
"*Close Curve* icon in the toolbar to close the path. If any point is a bit "
|
||||
"off, you can click and drag on it to reposition it."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image17|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image17"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Your path should look like this."
|
||||
msgstr "Skenepuusi pitäisi näyttää tältä:"
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image18|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image18"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid ""
|
||||
"To sample random positions on it, we need a :ref:`PathFollow3D "
|
||||
"<class_PathFollow3D>` node. Add a :ref:`PathFollow3D <class_PathFollow3D>` "
|
||||
"as a child of the ``Path3D``. Rename the two nodes to ``SpawnPath`` and "
|
||||
"``SpawnLocation``, respectively. It's more descriptive of what we'll use "
|
||||
"them for."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image19|"
|
||||
msgstr "|image1|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image19"
|
||||
msgstr "|image1|"
|
||||
|
||||
msgid "With that, we're ready to code the spawn mechanism."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Spawning monsters randomly"
|
||||
msgstr "Vihollisten lisääminen"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Right-click on the ``Main`` node and attach a new script to it."
|
||||
msgstr ""
|
||||
"Napsauta oikealla Panel solmusta ja valitse \"Liitä skripti\" pikavalikosta:"
|
||||
|
||||
msgid ""
|
||||
"We first export a variable to the *Inspector* so that we can assign ``mob."
|
||||
"tscn`` or any other monster to it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We want to spawn mobs at regular time intervals. To do this, we need to go "
|
||||
"back to the scene and add a timer. Before that, though, we need to assign "
|
||||
"the ``mob.tscn`` file to the ``mob_scene`` property above (otherwise it's "
|
||||
"null!)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Head back to the 3D screen and select the ``Main`` node. Drag ``mob.tscn`` "
|
||||
"from the *FileSystem* dock to the *Mob Scene* slot in the *Inspector*."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image20|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image20"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Add a new :ref:`Timer <class_Timer>` node as a child of ``Main``. Name it "
|
||||
"``MobTimer``."
|
||||
msgstr ":ref:`Timer <class_Timer>` nimeltä ``MessageTimer``."
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image21|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image21"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, set its *Wait Time* to ``0.5`` seconds and turn on "
|
||||
"*Autostart* so it automatically starts when we run the game."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image22|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image22"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid ""
|
||||
"Timers emit a ``timeout`` signal every time they reach the end of their "
|
||||
"*Wait Time*. By default, they restart automatically, emitting the signal in "
|
||||
"a cycle. We can connect to this signal from the *Main* node to spawn "
|
||||
"monsters every ``0.5`` seconds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With the *MobTimer* still selected, head to the *Node* dock on the right, "
|
||||
"and double-click the ``timeout`` signal."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image23|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image23"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Connect it to the *Main* node."
|
||||
msgstr "HUD- ja Main-skenejen liittäminen"
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image24|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image24"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid ""
|
||||
"This will take you back to the script, with a new empty "
|
||||
"``_on_mob_timer_timeout()`` function."
|
||||
msgstr ""
|
||||
|
||||
msgid "Let's code the mob spawning logic. We're going to:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Instantiate the mob scene."
|
||||
msgstr "Tallenna skene."
|
||||
|
||||
msgid "Sample a random position on the spawn path."
|
||||
msgstr ""
|
||||
|
||||
msgid "Get the player's position."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Call the mob's ``initialize()`` method, passing it the random position and "
|
||||
"the player's position."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Add the mob as a child of the *Main* node."
|
||||
msgstr "Lisää skripti solmulle."
|
||||
|
||||
msgid ""
|
||||
"Above, ``randf()`` produces a random value between ``0`` and ``1``, which is "
|
||||
"what the *PathFollow* node's ``progress_ratio`` expects: 0 is the start of "
|
||||
"the path, 1 is the end of the path. The path we have set is around the "
|
||||
"camera's viewport, so any random value between 0 and 1 is a random position "
|
||||
"alongside the edges of the viewport!"
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the complete ``main.gd`` script so far, for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can test the scene by pressing :kbd:`F6`. You should see the monsters "
|
||||
"spawn and move in a straight line."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "|image25|"
|
||||
msgstr "|image2|"
|
||||
|
||||
#, fuzzy
|
||||
msgid "image25"
|
||||
msgstr "|image2|"
|
||||
|
||||
msgid ""
|
||||
"For now, they bump and slide against one another when their paths cross. "
|
||||
"We'll address this in the next part."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Käännöksen tila"
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user